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Found 433 results

  1. Soupster18

    AOS- Order - Swifthawk/Mixed Aelf /Order

    Hi All I have acquired 2 sets of the Swifthawks from Spire of Dawn and love the idea of a mixed Order force that are defenders of a small isle in Hysh Below is what I have t but would love some ideas from folks, I mm not uber competitive but would like it to be able to hold its own a little bit My thinking was its a small islet that has the Aelves guarding a tower (ala spire of dawn) I thought could maybe incorporate some Idoneth/Phoenix's/Aetherwings, thinking that the defenders of this islet come from land sea and air 2 x High Warden 2 x Archmage 20 x Spiregaurd 20 x Swordmasters 15 x Reavers What else would play well with these guys thematically , totally open to suggestions so please wade in Cheers
  2. KnaveOfScribes

    The Darkwood Court

    "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..."
  3. I’ve finally started painting them, and here’s my results so far! But since taking these photos, I’ve drybrushed the armour again and touched up the eyes. It’s all very experimental though, and I hope I’m not mucking it up.
  4. TheBlackHood157

    New Faction Idea: Champions of Malice

    So, my idea is a Mal-themed chaos faction with a mixture of daemon and mortal units. I still haven't really decided on the allegiance abilities, but here is what i have so far: Let the tyrants fall: Re-roll hit rolls of 1 when attacking an Order or Chaos unit. Strength from Ruin: Every round from 1 to 5, gain a new ability. 1. Uncontrolled frenzy: Re-roll charge rolls of 2-4. 2. Break Hammerhal: When you make a hit roll of 6+ in melee combat, you can instantly make another attack using the same weapon. 3. Unbreakable Will: When a model suffers a wound, roll a D6. On a 6+, the unit ignores the wound. 4. Chant of Anarchy: All enemy models within 3" from any friendly models add d3 to all Bravery tests. 5. Take no Prisoners: All friendly units can run and charge o the same turn. The army style will be about Killing Heroes and mostly based around flexibility. Here is what my ideas are for units: Lord of Anarchy-Combat hero, stronger in one on one fights against heroes. Lord of Anarchy on Winged Steed-Combat hero, stronger in one on one fights against heroes, rides o a giant flying frost-breathing wolf. Lore Burner-Standard wizard, unique spell controls an enemy unit for 1 turn on a 9+.
  5. Chris Tomlin

    Allies; Archmage

  6. brettfp

    "Here Be Monsters!"

    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?
  7. 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.
  8. Double Misfire

    AoS 2 - Free Cities (Firestorm) Discussion

    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:
  9. 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?
  10. The Golem

    The City Watch of Port Stellis

    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.
  11. The Golem

    Moryelle the Loremistress

    "My colleagues want to see concrete results before we can decide whether or not to renew our support to your enterprise. So you know what you have to do, your Lordship Somberheart..." — Moryelle, Loremistress and Eminent Emissary of the Eldritch Council of Azyrheim This aelf, who came directly to Port Stellis from Azyrheim, plays an important role in the city as an emissary of the Eldritch Council (she is at the moment the only member present in the free city). Although she is not a member the Conclave of Port Stellis, she attends their meetings as an esteemed consultant on magic and all things supernatural. A role that sometimes puts her in competition with the Astromancers' Guild and its Grand Master, Caius Lorentius. In addition to her role as emissary, Moryelle also works for the dreadlord Sicath Somberheart, commander of the Order Serpentis army currently stationed in Port Stellis. She officially assists him as an advisor and provides him with magical support. But what everyone (except Sicath) doesn't know is that Moryelle is a double agent. Although she is a member of the Eldritch Council of Azyrheim, her allegiance goes first to the Darkling Covens. She acts as the liaison agent between Sicath Somberheart and the sorcerers of the Covens. Her mission is to help Sicath and his knights of the Order Serpentis to regain their lost fiefdom in the north but also to monitor them and send reports to the Covens who are closely observing the situation. If Sicath succeeds in taking back his domain which is currently occupied by slaaneshi, then the Lord-sorcerers and the Queen-sorceresses of the Darkling Covens will begin a large-scale military campaign, with the help of the Order Serpentis, to reclaim all their lost territories in the realm of Ulgu.
  12. Baardah

    Wanderers

    Did Some conversions using the eternal guard and shadow warrior kits not shure what to use em as, maybe waywatchers... took inspiration from assasins creed when picking a color scheme
  13. Compared to all the other factions of Order, ye old "High Elves" completely lack any presence in the GHB allegiances whereas Wanderers are still Wood Elves minus tree people and Darkling Covens are at least part of the Dark Elf line, and both of them have AoS related factions with Sylvaneth and Daughters of Khaine. Not to mention the rumors of "aelf angels" that I keep seeing pop up once in a while, unless that somehow absorbs some of the HE line. With all of these chips stacked against "high elves", is GW kind of implying "don't get your hopes up" for that entire model line? Unless the idea of an actual "Free Cities" Battletome is in the works.
  14. Black Blade

    Two Spell Wizards

    Is the Arcanum on Tauralon the best option for taking a multi casting Order wizard? Furthermore is he even worth his points? He seems to have a lot of mediocre abilities and traits for that don't justify his cost when you could just take a second wizard in his stead. I'm not experienced enough to make the call myself so any weigh-ins are appreciated.
  15. Natepoleon

    Starting a Seraphon Army

    Howdy there folks, I am starting up a Seraphon army with some old bits I have sitting around from awhile ago. Before I go and buy a whole bunch of new reptilian friends I wanted to get some advice from you experienced folks. I do have a few caveats, I have about 30 Saurus Warriors, a Skink Starpriest, a Saurus Oldblood, and 12 Saurus Guard, (I bought the old Lizardmen Regiment back in fantasy but converted the Saurus Knights out of it as Ork Bikers ). Also I happen to have an Engine of the Gods. What I am looking for is a fun list that focuses on that incredible infantry with big dinosaurs as support. I do not want to run a slann and spam summoning, it is an interesting and exciting way to play, my main Sigmar army is Legions of Nagash. While I do not mind being infantry focused similar to LoN I would like something that is new and refreshing to play when I decide I do not want to be an arguably overpowered skeleton. Thanks for reading my little novel.
  16. Jimbopdid

    Stormcast battle and cost effective.

    Ok so I’ve been into AoS for about a year now and I’ve played with my mates stormcast army and loved them. Now I’m ready to buy some myself and the new start colllecting set (thunderstrike brotherhood) is worth around 800pts so for £50 it’s pretty great so I’m planning on just buying x3 of that in one go so really what I’m asking is would that be an effective fighting force?
  17. 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!
  18. Hey folks! So I just had this pop into my head the other day: what sort of ideas and themes would you like to see for new armies in age of sigmar? The game already has some crazy themes and concepts (Idoneth Deepkin, shadespire lore, Nighthaunt, the realms themselves!) Thought it would be fun for everyone to share ideas they would like to see used 😊 Recently I've been thinking of a reimagined free peoples with a more generic look to them and less puffy shirts to really make it easier for hobbyists to do their own thing with them, but also things like mixed duardin and human artillery crews, perhaps more mad sciencey stuff like a a small unit of handgunners equipped with fire rockets (a la total war shogun 2) and weirder steam tank variants, maybe even clockwork golems like the Thallax in 30/40k? A lightly armoured but skilled unit of duellists that go into battle with swords and pistols or a mixed unit of human and aelf archers? The possibilities are endless for them and I would absolutely love it if they looked a little like the freeguild fighting the darkoath in this piece of artwork 😁
  19. 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. 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.
  20. Hanskrampf

    Allegiance Cards: Idoneth Deepkin

    Version 4.00.00

    104 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
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