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The Deleter
May 22, 2010

View the old thread here

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

What 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 In Between 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.

We're pretty deep into Age of Sigmar's third edition at this point. Come join us! It's pretty great.

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 for 3.0?
If you haven't looked at the game since its launch, or dropped somewhere in second edition, here's a summary;
  • Rulebook is reformatted to be clearer and more concise, akin to Warhammer 40,000's 9th Edition rulebook.
  • Smaller board sizes, matching 40k 9E's board sizes.
  • New reactive command abilities can be used when it isn't your turn, reducing downtime and allowing you to disrupt opponents.
  • More command points earned for going second, and changes to how command abilities work making buff heroes less of a requirement.
  • The addition of Heroic Actions - every player picks a hero at the start of the hero phase to generate a command point, gain buffs, heal or attempt to dispel a spell.
  • Monsters gaining the ability to do Monstrous Rampages in the Charge phase, dealing additional damage, destroying terrain or dueling other monsters.
  • Prayers have been reformatted to work like magic. Priests gain two generic Prayers, equivalent to the generic magic abilities wizards have. Priests can now attempt to dispel other prayers.
  • Predatory Endless Spells move at the end of every hero phase. Additionally, they are now Controlled by the model who cast them - unless they are killed or the spell moves more than 30" away, at which point the spell is under anyone's control...
  • "Endless prayers" are now fully integrated into the rules as Invocations, behaving similarly to Endless Spells.
  • Path to Glory has been reworked to match 40K's Crusade system, allowing you to develop a narrative arc for your army.
  • Warscroll Battalions are gone, replaced with Core Battalions that reward you for building your army in certain ways.
  • Maximum unit sizes are gone - instead, you can double or triple the minimum size of a unit a limited number of times. Many units are having their minimum unit sizes adjusted to compensate for this.

Okay, how do I get started?
Step one is the rules. Age of Sigmar's V3.0 rules can be found here!

Technically, all you need from that point on are the models and their warscrolls, but if you want to play for real, there's a bunch of things you'll want.


The easiest way to get models is the starter sets. The starter sets for Third Edition feature the Stormcast Eternals and the Kruleboyz, and come in three levels:
  • Warrior, featuring a Battleline and a Hero for each side with the core rules, warscroll cards, small playmat, dice and floppy rulers!
  • Harbinger, featuring the same as above but with a different hero choice, an additional unit (Praetor bodyguards for Stormcast, and Hobgrots for Kruleboyz) and a bigger mat.
  • Extremis, containing the contents of Harbinger but replacing the mat with a full fold-out gameboard and plastic scenery.

The previous starter sets - Soul Wars, Storm Strike and Tempest of Souls are likely still available on the shelves of your friendly local game store if you fancy ghosts and different Stormcast.


Alternatively, you might want to look at a Vanguard 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 set at around 750 points of models in order for you to get into the lowest points count games quickly. There are also Start Collecting sets, which don't have as comprehensive a model selection but tend to be cheaper. If your faction hasn't got a Vanguard box yet, or you see one in your local store, grab it!


You will want glue and paints and tools. 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, the current "default" rules for Matched Play, and any additional quirks or battalions you need to be aware of.


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 14:50 on Dec 13, 2022

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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.

: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 choice of magic teleporting dinosaurs, or harder-hitting 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.
Getting Started: Goonhammer guide

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 are 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.
Getting Started: Goonhammer guide

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! After spending time getting eaten by Slaanesh and doing civil wars, the Realmlords decided that enough was enough, and have teamed up with the spirits of their land to kick some rear end and take some names.
How Do They Play?
Who loves elf bullshit? The Realmlords have a ton of abilities that can be levereaged either a hammer-and-anvil force, elite heavy infantry or a mobile cavalry force. 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 looking like melting meat popsicles. 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 lean heavily on a core of light skirmishing troops backed by a plentiful number of monsters and heavy infantry to smash the enemy lines. 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 more monsters.
Play Beasts 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.
Getting Started: Goonhammer guide

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

Soulblight Gravelords
Vampires! The Soulblight is the fancy name for vampirism, and these fancy folks have it in spades. They are the generals of Nagash, raising the dead to enact his will. Each vampire seeks not only to conquer in the name of their god, but to secure themselves a plentiful food supply to sate their thirst for blood.
How Do They Play?
The Soulblight Gravelords play somewhat like classic Vampire Counts - big blocks of chaff skeletons and zombies that can eternally replenish themselves, lead by powerful Vampires, necromantic support units and undead monsters. With proper placement of their Gravesites and canny magic use, they can overwhelm their foe with numbers and control the board.
Play Soulblight Gravelords if you:
  • Like large, regenerating hordes of slow close-combat units that you can stack buffs onto.
  • Are also a fan of big horrible undead monsters.
  • Your favourite Sesame Street character was Count von Count.

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 the rend values of attacks aimed against them, and can Fly, allowing them to pass through terrain. They are hard to pin down and even harder to put down.
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.
Play Ossairch Bonereapers if you:
  • 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.
Getting Started: Goonhammer guide
: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, and the addition of the new;


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.

Kruleboyz
Sneaky backstabby orcs. Favouring being Kunnin' over Brutal, the Kruleboyz inhabit the swamps of the Mortal Realms, backstabbing and fighting each other for the top spot. Now that the god Kragnos is free, they are looking to team up with him and take the Mortal Realms by storm.
How Do They Play?
Not packing the same staying power as other orcs, Kruleboyz prefer to stack buffs and use tricks to hamper the foe. They also pack the most ranged power of any destruction side, able to leverage a staggering mortal wound output with the right setups.
Play Kruleboyz if you:
  • Bought any of the starter sets recently.
  • Are looking for a different orc aesthetic.
  • Want to make your opponent sigh and remove whole units from the table when you open fire.
Combined, Ironjawz, Bonesplitterz and Kruleboyz gain an escalating WAAAGH resource which grants stacking bonuses, and can be blown in a final insane round of combat.
Getting Started: Goonhammer guide

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. 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 17:04 on Nov 26, 2022

The Deleter
May 22, 2010

Talas posted:

Legions of Nagash should be Soulblight Gravelords, OP ;)

I'm working on it, no worries!

The Deleter
May 22, 2010
Big faction post has been updated.

I am pretty inspired to go on with my Deepkin, but I want to see how the points costs shake out. Currently I don't have quite enough models to field a coherent army, and I'm pretty sure the fuckers at KR multicase gave me a pretty unoptimal solution to storing them and also their basing sucks rear end, so I'm gonna have to really get down to it.

The Deleter
May 22, 2010
There's probably plenty of Soul Wars halves on eBay ATM - they're a decent starting point. I'd say that if you wanna get any of the easy build Nighthaunt stuff, get it now cos they're likely to go Out of Print once the 3rs edition starters roll around. I would bet some money on a Start Collecting being released alongside the next Nighthaunt battletome.

The Deleter
May 22, 2010

AnEdgelord posted:

No balewind vortex in those endless spell warscroll updates.

This is probably for the best - that spell has been an eternal pain in the rear end to balance for basically forever. What GW will do with the model now is anyone's guess. Maybe the old warscroll will still be legal?

It also looks like the official missions in that pack will have stuff for people that choose to go second (removing an objective holy lmao). Anybody rate those core battalions in there?

The Deleter
May 22, 2010

Darius099 posted:

Is this actually official because I have bought a ton of Legions of Nagash and I do not want to play with vampires for them.

Am I now being required to play with vampires and poo poo? Are they truly not going to be separate anymore?

Yeah, Legions of Nagash is super gone. It's vampires all the way down, baybeeeee

The Deleter
May 22, 2010
According to 6.1 in the core rules, you can't have a unit receive more than 1 command in a phase, so this doesn't work.

The Deleter
May 22, 2010
In that case I think that works? I don't have the 2.0 rules to hand.

The Deleter
May 22, 2010
Just some soggy elf.

The Deleter
May 22, 2010
Looking over at my 6 morsarr guard and sweating, wondering how to tell them that I can't afford them any more and they'll have to move out

The Deleter
May 22, 2010
Every faction has a once per round For The Greater Good, and considering how oppressive Tau lists could get, I'm not optimistic that playing against, say Kharadron isn't going to be equally annoying, even if it is limited.

I am very tempted to take a blob of 30 Namarti Reavers and laugh as they fire 90 4+/3+ shots, but then I'd end up with 30 Reavers.

The Deleter
May 22, 2010
Never buy campaign books.

The Deleter
May 22, 2010
I just want to make it clear that the Kruleboyz own and I will brook no dissent in this thread. I didn't buy Dominion because I'm currently wrestling with wtf to do with my Deepkin at the moment, which is probably "wait 2+ years for GW to and give us a new battletome", but that's not a knock on the box itself.

The Deleter
May 22, 2010
It kinda kills me that they could have, instead of making Vindictors, turned those slimmer Stormcast sculpts into a multipart Liberator/Vindictor/Judicator box and maybe gone full Custodes where buying one box gets you the HQ option as well. But this is probably like a Space Marine player complaining about how many models they get.

I got my Deepkin out for the first time in a while to take stock of my hobby progress. Lining up my eels to handle the new coherency isn't as bad as I thought - with 2" on the spears, the back row can reach the front pretty handily if you stagger them right. Probably worth finding a movement tray to handle it, though. In the meantime I'm gonna spruce up the bases of the models I have and then reconfigure my KR cases to buy a King and some Ishlaen. I think Eels is still the way to go and it'll probably still be good when a new Battletome drops, unless someone from GW really really fucks it.

The Deleter
May 22, 2010
Or just buy some of the properly sized mats or gameboards that will be out there if it's that big a deal. Hell, 40k 9E's been running on those sizes for a while now, those mats have to exist already.

The Deleter
May 22, 2010

Cooked Auto posted:

https://twitter.com/AgeSomething/status/1410621682906136581

We interrupt this discussion with something amazing.

Best post so far in this thread.

The Deleter
May 22, 2010
New FAQs have dropped!

On the Idoneth side, the Gloomtide Shipwreck can be garrisoned now, although it's only any use as one big model as you can stick a unit of Reavers in there. Their High Tide ability is now a fight first effect instead of at the start of the combat phase, meaning they can be dragged back by fight last effects. Cloud of Midnight no longer stops shooting entirely - the model using it can't be targeted but is ignored with regards to the Forgotten Nightmares trait.

There's some really big reworks, especially looking in the Stormcast book where their shields all now do something new and the Sequitors lose the soulshield rule.

The Deleter
May 22, 2010

Desfore posted:

The phrasing on some of the Q&A's:
"Q: Was it intended for Karanak not to be a Leader?
A: Yes.

Q: Is the Daemon keyword missing from the Valkia the Bloody and Mighty Skullcrushers warscrolls?
A: No, it was omitted deliberately."

This is very lol tbh, if I were in charge they'd be a lot worse. "yes, dipshit"

The Deleter
May 22, 2010
Yeah seriously wtf it's the best army builder they offer, how is it one guy? Hire me GW I will be the second guy for it

The Deleter
May 22, 2010
Warscroll Builder updated! I can finally ditch my excel spreadsheet.

The Deleter
May 22, 2010
One of my friends brought two Dominion boxes, and I wasn't in the mood for more models to try and store but I happily took a core book from him for £10. Now I'm looking through it and thinking "ah, this new Path to Glory system looks good" and also going "oh no I want to start a new army to do a Dawnbringer Crusade/Path to Glory with it". It'd probably be better used as an excuse to expand my Deepkin, but I caught myself looking at the Realmlords models and thinking "two boxes of hammer boys, a mage and a battle cow is a 750 point list..."

The Deleter
May 22, 2010
It's hard to consider lovely swarm units much good compared to Skinks, but I think even outside of that they don't have much going on.

The Deleter
May 22, 2010
If their grenades did extra damage or something (and they got the right keywords) then they'd synergise with the Kruleboyz trait better and also be thematic, but that could get REALLY oppressive.

The Deleter
May 22, 2010
Ok that's a centrepiece that's sold me on getting a Kruleboyz army.

The Deleter
May 22, 2010
I'd update the OP for the upcoming new starter sets, but I usually use imgur as my host and I think work has blocked the image server or otherwise it's borked so I can't see poo poo. I'll go update the text at least. Any more suggestions?

The Deleter
May 22, 2010

10 or 15mm? posted:

What? No! What madness is that?!

lol, lmao

The Deleter
May 22, 2010
Counterpoint: lol get rekt dragonbroz for lyfe

The Deleter
May 22, 2010
They aren't the weird hosed up dragonlings the regular Stormcast have, so yes they're 100% an improvement.

The Deleter
May 22, 2010
The addition of dragon cavalry to the Thunderstrike range is kinda maybe Primaris-ing the old Stormcast. Moving from dumpy potato men and lizards in lego armor to things with proportions that replace them in function.

Someone's going to love the tilting plates, I guess.

The Deleter
May 22, 2010
Sons of Behemat don't even get to use core battalions normally because they don't have any non-monster heroes. Why not throw them a bone?

The Deleter
May 22, 2010
Bonereapers be like "I don't write rhymes I write bone cheques"

The Deleter
May 22, 2010
Hey so I'm getting the gently caress out of SA for my mental health. This obviously means I won't be able to update the glorious tome of information that is the OP, so if anything cool and new happens that would warrant updating it, you're going to probably have to make a new thread or something. Please make sure the thread title is very good. I'm gonna go smoke some weed and play a bunch of Humankind. Peace and stay cool.

The Deleter
May 22, 2010

GreenMarine posted:

Bonesplitterz seem like the kind of faction GW likes to sunset by decapitating their rules, if they think the models are too old and they don't plan on updating them.

Good if true, since Bonesplitters are deeply embarassing in terms of aesthetic imo

The Deleter
May 22, 2010
Like the entire thing is, you have a bunch of orcs in loincloths going ooga-booga who are literally called savage, and GW's response is to write lore to redeem that? But it's completely not worth the time or effort to keep it around. Either you ditch the models and faction entirely, or you have to change that aesthetic to actually match the lore you wrote.

People suggest monster hunter but honestly I'd go Flintstones and make a bunch of whacky squig dinosaurs and rock-powered machines

The Deleter
May 22, 2010
I'd buy a bunch of those balloon models and hand cannons for an ersatz Kharadron army.

The Deleter
May 22, 2010

Southern Heel posted:

Long time absentee-from-wargaming questionss:

- Are just 'regular orcs' still a thing? I see 'kruleboyz' and 'ironjawz' who look like space marines, but what about boar-riding savage orcs or black orc halbadiers? Are they no more?
- What's the kind of model count I should expect for a 1000pt game? Does this vary hugely between factions (with exceptions, I assume that skaven clanrats or cultists would be much greater in number than a bunch of knights)
- Is there any one particular defining reason why I should be looking at AOS over 40k, if I don't particularly fancy either but are my two choices for local gaming?

- Savage orcs are, unfortunately, around still as Bonesplitters. Regular degular greenskins are out of here.
- This varies massively, depending on the army style and what skew you pick. You can be painting 40-50 clanrats, or maybe six eels or so.
- 40K has tons and tons of layers and layers of secondary objectives, augmenting abilities and upgrades, and stratagems that make tracking a 40k game at higher points levels a nightmare. AoS is more streamlined in this regard - you wont have to wait for your opponent to figure out which of his twenty stratagems he's gonna use, ten of which are lovely trap options and eight of which he doesn't have the units in his army to use them on. Additionally there's no loving Imperium apologists or people who want to put swastikas on their elves or whatever the gently caress.

The Deleter
May 22, 2010
Do not collect Deepkin, you will have a miserable time with fragile sails and tiny connection points on swords and you will play only half of the tiny model range because the rules for the other half suck. Just be basic and do Stormcast instead, or collect Bonereapers or Blood Dragons if you wanna do a cavalry force.

The Deleter
May 22, 2010
I knew a guy who played KO entirely boatless because he hated the boat models. I've never seen someone more dedicated to a) being wrong and b) playing in a suboptimal way.

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The Deleter
May 22, 2010

Covermeinsunshine posted:

Did he also hate the baloon guys?

No, he had the special character who was a balloonist with the chainsaw hand, so I have no idea what his problem was.

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