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  1. Hi everyone, this is my first post here (long time reader though). A couple of weeks ago a few of us decided to start a Path to Glory campaign, having not played a game of either WHFB, AoS or 40k in about 10 years I was quite excited to get cracking on my warband (I have still been painting a lot of during those 10 years though). Initially we were going to play a game of Skirmish using the updated rules from January's White Dwarf, which being a bit more flexible on what you could take meant I went to town on an Aelf/Tree soup of 5 Dryads, a Spellweaver (converted Tidecaster aka the Treecaster) and 3 each of Sisters of the Watch, and Shadow Warriors. This was the status as of Tuesday: That was 250 renown, but then we decided to go Path to Glory which complicated things with the Allegiance choices. First off I needed to pad out the Dryads to a legal unit of 10: As there are no Path to Glory tables for Wanderers I modified the Sylvaneth one and added illegal 5 person units of Shadow Warriors and Sisters of the Watch (later these will be merged into a 10 strong unit of Sisters), so I assembled up 2 more each of the those, painted them and added them to the force: With the Spellweaver having 3 unit choices/rolls on the follower table that's the first game's models sorted, but I was really getting into painting these guys this week and wanted to paint some more. Cue the Kurnoth Hunters: Painted in the same scheme as the Dryads and with the same coloured (thanks Aethermatic blue) weapons as the Aelves I think these guys fit in well with their friends: And today I decided to paint up the Treelord from the Start Collecting box in the same scheme (he wasn't finished when I took the group shot above) but here he is in all his snowy happiness: All these guys were painted in the last 10 days using mostly contrast paints with a few highlights (I did a write up on the painting method and some background stuff here: https://www.goonhammer.com/tale-of-3-warlords-campaign-for-the-northern-wastes-age-of-sigmar/ ). Next week I'm looking at painting up some Eternal Guard and a Waywatcher (converted from one of the Eternal Guard and spares from the Sisters box, as I decided to start the army days before GW pulled the Waywatcher from the store), just waiting on an OOP metal Eternal Guard from ebay to arrive to replace the plastic one I converted to the Waywatcher.
  2. Hi Guys, I actually had this project for quite some time here in the TGA-Community (august 2017) as a blog (with 1041 Views at the moment) Actually don't know, if blogs don't get much attention. So, perhaps I should do a thread here to. The most recent list of models will still be in the description of my Blog What happened until now. (in 2 parts 2017 and 2018) The Project actually started as a Ghyran Freeguild Projekt (before Generals Handbook 2017 arrived) The list was actually planned like this: Heroes Battlemage (100) Battlemage (100) Excelsior Warpriest (80) War Altar Of Sigmar (250) Warrior Priest (80) - Sigmarite Warhammers Warrior Priest (80) - Sigmarite Greathammer Warrior Priest (80) - Sigmarite Warhammer & Shield Witch Hunter (60) - Pistol & Silver Greatsword Sigismund (100) Freeguild General - Great Weapon Schwester Christina (100) Freeguild General - Great Weapon Freeguild General (100) - Stately War Banner Battleline 20 x Flagellants (160) - Devoted of Sigmar Battleline 20 x Flagellants (160) - Devoted of Sigmar Battleline 10 x Freeguild Archers (100) 10 x Freeguild Archers (100) 10 x Freeguild Archers (100) 20 x Freeguild Guard(160) - Speer, Schild 20 x Freeguild Guard (160) - Speer, Schild 20 x Freeguild Guard (160) - Schwert, Schild 10 x Freeguild Guard (80) - Hellebarde 10 x Sisters of the Watch (220) - Wanderers Battleline (Waywatcher General) 10 x Sisters of the Watch (220) - Wanderers Battleline (Waywatcher General) 6 x Demigryph Knights (320) - Lance and Sword - Free Peoples Battleline Units 20x Freeguild Greatswords (300) Most parts should be an Ghyran Order, called "order of the yellow rose" at this state, an monastery with Ranger optics. In the starting time. I created those Miniatures: Free Guild General (later Loremaster) Freeguild Archers (later Gladeguard) Freeguild Guard Battlemage With some other WIPs in this year: Greatswords Freeguild Guard Do to some switching between projects. The project was than interrupted until May 2018.
  3. Version 4.10.00

    178 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
  4. So I know these aren't technically elves but the Wood Elves from the land that was hung around with walking trees so why should it be any different in the mortal realms! Sorry, what's that... wanderers betrayal in Ghyran?.... surely that's water under the bridge now! Anywho, here's my 3 kurnoth hunters, minus one head. We'll just say he's the unit champion for now until I source a replacement. For those that are wandering where the head has gone I've used it for my Avatar of the Hunt conversion which is currently in progress. For those that are interested I undercoated Abaddon black, basecoated the bark areas in Calthan Brown (old foundation paint) and the green "flesh" areas Orkhide shade (another old paint). Bark was then layered dessert yellow and finally ushabti bone before a wash of Aggrax Earthshade. Green areas were layered with Warpstone glow and moot green before a wash of Athonian camoshade.
  5. So, first post, I originally started collecting the Wood Elves way back in 2002 during the 6th edition of Warhammer Fantasy as it was known then (and also when all of this around us was fields *shakes walking stick*). I played a few games with the Elves but was more into 40k as more people were playing that in my FLGS at the time and it was easier to get a game in as a result. This focus on 40k continued when I stopped going to the store for games and started gaming regularly with a small group of friends and for years my Wood Elves sat in a case forgotten and gathering dust. Then came the End Times and the Warhammer World ceased to be, replaced by Age of Sigmar. It wasn't until the release of the generals handbook that our gaming group began to take an interest in the game but pretty soon they all began to collect small armies (Seraphon, Free Peoples, Chaos Daemons, Fyre Slayers and Duardin). Remembering my Wood Elves I got them out of storage and finally began working on them again so I could have a viable force for use in the odd game here and there with others in the group. My collection of Wood Elves includes quite a few of the old metal models (thank you Ebay!) that I remember reading about in an old Games Workshop catalogue from around 2003 but could never afford at the time (Wardancers, Mage, Great Eagle, Scouts and Waywatchers) . These are mixed in with the newer plastics (glade guard, glade riders, Wild Riders and Dryads from 2005) and then some of the models from the latest Wood Elf release some point in 8th Edition Fantasy (Eternal Guard, Wild Wood Rangers). The name for the army is inspired by an arcane item from the 2005 Wood Elf army book - The Moonstone of the Hidden Ways. Due to the current state of things with the Wanderers not having a battletome and the old wood elf units now being legacy warscrolls I've been using the Grand Alliance Order allegiance for my army. This allows me to steal warscrolls from the other Elven (Aelven?!) Factions as I see fit in order to get as close to my old 8th Edition wood elf army lists as possible. To this end I've been gradually working my way towards a fully painted 2000 point battle host for the last year. This list itself has gone through various iterations as I've played games with it and, although it's not designed to be competitive in a tournament setting, ive finally arrived at something that puts up a good fight whilst being representative of the spirit of my old Wood Elf army. So without further ado, here's the list: Allegiance: OrderMortal Realm: GhyranLeadersArchmage on Dragon - Magestaff & Book of HoethAvatar of the Hunt - General- Trait: Legendary Fighter- Artefact: Ghyrstrike Glade Lord on Great Eagle - Spirit BladeBattleline20 x Glade Guard 10 x Dryads 5 x Reavers Units10 x Wardancers 5 x Hunting Hounds 3 x Warhawk Riders 20 x Eternal Guard 3 x Kurnoth Hunters- GreatbowsEndless SpellsSoulsnare Shackles Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 136 So there it is, I've got around 1300pts of this painted up to a standard I'm happy with and will post pictures of stuff completed to date over the next few weeks. For the moment though here's my completed Archmage on Dragon:
  6. Welcome to my Living City thread. I wanted to collect all my pictures and lore in one place so from now on I'll be updating everything here. Hope you enjoy Backstory According to legends the continent of Cytharai was once amongst the most desolate of lands in a realm already caught in the oppressive grip of death. Yet for years, it came to stand as an anomaly of life and colour centered around the everblossoming forest of Athel Mirai. Until, as with all corners of the realms, the taint of chaos infected Cytharai, and great armies arose to tear down the largest cities that had grown fat on food gained from trade with the forest, and drove the inhabitants of Athel Mirai back to the sheltered groves that lay deep within the forest. A return to desolation was inevitable, until, in a case of cosmic irony, the Necroquake unleashed by Nagash set in motion the means to return life to the continent. Whilst the initial damage dealt to the forest was horrendous, many of it's inhabitants managed to seek refuge through the realmpools that lay at the heart of the forest. Alas, the pools connected not to the safety of another realms corelands, but to the outer rim of Ghyran, where the magics of life flowed untamed. Many were overwhelmed by the primal force of pure life, their bodies overflowing with magics in a lethal manner. The Aelves and Duardin of the forest were able to fare alright, with their innate control and resistance of magic respectively, but the human residents were wiped out to almost the man. Return to the forest was bittersweet however, for whilst the men of the forest were no more, and the outer edges were now haunted by the spirits of those slain in the war, the forces of Chaos, not able to escape from the sheer wall of death magic, had been struck a major blow. For the first time in a hundred years, the people of Athel Mirai were on the offensive, hoping to root out the forces of Chaos who now found themselves fighting a war on two fronts with the legions of spirits, and expand Athel Mirai till it covers the whole of Cytharai.
  7. Hey all, finally I am in a new home and wanted to show you some Wanderers, although it is mostly converted models and not painted ones. At the Moment I am lacking in a bit of determination to commit myself to a paint scheme for the whole Army. As I am quite the inexperienced painter with a poor camera the models which got paint on them might look a bit .... poor for the lack of better wording. To some Models I have only applied the base coats, some others are painted over and over cause I was unable to decide. At first I was keen on Bronze and dark green, then switched to light green and yellow, then to a darker green and white and silver - all while testing and buying new colours on the way. Finally I tried a base-coat of Celestra Grey and Fenrisian or Russ Grey on the cloaks...... Anyway I am quite proud of my conversions so far. The Last Character Model is a mysterious Wayfinder - maybe Half-Deepkin? She certainly inspires all around her - a bit of backstory might also be added, these Wanderers are from Hysh after all which I find fascinating. Hopefully I will be able to provide updates from time to time, pictures of my Sisters of the Thorn will follow in due time. Currently I am pondering on the possibility to apply spots to the fur of the Fey Steeds.🤩
  8. 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.
  9. Jyhnu

    Waywatchers 1.jpg

    © Hans LONE SANG

  10. Jyhnu

    Glade Guards 1.jpg

    © Hans LONE SANG

  11. Jyhnu

    Waywatcher Hero 2.jpg

    © Hans LONE SANG

  12. Jyhnu

    Waywatcher Hero 1.jpg

    © Hans LONE SANG

  13. Jyhnu

    Wardancers 3.jpg

    © Hans LONE SANG

  14. Jyhnu

    Wardancers 1.jpg

    © Hans LONE SANG

  15. Jyhnu

    Spellweaver.jpg

    © Hans LONE SANG

  16. Jyhnu

    Serindë 3.jpg

    © Hans LONE SANG

  17. Jyhnu

    Serindë_Spellweaver.jpg

    My Wanderers Spellweaver painted a few years ago (2014 or so). Proud warden of my Wood Elves force. I really enjoyed working on transparency with this model.

    © Hans LONE SANG

  18. The fantastic narrative tournament Realms At War 2018 provided inspiration for this series of short stories set in the Mortal Realms. Its early days yet for me in writing about AoS, so very much welcome peoples thoughts. Particularly any corrections to where the stories aren’t consistent with the established canon! Link to first story below. Following chapters can be accessed by a link at the end of the previous one. https://link.medium.com/kAV6q9x3rS
  19. Whelp, earlier this year I finally took the plunge and went all in with age of sigmar. I've always loved the rules but getting a army together seemed just beyond my reach. With my 40k pretty much all finished, and with alot of umming and ahhing, I went with wanderers, I liked wood elves back in the day, so have gone with them
  20. 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
  21. Know if any Wanderer info, Please post it hear, along with any sources, I'm looking to read up on em, even if its just a mention. With them getting allegiance abilities I might want to dive into them, any info/points of discussion is highly appreciated. I'm also curious very curious about their lore, If you know any books that mention them, or any random tibits please post =D, are waystones still a thing? and if so what do they do and what was their purpose in the old world as well?
  22. So I'd like some help here, I'm a pretty inexperienced player having a very small number of games under my belt despite having the models for many years I've only played maybe 3 or 4 games of Warhammer Fantasy/AoS. I want to list models and units I currently have built and have you guys make up a functioning 1000 and or 1500 point army if you're interested. I have the GHB 2018 and the new Core Rule book and my local store just got a scene going so I'm anxious to finally play. My units are as follows: All Stormcast from first starter set. +2 more Retributors to complete squad 1x Castellent and Griffhound 4x Fulminators not yet built. 1x Knight Incantor. 1x Freeguild General on Griffon 1x FG General and on Horse 2x Battlemage 20x Greatswords 20x FG Guard with sword and board 10x Hangunners 6x Demigrypyh Knights 1x Hurricanum not yet built 5x sisters of the Thorn (I imagine these are going in no matter what) Basically how good of a list can you make out of the materials at hand? Thanks for reading I can't wait to hear some tips and tactics.
  23. Seadee

    And so it Begins

    I have been piecing together some units whilst playing Path of Glory at my LGS, so far so good, my spare skeletons seem to mesh well with the old Glade Guard models. I wanted a Necromancer and the Wayfinder just had that look about him, i removed his bow and quiver, fitted him with a spare banner pole that has been trimmed down and i will be adding some skulls and extra fetishes to complete the look. Blood Knights are being represented by Sisters of the Thorn with Wild Rider weapons and helmets, this gives them a decently armour look without losing the elfness. i managed to get a lucky bag on ebay which contained about 40 Glade guard and 6 glade riders (but no horses) the riders are perfect for making Black Knights in the same theme as my warriors and thankfully the glade guard had a hand full of swords so i have enough for 20 skeleton warriors with swords and boards. Lots more chopping to do, but hopefully i will have these put together and base coated soon enough!
  24. I am looking to sell off some of my over zealous purchases to help fund life! I am based in Stirling Scotland, and will post anywhere at cost or we can arrange to collect. I would also listen to offers for trades for death models. Stormcasts are mostly painted I will update with pictures later, however for now they are a heavily shaded gold with green shoulders. These guys are tabletop standard at best. They were painted to be played at a tournament and were rushed. Looked good in play though! All the models are painted to the scheme as above unless other wise specified. Lord Celestant Lord Relictor Neave Blacktalon (gold spray) Warscroll Cards The now old battletome Will take offers on individual units now as someone took a large portion of the army. I also have 16 Glade Guard, 5 Sisters of Thorn, 5 Wild Riders, 10 Shadow Warriors with Wood elf heads, a spell weaver and a Glade Lord on Great Stag. All assembled and based. Glade lord has been painted... you might want to strip it I am especially interested and looking for Arkhan the Black (Just the Rider) as I messed up gluing him to the saddle. I would also consider listed in order Spirit Hosts Morghasts Fenrasian Wolves Hexwraiths Black Knights Skeletons Grave Guard Terrorgeists/Zombie Dragons I will take photos this evening of any any all of what you want to see through a PM. I have sold through here before and I am reliable and will send quickly and securely. PM me for any additional details you would like to know. Cheers!
  25. Updated my Wanderers force from my 8th edition woodelves. All customized conversions (except Sisters of Thorn) and all female (except Governor Trojanoak). Might need to add up to 40 more Glade Guard after 2.0 drops though!
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