AoS Shorts: Your Essential Guide to Age of Sigmar

US Age of Sigmar Event Modular Pack

Hey guys, today I’m joined by Chuck Moore, US wargamer, to talk about the new US Age of Sigmar Event Modular Pack released by the US Age of Sigmar Community group.  The sound quality is not the best again unfortunately, as we were recording over the internet, but the content is gold.

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US Age of Sigmar Event Modular Pack

The pack is an invaluable resource for Age of Sigmar players and event organisers alike and has been compiled by a large group of members of the Age of Sigmar community.  At 50 pages, it provides a range of pick and choose options for organising an Age of Sigmar event.  The pack contains the following modules:

  • Introduction and ethos – Unifying without Homogenising
  • Social Interaction and community growth
  • Player responsibility (“the social contract”)
  • Choosing a venue
  • Terrain
  • Painting
  • Narrative
  • Scenario selection
  • House rules
  • Sportsmanship
  • Scoring

All of these modules are guidelines that you can use whether you are attending or running a local, regional or national event.  The pack intends to help whether you are dealing with an 8 player local store event or a 200 player national extravaganza.

Check the site and the US event calendar at the new US Age of Sigmar Community site.  It is also the best way to get in touch with the group, give feedback on the pack or submit an event to the calendar.

The Realm Gate blog

You can find Chuck on Twitter as @odiamh or at his excellent Realm Gate blog.  Chuck provides painting, hobby and lore updates twice a week.  Definitely check out his back story on Morathi in the lead up to the Daughters of Khaine release.

Nova Open Age of Sigmar Grand Tournament

Chuck is also the tournament organiser for the Nova Open Age of Sigmar Grand Tournament this year.  Nova is the East Coast’s Largest Tabletop Wargaming Convention (over 1,300 gamers attended in 2016).  Held in the Washington DC area from 30 August to 2 September, you can find all the details here.  Registrations open on 1 March!

Get in touch!

I’d be really interested to hear if other countries or regions have a similar pack, set of resources, or shared community FAQ.  The more we can share information as members of the global Age of Sigmar community, the more we can grow the scene through great events!  Get in touch on Twitter, at AoS Shorts on Facebook or through this site.

For more great Age of Sigmar resources, check out the resources pages, for players and tournament organisers.

Age of Sigmar Allies Matrix Updated

Hey all, I’ve updated the Age of Sigmar Allies Matrix to take into account the release of the Maggotkin of Nurgle and Legions of Nagash books.

Age of Sigmar Allies Matrix

If you are like me, you may find it hard to work through the allies listings in the pitched battle profiles of General’s Handbook 2017.  So I decided to display the information in a table.

Pick your main force on the left hand side, and simply read across to identify the keywords with which you can ally.  Remember that factions like Hosts of Slaanesh are synonymous with the keyword SLAANESH (as clarified by the General’s Handbook 2017 FAQ) and that if you want to run a Grand Alliance force you can pick any units with Alliance keyword (e.g.  ORDER).

Some pictures of the Allies Matrix are below, or you can download the PDF.

Order Allies

Age of Sigmar Allies Matrix

Chaos Allies

Age of Sigmar Allies Matrix

Death Allies

Age of Sigmar Allies Matrix

 

Destruction Allies

Age of Sigmar Allies Matrix

 

Legions of Nagash Review

Hello! In today’s show I give my initial impressions and review of Battletome: Legions of Nagash!  I hope to return to the army in a few months for a more detailed Legions of Nagash review once we have all had a chance to playtest and shake the kinks out.

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The battletome fundamentally changes the Death grand alliance and provides incremental upgrades across the board.  There are a number of changes which seem to return the Death grand alliance towards its narrative roots of strong, but fragile, characters, surrounded by an undying and regenerating rabble.

What is clear after a few days with the book, is that there are few stand-out tier 1 unit choices or army builds – there is plenty of choice here.  The army is going to reward clever list-building and generalship and, if I was to guess, sit in the tier 2 range of armies.

In this show, I’ll cover:

  • the structure of the army: the Legions
  • Allegiance Abilities
  • Gravesites
  • the Lores of Death
  • Summoning
  • the new Battalions
  • some warscroll changes and
  • some potential army builds

The Legions of Nagash

The Legions of Nagash battletome covers rules for six different allegiances:

  • Grand Host of Nagash (Nagash and friends)
  • Legion of Sacrament (Arkhan and casting)
  • Legion of Blood (Neferata and her attendants)
  • Legion of Night (Mannfred and crazy choppy)
  • Soulblight (Vamps, vamps and vamps)
  • Death Grand Alliance (the hodge podge / everything else)

Legions of Nagash

If you take Nagash, you have to run the Grand Host, he can’t be chosen in any of the other Legions.  In turn, the other Mortarchs must be the generals in their respective Legions (if you have them in the army) – no appointing a Necromancer or Wight King to deputise for them. You can run the Legions without their Mortarchs if you wish.

The Legions only include models from the Battletome.  So you won’t see any Tomb Kings, Mournguls (who are relegated to Death Grand Alliance) and Flesh-Eaters who stay with their own battletome.  Nighthaunt remain in General’s Handbook 2017.

Each of the Legions have Flesh-Eater Courts as their only ally.  If you run Soulblight, you get more choice in that you can ally with Deadwalkers, Deathlords, Deathrattle, Deathmages,  and Nighthaunt.

Allegiance Abilities

Each of the 6 allegiances have their own set of six command traits and six unique artifacts (unlike the Maggotkin of Nurgle or Disciples of Tzeentch books, there are no duplicate or shared command traits and artefacts).   As you would expect, these are all tied to the theme of the army

The Grand Host and the three Legions share two battle traits, an ability and a command ability:

  • Deathless Minions – roll a dice each time you allocate a wound or mortal wound to a firendly DEATH unit within 6″ of your general or another friendly DEATH HERO.  On a 6+ the wound is negated.
  • Magic: All wizards know an extra spell from the Lores of the Dead
  • The Unquiet Dead – the Legions get beneficial terrain called gravesites (more on these later)
  • Command Ability – choose a gravesite within 9″ of the general.  You may return a friendly Summonable unit that has been destroyed to the battlefield and set it up wholly within 9″ of that gravesite and more than 9″ away from enemy models – I suspect this won”t see much use as you still need to pay reinforcement points for the unit, but there may be some situations where this gets you out of a pinch.

Legions of Nagash

The Grand Host

With the Grand Host, Nagash can select three further spells from the Lores of the Dead.  Also, any Morghast in the Grand Host get an extra Attack for all their melee weapons.  Finally, in your hero phase, you may roll a dice for each friendly Grand Host Summonable unit on the battlefield.  On a 5+ you can heal up to D3 wounds that have been allocated to it.  For units with a Wounds characteristic of 1 return 1 slain model to the unit for each wound that would have been healed.

Grave Guard are battleline in a Grand Host army and Morghast are also battleline if you have Nagash as your general.

For each of the allegiances, I’m going to pick a few of my favourite command traits and artefacts. I won’t go through the full lists (buy the battletome for that).

Command Traits
  • Bane of the Living – re-roll wound rolls of 1 for the general for attacks against non-DEATH units.
  • Lord of Nagashizzar – add 1 attack for melee weapons of friendly Deathrattle units within 6″
Artefacts
  • Grave-sand Timeglass: useful for sniping away enemy heroes anywhere on the battlefield
  • Ossific Diadem: roll a dice each time you allocate a wound or mortal wound to a friendly Deathrattle model within 12″ of the bearer – on a 6+ the wound is negated.
  • Amethyst Shard: once per battle, in hero phase, fuse the shard with the bearer’s melee weapon – add 1 to hit and wound rolls for that weapon until the next hero phase.

The Legion of Sacrament

Legions of Nagash

The Legion of Sacrament is your main choice for a magic heavy army (outside Nagash).  Led by Arkhan (with his extra casting), several Necromancers and a Mortis Engine you will pump out a lot of spells.  The most beneficial battle trait is that all your wizards have +1 to cast.  You also have the possibility of returning destroyed summonable units to the battlefield.

Command trait
  • Dark Acolyte: a wizard may take another spell from the Lores of the Dead.
  • Mastery of Death: At the start of your hero phase, all friendly Death units within 6″ of the general may make an immediate move up to 3″.
Artefacts
  • Shroud of Darkness: subtract 1 from all hit rolls for attacks targeting the bearer in the shooting phase if the attacking unit is within 8″.  Subtract 2 from hit rolls from further away.
  • Wristbands of Black Gold:  Roll a dice each time you allocate a wound or mortal wound to the bearer in the shooting phase.  On a 4+ the wound is negated.

The Legion of Blood

 

Legions of Nagash

The Legion of Blood are Neferata’s court and its traits revolve around getting up close and personal with the enemy.  The main battle traits are that enemy units within 6″ of your army are -1 bravery.  You also get +1 attack for your Vampire Lords and Blood Knights.

Command traits
  • Swift Strikes: Each time you make a hit roll of 6+ in the combat phase for the general, you can make an additional hit roll for the same weapon against the same target.
  • Aristocracy of Blood: Re-roll failed charge rolls for friendly Soulblight units within 9″ of the general at the start of the charge phase.
  • Walking Death : if the hit roll for an attack made with one of the general’s melee weapons is a 6+, then the attack causes a number of mortal wounds equal to its Damage characteristic (rather than needing to roll to wound etc).
  • Sanguine Blur: Add 2″ to the general’s move characteristic.  In addition you can re-roll failed charges for the general.
Artefacts
  • Soulbound garments: re-roll save rolls of 1 for the bearer.
  • Orb of Enchantment: once per battle, at the start of the combat phase, you can pick an enemy hero within 3″ of the bearer.  In that combat phase, that hero may not pile in, attack or use abilities.

The Legion of Night

Legions of Nagash

 

The Legion of Night is Mannfred and his ambushing forces striking from Darkness. The main battle trait is that you can set up to 3 units in ambush, rather than on the battlefield at the start of the game.  At the end of any of your movement phases, you can set up any of the units in ambush wholly within 6″ of any battlefield edge and more than 9″ away from any enemy models.  The second trait is that you can add 1 to save rolls for Deathrattle units wholly within your territory (very useful for camping on your home objective).

Command traits
  • Swift Form: add 2″ to the general’s Move characteristic, and 2″ to all runs by the general.
  • Unbending will: Friendly units Legion of Night units within 12″ can re-roll failed battleshock tests.
  • Merciless Hunter: re-roll wound rolls of 1 for the general.
Artefacts
  • Vial of the Pure Blood: once per battle, in your hero phase, you can declare that the bearer will drink the bial.  You can add 1 to hit and wound rolls for the bearer until the next hero phase.
  • Shard of Night: subtract 1 from the hit rolls of all attacks that target the bearer in the shooting phase [no use against hero phase shooting though….].

Soulblight and Death Grand Alliance

I’m not going to spend much time delving into the last two allegiances.  Both have just been updated to deal with the Summonable mechanic and do not get to access gravesites and the other benefits of the Legions of Nagash allegiances.  Soulblight gain access to the Lore of Vampires but otherwise keep their Deathless Thralls battle trait, their bloodlines, six command traits and six artefacts.  Death Grand Alliance keeps Deathless Minions, six traits and six artefacts.  The Grand Alliance is the only way that you can mix in Nighthaunt units or a Mourngul etc.

The Lores of the Dead – Spells

The Legions of Nagash have access to two spell lores – the Lore of the Deathmages (for Deathmages…) and the Lore of the Vampires (for vampires….).  The Deathlords (Nagash and the Mortarchs) can access spells from either lore.

Both lores benefit from the Locus of Shyish – a rule that says if the unmodified casting roll for a spell is a 9+ (and the spell is not unbound) then you resolve the effects of the spell twice.   You can choose the same unit, or a different target.  Because it is the unmodified roll that counts, you won’t be building a list solely around this ability, but it will certainly be a useful boon in the 27% of rolls it goes off.  You can expect to have it work a few times each game.

Each lore has its own character.  The Deathmages lore is all about debuffing the enemy at a 12-18″ range.  Some particular standouts are:

  • Overwhelming Dread – cast on a 5 – pick a visible enemy unit within 18″, until your next hero phase that unit is -1 to hit and -1 bravery.  Very useful against anything which receives benefits on 6s to hit.
  • Fading Vigour – an enemy unit loses an attack from their melee weapons (down to a minimum of 1) and can only roll 1 dice when charging.
  • Soul Harvest (for a combat Nagash) – cast on a 7 – every enemy unit within 3″ takes D3 mortal wounds.  For each mortal wound that was allocated, and not negated, roll a dice.  On a 5+ the caster heals a wound.

The Lore of Vampires is more short range and offensive.  My current favourite is the Amaranthine Orb – you draw a straight line from the caster for 12″ and each unit under it suffers D6 mortal wounds on a 4+.  I suspect this will be a favourite on Arkhan given that he gives spells an extra 6″ range.  The Soulpike may also get some use.

Gravesites

As is the way with Sylvaneth and Maggotkin of Nurgle, the Legions of Nagash have their own terrain pieces which interract with the army.  For Legions of Nagash, these are gravesites.  Gravesites have benefits for both summoning and healing.

After territories have been determined, but before any units have been set up, you may pick up to 2 points in your territory and up to 2 points anywhere on the battlefield to be gravesites.   There is no set size for gravesites, but Games Workshop suggest a suitable marker (perhaps a modified base, or one of the little chapels from the Sigmarite Mausoleum kit).

First up, you have flexibility in where you place 2 of your gravesites.  Depending on the scenario, you could choose to place one or two of these:

  • in enemy territory near an objective, in order to require your opponent to divert resources to that part of the board; or
  • in your own territory if you want to maximise the defensive benefits of overlapping healing.

Summoning

Instead of setting up a Summonable unit on the battlefield, you can place it to one side and say that it is set up in the grave.  You can do this with as many units as you wish.

At the end of your movement phase, for each DEATH HERO within 9″ of a gravesite, you may pick a single unit in the grave and set it up wholly within 9″ of that gravesite and more than 9″ from any enemy models.  If a unit is still in the grave at the end of the battle, it is considered to be slain.

Given the restrictions on placing models, I don’t see you leaving large units in reserve in summoning.  Much more likely to see smaller units of 10 Grave Guard or late game objective capturers such as dire wolves.  This will be especially important in scenarios where you get additional points for holding objectives in later turns.

Healing

Invigorating Aura:  At the start of your hero phase, pick a friendly summonable unit within 9″ of this gravesite.  You can either heal D3 wounds that have been allocated to it or, if no wounds are currently allocated to the unit, you may return a number of slain models to it that have a combined Wounds characteristic equal to or less than the roll of a D3.

This is likely to be the greatest benefit of the gravesites.  Four gravesites in your own territory could restore 4D3 wounds/slain models to your grave guard or skeleton units (keeping them at full size and maximum output for those skeletons).

Summoning

The Legions of Nagash battletome brings a large overhaul to the summoning rules for Death.

Previously, you could set aside a number of reinforcement points and summon the units you needed when you needed them.  The ultimate toolkit to face your opponent’s army (as long as you had the models with you).

Now you have to name the units you intend to summon on your army list (and pay the points for them in your list).  The toolkit is gone.

You can also only summon units with the Summonable keyword.  These are Bat Swarms, Fell bats, Zombies, Black Knights, Grave Guard, Skeleton Warriors, Hexwraiths, Spirit Hosts and Dire Wolves.

In exchange, you no longer have to cast a spell in order to bring the unit on to the table.  You need to have a hero within 9″ of the gravesites and set the unit up wholly within 9″ of that site.

Warscroll Battalions

The warscroll battalions are themed around similar lines to the Legions of Nagash.

I suspect the First Cohort will see the most play initially.  This battalion is 160 points, and requires Nagash, a unit of Morghast and 3 units of Deathrattle.  Once you have filled out those Deathrattle units you won’t have many points left, but you do get a one-drop and abilities to transfer wounds from Nagash to the Morghast and stronger healing of your units.  The army will revolve around Nagash’s output.

The Lords of Sacrament is your main magic-heavy choice.  The battalion requires Arkhan, two Necromancers (a powerful choice) and a Mortis Engine.  Your wizards can cast an extra spell if they are within 6″ of the Mortis Engine.  You can also add 1 to save rolls for Arkhan and the Necromancers if they are within 6″ of the Mortis Engine.

The Deathmarch gives you extra movement, but includes a unit of Black Knights (which is a bit of tax).

If you fancy a crazy combat choice, try the Castellans of the Crimson Keep.

Warscrolls

Right, on to the warscroll changes.  There have been quite a few little changes.

The largest change is that most heroes now have the Deathly Invocation ability which allows them to heal Summonable units.  The number of units that can be healed, and the range of the ability varies depending on the strength of the hero.  Nagash can heal five units anywhere on the battlefield, Necromancers are 2 units within 6″ for example.   All this healing stacks so you’ll be quickly returning large numbers of models to the table.

As a result, banners in units now don’t provide healing, but instead provide a bravery debuff to enemy units within 6″ of the banner (so expect units now to have multiple banners in them).  While large battleline units are improved by this change (and skeletons are now cheaper), units like Blood Knights can no longer be healed or returned (although they get an extra attack to ameliorate the loss).

Zombie dragons have now been brought in line with the zombie dragons in the Flesh-Eater Courts battletome.  No more confusion about which scroll is in play.

Terrorgheists have also received a significant buff to their Gaping Maw ability – Each time you make a hit roll of 6+ for this model’s Fanged Maw, the attack is automatically successful.  Determine damage normally (do not make a wound or save roll) but increase the weapon’s Damage characteristic to 6.  Try to pair this with Damned terrain and other ways to buff the hit roll.

There are two new warscrolls –  Prince Vhodrai (special character Vampire Lord on Zombie Dragon) and a Bloodseeker Palanquin (combination of the existing big kits).  I suspect we will see a lot of Prince Vhodrai, as I’ll touch on more below.

Possible army builds

And finally, what are we likely to see on the tabletop.  I’m sure I’ll come back to revisit this section in the next week or so, but here are some initial thoughts:

  •  Vampire Lord on Zombie Dragon – a popular choice for people who don’t want to run Nagash or Mortarchs.  14 wounds, 3+ save, can move up to 27″, fly, and decent damage output.   It also has a great command ability – allowing a friendly Death unit within 15″ to re-roll failed hit rolls until the next hero phase (very useful when paired with a Terrorgheist).
  • Prince Vhordrai – the same base as the VLOZD, a 3+ save, heals wounds, does mortal wounds… While the Prince doesn’t have the re-roll failed hit rolls command ability, he can give another unit +1 to hit and +1 to wound rolls, and also select that unit to immediately pile in and attack in the hero phase.
  • Necromancers are excellent.  I can see many people running multiple Necromancers.  While the Death army can debuff opponents well, and restore or ressurect its units, it can struggle with producing high damage output.  The Necromancer’s Vanhels ability allows you to have units pile in and attack twice.  Crazy good on a unit of 30 grave guard.
  • Grave Guard – massive damage output from a small base size, really allowing you to maximise your attacks from your large units.  The large units will be the most resilient, especially with gravesites nearby but they can also have a role in MSU style units of 10 which can be summoned into small gaps and be healed as required.
  • Morghast Harbingers – flying, rolling extra dice for charges and halberds with -2 rend and straight 3 damage.
  • Skeletons in units of 40 – lots of attacks if they stay above 30 models (which is even easier now with healing and gravesites).
  • Dire Wolves – grab objectives quickly
  • Bat Swarms – still useful if you have a strong local shooting meta (-1 to hit for shooting attacks within 12″)
Phew…. that’s a long review.
Further Reading

 

CanCon 2018: Top 10 Age of Sigmar Lists

Hey everyone, the Southern Hemisphere’s largest Age of Sigmar tournament, Call to Glory 2018, was held 27/28 January at Cancon, Canberra.  104 players from across Australia gathered to show the best they had to offer. Here you’ll find the top 10 Age of Sigmar army lists from the event.

Call to Glory 2018 was hosted by Clint Mallet of the Heralds of War podcast.   You can check out the Players’ Pack, the event coverage and interview with the winner, Adam Burt.

Call to Glory, Cancon Top 10 Age of Sigmar army lists

So, let’s cut to the chase, the top 10 were:

  1. Adam Burt – Stormcast Eternals
  2. David Kerr – Maggotkin of Nurgle
  3. Christopher Tot – Seraphon
  4. Timothy Macdivitt – Fyreslayers
  5. Ashley McEwan – Disciples of Tzeentch
  6. Luke Taylor – Disciples of Tzeentch
  7. Dan Saye – Dispossessed
  8. Joel McGrath – Stormcast Eternals
  9. Scott Norwood – Disciples of Tzeentch
  10. Robert Reimers – Stormcast Eternals

Check out the Full Results and all the lists and other coverage over at the list archive.

Adam Burt – Stormcast Eternals

Leaders
Lord-Celestant (100)
– General
– Trait: Staunch Defender
Knight-Heraldor (120)
Lord-Relictor (80)
Lord-Relictor (80)
Lord-Castellant (100)
– Mystic Light: Lantern of the Tempest
Battlemage (100)
– Allies

Battleline
5 x Liberators (100)
– Warhammer & Shield
– 1x Grandhammers
5 x Liberators (100)
– Warhammer & Shield
– 1x Grandhammers
5 x Liberators (100)
– Warhammer & Shield
– 1x Grandhammers
5 x Judicators (160)
– Skybolt Bows
– 1x Shockbolt Bows

Units
2 x Fulminators (240)
2 x Fulminators (240)
2 x Tempestors (220)
2 x Tempestors (220)
1 x Gryph-Hound (40)

Total: 2000 / 2000
Allies: 100 / 400

David Kerr – Maggotkin of Nurgle

Leaders
The Glottkin (420)
– General (Big Daddy D the dope OG)
Lord of Blights (140)
– Rustfang
Gutrot Spume (140)
Poxbringer (120)
– Tome Of A Thousand Poxes

Battleline
30 Plaguebearers (320)
10 Blight Kings (320)
5 Blight Kings (160)
5 Blight Kings (160)

Battalions
Blight Cyst (220)

Total 2000/2000

Christopher Tot – Seraphon

Leaders
Saurus Scar-Veteran on Carnosaur (240)
– General
– Command Trait : Mighty War Leader
– War Spear
– Artefact : Incandescent Rectrices
Skink Starpriest (80)
– Artefact : Light of Dracothion
Skink Priest (80)
– Priestly Trappings

Battleline
20 x Skinks (120)
-Meteoric Javelins & Star Bucklers
20 x Skinks (120)
-Meteoric Javelins & Star Bucklers
20 x Skinks (120)
-Meteoric Javelins & Star Bucklers

Units
6 x Ripperdactyl Riders (280)
3 x Ripperdactyl Riders (140)
Dread Saurian (380)
Stegadon (240)

Battalions
Shadowstrike Starhost (170)

Total: 1970 / 2000

Timothy Macdivitt – Fyreslayers

Leader
Auric Runefather
– Exemplar of the Ancestor
– Obsidian Coronet
– General
Auric Runemaster
Auric Runesmiter
– Forge key
– Ash-plume Sigil
Auric Runesmiter
– Forge key
Battlesmith

Battleline
30 x Hearthguard Bezerkers
– Poleaxes
30 x Vulkite Bezerkers
-War-Picks & Slingshields
30 x Vulkite Bezerkers
-War-Picks & Slingshields
30 x Vulkite Bezerkers
-War-Picks & Slingshields

Battalion
Lords of the Lodge

Total: 1960 / 2000

Ashley McEwan – Disciples of Tzeentch

Leaders
Lord Of Change (300)
– General
– Trait: Magical Supremacy
– Artefact: Wellspring of Arcane Might
The Changeling (140)
Gaunt Summoner and Chaos Familiars (120)
Ogroid Thaumaturge (160)
– Artefact: Daemonheart
Tzaangor Shaman (160)

Battleline
10 x Kairic Acolytes (100)
10 x Kairic Acolytes (100)
10 x Tzaangors (180)

Units
3 x Tzaangor Enlightened on Disc (160)
3 x Tzaangor Skyfires (200)

Battalions
Alter-kin Coven (70)

Reinforcement Points (310)

Total: 2000 / 2000

Luke Taylor – Disciples of Tzeentch

Leaders
Lord Of Change (300)
– General
– Trait: Magical Supremacy
– Artefact: Wellspring of Arcane Might
The Blue Scribes (120)
Gaunt Summoner and Chaos Familiars (120)
Tzaangor Shaman (160)

Battleline
10 x Pink Horrors Of Tzeentch (120)
10 x Pink Horrors Of Tzeentch (120)
10 x Pink Horrors Of Tzeentch (120)

Units
9 x Tzaangor Skyfires (600)

Reinforcement Points (340)

Total: 2000 / 2000

Dan Saye – Dispossessed

Leaders
Warden King (120)
– General
– Trait: Grudgebearer
Runelord (80)
– Artefact: Ancestral Pickaxe
Runelord (80)
Celestant-Prime (340)
– Allies

Battleline
10 x Warriors (80)
– Double-handed Duardin Axes & Shields
10 x Warriors (80)
– Double-handed Duardin Axes & Shields
10 x Longbeards (120)
– Great Axes & Shields

Units
20 x Quarrellers (240)
20 x Irondrakes (400)
30 x Ironbreakers (400)
1 x Gryph-Hound (40)
– Allies

Total: 1980 / 2000
Allies: 380 / 400

Joel McGrath – Stormcast Eternals

Leaders
Lord-Celestant On Dracoth (220)
– General
– Tempestos Hammer & Thundershield
– Trait: Staunch Defender
– Artefact: Obsidian Blade
– Dracoth Trait: Keen-clawed
Lord-Castellant (100)
– Mystic Light: Lantern of the Tempest
Lord-Castellant (100)
Lord-Relictor (80)

Battleline
30 x Liberators (520)
– Warhammers
– 6x Grandhammers
5 x Liberators (100)
– Warblade & Shield
– 1x Grandblades
5 x Judicators (160)
– Skybolt Bows
– 1x Shockbolt Bows

Units
3 x Prosecutors with Stormcall Javelins (100)
– 1x Stormsurge Tridents
3 x Prosecutors with Stormcall Javelins (100)
– 1x Stormsurge Tridents
3 x Prosecutors with Stormcall Javelins (100)
– 1x Stormsurge Tridents
5 x Sisters of the Thorn (220)
– Allies

Battalions
Vanguard Wing (200)

Total: 2000 / 2000
Allies: 220 / 400

Scott Norwood – Disciples of Tzeentch

Leaders
Lord Of Change (300)
– General
– Trait: Arch Sorcerer
Tzaangor Shaman (160)
Gaunt Summoner (120)
– Artefact: Souldraught
Sayl The Faithless (120)
– Allies

Battleline
10 x Chaos Marauders (60)
– Axes & Shields
– Mark of Chaos: Tzeentch
10 x Chaos Marauders (60)
– Axes & Shields
– Mark of Chaos: Tzeentch
30 x Chaos Warriors (480)
– Hand Weapon & Shield
– Mark of Chaos: Tzeentch

Units
9 x Tzaangor Skyfires (600)

Reinforcement Points (100)

Total: 2000 / 2000
Allies: 120 / 400

Robert Reimers – Stormcast Eternals

Leaders
Lord-Celestant On Stardrake (560)
– General
– Celestine Hammer
– Trait: Staunch Defender
– Artefact: Mirrorshield
– Stardrake Trait: Keen-clawed
Drakesworn Templar (500)
– Arc Hammer
Lord-Castellant (100)

Battleline
5 x Liberators (100)
– Warhammer & Shield
– 1x Grandhammers
5 x Liberators (100)
– Warblade & Shield
– 1x Grandblades
5 x Judicators (160)
– Skybolt Bows
– 1x Shockbolt Bows

Units
2 x Fulminators (240)
2 x Fulminators (240)

Total: 2000 / 2000

Further Reading

For advice on how to write a successful Age of Sigmar list listening to this show, or any of the Masterclass episodes with top US and UK gamers.   Also, check out the list archive for other top lists from tournaments around the world.

Las Vegas Open: Top 10 Age of Sigmar Lists

So the Las Vegas Open Age of Sigmar Championships was held over the weekend in, you guessed it, Las Vegas.  Warhammer Live and the Warhammer Community team were there in attendance and you can check out all the coverage over on the Warhammer Live Twitch channel.

Las Vegas Open Age of Sigmar Championships

Before we get into the army lists, a big congratulations to Scott Reed (the tournament organiser), Elric Edge (of the Rolling Bad podcast) and everyone else who worked so hard to put on an excellent event.  90+ gamers, including some travelling Brits, having a great weekend of Age of Sigmar.

Now the Las Vegas Open Age of Sigmar Championships were held over 7 rounds, using 2,000 point armies in General’s Handbook 2017 scenarios.  The pack can be found here and here.

Las Vegas Open – the results

I don’t have the full results, or all the award placings, but Samuel Valdez (who attended the event) kindly sent me through the top 10 and the lists.  Once I get a chance, I will try to add all the remaining lists into the list archive, and provide some commentary on the top 10.

Drumroll please….

So the final standings were:

  • Andrew Standiferd – Vanguard Wing
  • James Thomas – Changehost
  • Tony Moore – Changehost
  • Oliver Gandouet – Mixed Order
  • Michael Burch – Skyfires
  • Joe Krier – Changehost
  • Bill Souza – Nurgle
  • Jarrett Zazuetta – “Kroak-nado”
  • Jeff Paynter – Skyfires
  • Mike Scaletti – Gore Pilgrims

*get in touch and let me know the Twitter handles of the people I’ve missed.

Perhaps unsurprising, Disciples of Tzeentch were the power to be reckoned with.  No change there….

The top army lists at LVO 2018

So the army lists, in reverse order.

10. Mike Scaletti – Gore Pilgrims army list

Las Vegas Open

9. Jeff Paynter – Skyfires and Skin Wolves

Las Vegas Open 9

8. Jarrett Zazuetta – Kroaknado Seraphon list

Las Vegas Open 87. Bill Souza – Maggotkin List

Las Vegas Open 7

6. Joe Krier – Changehost

Las Vegas Open 6

5. Michael Burch – Disciples of Tzeentch

Las Vegas Open 5

4. Olivier Gandouet – Mixed Order

Las Vegas Open 4

3. Tony Moore – Changehost

Las Vegas Open 32. James Thomas – Changehost

Las Vegas Open 2

1. Andrew Standiferd – Vanguard Wing

Las Vegas Open 1

 

Further Reading

For advice on how to write a successful Age of Sigmar list listening to this show, or any of the Masterclass episodes with top US and UK gamers.   Also, check out the list archive for other top lists from tournaments around the world.

Malign Portents: An Introduction

Hey there, work is super busy at the moment, but I still wanted to put out a short show covering all that we know about Malign Portents so far and the great news out of the Studio Preview at the Las Vegas Open, Daughters of Khaine and more!

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Between recording and releasing the show, Warhammer Community put up a new article on the pre-releases for Malign Portents and Legion of Nagash.  All the information and pictures are covered in an addendum to the show.

This show also reflects where I want to see the AoS Shorts website growing over 2018.  The podcast will remain focused on succinct tactics and strategy advice for Warhammer: Age of Sigmar.  But the website is expanding into the Age of Sigmar background and hobby.  Over the year, you’ll find coverage of all the major events – Malign Portents, Legions of Nagash, Daughters of Khaine – and summaries of all you need to know about the Mortal Realms – the people, the places, the cities and the agriculture (expect a crop rotation chart).  So keep checking out the website as it grows over the year.

A couple of final notes before we delve into the show:

  • I’ve added a list archive to the site to contain tournament lists and packs from events outside the UK.  This will hopefully be a complement to the Bad Dice UK archive, and you’ll already find lists for Cancon, the first 100+ player Australian event, and the Australian and New Zealand Masters.  Soon the Las Vegas Open lists will be added, and then Adepticon.
  • Games Workshop have announced that Warhammer Age of Sigmar will also be receiving two large FAQs a year (in January, i.e. now, and July), with erratas released within a couple of weeks of each new battletome.  It is great seeing this coming to keeping the game clear, balanced and accessible.

Malign Portents: an Introduction

Malign Portents has recently been announced by Games Workshop as the major focus for Warhammer Age of Sigmar through 2018.  From what we know so far, Malign Portents is a book, global campaign and so much more.  It is an advancement of the Age of Sigmar lore and an introduction to the Realm of Death, Shyish.  We can expect a number of model and book releases, presumably for each of the Grand Alliances.  At the moment, Malign Portents looks like a fantastic re-launch of Age of Sigmar.

The Malign Portents story

Malign Portents is a season of new developments to “deepen” and expand Warhammer: Age of Sigmar.  The storyline will run through battletomes and publications this year.

Already, Games Workshop have released a series of Warhammer TV videos, Warhammer Live interviews and a series of free and downloadable stories from the background team over at the Malign Portents website.  These stories have focused on the battle between Nurgle and Death to start but have given an interesting insight into the lives of normal people in Shyish.

The Malign Portents website also has a timeline and overview of the Mortal Realms if you are new to Warhammer Age of Sigmar.

Shyish, the Realm of Death

The story arc is set in Shyish, the Realm of Death.  From the start it is important to realise that the Realm of Death does not mean that it is the Realm of Undeath, such as we associate with Nagash.  There is such a thing as neutral and good death.  Think civilisations that can communicate and interract with their ancestors.  Shyish contains hundreds and thousands of underworlds (or afterlifes) for the Mortal Realms.  These are slowly being taken over by Nagash.

Nagash has plans, big plans!

Nagash is still, shall we say, a little peeved at Sigmar denying him the souls of the dead through the reforging process of the Stormcast Eternals.  However, Nagash has a plan and has been studying that reforging process.

Also, Nagash has been expanding his influence in Shyish and is distorting the normal balance of the realm.  He has commanded Arkhan to collect all the Realmstone in Shyish (think black sand) in order to build massive citadels and monuments, not least of which is a colossal inverted black pyramid of vitrified realmstone.  Now realmstone is powerful stuff.  It can impact the lifespan of those around it – it can sap your energy and decay you, or prolong you.

As a by-product of Nagash’s plans inhabitants of the Mortal Realms are experiencing weird visions, omens, prophecies and dreams of disaster with the occasional glimmers of hope – something nasty is coming.

Malign Portents

The Malign Portents book

The Malign Portents book will cover this story of the gathering maelstrom in the Realm of Death, and includes new Time of War rules for fighting in Shyish, from life-sapping wastes of Shyish to interpreting fell omens to aid your army.  These have been referred to as “prophecy points”.  The book will cover both narrative and matched play.

Malign Portents book

The Characters – the Harbingers

Harbingers

Malign Portents introduces four new heroes to Age of Sigmar, one for each Grand Alliance.

  • Vorrus Starstrike, Lord-Ordinator, Order’s Champion – an engineer for fates and destiny as well as warmachines – part astronomer, engineer, and warrior.
  • Keldrek, Knight of Shrouds – a betrayer and traitor who turned on his own people by doing a deal with Nagash,
  • Snazzgarr Stinkmullet, Fungoid Cave Shaman, a magic mushroom addled visionary; and
  • Marakarr Blood-Sky, Darkoath Warqueen, a charismatic tribal leader of Aqshian tribes coming to challenge Nagash

Now while these characters are named – they are one of hundreds in their roles, so their warscrolls are for generic heroes.  The warscrolls have been leaked, but I’m not going to cover them here in isolation.

Dread Solstice: the Malign Portents Global Campaign

Dread Solstice

Games Workshop have described the Dread Solstice Campaign is a “choose your own adventure” story style campaign with a branching narrative, where the games you play and models you paint can be used to decide where the story goes next.   Just as the Season of War campaign influenced the Age of Sigmar narrative, so will the Dread Solstice campaign.

Dread Solstice

 

The Campaign runs for 6 weeks from 15 February, in three fortnightly chapters.  These will tie into the painting competition that we know about.

  • 10 February: Start Collecting set painting competition finishes
  • 3 March: Harbinger painting competition closes
  • 31 March: Painting competition to complete your force

Also, don’t forget the Coalesence Global Narrative event on 17 March.

Finally, I’m keeping all the Malign Portents information in one place (because its a bit scattered over Games Workshop’s various platforms).

There is more Malign Portents swag coming too!

Legions of Nagash

Battletome: Legions of Nagash will revitalise (joke intended) the Death grand alliance.  And it looks like we can expect the book to arrive in February.

Battletome: Legion of Nagash

Legions of Nagash: new allegiances

The book contains all the warscrolls for every Death model “(so far…)” and the rules for six allegiances (including four new ones):

  • the Grand Host of Nagash;
  • Legion of Night;
  • Legion of Sacrament;
  • Legion of Blood;
  • Soulblight; and
  • General Death.

Legions of Nagash

Each of the new legions corresponds to a Mortarch (or Nagash himself), and each allegiance, while using a mixed pool of Death units, will feature its own unique in-game mechanics and abilities.

Now a large number of the warscrolls have leaked due to an early update of the Australian Age of Sigmar app.  I won’t be covering them here because I don’t believe there is much point in isolation from the allegiance abilities and points costs.  I’d rather cover everything in one show at the time of release.  However, the new scrolls do demonstrate changes to faction keywords, command abilities, summoning and ethereal.  So the book promises a big shake-up (which we all know Death needs).  So you don’t get too worried, a few locals have commented that the changes look like they are returning the Death factions closer to their roots in the Warhammer background.

I’ll keep all the official information on Legions of Nagash as and when we know it over on my Legions of Nagash page.

Daughters of Khaine

Now you have to have been living under a rock not to have seen the epic release videos and pictures for Daughters of Khaine that surrounded the Las Vegas Open this weekend.  If you haven’t you seriously need to check them out here.

Morathi!

Morathi, one of the coolest characters from the World that Was, is back and the Daughters of Khaine are getting a battletome.  Morathi, the Shadow Queen, and outspoken representative of Khaine, the Bloody-Handed Aelven god of Murder,  has returned for revenge but she is no longer quite what she was – having been held captive by Slaanesh.

Khaine

I highly recommend you check out Warhammer Weekly’s breakdown of the reveal, but the high points are:

  • 2 new Medusae units – a combat and a range variant
  • 2 new Harpy-style units – with a strong, dynamic Sisters of Slaughter aesthetic
  • what appears to be 2 forms of Morathi – based on current theorising one is an illusory aelven form, and the second is a transformed/ascended large serpentine/drake form
  • the battletome itself

So, what’s to come?

Looking forward, the Las Vegas Open Studio Preview confirmed that a second Aelf faction is coming.   We’ve had a bit of chat on Twitter as to whether this is a link to the Aelfs, Collegiate Arcane or something else.  In any event it is a great piece of art.

Malign Portents Aelf

From my personal perspective, and with no inside knowledge, I suspect we will get a Moonclan battletome this year too.  Moonclan were not in General’s Handbook 2017, they have a champion in the Malign Portents narrative and their models are showing up in White Dwarf battle scenes.

We can expect to learn more with reveals at the Warhammer World Age of Sigmar Open Day (March 3), GAMA (March 12-16), and Adepticon (March 22-25).

Finally, we know that one of the most beloved Warhammer terrain pieces, the Skullvane Manse, is coming back into production.  We may even see more Age of Sigmar terrain this year (if you look closely at the Daughters of Khaine videos).

 

Conclusion and Further Reading

Thanks for listening – get in touch and let me know what you think.   The easiest way is to find my on Twitter.

Terrain Tutorial: How to make a backlit Realm Gate

This is a short hobby tutorial on how to make a backlit Realm Gate for Warhammer Age of Sigmar.  It was produced by Joel over at Measured Gaming, an Age of Sigmar club in central Victoria, Australia.  You can find Joel on Twitter here, Measured Gaming on Twitter here, and check out their soon to be launched YouTube channel.  Over to Joel…

Realm Gate Tutorial

Rightio this will be basic as, but hopefully it gives you an idea on what I did.  Before assembly, cut out all of the ‘magic’ bits.  If its assembled already its gonna be hard but doable.  Assemble and paint it up!

Grab some cling wrap and sticky tape and try to get it sitting about mid way on the inside of the gate.  This will act as an initial support for your water effects.  Make sure there are no folds in the cling wrap.  The flatter the better.  Start squeezing in water effects.

Use a brush to spread it out and give it a swirly, ‘portal’ like appearance.

Realm Gate

Leave to dry overnight, it will stay white but will be hard to touch. This is when you remove the plastic and do the same on the other side.

Once you’ve done the other side, leave to dry for 24 hours.  After 24 hours you’ll notice it starting to go see-through.  This is when you can put a shade on it to make the gate a colour of your choice.  Do both sides.

Backlit with LEDs mounted in the supporting hill

Put a gloss varnish or ‘ardcoat over both sides. This helps refract the light a bit more.  I have an LED light behind mine to make it brighter.  I plan on mounting this one into a hill for one of my Cancon terrain pieces.

I hope this helps! 🙂

ED: If you are unsure how to mount LEDs in terrain, there are lots of great YouTube videos out there.  If I get a moment, I’ll add some suggestions here.

Realm Gate

Maggotkin of Nurgle

Hey guys, welcome to the first AoS Shorts episode for 2018.  With such a great release as Maggotkin of Nurgle, I just couldn’t resist putting out a show.  Twitter is awash with green frothy enthusiasm and the book has been covered in detail by the great Facehammer podcast, Chris Tomlin’s on TGA and Tyler Mengel (links below), so I highly recommend you check them out.  However, as always, I think there is room for the AoS Shorts treatment.  So in the next 20 minutes or so, I hope to cover the key points you need to know – whether you intend to play Maggotkin or will be facing them on the tabletop.

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  1. First impressions – Maggotkin of Nurgle playstyle
  2. Maggotkin of Nurgle allegiance
  3. Allegiance ability – Cycle of Corruption
  4. Feculent Gnarlmaw
  5. Contagion Points
  6. Command Traits
  7. Artefacts
  8. Lore of Nurgle
  9. Warscroll Battalions
  10. Allies and Summoning
  11. Maggotkin of Nurgle Army List Predictions
  12. Which armies will do well against Maggotkin of Nurgle?
  13. Conclusion and Further Reading

First impressions – Maggotkin of Nurgle playstyle

Overall, the Maggotkin of Nurgle battletome looks internally balanced with a range of choices for Nurgle generals.  There seem to be few automatic selections and from all the chat that has been flying around, there are a lot of army list ideas out there.  This has to be the just reward of the more extensive feedback and playtesting the book went through.

Resilient

In terms of playstyle, the Maggotkin are still super resilient – whether through debuffs to hit, more widespread methods for ignoring wounds and mortal wounds and through regeneration/healing.  If you don’t apply enough firepower to your target, then you will quickly find those large models will be back up to full strength.

Movement buffs to overcome Nurgle’s slow nature

Characteristically Nurgle armies have been slow and shambling, but the new book allows you a number of ways to counteract that (through the new Feculent Gnarlmaws, the Bell on the Great Unclean One and the Cycle of Contagion).  Don’t underestimate the speed with which you could have Nurgle units in your face early game.

Mortal wound output

Finally, the book is awash with mortal wound output.  Not in a Disciples of Tzeentch way, but in a steadily chipping off a small number of wounds from multiple units kind of way.  There are 2 infinite range spells that do D3 mortal wounds to multiple targets and 1 infinite range ability that does D3 mortal wounds to multiple units.  Nurgle armies will grind you down and knock out your support heroes if you don’t neuter them.

Maggotkin of Nurgle rewards good play

Now, all of these characteristics can be tailored through intelligent use of command traits, artifacts and spells.  However, in the new General’s Handbook 2017 world of higher cost battalions, you will need to make choices.  You can’t have everything, and with the prevalence of special characters in Maggotkin of Nurgle lists (who can’t take generic traits), your available slots are even more limited.

So, in short, Maggotkin of Nurgle will reward top quality list writing and game management.  This is definitely not an auto-win army but in the hands of a skilled general it will perform well.  And there is enough choice that you won’t be bored with being pigeon-holed into one particular build.

Now with that out of the way, let’s look at the battletome in a bit more detail.

Maggotkin of Nurgle allegiance

Just like Blades of Khorne and the Disciples of Tzeentch, the Maggotkin of Nurgle army is split into three factions:  Rotbringers, Mortals and Daemons of Nurgle.

Armies with the Nurgle keyword can have the Nurgle allegiance, and within that, units with the Rotbringers, Mortal or Nurgle Daemon key words can access the command traits, artifacts and spells available to those keywords.  Because the army rests on the Nurgle keyword, you can freely use Pestilens and Slaves to Darkness units that share the Nurgle keyword (or that are given the keyword).

Allegiance Ability – Cycle of Corruption

The key allegiance ability is the Cycle of Corruption – the Nurgle wheel that we first saw in the Blightwar box (so pick one up for handy in-game tracking).  The Cycle of Corruption contains 7 effects, buffs and debuffs that apply to the battlefield for that battleround.  As the Cycle applies to the battlefield, it applies equally to both armies if you are playing against another Nurgle army.

At the start of the game, you roll a dice to determine the starting point on the wheel.  Each turn the wheel moves clockwise at the start of the hero phase.  Now one of the concerns of matched play gamers after seeing the Blightwar box was the difficulty of optimising list builds around a random roll.  However, the battletome contains a number of ways that you can modify the wheel in order to get the bonus you want when you need it (in particular, the Grandfather’s Blessing command trait, and the Foul Regensis spell known by all Nurgle wizards).  Through clever use of these abilities you can have mortal wound output every single turn.

Feculent Gnarlmaw

The second aspect of the allegiance ability is that Nurgle armies come with free terrain, just like Sylvaneth armies.  At the beginning of the game, after rolling for scenario but before picking sides, a Nurgle player can set up a Feculent Gnarlmaw for free.  The Gnarlmaw is an infected wood that has an aura which causes mortal wounds to nearby non-Nurgle units and allows Nurgle units within 7″ of it to run and charge!

More Gnarlmaws can be summoned during the game by using Contagion Points (which I’ll get to) or brought onto the table by Horticulous Slimux, allowing some great board control.   I can also see them being very useful in scenarios which require heroes to hold objectives.  Put a Gnarlmaw on the objective and watch your opponent’s 5 or 6 wound heroes get chipped away by the mortal wound aura.

Feculent Gnarlmaw

If you are looking for variations or alternative models for the Gnarlmaw, check out @garrisimo’s over at Age of Hobby.  They are a similar size and volume to the Games Workshop model.  More links and pics below.

Contagion Points

So Contagion Points, Nurgle’s own mechanic similar to Khorne’s Blood Tithe.  Nurgle armies earn Contagion Points in each of their hero phases based on having:

  • units in your deployment zone
  • units in your enemy’s deployment zone
  • Gnarlmaws with no enemies nearby.

New Nurgle summoning rules

These points accumulate during the game and can be spent on summoning Daemons of Nurgle.  The summoning rules for these Daemons have changed.  You can no longer summon Daemons of Nurgle by casting spells (bye bye Plaguebearers in Tzeentch lists for instance) and can only do so by spending Contagion Points.  Because you no longer cast a spell, there is no risk of being unbound, however you still pay reinforcement points for the unit in matched play.  The summoned unit is set-up at the end of your movement phase within 12″ of a hero or Gnarlmaw and at least 9″ away from enemies.

Now, given how the points accumulate, I don’t see mass Nurgle summoning lists being popular or effective – it just takes too long to accumulate points (see JabberTzeentch‘s analysis below).  The best use of the points seems to be to put more Gnarlmaws on the board early, and then perhaps summon a small unit for capturing objectives late game (or not at all).

Expected amount of Contagion Points if both sides have models in both territories on Turn 2 and there is 1 Gnarlmaw on the Board (same numbers based on 2 Gnarlmaws are in brackets).

Turn 1: 5-7 (6-10)

Turn 2: 13-17 (18-22)

Turn 3: 23-27 (30-34)

Turn 4: 33-37 (42-46)

Turn 5: 43-47 (54-58)

Command Traits

In terms of command traits, there are three shared command traits and three unique ones for each of Rotbringers, Mortals and Daemons of Nurgle.

As others have mentioned, I suspect the most common command trait you will see is likely to be Grandfather’s Blessing which allows you to move the Cycle of Corruption one way forward or back once per battle.

Artefacts

There are six unique artifacts for each of the factions.  There is a lot of choice here so I’ll just touch on the most common ones you will likely see.  For me, it is always worth using command traits and artefacts to support your army’s strengths rather than accommodate for their weakness.

Rotbringer

  • Rustfang – which when it causes a wound permanently reduces the armour save of an enemy unit for the rest of the game.
  • Muttergrub – which allows a wizard to cast an extra spell.

Daemons of Nurgle

  • The Endless Gift – In the battleshock phase the model can heal wounds taken that turn.
  • The Witherstave – Enemies within 12″ have to re-roll sixes to hit.
  • Tome of a Thousand Poxes – +1 to cast for a wizard, non wizards get a spell.

There are also some really powerful, but unreliable choices available:

  • Rotbringer: Fecund Flask – Once per game 2+ heal all wounds, 1 you die!
  • Daemons: Nurgle’s Nail – If you cause wounds with this weapon, you can roll 2D6 and on a 7 auto kill the model.
  • Mortals: The Eye of Nurgle – Once per battle, the nearest model to the bearer dies on a 2D6 roll of 7!

While these appear very powerful, the chance of rolling a 7 on 2D6 is 16.6%, or on average less than once a game if you could use it every turn.

Therefore, you will need to consider if the threat and board control of those artifacts are worth it vs something which may not be so sexy but will have more consistent and synergistic impact for your army.

Lore of Nurgle

The new Lore of Nurgle provides three spells per faction.  Each Nurgle wizard knows the Foul Regensis spell in addition to one from their lore.  This spell allows you to immediately reset the Cycle of Contagion to the stage of your choice (whether the effect goes off that turn, or simply sets you up for the next turn, will depend on the stage you choose).

High casting costs and short to mid range spells

As a general comment, the casting costs are high and the spells predominately have a short to mid range.  Therefore, if you are building an army around the spells you will need to buff the cast.  The Great Unclean One can now cast two spells and can be +2 to cast (using an artefact and the dagger), but is limited to the Daemon spells which aren’t as strong as the Rotbringer or Mortal spells.

Rotbringer spells

Rotbringer wizards can use Blades of Putrefaction which casts on a 7 and is a buff that means a unit inflicts a mortal wound as well as other damage if it rolls a 6+ to hit.  Notable mentions for Rancid Visitations and Gift of Contagion but both are more situational.

Nurgle Mortal spells

The best spell in the Nurgle Mortals lore, if not the book, is Plague Squall which on a casting value of a 6 allows you to dish out D3 mortal wounds to D6 enemy units visible to the caster (unlimited range!)

Daemons of Nurgle spells

There are notable mentions for the Glorious Afflications and Favoured Poxes debuffs in the Daemon spell lore, especially if you are playing a contain list, but now you can’t summon a wizard and then cast the spell.

Warscroll Battalions

I’m not going to go into the warscroll battalions here as I believe Chris covered everything you need to know in his TGA post.  However, I’d suggest that the most common battalion you’ll see is the Plaguetouched warband, which is in the Everchosen battletome.  I’ll discuss why shortly in the potential army build section.

Allies and Summoning

Now on to allies.  Maggotkin of Nurgle can ally with Khorne, Brayherds, Chaos Gargants, Everchosen, Monsters of Chaos, Slaanesh, Slaves to Darkness (excl Tzeentch), Warherds.

Three things to note:

  • Hellstriders of Slaanesh could be a useful addition in a stacking debuff Nurgle army due to their -1 to hit 6″ bubble;
  • you can still ally in a Gaunt Summoner with Familiars on Balewind thanks to the Everchosen keyword; and
  • while you cannot ally in Tzeentch daemons, you can of course still summon them – so if you don’t care about the lore, feel free to summon in some Pink Horrors 😉

NB: I’ll update the Chaos Allies matrix in the Resources section this week.

Summoning choices

In terms of summoning, a pool of about 120 points would work well – you could summon a Beast of Nurgle for some crucial positioning, 10 Plaguebearers, a Balewind, or a Herald of Tzeentch if you want to use the 18″ mortal wound spell.

Maggotkin of Nurgle Army List Predictions

Now I’m going to have a go at predicting some likely Nurgle army builds.  The Blightkings have been getting a lot of love online thanks to them getting cheaper and gaining an extra wound but I want to offer some alternatives.  Both of these have been proposed by local mastermind James Page – so all credit and responsibility lies with him.

“Control and sustain”

The first is a “control and sustain” build which uses Rotigus’ Deluge spell, a Great Unclean One, Glotkin, and support casters to put out a range of buffs and mortal wounds behind a safe wall of resilient troops.  I haven’t got a finished list in mind but the fundamentals are there for a solid list that will grind you down

Plaguetouched warband

The second is a Plaguetouched warband alpha-strike Chaos Knight list which can be one-drop or two.  The Plaguetouched warband contains 1 mortal nurgle hero and 7 mortal nurgle units and makes its units -1 to hit in combat, and can give some units the ability to do mortal wounds back to opponents that attack them.  Now, as we all know, Warhammer Weekly’s Tom writes all the successful lists in Age of Sigmar, and I know he has been a big fan of the Plaguetouched Warband – although I confess I haven’t seen or listened to his proposed list.

The list contains Glotkin, large units of Chaos Knights, a shrine and other support pieces.  The aim is to tie up all your opponent’s resources dealing with a buffed Chaos Knight unit which is in their face turn one.  The unit can be -1 to hit, have extra attacks for both the mounts and riders, re-rolling to wound, cause mortal wounds and be extra quick thanks to the Nurgle allegiance abilities.  With the movement buffs, you don’t need Sayl and don’t have to worry about charging from 9″ away.

One drop Plaguetouched Warband

  • Plaguetouched warband 100
  • Glotkin 420
  • Chaos Sorcerer 160
  • 14 Chaos Knights 480
  • 14 Chaos Knights 480
  • Shrine 180
  • 10 Marauders 60
  • 10 Marauders 60
  • 10 Marauders 60
  • 2,000 pts

Two drop Plaguetouched Warband

  • Plaguetouched warband 100
  • Glotkin 420
  • Rotigus 340
  • Rotbringer Sorcerer 120
  • 10 Chaos Knights 320
  • 10 Chaos Knights 320
  • Shrine  180
  • 10 Marauders 60
  • 10 Marauders 60
  • 10 Marauders 60
  • 1980 pts

This list foregoes the Plaguetouched warband buffs on the Chaos Knights but gives you access to the Rotigus Deluge spell and other mortal wound output to reach your opponent’s backline.

Check out the listbuilding show and the Masterclass podcasts to learn what to take into account when writing effective Age of Sigmar tournament lists.

Which armies will do well against Maggotkin of Nurgle?

Now which armies do I think will perform well against Nurgle?

Shut down the magic phase

Disciples of Tzeentch will of course still be strong – the army can unbind the Nurgle spells, has great chaff lines and can out duel Nurgle in the mortal wound fight (even with Nurgle’s disgustingly resilient saves).  Seraphon lists should also do well at shutting down the Nurgle magic phase.

Pure alpha strike to stop the Nurgle grind

Given the grind nature of many Nurgle lists, it seems like you need a very efficient alpha strike that can take out the Nurgle characters and support pieces before the rest of the army is buffed up.  Kharadron Overlords can achieve this, but if they don’t succeed then they will lose their own heroes very quickly and could be swamped under a green tide.

Pestilens – lovers of filth and weight of attacks

Finally, and don’t laugh, but Pestilens will actually play well against Nurgle.  The army will benefit from all the Nurgle buffs, is protected from Nurgle’s mortal wound output generally, and thanks to the Gnarlmaws could have a massive wave of Plaguemonks in combat turn 1.  If you make Nurgle take enough saves then not even the disgustingly resilient rule will save them.  If you are interested in Pestilens, I highly recommend you check out local New Zealand player Aiden’s TGA blog, the “Acolytes of the Withered Word”.

Conclusion and Further Reading

Thanks for listening – get in touch and let me know what you think.  It will be really interesting to see how the tournament meta changes over the next few months.  I expect we won’t have as long to wait as usual given how quick and easy it is to paint up a Nurgle army!

Further reading, reviews and resources

For all the information you need on Maggotkin of Nurgle, check out all these great reviews and resources.

Contact me on Twitter if you are interested in joining the WhatsApp group too.

Alternative Gnarlmaw models

Check these out if you are looking for alternative Gnarlmaw models.  You can find them here.
Gnarlmaw Gnarlmaw

 

New Zealand Age of Sigmar Masters 2017 Review Show

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In this show, we recap the inaugural New Zealand Age of Sigmar Masters.  This is the first ensemble cast episode of AoS Shorts, as I am joined by James Page (NZ#5), Tim Lind (NZ#8) and Shaun Bates (NZ#2) .

We cover how the New Zealand Age of Sigmar rankings work, the criteria for attending the end-of-year Masters event, how the Masters tournament was structured and a run-down of the lists and games.

New Zealand Age of Sigmar rankings, lists and analysis

All you need:

An apology

Unfortunately, because we had four people calling in from different locations, we had a number of technical difficulties.  These have meant that the sound quality is worse than I would have liked, and there are some continuity issues in the show.  However, I still wanted to release the episode because:

  1. the guys had given their evening to come onto the show;
  2. I believe there is some useful information in the show; and
  3. I want to share the New Zealand Age of Sigmar scene with the global Age of Sigmar community.

Please get in touch

Get in touch with any comments, suggestions and questions – either through this site, on Facebook or Twitter.

Masterclass: Julien, the NZ Master

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Today’s Masterclass episode is with the inaugural New Zealand AoS Master, Julien Lestat.   Julien is an ex-40k European Team Championship player and is #4 in the NZ AoS Rankings.

Julien covered how he prepared, planned and played his winning Clan Skryre list.

Clan Skryre – Julien’s list

Julien’s list was:

  • Arch Warlock (General) with Cunning Creature and Esoteric Warp Resonator
  • Warlock Engineer with Vigordust Injector
  • Warlock Engineer
  • 5 Skryre Acolytes
  • 3 Stormfiends with Warpfire Projectors
  • 3 Stormfiends with Warpfire Projectors
  • Warpgrinder team
  • Warpfire Thrower team
  • Warp Lightning Cannon
  • 10 Plague Monks with Foetid Blades, Bringer of the Word with Plague Scroll, Icon of Pestilenece, Contagion Banner
  • 10 Gutter Runners
  • Clan Skryre
  • Arkhspark Voltik
  • Gautfyre Skorch

The other lists are here, and you can find Jim’s commentary on each of the lists over at the Tronhammer blog. Also check out my list design show and the other Masterclasses.

Masters Recap

For a full recap of the NZ Masters, listen to my recap show with Jim Page, Tim Lind and Shaun Bates (to be released tomorrow).  Please excuse the choppy nature of the show, we had a number of technical difficulties.

Thankfully Tim also covered the Masters over at Tronhammer (Day One, Day Two).

Get in touch with any comments, suggestions and questions – either through this site, on Facebook or Twitter.