After Declan’s great article on getting started with Warmaster, we decided to perhaps turn this into a little series. So today I bring you getting started in Age of Sigmar!
For those who don’t know, Age of Sigmar is a fantasy game which is commonly played on a 60″ x 44″ board, with points values of 2,000 points bring the most common sized games. It is the replacement of Warhammer Fantasy and is designed to be a much simpler rule set to its predecessor.
Games Workshop has produced a number of videos explaining how to play Age of Sigmar.
4. Hero Phase
5. Movement Phase
6. Shooting Phase
7. Charge Phase
8. Combat Phase
9. Battleshock Phase
If you’re interested in getting into Age of Sigmar. I can’t suggest you start anywhere else but these excellent collection of videos.
This event saw a total of 26 players take part in five games over two days.
Most Selected Faction/Subfaction
The appeal of playing with Dragons is obviously very strong at the moment, with seven of the twenty-six payers choosing to select the Hammers of Sigmar for the tournament. The winning list was also from this faction.
While the Hammers of Sigmar were the most selected faction/subfaction at the event and held the honour of a list in first and second place at the tournament, they were only middle of the table when it came to their win rate. Perhaps a sign that the popular list could be hard to use well?
The Top Three Lists
These were the top three lists from Golden Sprue.
Corey Begley – Stormcast Eternals
Corey won all five games with 169 battle points.
Allegiance: Stormcast Eternals – Subfaction: Hammers of Sigmar – Grand Strategy: Hold the Line – Triumph: Inspired
Leaders ———- Aventis Firestrike Magister of Hammerhal (310)* – Spell: Thundershock Lord-Relictor (General)(145)* – Command Trait: High Priest – Prayer: Translocation Knight-Judicator with Gryph-Hounds(205)* – Artefact: Arcane Tome – Spell: Celestial Blades
So in response to the horror that is my backlog, I’ve decided to start a little challenge for myself.
I’ve created a spreadsheet with all of my backlog of miniatures listed inside, there’s a simple formula which will then choose a unit that is yet to be completed at random. My task is to paint that unit before moving on to anything else.
This will be to go side by side with my current projects of getting the Kruleboyz tournament ready and painting the oldhammer I have.
The first challenge according to the spreadsheet is……..
So, I’ll paint the smallest sized unit allowed in Warhammer Fantasy which is a unit of 10. When that’s done we’ll see what I have to paint next…..
As with everything I would like this to be community driven, so if you see any typo’s or think paragraphs need rephrasing or moving then please let me know below. This is completely anonymous.
Every battle has a purpose. There are many ways to decide on objectives for a game. There’s the pre determined locations that games like Age Of Sigmar or 40k uses that ensured there distribution is fair and even. It there is the method where players take it in turn to place them randomly. Or there’s the narrative version where each army needs to perform a certain task or survive for a certain number of rounds.
However, I have another proposal. What about narrative objectives that make sense? For example, the invaders primary object in a battle may be to take and hold an ammunition dump. While also having a number of secondary objectives such as cutting a fuel supply line or destroying a communication centre. Plus, as our game will encompass all aspects of warfare such as space, land and aerial combat these objectives can be tied together in a campaign.
This links me nicely to my next topic which is deployment. There are a number of options here.
One I used in Clausewitz was for light infantry units to count as deployment markers which then took part in a mini game to decide the deployment zones before a game. Here’s an example video:
Or alternatively, we have specified table edges with a set distance from the edge.
Or, there is the option to have the defender set up where they feel appropriate given the objectives (this would be more for narrative based objectives), and the attacker would then ‘drop in’ or arrive in on or at certain points of the table that are a certain distance from the enemy.
Lastly, there’s the Argument of Kings option where units arrive on their table edge only after a certain turn. i.e. light units can arrive from turn one, regular infantry turn two, heavy infantry and light tanks turn 3 and so on.
Do you have any rules suggestions, or a topic you would like us to focus on next. Or perhaps you would like us to reword something in the main document. Anything you want, let us know below.
Following the success of the first two articles in this series on the Sisters of Battle and the Blood Angels, I decided to write another, this time on everyone’s favourite xenos, the Orks. So like the last two lists our only rule is that we have to start with the Combat Patrol box and then build this up to 1,000 points that will hopefully prove to be a fun introduction to what I think is the most characterful of xenos armies.
The combat patrol box is packed with goodies and like the other factions they’re a fantastic way to start a new army as they often give you a wide range of units.
This will cost you an additional £168, alongside the cost of the Codex (£30) the entire army will set you back £283!
However! If you sign up for SCN Hobbies mailing list you’ll receive 25% off Games Workshops recommended retail price and 15% off web only miniatures. Meaning including postage the army and codex would cost £220! That’s a saving of just over £60!
To sign up to the SCN Hobbies mailing list, email Sarah on firstname.lastname@example.org.
This combat patrol can be used as a basis for virtually any of the Ork klans, so today we’re just going to make a generic list that should be suitable for anyone (though Evil Sunz and Deathskullz are likely to gain more out of it).
The list above brings us with upgrades to 1,000 points and the list will be as follows;
Warboss in Mega Armour (Warlord) – 115 pts – ‘Uge Choppa & Big Shoota – Command Trait: Big Gob – Trukkboyz
Weirdboy – 70 pts – Power of the Waaagh!: Da Krunch & Da Jump
Boyz – 95 pts – 9x Boyz: Slugga & Choppa – Boss Nob: Big Choppa & Slugga – Trukkboyz Mob
Boyz – 95 pts – 9x Boyz: Slugga & Choppa – Boss Nob: Big Choppa & Slugga
Meganobz – 105 pts – 2x Meganobz: Kustom Shoota, Power Klaw – Boss Meganob: Kustom Shoota, Power Klaw
FAST ATTACK ———-
Deffkoptas – 150 pts – 3x Deffkoptas
Warbikers – 130 pts – 4x Warbiker: Dakkaguns and Choppa – Boss Nob: Big Choppa
This chap is truly a beast! 5 attacks in melee, hitting on 2+ at strength 9, this dude can hit marines on 2+ and then wound them on 2+ giving them only a 6+ chance to save. Flat two damage means he’ll likely kill at least three marines in combat.
On top of that if you make sure your boyz are within 6″ of him, when in combat they’ll benefit from a +1 on their hit rolls in combat.
Give him the Trukkboyz Specialist mob rule, it’ll mean he can disembark even if the Trukk makes a normal move and it’ll add +1 to his ranged attacks hit roll while shooting from the trukk.
With Tellyporta, you also have the option of setting him up in reserve and bringing him on later…. But perhaps consider saving this for a unit we’ll look at later.
While not bad in combat himself, this guys true power comes from his Waaagh Powers. Equip him with Da Jump and you’ll be able to move any of your core units such as your Boyz anywhere on the battlefield 9″ away from the enemy, and considering we’ve gone for a fast list which should be charging up to the enemy as quickly as possible, this power ties in perfectly with that.
Your second power could be Da Krunch which if any enemy units stray to close to the Weirdboy he’ll be able to roll a D6 for each model causing mortals on 6’s.
Your common Ork is a CC specialist and in our army where speed and being in the enemies grill is top priority these boyz will do you proud. With two attacks base increasing to three due to their Choppas a single unit of 10 can push out 31 attacks in close combat which hit on 3’s (or 2’s if near your Warboss). If you choose to run your army as Goffs then these boyz will score additional hits on unmodified hit rolls of 5+ instead of 6+ if you use the Unbridled Carnage stratagem for 2CP.
Either place them in your Trukk and give them the Trukkboyz specialist mob rule, and then bomb them up the field or have them sit with your Weirdboy who can Da Jump them near to their target.
This unit with their Power Klaws mean they can chew through a lot of the enemies heavy armour. With Strength 10 in combat and AP-3 with flat 2 damage throw them against tanks and watch them krump.
You can increase this damage to three with the stratagem Hit ‘Em Harder, which if you take averages into account means you should be causing 9 wounds to things like Space Marine Rhinos and the like.
Again, because their Core, if they’re within 6″ of the Warboss they’ll gain a +1 on their to hit roll in combat meaning that you negate the -1 to hit for having power klaws.
You can equip these with a Tellyporta as well should you wish, allowing you to deploy them anywhere 9″ away from the enemy,
These boyz are fast with a movement of 14″ they close towards enemy tanks fire their rockets and cause some serious damage early in the game. Their rockets are 24″ range with 2D3 shots, strength 8 and AP-2, doing D3 damage per hit. Great for taking out heavier infantry from further away and staying out of range of the enemies small arms fire. Also can be used to quickly claim any objectives should the need arise. lend themselves perfectly to our fast moving army, giving it some punch from further away.
If they do get caught in combat, each Kopta will be able make 6 attacks thanks to its Spinnin’ blades. However, they’re only hitting on 3’s and hit at strength 5, -1AP and doing 1 damage each. Try and avoid combat with them unless you feel confident you can win.
With Swoopin’ Down these boys can also be set up off the table before the game begins coming down in a movement phase at least 9″ away from the enemy. Good for dropping in and using the rockets to blast away at a valuable target.
If you choose Speed Freaks then there’s various options of stratagems for these as well with possibly the best being Attack Out O’ Da Sun, allowing them to be removed at the end of the turn for 2CP and placed anywhere on the battlefield 9″ away from the enemy in your next movement phase. This also effectively removes the chance for the enemy to shoot and target them for a turn.
Warbikers are a great all round unit for shooting and combat. With each bike having two Dakkaguns they have the potential to kick out 25 shots for the five bikes if they’re within 9″ of the enemy. Even if they’re not they’ll still be able to shoot 15 times! Great for taking out lightly armed units such as Guard.
In combat the Warbikers will make two attacks each (three attacks each if they have Choppas)though don’t expect them to cause too much damage unless you have taken them as Speed Freaks.
This unit is ideal for harassing the enemy and taking wounds off here and there.
This guy can really be turned into a CC beast, and you’ve got two of them to play with! Give them both four Dread Klaws and they’ll generate seven attacks each in melee. These are at Strength 10, -3 AP and doing 3 damage each. They’ll chew through most things the enemy can put up against them.
They’re tough as well with toughness 7, 8 wounds each and a 3+ save, the enemy will need to pour some time and effort into getting rid of these, meaning they’re not shooting at your boyz or meganobz……
when you do charge with these make sure to use Ramming Speed for 2CP as it’ll give 3D6 for your charge roll and on a 2+ cause D3 mortal wounds to an enemy within engagement range.
To get them up the field really quick, keep the deff dreads in reserve and then use the Tellyporta stratagem that we discussed earlier and all they’ll be able to deploy 9″ away from an enemy in the movement phase. That’ll terrify most players.
The trusty Ork Trukk, place one of your units of boyz in here and they’ll be able to shoot from it as its open topped. It’ll be able to take 12 infantry models or one unit of ten boyz and your Warboss…. just to get them up the field quicker.
Remember that the Trukk is Ramshackle as well meaning anything up to strength 7 that targets it will have to subtract one from its damage characteristic.
If you like close combat, then this army list is for you. It’s ideally suited to get up the table quickly and charging as soon as possible. Be as aggressive as possible with this list and you should have a lot of fun.
The sky’s the limit. Which Kultur do you want to go with, Evil Sunz? Get more vehicles. Goffs? Get more boyz. Deathskulls? Get some lootas.
I hope you enjoyed this, please let me know in the comments below how you would build a 1,000 point list from the Combat Patrol Box and why not also let me know what you think to my list. There may well be aspects of the codex or units that I have not included that you think should be, so why not let us know in the comments below.
Bullgryns are essentially the only reliable close combat option when it comes to the armies of the Astra Militarum. These units come as groups of three, but you can and probably should pay for more. You have the option to have units of up to nine of these bad boys running round.
With simple equipment options of either a maul or gauntlet in one hand and a slab shield or brute shield in the other.
The gauntlet isn’t anything to write home about, with an average of three shots per bullgryn, only half of which is likely to hit the target due to their ballistic skill. Plus with strength four in a new world where there are some armies with toughness 5 it means you could be wounding on 5’s against creatures such as Orks. Far better to be taking the maul in my opinion and leave the shooting to your regular infantry.
Use these guys as intended and counter punch. Each Bullgryn with a maul will have three attacks (four in any turns in which they charge due to Avalanche of Muscle) hitting at strength 7. Okay the AP isn’t great but these guys are good for taking out infantry units and light armour. You could also run them with a cheap 40pt priest nearby to give them another +1 attack through their War Hymns.
The slab shield and brute shield both have their uses with the former giving the model a 2+ save and the latter a 4+ invulnerable save. If you do choose a larger unit if these then choose to have an almost 50/50 split between brute and slab shields, as one will allow you to save against high ap weaponry while the other will be good for small arms fire. This makes this unit very survivable and able to trudge up the field under heavy fire to smash face.
As well as this, if you use the Stratagem Take Cover! You can add a further +1 to their saving throw, which if already in cover can mean you’re almost always saving on 2+.
Their drawback is the inability to use transports, but they more than make up for this with their survivability. With three wounds each and toughness 5 most enemy players will need 5’s to wound you most of the time, and with your choice of either 2+ saves if they choose small arms or 4+ invulnerable if they choose something heavier you have an answer for most things.
I’d even be tempted to run two units of nine, but that can be expensive with a single model running at 35pts.
9x Bullgryns – 315 points – 4x Bullgryns with Slab Shield and Maul – 4x Bullgryns with Brute Shield and Maul – Bullgryn Bone ‘ead with Brute Shield and Maul
So I’ve spent some considerable time digging around my room to find what’s in my pile of sh… potential. This list is still missing a lot of non-Warhammer miniatures, but that aside this is complete. The remainder will be filled out once I get the time to look through my last remaining boxes.
As mentioned I have already posted about my Age of Sigmar collection. But here is the list in its entirety.
So what am I going to do with this? Well for a start I need to stop buying so much! Then I need to consistently paint stuff from start to finish, too many times have I painted a model to 80% completion then left it to do something else.
Therefore, this year my focus on painting will be the following:
Get the Kruleboyz Tournament Army ready for March 26th
Paint the Rogue Trader collection as and when they are received and don’t buy any more until complete
Finish the many, many models that are 50-80% complete and start clearing the semi-painted backlog
Get Cursed City painted ready to play with my family and friends.
Once that’s done it’ll be choosing units at random to paint to completion.