AoS Shorts: Your Essential Guide to Age of Sigmar

The Harrowmark – Bringing the Realms to Life!

Warhammer Age of Sigmar provides an amazing opportunity for hobbyists to explore design and story in creating unique armies and narratives.  Whether it is as simple as providing a name or backstory for your characters or themed terrain to a full backstory, maps and conversions that unite your army and ground it in the Mortal Realms.  Skirmish and smaller sized games are a perfect way to explore Age of Sigmar narrative wargaming as you build up a full army.

Now, I’m always inspired by some of the amazing work that hobbyists put out and want to know the thought process that led to the result.  Hence, the Creator Class series was born.  Similar to my Masterclass series with top tier tournament gamers, I will be interviewing skilled hobbyists and creators about their Age of Sigmar narrative projects.

Age of Sigmar narrative

So the first in the series is an interview with Saul Painter, @WarbossKurgan, about his Age of Sigmar narrative project called “The Harrowmark”.  Saul creates themed skirmish forces for immersive narrative campaigns and event days for Age of Sigmar, Warhammer 40k and Inquistor 28.  You can see all of Saul’s work at his website, and he has even had some of his work showcased on Warhammer Community.

I asked Saul a number of questions about the creation of the Harrowmark.  His answers are below.  I also took the opportunity to interject with some commentary because there are so many great aspects to the project that I didn’t want them to get left out.

If you are interested in more narrative content, check back to the narrative section of this site (currently a work in progress), and visit the home of the Age of Sigmar Narrative Event Organisers Network (the NEON).   For more great looking armies, you can also check out the AoS Shorts Showcase section.


Starting an Age of Sigmar narrative project

AoS Shorts:  How do you approach starting a new Age of Sigmar narrative project? What inspires you?  Do you seek out inspiration (actively look for art or ideas) or are you inspired (you stumble across something and the creative brain kicks in)?

This is a tricky one to answer as I’m not entirely sure.   A new idea will sometimes come from reading or watching something.  Sometimes a single line of background text will start me on a whole new project.

Finding a home for an Old World village in the Mortal Realms

The Harrowmark came from the need to give my scenery set a context in the Mortal Realms.  The haunted village of Wortbad was started, during Warhammer Fantasy 8th Edition, as a village in Sylvania – the vampire state in the Empire, in the Old World.  After the world-that-was ended I was not going to stop using my scenery so I started thinking of a way to ground it in the new setting.

Tips for place names that resonate

I picked the obvious place to start with: Shyish, the Realm of Death.  For a few months I was just writing notes and a few descriptive snippets of places around Wortbad.  These started to gel and I picked a name for the regions from a shortlist I selected from an online random fantasy place name generator.  I chose names that were two real words combined, so it would be easy to read, pronounce and understand even if someone had never seen it before.  I chose words that hinted at the kind of place I was creating – autumn, undead, sorrowful, etc.

Once the name was picked I tried to tie together all things I had written before into a coherent whole.  I didn’t want to have a map that fixed anything in place as nothing was quite “finished”, so I didn’t want to be restricted in what I could or couldn’t do just yet.

AoS Shorts: Saul really went to town in grounding his narrative with names and details, including:

  • The Rose and Scythe, the fortified Coaching Inn.  The Rose is a tavern and the The Scythe is the boarding house.
  • The Haunted Gate is a Baleful Realmgate in Wortbad, with writhing ghostly forms visible in its internal corona.
  • Blackrocks is a ruined and overgrown town in the Harrowmark, some seven leagues from Wortbad and it has been partially rebuilt using materials from skyship-wrecks.  Surviving locations include the Freebooter’s Tower, The Hurricane Bell and the Charybdis Occulum.
  • Rotshroud Manse is the local skyship dock (more on this later).

Saul devised the local currency, named the months of the local 13 month calendar, considered how Hysh and Ulgu interact in relation to Shyish to define the characteristic low dusty light of the Harrowmark, and described the local monsters in the forest.

The dreaded Olshovilaag, the Fiend of Harrowmark is one such example.  A massive undead construct made from a conglomeration of monster parts, horns, huge black-feathered wings, lots of skulls, tree branches, bones, rocks and broken weapons. A Death-monster, born from the forest itself. A crow-winged “Terrorgheist”. The sound of its beating wings fills the villagers of the Harrowmark with dread. It’s screeching stops their hearts and shreds their souls!  Saul covered the making of this monster in his TGA blog.

The Voodoo Forest – grounded in art

Then came the Voodoo Forest.  John Blanche was working on an illustration project, which later became a beautiful self-published short-run hardback art book. The Voodoo Forest was his own setting, featuring an endless evil forest and pirates in flying wooden ships.  His illustrations for it are rich with narrative hooks, dripping with weird character and, to my eye, perfect as an Age of Sigmar setting (even though they were not drawn as such).  This work, combined with some of his older flying ship paintings that cropped up in Warhammer over the years, struck a chord with me.

Age of Sigmar Narrative

Age of Sigmar Narrative

I messaged him on Facebook and asked if he minded if I used elements of his Voodoo Forets in my games and he kindly gave me his blessing.

Expanding the Harrowmark

From then on The Harrowmark (which until then was purely a setting for my Death forces and the Witch Hunters that battled them) became my primary setting for Age of Sigmar campaigns.  I wrote my Orruk Pirates into the setting as Orruk Sky Pirates.  I rewrote the forests around Wortbad: they were no longer patchy areas of small woods, now they were an almost continuous arboreal nightmare region, punctuated by rocky spires and the occasional clearing with an isolated village.  The skyships that sailed above the forest canopy were the only thing that connected the villages, their tenuous lifelines to the wider world.  The merchant ships were preyed upon by sky pirates, among which my orruks would feature heavily.

The original Sylvania-set descriptions of the secondary locations were tweaked to better fit the malignant forest setting and we started playing AoS Skirmish campaigns in a darker and more dangerous Harrowmark: 10,000 Leagues of malignant forest in every direction, no matter where you stand.

Sky Pirate ships crashed in the woods and warbands battled to recover the scattered cargo.  Sailors fell overboard and their shipmates tried to rescue them from the forest.  Horrifying creatures emerged from the woods and terrorised the villagers.  Dread forces tried to enact evil plans and heroes stepped up to meet them.

I have now started making orruk skyship models – they will mostly be used as scenery but I may end up trying to use them “counts-as” something else in a game!

AoS Shorts: you can see the start of the development of this skyvessel in this blog post.

Age of Sigmar narrative

Developing your Age of Sigmar narrative idea

AoS Shorts: Once you have an idea, how do you develop it? Vision and storyboards? Sketches? Discussion with others?

All of the above plus a lot of research.  When I start a new project I spend a lot of time online looking at what other people have done – for background material, colour schemes, story and character hooks, build ideas, etc.  This image was my start point for Wortbad and my touch-stone for the rest of the Harrowmark:

Age of Sigmar Narrative

The colour scheme and atmosphere is what I have been aiming for with the entire scenery set.

How do you keep enthusiasm for a major hobby project?

Sheer bloody mindedness sometimes.  Sometime a project is left on the back burner and I will come back to it later.  Sometimes things get abandoned and left incomplete.  This doesn’t bother me as long as I am being productive and making things I am happy.  I enjoy the process more than anything.  The satisfaction of finishing something is not a big motivaton, in fact I don’t think I will ever call any project truly finished as I will always come back and add something if there is something that reignites my interest in the project.

The Harrowmark has been the recurring setting for many of our campaigns.  Each time we have returned there I have added something to the scenery set.  Sometimes something small, sometimes a major scenery project. The latest large addition was Rotshroud Mance – the Wortbad Skydock, which was featured on the Warhammer Community blog! So I now tell people the Harrowmark is canon… 😉

Age of Sigmar narrative

Transferring the Age of Sigmar narrative to your models

AoS Shorts: What is the interaction between the story idea and the models and settings you create?  Is it an iterative process in that the available models and bits impact the development of the narrative

The models normally come first and the story follows them.  But it does loop back on itself as the story sometimes leads to new characters that I need to make in model form.

AoS Shorts: Saul has populated the Harrowmark with the Rotmoons, a pirate Orruk warband, and the Sky-Pirates of the Harrowmark skyvessel The Selachii.  Check out his blog for a series of paired battle reports, where the same skirmish battle is reported separately by each side.  A great touch for continuing the narrative.  Follow the “Thy Soul to Keep” tag for more 🙂

Age of Sigmar narrative

Age of Sigmar narrative

Age of Sigmar narrative rules development

AoS Shorts: Do you consider the fairness of a game between players in the rules you design, or does narrative defy fairness?

This is not something I really think about as I don’t really write rules for anything.  I generally try to fit my creations into the existing rules, but I also don’t like to let the rules become a limit to what I can or can’t make. In my group “fairness and balance” take a back seat to the narrative – the story is more important than winning or losing an individual game.

For our last few campaign we have collectively sketched out a plot first, then picked Battleplans that fit in with the key turning-points of the story, we call this the “A-plot”.  To them we have added a few other Battleplans that are used to fill in “B-plots”.  We play an A-plot when all four of us can get together, and a B-plot when only two or three of us can play.  This way we know the basic outline of the story we are taking part in, so we can write narrative battle reports that fit in with it, but we allow the story to change and evolve along with events that unfold on table.

We are currently in the last few weeks of a campaign set in the Harrowmark, called “Thy Soul to Keep” and we have plans for three more campaigns with different settings when it finishes.  We aren’t sure which one of those will start first, but we all now we will return to the Harrowmark soon as it is our perennial setting.

Age of Sigmar narrative

The Story of the Harrowmark

The Harrowmark in Shyish, has long been considered a cursed and backward region, it has gained an ill reputation for being both a refuge for sorcerers and necromancers, and where the dead do not rest long in their graves.

Most of the Harrowmark is virtually impenetrable forest: Seemingly endless miles of dark, tangled, twisted and corrupted forest. Things live in these forests: malignant, spiteful things. It is a brave soul that ventures under the dark bowers, brave or foolish, as few who attempt to navigate the winding pathways ever emerge again.

The scattered villages and hamlets of the Harrowmark are isolated by the forests and parochial as a result. Grubbing what existence they can from the infertile stoney land, the peasants live in small communities of inter-related families, and never venture far from their crude hovels that cling to one of the many rocky outcrops that punctuate the forest canopy. There are few stone roads here; rutted, half-flooded tracks and paths link most villages, all but impossible to navigate. At times, the mud itself seems to be a living thing, clawing at the legs of the weak and dragging them to a suffocating death. The populace are for the most part concerned with day-to-day survival, raising famished, skinny goats and pigs, tending to what scraps of farmland they have in the hope of gathering enough crops to survive.

The villages are in a constant state of disrepair and have barred or boarded windows and heavy doors to keep out the night’s predators. Crude fetishes and charms of a dozen gods hang on every lintel and frame. The villagers daub symbols of protection on their doors with pig’s blood, to guard against the unnatural horrors of this frightful land. Hanging outside the gates of the most desperate townships can be found criminals and travelers caged in iron maidens, their only companions the crows and vampire bats that feed on them.

Wortbad is just such a village, in the middle of the Harrowmark, it is deeply troubled by the undead and corrupted by dark magic. It is surrounded by haunted forests and overlooked by the jagged, foreboding Everdark Peaks. It is a land of perpetual autumn, where farmland lies fallow and untended, with crops rotted in the fields.

Above the heads of the Harrowmark’s inhabitants many floating islands drift over the corrupted forests, often in small groups of various sizes, ranging from little more than boulders to great upturned mountains. Most are topped with the same twisted and stunted trees, hinting that the islands may have once been rooted in the ground below. A few also have a small cluster of houses or a watchtower built into them almost always accompanied by a wooden gantry or pier, built to facilitate docking the flying ships that are the only way to traverse the terrible forests in relative safety.

If you want to know more about Age of Sigmar narrative play

  • Check out Saul’s excellent blog
  • Follow the NEON website for more narrative resources
  • Check out AoS28, the Dark Age of Sigmar
  • Try your hand at Warhammer Skirmish or one of the off-shoots, Path to Glory, Renown and Ruin, Hinterlands etc.

Please get in touch and let me know what you think of the series.  Are there other questions you would have asked?  Which other creators should I have on the series?  As always, you can contact me through the website, on Twitter, or Facebook.

AGOM XXI – top Age of Sigmar lists and results

So over the last weekend, Kendal (UK) played host to latest in the series of A Gathering of Might (AGOM) Warhammer events.   Adam Turner (@WORGORE) always puts on a great event and it looked like another success this year based on the Twitter coverage.  In this post, I’ll cover the pack, results and the top Age of Sigmar lists.

Adam would also like to thank:

  • Alex for his amazing raffle army;
  • Edward for being our van driver/muscle; and
  • Garry, Tom , and Rebecca for their hard work on the bar all weekend.

Check out the AGOM website and events Facebook page for all the details of future events if you are keen to attend.

AGOM XXI: Age of Sigmar pack

AGOM XXI was played over 5 games using the General’s Handbook 2017 scenarios (rolled before each round).  There are a few house rules of interest, including the use of some specialist terrain warscrolls, setting the timing for when mysterious terrain needs to be rolled for in the hero phase,  and magic automatically failing to cast on a natural double 1 (regardless of modifiers).  The scoring system was a straight 2 points for a win, 1 point for a draw and 0 for a loss, with no distinction between major and minor results.  You can check out the full pack.

top Age of Sigmar lists

AGOM XXI: Age of Sigmar results

  • Lord of AGOM and Best Order: Darryl Jones (Daughters of Khaine)
  • Second and Best Chaos: Steve Sanderson (Maggotkin)
  • Third: Liam Watt
  • Best Death: Nathan Watson (8th Overall)
  • Best Destruction: Lyndon Sinclair (13th Overall)

top Age of Sigmar lists

  • The Brotherhood Award (Best Team): Black Knights
  • Warrior of Honour (Best Sports): Richard Elsdon (with a Dwarf gunline!!!!)
  • Best Painted: Graham Shirlie

top Age of Sigmar liststop Age of Sigmar lists

For more coverage of Graham’s beautiful army, check out his showcase on the Warhammer Community site!

Here are pictures of the other nominated armies for Best Painted.

AGOM XXI: top Age of Sigmar lists

As always, people are interested in the top Age of SIgmar lists.  Now this is probably one of the last significant two day events before Age of Sigmar Second Edition (with the exceptions of Nashcon, Bugeater and Badgacon) so we can expect things to shake up soon.

Darryl Jones – Daughters of Khaine

top Age of Sigmar lists

Steve Sanderson – Tzeentch Changehost

top Age of Sigmar lists

Liam Watt – Mixed Chaos

top Age of Sigmar lists

Tony Moore – Idoneth Deepkin (Ionrach)

top Age of Sigmar lists

Nigel Chorlton – Archaon Tzeentch

top Age of Sigmar lists

Richard Hudspith – Seraphon

top Age of Sigmar lists

Paul Whitehead – Order

top Age of Sigmar lists

Nathan Watson – Grand Host of Nagash

top Age of Sigmar lists

James Clark – Sylvaneth

top Age of Sigmar lists

Martin Swaffield – Seraphon

top Age of Sigmar lists

Masterclass: Darren Watson on Archaon

Hello, so today I have a Masterclass tactics and strategy article with top UK player, Darren Watson, on his Plaguetouched Archaon lists which have had great success at the South Coast GT (3rd) and the London GT (1st).  In this article, we cover Darren’s aims for the list, the list design process, and his lessons learned from the tournaments.  Darren also gives some concluding thoughts on list building generally. 

From my perspective, Darren’s article is a great example of list analysis that can be applied regardless of the list you want to run or the current meta.  Darren set himself an aim, considered the win conditions (i.e. scenarios), his preferred playstyle, took into account the armies he expected to face at the tournament and then also reflected on his games in order to improve his list.  All of these are fundamental principles of great Warhammer.

Before I hand over to Darren, you can find him on Twitter as @PositiveVictim and his musings on all things Seraphon over at LustriaOnline.

For more great tactics and strategy advice, check out my Masterclass series of podcast episodes with top US and UK gamers and my show on list-writing considerations.


Aims

Last year I came 4th at the South Coast GT with a list built around Kroak.  At the time you didn’t see many Seraphon armies and the types of army lists on the tournament scene (“the meta”) were pretty unattractive to me (Kunnin Rukk with Thundertusks, Skyfire spam, Tzeentch in general etc).  I’m not a fan of net-listing (using a list available online that has had success previously) and like to make things work that people don’t use a great deal.

My objective this year was to improve on 4th.  I’ve played Kroak to death since the South Coast GT 2017 and it’s fair to say, although he has some very strong match-ups, he also has some incredibly bad ones that are very abundant in the current meta (Kharadron Overlords “KO”, Nagash, Fyreslayers).  He’ll consistently win 4 out of 5 or 5 out of 6 games, but you’d have to be very lucky to avoid these tough match-ups. [ED: or use the list in a team tournament such as Blood Tithe where you can engineer the favourable match-ups – coverage here For more Kroak tips, check out Darren’s talk on the Honest Wargamer]

So I wanted a new army to run with, to give me a break from using the same army and to keep my understanding of the game fresh.  Enter Archaon.

Why I chose an Archaon list

I’d seen very few Archaons running around on the UK scene (Nico’s (@Niconarwhal) lovely one in his interesting Fatesworn list being one of them) and hadn’t seen any real tournament successes with him (this was before the Games Workshop GT Heat 2 where two Archaon lists finished in the top five! Nico and Moarhammer, grats gents) so thought here was a suitable challenge.  Plus, I could try and get as many things in his sword as possible, I do love to give myself mini missions during games [ED: Archaon’s Slayer of Kings rule is that “If Archaon directs all of his attacks with the Slayer of Kings at the same HERO or MONSTER, and two or more of the wound rolls are 6 or more, the daemon bound in the blade is roused and the target is slain instantly”]. It both keeps my excitement high and you can get in your opponent’s head by telling them what you are going to try and do, if it works out, then even better. I knew there were lists built around Archaon before using his awesome command ability but thought this could be improved by adding him to a Nurgle army [ED: Archaon’s command ability allows all other CHAOS unit in your army that have command abilities on their warscroll to use them immediately in the order of your choice]. The synergies are ridiculous..

I’d also like to give a shout out to my fellow Bruce’s Chris and Ric Myhill. They have a gaming room at their house we often play in and there miniature collection is huge, importantly it included an Archaon. They have always maintained he’s strong in the right army (they, like me, pretty much ignore the general consensus and play around with everything) plus they and I, love the model (who doesn’t).

I’d ran the concept past them and Chris was up for a practice game to check the theory on paper transfers in to real battle advantages, that and Chris is always up for a game.

He threw down a quickly written Slyvaneth list with tough nuts to crack like, Alarielle, Treelord Ancient etc for me to run at.  The game went as expected but was never about winning or losing, rather to check the theory and look for any potential weaknesses.

After affirmation from Chris the concept was sound – “take it, you have to take it to Heat 2, it’s strong” – I set about buying and painting the army as quickly as I could.

The development of the list

In this section I’ll set out how the list developed over the Games Workshop GT Heat 2, the South Coast GT and then finally London GT.

Stage one: The “wind up” Archaon list

At the Games Workshop GT Heat 2 I ran my “wind up” Archaon list:

  • Archaon -General
  • Great Unclean One -Bell, Bile Blade, Tome of a Thousand Poxes, Glorious Afflictions
  • Chaos Sorcerer Lord, Steed, Cloying Quagmire
  • Allied Khorne Lord on Jugger
  • Allied Slaanesh Lord on Daemonic Mount
  • Allied Bloodstoker
  • 30 Plaguebearers
  • 10 Nurgle Marauders x 2

The aim of the list is to “buff” Archaon up with supporting spells, abilities and synergies and then rely on him to win the game.  At the tournament, I went 4-1 with three majors, one minor and a major loss.  It was a decent first run out for the Exalted Grand Marshal of the Apocalypse.  I’d learnt I don’t have the patience to use him like this though, so after some reflecting on how the games went, I wanted something that revolved a little more around the army than just the big guy and could take on lists that rely on alpha striking (wiping out most of your army on the first turn).

At Heat 2 at Nottingham the lists seemed to be heavily geared towards high resilience.  Be it large horde armies or characters that are difficult to shift.  I was expecting to see a great many undead armies featuring Nagash or Nurgle armies with Plaguebearer blobs at the SCGT.  The only army my initial ‘Wind up’ Archaon list was stopped by at the heat was Gary Percival’s Kharadron Overlords Barak Zilfin list, so I not only wanted an army that could go toe to toe with the horde resilient armies but also a single drop to take on this nonsense… (KO trigger me, ha!) [ED: if you want to hear more about Gary’s Ziflin Kharadron Overlords list, check out his Masterclass interview here].

I found with the list I took to Heat 2 it was very easy to over extend and find myself out of position (Archaon can go up to 38” in a turn.) it’s a lot of fun buffing Archaon to the hilt, but on balance not very good for scenario play.  A new build would give me more targets to spread the buffs around and help encourage me to keep my army together against my own nature (I like to play aggressively, if Archaon can go 38” I will of course take that option…).

Stage Two: The Plaguetouched Archaon for SCGT

I felt to compete I needed a one drop list (a list you can deploy all in one go thanks to a battalion, thus ensuring choice of turn order in the first battle round). One of the best ways to get a Nurgle list into a single drop army and keep Archaon is to use the Plaguetouched formation from the Everchosen book. As it happens though, it’s ridiculous value at only 100pts and makes your units -1 to hit in melee. There are other benefits to use if you take your units in multiples of 7’s but I didn’t make use of them.

I could fit an entire army into this formation, so despite its popularity (I try to be different, if it wasn’t for KO I wouldn’t need to resort to this, sorry Tom Mawdsley), I went down this path.

At the SCGT I ran:

  • Archaon-General, Plague Squall
  • The Glottkin, Blades of Putrifecation
  • Lord of Blights, Carrion Dirge
  • Harbinger of Decay-Witherstave
  • Festus-Gift of Corruption
  • 40 Marauders with Axes, Shields, Damned Icon
  • 10 Marauders with Axes, Shields, Damned Icon
  • 10 Marauders with Axes, Shields, Damned Icon

The Abilities Explained

Can you spot the combos?

  • Archaon allows you to use the command ability of everyone in your army that has one.  So the Glottkin gives every Nurgle unit within 14” an extra attack on each of their melee attacks (lovely on both big guys, but.. even better on 40 Marauders, 81 attacks!).
  • The Lord of Blights makes one of your units -1 to hit from enemy shooting which improves to -2 if the unit is over 20 models and -1 to hit in melee (this bonus stacks with the Plaguetouched battalion’s -1 to hit). The majority of the time you’re popping this on the 40 Marauders, so they’re -2/-2. Gross.
  • The Harbinger of Decay makes any unit within (not wholly within) 7” get a special save of a 5 plus.

The Artefacts Explained

Those three abilities make the list very resilient but it gets even more so with the items.  Here I should give a shout out to Dan Ford of Murderhost fame.  After seeing I’d been running Archaon in a Nurgle army he reached out over Twitter for my thoughts on how I’d preformed, as he was doing the very same thing!  I convinced him of the virtues of the Blight Lord and in return I couldn’t argue with his logic for the items. [ED: testing list ideas with other top tier gamers is a sure fire way of getting that last 5-10% of performance out of a list]

  • The Witherstave on the Harbinger means all enemy units within 12” of the bearer have to reroll successful hits of a 6.  While this may not sound much on it’s own, when you consider the debuffs to hitting available, it’s incredible strong.
  • Now for my favourite synergy.. The Carrion Dirge means all enemy units within 12” are at -2 to their bravery characteristic.  This is excellent combined with Archaon’s ability to adjust the battleshock roll of an enemy unit by 2 within 10” (for a total of an extra 4-5 bodies running without and with sinister terrain being involved), but also lovely with the Glottkin’s Horrific Opponent ability.  If a unit is within 7” of The Glottkin at the beginning of the combat phase, roll 2 dice, if the total exceeds the unit’s bravery characteristic that unit is at -1 to hit in the following combat phase.  You can get -3 to hit, enemy re-rolling successful 6s on your front line Marauders quite consistently.  I played Pano’s Khorne game 1, was in combat from turn 2 onwards with pretty much his entire army and only lost 60 Kill points over the 5 turns [ED: Pano, the best Khorne player in the UK rankings]. The debuffs are real… I had made a classic error in deployment though and rolled a 1 for my 40 Marauders’ Mystical Terrain test, which Pano happily capitalised on for the win. Silly Darren, It hasn’t happened since!

The Spells Explained

Not tanky enough?  Just add some spells.  The Glottkin can give the Marauders 2 wounds each. But that isn’t all he does because  Blades of Putrefaction on the Marauders is insanely good. Mortal wounding on a 6 to hit with 81 attacks, eek.

The Marauders have a natural way of getting +1 to hit (roll a dice before they attack, +1 to hit on a 4+, +1 to hit and wound on a 6. And add another +1 to this roll if they are over 20 models).  So on those 40 Marauders with 81 attacks you could be mortal wounding on a 5 to hit, or even a 4+ if you are lucky enough to have a damned terrain buff on them.  I managed this in game 4 against Stormcast, 15 Marauders managed 19 mortal wounds on a Stardrake and the rest of the Marauders finished of 2 Fulminators in the turn they were charged!

Plague Squall is essential in an army that has very little in the way of reach (i.e. ability to inflict damage at distance).  6+ to cast, roll 7 dice, any 6s convert to d3 mortal wounds on any unit Archaon can see (note you can’t put multiple d3 hits on the same target).  When you combine this with the Nurgle dial itself and Archaon’s mount’s head (when you kill something using this attack, you can pick a unit within 7” and do a further d3 mortal wounds to them) you can whittle down mid-range heroes nicely over a couple of turns.  It’s also useful to take out those pesky bolt throwers thinking they are cool in the back field, as the spell itself doesn’t have a range.

Festus can reduce an enemy unit’s armour save by 1 for the rest of the game.  If you don’t get Blades off, the sheer weight of attacks the Marauders can get can then still be a threat to those heavily armoured units.  If this isn’t in range you can further debuff an enemy unit with Gift of Corruption, either -1 to hit, wound or armour save.  -4 to hit (when added to the other debuffs) really triggers people..

Now take into account the Cycle of Corruption

You can manipulate the Nurgle dial using the Foul Regenesis spell.  I would typically try and put the dial to 5 if it wasn’t on it already.  For the rest of the battle round, you are making enemy units reroll successful rolls of 6 to wound but better still, in your next hero phase you are doing a d3 mortal wounds to d3 units as the dial moves round to number 6.  This is done at the start of the hero phase, so you can then just reset the dial to 5 and rinse/repeat.  If this goes off, combined with Plague Squall and the Archaon’s Nurgle head, you can really threaten a lot of your opponents supporting characters right from the word go.

There are a few exceptions to using the above… If your opponent has set up closely to you in total conquest I would (and did) turn the dial to number 2.  Plus 2“ to your movement its lovely, especially as you can run and charge near the Nurgle trees.  Marauders get plus 1 to run and charge rolls and Archaon is move 12” anyway.  The big guy can potentially go 32” in a single turn and the Marauders themselves not far behind can get up to 28”! If you are up against it (facing off against a Gaunt Summoner for example) run at your opponent screaming and hope for the best!

Facing Nagash, Morathi or another Archaon and it isn’t going well?  Try and turn the dial to plus 1 to wound (number 2).  Archaon’s sword will have 5 attacks thanks to Glottkin and if 2 or more roll a 6 to wound (5s with the plus 1) they are instantly SLAIN!  This is the most fun I’ve had in AOS so far, trying to get things inside Archaon’s sword.  To date these are the characters and monsters I’ve managed to capture..

  • In practice:Alarielle, Drycha, X 2 Treelord Ancients
    • Vampire Lord, Vampire Lord on Zombie Dragon
  • In competition:X 2 Nagashes!
    • Lord-Celestent, Relictor, Castelent  (Prime ran away in this game, livid)
    • Bastildon, Skink Priest, Astrolith
    • The Glottkin, Great Unclean One, Festus

Not a bad haul for 14 games.

Lessons learned from SCGT

I took a few lessons from my games at the SCGT.  When choosing sides, look out for Damned obviously but also Sinister.  An extra -1 bravery when The Glottkin is making his Horrific Opponent rolls can bring the enemy’s bravery down by -3 in conjunction with the Blight Kings Carrion Dirge.

Festus isn’t any good.. He’s too slow, you don’t often have the need for his -1 armour spell. I was using him to heal my supporting characters but he doesn’t do it quickly enough to make any real difference. I’ll be replacing him with either:

  • a Chaos Sorcerer Lord (makes Archaon more consistent in melee with his reroll 1s spell and swift enough to keep up with the front line, plus can look at the Marauders so they reroll 1s for armour saves (more tankiness); or
  • a second Harbinger of Decay, I’d then be able to spread my 5 up special save further (I won’t be stacking the save, really disliked that when Cauldrons of Blood did it before). Plus, if 1 died, I’d still have a second; or
  • add 10 Marauders to one of the 10’s and a Chaos Lord, his command would allow the Marauders to reroll 1s for their wounds in combat and I’d have a second unit to rely on if the 40 failed..  

Stage 3: The London GT list

After talking through my list tweaking options once again with Dan Ford (if you haven’t met Dan, go say hi at an event.  His enthusiasm for everything AoS related is boundless and infectious).  I settled on taking the Chaos Sorcerer Lord on Steed over Festus, taking the total points up to 2000 and moving the Lord of Blights’ item, the Carrion Dirge, over to him.

This tweak had a massive impact on the army’s dynamic and the final version is the one I am most pleased with.

His spell allows you to reroll 1s for hitting, wounding and saving. The problem with Archaon on his own and why people consider him poor value at 700 pts is how inconsistent he is. This spell sorts that right out. I now had 2 reliable swift damage dealers.

He can also look at a unit and allow them to reroll 1s to save, so if your spell doesn’t go off you can still get Archaon to a 2 up rerolling 1s.  Combined with the Nurgle dial (enemy reroll 6s to wound), being at -1 or -2 to hit in combat, Witherstave making enemies reroll 6s to hit and his Eye of Sheerian (roll a dice, enemies must reroll successful hits that share the same number) he becomes a nightmare opponent in combat that deals consistent damage.

Importantly I now had the speed to keep up with the advance of my large monsters and Marauder blob. Keeping that Carrion Dirge within 12” of the enemy that are often debuffed down to 6s to hit was immense.

The tweaks worked so well that I went and won the event. My first podium at a major event after coming close several times and I am absolutely buzzing!

Further lessons learnt at the London GT

The Glottkin is far far better than he’s given credit for.  He even made the Chaos Sorcerer Lord a combat threat worth considering.  If Archaon is chilling behind your lines, you can throw the Chaos Sorcerer Lord spell on him and his ranged attack becomes much better (esp with plus 1 to wound from the Nurgle dial and Damned Terrain).

I have always tried to make lists as consistent as possible and I was worried about the high cost of most of the spells going into the events (1st version had a GUO with plus 1 and 2 to cast).. But if you get the basic synergies down the spells become a bonus rather than essential to winning a game.  If Blades didn’t go off, those Marauders were still taking names, even the small units of 10.

There are so many synergies going on and things for your opponent to remember, it’s very easy for them to make a mistake (7” range on The Glottkins Horrific Opponent, 12“ ranges on the Witherstave and Carrion Dirge), quite often you can enter into favourable combats your opponent has instigated.

Chaos Sorcerer Lord is an auto include.

I need a cheat sheet and tokens. There is sooo.. much to remember.  I’ll be hitting up Matt Lyons from the ProPainted Podcast very soon for these. He’s the very well organised gamer I’d like to be and his products are pretty and incredibly useful.

Pressure is key. Being 1 drop you can quickly take up a large amount of the board and threaten your opponent’s support characters.  This list gives you the initiative, use it.  My favourite part of this list is the decisions it forces your opponent to make.  The more decisions you can make your opponent take, the more potential for mistakes.  Mistake mean opportunities 🙂

Some short comments on match-ups for the Archaon list

The Archaon list is strong vs any army with limited reach, Undead, Nurgle, Khorne (Non Archaon) etc.  You’re hitting them semi buffed/fully buffed and you can hit like a tonne of bricks.  But if Blades isn’t up, you’re likely not dying any time soon anyway.

The harder matchups are:

  • Daughters of Khaine, despite what I said about range just now! Both armies pretty much engage fully buffed and the DOK army largely hits on 3s normally and sheer weight of attacks mean the debuffs aren’t as effective as they are against others. I was tabled by Ben Johnson’s DOK at the SCGT, the mission, Duality of Death, saved me in this one.
  • Tzeentch with Skyfires that can pick off the support characters.
  • Hit and Miss against armies that include the Gaunt Summoner. If your buffs go up early doors their area of effect spell doesn’t hurt Marauders units with 80 wounds and a 5 up save, but you’ll be lucky to maintain that level of protection all game.

General principles of list writing

I’d like to finish with some general comments on writing and building lists for Age of Sigmar.  List building for me is my favourite part of the hobby. I love trying to understand the meta and then trying to break it. Here’s some tips on list building and getting ready for a big event.

Think Independently

Don’t believe everything you read or hear people say about a unit or character.  If you see value in something, play with it.  Play with it against the best players you know and then discuss what they thought.  These games shouldn’t be about winning or losing but testing if theory transfers to good plays and spotting weaknesses. If you are using an army that relies on alpha striking, play the first couple of turns and then go again.

Only seek quality informed feedback

Don’t just post lists up on forums asking if it’s any good. The people replying don’t know you, your playstyle or your local meta and could put you off discovering gold. If you get a chance listen to Chris Myhill’s interviews on the Heelenhammer Podcast about list building and getting ready for Tournaments, he is always thinking outside the box (who else do you know that plays with 40 Dwarf warriors and still consistently plays on the top tables?) and was the 1st believer in the humble Dark Elf Bolt Thrower.

Stay connected with others playing your faction

Join a Whattsapp group or start one about your chosen faction.  Shout out to my Seraphon brothers in our Whattsapp chat.  Thanks to you beauties I am still learning things about our beloved imagined lizards. The ideas that get pumped out daily are wicked and it’s a great place to bounce ideas off each other.  Also, your ideas can be challenged and situations you haven’t considered thought about. Plus you can celebrate you own and others successes. Remember point one though, if all your idea’s get poo poo’d, still play games and see for yourself.

Practice against a variety of list styles

In your practice games don’t just play against the net-lists..  I am blessed to be part of the ‘Bruces’ [ED: Darren’s local gaming group].  None of us pay much attention to the internet or are active much online (except me, got more involved on Twitter and Lustria Online a year ago, but I’m by-on-large a technotard).  When we play games, it’s with all sorts.  Every game becomes a learning experience. Age of Sigmar is essentially problem solving and practicing solving new problems on the spot will serve you much better than playing against something you already know (imho).. In a list building context, if you take something people aren’t familiar with, they most likely haven’t played against it.  If their on the spot problem solving hasn’t been fine tuned, you can capitalise on the mistakes that will follow.

Lastly a few thoughts on how to beat Nurgle Archaon…

Work it out yourself 😉

If you’ve made it this far, thank you for reading and thank you Dan for inviting me to write about the list and hobby I love.  Big kisses to all!


Hopefully you’ve found this article useful.  Feel free to get in touch and let me know what you thought of the article and if you would like to see more like these.

The State of the Mortal Realms

Today, I have something different – a guest post from Martin Orlando giving a State of the Mortal Realms address in his role as Sigmar Heldenhammer’s Personal Adviser.  Give it a read to see where the tides of battle sit at this stage.  You can find Martin and his excellently painted, Japanese inspired Stormcast on Twitter and Instagram.

One of my aims this year is to expand the lore section of this website.  If you have a particular faction, race, city or realm that you are interested in and would like to share a piece with the AoS Community, let me know on Twitter or through this site.

Anyway, on with the proclamation.

The God-King’s Proclamation on the State of the Realms

Good evening citizens of the Mortal Realms, this is Sigmar Heldenhammer.  I’m speaking to you live from the Sigmarabulum in High Azyr, and for the first time I am able to carry my voice to your hearth abroad on the wireless.  This arcane marvel of science allows me like never before to cross the threshold of Realms and speak to you as if I were in your own home.  I would like to take this opportunity to address the state of our Realms, for much has changed in recent years.

I regularly reminisce on a place you will only know of from fairy tales and legends, that place called the World-that-was. You may call it that, but to me it was Mallus, and it was my home. It exists today, as the broken red moon above Azyrheim. It may be hard to imagine, but in eons past it flourished with life. But it is no more.  Archaon the Everchosen consigned it to oblivion. Few survived, and those that prospered did so by chance or the will of a darker power. My own rescue by The Great Dragon, the founding of the Realms, all of you know these tales, for there are many. But none more than I remember fondly that old world. You are not the descendants of my kin, but you are their successors. And as such successors, you have thrived in ways even I did not think were possible. Azyr is free of the great greenskin hordes which blighted our cerulean shores. Great cities have risen in Ghyran, Aqshy, and Ghur. And armies of free peoples press against the darkness like never
before.

These victories could not have been achieved without the valiant efforts of the men and women I address today in these heavenly halls. Stormcast Eternals, a weapon forged from everything I had lost, have traveled into the maw of Chaos itself to rid the realms of evil.From brave Vandus Hammerhand, who first struck Khorne at the Brimstone Peninsula, to Gardus Steelsoul who has traveled twice into the Garden of Nurgle, each and every one of you are exemplars or Order, and for that I thank you.

But despite our victories, and despite the tremendous progress we have made together, more threats remain. And as we discover new wonders in the vastness of the realms which were corrupted by Chaos in my absence, new threats will continue to reveal themselves. The Idoneth Deepkin, a race all but unknown to me until recently, has shown no love to our cities and towns abroad, for they cull man as easily as they do slaves to darkness. The High Priestess of Khaine has resurfaced in Ulgu after millenia in hiding, drawing cultists to her side by the thousand. Great mechanized cities soar across the sky, home to questionable privateers calling themselves the Kharadron Overlords. Yet even as I disparage these folk from my throne far removed from your struggles, know that I advise you to make peace if the opportunity arises. Life is plentiful, and it can thrive on many ways, even in those ways you may find to be unsavory. We have a greater common foe in Chaos, the destructive hordes, and now the Grand Host of Nagash.

From the days of the world-that-was, Nagash and I have known terrible conflict, and little if any peace. When the Realms were founded, the cosmos was vast enough to allow fair distance between our persons, but all is different now, rather unfortunate circumstances have brought us back to the relationship he and I were used to having. Far beyond the constraints of mortality and flesh, he seeks eternal dominion over all creatures, living and dead.He is beyond no tactics to accomplish his goals. Vampires have infiltrated the aristocracy, and kill for food in secret while spying for their shared master. Battlefields across the Realms become gardens for the deadwalker masters who raise new soldiers by the thousand. Whispers abound of these Malign Portents which plague the populace, who grow ever more frightened and superstitious as mad soothsayers interpret the signs as heralds of doom. In response to this growing threat, I dispatched several chambers of my Stormcast Eternals to pacify the Realm of Shyish once and for all. At their heels were any number of brave explorers and gloryseekers. This would turn out to be mildly insufficient.

I have seen the Portents as well. No place, however brilliant and full of light, seems free of fortelling doom. And I believed a more powerful action needed to be undertaken. In consultation with the Lord Commander of the Hammers of Sigmar chamber, he suggested that I, “could not solve all of my problems by opening another chamber”, to which I replied, “the hell I can.”

The Sacrosanct Chamber has been a weapon I deemed to only be used under gravest of circumstances, which I believe currently applies. As I speak, agents of the Sacrosanct Chamber are being deployed across Shyish. We know our mission. To stop Nagash once and for all, our armies must turn his soul-stealing sorcery against him. And by the divine might of the heavens themselves, our soldiers shall withstand their ceaseless hordes with hammer and shield. The time had come to act as never before. Our enemy is not like the followers of Chaos. It
does not know pain. It does not know rest. But it is similar to the forces of Chaos in that if we allow it a reprieve now, it will grow into something we cannot hope to overcome now or ever. Now is the time to strike. Now is the time to prove our worth as the defenders of Order, and smite the Undead menace once and for all!

Here ends the message.


Further reading on Age of Sigmar lore and narrative

For more great coverage of the Age of Sigmar lore and narrative, check out:

LGT AoS Championship – top lists and results

Hey all, a quick post with the results, awards and top lists from the London Grand Tournament AoS Championship held over 19-20 May 2018.

Darren Watson continued his good run of form from the South Coast GT last weekend to upgrade his 3rd place on the South Coast to a 1st place in London.  Jack Armstrong and Dan Ford also continued their recent success.  You can get out my South Coast GT post for more details.

The event was held at London’s Olympic Stadium as part of an absolutely massive multi-system convention.  Now, I know the overall convention had some serious issues with massive queues through security and frankly abysmal tables in the 40k event, all of which are worsened by the high ticket price, but I’ve only seen positive things about the AoS tables.  I won’t say any more about the event as a whole in this post, I wasn’t there, but it would be great to see a large multi-system convention be successful in the UK.

The LGT AoS Championship Pack

The event was a five round 2,000 point matched play tournament using General’s Handbook 2017, a Win / Loss / Draw scoring system and with some additional in-game quests as the first tiebreaker.  Its definitely worth checking out the quests and the table terrain layout maps.

The pack, including all the details on army composition and missions, can be found here.  If you want to hear more, check out my interview with the TO Tom Loyn and Jack Armstrong.

The LGT AoS Championship Results

The final awards were:

  • First: Darren Watson
  • Second: Maxime Julian
  • Third: Daniel Ford
  • Best Painted: Jimbo of the Mitzy and Jimbo Show
  • Best Sports: Sheephammer Simon

Full awards to be updated when I get the sports and other results.

I’ve converted the full results from Best Coast Pairings into a Google Sheet, so you can see the breakdown by army faction.  The top twenty were:

  • Maggotkin of Nurgle
  • Maggotkin of Nurgle
  • Grand Alliance Chaos
  • Seraphon
  • Fyreslayers
  • Disciples of Tzeentch
  • Idoneth Deepkin
  • Legion of Night
  • Grand Alliance Destruction
  • Kharadron Overlords
  • Daughters of Khaine
  • Grand Alliance Order
  • Daughters of Khaine
  • Kharadron Overlords
  • Legion of Night
  • Disciples of Tzeentch
  • Seraphon
  • Legion of Sacrament
  • Grand Alliance Order
  • Stormcast Eternals

The top Age of Sigmar lists

Everyone is interested in seeing the top lists from large events.  So here they are:

Darren Watson – Plaguetouched Archaon

NB: Glottkin also has Blades of Purification.

London GT

Maxime Julian – Plaguetouched

London GT

Daniel Ford – Murderhost

London GT

Jack Armstrong – Seraphon Sunclaw and Fangs of Sotek

London GT

Arkadiusz Marszałek – Fyreslayers

London GT

Craig Navmar – Disciples of Tzeentch

Matt Hinton – Idoneth Deepkin

Donal Taylor – Gutbustas

Ritchie McCalley – Kharadron Overlords

Simon Froley – Daughters of Khaine

 

 

The painting nominations

Eight armies were nominated for the painting awards.  Congratulations to:

  • David Busse
  • Adam Cunis
  • Anthony Lewis
  • James Wrath
  • Danny Carroll
  • Paul Berridge
  • Jani Szaniszlo
  • Chris Thurston

Pictures of their armies (courtesy of Hadriel Caine on Twitter).

 

 

South Coast GT 2018

The South Coast GT has long been the premier Warhammer Fantasy event in the UK.  Hosted by Dan, Wayne and Russ of the Heelanhammer and Facehammer podcasts, this year was the South Coast GT’s 10th running and 100 players turned up for some matched play Age of Sigmar.  This attendance was actually down on previous years due to an unfortunate change of date, resulting in clashes with Warhammer Fest 2018 on the same weekend and the London Grand Tournament (another 100 player event) the week after.

However, the event still looked like an absolute blast and the event is still growing from strength to strength with the expanded painting competition and more live coverage this year.  Check out the videos over on the Heelanhammer YouTube channel.  You can also find more coverage and pictures over on Warhammer Community.

South Coast GT

South Coast GT 2018 Pack

The South Coast GT was 6 games of 2,000 point Age of Sigmar matched play featuring both General’s Handbook and Malign Portents scenarios (Dark Omen and Heralds of Woe).  The full pack can be found here.

The guys also run a narrative event that sits as a layer over the top of the matched play gaming – their narrative bingo.  The aim being to cross off as many of the challenges on the bingo card during your games.  No points for doing so, just the satisfaction of a job well done and the laughs from the events on the tabletop.

South Coast GT 2018 – Results

I’ve taken the overall results from Warscore and added them into a Google Sheet so you can sort away to your heart’s content, but the top awards were:

South Coast GT

Jack’s list was Castellant (Lantern), General Venator, Heraldor, Spellweaver, Frost Phoenix, Vanguard Wing, 5 Liberators, and 10 Skinks.

I don’t have the details of Chris’ list but I understand it was a real mix of Order units – Dragonlord, Eidolon, an Akhelian King, Skinks, Bolt Throwers, and some Dwarf Warriors.

Darren’s list was:

South Coast GT

I’ll have a list tech interview with Darren Watson coming soon.

South Coast GT 2018 – Painting

The South Coast GT is also usually where all the best painted armies and display boards come out.  The tournament has seen great armies from around the UK (and abroad), most notably Steve Foote’s repeated entries which have taken out the “Coolest Army” awards in successive years.  Steve’s entries are usually complete with not only an epic display board but also a full table of terrain, a themed costume, narrative, a full-scale advertising campaign in the lead up to the event, videos, magazines and sound effects.

Now, for all the best painting coverage this year, check out the Pro Painted Podcast, a great Age of Sigmar podcast dedicated to painting – it really is worth a listen.  Plus Matt and the guys are hosting pictures of the best painted armies from the event over on their site.  While you are over there, check out the From Ember to Inferno campaign armies.  There are also a tonne of pictures on Twitter, just search for the hastag #SGCT2018.

The painting awards were:

South Coast GT

Warhammer Fest 2018

Right, so just a little bit of news has dropped lol.  A new edition, new magic, new double turn, changes to shooting mechanics, new starter set, Nighthaunt battletome and whole new models.  At the moment, I’ll pull together what I’ve found from the internet here.   This is about an hour’s worth of work collating material.  There is so much information out there, and the Warhammer Community team have done a really good job of covering all the releases, so I highly recommend checking it out.

As we learn more and more coverage comes out about Age of Sigmar Second Edition, I’ll have a new section of the site up to collate all the coverage, news, rules and models details.

Age of Sigmar Second Edition

Age of Sigmar second edition coming in JUNE!!!!!!!!!!!!!!!!!

What do we know?

  • Stormcast v Nighthaunt starter set
  • Expanded hero phase – every hero can use, not just the general
  • No shooting out of combat
  • Addition of new command points system
  • Scenery dice and wound counters from GW
  • A more strategic double turn
  • If you have an army in Age of Sigmar now, you can play it in Age of Sigmar Second Edition.  Every unit will be in the new game.
  • Core rules and unit warscrolls still available to download for free.
  • All existing battletomes will work.
  • General’s Handbook 2018 will come out at the same time as Age of Sigmar Second Edition.

There is even a “Your Questions Answered” section.

Age of Sigmar narrative

The new edition book will have an expanded description of the Mortal Realms including maps, maps and maps!

New Stormcast – The Sacrosanct Chamber opens

Engineers, Wizards and Priests as new chambers open.

Nighthaunt

A whole wave of new Nighthaunt models and a battletome to boot. New Mortarch of Grief coming.

Malign Sorcery – Age of Sigmar

Magic now has a greater and more permanent effect on your games of Age of Sigmar.

New Age of Sigmar Scenery and Technical Paints

New scenery, objective markers and technical paints.

Also a licensed table! Look at that bling.

Forgeworld Khorne Dragon

The Forgeworld Khorne Dragon was on display at Warhammer Fest.  We have seen works in progress at events before, now you can see it finished and painted.

New Warhammer Community content

The Warhammer Community team is releasing an official Age of Sigmar podcast called “Stormcast”.

Hammerhal Herald – think the Regimental Standard but for Age of Sigmar.

And a new webcomic for Age of Sigmar.

More coverage

Check out all the coverage at:

Masterclass: Andrew Standiferd on Stormcast & the current tournament scene

Hey everyone, welcome to another Masterclass show.  Andrew Standiferd joins the show to talk Stormcast tournament lists, the current meta (pre-Deepkin) and how to get better as a tournament player.  Andrew is a two time winner of the Las Vegas Open Age of Sigmar Championships, which this year had more than 90 players from across the US and even the UK.  You can find all my coverage of the LVO here.

Stormcast tournament list

When I get a chance, I’ll return and update this blog post with the key bullet points of Andrew’s discussion.

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Andrew Standiferd’s Stormcast list from the Las Vegas Open

Las Vegas Open 1

Stormcast tournament lists in the current meta

We recorded the show in the lead up to Adepticon, so it reflects the tournament scene as it stood with Maggotkin, Legions of Nagash and Daughters of Khaine released but Deepkin as yet unknown in any great detail.  We also didn’t touch much on the Les Martin TM Stormcast build (which is still proving effective – check out the results of the Warhammer GT Heat 2), but that is covered in lots of detail over on the Facehammer podcast and elsewhere.

More Age of Sigmar tournament reading

  • If you are interested in other tournament lists, check out the tournament list archive.
  • If you want to see which events are coming up around the globe, check out the calendar.
  • For more Masterclass interviews with Tony Moore, Gary Percival, Rhellion and others go to the Episodes Index.
  • Check out the Rolling Bad podcast, on which Andrew guest appears.
  • Andrew has changed his Twitter handle since the show, you can find him here now.

 

 

Age of Sigmar Team Tournaments

Hey all, we’re back with a show on Age of Sigmar team tournaments. Jack Armstrong and Tom Loyn join the show to advise on how to select a team for an Age of Sigmar team tournaments, how to write army lists tailored for the event and how to master the pairings process.  Also we end the show with an update on the London Age of Sigmar Grand Tournament, there are still the last few places if you are keen.

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How to choose a team for an Age of Sigmar team tournament

  • Reliability
    • make sure that you have players who will turn up and not leave the rest of the team in the lurch.
  • Performance
    • In a 4 person team you can control 1 match-up but have less control over the other match-ups, therefore you need to have confidence that your players will be able to achieve wins.
    • You may be able to carry one list that has one unfavourable match-up (for example, a Kroak list is poor against Fyreslayers and KO one-drop armies) but generally you want strong all-round lists.
    • In team events with more players you have greater freedom to control match-ups
  • List balance
    • Choose the lists comfortable with play style and practice.
    • Something unexpected or misunderstood. Element of surprise.
    • Bully list – A list so feared and powerful that it can help control match-ups – KO
      Nico team going all 1 drops to give match up issues
      Skewing can work – tom’s monster mash – playing vs the meta.

Age of Sigmar team tournament packs

  • One of each grand alliance?
  • No duplicate warscroll between lists?
  • Scoring system
    • Major vs minor wins
    • Proportional system could come back in some form via secondary objectives in order to allow more granularity in scoring.
    • Secondary objectives
      • Max 2 and score capped at 30 – so if major, then any secondary gives nothing.
      • Allocate to losing match-ups to get 3 majors and get 1 card – to cap out 100. Even if drawing – could get 90.

Check out my previous Blood Tithe coverage for all the pack details.

How to prepare for a team tournament

  • First match up and then scan over top lists
  • Less prep needed at 4 as fewer permutations at table

How to master the pairing process

  • Each team controls 2 match-ups in a four player tournament
  • You put 1 up, and 1 in hand will face the 2 given to you. Therefore you have 100% control over what you face.
  • However, you lose control over the pair you put up.
  • Who has the single worse match-up but with no other problems> i.e. They can put up two and I’d always want to play one of them. This is army up first.
  • Which 2 armies are most competitive against all of them? They are the counter.
  • Other list, some good or bad, held back in hand.

Brew City Brawl – Top Age of Sigmar Lists and Results

Hey there everyone, the Brew City Brawl was run over the weekend of April 28/29 2018 in Milwaukee.  Not only was it a great Age of Sigmar tournament, but the gamers also raised over $2,000 for Prevent Suicide Greater Milwaukee – an excellent cause and what a great effort.  Congrats to Brendan Melnick and the Guys from Milwaukee.

The event was a five game, 2,000 point tournament with missions taken from the 2016 and 2017 General’s Handbooks, as well as secondary objectives.  Check out the pack.

Below you’ll find the results and top lists from the event.  I’ll add a whole load of photos shortly.

The Brew City Brawl 2018 – Results

  • Best Overall – Isaiah Ramcyzk
  • Best Chaos – Andrew Simons
  • Best Death – Mark Tobin
  • Best Destruction – Tom Toepfer
  • Best Order – Alex Gonzalez
  • Best Paint – Mike Butcher
  • Best Sportsman – Ty Toepfer
  • Players Choice – Mike Butcher
  • Best Rookie – Andrew Karolus
  • Best Terrain – Mike Westendorf
  • Best Table – Domus
  • Strength of Schedule – Dave Nordstrom
  • Sigmar Hardmode – Andrew Karolus
  • (Blood) Thirstiest – Alex Gonzalez
  • Wooden Spoon – Joshua Ramczyk

Here are the full set of scores.

The guys really put on some unique awards 🙂

Brew City

The Brew City Brawl 2018 – Top 10 Army Lists

So the top 10 based on gaming score alone were:

Check out all the top 10 lists here.