To keep the interest alive for Path to Glory within the Woehammer camp I’ve decided to release the overall map as it currently stands and each players progression to date.
Declan and Aron are the first to have adjoining territory, with Aron having the larger for having a force of 2,000 points.
Aron and Declan have both played their first games and both won.
Ed and Dave have both played their first game which Dave won, however they’re yet to roll up the results due to time constraints.
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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)
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…..
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.
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.
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.
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!
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!
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.
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.
6 Rockgut Troggoths
3 Fellwater Troggoths
Da Watery Boyz
3 Fellwater Troggoths
Da Swampy Boyz
Ravenak’s Gnashing Jaws
Da Wet Boyz
Scuttletide (Endless Spell)
End of Session!
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.
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.
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!
Broken Ranks (Y)
Bring it Down (Y)
Hold the Line (Y)
Hold the Line (Y)
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!
Bring it Down (N)
M. Takeover (Y)
Slay Warlord (Y)
Hold the Line (N)
Beast Master (Y)
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
Bring it Down (Y)
Broken Ranks (N)
Broken Ranks (Y)
Slay Warlord (Y)
Hold the Line (N)
Hold the Line (Y)
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.
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!
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.
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.
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.
Great Unclean One
Harbinger of Decay
5 x Putrid Blightkings
5 x Putrid Blightkings
5 x Putrid Blightkings
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…
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.
Starting in August the guys at Woehammer are taking part in their own Path to Glory campaign. However is one with a twist, as we’re going to incorporate an actual 3D map!
Right now, the guys are all deciding what armies they should play, as well as what starting size they’d like to be (as well as getting ready for Carnage next weekend). It’s been agreed that it doesn’t matter what starting size you pick, but if you fight a smaller army, then you must pick units from your roster to suit that size battle.
The game will also be using fog of war rules, so each player will be given a number of options as there starting location, which they then list in order of preference. Once it’s been revealed which starting location they’ve been given, each player will be shown the territories bordering their own and battle can commence.
Battles will take place in the same manner as a normal Path to Glory game, and players can claim territory from spending glory points after a game. However, once players have decided what they want that territory to be (i.e. Old Fort etc), then it remains as such even when taken over by another player.