Lord_AsmodeusgoeticSobriquet:Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered Userregular
edited August 2019
I courageously borrowed money to afford the starter earlier than I was expecting. I've said it before but the descriptions of the warbands encourages me that there's a lot of potential for more in the future from the different realms.
I like the look of both of the starter bands, but I'm looking forward to picking up the Splintered Fang sometime and the Cypher Lords as well, though probably not for awhile.
Lord_Asmodeus on
Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
(I would be terrible at making a new thread for this and am chickening out, I am hoping that wasn't a mod decree and more of a 'someone take care of this soon' thing.)
So I can borrow someones book, and am thinking about using reapers to proxy up some lists to try out and see if maybe warcry is worth sinking money into.
(Not having names on the cards is sure a design choice btw)
Nighthaunt list:
dreadwarden
Chainrasp Horde
Bell toller
Spirit hosts x2
Points:985
I'm thinking that focusing on elites with resurrection and multiple attacks that can auto crit makes this build work?
This seemed the easiest to proxy while still having a 'horde' motif.
I have plenty of terrain, but I am super lacking in terrain you can walk on/2nd level stuff for the more 'jumping around' stuff. I have the reaper version of the graveyard terrain set and I am hoping that will be good enough with the ton of fencing.
As an aside, is there a rule here about discussing playing AoS/skirmish/warcry in tabletop simulator? It's the only way I can play with one of my friends who lives hours away. I could post battle report screenshots if its fine as well, were both looking for suggestions on how to improve our play.
DiannaoChong on
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Golden YakBurnished BovineThe sunny beaches of CanadaRegistered Userregular
I could take a stab at a new thread. I haven't played lately but I love the setting.
Maybe I could preview it here first?
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Warhammer: Age of Sigmar is a fantasy tabletop miniature wargame from Games Workshop. Fantastic armies battle for supremacy across the magical Mortal Realms.
The game of fantasy battles That was then. This is now.
Soul Wars is the latest edition of the game, representing a new era of conflict in the world of the Mortal Realms.
Game Info
Warhammer: Age of Sigmar is the fantasy counterpart to Warhammer 40,000, replacing the earlier incarnation of Warhammer Fantasy Battles. Mixing the grim gothic fantasy style of its predecessor, Age of Sigmar adds many outlandish high fantasy elements, as armies of mortals, demigods, daemons and monsters clash across the magical Mortal Realms.
In its initial release, Age of Sigmar incorporated much of the model range of Warhammer Fantasty, allowing players to make use of their Fantasty armies in the new game and setting alongside the brand new factions and models released exclusive for Age of Sigmar.
Since its release, Age of Sigmar has grown to include many new original factions and expand the ever-growing lore and story of the Mortal Realms. It has also spawned additional games set in the Age of Sigmar, namely Warhammer Underworlds and Warcry.
The Setting (A.K.A So, Wait... What Happened to Warhammer Fantasy?)
Previously, Warhammer Fantasy was set upon the Old World. Long story short, it blew up.
Chaos Won. Everybody Died.
Long story slightly less short, the Old World was destroyed as the inevitable victory of the Dark Gods came to pass, with Chaos devouring the world and most of its mortal inhabitants. In the last days of the Old World, a desperate plan was set in motion to harness the Eight Winds of Magic to oppose the Dark Gods, but this ultimately failed and the world was lost. But it was not the end for everything...
The destruction of the World That Was released the Eight Winds into the universe, and each type of magic became the basis for an entire new realm of existence. Eight realms in all were born, the Mortal Realms, vast dimensions larger than any planet and filled with all manner of beings both mortal and divine, as well as fantastic kingdoms, lands, and even entire worlds.
A pantheon of Order forged by Sigmar the God-King rose to usher in a an era of unprecedented peace and prosperity across the Mortal Realms, a golden age referred to as the Age of Myth. Man, duardian, aelf, even orruk, undead, and other monstrous races were united.
Inevtiably, the age could not last, and the gods and mortals fell to warring amongst one another. As the alliance forged by Sigmar began to fracture, the forces of Chaos discovered the Mortal Realms and the Dark Gods desired to add them to their tally of conquests. They sent both their mortal slaves and their daemon creations to attack the Mortal Realms, plunging them into an Age of Chaos.
Sigmar, unwilling to let the Dark Gods destroy yet another reality, gathered the souls of the mightiest heroes of mankind and forged them into a new army - the Stormcast Eternals, the God-King's ultimate weapon against Chaos. After centuries of preparation, the Stormcast Eternals strike the forces of the Dark Gods across the Mortal Realms with righteous fury, bringing an end to the Age of Chaos.
With the grip of Chaos broken, the many forces of the Mortal Realms have risen up to battle for supremacy. The Age of Sigmar has begun.
What Are the Mortal Realms
The Mortal Realms - Simple, and Easy to Understand
The Mortal Realms are not ordinary worlds, but vast planar dimensions floating in the aetheric void. Each one is a fantastic realm filled with landscapes and regions that would not be possible on worlds bound entirely by natural law, for every Mortal Realm is almost a universe unto itself born of pure magic. At the heart of a realm, magic has solidified into something akin to reality and the majority of mortal kingdoms are founded here, while closer to the perimeter of the realm magic grows wild and more elemental, and sights such as floating islands, walking mountains, living storms, and other fantastic and terrible wonders can be witnessed.
The Mortal Realms are joined by Realmgates, magical portals created by some ancient civilization lost to the ages. Realmgates provide magical travel over vast distances, and are the only reliable ways to travel between the eight realms. Control of the Realmgates is vital for any power seeking to conquer, and they are a major focus for many of the warring factions vying for dominion.
The Realm of Aqshy - This bit here...
...Is that liiittle bit there, you see it?
The eight realms are...
Azyr, Realm of the Celestial. The seat of the God-King Sigmar's power. Sigmar rules here unopposed. Aqshy, Realm of Fire. A land of raging passions and volatile horizons. The duardin god Grimnir perished here, while Khorne's forces are in ascendance. Ghyran, Realm of Life. Green and verdant, burgeoning with all forms of life. The aelven goddess of life Alarielle wars with Nurgle for mastery of these lands. Shyish, Realm of Death. Composed of innumerable afterlives and underworlds. Nagash is resurgent, his undead forces scouring the lands of Chaos taint. Chamon, Realm of Metal. A realm of transmutation, alchemy, and grand potential. The eye of Tzeentch is upon these protean lands, while the duardin deity Grungni is rumoured to be labouring in secret somewhere. Ghur, Realm of Beast. Primeval realm of savage violence, where only the strong survive. The footfalls of mighty Gorkamorka echo like thunder in the distance. Hysh, Realm of Light. A realm of dazzling enlightenment and unbound intellect. The twin aelven gods of Light, Tyrion and Teclis, reign hidden in this realm, their attentions on their imprisoned nemesis... Ulgu, Realm of Shadows. Shrouded in darkness, a land of secrets and mystery. The aelven god of shadow, Malerion, slithers in the gloomy mists, his scheming hidden from all.
Despite the dawning of the Age of Sigmar, the realms are still horribly scarred by the forces of Chaos, and vast regions of each one are corrupt extensions of the dread Realm of Chaos itself.
The Grand Alliances
There are a great many factions vying for supremacy in the Mortal Realms, but they can all be categorized into one of four Grand Alliances. Any faction may unite with any other faction provided they are part of the same Grand Alliance. In gameplay terms, this means you can have an army comprised of units from multiple factions, although if you take an army made up of a single faction you may utilize special bonus traits not available to mixed-faction armies.
The Age of Sigmar setting allows for the use of most of the model range from the previous Warhammer Fantasy setting, with the units themselves reimagined as new factions that exist with the Mortal Realms.
Order
It's more Hammer Time than it has ever been before.
Nominally united under the God-King Sigmar, these factions strive to drive the powers of Chaos from the Mortal Realms forever. Of course, many follow their own agendas...
-The Stormcast Eternals-
Superhuman warriors created by Sigmar from the souls of humanity's greatest heroes. These brave men and women are imbued with the God-King's own celestial might, granting them abilities beyond most mortals. Armored in gleaming sigmarite plate and wielding the fury of the storm, they are a nigh-unstoppable force. Even if a Stormcast dies in battle, their soul returns to the Realm of Azyr to be reforged and sent back into battle. However, each reforging costs them a fraction of their precious humanity, and as more and more Stormcast fall and return, these growing flaws in the reforging process may have dire consequences in the future...
-Fyreslayers -
Duardin that worship the fallen Slayer-God Grimnir. They bear runes of ur-gold fused into their flesh, the enchanted metal believed to contain fragments of their dead god. Highly mercenary, they will fight for any who can pay them in the gold they desire, for any scrap of gold may contain a fragment of their god's divine might. For them, to fight for pay is the purest expression of their worship.
-Kharadron Overlords-
When their ancient strongholds were overrun during the Age of Chaos, some enterprising duardin took to the skies. Using advanced science, they have created fantastic airships and weaponry to defend their floating stronghold-cities. They value the magical airborne substance known as aether-gold, believed to be the divine breath of the Forge-God Grungni.
-Sylvaneth-
Terrifying protectors of the Mortal Realms' natural splendor, the merciless Sylvaneth represent the fury of nature unbound. Spawned by the aelven goddess of life Alarielle, the Sylvaneth are creatures part spirit, part flesh, and part plant. Erupting from the forested regions of the Mortal Realms, they swarm unstoppably to eliminate any threat to the natural world. Even their erstwhile allies in the forces of Order are not safe from Sylvaneth on the warpath.
-Idoneth Deepkin-
The aelven god of Light Teclis sought to restore his people after the fall of the World That Was, and used souls stolen from the gullet of the Chaos God Slaanesh to accomplish this. The first results of his efforts were the Idoneth Deepkin, a somber and soul-broken breed. Dwelling deep within the oceans of the Mortal Realms, where the crushing depths stifle the sensation that the Dark God Slaanesh craves, the Idoneth Deepkin use their magically conjured ether-sea and enchanted ocean monsters to attack settlements of other mortal races, for the Deepkin must devour the souls of others to feed their own.
-Daughters of Khaine-
The blood-hungry she-aelves are the servants of the fallen God of Murder, Khaela Mensha Khaine. Though Khaine was all but annihilated in the fall of the World That Was, the Daughters of Khaine seek to restore their fallen god to dark glory with their muderous acts of war and sacrifice. Forged by the aelven demi-goddess Morathi from souls stolen from Slaanesh, the Daughters show the mark of their corrupted souls through a variety of monstrous mutations.
-The Seraphon-
The lizardmen known as the Seraphon are the servants of the Slaan, an ancient race that escaped annihilation during the fall of the World That Was. These Slaan Starmasters have transcended their former limits, and now conjure their Seraphon warriors from raw celestial magic. Monstrous reptilian legions older than human memory stride into battle, laying waste to the enemies of Order before vanishing in the aether as myseriously as they arrived. The Seraphon are represented by the Warhammer Fantasy Lizardmen range of models.
-Other Forces of Order-
Many of the other factions of Order are being organized into a new collective group under the Cities of Sigmar, a force which is still in development. They represent the model range of former Warhammer Fantasy factions that are now defunct. Lorewise these are the citizens of the Mortal Realms that honor the gods of Order, primarily Sigmar.
They include: -The Free Peoples - represented by Empire models -The Dispossessed - represented by Dwarf models -The Aelves - represented by High Elf, Dark Elf, and Wood Elf models
Chaos
I'm here to kill Warhammer Fantasy and rule the Mortal Realms. And I'm all out of Warhammer Fantasy.
Led by Archaon the Everchosen, arch-champion of the Dark Gods, the forces of Chaos nearly conquered the Mortal Realms entire. The powers unleashed by Sigmar have broken the grip of Chaos over the Mortal Realms, but the battle is far from over. Bearing a grudge against Sigmar from before the fall of the World That Was, Archaon will not rest until all who stand before him are destroyed.
-Blades of Khorne-
The forces of Khorne, Chaos God of bloodshed and war. Bloodthirsty mortal barbarians and slaughter-mad legions of Khornate daemons pay homage to the Blood God, and seek to take the skulls of their enemies to lay at Khorne's great throne.
-Disciples of Tzeentch-
The Architect of Fate, the Master of Fortune, the Changer of Ways - only some of the many names of Tzeentch, Chaos God of magic, transformation, and dark ambition. His mortal cultists plot and scheme throughout the kingdoms of Order, his Tzaangor beast-kin stand ready for war, and his Tzeentchian daemons prepare to unleash utter havoc.
-Maggotkin of Nurgle-
No force in all the Mortal Realms is more revolting than the servants of Nurgle, Chaos God of disease and despair. The generous Nurgle lavishes the gift of plague upon the Mortal Realms, reaping a bounty of pustulent horror and virulent putrescence. His mortal warriors are bloated with disease and swollen with their loving god's strength, and the Nurglish daemon legions strive to spread the majesty of Father Nurgle's glory with the feverish energy of an epidemic.
-Hedonites of Slaanesh-
For centuries, the Fourth Throne of the Dark Gods has sat empty. Slaanesh was lost, missing... captive. Ensnared by the aelven gods of Light and Shadow, Slaanesh languishes in his prison, but with every passing day his bindings grow irrevocably weaker. The call of Slaanesh rings out across the Mortal Realms, and his children are stirred to war. Be they mortal worshiper or Slaaneshi daemon, the Hedonites rampage across the realms in honor to absent Slaanesh. Some seek to find their missing god... while others dream that they might replace him.
-The Skaven-
Lurking beneath the mortal kingdoms of the eight realms are the skaven, wicked ratmen that gnaw at the very fabric of reality itself. The skaven lurk in the shadows of the Mortal Realms, beneath the unwitting mortal civilizations above them. Specialist Greatclans provide the skaven with a vast array of forces to utilize in their campaign to bring the lesser races under their dominion. At the head of their dark race is the Great Horned Rat, once a minor Chaos deity, now bloated with might from the worship of his children and risen to match the other Dark Gods as a fifth major power, the Chaos God of blight and ruin.
-Slaves to Darkness-
From the barbarian savages of the Darkoath tribes to the exalted champions of the Varanguard, the legions of the Dark Gods are a force seemingly without limit, casting their shadow across all the Mortal Realms. Whatever their reason for turning their backs on humanity, the Dark Gods laugh at their petty ambitions and vanities. In the end, from the lowliest marauder to Archaon himself, they are naught but Slaves to Darkness...
-Beasts of Chaos-
From out of the corrupted wild places of the Mortal Realms come the Beasts of Chaos. The true children of the Dark Gods, whom they hate and revere with equal passion, they are the bastard spawn of Chaos, abused and scorned, turning their hatred and brute might upon the people of the Mortal Realms. A hideous amalgamation of humanoid and animal traits, the beastmen loathe all forms of order and civilization, seeking to tear down cities and trample them into ruin.
-Other Forces of Chaos-
They include: -Creatures of Chaos - represented by Chaos Monster units, unbound daemons, and similar
Death
Dead and would be loving it if capable of love
Nagash, the Great Necromancer, is the self-proclaimed God of Shyish. Lording over the afterlives and underworlds of all the Mortal Realms, Nagash schemes to become the greatest power in all the cosmos, and bind all that exists under his indomitable will. Once a reluctant ally of Sigmar in the Age of Myth, Nagash loathes the God-King for taking the souls of mighty heroes to forge his Stormcast Eternals - souls that rightfully belong to the Lord of Death.
-Legions of Nagash-
The undying hordes command by Nagash and his dread lieutenants the Morarchs stream out of the graves of the Mortal Realms to draw the living into their ranks. From Soulblight vampire lords, to armies of Deathrattle skeleton warriors, to endless seas of Deadwalker zombies, the undead in all their vast and hideous array heed the call of Nagash.
-Flesh-Eater Courts-
Afflicted by a morbid supernatural curse, the Flesh-Eater Courts are armies comprised of ghouls, vile carrion-creatures suffused with the magic of death. In their own twisted minds, the flesh-eaters halucinate that they are glorious and noble heraldic warriors of heroic bloodlines and chilvarous traditions. In their delusions they believe that they are brave warriors fighting against hideous monsters, when in reality they are the true monsters, slaughtering and feasting upon the innocent people of the Mortal Realms. Of all the forces of death, Nagash has the least amount of control over them.
-Nighthaunt-
Spectral phantasms that roam the darkest regions of the Mortal Realms, the terrifying Nighthaunts have been shaped by the magic of Nagash into hideous forms that reflect the Great Necromancer's twisted sense of justice. The ethereal Nighthaunts are driven by dark compulsion to inflict horror and death upon the living, spiriting their souls back to the Realm of Death for their dark master.
Destruction
I'm da biggest, so I'm da boss!!
The hordes of Destruction are united only by a love of unleashing absolute carnage. There is no subtlety, no strategy behind their rampage. They are driven only by the primal need for violence. They heed the call of the two-headed god of destruction, Gorkamorka.
-The Ironjawz-
The biggest, meanest, and loudest of the greenskin clans, the Ironjawz boast that they have the greatest favor of Gorkamorka. Hammering metal into thick suits of armor about their muscled green bodies, the Ironjawz leave not a stone standing in their great destructive WAAAGHS!!! across the Mortal Realms.
-Bonesplitterz-
The most savage and unhinged of all the orruks. Barbarians driven half-mad by visions of their god Gorkamorka, the Bonesplitterz go to war garbed in warpaint and wielding weapons of stone and bone. Their leaders are the prophets of Gorkamorka, calling upon the divine might of their god in the form of destructive manifestations. Bonesplitterz are represented by the Warhammer Fantasy Savage Orc range of models.
Ironjawz and Bonesplitterz are being reorganized into a single force called Orruk Warclans, which is currently in development.
-Gloomspite Gitz-
Summoned by the rise of the dreaded Bad Moon as it drifts across the Mortal Realms, the Gloomspite Gitz swarm out of every dank and forgotten corner. Moonclan Grots, Spiderclan Grots, monstrous Troggoths breeds, and all manner of squiggly beasts and strange fungal creatures caper and cackle beneath the light of the Bad Moon.
-Beastclaw Raiders-
Followed eternally by the freezing cold of the Everwinter, the Beastclaw ogors roam the Mortal Realms in great nomadic armies. Everything in their path is smashed into oblivion as the ogors feast on the flesh and blood of their victims before moving on, the ruin in their wake devoured by the freezing supernatural blizzards that follow them. Beastclaw Raiders are represented by mounted Ogre Kingdom models.
-Other Forces of Destruction-
They include: -Gutbusters - represented by Ogre Kingdom models
What Are the Soul Wars?
Begun, the Soul Wars have...
Soul Wars is the latest epoch in the Age of Sigmar, and represents the current running narrative in the overall story.
The Great Necromancer, Nagash, unleashed a devastating spell upon the Mortal Realms known as the Necroquake, causing the dead to rise in vast hordes in every realm. The Necroquake has changed the very nature of magic in the Mortal Realms, flooding each realm with an abundence of magical energy.
The upsurge in magical power also unearthed the Stormvaults, ancient repositories of arcane weapons, forbidden knowledge, and imprisoned beasts, monsters, and heroes from long forgotten eras. Currently, every faction is fighting over possession of these vaults of power, some to ensure they do not fall into the wrong hands, others to unleash the untold power contained within.
And the, uh... the names...?
Yes, if you hadn't heard, Games Workshop rebranded some of the less copyrightable fantasy elements previous featured in Warhammer. Here's a short list.
Picked up the Warcry box and oof, that is a heavy boy!
Also got both the Warcry terrain bundles, Mausoleum and (pre-order) Temple as they've both been on my radar for ages as nice battlefield scenery for all kinds of games, getting them with a nice board and cards seems a good plan, and I have the fear of them selling out and not being repackaged.
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Lord_AsmodeusgoeticSobriquet:Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered Userregular
I'm not sure how I feel about the rules for all the different warbands not being in the core rulebook at all
Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
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Lord_AsmodeusgoeticSobriquet:Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered Userregular
I can't decide if I want to try replacing a couple of the Furies' heads with Daemonette heads or just make them as-is. Maybe I should wait until I can get more before experimenting like that.
Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
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Halos Nach TariffCan you blame me?I'm too famous.Registered Userregular
I'm not sure how I feel about the rules for all the different warbands not being in the core rulebook at all
Yeah, I picked up the core rules but not the main set, I was kinda hoping to be able to proxy out some of the other warbands so I can see which ones I like the play style of, but I suppose that's exactly why the rules aren't in the book...
There are scans of every warband's cards all over the internet, if you have a printer and some scissors you can just make your own. It'll be kinda ghetto but eh.
It would have been nice to have some more rules in the core book, but I honestly think that they're still having some sort of manufacturing or international trade issue, which would explain why they haven't even shown us images of two of the warbands that are listed in it. Printing lead times are often super long as well, so they wouldn't have been able to do any last minute rules changes or balancing if they threw everything into a single book. They were able to do it with Shadow War and Killteam, but those were from relatively established games that gave them some ground floor to work off of, whereas Warcry is something entirely new.
What did you use for the snow? Last time I did a snow base it was Elmer's glue and Baking soda or powder I forget which. It did an ok job for deeper snow, but not for the sprinkles like that.
If, if Reagan played disco He'd shoot it to shit You can't disco in Jackboots
What size bases are they? I have old squarebase Knights and need to update.
There is a document you can find that has the exact size but it's the larger squad sized oval bases.
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No-QuarterNothing To FearBut Fear ItselfRegistered Userregular
Played a few games of Warcry yesterday.
Zowie Wowie this game is fun as hell.
We played one game of Iron Golems vs Flesh Eater Courts and another of Untamed Beasts vs Nighthaunt.
Lotsa fun, little aside on Nighthaunt- one of their abilities is a simply worse version of a universal ability. Apparently Idoneth Deepkin has a similar issue
So those teams get a second chance to use a similar ability. Maybe a bit lazy but could be intended?
Rumor is more around "Oh shit everyones pissed its chaos only, half ass some other squads in"
I got to play a demo yesterday, it seems fun, but the investment(money and time) required to get in when I already have AoS armies still seems too high. I put myself at 'whelmed' overall but do want one of those terrain boxes if I can find a decent ebay coupon. My FLGS did all the new stuff in contrast paints and they looked great. The iron golems were a little muddied metalic and generic looking though.
So those teams get a second chance to use a similar ability. Maybe a bit lazy but could be intended?
Rumor is more around "Oh shit everyones pissed its chaos only, half ass some other squads in"
I got to play a demo yesterday, it seems fun, but the investment(money and time) required to get in when I already have AoS armies still seems too high.
If you have AOS armies and you know someone who has the Core Rulebook you can likely get started playing Warcry with $8.
I'm kinda sad that my Khorneboys aren't in the game, but they have to hold stuff back for future releases so I'm sure we'll see everybody eventually. You can handwave just about every faction into having a reason to be goofing around in the Allpoints if you really want to.
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StragintDo Not GiftAlways DeclinesRegistered Userregular
I'm working on getting a beast raiders stonehorn head to put on my castellan knight that I've started to build and I was curious if anyone would be able to tell me if I can finish building the skeleton of the knight while I try to find the head or if I shouldn't build the front of the skeleton.
PSN: Reaper_Stragint, Steam: DoublePitstoChesty
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
I'm working on getting a beast raiders stonehorn head to put on my castellan knight that I've started to build and I was curious if anyone would be able to tell me if I can finish building the skeleton of the knight while I try to find the head or if I shouldn't build the front of the skeleton.
This is the top-down profile of the head, in case that helps.
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StragintDo Not GiftAlways DeclinesRegistered Userregular
I'm working on getting a beast raiders stonehorn head to put on my castellan knight that I've started to build and I was curious if anyone would be able to tell me if I can finish building the skeleton of the knight while I try to find the head or if I shouldn't build the front of the skeleton.
This is the top-down profile of the head, in case that helps.
That definitely helps, thank you.
PSN: Reaper_Stragint, Steam: DoublePitstoChesty
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
Did anyone make a new thread yet? I painted my first Stormcast tonight, currently waiting for the stirland mud to dry so I can finish the base. It really is just like painting Space Marines, 90% of the model is one color.
I went with the basic bitch Hammers of Sigmar scheme, should be fun to have a bunch of offensively bright golden boys all over the table to counterbalance my dirty, blood covered BoK dudes.
So, new Ogre? Just reminds me of the helmet on that new model they showed off with the SCE helmet on it as a trophy.
DiannaoChong on
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Halos Nach TariffCan you blame me?I'm too famous.Registered Userregular
Ogor would be my guess, but frankly it could just as easily be some Chaos thing, or even Death if this new Death faction has a penchant for going after Stormcast souls!
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Lord_AsmodeusgoeticSobriquet:Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered Userregular
edited August 2019
I've gotten to the bit of my Warcry terrain sprues that contains my worst enemy: any kind of decision. "mix and match ruins" sounds to me like "decision paralysis"
Lord_Asmodeus on
Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
I've gotten to the bit of my Warcry terrain sprues that contains my worst enemy: any kind of decision. "mix and match ruins" sounds to me like "decision paralysis"
It's not as mix and match as you may think if you want to use the included terrain layout cards. This page helps:
I've gotten to the bit of my Warcry terrain sprues that contains my worst enemy: any kind of decision. "mix and match ruins" sounds to me like "decision paralysis"
It's not as mix and match as you may think if you want to use the included terrain layout cards. This page helps:
Well this will keep the decision simple. I wish they'd mentioned not gluing the statue to the platform on the instructions though. It's a small attachment point so if I freeze it I should be able to unstick those bits fairly simply but damn, I hate it when instructions do that.
I also noted the building instructions for the Raptoryx accidentally repeats one of the frill types and doesn't include the spikey one, so I think I glued that one on upside down (unintentionally) not a huge issue either but annoying. I think I also got an extra base, not a problem but it did confuse me a bit.
Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
Posts
I like the look of both of the starter bands, but I'm looking forward to picking up the Splintered Fang sometime and the Cypher Lords as well, though probably not for awhile.
So I can borrow someones book, and am thinking about using reapers to proxy up some lists to try out and see if maybe warcry is worth sinking money into.
(Not having names on the cards is sure a design choice btw)
Nighthaunt list:
Chainrasp Horde
Bell toller
Spirit hosts x2
Points:985
I'm thinking that focusing on elites with resurrection and multiple attacks that can auto crit makes this build work?
Nagash list
grave guard elite sword(?)
grave guard sword x5
skeletal warrior w/ spear x2
2h axe guy
2h sword guy
Points: 1000
This seemed the easiest to proxy while still having a 'horde' motif.
I have plenty of terrain, but I am super lacking in terrain you can walk on/2nd level stuff for the more 'jumping around' stuff. I have the reaper version of the graveyard terrain set and I am hoping that will be good enough with the ton of fencing.
As an aside, is there a rule here about discussing playing AoS/skirmish/warcry in tabletop simulator? It's the only way I can play with one of my friends who lives hours away. I could post battle report screenshots if its fine as well, were both looking for suggestions on how to improve our play.
Maybe I could preview it here first?
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Warhammer: Age of Sigmar is a fantasy tabletop miniature wargame from Games Workshop. Fantastic armies battle for supremacy across the magical Mortal Realms.
Soul Wars is the latest edition of the game, representing a new era of conflict in the world of the Mortal Realms.
Game Info
Warhammer: Age of Sigmar is the fantasy counterpart to Warhammer 40,000, replacing the earlier incarnation of Warhammer Fantasy Battles. Mixing the grim gothic fantasy style of its predecessor, Age of Sigmar adds many outlandish high fantasy elements, as armies of mortals, demigods, daemons and monsters clash across the magical Mortal Realms.
In its initial release, Age of Sigmar incorporated much of the model range of Warhammer Fantasty, allowing players to make use of their Fantasty armies in the new game and setting alongside the brand new factions and models released exclusive for Age of Sigmar.
Since its release, Age of Sigmar has grown to include many new original factions and expand the ever-growing lore and story of the Mortal Realms. It has also spawned additional games set in the Age of Sigmar, namely Warhammer Underworlds and Warcry.
Getting Started
The Core Rules for Age of Sigmar can be found here:
https://www.games-workshop.com/resources/PDF/AoS_Rulesheets/ENG_AoSSW_Rules_booklet_web.pdf
For all Age of Sigmar model ranges, check out Games Workshop's main site:
https://www.games-workshop.com/en-US/Warhammer
You can also use the Games Workshop site to find a store location near where you live with your actual human body:
https://www.games-workshop.com/en-US/store/storefinder.jsp
The Setting (A.K.A So, Wait... What Happened to Warhammer Fantasy?)
Previously, Warhammer Fantasy was set upon the Old World. Long story short, it blew up.
The destruction of the World That Was released the Eight Winds into the universe, and each type of magic became the basis for an entire new realm of existence. Eight realms in all were born, the Mortal Realms, vast dimensions larger than any planet and filled with all manner of beings both mortal and divine, as well as fantastic kingdoms, lands, and even entire worlds.
A pantheon of Order forged by Sigmar the God-King rose to usher in a an era of unprecedented peace and prosperity across the Mortal Realms, a golden age referred to as the Age of Myth. Man, duardian, aelf, even orruk, undead, and other monstrous races were united.
Inevtiably, the age could not last, and the gods and mortals fell to warring amongst one another. As the alliance forged by Sigmar began to fracture, the forces of Chaos discovered the Mortal Realms and the Dark Gods desired to add them to their tally of conquests. They sent both their mortal slaves and their daemon creations to attack the Mortal Realms, plunging them into an Age of Chaos.
Sigmar, unwilling to let the Dark Gods destroy yet another reality, gathered the souls of the mightiest heroes of mankind and forged them into a new army - the Stormcast Eternals, the God-King's ultimate weapon against Chaos. After centuries of preparation, the Stormcast Eternals strike the forces of the Dark Gods across the Mortal Realms with righteous fury, bringing an end to the Age of Chaos.
With the grip of Chaos broken, the many forces of the Mortal Realms have risen up to battle for supremacy. The Age of Sigmar has begun.
What Are the Mortal Realms
The Mortal Realms are not ordinary worlds, but vast planar dimensions floating in the aetheric void. Each one is a fantastic realm filled with landscapes and regions that would not be possible on worlds bound entirely by natural law, for every Mortal Realm is almost a universe unto itself born of pure magic. At the heart of a realm, magic has solidified into something akin to reality and the majority of mortal kingdoms are founded here, while closer to the perimeter of the realm magic grows wild and more elemental, and sights such as floating islands, walking mountains, living storms, and other fantastic and terrible wonders can be witnessed.
The Mortal Realms are joined by Realmgates, magical portals created by some ancient civilization lost to the ages. Realmgates provide magical travel over vast distances, and are the only reliable ways to travel between the eight realms. Control of the Realmgates is vital for any power seeking to conquer, and they are a major focus for many of the warring factions vying for dominion.
The eight realms are...
Azyr, Realm of the Celestial. The seat of the God-King Sigmar's power. Sigmar rules here unopposed.
Aqshy, Realm of Fire. A land of raging passions and volatile horizons. The duardin god Grimnir perished here, while Khorne's forces are in ascendance.
Ghyran, Realm of Life. Green and verdant, burgeoning with all forms of life. The aelven goddess of life Alarielle wars with Nurgle for mastery of these lands.
Shyish, Realm of Death. Composed of innumerable afterlives and underworlds. Nagash is resurgent, his undead forces scouring the lands of Chaos taint.
Chamon, Realm of Metal. A realm of transmutation, alchemy, and grand potential. The eye of Tzeentch is upon these protean lands, while the duardin deity Grungni is rumoured to be labouring in secret somewhere.
Ghur, Realm of Beast. Primeval realm of savage violence, where only the strong survive. The footfalls of mighty Gorkamorka echo like thunder in the distance.
Hysh, Realm of Light. A realm of dazzling enlightenment and unbound intellect. The twin aelven gods of Light, Tyrion and Teclis, reign hidden in this realm, their attentions on their imprisoned nemesis...
Ulgu, Realm of Shadows. Shrouded in darkness, a land of secrets and mystery. The aelven god of shadow, Malerion, slithers in the gloomy mists, his scheming hidden from all.
Despite the dawning of the Age of Sigmar, the realms are still horribly scarred by the forces of Chaos, and vast regions of each one are corrupt extensions of the dread Realm of Chaos itself.
The Grand Alliances
There are a great many factions vying for supremacy in the Mortal Realms, but they can all be categorized into one of four Grand Alliances. Any faction may unite with any other faction provided they are part of the same Grand Alliance. In gameplay terms, this means you can have an army comprised of units from multiple factions, although if you take an army made up of a single faction you may utilize special bonus traits not available to mixed-faction armies.
The Age of Sigmar setting allows for the use of most of the model range from the previous Warhammer Fantasy setting, with the units themselves reimagined as new factions that exist with the Mortal Realms.
Order
It's more Hammer Time than it has ever been before.
Nominally united under the God-King Sigmar, these factions strive to drive the powers of Chaos from the Mortal Realms forever. Of course, many follow their own agendas...
-The Stormcast Eternals-
Superhuman warriors created by Sigmar from the souls of humanity's greatest heroes. These brave men and women are imbued with the God-King's own celestial might, granting them abilities beyond most mortals. Armored in gleaming sigmarite plate and wielding the fury of the storm, they are a nigh-unstoppable force. Even if a Stormcast dies in battle, their soul returns to the Realm of Azyr to be reforged and sent back into battle. However, each reforging costs them a fraction of their precious humanity, and as more and more Stormcast fall and return, these growing flaws in the reforging process may have dire consequences in the future...
-Fyreslayers -
Duardin that worship the fallen Slayer-God Grimnir. They bear runes of ur-gold fused into their flesh, the enchanted metal believed to contain fragments of their dead god. Highly mercenary, they will fight for any who can pay them in the gold they desire, for any scrap of gold may contain a fragment of their god's divine might. For them, to fight for pay is the purest expression of their worship.
-Kharadron Overlords-
When their ancient strongholds were overrun during the Age of Chaos, some enterprising duardin took to the skies. Using advanced science, they have created fantastic airships and weaponry to defend their floating stronghold-cities. They value the magical airborne substance known as aether-gold, believed to be the divine breath of the Forge-God Grungni.
-Sylvaneth-
Terrifying protectors of the Mortal Realms' natural splendor, the merciless Sylvaneth represent the fury of nature unbound. Spawned by the aelven goddess of life Alarielle, the Sylvaneth are creatures part spirit, part flesh, and part plant. Erupting from the forested regions of the Mortal Realms, they swarm unstoppably to eliminate any threat to the natural world. Even their erstwhile allies in the forces of Order are not safe from Sylvaneth on the warpath.
-Idoneth Deepkin-
The aelven god of Light Teclis sought to restore his people after the fall of the World That Was, and used souls stolen from the gullet of the Chaos God Slaanesh to accomplish this. The first results of his efforts were the Idoneth Deepkin, a somber and soul-broken breed. Dwelling deep within the oceans of the Mortal Realms, where the crushing depths stifle the sensation that the Dark God Slaanesh craves, the Idoneth Deepkin use their magically conjured ether-sea and enchanted ocean monsters to attack settlements of other mortal races, for the Deepkin must devour the souls of others to feed their own.
-Daughters of Khaine-
The blood-hungry she-aelves are the servants of the fallen God of Murder, Khaela Mensha Khaine. Though Khaine was all but annihilated in the fall of the World That Was, the Daughters of Khaine seek to restore their fallen god to dark glory with their muderous acts of war and sacrifice. Forged by the aelven demi-goddess Morathi from souls stolen from Slaanesh, the Daughters show the mark of their corrupted souls through a variety of monstrous mutations.
-The Seraphon-
The lizardmen known as the Seraphon are the servants of the Slaan, an ancient race that escaped annihilation during the fall of the World That Was. These Slaan Starmasters have transcended their former limits, and now conjure their Seraphon warriors from raw celestial magic. Monstrous reptilian legions older than human memory stride into battle, laying waste to the enemies of Order before vanishing in the aether as myseriously as they arrived. The Seraphon are represented by the Warhammer Fantasy Lizardmen range of models.
-Other Forces of Order-
Many of the other factions of Order are being organized into a new collective group under the Cities of Sigmar, a force which is still in development. They represent the model range of former Warhammer Fantasy factions that are now defunct. Lorewise these are the citizens of the Mortal Realms that honor the gods of Order, primarily Sigmar.
They include:
-The Free Peoples - represented by Empire models
-The Dispossessed - represented by Dwarf models
-The Aelves - represented by High Elf, Dark Elf, and Wood Elf models
Chaos
I'm here to kill Warhammer Fantasy and rule the Mortal Realms. And I'm all out of Warhammer Fantasy.
Led by Archaon the Everchosen, arch-champion of the Dark Gods, the forces of Chaos nearly conquered the Mortal Realms entire. The powers unleashed by Sigmar have broken the grip of Chaos over the Mortal Realms, but the battle is far from over. Bearing a grudge against Sigmar from before the fall of the World That Was, Archaon will not rest until all who stand before him are destroyed.
-Blades of Khorne-
The forces of Khorne, Chaos God of bloodshed and war. Bloodthirsty mortal barbarians and slaughter-mad legions of Khornate daemons pay homage to the Blood God, and seek to take the skulls of their enemies to lay at Khorne's great throne.
-Disciples of Tzeentch-
The Architect of Fate, the Master of Fortune, the Changer of Ways - only some of the many names of Tzeentch, Chaos God of magic, transformation, and dark ambition. His mortal cultists plot and scheme throughout the kingdoms of Order, his Tzaangor beast-kin stand ready for war, and his Tzeentchian daemons prepare to unleash utter havoc.
-Maggotkin of Nurgle-
No force in all the Mortal Realms is more revolting than the servants of Nurgle, Chaos God of disease and despair. The generous Nurgle lavishes the gift of plague upon the Mortal Realms, reaping a bounty of pustulent horror and virulent putrescence. His mortal warriors are bloated with disease and swollen with their loving god's strength, and the Nurglish daemon legions strive to spread the majesty of Father Nurgle's glory with the feverish energy of an epidemic.
-Hedonites of Slaanesh-
For centuries, the Fourth Throne of the Dark Gods has sat empty. Slaanesh was lost, missing... captive. Ensnared by the aelven gods of Light and Shadow, Slaanesh languishes in his prison, but with every passing day his bindings grow irrevocably weaker. The call of Slaanesh rings out across the Mortal Realms, and his children are stirred to war. Be they mortal worshiper or Slaaneshi daemon, the Hedonites rampage across the realms in honor to absent Slaanesh. Some seek to find their missing god... while others dream that they might replace him.
-The Skaven-
Lurking beneath the mortal kingdoms of the eight realms are the skaven, wicked ratmen that gnaw at the very fabric of reality itself. The skaven lurk in the shadows of the Mortal Realms, beneath the unwitting mortal civilizations above them. Specialist Greatclans provide the skaven with a vast array of forces to utilize in their campaign to bring the lesser races under their dominion. At the head of their dark race is the Great Horned Rat, once a minor Chaos deity, now bloated with might from the worship of his children and risen to match the other Dark Gods as a fifth major power, the Chaos God of blight and ruin.
-Slaves to Darkness-
From the barbarian savages of the Darkoath tribes to the exalted champions of the Varanguard, the legions of the Dark Gods are a force seemingly without limit, casting their shadow across all the Mortal Realms. Whatever their reason for turning their backs on humanity, the Dark Gods laugh at their petty ambitions and vanities. In the end, from the lowliest marauder to Archaon himself, they are naught but Slaves to Darkness...
-Beasts of Chaos-
From out of the corrupted wild places of the Mortal Realms come the Beasts of Chaos. The true children of the Dark Gods, whom they hate and revere with equal passion, they are the bastard spawn of Chaos, abused and scorned, turning their hatred and brute might upon the people of the Mortal Realms. A hideous amalgamation of humanoid and animal traits, the beastmen loathe all forms of order and civilization, seeking to tear down cities and trample them into ruin.
-Other Forces of Chaos-
They include:
-Creatures of Chaos - represented by Chaos Monster units, unbound daemons, and similar
Death
Dead and would be loving it if capable of love
Nagash, the Great Necromancer, is the self-proclaimed God of Shyish. Lording over the afterlives and underworlds of all the Mortal Realms, Nagash schemes to become the greatest power in all the cosmos, and bind all that exists under his indomitable will. Once a reluctant ally of Sigmar in the Age of Myth, Nagash loathes the God-King for taking the souls of mighty heroes to forge his Stormcast Eternals - souls that rightfully belong to the Lord of Death.
-Legions of Nagash-
The undying hordes command by Nagash and his dread lieutenants the Morarchs stream out of the graves of the Mortal Realms to draw the living into their ranks. From Soulblight vampire lords, to armies of Deathrattle skeleton warriors, to endless seas of Deadwalker zombies, the undead in all their vast and hideous array heed the call of Nagash.
-Flesh-Eater Courts-
Afflicted by a morbid supernatural curse, the Flesh-Eater Courts are armies comprised of ghouls, vile carrion-creatures suffused with the magic of death. In their own twisted minds, the flesh-eaters halucinate that they are glorious and noble heraldic warriors of heroic bloodlines and chilvarous traditions. In their delusions they believe that they are brave warriors fighting against hideous monsters, when in reality they are the true monsters, slaughtering and feasting upon the innocent people of the Mortal Realms. Of all the forces of death, Nagash has the least amount of control over them.
-Nighthaunt-
Spectral phantasms that roam the darkest regions of the Mortal Realms, the terrifying Nighthaunts have been shaped by the magic of Nagash into hideous forms that reflect the Great Necromancer's twisted sense of justice. The ethereal Nighthaunts are driven by dark compulsion to inflict horror and death upon the living, spiriting their souls back to the Realm of Death for their dark master.
Destruction
I'm da biggest, so I'm da boss!!
The hordes of Destruction are united only by a love of unleashing absolute carnage. There is no subtlety, no strategy behind their rampage. They are driven only by the primal need for violence. They heed the call of the two-headed god of destruction, Gorkamorka.
-The Ironjawz-
The biggest, meanest, and loudest of the greenskin clans, the Ironjawz boast that they have the greatest favor of Gorkamorka. Hammering metal into thick suits of armor about their muscled green bodies, the Ironjawz leave not a stone standing in their great destructive WAAAGHS!!! across the Mortal Realms.
-Bonesplitterz-
The most savage and unhinged of all the orruks. Barbarians driven half-mad by visions of their god Gorkamorka, the Bonesplitterz go to war garbed in warpaint and wielding weapons of stone and bone. Their leaders are the prophets of Gorkamorka, calling upon the divine might of their god in the form of destructive manifestations. Bonesplitterz are represented by the Warhammer Fantasy Savage Orc range of models.
Ironjawz and Bonesplitterz are being reorganized into a single force called Orruk Warclans, which is currently in development.
-Gloomspite Gitz-
Summoned by the rise of the dreaded Bad Moon as it drifts across the Mortal Realms, the Gloomspite Gitz swarm out of every dank and forgotten corner. Moonclan Grots, Spiderclan Grots, monstrous Troggoths breeds, and all manner of squiggly beasts and strange fungal creatures caper and cackle beneath the light of the Bad Moon.
-Beastclaw Raiders-
Followed eternally by the freezing cold of the Everwinter, the Beastclaw ogors roam the Mortal Realms in great nomadic armies. Everything in their path is smashed into oblivion as the ogors feast on the flesh and blood of their victims before moving on, the ruin in their wake devoured by the freezing supernatural blizzards that follow them. Beastclaw Raiders are represented by mounted Ogre Kingdom models.
-Other Forces of Destruction-
They include:
-Gutbusters - represented by Ogre Kingdom models
What Are the Soul Wars?
Begun, the Soul Wars have...
Soul Wars is the latest epoch in the Age of Sigmar, and represents the current running narrative in the overall story.
The Great Necromancer, Nagash, unleashed a devastating spell upon the Mortal Realms known as the Necroquake, causing the dead to rise in vast hordes in every realm. The Necroquake has changed the very nature of magic in the Mortal Realms, flooding each realm with an abundence of magical energy.
The upsurge in magical power also unearthed the Stormvaults, ancient repositories of arcane weapons, forbidden knowledge, and imprisoned beasts, monsters, and heroes from long forgotten eras. Currently, every faction is fighting over possession of these vaults of power, some to ensure they do not fall into the wrong hands, others to unleash the untold power contained within.
And the, uh... the names...?
Yes, if you hadn't heard, Games Workshop rebranded some of the less copyrightable fantasy elements previous featured in Warhammer. Here's a short list.
Dwarf = Duardin (pronounced 'doo-are-din')
Elf = Aelf (the 'a' is silent)
Orc = Orruk (pronounced 'orc hurf hurf hurf')
Goblin = Grot
Ogre = Ogor
Troll = Troggoth
Giant = Gargant
Embrace it. This is the world we live in now. And actually, duardin sounds pretty cool.
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I don't think that's an excessively long summary of the game's major points. Thoughts anyone?
Also got both the Warcry terrain bundles, Mausoleum and (pre-order) Temple as they've both been on my radar for ages as nice battlefield scenery for all kinds of games, getting them with a nice board and cards seems a good plan, and I have the fear of them selling out and not being repackaged.
Yeah, I picked up the core rules but not the main set, I was kinda hoping to be able to proxy out some of the other warbands so I can see which ones I like the play style of, but I suppose that's exactly why the rules aren't in the book...
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
It would have been nice to have some more rules in the core book, but I honestly think that they're still having some sort of manufacturing or international trade issue, which would explain why they haven't even shown us images of two of the warbands that are listed in it. Printing lead times are often super long as well, so they wouldn't have been able to do any last minute rules changes or balancing if they threw everything into a single book. They were able to do it with Shadow War and Killteam, but those were from relatively established games that gave them some ground floor to work off of, whereas Warcry is something entirely new.
FULL ALBUM HERE
What did you use for the snow? Last time I did a snow base it was Elmer's glue and Baking soda or powder I forget which. It did an ok job for deeper snow, but not for the sprinkles like that.
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
There is a document you can find that has the exact size but it's the larger squad sized oval bases.
Zowie Wowie this game is fun as hell.
We played one game of Iron Golems vs Flesh Eater Courts and another of Untamed Beasts vs Nighthaunt.
Lotsa fun, little aside on Nighthaunt- one of their abilities is a simply worse version of a universal ability. Apparently Idoneth Deepkin has a similar issue
Yup. It's a problem but one that people are shouting loudly about so hopefully addressed fairly quickly in an FAQ.
Rumor is more around "Oh shit everyones pissed its chaos only, half ass some other squads in"
I got to play a demo yesterday, it seems fun, but the investment(money and time) required to get in when I already have AoS armies still seems too high. I put myself at 'whelmed' overall but do want one of those terrain boxes if I can find a decent ebay coupon. My FLGS did all the new stuff in contrast paints and they looked great. The iron golems were a little muddied metalic and generic looking though.
No, you can only use one ability per activation. Having an inferior version of a universal ability is strictly useless.
If you have AOS armies and you know someone who has the Core Rulebook you can likely get started playing Warcry with $8.
I'm kinda sad that my Khorneboys aren't in the game, but they have to hold stuff back for future releases so I'm sure we'll see everybody eventually. You can handwave just about every faction into having a reason to be goofing around in the Allpoints if you really want to.
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
This is the top-down profile of the head, in case that helps.
That definitely helps, thank you.
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
Chaos Knights are listed as being on 75x42mm bases.
I went with the basic bitch Hammers of Sigmar scheme, should be fun to have a bunch of offensively bright golden boys all over the table to counterbalance my dirty, blood covered BoK dudes.
It's not as mix and match as you may think if you want to use the included terrain layout cards. This page helps:
https://waywalkerstudios.com/assembling-terrain-for-warcry/
Well this will keep the decision simple. I wish they'd mentioned not gluing the statue to the platform on the instructions though. It's a small attachment point so if I freeze it I should be able to unstick those bits fairly simply but damn, I hate it when instructions do that.
I also noted the building instructions for the Raptoryx accidentally repeats one of the frill types and doesn't include the spikey one, so I think I glued that one on upside down (unintentionally) not a huge issue either but annoying. I think I also got an extra base, not a problem but it did confuse me a bit.
https://www.youtube.com/watch?v=A2GF9RSrID0
edit - Here she be.
RIP Warhammer Fantasy