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Found 337 results

  1. 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.
  2. Hi everyone! I'm new here. I've painted for a huge part of my life, and one of my favourite things is following people's project logs and getting inspired by what others have done. Here's my attempt at a project log for a freeguild army. Hopefully I can keep adding to it, as well as inspiring others! First some fluff. The Realm of Ghur. Eastern Reaches. From the writings of Herr Jaeger. Towards the east of Ghur lies a region of deserts. They are greatly affected by the unstable magic of other realms, an effect I termed Realm-Bleed during my travels. The northerly desert is an icy, stone-strewn tundra where little thrives. The magic of Shyish bleeds into the northernmost edge of this tundra, ensuring that which does survive the sparse wilderness is truly hardy and fearsome to face in combat. The southern desert is a sandy region where waves of dunes ripple across the horizon. This desert is hot, and the further south one travels, the greater the effects of Aqshy Realm-Bleed. The two deserts are split by a strip where, against all odds, life thrives. This tropical oasis features a vast lake and rivers that feed farmlands before reaching the Eastern Sea. To the north and south of the bountiful lands are the Twin Jewels of the Deserts - Kislavia and Ajier. Kislavia is the city that lies to the north of the oasis. Its people are rugged and used to fighting the cold. They are experienced hunters and have tamed a number of the fearsome beasts that inhabit the northern tundra. While the majority of the population live in the city of Kislavia, there are a number of nomadic tribes that roam the wasteland for food, as well as dangers in the form of monsters and enemies. The tribes can be distinguished by the colours of the tassels their carry. Some tribes specialise in archery, others in trade, while a rare few focus on taming the wild creatures of the tundra. In times of war the tribes will band together to protect Kislavia. These occasions see a formidable force of spearmen, archers, handgunners and beast-riders marching in unison. These dangerous times even see marble-clad remnants of Sigmar's Stormcast and the reclusive Rieklings, or Ice Goblins, join the tribes of Korgoria to protect their lands. This army came from a desire to come back to Warhammer Fantasy. I wanted to create a freeguild army that decended from the empire. I searched my miniatures for suitable candidates and came across a number of miniatures I had bought to one day create a Kislevite Army. The miniatures are plastic Steppe Warriors from Fireforge. They are detailed and include a range of weapon options which covers the spearmen and archer needs for my army, The first miniatures I finished were five test archers, five test spearmen and a converted model to represent a general. What's that you say? Enough with the text? Ok then. No more rambling and onto the pictures! The Freeguild Guard fend off enemies with their shields. The Freeguild General preparing to draw his blade! The Freeguild Archers let off a volley! The Archer Champion surveys his men. 'Not bad,' he thinks. "They are overrunning us!" screams his second. Test scheme for marble-clad stormcast. Quite happy with it, and it was not terribly time-consuming! Win-win! Next up I'm finishing off the remaining archers and their pet hawk! Things to look forward to in the future include bear-ish riders and the elusive Rieklings! Hope you like them!
  3. Turragor

    Turragor's Progress

    So I'm a slow painter by and large. I need to learn speedy tricks. I'm not going to post what I've painted to date (I'll include one pic I put in the display army thread elsewhere) but things I'm currently working on. The past two and a half weeks my evening hour or two has been spent on 2 concussors. These guys are quite the challenge to paint! In effect it's another LCoD from the starter set with a few more details. The first one is 99% complete and here he (or she) is! The 2nd concussor is maybe 70% complete and is next up. After that I've got 5 x paladins to build and paint, 5 x liberators to build and paint and then 4 x liberators to paint. After that, well I'm thinking of a style and faction change. Plus I've got Silver Tower to paint. We'll see! There's months of work ahead.
  4. Bryan I Guess

    2K point GT in one month.

    On the 1st and 2nd of December The Gamer's Haven in Spokane Valley, WA will be hosting "The Hammer". A two day 5 round AoS event with an easy potential of becoming an ITC Grand Tournament. Check it out here..... https://www.facebook.com/events/1102566106566204/ Now that the advertisement is done I need help tuning my list. Allegiance: Stormcast EternalsLeadersDrakesworn Templar (460)- Storm Lance- Mount Trait: Keen-clawedLord-Arcanum (180)- General- Trait: Staunch Defender - Spell: Azyrite HaloLord-Castellant (100)Knight-Heraldor (100)Battleline5 x Sequitors (120)- Stormsmite Mauls and Soulshields5 x Sequitors (120)- Stormsmite Mauls and Soulshields5 x Sequitors (120)- Stormsmite Mauls and SoulshieldsUnits10 x Evocators (400)- Lore of Invigoration: Speed of Lightning2 x Fulminators (240)Endless SpellsChronomantic Cogs (60)Everblaze Comet (100)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 103 General idea is to drop the evocators after the cogs are up and charge then in then next turn Arcanum can drop the comet on an objective since my model count is so low and hopefully Halo the stardrake. There are lots of ways I can move points around and at the moment I am using models that I own and like. I am not really against using Gavriel, but I am also trying to find something that works on own. We don't know yet if we can use Malign Sorcery artefacts. If we can then I think Ignax Scales on the drake. If not then I don't know what artefact I should be bringing. I do like the idea of the Lantern of the Tempest for the Castellant but I don't know if thats worth it. Also my favorite stormhost is Anvils of Heldenhammer, but I have only ever seen people say "STAUNCH DEFENDER FTW!" Thanks for any assistance.
  5. Black Blade

    Dracoth Skin

    I have no idea what GW paints I need to replicate this skin color on the dracoth. If anyone could give me any tips i would be much obliged. Specifically the blue green to whiteish highlights. Thanks.
  6. I've been experimenting with spells from the lore of the Storm, the lore of Invigoration and the endless spells specific to the Stormcast. I've come away with some impressions and I'd like to leave this thread as a guide to new players as well as a springboard for some conversation from current SE players. Lore of the Storm- very much a hit or miss lore, this lore is all about dealing mortal wounds and not always in a satisfying fashion. Lightning Blast- A fine little spell that's quite reliable on your lesser caster heroes who don't have the "prime electrids" ability. Its cheap and it has UNLIMITED range! Starfall- this is a bad spell, it's cheap to cast but basically works like a shotgun arcane bolt (which sounds cooler than it is). The range is very limiting at 12", the 6" bubble is nice but you still need to roll 4+ per unit to hit them and its only 1 wound per unit. Thundershock- A personal favorite of mine, though it's not guaranteed to have an effect even if you successfully cast it. dealing mortal wounds is just icing on the cake, you really take this for the -1 debuff which is always huge, its like have another relictor thunderstorm prayer that can hit multiple units. Azyrite Halo- Another reliable pick for me, combos very well with our shield bearing units for which we are spoiled. Put on a unit of sequitors channeling into their shields for maximum value. Throwing back mortals on an unmodified 6 is really solid in most combats you will find yourself in. Chain Lightening- basically a better Starfall with 2 higher casting value. You get twice the range, better targeting bubble in my opinion and you're doing better damage right away if it goes off. I think the damage could be better for its cost but its not a terrible pick. Stormcaller- a bad spell, it has a high cost and is too conditional. every enemy unit gets rolled for which is nice but you need a 6+ to hit them for d3 MW. Think about how many times you've rolled 12 or more die and come up with ZERO 6's. Its too random and unreliable. If it was on a 5+ would be the only way I would consider taking it. Lore of Invigoration- your combat multipliers and a sold lore for a few reasons not least of which is that your evocators can pick a spell from here. Terrifying Aspect- it's ok, but you've got so many better options. Celestial Blades- better option #1. flexible and cheap with good range, you will never regret taking it. Plus 1 to wound is always great, will make your liberators actually kill stuff. Speed of Lightning- an excellent pick on Evocators, their one weakness is to rending attacks and the best way to avoid that is to getting into combat at the right time with the right enemies. This spell makes that happen, my evocators win me games alone with this spell, get into combat when they can be chosen first and make sure it happens that turn. Endless Spells- two spells that are just fine and one that's quite an investment but potentially very potent if used intelligently. Celestian Vortex- it's ok except against chaos where it's amazing. has an added benefit of reducing missile weapon accuracy so it can be used as a screen if you plan right. Dias Arcanum- a strange one who's effect doesn't match it's own lore. needs to be used by a 5 wound wizard, gives them plus 1 to save, 12" flying move and an additional unbinding pretty useful even if you don't need the extra unbind. Everblaze Comet-a pretty cool spell with a cool model. can be cast without line of sight and outside unbinding range. has an immediate mortal wound output that punishes close knit armies. acts as area denial because it continues to pump out mortal wounds over time and disrupts enemy casting attempt making the cast on a -1. the only negative thing you can say about this endless spell is that it's not a steal for points. you pay for it but if you are clever with it you can really mess with your enemy.
  7. Kaleun

    Let`s chat: Anvilguard

    Hi Folks, the new campaign system Firestorm for AoS is in the way and with it new allegiance abilities. The Anvilguard's Implacable March is the one I found most interesting. Anvilgard armies are made up of some of the hardier, more ruthless armies of Order, drawing from the Stormcast Eternals, Free Peoples, Devoted of Sigmar, Dispossessed, Darkling Covens, Scourge Privateers and Order Serpentis. Very exciting is the Battalion of the Scourge Privateers the "Realm Reavers". Here is a example army list: Allegiance: Anvilguard Leaders Black Ark Fleetmaster (40) Battleline 20 x Black Ark Corsairs (160) - Vicious Blades & Wicked Cutlasses - Scourge Privateers Battleline 20 x Black Ark Corsairs (160) - Vicious Blades & Repeater Handbows - Scourge Privateers Battleline 2 x Scourgerunner Chariots (200) - Scourge Privateers Battleline 10 x Drakespawn Knights (320) - Order Serpentis Battleline Behemoths Kharibdyss (180) Battalions Realm Reavers (180) Total: 1240/2000 Sadly we cant fit the Realm Reavers in a Allied Detachement, but some fast Drakespawn Knights made it in. The battalion rule says: A Black Ark Fleetmaster, 2 Black Ark Corsairs units, an unit of Scourgerunner Chariots and a Kharibdiss. Feared Taskmaster: In your hero phase a battalion unit within 8" of the Fleetmaster can do one of the following; move as if it were the movement phase (not run), shoot as if it were the shooting phase, charge as if it were the charge phase, or if there are any enemy units within 3" pile in and attack as if were the combat phase. Capture That Beast!: Re-roll wound rolls of 1 against Monsters. ...During our hero phase the enemy is forced to move 6" away from us (on a roll of 5+ that means 1/3 of the enemy units engaged are affected), but at the same time the Feared Taskmaster lets the Realm Reavers charge after the enemy. We cant do that immediately after the 6" move, but it can be used to encircle the enemy. Things get interesting with flying Units like dragons though, which can encricle the enemy easier. Whats your thoughts and armylists with the Anvilguard allegiance? Kaleun -> some teleporting Stormcast might be brutal in a Anvilguard armylist
  8. art by Darek Zabrocki I'm starting this plog and narrative thread to chronicle the creation of my Stormcast Eternals stormhost, the Empyrean Stormhounds. The strange lands of Noczver, homeland of the Stormhounds, and it's inhabitants will also be detailed here. "Of all the lands of the realms I have visited, none have been as dour a place as these: the gray wyrd-lands that lie on the bleeding edge between Shyish and Ghur. The Free Peoples here are hard and humourless, filled with cold suspicion and overcome with superstition. They do not venture out after sundown and they speak in hushed tones of dark monsters, hulking beasts, and pale vampyre lords who bend the knee to Nagash. Even the nobility I have treated with here are of grim disposition, and I care not for it. It seems as though the preternatural dread found in these lands is contagious, and I dare not tarry here long." ~ excerpt from A Diary of the Realms by Aurelia Octavenus
  9. yarrickson

    received_316611242458753.jpeg

  10. yarrickson

    IMG_20180930_213507_715.jpg

  11. yarrickson

    received_603438286725651.jpeg

  12. EvilWantCookie

    Khorne vs Stormcasts

    Hello there! I am new at AoS. I started with Khorne army. My friends (some of them know Warhammer from FB, other are new here just like me) organized small league - to know better the rules and have some fun. To be honest, most of them got Stormcasts. We set that first battles gonna be played on armies on 750 points on first scenario - First Blood. For now I have those units: - Blood warriors x15 - Bloodreavers x10 - Mighty Lord of Khorne - Bloodsecrator - Bloodstoker - Slaughterpriest x2 - Garrek's Reavers - Khorgoraths - Mighty Skullcrushers x3 - Skarbrand Can anyone help me with set up army for 750 points? And my second question - how to fight vs Stormcasts with ranged units? Any ideas? Any advices?
  13. Hello! And welcome to my review of the novel Warbeast by Gav Thorpe. I'd like to start off explaining why I have decided to write this review about two years after having read it. My interest in the Age of Sigmar universe was restored after the release of 2.0 and I immediately began digging into the wikis' and lexicanum to absorb all I had missed, especially everything pertaining to my lead faction : the Stormcast. I was thrilled to read all the Malign Portents shorts and to read about characters like Hamiclar Bear-Eater and Balthus Arum while being sad that the most famous named character from my host Thostos Bladestorm is perma-dead. To top it all off in all the list of all the characters with lore entries I read none of the awesome characters I read about in Realmgate Wars: Warbeast had entries. I have decided I cannot let this stand so I am here to regale you with the tales of Arkas Warbeast and Theuderis Silverhand. Ok so I am not going to drop the entire story here but I'm going to give a brief summary and then in a separate paragraph I will list a few spoilers that I feel are really interesting or at least they were at the time. The novel picks up right away with the instant striking of a lone Stormcast (Arkas Warbeast) a Lord Celestant of the Celestial Vindicators (the choppy ones) into Ghur in the middle of a tribe of bloodbound reavers who he proceeds to butcher. Whats interesting is Arkas has been sent to not just his home realm of Ghur but to the very lands he failed to defend from the Skaven (especially a certain Verminlord) centuries ago. The setting is Usungorod, a clear allegory to dark age Russia. The land is a frozen tundra and you can imagine the brillant colors of turquoise and red clashing among the white snow. You learn that The Warbeast chamber has been sent to reclaim a realmgate that leads to the realm of life. You also learn that they are only one half of the force meant to retake the gate which is held by the skaven who are attempting to use it to their own evil ends. The other half is a force led by Theuderis Silverhand of the Knights Excelsior stormhost. Theuderis is interesting in that he is formerly of the realm of metal and was a king who successfully repelled the chaos forces that attempted conquer his lands. Both these characters clash as do the tactics of their stormhosts ( it seems the Knights Excelsior have been retconned into brutal purists rather than strict disciplined by the book types). However they both have serious personal questions about their purpose and the wisdom and intent of their God-King Sigmar not least of which is motivated by their policy on discovered survivors. There are brutal, visceral fights, but the real heart of this book is the incredibly human depictions of the Stormcast especially Arkas himself. I love this novel and absolutely recommend you read it if you're able. It almost seems nostalgic to look back at a time before the building of the great cities or the assault on the allgates. Have you read this book? If so how did you like it? Lets have a discussion! Spoilers!!!!!!!!!!!!!!!!! The Frost Queen of Kislev makes an appearance with some interesting revelations. The story takes place in a region of Ghur with particularly potent magic influence and the characters struggle against its influence on their minds. It is revealed that the Warbeast purpose are to die, confronting the overwhelming Skaven alone and sell their lives dearly as the more regimented Knights Excelsior coast on to the realmgate with the bulk of the Skaven drawn away. My favorite: Arkas used to be a Were-Bear when he was mortal. Whats more he still is. he thought his reforging had removed the "flaw" but he will live with the bear spirit inside him forever and he must learn to become one with the beast.
  14. Black Blade

    Balancing the Stormcast

    I had some time to go over the Stormcast today and taking into account my last ten games I've come to some conclusions about what I believe could be done to balance and sensibly adjust the internal workings of the faction. This is not exhaustive. I haven't even gotten into our battalions; which in my opinion are almost all unplayable in any kind of competitive environment save one or two. This is also intended to spark conversation so please, contradict me! I hope this post takes off and we get a good bit of discussion in here, thank you in advance for your time considering the following... -Liberators remain at 100pts but cap at 20 for 360. Sequitors go to 140-160pts capping at 440. -Paladins fall, using Retributors as a baseline to 180-200pts and Evocators rise to 220-240pts. (Personally I'd like to see a buff to paladins to reflect their abilities as described by the lore.) -Judicators stay constant and Castigators become battleline in the same manner as Sequitors. (Reasom here being the stormcast have maybe 6ish shooting options and Judicators are taken 95% of the time due to being the only ranged focused battleline option.) -Dracothian Guard remain the same as do Evocators on Dracolines. I have heard arguments to the contrary and that is why I list it here. -Prosecutors fall to 80 points. -Gryph hounds to 100 points. -Lord Exorcist to 100 points. -Change wording on all special characters from "Hammers of Sigmar" to "Unit with the same Stormhost Keyword" so that no one is locked from having a special character because they play/paint a different host as in the old days.
  15. 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.
  16. I’ve found scores of websites selling custom bits for space marines but precious few selling anything custom for fantasy games. Does anyone know where I can find some custom shoulder pads for my stormhost which actually match the default ones? Or even better know where I can get some made? I messaged a few people on Shapeways who made custom space marine bits but either got no answer or a generic “yeah space marine stuff works” kinda replies. I’m attempting to build a massive Stormcast army (will be a very slow build kinda project) and honestly I’m not thrilled with the bulk of the army bearing lions then a couple of units having bears and a single hero with an eagle. I’m making press mold duplicates of the Venator pad to use on all of Justicar Conclave units. Will use the default lions for redeemers, and debating on the bear for either the exemplar or angelos conclaves. This leaves me wanting for another option for the final group and I’m not sure what I will do yet. If anyone has any ideas for totem animals or has a source for pads that match those already used by the models I’m open to suggestions. I’ve already tried sculpting my own dragon head shoulderpad using a D&D dragon model as the sacrifice but it didn’t come out that great (and the press mold failed big time).
  17. 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?
  18. There are those in the mortal realms who feel the call of the beast more than other; people cursed or gifted with lycanthropy, shape shifters and many others who feel the call of the animal inside. However this is not a tale about lycanthropes, This is the record of the Knights of the Hunter Moon, I Ammar, chronicler of the Stormhost will record the histories, of the host and it's members. To begin this we must go back to a time, to a time when the people who are now stormcast were mortal. However at that time they were more beast than person. Running through the wilds in packs. It was until they encountered a glade belonging to the Sylvaneth, they would not die here however. They were taught to master their beast and would live as humans would. As more of their number gathered they built the grand city of Namuras, this however did not last long, Chaos struck. Preceding the first few battles that took place the Order of the Hunter Moon was founded, Knights who would turn what was once their curse into their gift against the forces of chaos. Many years passed, until there were times when peoples grand parents knew not of a time when the city was under siege. Chaos had forced the city into a last stand at it's center. When all seemed lost the sound of thunder rolled over and in the blinding flash those who defended the city as mortals now did so as stormcast. Decades after that fateful siege the Knights of the Hunter Moon, born from the souls who were in the Order of the Hunter Moon. Since then more than just those with Lycanthropy have become apart of the stormhost. Those of other were-blood, shape shifters and others who are connected to the animal inside of them. This will be a slow developing plog as I don't have much time or money so I'll be posting new things when I can, for now this is my test model I did a short while ago. Hellexis Storm-born, grew up among the human tribes in realm of beasts. When her parents died she left for a new life, shortly after that she encountered a pack of werewolves who surprisingly welcomed her in viewing her as being outcast from her own home, within a couple of weeks she became one of them. She ran with them for many winters until her pack encountered the forces of chaos, she chose to stand alone while the rest of her pack made their way to safety.
  19. All models now assembled it was time to put splash a little colour all over them. I had some idea of what I wanted but I asked around, as I am very unsure when it comes to colour choice and colour scheme, and this can cause pauses in painting that last years or the thread never gets picked up again, because i can't decide what colour the sash should be or how to highlight from the base colour I've sploshed on. If I can cut out this indecision and consternation before I even pick up a brush perhaps it will help me finish a project, which is a mission statement of this blog. To get me over the finishing line. So I had some options I put out there for opinions, and finally went for a Dark, British Racing Green with White accent and Gold spot color. I would do all weapon hafts purple, extra robes, belts etc black. Weapons Leadbelcher to Stormhost silver. The Soul Grenades I haven't decided whether to do Blue glass or Fiery red to show they are explosives, so I will do a mixture of the two and see which I prefer. The model I had converted most heavily was were I would test my scheme because I had invested the most ambition into this model my motivation was at its highest. The model is a Sequitor (Sequitor Prime?) that I swapped a Blood Angel head onto, chopped the hand off, replacing it with the Darkoath Chieftan's Silver Tower, trophy Tzaangor hand, doing a rough green stuff fur/hair to hand but I'm not very good with green stuff, hopefully you can't see the join. I'm not sure the black with blue sash, works, I went for an Ash Blond hair on this model, but think I'll do Black, grey on others. Made a wash from Fenris grey for the white robes but think I went too blue so tried to rescue it later. This after trying to plan my paints before starting model to prevent exactly this happening, but I guess I minimized these sorts of hurdles for myself by planning in advance. Not great photography, sorry. I attemped to go Blue Lightning tribal tattoos on his check bones, but I think he looked better without them. I do not know how to paint the Soul Grenade vails, I used the technique for space marine lenses but i think I'll have try something else and perhaps Blue on the next model. And I'm ****** at horns.
  20. Spoilers for Soul Wars Prior to the Soul Wars novel, its was (fairly) argued that Celestant-Prime could not be Karl Franz, due to the fact Franz belonged to a different world and had simply perished. However with the advent of the Soul Wars - It is heavily implied that a Lord Arcanum, known as Balthas Arum, was in fact at one point Balthasar Gelt of the old world. Whether he was reincarnated as mortal in the realms before becoming a storm cast - or whether his soul was preserved from the end of the 'World that Was' is up for debate. However what it does show is that non-gods can somehow be preserved from the Old War in one form or another. Does this mean that Karl Franz' soul has been recycled as Celestant-Prime? Given he is once again Sigmar's favoured champion and once again wields Ghal Maraz? Or not? Or does it really matter? Thoughts?
  21. mcfishstick

    Marblecast Liberators.JPG

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