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Found 598 results

  1. This is the thread to discuss about the new Allegiance which was added the „Forbidden Power“ Addon.
  2. *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.
  3. "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..."
  4. Cards for the updated Battletome are here. If you're waiting for Slaanesh, they should be up in the next few days.
  5. Hi to everyone! I joined this forum like 2 years ago and never post anything(), so i'd say it's finally time now lol! I always been a big elves fan, specifically wood elf, and they were my first warhammer fantasy army/love, so the sylvaneth were the obvious and right choice for my first aos models. Here are the photos of the tree-revenants i made one year ago, hope you like them(of course any tips/comment is very welcome!). Now i'm working on some dryads, in the next few day i'll post it (still wip); in this topic i will post any progress i'll make! ps: sorry for any error in my english, i'm italian and not so used to it, 🤐
  6. Version 4.11.00

    246 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
  7. 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.
  8. 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.
  9. AoS2 - FREE CITY DISCUSSION If you're asking what the hell a Free City and is and/or if GW managed to sneak another battletome out without you noticing, worry not, you've come to the right place. The Free Cities are the settlements founded in the Mortal Realms by the races living in Azyr after the Stormcast did the really difficult job of beating Chaos back into it's rightful place as a second tier antagonist behind Death. If you like old WFB good guy factions you've come to the right place! The Free Cities do not have a battletome per say, but the seven best known ones to have their own boutique sets of mini allegiance abilities, usable in any AoS game included in Season of War: Firestorm, a map-based campaign supplement that's probably one of the best things released so far for AoS - check it out if you haven't already (Destruction , Death and Chaos also got one set of mini allegiance abilities each but they've got their own sub forums). These "City Armies" as they're termed by the Firestorm book all have an extra battle trait that you get on top off the existing grand alliance allegiance abilities for Order are unlocked by taking an army made up of only the required factions for that paticular Free City (for example an army from the Phoenicium could only contain Stormcast, Free People, Dispossessed and Phoenix Temple units), and no named (special) characters (I will be abandoning this thread for good when a Gotrek model is released alongside Realmslayer at the end of the year ?). I created this thread as a response to the discussion of Free City allegiances currently spilling out of the Dispossessed thread, and thought it would be cool if we had a community hub to share list ideas, tactics, awesomely converted and painted armies, and background for such a cool set of mini-factions. Without further ado here's a list of resources for current and aspiring Free City players: USEFUL STUFF: Season of War: Firestorm errata - IMPORTANT, updates the way Free City allegiances work and adds to the factions available to Tempest's Eye and Greywater Fastness. Community article confirming matched play "legality" - For use in the event an opponent, gaming group or tournament organiser claims the army allegiance rules in Firestorm are only for use in campaign games, and not "normal" games of Age of Sigmar. The Hammerhal Herald - Fun, regularly updated Warhammer Community offshoot site exploring daily life in one of Sigmar's Free Cities. Free City generator - A fun extra put together by the Warhammer Community team allowing you to randomly generate background for you own Free City, right down to name, size, inhabitants and what it's best known for. Previous Anvilgard thread - The old let's chat thread for the Free City with easily the most unusual battle trait. Contains a lot of useful advice and theoryhammering. Overview of the Free Cities - Quick breakdown of each Free City, who lives there and how to get the most out of their battle trait (literally the post below this one). "Lonely Realmsphere Guides" detailing how to get the most out of the battle trait and troops available to your chosen Free City: Discussion threads for the factions available to the seven different Free City allegiances:
  10. Rungi

    One Last Quest

    Brothers in Exile: Nori spat dust from his mouth, cursing his brother for choosing this inn as their night lodgings. “Nobbin ye right git! You ‘aven’t the coin for ale t’wash the taste a’bones from me mouth!” Sweating with exertion despite the midnight cold, Nobbin didn’t appear bothered with his twin’s complaining now, nor had he ever. The younger by nearly two whole candle-marks, Nori had known that any position Nobbin was entitled would not have been similarly awaiting him. From a young age he had hefted axe and mace, training from dawn til dusk to make his own place in the clan. It had never made much difference though, as Nori always seemed to find a way step on his own beard as they say. When their father’s exile was announced, Nobbin had solemnly knelt before the moonlit altar of the great Beast-Mother, opened his palm in silent blood oath, and strode down the winding ice steps into the depths of the Ursine Labrinthes. ...Nori had muttered sullenly the whole way. He chuckled to himself remembering his brother’s dismay at his defiant rant. “Nobbin where’d th’beasts go?” he called in annoyance. “They best be back soon.” “Mind yer tongue, brother,” reprimanded Nobbin. “Verminbane might not be bothered by your insolence, but Grizzlemaw will not suffer it lightly.” With her usual imprecise timing, his companion came crashing through the single-plank wall of the inn. She tossed undead swordsmen aside as though they were babes, their remnants clattering to the floor. “Nori, retrieve your mount and clear a path to the road. We’ll be fast on your heels,” his brother bluntly ordered, oblivious that the younger had already set to the task. Nori smirked and tried to swallow his sarcasm back down. “Finally your senses have emerged brother. Follow then!” *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** Soft footpads pressed effortlessly from the powdered ground. Nori could feel thick bands of muscle undulating beneath him as his mount strove to keep pace. Up ahead, instead of surging muscle carving through snow, the bear carrying his twin seemed to lope weightlessly across clouds. Despite being half of her size, Verminbane was not blessed with Grizzlemaw’s speed. A toothy grin burst across his face, then split into a chuckle, before finally erupting in boisterous laughter. He could not contain his love for the undersized bear, poorly crafted and tempestuous tempered though she was. Snatching him from his amusement, the loping grizzle bear skidded to a halt in a flurry of glittering, white snowflakes. Nobbin nodded ahead of them towards a warm flickering amidst the tall, thin trees of the Omenwood. “Friends?” asked the younger. “Perhaps,” replied the older twin. “We should be closin’ in on th’meetin place, b’with all th’dead walkin around, we oughta still be cautious…” His voice trailed off as he felt Grizzlemaw’s haunches rise under him and her fur bristle in his grip. “Where girl?” he asked in a whisper. Without looking, Nobbin knew his twin had taken up a rear-facing position, staggered from his own, in order to spy any trailing threats. “We aren’t hiding lads,” said the red-bearded rider as he and his beast strode out from the shadows directly in front of the young dwarves. “You jus’ di’n’t see us.” A second rider appeared to the left, staring without speaking. They were mounted on grizzle bears as well, though by the size of them, they were practically different creatures. Much as their enormous mounts, the armor covering the two duardin was almost beyond description. Scaled cloaks, runes and live-metal all over - they must have been questing in the wild’s of the realm for an age. Before either brother could formulate a question though, the red-beard beckoned them and wheeled his mount to walk towards the fire. “C’mon young riders. Best we get back t’the fires before the others leave us starvin’ away to bones. Poorly-timed joke, thought Nori. But his objection never left his lips, because again the veteran rider spoke first. “Besides, she arrives tonight.” Follow the Leader: Scale and tooth and claw of beast Forged in underhill fire Quenched in blood of legends deceased To make the live-metal desired... The shaman sung with the bouncy energy of a babe or aelf-maid. It unsettled Nobbin, but he hoped they wouldn't notice and so redoubled his focus on polishing the live-metal shield that had kept him alive through these last, harsh years. He stole a peek up from his work saw his twin sharing ale with the three other knights sitting round the fire. It felt awkward being here, in this band of exiles. Norri savored the warm flush in his chest he got from every swig of the wilderness brew, it's unrefined harshness be damned. He relished the company almost as much… Nobbin had always been the wiser of the brothers, and Norri had kept his place, following orders and respecting their “duty.” But it was the choice to pledge themselves to an overgrown forest sprite that pulled at his mind when ice was whipped past his bare skin. Their father’s exile at the hands of the demigoddess was a mark on the family for sure, but had he not committed a crime? And now they were making some point by refusing to serve her? Norri’s gripe was a familiar one, and so it hardly delayed his sleep. Nobbin smirked as his proud brother stumbled over to his mount and curled up against her dense hide. Now that the group had begun to settle themselves, Nobbin ventured over and joined them in their drink. They had hardly made a round of jests about his brother’s drunken boasts when the red beard looked past Nobbin, over his shoulder, and grew silent. From the treeline emerged a rinn the likes of which he’d never seen before. “She’s here,” he whispered, almost to himself, as he moved onto a single knee. Gisselle Ghullazi, the Verdant Knight, exiled Knight Questor of the Undissons She wore ornate metal plate over tunic and scale. Similar scales fell down her back from under shoulder guards of live-metal. The same invaluable material had been shaped into a helm, shield, and sword, but this rinn was not to be confused with some show-lordess. A dark patch covered one eye, unhidden by the way her travel-greased hair was sloppily braided behind her. A raised scar was visible down from her nose and cutting across her lips. This rider had seen many battles, and from the way her massive mount stared down at the now kneeling company, the legend was accurate. “Good evening brothers,” she began, the bear below her sauntering forward until his snout was a mere hop from the fire. “We are all that is left.” Even the deferential duardin exchanged sideways glances to see if another might understand her words or find them more believable. “We are the last remaining questors of the Beast Mother,” she restated. “Long ago you took the same oath as I, rejecting those who would seek to own the mountains of this realm and vowing to return them instead to their natural state of wild harmony. I share with you now a message that perhaps only you will be prepared to hear…” her voice trailed off with a malicious smile. “The would-be prophetess asks for our help.” Nobbin looked over at the red-beard, who appeared the most veteran of the bunch. He too smirked subtly at the humbling of the demi-goddess. “It appears that storms can cloud even Skaddi’s vision, and she was caught unaware by the great necromancer. The ancestors are cut off from the mountain clans, just as the clans need their aid the most.” “And what d’you propose we do?” asked a blonde-bearded warrior, his impetuous tone exposing both his arrogance and ignorance. “After all, we left Skaddi an’ her clans fer a reason.” “An’ y’already said there ain’t many o’us left,” Norri chimed in rudely, rubbing his eyes as he stumbled back to the group. “Mayhaps we jus’ stay t’our own busin…” His voice trailed off as her beast’s growl swept over their complaints. “Brothers, perhaps you misunderstand me. Hunting the petulant tree-goddess’ scaled pets is a matter of pride, preserving your clan’s burial sites and other places of importance is one of devotion, but this is a matter of duty. The mountains gave birth to our kind. They have swaddled us, fed us, and shielded us from the rain. And when our own kin allowed us to walk alone in the cold, the mountains always welcomed us home." Even Norri had grown silent, alternating sheepish glances at his feet and awestruck stares at the rinn. “This is not a mere sorcerer seeking objects of power, nor corrupting demons looking to spread their dominion. This is no greedy neighbor, nor all-consuming herd. The unquiet dead threaten all living things. They have begun to harvest souls for their master’s unknown plots. These cruelest of captors now beat down our door to claim our kinfolk; aged and weathered, newborn and pure, it matters not… Either we release our kin from this hell, or we concede the end of our kind. It is as simple as that little brothers.” Exiled Knight Questors of the Undissons The Race: The fire hissed as ice and snow smothered it. The great grizzlebears snorted and snarled threats at the darkness as they were roused. But the duardin knights did not speak. Armor was strapped and tightened, worn leather packs latched and hoisted, but not a word was exchanged. They had days to ride before their death songs would be sung; they'd save their voices. Lives spent writing their own legends - what greater ending could be written than a heroic death, their service mending wounds with the clans with whom they had feuded and avenging those who still held them in their hearts. Far off on the horizon a persistent glow illuminated the tree-tops that blanketed the rolling hills. That it could shine out above them spoke to the sheer size of the realmgate. As they closed the miles between it and themselves, the fluid movement within it became visible. This was no ancient relic or crumbling artifact. No, she had been awoken from her centuries of slumber to throw the doors to the underworlds wide open. The duardin knights continued their silent ride through the night, savoring every sensation. Without having to acknowledge it, each was aware that the smell of the pines, the sting of the snow, the taste of a beast’s musk on the air, might very well be their final linkages to this land should they not find their way home. A particular sensation that perked the attention of each rider was the way in which the forests were racing alongside them. Tree-kin scrabbled and wound their way between trunk and limb, keeping ample pace with the duardins’ mounts. Further along, the bright heraldry that demarked the unified forces of the free cities highlighted their marches towards the same gates. Even high above them, the green-scaled drakes they had ritualistically hunted, swooped low above the thinnest branches and beat their powerful wings, carrying themselves and their Aelven riders towards the target. None knew for sure what awaited them beyond the gates. None knew for certain what the great necromancer had planned for them. But across realm, race, and region the unquiet dead had threatened to enslave their people for time without end. This threat was greater than any dispute between nations, and the magnitude of this unified response spoke to that. Firm of jaw and clear of purpose, the stoic duardin knights undertook this one last quest, perhaps their last, not to find a new trophy, but instead to deliver a final message - The ancestors and their homelands would remain free. The Verdant Knight leading knight questors
  11. 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
  12. Time to start a thread of all my AOS efforts. I have been focusing mostly on Dwarves, Greenskins and Ogors, with random others mixed in for style. I'll try and add little excerpts from the games i play as well as some WIP of my new projects. Now most of my stuff is most of time at about 85% of being fully done. I always forget little details and notice them later on. My Kharadron army is the closest I've ever been in so many years of hobby of having a finished coherent army. Which is quite a good feeling i must say. The rest isn't as unified. Still a lot of stuff to show, my inspiration was military looks from the early 20th century. Do tell me if the photos of the units are too small, I'll upload larger ones. Comments appreciated!
  13. It's no secret that the Stormcast, being the poster boys (& gals) of AoS receive frequent updates. Especially because the central narrative often involves them directly. We are experiencing a bit of a renaissance with GW. Updates are coming more quickly and new or updated factions are dripping with lore and interesting rules that are improving the health of the gaming community. At the time of this writing Gloomspite Gitz dropped a month ago and the new Skaven and Flesh Eater Courts Battletomes are a week away from release with regular drips of information coming in from the community site. A common refrain from both myself and other Stormcast players within our community is that the Stormcast lack a kind of internal balance. We have many options to choose from but in many cases our synergies can be clunky leaving little room for diverse army build, we usually end up having to exploit a select few units to compete. Our most recent update with the Sacrosanct Chamber brought us several new tools that have begun to dominate Stormcast lists. In particular we have the Celestar Ballista , Sequitors and Evocators. At first these were described as borderline game breaking. I think as we have come to see Stormcast are not cleaning up the tournament scene and the output/ of these units you are seeing are being matched by new releases in other armies and they are starting to look more inline with the new meta power-levels. DoK and LoN are seeing armies close the gap with their own power level but this is not to say that those factions don't need a few adjustments. If you look at the damage; even battleline units in GG, FEC and Skaven armies are going to be putting out with minimal buffing we are going to see the superiority of Sequitors and Evocators mellow out which I think is a good thing for the community. What interests me more than anything though is the prospect of loving my army composition and rules interactions. Currently I think the Stormcast have rigid and clunky interactions/ synergies barring a few exceptions which consequently are taken in most lists. Consider that Zombie Dragons are going to be conditional Battleline choices in FEC armies and Skaven will not have to lock itself into one clan to have units benefit from clan keywords. These are exciting changes that allow more fluidity to building armies. We may see the Stardrake come into it's own outside of being a massive reactive roadblock, it could very well let us finally take Dracothian Guard units as battleline choices and hopefully they will be appropriately costed going forward. In additon, we may be allowed to gain Stormhost benefits that do not force us to handicap ourselves with poor command traits and bad (usually our only) artefacts. It's an exciting time and though it may be a year or two before our next update I think the Stormcast could very likely become a more fluid and "healthily" synergistic army where both our opponents and ourselves enjoy a dynamic tactical experience.
  14. Hi guys, Just looking for a place to share some of my stuff! I've painted a little before I decided to choose Idoneth Deepkin for my Age of Sigmar army. This is really my first foray at actually painting an entire army. I watch a lot of tutorials and paint videos in my spare time for fun, so I like to think that I've picked up a decent understanding of the essential techniques. Some of the more advanced stuff like wet blending still elude me, however. Let me know what you think!
  15. Rungi

    The Unburnt

    The Unburnt: Sickly grey-green corpses, red shreds of gore, and dark charred husks intermingled down the steep slopes and littered the floors of the trenches and larger ravines. The sweet, thick smell of cooking flesh rose from mounds where bodies had been stacked and set ablaze. Purple and pink sparks occasionally accompanied sizzles and pops as unnatural gifts were burnt away. Above on one island of greenery amongst the few remaining that dotted the hellscape, Rungi and his council sat in silence, contemplating the cost of their victory. Though it was long after the adrenaline had stopped coursing through their veins, it had not been long enough for the screams of the dying to fade along with those emitting them. It was those screams that now robbed the victors of their speech. Loremaster Lunn had been maniacally scratching away with quill and parchment until he felt the weight of the other lords’ stares. He slowly laid his materials to the side and waited for the inevitable reproach from Grogan and Norgrim. The simpletons might be strong of arm and back, but they lacked his foresight. Even the runelords failed to grasp that they had unlocked the magics at the core of the realm, the ability to shape worlds to their will… The long-bearded librarian nearly choked on his breath when instead, old lord Grombrisson called across the fire, “What old secrets are ya bout to pull out fer us tonight, Master Librarian?” To his surprise, bright eyes all round the ring of duardin were fixed on him, reflecting the warm dancer in front of them. There was a soothing nature to the red and orange flickerings, something familiar and comforting, unlike the hissing greens and exploding purples from before. “My good thane,” Rungi interjected between Lunn’s sputterings,” what do your scrolls tell you? Is there anything we can do to comfort the wounded?” “The ruinous powers don't simply create fire that burns away the flesh,” Lunn slowly explained, “it mutates. That which the flames touch is twisted and changed, often beyond function and recognition.” “But for those who are strong enough to fight this change…” began the young Stormbeard, his words as much a plea as a question. Lunn could see the wetness in his eyes. Powerful as the lad was, the aftermath of battling warpfire terrified even him. “Young brother, they would need strength that few possess.” “ ‘Ave ya looked in ‘ere?” asked Smakki, his voice ringing with an optimism few had heard. “Is this not your private journalings m’lord?” the loremaster cautioned. “I couldn't…” his mouth said tentatively while his hands eagerly received the heavy tome of leather and gold. “I’s not jus’ mine. That there is th’last surviving record a’my forefathers’ experiments with th’ancestor runes.” Jaws were agape all around the fire, but none more so than Grimwold, whose face seemed to battle between surprise and embarrassment. After all, even he had thought these secrets lost to the ages. “The master rune you used t’wake th’mountains was torn from this ‘ere tome lad. Maybe you’ll find something else useful if’n ya give’t a read.” And with that, the elder of his clan rose on creaking knees from his seat near the fire and staggered away. In a matter of five sentences the usually isolationist runelord had shared the greatest treasures of one of the few remaining runeguilds in the mortal realms. The survival of the Skaudaziwyr and their secret art was now interwoven with the Karakigrom and their crusading king. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Clusters of duardin polished away the stains of battle from their shields and armor or changed the bandages on a brother’s wound. A warm hand on the shoulder or solemn acknowledgement of sacrifice was handed out from lord to warrior wherever appropriate, but words were scarce. Most of the throng had been raised in safety and chased to bed as babes with tales of the evils Chaos had waiting for them. The reality had been far more devastating to the psyche of these soldiers. First encounters with warpfire tended to have that effect. Though he’d never admit it, Rungi found himself waking several times each night, shaking and dripping in cold sweat as he relived the battle and imagined himself among the less fortunate. Though inevitably a blade or slavering maw had managed to slip through the novice warrior shield wall to hit home here or there, by and large the blocks of infantry had been successful in blunting the onslaught of their pursuers while the miners, and later runeguild, had etched the beginnings of a path into the mountains capable of carrying their caravan. But a different fate entirely had befell the ironbreakers. Where others had the the shieldwall these professional guardians had been the shieldwall, repeatedly anchoring themselves in the ravines to allow the Skaudaziwyr time to craft their runes. When the earth had rent open and pillars of unnatural flame had stabbed skyward, it was these great defenders of the clan who had been cooked inside their metal suits. A great canvas village had been erected to shelter them and provide some semblance of privacy, but the clan knew plenty well the source of the groans and whimpers clawing at their bravery day and night. The king looked around him to make sure he was not followed before stepping through a curtained doorway and into the ward of the burnt. As he strode down the center aisle between two rows of cots, the ground wet with the blood of the afflicted clung to his boots slightly tighter than outside. Wherever they lay, jars of cooling salve and great flasks of hearty spirits accompanied those who hadn't succumbed to their burns. A second partition hung further back, blocking the surgeons grim duties from the view of those trying to recover. Rungi continued on through the tent wards until he reached the back of the hastily erected structure. Here the ceiling opened up to the crisp air once more; billows of steam and smoke rising high into the midmorning sky, only distinguishable from the glittering clouds of the wilds by the fiery orange embers carried with them, every so often. “Welcome King,” greeted Lunn with his usual, awkward over-cheeriness. Rungi’s jaw tightened with discomfort at the excited nature of one of his trusted advisors in a place as dark and unfortunate as the makeshift burn-ward. “All around you dawi are having flesh cut from their bodies to prevent the dark gods’ corruptions from burning their identities away,” Rungi slowly questioned, ”Forgive me librarian, but what could possibly be fueling your optimism?” “Go easy on ‘im lad,” called Smakki from a far corner. “The musty ol’ scroll-keeper is’bout tah save a whole bunch’a dawi.” Rungi was still looking toward the old runelord, waiting for an elaboration, but the whitebeard had turned back to a fire he was painstakingly growing to just the right temperature. Instead the king turned back to his loremaster to sate his sudden appetite for runelore. “Lord Smakki is being very generous with his praise,” Lunn blushed undwarfishly. “You have raised a throng of the ages, and many of our kin are protected by ancient runic armor…” “Yes, the Karakigrom are known for our traditions,” Rungi interrupted impatiently. Behind him a duardin groaned loudly, likely biting into a piece of wood so as not to cry out as a warpfire burn was scraped away. “But I hardly see the connection between honoring our kin with our battle armament and saving our wounded from the corruption of the wicked fires.” “Ah, but young king where you see armor I see a vessel. Of course you know that runecraft, all but forgotten in Azyr, once allowed duardin to harness the magics around them. What many do not realize is the extent rune craft can be taken to. As we all bore witness, the right combination of runes shaped of the right raw material can move the very mountains.” The elder librarian, cheeriness aside, had seemingly earned the respect of the rune-guild. All around Rungi, sparks were beginning to fly as armor was rent and reforged. Apprentices scurried about tossing handfuls of kindling into hungry furnaces and dodging the scorching belches that resulted. Alongside them, runesmiths hammered away at glowing characters with everything from massive mallets to precision hammers, sparks launching into the sky with each blow. “Go on…” he mused. “The Skaudaziwyr have maintained their craft amidst an ever changing landscape, and we are fortunate they have, for through their understanding so too has survived…” Rungi was growing impatient. It must have shown because Grimwold lifted his head from his labors to interject. “The master librarian is suggesting that we may have rediscovered something of great power, my king. May I show you?” Rungi approached the anvil to see heavy plate with red-glowing runes across the chest-plate. “No doubt you’ve seen plenty of runes of strength and protection, and just the other day witnessed the might of an expertly-crafted master rune. However, here we are adding ancient family runes to channel the strength of the wearer’s predecessors into such common runes. Finally, we’re adding a few forgotten runes of protection and healing, relics of a time thought lost to myth.” Unable to contain himself, Lunn burst out, “Mind you, my lords, we have never seen this amount of runework successfully balanced before. We are hoping though -” “Shaddup bookkeeper,” muttered a now attentive Smakki. “Rungi, ye need tah trust in th’old ways. You’ve seen th’powers of the ancestors.” Smakki suddenly whirled himself to face the king, extending forward a layered shoulder plate covered in runes that seemed forged of living fire. “These runes giv’em a map t’their kin in need. D’ya think yer grandpappies are goin’ ta sit round a table when you’re rightin’ a grudge this ‘uge?” “Our clansmen have never been the type to sit idle,” the king smirked. “You believe you can call all the way to the feasthalls in the underworld?” “Shysh ain’t as far away as ye might think lad,” replied Smakki in a hushed tone. “ I’s more a matter of givin’m a smooth road t’travel, withou’ too many critters gnawing at’em along th’way.” Not slowed by the veteran’s words, Rungi was about to give further praise as he walked out of the tent. As he turned though, his words froze in his throat as melt on an icicle. Steel helms were lined on a cooling rack, some with red runes ablaze, others only radiating the heat of their neighbors. Each had a tempered-steel faceplate, expressionless and cruel. They were shaped without emotion, many in imitation of skulls, and served as a reminder that the wearer walked amongst the living in defiance of death itself. The king had grounded his life’s work in the traditions and wisdom his clan had gathered over the ages. From the deepest part of his stomach, he felt a slight rumble as he wondered if Lunn understood the full power of the forces at play here. Only time would tell. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Enlag Har-Runkal, The Fire Thrasher Champion of the Har-Smakazi, the Flame-Tested Karakigrom Survivors of the Battle for the Road Each time a hot steel boot lifted from the earth it left small whisps of smoke rising from a scorched print. Though few connected where it came from, many noses wrinkled at the odd odor of burnt metal emanating from the enriched earth. Enlag Har-Runkal (fire thrasher) strode forward from the ranks of his Har-Smakazi (flame-tested). Even in the bright midday sun, the runes adorning his armor swam with molten heat. Every so often a small flame would flicker to life and dance across the rune-script. The gathered, whispering crowd parted to allow the fearsome warrior passage. Lunn met him in front of the spent campfire where the king’s council was reviewing the latest headcount of able-bodies. He paced around the figure, ostentatiously admiring the finished masterpiece, even though he likely had seen the resurgent warrior more recently than the other onlookers. “My king, you remember Enlag, champion of the fallen Deep-Guard,” interrupted Lunn as he turned back towards the company. “He now leads the Smakazi, the unburnt from the Battle for the Road.” The elders of the council stared in shock, some muttering vexes against the dark gods while others thanked Grungni by name. For his part, Enlag returned their stares unflinchingly. Whereas every eye in the crowd was pulled wide and wet with tears at the miracle before them, Enlag’s were as stone, unblinking and set directly ahead. If the steel covering him from head to toe was hot from the flaming runes, he showed no sign of it. Rungi approached the heavily armored figure, noticing the scarring visible on the rare openings of exposed flesh. The young leader’s brow grew several more creases that afternoon. For despite his knowledge of the magnitude of runic magics being harnessed in the tent-forges, and even having seen the extent of Smakki and his kin’s abilities when they had literally awoken the mountains themselves, he could not fathom anyone recovering from the kiss of warpfire. “How do you stand here champion? I have walked through the tents every day and every night for a month. I have seen the extent of the burns. No mortal could withstand the corrosive effects of such an inferno, and yet here your so-called Smakazi stand.” “Revenger,” began Enlag in a tone so guttural as to cause discomfort to all those who listened, “you have given all of your kin the opportunity to confront those who have stolen our lands, our heritage, and our honor. Alone, the flames of the damned would have been our ruin.” His eyes locked on the young king’s, a white-hot light suddenly projecting more forcefully outward from the already violet glow. “But we are not alone. Our brother runecrafters have enveloped us in runes of fortitude, endurance, and healing, while Loremaster Lunn has helped them find even more rare creations with which to call on our lost ancestors, warriors of renown who are honored by our settling of their grudges against the wicked enemy. My king, it is the assembled brethren of your throng and those who came before who have carried us back from Shysh itself…” From beard barely long enough for a basic fork to those woven into great styling so that wrapped round their owners, each shined a bit more resplendent that afternoon. The Vengeful Throng had survived the first great test of those who would twist this realm, but the test had only increased as they tallied the cost. And ever since, the hamstrung throng had spent day and night trying to repell advances while nursing themselves back to health. Today, heroes who had given the most stood ready to sacrifice even more, and their fervor had spread to the others who had gathered from throughout the camp. “When you are ready to lead us into the mountains, we stand ready to repay this debt my lord. ” Har-Smakazi, the Flame-Tested Karakigrom Survivors of the Battle for the Road
  16. 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,
  17. Hey All, Saw this thread and thought I'd pop in and say hey. Im in London and mostly paint at the moment but have been waiting for a start collecting/battleforce box for Idoneth as I REALLLLLLLLLLY love oceans/sealife/atlantis etc. Love to hear if there's any major places I can join to meet other AoS players in London
  18. Hi everyone! Been in the hobby off and on (mostly off) for 23 years. My Dark Elves started around 2005 with a box of spears, then when the plastic corsairs came out, a couple of boxes of them and some cold ones. Collected a load more again in 2009 ish, but again, they've remained unassembled or grey. Always meant to start afresh with the launch of AoS, but yet again, life took over. Well, it's time to start again. Order Serpentis, 1k to start with, using models I already own (a few more than I can use pictured): Will be using the dragon (a High Elf conversion pre the Dark Elf launch dragon), a hydra (new to replace the ancient metal one!) 2x5 Dreadknights and I can choose between the chariot, sorceress and assassins to begin with. Theme: Blue skinned, though going to make this more grey with the unpainted models. Purple plate armour, silver chain mail, glossy black, bits of gold, and blue green style sea dragon cloaks. Unsure of colour for the hydra or dragon (black, but thinking of the highlight). The snow bases will be redone, now I have some actual snow stuff to use! First model, to ease me in, was selected by my 7 year old son. I hoped he'd pick the sorceress, but selected another assassin: Think he liked the claw! Aiming to have a good chunk ready by the end of March, playing the first proper matched game on 23rd with a mate who is also returning to the hobby! Hope to have most done by then... We'll see. Any more pics wanted, any questions, please ask!
  19. Background: Following the release of GHB2017, the Wanderers faction gained Allegiance Abilities that gave this legacy army a flavor and strategic capability that had previously been lacking. The Melt Away and Realm Wanderers Hidden Pathways abilities provide an opportunity to run the Wanderers as a hit-and-run skirmish army. Time will tell how effective this will be, but the general consensus among Wanderers players here on TGA seems to be that these are positive steps in the right direction, bringing the faction more in line with the way people want to play. At the same time, the removal of the Wanderers keyword from the Compendium wood elf units has left many Wanderers players feeling a little frustrated. Seemingly vital units have been removed from the faction, leaving Wanderers without the speed or strength they once enjoyed. The Wanderers seem to exist in a middle space: Not yet fully supported, but with enough units to field something approaching a full army list. Goal: After discussing the idea with several TGA Community Members on the Let's Chat Wanderers thread, I've decided to create a Wanderers Community Wishlist thread. The goal of this thread is to provide a single, one-stop location where we might make suggestions to Games Workshop about what we'd like to see in the faction going forward. It is my (perhaps vain) hope that, should the Wanderers ever receive a Battletome, new models, or even a rules update for existing units such as what occurred in GHB2017, that the TGA Community might inform at least some of the thinking that goes into such via this thread. How it will Work: In this first post I will gather ideas suggested in comments below into a single location, organizing them according to theme or idea, and cleaning them up so that any Games Workshop designer perusing the thread might find everything they need right away without the need to scan the entire thread. However, this will not be my list. I would like to invite all Wanderer players and interested parties to make suggestions and to discuss them below. Rather than post everything into a giant, chaotic list, I will only move the suggestion to this first post when the community finds a modicum of consensus. Voting via the reaction buttons or discussion that leads to an obvious conclusion and refinement of a concept will be moved. Future ideas that fit into something already posted will be added, where appropriate, to provide additional concepts or detail. I promise that so long as the TGA community continues to suggest ideas, I will continue to maintain and update the first post, putting new material in a bright color to identify it. I will also note when I do so by posting in the thread in order to bump it. Please note that this is not meant to be a general Wanderers discussion thread. We already have one of those: Let's Chat Wanderers Wanderers Community Living Wishlist: Ideas and Suggestions for Games Workshop (Updated Sept 21, 2017) Themes Ambushes/Hit-and-Run/Skirmishing. There is a general consensus that Wanderers should be a skirmishing army that employs ambushes and hit-and-run tactics with deadly archery. Both Realm Wanderers and Melt Away allegiance abilities support this, but we want it taken to another level. To support this, we suggest some of the following: De-emphasize the idea of standing still in order to earn buffs. Too many of our units (Eternal Guard, Sisters of the Watch, and Waywatcher Lord) benefit from not moving. This forces us to use a "gunline" strategy that seems more appropriate for dispossessed, free peoples, or high elf factions. For Wanderers, focus on the opposite. Encourage movement. Let us earn our buffs in other ways (see below for ideas). Provide abilities that play off the Realm Wanderers hidden pathway ability. Give us a bonus to hit in the turn in which we materialize or similar. Keep us squishy, but make us a little harder to engage. Maybe instead of more speed, enemies could have a -x to their charge rolls against us (could be d3" or something), representing Wanderers' rapid advances and retreats making charges difficult to time against them? Smaller Units, Focus on Survival. In keeping with the Hit-and-Run tactics we would like to employ, let us focus on small units that emphasize survival. We want a lower model count army that focuses on mobility, evading, and coordination/support between the units. We don't want to feel like I have lots of models that I can afford to lose. Guerrilla warfare is fought by forces that have less troops - they can't afford loss of life. As much as we could benefit from chaff units to slow down the enemy while we shoot at them, it doesn't fit the flavor of Wanderers. They are the nomadic remnants of an already small population, and their playstyle should represent that! Don't give us buffs for having large units. It's anti-thematic. Wanderers need to go in the opposite direction. Small units of archers are more resilient and much more in keeping with the wanderer theme. Having to buy 30 Glade Guard to get that vital 3 to hit is a big battalion foot print and ruins the theme of a wanderer list. Rather than give Glade guard massive regiments limit them to smaller forces, but give them synergies for being near to other Glade Guard units (see below). It will provide contrast to other armies and be a disadvantage when facing horde units claiming objectives etc which is fine. Promote in and out combat and focus on survival in that first combat round. The Melt Away ability is great, but we worry we'll never use it because our archers die so fast in combat. You can't retreat when you're dead. Help us survive that first round of combat with abilities like a -1 to hit against us during the first round of cc, representing our speed and agility, or play with some of the Wardancer rules. Also explore other abilities that allow hit-and-run tactics. Elite Archers. Man, we feel a little salty about how mediocre our archers are. Other armies do archery better than us. They shoot farther or hit harder or fire more volleys. It's a little sad when the vaunted Wanderer archers are outgunned in the range department. For Wanderers, we don't need to shoot the farthest or hardest, but make us the most accurate. Make armies fear our bows. We rely on archery to win, so play up how excellent our shooters are. A lot of armies get more bang for their points buck than we do. We need to feel we're pound for pound among the best archers in the game. Create some excellent sniper units. These could be heroes. But extend their range and give them access to mortal wounds. Make our heroes renowned for their bow skills. Consider upgrading our main archer units. Allow sisters of the watch to shoot twice even if they move. Give Glade Guard a 3+ to hit without buffing, or make the buff trigger in some relatively easy way. We're willing to pay the premium points that we have to pay for our 1 wound models if we could output more damage. This is also in keeping with smaller model counts. More speed or more range! There are so many ways to cross the entire table and charge in one turn, or teleport on top of us, that we are forced to make a gunline. By giving us more speed we could kite better (keeping enemies in our range but us out of theirs), or with more range we could play more like the skirmishing archers we are. Better Cavalry, in keeping with Skirmish Tactics. We're a light cavalry army. We get that. We don't need chaos knight type damage output. But if we're going to be a employing light cavalry force to supplement our skirmishing archers, make them excellent at what they do. Wild Riders are mostly fine as light, fast moving cavalry. But make them even better at being light, fast moving cavalry. Give them the ability to Melt Away and Charge and add a -1 rend when they charge (combining Wabbit's ideas). If they could strike fast by running and charging, then melt out of combat only to charge in again on another unit, they would be pretty effective. If Wild Riders can be fast moving cavalry that support our skirmishing archers by darting into combat to help them while they escape, then escape to fight on the next turn, they would be a very unique and effective unit...and probably worth the 140 points we pay for them. Give us some mounted archers that are effective at skirmishing and kiting. The running and shooting on Glade Riders was useless compared to the ability Reavers have. With a 20" bow, we don't not want to move much except to kite my enemy. Any movement we do is to keep the enemy away. Running doesn't help do that since we'll just move out of range. The Reavers' ability is just flat out better, since it can be done before or after shooting (to get in range or back off again) and this really fits the flavor of Wanderers as skirmishers. We need a mounted hero or hero options that buffs these other guys. Synergy with Scenery. The Wanderers are nomadic peoples who know their way along the hidden paths of the world. They are familiar with the magic places, the dangers, and the pitfalls, and they understand how to survive them. Furthermore, the Wanderers should be able to take advantage of this to support their skirmishing tactics. In a future rules update, promote this by promoting rules that allow our warriors to synergize with scenery. Consider giving all wanderers immunity from or a save against wyld wood roused to wrath attacks and dangerous terrain rules. Or at least give it to Wyld woodrangers!!!!! Let Wanderers use and manipulate scenery to their advantage. Perhaps wanderers could apply terrain effects to scenery via magic or other abilities. Or more interesting, let them alter enemy and friendly unit's movement. This is something that is exciting and different, and it really fits the theme of Wanderers and could support their skirmishing and hit and run tactics. Alternatively, perhaps they can lay traps in d3 terrain before a battle and choose secretly where they are. They can prevent movement for a turn or do mortal wounds or debuff to hit or remove cover bonus making it useless for a phase/turn. Scenery as buffer. If you are going to remove buffs from standing still as suggested above, one idea might be to give bonuses on to hit rolls when Wanderers are close to scenery, or subtract from the to hit rolls of opponents instead. Synergies/Traps/Supportive Attacks. Outside of the command abilities of our generals, we really don't have any units that synergize with or buff other units. But if coordinated hit and run tactics are the theme, then units supporting one another through synergies should be emphasized. Skirmishers should be about supporting and coordinating attacks and retreats. Instead of standing still and large unit buffs, consider some of the following: Coordinated fire! A bonus to hit or wound for every wanderer unit shooting at the same enemy unit would be pretty cool. We are all around you! Instead of the large unit buff, encourage us to spread those models out. Glade Guard get a +1 to hit so long as another Glade Guard unit is within 12 inches of it and within line of sight. Kill it (before it kills us)! Select an enemy unit in the combat phase. All wanderer units attacking it can attack before the enemy can pick a unit to attack. A bit like the forest dragon breath ability. Could be a battalion rule or a hero's ability. It would encourage MSU combats and a focus on setting up multiple charges or traps with eternal guard anvils. Maybe we can get stuff like a +1 to hit against targets engaged in cc against one of your units, or a double distance retreat when another of your units remains in cc with the enemy unit you're retreating from, etc. Use synergies to give us reasons to use heroes other than Waywatcher Lord and the Nomad Prince. Suggestions Concerning Existing, Non-Hero Units Archers Glade Guard. GG should be our baseline archers. Ideally these are small bands of mobile, low armor troops with decent range. Overall these guys are pretty decent as is. Suggestions for making them fit with the new allegiance abilities and the themes described above/in first post: Make the Wanderers an elite archer army by giving them a baseline 3+ to hit. Don't require us to have large units of these guys. Instead, encourage us to use larger numbers of GG units that synergize with other units of GG or heroes. For example, give them a buff when they target a unit that another Wanderer unit already targeted in a single shooting phase. Sisters of the Watch. Our elite archers do not unfortunately mesh with the new allegiance abilities as we rarely stand still if we can avoid it. As a result they are not a good choice when you can have 2x as many GG for about the same cost (a unit of 20 GG output approximately 7 wounds each time they fire before saves, whereas 10 SotW can only manage about 4...standing still SotW damage output goes to around 9, which is not enough of a difference to warrant taking them since it is unlikely we'll be standing still a lot. On top of that SotW have half as many wounds and do not have the -3 rend ability...it's almost impossible to justify taking them. Consider, also, that they are the same points as Kurnoth Hunters, who do more steady damage at greater range and with a lot more durability and the ability to do mortal wounds, and you can see SotW are simply inefficient). But these should be an obvious choice for a Wanderer army, representing the very best of Wanderer archery the way Brutes and Palladins represent the best of what Ironjawz and Stormcast do, respectively. To make them fill that role consider the following: Remove the requirement to stand still in order to get the second attack in the shooting phase. This buff does not work with the new allegiance abilities and people are dropping the unit from their Wanderer lists as a result. Instead, either give them a straight second shot or find another trigger. Examples could be giving them an extra attack if they used the Realm Wanderers teleport during the movement phase that turn, by being close to a waywatcher lord, when they are shooting at an enemy unit engaged in close combat with another Wanderer unit, or when they target an enemy unit that was already targeted by a Wanderer unit during the shooting phase. Another way to handle the above, consider giving SotW a choice between attacking twice or attacking once but with -1 rend/2 wounds. In fact, giving them something like the old Waywatcher ability to choose between fast shots and precise shots would be pretty great. Alternatively, SotW could fire twice or only once, but if they fire once they do MW on 6+. (Our army could really use a unit with the capability of doing mortal wounds). Or perhaps they do mortal wounds in the shooting phase after they've teleported using the Realm Wanderers allegiance ability. Why do the Sisters of the Watch wound better against chaos? That seems like a holdover from when they were Sisters of Avelorn. Consider making that more equal across the board in terms of hitting other armies. Perhaps one of the ideas listed above could trigger a +1 to wound. Close Combat Hitters Wyldwood Rangers. The WWR are really the only true hitty unit we have. They have a good stat-line with a killer buff against monsters. But the muscle of our army doesn't stack up compared to other elite hitty units. Executioners, for example, are the same points but are much more devastating. In practice Executioners are far more effective and survive better. With a save of 5+, the Rangers tend to die before they can really do their thing. The D3 against monsters is meaningless if we can't get the WWR to the monsters in the first place. If they do manage to get to their target, they probably die anyway. Glass cannons with no range. To fix this: Make the WWR masters of moving about without being engagable. It would be kind of cool if they were really hard to pin down until they wanted to engage in combat. WWR's want to fight monsters and not get killed before they do. To represent their ability to move about unseen, perhaps they can declare they are moving unseen in the hero phase. If they do this, they are -1 to hit in the shooting phase, can't charge that turn, but the enemy can't charge them either. Alternatively, once you declare a charge against them you need to roll a 4 or higher (+1 to the roll if they are in a forest or some other type of cover to represent synergy with scenery). Otherwise they slip by you and you can't charge them that round. The D3 against monsters is nice, but it makes WWR a very specialized unit. Consider making them a bit more flexible. This is less important than the bullet above. Wild Riders. Fast light cavalry that can run and charge in the same turn. These guys have excellent range, but they lack punch. Next to Goregruntas, which cost the same points now, they are a bit underwhelming. Our suggestions are to keep the Wild Riders mostly the same in terms of their niche and abilities, but make them even better at lightning strike blitzes: Wild Riders should have -1 rend on the charge to go along with +1 to wound. Alternatively, you could give them the ability to do mortal wounds on the charge, though this would obviously make them more expensive and one of the better striking cavalry units. Keeping with the Melt Away allegiance ability and the skirmishing theme described above, let Wild Riders Melt Away out of combat and then charge again that same turn. That would make them very fast light cavalry capable of punching something in the face and then moving away before they get too decimated, or engage another foe that was moving too close to the archers. Wild Riders could move d6" (essentially run but not move) after using the Realm Wanderers allegiance ability, making them more likely to get into a charge position. This would enhance their fast strike cavalry role. Support Eternal Guard. Eternal Guard are our blockers, keeping the archers free of enemy units and probably the only non-hero Wanderer unit where the points seem like a really good value. Just "guys" when on the move, they turn into elite soldiers when they don't move for an entire turn. In the old gunline style of play these were a no brainer, and I find it hard to offer constructive criticism because they were such a good value. The problem is that, again, we don't want to stand still. So while the +1 to hit, +1 to wound, and +1 to save Fortress of Boughs is great, it's still encouraging a play style that seems pre-GH2017. The only suggestion here is to somehow come up with a different trigger for the buffing that doesn't involve standing still. As our blockers they need to come with the archers when we use the Realm Wanderer teleport, but when they do they die in droves. To encourage this role as protectors, perhaps we could trigger the buffs when Wanderer archer units are within a certain range of them. It could be quite close, like 3". Sisters of the Thorn. These very expensive wizard/cavalry are really only exceptional for their Shield of Thorns spell. It's especially devastating when stacked with cover, mystic shield, and/or the Eternal Guard Fortress of Boughs ability to buff up when standing still. Due to the new allegiance abilities, however, EG are standing still a lot less frequently than they once were. I've heard a couple Wanderer players suggest they don't want to bring these any more because they aren't used as much. Outside their spellcasting, they are are fairly mediocre unit that neither excels at combat or at range, and they are fairly frail. Essentially they are an overpriced spellcaster with speed and more wounds than usual. These guys can probably stay the same as they are a good unit. Consider lowering the points significantly since they aren't even close to Palladors for the same points, and the one thing they do really well (the Shield of Thorns) is a good but not great spell in our lists given the changes to play style brought by allegiance abilities. Alternatively, make these a truly elite unit. A unit that costs 220 points needs to do more than a spell that only works two to four times a game. Consider adding all of the following. Give them a 3+ to hit on their javelins. A unit that costs 220 pts should be at least 3/4/-/1. A 12" range on the SotT javelins would be quite nice as well - at least they'd be able to throw them after using the Realm Wanderers allegiance ability. Any time we can build on the excellent allegiance ability we should consider doing it. This plus the item above would add a cavalry archer role to SotT as well. Give them back their Ward Save ability: Any time the Sisters of the Thorn suffer a wound or MW, they ignore it on a 4+. This is probably the most important change you can make, as it makes the Sisters so much more usable in a variety of situations. It would instantly make this one of the best Wanderer units available. Another problem with SotT is that larger units are a complete waste. Wanderer players would never take these in unit sizes larger than the minimum. It just means we're paying premium for a mediocre unit and giving up more spells. 2 units of 5 is always better than 1 unit of 10. Fix this by: Allowing them to cast 2 spells at 10 models and 3 spells at 15 models. Alternatively, if they get their Ward Save back, allow them to pick another nearby unit to benefit from the Ward Save or extend it's range for every five surviving models in the unit. This second option would instantly make big units of SotT desirable. Suggestions Concerning Existing, Non-Hero Units Heroes are one area where the Wanderers are clearly deficient. This is not because the Heroes aren't good units (though we have nothing with more than five wounds and 6" move), but because outside of command abilities they have no way to synergize with other Wanderer units. The Waywatcher -> Wayfinder -> Waystrider -> Nomad Prince paradigm is one of gradual movement from elite archer to elite combat fighter with stages in between. As a result the two middle stages--Wayfinder and Waystrider--have no real role in the army. The Waywatcher and Nomad Prince are simply deemed superior at what they do. Additionally, because they do not buff our troops outside the command abilities and their command abilities are deemed inferior to those of the Waywatcher and Nomad Prince, the two middle heroes are seldom if ever employed in a Wanderer or Order army. Perhaps more importantly, this lack of buffing and synergy from our heroes leaves Wanderers at a decided disadvantage compared to many other factions and contributes to the choice of many Wanderer players to abandon the Wanderer allegiance in favor of mixed Order. A quick glance at the Let's Chat Wanderers thread will show numerous attempts to win pitched battle games with the Wanderer allegiance, with major losses occurring almost every time. The Wanderers lack the ability to take and hold objectives. Heroes are not the only reason for this, but their lack of buffing means that abandoning the allegiance and the Wanderer models in favor of units that do confer buffs has been a major strategy Wanderers players have had to employ in order to be competitive in matched play style of game. Because of all the above, the Wanderer players on the TGA Community recommend the following two base strategies concerning Heroes: Every Wanderer hero should have buffs or other unit synergies that are not tied to it's Command Ability to make them more useful even when they are not the general; Every Wanderer hero should have a clearly defined battlefield role based on its non-Command Ability abilities. We suggest that the existing paradigm of elite archer to elite fighter be enhanced with clear battlefield roles as follows: Heroes Waywatcher. The elite archer is probably the favored hero of the Wanderer faction and is a unit that makes it into most Wanderer and Wanderer-themed mixed-order games. There is not a lot to adjust here. This is simply a good unit. However, the Waywatcher should further solidify his sniper/elite archer role through the following: The Waywatcher could be the unit most employed to lead small bands of teleporting archers, and this should be encouraged via its abilities to buff archers and archer units. Many of the suggestions on archer units above have been about making them more elite. This could be accomplished via the Waywatcher through buffing during the shooting phase. One excellent suggestion made by the community is that the Waywatcher could act as a leader and coordinator of archer units as reflected through a Tracer Arrow concept. The rule could be something like: "If any Waywatcher wounds a target unit during the shooting phase, other Wanderer units get a +1 to hit that same target until the end of the shooting phase." Alternatively, the Waywatcher could confer some kind of MW or rend capability on nearby archers via the mechanic above or simply by being nearby. Please remove the not moving trigger that confers the +1 to hit in favor of another trigger. This is another example of the warscrolls not matching the new paradigm of teleporting troops and penalizing us when we use our new allegiance abilities. The +1 to hit could trigger in other ways such as in the shooting phase of the turn in which the waywatcher teleported, when the waywatcher is in cover, when the waywatcher is near a unit of Glade Guard and/or Sisters of the Watch, etc. Wayfinder. The 75% archer, 25% fighter as currently constituted has no real place on the battlefield. Yes, the Hail of Doom arrow is nice, but not enough to make up for his disadvantage compared to the Waywatcher. At the same time, the Wayfinder name practically screams Realm Wanderer teleport buffer. This unit could easily be turned into a movement buffer, capable of leading the teleporting Wanderers in ways they couldn't do without him. Make the Wayfinder a teleport buffer. Allow him to enhance that ability. The Wayfinder should be a beacon and guide on the hidden paths, with knowledge of quicker routes that open up in unexpected places. Some suggestions of how this might be implemented: When using the Realm Wanderers allegiance ability, the Wayfinder and all Wanderer units within 6" of him can leave the board and set up within 9" or 12" inches of the table edge, rather than the usual 6". When using the Realm Wanderers allegiance ability, the Wayfinder and all Wanderer units within 6" of him when he teleports from the table edge can set up wholly within 6" of a piece of scenery in addition to the edge of the table. When using the Realm Wanderers allegiance ability, the Wayfinder and one additional unit within 6" of him can leave the board and and return as normal. However, this does not count as either unit's move, and both units may either move as normal or use an ability that requires that the unit stand still. The command ability is too limited. Consider enhancing it. Perhaps it allows nearby Wanderers to use his Bravery and, should any archer unit be required to make a battleshock test that unit can immediately shoot as if were the shooting phase. The requirement that we roll a 1 is just too limited. Frankly even with this ability I'd never make him my general. Waystrider. The Waystrider is a combat fighter with some range. Make him the leader of our quick strike close combat units such as the Wyldwood Rangers, and give the Waystrider abilities that focus on using ambush tactics to get his troops in close. If our hard hitting troops are also vulnerable when out in the open, then a hero who leads bands of guerrilla fighters against our foes is an ideal mechanic that gives this guy a unique role on the battlefield. Some suggestions on who this could be accomplished: Give the Waystrider buffs that allow him and other units to ambush our enemies. This, combined with our allegiance abilities, would make for a totally guerrilla fighting style. For example: Charge from Hidden Position: At the beginning of the game, the Waystrider can reserve one or more wanderer units like Sylvaneth do in hidden enclaves (they remain off the table). During the charge phase of any of your turns the Waystrider and the reserve Wanderers units can make a charge attempt from any piece of scenery on the table (measuring from the edge of the scenery feature). If the charge fails, the Wanderers must be set up wholly within 3" of the scenery edge. No charge can be attempted if an enemy unit is within 3" of a piece of scenery. Alternatively, and to be even more disruptive, the above ability could occur in the enemy charge phase. The Trap is Sprung: As above, at the beginning of the game, the Waystrider can reserve one or more wanderer units like Sylvaneth do in hidden enclaves (they remain off the table). At the beginning of the shooting phase of either player's turn, the wanderer units in reserve can deploy wholly within a terrain feature and shoot at a nearby unit. They may not be deployed from any terrain feature that has an enemy unit within 3". Simply allow the Waystrider to allow a unit to move after teleporting. See the suggestion above for Wayfinder. Allow the Waystrider to make our close combat units more effective. Buff our combat abilities. Some suggestions: Pick a Wanderer unit within 12". That unit gets a +1 to hit in the Combat phase. The Draich's of Wyldwood Ranger units within 9" of the Waystrider do D3 damage regardless of whether the target is a monster. The Heartseeker Arrow is a useless ability. 33% of the time it does 1 MW, after which it never again takes affect. How about making it happen every turn but requiring a 6+, or dropping it altogether in favor of something else? Maybe the Waystrider could simply do MW's with its Longbow on rolls of 6+. As with the Wayfinder, the Waystrider command ability is useless. Please enhance to make it a viable choice in our army. Nomad Prince. The Nomad Prince is almost always our choice for our general due to it's ability to allow nearby units to reroll hit rolls of 1 regardless of combat phase. This, plus it's outstanding combat profile and 2" range makes this the superior unit to include in a gunline or group of teleporting troops. The Nomad Prince plays the role of strategic leader in our Wanderer armies. Not a lot has to change with this unit, but consider enhancing this key role as follows: Allow the Nomad Prince to buff the one defense we have against strong units hitting our units: Eternal Guard. If the EG are going to need to stand still to use Fortress of Boughs, allow the Nomad Prince to mitigate this limitation in some way. Justify it by staying that the Nomad Prince can better coordinate these key troops. Here are some ideas: EG within 6" of the Nomad Prince during the Combat phase may pile in even while maintaining their Fortress of Boughs ability. EG within 6" of the Nomad Prince may move (but not run) and still employ their Fortress of Boughs ability. Pick a unit of EG within 12" of the Nomad Prince. Enemy units cannot move within 6" of that unit of EG during their movement phase unless they charge. Wizards Spellweaver. Our Wizard is a fairly nice hero unit, and at 80 pts she's one of the few Wanderer troops that don't feel overpriced. She's nothing spectacular, but her ability to automatically unbind one spell a game is nice. Theoretically the best thing about the Spellweaver is the ability to cast a magic that revives Wanderers. Her spell is thematic and for the most part useful, though at times it feels a bit under-powered. The problem is that it hardly ever pays to use the ability on a non-cavalry unit, unless you're trying to bump Glade Guard above the 20 model 3+ to hit threshold. In a war of attrition reviving D3 1 wound models is never really as good as a simple mystic shield unless you're totally out of danger (which is almost never). So while the TGA Community feels the Spellweaver should mostly remain as is, we have two suggestions regarding her spell that would make her slightly more appealing and versatile in games (and maybe worth 100 pts instead of 80...we're willing to pay for good units): Consider allowing the Spellweaver's unique spell to revive D6 wounds of models, rounding up. This would mean that when the spell is cast on 1 wound models we would revive D6 models, whereas on 2 wound cavalry it would revive D3 models. Since we have no 3 wound models anything higher is a non-issue. Consider allowing the Spellweaver's unique spell to revive Aelves rather than only Wanderers. That simple change would make her an excellent ally in other Aelf armies or an integral part of a mixed order army. For Wanderer allegiance armies, it would mean we could have Aelven allies who could benefit from her magic, making our faction more flexible.
  20. Evening all, I’m after some shields from the dwarf ironbreaker/ irondrake kit for a conversion on my grave guard. Don’t fancy those pointy shields at all. So if any dwarf players out there recently put together some irondrakes and have the shields going to spare I would be very happy to buy them. Just let me know. Thanks in advance!
  21. So, I had an idea for an army, basically it's just as many monsters as I can get. I'm gonna use all sorts of monsters from multiple grand alliances (meaning it's mostly an open play army) but it's gonna mostly be an Order army. The main idea is that it's a bunch of Empire soldier deserters who have decided to go hunt big game in the wilds of Ghur. So i'll be replacing all the riders/passengers with some wild looking Empire dudes There's a bit of backstory and character in my head, just have to try to put it into words... Another part will be painting all the animals like Australian animals, it's something I haven't seen before and as an Aussie I thought it would be a fun idea, also it'll teach me how to paint colours I don't normally use. So anyway onto the pictures (Sorry for the average pictures, these are the first one I've taken with my new phone) Some gryphhounds Kookaburra, Magpie, Cockatoo. These guys were my test/proof of concept models. A Stegadon Still needs quite a bit of GS to de-Seraphon the markings on the howdah. He's gonna be painted like a frill-necked lizard. I also made a test passenger for it. There's obviously going to be a lot of 'counts-as' in this army, His gun will count as a skink spear Also the start of a spider Probably gonna use an empire cannon as a web flinger on this guy, still need to figure out how though. He's gonna be painted like a red=backed spider So, That's what I have so far... Thoughts?
  22. Hello all. I’m a long time GW hobby participant that loves to convert and kitbash. Figured I’d make a place to share the things I come up with. Knights of the Black Chalice This is the start of my Soulblight force. I want them to be an army of knights so I’m converting a lot of counts as units to keep the knightly theme. The plan is to expand it to run as a Legion of Blood force too. We’ll see if I ever get there. Chaos knights as Blood Knights. Shield arms left off for ease of painting. I plan on having 2 more units of 5. This is the start of my counts as Blood Palanquin. Instead of a platform carried into battle by an ethereal host it is a war machine around which spirit hosts will cavort. My converted Knight of Shrouds for Malign Portents who madly believes himself to be a Knight Questor. More Death will eventually follow. I have plans for counts as Vargheist using Stormcast Prosecutors, huge vampire knights borne aloft on ethereal wings. Aetherwings painted as huge ravens to count as Fell Bats, Executioners with head and weapon swaps to be Grave Guard etc. Storm Scions (name still in flux) My custom Stormcast warhost. Taking my inspiration from Viking myth (Sigmar as a mix of Odin and Thor), the god Ulric from the World-that-was, and Space Wolves. First 6 Liberators. 4 more planned in a similar vein. Lord Celestant is still WIP, based on the Neave Blacktalon model. I had to stop working on my Liberators to make this guy once I saw the Warscroll for the upcoming Knight Incantor. Since they are described as stormcallers and I’m using some Space Wolf inspiration I knew I had to make me an AoS version of THE Stormcaller, Njal himself. So I took the leader of the Farstriders as the base since he has a bird on his arm. That gave my my Nightwing, Njal’s Cyber raven. I swapped the head and hands and voila. My Stormcaller Knight Incantor. Up next will be a Lord Relictor then the rest of the Liberators. Other plans include Judicators, Paladins, Raptors and Palladors. Let me know what you think so far.
  23. The Protectors of the Candle "We protect the light in the darkness." — motto of the Protectors of the Candle. Like any other major city of Order, Port Stellis is governed by a Conclave composed of representatives of the various factions, guilds and corporations of the city: the aelf corsairs, the miners' syndicate, the knights of the Order Serpentis, the astromancy guild, etc. Each of these groups seeks above all to protect and develop their own interests. As a result, there are often rivalries and tensions between them. However, there are two factions that do not participate in this game of political influence because they exist primarily to fulfill a duty: the Stellar Champions and the Protectors of the Candle. The first are stormcast eternals stationed in a fortress on the edge of the city and they live to accomplish the mission that the God King has given them. They are not involved in Port Stellis' internal affairs and will only intervene in cases of war or chaotic corruption. The latter are none other than the city watch who ensures security inside Port Stellis. They are men and women who have chosen to enlist, wear uniforms, enforce laws and maintain public order. While it should be prestigious role, it is rather an ungrateful and dangerous job. Soldiers with several years of service are generally considered particularly tough and stubborn. The budget allocated to the city watch is very limited, so the hierarchy is forced to be cheeseparing over every expenses. For example, the uniforms are all the same size, each soldier having to sew it up if necessary. In addition, the city watch is lacking men, especially for a city the size of Port Stellis, which makes the work considerably more difficult. And as if that wasn't enough, the soldiers' pay is rather poor... Nevertheless, the inhabitants of Port Stellis must admit that without the Protectors of the Candle, the city would quickly fall into anarchy. Isilde Brumehaut "We're not giving up ground! Hold your positions! And remember: we protect the light in the darkness! Let's show them what we've got! For Port Stellis! For Sigmar!" — Isilde Brumehaut The Commander of the Candle is Isilde Brumehaut, an upright soldier descended from a noble lineage of azyrite origin. Not only does she command her soldiers and supervise the security of the city, but she also serves as a member of the Conclave. While she never falters in her task and never loses her seriousness, the days spent arguing in endless debates in the Conclave and mediating conflicts between guilds make her regret not being on the field as a normal soldier any more. Her desk is invaded by staggering piles of administrative paperwork that seems to renew themselves every day and her drawer is filled with migraine medication... But sometimes, when the city is in danger, she can gladly abandon her administrative duties and lead her soldiers into the action along with the champions of Sigmar.
  24. Nocturne, the deadly shadow
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