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About Me

  1. During the capture of Slaanesh, exhausted, it made one final attempt to secure it's future by reincarnating it's greatest champion... Sigvald The Magnificent is reborn in the Mortal Realms, several years aged, and bearing the scars from the time of his death. He quickly recruits followers, raises an army, and begins his search for Slaanesh so that the god may restore his former beauty and power. Sigvald vows to destroy the pretenders who are attempting to replace the god of excess as one of the great 4 chaos gods. Shrine to Sigvald's former glory from the old world, before his unfortunate incident: Extra Motivation https://www.youtube.com/watch?v=wOxcAMEBSmM Keeper of Secrets: Sigvald and his lieutenants: Sigvald with his Mirror-Bearer Chosen: The rest of the army so far:
  2. Allegiance: Slaves to Darkness - Damned Legion: RavagersLeadersChaos Lord on Karkadrak (230)- General- Command Trait: Eternal Vendetta- Artefact: Cloak of the Relentless Conqueror- Mark of Chaos: SlaaneshChaos Sorcerer Lord on Manticore (260)- Artefact: Blasphemous Cuirass- Mark of Chaos: Slaanesh- Spell: Mask of Darkness- Ravagers Command Trait: Bolstered by HateBattleline10 x Chaos Knights (320)- Ensorcelled Weapons- Mark of Chaos: Slaanesh10 x Chaos Knights (320)- Ensorcelled Weapons- Mark of Chaos: Slaanesh5 x Chaos Marauder Horsemen (110)- Javelin & Shield- Mark of Chaos: Slaanesh5 x Chaos Marauder Horsemen (110)- Javelin & Shield- Mark of Chaos: SlaaneshUnits1 x Gorebeast Chariots (150)- Greatblade- Mark of Chaos: Slaanesh1 x Gorebeast Chariots (150)- Greatblade- Mark of Chaos: SlaaneshBehemothsChaos Warshrine (170)- Mark of Chaos: SlaaneshBattalionsRuinbringer Warband (140)Endless Spells / Terrain / CPsEightfold Doom-sigil (40)Total: 2000 / 2000Extra Command Points: 1Wounds: 129 Been looking to make a low model count/cab heavy list for a while now. Slaves to Darkness seemed perfect. Living for the the charge. Mark of Slaanesh everywhere for extra attacks and charges. Karkadrak to lead the Knights and Chariots, Marauders to objective grab, Sorcerer to hopefully be somewhat of a survivable anvil and set the doom sigil up where fighting is thickest. Any advice welcome. Haven't made a chaos list before.
  3. I’ve recently started a Hedonites of Slaanesh army, and now that I’ve painted the first few models I’ve decided to start an army blog. I’ll update this post regularly with more model pics as I go, and eventually I hope to add some army lists and battle reports once I start using them on the table. Some of you may have seen some of these already on a thread I started looking for colour scheme advice, and thanks to anyone who gave feedback on that thread. I think I’m going to stick with this scheme now. I have a long commute and to pass the time this morning I decided to come up with a full back-story for my force (or more accurately, expand on the pre-existing fluff for N’Kari from the old WHFB source materials). The full version is below, but the tldr version is this: They are a Pretenders force hailing from the Realm of Shadow, and follow N’Kari - an ancient keeper of secrets with beef against the Aelven gods Malerion, Tyrion and Teclis which goes back to the forgotten days of the World that Was. Now that Slaanesh is missing she has hatched a dastardly plan to enact her revenge on the Aelven gods and ascend to full chaos godhood. (Full story below for those with time to kill). Here are the model pics of the army so far: Full Back-story: In the World that Was, N’Kari was amongst the greatest of Slaanesh’s greater daemons. During the first Great Chaos Incursion, when the polar warp gates of the Old Ones collapsed in a catastrophe which threatened to engulf the whole world in madness, it was N’Kari who led the Slaaneshi daemons in the invasion of the Elven realm of Ulthuan. Ulthuan was on the verge of complete collapse, but in the final battle for the Blighted Isle at the centre of Ulthuan’s central sea, N’Kari was defeated by Aenarion the Defender, the first and greatest Phoenix King of the Elves. Her essence was banished back to the realm of Chaos, where it would slowly coalesce once more. So great was the power of Aenarion’s blade, the legendary Sword of Khaine, that it took many thousands of years for N’Kari to slowly regain consciousness and begin to gather her power once more. Over that time N’Kari suffered in humiliation and impotence, and her thirst for revenge against the Elves, and especially the descendants of Aenarion, grew into an all-consuming obsession. N’Kari finally got her chance when Malekith, son of Aenarion, the immortal Witch King of Naggaroth and ruler of the Dark Elves, performed a great ritual to summon a greater daemon of Slaanesh, in a bid to use its power to enact his own revenge upon the High Elves of Ulthuan, who had refused to acknowledge Malekith as the rightful heir to the realm after Aenarion’s death thousands of years before. After the first Great Chaos Incursion, the Elves had created a magical vortex at the centre of Ulthuan to draw the chaotic winds of magic which flooded from the collapsed polar warp gates towards the Blighted Isle, and drain it from the world. Malekith intended to bind a greater daemon to his will and use its innate connection with the winds of Chaotic magic to allow his armies to move undetected and instantaneously between the great Menhirs scattered throughout the land which channeled the magic towards the vortex. His plan was successful at first, and the Dark Elves came the closest they ever had to victory over their hated High Elf cousins. However, Malekith has underestimated N’Kari’s strength, and she was eventually able to overcome his spells of binding and operate independently. Malekith’s forces were stranded in a foreign land where they were hunted down and defeated piecemeal. N’Kari took this opportunity to finally enact her revenge on the Elves. N’Kari’s single-minded obsession empowered Slaanesh greatly, and he rewarded her with some small degree of the favour she had enjoyed in the early days of the World that Was. Slaanesh granted N’Kari the ability to sense and seek out the souls of descendants of the line of Aenarion, so that she could slake her lust for revenge and empower him further through her feelings of elation and bloodlust. N’Kari stealthily moved throughout Ulthuan, hunting these unfortunate elves one by one and murdering them in the most humiliating and painful ways imaginable. N’Kari almost succeeded in her revenge, but Slaanesh, ever capricious, secretly granted just enough of his own power to the last two surviving scions of Aenarion on Ulthuan, the young twins Tyrion and Teclis, for them to defeat her and banish her back to the realm of Chaos. Slaanesh revelled in N’Kari’s feelings of frustration and rejoiced. Years later, during the climactic events of the End Times which resulted in the destruction of the World that Was, N’Kari was granted another chance to complete her quest. She led the daemonic invasion of Ulthuan once more, only to be defeated yet again by Teclis’s sorcery. Despite N’Kari’s failure, the forces of Chaos were ultimately triumphant; the World that Was was utterly destroyed, and in its wake the Mortal Realms were created. N’Kari again spent long aeons regathering her strength in the Realm of Chaos. During the Age of Chaos, when she was finally strong enough to make her presence felt in the Mortal Realms, she led Slaanesh’s daemonic forces in an orgy of blood and conquest throughout the realms. Still the sworn nemesis of all Aelvenkind, N’Kari was dismayed to discover that the Aelves of the Mortal Realms were painfully rare during this era, as Slaanesh had consumed almost all the Aelven souls in existence during the destruction of the World that Was. Despite this, the last three descendants of Aenarion: the Witch King Malekith, and the twins Tyrion and Teclis, had not only survived the End Times, but had been reborn as deities and manifestations of Shadow and Light. Malekith was reborn as Malerion, the god of the Realm of Ulgu, and Tyrion and Teclis had become the twin deities of the Realm of Hysh. N’Kari burned with a desire to exact revenge against the one who had imprisoned her, and those who had defeated her twice before, but she lacked the strength and power to assault such godly beings directly, and Slaanesh delighted in frustrating N’Kari further by sending her on missions of conquest in the realms furthest from these gods’ spheres of influence. Whenever Slaanesh’s attention was turned elsewhere, however, N’Kari took every opportunity to observe Malerion, Tyrion, and Teclis, and attempt to find a weakness in their godly protection which could perhaps be exploited. It was during this period of close clandestine surveillance that N’Kari discovered the gods’ plan to trap Slaanesh in a sorcerous prison, and to draw the Aelven souls he had consumed during the destruction of the World that Was out of him, to recreate their lost race. N’Kari could have gained great favour had she decided to warn Slaanesh of the gods’ plan, but aeons of mistreatment and torment by her master had led to a deep resentment, and N’Kari hatched a more elegant plan which would finally allow her to exact her revenge, and increase her power and influence to godly levels. N’Kari kept the Aelven gods’ secret, Slaanesh was imprisoned in a hidden realm and the Aelven race was slowly reintroduced in force to the Mortal Realms. In Slaanesh’s absence, N’Kari was free to pursue her own agenda, and she gathered towards her a host of devoted followers. Those who followed her proclaimed her ‘Ur-Slaanesh’, the reincarnation of their lost god. N’Kari brought her followers to the Realm of Ulgu, where Malerion and the demi-goddess Morathi had begun to repopulate the realm with Aelvenkind. Whilst Tyrion and Teclis were making similar efforts in the Realm of Hysh, N’Kari still feared the twin gods more than any other beings, except perhaps Slaanesh himself. She decided to begin her plot in the Shadowlands of Ulgu, where the nature of the realm would allow her to operate with some degree of secrecy while she gathered strength. Since Slaanesh’s disappearance, N’Kari has conducted a guerrilla-war against the Aelves of Ulgu, right under the noses of Malerion and Morathi. With each Aelven soul she consumes, she becomes more and more powerful, and closer to her ambition of challenging and defeating hated Malerion. She believes that if she can defeat him and absorb his god-essence, she can gain the full power of the Realm of Shadow, and use this to challenge the twin gods of the Realm of Light. If she can realise her ambition, not only will her revenge against the line of Aenarion finally be slaked, but she will also ascend to full godhood and replace Slaanesh as the Chaos god of excess and depravity.
  4. So I've started this plog on Warseer and it has really been a fun project for me. Warseer is down, again, so I went looking for another forum and ended up here. It seems this is a more positive forum and I'm happy to share my progress here. This plog revolves around Thalion, an elven prince in Ulthuan controlling a large pleasure cult. Thalion aspires to become a daemon prince in order to survive the Rhana Dandra (or end times, as humans refer to it) and save a piece of the old world both he and his patron god love. As Thalion's army grows I will figure out what it is Thalion has to do to reach his goal and eventually end up in the Age of Sigmar... This story allows me for me to explore the old world a little more before leaving it behind. The plog will involve lots of conversions and pieces of fluff to evolve the story. Here we go: "Ever since the time of Aenerion cults of pleasure have existed within elf society. Though seemingly immune to the other three gods of chaos, the dark prince Slaanesh fanned the aesthetic inclinations of the Asur, which resulted in the first formations of the cult of pleasure within Ulthuan. The influence of Slaanesh bored deep into the roots of society, pushing the selfish and artistic nature of elves to extremes. Even though the power of Slaanesh lies not within war and battle, it was the lord of pleasure who birthed the schism in society that led to what the Asur refer to as the sundering. To this day thousands of elves secretly worship the dark prince. The cults of pleasure still thrive both within Naggaroth and Ulthuan. But where the Druchii cults focus on the sensual and sadistic elements of elven nature, the cults of Ulthuan focus more on the emotive responses to artistic, philosophic and culinary excesses. The cult of Ulthuan is considered even more secretive than the Naggarothi cults, as the excessive behaviour of elves stands out more in the structured culture of the Asur. The Cult of Ulthuan is controlled by six magi, of which Thalion is considered the most influential. The power of chaos gods does not corrupt the elves like it does humans. It is unknown for elves to suffer mutation but other more beneficial effects can occur. Though easily over two centuries old, Thalion looks like a young elf merely 300 years of age. His youthful appearance combined with his deep insights and military cunning has earned him a powerful position in many a courtroom. The perfect position to grow his influence and extend his grip on Ulthuan in the name of his dark prince." Thalion
  5. Trying to get back into the swing of things. I've had the metal slaanesh lord model kicking around for a while, and fortunately it's a perfect canvas to test out a colour scheme for the Myrmidesh Painbringers (side by side you can see the influence). I've started to establish lilac as the colour used to distinguish leadership, whether unit command or heroes. So with the pain bringers, I might keep the cloaks white like with my warriors. We'll see. The blending looks a little rough in places, which I'll blame on using multiple levels of matte and gloss varnish. Metal models make me nervous.
  6. So, that Slaanesh news, huh? After reading broken realms, I decided to finish my squad of chaos warriors. I'm glad I did, coz those painbringers manifest the exact aesthetic I've been trying to recreate. My slaanesh project kinda sputtered to a halt, mixture of life stuff and losing enthusiasm on such a mortal-lite roster. Well, that's changed now. I'm kinda glad, because now I have many WiP mortal models I can finish before 2021. I guess the only thing now is to rename the mortal contingent of the glitter host coz Hedonytes... WHERE'S MY ROYALTIES GW?!
  7. Dear Allpoints and Chosen of Chaos ! I don't think I've seen a post related to this campaign on the TGA so I thought I would share it here! It's starting today but it's really easy and not too late to join! 6 Coalitions are fighting over the next 5 weeks, The Servants of Chaos are represented by two coalition (and I'm a speaker for the Undivided), please have a look at the trailer which is amazingly done, browse the website and join us on Discord if you want to take part in any shape or form ! (We have some TTS games, some Background story writing, some Soulbound RPG and more! ) Youtube Trailer for the campaign https://animositycampaigns.com/2020/07/17/animosity-ii-you-learn-to-swim-by-jumping-in/ Hope to see some of you soon! :)) Best regards, Ninelives Silvertongue of the Undivided
  8. Basically title. I am heavily interested in running a combination of Slaves to Darkness and daemons. So far I only have the start collecting for Slaves to Darkness and no battletome. I am interested in a tanky, but hero centric playstyle. Thoughts or advice on where to go? I have already checked out 1d4chan.
  9. Hey there, Couldn't help but notice we don't have a Slaanesh discussion thread yet. I've been playing them a lot, and I think they're pretty fun. Fiends and Daemonettes are solid units and work well together, but there's some mounted units in there you can run in a thematic force as well, and they've all got great movement. I made a faction rundown video for them in case anyone's on the fence about taking them for a spin. https://youtu.be/qvHM2HFMZKk
  10. Hi Guys, I'm a first-time poster and am recently getting back into the hobby after a few years so I am relearning everything. This forum has been an awesome source of inspiration so thank you to everyone who has posted their projects! Have to say that the GW shop in Epsom were incredibly helpful too with getting me back into things so shout out to those guys. I have always been a fan of Slaanesh and conversions in general - I'm a fan of the 'Slaves to Darkness' feel of wild chaos mutations and am finding the plastic kits (yes it's been a while!) really easy to chop around and work with. So I decided to go for a small Slaaneshi beastmen / Slaangor warband. I imagine them rampaging through Hysh on the hunt for Slaanesh, becoming ever more warped as they do, with their leader, a dragon ogre shaggoth having growing designs taking Slaanesh's place as his band becomes more and more powerful. This was my first time painting in a while so it was a bit rough and ready! But as a unit I think they are neat enough to hold together. This was my first test model, using a Gor torso with the claw and leg from a daemonette. And these are my takes on centigors, using the upper torsos of gors, the lower bodies and spears from melusai and claws again taken from daemonettes. I tried to hide the join with a bit of Greenstuff fashioned into fur. And lastly some works in progress. The dragon ogre shaggoth leader of the warban,made with a combination of the shaggoth and an Idoneth deepmare torsos, pinned together with some greenstuff to fill the (big!) gaps. Lastly, another WIP - a beastman shaman, who I imagine as some kind of prophet or vizier to the dragon ogre. He is put together with the shaman model and part of the discarded tail-part of the dragon ogre model. Lastly I added the rock base from the shaggoth kit and the standard from the gors, just to make the model a bit more interesting and to possibly represent a shamanic totem. (I also should have spent the time to get the banner straight as I have noticed it comes down at an unnatural angle!) Thanks for looking guys. I will keep this thread updated as I (hopefully!) make progress. Mick
  11. Hi all This is going to be my painting log for my different armies in AOS. I have quite a few armies partly because I've been collecting along time and at the same time I like swishing between different armies to keep painting interesting.Though I do tend to favour order and chaos armies though I do like ogors and orruks.
  12. Recently, in the Beasts of Chaos discussion thread, a post inquired about what opportunities arise when playing Beasts of Chaos battalions out of the various Chaos God allegiances. Rather than simply answer there, I figured it might be helpful to respond in a new thread. That way, we can hopefully grow the conversation in a way that is more accessible to both casual review and search attempts. Beasts of Chaos Allegiance Before getting to the four Chaos God allegiances, it might be helpful to note what a Beasts of Chaos player gives up when using those. The Beasts of Chaos allegiance itself is a collection of minor, albeit interesting benefits, each keyed to the main Beasts of Chaos factions: Brayherd, Warherd, and Thunderscorn. Note that the Beasts of Chaos' menagerie of monsters (cockatrice, jabberslythe, chimera, etc.) get nothing from the allegiance's battle traits, little from the currently available Greatfrays, and only slight buffs from the allegiance's spell lores (the "Titanic Fury" spell notwithstanding). Nor are these monsters involved in the four Chaos God battalions. The focus of comparison thus centers on how Brayherd, Warherd, and Thunderscorn play differently in each setting. Only Beasts of Chaos allegiance armies get to ambush, only Beasts of Chaos allegiance armies get the Herdstone and its related Primordial Call mechanic, and (perhaps most significantly) only Beasts of Chaos allegiance armies get to use Bestigors, Bullgors, and Dragon Ogors as Battleline if the general is either Brayherd, Warherd, or Thunderscorn. I think the latter point is probably the biggest factor in allegiance selection. Having the option to forego Gors or Ungors, in favor of more elite forces, is attractive. With the recent price discount of Warherd units in the December FAQ, fielding an exclusively elite unit Beasts of Chaos army is more accessible. It is also helpful to note that the Beasts of Chaos allegiance can field a surprising amount of high Rend. The Herdstone itself creates an ever-increasing Rend effect. Further options include: fielding Warherd with Great Axes, the Brayherd spell "Tendrils of Atrophy," the Thunderscorn spell "Sundering Blades," and several artefacts. In fact, not many armies can have two Heroes with -3 Rend, which a Beasts of Chaos allegiance army can do by fielding two Dragon Ogor Shaggoths (one with an “Ancestral Azyrite Blade” and one with either Chamon’s “Rune Blade” or Ulgu’s “Dimensional Blade”). Much is said elsewhere about ambushing and summoning. Brayherd units often contribute the most to these two features. Beyond the Brayherd, the Beasts of Chaos allegiance's capacity to make Thunderscorn run and charge (via the artefact “Horn of the Tempest”), along with the Creatures of the Storm battle trait, results in Thunderscorn being one of the game’s faster heavy cavalry choices when used in this allegiance. The Warherd’s Bloodgorge battle trait is somewhat underappreciated, too. By the way, while earlier conventional wisdom seemed to recommend fielding Bullgors and Dragon Ogors in MSU, I think running units of six alongside their respective Hero option is the way to go. Bullgors benefit from having a Doombull nearby, not just for Slaughterer’s Call, but also for Inspiring Presence. Dragon Ogors are strong with the ability to re-roll ones when near a Dragon Ogor Shaggoth. Such seems applicable to all the possible allegiance options. Khorne Allegiance The biggest benefit to running a Brass Despoilers-heavy army out of the Blades of Khorne seems to be Khorne’s capacity to give units additional attacks. The Bloodsecrator (especially when buffed by the Gore Pilgrims battalion) and Wrathmongers make this possible. Both Bestigors and Warherd are the strongest recipients of this resource. Large units of Bestigors, if their charges maximize frontage, can produce a startling amount of -1 Rend attacks. When fully buffed, Tuskgor Chariots can also be surprisingly good in Khorne. Warherd probably gain the most, though, complementing their already high Rend and the battalion’s re-roll benefits. A solid unit of Bullgors in Khorne can put out a lot of damage. In range of both the Bloodsecrator and Wrathmongers, a fully-engaged unit of six with unit leader has 25 attacks at a stat line of 4+ re-roll 1s/3+/-2/3. A Ghorgon is particularly nasty in Khorne when fully buffed, with three potential Huge Slavering Maw attacks. Remember that the Wrathmongers’ buff helps the Cygor’s missile attack, too. Tzeentch Allegiance Warherd are going to come up several times in these discussions, because several Chaos God allegiances provide ways to address the Warherd’s weaknesses. Those weaknesses include few attacks, average accuracy, and no innate ability to run and charge. Khorne addressed the first by doubling, when fully buffed, a Bullgor’s attack output. Tzeentch addresses the accuracy issue. Destiny Dice can help ensure the Bullgors hit their targets. Even better, note that the new Tzeentch book explicitly states that Destiny Dice count as unmodified dice. This means that when used by Warherd to score 6s for their to Wound rolls, Destiny Dice activate Bloodgreed/Ravenous Bloodgreed. A Fatemaster’s innate command ability is arguably a better buff for Warherd than the Doombull’s. Also of note is the Hosts Duplicitous Change Coven: an armywide buff that prohibits enemies from retreating seems helpful in a Warherd-heavy army. Lastly, successful completion of agendas can result in different Warherd units that increase considerably in potency as a game progresses. Nurgle Allegiance Once more, Warherd benefit arguably the most in Nurgle, gaining increased maneuverability thanks to both the Great Unclean One’s “Doomsday Bell” and the Feculent Gnarlmaw’s run and charge buff. When combined with a maximized run, a Ghorgon can reliably move 17” on its first turn, making first turn charges a real possibility. This is without factoring in an additional 2” movement bonus from the Cycle of Corruption, and also without further speed buffs from endless spells. Effective management of the Cycle of Corruption is a key to getting the most out of a Pestilent Throng in a Nurgle allegiance army. Its wizards gain access to the “Foul Regenesis” spell, just like all Nurgle wizards in a Nurgle allegiance army. If cast successfully, pick the bonus needed at the moment, with an eye to the next turn, too. An armywide +1 to Wound is helpful, especially for those units like Bestigors and Warherd that are already at 3+ to Wound. Alternatively, if defense is needed, the capacity to neuter opposing forces’ exploding 6s might be more useful in some circumstances. Healing should not be ignored; remember, the Great Unclean One’s innate spell also heals Nurgle units, which include a Pestilent Throng’s multiple wound Warherd, Thunderscorn, and even the Brayherd’s Centigors. Centigors (and, to perhaps a lesser degree, Bestigors) in a Nurgle allegiance army have a particular combination available to them when buffed by a Rotbringer Sorcerer’s “Blades of Putrefaction” spell. These Brayherd units both have an innate capacity to gain +1 to Hit (Bestigors is dependent on opposing units). That bonus means that the additional mortal wounds made possible by “Blades of Putrefaction” trigger on 5+ to Hit rolls, rather just 6+. With the amount of attacks Centigors and Bestigors inflict, such results in a high likelihood of many mortal wounds prior to damage from the attacks themselves. The speed at which “Blades of Putrefaction”-buffed Centigors and/or Bestigors can move, combined with Warherd units’ own improved movement, results in a Pestilent Throng that can reliably charge a surprising amount of elite units on the first turn. Slaanesh Allegiance Thunderscorn gain arguably the most from Euphoric Killers, given innate amount of attacks available in a given space, with both Warherd and Bestigors also significantly benefiting from that armywide buff. A Dragon Ogor Shaggoth also has an innate healing option which, combined with its high wound count, can result in many Depravity Points becoming available over the course of a game. Additional benefits for a Depraved Drove in a Slaanesh allegiance army likely depend on the Host chosen at army creation. A Godseekers list amps up units’ already above average speed. A Pretenders list allows Gors to both re-roll 1s to Hit and have a melee 4+ save, making a 30 block unit of Gors a cost effective buy at 200 points each. Further, a Pretenders list can run a Doombull with both the “Hunter of Godbeasts” command trait and the “Sliverslash” artefact, resulting in a Hero that: (1) re-rolls charges against an opposing Hero Monster with an artefact (many armies have these), (2) attacks five times at 3+/3+/-2/4, re-rolling to Hit rolls, (3) inflicts additional mortal wounds on unmodified to Wound rolls of 6, and (4) rolls additional attacks from Bullgor Horns. An Invaders list might slightly edge out a Pretenders list as the most efficient option for a Depraved Drove. While its outright potential damage output might be somewhat less, the additional range for command ability like Inspiring Presence is very attractive for units with average Bravery. Also, the “Best of the Best” command trait complements the Depraved Drove benefit, especially for a Thunderscorn Hero. When fighting an opposing Hero that has an artefact, a Dragon Ogor Shaggoth general, armed with a Rune Blade or Dimensional Blade, will attack three times at 3+/3+/-3/3, re-rolling to Hit and to Wound, plus other melee attacks. That is a strong Hero killer. Closing Thoughts Beasts of Chaos is a fun range of units to play in and of themselves, before even considering which allegiance one finds most fun. At times, I have explored all five options; each has an appeal that might surprisingly compel my interest for a time before I move on to a different build. I recommend eventually trying them all, but for beginners, especially those without much experience with Beasts of Chaos units, I think starting with the Beasts of Chaos allegiance is the best bet. Learn the basics of what the Brayherd, Warherd, and Thunderscorn do well and what they do not do well. Get a sense for their capacity for speed relative to other armies, as well as how their respective innate buffs complement each unit. If there is an aspect to the Beasts of Chaos range that you discover you particularly enjoy (high Rend capability, high speed, etc.), then explore the Chaos God allegiance that most accentuates that facet. Have fun! I hope the above is helpful and look forward to the conversation. Happy wargaming!
  13. In the rules "Excess of Violence" is it assumed you can pile in even though it does not specify like in similar attack again abilities? Ex: Feeding Frenzy, Leave None Alive, Berserk Fury, Martyrs Strength, Call to War. Etc.
  14. Version 4.11.00

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    Age of Sigmar started out simple enough. But the first General's Handbook changed a lot of things. Suddenly you could personalise a few things for your army with command traits for your general and artefacts for your heroes. Then dropped the first battletomes which included allegiance abilities. And the amount grew rapidly. Because I don't like flipping back and forth in my books for every other ability, I created some cards to help keep the important rules right at the table, beside your models. All cards are available as print files with 3mm bleed and cutting marks, as a 'web' version (for viewing on smartphones/tablets), US letter and DIN A4 printing sheet. each set contains: cover / card backside, Battle Traits, Command Traits, Artefacts, cards for spell lores and faction specific skills card size is 63 x 88 mm (same as Pokemon, Magic, 40k Datacards, etc.) language: English I tried to keep the original wording, but sometimes I had to abbreviate it to fit on the card without scaling down the font size. The rule intentions should still be clear. 'Dice' was continuously replaced with D3 or D6, 'wound roll' with 'To-Wound roll' (same for hit), 'Mortal Wounds' sometimes with 'MW' each set can be stored in a faction specific card box, with contents listed on the back (instructions) 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
  15. More views in my plog 'how to become a daemon prince' in the painting and modeling forum
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