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The Deleter
May 22, 2010

View the corpse of the old thread here

The official site - most of your questions can be answered here!

What the gently caress is Age of Sigmar?
Age of Sigmar is a tabletop wargame by Games Workshop, set in a Planescape-esque setting where the forces of Good, Evil and Kinda Don't Care clash endlessly for various reasons. After brutally murdering the orignal Warhammer Fantasy Battles back in 2015, various changes in the guard and some people giving a poo poo have turned the original "anonymous musclemen punching each other" setting to "kinda fleshed out setting with known cities, cultures and weird cartoon logic" and the addition of some pretty cool models and factions.

With the release of Age of Sigmar 2.0 and the new starter set, Soul War, now might be a good time to get into this clusterfuck. Age of Sigmar can be fun if you're willing to put up with some of its foibles, much like a happy and loving dog that occasionally shits itself.

What's with all the tiny plastic people?
Age of Sigmar is sold as a "hobby", in that it's a series of plastic models that you build, paint and then make fight in combat. This means that there are three different aspects to the game - building and converting models into cool poses, painting them up, and then going into combat. Some people will prioritise one over the other - some can't stand painting but love the game, whilst others will love to play but dislike building. And that's all fine! Thankfully, Games Workshop has thrown a lot of weight behind making sure all aspects are accessible - you don't need to paint to an insane standard to make models look decent, and you don't need an enormous collection to have a good time playing. Just pick whoever you like the look of and then go for it!

Why should I play this game?
If you want some of the game's selling points:
  • All of the rules - core rules for playing and individual model rules - are free to download, including legacy rules for all Warhammer Fantasy Battle armies (which suck, unfortunately).
  • All of a unit's special rules are spelt out on the sheet. No having to cross reference central rules all the time!
  • Keyword system allows for loose army building and interactions between certain units, including some units that soft-counter other unit types.
  • Buckets of dice.
  • Tons of people play this, for whatever reason.
What's new in 2.0?
  • Clean-up of dumb interactions and consistent rulings - measuring from the base is normal, wording of rules is clearer, slightly better generic terrain rules and a default set of rules for garrisoning buildings.
  • No more shooting out of combat! Ranged units can now be caught by fast melee units, preventing them from using their firepower effectively.
  • Addition of endless spells, including roving predatory suns, that make turn priority more of a meaningful choice.
  • Characters can hide amongst a bodyguard of units to avoid shooting.
  • Command Point system to allow you to stack buffs on units.
  • Any models out of unit coherency get murdered, forcing more careful allocation of wounds and placement of models.
  • Spooky ghosts!
Okay, how do I get started?
Technically, all you need are the models, but if you want to play for real, there's a bunch of things you'll want.


The easiest way to get models and poo poo is the starter sets. Soul War, the new set for AoS 2.0, features Stormcast and Nighthaunt models. It'll contain the rules, the Core Book of lore and scenarios, dice, measuring tools and a story campaign book. If that's too pricey, Storm Strike is a smaller set is aimed at complete beginners, whilst Tempest of Souls is a mid-range set with most of the models. Both of these contain similar contents and a play mat to do your pretend battles on!


Alternatively, you might want to look at a Start Collecting set for the faction you like the most. These offer a set of minis at a decent discount, which is pretty rare in the land of Game Workshop, and are a good starting point for most armies.


You will want glue and paints and crap. This is because models come on sprues and need to be cut off, assembled with glue and painted. (This is meant to be a hobby, after all.) Whilst Games Workshop offers a simple-to-follow paint system and a full range of tools to get your models looking the best, be aware that there's a heavy mark-up on these things and there are other alternatives. Ask around at your local hobby group, or in this thread, for recommendations!


You will also want the General's Handbook, a yearly release detailing the three different modes of play. Most importantly, it contains the points values for all armies so you can actually build balanced armies, and Allegiance Abilities (unique army-wide traits and abilities) for both the greater allegiances of Order, Chaos, Death and Destruction, as well as anybody who doesn't have a Battletome. This year's version also includes the rules for Path to Glory, the army-building campaign system.


Speaking of Battletomes, you'll want the one for your army if it has an up-to-date one. It'll have the Allegiance abilities, Battalion options to field your models in powerful formations, and magic items for your heroes. Also maybe some cool art in there as well.

Official LinksOther SA Threads

The Deleter fucked around with this message at 01:37 on Dec 9, 2018

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The Deleter
May 22, 2010
THE BIG FACTION ROUND-UP
Confused as to who you wanna play as? Don't worry! All of the major players are summarized below, along with how they play and why you might want to pick them up.

You can also check out this video from HeyWoah, although it is more oriented to competitive play. https://www.youtube.com/watch?v=GDnkBnc2Q_s

:hist101: ORDER

Stormcast Eternals
The Space Marines of the game. Legendary heroes "reforged" into lightning elemental warriors by the god-king Sigmar, the Stormcast are the vanguard of Order's efforts to reclaim the Mortal Realms. Yet each one fears death - for though they may be immortal, with each reforging they begin to lose their sense of self.
How Do They Play?
The three Chambers of the Stormcast allow you to be pretty flexible. The vanilla Stormcast prefer a hammer and anvil strategy, trapping enemies on a wall of tough melee troops before slamming into the flanks and peppering the foe with ranged abilities. The Vanguard Chamber prefers speed, ranged attacks and infiltrating from the sides of the board. The Sacrosanct chamber are heavy focused on magic and artillery. Mix and match all three to get the style you want!
Play Stormcast if you:
  • Are a beginner and want the easiest army to collect and paint.
  • Want a decent selection of tough bodies that will shrug off punishment and a flexible army composition.
  • Unironically listen to DragonForce.
Getting Started: Goonhammer guide


Sylvaneth
Angry trees. The Sylvaneth, lead by their god-queen Arielle, desperately battle to keep the forces of Nurgle out of their homeland. They don’t accept help lightly and view any trespassers with suspicion, but have forged an uneasy alliance with the free people of Sigmar.
How Do They Play?
The Sylvaneth are, understandably, not great in a straight fight. However, they have a mix of re-positioning abilities, dangerous terrain and powerful magic and shooting that can turn the tides in their favor. Abuse this as hard as possible in order to win games.
Play Sylvaneth if you:
  • Like to drybrush brown or do natural colors.
  • Enjoy repositioning tricks and want an excuse to add terrain to your boards with the Wildwood.
  • Think the Ents were the coolest part of Lord of the Rings.

Seraphon
Aztec Lizards riding Dinosaurs from space! The Seraphon live on temple-ships in the stars, teleporting down from on high to beat the poo poo out of Chaos. Some groups stick around after, building cities and weirding people out with blood sacrifices and odd rituals.
How Do They Play?
The Seraphon have fairly strong units that synergise with each other well, but their true strength lies in two factors - their enormous dinosaur-mounted siege engines, and access to the Slann Starmasters, arguably the most powerful wizards in the game. You can pick your poison of magic teleporting dinosaurs, or brutal less-magic dinosaurs, depending on which word in "magic dinosaurs" you like the most.
Play Seraphon if you:
  • Want to mess with spells, re-positioning and dinosaurs.
  • Would like a force that looks good in vivid colors.
  • Are obsessed with Jurassic Park.

Kharadron Overlords
Steampunk dwarves. The Overlords are dwarves who took to the skies to avoid the Age of Chaos, and have lived there ever since. Their society is a Objectivist clusterfuck that follows the Code, a multi-part document outlining how to do diplomacy, conduct business and wage war.
How Do They Play?
Overlord troops are unimpressive, although they sport a wide array of special weapons. Their true lynchpin is their airships, which can transport their line troops around the battlefield and pack amazing firepower. Additionally, their Allegiance Ability provides an entirely configurable set of bonuses, allowing you to pick and choose what you like the most.
Play Kharadron Overlords if you:
  • Want a bunch of impressive airship models as the centerpiece of the army.
  • Like big guns and cannot lie.
  • Played Bioshock and thought Andrew Ryan had the right idea.

Fyreslayers
Naked fire dwarves. Born of the blood of a dying dwarf god, the Fyreslayers are mercenaries seeking Ur-gold, an element formed of their dead god’s body. They hammer the precious resource into their skin for protection against blows, and ride giant salamanders into battle.
How Do They Play?
With only short-ranged shooting, Fyreslayers are focused on getting into melee as fast as possible. Thankfully, they can pick benefits each round that have the chance to go big, which ensure they'll get there and make a splash when they do. A small suite of support heroes enables them to do even more work.
Play Fyreslayers if you:
  • Like the idea of painting a LOT of skin.
  • Want a melee force with some punch and some basic but meaningful decision making.
  • Want an excuse to play JoJo’s Bizzare Adventure music during games.

Cities of Sigmar
The ordinary humans, elves and dwarfs of the setting. Residents of the cities that have been carved out in the Mortal Realms, the Cities send out forces to hold their territory, accompany Stormhosts into war and defend their people against the forces of Chaos.
How They Play
The Cities are an amalgamation of several old Warhammer Fantasy lines. Picking a City grants you bonuses that lean your forces in certain directions - from the massed ranks and cavalry charges of Hammerhal to the monster parade of Anvilguard. Additionally, a bewildering array of battleline options means that yes, you can field an army of Steam Tanks!
Play Cities of Sigmar if you:
  • Want to murder demons and monsters with a bunch of guns.
  • Want to paint old-school fantasy or historical-style forces, with heraldry and uniforms.
  • Miss Warhammer Fantasy a lot.

Daughters of Khaine
Morathi's personal murder gals. Bloodcrazed worshipers of the long dead God of Murder, feared by their supposed allies and their foes alike for their raw brutality and sinister blood magics.
How Do They Play?
The definition of a glass hammer, Daughters of Khaine hit hard and fast but struggle to take a punch themselves. A successful Daughters player relies on good positioning, target priority and utilizing the powerful buffs of their Hero units to pick apart the enemy before they can even hit back.
Play Daughters if:
  • You've got a lot of dice and need an excuse to roll them all at once.
  • You really, really like snakes.
  • You need some practice painting skin-tones.

Idoneth Deepkin
Fish Elves. Rejected children of the Elf God Teclis born with withered souls, the Idoneth use their reality warping powers, highly trained Namarti shock troops and tamed sea-monsters to overwhelm and reap the souls of the undeserving land-dwellers.
How Do They Play?
A tricksy faction, their Tides of Death ability gives an Idoneth force different bonuses depending on the turn number, rewarding careful planning and setting up for brutal alpha strikes when the time is right.
Play Idoneth if:
  • You fancy yourself a Ham Napoleon.
  • Want to build an army consisting of murder sharks.
  • Have a high tolerance for Little Mermaid jokes.

Lumineth Realmlords
It's High Elves again, but they've teamed up with rock cow spirits! After spending time getting eaten by Slaanesh and doing civil wars, the Realmlords decided that enough was enough, and have teamed up with giant mountain cow people to kick some rear end and take some names.
How Do They Play?
The Realmlords have a ton of abilities that add up to a traditional hammer-and-anvil strategy, holding foes on blocks of spearmen and then smashing them with cavalry and heavy infantry. They can also use Aetherquartz, cashing in the magic rock for buffs.
Play Lumineth if:
  • loving love Elves and are all smug about it.
  • Can't get enough of painting white.
  • Want to crush your foes old-school.

:black101: CHAOS

Slaves to Darkness
The standard Chaos boys. Slaves to Darkness is a grab-bag of barbarians, tribespeople and ne'er-do-wells have have thrown in their lot with the Chaos gods. They often follow Archaon, who acts as a figurehead for the will of chaos. He hates the job.
How Do They Play?
Lots of footmen, lots of horrible monsters. The Slaves to Darkness can be run alone, but are ideal to add into the more specialized Chaos armies as they can take any of the God's keywords. This means you can get easy access to bodies to fill out an army! You can also go more elite with Archaon's Varanguard if you hate your wallet.
Play Slaves to Darkness if:
  • You want to paint a lot of spikes.
  • You wan to just slam into the enemy, or need bodies to slam into the enemy.
  • You like a good maniacal laugh now and again.
Getting Started: Goonhammer guide


Disciples of Tzeentch
Magical ISIS. Cults that worship the God of Magic, and the various daemons they summon.
How Do They Play?
Extremely ranged focused, and some of the most powerful magic in the game. Can be run as a horde of human cultists all the way to a fairly elite army of mutants and sanity-damaging monsters. As an army special rule, they can "see the future" and essentially cheat by being able to switch out the result of dice rolls.
Play Disciples of Tzeentch if:
  • You like magic.
  • You like the idea of transforming your enemies into gibbering masses of flesh.
  • You like bird motifs.
  • You're fine with the fact that most armies will beat you handily in hand-to-hand, providing they make it there.
Getting Started: Goonhammer guide


Blades of Khorne
Muscle bound freaks of nature and zealous daemonic servants of the murder god. They were the first to meet the Stormcast head on and are the first to hurl themselves into the fray.
How Do They Play?
A wide array of point efficient heroes provides this melee oriented army a lot of buffs and special abilities, but don't expect to find ranged attacks or magic because those things are for puny cowards. An army that can be run as a horde of oiled reavers and minor daemons, or as a smaller team of elite blood warriors and heavy cavalry. A cool "blood tithe" mechanic gives you rewards or summons as you KILL.
Play Blades of Khorne if:
  • You love painting red. And you love seeing red.
  • You want to be able to pick from an absolutely massive set of killy list building options.
  • You don't mind sitting on your hands during the shooting phase.

Maggotkin of Nurgle
The disease-ridden mortal forces of the plague god Nurgle, backed by a swarm of daemons who are entirely too happy about having every disease possible. They want to turn everywhere into a filthy garden for their horrible flesh children to cavort in.
How Do They Play?
Slow but impossibly tough. The Maggotkin all pack inbuilt saves against every kind of damage. Additionally, they have the most complex Allegiance Abilities in the game, including a cycle of per-round buffs and abilities, a unique terrain feature, and a summoning system powered by taking and holding territory on the board.
Play Maggotkin of Nurgle if:
  • You want to use wet blends and washes to make something gross looking.
  • You enjoy playing the long game, from the set-up of your Gnarlmaws to when your Cycle of Corruption buffs land.
  • You've been listening to a bunch of Cannibal Corpse recently.

Hedonites of Slaanesh
Followers of the god of excess, perfection, and partying, birthed by the high elves getting a little out of control. (Good job, elves.) They seek to either free or replace their god, who’s currently imprisoned. (Good job, elves.)
How Do They Play?
Hedonites of Slaanesh are all about battlefield positioning. They have little in the way of shooting attacks or spells. To make up for this, they’re some of the fastest units in the game and many of their units have some way to reduce incoming damage by modifying your opponent’s hit rolls. They otherwise tend to hit hard, but crumble when the attacks do make it through.
Play Hosts of Slaanesh if:
  • You gotta go fast.
  • Like engaging the enemy on your terms.
  • You want to have multiple generals or one extra powerful one.
  • You like snakes with boobs.

Beasts of Chaos
Angry goat men and friends. Living in the wastes of the world, the Beasts of Chaos hate society and civilisation. Mutants and animistic rejects combine forces with the angriest animals in the world in order to burn down the pretty cities of Man.
How Do They Play?
The Beasts of Chaos are an allegiance of four separate subfactions - ambushing skirmishers, regenerating line troops, rapidly advancing heavy cavalry, and big gently caress-off monsters. United, they have access to the Herdstone, a terrain feature with an expanding armor-melting aura that can act as a sacrificial altar to summon monsters.
Play Creatures of Chaos if:
  • You want a paint scheme where multiple steps are "drown in brown wash".
  • You want a highly configurable horde faction with some of the coolest models from Warhammer Fantasy.
  • You wanna burn down The Man, man.

Skaven
Horrible ratmen. Survivors of the End Times, the Skaven are an omnipresent force of rat people who keep failing to take over the world thanks to a penchant for cowardice and backstabbing. Their deity, the Great Horned Rat, recently got his Chaos God membership card.
How Do They Play?
The basic Skaven gameplan is to send your hordes of lovely rats to die on the enemy, in order to buy time for your insane war machines and mutants to deal damage. Every clan has access to a unique trait on their characters, which you can access without going fully into those clans. This makes their army building very flexible, although by default they're a horde army.
Play Skaven if:
:skeltal: DEATH

Legions of Nagash
The forces of the God of Death, Nagash. Pissed that everybody seems to have respawning soldiers nowadays, the Bony Man himself has summoned his lieutenants, the Mortarchs, and various vampires and necromancers to raise the spooky scary skeleton legions and take those souls back.
How Do They Play?
In various ways. The Legions of Nagash are several factions that share the same units, but can take differing Allegience Abilities - from the hordes of skeletal monsters in Nagash's Grand Host, to the magic and wizard focused Legion of Sacrament. All of them like having Skeletons, which can be healed and revived endlessly.
Play Legions of Nagash if you:
  • Like large, regenerating hordes of slow close-combat units that you can stack an obscene number of buffs onto.
  • Like Versatile armies of Powerful Monsters, Mages, and Elites with distracting chaff that is easily replaced.
  • Like Vampires, Skeletons and Ghosts all teaming up to murder things.
  • Like painting things white.

Nighthaunt
Nagash isn't just an obsessive-compulsive soul collector - as god of the dead, he likes to give those who died ironic punishments based on their crimes in life. The Nighthaunt are these spirits, assembled into a vengeful army that wreaks havoc upon the living.
How Do They Play?
The Nighthaunt are an infantry-based faction, with their heroes designed to hinder and counter the tricks other factions might pull. Notably, all Nighthaunt models are Ethereal, meaning they ignore rend values, and can Fly, allowing them to pass through terrain.
Play Nighthaunt if:
  • You want an easy-to-paint force - a white spray and washes will take you far.
  • You want to laugh at the -2 rend on that hero's sword and then beat him to death.
  • You like spooky ghosts.

Flesheater Courts
The mad, deluded cosplaying cannibals of the Death hosts. Ghouls (or ‘Mordants’) are the remnants of people who resorted to cannibalism to stay alive when the forces of Chaos ravaged the mortal realms. Most of them have fallen under the sway of deranged vampire outcasts known as Ghoul Kings, who delude themselves into believing they are fine and noble lords, the ghouls their courtiers, and everyone else quarry to be hunted down and eaten in glorious “banquets.”
How Do They Play?
Standard FEC armies tend to be composed of large units of ghouls supported by heroes (the ghoul kings and their courtiers), who augment their hordes with powerful buffs, healing, and summoned replacements for dead troops. This means that Flesheaters are a very resilient horde army, but are quite weak against opponents with strong ranged units that can snipe the heroes the army depends on for buffs and summons.
Play Flesheater Courts if you:
  • Like large, regenerating hordes of fast, close-combat units that you can stack an obscene number of buffs onto.
  • Are very fond of pale fleshtones and smearing your models in bloody-red, but don’t want to play Khorne for whatever reason.
  • Want to play an army of deranged larpers.

Ossiarch Bonereapers
Pay your taxes! Nagash's answer to the Stormcast, the Bonereapers are an army of skeletal warriors made of fused souls, who enact as his morbid tax collectors. Lead by the Xerxes-like Krakatos, they demand only one thing of the cities they besiege - pay the tithe of bones, or have it taken from you.
How Do They Play?
Using a unique system of Relentless Discipline points instead of regular Command Points, the Bonereapers are a flexible force that play in a very straightforward manner. Keeping their heroes alive is required to maintain the undead's discipline, which you can then leverage into powerful abilities.
i]Play Ossairch Bonereapers if you:[/i]
  • Want a resilient force where every unit can operate semi-independently.
  • Want to paint lots of bone, overlapping plates and more bone.
  • Want to get spooky and/or scary.
:orks101: DESTRUCTION
ORRUK WARCLANS
In 2019, the Orcs got a revamp with a new Battletome - Orruk Warclans, which combines the below forces into one. When fielded as one, they gain extra bonuses. Below are the two solo forces;


Ironjawz
Ironjawz are the meanest, toughest and dumbest Orcs around. They rarely can count beyond five, but that's because that's how many fingers are on the hands they use to bend iron into armor and to punch the weaklings that get in their way.
How Do They Play?
Angry kill machines, Ironjawz are good at one thing and that thing is fighting. They really rely on their characters, but with a proper array of buffs/spells they become crazy powerful. They have good allies, as in they can ally all orcs and grots, so you get access to all the grot artillery which is great.
Play Ironjawz if:
  • You want to paint some of the coolest orc models ever made
  • You want to murder everything in melee, and especially monsters!
  • You are ok with having your key models shot off the board by assholes with shooting

Bonesplitterz
Evangelical Primitivist Orcs. Lead by the barely lucid Wurrgog Prophets, these Orruks believe that Gorkamorka has charged them to murder the biggest, nastiest foes they can find. Considered complete nutters by other Orcs, Bonesplitterz go to battle wearing nothing but warpaint and wielding the bones of slain monsters, imbued with the power of Gork and Mork.
How Do They Play?
Despite stomping around the battlefield butt naked, Bonesplitterz are shockingly tough with their special Warpaint save potentially shrugging off the most lethal of attacks. They get big bonuses when fighting monsters and other big targets, and favour drowning foes in lots and lots and lots of attacks.
Play Bonesplitterz if you:
  • Don't mind going through buckets of green paint.
  • Fancy yourself a tattoo artist.
  • Really want to make the local Beastclaw Raiders players cry.

Combined, Ironjawz and Bonesplitterz gain an escalating WAAAGH resource which grants stacking bonuses, and can be blown in a final insane round of combat.


Gloomspite Gitz
Fundamentalist goblins! Lead by the mad Loonking Skragrott, the Gloomspite Gitz emerge from the mountains of the Realm of Metal whenever the Bad Moon passes. They worship the moon and wish to commit an act of cowardly atrocity so great it will stop in the sky, cloaking the realm in night forever.
How Do They Play?
Whether you take a horde of goblins, spiders and squigs, or just a small bunch of trolls, the Gloomspite Gitz are a opportunistic, positioning-based faction who must keep an eye on the Bad Moon. The passage of this celestial object debuffs the enemy and powers up your troops, so position accordingly!
Play Gloomspite Gitz if
  • You have a Night Goblin army left over from the old days.
  • You want to paint some really fun models in some wild colors.
  • You like weird monsters and want to field a bunch of them.

Ogor Mawtribes
Hungry, angry ogres. The Ogors are driven by a supernatural hunger, and whilst they tend to get their fix from eating whomever they fight and buddying up with orcs, they're canny enough to barter their services as mercenaries to whomever can feed them.
How Do They Play?
Heavy infantry and large models galore. You'll be hard pressed to find a model that has less than three or four wounds and can dish out the damage in return. In an army, an Ogor exists in two states - hungry and rushing to make contact, or eating the foe and becoming very tough to shift! Backed by the monstrously powerful cavalry of the Beastclaw Raiders and the chaff swarms of Gnoblars, this is the definition of an elite army.
Play Ogor Mawtribes if
  • You want a small model count army with a few big centrepiece models.
  • You want to be hugely resilient and deal mortal wounds like candy.
  • You don't want a lot of models taking up space in your closet.

Sons of Behemat
Giants galore! Whilst the gargants have been part of the setting for a while, its only recently they've started to band together. With the death of their father, the god-beast Behemat, the giants of the realms are slowly growing bigger and bigger - and one may soon take his place.
How Do They Play?
Often compared to Knights in 40k, this is a similar theme - a small army of monstrous figures. Pick your favourite kind of Mega-Gargant to lead the army - the horde-destroying Warstomper, the scenery-breaking Gatebreaker, or the shiny-stealing Krakentooth - and the smaller giants in the band will inherit some of their skills and traits. If you're not a fan of that, though, you can ally in named Mega-Gargants into any other army!
Play Sons of Behemat if
  • You want an army of only centrepiece models and monsters.
  • You want to go ham with customisations and conversions on a few big models.
  • You thought Roald Dahl's BFG was for suckers.

The Deleter fucked around with this message at 16:04 on Oct 15, 2020

The Deleter
May 22, 2010
Lol Sequitors are point for point better than Liberators, good job GW. What a start to the new thread!

The Deleter
May 22, 2010

Kung Fu Fist gently caress posted:

title is fine except you misspelled slgmar

also i am here to issue a fell warning: if you get cold feet/pull a greenmeat and close this thread, then i will be forced to resurrect mine using some pretty dark and gnarly magicks!

I am a strong and proud sigmarine and will never close this thread, no matter how bad it gets.

The Deleter
May 22, 2010

Business Gorillas posted:

So my friend is talking me into getting into this God drat stupid game

Are night goblins any good?

They die in droves but will take everything with them, and they have Fanatics, squigs and giant spiders. If you splash out at Forgeworld you can get an entirely Squig army which is funny. Grab a Cave Shaman, they're a decent wizard even outside of the Malign Portents campaign stuff.

The Deleter fucked around with this message at 21:12 on Jun 15, 2018

The Deleter
May 22, 2010

Black_Nexus posted:

Play ninth age instead then?

I wouldn't wish this fate upon anyone.

The Deleter
May 22, 2010

Black_Nexus posted:

Also, unrelated Deleter do you want help with the faction write-ups?

A little bit would help. I just new a few sentence summary on who they are and how they play, and three bullet points on why you'd collect them. Keep it pretty light. I've updated the OP with a few of the Order factions partially done, but only How They Play for Stormcast since they're the dudes I play the most.

The Deleter
May 22, 2010

SteelMentor posted:

Idoneth Deepkin:
Fish Elves. Rejected children of the Elf God Teclis born with withered souls, the Idoneth use their reality warping powers, highly trained Nemarti shock troops and tamed sea-monsters to overwhelm and reap the souls of the undeserving land-dwellers.
A tricksy faction, their Tides of Death ability gives an Idoneth force different bonuses depending on the turn number, rewarding careful planning and setting up for brutal alpha strikes when the time is right.

Play Idoneth if:
-You fancy yourself a Ham Napoleon.
-Want to build an army consisting of murder sharks.
-Have a high tolerance for Little Mermaid jokes.


Daughters of Khaine:
Morathi's personal murder gals. Bloodcrazed worshipers of the long dead God of Murder, feared by their supposed allies and their foes alike for their raw brutality and sinister blood magics.
The definition of a glass hammer, Daughters of Khaine hit hard and fast but struggle to take a punch themselves. A successful Daughters player relies on good positioning, target priority and utilising the powerful buffs of their Hero units to pick apart the enemy before they can even hit back.

Play Daughters if:
-You've got a lot of dice and need an excuse to roll them all at once.
-You really, really like snakes.
-You need some practice painting skin-tones.

Something like this?

This works! Will add this to the OP.

The Deleter
May 22, 2010
Yeah these are awesome, thanks so much. The sooner we can get these filled out the better. I'll add Maggotkin as well as I've seen a lot of them play.

The Deleter
May 22, 2010
A recent story on the Malign Portents site confirms they just live on spaceships, with sections that mimic the Lustria jungle to hang out in.

The Deleter
May 22, 2010

Flipswitch posted:


today has been a successful day

:perfect:

The Deleter
May 22, 2010

DJ Dizzy posted:

Is it viable to do stormcasts without any of the weird-rear end looking ranged weapons?

Depends what ranged elements you're talking about. Taking Judicators in some capacity is a good idea and I'd say you're a little worse off without them. The dragon models have various mortal wound abilities in the shooting phase so you can kind of go that direction. Vanguard are super out if your objection is with their pistols. Prosecutors suck poo poo in all forms, but they're used in two really good Battalions so you'll lose them. Castigators seem very niche so you can skip them.

The Deleter
May 22, 2010

DJ Dizzy posted:

The weird rear end bows and crossbows.

Yeah, you can go without Judicators, kinda. You'll want some form of shooting, whether that's from the Vanguard or Prosecutors, but there's definitely ways to play without them.

The Deleter
May 22, 2010

Saint Drogo posted:

I much prefer this to them only existing in the Slann spank bank between battles.

It's weird, apparently the interiors are a nightmare to navigate and they have spawning pools on board that they can make spawn faster at the risk of making horrible ragemonsters.

Put them in a Battlefleet Gothic reboot imo.

The Deleter
May 22, 2010
There's a preview of the Soul Wars novel, and the implication from that is that Nagash is basically insane, doesn't have the control he thinks he does and that all the Mortarchs loving hate him. So I expect some story beat in the future where the Mortarchs gank him good.

The Deleter
May 22, 2010
Pretty much. The Soul Wars novel preview implied even Arkhan's getting fed up of Nagash, although that could also be down to the fact that Nagash is getting paranoid. Arkhan's certainly not going to upset the guy he's worked for all his undeath any time soon.

The Deleter
May 22, 2010
Listen, he worked really hard to get his membership card. Don't be down on him. :colbert:

The Deleter
May 22, 2010
The Horned Rat has a set of greater daemons available but no model. And he's has not been written anything like Nurgle at all within AoS, he's off to the side mad that all the other Chaos Gods keep shoving him in a locker and taking his lunch money.

The Deleter
May 22, 2010
Holy gently caress that's awesome, well done!

The Deleter
May 22, 2010
Yeah I might grab the pushfits to get some basic games in with people who are interested.

The Deleter
May 22, 2010
So Lady Olyander seems to be a ton of insane effects on a 7 wound 4+/6++ chassis. I wouldn't underestimate her but I have a feeling she might not be so crazy to fight in practice. If you can kill her in one turn to prevent her from ever healing or doing anything then you get to laugh at the guy who brought a 240 point model to the game. I'm way more interested in Kurdoss stealing command points, or using Reikenor as what a pleads to be a 75 point guarantee of getting the Purple Sun off.

Also they all look horrible to transport, and I like that Kurdoss is followed by a band of ghosts constantly dissing him.

The Deleter
May 22, 2010

Macdeo Lurjtux posted:

I’m I reading the Banshee Claws ability right? It says an attack roll deals a mortal wound and immediately ends the resolution for the attack, no wound or save roll. Does this circumvent abilities that let you save vs. mortal wounds?

No, it just cuts out the Wound and Save parts of the resolution. The Blast to Ashes ability on hammer paladins works the same way. Disgustingly Resilient and other stuff still works.

The Deleter
May 22, 2010
Asteria looks like a Lord-Arcanum with some extra bits and isn't impressive to me. Aventis has a bit more going on because of his access to Mortal Wounds, but a +1 to hit for missile weapons for targets that he flies over seems nice. Not worth having to go with that ugly gold scheme to use, but they seem like okayish uptakes on a regular Lord-Arcanum maybe?

The Deleter
May 22, 2010
Everything else has basically upsold the other chambers - Hallowed Knights in particular thanks to their books and Blightwar. The Hammers have nothing except "was there first".

The Deleter
May 22, 2010

I can''t believe the Skaven saved the day. Maybe. It's hard to tell through the massive boner for Nagash the writers are slapping everywhere.

The Deleter
May 22, 2010

AnEdgelord posted:

heh

edit: also lol complaining about Nagash getting major screentime for the first time after Khorne and Stomcasts hogged the spotlight for about 2 years

I mean yeah it's pretty lol, but I don't find Nagash that much more interesting. He's definitely got a cooler club around him, though!

The Deleter
May 22, 2010
Unironically same.

The Deleter
May 22, 2010
New starter sets to replace the old stuff. We have;
  • a new getting started magazine with a unique Knight Incantor, which seems like a real easy way to get a wizard into a Stormcast army.
  • Storm Strike, replacing the Storm of Sigmar mini-set with a collection of the push-fit models and a gaming mat. Available for £25, so probably around $35.
  • Tempest of Souls replaces Thunder and Blood and is about the same setup (all models minus some stuff) and price.

On top of that, the old Age of Sigmar 1st Edition box set is being split into two new Start Collecting sets. Not sure if these replace the old ones - I hope not as no special weapons is a real killer - but it's a way of getting a Korgorath or a Lord-Relictor still.

The Deleter
May 22, 2010
Where the gently caress is Settra you fucks

The Deleter
May 22, 2010
:siren: THE BIG FACTION ROUNDUP IS NOW COMPLETE :siren: (with the exception of chaos dwarves but who cares)

I also updated the OP for Soul Wars and the new starter stuff. If anyone has anything they'd like to see added, let me know. These will always update subject to changes in the game - so if the poor Creatures of Chaos get a good battletome then I'll update them, for example.

The Deleter
May 22, 2010

There's a reason they're Forgeworld only, buddy. :colbert:

(In all seriousness if some rich mad bastard wants to do a write-up, they can feel free. They're the only battletome that's literally free, too).

The Deleter
May 22, 2010
Chaos Dwarves have always looked bad.

The Deleter
May 22, 2010

Solemn Sloth posted:

Anyone got suggestions for where to get dumb brettonian helmets if I wanted to chop off some stormcast heads and make some questing knights?

If it HAS to be Brettonian specifically, try eBay. If not, there's plenty of historical knight models you could use, although the scale would be off since they're truescale 28mm and Stormcast are basically 32mm monsters. If you're willing to cut up metal then Stormblade infantry from Warmachine might make good helmets, though you'd have to add plumes yourself.

The final option is to wait for GW to remember Bretonnia exists and owns, which :smith:

The Deleter
May 22, 2010
Curse of Years is big horseshit. It's written like someone wrote a sensible version of the rule where the difficulty scaled up with each test, and then they left, and then some marketing guy went into the Google document and switched the numbers around to sell more models. There's a Triumph and Treachery battle report on the miniwargaming YouTube channel which, aside from showing all the problems with Triumph and Treachery, has Curse of Years delete a unit of Bloodletters and the Khorne player looking miserable because he didn't get to do poo poo. I get giving Arkham a big distinctive spell, but Curse sucks to play against.

The Deleter
May 22, 2010

For_Great_Justice posted:

What does the spell do?

Curse of Years is a spell unique to Arkhan with a casting value of 6. if it goes off, you target a unit within 18" that's visible to the caster and roll ten dice. For each six, deal a mortal wound. Then roll a dice for each mortal wound you did, fives do mortal wounds. Repeat, with the target number continually decreasing. This goes all the way to 2+ and has the potential to delete units from the board if you get lucky.

The Deleter
May 22, 2010
Yeah, some of the stuff I left out of the OP is that Age of Sigmar, especially on release, is not balanced or written well. A lot of the initial release wave. and the messaging around it, was this infuriating appeal to a sort of play that is so casual we might as well just cast off the rules and play pretend like grade school again - stuff like measuring from the physical models, no points values, and a ton of weird assumptions about how people actually play miniatures games. That's not to say there's no value in casual play - hell, it's what I play all the time - but even a casual player would like to know that the rules are solid before they invest hundreds of pounds/dollars into a long-term hobby game like this. I didn't put it in the OP because I would rather have it be a comprehensive look at the game for people who were interested, but I should probably put in a few warnings about game time and balance for people to make their minds up.

The game has slowly reverted back to something resembling balance over time, but there's still design decisions that are relics of that time and others still that are just Games Workshop Tee Em. It seems like the big bugbear of this edition is the idea of using command abilities to make insane combos that won't ever practically go off. I'd hesitate to say they've been looking at the weirder parts of Warmachine or combo decks from Magic for this, but it's the first thing I think of because that was the emphasis in every faction preview for AoS 2.

I'm going to update the OP with the Chaos Dwarves and some hobby stuff - is there anything anyone wants to see up there? I might put up more in-depth summaries for each faction if I can get ahold of them.

The Deleter fucked around with this message at 17:49 on Jul 9, 2018

The Deleter
May 22, 2010
He's probably a necromancer the internal AoS guys have in a campaign or something. I wonder if hanging him multiple times will become a popular form of entertainment?

My favourite thing on there, aside from the Daughter of Khaine personal (and the Sun-style tabloid about Seraphon, or the blatant Skaven plant, or the...) is the advert for rigging your death so you get reforged as a Stormcast. I wonder what the success rate on that is. :v:

The Deleter
May 22, 2010

dexefiend posted:

I can't find the rule... can you guys help?

What's the deal with Nurgle Feculent Turdpiles loving over my Sylvaneth?

So the Gnarlmaw does two things - it allows Nurgle units within 7" of it to charge even if they ran earlier, and anything within 3" of it that isn't Nurgle takes a mortal wound on a 4+. I imagine a lot of factions don't want to stand near them, but Sylvaneth seem particularly vulnerable to that kind of thing. Nurgle likes to poop these things everywhere, so be careful and watch what avenues he's putting them down because he'll want to hold ground there and make assaults from it.

The Deleter
May 22, 2010
The Goblin murderpile got nerfed - the command ability that does it now causes attacks to deal an extra mortal wound if they naturally roll a 6, and the ability doesn't stack. That's pretty hefty!

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The Deleter
May 22, 2010
My hope is that there's a baseline set of Skaven Allegience Abilities, and then additional ones for each clan, like how the Stormhosts work for the Stormcast. And that Pestilens gets something better than their current ability because jeez it sucks. Also, cut the Verminous keyword and just let Stormvermin be battleline for Skaven.

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