So with August over its time to review the Path to Glory campaign.
Three games took place this month. Two between Ben and Declan which you can read here, and another between Aron and his friend Rick.
Declan managed to take two wins against the forces of Chaos and he advanced further north-east on the map, building a small settlement around a realmgate. To the south-east of his settlement he discovered Wild Lands which are currently under the control of the Undead (Aron).
Meanwhile Aron’s forces led by the Vengorian Lord Shana, the Flame of the Heavens successfully repelled a chaos incursion into their lands, utterly defeating the force leaving no one alive to tell the tale.
After the battle his scouts returned advising him of a Troggoth settlement that had sprang up to the north just beyond the wild lands around what they had assumed to be a ruined realmgate.
Shana had to plan their next steps carefully.
Aron’s Undead Forces
We haven’t yet covered Aron’s forces in the campaign. Aron has 2,000 points of Soul light Gravelords.
Led by Shana, Flame of the Heavens a Vengorian Lord the forces include two heroes Wilhelmina Carmel a vampire lord in the thrall of Shana and Machtrohl the Unbroken, Shana’s iron fist.
Aron’s forces includes the following units;
Deathrattle Skeletons (Bone Legion)
Dire Wolves (Alpha)
Zombie Dragon (Deadarire, Bringer of the Dead)
Vargheist (Primus)
Blood Knights (Lord Vahl’s Riders)
Deathrattle Skeletons (Ossius Legion)
Grave Guard (Order of Merihim)
Black Knights (Knights Noir)
As Aron has a 2,000 point list he was able to claim three territories at the start of the campaign. He chose a Settlement, Arcane Waypoint and some Wild Lands.
No games for Rhys, Dave, Ed or myself yet. But watch this space. I have a feeling Nurgle and Chaos may be rumbling soon…..
This weekend sees the release of two Battletomes (Orruk Warclans & Stormcast Eternals) along with a selection of miniatures for both ranges.
The battletomes will come in both a limited edition format and the usual hardback format. You’ll also be able to pick up the warscroll cards for both factions.
The miniatures being released by Games Workshop are, as always second to none in their quality and looks with very few companies being able to match their standard.
Games Workshop Minis Released this Weekend
The below releases are all listed as September release with no exact dates.
All of the miniatures below are for use in Warlord Games‘ Warlords of Erehwon: Mythic Americas ruleset. After Games Workshop it can be argued that Warlord Games are the second largest company in the wargaming industry with rulesets for Sci-fi, Fantasy and Historical wargames.
Wargames Atlantic provide alternatives for miniatures which can be used in other games systems. This weekend sees the release of three different boxed sets:
The first is French Infantry which can be used for World War 1 enthusiasts, and at £25 for a box of 35 models is a great bargain. If you buy more than one set you also have a bulk purchase discount.
The next is Cannon Fodder, which can be used for a variety of Sci-Fi Games. These would make a great alternative for either Cadians and at £25 for a box of 30, they make a far cheaper alternative giving you three squads of troops!
The final offering from Wargames Atlantic is the Goblin Warband, again with 30 miniatures for £25.
Just the one offering from Mantic Games this week in the form of their Halfling Engineer for Kings of War. £10 direct from their website.
Note – this was written for AOS3 – we are now in AOS4, so some of the comments below may no longer be valid
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I am at heart a Destruction player, having played them at most of the tournaments I’ve been to since AOS was launched. My main army is definitely the Gloomspite Gitz, but they have been in a bad place for some time and so I switched to Orruk Warclans at the end of AOS2. This wasn’t my first time with them as I did play with a lot of Ardboyz in AOS1 under ‘MoComp’ before points were released by GW.
So, as I’ve got a little experience with them I’ve decided to do a bit of wishlisting for the new release of the Orruk Warclan book which goes on pre-order this weekend (11th & 12th September 2021). I don’t have any insider knowledge, so all this is bound to be wrong, but it’ll be interesting (to me at least!) to see how wrong.
Overall Book
We already know that the book includes the new forces of the Kruleboyz and that it still includes the Ironjawz and Bonesplitters. There have also been releases about the Kruleboyz with the Dominion box and over on Warhammer Community in the last few months. So I’ll try to incorporate what we’ve learnt below.
Allegiances
I hope we keep the allegiances with Ironjaws, Bonesplitters and Kruleboyz and that we retain a Big Waaagh! version.
I’d like to mostly retain the Waaagh points, especially the extra ‘+’ to cast. It would be good if it were a true allegiance with their own artefacts, magic etc… but I don’t see that happening as it could get too confusing.
Hopefully we’ll also keep some of the sub-allegiances although now would be a great time to remove the Realmgate requirement for the Bloodtoofs!
Ironjawz
The Ironjawz are good, and doing reasonably well in AOS3 with the Maw Krushas doing a lot of the heavy lifting, so I don’t think much needs to be changed. However if I’m wish listing the following could do with attention:
Gordrakk to be on a level with some of the other God characters, and at least as good as the Megaboss on MawKrusha. Ability to take mount trait for BigTeef (his MawKrusha); or a significant point reduction
Megaboss on MawKrusha looks like they may lose their 3+ armour save which if there isn’t a way to get back to 3+ will need a points reduction. Command Ability needs to be replaced as it another +1 to hit. Charge mortal wounds back to 4+
Orruk Ardboyz – they currently have same function as the Brutes. Turn them into Brutes light, with worse attacks and lower bravery. To be used for objective holding whilst Brutes go forward.
Gore-Gruntas – 2″ reach
Bonesplitters
Bonesplitters did well at Nashcon with two army lists, but haven’t shown up in many other tournaments. Perhaps the old list of ‘Kunning Rukk’ which shot people off left a bad taste in the mouth, but with LRL now on the board and lots of Sons of Behemat there may be play with the Bonesplitters now.
Wurrgog Prophet – A good scroll
Savage Big Boss – Command Ability to work with shooting as well
Maniak Weirdnob – Spell replicates above command ability. Would be good to have a difference
Wardokk – A scroll prayer
Savage Orruks / Savage Orruk Moarboyz – combine these warscrolls
Savage Boarboyz / Savage Boarboy Maniaks – combine these warscrolls
Savage Big Stabbas – help with survivability (maybe -1 to hit with shooting if near Savage Orruks, not closest to enemy)
Savage Orruk Arrowboyz – Swap the Loadsa Arrows ability for something that doesn’t add dice (more low quality shots!!)
Kruleboyz
We only know what we’ve been told about these so I’m bound to miss some units. They rely on poison to do their damage, and unlike the other Orruks have ranged attacks.
Allegiance abilities to help with the poison (ie double down!)
Hobgrots Battleline if and get Orruk benefits for a build or Allegiance
Monsters to be playable to fairly pointed
Shooting to be able to affect the meta, by outdistancing LRL, and being able to hurt monsters
Some of the fun traps which were written about in the Dominion novel.
Kragnos
The elephant in the room. Hopefully he’ll be good enough to see play in some competitive builds, and will be given a mortal wound after save. Whilst he is a 2+ save there is so much that can avoid this at times he feels like he’s wearing paper… which to be fair, he’s not wearing a lot.
I would also like to see GW giving a different point value for Kragnos with the other Destruction forces (particularly Gloomspite Gitz)
Summary
Orruk Warclans are a Destruction book that definitely has options and can compete for 4-1 in the hands of an experienced player, so my primary hope is that the book doesn’t become bad with the new release. All the parts are there, and hopefully the Kruleboyz won’t be a third wheel and break the book.
And I suppose another one – hopefully the Kruleboyz are playable on their own without the other Warclans Orruks being necessary.
What do you think? What are you hoping for? How wrong am I?
Orange Ben and @rightangle79 (Declan) are both off to the Facehammer Grand Tournament this weekend (11th & 12th September 2021). I thought it would be a great time to interview them about their tournament lists and their past glories…..
Ok. So you’ve both been to tournaments before, what do you enjoy the most about them?
Ben: For me it’s mainly seeing friends and looking at cool armies. But mainly this:
Declan: Seeing friends, having a beer and chatting about Warhammer. It also means I have a deadline for painting toys… which I almost always need. For most tournaments I include something new to paint.
So which armies are you taking to Facehammer this year? Care to share your lists?
Ben’s Kharadron Overlords (Ghostlords)
Declan’s List
Loonboss – Clammy Hand
Fungoid Cave Shaman – Hand of Gork
Madcap Shaman – Hand of Gork & Moonface Mommet
Webspinner on Arachnarok Spider – Curse of da Spider God & Amulet of Destiny
60 Shootas
20 Shootas
40 Stabbas
2 x 20 Stabbas
2 x Sneaky Snufflers
Rippa’s Snarlfangs
Scuttletide
Scrapskuttle’s Arachacauldron
Emerald Lifeswarm
2120 points; 214 wounds; Warlord; Hunters of the Heartlands; Vanguard
This is my favourite at the moment. Other option is full squigs.
Do you have battle plans or tactics in mind for when you make it to the tournaments?
Ben: To a certain extent, you know you need to claim objectives so you need units that can do that.
Declan: Gloomspite outside Troggs can struggle to kill things so I need to play like Gargants – get on objectives early and start scoring. Hand of Gork (movement spell) is critical in the list as it means people can’t leave objectives unguarded. I have the Spider to get Monstrous Takeover early and get the option of broken ranks with him. Although I need to protect him or lose him on my turn to prevent him giving 1 point away. 2nd turn is normally Ferocious Advance with Loonboss and both Fungoids (who spend most of their time hiding behind the Loonshrine). Finally I don’t mind losing units because I want as many opportunities as possible to get them back – hence Clammy Hand (Roll twice for reinforcements from Loonshrine).
Ben’s Ghostrek
Ben, I notice you have the dreaded Gotrek! Facehammer have slightly adjusted rules for him now, how do you think he’ll do?
Ben: He is still super smashy, he is there to kill gargants!
Declan, Sounds like a thorough plan. I love the Arachnarok unit, I’ve seen people include more than one, you weren’t tempted to do this?
Declan: I want to try a horde army because its my normal playstyle and is against the meta with reinforcement points and no horde discount. Unfortunately points are too high normally, but with an extra 150 it’s worth a go. I also want GW to see that people will take armies which are rubbish if they get small boosts. GG effectively have c8% reaction in points at facehammer which is what they need before the book. Unfortunately 60 Grots went from 360 to 450 which is criminal for a low power level book.
Have you ever crossed swords with each other in a tournament, if so how did that go?
Declan: I think we played Ogor v GG didn’t we? On the way in people were complaining about your list being too good and I said it was fine… then gummed you up with Grots?
Ben: Yeah it was the cows Throwing snowball list, I told everybody it was rubbish but no one believed me and then I got grotted!
Declan: Ah yes… you forgot the Stonehorns!! I did have 180 Grots in your defense.
Ben: 2+ I do six mortal wounds, cool, there are 54 left.
Declan: Yeah… no where near enough damage.
Whats your most memorable moment at a tournament?
Ben: Played a chap called Laurie who Declan will know, with a shooty stormcast list, and turn one took off his archaon off turn one, was crazy good.
Declan: I was playing GG with allied Gitmob grots at Sheffield Slaughter against Nurgle with their first book. It was against a GW employee who I won’t name as they get enough grief! His Great Unclean One had a -1 to hit within 12″ bubble. My shaman cast a spell on 60 Gitmob archers, who walked into the 12″ range, fired at the GUO and took it off! He was a little shocked but took it very well!
Ben’s Ghostlords Army
For someone looking to go to their first tournament, what advice would you give?
Declan: Definitely take the plunge. Let the TO and your opponents know it’s your first tournament. Take an army you know (don’t go for LRL net-list). Limit your warscrolls where possible. If you can bring 6 or fewer it gives you a chance of remembering the rules. Play the objectives!
Ben: Agreed
Looking at each others list, how would you try and defeat them?
Ben: You can’t ask us that we might play each other! But the short answer is throw Gotrek at him and shoot him a lot.
Declan: I think I probably have the advantage due to numbers here. If I can get on the objectives early it’s difficult to get me off them. Especially as Ben’s units flying in the boats don’t count as on the objective. I also just played Will with his KO and the grots can actually damage the units with shooting, and in combat. That said no doubt we’ll play now and Ben will rightly beat me!
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I really wanted to love this book. In theory it has everything that appeals to me. Fantasy, set in the new Age of Sigmar world, staring the Goblins (Grots) who were my first army and still grace the wargaming table for me. Unfortunately, it fell down and I think it’s to do with the marketing and editor and not the author – which is even more of a shame.
The book follows a group of mercenaries – Swords of Sigmar – who warn the militia of Draconium about an impending disaster. Unfortunately they don’t know what the disaster is, except it will come from below.
The Swords and the characters in Draconium and well written, interesting characters – with an equal mix of women & men (the characters genders are not relevant to the story, but after so many male fantasy books, this is welcome relief – well done Andy Clark) – and a fun story. 4* for the author.
However, the book’s title in ‘Gloomspite’ and this was released at the same time as the army book. All other races get a book from Black Library with their army as the heroes (or anti-heroes); the Gloomspite (Grots) get a story where humans are the heroes and they are the peril. I know that they are ‘destruction’ but that is no reason to not get a story expanding the reader’s knowledge of the Gitz. I realise it is difficult to write from the point of view of destruction armies, but with the vast world available in Age of Sigmar, it must surely be easier than other fantasy settings. 2* for marketing & editing.
Okay, but not really about Gitz!
⭐⭐⭐
Rating: 3 out of 5.
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Straight off, I want to say this – if you’re just after a story from the Warhammer Age of Sigmar this is a fine book, well written with an interesting underlying story.
However, I picked it up because it was the companion book to the recent release of Age of Sigmar 3, which is the first edition to have Destruction (one of the Age of Sigmar factions) as well as the Stormcast. As such, I’m looking forward to more expansion of the history and background of the Destruction races – especially the new Kruleboyz released in the boxed set…
… Unfortunately this book didn’t achieve this. There was the (now reasonably common) Black Library usage of a human as the main character to make them more relatable – in this case a brother and sister whose father had been killed by Orruks (Orcs) before they escaped to Excelsis (a very large city in Ghur – the Realm of Beasts). If you’re not into Warhammer I’ve made this sound a bit confusing, but you can honestly read this book with no knowledge of the background.
The Realm of Ghur becomes one of the things that the siblings must overcome and they encounter monsters not released by Games Workshop (Kraken), and some that have (Kraken Eater Gargant), on their Crusade. If this is familiar to those who have read the Age of Sigmar rule book, it’s because Crusades are a new way to play the game… all good so far.
But… the story revolves around the brother (Niksar), with his sister being relegated to a supporting role. This is unfortunate given the need for Warhammer to appeal to more women readers and gamers, and missed a perfect opportunity in a big release book.
And then my biggest complaint – there is a little background on the Stormcast from the box, but the Kruleboyz (Orruks) only make an appearance late and are hidden behind their mist, only appearing to attack and then be attacked by the Stormcast. There was little development for them and – as they are a new race – I expected a lot more. It’s about time Black Library released some books from the perspective of the ‘bad guys’ which we know they can do, but which is sadly lacking for the new army – and indeed all the Destruction forces.
Disappointing
⭐⭐
Rating: 2 out of 5.
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Woehammer is organising a few of us into a Path to Glory campaign. I am playing Troggoths (Gloomspite) led by my General – Phileas Fogg the Trogg. You can find out more about the starting warband on the first blog entry for the campaign.
My first games were against Ben’s Slaves to Darkness (StD) army which is mostly based on the starter set. He added 10 Chaos Warriors to it in order to bring it close to 800 points, and I dropped the Ravening Jaws and 3 Fellwater Troggoths in order to bring mine down to this level too. This would allow Ben to learn the rules and for me to have some practice with the Troggoths whilst still having at least one of each Warscroll.
Pre-game
Before starting off, I needed to pick the Quest for my Troggoths, and I decided that Verne (Fungoid Cave-Shaman) would influence Fogg to Hunt the Endless Spell – Scuttletide. To do this Verne would need to be near Arcane terrain at the end of the game – in order to assist with this I can automatically generate an Arcane terrain feature for 1 Glory Point if I don’t roll it. I then had to keep him alive against the StD.
Game 1 – Sudden Assault
The Slaves to Darkness brought a Lord on Karkadrak, 2 x 10 Chaos Warriors, and 5 Chaos Knights… all with the Mark of Khorne. This meant they were re-rolling 1s to hit!
The StD were trying to take over my Gloomspite Shrine, and Phileas sent out himself (Dankhold Troggboss), Fungoid Cave Shaman, 6 Rockguts and 3 Fellwaters. As this was a Sudden Assault where we would get points for holding table quarters.
The armies assemble.
Ben’s Slaves to Darkness advanced quickly on my right (bottom of the picture), whilst the Chaos Warriors started the slow walk towards my shrine. In response the Rockgut’s charged the Chaos Knights… and in rolling that embarrassed me, wiped out the Chaos Knights – wow!!
The StD counterattacked with the Lord and 10 Chaos Warriors who put a few wounds on the Troggoths, but they swung back and killed half the Warriors and put some wounds on the Lord. In my second turn the Dankhold charged in to help them and the Fellwaters charged the second unit of Chaos Warriors.
Turn 3 – The aftermath!
In Turn 3, I cleared up the Lord & Chaos Warriors and the Fellwaters continued to chip away at the last unit of Chaos Warriors without any casualties – the healing being very useful in a small point game.
The last two turns the Dankhold rescued the Fellwaters and then the units fell back to the four quarters – I had defended my Shrine!
Post-Game 1
The great benefit of Path to Glory is the ability to improve your army. So we returned to the core book and post-battle sequence.
Glory Points – I was now on 21 Glory Points for winning the game and having my Warlord still alive.
Injuries – With no models killed, I didn’t need to roll any. Fortunately for Ben his Slaves to Darkness resisted most of the damage and only failed 3 casualty rolls.
Renown Points – Each of my units gained a renown point for surviving the battle, and a bonus one for holding the objectives. Fogg’s Ladz were my chosen and rolled sufficiently to become Veteran Warriors. This allowed me to give them a bonus. I chose Disciplined Battle-Drill as they were rapidly becoming Fogg’s bodyguard. This would allow them to add 1 to wound once.
New Units – I added a unit of Fellwaters to the army. I now had all my painted Troggoths in the list… time to paint some more.
Quest – My Fungoid finished the game next to the Arcane terrain next to my Shrine, and found lots of Spiders to command.. Scuttletide was mine!
New Quest – I chose to Scout Fertile Lands to enable me to re-roll my new territory roll next game.
Territory – I found Wild Lands this time, but didn’t really need an extra Monster, so decided not to settle it.
Game 2 – The Trap
We had some time to play a second game, so Phileas Fogg decided to counterattack and invade the StD’s terroritory… unfortunately he was walking into a trap and was ambushed…
After the first game, Ben decided to bring some additional back bone; he had managed to convince Be’lakor to join him; as he is expensive it did reduce the size of the force – Chaos Lord on Karkadrak, Be’lakor & 10 Chaos Warriors… they would have to do some work!
Setup
The set-up left the Slaves looking more like the ambushers than the invaders, but how would Ben unpack to start killing my units?
The first few turns were cagy, with me running around board edges whilst the Chaos Warriors struggled forward. This allowed me to rack up a lot of Victory Points and solidify my control of the area.
In Turn 3 Be’lakor was unleashed and charged my Rockgut Troggoths. He did 10 wounds, killing two of them and the swingback only did 4 wounds as Be’lakor ignored Rend.
As my mission was to survive to end of Turn 3, I took no risks and the Rockgut’s retreated, whilst the Dankhold & Fellwaters advanced on the left towards the Chaos Knights.
In Turn 4 I charged the Chaos Warriors, killing most of them, and then Ben caught me again between Be’lakor and his Chaos Lord. The Lord killed 2 Rockgut’s whilst Be’lakor failed his rolls and the Fellwaters did a few wounds.
Turn 5 saw me retreat again, and Be’lakor chase my Fellwaters whilst the Chaos Lord chased the 2 remaining Rockguts. The Lord (Jeff) went first and killed the Rockguts (gaining a reknown). This did allow the Fellwaters to swing first against Be’lakor and they did 6 wounds. As Be’lakor had only 4 wounds left he needed to roll 5 out of 6 successful armour saves… Ben rolled! and Be’lakor lived; He took out 2 Fellwaters in revenge.
The Warlords face off; Whilst Be’lakor attacks Troggoths
I had won the mission although this was more bloody than the first game and I would need to roll some casualty rolls. This was a great fun game and Be’lakor definitely gave the StD the speed and damage potential to take out the Troggoths.
Post Game 2
Glory Points – I gained the maximum 13 Glory Points for winning the game and having my Warlord still alive.
Injuries – I needed to roll for 6 Rockgut’s and 2 Fellwaters. 2 Rockgut’s rolled the 1 and 1 Fellwater. I would need to roll for recuperating.
Renown Points – Each of my units gained a renown point for being alive in the third turn, and most of them survived and picked up points for this. Da Watery Boyz (Fellwaters) were my chosen and rolled sufficiently to become Veteran Warriors. This allowed me to give them a bonus as well. I wanted to be different to my Rockguts so they chose Deadly Volley for their spitting attack.
New Units – no new units for me, but I rolled to recuperate the Rockguts, and rolled 2 4+ meaning I got both of them back – good news for Fogg, who relies on this unit.
Quest – My Fungoid finished the game close to the board edge (after a turn 5 Hand of Gork), and so I could roll twice on the territories table
New Quest – I would need to consider this before my next game
Territory – After my reroll I found a Large Settlement (underground cave network), which would reduce the Glory Cost of my new units by 1. This would be useful when I had more painted Troggoths.
The Force
Warscroll
Name
Reknown
Points
Dankhold Troggboss
Phileas Fogg
19
250
Fungoid Cave-Shaman
Verne
4
95
6 Rockgut Troggoths
Fogg’s Ladz
7
290
3 Fellwater Troggoths
Da Watery Boyz
8
155
3 Fellwater Troggoths
Da Swampy Boyz
155
Ravenak’s Gnashing Jaws
Da Wet Boyz
55
Scuttletide (Endless Spell)
85
End of Session!
Summary
What a great evening – Thanks to Ben for the games; it was great to play small games and see what everything did without being shot off the table – Khorne really wanted to get stuck in. I also learned a lot about the Troggoths, who I have never used in large numbers – these were mostly painted during lockdown. I needed more practice, but they may make an outing at Facehammer.
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All my games of AOS3 so far have been tournament games, so it was great to have the opportunity to play a one off game against Reece from the NWA and his lovely Seraphon. Thanks to NWA for hosting us – a great venue and a great group.
Gargants army (Taker Tribe)
Kraken Eater (General)
Amulet of Destiny
Kraken-Skin Sandals (Very Acquisitive)
Warstomper
Gargant Mob
3 x Gargants
Seraphon army (Thunder Lizards)
Kroak
Skink on Palaquin
Skink Priest
Astrolith Banner Bearer
Skink Priest
Old Blood on Carnosaur
5 Saurus Guard
3 x 5 Cold One Riders
Tectonic Interference
Mission was randomly rolled and we got Tectonic Interference. This is three objectives in the middle of the board with a random one being worth 2, and the others 1. As they are all primary objectives, we couldn’t destroy one in turn 3 either.
The Battle
Having deployed first, and making sure I was out of range of Kroak’s spells where possible, I gave the first turn to Reece. In my recent tournament I mostly took first turn, but this is one of the benefits of friendly games… you can try new things.
Kroak chipped a few wounds of most of my units, the Cold One’s took all the objectives and the Carnosaur advanced on my right clipping that objective for Monstrous Takeover. The Bastiladons then opened fire, killing a Mancrusher and putting wounds on the Warstomper. A good start for Seraphon with 7 points.
The Gargants then advanced, the mob taking the left, the Kraken the centre and Warstomper headed to the right. The Warstomper failed his charge into the Cold Ones meaning I couldn’t get the objective, but the Kraken charged the Cold Ones in the centre, and the Mob failed a long charge after their Cold Ones had redeployed. The Kraken only killed 3 Cold Ones, and took a few wounds in return, but I had completed my battle tactic.
Fortunately I won the priority and was able to chase the Seraphon into turn 2. The Kraken killed the Cold Ones with shooting, and charged the Skink on Palanquin, killing him. The Warstomper charged the Cold Ones and killed them, and the Mob charged a Bastiladon and did some wounds.
The Seraphon then chose to kill the Warstomper, so I used ‘Finest Hour’ to increase his survivability. Kroak chipped more wounds, and crucially destroyed the Amulet of Destiny on my Kraken (oh dear!), and the Bastiladon and Carnosaur charged the Warstomper. The Carnosaur roared at the Warstomper so I couldn’t use all out defense – as it turned out this was critical and the Warstomper fell after the Carnosaur didn’t get any of the six bites through!
I won priority again, and charged the Kraken at the Bastiladon on the right… although I did a few mortal wounds on the charge, the Thunder Lizards reduced the damage by 1 and I didn’t bracket the monster… when he attacked the Kraken Eater did 1 damage! Oh dear. On the left the Mob finished off their Bastiladon.
Reece then counterattacked with the Carnosaur into the Kraken Eater killing him. Meanwhile the Saurus Guard killed the last of the Mob, and I was left with 2 Gargants.
Reece then won priority turn 4, killed my fifth Mancrusher and moved towards the last one. I failed a charge on the Saurus Guard, and so fell behind.
Reece won priority turn 5, and with only one Mancrusher left, in range of the Carnosaur I conceeded.
Round
Priority
Declan (BT)
Reece (BT)
Points
1
D/R
Conquer (Y)
M.Takeover (Y)
5-7
2
D/D
Broken Ranks (Y)
Bring it Down (Y)
12-12
3
D/D
M.Takeover (Y)
Conquer (Y)
19-18
4
R/R
Spearhead (N)
Spearhead (Y)
21-23
5
R/R
Concede —
21-30
END
Hold the Line (N)
Beast Master (Y)
21-33
Results!
A great game, and thanks to Reece for the fun evening! Thanks also to NWA for hosting and Paul Hayley for organising us. It’s a great location.
Conclusion
Although giving away the first turn made the double turn possible, it did mean I didn’t do Ferocious Advance (run three models) which has been my normal start in other games… this meant I was struggling for Battle Tactics later in the game. I also should have charged the Carnosaur (first with the Warstomper turn 2 when the charge had the distance, and then with the Kraken). Although it did a lot of damage it is easier to kill than the Bastiladon and does more damage than the Cold One’s.
Other than that, it was great to play against Kroak. Unlike some of the other ‘God’ characters I wasn’t too concerned about him. Sure, he gives out a lot of damage but it was the Bastiladon’s and the Carnosaur that won the game.
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An Army for the Ages…!
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My First AOS3 tournament
Woehammer has asked me to write a few Blog posts for tournaments I go to to give their readers an idea of what tournaments are like in the UK.
TL:DR; They are great fun; take the plunge and buy a ticket for one wherever you are based
Who am I?
That’s all very well, but why should Woehammer ask me – I wasn’t sure either, but I have been attending tournaments for Warhammer Fantasy and AOS since my first Bristol Brawl in 2002. I find the gaming fun, and the preparation of army lists interesting, but the main draw for me is meeting new gamers, and having fun over the table. The tournament scene has given me friends all over the UK; and there are friendly faces at each event.
This isn’t to say its insular and unwelcoming – new players are welcomed into the tournament scene and given help and advice by those of us a little longer in the tooth. Just let the organiser and your opponents know that it’s your first event and they’ll look after you.
THWG – Barbarians Brawl 2 (One Day; Three Games)
For my first event of any new edition I always take my Glooomspite Gitz. I’ve been playing Goblins forever since the Elves invaded the Goblin mountains in 4th Edition; and they are always my go to army.
I did have something a little different though, because the new Kragnos book had given Gloomspite new allegiance abilities and I had been painting a lot of Squigs … so Jaws of Mork (Gloomspite) it was.
I will admit to being concerned about the army as it was ranked in the lower tiers by most players since AOS3, and I knew it would be an uphill struggle, but I wanted to give the new toys an outing.
Army
Allegiance: Gloomspite Gitz – Option: Jaws of Mork – Mortal Realm: Ghur – Grand Strategy: Hold the Line – Triumphs: Inspired
Leaders Loonboss on Mangler Squigs (310) in Warlord – General – Command Trait: Envoy of the Overbounder – Artefact: Amulet of Destiny (Universal Artefact) Loonboss on Giant Cave Squig (110) in Vanguard – Moon-cutta – Artefact: Syari Screamersquig Fungoid Cave-Shaman (95) in Warlord – Lore of the Moonclans: The Hand of Gork Fungoid Cave-Shaman (95) in Warlord – Lore of the Moonclans: Itchy Nuisance
Battleline 36 x Squig Herd (480) in Hunters of the Heartlands – Reinforced x 2 20 x Squig Hoppers (360) in Hunters of the Heartlands – Reinforced x 1 10 x Squig Hoppers (180) in Vanguard
Units 10 x Boingrot Bounderz (210) in Hunters of the Heartlands – Reinforced x 1 6 x Sneaky Snufflers (75) in Warlord 6 x Sneaky Snufflers (75) in Warlord
Core Battalions Warlord Vanguard Hunters of the Heartlands
There wasn’t a big plan for this; just to see how the new game worked, and whether I could bring the Gitz to a longer format tournament. I really like one dayer tournaments for this as it gives an opportunity to try out new things without waking up on Sunday morning 0-3 down and seeing 2 more games looming ahead.
My biggest concern was with the Squig Hoppers as their mortal wound damage (for moving over units), now only worked on normal moves. So, so run or retreat over units.
Game 1 v Nighthaunt
Nighthaunt are in a similar position to Gloomspite so this was going to be close. My opponent (Chris) had a nice list led by Olynder with Chainrasps and lots of other ghosts. Very thematic.
We both advanced on the objectives, and in the second turn I gave Chris the turn as he was far enough away to do limited damage – he charged the large squig herd and we both did damage to each other. I then set my Mangler Squig Boss on His Finest Hour and went to clear an objective setting him 3″ away. I rolled double 1; command point; rolled double 1 again!
This meant I had to take the third turn, allowed Chris to remove the objective my Mangler was (supposed) to be fighting on. My Hoppers moved onto the middle objective, and bounced onto a support character killing him, but I should have charged Olynder and I was too worried about losing the squigs.
This meant I was the first to drop points as I only held one objective, and the Chris came smashing back making a 10 inch charge roll with his ghosts (allowing an immediate round of combat), and taking back the central objective.
Once behind it was difficult to get back and I couldn’t achieve a fifth battle tactic, leading to the loss. Chris played really well, and I learnt a lot about the new game – lots of time at the beginning of each turn choosing battle tactic and making sure to leave one for the end!
Round
Priority
Declan (BT)
Chris (BT)
Points
1
C/D
Expansion (Y)
Advance (Y)
5-5
2
D/C
Conquer (Y)
Expansion (Y)
10-10
3
D/D
Broken Ranks (Y)
Conquer (Y)
13-15
4
D/D
Advance (Y)
Bring it Down (Y)
16-21
5
C/C
None possible
Spearhead (Y)
16-26
END
Hold the Line (Y)
Hold the Line (Y)
19-29
Scores on the Doors
Game 2 v Soulblight Gravelords
Greg’s army is unashamedly top tier – Nagash, Vengorian Lord, Manfred, 3 x 10 Zombies… ouch! I was in some trouble here but I started with an advance and send off my Boingrots towards some Zombies. I was in a defensive formation around the Shrine with the hope of weathering the storm and then striking with the Hopper’s mortal wound output.
Greg took the objective I had a toe on, won priority turn 2 and charged with everything. My screen was hit badly but with 72 wounds in the unit it weathered it well, and the Shrine ensured no battleshock. I now needed to get out.
I decided that I needed to kill one of the big things, and with Manfred’s ability to disappear and the Vengorian Lord to my right I went for Nagash. Despite retreating the Squig Herd couldn’t leave enough space for my hoppers who only did 2 mortal wounds to Nagash due to space constraints. The Mangler again did Finest Hour, charged Nagash and Manfred (with Sneaky Snufflers on as well), and did no wounds to Nagash…! The 2+ save rerolling 1s was very good.
My gamble over, Greg proceeded to take the Gloomspite apart. We chatted afterwards… perhaps after a little cursing at the different strengths of the books, and struggled to see how I could win!
Round
Priority
Declan (BT)
Greg (BT)
Points
1
G/D
Advance (Y)
Conquer (Y)
5-5
2
G/G
Bring it Down (N)
M. Takeover (Y)
6-10
3
G/G
Conquer (N)
Slay Warlord (Y)
6-17
4
None Possible
6-25
5
None possible
6-29
END
Hold the Line (N)
Beast Master (Y)
6-32
Breaking down the Doors
Game 3 v Skaventide
Skaventide have been making headlines for the Stormfield build, but George had brought a superb moulder army with 2 Hellpits, 2 Rat Ogre units of 6 and lots (and lots) of battle line Giant Rats… Hold the Line was going to be difficult to stop.
Due to the number of rats, I got to ask George to go first and he moved onto the central objective. I moved my Squig Herd forward, killed a few Giant Rats, and took the objective back. In the second turn George tried to kill the large Squig Herd with his Hell Pit Abominations for Broken Ranks. I don’t think he realised how many wounds they have and the unit survived, and smashed one of the Hell Pits down to a few wounds allowed me to pick up Bring it Down in my turn and go slightly ahead.
I then got the priority roll and a double turn allows my Mangler to kill some more rats (Broken Ranks was easy!), whilst my Boingrots killed most of one of the Rat Ogre units on my right. The smash back killed the Mangler (mostly through shooting), and started to reduce the Hoppers. The Squig Herd also died at this stage.
With little left my Boingrots went after a Master Moulder and got into the Grey Seer killing him and gaining savage spearhead with the Loonboss in turn 5, but on my left the Squig Hoppers (my last battleline) were trying to run away from the undamaged Rat Ogres… unfortunately, they were caught in George’s turn 5 and he stopped my Grand Strategy; giving him the game
Round
Priority
Declan (BT)
George (BT)
Points
1
D/G
Conquer (Y)
Advance (Y)
3-5
2
G/G
Bring it Down (Y)
Broken Ranks (N)
9-8
3
D/D
Broken Ranks (Y)
Slay Warlord (Y)
12-13
4
D/D
Advance (Y)
Conquer (Y)
17-16
5
D/D
Spearhead (Y)
Spearhead (Y)
20-20
END
Hold the Line (N)
Hold the Line (Y)
20-23
Door Left Ajar
What did I Learn?
Not a very destruction concept, but what did I learn?
Battle Tactics are very important and you need a plan about which ones you’ll do when.
Monster heroes are very good… when the Mangler charged he wiped out what he was fighting (except Nagash) and the finest hour made him great fun. Unfortunately the other armies have better ones – Manfred, Nagash & Arkhan who I played. The ability to do damage at range with these characters is very powerful
There’s book keeping – I used the AOS score sheet from thehonestwargamer.com which was essential for keeping track for both me and my opponent
Try to kill a monster a turn. I killed both Hell-Pits in the same turn; normally really good, but I could have grabbed an extra point if I’d managed to engineer them dying in different rounds. Difficult to do, but worth watching out for.
Conclusion
After the enforced COVID break, it was great to be back rolling dice, but the Gloomspite just didn’t cut it. I had very close games against Nighthaunt & Skaven but they weren’t top tier armies, and the only game against top tier was a demolition. In 5 game tournaments I like to aim for 3-2 and I couldn’t see how this was possible with the Squigs! Unfortunately the Gloomspite WhatsApp group didn’t provide much solace and so I made the decision to play Sons of Behemat… as luck would have it there was a team tournament the next day at the same venue, so I would be back!
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The residents of Fairharbour were alarmed when the dark shadow appeared in the bay. Moreso when the fish began to float to the surface, their mangled forms twisted by growths and lesions. The smart villagers began to run then, but the backwater town was not known for producing geniuses. When the towering bulk of Lord Orificeus finally waded out of the bay, a cruel smile playing on his lips, it was already too late.
Who are the Sons of Slimeharbour?
Randall Gubbins was a simple farmer, who toiled daily in the fields surrounding Fairharbour growing turnips and potatoes. When Randall fell sick with a virulent wasting disease his fields fell fallow, and his crop went unharvested to rot in the ground. Surrounded within and without by decay Randall had delirious visions of his fields transformed into bountiful wilds where bulbous trees sprouted juicy, exotic fruits and filled the air with sweet, enticing scents. Brought to the brink of madness by fever Randall uttered prayers to himself for days that his visions would come true. Unfortunately for his neighbours his prayers were answered.
Randall’s vision, manifested in horrifying flesh
Lord Orificeus, one of Nurgle’s favoured grandchildren, was dispatched to Fairharbour immediately to ensure Randall’s conversion and make his dream a reality. The Great Unclean One sowed his fields with blessed seed, and fertilized it with the bodies of Randall’s neighbours. As the Feculent Gnarlmaws bloomed, Randall was carried from his sickbed by a frolicking crowd of Nurglings who bore him to the feet of Orificeus’ bulbous mass. He was christened there and then in a pool of vomit and bile and given a new name: Rancel Ganglion, Shepard of Nurgle.
Rancel, his mind now permanently changed by the virulent, magical fever that Nurgle bestowed upon him, took charge of efforts to transform the remnants of his village into a more pleasing state. Fairharbour became Slimeharbour, named for the choking, thick mucus of the giant, mutated Hagfish that spawned in the wake of Orificeus’ coming. Those of his neighbours who accepted Nurgle’s gifts became the first 15 members of Rancel’s flock. The rest were given to the nurglings.
Rancel Ganglion, Shepard of Nurgle and first on the painting table
Path to Glory
Nurgle was my first army in AoS back when I started playing in 2018. However, I still have a lot of work to do to finish them off so I’ll be using Path to Glory as an excuse to paint up the rest of my Rotbringers. I’m starting with a neat little 1k list, made up of what I already had painted and adding onto that as we go.
Name
Warscroll
Points
Lord Orificeus
Great Unclean One
350
Rancel Ganglion
Harbinger of Decay
145
Buboetis’ Warband
5 x Putrid Blightkings
165
Tubercules’ Warband
5 x Putrid Blightkings
165
Sputicus’ Warband
5 x Putrid Blightkings
165
TOTAL
990
My stronghold, obviously, is Slimeharbour: the ruined fishing village turned nightmare pus factory. It is located in the territory of Saltmarsh, which has been transformed by Orificeus’ arrival into Wild Lands. This allows me to include 1 more monster in my army, but that doesn’t matter right now because I only have 1 monster in my list. I can definitely see myself taking another monster later on though, and its thematically appropriate. I considered making Saltmarsh a Small Settlement, which would have allowed me to reinforce a unit 1 more time. However the changes to coherency in AoS3 make me hesitant to do that with Putrid Blightkings, and in low point games I think I will benefit from the flexibility of 3 small units rather than 1 giant ball of death. As for my first quest, The Sons of Slimeharbour are on the hunt for a sacred relic of Nurgle. Lord Orificeus has given many gifts in his short time in Slimeharbour – now it’s time that Rancel repaid his debt by finding him a worthy tribute. The infamous Witherstave should do…
Have you heard the good word?
What’s next?
The first thing I’ll be painting up for this army (after Rancel) is another 5 Putrid Blightkings, bringing me to a nice even 20 in Rancel’s growing flock of converts. Afterwards I think it will be time to add another type of unit to the roster, perhaps a Lord of Afflictions to buff the Blightking’s attacks or a pair of Pusgoyle Blightlords to zip about the battlefield capturing objectives. Otherwise, the transformation of Slimeharbour bay into a green, thick ooze will certainly have attracted the attention of the Admiral of the Slime Fleet: Gutrot Spume.