Woehammer Path to Glory Campaign – Ian


As a currently casual 40k player I have always been interested in playing Age of Sigmar, especially the narrative based Path to Glory campaign. On joining the Woehammer team I saw an opportunity and prodded some of the others until they ‘volunteered’.

Now having the excuse to build a Sigmar army I had the difficult task of choosing a faction. I narrowed my shortlist down until I remembered my original entry point to Warhammer Fantasy way back when – Dwarves.

Now Dwarves, in their original Warhammer Fantasy format, don’t quite exist in the new Age of Sigmar setting. There are elements of them in the Cities of Sigmar faction but, seeing as this faction appears to be getting a major refresh, I didn’t want to risk buying an army to find the units become defunct. This left me with the choice between Fyreslayers and Kharadron Overlords. Out of these the Kharadron Overlords sold themselves with their very dwarvish tendencies (aethergold obsession, codes of honour, grudges) and big ships. Who doesn’t love a giant airship?

Yes, it helps that the Kharadron Overlords have just had a new codex Battletome released. It also has not passed my attention that they are performing especially well. These were not the main motivators behind my choice and, honestly, if they are overpowered currently all it will do is balance out with my lack of talent. So at best I may just scrape a couple of wins.

Khreld Thundergust

My warlord, an Aether-Khemist by trade, Khreld has worked for many aspiring captains over the years and now feels his talents warrant a higher cut of profit than anyone is willing to give. This left him with only one option, talk his way onto a skyvessel to call his own.

As I intend to have a fairly airship-heavy fleet it made Barak-Zilfin the obvious choice of subfaction – giving me more access to Great Endrinworks later down the line and allowing me to run Frigates as Battleline in my army. This also led me to give Khreld the Cunning Fleetmaster command trait so I can reposition my precious skyvessels to catch the enemy offguard. I have also given Khreld the Celestium Burst-grenade to maximise the damage of my mortal wounds.

Khreld Thundergust

The Crafty Dispute (Arkanaut Frigate)

Yes, I have taken the stupid brave choice to put a 300 point frigate in a 600 point army. Obviously I couldn’t have a Kharadron army without a skyvessel (they are gorgeous models) and Khreld needed a ship to start out on, so here we are!

Armed with a Heavy Skycannon, giving me more utility, the purpose of my frigate will be to disrupt the enemy battleline using bombs and firepower whilst, with 15 wounds and a 3+ save, drawing as much enemy fire as possible away from my other units.

Keelborne’s Endrinriggers

Led by a Mizzenmaster, Gryn Keelborne, the Endrinriggers will be providing repairs to The Crafty Dispute mid-battle whilst acting as fire support. I have forced Gryn to keep a Rapid-fire Rivet Gun to maximise the additonal attack he will get with the Aethermatic Saw. I have also decided against the volleygun on my second Endrinrigger as I feel the addional 3″ range and an average addition of three quarters of a wound per shooting phase is outdone by the -2 rend of the Rivet Gun. I may regret it but we shall see!

I have however chosen to give the third Endrinrigger the Grapnel Launcher. I love the idea of them just yoinking themselves away from an enemy charge. I can see the Skyhook being useful later in the campaign when more monsters appear but I think the battlefield movement will be key early on, especially as I only have four units total!

Stoutstock’s Company

Last, but definitely not least (apart from maybe in their cut of the profits) is the Arkanaut Company led by their Captain, Malkunn Stoutstock, wielding an Aetherflare Pistol. This time I will be maximising my weapon choices by taking an Aethermatic Volley Gun and Light Skyhook. The addional shots of the Volley Gun and the -2 rend and extra possible damage of the Skyhook seem like no-brainers to me. I will also be positioning them near my Aether-Khemist to the additional -1 Rend should have a nice impact. They will also have one Arkanaut armed with a Skypike just to give a little more danger in the inevitable melees.

The Stubborn Prospectors

And so, after some deliberation, The Stubborn Prospectors of Barak-Zilfin were born. At 600 points exactly it will be an interesting start to the campaign as I find out how much of a handicap forcing that frigate in will be. They will be organised in a Battle Regiment, as that is the only battalion I could see that would allow my array of units.

First Quest

The starting endeavour for my Stubborn Prospectors will be to earn The Crafty Dispute it’s own Great Endrinwork. I have opted tow rok towards Prudency Chutes as I inted to use the frigate as a transport later in the campaign. Assuming it survives that long…(of course it will, I’m not worried…)

As for collecting and painting my starting force – in true Kharadron Overlords fashion Khreld is having to hire his starting force. I will work on procuring forces of my own but, as I am sure my fellow hobbyists can sympathise with, time and money are both against me. On the plus side, Khreld himself is built, painted and ready for action!

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