Sunday, 31 July 2016

Age of Sigmar #4 - The Fell Souls of Stygzz

Well, this has been a long time coming. This is the first time in my 10+ years in the hobby that I have completed an army... You can call bullshit but if you knew me you would know how awful I am at staying on a project.
My finished army "The Fell Souls of Stygzz" are in no way Golden Demon or even Bronze Demon if such award were to exist but this really is a milestone for my hobby. Painting this army has gained Death 6 points in my store, with gaming giving me a few more too having not lost a game with them at 1000 points.

The whole army ready to battle!
Now these are done I have two more AoS projects to finish. I'm painting a Stormcast Lord-Celestant as a Celestial Vindicators for a painting competition in my local GW. I have never entered anything into a painting competition before because I know I'm not good enough to even place but I have 20 days to practice and improve my skills to hopefully stand out from the crowd of other entries.

The other project I'm undertaking with my girlfriend is a 1000 point Sylvaneth army with tonnes of the cool new models included. More to come on this project in a different post.

Monday, 18 July 2016

Age of Sigmar #3 - How to play Nighthaunt?


The common keywords for these units are: DEATH, NIGHTHAUNT and MALIGNANT

Most units in the Nighthaunt have both the Fly and Ethereal rules. Fly allows them to ignore scenery when moving and also pass over enemy units. Ethereal ignores all attacking weapons rends.
With the Season of War in full swing I'm ready to play my first games towards the global campaign.

Heroes

Cairn Wraith: I usually take about 3 Cairn Wraiths and run them into large horde units. Their Reaped Like Corn ability allows them to re-roll hits when the target has 5 or more models. The problem with Nighthaunt Heroes is that they don't have any abilities that buff other Nighthaunt units around them. 

Tomb Banshee: The Tomb Banshee is a must take against a low bravery army, essentially a little weaker than the Cairn Wraith in melee its scream has good potential to cause tonnes of mortal wounds on small low bravery units.

Black Coach: I find it very hard to find a place for the Black Coach in a pure Nighthaunt army. It relies on being close to Death Wizards in order to gain power which is something the Nighthaunt do not have. With the new leader upgrades in the Generals Handbook allowing your general to become a Death Wizard, this can be rectified but it still requires you to roll a 6 each turn to get the upgrade. Not that any of the upgrades really appear to be that useful.

Black Coach, taken from Black Coach warscroll

Units

Spirit Hosts: I like Spirit Hosts, in large numbers this unit can be devastating. It has the standard Fly and Ethereal as most Nighthaunt do but with 3 wounds each, it can be quite hard to get rid of a base of them. They have the ability to cause mortal wounds on a hit roll of 6 and when each base has 6 attacks each more often than not you do most of your damage from these wounds alone. I usually run them in groups of 6 for a potential 36 to hit dice.

Hexwraiths: Hexwraiths are best suited as fast flanking harassment units if they fly over an enemy unit in the movement phase they each have the chance to hit them with their scythes causing mortal wounds. I usually run these around avoiding combat flying over units till my spirit hosts get into combat, after one final flyover charging into the rear of units or going to pick off unsupported heroes.

Hexwraiths, taken from Hexwraiths warscroll

Monsters

Mourngul: Only earlier today did it hit me that the Forge World Mourngul looks like a giant spirit so after a quick check of its warscroll I know I have found what the next addition to my Nighthaunt host will be! Rules wise without using it in the game it seems very strong. It keeps the standard fly and ignore rend that most of the Nighthaunt have with a 3+ save, a second 4+ save against mortal wounds and then the ability to regain D3 wounds every turn it kills something. The Mourngul only has one melee attack option but at full wounds, it has the potential to throw out 16 damage at -2 rend not accounting for the extra attacks it gets if it rolls a 6 to hit. It has a nice bravery damage effect that could work well with the Banshee scream. I can't wait to get a hold of this model to just start causing some chaos on the table.

Monday, 11 July 2016

Age of Sigmar #2 - Nighthaunt Update

I hate to admit it, but I have painted more mini's this past week then I have in the past year or so. During university I really fell out with the hobby side, I just did not find painting the mini's fun. Coming out of that mindset has been very hard but the feeling of accomplishment in the hobby is something I have not felt till this past week, and I like it.

I will be the first to admit, I am not a good painter but I intend to improve from this point onwards. I managed to get to a quality I'm happy with 6 Spirit Hosts, 1 Tomb Banshee, 2 Cairn Wraiths and 10 Hexwraith Horses. I still have the Hexwraiths themselves to paint as well as 6 more Spirit Hosts but unfortunately, I'm currently out of white spray so I will need to go out and purchase some soon.

Tomb Banshee and Cairn Wraiths
 It's posted all over the Internet but in case you have not seen how to paint Spirit Hosts, its a wash of Nihilakh Oxide over a white primer then wash the recesses with the Waywatcher Green glaze. Simple.

First 6 Spirit Hosts

Tuesday, 5 July 2016

Age of Sigmar #1 - The Season Of War

Starting in a week or so is Games Workshops Season of War and with it 3 so called new ways to play Age of Sigmar. Now I don't have my General Handbook yet but via the multitudes of leaks I have been able to calculate a 1000 point Nighthaunt army to take part in my local GW's summer campaign.

Upon registering for the campaign you are given a small card to track your progress be it through gaming or hobby tasks. You also get a cool little badge to show which Grand Alliance you are a part of so naturally I took the Nagash badge. My girlfriend also registered and chose who I assume is an Alarielle badge.


Deciding to stay within the Nighthaunt allegiance I can make a legal army of just ghosts, which I'm quite excited for. Because of staying within the Nighthaunt allegiance Spirit Hosts become Battleline units. My 1000 points list is as follows.

1 Tomb Banshee
2 Cairn Wraiths
12 Spirit Hosts (2 groups of 6)
10 Hexwraiths

My Sigmar army since starting it in January has been neglected, I have barely painted any of it which works in my favour for gaining points in the campaign. I currently only have my Tomb Banshee and 3 Spirit Hosts close to being finished so it's going to be quite the push to finish these models at the rate I paint. Wish me luck!


This is the army as it sits today, it's not even fully built. My aim is to get it painted and based by the 7th of August for a 1000 point tournament at an LGS.

Monday, 4 July 2016

Frostgrave #1 - Custom Scenario, Imp Catcher

(Please note this scenario has yet to be tested if you play it let me know how it goes in the comments)

IMP CATCHER
The Wizard Grayzag has summoned hundreds of little imps. They have stolen a lot of things belonging to the Wizard Mizgog including his magic beads. A full set of these Beads will teach Wizards any spell they desire.

Set-Up
Lay out the table as per the rules as per the rules for a standard game. In place of treasure, players each place 3 Imps in turn on the board in the same manner as placing treasure.

Special Rules
Once an Imp is slain, roll a D20 and consult the table below to reveal the colour of the Bead the Imp was carrying. Beads are so small that they do not slow down models carrying them but otherwise act identically to treasure. Models can each carry two Beads.

D20 Result Bead Colour
1 - 5 Red
6 - 10 White
11 - 15 Black
16 - 20 Yellow

As soon as an Imp is slain and a Bead is claimed a new Imp moves onto the board from the table edge. Roll randomly to determine which edge. Summoned Imps do not carry Beads.

Treasure and Experience 
For each full set of Beads; Red, White, Black and Yellow a Warband removes from the table its Wizard may learn one spell for free. Alternatively, Beads can be sold for 50gc each or for 300gc for a full set.