Need to know for my road network on the mega mat.
Wednesday, 20 June 2018
Need to know for my road network on the mega mat.
Tuesday, 19 June 2018
We have been fortunate enough to be sent a copy of the Generals Handbook 2018. So I would like to share with you guys and girls my quick review.
As with the previous Generals Handbooks, there are 3 ways to play the game. Matched, Narrative and Open play. I will briefly cover each of them.
This is pretty much where you can do what you want, bring any models, and just have a fun game with likeminded people. There is a Battleplan Generator, where basically you roll to select between 12 deployments, 6 objectives, 6 ruses, 6 sudden deaths and 6 twists. If my calculations are correct, that makes 15,552 different combinations. There are also a couple of pretty cool Battleplans that allow for Aerial battles.
This is designed to help those gamers who are more into the narrative side of battles rather than just the competitive side of things.
There is a large number of special rules that you can add to help mix up your games a bit. Some of these are also quite thematic, like Boggy Ground, which prevents any unit from running unless they can fly.
There are a couple of historical battleplans you can choose form if you want to relive some pivotal battles in the Mortal Realms. One is the Cascading Path, which is Nurgle against Sylvaneth and the other is the War in the Glymmsforge Catacombs which is Death against Stormcast. This tides in well with the Soul Wars box set.
Next up we have Gathering of Might. This provides rules to play huge battles at a faster pace. This includes rules where you are able to double the range of missile weapons for example. There are also some legendary traits, artefacts and spells available for these battles. This is great for people who what to have battles of 5000pts and above, but who do not have the time to play it with the normal rules. Me personally, I think it may be better to make the time to do these properly, but I will reserve judgement until I have actually been able to test it out.
This is really for people who want even battles, and tournament players. Nothing new has really been added to this section form the last Generals Handbook. The section includes Battleplans which you can roll on to randomise it, the point costs for all units, formations, scenery and the new endless spells.
The last section of this book is called conquest unbound. The first part of this section covers a total of 13 scenery Warscrolls. I really love these for two reasons. Not only do they look great, but they are also ways of really adding some flavour to your battles. Good scenery really does make a huge difference to battles, and I would even go as far as to say they are just as important as the actual armies.
Next up we have the new summoning rules. As we know from the faction focus’s on the Warhammer Community, the summoning mechanic has totally changed, and has become extremely powerful. These will no longer cost points from your reserve pool, but instead they will cost other themed resources depending on the army. These will be gained by carrying out certain tasks during the battle. I feel this will make the battles a lot more thematic. But, I can not help thinking that forces that do not have any summoning abilities, will always be at a disadvantage.
Lastly, we have allegiance abilities for every faction.
Overall, I feel this is a really great book and extremely well put together. The only issue I have with it is that you will still need the core rules. I don’t see why they are not included in this book.
Let me know what you think in the comments down below
Take care :-)
Monday, 18 June 2018
So far I have a total of 16ft of Siege Wall started. I want it to go diagonal across my 36x16ft mat and have a few crossing points for Engines and Knights. I think a wall which has already been laid low may be the best solution fo this event, so I am considering 8 complete sections and 4 broken sections and 1 gate section (each section is 2ft long), which should give me a 26ft Siege Wall.
Sunday, 17 June 2018
I would like to share with your guys and girls our review of the newest Age of Sigmar Battletome, the Idoneth Deepkin.
The Idoneth Deepkin are a race of aelves that live in the depths of the oceans in the mortal realms. They only come to the surface for one reason, and that is to carry out raids. These raids are not for treasures however, but for mortal souls. They bring the magics of the oceans with them. This allows the sea creatures to swim through the air as if flying.
During the end times, Slaanesh fed on so many aelf souls that he became bloated and weak. As a result Teclis, Tyrion and Malerion, were able to capture him during the Age of Myth. The Dark Prince was tortured and the aelven souls were reclaimed. Teclis used a portion of the souls to remake aelves in the image he most fondly recalled, noble and bright. This did not go to plan however as the aelves grew restless and began to fight among themselves. In an attempt to correct this, Teclis began to purify them to root out the darkness. Fearful for their lives, many aelves fled and were scattered across the realms, seeking solace beneath the waves. Teclis wanted to destroy his creation, but it was his brother, Tyrion’s plea for leniency that stayed his hand. Thus the Idoneth Deepkin were created.
The Idoneth began to realise that they were cursed, as out of every 100 born only one would survive infancy. This is because the majority were born with withered souls. These were named Namarti. To overcome this, they learnt that they could steal souls from other mortals, and use the souls to ensure longer life for their offspring. This is the reason the Idoneth carry out raids on the surface.
One thing that the Idoneth value above all else, is secrecy. As a result of this they will go to great lengths to ensure they are never discovered. This includes clouding the minds of any survivors of their raids through the use of sorcery. They even did not know the whereabouts of other enclaves, and they would only meet occasionally at periodic gathering called assembrals, where the leaders of each faction should meet to avoid loosing contact entirely.
There is a pretty cool story in the Battletome where a army of the Seekers of Slaanesh, while looking for their lost god, chanced upon an Idoneth raid. The Seekers decided to attack the Idoneth, but were defeated when an Eidolon of Mathlann was summoned and killed all of the Seekers and a Keeper of Secrets called Sslish the Depraved. However, as we all know, daemons are immortal. So, a century later, Archaon was able to summon Sslish, and learn the existence of the Idoneth.
With this knowledge, the Everchosen commanded the Skaven Lords of Decay to seek out the Idoneth. What was once the hunter, had now became the hunted. This caused the Idoneth to increase the frequency of their raids, which in turn caused more races of the Mortal Realms to learn of their existence. The forces of Order, tried to form alliances with the Idoneth to help fight back the forces of Chaos. However, The idealistic views often caused conflict and friction between them and the other forces of Order. Some Idoneth enclaves would still raid Order forces for their much needed souls.
Of course, there is a lot of background that I have not covered. Like how the Idoneth bound creatures of the deep to their bidding, the structure of the military and also information on some of the enclaves.
The first thing that should be known about how the Idoneth battle, is the Allegiance Ability called Tides of Death. This brings different abilities depending on what the battle round is.
As you can see, if timed correctly, these could be extremely effective. There is also an ability called Forgotten Nightmares, which means that missile weapons have to target the closest Idoneth Unit. Very useful when protecting your more valuable units.
There are some fairly standard Command Traits available, with 2 standing for me. Hunter of Souls which allows the general to re-roll wound rolls of 1. And the Born From Agony which increases the generals wounds by 2. On to the artefacts, as we would expect, there isn’t really any that are game changing.
Each Idoneth Wizard, gets to choose, or roll for a spell on the Lore of the Deep table.
Personally I like the Arcane Corrasion spell. If you set up correctly, you could inflict 4 mortal wounds right off the bat.
There is a piece of scenery available to Idoneth players called the Gloomtide Shipwreck. These will only be useful if placed on/near objectives, as it grants a 6+ invulnerable save to friendly units nearby, and also has the chance of inflicting mortal wounds to enemy units nearby.
As with most battletomes, you will get the option of choosing which Idoneth enclave your army is from, each coming with their own abilities. The one that stands out to me is the Dhom-hain. These are a very offensive enclave and can re-roll hit rolls of 1 when they charge, and also re-roll failed wound rolls when fighting a monster. The others do have some cool abilities, and overall these bring great variety and flavour to the Idoneth.
Next up we have the Battleplans. 2 of these are based around the Idoneth carrying out a raid, as to be expected, one is the Idoneth trying to escape with their plunder of souls while being pursued, and the final one is the Idoneth attacking a ship. These do look like good fun, and they can easily be adapted to fit a scenario if your choosing.
Lastly, we have the warscrolls. I will not be talking about each one individually, as you can see them all for free anyway, but I will pick out my favourite, which has to be the Eidolon of Mathlann. The unit really fits well in the Idoneth play style as he gets all kinds of buffs when he charges, including healing D3 wounds. Not only that, but he a dish out massive amounts of damage. A real standout and in my opinion, a must for any Idoneth army.
Here is a link to the faction focus on the warhammer community website https://www.warhammer-community.com/2018/06/09/9th-june-faction-focus-idoneth-deepkingw-homepage-post-3/
Overall, I think this army is good. It’s completely unique compared to any other army, with some interesting opportunities when it comes to novels. The only thing I really do not like about them is the flying fish. I honestly think they are a bad idea by Games Workshop, and it would have been much better is they were riding sea creatures that are actually able to walk on land.
Let me know what you think in the comments down below.
Take care :-)
For me, it's a really cool set of models. Warhammer Community have done a great post on how they work here:
Saturday, 16 June 2018
Friday, 15 June 2018
Wednesday, 13 June 2018
It is 36ft x 16ft and merged perfectly. They have done an incredible job and managed to maintain a high resolution too.
It weighs 15kg and you notice every gram when shifting it. Thanks to Kaelo for the help too.
Thanks to Gail too who sewed the two 36ft x 8.5ft pieces together perfectly.
It is now one of my prize hobby possessions!