Review – Index: Imperial Armour

Well, new stuff for Warhammer 40,000 just keeps on coming – this morning, the new Index books for Imperial Armour (Forge World) arrived, covering Forces of Chaos and the Adeptus Astartes.

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These books will be of interest for anyone who has a Forge World model or three, and wants to get them into games. I am not going to go into a blow-by-blow of the units in these books, as there have been quite a few leaks already of Datasheets, but I can give more of an overview.

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The Astartes book kicks off with some new rules. As befits the new edition, they are quick and light, but get the job done. Previous Index books added the odd Titanic model, but now we have Macro weapons to match. These basically cover all the Really Big Guns you find on the larger Forge World models (though I have yet to find any in the Astartes Datasheets…). Only Titanic models can fire Macro weapons if they move, and no one can overwatch with them. In addition, they double damage against Titanic or Building models (ouch!).

There is also the Relic rule, covering all the really old stuff the Astartes can trot out. This rule I quite like, as it basically says no detachment can contain more Relic units than non-Relic units of the same Battlefield role – which will greatly limit their appearance on the table (which is as it should be).

I can see an issue for our Salamander player, as he has been anxious to get his new Spartan into games. Unfortunately, the Spartan is a Lord of War, and it will not be easy to get that into a force at anything like ‘normal’ points levels (again, as it should be, but I doubt he will see it that way). He should be good with his Deredo Dreadnoughts though.

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Units are divided into chapters: Battle Armour (covering the lighter tanks), Heavy Armour (the big stuff like Spartans and Fellblades), Dreadnoughts (from Mortis to the big Leviathans), Strike Craft (flying stuff, from Tempest Landspeeders right up to the Thunderhawk), Battlefield Support (auxiliary stuff like Damocles Rhinos, Tarantulas and Dreadnought Drop Pods), and the Grey Knights, Inquisition, and Sisters get wrapped together in one chapter (even though only one of those is Astartes…).

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There are a couple of Appendices, the first of which covers various characters such as Lugft Huron, the Tyrant of Badab (whom I will be painting up soon!).

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What is interesting about this chapter is that it features all sorts of characters who have appeared in earlier Imperial Armour books, but many have never had miniatures done for them, such as Lieutenant Commander Anton Narvaez (who, after looking at his Datasheet, I have a suspicion that out Marines Errant player will be building very soon!).

Does this mean we may see models for them in the future (would love it if Forge World returned to the Badab War), or are the guys at Forge World just being nice to those who converted models? Or (and I just raise this as a possibility) did they have pages that needed filling?

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After that, just as with the ‘normal’ 40k Index books, you get appendices covering points values and weapon characteristics.

Any big surprises in this book? After the leaks, probably not – though I think our Badab War campaign is going to see a rush for the Relic Whirlwind Scorpius (Heavy 3D3, S6, AP-2, D2, and can be fired twice if the Whirlwind does not move – which it never, ever will…).

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The Index covering the Forces of Chaos has the same format, and begins with new rules. Macro Weapons pop up again (and this time they are going to be used, as Chaos forces do possess them), along with Arch-Daemonic Rituals. The latter function in much the same way as the Daemonic Ritual of Index: Chaos, but allow you to roll way more dice in an effort to bring the ‘exalted’ greater daemons to the table. Which will be uch time, as I have already peeked at their Datasheets…

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The chapters in this book bring the Daemon Bound (daemon engines, really, like the Plague Hulk and Greater brass Scorpion), the Hellfroged (everything the Loyalists get, but with the Machina Malifica rule, which allows them to heal every time they kill something – who needs Techmarines?), Eyrine Cults (D&D players will get the reference there, this chapter covers everything that flies), Lords of Ruin (a handful of characters), Children of the Warp (actual daemons, from Plague Toads to the ‘exalted’ Greater Daemons), Traitor Questoris (Knights) and Chaos Titans.

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After looking at the stats for the Warlord, the Warhound actually seems quite reasonable, with its mere 35 Wounds, 24″ Move (36″ when advancing), and 4+ Void Shields (which work like invulnerable saves, but also work against mortal wounds).

Plenty of Macro weapons on these pages!

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Finally, the Appendices cover points values and Wargear, as per usual.

I am not going to go into whether you should pick these books up – if you are into the new edition and have Forge World models, then you will. Hell, at £15 each, you might well be picking them up regardless of whether you have any Forge World models, as the Warlord Titan is a good read for what is ultimately possible in this game.

Regardless, you can be sure to see a few of these units in out battle reports, especially as we continue exploring the events of the Badab War!

Skirmish Warbands

After reviewing Age of Sigmar: Skirmish yesterday, I thought it might be fun to explore some starting 25 Renown point warbands for campaigns, to see what is possible…

 

Stormcast Eternals

Lord-Relictor (Merciless Killer, Blessed Amulet)
2 Liberators (Warblade and Shield)

At this level, you basically have a choice between a Lord-Relictor and a Knight-Azyros to lead your Stormcasts but while the Azyros certainly has a great deal of mobility (objectives are a thing in the Battleplans), the Lord-Relictor can heal himself and others, which is a rare enough trait in Age of Sigmar.

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The Merciless Killer command ability will mean, so long as the Liberators stay close, their Warblades not only hit on 3+, but they wound on 3+, removing the absolute bane of the weapon (Stormcast players will know what I am talking about). The Blessed Amulet gives the Lord-Relictor another wound, which will buy him a little time to heal himself.

 

Sylvaneth

Branchwych (Masque of Horror)
3 Tree-Revenants (Waypipes)

Overall, this warband is a trifle fragile for my liking (Mystic Shield and cover will offset that a little), but the Branchwych is actually not bad in close combat once removed from the full-on battlefields of Age of Sigmar – so long as she does not get hit too much (getting hit a little actually helps her in a fight)…

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For a command ability, I might select either Tenacious Defender, to keep her alive just a little bit longer (maybe) or Indomitable Will, to properly shut down any enemy wizardry. The Masque of Horror is hardly reliable, but it will be very funny when it kicks off and may keep the Branchwych alive for a round longer.

Instead of three Tree-Revenants, we could instead have four Dryads, but if we assume there will be an absence of Wyldwoods in a desert city, they become less attractive. Waypipes can also lead to various shenanigans involving Tree-Revenants bouncing around the table, which is always useful in a Battleplan.

 

Phoenix Temple

Anointed (Tenacious Defender, Soulsever Blade)
3 Phoenix Guard

I haven’t got the models for this warband but I spied it in the book and it might just have to be done!

The Anointed does not have the strongest attacks (Rend -1 is useful, but Damage 1 will mean he has to work at things), but he has four of them (and the Soulsever Blade re-rolls failed wounds), and a 4+ save combined with a 4+ ward means he is survivable enough. He may also be able to stay out of trouble altogether, with his 2″ reach, though that may be more difficult to pull off in Skirmish.

The Phoenix Guard themselves have the same 4+/4+ armour, though their attacks are a little weaker. That said, the Anointed’s command ability means they get to re-roll wounds and, with two attacks, that could make a difference. However, they are mainly about survivability.

 

Scourge Privateers

Black Ark Fleetmaster (Merciless Killer, Soulsever Blade)
8 Black Ark Corsairs

Fun fact – the Fleetmaster is the cheapest Hero in Skirmish! This means you can have a bigger warband than other people at the start of a campaign…

As befits a low cost, the Fleetmaster is… average. However, he does have some nice abilities to bring him back up to speed. Re-rolling hits with his cutlass is nice as he has three attacks (make it a Soulsever Blade, and he gets to re-roll wounds too), and his Murder Hook at least gives him Rend. His cloak means he already effectively has Tenacious Defender, so Merciless Killer seems fitting, as he is bound to be close to at least some…

… of the real heroes of this warband, the eight (eight!) Corsairs. Their close combat attacks are nothing special, but if they all have Repeater Handbows, kicking out a total of 16 shots every shooting phase (albeit at 9″ and with a 5+ to hit), they are going to worry the 3-model warbands at least a little!

 

Fyreslayers

Grimwrath Berzerker (Inspirational Fighter, Blessed Amulet)
Hearthguard Berzerker
Vulkite Berzerker

At 25 points, you get access to the full range of Fyreslayer Heroes, one of the few forces where this is true in a starting level warband in Skirmish. However, the Grimwrath Berzerker is notoriously funny to use, so we’ll go with that!

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He already starts at 6 Wounds, so we’ll give him the Blessed Amulet (7 Wounds!) to really take the mick, and Inspirational Fighter re-rolls hits of a 1 one all nearby friendlies, which Fyreslayers always need).

Then it is really just a case of wind them up and watch them go. The Grimwrath is just rude in close combat and while the Hearthguard Berzerker only has one attack, at Rend -1 and Damage 2, he can put a Stormcast down with one solid hit. The Vulkite I would give the Bladed Slingshield, for extra mortal wound goodness on the charge.

In building this Warband up, I might be tempted to start bringing in some Kharadron Overlords and maybe even some of the Ironweld Arsenal for some trans-Duardin fun.

 

Ironjawz

Warchanter (Inspirational Fighter, Blessed Amulet)
2 Ardboys

There is not too much variation or subtlety in this warband, but that is an Orruk for you (and if you are sticking to 25 points, this is the only combination you can have as a pure Ironjawz force).

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The two Ardboys are likely to be surprisingly effective (especially if one is a Boss and the Warchanter can get the other excited), while the Warchanter can at least hold his own against low level Heroes.

Being a 6 Wound Hero, my eye immediately goes to the Blessed Amulet for the Warchanter and, again, the re-rolls of 1 on missed hits from Inspirational Fighter will work well so long as the warband can stay close to one another.

 

Nurgle

Lord of Plagues (Tenacious Defender, Blessed Amulet)
2 Plaguebearers

This warband looks more to the future, as it can lead very nicely into both more Daemons of Nurgle or, alternatively, Blightkings – you can even sensibly mess around with Nurgleised Slaves to Darkness.

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This warband is all about the survivability, starting with the automatic healing of the Lord and going on through the Disgustingly Resilient ability of the Plaguebearers. The Lord of Plagues ability and artefact are similarly intended to keep things alive and fighting.

 

Clans Pestilens

Plague Priest (Crusader, Oblivion Charm)
8 Plague Monks (Book of Woes, Doom Gong)

I am not saying this warband will be good – but it is large!

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The lack of a save on the Plague Monks is a big issue, and Bravery 6 on the Plague Priest means that once they start running, they will keep on running! However, the Plague Priest himself has is prayers to keep things interesting, can actually do some damage with his staff (especially if he is charging), and if the Plague Monks can outnumber selected enemies one at a time, you might be surprised as to what they can bring down in combat.

The Plague Priest has the Crusader command ability to ensure his little horde can get into combat and take advantage of their charge bonuses, while the Oblivion Charm (which explodes if he is killed) is suitably vicious enough for a rat.

 

There are, of course may, many different combinations for warbands across the board – the Bloodbound might well have the greatest variety at their hands, but the Herald of Slaanesh and her pet Dragon Ogor could be fun, or maybe the Darkoath Chieftain with his 9 Chaos Warhounds, or the Cairn Wraith who leads 13 Zombies….

You can have a lot of fun building warbands!

 

 

Warshrine of Tzeenth

…and my forces of Tzeentch are complete. For now, at least.

Last night, the Warshrine of Tzeentch got completed.

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This is a model that has been on my ‘to do’ list for over a year, so it feels quite good to finally get it done. In fact, I had actually picked up five (five!) Warshrines, with the intention of getting one done for each power (plus one unaligned/Everchosen), and this now means I have Tzeentch, Nurgle and the unaligned ones done. I am in no hurry to do Slaanesh, but I now have a hankering to get the Khorne one done, especially as I have a spare Slaughterpriest who would be just perfect as a rider.

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For the Tzeentch Warshrine, I simply used an old metal Chaos Sorcerer, who works quite well with the actual shrine moved forward and the book placed on it rather than the axe.

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For colours, I basically used the same scheme as the rest of my Tzeentchian Slaves to Darkness, but I allowed colours from the Arcanites to appear too, such as the skin of the bearers (same as Tzaangors), the off-white robes of the sorcerer and the green on the Tzeentchian symbol.

And that all means my forces of Tzeentch are (finally) done (we’ll ignore the ten Kairic Acolytes that came with Hammerhal for now, but they are destined to create a third unit for the Arcanites)!

The next week is going to be all about the Stormcast Vanguard Chamber, and I have a fancy that I can get them all done before the Kharadron Overlords land on my desk, meaning I can get cracking with the new models immediately. However, if that is going to happen, I have to start the Vanguard, well, right now, so I’ll bid you farewell…

Legions of the Everchosen

My painting has sloooooowed right down of late, it cannot be denied. There are, however, some legitimate reasons for this – I did have a massive painting spree during the Christmas period, studies have jumped up a level in complexity of late, work is busy, and there is less pressure on me to get things ready for campaign play (all models done for the next 20-odd battles!).

However, I have managed to get another set of models down that have been on the painting list for, well, forever – enough models to round out the Legion of the Everchosen, or unaligned Slaves to Darkness by another name.

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This brings me up to 11 Chaos Knights, 36 Chaos Warriors, plus a few extra characters and gribblies. Which makes for a nice rounded force to add to other Chaos armies when Archaon takes to the field (or sends his minions to do his bidding.

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All these models use the Varanguard paint scheme, as laid out in the Everchosen Painting Guide, linking them all to Archaon’s mob, as well as being a good ‘neutral’ scheme for unaligned warbands.

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However, you will note the Everchosen’s symbol on the standard of the Chaos Knights – taken from the transfer sheet that comes with Battletome: Everchosen. A nice little detail that further puts these guys with Archaon.

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Now we get to the good stuff. One of the Battleplans in the Flesh-Eater Courts book features unaligned Chaos Warriors going to war with a Ghoul King while carrying a Warshrine – so, one had to be added!

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I have a plan to do a Warshrine for each of the Chaos Powers (Nurgle already done), and I wanted to make little changes to each to make them look more like the God they follow, mainly by altering the head on the daemon holding up the icon, the icon itself, and the priest at the front. However, being unaligned, this Warshrine could stay ‘vanilla’.

 

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The Soul Grinder is not needed for any planned campaign battles but, well, how could I not, eh? This was an eBay purchase from quite some time ago but, as I wanted it unaligned, it was waiting until I did the rest of these models, so everything could be done in one hit.

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And finally, a Lord on Daemonic Mount. Because you can never have too many Chaos Lords.

 

So, what is on the painting table right now? Well, as mentioned earlier, there is no real pressure at the moment to get things done for the campaign, but I would like to ‘keep pace’ with all the new stuff getting released for Age of Sigmar so it does not build up (like the Beastclaw Raiders and Boinesplitterz did). This means all the new Tzeentch stuff, the Stormcasts coming next week (not worried about those, Stormcasts are dead quick to paint) and I have a feeling new Duardin will be popping their heads up in the next month or two…

I have started putting the Tzeentch Arcanites together (starting with the Acolytes) and I ant to get the Blue Horrors and Lord of Change done sooner rather than later. However, while they are getting put together, I am starting work on a whole bunch of Plague Toads for Nurgle (they have been lying around in their bags for 18 months now!), plus a little (?) something special for my Destruction forces…

Battle Report – Hammer and Anvil

The fight for the Great Green Torc that hangs in the sky above the Scabrou Sprawl is in full swing, and a new force now enters the fray…

 

The Story So Far

The Battle for the Torc hung in the balance. Both Stormcasts and the forces of Chaos had battered one another heavily, while the Spiderfang Grots who lived there were fighting a guerrilla war against both, just trying to survive.

Without constant reinforcement, the Rotbringers who had gained a foothold upon the torc were gradually being whittled down by the Stormcasts and Spiderfang Grots. Over the following weeks, the Stormcasts gradually pushed their way around the torc, finally entering Springseed and Rebirth, the domains of at one end of the torc. There stood Castle Neonatus, and they gained its walls just in time, for they had been followed by a combined force of Rotbringers and Brayherd. Under the massive rocks hurled by Cygors, a section of the castle broke away and slid into the Amethyst Gate, where it would be greeted by the Lord of Death himself, Nagash. The remaining Stormcasts prepared to sell themselves dearly.

Then, everything changed. A new army arrived on the battlefield – a large tribe of Spiderfang Grots. They had seen their chance to rid themselves of the forces of Nurgle who had corrupted their home, and now threw themselves at their greater enemy, accepting a temporary alliance with the Stormcasts against a far more dangerous foe.

If they could win here, the Great Green Torc would be robbed from the forces of Chaos.

 

The Forces

This is a three-way Battleplan, with the forces of Nurgle trapped between the Stormcasts and Spiderfang Grots.

Rotbringers
Lord of Plagues
Chaos Warriors x 24 (two units of 12)
Chaos Knights x 5
Gors x 40 (one unit of 20, two units of 10)
Ungors x 30 (one unit of 20, one unit of 10)
Bestigors x 10
Warshrine of Nurgle
Cygor
Ghorgon

The forces of Nurgle have been battered in recent battles, but they still have a few tricks up their sleeves. Notably, these include a Ghorgon and Cygor, along with a Warshrine of Nurgle.

Stormcast Eternals
Lord-Castellant
Knight-Heraldor
Judicators x 10 (two units of 5)
Decimators x 5
Retributors x 5
Liberators x 25 (five units of 5)

The Stormcasts too have been hammered in this campaign, and they have just lost their to leadership to the breaking of Castle Neonatus. However, help is on the way…

Spiderfang Grots
Big Boss on Gigantic Spider
Spider Riders x 30 (three units of 10)
Arachnarok x 2

 

The Battleplan

This Battleplan lasts for six rounds, with the Stormcasts and Spiderfang Grots having to wipe out the forces of Nurgle to claim victory. The Rotbringers still have some pride, however, and despite being bracketed by both of their enemies, they can re-roll any Battleshock tests.

The Stormcasts, on the other hand, can re-roll any saves if they do not move (being the Anvil), while the Arachnaroks deal mortal wounds whenever they charge (being the hammer).

We will be using the Tome of War Sheet for the Great Green Torc once more, this time using the Rebirth section. This brings back models to every unit that suffers a loss, while Wizards (just a Grot Shaman in this battle!) know the Back From the Dead spell, capable of resurrecting monsters and heroes.

One last word, as it will become very relevant later on… While the Spiderfang Grots and Stormcasts both win if they can wipe out the Rotbringers, the major victory will only be awarded to the force that slays the most models.

Keep that in mind as you read on…

 

Deployment

The Rotbringers were immediately forced to deploy back to back, ready to receive a charge from either Spiderfang Grot or Stormcast. While the Stormcasts deployed along a wide front, the Spiderfang Grots, knowing well how nasty the Rotbringers could be, concentrated their force into two distinct areas on the flanks.

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Battle Round One

Sensing time was against them, the Stormcasts led the charge into the Rotbringers. Liberators were the first to crash into the Rotbringers, singling out a unit of Chaos Knights, slaying one immediately.

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Not wanting to be left behind and eager to exact revenge upon the Rotbringers for their oppression since they arrived on the Great Green Torc, the Spiderfang Grots quickly followed.

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The vengeance of the Grots was terrible to behold as they were urged onwards by both their Boss and Shaman, and their spiders fell upon a unit of Bestigors, shredding the beastmen apart before pouncing forward to engage nearby Gors. Between the Spider Riders and the Liberators, the Rotbringers were already finding themselves squeezed between two murderous foes.

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The rest of the Spiderfang Grot and Stormcast armies did not reach their enemies so quickly, but they were well on their way. The Knight-Heraldor raised his trumpet and blew, a thunderous sound rolling out to break apart branches and bring down trees in one of the woods strewn across the battlefield. Falling trunks crushed an Ungor and damaged the Warshrine of Nurgle.

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Fighting the Rotbringers was not without its risks though, and a Liberator succumbed quickly to Nurgle’s Rot, even as he approached them. The Lord of Plagues could see he was vastly outnumbered, and he ordered his troops to pull away from the Stormcasts to concentrate on the Spiderfang Grots.

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Callously, he threw two units of Ungors into the paths of the Stormcasts, hoping to slow them down.

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Hefting a large boulder above its head, the Cygor tossed the rock at a nearby Arachnarok Spider, but it did little more than causing the monster to notice its prey. The Cygor then heeded the commands of the Lord of Plagues, following him and a group of Gors into a unit of Spider Riders.

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The Grots were caught offguard by this attack, but their spiders were alert enough. Gors fell to the ground as poison wracked their bodies, and even the Cygor swayed under its effects.

More Gors raced past the Numinous Occulum to engage more Spider Riders but, again, the poisonous fangs of the spiders took a dreadful toll.

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All across the battlefield, Gors broke and ran, fearful of fighting beasts whose fangs dripped a deadly poison. The Spiderfang Grots mostly held their nerve, though a handful slipped into the surrounding jungle and its safety.

 

Battle Round Two

The Rebirthing of the Great Green Torc took effect, and both Spiderfang Grot and a Liberator were returned to life, much to the dismay of the Rotbringers.

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The Rotbringers were now firmly caught between two armies, and the rest of the Spiderfang Grots and Stormcasts began to move in. The Grot Shaman hurled an Arcane Bolt at a Gor that have been brave enough (or stupid enough) to stand its ground, freeing up the Spider Riders who had been hunting it. They now raced forward into the Warshrine of Nurgle and the Chaos Warriors clustered around in its defence.

Meanwhile, a retinue of Liberators charged from the opposite side.

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Once again, the poisonous fangs of the spiders wreaked havoc among the Rotbringers, whose resilience to disease was no defence against cold venom. Half the Chaos Warriors succumbed to the poison of the spiders and Warblades of the Liberators in seconds, and many of the others chose to flee rather than face certain death. The Warshrine itself was rocked by the assault, and its bearers stumbled under the wounds they received.

As one of the Arachnarok Spiders started to feast upon unfortunate Gors, the Spider Riders supporting it concentrated on the Cygor, delivering ore poison straight into its veins.

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Across the battlefield, more Gors started to flee, but more Spider Riders had started to join them.

However, the Great Green Torc was indiscriminate in its Rebirthing, and now Chaos Warriors and Knights started to return to life.

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The Lord of Plague smiled as he hefted his axe and raced towards the Arachnarok, keen to pit his skills against a worthy foe.

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However, the Arachnarok Spider’s hard chitin shell proved harder to breach than he had reckoned, even with his great axe, and he backed off slightly to assess his next strategy.

 

Battle Round Three

By this stage of the battle, the Rotbringers had been hit hard by the combined might of Stormcast and Spiderfang Grot. They were still holding out in small pockets, but now their attackers moved in for the final slaughter.

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At this point, a dangerous rivalry sprang up between the Grots and the Stormcasts, with neither willing to let the other grab glory. They both started to engage in a series of reckless charges, trying to claim Rotbringer lives before the other.

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Having slain so many Gors earlier in the battle, the Spiderfang Grots were confident that the fight would be theirs, but there were still plenty of Rotbringers left alive. The great Cygor was finally overwhelmed by the sheer amount of venom in its system and it collapsed, the Spider Riders it was fighting leaping over its still body to attack the Lord of Plagues. Wounded by their fangs and spears, the Lord of Plagues retreated into the nearby woods, looking for an escape of his own.

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The Chaos Knights had the same idea, and kill enough Spider Riders to break free of the slaughter and gallop away.

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The Spiderfang Grots were far from safe from the attentions of the Rotbringers, however, as both Arachnarok Spiders stumbled under the effects of Nurgle’s Rot, the virulent disease wracking their bodies with painful buboes.

 

Battle Round Four

One of the Arachnarok Spiders was in clear distress from the Nurgle’s Rot sweeping over its frame, and the Lord of Plagues took advantage of its distraction, quietly making his way through the trees to creep up behind it.

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With a loud cry, he rushed out of the woods, axe held high above his head. Bringing his weapon down, he cracked the chitin-sheathed abdomen of the spider revelling in the gush of diseased ichor that flowed over him as the monster sank down onto the ground and died.

Meanwhile, as the Chaos Knights galloped further away from their pursuers, the few surviving Chaos Warriors broke from combat and tried to run as well, though the only ground free from enemies was right in the centre of the battlefield. Surely they could not remain safe for long.

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The Spiderfang Grots and Stormcasts both rallied quickly and set about chasing the fleeing Rotbringers, though both were still trying to outdo the other. The Spiderfang Shaman hurled an Arcane Bolt at the Lord of Plagues but was then carried off on the back of his Arachnarok Spider to chase the Chaos Warriors.

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The Lord of Plagues called for aid as he was ringed by a unit of Spider Riders, and he desperately fell back into the trees as they pounced forward. The only sign of the Lord’s demise was the rustling of trees before the Spider Riders emerged once more, covered in brackish blood.

The Chaos Warriors had been unable to respond to their Lord#s call for assistance, as they had very serious problems of their own. Caught in the open, they were quickly surrounded by Decimators, Retributors, Liberators and Spider Riders, all led by the Lord-Castellant.

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Hammers swung and axes descended, and most Chaos Warriors were slain where they stood. One managed to shoulder his way past his attackers and he raced into the jungle, to be later hunted down by vengeful Spiderfang Grots.

This left the Chaos Knights as the only surviving Rotbringers on the battlefield, and the combined forces of Spiderfang Grots and Stormcasts started to make their way to them, all intent on being the ones to claim the final kills.

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Battle Round Five

Knowing that, even when weighed down by armour, Chaos Knights could be very mobile, the Grot Shaman called upon the power of the Rebirthing, and raised the slain Arachnarok Spider back from the dead.

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Stormcast and Grot then advanced, running to cut off any chance of escape for the Chaos Knights.

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Urging their steeds through complicated manouevres, the Chaos Knights outwitted the Spiderfang Grots who had caught up to them, and gained more distance, even as the Rebvirthing brought them back up to full strength. Time was running out, however…

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Battle Round Six

The Spiderfang Grots were the only ones fast enough to reach the Chaos Knights in time, and they cackled as they descended upon their prey, knowing they had beaten the Stormcasts and proved their worth over Sigmar’s shiny soldiers.

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However, once again the Chaos Knights managed to evade the worst of their attacks.

Seeing their chance, the Chaos Knights broke free of the battle and thundered off into the jungle. The Rotbringers had been smashed as an effective fighting force, but it would be many years before the Spiderfang Grots would be able to hunt down them all. Until then, the few survivors among the Rotbringers would band together and constantly strike out at the grots, taking their toll over the coming weeks and months.

The Rotbringers had earned a major victory.

 

Conclusion

It has to be said, that battle was for the Spiderfang Grots and Stormcasts to lose -and they did! The Stormcast player (that would be me) told the Spiderfang player (that would be Andy) that the Chaos Knights were going to be a problem way back in the second round. But did either of us listen to that most sage advice?

Nope! Not even slightly!

No, we were both far more interested in claiming more kills than the other, which would have determined who claimed the major victory assuming our side won.

This is a classic example of not focussing on the objectives.

Was a lot of fun though and, if I am honest, I am not sure either of us would have changed what we did, even had we known the result beforehand!

 

The Story Continues…

While the war seems to have been won on the Great Green Torc, things are not going so well back on the Scabrous Sprawl. In fact, complete disaster awaits…

Ruins of the Mortal Realms (Painting Guide)

After the flurry of initial releases, there has not been too much new stuff in the way of scenery for Age of Sigmar (I am trying very hard to ignore the Crucible box set that is currently sitting on a shelf, waiting patiently to be painted…), but Godbeasts has a painting guide for the Realmgate in Orb Infernia.

It looked very quick and easy to paint (no washes, just successive drybrushes in the main), so I gave it a whirl!

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I would not call it awesome but, frankly, for something this quick to paint (ignoring the drying time, which is minimal and only really present on the first coat of orange) you just cannot beat it. In fact, I would go as far to say that even if you are more art talent-challenged than me (such a person is hard to imagine), you will fly through this and have a decent looking Realmgate on your table in no time.

The steps really are just this:

  1. Spray Black undercoat.
  2. Drybrush the whole thing with Khorne Red (quite a heavy drybrush).
  3. Drybrush the whole thing with Evil Sunz Scarlet.
  4. Drybrush the murals and skulls with Screaming Skull.
  5. Paint the flames Troll Slayer Orange.
  6. Drybrush the flames towards the centre with Yriel Yellow.
  7. Drybrush the flames a little further towards the centre with Dorn Yellow.

That really is all there is to it! Perhaps 30 minutes work, tops.

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However, I was not going to add just one piece of scenery, surely? It just so happened that someone bought me a box of Arcane Ruins for my birthday last year, and this seemed the perfect time to crack it open and build them!

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The paint scheme for this was also dead simple (though with a longer drying time, as it uses two washes), and I used the same scheme White Dwarf suggested for the Ophidian Archway – I thought that would be a good way to link the architecture of the Mortal Realms.

Again, it was simply:

  1. Undercoat with Corax White (worth splashing out on the spray can, it is much better for this than any other white undercoat I have used).
  2. Wash the whole thing with Seraphim Sepia.
  3. Drybrush the columns with Pallid Wych Flesh.
  4. Paint the stone slabs and steps Stormvermin Fur.
  5. Wash the whole thing with Athonian Camoshade (sounds a bit weird to use a green wash, but it creates a nice mossy feeling).
  6. Drybrush the stones with Administratum Grey.
  7. Drybrush the whole thing, lightly, with Ceramite White.

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That really is all there is to it! Once again, a very quick way to get a decent piece of scenery on your table.

I am going to have another little break from scenery for a while, but I will be lining up both the Crucible and another Skull Keep before year’s end (and here I was thinking I was done with the Dreadhold!), and I have a hankering to do some Sylvaneth Woods in the style shown in the All-Gates book, but that might be going a step too far (just how many Sylvaneth Woods does one really need, eh?).

White Dwarf and the White Dwarf

White Dwarf has completely changed its format, going from the weekly pamphlet to a big, thick 148 page monthly, from a set of adverts with the odd hobby article to a full blown hobby support mechanism. I wasn’t going to review it (and, unless you pay a premium on eBay, you might have trouble finding a copy now – it was very popular), but within they provided full rules and a painting guide to the White Dwarf, Grombrindal himself – as I painted him up, I thought it might be an idea to take a peek at the magazine too!

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The magazine itself has GW’s normal very high production values and while it lists new products for sale (of course it does, just not realistic to think otherwise), there is a great deal of ‘meat’ in this issue – and that is before you get to the free Slaughterpriest on the front cover!

As for the hobby material, you are going to find something to interest you in this issue, no matter what Warhammer universe you are currently fighting in.

A Tale of Four Warlords: Veterans will remember the old army-building articles where GW staffers would paint up a unit or two every month and then have a big fight at the end, and this classic returns to this issue, concentrating on Age of Sigmar and the Start Collecting box sets.

Kill Team Excis: A brand new Kill Team for Deathwatch: Overkill.

Power Down: New rules (for ductways) and mission for Space Hulk. Reminds me, I really need to get back into this game…

Alternate Histories: Varying the missions in Betrayal at Calth, plus a Venerable Contemptor Dreadnought.

Lost Patrol: Scouts keep getting killed? Try using Terminators with these new rules.

Daemonic Incursion: Using daemons in Execution Force, plus new Achievements.

Gorechosen: Two new characters for the game that has not even come out yet (rather looking forward to it, after seeing the preview), and they are not messing around – they have added Skarr Bloodwrath and Valkia the Bloody!

Grombrindal: Rules have been created for the White Dwarf in both Warhammer Quest and Age of Sigmar!

Deathwatch: Full rules for using the Deathwatch’s Corvus Blackstar in Stormcloud Attack.

The Brimfire Ritual: A full battle report for Age of Sigmar and, I have to say, it is good to see he Knight-Venator being useless in someone else’s hands too!

Plus all the usual background articles (including quite an extensive one on Imperial Knights), painted models (both GW and readers), and interviews.

I have to say, if White Dwarf continues in this vein, GW is going to have a right winner on their hands.

And it certainly made an impression on this gamer, enough for me to splash out on this chap:

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Grombrindal, the White Dwarf!

It uses the old Slayer model from the Fantasy Battle range but, as it says in this month’s White Dwarf (with a little tongue in the cheek), if you paint him up using the painting guide they provide, you get to use his rules as Grombrindal (and they are quite nice!).

As for painting him up following their instructions, it is simplicity itself – in fact, I completed the whole model, from start to finish, in one lazy evening. This is another project ideal for the talent-challenged like me and if you felt like having a crack at this model but did not feel your talent levels were up to the task, have a go. He really is an easy model to get to grips with…