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  1. The Storm of Sorrows Legion of Grief at CanCon2020 Hello there people, been a hot minute hasn’t it? I’ve been a little too busy to spin yarns about my personal favourite sowers of terror and woe, but I’m back and ready to burn CP like they’re going out of fashion. Without further ado or preamble, the list I will be taking to CanCon 2020. The List As regular readers can clearly see, changes have taken place. Friendship has been ended with Dreadscythe Harridans, now max-size blocks are my best friend. CanCon (and the TransTasman Cup held the night before) are competitive events, so any illusions around having a “fun” list have been dropped. Below is a rundown of the changes made between Masters2019 in NZ and CanCon this coming weekend. Guardian of Souls – Removed I said in my pre-masters post that this little lad was on performance review and he just didn’t make the cut, forcing me to outsource his role to a more competent hero. 140pts is simply too much for a cut-rate Vampire Lord who’s regen is tied to an unbindable spell with no buffs to cast. The +1 to wound was the only thing keeping him in the game, and frankly having +1 attack works better than that in this army. Maybe see you later in the new Nighthaunt book buddy, until then you’re gonna collect some dust for me. Knight of Shrouds on Ethereal Steed – Replacing Guardian of Souls The Knight of Shrouds will be replacing the Guardian of Souls as the +1 to attack command ability brings far more utility to my list than +1 to wound and occasionally bringing back dead models. He is also far, far more mobile and therefore better at hero-driven scenarios and chasing after units to provide Inspiring Presence and All-Out Attack. Dreadscythe Harridans – Removed I was blinded by my buyer’s remorse with these lasses, they simply are not good enough for their cost. Point for point they cost the same as Grimghast Reapers so you would expect them to be every bit as powerful as them. Do you remember Dreadscythes dominating the meta? Me neither. Chainrasp Hordes – Increased a unit of 10 to a unit of 40 Something everyone can agree on, Chainrasps are the best unconditional battleline GA: Death has ever cast it’s eyes across. They’re especially powerful in an allegiance that can bring slain units back, as killing 40 once is an uphill battle. Killing them twice? Good luck. Grimghast Reapers – Increased from 20 to 30 The king hitters of the ghost roster, a unit of 30 of these featured in nearly every top Legions and Nighthaunt list since the day they came out. A unit of 20 is durable and threatening, but with a 2” range a unit of 30 is stronger in every possible way as the only drawback, some models not being able to strike, is not an issue here. The 30 models with a 4+ ethereal save will blockade any foe, and hack them to pieces in short order. Myrmourn Banshees – Added another full unit As the Realmscape Magic is active at CanCon, nearly from day 1 we have had chatter in the NZ competitive scene heading over that they plan to abuse this as much as humanly possible. Expecting their behavior to be the norm among the Australian competitive scene and having no viable way of abusing it myself, I set about doing the next best thing… riding those coattails directly to victory. Any player attempting to spam magic or endless spells risks turning my Myrmourn Banshees into absolute engines of destruction, given they are now paired with the KoS on Ethereal Steed to give them an additional attack on top of their +1 for an unbind and +1 for a dispel. The Stated Goal This list is extremely transparent. If the enemy lack numbers, or the ability to punish my numbers in any meaningful sense, I will swamp the objectives and slowly trade them out of the game as my models drag themselves back up and into the fight to keep them locked in place as my threat units sweep in and over for the kill. The strategy is tested and time-honored, and is sure to give anyone unprepared for it one hell of a headache. With seven games ahead spread over 3 days, I may indeed be in need of a Command Point to resummons myself back from the cold void of death. Reminder to anyone going over to CanCon to drink up, stay hydrated, and if you see me come say hi. I’ll be the ridiculously hairy short man with the obnoxiously loud voice. Twitter: @ThreeTwoPrince
  2. If you haven't read round one, The Christmas Day Massacre, over here, give it a gander. It has videos! Unfortunately round two will not. Sorry! For the rematch we used the exact same lists as we did on Christmas day, no alterations or substitutions were allowed. The only changes were the battle plan, the terrain placement, and however we decided to deploy and play. Battleplan: The Relocation Orb Terrain: Open War Terrain 35-36, no terrain with warscrolls Deployment I won the roll-off and deployed first. I deployed pretty much identically as I did the previous game; Olynder into reserves along with eventually the rest of the "Olyderbomb", and everything else on the table. In this battleplan I opted to be on the south side of the map, once again setting my Bladegheists directly across from the objective, and my Chainrasps Hordes on either side of the map to get ready to catch the orb when it flies either way. One of my Dreadblades backed up the Bladegheists and the other one of the 'rasp hordes. Cities deployed pretty much the opposite of how he did last time. Instead of placing his Demigryphs and General on Griffon into reserve, only his Crossbows and General on foot took time off the table. Everything else he set square in the center with a flank of Guard, split in two units, on either side of the table. In essence, his deployment mirrored mine, but with his threat units already on the table. I finished deployment first and opted to go second. Gameplay I'm sorry to say this was another quick game. 3 turns in total, and a loss for me and my Nighthaunt. Oh, sorry, spoilers. But, the point of this and the last game were to test the Dolorous Guard with Olynder, not win, and that is exactly what I did. So, given that, I'm going to focus on Our Lady and her retinue's performance in this, which was phenomenal. I went second in order to give Cities a chance to open a backfield option for me to drop the bomb, but he was wise and, understandably, wary from the last encounter and didn't provide the opportunity. Instead, I was forced to either hold the bomb in reserve for another turn and let him beat on my Bladegheists, or drop it in front of them and just get the ball rolling. I opted for option two and dropped the whole lot right in front of both his General on Griffon and Celestial Hurricanum. So, let's cut to the good stuff, why not. What the Dolorous Olynderbomb does well is nuke. On the turn I dropped them they couldn't engage, only one unit of Hexwraiths made the charge, and so I denied it and chose to stand ominously there, instead. But on top of the second turn I won the roll and, this time, REMEMBERED my hero phase. I got off both Soul Cage and Grief-Stricken, and then proceeded to just delete the General. Imagine this: You've got the wound-potential of Lady Olynder; Lifting the Veil for 2-6, Wail of the Damned for another 1-3 if you beat the bravery check, an average of 2+ more from her staff, and another 2+ from her Handmaidens for anywhere from 1 or 2 wounds to 13+. Pretty good, if a bit swingy. But what if I told you that you can pretty much eliminate that swingyness? How, you ask? Simple: Hexwraiths. I brought two units of 5 Hexwraiths, who on the charge can average 2+ MWs and another 4+ standard wounds each unit. Now, especially if you get Soul Cage off, you're swinging for 6 MWs pretty much minimum before they can retaliate, but more likely more than that. Oh, and why not add the Knight of Shrouds on Ethereal Steed and pop his +1 attacks on Olynder and both Hexwraith units? Doesn't 13 wounds and 11 MWs on average sound great? I thought it might. On turn 2 I engaged the General on Griffon. He didn't survive. On turn 3 I engaged the Celestial Hurricanum. It didn't survive. Both turns my opponent tried to snipe Olynder by targeting one unit of Hexwraiths that weathered the attacks exceptionally well instead of going directly for her. This puts your opponent on the back foot when engaging your general and the Dolorous Guard is in play; do they go for the general on the chance enough damage gets through, or do you try to eliminate the extra health pool and damage first? Neither choice is good for them, which is great for us. The reason I lost is that I didn't play the objectives at all and wasn't able to claim any points by end of turn 3. I could have, if I had remembered my KoSoES had the Pendant of the Fell Wind I would have been able to cover the objective without question from turn 2 on no matter where it was on the map, but I didn't because me playing a game and remembering everything I can do IN that game are just not things that seem to happen. It's what separates the casuals from the pros, and I'm afraid I'm a filthy casual. Summary The goal of these rounds was to test Lady Olynder backed up by both the Dolorous Guard and Forgotten Scions against a more modern army from a new book and answer two questions: Is Lady Olynder relevant again? Are these new battalions any good? So, let's answer question 1. Is Lady Olynder relevant again? Yes, with certain caveats. Olynder can play only a couple of roles solidly; a support level 2 wizard with a powerful spell or a mortal wound assassin. She lost relevance because as newer books came out other casters started getting natural ways to buff their casting chances, or longer range spells for the same cast value, and putting her in position to use Grief-stricken also meant throwing her away after a round or two. And that was the better option. To actually use her MWs to benefit you needed to get closer, 10" at least, and that meant melee combat where she would surely take her 7 wounds pretty quickly. Not anymore. With the Dolorous Guard, it became very clear that a 2+ is going to be likely to give her staying power. On average 1 of every 4 or 5 wounds will hit her, meaning she can be expected to soak up all 27 wounds before she drops with a minimum DG deployment and decent rolls. And I'm talking in a single turn. Give her a hero phase to breathe and watch her heal from Grave-sands of Time if she's too low, or Lifestealer/Spectral Tether if she takes that, but more likely just popping CP to bring her DG back and refiling her health pool. The drawbacks are still quite terrible, though. Being honest here, to make Olynder a model you want to place on the board in her current state you will need to spend her points and the DG's minimum points. You're looking at a new hero, basically, costing 600 points. 600 points for a 6" move, two spells/unbinds, 2-9 MWs at range, but suddenly 24 wounds when in melee range. A melee range that is her base plus 10 hexwraith bases long, wide, or otherwise configured for that 3" battalion requirement. 600 points for a hero that is still 2 drops. 600 for a hero that has to be your general. No, you won't see her burning up tournament tables anytime soon. Don't get me wrong, she's now extremely powerful when built this way, but for that many points there will just be better options. Question two, are these battalions any good? Oh my Nagash, yes! Hexwraiths are legit! That extra attack on the charge adds up across 10 models, making them put out slightly less mortal wounds than two packs of Spirit Hosts, but with twice the speed. They play different roles, of course, but with the side-buff of the Dolorous Guard Hexwraiths are now legitimate options for battlelines and swinging at anything with a high save. Did I mention that one of those two big bads I absolutely nuked in both games had a 2+ save? Well, it did, and both times the Hexwraiths brought the MWs that made the difference. Now, I had them paired with a slow general, so their Spectral Hunters ability never saw any play. There just wasn't enough movement to set it up. Maybe with a faster general that will show itself to be useful, but what's great here is that's a sheer bonus and not a necessary mechanic you need to maneuver in order to make these guys work. No, +1 attacks on a charge and a minimum 10 models in close proximity pretty much fixes their problems. It's almost like GW is telling us we were playing them wrong all along... And as for the Forgotten Scions? This is less easy to put a pin on the exact reason this battalion is good or bad. On the good side of things who doesn't like a free +1 attacks to a unit for a combat phase. And since it's any combat phase, this free activation can mean a counter-attack boost in your opponent's combat phase when they are not expecting it. But, it doesn't fix the Knight's lesser quality buff, being that it doesn't extend the duration of the +1 attacks beyond a combat phase, and that free activation is once per battleround. Oh, and who brings two Dreadblade Harrows? That's a point tax if there ever was one. Still, there's room for synergy here. The battalion gives the Knight his own buff passively, meaning it can stack with an activation, netting him 6 attacks if you want to get freaky with it, and all for free. Without any other support he's going to be swinging for the skies like that. Make him your general and bring the Dolorous Guard and now we're looking a truly formidable force. What kind of artefacts should he have like that? Shadow's Edge is suddenly relevant; a D3 Frightful Touch on 6 attacks? That's about 3 MW on average and another 3 savable. How about Headman's Judgement? 6 attacks at 2+/2+/-1 and 2 damage each? About 6 standard wounds. Oh, what about Slitter? Want to make your opponent lose half a unit on their turn? With a 12" movement across the whole lot, you're likely going to be right in the middle of whatever unit you're going to take on, and if you can take the hits first (which you can thanks to DG) then when it's your counter, slit the middle and see if they are out of cohesion at the turn of the phase. Yeah, these are good. If I were to rank them: Dolorous Guard > Forgotten Scions > Shroudguard > The Condemned = Chainguard, and then maybe Deathriders. The rest? The rest of what?
  3. Battleplan: Duality of Death Total Points Played: 1520 Terrain: Open War Terrain 55-56, no terrain with warscrolls Armies Nighthaunt Heroes Lady Olynder General Spell Lore: Soul Cage Knight of Shrouds on Ethereal Steed Artefact: Pendant of the Fell Wind Dreadblade Harrow Artefact: Midnight Tome - Spell Lore: Shademist Dreadblade Harrow Artefact: Atherquartz Brooch Battlelines Chainrasp Horde x10 Chainrasp Horde x10 Hexwraith x5 Hexwraith x5 Other Bladegheists x20 Battalions The Dolorous Guard The Forgotten Scions Cities of Sigmar - Living CIty Heroes Freeguild General on Griffon General Command Trait: Ironoak Artisan Artefact: Ghyrstike Freeguild General Celestial Hurricanum with Celestial Battlemage Spell Lore: Ironoak Skin Battlelines Demigryph Knights x3 Demigryph Knights x3 Freeguild Crossbowmen x30 Freeguild Guard x20 Deployment - Video! Click Me! Cities of Sigmar won priority for deployment and placed his Freeguild General on Griffon and both Demigryph Knight units into reserve. Rather than split the rest of his forces, he gathered them across from the left objective (from my perspective). In forward deployment were his Freeguild Guard, in rear deployment were his Freeguild Crossbowmen. The Freeguild General and the CHwCB ended up adjacent to the Crossbowmen and behind the Guard. My Nighthaunt deployments started with a power move, placing Olynder, the entirety of the Dolorous Guard, and the Knight of Shrouds into the Underworlds before putting my first unit on the table, prompting my opponent to decide his picks with limited information. We allow battalion deployments to work as written, so when I placed my KoS into reserve, the rest of the Forgotten Scions appeared on the board, one in each deployment zone directly in line with either objective. I placed my Bladegheists right against the deployment zone close to the left objective, opposite my opponent's forces, and then one batch of Chainrasp Horde behind them. I placed my second Chainrasp Horde, who were my last deployment, at the closest edge of the right-hand deployment zone to that objective. CoS retained priority by finishing his deployment first. He elected to go first. Gameplay Turn One Cities opened the turn casting Ironoak Skin on his Freeguild Guard, giving them a -1 to be wounded. He then marched them forward, able to secure the objective and provide a line for his Crossbowmen and heroes. Shooting was not fully in range, so a few wounds were tossed at my Chainrasps and Bladegheists damaging them 4 and 2 respectively (I think). There was no other battle options available at this point, so it was on to an inconsequential battleshock phase, and then on my my rebuke. CoS: 1 point, NH: 0 points I began my half of the turn attempting to cast, and failing, Shademist. Par for the course, really. I then ran my lonely Chainrasps on the right-hand side of the field into objective range and then teleported the Dreadblade on that side to cuddle up with them. On the left side, I quickly moved my Bladegheists into charge range to engage Freeguild Guard. My Chainrasps being my only battleline, I wanted to turtle them up with my Dreadblade so I pulled them both back into cover (we don't get a cover bonus, but line-of-sight still counts for ranged!) and let them cower. At the end of my movement phase, seeing my opponent committing all of his ranged on this side of the board, I opted to drop my Olydnerbomb now and line her up right at minimum range, flanked by her Dolorous Guard on either side and the KoSoES tucked narrowly behind her. For the shooting phase she Wailed at the Crossbowmen for 3 wounds and at the Hurricanum either nothing or very little, and then we moved on to the charge phase. All units failed their natural charges, but I felt getting the Bladegheists into trouble right away was necessary, so I burned a CP (no refund) for a re-roll. On this chance they made the charge. Between the charge and pile-in they had enough movement to line up in two ranks with enough space for that second rank to be in their 1" range. 11 wounds later, the counter-attack was muted by all the gore flying around. Cities opted to spend a CP to keep the rest of his Guard from running in the battleshock phase. CoS: 1, NH: 1 End of Turn 1 - Video Turn Two I scored the double turn (YAY!) but in my unbridled joy I completely forgot my entire hero phase (WHAT)... By all rights this should have spelled the end for me. No attempt at Shademist for my Bladegheists, no attempt at Grief-Stricken on the Hurricanum, no attempt at Soul Cage on the Hurricanum, and no Lifting the Veil. What the hell was I thinking?! At least I remembered to gather my CP for the turn and move right into the movement phase, pulling my Bladegheists back to get into charge range again. Knowing they would land another charge, I bring my cowardly Chainrasps out of hiding to put them in objective-claiming range if my 'gheists could finish the job on the Guards. Meanwhile, Olynder and her retinue selected their dance partners for the evening and sauntered up to the 3" barrier. For shooting, she Wailed some more (and THEN I realized my missed hero phase, so I wailed as well), and then we got to business with the charges; all made them easily with the KoS achieving Wave of Terror (with me forgetting the battalion's buff to his attacks). Once into combat proper, the beat was properly dropped and the KoS took the mic for some dubstep beatboxing, spending his free Command Ability on Olynder, and my bank of CP on both units of Hexblades, himself, and with range to spare on buffing the Bladegheists, as well. Thanks to the Aetherquartz my 3 CP remained at 2 after the breakdance showdown. The resulting bloodletting reduced the Freeguild deployed models from 52 to 4. CoS: 1, NH: 4 End of First Half of Turn 2 - Video (prepare for salt) CoS had to answer, and try he did. Being denied any semblance of a hero phase (so we're even now) he jumped to his movement phase. He summoned up his reserves, dropping one set of Demigryph Knights in charge range of my Chainrasps and Dreadblade who had been ignored so far on the right-hand side of the board. His second set of Demigryphs flanked my other Chainrasps. Finally, his Freeguild General on Griffon zoned in as close as he could to Olynder, determined to ask for this next dance. He then promptly failed all three charge rolls... He was forced to engage in combat with his already-bleeding-out General on foot who was promptly slapped off the map. Note: It is here I commit a grievous sin! Several, even! Pulling out my White Dwarf magazine I noticed that I had been neglecting my KoS's extra attack for the battalion. But, worse than that, my thick sexy Dwarf (the magazine) knocked our videographer's coffee over, dousing his leg in cold brew. It was decided right then that no matter the outcome of this macabre ball that I, the Spiller of Nectar, the Defiler of Grounds, had lost this game. Despite my now permanent title of shame and irredeemable loss, we continued on for spectator's sake. End of Turn 2 - Video (more salt, and some coffee) Points? What are points? Uh, CoS: X, NH: Y Turn 3 Turn 3 began with CoS getting the dice off. The Demigryph Knights on the left side of the board made their charge and put down both the Chainrasps and my Dreadblade that carried the Midnight Tome, robbing me of that objective. On the other side of the board, his second set of Demigryphs got in close enough to contest the other objective and deny it to the both of us. And his general? Well, all the abilities he had at his disposal, with any points he could shove down his throat, and all of the 2+/2+ shenanigans he could muster, he just couldn't contend with the new massive wound pool Olynder had with the Dolorous Guard. By splitting his attacks he put some wounds on the KoS, but but the majority of them pelted Olynder in the face. But, of the 9 wounds that made it, 4 Hexwraiths (2 on each side) ended up taking the brunt of it saving Olynder the indignity of having to eat more than 1 wound herself. In the end, the Living City just couldn't deliver enough firepower to offset the massive early damage, and after a bit of theorizing of my half of the round, CoS conceded. Winner: Nighthaunt (but not really because of that coffee thing). End of First Half of Turn 3 and Concession - Video Summary It's honestly hard to tell how well the two new battalions operated for me. On the one hand, organizing them into an Olynderbomb Underworlds deployment, coupled with the Knight of Shrouds on Ethereal Steed's Command Ability spam made just about the entire army an amazing threatening presence. But on the other hand, at least at 1520 points, it left so little for any support units that if enough pressure were to be applied to them, like what happened at the top of turn 3 to my Chainrasps and Dreadblades, I could have been left chasing objectives or going for total annihilation in order to win. Ultimately, this game ended up so one-sided that several key abilities or scenarios were never tested, such as having to spend CP to resurrect models and seeing how much power-per-point that can be balanced at, or how much whole unit loss I could take before feeling the misfortune. In this configuration there are multiple ways to play this to try to offset these weaknesses. Opting to keep my objective campers in the Underworlds and utilizing the Pendant of the Fell Wind a bit more for a game-start deployed Olynderbomb, for example. But, this game couldn't do much to teach me any of that. This wasn't helped by the abysmal rolling of my opponent. Some days you just can't roll a 3+ to save your life, and this was one of those days for him. The salt you begin to hear in the videos has everything to do with consistently rolling a handful of 1s throughout the game. Not much to be said about that, really. But, there were some lessons learned on his side of the board in terms of coming up against the scary Nighthaunt again (he wasn't a fan of our LoG battles namely for the lack of any real threat on the table and feeling like I was only playing and wining by spending the sheer time on it). There will be a rematch very soon. I will bring this same list with no alterations, and we'll see how it holds up.
  4. Battleplan: Places of Arcane Power Total Points Played: 1520 Terrain: Random per GHB, no terrain with warscroll cards Armies Legion of Grief Heroes Dreadblade Harrow General - Command Trait: Vassal of the Craven King Necromancer Artefact: Aetherquartz Brooch Spell Lore: Dread Withering Guardian of Souls Spell Lore: Dread Withering Knight of Shrouds Battlelines Chainrasp Horde x20 Chainrasp Horde x20 Other Grimghast Reapers x30 Dreadscythe Harridans x10 Dreadscythe Harridans x10 Cities of Sigmar Heroes Celestial Huracanum Annointed Freeguild General Non-Heroes Phoenix Guard x20 Phoenix Guard x20 Freeguild Crossbows x20 Freeguild Crossbows x20 Deployment Gravesites: I deployed three of my gravesites in a triangle. The first two went to either side of the center objective, just outside 9" from it. I had to place one fully in my territory, but the other I placed just on the other side of the dividing line. The third point of the triangle was just outside 9" from the center objective on my side of the field. The fourth gravesite I placed in my opponent's deep field, a full 9" from both board edges. This meant that the first turn would be spent outside of any of their auras, but counting on my opponent's traditionally slow speed I wasn't concerned that I couldn't reach them even if he went first. Cities of Sigmar won the roll-off and deployed first. He opted for a tight formation, hugging the offset side of the board in order to keep everything within the various auras available to him. This placed him just opposite the center objective from me, but closer to the one on my left than the one on the right. I decided to split my deployment. In the center I deployed my Grimghast Reapers, bulking them up in front of my Necromancer. To the objective on the right (hidden by the haunted house) I placed both units of my Dreadscythe Harridans and my Knight of Shrouds. That left both of my units of Chainrasp Hordes to deploy as close as I could get them to the far left objective. The terrain there pushed me a bit further out than I'd like. Gameplay CoS finished deployment 4 units before I could, so priority went to him to decide the first round. He opted I move first. This was unusual. He usually moves first, and in half measures to bait you to into range of his crossbows. But, me putting the bulk of my forces directly opposite him, as well as a grave in his backfield, he needed a moment to try to figure just what I was up to. Passing the turn to me I moved normal moves on all my units, making sure to stop just short of where his crossbow range would be after his move, and ran my heroes toward each objective behind their screens. On his move, his slowness meant that even after his move I was out of range of all but a couple spells. He cast them, some mortals were dealt to me that I couldn't shrug successfully, but in the end round 1 passed without much incident. Round two came to me first. I spent my Hero phase giving my Reapers Mystic Shield, which was successful and not unbound. I didn't have anything else defensive to cast, and he was still out of range for Dread Withering, so I spent my round just making sure my heroes could cap each objective and that they were protected by a ton of models for fencing. His half was spent pelting both my Reapers and Chainrasps with his ranged while moving his melee closer. Still, just out of range for a charge. Some easily-passed Battleshock rolls later and the turn was over. End of Round 2 Score: LoG 3 points, CoS 0 Turn 3 was my opponent's. This...did not go well for me. It was a bloodbath. It was a goddamned massacre! Spells ripped through my Reapers, ranged attacks eviscerated both them and my Chainrasps, but only after he focused Guardian of Souls for 4 wounds and melted my Necromancer off the board. My Deathless saves just didn't roll high enough, and after losing my Necro I was losing Reapers by the handful. Heroes were targeted and erased. Reapers were softened. Rasps were mostly intact. My response was swift. Rasps and Reapers charged, but only the Reapers made it. Without my artefact I opted not to spend any CP yet for the charges in case I need them to bring back my units. The Reapers engaged, and after the exchange I wiped out half of one of his Guard units and splashed a few MWs onto the hero parked with them, but on the counter attack my Reapers were no more. My silent wish? To get the top of the next round and bring back my Reapers, either at the gravesite where my Dreadblade was already parked, or at the gravesite in my opponent's backfield. End of Round 3 Score: LoG 7 points, CoS 0 My wish was denied. CoS got the top of turn 4. Woe was my poor Guardian of Souls. Woe was another handful of Chainrasps. Worse than that, his magic and his advancing ranged line brought woe to my Dreadblade. Say a silent prayer for him, because he did all of nothing this entire game and on the verge of his entire worth being paid for in the form of Endless Legions, he popped like a Nurgle pustule, unable to move out of the way before they came gunning for him. (He's in the picture near that far gravesite because I was talking out what my next move was going to be to my friend, and now he's taunting me.) After his cloud of bolts was over, he was able to advance onto the center objective and claim it. Meanwhile, his other Phoenix Guard split off to head for the next nearest objective, engaging my Chainrasps and removing them from the board. Mid-Round 4 Score: LoG 7 points, CoS 1 On my half of the turn, I took stock of my situation. My only hero left was my KoS. My only units left were my Dreadscythes. It looked pretty bleak. But then I started counting. Despite losing almost everything, all I needed to do was hold my last objective. My Dreadscythes finally moved (represented here by some Glaivewraith proxies). 2 CPs on their runs to net a full 14" movement, they barreled into the bottleneck of the terrain to deny my opponent movement toward my KoS. The KoS himself moved back just enough to still cap the objective at the edge of the 3" this battleplan demands. I formed the Hot Gates from 300 (not really) using my Dreadscythes as the doors and the terrain as the walls. Now, the ball was in my opponent's court. End of Round 4 Score: LoG 10 points, CoS 1 He won the roll off for turn 5. He capped his second objective. He engaged my Dreadscythes, who despite their lack of buffs and lack of Deathless managed to hold their own with minimal losses. They swung back hard, those 2 damages on nat 6 wounds hurting his melee line. The turn passed quickly. Mid-Round 5 Score: LoG 10 points, CoS 3 At the top of my turn, all I could do was laugh. I had cinched the game. All I had to do was pass the turn and take my 4 points. But first, I had to press my attack with the Dreadscythes just for fun. I had never fielded them before, and while my original plan was to spend some CP on them and get them close to a GoS and see just what they could do at full tilt, I was very surprised how they performed without all that. I'm so used to my Bladegheists only having 3 attacks on a charge, but now that I have used my Dreadscythes I think their -1 hit bubble is way more powerful a buff than a 3's-across-the-board attack profile by a mile. My opponent, my friend, is used to seeing the same from me, so he was eager to see how they performed as well. They piled in to attack his ranged line and managed, at 6 or 7 models, wipe half of his unit. Their counter-attack was nerfed to near-ineffectiveness. The other unit came at his Guard which took the beating much better, but I rolled well enough on the wounds and he not so well on the saves that even a number of them fell. We both were very happy to see these guys swing for the fences, and they will be a staple in my games to come. Final Score: LoG 14 points, CoS 3 What went well Battleplan Not only did I have more heroes on the table with which I could grab an objective, their even distribution meant that the battles themselves were fairly easy to predict. Deployments alone were enough to know where the pain points were going to be. Terrain Terrain will almost always favor Nighthaunt units, and here was no different. Being able to fly meant that I could ignore most of it, where my opponent could not. I was able to make use of the pinch points on the sides (again, these were determined randomly via GHB, and he chose the side of the table we started on) and force the battles to occur on my terms. Speed Once again, Nighthaunt's speed is one of our stellar qualities. Being able to cover the distance to the objectives so quickly meant I had the early advantage on points. This speed also meant that I could take the fight to him further out away from those objectives in case I needed to recoup before he could cap them. Gravesites Placing three of my graves so close to each other proved a game-changer in terms of keeping my opponents occupied longer than he wanted to be. He had to eat up 3 turns just getting through my regenerating Reapers, which while that went by fast and I couldn't stand up to the sheer amount of wounds he could put out, it didn't matter in the end. That bought me all the time in the world. My fourth gravesite? He eyed it every turn, every move. He had to factor it in with every choice he made. The only time he was ever confident with a choice he was making was after he realized he had my general dead-to-rights and knew he could kill him. Deployment For the first time I felt solid about my deployment strategy. This is in part due to the battleplan and partly the gravesite locations. I felt confident that I could meet his challenge head on instead of an uphill battle. And it helped that I put so much pressure on my opponent from turn 1 that a whole detachment on the right side of the board was ignored until it was too late. What went wrong Hero placement? I should have either turfed my Necromancer to the left side and the GoS center, or some other mix similar to that. The Necromancer got a Danse off, and while it was nice I was throwing attacks against a battleline that was saving on 4s with a save-after-save of 4s, who could strike back with 2+s or 3+s with lots of attacks. Perhaps with a GoS backing my Reapers more of my own wounds would have gotten through instead of buffing my Chainrasps that saw no real action. In addition, I was afraid of advancing my Dreadscythes because I knew they would go in buffless. Dreadscythes They took too long to do anything. If I had parked my Necro where the KoS was I could have had them swinging for 3A/2+/2+/-1/1 and sometimes 2 damage, assuming my GoS was nearby as well. Instead, I benched some of my best ghosts on the sidelines to watch the whole battle. In the end that was probably the better move, but I'm thinking not. OMG DAT DAMBLAGE Since getting the Cities book I have not won a game against them until now. Hallowheart, Hammerhal, and now Phoenix Guard, my friend is really good at finding unit synergies that this book offers and bringing out the pain. He regularly can put together a kill team that can swing with the best damage profiles, save with the best protections, and toss in the right buffs at the right time to make it all just an overwhelming force. I am saying this is something that went wrong because we're capable of this, too, albeit in a more focused manner, and I didn't pull that off. But, this proves a point that Nighthaunt are an objective-game army. I tried to meet him in the middle and take on his entire army with 30 Reapers. That didn't go so well. We're ethereal, and we're already dead, but that doesn't stop us from being sent back to the grave.
  5. mcfishstick

    Warcry Death Assemble!

    The warbands of Death unite in the Varanspire wastelands. The realm of Chaos will soon feel the might of Nagash! A group shot of my 3 death warbands for Warcry: Nighthaunt - Beacon of the Sorrowful Legions - Bel-Oren's Grim March Flesh-Eaters - Seekers of the Sun

    © mcfishstick

  6. Through the grim wastes of the Varanspire marches the Beacon of the Sorrowful. The lost spirits are drawn to the gloomy candle light.

    © mcfishstick

  7. https://twitter.com/guillaume_gte/status/1170802071718780929
  8. Hello community! I'm new to Age of Sigmar and am playing Nighthaunt. When I resurrect models, are there any restrictions on where I can place them? I ask because an experienced player in my community mentioned something about how Tzeentch splitting horrors were FAQed to avoid congo lining. I found no clarification in the Nighthaunt FAQ. Any insight you can provide would be greatly appreciated. Thank you in advance!
  9. Review - The Emerald Host Thanks to Mr Anthony Poole on the ole Twitter machine, I have been able to see the new Nighthaunt battalions designed to represent Lady Olynder's dark and powerful Emerald Host, lets get stuck in. First Expectations When the Emerald Host was announced I was reasonably excited. Earlier Tome Celestial releases have either been a pleasing little addition (Anvils of the Heldenhammer sub-chamber) or an overtly pushed "probably to sell a particular under-performing model" release (Syll'esske and their Host). As anyone who reads here knows, I've never been a fan of Nighthaunt WHEN COMPARED to Legion of Grief. I had hopes that this release may give Nighthaunt some edge, maybe make them a more compelling choice. And worst to worst, hopefully the battalions would be cheap so Nighthaunt could have easier access to artifacts and CP while MAYBE getting a decent ability in the mix. Was I disappointed? Not even slightly. Lifting the Veil But you aren't here to read the faded dreams and distant longings of the local madman. You're here for substance, for something to sink your teeth into, the real meat and bones of the affair. And I would never deny you either. Well well, aren't these lovely. Thematic, with a delicate splash of lore to whet the whistle of those that enjoy that sort of thing (you know I do), a spice of viability at Warhost level gameplay (pour that right on) and a finishing touch of not being overpowered enough to attract undue attention (slide right under that radar baby) we have the finished product. But let's talk about each in scintillating detail. The Forgotten Scions - The Gang goes Horse-Trekking Already I'm in love. Use a command ability... for free? Well just move aside Archaon, a new Everchosen is in town. A Knight of Shrouds on Ethereal Steed is always going to be something Nighthaunt wants to take, and Dreadblade Harrows are THE unit for teleporting about in hero-centric missions and serving as a vehicle for the generic Command Abilities like All Out Attack and Inspiring Presence. Now take all of that and add a free spend on the Command Ability, while ALSO giving you a Command Point for taking a Battalion in the first place. KoSoES command ability is a premium tag on units that either have decent rend, or have potent on-hit effects. If only we knew a suitable unit that needs the help, and can actually keep pace with Malkor and his Lads. If only... The Dolorous Guard - Nobody Expects the Spectral Inquisition Oh lord Nagash yes. This is a battalion to finally make Hexwraiths worth taking. Using Malkor's command ability on these lads will have them attacking 4 times each on the charge, that's 40 attacks from a unit of 10. To make matters even sweeter, Melkor can hang out with them on the front lines and never die thanks to them shouting "Look Out Mr President" every time harm flies his way. Good thing Mr Melkor can take a Command Trait (he isn't actually a named character) called Ruler of the Spirit Hosts to return D3 slain MODELS to a unit nearby. Yes models, not wounds. A match made in Shyish. The Emerald Host - Mr Melkor's Wild Ride Yes, yes yes. No this might not be OP at Battlehost level games, but we weren't starving for a one drop option at that level anyway. What this WILL be viable at however is Warhost level, where it will be VERY viable. An amazingly cool, cavalry themed army that yields a whopping FOUR command points at the start of the game, one-drops the list (definitely take one of the two Chainrasp battalions here, Death Stalkers is a bait) and pops the ability to take the enemy general down a peg. Troubles with Katakros? Archaon up your nose? Got a Rotigus you just can't shake? Drop that armor save by 1 and watch as your Myrmourn Banshees turn Katakros into a 6+ save. I do however have a very interesting notion. "Any number of warscroll battalions"... does that mean we can take zero and only need to take Forgotten Scions and The Dolorous Guard to take this? I would await an FAQ but if we can... lordy lord. Overview Only one disappointment, where on earth is Olynder? The whole article talks about her history and grandiose power across the realms of death, but this battalion doesn't have a way to take her. Otherwise, I love this stuff. I'm a happy ghost. Look forward to some playtesting blogs with it.
  10. The Post Masters Post Hey all. I did say there would be one. I had planned to get this out a little sooner but needed some time to detox. Masters 2019 was a reasonably mixed bag, with the Top 20 players for 2019 majority living in the North Island only 11 of them accepted the invite. This is not out of the ordinary, no masters event has ever been attended by more than 65% of the Top 20. However due to the nature of the event and it being in the South Island, only a single North Island player who didn’t make the Top 20 (number 21 on the rankings) accepted the invite and the rest of the numbers were filled by locals, causing the field to go as deep as number 85 on the standings. The result was the top quarter of players largely playing others in their bracket, while the middle pack had an awkward disparity in levels of skill and experience. Another bugbear some players from the North had during the wind-up to the event was the introduction of soft scores into Masters. The previous Masters events have categorically lacked these, a fully painted army and perfect sportsmanship aren’t fields to be rewarded, they’re expected. These soft scores caused heavy consternation initially, though I personally defended them saying that as long as people maintained the standard expected from previous Masters events, they’d receive full points in these fields anyway. Given I played five full, five turn games over the weekend I’m obviously not going to cover them all. I will post my results for each match, and I plan to cover off my game against New Zealand Master 2019 James Page and my personal favorite game of the event against NZ Warhammer icon Shaun Bates in future posts as they characterize what happens in the worst possible matchup and what happens in the best (army-wise). So without further ado, the results. Game One · Opponent: Big Waagh · Scenario: Duality of Death · Secondaries: Secret Mission and Defend (both achieved) · Outcome: Major Loss Opponent would go on to win the event. A canny player, James used his superior movement and the ability to decide who starts to tag both objectives on turn one while throwing disposable units of Ardboyz into my only units capable of contesting these points. As I was unable to retreat and push the enemy off the points in the same turn I lost this one handily. Game Two · Opponent: Cities of Sigmar – Living City · Scenario: Scorched Earth · Secondaries: Terrify and Ancient Heirloom (both achieved) · Outcome: Major Win I made my opponent start as I had the choice, and interestingly he summoned Chronomantic Cogs and immediately set it to speed up time, while deploying his whole army directly in front of me (the tournament ruled that all woods on the tables were Citadel Woods, an interesting concept none of the northern players abided by in games between each other due to it not being in the pack. However it seems my opponent misread/cheated me here as Living City can’t just deploy on Citadel Woods. This would be the beginning of my disappointment). Not realizing my opponent was not actually allowed to do this, I simply charged headlong into him, obliterated a full 60% of his army immediately and burned all the objectives on the table turn two. The decision to set Cogs to speed up time sealed my opponent’s defeat more or less immediately, as well as his cocky (and illegal) choice of giving me his army as a stepping stone to get to his objectives. Overall a frustrating game as I spent far too much of it having to read my opponent’s battletome and correct countless errors that came up. Game Three · Opponent: Stormcast Eternals – Anvils of the Heldenhammer · Scenario: Border War · Secondaries: Invade and Onslaught (both achieved) · Outcome: Major Win This game was a rough one for my opponent. Shaun’s army excels against all comers unless they have large numbers with resistance to battleshock, or the ability to get around his devastating rend. Conveniently I had both in spades, so Shaun’s superior ability to play the game didn’t mean a lot in the face off 150 wounds hiding behind an ethereal save. Shaun and I yarned the majority of the game, engaged in flagrant cheating and deception, then wrapped up quickly to get a beer and get ready to shoot back to our accommodation for more yarns and beer. Intermission This was the highlight of the weekend. One of The Boys (Cameron, Seraphon) has a lovely family home locally overlooking the ocean with a fantastic outdoor eating area. Local legend Richard acquired vast sums of meat as a tithe-offering and manned his barbecue, bring succor to the masses. A few of the locals made it up as well as all the players who traveled for the event. We had a fantastic time, had some good chats and overall it was a perfect experience. The next day we rose early, briefly debated the virtues of going to the Zoo, then made our way down to a local café for a group breakfast. Given the large number of Wellingtonians in the group we needed to get some avocado toast in their systems before they start shriveling up. We took pictures, I mounted an antique motorbike and smashed back a milkshake and mince on toast for breakfast. Overall pretty fantastic. Remembering we had come down for a Warhammer tournament, we paid up and headed to the venue. Round Four · Opponent: Grand Alliance Chaos – Everchosen Battalion · Scenario: Gifts from the Heavens · Secondaries: Dominate and Seize (both achieved) · Outcome: Major Victory This was a slow-burn game. My opponent was hesitant to leave his deployment knowing that I would swamp him and fly directly over him to the objective, and resolved to turtle up. The game boiled down to me mowing my way diligently through the numbers while constantly reviving my losses to ensure control of my home objective. This was the game in which I entered the “Grief Zone”, spending 7 Command Points in a single turn, while starting on only 2. This made my army in the last turn of the game majority hitting on 2’s rerolling 1’s, wounding on 2’s, with the enemy saves diminished by my rend and Dread Withering. Round Five · Opponent: Skaven · Scenario: The Better Part of Valour · Secondaries: Ancient Heirloom and Sacrifice (failed to earn Sacrifice) · Outcome: Major Loss This game was extremely swingy the whole way through. I used my gravesites to sneakily move around his overwhelming numbers while keeping his rats locked on his side of the table for the first 3 turns by callously discarding my Grimghast Reapers and Dreadscythe Harridans, fully intending (and succeeding) to return them to the table due to my general being so far removed from the game I could safely bet on it. My army copped massive waves of shooting but rolled less well than against the Longstrike Stormcast and I was pushed back to my deployment. A dicey Skitterleap from a Verminlord Warbringer burned an objective of mine and pushed the game towards my opponent, ending things. Final Results · Win/Loss: Three Major Wins / Two Major Losses · Secondaries: Nine Achieved / One Failed · Kill Points: 6260pts · Paint Points: Full Points · Sports Points: Full Points Overall, my issues with Masters 2019 stem strongly from the scoring. I defended the soft score element to those that didn’t like them, explaining that if we maintained our usual standard these wouldn’t matter. However, many people had armies that were not completed, lacking basing on models, having less than 3 colors and a variety of other issues, only to receive full paint points. I purchased and painted my army to it’s (in my opinion) high standard and full rubric in less than a month, only for it to be considered equal to these other armies. Furthermore, I experienced numerous issues over the event with opponents either not knowing their rules or misrepresenting them, and even experiencing the poor sports of a player constantly interjecting into my game rudely and into the TO when he attended the table, only for full sports to be awarded across the board. These issues are not unique to this tournament, and overall I’ve no doubt not representative of the scene in the South Island. However I was disappointed to travel down for a Masters event only for it to be this way. Many of my friends declined to attend due to issues with the harshness of the painting rubric making them fear they would lose out for not being as talented painters, only for it to not matter at all. I was sadly disappointed, and given the severe financial expense of the weekend compared to the payoff have little desire to travel beyond the capital city any time soon. Despite these flaws I met a good collection of people, and I hope I acquitted myself well enough that they don’t unfollow me the moment they read this. I initially only wanted to cover the positives, but as my local club explained to me people who know me know my thoughts, and to cover less than that would be disingenuous.
  11. Uvatha

    Legion Of Grief Necromancers

    https://twitter.com/guillaume_gte/status/1199416801840553986
  12. Details Date: 10th November 2019 Army: Legions of Grief with Penumbral Engine Opponent: Kyle Duncalf - Draichi Ganeth Daughters of Khaine with Morathi Game Type: Matched Play 2000pts Scenario: Starstrike 2019 (rolled at random) Setup The board yielded a large amount of varied terrain rules, including a Commanding piece that had me salivating. Naturally Kyle took this side, to my dismay. I set up my Gravesites to be spread fairly evenly with Starstrike being relatively unpredictable, with 2 placed in front of my Penumbral Engine (represented by the square of blue dice, mine is still on sprue and i was meant to build it the night previous but ended up babysitting). Kyle easily outdropped me, having 7 to my 13. Having free choice of who starts and losing nothing by going second due to it being Starstrike, Kyle gave me first turn. Didn't bother with a battle mat as it was a torrential downpour and the nearest one was inside. Battle Round 1 - The Worst Trade, Maybe Ever Acutely aware that a double turn would absolutely obliterate me, I was somewhat cautious to do anything too dramatic. I collected my free CP from the Penumbral Engine, spread out my backfield to prevent the two enemy units of Khinerai Heartrenders from having an easy ambush on my vulnerable support heroes, and moved my Grimghast Reaper bomb forward to the Gravesite 8" in front of it so it was tagged by 3 whole Gravesites as well as surrounding a Knight of Shrouds on Ethereal Steed, giving them decent durability. My choices were down to holding back and risk the Daughters of Khaine getting a double-turn and boxing me in my own deployment for the remainder of the game, or move forward and deny this at the risk of facing an even more lethal double turn. I could have placed Gravesites hard behind his army and warped my general to them to bring on flanking units, but I was aware Kyle would simply drop his Heartrenders on the Gravesites and I would lose use of them completely. Apprehensive but confident I had done all I could, I passed to Kyle. Kyle immediately began the bufforama on all of his threat units, particularly the Witch Aelves adjacent to my Grimghast Reapers. I kept asking him if he planned to cast Mindrazor (an exceptionally powerful spell and arguably the best in their book, it's literal only counter are ethereal models with bravery 10 as it grants improved rend, as well as improved damage if the target's bravery is lower than the attacker) which he politely ignored. Catechism of Murder (6's to hit inflict 2 hits) failed to go off (phew), but they still received received Sacrament of Blood (treat the battle round as one higher for their allegiance ability), the Witchbrew buff (reroll wound rolls + immunity to battleshock, often called Sippy Cup) from the Hag Queen behind the unit. Morathi, the High Oracle of Khaine and First Sorceress of the forgotten Druchii nation attempted to cast a single spell and failed it. The Cauldron of Blood awoke it's Avatar of Khaine and the army advanced forward, everything that could run and charge ran, and the Avatar fired a stream of boiling blood into the Grimghast which splashed off them harmlessly like water on rock. Then the Witch Aelves hit my front rank and swung 20 Aelves worth of attacks at full buff with bonuses on the charge to hit. The result is below. 5 Reapers remained standing. With their effectiveness utterly obliterated and the size of the unit diminished to the point it was only withing range of a single Gravesite before moving, i allowed battleshock to remove the unit rather than waste a point planning to return them to the other end of the table immediately and abandon the left flank to the aelf rampage. I had traded 30 Grimghast Reapers, costing 400+ points, for a single Witch Aelf. If i failed to return the unit, this would lose me the game. At the end of this round going into the second we rolled for the first objective, which naturally landed center field i middle of some Witch Aelves. I rolled for my Penumbral Engine and it remained on the mode that gives me free CP. Priority roll came about with myself winning ties, sadly I rolled a 2 to Kyle's 4. He opted to take the turn. Battle Round 2 - The Shadow Queen Emerges Kyle, unimpressed with Little Morathi's behavior thus far, transformed her into her monstrous Shadow Queen form. The Hag and Slaughter Queens kept their buff train rolling, ensuring that the Witch Aelves were at peak efficiency. The army moved forward again and the Avatar of Khaine managed to laser off a few Chainrasps, which i pulled off the table away from the 6" pile in of the Sisters of Slaughter. Few charges took place, Morathi and the Slaughter Queen moved into the Dreadscythe Harridans on the right flank and promptly were surrounded. The Witch Aelves that had just finished destroying my Grimghast Reapers ran forward and wiped out the Myrmourn Banshee unit on the flank as well as the Knight of Shrouds on Ethereal Steed. The Harridans managed to score the 3 wounds on Morathi she can take each turn, and the Slaughter Queen dodged death against the bone claws of the Harridans. Morathi roared in range and lanced out with Heartrender and her envenomed tail, but many blows fell flat as they simply passed through the ethereal forms of her attackers. While the Shadow Queen is more than capable of taking out whole units at a time, the deadly rend of her weapons had no purchase here and only 7 Dreadscythe Harridans fell. I spent a Command Point to ensure they remained on the table, and Kyle scored for controlling the center of the table. As my turn began I made an attempt to cast Vanhel's Dance Macabre with the Necromancer, which Morathi denied immediately. The invigorating aura of my Gravesites returned my Dreadscythes almost to full fighting strength, and the Chainrasp Horde units around the middle of the table were fully restored as well. As the movement phase began my Dreadblade Harrow disappeared into thin air... appearing directly within 9" of the Gravesite near Morathi and just out of range of her shooting attack. With a whispered curse and the expenditure of a single CP, 30 Grimghast Reapers materialized within shouting distance of Morathi. My Chainrasp Horde secured the center of the table to protect my nascent advantage on the right flank, and the Harridans shaved off another 3 wounds from Morathi while she failed to kill more than 2. The Penumbral Engine abandoned me right when i needed it as I rolled for it, switching to a presently useless Mystic Shield provider and stripping me of my valuable CP farm. The remaining objectives fell from the sky... both landing on the far left a whole board away from where my powerbase lay. We hit priority, and Kyle won again, opting to take the turn. Battle Round 3 - Deadlock Kyle buffed up, got his army up with all of their special effects and as many prayers as available to make sure his effectiveness was peak. The Slaughter Queen even used her prayer to enhance her weapon, planning to try carve as many Grimghast Reapers down as possible when they charged in on my turn, and as many Dreadscythe Harridans as possible before then. Morathi halted her attack on the ghosts swarming her briefly to attempt to cast Arzunipal's Black Horror, only for a lowly Necromancer to unbind it and end the attempt. The Khainite cultists began consolidating their board state, forced to split away from my onslaught to capture the new objectives. Morathi, angered by her failed casting, directed her poisonous gaze at a Knight of Shrouds who narrowly dodged being destroyed instantly. Morathi attempted to set about with her spear and end the perfidious gheists attacking her, but was instead brought down to a single wound herself. The Slaughter Queen charged into the Dreadscythes and sliced at them with her Deathsword, but failed to fell enough to make a difference. As my turn begun the Necromancer successfully cast Vanhel's Dance Macabre on the 40 Chainrasps, Morathi failing to deny it. The Chainrasps then moved into position to drag the Cauldron of Blood while surrounding the Sisters of Slaughter holding the objectives on their side of the table. The Dreadblade Harrow disappeared in a wink and appeared in front of the Witch Aelves holding the backfield objective, and with another gesture summoned 24 Myrmourn Banshees to stand between himself and the aelves. The Chainrasps swept in and around doomed Sisters of Slaughter, and tagged the Cauldron of Blood on the back of it's base to prevent it supporting the line-holding attempt against the inbound Grimghast Reapers, who themselves came tearing down on Morathi and the Slaughter Queen as a stepping stone to the middle objective. Confident a crippled Morathi and lone support hero could not diminish 30 Grimghast Reapers, I activated my Chainrasps first and slaughtered the Sisters of Slaughter through sheer weight of attacks. Morathi flailed at the spirits, but to little avail. The Slaughter Queen weathered the scythes of 8 Grimghast Reapers, only to have her soul blasted from her body by the unit's Extoller of Shyish, his Deathknell erasing her permanently. With the table now significantly leveled out between the two armies, and the tide of board control turned towards myself, priority meant everything. Unfortunately, should Kyle win the toss he would be able to simply move forward into my Grimghast Reapers with his screen unit to prevent me receiving both a move AND a charge with them next turn, and fall back with everything else to secure 2 of the 3 points. However if i won it, i would be able to swamp all three objectives as well as return my 2 units of slain Chainrasps to completely dominate the table and pull ahead by a handful of points by turn 5. Sadly Kyle won the roll, and we called it. His early game lead had proven too much to overcome with my attrition, late game focus. THis pulled Kyle ahead in our personal standings to a clean 2/1 to him. Conclusion - What went well Bumping up to two units of Dreadscythes after my game against Regan proved to be a wise choice, they once again pulled their weight. Dreadblade Harrow lived the whole game while contributing to game state in every turn, improving on my failings in the last game. I was able to more effectively screen off attacks against valuable units, and gauged the worth of each fight a lot better this time around. What went poorly The Grimghast Reapers dying immediately because I went too far ahead was preventable, I should have forced the enemy to have to cross the whole table to alpha me if they got a double turn. Penumbral Engine is wildly inconsistent, it would be fine if it was free but it cost me 100pts so I'll be saying goodbye to it. Two units of Myrmourn is one too many for Legion of Grief, two is more viable in Nighthaunt where you can pop them up near enemy casters turn 1, not in Grief where doing so costs a wasted Gravesite.
  13. Details Date: 16th November 2019 Army: Legions of Grief with Buff-o-Rama Opponent: Regan O'Halloran - Legion of Night with Debuff Focus Game Type: Matched Play 2000pts Scenario: Border War 2019 (rolled at random) Setup We rolled out the random terrain and ended up with a healthy blend of new and old rules, with the large centerpiece terrain model and the piece next to it yielding overgrown which would have been neat if either of us had shooting attacks or any ranged focus. We placed our Gravesites predominantly on (my) left side, both clearly planning to strongly contest the point there. Regan won the rolloff, but with no Commanding or Arcane terrain on the table he opted to take the side with the least terrain to prevent him moving around, being fully aware that my army cannot receive cover saves from terrain anyway. In a canny play of tactics Regan didn't deploy his Vargheists till the end, and opted to NOT ambush anything in his army. Of course by the time this revealed itself, I had placed my 40 Chainrasps behind my army to cover off any potential ambushes (last game we played he ambushed and killed two support heroes nearly immediately), his subtle mind-game tricking me into deploying my army further back from him than I normally would, ensuring I would be making no massive moves into his army turn 1. With both sides set up and Regan having the choice of who would start, he categorically selected me (man loves that Double Turn potential) and gave me the first move. (Besides what is visible above, Regan has paid for a Balewind Vortex and an extra Command Point. I have also paid for an extra Command Point) Battle Round 1 - Bore-der War Having been given turn 1 in Border War, I began the process of doing exactly what everyone playing Border War on turn 1 EVER does, moving up to tag the side objectives and score 5 points. My hero phase was brief, immediately failing to cast Mystic Shield on turn 1 always gets my hopes high. I had some good runs, had to spend a Command Point to nab a 6 to run after the Chainrasps on the right rolled a 1 and was rewarded by receiving 2 Command Points back from my Vassal/Broach combo. My troops moved up on all fronts to insulate my home objective (and Gravesites) and the flanks secured both objectives with enough models to make sure Regan would need to seriously commit to take each from me. Confident I had taken the best available course of action, I passed to Regan. Regan's hero phase was a lot more exciting than my own. He immediately summoned a Balewind Vortex while dropping Morbeg's Claw, granting his Necromancer and Mannfred von Carstein +2 to their casting rolls. Largely out of range for now (and with my Myrmourn Banshees close at hand) they kept their casting succinct, laying down Mystic Shield and Van Hel's Dance Macabre on the leftmost unit of Skeletons with Swords. Neferata blessed the unit of Vargheists nearest to her with Dark Mist, and both units then immediately closed in on my unit of Myrmourn Banshees. I had left a 5" gap between my unit of Dreadscythe Haridans and my Myrmourn Banshees, ensuring that no massive boost to movement could place a model between the units in the move phase, and that a charge that carried the unit over the front rank would draw both into combat and guarantee the destruction of the enemy. Regan rolled a modest charge and instead opted to dump all of his attacks into the Myrmourn. Half the unit was immediately evaporated, and the other half was able to kill a Vargheist in the other unit before meeting the same fate themselves. Regan's other flank failed to get enough skeletons into range of the point to capture it from me, and he scored 3 points. Priority Phase came around with myself winning the toss. With no Predatory spells in play and me being close enough to Regan to immediately cop a charge from him should he go, I elected to take the turn. End of Battle Round 1 Score: Aiden 5 - Regan 3 Battle Round 2 - Dirty Debuffs, Done Dirt Cheap In keeping with the grand tradition, I opened my turn by attempting to cast Van Hel's Dance Macabre on my Grimghast Reapers and immediately failed to cast it. Disappointed but not surprised, I ordered my ghostly legions into a full advance. The Dreadblade Harrow warped into being within 9" of a Gravesite, and the 40 Chainrasps moved up to replace the 20 Dreadscythe Harridans as they began their advance forward to the Varghiests. On the left flank, the 10 Chainrasps advanced JUST far enough to recap the objective from Neferata and her backup Skeleton dancers. On the right flank, the Chainrasps and Dreadscythe Harridans heavily consolidated their grip on that objective, and the Grimghast mobilized forward to charge the 40 Skeletons with Spears. With the moves finished, the Dreadblade Harrow called to beyond with a Command Point (and got it back) to return my slain Myrmourn Banshees to existence. The Grimghast Reapers then swept in, intent on sweeping the skulls from the skeletal bodies of their opponents. Activating the Grimghast Reapers first (being consciously aware that the massive pile of attacks from the Skeletons would be adequate to brick the unit entirely) I started swinging my scythes around. Without a single buff the unit managed to strike down half the unit, clipping it's combat effectiveness on the strike back. Regan then activated his Vargheists into my Dreadscythe Harridans on the other side of the table. Fortunately, I rolled extremely well on armor saves and Deathless Minions saves, and lost barely a handful. In retaliation they shaved away both Vargheist units, leaving a single model in each unit. The Skeletons struck back on the other flank, but their reduced numbers and impressive saves from the Grimghast Reapers saw only 3 fall. Regan spent a Command Point (and got it back) on the Skeletons to dodge the brutal Battleshock test. I scored another 5 Victory Points and the turn passed to him. Regan's hero phase began with no less than 10 Skeletons returning to his unit of Skeletons, giving them their combat buffs back. Then he began casting some magic from his Necromancer, Mannfred and Neferata. After a few unmodifed 9's to cast on Fading Vigor and Overwhelming Dread he had turn my Dreadscythe Harridans into having 1 attack and hitting at -1, then popped a Command Point to use Neferata's Twilight Allure to make sure the turn went his way. Regan's moves were relatively conservative - Mannfred drifted behind the Balewind Vortex to bide his time, Neferata advanced to make sure she could charge the Chainrasps holding the left objective on a 3, and everything else largely stayed where it was. With no shooting either, he went straight to charges. Predictably, Neferata and her entourage of Skeletons thundered into the 10 Chainrasps. Predictably Regan opted to activate his Skeletons fighting the Grimghast Reapers first, and pumped 100+ attacks into them. Amazingly 3 Grimghast Reapers survived. The Dreadscythes were pumped up by the Knight of Shrouds to have a more reasonable hit rate and were able to slice apart the last Vargheist in one unit and leave the other bitterly wounded. Neferata obviously killed 10 Chainrasps, though it was actually a close thing. The Grimghast Reapers spitefully murdered another handful of Skeletons before disappearing in the battleshock phase. Going into the Priority Phase, Regan was able to beat me in the roll and take the turn. While a double turn at the start of the third battle round would be damning, his unit of Skeletons with Spears had a unit of Chainrasps in front of them to prevent their easy advance (I had a feeling this could happen) and the other flank had to stay where it was to prevent a mass sweeping advance from my main force. End of Battle Round 2 Score: Aiden 10 - Regan 8 Battle Round 3 - Vampire Queen, Deceiver, Mortarch... Assassin? The Gravesites once again were good to Regan, bringing his large Skeleton unit even closer to full fighting strength. The debuffs (almost) all went off again without a hitch, this time Neferata's Dark Mist was unbound by a unit of Myrmourn Banshees, netting themselves an extra attack in the process. The Dreadscythes had been once again heavily clipped in their effectiveness, and in an extreme display of believing in the heart of the cards, Regan burned his last Command Point for Neferata's Twilight Allure, and was rewarded for his faith by getting the point back. The movement phase was largely uneventful, with the Skeletons with Spears advancing to the 3" mark from the Chainrasps, and Neferata moving into position to tag the entire left half of the table with her aura. Mannfred smelt weakness on the wind and charged the debuffed Dreadscythe Harridans, and the Skeletons then expectedly charged the Chainrasps. What wasn't expected however was Neferata then charging 11" to place herself behind my army and in range with my... Dreadblade Harrow. Having horrific flashbacks of the last time Regan pulled a similar move, I spent a Command Point at the start of the combat phase on All Out Defense, scoring a Mystic Shield-esque reroll of 1's to save. I also popped the Knight of Shrouds Command Ability Spectral Overseer twice to grant +2 to hit rolls to units wholly within 12" of himself, offsetting Twilight Allure's -1 to hit. Neferata went first and threw everything she had into the Dreadblade, who, astoundingly, only took 3 wounds total. Neferata's infamous Dagger of Jet failed to instantly slay the Dreadblade Harrow, and her assassination attempt was foiled. The Dreadscythes, pumped up to not being completely worthless by Spectral Overseer, were able to score a few hits on Mannfred's Armor of Templehoff, which negated one wound and saw him take a meager 3. The Skeletons swept away the Chainrasps immediately, and Mannfred was able to kill half a dozen Dreadscythe Harridans with sweeping blows from Gheistvor. Neferata faced 8 attacks from 4 Myrmourn Banshees, and with their hit and wound rolls buffed by the Knight of Shrouds and Guardian of Souls respectively, she was torn to pieces and banished to Nulahmia. Regan had recaptured the side objective and scored a solid 5 Victory Points and pulled ahead to 13. My turn opened with a massive power-play. From my Gravesites. Dreadscythe Harridans had their numbers restored fully to 20 as they conga-lined off the fight and over the central terrain piece to wrap around Regan's exposed home objective, and the Chainrasps that had taken by-blows from Mannfred's repeated Winds of Death blasts returned to full strength. The Necromancer, likely suddenly aware that his point cost was coincidentally the same as bumping my unit of Grimghast Reapers to 30 and taking a Prismatic Pallisade, suddenly pulled his finger out and cast Van Hel's Dance Macabre successfully on the 15 Dreadscythe Harridans near him. The Dreadblade Harrow, playing it safe after his brush with death, warped into the center of the Chainrasp Horde holding the home objective. The Dreadscythes near Mannfred promptly retreated and wrapped themselves tightly around the opposing home objective, After the forces had moved into position, the Dreadblade Harrow once again exercised his mastery of the dark arts and returned 20 Grimghast Reapers to the table. The Dreadscythe Harridans thundered into the Chainrasps, supported by remaining wholly within 12" of the nearby Knight of Shrouds. The Myrmourn Banshees, retaining their bonus attack due to the wording of Spell-Eaters, closed in on Mannfred and his supporting units to ensure he didn't chase the retreating Dreadscythe Harridans. The Skeletons had their numbers obliterated by screeching Dreadscythe Harridans finally having a chance to trade blows, and the Myrmourn Banshees took the brunt of Mannfred's enraged fury, halving the unit. The remainder struck back, crippling Mannfred down to a mere handful of wounds remaining. The Skeletons received Regan's last Command Point to stay on the table and denying me the side objective by a single model. Taking the home objective from Regan while retaining my own netted me 5 points, and I won the priority roll. Surveying the table, Regan opted to surrender as my return of the Grimghast Reapers and ability to summon 2 units of 10 Chainrasps onto the left objective meant I would capture all the points in the concurrent turn. End of Battle Round 3 Score: Aiden 15 - Regan 13 Final Outcome: Major Victory to Aiden and the Legion of Grief. Conclusion What went well Not investing points into buffing the Grimghast Reapers and instead supporting the less efficient factors of the army (Myrmourn Banshees, Dreadscythe Harridans) gave the army a consistency it carried all game. Reviving slain units every battle round after round 1 ensured a brutal attrition game that favored me. Screening my heroes (mostly) well ensured all 4 lived till the end of the game. What went poorly The Dreadblade Harrow nearly dying to Neferata was a massive misplay by me, he should never be in a situation where he can have an enemy successfully pile into him. I should have just tagged the unit of Skeletons with Spears on the flank with Grimghast Reapers and waste their combats rather than fight them head on. Make more use of All Out Defense rather than just when desperate to stay alive as it will improve the durability of my threat units, which are almost always illegible to receive it due to being wholly within 12" of a Knight of Shrouds or Guardian of Souls. All around a great game. Regan's debuff list caught me off guard at first and almost stole the game early on. After his recent defeats of me I was however able to apply what I had learned and pull out a win to bring our scoreboard back to an even 3/3. Regan's twitter: @PaintPyrow My Twitter: @ThreeTwoPrince
  14. Dead things dreaming in the darkness. Nothing stirred in the utter blackness of the Deepknell Depths. Nothing living remained in the vast catacombs and narrow tunnels to make a sound. The last incidental collapse of rock, or old bones finally falling apart to clatter across the coarse ground, had happened decades ago. No noise sounded in a place where nothing happened, and nothing ever happened down in the dark. So they had accepted a long time ago, that it was better to simply try to stop existing at all than to wrack and rage at the injustice of their fate. The people above had chosen to spend their lives as coin, and discard them when it suited them. Cold and forgotten. Those people had long since passed into the dirt, their progeny and their progeny after them living quiet and comfortable high above the erstwhile crypt. So quiet not even the slightest sound carried down into the dark. A peaceful life built on the suffering of thousands, ironically mounted above their very tomb. No passage down to the Depths existed, no crack for air to pass through or natural current of water. Noxious gasses were commonplace in the tighter tunnels, but they were oddly repellent to flame rather than conductive - early attempts at clearing the Depths of it's vermin infestation had involved the hurling braziers of flame both natural and otherwise down, achieving nothing more than the odd short-lived fire and scorched whisker, par for the course with the Skaven regardless. Choking throats long-since rotted away. When it became clear that the only solution was to confront the beasts in their own tunnels, hard choices needed to be made. The people of Deepknell Rock were largely peaceful, and were forced to petition the Stormcast Eternals, newfound defenders of Aqshy, to assist them lest their city and the Realmgate within fall to the insidious corruption of the Skaven. When the lightning-men arrived however they were not greeted by the familiar colors and heraldry of the Hammers of Sigmar, but the stark white and sky-blue of the Knights Excelsior. The Knights were a very different breed to their golden armored brethren, and immediately set to work. Forbidden from leveling the whole mountain, caverns and all, due to the presence of the Deepknell Realmgate, they came up with an elegant solution. The city had long housed an impressive prison complex, serving as the jailing quarters for the whole region. The prisoners within were offered a choice by the Knight's leader Cerrus Sentanus, they could die in their cells or take up arms and head into the caverns to redeem themselves and, if they emerged, win their freedom. A choice between death and worse is no choice at all. The people of the city had cheered as they marched into the Breach, and despite their situation the First Penal Legion of Deepknell felt themselves swell with pride. They had been dealt a hard hand, but one they had aided in drawing themselves, and those that lived through this would be welcomed back into a grateful city. They lit their lanterns, straightened their backs, and marched down into the dark. Warp-lightning flashes searing cavern walls. The Skaven are a perfidious race, and deep in the Depths they'd had nothing but time to prepare. Blasts of acidic green lit the caverns as engines of death lanced hellish energy through the ranks of the Penal Legion, with every strike claiming half a dozen lives. Neither force was well trained in the arts of war, and in that dank and dark battleground they fell to disorder, fighting as back-alley cutthroats in the dying light as the lanterns faded and the warp-lightning engines fell to the flaws of their own design. The last light to go out in the dark was the only natural source, the light filtering in from the Deepknell Breach entrance. There was no longer a way out. A prison, traded unknowingly for a grave. The bitter irony was not lost on the former prisoners. Sentanus would keep his word, freedom awaited any of the men that emerged from the caverns. It seemed he had simply ensured that promise could not backfire. Runes of sealing had been inscribed into the now-sealed entrance, a potent force that would ensure the Skaven Gnawholes present in the structure offered them no escape. Sentanus had cleared house effectively, dealing with both the Skaven infestation and the criminals his Stormhost harbored such contempt for. With the natural airflow cut off entirely by the enchantments of the Knights Excelsior the damned criminals and Skaven alike died by degrees as their own panic rapidly consumed the available oxygen. Within hours, every soul under the mountain lay dead, their throats clawed to bitter ruin by their own hand. The rope would have been cleaner. Within weeks the people of Deepknell Rock had stopped mentioning the prison that now stood empty at the edge of the city. An axe would have been kinder. Within years the last insect had died, having gorged itself on the last remaining flesh of the last corpse. The price paid by the guilty forgotten by the innocent. Within decades the First Penal Legion was forgotten. The Knights Excelsior had moved on to less remote climes, and the people of Deepknell Rock had used the breaking of Sigmar's Tempest as an opportunity to build a bustling hub at the edge of the realm. Aqshy was not hospitable by definition, but they had made a life among the geysers of boiling steam and hissing rocks. And far beneath them, the dead granted a mausoleum of their own by the cruelty of the Stormcast, had slipped into languid dreams to cope with the passage of eternity in the dark. Until, on an unusually quiet night both above and below the rock after a season of dark tribulations unprecedented in the fiery realm, a bow-wave of amethystine energy rippled through the world and set hot skin to cold sweat. He calls. A thousand pairs of blue eyes lit up in the dark, the first light the cavern walls had known in decades. Scraps of bone swathed in ethereal blue mist seemingly pulled from the wave of energy itself lifted from the ground, dark animus hoisting the ruined corpses like marionettes on strings of cast-iron chain. As one they looked to their warden, the only soul beneath the mountain who had not come from a cell. Silent as the grave, as soft as the breeze who's touch they had forgotten, he pointed up through the rock to where a sleepy city was coming awake in surprise. We answer.
  15. Details Date: 27th October 2019 Army: Legions of Grief with Grimghast buff-train focus Opponent: Regan O'Halloran - Legion of Night with Nightfall Pack Game Type: Matched Play 2000pts Scenario: Border War (rolled at random) Few pictures were taken for this report as at the time I wasn't planning on spontaneously starting a hobby blog, the future ones will be LITTERED with them. Setup Regan and I were both playing an allegiance that utilizes Gravesites, and despite my army not being from Legions of Nagash technically it still allows Regan to use mine just as much as he allows me to use his. Naturally there was a lot of umming and ahhing about how to place these without helping the opponent too much, but with us both being relatively inexperienced we largely placed them around areas we wanted to make plays happen. The table scenery was absolutely LITTERED with Inspiring and Damned, with a single piece of Commanding terrain on Regan's side (he explicitly chose to deploy on it despite being less reliant on CP, knowing how desperate my army is for extra CP and denying me it would be a good path to victory). With neither of us having clunky terrain pieces we moved into deployment. Regan was easily able to outdrop me (most armies can) and deployed all of forces on the table except 6 Vargheists, who opted to lay in ambush. I deployed the majority of my army, performing my now staple "stashing Myrmourn in a Gravesite" mindgame. Thoroughly outdropping me, Regan elected to take first. Battle Round 1 - Drop Claws on 'Em Regan began his hero phase by promptly summoning a Balewind Vortex and making use of his Necromancer's artefact of power, Morbheg's Claw. This little diamond in the rough allows the bearer to declare they won't move in exchange for giving all friendly wizards within 12" +2 to cast. He then cast up a storm of buffs and moved forward very conservatively, just enough to take the two side objectives. Content, he passed the turn to me. I began by attempting to cast Vanhel's Dance Macabre and failing, an ominous sign. Deciding to not try anything too fancy, I moved up gently enough to take the two side objectives back off Regan and score myself 5 points to equalize the score. My army was kept tight enough that in the event Regan got the priority I would be able to make use of my wholly within start of combat phase abilities, and ended my turn. I won the priority, and elected to take the turn. Battle Round 2 - The Part Where it All Went Terribly Wrong I opened by not bothering to cast Vanhel's and instead summoned a Prismatic Palisade near Regan's 3 Vargheists and min unit of Skeletons to make the right-hand objective a pillow fight. My Dreadblade Harrow general warped forward towards the right-hand objective (remember this, it's important) and then pushed my Chainrasp units forward to tangle his army up before it could move freely. My army abandoned my board edge largely, moving forward aggressively and leaving the support heroes up the back with open board behind them, and confident in my choices and assured I was the tactical mastermind the voices tell me I am, I magnanimously handed over to Regan's turn. Regan promptly shored up all the buffs under the sun and ambushed my arrogant ass immediately. A unit of 6 Vargheists swooped in from the table edge and immediately made a charge into my back line of Grimghast Reapers while another unit of 3 used their flying move to vault directly over my Chainrasp Horde and throw themselves into the now horribly exposed Dreadblade Harrow. Meanwhile on the left-hand side of the table, a unit of Grave Guard sitting roughly around Super Saiyan Level 4 slammed into 40 Chainrasps. I wasn't terribly concerned as my Chainrasps have survived worse. Battle round 2 ended with a Dreadblade Harrow barely clinging to life and surrounded by monstrous vampire creatures, half of my Reapers torn to shreds by another unit of beasts. The Reapers retaliated and slaughtered 4 of the 6 monsters but they had done their job. The Reapers were tied to them and unable to head forward to assist my army, and the Dreadblade was sitting on 1 wound with any number of heroes able to Arcane Bolt him the moment Regan's next turn began. The 40 Chainrasps were basically turned to mist instantly by the Grave Guard. Summed up, going into priority roll 2, things could have been going better for me. I won the roll, saving the game from an early end. I opted to go first obviously. Battle Round 3 - How the Turntables Turn Beaten, battered, and wondering whether it was too late to cancel the sale of my Slaanesh army, i began rebuilding my defenses. The Grimghast Reapers managed to receive the benefit of no less than 5 Gravesites and a Deathly Invocation, restoring the unit to fighting strength. The Dreadblade, denied his warping ability due to being in combat, opted to simply flee as far as possible to the other side of the table from the bat monsters. The Grimghasts received Vanhel's, while the Myrmourn emerged and began advancing towards the enemy ranks as kites and to stop the enemy Necromancer having free reign of his board side, while the Dreadscythe Harridans moved up to clear out the skeleton chaff denying me objective control. The combat phase was one for me, with only the Myrmourn under-performing against the Grave Guard. The Vargheists were swept aside by scythes and the Grimghast were now free to move in their next turn. Bringing the score closer to equal, I passed the turn back to Regan. Regan behaved unexpectedly, matching my wanton aggression with EVEN MORE AGGRESSION. Mannfred von Carstein grew bored of watching from the sidelines and heeled Ashigaroth forward to flank my Grimghast Reapers on their left side, simultaneously baiting me, supporting his nascent Grave Guard and genuinely threatening my Reapers all at once. Mannfred destroyed the Dreadblade Harrow with contemptuous ease, taking away my ability to return destroyed units. Keeping away from the Reapers, Mannfred as ever made sure there would be minimal consequences for maximum dickery. I won another priority roll, clinging on for dear life. Battle Round 4 - Go Not Gentle into that Good Night Regan, having considerately relived me of my casting heroes and general, streamlined my turn rather effectively. With no spells to sling, speeches to give or gotcha moments to pull out, I kept things simple. I moved forward with everything, and made one hell of a charge. The Dreadscythes swamped the Vampire Lord hiding in cover in Regan's back line while the Reapers got 15 into reach of the skeleton bomb defending his home objective, and 8 within range of Mannfred. Scythes started swinging and hook hands a-slashing, and when the dust cleared i had evened the odds across the table. Mannfred was bloodied and bruised, and the Skeletons standing between me and my chance at clawing victory from defeat where obliterated. Sadly Regan promptly reminded me that while Mannfred is known as a traitor, a schemer and unlikely to win beauty competitions, he's also a pretty good Necromancer. The Skeletons I had swept aside like corn reemerged and swamped the rear objective, while Mannfred simply tagged my Reapers to keep them locked in place. With a lead of several points, Regan ended his turn. Regan won the priority roll, whereupon we called the game as all he needed to do was pass his turn. Conclusion - What went well Dreadscythes are really good and I need two run two units Grimghast Reapers are gross, and don't need much support to do well Dreadblade teleportation is amazing when done right What went poorly Dreadblade teleportation is awful if you behave aggressively against things that will just one-shot him Be mindful of blocking off board edges for ambush units Ethereal Saves aren't actually a free pass and anything with enough attacks will slice through them Over all i was pleased with the army itself, if not the outcome. Everything that went badly on my end was due to me misplaying or making bad judgement calls, rather than inherit weaknesses in the army. It didn't help that Regan is a strong opponent and also knows me well enough to know when I'm getting too cocky. Looking forward to seeing his army when it's fully painted as he's also the Valley's resident commission painter and he does great work. Regan's twitter: @PaintPyrow My Twitter: @ThreeTwoPrince
  16. hi all, im doing a 2000pt tournament in Dec and would like some thoughts on how to round out my haunt list. I've been having some good success with this against KO, Stormcast, fyreslayers and maggotkin so far but not sure if it will stackup against high tiers. Heros: KoS on steed - general with ruler of spirit hosts and headman judgement spirit torment cairn wraith GoS - midnight tome soul cage GoS - shademist Vampire lord - ally 20x chainrasp 20x chainrasp 6x spirit host 5x hexwraith 10x reapers 1x black coach battalion - chainguard 1960 points. do I add in vault of souls / shyish reaper / gravetide Endless spells, or just 1 endless spell and aim for a triumph
  17. It looks like I’m all in with the new Nighthaunts. I’ve always been tempted by the army but now that they are getting what looks like a huge boost in terms of options my temptation has proven too much to resist. In anticipation of everything coming out I’ve decided to try and get a head start and get some painting done. I’ve picked up the Knight of Shrouds and a Tomb Banshee figuring that they will let me try my colour scheme out. Tyler Mengel has a great guide on painting the various Nighthaunts and, I’ve shamlessly copied it for the white portions of my ghosts. I think the pure white look is a little too boring, it works for the Spirit Hosts but it really doesn’t work on the more complex models especially the likes of the new Craven King. I’ve gone with something similar to the GW scheme for the rest of the model. I really want to get this army on the table as soon as I can and to that end I’ve made sure that I can paint these models quickly and well. Below is Grieven the Unrepentent, Knight of Shrouds and General of the Lament of Woes. He’s the second model I’ve finished painting for the army but the Tomb Banshee needs a little change and so I won’t show her here just yet. I also haven’t done the bases in the hope that there will be some Graveyard bases coming out soon. The previews at Warhammer Fest seemed to indicate this. I don’t really know how the Nighthaunts will fit on them but we shall see if they are actually released or not. . My ideas for playing with the army haven’t really been given much attention. The new battletome will likely change everything and so all I can do now is wait with bated breath until I have it in my hands. Hopefully I don’t have to wait too long, my excitement is at fever pitch!
  18. Hi all! 'been lurkin for quite a while, thought it was high time to say hello properly. I'm a relatively new (despite the rather grizzled beard) AoS player, especially keen about anything (un)dead - such as the bunch of newly painted ghosts below. I quite like the very relaxed/constructive TGA's setting - keep up the great work, folks!
  19. Why hello there stranger. Welcome, please, come sit with me a while, let me tell you about what will become an interesting (I hope) surmise of my modelling/painting/battling and other incoherent babbling to do with my (somewhat middle-aged) journey through Age of Sigmar. But before I begin I think it's right you should know a little more about me? My love affair with Warhammer started about 20 years ago when I first stepped into a Games Workshop at 11 years of age. Like many of you I'm sure; I was immediately hooked by the battles unfurling before me on teeny tiny battlefields in my local (and incredibly small) GW shop in The Lanes, Brighton. I was drawn initially to Warhammer Fantasy (as it was known then) not because of the system or models but because I had up to that point been an avid reader of fantasy since as long as I could, and, I'm not ashamed to admit I liked swords and boards more than lasers and robots. Now? - I quite like both. 😁 My first purchase was actually a box of static posed wood elves, and I painted them as close to the box art as I possibly could. I couldn't do eyes however so I painted big black stripes horizontally across their face and said they were "wearing masks to conceal their identity". Ingenious, I thought. 🙈 After flip-flopping around buying bits and bobs of whatever I fancied I started to "get into it" and decided I needed to pick and army and stick with it. I knew I wanted something of Elvish decent, but with a twist. So, I went for Dark Elves. With my goal set I went about slowly saving money, doing chores and working towards a playable and painted army. I had a somewhat chequered set of results with my Dark Elves, I mostly lost ( but that could be because I took as many assassins as humanly possible and stuffed them, hidden into blocks of spear men) but I had fun, I always relished revealing them to my enemy upon receiving a charge from their cavalry. Die scum! If there's one thing I learnt is that its worth sometimes just having fun. That, and well... don't put all your points in characters. I then quit as I progressed into my teenage years and got more engrossed in video games. I always still kept a inquisitive eye on the place though. Fast forward 15 years and here I am - 31, a father of one, soon to be two children... foolish Took. Now living at the other end of the country and with a plethora of adult-type stuff going on (read: adulting is boring) and I'm coming back, I want to get involved and play some more games. I still love games. So thats my first post - I think that will do for now, I'm looking forward to hanging out here and meeting the people. 👋 All the best. Tom
  20. NIGHTHAUNT: The Garrison Of Nacht'Tor This thread is going to be a lore and painting log for my Nighthaunt Army going forward. I am also making a small Free Guild warband for Skirmish that will most likely balloon into a full on Free City force, so it seems like a perfect way to work on both army's lore to have them somewhat intermingled. Starting off here I am putting down the basic background for the army as a whole and its history, posts following this one will go into more detail of the characters and units as they are painted to flesh everything out, and if everything goes to plan I will also be making themed terrain to go with the armies. A DOOR TO THE UNDERWORLD In the realms of Ghyran, in the north western frontiers, is the budding free city of Fendale. this bustling city arose around what the citizens dubbed the Shade Vale, a wooded and ridge hemmed pass that had nearly always been cloaked in mists. In the midst of this vale exists a small realm gate to the Realm of Life's antithesis , Shyish. Twisted vines and dark flowers cover an arch of stone that some argue was a natural formation, others suggest it was raised by someone in the Age of Myth. Regardless, this minor gate offered a direct connection with mortal realms in the Amethyst realm and the exchange of goods and cultures that goes with it. While the gate could only allow five or six men to march abreast, it was large enough to allow the passage of wagons and riders which soon saw the outpost settlement built nearby to grow and thrive into the current Free City of Fendale. It was not lost on those first pioneers and settlers the dangers that were part and parcel of living on a gateway to Death itself. The realm gate was sectioned off from the city proper, and the defenses of the city were as thickly bristling with guns and clock work facing the gate that made the city flourish as they were facing outwards to other threats of the mortal realms. In those early days incursions from Shyish were rare but serious, and a stalwart family of noble bearing took it upon themselves to secure the gateway as well as potential profits that controlling the Shyish side of the gate could entail. The family Holsstok led the expedition into Shyish to raise the castle of Nacht'Tor. For generations the keep stood upon grey hills surrounded by deep and haunted woods that seem to stretch out for leagues to the south and east, and a rolling dune desert to the north and west. Rumor suggested the wide expanse of wood that seemed to have no end was called The Harrowmark by those whom the Holsstok's deemed so foolish as to live amid the wood. Reports of Outriders into the deserts told of burrowing beasts and giant scorpions, as well as endless marches of skeletal undead off toward what they deemed the edges of the Amethyst Realm. Trade with sky ships from The Harrowmark, as well as other dotted mortal kingdoms and even some Skeletal Lords, proved to be lucrative between Castle Nacht'Tor, and both the Holsstok family and the Free City of Fendale beyond the gate in Ghyran. Likewise, the goods traveling into Shyish could potentially have turned the tide for the people of The Harrowmark or the dunes to the north, yet the attentions of Nagash would be drawn to the keep and the Free People's intrusion. While the existence of Nacht'Tor and the Free People flowing into Shyish had not escaped notice, their machinations were paltry and mortal affairs in comparison to the larger game. If it were not for the small gateway being used by Sigmar's agents to infiltrate the realm of Shyish as Nagash's grand plans came closer to completion, perhaps Nacht'Tor would have escaped the judgement of Nagash. Unfortunately, the family of Holsstok bore the Twin Tailed Comet of Sigmar upon their crests, and no agent of the God-King would be denied passage through their gates. Raids by Vangaurd Hunters on the skeletal processions, seers and agents probing Shyish looking into Nagash's activities, and in some cases chambers of Stormcasts marching through the gate of Nacht'Tor brought upon the castle and the Holsstoks, Nagash's justice. THE DOOM OF NACHT'TOR From the north west marched a skeletal legion to lay siege to the castle. Though they were large in numbers, the rattling legion of the wight king who had been sent to seize the gate had little in the way of magical or monstrous support. The Holsstok Outriders reported to their Lord, the Duke Aldrik of the approaching army. The castle had staved off ambitious necromancers and dark creatures of The Harrowmark in the past, and the walls and corridors of Nacht'Tor were spell warded against the infiltration of geists and other spirits. The Duke's son, the Marquess Arnold Holsstok roused the riders of Nacht'Tor to go out and meet the enemy in the open desert plains before their power would be lost amid the rugged terrain directly around the castle. With the mage Lord Aldrik remaining behind to hold the castle in his old age and with spell instead of blade, the Knight-Hosts of Nacht'Tor sallied to meet the seemingly over matched skeletal forces approaching from the blasted plains. No sooner had the riders of Nacht'Tor cleared the foothills and tangled fringes of The Harrowmark, did beasts and creatures of the night detach themselves from the twisted limbs of the forests. Vile flesh eaters, dead walkers, and winged things bristling of fur and boney growths launched an assault against the walls of Nacht'Tor. Despite this treachery, it takes few brave men with good positions to hold against larger and fearsome foes. The guns of Nacht'Tor roared, and the Einhundert Greatswords held the walls with tenacious will alone. The Duke Aldrik scoured the walls clean of climbing creatures with spell and word. Out upon the plains Marquess Arnold drove his men deep into the skeletal lines, crushing bone and scattering ranks of the dead like leaves before the wind. The young Holsstok was a proud and ambitious young man, and only the sounds of the guns coming from Nacht'Tor slowed their headlong rush. He was brash, but no fool, and the Knight-Host of Nacht'Tor cut their way clear of the scattered deathrattle to ride hard back to the castle, its realm gate, and his father. The Einhundert slew ghouls and beasts by their hundreds, but gaps allowed beasts and other dark things over the walls of Nacht'Tor. Riders being dispatched through the realm gate to warn Fendale and request reinforcement were pulled violently from their saddles as they rode in the High Hall to the ancient gateway, and dark creatures instead began issuing forth into Ghyran. The Castellan and his wardens sounded the horns, drawing the attention of Duke Aldrik and his Einhundert. Brave freemen bearing Holsstok colors littered the ramparts and gave in to the outer curtain wall as the Einhundert fell back to secure the gate and defend the Duke as he rushed to reinforce the faltering wardens. The battle on the inner wall was as ferocious as it had been on the outer walls, as the much reduced garrison of Nacht'Tor had less wall to hold. The handguns and pistols of the defenders had long since run dry of ammunition, and it fell to halberd and blade to win the day. The final doom though had not yet fallen. Young Arnold's host met ambush and rearguard of the half dead hosts assailing his family's keep, yet the Knight-Host rode through them as if fired from a cannon. The outriders and Knights of the Holsstoks took wild glee in both the hunt and the thunder of hooves, and half starved cannibal beasts did little to slow their stampede home. Some were pulled from their horses to die or fight alone amid the bramble, but most drove directly into the dark trails surrounding the keep to hunt the leaders of the rabid foe. Rising from the frenzied enemy rose the Courtiers of the flesh eating mob, with gruesome pennants that were mockeries of the black and gold of the Holsstoks own colors. A wild eyed beast who fancied itself a debauched king charged to meet the young Marquess, and the battle spilled all across the wooded paths of The Harrowmark's fringe that surrounded the siege. Within the castle the swarms of the craven seemed to thin, and the men of Nacht'Tor dared hope they had weathered the storm. Yet into the courtyard strode rank and file of skeletal soldiers, remnants of the forces that had been arrayed upon the plains, and among them were not only the grinning skull of the wight king who led them but also two gnarled figures in amethyst robes bearing cloth covered mirrors. From his place at the door to the High Hall where the realm gate stood, Duke Aldrik was too slow to see the doom. Drawing back the coverings the necromancers dashed the mirrors upon the courtyard stones with a soul chilling shriek. The wave of released geists and hungering spirits carried past the carefully crafted wards flowed through the defenders in a rush. Hands gripped the hafts of halberds so tightly the knuckles popped as men died breathless and unable to even defend themselves. Duke Aldrik warded himself and those who remained of the Einhundert, but the swirl of spirit hosts plucked men from the wards and dragged them screaming into garish swirling green light. The doom of Nacht'Tor had come, and the Duke Holsstok of Nacht'Tor and his Einhundert champions fought to the last gasp to die at the thresh hold of the realm gate back to Ghyran, back to life itself. He would not go quietly into death however, and with his last strength he sent a bolt of arcane power into the key stone of the realm gate, blasting chunks of ancient mortar from the passage between worlds. With a sickening crack and the feeling of chill air rushing past, all the fires of Nacht'Tor were snuffed out and the lights of the castle went dark for the first time in so many generations. Of the very few of the garrison of Nacht'Tor who had escaped the doom into Ghyran, none could say what happened to Young Arnold and his mounted host as they dueled the cannibal courts amid the misted woods of The Harrowmark. All that the Free City of Fendale would learn is that the gate to Shyish was seemingly sealed, and none from the keep nor any expedition that had gone that way would return. AS IT IS NOW When the realms were rocked by the Necroquake, the connection in the Shade Vale seemed to stutter to life. On particularly dark nights, the mists would rise from the undergrowth of the Shade Vale, and the ancient doorway would hiss and shudder before waning open like a soup bubble brought to existence in its thresh hold. It would take some time before any gate wardens or other brave or foolish souls to dare crossing that door way after mapping out the patterns in its openings and closings. Those that crossed found a dead and ruined keep, the pennants and accoutrements of the Holsstoks longs since rotted away. The gates of the keep remained intact, though the great doors and portcullises were shattered and their remains strewn about. The land about the forsaken place remained as it was remembered. Some claim they have seen apparitions of men still standing sentry upon the walls. Other wilder eyed men who claim to be survivors of larger expeditions lost through the gate claim they were assailed by an entire garrison of spirits as they passed the gateway, trapped behind ghostly doors and portcullises made of bramble and dead wood. Now the women of Fendale tell the tale of Nacht'Tor and the curse upon the Holsstoks. They say they are forever bound to garrison the gateway between Ghyran and Shyish, trapped in an eternal and desperate siege of their home where they fight imagined and retargeted foes in their desperate last memories of life, to die again and again upon the ramparts of the cursed keep. They tell of the Marquess Curse to forever ride to the aid of his father and to always arrive just late. They speak of the ruined and fallow temple to Alarielle that stood in the keep, and of the tormented spirits of her devoted who had tended that place. The shadowy keep on the other side of the Shade Vale, is a story to frighten children in the Free City of Fendale, and one to frighten the most stalwart defenders upon the ramparts.
  21. Version 4.10.00

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    Age of Sigmar started out simple enough. But the first General's Handbook changed a lot of things. Suddenly you could personalise a few things for your army with command traits for your general and artefacts for your heroes. Then dropped the first battletomes which included allegiance abilities. And the amount grew rapidly. Because I don't like flipping back and forth in my books for every other ability, I created some cards to help keep the important rules right at the table, beside your models. All cards are available as print files with 3mm bleed and cutting marks, as a 'web' version (for viewing on smartphones/tablets), US letter and DIN A4 printing sheet. each set contains: cover / card backside, Battle Traits, Command Traits, Artefacts, cards for spell lores and faction specific skills card size is 63 x 88 mm (same as Pokemon, Magic, 40k Datacards, etc.) language: English I tried to keep the original wording, but sometimes I had to abbreviate it to fit on the card without scaling down the font size. The rule intentions should still be clear. 'Dice' was continuously replaced with D3 or D6, 'wound roll' with 'To-Wound roll' (same for hit), 'Mortal Wounds' sometimes with 'MW' each set can be stored in a faction specific card box, with contents listed on the back (instructions) I will expand these cards further, but don't count on any release schedule or certain timeframe after release of new stuff. If you find any errors or have suggestions, please let me know. I had fun creating these cards and hope people will find them useful and have fun using them in their games. All rules, artwork and the Age of Sigmar logo © Games Workshop PLC These cards are for personal use only and you should always keep your General's Handbook and/or Battletome nearby to solve any conflicts from bad wording on the cards. These cards are only a playing aid and never could nor should replace an official publication. Please let me know if I have used anything you would like to be removed. Overview and changes
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