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  1. I started this project a few months ago but I keep forgetting to upload some pics and progress. I had this idea of an Ogurr chef, that has discovered the joys of real cooking. Travelling the realms for ingredients and customers. So here are a few pics of my slow build. I will start uploading more when I can, but I was dragging my feet. Unsure as to the viability of guttbusters in the future of AoS.
  2. "What ze hell are ya doin' here?! Ze fog is coming and if ya don't hide quick, ze gray gnashers will come and devour ya. Ya won't run to ze city fast enough. Better run zat way, zere's an old tower very close. Hide in it and wait for ze fog to pass. Me gonna stay here and beat the hell out of the gnashers. Will be fun!" — Voredd, shouting at a careless traveller on the road to Port Stellis No one knows why Voredd, the imposing Ogor mercenary, has been banished from his tribe and no one had the courage to ask him. He came out of nowhere one day, walking the mists of the Ulgulands and introduced himself to the guards posted outside the gates of Port Stellis. "Me name is Voredd and I been kicked out of my tribe. Been wandering around fer a long long long time in ze mist and ze dark. Had to fight all ze time against nasty beasts in the fog y'know? But today I'm real hungry and tired and bored of being attacked all ze damn time. If you gimme something to eat and let me sleep in ya town, ya know what? I will work for you." Of course the city guards were completely caught off guard by this strange request. In normal times, monsters are obviously not allowed in the city, but Voredd was able to speak intelligibly (albeit with a rustic accent). And his intimidating physique frightened the guards, who could hardly find within themselves the courage to chase him away with spikes. So they chickened out and passed the situation on to their superiors, secretly hoping that their leader would call the stormcast warriors to rid them of this unwanted ogor. In the end, commander Isilde Brumehaut made the decision to let Voredd in and temporarily offer him shelter and food, despite the protests from some soldiers. And it proved to be a good choice because Voredd kept his word: he started working for Isilde, becoming a major asset for her. Unsurprisingly, after the word had spread in the city, the Commander of the Candle was treated with much more respect at the next Conclave meetings. To add with that, the number of citizens filing administrative complaints decreased significantly because rare were the ones who dared enter the Candle headquarters while the ogor was in there. For the first time in years, Isilde felt like she was on vacation. However the situation could not last forever. Voredd was getting frustrated like a lion in a cage because he was unsuited for civilized life. His skills were better used by sending him on missions outside the city. So the terms of his work were redefined: from now on Voredd would patrol outside the city, keep an eye on the wilderness around Port Stellis, look for possible threats, track down the most ferocious beats, help travellers coming from the misty moors to Port Stellis and return regularly to the city to make reports and stock up in supplies. Everyone, Voredd included, approved those changes. Nowadays the ogor spends most of its time in the countryside around the free city. He is actually very competent in his new job: having spent many years wandering in the Ulgulands, he knows many tricks and is an expert on how to face the dangers in Ulgu. If you plan to venture in the Ulgulands, you'd better ask him some advices before...
  3. I'm on a real wishlisting kick at the moment (avoiding coursework, you know how it is). I put together a Duardin future release speculation thread, and it made me think of a faction with similar problems: Ogors. Ogres, with their hungry boi Sumo Mongol aesthetic, were my first army; my first love in WFB. On the current webstore, there are two substantive Ogor factions: Beastclaw Raiders (with a book that is universally considered to be weak) and Gutbuster (without any). Should they be combined in one Skaven/LoN style book? While I was initially saddened by Ogors splitting in two, I’d say no. The Beastclaw raider lore is quite interesting and benefits from having this unique mixed identity of reaving nomad and downtrodden refugee. BCR and GB are, like Fyreslayers and Kharadron Overlords or Bonesplitterz and Ironjawz, seemingly too culturally divergent to mesh (though, who knows, that might be overruled). So I'll outline my hopes for both factions, starting with BCR (I think Gutbusters will be updated FIRST, but let's start with the shorter one). As with the last post, I don't wish to get far into the weeds when it comes to specifics of army rules (I'm not a crunch expert), I more want to explore aesthetic design space of these factions, and how their lore gets translated to tabletop. Beastclaw Raiders While BCR have a post-allegiance battletome, it’s problematic state does call for an update within the next few years (after a Gutbuster release). Anyway, aside from balancing certain warscrolls and improving allegiance/artefact utility, I want to speculate about new models. I feel like a little goes a long way here. Part of this, too, is adding a wrinkle in the already promising foundation of the BCR's Everwinter story. I want to add ambiguity and conflict to its nature, as well as introduce a belief sect dedicated to breaking the curse. Frost Sabres. I love the idea of fantasy Sabrecats, but the current model is universally derided. I’d want resculpted kitties coming in a pack of 5 (Gryph-Hound style), and to make be viable as both chaff screen AND the BCR’s cheap source of bodies (3 wounds making up for their 6+ save). New Yhetees. Feral ice creatures, Yhetees are one of the coolest aspects of the army (visually and thematically) and would really benefit from a redesign. Following from that... Yhetee Frostcaller. Yhetees are creatures with natural magic affinity to the Everwinter, so it makes sense that the occasional individual harnesses their innate power to cast spells. A -2 rend CC character and spell-caster, the Frostcaller would create the option to theme a BCR force around Yhetees. It would add an additional dimension to the mysterious, feral beasts which live symbiotically with the Ogors. Perhap, too, it could raise an ambiguous question: were the Ogors truly cursed by Gorkamorka, or is there something more insidious going on? Are these bestial being the Ogor's allies, or are they slyly shepherding them (and the realms) into icy extinction? Icebrow Hunter on Bull Rhinox. As I’d imagine a Gutbuster release would be sooner than a Beastclaw release, we can assume this would have already been released as a multi-kit that builds either a mounted hunter or a tyrant. For the BCR this sprue should also grant them their first special character: Fjorg Spring-Seeker, Named Hunter on Rhinox. Having transcended the scorn associated with the status of 'Icebrow Hunter', this chap has attained fame from his quest for a way to lift the Everwinter curse (which probably doesn't make Yhetees like him very much). I think having someone with a proactive goal to 'save' the BCR from their plight would be an interesting addition to their background. One more unlikely addition: an upgrade sprue. It’s a slim chance, but it should be noted that the base Ogor body sprue is one of the best older kits on sale. It’s detailed, modular and, while not the most dynamic, does a good job at conveying a lumbering gait. GW *could* combine the base sprue with a BCR ‘upgrade’: heads and gutplates adorned with winter-themed furs and salvaged bones, and a javelin weapon option (giving the faction some extra shooting potential). The Everwinter is crucial to BCR lore and mechanics, so IMO the faction’s terrain needs to be a dynamic representation of the encroaching winter. I imagine the terrain to be large protrusions of ice and frozen ground, let's say call it 'everwinter's touch'. There could be similar summoning mechanics to Sylvaneth Wildwoods, where the boards gets slowly overwhelmed by them as the battlefield freezes. I know there are some people who find wildwoods irritating for counterplay, but I think that the BCR's interaction with it would be less frustrating. For one, the low model count means having access to impassable (except to Yhetees) blocking terrain helps them defend against more manoeuvrable armies. The ice blocks needn't have a direct mortal wound bubble either: a freezing debuff aura similar to a Thundertusk would be more thematic. The only downside to this would be the requirements to purchase more terrain than most factions (same problem as the Sylvaneth), but BCR are generally one of the cheaper armies so it probably works out. I'd say this representation of the Everwinter is more visual and tactically rewarding than the current allegiance ability. As for endless spells, giving the Frostcallers a toolbox of Ice spells would be rather simple. A blizzard predatory spell, a spear of ice and frozen wall… none of this is inspiring but it does write itself. Well, those are my condensed thoughts on BCR: an interesting army with lots of potential, and could benefit from a small release to flesh out the feral side of the faction. Release size: small Updated Battletome Icy Endless Spells Frozen Terrain 3 new model kits Possibly an upgrade sprue Gutbusters Onto the OG beefy bois. Recently, Maneaters and Firebellies have been re-absorbed into Gutbusters on the webstore. It's not certain proof of reunification, and both Keywords represent a single unit with a strong theme that could serve as a basis for an entire subfaction. The Firebelly invites a more tribal, shamanic culture of fire-worshipping voodoo (the Bonesplitterz to the Gutbuster’s Ironjawz). And Maneaters as a concept (wandering bands of mercenaries and explorers) have endless potential, allowing for Ogors that reflect the cultures of various realms and factions. Either of these could end up becoming its own thing. Or both. Or neither. For the purposes of this wishlist, I’ll assume that Maneaters ARE reabsorbed (they're older models) while Firebellies eventually get the Ironjawz treatment (a faction built around one unit). This ends up being pleasingly symmetrical. Gutbusters are the 'modern' Ogors, worshipping the Maw and also dabbling in more trade than is customary for Destruction races. Then you have two ‘wilder’ off-shoots: ice-themed nomadic beast-tamers and primal fire-worshipper tribes. In separating the BCR and Firebelly elements, several unique aspects of the Gutbusters come into starker focus: Janky tech. Gutbusters are among the more technologically inclined factions in Destruction. They aren’t artisans like Duardin or mad scientists like the Skaven, but have a cavalier approach to salvaging other cultures’ tech and bashing it together to create something new. Friendly foodies. Going hand-in-hand with that, Gutbusters are the most diplomatic race in Destruction. Where Urruks have a constant urge to fight, Ogors have a wander-lust to go with an insatiable hunger, and so many happily work with whoever provides coin and food. The Maw! They remain the most directly tied to the ‘Great Maw’ (probably just a façade of Gorkamorka, like the Bad Moon) means that food should be an oft-repeated beat. Gnoblar, Gnibblar, Ogor, Spy. A species of Grotz even more pathetic than Moonclan cave dwellers, Gnoblars form the proletariat of Gutbuster society. This aspect was best captured in the 6th edition Ogre Kingdoms book, with the 8th Edition book and kits shifting the focus to the faction’s beasts, but I feel the Ogors’ fondness for their indentured servants is fertile ground for fun stories (especially since Urruks and Grotz no longer have the same interplay as they did pre-AoS). All that considered, I think there's potential for a strongly themed, medium-sized faction. Let's start with making a few changes to the existing kits. Appropriating existing kits: Bragg the Gutsman becomes a generic Gutsman hero type. Drawing from some of the old Bragg lore, these executioners are feared and shunned enforcers in Gutbuster society, usually hired temporarily by tribes to enforce certain justice before being cast out. Any Ogor who has perfected the art of disembowelling is, after all, not to be trusted. The change I’d make to this base is that Gutsmen are sadistic Great Maw zealots, acting as enforcers to Butchers. That way, between Butchers, Gutsmen and Larder-wagons, you've got a strong contingent of the 'religious class' represented in the army. Maneaters. Oh, Maneaters. My favourite unit from WFB, they’re a little out of place now (and pretty expensive, too). The name has to go for a start – Golgfag is dead, so we need an appropriately colourful name for this class of mercenary. I’ll get to the new kit which replaces the role of Maneaters in a sec, but for now, let’s call them Realmtrotter Mercenaries. The existing Maneater models have delightful character, so they could represent a hero-level Realmtrotter Veteran (with highly varied loadout options). Gnoblars are where they have an opportunity to pull a FEC and make new warscrolls from existing 'bits'. Supply Gnoblars, or Graft Gnobz. This is a five-model unit of Gnoblar aides, the miniatures coming from the Gnoblars included in the Ogor and Leadbelcher sprues. Similarly to the Moonclan’s Sneaky Snufflers, these would have buffing utility. Graft Gnobz could buff on a nearby unit: +1 attack for Ogors/Ironguts (weapon carriers), +1 to hit for Leadbelchers (torch lighters) or heal D3 wounds for any Ogor unit (food bearers). You already get 6 free with each box of 6 Ogors. Crotchbashers. These are bravest, hardest Gnoblars around (which isn’t saying much). They get their egos inflated from being favoured by an Irongut owner, so become the de facto Gnoblar bosses. In terms of rules, they’re the equivalent of a Grot Boss: super-cheap heroes with modest CC stats and a command ability. You get two of these for every box of four Ironguts. All that considered, I think we need to say goodbye to the humble Gorger. With Skrag’s character gone, these troglodytic outcasts are an aesthetic anomaly and an ugly one at that. What is the whole 'gut-less exile' angle providing, exactly? That's probably the only thing I'd 'squat'. New Kits Tyrant on Bull Rhinox. This is the kit shared across the BCR/Gutbuster factions, with the Tyrant option being an armoured 250pt combat monster. Since Gutbusters get updated first, let's count it as their release. Realmtrotters (unit of 3). This is the unit to replace the Maneaters, and is an opportunity for GW to really knock it out of the park when it comes to customization (think Rockguts but more, MOAR!). To have some visual cohesion, I’d want them to generally embody Order factions (Free Peoples, Fyreslayers, Kharadron Overlords, perhaps some Aelven regalia there too). After all, most of the resin Maneaters look like they've served in Free People cultures. They'll have customizable warscrolls and flashy rules, perhaps the unit champion can take an artefact, representing their exotic collections. Tinker-thugs (hero). The closest thing to a ‘master engineer’ an Ogor can get, these visionaries are responsible for building Gutbuster war machines along with their dextrous Gnoblar minions. Thugs are sometimes called ‘Ear-Nibblers’ by those suspicious of their Gnoblar affinity: Ogors mark Gnoblars as their own by biting their ears, so some suspect Tinker-Thugs give not a proper chomp but a dainty nibble. Tunker-thugs chaps are support pieces for the Leadbelchers, Maneaters and Artillery shooting. Bone-gruel Canteen (hero/Behemoth). Taking Scragg the Slaughterer’s concept and raising the volume, this is a Rhinox-pulled larder wagon dor a Butcher's cauldron. Think the DoK Cauldron of Blood, but with a hungry fat boi instead. This would obviously be a buff-wagon, possibly with a Black Coach style ramp-up of power (nearby models die, go into the cauldron and the buff aura intensifies). This unit would provide a chance for named Butcher character alternative build (the option to deploy the spare hero as infantry effectively updating the old resin Butcher). Lastly, we have the Terrain + Endless spell slots. The Maw offers more creative millage than the ice theme for spells. The Great Maw is the obligatory centrepiece and along with that, I envision a Belch-fume Smog (a pendulum style projectile) and perhaps an apparition of foooood as the 'buff-piece'. In terms of faction terrain, it's actually kind of hard to decide which thematic beats to hit. I could see a ramshackle larder, a holy icon of The Great Maw or a Gnoblar salvage scrapheap. There's a lot of ways to go with this one. None of them strike me as inextricably crucial to the faction identity as the BCR Everwinter stuff, perhaps you've got better ideas? Anyway, that's a summary of the new stuff I'd bring in. I think new Gutbuster models should reinforce an aesthetic of cobbled together exoticism along with their belief in the Great Maw. The army should have the 'look' of masses of monstrous infantry, accompanied by varieties of wagons and diminutive Gnoblar servants. That way, I think AoS could eventually support three very distinct identities of Ogors: tragically cursed nomads riding giants beasts; scrap-tech, Gnoblar-powered mercenary chiefdoms dedicated to The Great Maw, and primally tribal, bonkers volcano worshippers. Here’s a TL;DR summary of the entire faction: Heroes (9) Named Butcher on Bone-gruel Canteen (new dual kit) Butcher on Bone-gruel Canteen " " Butcher Gutsman Tyrant (Old Golgfag model. That dude is just TOO cool) Tyrant on Bull Rhinox (new model) Wandergut Veterans (Old Maneater models become heroes) Tinker-thug (new model) Crotchbasher (from Irongut kit) Units (8/9) Ogors Ironguts Leadbelchers Realmtrotter Mercs (new Maneater-style models) Ironblaster Gnoblars Graft Gnobz (from Ogor kit) Scraplauncher Rhinox Riders (Forgeworld only) Release size: fair Updated Battletome Maw-themed Endless Spells Terrain 4 new model kits I do hope that they maintain the split between BCR and Gutbuster (and in the far future add a faction of Firebellies), but I guess if they do them in one, I'll only have to paint one army. Since they'll no doubt be allies to one another, I don't see anything lost by keeping the divide. Indeed, I'm excited about the prospect of several distinct 'flavours' of Ogor, like we have with the Aelves or Duardin. 7 new kits between two factions (not counting the terrain/spell stuff): that's a conservative take, IMO. I hope that I've grossly underestimated it For you Ogor fans out there: do you agree, disagree? Heard any rumours of your own (I know there was a discredited one, but a GB release this year would make perfect sense: it's destruction's turn to shine, and both Grotz and Urruks have gotten brand-new models)? It'll be pretty funny if they do none of this and announce Battletome: Gorgers.
  4. The_Chin

    Dave - Ogor.jpg

  5. So, I've heard some grumbling that the Beastclaw Raiders aren't exactly in the best of spots right now, is that right? Well, I'm here to 'fix' the issue, and when I say fix, I mean post up some concepts I've had to expand the Beastclaw Raiders faction and make it more playable. This isn't actually complete, mind you. It introduces a wizard for the faction, but it doesn't have a 'Lore of the Everwinter' for even more spells, nor does it have new battalion concepts. So have at, and maybe I'll work on it more (unlike my gargants faction...) New Units Everwinter Witch: Everwinter Witches are those women of the Beastclaw Raiders who have communed with the Everwinter itself, learning the deepest secrets of the accursed storm and also learning about magic. Theirs is a simplistic, shamanistic type of magic, reliant on the fickle and wild winds of the Everwinter and barely controlling it at the best of times, but their powers are undeniable. They can read the future by interpreting how dead leaves dance on the wind, or lend their own shrieking cry to drive the Everwinter harder. An Everwinter Witch is a female ogor on foot equipped with a stone knife and staff, both of which she uses in combat. She is a hero, a leader and a wizard. All attacks, be they shooting or melee, targeting her must contend with the winter winds, and suffer -1 To-Hit. Being a wizard, she can cast and unbind one spell a turn, and knows Mystic Shield and Arcane Bolt, in addition to her own innate spell. Her innate spell targets a friendly unit, and for the rest of the turn, when that unit charges, it rolls 3 dice and drops the lowest. If that charge is rerolled, all 3 dice are still rolled for that reroll. Everwinter Witch on Stonehorn: An Everwinter Witch is a figure of immense respect in a Beastclaw Raider tribe. While the Frostlord commands a tribe to the last Ogor, he would be a fool to ignore an Everwinter Witch, particularly one who has tamed a Stonehorn. An Everwinter Witch is a female ogor riding a Stonehorn equipped with a stone knife and a staff. She is a hero, leader, moster, behemoth, and wizard. The Stonehorn keeps its attacks and abilities, and the Everwinter Witch adds in her staff and knife attacks. In addition, the Everwinter Witch gives a free command point during your hero phase so long as your general is a Frostlord on Stonehorn. Being a wizard, the Everwinter Witch can cast and unbind one spell. She knows Mystic Shield, Arcane Bolt, and her own innate spell. Her innate spell lets a unit immediately retreat and lets that unit charge again later in the turn. Everwinter Witch on Thundertusk: An Everwinter Witch is connected to everything that the Beastclaw Raiders embody, particularly their creatures and animals. Riding atop a mighty Thundertusk, an Everwinter Witch can tap into the power over ice and cold that the Thundertusk has and use it for her own ends. An Everwinter Witch is a female ogor riding a Thundertusk equipped with a stone knife and a staff. She is a hero, leader, monster, behemoth, and wizard. The Thundertusk keeps its attacks and abilities, and the Everwinter Witch adds in her staff and knife attacks. Being a wizard, the Everwinter Witch can cast and unbind one spell. However, she gains +1 to her casting and unbinding for every other Thundertusk close by. She knows Mystic Shield, Arcane Bolt, and her own innate spell. Her innate spell targets an enemy unit and, upon a successful cast, deals d3 Mortal wounds to them, plus an addition d3 for every 10 models in that unit as hail comes down upon them. D3 if 5 models, 2d3 if 11, for example. Ogor Scouts: In the harsh Beastclaw Raider society, it is a right to ride a creature into battle, and that right must be earned. Ogor Scouts, young and untested, hope to prove their worth through battle and providing the rest of the tribe with food. Ogor Scouts are a battleline unit of tribal Ogors equipped with Spears. They can throw those spears for shooting, and use them in melee. Thrown spears gain extra range if the Ogor Scouts ran during movement. They have no other special abilities. Ogor Trackers: When a Beastclaw Ogor proves themselves worthy of a mount, a few choose otherwise. Oftentimes lonesome figures who are called by the wild, Ogor Trackers instead take upon themselves the path of the Hunter. Dedicating themselves to tracking both monsters and armies on the march, Ogor Trackers are part of the vanguard of a Beastclaw army and live the hardest life. Those who survive will become full-fledged Hunters. Ogor Trackers are a unit of tribal ogors equipped with Spears and a Club. They throw the Spears in shooting and attack with the Club in combat. Thrown spears gain extra range if the Ogor Trackers ran during movement. In addition, a unit of Ogor Trackers doesn’t need to be within 1 inch of each other to be in formation, instead being within 3 inches instead. They also have the ability to Track; allied units attacking an enemy unit that an Ogor Tracker is within 6 inches of can rerolled failed to-hit rolls on a charge attack. Great Yhetee: Though the Yhetee are the most loyal of the Beastclaw Raiders’ allies, that isn’t to say they are without mystery. Strange Yhetee driven off by the rest of the pack disappear into the Everwinter, assumed to be lost to the cold chiller than death. Some of them return, but changed into towering, howling behemoths that leap incredible distances. Such terrible monsters are fearsome to have as either enemies or allies, and few Beastclaw Raiders willing work with them. A Great Yhetee is a single model. It is a monster, but not a behemoth and has no Damage Grid. It is a much larger Yhetee covered in frost and ice, and attacks with its claws and teeth. In addition to the Yhetee’s Combat Debuff, 6-inch Pile-in Range and ‘Invigorated By The Blizzard, the Great Yhetee heals d3 wounds in a round that it killed an enemy model and has a universal -1 Bravery radius that affects even its allies. Kits: Everwinter Witch is 1 kit. Contains adaption pieces to let her sit upon a Stonehorn or Thundertusk. Ogor Scouts and Ogor Trackers are 1 kit that lets you build 3 of them. The Great Yhetee is 1 kit, but it’s just 1 model.
  6. Hi guys, Thought I'd make a little painting blog about a Hinterlands Skirmish warband I'm putting together. The story behind this little warband, is at one point I was going to do an Ogor force for Age of Sigmar. I bought a bunch of second hand models, and was set to go. But I backed out on it, I'm already collecting Slaves to Darkness and Free Peoples. I decided I didn't need a third army that probably wasn't going to get any model or army book support in the future. However, from the ashes rises the Searing Maw seekers. I did paint up a test model for my army which I was pretty happy with. And in addition, in the bits I got from the Ogor army, there was a full Rhinox in there! Imagine that, a complete Rhinox. Quite odd since both the Ironblasters had complete Rhinoxes with them... But from the left over bits and a few Ogor bodies, I'm going to make this warband come together! So without further adieu, I present the Band of the Searing Maw. First up, we have Vroknor Scorchseeker on his rhinox Grunter. This is the guy that's the inspiration for the warband I guess. He's not quite done. I need to figure out what I want to do with the left side, since it's a bit empty at the moment (The right side has his Crossbow and an armour plate). Still, he's definitely come together in the last few days. Next up, is Xarg Brightblade This guy was the practice model for the army, and I'm quite happy with his look in the end. First time using cork on the bases, which turned out alright although I'm a bit worried there's a lot of flat surface without much going on. The original army had the idea that they'd be blessed by fire, and all their weapons would be burning hot. Not sure if I'll transition this to the other Ogors, or just leave it to Brightblade. Ogor clubs I don't think would look quite right like it, so we'll see how we go. Lastly, we've got the Grots. Beater Basher Stabber Luggage I mainly only have access to the Grots you get in the Ogor boxes and the Grots from the Scrap Launcher. So it's a little bit interesting trying to get poses. Basher and Beater are obviously just straight from the regular Ogor boxes, nothing done there. Stabber is a little interesting, he's actually two Grots from the Scrap Launcher chopped up in the middle, with some kind of spear arm (Which strangely had Kislev written on it, not sure what that was about). Lastly we've got Luggage. Poor miserable Luggage. While the original Grot was holding a huge bag of various things, Luggage isn't much better off carrying a large iron bound chest. And with everyone introduced, a shot of the entire warband And there you have it guys. These guys are about ready for basing and paint. Think to get it done best, I'm going to keep them separate and then glue them to their bases after both are painted.
  7. Hey there! I’ve converted an Icebrow Hunter from left over bits from the Thundertusk/Stonehorn box. Wearing the crimson pelt of Charngar, he wanders about with his saber wolves killing stuff. However I’m not sure what colour his bird friend should be. I don’t think red would fit, maybe clashing with the pelt. Just a normal brown vulture seems a bit boring too. Any suggestions? Thanks in advance!
  8. The Ogors of the Ghur Jungles Hello everyone. So this is the start of my Aztec themed Ogor army, to be exact i will be using the Beastclaw raiders army book. This is going to be my first proper Age of Sigmar army and I wanted something that was unique and didn't require me to slave away on like 20 models for just 100 points. Current aim is to work on my 1000 point army list. Huskard on Thunderrusk 4 Mournfangs 1 Stonehorn Only 6 Models!
  9. Anyone who read my battle summary would have seen that tragically the Exalted Volsungr got a bit beaten up by a Griffon and a Chariot, tragic ofcourse but it does beg the question what happens when an immortal warrior of the Suneater is felled in battle? Can such a creature ever really die? What role does the Gothi accompanying them play in such a situation and how exactly are they "healed" if the can be? Well here's how, part two of the battle summary, Rebuilding a God as the now mountless Gothi seeks to rectify what went wrong: “Stupid Aelves….” His voice shrill with irritation as his thin wrinkled lips curling back to revel a rack of yellowed yet wickedly sharp teeth as he spat into the dirt “Stupid skin and bone Aelfkin, broke him they did…” Irritated, old and wizened yet remarkably fat for his kin the Gothi priest balled his fists and slammed one into his rocky mount, a piercing scream of agony punctuating the idiocy of such a move for a frail and feeble creature to undertake. Worse yet as realisation overtook him the priests began to caress the rock, murmuring softly back to it “But we’ll fix him up, feed him up food, feed him on the Aelves and their pathetic little souls and yes….”. Within a moment all trace of softness vanished from his voice “FASTER! HE’S HUUUUUUNGRY!” he barked forward to the scarred and blistered backs of two Ogors in front of him, swaying with every step of their rippling scaled mounts, the stench of the pair was almost unbearable, a putrid combination of the muds of this rain sodden field combined with Ogor sweat and the unmistakable odours of faeces made the frustrated priest miss the isolation and dry cracked earth of his former refuge. He could not tell if the response came from Ogor or Draken, but it sounded enough like an irritated huff of compliance to assure the old Gothi of compliance, turning his attention back to the boulderous skull of his former master and mount he was sat upon, great chains wrapped around its mighty horns to drag it behind the giant Draken mounts of the Aldin bodyguard. There was little by way of conversation as the two mounted Ogors dragged their precious cargo up the hill toward the sweltering heat and night piercing glow of the great pyre, it afforded the Gothi time to nail down precisely what had gone wrong in the battle. They had been sent ahead of the great migration of the Burnin Klaw, Great Prophet Fyrebite had demanded it of course… why would someone chosen by the gods ask when he could demand after all. They were to forge the path to the Maw Gates whilst the rest of the migration gathered slaves to sustain them on the long haul back to Aqshy and the blistering heats of home. This land was meant to be the quite place, once fortress to the puny fanatics of the pretender god Khorne and their pathetic little rituals, the very thought brought a furrowing of the brow and yet more spitting of distain from the Gothi priest. Those pretenders had taken the land from the fool-man Sigmars pets, and before them it was the wildlands… now it was to be the Scorch, one finger of the mighty fist of the Suneater as he pummelled this realm into submission. But this quiet place wasn’t good quiet… no it was Aelf quiet, the quiet that bites on the wind and runs like a coward, the quiet that isn’t a good fight but like rats in the night. Stupid raingod thought he could quench the great Pyres of the Suneater, but the Suneater pummelled raingod and the Pyres rose high, puny Aelves thought they could stick the Gothi good with their beelike arrows stinging all round but the Gothi were too smart, hiding behind Ogorkin whose big backs could take many arrows and small brains might not feel them. Stick bird thing though… stick bird pecked at the mighty Gor-da, Exalted Prophet of the tribe, mighty Gor-da who had shaken whole realms and walked as mountain of flame and stone, Gor-da who now was just a dull rock starving slowly in the night… stupid Stick-bird broke him good. “Bring it!” the Gothi priests shrill cry pierced the night once more as his two escorts unceremoniously dumped their chains into the dirt by the pyre, only the thick mud of the hill stopping the great stone skull from rolling back down to its starting point once more. The maniacal laughter of his attendants at least brought a shifting evil grin to the older gothis face, each shuffling into view from behind to glow of the pyre with a barbed chain lashed around the face of a bruised and beaten Aelf. Every tug of the chains elicited a pained yelp from their captive, much to the riotous laughter of his jailors, inch by inch forcing their new toy closer to the giant skull. “Make it kneeeeeell!” he cried into the night, an attendant delivering a bone crunching wallop to the feeble boned Aelf to drop it to its knees. Even the laughter of the attendants died out at the Gothi raised his hands to the nights sky, the beasts of Ghur falling silent in anticipation. The older Gothi begun to utter guttural prayers, low… rumbling noises of the volcanic wastelands he had for so long called home, his hands arching and curling through the air as bony pale fingers beckoned to the great pyre before him. Serpentine the flames leapt higher, leaping and twisting as they moved toward their summoner, at times they reeled back as though some wild beast resisting the will of their master but each time he called out shrill into the night and they came back to compliance. Each tendril wrapped around the broken Aelf, at first inching around limbs, the smell of singed Aelf flesh sweet in the night sky, the flames rose through the Aelven form as though through dried wood, wreathing the creatures whole form into flame. The priests prayers reached a climax, now so shrill they’d passed beyond the hearing of most mortal creatures, his fingers outstretched toward the burning Aelfs form he balled up fists and slammed them once more down into the Rocks skull that formed his stage. With this final movement the flames leapt from Aelf, burning into the eyes of the stone-hewn mask, the roar of the Volcano punctuating the rituals completion with great gouts of flame emanating from eyes and mouth of the fallen Idol of the Suneaters. The spark once more lit the Gothi caressed his fallen masters skull, beady eyes staring out into the crowd of gathered Ogors and Grots “More Aelves… He’s hungry… and bring rocks... big rocks.”
  10. Melcavuk

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    © Ricki Smith

  11. Melcavuk

    IMG_3708.JPG

    © Ricki Smith

  12. So I'm checking out the leaked Generals Handbook thingies trying to determine where I want to take my hobby in the near future. I'm fatally attracted to big beastly models of monsterously prodigious size and power. You could say a Timmy. The Beastclaw Raiders is a sub-faction of Ogors where they piled the Stonehorns, Thundertusks, Yheteens, Frost Sabres and Mournfang Cavalry. But there's a few units I don't understand where I can find the stats for or what they do. They are Leader characters called Frostlords and Huskards on Thundertusks or Stonehorns respectively. They cost ~100 points more than their Battleline counterparts the Stonehorn and Thundertusk Beastriders (which I presume to be the normal models). Are they the same, simply paying a premium for becoming leaders? Are they something I've missed? Is there new models in the pipeline?!
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