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Found 551 results

  1. Surprised that this isn't already a topic this is for armies that use Allegiance order. What combos do you think are good and what are must haves? What are the best choices this army is a huge open book. Not sure what else to put here. Maybe ill just start putting tournament lists I find and try to find trends.
  2. 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.
  3. Hello fellow hobbyists! I've been working on a Map-Campaign for our Local hobby shop. Since we're only about 5 Player's within a 100 km radius I figured it would be cool to offer members of this Forum to join in. The Campaign officially starts at the 31th of October 2019. Signing up for this campaign has no obligations; you can leave whenever you want and you don't have to play a single match. But if you play you help your Grand Alliance to conquer the southern reaches of chamon! Forge mighty heroes that grow to be conquerers and defenders that will be remembered through the ages to come! So get your Ossiarchs reaping and your Mawtribes eating! Link for the Sign Up: https://forms.gle/3cKvp8PyeMJwvauT9 The Rules: Campaign Ruleset.pdf The Map (will be decorating a wall in our local hobby shop). complete package with rules and a downlaodable High-Rest-Map: https://drive.google.com/open?id=1pGwkgMjIszNEZu7vVB0ioNU1VgDVNp2- kind regards and happy wargaming, Jack
  4. Version 4.11.01

    70 downloads

    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) 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
  5. Reading through the new Cities of Sigmar battletome and I came across an interesting piece of information. It appears war will soon be coming to the God-King realm. Why is this, you may ask? Exhibit A! Celestial Hurricanum Warscroll Celestial Battlemage Add 1 to casting rolls for this model if the battle takes place in Azyr. This also shows up for the Battlemage warscroll as one of the potential realms to have a battle in. I'm thinking this may be a hint of things to come after the events of Forbidden Power. Something so big and scary has joined Nagash, and it was nasty enough that Sigmar tried to hide it away. What do you folks think?
  6. I've decided to put my money where my mouth is and am building a shooting focused Stormcast army. The hope is it'll shake up the local meta (a lot of dominant Slaanesh), be a bit of a different army style for me (last three armies were evocators spam, Thunderscorn and quad Verminlords) and hopefully be good fun too. As this is my third Stormcast army I wanted to do something a little different as I've done vanilla Stormcast the first time around and the second time around I mixed and matched a bit with vampire/hooded head swaps. So this time I'm going with a crow/raven/bird theme. I'd call it AOS28 but think it falls short of deserving that label, although sticking bird skulls on anything does make it about 20% more John blanchey. I ordered a job lot of raven helmeted heads from the fantastic Zinge industries, and will be using these on all my Stormcast. The heads are a bit space marine-esque at the moment but I'm confident that'll change once I apply paint with brush. I'll also lean heavily on the bird skulls from the citadel basing kit, and apply my limited green stuff skills. Anyway here's some pictures of the start of the project. Two Lords Veritant with attendant Gryph Hounds, and a bakers dozen of Castigators, the poor ****** children of the Sacrosanct chamber, but a unit I want to try out. My target is to have 2k painted and pretty for The Howling in October, so less than 8 weeks all in. Always find a plog helps, so here we go.
  7. *OLDER PHOTOS HAVE BEEN TAKEN DOWN, NEW ONE ARE ON PAGE 2* " Fire and wind come from the sky, from the gods of the sky. But Crom is your god, Crom and he lives in the earth. Once, giants lived in the Earth, Conan. And in the darkness of chaos, they fooled Crom, and they took from him the enigma of steel. Crom was angered. And the Earth shook. Fire and wind struck down these giants, and they threw their bodies into the waters, but in their rage, the gods forgot the secret of steel and left it on the battlefield. We who found it are just men. Not gods. Not giants. Just men. The secret of steel has always carried with it a mystery. You must learn its riddle, Conan. You must learn its discipline. For no one - no one in this world can you trust. Not men, not women, not beasts. [Points to sword]This you can trust." And sooooooo another blog It's been a long time since I want to convert my own free people and now I 've got the right inspiration! I want a classic of fantasy the good barbarian! Here are the first 3 member ( I'm thinking when I ve finished the bases conversion for every model to add fur boots to all of them) Comments and critics welcomed.
  8. "Leos von Liebwitz was the younger brother of Countess Emmanuelle von Liebwitz of Nuln, who died under mysterious circumstances." "Hans Leitdorf, brother of deceased Marius Leitdorf, was the Grand Master of Knights of Sigmar's Blood. Though he had a claim on the title of Elector Count of Averland, he decided his position in the Order to be of greater importance. Ten years before End Times, Hans Leitdorf along with witch hunter Tibalt Greer had led the Knights of Sigmar's Blood into Sylvania to destroy the Black Dame of Kervheist. Many good knights had died back then. When the End Times finally befell the world, Hans led his knights against the forces of Mannfred von Carstein. The Grand Master single handedly fought his way through a horde of Skeleton Warriors to reach the Vampire Lord, but was ultimately slain in their ensuing duel." The Freeguild General on Foot / Horse is an essential unit for a Freeguild army. Simply this guy makes your weaker units hit harder and more resilient. He is a great platform as he has so many options at his disposal. He's not much to look at, 5 wounds, 5" move, 4+ save and a Bravery of 7. But he get's better once you start loading him out with the panoply of war he has available. He has the same weapon's options as the Freeguild General on Griffon (which I will review in the future). Sigmarite Weapon - 1", 5 attacks, 3+, 4+, -1 rend and 1 damage each. Great Weapon - 1", 3 attacks, 3+, 3+, -2 rend, D3 damage each. Freeguild Lance - 2" range, 3+, 4+, -1 rend, 2 damage each. Pistol - 9" range, 1 attack, 3+, 3+, -1 rend, 1 damage. The most viable options are the Freeguild Lance or the Sigmarite Weapon because they can be taken with Freeguild Shield and the Stately War Banner (see below). Take the Pistol and lose the shield, take the Great Weapon and lose the Freeguild Shield and Stately War Banner. Warhorse - The warhorse increases the Generals movement to 12" and allows the Warhorses' Steel-shod hooves attack - 1" range, 2 attacks, 4+/4+, 1 damage each. Take this, the General costs the same. ABILITIES Stately War Banner - This is an optional upgrade for the Freeguild General that substantially improves the battle-shock immunity of your army. With this the Freeguild General gains TOTEM and all Free Peoples units at 24" test battleshock with two dice and choose the lower. By itselfs it's strong but along with the benefits of the Freeguild unit banners and Defiant Avengers (Order battle trait) At 24" all units roll battle-shock with two dices, re-rolling failures and all 1's are auto-success. Add the Freeguild Regiment Battalion and it's 1's and 2's are auto-successes. TAKE. THIS. EVERY. TIME! Charging Lance - Give this mustachioed gent a Lance and he can add 1 to his damage characteristic on the Freeguild Lance if he charged. Not bad, but not great. Freeguild Shield - Give's him a save of 3+. You can take a shield and banner, so like the banner TAKE. THIS. EVERY. TIME! COMMAND ABILITY Hold the Line! - If a Freeguild General uses this ability, pick up to three Free Peoples units within 15". These units cannot move or charge during your turn, but you can add 1 to all hit and wound rolls for them until your next hero phase. This is an excellent command ability. It supercharges all your units turning Crossbows, Handgunners and Greatswords into absolute monsters. Yes you can't charge or move, but you rarely charge, you want the enemy to charge you to activate those nasty Great Company supports and the feared Stand and Shoot. This will make your enemy think twice about charging you. Get your troops up the table with your General, plant your feet on that objective and unleash unholy volleys of gunfire, crossbow bolts and greatsword blows with +1 hit and +1 wound. The fact you can choose three units at 15" is great as it's not wholly within and you will rarely have your units outside arms length. Long live the Empire death-star! NOTE: If you have Hold the Line! on a Freeguild Guard and/or Freeguild Greatswords unit, you can still counter-charge in the enemy turn and not lose the ability. Positives Cheap - 100 points! Why not take two? Freeguild Shield - 3+ save. Stately War Banner - stacks with Defiant Avengers and the Freeguild Guard, Crossbows/Handgunners and Greatswords banners. Can take a Stately War Banner, Freeguild Shield and one of the weapons options. This guy doesn't skip arm day. 12" move on the Horse. Hold the Line! command ability is amazing, turns your basic b*tches into rabid killers. Negatives Screams "Kill Me!" to your opponent. This guy is a linchpin in your army. General on a Horse sits up high making him a tasty target for sniper/ranged units. 5 wounds. Mediocre in combat, but that isn't where you want him. Hot Takes Use cover! Run all day with this guy, who care's, you don't want him in combat and it doesn't turn off his abilities. Solid core hero and general for your army, load him up with Indomitable command trait (+1 save for Free Peoples units wholly within 12" in the combat phase and if they didn't charge). Battle-shock banner aids in making your army highly resilient to checks. Keep him with your Great Companies, he gets Look Out Sir! and is essential in buffing up your weaker units. Consider taking two for redundancy. Take the General on Foot to hide behind cover. Must have for a Free Peoples army - makes Free Peoples across the a more efficient and resilient force. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- SAD NEWS: As of writing this the Freeguild General on Foot / Horse no longer exists on the GW webstore. He went last change to buy about a month ago. With the announcement of the Cities of Sigmar Battletome, finger's crossed we see him come back in a new model or repackaged as he is an essential part of the Free Peoples.
  9. "The herald of the Stormhosts, an avenging angel clutching a glittering starblade that can carve a swathe through the hardiest of foes, the Knight-Azyros wields another, far more potent weapon. He carries a celestial beacon, a lantern radiating the searing light of the heavens, a light that falls upon the forces of Chaos as a sea of torment far more painful than those twisted agonies the Dark Gods gleefully conceive. Wherever this light shines, so might Sigmar cast his divine bolts more easily - the Knight-Azyros is the tip of the spear, bringing glorious illumination to those places thought lost to infinite corruption" My Knight-Azyros is a little different. The Azyrocopter II was inspired by a game I had at Call to Glory 2019 (Cancon) against a fellow Free Peoples player and creator of the original Azyrocopter, Danny Carroll. Danny had a beautiful Freeguild army and I enjoyed the game so much that I wanted remember it by creating my own Azyrocopter to pay homage. I have also painted up the original model in the colours of the Hallowed Knights (my favourite Stormhost) so as to use in games where my opponent may not appreciate the Azyrocopter as a proxy. The Knight-Azyros This is a pretty solid support hero, 5 wounds (normal), 12" movement and fly (very nice), 3+ save (:O) and 9 Bravery, very solid stats. Not to bad on the attacks front, 1" range, 4 attacks, 3+/3+, -1 rend and 1 damage. Abilities This is where he shines (pun intended). Illuminator of the Lost - You can re-roll hit rolls of 1 for attacks made by friendly units that target enemy units while the enemy is within 10" of this model. This is where the Knight-Azyros is worth his weight in gold at 100 points. He makes all your basic Free Peoples better with the re-roll 1's - Greatswords, Handgunners, your Griffon's and even basic become so much more consistent in their attacks. Buff up some of these troops where they are 2+ hit re-rolling 1's and you get some nasty outcomes. Light of Sigmar - Once per battle, in your hero phase, this model can use it's celestial beacon. If it does so, each enemy unit within 8" of this model suffers D3 mortal wounds. Chaos units with 8" suffer D6 mortal wounds instead. Whilst only once per battle, this is a serious deterrent to enemies getting close to the Azyros, especially Chaos plebs. Keeping the Azyros next to a large unit or a General on Griffon and closing with this winged angel becomes and ominous proposition. Positives Cheap - 100 points! Resilient at a +3 save. Highly maneuverable with a 12" move and flying. Re-roll 1's within 10" of an enemy - ultimate pathfinder for making those Crossbow, Handgunner and Lumianrk of Hysh shots more consistent. D3 / D6 (Chaos) motal wounds for those peeps who get too close. Negatives Screams "Kill Me!" to your opponent. Tricky to maneuver without being put in a position that will lead to it's untimely death. 5 wounds. Easy line of sight on those large wings for shooting/sniping units. Misses out on all the Free Peoples buffs Hot Takes Use cover! He likes holding hands - Keep him with a Freeguild General on a Griffon as a deterrent or close to large units for Look Out Sir! REMEMBER! He has to only be within 10" of the enemy for re-rolling ones on any friendly units that target the enemy he is within 10" of. Run all day with this guy, who care's, you don't want him in combat and it doesn't turn off his abilities. Must have for a Free Peoples army - makes the attacks of all the things more consistent.
  10. "The Mountain Guard are the elite forces of Averland who guard Black Fire Pass. They are the cream of the Averland forces and include regular troops, Halflings, as well as a special unit of trappers and rangers. They are often the first forces to intercept invading armies and as such commonly take high casualties. They are successful at their job of patrolling the pass, although it is difficult to patrol such long piece of road" Do you want an unit full of German William Wallace's? The Freeguild Greatswords are the elite infantry of the Free Peoples, wielding giant Zweihanders into battle, they are staunch defenders of the realms of men and veterans of hundreds of battles. They aren't much to look at on paper, they have basic human stats, 1 wound each, 5" move, a slightly better save than the Freeguild Guard at +4 and a slightly better Bravery at 6. Their attack profile is pretty solid, 2 attacks, 4+ hit, 3+ wound, -1 rend and 1 damage each. Not bad really, it's something to work with in the realms of all the buffs the Free Peoples have access to. The Guild Champion (unit Sergeant) gets 3 attacks instead of 2. The Standard Bearer also makes an appearance in this unit. Whilst their save and Bravery is standard for humans. Rolls of a 1 for battle shock in this unit is an automatic pass. This is important as it stacks with the Order Battle Trait Defiant Avengers (allowing you to re-roll battleshock tests) and the Freeguild General on Horses banner (roll two dice for Freeguild units with 24" of the Freeguild General). In brief, ALWAYS keep these guys within range of the Freeguild General with Banner. The Hornblower - Like the Freeguild Guard this creative gentlemen allows your unit to counter-charge after your opponent has moved all of his charging units so long as no enemy models are within 3" of this unit. The counter-charge is a charge based on a D6. Not great, but you will be surprised by the amount of times you can actually get this off (as it overlaps with the Free Peoples Great Company support ability). Abilities Oathsworn Honour Guard - If a unit of Freeguild Greatswords is within 14" of a Free Peoples Hero from your army when they attack, you can add 1 to all of their hit rolls. Only one ability for these mustachio twirling gents. You will rarely move these guys outside of 14" of a Freeguild General (Foot, Horse or Griffon variant). These guys are bodyguards for your General, this ability merely confirms it. As long as you remain within range of your Freeguild General this will bring your guys to a nice to 3+/3+ on their attacks, pretty tasty. Positives Cheaper with GHB2019 - 300pts for 30 finely dressed, mustachioed pantaloons wearing murderers Consistent weight of attacks with rend; a unit of 30 (assuming you can get them all in) has 61 attacks. Standard Bearer has good synergy with the Defiant Avengers battle trait and the Freeguild General to make a highly battle shock resistant unit. They can be underestimated by your opponent - these guys love to get jacked off all the Free Peoples buffs. Perfect as a bodyguard for your General and as the core of your army. Negatives 4+ save - these guys are the hammer to the Freeguild Guards anvil. Bravery 6 - low, but we have have high battleshock resistance. 5" move - They are very slow, hence susceptible to the next point. Highly vulnerable to ranged attack. Very unwieldy in a 30 man unit. They require significant investment of buffs to be viable. Recommendations DON'T put them in threat range of nasty shooters, these are 1 wound +4 save basic dudes, they will get decimated. Keep them supported by Crossbows and Handgunners and within range of your Indomitable Freeguild General. They are great bodyguards for your Freeguild General who is vulnerable at only 5 wounds. Keep him nearby for the 24" battleshock banner, the Indomitable Command Trait (+1 save wholly with 12") and chuck the Hold the Line! command ability on these guys to make them 2+/2+, 3+ save, battleshock resisting monster men. Don't take them below 10 men, it's simply not worth it. A 20 man unit is a nice medium, they aren't to unwieldy to move around the table and you can get two ranks in on the 25mm bases. Good synergy with the Freeguild General on Griffon's Rousing Battle Cry ability. 1+ hit, +2 bravery and +1 to charge roles makes them significantly better. The Amber Battlemage is good to buff these guys with the Wildform spell. +1 wound in the combat phase, couple this with the Rousing Battle Cry command ability and your Greatswords won't be limited by the movement restriction of the Hold the Line! command ability and will have the same attack profile of 2+/2+. A Grey Battleamge is also good for keeping them alive, cast Mystifying Miasma to make the unit they are fighting -1 to hit. Put them in a Great Company, every unit in the Free Peoples needs SUPPORT! Knight-Azyros re-roll 1's just makes them even crazier.
  11. "The Sterntower Marksmen are a newly formed regiment out of Steingart. They are garrisoned as part of the line of sentry post and signal towers that guard the low foothills of the eastern Wissenland, under the shadow of the imposing Black Mountains. Always at the ready to launch their signal flares to signify invasions, the watchtowers are essential for border defence. The Marksmen share the Sterntower with several other Imperial regiments - Halberdiers and Spearmen - with whom they have established a front-line camaraderie. Sergeant-at-Arms Hans Schwarzblut is the tower officer, in command of the Sterntower Marksmen and a unit each of Halberdier and Spearmen. He is a veteran of many battles against marauding Orcs and his tight discipline keeps all the troops at high alert. Unwilling to sit and wait, Schwartzblut often orders patrols up into the narrow mountain passes." - Uniforms and Heraldry of the Empire Crossbowmen are one of the strongest units in the Free Peoples arsenal, providing robust mid-range shooting and a nasty surprise for enemies who recklessly charge them or the Great Company they are in. On paper they don't look that fearsome. A 20" range, 4+ to hit and 4+ to wound isn't that great. 1 wound each, low bravery, low movement and a terrible save. Where they shine is in the synergies with their in-built abilities and the rest of the army. Positives Pipers - Stand and Shoot 2.0! If an enemy ends it's charge within 3" of the Crossbowmen they can open up and shoot with their Crossbows at the charging unit. You lose the Reload Fire (below) ability when you stand and shoot (enemy will be within 3"). But what is truly amazing is that if another ranged Free Guild unit is charged you can support them without being in the same Great Company as the rule reads "Once per turn, if an enemy unit ends it's charge move within 3" of a unit that includes any Pipers, they can signal their unit to stand and shoot; each model can then shoot it's Crossbow at the charging unit". Standard Bearer - Whilst their save and Bravery is bad, the Standard Bearer allows rolls of 1 to be an automatic pass for the unit in Bravery checks. This is important as it stacks with the Order Battle Trait Defiant Avengers (allowing you to re-roll battleshock tests) and the Freeguild General on Horses banner (roll two dice for Freeguild units with 24" of the Freeguild General). In brief, ALWAYS keep these guys within range of the Freeguild General with Banner. Abilities Piercing Bolts - Each time a you roll a wound roll of 6 or more for a Crossbow, that attack is resolved with a Rnd of -1 instead of (-). Why is it good? Give your Crossbowmen Hold the Line! (1+ to hit and wound) and that means -1 rend on 5's and 6's. With 60 shots from the Reload Fire ability (below), that can get scary. Reload Fire - Freeguild Crossbowmen can shoot twice if their unit has 20 or more models and there are no enemy models with 3". Why is this good? You can move and still punch out 60 shots (as long as no enemies are within 3"), this means you can support your Swordsmen on the move without any negative effects (unlike the Handgunners). You can also do 60 shots with the Great Company support (again no enemies within 3") in the enemy charge phase even if the enemy hasn't charged (because the enemy just has to be within 3" of the unit being supported). Negatives 6+ save Bravery 5 5" move Get picked off easily by long range units (looking at you SC Vanguard). Recommendations Keep them 3.5" from the front line of your Freeguild Guard (so as to not jeopardise the Great Company support and your 60 shots). Keep them within range of the Freeguild General (for the banner and Idomitable (Command Trait)). Keep themwithin range of the Luminarks 10", 6+ ward save (if you have one). Use Hold the Line! (+1 to hit, +1 wound) from the Freeguild General to give them 3+, 3+ (though they can't move) Make them insane by getting two command points, giving them Hold the Line! and Rousing Battlecry command abilities (+1 hit) from the General on Horse and General on Griffon and then have an Azyros in range of their target (within 10" targetting unit get's re-roll 1's). Bathe in the sheer ****** of 2+ to hit (re-rolling 1's) and 3+ to wound on 60 shots. Use them to support your Freeguild Guard. These are your damage dealers, they are essentially ranged Greatswords.
  12. "The Swords of Ulric, also known as the Sons of Ulric are a Middenland regiment of Templar's and fanatics dedicated and funded by the Ulrican Church of Middenheim. The formidable training of the Swords of Ulric consists not of marches or military drills, but instead on patrols and war parties led out of the city itself and into the hazardous regions of the Drakwald Forest, where they hunt out the tribes of beastmen that have taken residence in the land. Initiates hoping to join this famed regiment must accompany such excursions into the forest; only those that fight with honour (and survive) in the gruesome endeavour shall be admitted into the regiment. It is left to each soldier to equip himself in the blue and white colours of Middenland, but once he becomes a full member, most of the funding for equipment and supplies are administrated by the Temple of Ulric. Since the regiments founding, in the days when Count Mandred Skavenslayer rallied the Empire behind him and became Emperor, the Sons of Ulric have borne yellow shields into battle, a tradition that still hold true today. Also by tradition, each shield must bear a variation of the same device; a red wolf, signifying Ulric embattled. The grim northerners have little room for formal ceremony, but what they lack in parade-ground discipline, they make up for with uncommon savagery and dedication on the battlefield." - Uniforms and Heraldry of the Empire The heart of any Free Peoples army is the humble Freeguild Guard. There is something intrinsically cool about some basic human dude running into battle with little but a sword, shield, floppy hat and scant armor (let alone some without shoes). This is one of the main reasons I love this army, normal humanity fighting against giant daemons, superhuman Chaos tribesmen, ferocious Orcs and the ethereal ranks of the undead. It's all well and good, being a superhuman Stormcast running into battle with god-forged weapons, but when you are Hanz the baker from Middenland with your hand me down panoply of war and facing a Greater Daemon of Slaanesh, things are a little different. Stats are similar to the Crossbowmen I previously covered: 1 wound each, 5+ save (better than the Crossbow 6+), Bravery 5 and a move of 5". Nothing great. All Freeguild Gaurd with Halberds, Spears and Swords can take Shields. The Freeguild Guard have a variety of weapons to take, each with their unique traits: Stats are the same for all Melee weapons: 1" range, 1 attack, 4+ hit, 4+ wound = 1 damage Halberd - Has -1 rend. Spear - Has a 2" range. Sword - Has the parry ability - +1 save in the combat phase. Militia Weapons - get a shooting attack. Ranged - Militia Weapons - 14" range, +5 to hit, +4 wound = 1 damage. For this blog I will be referring to Swordsmen only, as I believe they are the strongest option here. Positives Shields - "You can re-roll save rolls of 1 for a unit equipped with Shields." Parry - "You can add 1 to save rolls for Freeguild Guard equipped with Swords in the combat phase." These two abilities make Swordsmen the best anvil for your Free Peoples army. In combat they are now a 4+ save re-rolling 1's. Add the Freeguild General on Horse with the Indomitable command trait and that is how a 3+ re-rolling 1's. Taking these guys in a 40 man unit with this kind of save is a serious lump of wounds that your enemy has to deal with. Standard Bearer - "Models in this unit may be Standard Bearers. If you roll a 1 when taking a battleshock test for a unit that includes any Standard Bearers none of its models flee. " As with the Crossbowmen, their Bravery of 5 is horrendous. Luckily these guys also have the Standard Bearer allowing for rolls of 1 to be an automatic pass for the unit in Bravery checks. Again i'll re-affirm how important this is as it stacks with the Order Battle Trait Defiant Avengers (allowing you to re-roll battleshock tests) and the Freeguild General on Horses banner (roll two dice for Freeguild units with 24" of the Freeguild General). In brief, ALWAYS keep these guys within range of the Freeguild General with Banner. NOTE: Couple the Parry, Sheilds and Standard Bearer and the +1 bravery for each 10 models in the unit and this makes this unit highly resistant to basic damage and battleshock. Massed Ranks - "Add 1 to hit rolls for Freeguild Guard if their unit contains 20 or more models. Add 2 instead if their unit contains 30 or more models, and add 3 if it contains 40 or more models." This can make the Freeguild Guard very killy against other horde units they will encounter. A 40+ man unit is hitting on 2+ and wounding on +4. Add a Hold the Line! from the Freeguild General on Horse and/or a Wildform spell from an Amber Battlemage and you are looking at 2_+hit, 2+ wound on 40 attacks. Couple this with a Knight-Azyros (Re-rolling 1's to hit) nearby and you have some scary Freeguild Guard just through highly reliable weight of attacks. Negatives No save's against mortal wounds. You'll need a Luminark or Jade Battlemage (with Lifesurge) to help them with this. Lose the +1 save from Parry ability in the shooting phase. Low movement - 5". No rend (unless you take Halberds, but then you lose the Parry). Awkward in large units. Weak combat in small units. Recommendations / Comments Take them in units of 20+ as core battleline for your Great Companies. Protect your shooting units! Use them as an anvil. Whilst the Massed Ranks ability is nice I recommend keeping them alive as much as possible, retreat them from combat when you can to increase survivability and to draw the enemy into ambushes (from your shooting, cavalry or Griffon Generals). 40 wounds with these defensive characteristics is hard to move. 40 dudes is very awkward to move around the table, especially in a Great Company that may include 30+ other models. Practice using large units (that's a rule for any horde army player). You can c**k-block your other units (*cough* Demigryphs) by not manouvering these guys correctly. Remember, they get +1 bravery for each 10 models in the unit when taking battleshock, therefore a unit of 40 is Bravery 9. Always support with a Freeguild General on Horse with a banner. Keep them blobbed if you have an Indomitable general as it states wholly within 12" for this unit to benefit from the +1 save. Use the Knight-Azyros (Re-rolling 1's), the Freeguild General's Hold the Line! ability and the Amber Battlemages Wildform to increase their combat potency Take them in units of 10 for screening units. 80 points is super cheap and they don't lose any significant defensive capabilities from 10 to 40 man units (except the stacking bravery from 20+ models).
  13. "People forget. That’s what they do. It’s easier to forget, to ignore things, to pretend that we were never scared in the first place. But in forgetting, we let those things slip back in, unnoticed and unheeded. And the important point is this - just because we forgot about them doesn’t mean that they forgot about us..." Follies; Everard Hemp of Hammerhal. "...the Goddess took her eye, long ago, and so much of her leaked out of that hole that she is almost faded out of the worlds now and has to live beyond the thrice-nine lands in the kingdom of the Grey Marches. She’s a poor thing now, a shadow of what she used to be. No more the Three-in-one, now the hag alone." Stories of the Realms; traditional. Her missing eye ached, but then it had ached for years untold now and it especially ached when the cold drew in. And here in the thrice-ten kingdom, it was always bleakest midwinter. She had lost so much through that missing eye, that hole in herself, when the Everqueen had plucked it from her and cast it away. The pain and the sense of diminishing, of lessening, had become commonplace. Still, she had survived. That was what she did, survive. Hoarding scraps of power, scraps of herself, watching the Realms move on from the depths of the forest and the snows with her one remaining eye. Watching. Surviving. Waiting. She turned the skull over and over in her wizened ancient hands, long fingers moving like spiders over and into it, exploring every crevice and aspect of the gleaming bone. She muttered under her breath as she inspected the skull, nonsense words and rhymes flowing into hexes and prophecy and back again. The winds whispered around her and her head tilted, grey hair spilling as she seemed to listen. Nodded as if hearing something to her satisfaction. She raised the skull to her face, cradling it as she would a lover, brought it closer. A grey and withered tongue crept like a worm from behind teeth the colour of old iron and gently, obscenely, began to probe an eye socket. Her tongue drew back behind those ragged iron teeth and her sole eye narrowed as she contemplated what she had tasted in the skull’s death. She crooned into the empty gaze of her skull, singing under her breath as she reached up with long arms and hung the polished globe of bone from her crooked staff. Smiling to herself, still singing in a ragged low voice, Mother Aldwynter shuffled off into the snowbound and skeletal black trees around her. Above her, swinging from her crooked staff, the skull began to whisper its secrets. "Gorgo, Mormo, moon of a thousand forms..."
  14. Hey there! I am starting a new army and since this will be a conversion heavy project I thought I could make a blog to share it. Hope you find it interesting! We could call this army "scourge privateers re-imagined", or Realm Ravagers as I am calling them. An elf-pirate army based on corsairs and 40k dark-elf aesthetics… heroes, infantry, sea monsters, sailboats all still to come! Let me start sharing the first heroes I am working on.
  15. Updated the cards for the new Battletome.
  16. Version 4.10.11

    507 downloads

    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) 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
  17. Hello everyone so I'm primarily a 40k player with an avid interest in fantasy and by proxy AoS (but my friends got into 40k so...) and I've been trying to make a lot of my models backwards compatible and the three factions I'm interested in (in AoS) are Death, Dark Elves, and Free peoples so I'll be trying to make as much of my 40k models backwards compatible. But I think I have some cool conversions you may enjoy So first and foremost the images I shared so long ago here I'll reupload. I'll probably be using these as Varghesits if/when I get my Death army working. EDIT: I added a above conversion to the front page as that'll make my posts more eyecatching That's why you'll see this guy again later. Now if I uploaded everything properly you should see my Executioner / Incubi conversions I'd love feedback and everyone's thoughts and I'll try to post everything I view as compatible, and if everyone is okay with it I'll try and squeak in models that I just find too cool not to share if you'd like.
  18. This is the thread to discuss about the new Allegiance which was added the „Forbidden Power“ Addon.
  19. So I've had a slow day and decided to compile all I can find on the Shadowkin and maybe figuring out what a potential release might look like. Our first bit of info comes from Mighty Battles, the first book released. Here it describes Malerion (the patron god most likely) who is a vast shadow dragon mosnter after Malakeith merged with his dragon. Morathi is also back, attended to by a court of shadow-daemons. I'm getting an Alarielle/Drycha relationship here with Malerion as the faction leader and Morathi acting as a foil. It wouldn't surprise me if they're both special characters with Malerion being the set-piece model. As one might expect, they’re from the Realm of Shadows. Next up is the description of the Caengan lodge in the Fyreslayers book. In particular we get the name of the faction (Shadowkin) and how they've learnt guerrilla tactics from individuals known as Shroudling Kings. I imagine Shroudling King will be the name of the main command unit of the Shadowkin. This also matches the speculation of the Tenebrael Shard and Mistweaver Saih being Shadowkin due to the similar naming conventions. Speaking of which... Here are our only suspected Shadowkin models. So far we can derive a fairly dark elfy vibe from them, with a little bit of dark eldar thrown in for good measure. The main thing that sticks out are the bits of metal jammed into the flesh of both models (hard to see from this angle but on the right arm of the Mistweaver and the back of the Shard) which is very Dark Eldar-y to me - maybe some kind of power through pain aspect? They’re also very spikey models, GW just loves their spikes I guess. There is no unified colour scheme between the two models, but we’re probably looking at the black and purple faction since that has been the staple for the dark elves. Now for the stats. Both have 8" move, 5 wounds and Bravery 8. The latter two are fairly standard but the 8" move sticks out - one is an assassin and the other is literally floating but I wouldn't be surprised if a high movement score was common throughout the faction, given they're apparently very sneaky. In fluff I would guess they emerge suddenly from the mists that plague the Ulgulands and then disappear rapidly back into them. Speaking of which the Shard does exactly that - he can rapidly teleport about the battlefield and after making a kill can do an immediate move away. I imagine the Shadowkin will be the go to faction for movement shenanigans. Both the Shard and the Saih have rubbish saves, 5+ and 6+ respectively, but each get a boost in their own respective way. The Shard is immune to Rend since he relies on his speed to avoid hits and the Saih can use her Glimmermist ability to save one attack per turn at 1+. Finally the Saih's unique spell is rolled against the enemy Bravery. This might be just a one off but I can see the Shadowkin being a faction who don't necessarily attack you face on and in the fluff follow a doctrine of move in, cause chaos, disappear. We don’t really have any clue what their units will look like beyond the heroes, but I would assume a core of light infantry. Perhaps with the ‘shadow daemons’ thrown in for diversity, probably 1 wound and a high movement score. As for the fluff we've only got scraps. The Saih and Shard are both described as emotionless in battle - the Saih is serene despite the carnage and the Shard is called callous in his killing. I haven't read the novel, but I also believe a Shard and Saih are working together and murder their allies? They don’t sound like a nice bunch. Likely they're in the tower for an ulterior motive. And we can probably guess that motive is something to do with Slaanesh. Given that Tzeentch is tied up in the Prince of Excesses absence, and this giant invocation Tzeentch is plotting, there might be some big changes coming to the Mortal Realms. Anything more I don’t really know, but more than likely it’ll involve a Stormhost going into the Uglalands, meeting some Shadowkin and them going from there. So for a release I would probably reckon something around the size of the Sylvaneth: - Three hero sprues. Two we already have and the Shroudling King as a third. Perhaps a fourth if they’re feeling generous. - Some units, probably dual kits since GW loves them. Maybe a shadow daemon kit as well. Maybe two boxes to give us 3-4 options. But hopefully more! - A Malerion box in the vein of Alarielle, Archoan and the Prime. Though there is the possibility of him being a dual-kit alongside a more generic shadow-dragon monster rider. - Morathi, though she might end up in the background fluff if the release is smaller. - A battletome with all the bells and whistles. Thoughts? Anything I've missed?
  20. Hi people ) I bring some khorne army painted by me It only remains to finish a few unit's Mortal Skullcrushers, Daemon Prince ,wrathmonger's and few hero I can soon post a phased guide as I painted the khornites
  21. Hello again! One if my friends wants to start an Aelf Army, and likes Idoneth Deepkin. He is has been playing for the same time as me, just doesn’t have an army. Any suggestions for a high tier matched play army? (He probably will get either a Battleforce or {more likely} a start collecting.)
  22. Sorrow coming Late at night Arrow sinking Deep inside Know ur fear When they're near One is darkness Two is death Three is hidden far beneath Four is pain fifth is shame Sixth is all the things you blame Just run faster if u can Don't try to shelter You'll be dead Sorry sorry little one What u've tried Is not enough Hope ur story Will be heard So that People be prepared For the devil with the mask Coming here to do his task -Popular doggerel of the coast of Ismunn- I was there..... I felt the burning pain. I witnessed the brightness of the light of the thrice cursed warlock twin. So pure in his facade, so rotten in his intents, not in search of solace or freedom for the soul of his race but just in search of puppets to recreate his lost world in a foul mimicry of an age that will never return.... just ailment to his crippled soul. - The Lord of Masque, Baron of the Ravaged,
  23. As requested, here's a pinned list of all of all abilities which effect the keyword Order. In other words, the abilities which aren't faction dependant but can be used across all of Grand Alliance Order. Alarielle Boon of Life Archmage Shield of Saphery Archmage on Dragon Drain Magic Battlemage Light of Battle : Immune To Battleshock within 18”; +1 Bravery to units within 6” of target unit. Cast on a 4 so easy to get off. Wyldform: Unit within 18” +1 to Wound. Obvious usage though I’ve never had cause to choose this lore with SE mostly wounding on 3’s. Cast on a 6+. Lifebloom: Unit within 18” heals D3 wounds and gains +6 ward. Never used it, obvious usage. Cast on a 5+. Beastmaster on Manticore Spiteful dominance (keyword- MONSTER) Celestial Hurricanum Portents of Battle: +1 to hit bubble Excelsior Warpriest Light of Sigmar Gryph Hound Warning Cry: Friendly Units with D6 can make a shooting attack against teleporting/tunnelling/parachuting enemies arriving with 10” of said hound. Useful deterrent against other SE and tunnelling Warlocks, though unlikely to need applying to other Order forces due to Judicator spam. Knight Azyros Illuminator of the lost: Rerolls 1 to Hit for shooting against enemies within 10” of him. Always handy with Judicators around though would be useful as a laser guide for gunlines. Move 12” means he’s likely getting there… hopefully long enough to open his little lattern. More fun against Chaos where he can be teleported for D3+D6 MW against units 6/8” away. Loremaster of Hoeth Hand of Glory Lord Kroak Impeccable Foresight Luminark of Hysh Aura of Protection Protectors Storm shield Sisters of the Thorn Shield of Thorns: Unit within 18”reroll failed saves. Cast on 6+. In addition successful close combat save rolls of 6+ dish out 1 MW each. Obviously useful for teleporting Retributors or Dracothians either with natural or buffed saves. Low rend opponents are not going to want anything to do with this, and will likely resist piling in for fear of damage. Pretty nasty when combo-ed with a Castellants Bathing Light. Skink Starseer Curse of Fates: Alter a single dice by +/- 1 in each phase. Sounds pretty crappy on first read but I’ve cast it on teleporting Retributors with good effect. Never get stuck on Mystic Terrain. Never fail the 3” charge, 5 to 6 to hit? 2MW. Bounce off that 1 enemy hit, save that one 3W dude from hightailing it.. It’s actually rather good and at its maximum it’s effecting 18 dice rolls. Cosmic Herald: Start of turn put a dice under a cup and unless your opponent guesses the number you get that many rerolls before your next Hero Phase. If they guess – they get the rerolls. This is simply amazing – especially in early game when you have a rigid mechanic that HAS to work (like summoning a Bastiladon). Always choose a 6 because opponents never think you’re ballsy enough (first turn they always say 4 or 5). They always never say 3 either, so if you don’t need to be greedy on turn 1 this is a good option. This has so many fantastic uses you don’t need me to spell it out to you. Not bad for a 2/8 pool choice Wizard. Stardrakes Arcane Lineage (keyword- WIZARD) Volkmar the Grim Battle Prayers Formations Fyreslayers Forge Brethren: +1 to save rolls on any unit within 15'' of Auric Hearthguard
  24. Cards for the updated Battletome are here. If you're waiting for Slaanesh, they should be up in the next few days.
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