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About Me

Found 152 results

  1. Hello fellow hobbyists! I've been working on a Map-Campaign for our Local hobby shop. Since we're only about 5 Player's within a 100 km radius I figured it would be cool to offer members of this Forum to join in. The Campaign officially starts at the 31th of October 2019. Signing up for this campaign has no obligations; you can leave whenever you want and you don't have to play a single match. But if you play you help your Grand Alliance to conquer the southern raches of chamon! Forge mighty heroes that grow to be conquerers and defenders that will be remembered through the ages to come! So get your Ossiarchs reaping and your Mawtribes eating! Link for the Sign Up: https://forms.gle/3cKvp8PyeMJwvauT9 Rules_Campaign.pdf The Map (will be decorating a wall in our local hobby shop). kind regards and happy wargaming, Jack
  2. Hi everyone, We're holding another one dayer in Swindon and would be great to see some of you lovely people there. Details below! Autumn of Empires Saturday November 16th 2019, Firestorm Games, 121 Victoria Road, Swindon, SN1 3BH. Tickets: £10 from https://www.thebattlefields.co.uk/events-at-the-battlefields/Warhammer-Age-of-Sigmar,-Autumn-Of-Empire A 2000 point Warhammer: Age of Sigmar Matched Play Event set in the realm of ShyishEVENT INFORMATIONArmy Size & Composition: Battlehost (2000pt) p.54 of the General’s Handbook 2019. Any Warscroll with official points from Games Workshop or Forgeworld can be used. You must use the most recently published version of any Warscroll. Battletomes released after Saturday November 9th 2019 cannot be used Rules from all supplements bar Malign Portents or Firestorm Campaign supplements in play.From 08:30 Arrival09:00 – 09:20 Registration09:20 – 09:30 Intro09:30 – 12:00 Game 1: STARSTRIKE (Feature and spell: Life Leeching & Ethereal Guide)Display army after game for Coolest Army consideration12:00 – 12:45 Lunch/Coolest Army voting12:45 – 15:15 Game 2: SHIFTING OBJECTIVES (Eternal War & Soulflay)15:30 – 18:00 Game 3: TOTAL CONQUEST (Aetherquake Aftershock & Unnatural Darkness)18:00 – 18:30 Results Admin18:30 – 18:45 Awards and GoodbyeSCORING Major Win = 20 tournament points Minor Win = 15 tournament points Draw = 10 tournament points Minor Loss = 5 tournament points (a minor loss is awarded if opponent scores a minor win) Major Loss = 0 tournament Points (a major loss is awarded if opponent scores a major win) 5 additional tournament points will be awarded to loser in a game if the difference in kill points calculated at the end of the game is less than 501pts 5 additional tournament points will be awarded if a player’s chosen hidden agenda has been completed by the end of the game. The rules regarding rolling on the triumph table will not be used, the same hidden agenda cannot be selected more than once and each player must select their hidden agenda before the dice roll to determine territories is made. Painting: 20 points available if army painted and based Contact: wiltsandglosaos@gmail.com or @thenecbromancer on Twitter
  3. Event Title: Autumn of Empires - 2000 pts Swindon (16th November) Event Author: Thenecbromancer Calendar: Events UK Event Date: 11/16/2019 12:00 AM Hi everyone, We're holding another one dayer in Swindon and would be great to see some of you lovely people there. Details below! Autumn of Empires Saturday November 16th 2019, Firestorm Games, 121 Victoria Road, Swindon, SN1 3BH. Tickets: £10 from https://www.thebattlefields.co.uk/events-at-the-battlefields/Warhammer-Age-of-Sigmar,-Autumn-Of-Empire A 2000 point Warhammer: Age of Sigmar Matched Play Event set in the realm of ShyishEVENT INFORMATIONArmy Size & Composition: Battlehost (2000pt) p.54 of the General’s Handbook 2019. Any Warscroll with official points from Games Workshop or Forgeworld can be used. You must use the most recently published version of any Warscroll. Battletomes released after Saturday November 9th 2019 cannot be used Rules from all supplements bar Malign Portents or Firestorm Campaign supplements in play.From 08:30 Arrival09:00 – 09:20 Registration09:20 – 09:30 Intro09:30 – 12:00 Game 1: STARSTRIKE (Feature and spell: Life Leeching & Ethereal Guide)Display army after game for Coolest Army consideration12:00 – 12:45 Lunch/Coolest Army voting12:45 – 15:15 Game 2: SHIFTING OBJECTIVES (Eternal War & Soulflay)15:30 – 18:00 Game 3: TOTAL CONQUEST (Aetherquake Aftershock & Unnatural Darkness)18:00 – 18:30 Results Admin18:30 – 18:45 Awards and GoodbyeSCORING Major Win = 20 tournament points Minor Win = 15 tournament points Draw = 10 tournament points Minor Loss = 5 tournament points (a minor loss is awarded if opponent scores a minor win) Major Loss = 0 tournament Points (a major loss is awarded if opponent scores a major win) 5 additional tournament points will be awarded to loser in a game if the difference in kill points calculated at the end of the game is less than 501pts 5 additional tournament points will be awarded if a player’s chosen hidden agenda has been completed by the end of the game. The rules regarding rolling on the triumph table will not be used, the same hidden agenda cannot be selected more than once and each player must select their hidden agenda before the dice roll to determine territories is made. Painting: 20 points available if army painted and based Contact: wiltsandglosaos@gmail.com or @thenecbromancer on Twitter Autumn of Empires - 2000 pts Swindon (16th November)
  4. Announcement Time!! The First AoS GT is happening in Ireland! Due to a number of issues we decided to move the GT to a bigger venue later in the year 2000 Points Matched Play Event 64 Players 5 games 2 Days Held in the Carlton Hotel near Dublin Airport Tickets are 55 Euro To secure your place at this event please send 55 via the following link: https://paypal.me/pools/c/8dnk8xSrHQ any question please PM me or email me at theherophasepodcast@gmail.com Thanks all, Mick
  5. Hi everyone, I wanted to ask a question. After the release of the GHB2019 there was a lot of talk about Meeting Engagements and what a cool new format this is for Age of Sigmar. Directly before and after the release there were a lot of posts and videos about Meeting Engagements. I for myself am not a fan of huge 2000-3000 points battles and most of the time I have not enough space to fight a battle on such a huge table with my gaming group. This is why I really like the Meeting Engagements format and that GW decided to push smaller points games more. But now, as some time has passed, I have the feeling that "Meeting Engagements" was just some initial hype. Some YouTube Channels have gone back to posting only about 2000 points games and also most of the posts in forums or on reddit have also gone back to 2000 point games. The last time something was posted in the "Meeting Engagements" - Thread on TGA was July 12. Normally if a format is relevant there are frequent posts about it. Maybe this is just a personal feeling based on my limited perception and maybe my opinion is totally subjective, but this is why I wanted to post about this. Was "Meeting Engagements" just an initial hype and people will push 2000 points battles more and more or is this just my subjective opinion? Me and my gaming group really like this format, because you don't need such a huge collection for Meeting Engagements and it helped me to pull some new people into the hobby, because the games were fast and there was not so much going on. I would find it sad if the rest of the community pushes this format aside and goes back to mainly 2000 points battles. Don't get me wrong. I also like to play 2000 point battles, but I find "Meeting Engagements" to be easier. I also had hopes that this might be new competitive format, which will be played often. But I have the feeling that the community was only interested initially and now starts to go back to 2000 point battles. I would be interested in more discussions and battle reports about Meeting Engagements online, because it is such an accessible format. I think initially Age of Sigmar was more accessible and I often have the feeling that the existing community often pushes formats, which are very hard to get into for new players. Maybe because many people were collecting miniatures since Warhammer Fantasy and because of that many engaged players already possess 2000 - 3000 points armies. But everytime I search for some inspiration for my local group etc. I find that 2000 points-games dominate most of AoS discussions. This could be a reason why a format like "Meeting Engagements" is pushed aside. But as I said before, this might just be totally subjective. This is why I wanted to ask you all about this. I wanted to discuss if my subjective feeling is indeed correct or if I am just imagining things and in the end "Meetings Engagement" will totally turn out to be a viable matched play format.
  6. And I'm not just talking about rolling scenery dice and realm artefacts, Im talkin full monty: A.) All realm effects followed INCLUDING Ulgu in all it's 8" limiting glory, and Ghur and the often violently ignored Rampaging Monsters rule. B.) Terrain rules as per their relevant warscrolls. This includes stuff like full on LoS blocking, Obstacle rules, and Garrison rules, that supersede the scenery dice. C.) Full terrain and board setup as seen in the new GHB. Most people I play don't ever bother with realm rules past the artefacts, or possibly the spells. The realm *effects* in particular are very polarizing. Every single person I've played with isn't or is only partially aware of the terrain warscrolls, despite the GHB stating they should be used for matched play. The new board setup is far more readily accepted, as the GHB is pretty clear on how this process is done. *** This topic is really interesting to me because there's a lot to talk about around it. Realm Artefacts for example are readily incorporated because it's a big range of toys for you to pick from, at no major disadvantage. Realm spells, not as much, because it will depend on how caster-heavy your army is. Realm Effects tend to be ignored because there is that one chance you roll something that completely shifts the game dynamic (Ulgu range limitations, Ghur Beasts, Ghyran no run rule, Hysh/Shyish spellcasting bonus rules, Aqshy total LOS blocking on all terrain, etc etc.). Terrain warscroll rules are ignored for good reason: not everyone has all the bits required. There's also the extra layer of rules you now have to account for, and a lot of tournament players correlate not being fully aware of what rules could be in play to losing, often horribly. This is a fair outlook, as some of the terrain warscrolls are considerably more gamechanging than their scenery dice counterparts! And the board setup at this point is an easy adapt cuz it removes a very vaguely defined aspect of the game. The most pushback I've seen levied against it is that it makes the game longer. *** Now, assuming you have a local independent shop, that has several multiples of ALL the warscroll terrain, all proper done up and presented on appropriate neoprene mats. It has two dozen 6x4 tables, it has loads of floor space, and all the nice little small tables with little wheels on the side for you to put your models on. It's an ideal tournament venue! Now imagine the venue does indeed run regular tournaments, but with very specifically laid out rules: they will follow the GHB guidelines to the word. This includes everything I mentioned above (and the painting points/hidden agendas for tiebreaking, but those are less interesting talking points). Would you frequent these hypothetical tournaments, knowing they followed the frankly much more random nature of the GHB's official take on matched play? If you wouldn't, then at what point do you think a matched play game stops "being matched play"? How many of these optional rules do you have to keep intact for it to be an ideal tournament rule set? How much space in their wording do you think GW specifically leaves up for organiser interpretation in this regard? And just to throw another wrench into things, at what pointage do you think would following the *full* GW-mandated matched play setup work best? 2k? 2.5k? Meeting Engagements?
  7. Event Title: Spear The Rear Event Author: TimM85 Calendar: Events UK Event Date: 10/19/2019 09:00 AM Limited to 32 players 1000 points - Meeting engagements Tickest -https://entoyment.co.uk/event-tick/store-events/spear-the-rear-aos-itc-1000pt-tournament.html Event Pack https://www.dropbox.com/s/pl66wvuq2dp2v9t/SpearTheRear19%3A10%3A2019.pdf?dl=0 Event Facebook https://www.facebook.com/events/328522638092918/ Spear The Rear
  8. TimM85

    Spear The Rear

    Limited to 32 players 1000 points - Meeting engagements Tickest -https://entoyment.co.uk/event-tick/store-events/spear-the-rear-aos-itc-1000pt-tournament.html Event Pack https://www.dropbox.com/s/pl66wvuq2dp2v9t/SpearTheRear19%3A10%3A2019.pdf?dl=0 Event Facebook https://www.facebook.com/events/328522638092918/
  9. I’ve made a system to differentiate between players at a tournament by using the amount of Victory Points scored in each battleplan as the metric. As each battleplan has different ways of scoring and therefore a different total VP available, each battleplan has had a weighting applied to it based off the maximum available VP one player could score if they held all objectives for all five turns. I feel this tiebreaker system represents player skill with less of the random opponent factor of Strength of Schedule for example. It is also more objective based than using Kill Points avoiding giving a bias to just wiping out an army. I have attached a spreadsheet to use if anyone is interested, simply input player VP scored under the battleplan and the Tournament Points for the W/L/D etc. Then use a sort on the total column each round to determine placing. Battleplan weightings: Blood and glory. 1 VP x50 Escalation. 12 VP x4.17 Border war. 45 VP x1.11 Three places of power. 45 VP x1.11 Gift from the heavens. 28 VP x1.79 Take and hold. 1 VP x50 Knife to the heart. 1 VP x50 Total conquest. 40 VP x1.25 Duality of death. 30 VP x1.67 Battle for the pass. 45 VP x1.11 Starstrike. 40 VP x1.25 Scorched earth. 50 VP x1 Total commitment. 40 VP x1.25 Focal points. 40 VP x1.25 The better part of valour. 48 VP x1.04 Shifting objectives. 25 VP x2 Places of arcane power. 45 VP x1.11 The relocation orb. 15 VP x3.33 Stregth of Win.xlsx
  10. Hello all, here I have 2 lists themed around the Monstrous Arcanum, thus using the Grand Alliance: Destruction rules. I know I should play for what I enjoy, but I like the sound of them both equally and cannot decide, so I'm putting it forward to you people and with being relatively new to AoS I was hoping to get some criticisms on the lists relating to competitive play and how they would perform. List 1: Allegiance: Destruction | Realms of Battle: Hysh Leaders: Grot Shaman = 80 points - General | Artefact: Aetherquartz Brooch | Command Trait: Ravager Battleline: 20x Grots /w Jabbin’ Spears and shields = 100 points 20x Grots /w Grot Bow = 100 points 20x Grots /w Grot Bow = 100 points Behemoths: Magma Dragon = 540 points Magma Dragon = 540 points Magma Dragon = 540 points Total = 2000 points Game plan: Magma Dragons: Fly around as a pack, or individually if required and roast anything within range Grots: Hold objectives and pick off any stranglers that may be lurking too close for comfort to the Magma Dragons with their bows. The ones with spears and shields are simply a screen Grot Shaman: A source of magic, be it for defence, offence or something else. ——————————————————————— Now, the next list is more themed and probably less competitive but here it is. List 2: Allegiance: Destruction | Realms of Battle: Ghur Leader: Fimirach Noble = 140 points - General | Artefact: Gryph-feather Charm | Command Trait: Wild Fury Madcap Shaman = 80 points Battleline: Fimir Warriors x6 = 280 points Fimir Warriors x6 = 280 points Fimir Warriors x3 = 140 points Behemoths: Magma Dragon = 540 points Magma Dragon = 540 points Total = 2000 points Game plan: Magma Dragons: Fly around as a duo, or individually if required and roast anything within range. Fimir Warriors: To hold objectives/ provide support for the Magma Dragons or pose a threat, since in comparison to the Grots they hit a lot harder, and are a lot harder to get rid of. Fimirach Noble: Sit around the Fimir Warriors and use his command ability buff all the Fimir Warriors.
  11. Event Preparation: ChariCon Upper Hutt First event with "New Skaven" This coming weekend the Wellington Region in New Zealand (The Capital Region, the Best Region, the Once-and-Future Region) is playing host to a new style of event called ChariCon. The astute among you will notice this word is a mash-up of the words "Charity" and "Convention", which believe it or not is no mere coincidence. 100% of the proceeds and revenue generated by registrations and various charity raffles and the like over the weekend will go towards Cancer research, and the tournament doesn't count towards the National Rankings so a huge portion of new players are coming along to get their feet wet and the established players are treating it as an excuse to run fun, non-optimized lists and have a good time just socializing. What better opportunity to take my new army for a spin in a tournament style event without causing my ranking to suffer when I inevitably crash and burn? The list I'm taking is largely things that I already have painted, given my work and home lives have been extremely hectic the last few weeks I didn't want to gamble on having painting time. I got my Gnawholes purchased and I have will need all of the roughly 12 minutes spare time I get each week to get them at least drybrushed. With the next few events being only 1250pts till Notorious Grand Tournament in May my stock of 100 Plague Monks painted to a high standard will get me through painting rubrics, but I'm working on the remaining 60 for the big event. I padded the numbers in the list with some Plague Censer Bearers, which aren't exactly top tier but I converted my own out of Stormvermin and so help me I will run them at least once this year. Without further ado, I present the list: Allegiance: PestilensMortal Realm: UlguLeadersPlague Furnace (180)- General- Trait: Master of Rot and Ruin - Artefact: Liber Bubonicus Plague Priest (80)- Artefact: The Foul PendantPlague Priest (80)Battleline30 x Plague Monks (210)- Foetid Blades30 x Plague Monks (210)- Foetid Blades30 x Plague Monks (210)- Foetid Blades5 x Plague Censer Bearers (60)5 x Plague Censer Bearers (60)BattalionsCongregation of Filth (160)Total: 1250 / 1250Extra Command Points: 1Allies: 0 / 200Wounds: 122 Before anyone asks, no Warscroll Builder hasn't been updated with the Skaven stuff yet I just tweaked it in a word document, I imagine it could be a while before it's updated. To start, one can clearly see the absence of the Verminlord Corruptor. I opted to take the Plague Furnace kitted out with both the Artefact and Command Trait that boost it's prayer effectiveness, in the hopes of getting an early Neverplague. The issue with taking the Corruptor is a small scale game is you need to give him a lot just to make him capable of praying, while the Plague Furnace benefits much more from it at this game size. The two priests on foot are there for two reasons; Hero models for Three Places of Power, and absolutely abusing the prayer mechanic (as always). I've given one The Foul Pendant to deal with non-optimized casting given the event is running Realmsphere rules and each army with a wizard will have access to an extra spell. Three units of 30 Plague Monks are just plain here to party and not go anywhere thanks to Altar of the Horned Rat + Plague Altar making sure they don't take casualties from Battleshock and have a bit more durability. Given they aren't units of 40 I had to select command options rather than just taking them all like the good old days, and opted for Banner of Contagion (6's to wound inflict 2 damage instead of 1) and Bale-Chimes (6's to hit are resolved at -1 rend). I opted not to take the Doom Gongs (+1 to Run and Charge) as i'll need to spend my excess Command Points on SOMETHING, or the Icon of Pestilence (roll a dice when a model is slain in combat, on a 6 the cause takes 1 mortal wound) as I plan to hit first and inflict massive casualties, rather than putting efficiency into being on the back foot. The Plague Censer Bearers are here, good for them. They'll either get set up in bubbles around the Plague Priests to keep them alive or used to push the Plague Furnace around. Perhaps used as a wall or some other suicidal task befitting a unit of their... pedigree. Congregation of Filth remains the mainstay Clan Pestilens battalion, even without providing re-rolls to charge. The 6+ ward save (a save that works against both unsaved wounds AND mortal wounds) is neat and it's wholly within 18" requirement is nothing to worry about. This combined with the fact Plague monks now have a 6+ armor save makes them doubly durable against no-rend attacks. I may be taking a risk taking it at 1250pts given it's 160pts not being spent on more bodies, but risk is the only way to test results. The plan with the army is relatively straightforward. Surround the Plague Furnace with two flanks of Plague Monks heavily buffed up and charging forward forcing the enemy's attention, while the rest of the army pushes up the other part of the board and forces them to split their forces. The Plague Priests will get stuck in on the front lines using Lead from the Back to remain healthy despite being in the thick of it, and the Furnace will (ideally) hang close enough to it's units of Monks that it doesn't awkwardly come to a halt. Looking forward to really stress-testing the list and having a great weekend rolling dice and pushing toy soldiers around for charity, see all of my NZ peeps there.
  12. NZ Masters Tournament 2018 Road to the Top Overview With the New Zealand Masters Tournament 3 weeks away, and list submissions due in 6 days, I figure it’s close enough to talk about my preparation for this tournament. Unsurprisingly, I’ll be running the Pestilens allegiance and going for the top, with the goal yet again of being the first Clan Pestilens player to win or place a major event. Over the last 2 months my list has gone through a heavy amount of changes, and I ran a version of the list at the recent Notorious Hammer tournament to test the waters as well as countless practice games with close friends to streamline the list and reach a standard of consistent performance I’m happy with. The NZ Masters tournament is an invitational tournament, where the top 20 players n the NZ rankings are offered places at the event and then the invites work there way up from 20 if people decline. The New Zealand tournament meta is relatively consistent and features roughly 20 consistent contenders at most tournaments with a few more players that make the odd tournament here and there, and most people are known clearly for the lists they take and change them rarely. The most popular armies currently are Stormcast Eternals, Nurgle and Legions of Nagash, with the rest of the players displaying a wide variety of forces from all Grand Alliances. This being the case, for anyone to be a contender for the top spots they have to pack tools that let their force deal with decent armor saves, long-range magic and large numbers. All the recent winners of local tournaments will be attending the Masters, and with every player being in the tier of rankings where they on average win 3 or more games in a 5-game event the competition is guaranteed to be fierce. The Event The tournament follows the same pattern as most tournaments, 5 games with 3 on day 1 and 2 more on the second day. Realm Artefacts are available for list building, but the Realm Spells and Realmscape effects will not be. While most NZ tournaments have relaxed painting standards, 3 color minimum at most with the incentive to paint your army being bonus hobby points for the soft scores, at the Masters a model that is not painted to a degree that demonstrates completion (based, highlighted, washed etc) will simply not be allowed to be used. The tournament is in the Kapiti Coast region of NZ, a 45 minute drive from the capital city hosted by the local wargaming club there, who hosted the event last year as well to great success. My List So without further ado, here is the list I’ll be taking in the tournament. Allegiance: Pestilens Mortal Realm: Aqshy Leaders Verminlord Corruptor (220) - General - Trait: Master of Rot and Ruin - Artefact: Magmaforged Blade Plague Furnace (180) - Artefact: Liber Bubonicus Plague Furnace (180) - Artefact: Thermalrider Cloak Plague Priest with Plague Censer (80) Plague Priest with Plague Censer (80) Plague Priest with Plague Censer (80) Battleline 40 x Plague Monks (240) - Foetid Blades 10 x Plague Monks (70) - Foetid Blades 10 x Plague Monks (70) - Foetid Blades 10 x Plague Monks (70) - Foetid Blades 10 x Plague Monks (70) - Foetid Blades Units 5 x Gutter Runners (60) - Allies 5 x Gutter Runners (60) - Allies 40 x Clanrats (200) - Rusty Spear - Allies Battalions Congregation of Filth (170) Congregation of Filth (170) Total: 2000 / 2000 Extra Command Points: 2 Allies: 320 / 400 Wounds: 181 So to start from the top. The general of the list is the Verminlord Corruptor. I chose the Verminlord because him being the general means I can give him Master of Rot and Ruin, which means he can pray in the same manner as a Plague Priest (and as of AoS2, also generate Great Plagues on a 6 to pray), as well as him being incredibly mobile so his 12” range auto-pass battleshock range can get where it needs to go. While I would rather give him Sword of Judgement over the Magmaforged Blade, I needed to pick Aqshy for another artefact in the list so I reached a compromise. The twin Plague Furnaces each fulfil a different role. One has been given Liber Bubonicus, shoring up it’s prayer capabilities so it can follow the large unit of Plague Monks around and keep them buffed up. The second has been given the Thermalrider Cloak, a devastatingly useful artefact for a Plague Furnace by giving it an extra 4” move as well as granting it the ability to FLY. By snaking 10 rats around the furnace you can fire the thing out of the deployment zone and halfway up the table, potentially into a devastating charge onto an objective. The 3 Plague Priests are here to spam their breath prayer on turn 1 to get the Neverplague Great Plague nice and early, then spend the rest of the game harassing unit clumps with their breath and stacking debuffs on vital targets. Keeping one of these lads near the two 40-man units ensures battleshock tests won’t ruin them utterly. The Plague Monks are the life of the party. One unit of 40 that can have buffs stacked on it easily and refuse to get off objectives and four units of 10 to run around and suicide into targets and harass flanks. Plague Monks really aren’t something opponents can afford to ignore, but spending time killing them is time spent not targeting the enormous 12 wound threats in the leader slots. If the 40-rat unit isn’t bled down in the early game, the opponent has to deal with an enormous footprint that will tear a hole in anything that can’t commit to destroying it in a single turn, and even then, the Rabid Fever prayer means they’ll still get to take a swing before they die. Gutter Runners are, for lack of any better description, a pain in the ass. They pop up behind the enemy ranks and throw a bunch of throwing knives into them before running in and shanking them. The shooting attack isn’t exactly Skyfire tier but their melee attacks are nasty with decent hit and wound chances and innate -1 rend. Their main strength is that the enemy needs to spend troops on zoning these bad boys out, while dealing with the massed Plague Monks hurtling towards them from the front. Caught between a rock and a very stabby place, such as it were. Clanrats, god bless them, rarely need any kind of explanation why they’re in a list. They’ll run, they’ll charge, they’ll run away and they’ll do it all again. Retreat and Charge is a crazy feature of a very cheap unit, meaning they won’t get tied up fighting other chaff and their big unit size means getting rid of them means a hefty commitment. The only weakness of Clanrats is their propensity to cut and run the moment they start taking casualties. Well, it would be, if we weren’t living in glorious AoS2 and a battleshock test is one Command Point to get out of jail free. The battalions in this list are 2 Congregations of Filth, each comprised of 1 Plague Furnace and 2 or more units of Plague Monks. The only reason I’m taking this is to shave the list drops down to less than 10 to out-drop other armies that don’t take battalions and for the big unit of 40 getting to reroll its charges. Also I needed a bunch of artefacts and command points. Cheers congregation. List Building Process The list above is actually no less than the 17th Pestilens list I’ve ran, with the goal of creating the ideal list for my meta. After every tournament and serious practice game I have gone over what works, what doesn’t, and made the necessary adjustments. The list has gone from no less than 240 wounds at the start of the year, to running multiple endless spells and allied wizards with the Malign Sorcery drop, and for about 2 weeks dropping it completely and angrily painting my Gautfyre Scorch. The end result is unlikely to be a perfect list but is the most streamlined for my current situation and hopefully will prove as much at the masters. Conclusion I’m hoping this will be the even where I at last bring in the big win for my Clan and the group of very scary people breathing down my neck expecting results. If I win or at least podium, I will have completed the goal I set for myself 2 years ago when I finished the second tournament I’d attended with 0 victories and risen to the top of the highly talented NZ Warhammer scene. If I lose I’ll probably nuke my army from orbit and start an Eshin army for the memes. Anyhoo, see you all after Masters in my new blog Clan Eshin Best Clan!
  13. Won't lie to you fellow ratkin I actually forgot that the warscrolls get revealed a week before the book itself due to how the retail website works so waking up here in NZ to all these changes was like Christmas. But the kind of Christmas where you're not sure if the gifts are cool or terrible. Without further ado, let us get stuck into the warscrolls and talk about what’s different, what’s better, and what’s worse. As ever, we still don’t have points so a lot of this is potentially subjective. Verminlord Corruptor · Unique Spell changed so that it does more damage, but no longer spreads. · Plaguereapers don’t reroll all their hits anymore but inflict mortal wounds on unmodified 6s to hit. · Plaguemaster now does AoE mortals around the Verminlord rather than tick off creatures that have already been hurt by it. · Received a 5+ ward save. · Received a passive bravery debuff to nearby enemies. · Command ability now grants rerolls rather than additional attacks. Big Cheese himself came out looking pretty good. Can’t help but feel that Plaguereaper change will have an FAQ saying he can’t take the Sword of Judgement on top of that ability so goodbye to that. His prior weaknesses (no rend, terrible survivability) have been fixed, and his strengths (two casts, high attack volume) made it through unscathed. Good changes, though I will miss his old unique spell even if it wasn’t exactly good. Plague Furnace · Altar of the Horned Rat now just makes anything wholly within 13 inches ignore Battleshock. · The wrecking ball does far more damage but is a single target instead of AoE now. · The Plague Monk crew actually have attacks now. · It has the same ward save as the Verminlord Corruptor. · It has keywords that prevent it from receiving Look Out Sir now. Good lord GW the Plague Furnace didn’t actually need to be stronger. Yeah it can’t benefit from look out sir anymore, but they give it mini Crown of Conquest and a ward save? Like what? This thing only got better. Thank the Horned Rat I have 4. Plague Priest (Both Variants) · Tumbled into one warscroll. · Gained the attack profiles of both original priests. · The Plague Tome once per game activation is gone. · Pestilent Prayers are all reworked (addressed at the bottom of the post) This was always going to happen. Plague Tome + Wither was one of the strongest combos in the Chaos grand alliance, and people were starting to wake up to it. A shame that they had to change him, but it makes sense why they did. A small price to pay for the rest of the changes, as Iskandar Khayon said in Black Legion, a sacrifice is only a sacrifice if it diminishes the giver. Plague Monks · All once per game effects removed from command options. · Improved Rend on 6s and rats doing damage when they die left untouched. · Banner now causes 6s to wound to do double damage. · Doom Gong now boosts running and charge rolls. · Rerolls for two swords is still here, as is +1 attack for charging. The meat and bones of the army. This one was always going to get changed due to it being a troop unit with more rules than Kairos Fateweaver. But the changes are for the good… or so it seems. All the changes are really strong and benefit the unit. HOWEVER the warscroll specifies 1 in 20 for it’s command options, which likely means the minimum unit size has been upped to 20. Squashes a few of my tactics and will mean some changes. I will however roll with these changes and no doubt actually be better off with them (ideally). Plague Censer Bearers · Aura of damage effect is slightly better. · They receive bonuses for being near monks at a slightly larger range now. I expected nothing and wasn’t disappointed. I was terrified these guys would be the recipient of random buffing that meant I would need to convert another 20 ****** Stormvermin into these, thanks for actually having my back there GW. Plagueclaw Catapult · Receives artillery bonuses if there is 10 or more models in the unit, instead of more than 10. · Does a bravery debuff to victims. I was afraid this thing would get worse not because I use it (I have 3 fully panted to a high standard and they sit in a drawer somewhere) but because I’ve already ragged on it so hard, I wasn’t sure how I would somehow step that up. Pleased to say… that won’t be necessary. It’s slightly better. Changes to Pestilent Prayers and Noxious Prayers The original prayers on the warscrolls of the Plague Priest and Plague Furnace are now gone. They’ve been replaced with new effects that are fundamentally different with bizarre names. Disease-Disease! (Formerly Wither): So instead of making it easier to wound the victim ala Wither, this is ow the Gaunt Summoner unique spell on a 6. Boo hiss. Pestilence-Pestilence! (Formerly Plague Breath): It’s the same as before but the bubble is 3” not 2”. It also doesn’t affect Pestilens units, rather than Nurgle units. Neat. Filth-Filth (Formerly Bless with Filth): Thank Christ it’s still the same. No changes here, and what a boon that is. Rabid-Rabid! (Formerly Rabid Fever): Add 1 to the attacks of something nearby. So this is where they shoved the Verminlord command ability. I’ll forever miss the old one of this, my monks fighting after death is a MASSIVE part of my army’s reputation in NZ due to me taking 2 Furnaces and making sure it was always active. Pouring one out for you my lad. The Battalions Well, the book isn’t out yet so we can’t really say. I can however say that I know all the Pestilens battalions made it through in some form or another, so all I need to see now is what they actually do. Worry not, I will make another one of these posts as leaks emerge. Well, a lot to take in. Most of it really good news too. Let me know your thoughts and let’s talk pestilence in the Mortal Realms.
  14. Hey there fellow Acolytes, figured I might as well do some posts relating to the rules spoilers we will be getting leading up to the battletome. To preface this, it's important to acknowledge all rules we are shown are in a vacuum, we have no idea what other changes may be coming that supplement or affect these rules. But that being said, let's dive straight into it. Kicking off strong. Now "Overwhelming Mass" is exactly the sort of thing I expected with a new Skaven book, it both rewards and strongly pushes taking large unit sizes, which often with Pestilens I wasn't wont to do due to it potentially setting up a bad battleshock. THAT BEING SAID, I think it is extremely, EXTREMELY unlikely the Plague Monk warscroll hasn't had more than a few changed to accommodate this rule. "Strength in Numbers" is also here making a return. I've sung this one's praises in previous blog posts before, it's neat it's clean and it does exactly what you need it to do. Glad you're still here with us buddy. Well well well. "Lead From the Back" is one hell of a rule. Sylvaneth Superstar Lee who I play regularly has started making a habit of shooting his allied Deepkin eels across the table at me and assassinating Priests / heavily damaging Furnaces, and this will provide some insurance against that. It also helps to negate the drawback of the Priests needing to be right in the thick of it with their 13" range prayers. "Scurry Away" is neat as hell. If the enemy doesn't activate into it in time, the Plague Priests and Plague Furnaces can just LEAVE the combat instead of fighting. If the Verminlords get this I'll be shocked, but if they do I'll be a very happy man. This one is a spell for Grey Seers specifically, but it's not far fetched to imagine we will be making a greater use of those under the new ruleset. "Splinter" is funny as hell, you can either use it to casually remove that Daemon Icon Bearer and prevent them from cheesing their way through the battleshock phase, or you can shoot for the moon and try get that cheeky 3+ and knock off a Blood Knight. It's neat and has decent enough utility. On top of all this there were a few little hints scattered throughout the article. "Pestilens players will find their allegiance abilities familiar" implies the return of Echoes of the Great Plagues, but given they gave us 4 other allegiance rules I wouldn't be surprised for it to be a little diminished. The confirmation that every clan has Command Traits and Artefacts means there's a good chance our existing ones have been reworked somewhat to accommodate the new rules. I imagine we'll have a few days of Flesh Eater Courts spoilers (boo, hiss, who cares) interspersed between glorious Skaven rule releases, so i'll check back in a few days when we have more info. As always, leave your thoughts below.
  15. Hi all, I've developed a website for ranking AoS players with an Elo system. I started a couple months ago when everyone was debating on how to score tournaments, strength of schedule, etc. In my opinion, the ITC system is not a good representation of the meta, as it only pulls from large events, and includes soft scores. My idea is that anyone, anywhere, can played a 'ranked' game, and get an Elo score. This is not a game-able system - it requires both players to agree on the game results, and it's Elo - playing the same player over and over will not net you any gain. This can be used to find the truly "best" players, as well as gather data on factions, battleplans, matchups, etc. The best use is to have your Elo rank seed the first round of a 5-round GT, thus simulating a 6-round Swiss event. This is also worldwide, so the ranking system in the States isn't different than the ranking system in the UK, isn't different from that in AUS, etc. To me, this is certainly exciting - a fix to many of the scoring issues we've been having. Feedback is certainly welcome! http://elo.masterpieceminiatures.com
  16. So i guess by the 60 notifications and 13 (a good omen) missed messages I woke up to on here it finally happened. Pestilens review of the book to come, I plan to leave the rest of the content to more educated minds than me. See you all then
  17. I had some time to go over the Stormcast today and taking into account my last ten games I've come to some conclusions about what I believe could be done to balance and sensibly adjust the internal workings of the faction. This is not exhaustive. I haven't even gotten into our battalions; which in my opinion are almost all unplayable in any kind of competitive environment save one or two. This is also intended to spark conversation so please, contradict me! I hope this post takes off and we get a good bit of discussion in here, thank you in advance for your time considering the following... -Liberators remain at 100pts but cap at 20 for 360. Sequitors go to 140-160pts capping at 440. -Paladins fall, using Retributors as a baseline to 180-200pts and Evocators rise to 220-240pts. (Personally I'd like to see a buff to paladins to reflect their abilities as described by the lore.) -Judicators stay constant and Castigators become battleline in the same manner as Sequitors. (Reasom here being the stormcast have maybe 6ish shooting options and Judicators are taken 95% of the time due to being the only ranged focused battleline option.) -Dracothian Guard remain the same as do Evocators on Dracolines. I have heard arguments to the contrary and that is why I list it here. -Prosecutors fall to 80 points. -Gryph hounds to 100 points. -Lord Exorcist to 100 points. -Change wording on all special characters from "Hammers of Sigmar" to "Unit with the same Stormhost Keyword" so that no one is locked from having a special character because they play/paint a different host as in the old days.
  18. Building a Skaven List Clan Pestilens The only Skaven clan with a “battletome” (it doesn’t feature any of the stuff modern tomes do, only warscrolls and a small handful of battalions, you need the General’s Handbook for the rest), Clan Pestilens were one of the first armies in the game to receive a book and their line repackaged into the new boxes with round bases and so on. Pestilens takes the existing theme of Skaven being mostly high damage, low durability and escalates it severely. Everything in the book is a melee powerhouse but lacks any form of self-defence. What Makes the Perfect Virus Plague Monks. Everything about this army hinges on and builds around it’s most numerous battleline option. The army features a whole SEVEN warscrolls (people with other armies will think this is a joke, but only Clan Skryre has more options than Pestilens), and all of these bar one are either Plague Monks, or something that makes Plague Monks more useful. It’s unsurprising that the exception, the Plagueclaw, is awful and almost never sees use. Plague Furnace and Plague Priests have access to prayers that buff Pestilens units, or debuff the enemy to make your army more effective at harming them. These prayers are also integrated into the army’s allegiance abilities in a key way. Allegiance to the Great Corruptor Pestilens have 2 allegiance abilities, one is extraordinarily simple and the other is somewhat more complex. Strength in Numbers gives 2 bravery for every 10 models in a unit instead of 1, which makes I far more viable to take 40 stacks of Plague Monks. Echoes of the Great Plagues is where the thinking comes in. Every natural roll of a 6 when praying allows a once per turn use of one of a selection of super plagues. Bar one, all of the Great Plagues hit the nearest target within 13 inches and have devastating effects like body blows of mortal wounds or even making enemies pile into each other. As your army will usually feature a stack of priests who will all be praying their maximum amount every turn, the odds of receiving these are good. MC Corruptor, Straight outta Ulgu Malign Sorcery gave us new artefact tables to draw from, and these come in handy as only 2 of the Pestilens artefacts (Liber Bubonicus and Vexler’s Shroud) are useful. My personal favourite is the Sword of Judgement from Ulgu, which causes d6 mortal wounds on every hit roll of a 6 or more, which single-handedly makes the Verminlord Corruptor the best Hero/Behemoth hunter in the game. Play around with these tables and find what suits you best. Ghur and Ghyran have some gems as well. Unfurling the Plague Scroll Given I’ve actually played well over 100 games with Clan Pestilens and started playing AoS with them, I feel somewhat confident in writing an example list. Over the course of my time in the NZ scene, I meant from 5 Major Defeats with this army to maintaining a win-rate of 3/5 games or better. While most wouldn’t consider this an impressive brag by any stretch, I feel it’s pretty good in a meta that mostly only features the battletome armies. Allegiance: Pestilens Mortal Realm: Ulgu Leaders Verminlord Corruptor (220) - General - Trait: Master of Rot and Ruin - Artefact: Sword of Judgement Plaguesmog Furnace (180) Plague Furnace - Artefact: Liber Bubonicus Congregation Furnace (180) Plague Furnace - Artefact: Doppelganger Cloak Plague Priest with Plague Censer (80) Plague Priest with Plague Censer (80) Battleline 5 x Plague Censer Bearers (60) 5 x Plague Censer Bearers (60) 40 x Plague Monks (240) - Foetid Blades 10 x Plague Monks (70) - Foetid Blades 10 x Plague Monks (70) - Foetid Blades 10 x Plague Monks (70) - Foetid Blades 10 x Plague Monks (70) - Foetid Blades 10 x Plague Monks (70) - Foetid Blades Units 10 x Gutter Runners (120) - Allies 10 x Gutter Runners (120) - Allies Battalions Congregation of Filth (170) Plaguesmog Congregation (140) Total: 2000 / 2000 Extra Command Points: 2 Allies: 240 / 400 Wounds: 166 Plan here is simple. Charge the enemy with the 40-man unit of Plague Monks with both the Bless with Filth and Rabid Fever buffs active. This unit will likely die to counter charges, but the active buffs will ensure it takes well over its own point cost with it. This is followed up in the next turn by both Furnaces hitting the enemy. Both will get full chance to fight as the one activated second has Doppelganger’s Cloak and so can’t be fought till it’s activated. The small units of Plague Monks and the Censer Bearers are there to follow up aggression and take objectives, and the Gutter Runners coming on behind the enemy force them to split their deployment, so they can’t present 100% of their defence against the front charge. I myself have ran this list several times and can confirm it will have no trouble taking down combat armies, but has trouble against heavy magic lists. To counteract this, utilize Gutter Runners to harass backfield mages and split the enemy’s focus. Don’t forget to remember the Plague Monk’s once per game activations and the radiant mortal wounds on the censers and furnaces. Go forth, and embrace the 3/2 glory that only an army getting absolutely murdered by Tzeentch can know.
  19. Building a Skaven List Clan Moulder Rats on rats. Moudler is the Skaven clan characterised by two things; the massive weight of monsters and numbers it can bring to the table, and the staple reliance it’s players have on Forgeworld. A cursory look at the Moulder GW line will give you an entire Online Order Only army, most of which has lacklustre rules. Fortunately, daddy Forgeworld has our back. Brood Horrors and Wolf Rats are massively underutilized Skaven units but are both absolutely fantastic units, and very strong in the current meta. Building a Better Rat Moulder have no battalions since the gutting of the clawpacks, and no allegiance abilities either. This means we’re going high drop counts, and we’re going in with one artefact. A Moulder list hinges on it’s Packmasters, a specialized hero who provides a swathe of buffs to nearby Moulder monsters. He can whip a nearby unit to make it charge further and hit harder, and Moulder units near him double their bravery during the battleshock phase. Their battleline options are the cheap swarms of Giant Rats that get better the more there are, and the hard hitting Rat Ogors. Go Big or Go Home You have 4 behemoth slots at 2k games, and we need to fill all 4. The best unit for the job is the Brood Horror, a Forgeworld warscroll who boasts an impressive combat profile and the ability to heal itself for d3 wounds every turn. The Hellpit Abomination is also a contender for this slot, but their higher points cost, lack of durability and random modifiers tend to make them subpar compared to the Brood Horror. You’ll need speedy units for objectives, and again Forgeworld provides with the Wolf Rats. These fast moving units hit hard on the charge and are great targets for Packmaster buffs. The final piece of the puzzle is something that can tie the enemy up and keep them from counter-charging your Horrors and Wolves, and what better for this than massive units of Giant Rats. Their stats decline horrifically as they lose models, but at their best these things will slam hard into enemy infantry. Imperfect Monsters The army’s weaknesses lie in it’s vulnerability to battleshock and bravery shenanigans, it’s lack of wizards and absence of reliable shooting. Strong units to ally can be the Verminlord Corruptor, who’s command ability will aid your army while also providing a valuable wizard, and the Gutter Runners of Eshin who flank behind your horde and harass support heroes. Pestilens Plague Priests can buff the army’s wound rolls and allow rerolls to wound, making Giant Rats and Wolf Rats even more lethal on impact. The Horde Unleashed Here I’ve constructed a list designed to capitalize on the impact of the army. Given the enemy will be deciding who goes first more than likely, the best case scenario is going second and setting up a double turn. Praying for Wither on the enemy and then hitting them with the Giant Rats, as well as flashing the same enemy with the Plague Tome, will ensure the Giant Rats annihilate the front row. This leaves the Brood Horrors free to advance and take hit buffs from the Packmasters. Allegiance: Moulder Leaders Packmaster (60) - General - Herding Whip & Blade - Trait: Malicious Conqueror - Artefact: Crown of Conquest Packmaster (60) - Herding Whip & Blade Packmaster (60) - Herding Whip & Blade Verminlord Corruptor (220) - Allies Plague Priest with Plague Censer (80) - Allies Plague Priest with Plague Censer (80) - Allies Battleline 40 x Giant Rats (200) 40 x Giant Rats (200) 10 x Giant Rats (60) 10 x Giant Rats (60) Units 10 x Wolf Rats (200) 10 x Wolf Rats (200) Behemoths Brood Horror (160) Brood Horror (160) Brood Horror (160) Total: 1960 / 2000 Extra Command Points: 0 Allies: 380 / 400 Wounds: 195 This is one hell of a lot of bodies. Hit up your local Pestilens player for their spare decorative rats to get a lot of Giant Rats quickly. Purchase a can of Mournfang Brown and a small bucket of Agrax Earthshade. And finally, develop both an intimate understanding of the British Pound exchange rate and the virtue of patience as you deal with our Forgeworld Overlords.
  20. Building a Skaven List Clan Skryre Gautfyre Skorch. Done. Go away. Ok fine, I’ll do this properly. First up in my series on building Skaven armies to a specific allegiance will be Clan Skryre. I chose Skryre because so far, they’re the most popular Skaven clan and actually see a lot of exposure in the percentages of tournaments. They’re also a relatively easy army to build, given most of the thinking is done for you with the Clan Skryre Enginecoven system. Allegiance to the Skryre Clans The Skryre ability gives you a bunch of tokens you can use to either reroll casting rolls, reroll hit and wound rolls, or add 1 to the damage characteristic of an attack. Essentially, they let you reroll casting rolls. The other two options are almost entirely pointless. As for traits and artefacts, the Cunning Creature trait will keep the Arch Warlock alive and Vigordust Injector will let you buff the Stormfiends, who by now you will understand are the army’s poster child. Start Your Enginecovens Clan Skryre features a battalion that is unique amongst the battalions of the game. It’s composed of one battalion, Clan Skryre, and 2 “Enginecovens”, which are sub battalions. A Clan Skryre battalion must be composed of at least 2 of these. As we can see from the image, the battalion requires at the very least an Arch Warlock and two Warlock Engineers. You’ll also need some Stormfiends and probably a Warp Lightning Cannon. From there you decide what kind of army you want to go with. Clan Skryre The Arch Warlock gets to reroll any one dice for himself each turn. He can however pass on this to give it to a Warlock Engineer on the table, who can in turn use it on any model in his Enginecoven. Handy for Arkhspark and Gautfyre who can hurt themselves with bad rolls. Whyrlblade Threshik Pick a Doomwheel or one of the Doomflayers and roll 2 dice, it moves that distance. If it’s a double, it also takes D3 wounds. Meh. Arkhspark Voltik Popular because it’s the cheapest Enginecoven. You shoot the Warp Lightning Cannon in the hero phase and roll a dice, on a 4+ it hurts itself. Pretty decent as you get more uses out of the cannon and its stats don’t decline with damage. It probably won’t die the first or second time, so you can get 4 shots out of 2 turns easily. Gascloud Chokelung The acolytes / wind-mortar battalion. This lets you throw a warpstone nuke at the enemy each hero phase, dealing D6 mortal wounds with a chance to fail and deal D3 wounds to the thrower. Rattleguage Warplock The dakka battalion. Lets a unit in the battalion fire during the hero phase, then take D3 wounds which can’t be avoided. Good on the Stormfiends as they won’t die to D3 mortal wounds. Gautfyre Skorch Hooooh boy, it’s the big bad wolf of Skaven competitive lists. This is the battalion that takes the concept of winning or losing the game on a single cheese strategy and just runs with it. The Warp Grinder can be set up anywhere on the table and then everything else gets to come up within 8 inches, with everything within 3 inches of the enemy taking wounds. Basically, this lets you drop a full unit of Warpfire Thrower Stormfiends right in front of the enemy, hose whatever you want with 18d3 mortal wounds, and then leave whatever happens to even survive boxed in with fiends. You can use this to kill every single hero in the enemy army. You can use this to obliterate everything in the enemy army via shooting, charging then the battleshock phase. Essentially, this gives your opponent cancer. Adding Allies Clan Skryre is the Skaven clan that doesn’t need to ally wizards, already having the best wizards in the Skaven line-up. Usually what Skryre needs is objective holders as the most effective Skryre build is the Gautfyre + Arkhspark build. Consider Clanrats, Gutter Runners and Plague Monks. A melee focused Stormfiend army will roll around on the enemy if you ally in Packmasters (Stormfiends have both the Skryre and Moudler keywords). Assemble the Doom Machine Here’s my take on Clan Skryre. I’ve gone for the most meta build, but have swapped out the usual 20 Clanrats for 2 units of 5 Gutter Runners. Their mobility and the fact they appear in the movement phase means they’re deployed after the Gautfyre comes down enabling you to better position them for taking objectives. The Acolytes are only there to take backfield objectives. Allegiance: Skryre Leaders Arch Warlock (140) - General - Trait: Cunning Creature - Artefact: Esoteric Warp Resonator Warlock Engineer (100) - Artefact: Vigordust Injector Warlock Engineer (100) Battleline 9 x Stormfiends (870) 5 x Skryre Acolytes (60) 5 x Skryre Acolytes (60) Units 1 x Warpfire Thrower Weapon Team (70) 5 x Gutter Runners (60) 5 x Gutter Runners (60) War Machines Warp Lightning Cannon (180) Battalions Clan Skryre (80) Arkhspark Voltik (70) Gautfyre Skorch (150) Total: 2000 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 99 This was a really long way of typing out Gautfyre Skorch is da best. Seriously, it’s super flexible and good in a meta where you don’t need to roll to hit with the Warpflame (get rekt look out sir). You will win or lose the game depending on how your hotdrop on top of the enemy goes. If they’re a static elite army like Stormcast or Sylvaneth, GGEZ. If they’re a bubblewrapping horde army like Moonclan or any chaos horde army with Crown of Conquest, touch luck buddy. Go with the Horned Rat and cheese in his name.
  21. Last weekend I played in New Zealand's AOS tournament Call to Arms, one of the biggest of its kind since the AOS Scene began. I had a great time, and the TO Fraser B did a fantastic job keeping things on time and running smoothly. Would happily attend another event if he was the TO. That being said, let’s do it. The List Allegiance: Chaos Mortal Realm: Ulgu Leaders Screaming Bell (200) - General - Trait: Malicious Conqueror - Artefact: Crown of Conquest Lord Skreech Verminking (300) Plague Furnace (180) Verminlord Corruptor (220) - Artefact: Sword of Judgement Battleline 20 x Clanrats (120) - Rusty Spear 20 x Clanrats (120) - Rusty Spear 20 x Clanrats (120) - Rusty Spear Units 5 x Plague Censer Bearers (60) 5 x Plague Censer Bearers (60) 30 x Plague Monks (210) - Foetid Blades 30 x Plague Monks (210) - Foetid Blades Battalions Plaguesmog Congregation (140) Endless Spells Chronomantic Cogs (60) Total: 2000 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 178 For the people that read my blogs, you'll notice this ISN'T the list I said I planned to use. After the FAQ dropped the TO allowed people to submit different lists, and I took this opportunity to take an army that uses magic with the nerf to Lens of Refraction. The list also was designed to perform strongly against Death and Nurgle, the two most popular lists in the meta. While almost half of players at the tournament ran Death or Nurgle, this didn't play in my favour. I didn't match a single one. Game 1: Disciples of Tzeentch Scenario: Duality of Death Outcome: Major Loss This was the closest game of the tournament by far. The scores were close all game and the game came down to a single victory point of difference. My opponent is a highly skilled player who played Tzeentch all through their changes and does consistently well, so I went into the game expecting some seriously tactical plays. I was not disappointed, Matt consistently pre-empted my moves and was rarely caught by surprise. He sacrificed control of half the table once he had gained a majority of points and focused on heavily protecting the initial victory point from me. His Lord of Change was running the -2 to melee against it which prevented the corruptor assassinating him off the point, as well as Verminking being unable to reach him past a line of Horrors. The game continued to turn 5, with me unable to remove the Lord of Change. Solid, close game was had. Game 2: Ironjawz Scenario: Better Part of Valour Outcome: Major Win Already a difficult matchup for the Ironjawz due to my high numbers and mortal wound output, my already disadvantaged opponent was not able to both hold a line and break my own simultaneously to win. My tide of rats shattered through the Ard Boyz and Brutes easily, shaving wounds off the Maw Krusha and easily tangling up the Gore Gruntas. Verminlord Corruptor ran in and kill-stealed both the Maw Krusha and the Fungoid Shaman with ease. My board domination forced him to burn his points early or lose them to me, meaning all I had to do was keep pushing and burn my own a turn later. Game resulted in both a win and full kill points to me. Game 3: Stormcast Eternals Scenario: Focal Points Outcome: Major Loss Wow, heavily underestimated the new Sacrosanct Chamber. I deployed along the line, expecting the usual Stormcast tactic of spreading onto objectives and trying to hold them for as long as possible before eventually dying off to numbers and mortal wounds. Shaun promptly told me to go ****** myself, charged across the table as hard and fast as possible on turn 1 and destroyed a third of my army. I constantly got smacked with an Everblaze Comet and any attempts at spellcasting were laughingly deflected by a Knight Incantor. I went for kill points as hard as possible after realizing defeat was inevitable and ended up taking maybe a third of his force. Easy win for Shaun. Game 4: Legion of Azgorh Scenario: Gift from the Heavens Outcome: Major Win Always a hard game against an army that very few people play. I out deployed my opponent opted to play first, using my clanrats to screen off charges from the Taur'uk and his Bull Centaurs, as well as sending 30 Plague Monks around the side to flank Shar'tor the Executioner and block line of sight from the artillery. The Magma Cannons opened fire on the Screaming Bell, which survived with a single wound. My opponent proceeded to double turn me, easily taking out around half of my army. What remained however were Plague Monks, both the Verminlords, a Plague Furnace and my Censer Bearers. I proceeded to match my opponent's punch with a heavy counterpunch that shattered the Ironsworn's defensive line around the war machines and reached the squishy interior. I then rolled well in priority, receiving a double turn of my own and proceeded to completely table my opponent with the momentum gained in the previous turn. Mess with the Ratto, you get the stabbo. Game 5: Daughters of Khaine Scenario: Relocation Orb Outcome: Major Loss A much-desired match for my opponent Shaun T, a good friend of mine who I was able to beat in one of the critical games at the NZ Masters. Shaun has wanted a rematch since, and he took the opportunity and RAN with it. Easily zeroing Verminking off the tale with Morathi and a Knight Venator in turn 1, the momentum continued smoothly with him simply creating walls to prevent me taking the objectives before he could reach them, ensuring that even with me slowly marching forward and killing his troops I wasn't able to score points. Shaun knew my strengths and made sure I wasn't able to use them against him and secured himself a very clean victory. Verdict Should have kept my army as it was before changes. I knew the list well but opted to try a counter-list instead and paid the price for it. I made a few critical misplays, namely not walling against Sacrosanct Chamber and playing too defensively initially against Daughters of Khaine. Positives Censer Bearers severely overperformed in every game, either holding objectives or following up the Plague Furnace to deliver solid, consistent damage. Screaming Bell did well, the bravery immunity from Crown of Conquest enabled Plague Monks to remain in the fight for far longer than usual and Clanrats to hold the enemy off. The Chaos Grand Alliance ability went off WAY more than you would expect. Sword of Judgement is utter filth on the Verminlord Corruptor and effectively ensured the enemy had to deal with him or lose their characters. Plague Furnace was a super effective line breaker and the Plaguesmog Congregation battalion kept it safe from shooting allowing it to reach the front line of enemy armies with ease. Cons Clanrats could easily have been replaced with Plague Monks and had the same outcome, units of 20 died too quickly to benefit from their mobility. Skreech Verminking either died too early to be useful or simply didn't kill enough to warrant his cost, paling severely next to the Verminlord Corruptor. Chronomantic Cogs either were too risky to use for fear of causing the enemy to come back from defeat or allowed the enemy to out-position me and prevent valuable charges from the Plague Monks and characters. Changes for Next Time Revert to Pestilens allegiance, Great Plagues and Strength in Numbers are far more useful than the +1 to hit, as useful as it was on the occasion it happened. Instead of allying Clanrats, ally in Gutter Runners to force a fight on two fronts. Swap out Cogs for more bodies. Take Congregation of Filth for the 6+ ward save and the reroll charges as I found several times that I wished I had them to fall back on like normal. In summary, the Great Corruptor punished me for my treason against Him and I throw myself upon his mercy. Great tournament, had a great time with my friends, and was stoked to see a good friend of mine with his new Nighthaunt army he hadn't even had a chance to test podium with 2nd. Hopefully some of his skill rubs off on me when we play alongside one another at the coming Doubles Tournament in September.
  22. There are lots of command abilities that turn from powerful to oppressively strong when used 3+ times in the same turn, and being able to do that in the first turn of the game leads to a lot of lists built around alpha strikes that can table people. What do you think about being able to buy command points? Is it fine, should that mechanic be removed, or perhaps the cost is just set too low at 50points?
  23. Coming in HOT after a small points reduction to some key units it's Destruction's finest multi-wound, semi elite force. This faction is packed with solid, durable units and very few of them deal less than 2 damage with each swing of their weapon and some brutal syngergies. Where to start? Well obviously we need to get a hero and at least two battleline choices. Starting with the Hero choice, the Gutbusters have two of these. The Tyrant is a melee bruiser who can smack most other heroes into line, with a randomly generated bonus trait not unlike a command trait and a toasty command ability that lets him inflict D3 mortal wounds on a friendly Gutbuster unit to make it totally immune to battleshock. The Butcher is the wizard choice, usually taken with the optional Great Cauldron option that gives him a random ability that can heal or harm. Obviously with only two hero choices, we'll probably end up having some of each of these two. As battleline goes, you've got Ogors (generic battleline), and Leadbelchers and Ironguts (Gutbusters battleline). The Ogors are your rank and file, packing 4 wounds and decent damage. The Leadbelchers are more of the same but packing decent firearms as well. The Ironguts are your elite infantry, horrifyingly brutal in close combat and capable of taking down basically anything. Where to next? Now we have the foundation, we need to tack on some utility. Often overlooked in this allegiance are the Grots, these cheap little gobbos can net objectives and form decent screens to prevent your valuable troops being closed on by enemy assets. Furthermore, the Tyrant can make them permanently immune to battleshock, which is exceptionally useful. For shooting, Leadbelchers are already passable but to mix some artillery in we have the Grot Scraplauncher (good at dicing hordes) and the Ironblaster (high rend that does ok against numbers but is better served shooting at high wound single models. Also weirdly good at close combat). There's also Gorgers, a flanking option that's also relatively cheap. They are made from finecast however, so consider converting some out of Flesh Eater Crypt Haunters. Adding in Allies Keeping with the Ogor theme, both the Stonehorn and Thundertusk Beastriders can be allied in at 2k points, and the Frostlord on either mount can tag along at 2.5k. For less extravegant options consider the Maneaters, an elite Ogor unit which is both flexible and fun to convert up, and various trolls from the Troggoths units for some seriously durable units. The Finished Product Allegiance: Gutbusters Leaders Tyrant (160) - Massive Ogor Club Butcher (140) Butcher (140) Battleline 6 x Ogors (240) - Ogor Clubs or Blades with Iron Fists 6 x Ogors (240) - Ogor Clubs or Blades with Iron Fists 3 x Leadbelchers (140) 3 x Leadbelchers (140) 6 x Ironguts (360) Units 60 x Grots (270) 1 x Ironblaster (120) Total: 1950 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 187 In this list I opted out of any allies and doubled down hard on the powerful options already available to the faction. I left 50 points out to get an extra command point for a turn one Tyrant hits the grots and makes them immune to battleshock, then burn another command point if I dont roll a 6 on the grot run to get them right out in front of the army spread out. The slow moving Ogors can move up behind this grot phalanx (which will inevtiably die once sneezed on) until the enemy is within firing range. Their durability will allow the Ogors to hold the objecctives easily against the enemy. Any Gutbusters players reading, definitely comment if I've missed anything. You guys are the real heroes.
  24. The North Island Convention, or NICon, was held this year in Napier, New Zealand. For many players NICon was the last tournament they would play in using the General's Handbook 2017 edition, and with the tournament organizer looking for a good narrative theme with unconventional battleplans most players took lists very different to what they would normally run. The battleplans were constructed by using the Open War cards Games Workshop produced earlier in the year, and they made for some very interesting matches with armies usually not favorable in the matchup prevailing over their opponents. Results 1st Place - Fraser, Maggotkin of Nurgle 2nd Place - Matt B, Legion of Blood 3rd Place - Jesse, Clan Skryre Best Painted - Matt W, Destruction Grand Alliance Most Kill Points - Matt B, Legion of Blood Best Sportsmanship - Lee, Sylvaneth Fraser came out ahead with his Maggotkin of Nurgle list, winning 5 out of 5 games. Matt came in close behind with his extremely elite death army (only 19 models) after killing almost every enemy army he faced completely, and Jesse following up in third with Clan Skryre and the iconic Gautfyre Skorch list. Best Painted was won by Matt W, recieving every single available vote except his own, a class act. Lee topped the Sportsmanship votes, while still managing to finish in the top half of the field defying the best sports pattern. The tournament was considered an overwhelming success for the community, particularly because while it was situated in Napier (3 hours drive from the capital city) and not a single Age of Sigmar player was based there, we still had a solid field with everyone that could making the trip. Everyone put in and got a place to say in nearby Havelock North so we had the whole field of players drinking till around 2am on the Saturday night of the weekend which made for an awesome tournament. The majrity of the players who competed in this event will be attending the Call to Arms tournament in the first weekend of August so it will be interesting to see how things go and where everyone finishes up. Full Tournament Results 1st - Fraser, Maggotkin of Nurgle 2nd - Matt B, Legion of Blood 3rd - Jesse, Clan Skryre 4th - Lee, Sylvaneth 5th - Aiden, Clan Pestilens 6th - Shaun T - Khorne 7th - Brendan, Sylvaneth 8th - Cameron, Seraphon 9th - Shaun B, Stormcast Eternals 10th - Nick, Ironjawz 11th - Matt W, Destruction Grand Alliance 12th - Seth, Destruction Grand Alliance Aiden - Clan Pestilens.pdf Brendan - Sylvaneth.pdf Cameron - Seraphon.pdf Fraser - Nurgle.pdf Jesse - Clan Skryre.pdf Lee - Sylvaneth.pdf Shaun T - Khorne.pdf Shaun B - Stormcast Eternals.pdf Matt W - Destruction.pdf Nick - Ironjawz.pdf Seth - Destruction.pdf Matt B - Legion of Blood.pdf
  25. Is there anyway to make an army composed entirely of Troggoths Matched Play legal? I really want to field a full army of dirty Trolls
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