A Worldwide Narrative Campaign for Warhammer Age of Sigmar
Hey all, today we have a guest post from the team at Animosity Campaigns announcing the start of their second worldwide narrative campaign for Warhammer Age of Sigmar. If you’re wondering, you can find details of the first global Animosity campaign in the narrative section of the site.
Are you tired of being at home, alone painting your models, or with nobody to share your army’s narrative you made up, or just wanting to team up against other players in a grand conquest?
Well, to help the many players and hobbyists around the world that currently cannot play at their local shop/club, Team Animosity has built a way for them to engage in a narrative campaign while remaining safely socially distant.
Global Collaborative Storytelling
Animosity Campaigns are global collaborative storytelling events, with contributions from players around the world steering the direction of the story and their personal narratives making their way into the grand story arc.
This year, players will be able to participate in Animosity II: The Burning Winter through whatever way they enjoy their hobby the most: single-player (or safe) games of Age of Sigmar and Warcry, Soulbound roleplay sessions, painted and/or converted models, action shot photography of a battle set-up, short stories, drawn artwork and even cosplay!
How it all works
In Animosity II, a number of charismatic non-player characters we call Figureheads are leading their Coalitions of armies and warbands across the icy underworld of Lake Bykaal for conquest, power and glory. It also involves a stolen Enlightenment Engine of Teclis, the spirit of an Ur-Whale godbeast, and frustrated spirits of dead fishermen! What more could you want?
Each turn, players will be presented with a choice of Narrative Paths on how to best help their Coalition. They then submit “Reports” in support of their Coalition’s efforts through our website, choosing one of these Narrative Paths with each report, as well as sharing their contribution for that turn and how it fits into the story.
Team Animosity then aggregates all of these together into one grand Unfolding Narrative, using the players’ interpretation of the setting and their acts of daring-do to flesh out the events that occur. Their hobby and writing contributions will also be featured in our Community page.
Players can also engage in strategizing and sharing short stories in our dedicated Discord server, where many are already developing their own personal narratives
We also have a trailer, narrated by the sexiest voice in Age of Sigmar, Elric Edge from Rolling Bad podcast.
Compete narratively against other players online
Animosity Campaigns has been around since the days of Warhammer Fantasy Battles. For almost a decade, it brought cooperative storytelling and intense strategy on a grand scale to Warhammer players around the world. Now, Team Animosity has worked to reinvent this incredible experience for Age of Sigmar and a new generation of players, with even more ways to participate.
Most notably, Animosity II is not a map campaign. Although there will be a map, it is for narrative purposes and as a playing ground for player’s stories and battles. Players win- or lose- the campaign by how successfully their Coalition navigates the Unfolding Narrative. The more Reports you put into a Narrative Path in a turn, the more likely it will be successful. There will always be an enemy Coalition opposing them, meaning players will be going head-to-head with other players from the top of Turn 1. There is no clean, numerical scoring: players will need to read the narrative and make their best guess.
Beyond the campaign narrative, there are a large number of player achievements we will recognize at the end of the campaign too, such as best hobby, best written story, biggest MVP for their faction, as well as awards for creative problem-solving and most ambitious over-the-top narrative!
Hi Folks, its Michael from Doom & Darkness and in this interview, I catch up with Mr Vince Venturella from Warhammer Weekly. Vince has the world’s largest weekly Age of Sigmar talk show, countless invaluable painting guides and tutorials for the aspiring painter.
Vince’s YouTube channel has over 40,000 subscribers and I wanted to pick his brain on content creation, game design and the future of Age of Sigmar.
Origins of Warhammer Weekly
“Hi Vince, firstly thank you for taking the time to do this interview with me and congratulations on the success of your channel. To start the interview off I was wondering if you could tell us what and where your inspiration for the Warhammer Weekly show came from and if you had/have any YouTube role models that you looked to for inspiration?”
Vince Venturella: There was no real great plan, it was just something that I thought would be fun. At the time (this is almost 6 years ago now), Nick from Long Island Wargaming had done a hangout show a few times called Warhammer Weekly, but he was not doing them regularly and had all together stopped for a while. I reached out to him and asked if he minded if I ran with the show and brought some formalization to it and he was fine with the idea.
My inspiration was things like the Weekly Planet (a fantastic Podcast from Australia) in the way they broke up their segments, as well how other traditional interview segments/late night shows were run.
I wanted to make something that covered the current news, but also had a main topic and mini segments sprinkled throughout. My real goal was to make sure the show always happened, I wanted to make sure we were always there on the same day every week to bring the show to folks so they could count on a little bit of new Warhammer fun each week.
Advice to new content creators
“New content creators are popping up all the time, if you could give them any advice of “best practice” as such or some guiding principles to success what would they be?” And now on the flip side if you were to provide some generalised “things to avoid” What might they be?
Vince Venturella: Oh boy, I am probably the wrong person to answer this, I mean my own method was just keep doing things and getting them wrong and slowly make them right.
I suppose my ‘what to do’ would be to make sure you have a good sound set-up, that is something I should have done far sooner.
Try to be regular with your content, that is maybe the most important thing. YouTube (and indeed the audience) is more likely to pay attention if they know your content always shows up around the same time on a regular schedule.
My best advice is avoid the Perfect as the Enemy of the good. Some people spend lots of money and time and research everything before doing a show. Your early content will be bad, that is okay. Listen, learn, and refine and improve as you go.
Variety of content
“Now your channel has both gaming and hobby focused content, the Warhammer Weekly show largely focuses on the gaming side of Age of Sigmar, but your channel often features standalone videos on game design as well as the multitude of painting tutorials. Do you find that any singular sort of content or component of your channel has outweighed the others in building the channel’s success? If so, do you have any examples you can give to demonstrate this?”
Vince Venturella: I think the Hobby Content ultimately draws people to the channel. It is more universal, regardless of the tabletop game you play, there is hobby to be done.
My hope is that in doing that, some folks also check out Warhammer Weekly (whether they play AoS or not) and I always hope to be a good ambassador for the game.
Some videos I have done like reviewing all the Miniature brand paints, achieving smooth blends or how to glaze are the type of videos that are ever green and still help folks to discover the channel years after they were uploaded.
I think that advice is fantastic and very helpful to people looking to create their own content. The next thing I wanted to talk to you about is game design and Age of Sigmar as you have some experience in this space by both developing your own systems and consulting on some big-name games such as Dungeons and Dragons Fifth Edition.
Tabletop game design
“In your opinion, are there any key areas that Age of Sigmar needs to focus and improve on to make the game more enjoyable for all? If so, what are these areas, and do you have any suggestions on how they could be improved?”
Vince Venturella: I think the game is ultimately in a really good place. As someone who has been playing this game for 22 years now, it is amazing to look back and see the growth. That being said, there is always room to improve.
My best advice at this point would be that we still have some proud nails that pop up and we need to do some additional work to bring those in line or stop those from being published. We have elements that will show up in books that create negative play experiences.
My ultimate concern is never power/broken builds/balance. That is not what I am after. What I am always looking at is a simple question – “is this going to create a fun experience for the majority of the audience?” Sometimes we have had elements in recent books where the clear answer is no.
My best advice would be to have Games Workshop follow suit to other game creators and establish a formal developer position that sits in between design and QA. Their role is to run the numbers in detail and bring the outliers back in. Ultimately, that task is too complex for playtesters and isn’t something that should be done by designers who need to be free to create.
I think that would go a long way to smoothing out some of those last rough edges we don’t want (we always want a few rough edges, rough edges are how you grab onto the game).
Rules “bloat” and game design
If we look back from the beginning of the Age of Sigmar to now, we have seen the rules continue to expand and develop over time. As the game designers develop and work in new design spaces, the sheer number of rules and varying types of interactions that occur within the game continues to grow. Some people would call this rules bloat, and perhaps this is a loaded term, but my question to you is. In your opinion, is rules bloat an inevitable outcome of continuous improvement and game design, or is it something that can be avoided while still improving and adding to the game?
Vince Venturella: Rules bloat is always a risk, but it is not inevitable. D&D 5e has been going for basically 6 years and is still tight. The way they developed is wise. More content focused on running/playing games than just options for characters.
So how we would translate this is more box games, small model expansions, narrative boxes (Firestorm) or ancillary games (Warcry). Largely, we see this has been a great model.
We are entering an interesting time now with all the army books that needed to be updated complete.
Where we go from here with things like new armies don’t necessarily cause bloat, because they have a set audience (namely the players of that army).
The key is to be careful about the number of overlays you create that make more rules that become the norm and have us all lugging 6-9 books to every tourney. Endless Spells are cool, they were a good addition. If we have Endless Spells, Fantastic Vehicles, Mercenary Monsters, The Big Book of Battalions and Miracles for Hire in 3 years and those are all additional layers of things going on in the game, we are going to be in a rough spot, but I don’t expect this.
The future of Age of Sigmar: a hard reset?
Often with gaming systems, we see a continual expansion of the rules until it becomes too complicated and creates a barrier to entry that is too great for new players to overcome. traditionally we then see a hard reset and subsequently a contraction or reset of the game system often in the form of a new edition. “If you are to imagine where the Age of Sigmar is in say three years, what does it look like? is it the game we know and love today or do you see some form of hard reset in the near future?”
Vince Venturella: I don’t see a hard reset any time soon. Traditionally if you look at the history of the hard resets, they are on quite a long time frame from Games Workshop. The first reset was 9 years, the second was 9 years, and the third was 15 years, so sitting here about to hit our 5th anniversary, I would say we are still a distance away.
When I look forward in three years, I see no reason to think we would be in need of such a thing. The rules are pretty tight, and we have kept them largely simple. We can clean up something like the Activation Wars in a GHB and that is really the tricky proud nail at this point in time.
My hope would be we have several new armies, we have relaunched some books with expansion forces (think of how they have done Stormcast releases) and for the most part, things have remained fairly clean and current without the need to crush the rules back down.
I will also say that we are entering an interesting challenge we haven’t ever been in before. The freedom of the team to create new armies has meant that we are steadily increasing forces. With the release of Lumineth and Sons of Behemat, we will have something like 24 distinct armies. That is much higher than any point in the game’s history, so hitting the reset button carries a large and direct cost to GW. They would then be put on a strong treadmill to get content for the new system out very quickly and something like Indexes (Warhammer 40,000 8th Edition) or Ravening Hordes (Warhammer Fantasy Battles 6th Edition) might not be enough.
The future of Age of Sigmar: Activation Wars
“For me personally I have always said that the introduction of the always strikes first/ always strikes last rules set was a mistake. I feel like the more rules that are introduced with the new and different armies which break the core rules of the game, the further the game moves away from those very core rules that made the game so good in the first instance. In relation to the Activation Wars what do you think needs to change? Is it just the interaction between different rules in different armies or is there more to it?
Vince Venturella: So this is a tough answer.
Games like Age of Sigmar and D&D are examples of exception based design (games with simple core rules and the functional elements within the game system create ‘exceptions’ to those core rules).
When you are a designer working in exception based design, your goal is to explore design space. For example, the game has a core rule that says, when you run, you can roll a d6 and add that distance to your movement. An exception based design element might be that you can always treat a Run roll as a ‘6’ or reroll that Run roll, or gain +1, whatever the specifics, in all cases, it’s altering the base rules of the game.
So everything is always breaking the core rules of the game as you say above – that’s not special, that is just design. We see it on 99% of the warscrolls because that is how you make a special ability for the most part.
When it comes to the Activation Wars, the challenge is that we created additional phases (the Start of Combat, Combat, and End of Combat phases), which are all acting differently and interacting poorly together. Perhaps the simplest answer is to eliminate these phases all together.
The idea of something striking first is a sensible rule. In theory, and as a way to bring narrative to life, it just makes sense. We just have to be careful of the implementation.
So perhaps the easiest answer is simply that if you can Fight at the Start of Combat, then you can do so, but so can anyone else, and all abilities that trigger in such a way or activate in such a way alternate, just like everything else in the combat phase. So if you have a unit that strikes first, you get to choose that unit and fight, but if your opponent also has one, it’s their turn next as opposed to your whole fighting first army attacking and only once you have left the “Start of Combat” phase do we return to the normal phase the game expects.
In other words and to be more succinct, the error here was not in the fights first, but in creating additional phases that the base rules didn’t have the rigor to support. Use the base rules and let the units fight first in the normal back and forth sequence that is already expected in the game.
We have had some of these rules floating around since the very first warscrolls in 2015 and for the most part, they weren’t problematic. The mechanic became oppressive when these rules were combined with extremely powerful creatures (Ghoul King on Terrorgeist) or whole armies (Slaanesh).
Ed: check out the NicoLab articles on the Activation Wars for more background information (Part 1 / Part 2).
The future of Age of Sigmar: a dream faction?
Ok finally let us finish off with a little bit of fun. “if you could design, develop and introduce a new army faction into Age of Sigmar what would it be? What does it look like? what’s the idea behind them and how would they play?“
Vince Venturella: Well, if you had asked me 6 months ago, it would have been Giants, but my dreams came through there. Since you have given me all this power however, I am going to go crazy.
What I want is the army of living energy. As the Realms are full of magic and basically alive in and of themselves, I want an army of magical creatures (think of a combination of crystalline creatures and elementals from Dungeons and Dragons).
We would start with four of the realms and leave ourselves room to expand to the other four at a later time.
Some of these beings would be humanoid to suit the purpose, but some would be magic given a completely alien form, roiling liquid metal skirmishers from Chamon, lava encased infantry from Aqshy, Grave dirt elementals from Shyish, you could think of a hundred of these things.
I think it would be cool to see the Mortal Realms themselves make an appearance and be an agent in our game.
Well thank you for taking the time to do this interview Vince and I am sure many people will get much value from your insight. If anyone wants to hear more from Mr Vince Venturella then be sure to check out his YouTube channel and stay tuned to AoS Shorts in the near future for more articles and interviews from various Age of Sigmar icons.
Today, I have a Mawtribes tactics article combining the knowledge of three excellent Mawtribes generals, Doom & Darkness, Adam Burt & HeyWoah Twitch!
Michael of Doom & Darkness has done the hard yards and written the piece and you can also check out his full Mawtribes review.
Mawtribes Tactics: Tyrants of Legend
Adam Burt
The first Tyrant is Adam Burt from the Heralds of War Podcast. Adam recently went 5-1 (five wins, one loss) at the Call to Glory tournament at Cancon 2020.
I approached Adam to ask if he had any advice for Mawtribes players looking to be competitive.
“You may have heard of a tactic called Hammer and the Anvil, this is an age-old tactic that requires two units be used in conjunction with one another. It invariably consists of a tough-as-nails unit (the anvil) that can take some punishment. While the hammer is a unit that may not be tough, but hits like a freight train, in Age of Sigmar hammers could be Exalted Seeker Chariots of Slaanesh, Flamers of Tzeentch, Evocators or even a monster like a Maw Krusha.
Well with Mawtribes you can forget this tactic because your anvils are your hammers and your hammers are also your anvils! It is two for the price of one! Here are three great examples of units from the Mawtribes book that will take this role for you on the battlefield.
* 12 Ogor Gluttons – 48 wounds of fleshy goodness, for 400 points a unit of these big boys also pumps out 37 attacks, with 6s becoming two hits. They may not have rend, but at two damage per attack and possibly combined with some spell support from a Butcher or Slaughtermaster they will make work of even the hardiest opponent.
* Frostlord on Stonehorn – 13 wounds, a 3+ save, and 5+ Stone Skeleton “aftersave” gives the Stonehorn great survivability. Don’t discount the 5+ Stone Skeleton either, this provides the Stonehorn with 17 effective wounds… combine this with a whopping potential of 57 damage on the charge and this bad boy will give your opponent something to worry about for only 400 points.
*8 Ironguts – your opponent will only make the mistake of underestimating Ironguts once. A unit of 8 has 32 wounds with a 4+ save, in cover this would give them a 3+ save and because of their two-inch reach, they can all attack with a small frontage of only four models (which makes fitting them all in terrain that little bit easier). Then, when they do attack, they throw out three attacks each that have rend -1 and three damage! Units of four of these guys will mince a Mortarch in a turn (not Katakros), let alone a unit of 8!”
HeyWoah Twitch
Next up we have Joe Alane from Wisconsin, also known as Heywoah Twitch. Joe has been a champion of the Beastclaw Raiders component of the Mawtribes since he first got into the hobby. Joe recently went 4-1 with his Stonehorn heavy list (four Stonehorns!) at WAAAGH! Paca 2020 in the US. Let’s hear what advice Joe has to give.
“Might Makes Right is a potent tool which makes your Ogors count as two models to capture objectives but more importantly your Stonehorns count as 10! Being three or fewer drops is the most critical requirement for Mawtribes competitive play. Focus on your strengths and play Boulderhead Jorlbad or Eurlbad with two Frostlords on Stonehorns. Give your opponent the first turn and go for the double.
In the current Meta, 10-model capturing Stonehorns with a powerful initial hit and a consistent chance at a double turn allows you to steal wins from armies that should by all rights beat you on paper. When using a Stonehorn heavy army almost everything in your opponent’s army is a nail. Luckily you have lots of hammers to hit them with!
Capturing objectives wins games, but so does positioning and tempo. Reduce variance as much as possible. If you can’t beat it, find a way to reduce its impact on the game. Understand that the majority of what decides a game of Warhammer Age of Sigmar happens before the first turn begins.”
Mawtribes tactics: Which tribe should I take?
Right now, there are two different Mawtribes tribes at the top of matched play – Bloodgullet and Boulderhead. This is not to write off the other tribes completely, but there has been a strong preference for these two tribes.
Bloodgullet
The Bloodgullet tribe herald from the realm of fire, Aqshy. Slaughtermasters and Butchers from this tribe are infused with the power of blood magic drained from their enemies. On the tabletop, this means your Slaughtermasters and Butchers can cast two spells instead of one.
The real power, however, comes from combining the command trait Nice Drop of the Red Stuffand the command ability Bloodbath.
Nice Drop of the Red Stuff: friendly units wholly within 12″ can pile in an extra 3″;
Bloodbath: your Gluttons wholly within 12 of a BLOODGULLET BUTCHER can reroll wound rolls.
This combination of abilities makes a unit of 12 Ogor Gluttons #deadliertthanever….but wait…there is still more!
Gormand battalion
A Slaughtermaster will often lead a Bloodgullet army in a Gormand battalion which contains many of the units you would normally want to take anyways (Slaughtermaster, Gluttons,Ironguts and Leadbelchers).
This battalion allows you to reduce the number of drops in your army to normally between three to five, often allowing you to dictate who has the first turn.
The battalion also allows your Slaughtermaster to use the Great Cauldron ability twice. With this ability we are fishing for a roll on a d6 of three or four to get the Spinemarrow buff off. This makes Ogor Gluttons now hit on a 2+ instead of 3+.
The Mawtribes spell lore has many great spells, but in particular, we want to try and get either Blood Feast or Ribcracker off in support of our Gluttons or Ironguts.
So let us bring it together, 12 Ogor Gluttons with Paired Clubs supported by a Blood Gullet Slaughtermaster in a Gormand battalion buffed with the great cauldron and Blood Feast means that 12 Ogor Gluttons are making 48 attacks, hitting on 2+s with exploding sixes and wounding on 3+s with rerolls. If that’s not enough then the follow up 24 Gulping Bites hitting on 2+ and wounding on 3+s with rerolls will likely finish off whatever is left!
While buffed Ogor Gluttons can hit hard, they can unfortunately also get hit very hard if they do not get to attack first. The unit has 48 wounds which are enough to take a hit in a lot of instances. However, have no doubts that units like a Megaboss on Maw-Krusha, Flamers of Tzeentch or buffed up Ardboys will blow through a unit of 12 Ogor Gluttons in one round of combat.
Make sure if you don’t have control of the initiative or are too far away from your enemy to reliably get the charge on them that you have a screen up to protect your Gluttons. A line of Gnoblars or Frost Sabres in front of your units could save you from losing your strongest unit in one turn.
Boulderhead
The second tribe we see commonly selected for competitive play is The Boulderhead tribe. This tribe once fought a brutal and gruelling civil war against the Blood Fists tribe to try and establish dominance over all Ogor tribes.
Stonehorns of a Fearsome Breed lead the charge in this tribe, increasing the number of wounds of your Stonehorns from 13 to 14 and allowing Frost Lords on Stonehorn and Huskards on Stonehorn to use the Dig Deep Your Heels command ability. This allows the unit to use the top row on the unit’s damage table regardless of how many wounds it has taken, preserving its effectiveness for longer. This not only has useful implications for the combat phase but also the movement phase.
Games are often won in turns four and five and suddenly restoring your Stonehorns’ movement to full, may be the difference between getting him onto that critical objective where he counts as ten models to win the game. Knowing that your Stonehorn can always fight at full strength if you have a CP available can also force some difficult combat activation decisions onto your opponent.
Jorlbad/Eurlbad
If you’re running Boulderhead then you might find yourself taking a Jorlbad or Eurlbad which, excluding the battalion’s abilities, allows you to reduce the number of drops in your army hopefully enabling you to dictate who takes the first turn. In addition, it will also give you access to that critical second artefact.
Artefact choices
Typical builds for Boulderhead Stonehorn include combining the Brand of the Svard artefact and Black Clatterhorn mount trait to ensure both your Stonehorn’s horns and hooves hit on 2+ so you can deliver that critical killing blow when required.
Alternatively, you can take an Ethereal Amulet artefact from the realm of Shyish and combine it with the Metalcruncher mount trait to make a super resilient Stonehorn who can go toe to toe with almost any monster/hero in the game.
You are, however, not restricted to one or the other and typically you will see two Frostlords on Stonehorn in a competitive Boulderhead list. If you wish to spread the + 1 to hit love around a little bit more, then put the Brand of the Svard on one Stonehorn and Black Clatterhorn on the other, and now they are both hitting on 3+ with those high damage horns.
Facing off against up to five Stonehorns can be very intimidating for your opponents and poses quite the problem for your opponent when it comes to target priority!
Underguts
Now I can’t write an article about the competitiveness of the different Ogor Mawtribes without giving an honourable mention to the Underguts. This tribe specialises in shooting, and while we have not seen it float to the top of a tournament yet, that does not mean it won’t.
Unfortunately, the firepower brought to the table with Underguts Ironblasters is very erratic. While being capable of blowing soft targets like Keepers of Secrets off the table, heaven forbid you find yourself opposite an ethereal Megaboss on Mawkrusha or Petrifex Elite Nagash.
Mawtribes tactics: What else does your list need?
Now to finish off the Mawtribes tactics article I want to talk about one of the most important components of many armies, and that is screens. “What’s a screen you might ask?” well a screen is a cheap disposable unit that is placed in front of your larger expensive and more critical units to block an enemy charge.
One thing about Ogors is that they have no save after save and no real “always strikes first” mechanic. The majority of your units have a 4+ or 5+ save and what this means is if your opponent charges you and attacks first then you are going to take a significant amount of damage before you ever get to strike.
A simple 100-point, 20 strong unit of Gnoblars in a line in front of your Ironguts or Ogors Gluttons for the most part will prevent this from occurring in your opponent’s turn. If you find that Gnoblars are sometimes too slow or restricting your own army’s movement, try switching to small units of Frost Sabres and play them sideways, they are faster and can screen almost as well!
Unfortunately, I need to wrap this up, but this article is but the tip of the iceberg when it comes to Ogor Mawtribes tactics. To all the Tyrants out there keep up the good fight and remember to show your enemies why two clubs are better than one and why Ogors are the best!
Hey all, today we have a preview of the South Australian Grand Tournament 2020 (SAGT). SAGT 2020 is coming next weekend, 14/15 March, in Adelaide Australia. It is South Australia’s premier Warhammer Age of Sigmar tournament and one of the largest events in Australia.
The SAGT is put on by Michael from Doom & Darkness and Mathew “The Wildform” Weiss. Michael is the pretty face while Mathew does the work and gets the important things done.
Michael was joined by the team from Warhammer Weekly (Vince and Tom) along with Mr Mephisto to review all 49 submitted lists for the tournament. Check out all the lists and have three hours of list discussion accompany you while you hobby.
As you can see, there are 38 sub-factions coming amongst the 49 players at the event. Great to see Big Waaagh! still up there, as well as some of the Wrath of the Everchosen factions coming through on to the tournament scene.
I’ll be covering the event over the weekend on Twitter, and have a full review after the weekend. Many of the Measured Gaming club from Bendigo are in attendance and many of their lists are “hot picks” to perform well.
All proceeds from the Doom & Darkness YouTube channel go to charity so be sure to hit the like button, leave a comment and be sure to subscribe as all of these interactions help promote the video and in turn raise funds for Dementia research.
SAGT 2019 by all reports was one of the
best events of the 2019 Australia Age of Sigmar tournament season and SAGT 2020
looks like it will only be better!
Today we have an amazing hobby project from The Rise of the Doombull in Australia. Have you ever wanted to build a massive Age of Sigmar castle from various kits? Here you go!!! I’ll hand it straight over to Rise of the Doombull himself.
I had been a fan of the Skullvane Manse kit for a long time and had always wanted to grab one and paint it up but never quite got around to it. When the model was re-released as the Warscryer Citadel I dropped into my local Games Workshop and picked one up.
The original plan was to use a Deathknell Watch to make the tower section of the Warscryer Citadel from the ground up (rather than perched on rocks supported by timber as in the original).
After a bit of Google image searching, I found an image from Warhammer World of the Valley of Skulls table with a huge castle kit combination. After I saw this picture, I decided to grab some extra kits to replicate a smaller version of the main castle on that table.
The Multi-kit Assembly
The full list of kits involved are:
Temple of Skulls
Witchfate Tor
Warscryer Citadel
Deathknell Watch x 2
Citadel Wood
Garden of Morr
Hanging cages from Gloomspite Gitz Loonshrine
Random bits from my bits box
Most of these are no longer available from Games Workshop directly, but you can peruse the current GW terrain here.
Cutting!!!
Most of the kit cutting and conversion was done using an angle grinder. Some might say this is a bit excessive, but it certainly made easy work of the relatively thick terrain kit plastic and could be used carefully on smaller pieces to get pretty tight joins and smooth edges.
The castle was in three main sub-assemblies, the tower was all one piece, Witchfate Tor on the Temple of Skulls base the second and the building portion of Warscryer Citadel the third. The trees, mausoleum, and timber walkway with rail were all assembled and painted separately as were the cages.
Fill those gaps!!!
Apoxie Sculpt, a two part modelling compound was used extensively for gap filling between all the tower pieces and to sculpt bricks and rocks where necessary to combine everything together. Vallejo Plastic Putty also came in handy for filling smaller gaps quickly.
Age of Sigmar Castle – Painting
Early stages of painting went well and quickly, lots of drybrushing stone and washes to add colour variation to the brickwork.
The Deathknell Watch tall tower was done from start to finish along with the walkway and balcony in a couple of weekends.
Next, the building from Warscryer Citadel, arguably the most fun painting part of the project, was done in about the same length of time.
After this I moved onto Witchfate Tor and the Temple of Skulls. All the rocks on the Temple of Skulls base were pretty simple as was the brickwork to the Witchfate Tor model.
Not long after this I hit a wall though.
Painters Block – Skull Overload
There was a long break where the model sat unfinished in the cabinet, I guess I had bitten off more than I could chew and the detail on the Witchfate Tor felt like I could keep going forever. My recipe for the skulls in the wall sections whilst delivering a great look was time consuming and repetitive. The whole Castle when dry fit together was looking very grey which was bad for motivation as well and I had to take a break.
I took a break to get some paint on a Flesh Eater Courts Army I had picked up, the greens and reds and little bits of assembly and conversion had the hobby inspiration going strong again and once I had the army playable I was ready to smash out the rest of the castle.
Summer Holidays
A bit of time off work in January gave the break I needed to finish the Castle off, I got the skull panels in the walls done first and went back to the brickwork to add more sections of different coloured stone plus darkened them up a bit to add contrast. This combined with more progress on the details such as rusted metals and tarnished gold colours had the Castle nearing completion.
Final Assembly and Finished Project
I could probably have kept going on painting variation in the stone sections, what to leave as carved stone vs what to treat as another material or painted stone. In the end, I had to call it a day at some point and so it was time to get gluing.
This was an immensely satisfying bit of hobby, everything went together well, all the pre-work on gap filling and dry fitting had paid off. Every piece I glued in place added more character and more points of interest.
The final stages adding the cages, static grass, trees and foliage was very gratifying after such a big and extended project.
Hey guys, with CanCon this week it is time for the Tasman Cup 2020! The Tasman Cup is a team event contested between teams from Australia and New Zealand. Last year was the inaugural year with teams of 5 facing off. This year, with a larger travelling NZ contingent, we now have teams of 9 ready to throw down at Jolt Games in Canberra. In this post I cover the pack, introduce the teams and show their lists.
If you are interested in reliving last year’s glorious victory for Team NZ, you can check out the coverage here:
You can follow along all the coverage from this year’s event over on my Twitter (@AoS_Shorts).
Tasman Cup 2020 Pack
The Tasman Cup is played as a primer for CanCon, so we are using the CanCon pack with all games being set in Ghyran and using the first round battle plan of Border War.
We are also using a form of ETC pairings to determine the match-ups. The pairings are best explained through a diagram. The aim is to try to guarantee the most favourable match-ups for your team, avoiding strong counters and occasionally throwing someone under the bus (taking a bad match-up for the good of the team).
So lets get to the teams!
Team Aotearoa New Zealand
We are bringing the heat this year with a stacked team of James Page, Shaun Bates, Shaun Tubman, Lee Wilmot, Matt Watkinson, James McGregor, Aiden Nicol, Seth Cook and Regan O’Halloran.
James Page (Tzeentch)
James is the current New Zealand master and stoked to be able to unleash the new Disciples of Tzeentch book on CanCon. Expect 11 casts a turn, plenty of Destiny Dice rigging, Changehost movement shenanigans, and lots and lots of summoning.
Shaun Bates (Stormcast)
Shaun is the current New South Wales champions (winner of the Sydney GT) and New Zealand’s best Stormcast player. He also talks shit on the Notorious Age of Sigmar podcast. Shaun is taking his trusty shootcast with the addition of some sushi borrowed from Lee.
Shaun Tubman (Gloomspite Gitz)
Shaun, the other half of the Notorious podcast, previous NZ master and inventor of the yellow Bad Moon balloon. Shaun is running a wave of bodies backed up by strong casting and lots of endless spells.
Matt Watkinson (Tzeentch)
The first of Team NZ’s English imports (seriously, emigrate here people) is Matty Watkinson. An all-round lovely gent with a beautifully painted army, which you can look at as it burns you off the table. Matt has brought the fire and, after a great result at Sydney GT too, is expected to do well.
Lee Wilmot (Tempest’s Eye))
Returning Tasman Cup player Lee is known for his mixed Order collection and obsession with allied choices. Lee is coming off winning Valley Con last weekend and taking the first trophy with Tempest’s Eye anywhere in the world.
James McGregor (Tempest’s Eye)
James is coming over for his first CanCon and is also bringing a Tempest’s Eye list. Phoenix Guard, Irondrakes, Endrinriggers, a Phoenix and lots of support. What’s not to like?
Seth Cook (Mawtribes)
Seth, our ass-kicking American librarian, is on a redemption path after his rather short game against Liam Burnett-Blue last year. Seth is bringing reinforcements this time with a new and improved Mawtribes battletome and a load of angry fat guys.
Aiden Nicol (Legion of Grief)
The master of horde armies before they were cool (see original Pestilens and now Grief), Aiden is attending his first CanCon and flooding the board with ghosts. Can’t wait to see those Myrmourn Banshees barrelling around the board.
Regan O’Halloran (Legion of Night)
Last but not least, is Upper Hunt’s Regan. Also a CanCon debutant, he is rocking with Legion of Night to surprise some people with things that go bump in the night.
Team Australia
So who are the random bunch of Australians picked to face off against Aotearoa’s travelling posse?
Sam Morgan (captain) (Order)
SMorgan, Victorian, former Australian ETC MVP, and member of the Dwellers podcast who 20-0’d an English Master. Sam is drawing attention with a rather unique Mixed Order list with all the big names.
Mat Tyrell (Nighthaunt)
Mat is the current Australian master, the Australian ETC captain, and the Mayor of Dubbo. Always a keen Death man, Matt is taking Nighthaunt this year. Despite the new list, not a man to be underestimated.
Hayden Walker (Mawtribes)
Hayden Walker, the man from Brisbane, personal trainer, committed member of #StormcastStrong and aelf-lover. However, this year he is running his Jurassic Park themed, 6 model Mawtribes army! Whatever the result, this is going to be a fun weekend for Hayden running 6 big beasties.
Gabriel Hanna (Ironjawz)
Gabe of Rune Axe Wargaming (and another Queensland man) has abandoned his beloved Legion of Azgorh in order to smash face up close and personal with an Ironjawz lists. Gabe’s armies always look great so I can’t wait to see it on the tabletop.
Chris Welfare (Sylvaneth)
Chris, host of the Mortally Wounded podcast and Sydney Slaughter TO, is a perennial Masters podium player. Chris is on a mission to prove that Sylvaneth are still worth their salt and is taking advantage of the recent points drops, while relying on his trusty old faithful branchwych bomb.
Dave Hurley (Idoneth Deepkin)
Dave, I must confess, I do not know much about. Dave is running an eel-based Deepkin list after switching over from Death for Sydney GT.
Ash McEwan (Tzeentch)
Ash, a golden boy of Australian Warhammer, took last year’s CanCon by storm with an unexpected Nighthaunt list. This year, Ash claims to be running “friendly Tzeentch” (if friendly is defined as generating a large number of Destiny Dice to rig every key roll in the game.
Liam Burnett-Blue (Bonereapers)
Liam, one-half of the excellent Down Under Sigmar series on YouTube with AoS Coach, is really leaning into his Warhammer Villain status by taking Petrifex Elite this year. Liam will be looking for his second Tasman Cup victory in two years.
Nick Hoen (Slaves to Darkness)
Nick, also of the Dwellers, has stepped in at the last minute to run a Slaves to Darkness list for Team Australia. This list has far more to it than meets the eye and Nick is a great player (finishing high at CanCon 2019).
I’ll be back later in the week with a full report of how the event unfolded.
Hey all, this week is CanCon 2020! The largest Warhammer Age of Sigmar singles event in the world. 240 tickets sold, 228 lists submitted, the pride of Australia, and coming this weekend! The lists for the event have been released so I have a quick post with some initial comments. A full preview of the pack will come later this week.
CanCon 2020 Pack
Call to Glory 2020: The Jade Kingdoms (to give the event its proper name) is a six round, 2,000 points matched play event, held this year in Ghyran. The realm of life spells are in play. And the Disciples of Tzeentch and Kharadron Overlords books are in use.
Here is a quick faction and sub-faction breakdown.
For full analysis of the lists, popular spells, artefacts, battalions, list design and more you need to check out the great stream the AoS Coach did with Liam (@shadowhammer) and Clint, the CanCon TO. The guys breakdown everything.
Hey all, the Las Vegas Open 2020 Age of Sigmar lists have now been released. The LVO is the first US major Age of Sigmar event for the year (and rounds out the previous year’s ITC season). Hosted in Bally’s Casino, Las Vegas, the LVO is a three day, eight round Age of Sigmar event with 130+ players, and a single-day Doubles tournament. You can read all my coverage of the unique event pack, or read on further for all the LVO lists from the event.
And, as always, check out Dark Fantastic Mills for great 3D printed terrain perfect for wargaming. Its super versatile and light so worldwide shipping is inexpensive. Use the “aos shorts” discount code for a further 10% off the already decent prices.
LVO 2020 Lists
The Las Vegas Open runs through the Best Coast Pairings app. The team at Best Coast Pairings have kindly agreed to share the list data with me as well as provide a full PDF of the lists. Follow along with the event over the weekend on Best Coast Pairings for live results and lists.
LVO 2020 Lists – Faction Breakdown
Here is a breakdown of which factions, artefacts and endless spells are being taken at LVO.
And with some additional sub-faction breakdowns.
LVO 2020 Lists – Who to Watch?
So what are the lists that last year’s top 8 are bringing? Do we think they will repeat their great performance from a year ago?
The LVO 2019 top 8 knockout competitors were:
Bill Souza (Team America ETC captain) – Flesh-eater Courts
Andrew Standiferd (defeated finalist) – Stormcast
Jeff Paynter – Stormcast
Matthew Pashby – Idoneth Deepkin
Joe Krier – Disciples of Tzeentch
Roger Barker – Grand Host of Nagash (Team America ETC coach)
Alan Bajramovic – Grand Host of Nagash
Olivier Gandouet – Idoneth Deepkin
So who is back and what are they running? It turns out only Bill, Joe and Roger are back to defend their spoils so the field is open.
Bill is back running Blisterkin Flesh-Eater Courts this year, Joe has his beloved Tzeentch and a massive pile of endless spells (but no new Tzeentch book in play) and Roger has switched to the crazy green lads with Kunnin Rukk Bonesplitterz.
Now let’s also have a look at some of the other Team America ETC players coming to LVO 2020. They are Greg Goede and Jeremy Veysserie. Greg is running Skaven and Jeremy is running Hermdar Fyreslayers.
Hey all, I’m back with my first post for 2020 diving into the Warhammer Age of Sigmar Championships at the Las Vegas Open 2020 (LVO), which is coming up next weekend (24 to 26 January). Scott and his team are again putting on a 8 round! 120+ player ITC event in the heart of Las Vegas at Bally’s Casino. The LVO is the showpiece event for Frontline Gaming and the ITC (Independent Tournament Circuit)
In today’s post, I cover the pack and all its unique features. Later this week, I’ll have all the lists. Make sure to follow along the event on the Best Coast Pairings app and with the live-streaming over the weekend on the Frontline Gaming Twitch channel!
If you are interested you can go back and check out my 2019 LVO coverage:
And, as always, check out Dark Fantastic Mills for great 3D printed terrain perfect for wargaming. Its super versatile and light so worldwide shipping is inexpensive. Use the “aos shorts” discount code for a further 10% off the already decent prices.
Las Vegas Open Pack
The Las Vegas Open 2019 is running a truly unique format for competitive Warhammer Age of Sigmar – eight rounds over three days, with the last three rounds only being contested by the top eight players! Read the full pack for more information, otherwise I’ll take you through the key points below.
5 rounds, with a subsequent 3 round shootout for the top 8 to crown the overall champion
Realm artifacts and realm spells in play
Limited Realms of Battle Rules (see below)
Rules cut-off three weeks before the event (so no new KO and Tzeentch), but FAQs in play up to 2 days before.
Pre-set terrain by the TOs
Bone-Tithe Nexus’ replace one of the large pieces of terrain on the table (more than 1″ from objectives and 6″ from edge of battlefield and cant be placed right in the very centre of the battlefield).
The event also has an interesting scoring and secondary objectives system.
Major Victory – 17 points
Minor Victory – 12 points
Draw – 8 points
Minor Loss – 5 points
Major Loss – 0 points
There are additional points for secondary objectives and painting. Favourite opponent votes are collected separately.
Battleplan secondaries
Each round has one secondary mission that is worth 2 points and can only be scored by one player. Some are scored when they are first achieved while others are scored at the end of the game.
CENTER GROUND: You complete this Secondary if you control the objective in the center of the battlefield at the end of the battle. Count a hero as 10 models for controlling the center objective, only for the purpose of scoring this secondary.
SEIZE: You complete this Secondary if you control more the objectives at the end of the battle than your opponent. Count a battleline unit as double for controlling the center objective, only for the purpose of scoring this secondary. (Note this will not stack with the Might Makes Right allegiance ability of Ogor Mawtribes.)
BLOODTHIRSTY: You complete this Secondary if you are the first player to destroy a unit. If neither player destroys a unit by the end of the game then the one that killed the first model scores this secondary. Barring that roll off.
FINAL WORD: You complete this Secondary if you are the last player to destroy a unit. If neither player destroys a unit by the end of the game then the one that killed the last model scores this secondary. Barring that roll off.
LINEBREAKER: You complete this Secondary if you destroy more battleline units than your opponent. If you both destroyed the same number then the player that destroyed more points worth of battleline units scores this secondary. If that is also equal roll off. For the purposes of this secondary a unit is considered destroyed by the opponent once the last model in that unit is slain for the first time (for any reason).
Army missions
Each army must also pick a mission at the time of list submission to achieve over the course of the entire event. Each round you receive 2 points if you achieve your mission and another 1 point if your opponent does not achieve theirs.
CONSERVE: You complete this Mission if at least one-third of the units from your starting army (rounding up) have not been destroyed and are on the battlefield at the end of the battle.
ATTRITION: You complete this Mission if at least two-thirds of the units from your opponent’s starting army (rounding up) have been destroyed and/or are not on the battlefield at the end of the battle.
INVADE: You complete this Mission if a friendly unit with 3 or more models is wholly within your opponent’s territory at the end of the battle.
DEFEND: You complete this Mission if there are no enemy units wholly within your territory at the end of the battle.
SLAY: You complete this Mission if the Hero with the highest points value from your opponent’s starting army has been slain at the end of the battle. If two or more Heroes are eligible, slay either of them.
OVERRUN: You complete this Mission at the end of any battle round if you have at least one unit wholly within each of the four quarters of the battlefield, and your opponent does not.
Hidden Agendas
After both armies have been set up, each player picks a hidden agenda in secret. Again you get 2 points each round for achieving it and 1 point for depriving your opponent of theirs.
ANCIENT HEIRLOOMS: You complete this Hidden Agenda if any friendly Heroes with an artifact of power are on the battlefield at the end of the battle.
DOMINATE: You immediately complete this Hidden Agenda if you control two more objectives than your opponent.
OBLITERATE: You immediately complete this Hidden Agenda if you destroy 3 or more enemy units in the same turn.
ONSLAUGHT: You immediately complete this Hidden Agenda if a friendly unit that is more than 9” from any enemy units attempts to charge and the charge does not fail.
RETAKE: You immediately complete this Hidden Agenda if you gain control of an objective that was controlled by your opponent.
SACRIFICE: You complete this Hidden Agenda immediately if the Hero with the highest points value from your starting army, and that is not your general is slain by an attack made by an enemy Hero or Monster.
SECRET MISSION: You complete this Hidden Agenda in any battleshock phase if a friendly Hero is wholly within an enemy territory, within 1” of the edge of the battle field, and more than 12” from a friendly territory. You can remove that hero from play to immediately complete this hidden agenda.
SORCERER SUPREME: You immediately complete this Hidden Agenda if an enemy Hero is slain by mortal wounds inflicted by a friendly wizard.
TERRIFY: You immediately complete this Hidden Agenda if an enemy unit is destroyed as a result of failing a battleshock test.
Las Vegas Open 2020 Battleplans
The LVO is using the following battleplans for the first 5 rounds, with the following modifications (the changes are in square brackets):
R1: Focal Points 2018 in Ghyran
Victory: The player with the most victory points at the end of the fifth battle round (or when the amount of time allocated for the battle runs out), wins a [minor victory]. [If one player has at least 4 points more than their opponent that player scores a major victory instead. If victory points are tied the result is a draw.]
Battleplan Secondary – Center Ground: You complete Secondary if you control the objective closest to the center of the battlefield at the end of the battle. Count Heroes as 10 models when determining control of an objective for this secondary.
Realmscape Feature – Lifesprings: Before the battle begins, each player picks a Hero from their army. Add 1 to the Wounds characteristic of the heroes that are picked.
R2: Duality of Death 2018 in Ghur
Victory: The player with the most victory points at the end of the fifth battle round (or when the amount of time allocated for the battle runs out) wins a [minor victory]. [If one player has at least 4 points more than their opponent that player scores a major victory instead. If victory points are tied the result is a draw.]
Battleplan Secondary – Bloodthirsty: You complete this Secondary if you are the first player to destroy a unit. If neither player destroys a unit by the end of the game then the one that killed the first model scores this secondary. Barring that roll off.
Realmscape Feature – Reckless Aggression: Any unit that is within 12″ of an enemy unit at the start of their charge phase suffers 1 mortal wound unless they finish that charge phase within 3″ of an enemy model. In addition, you can re-roll hit rolls of 1 for units that have made a charge move in the same turn.
R3: Blood and Glory in Aqshy
Victory: Starting from the third battle round, one player immediately wins a major victory if they have control of all four objectives [at the end of their turn]. If neither player has won by the end of the fifth battle round, or the amount of time allocated for the battle runs out, then the player that controls the most objectives wins a minor victory. If both players control the same number of objectives at the end the game is a draw.
Battleplan Secondary – Final word: You complete this Secondary if you are the last player to destroy a unit. If neither player destroys a unit by the end of the game then the one that killed the last model scores this secondary. Barring that roll off.
Realmscape Feature – Clouds of Smoke and Steam: A model cannot see another model if a straight line drawn from the centre of its base to the centre of the other model’s base passes across a terrain feature other than open ground and/or hills.
R4: Battle for the Pass 2019 in Ulgu
Victory: The player with the most victory points at the end of the fifth battle round (or when the amount of time allocated for the battle runs out) wins a [minor victory]. [If one player has at least 3 points more than their opponent that player scores a major victory instead. If victory points are tied the result is a draw.]
Battleplan Secondary – Linebreaker: You complete this Secondary if you destroy more battleline units than your opponent. If you both destroyed the same number then the player that destroyed more points worth of battleline units scores this secondary. If that is also equal roll off. For the purposes of this secondary a unit is considered destroyed by the opponent once the last model in that unit is slain for the first time (for any reason).
Realmscape Feature – Shadow Realm: At the start of your hero phase, pick one friendly unit that has all of its models within 6″ of any edge of the battlefield. You can remove that unit from the battlefield, and then set it up more than 9″ from any enemy units, and with all models within 6″ of a different edge of the battlefield. Then roll a dice for each model you moved; on a 1 the model being rolled for becomes lost in the shadows and is slain. The unit may not move in the subsequent movement phase
R5: Starstrike 2019 in Hysh
Victory: The player with the most victory points at the end of the fifth battle round (or when the amount of time allocated for the battle runs out) wins a [minor victory]. [If one player has at least 5 points more than their opponent that player scores a major victory instead. If victory points are tied the result is a draw.]
Battleplan Secondary – Seize: You complete this Secondary if you control more the objectives at the end of the battle than your opponent. Count a battleline unit as double the number of models for controlling the center objective, only for the purpose of scoring this secondary. (Note this will not stack with the Might Makes Right allegiance ability of Ogor Mawtrimes.)
Realmscape Feature – Dazzling Glow: Subtract 1 from hit rolls made for attacks that target units that are in cover.
I’m really excited to see how this pack plays out over the weekend and can’t wait for the final 8 showdown on the Sunday.
As I said at the beginning, I’ll have further posts up this week with all the lists and some exciting news from Best Coast Pairings.
Hey all, the Sydney GT 2019 is coming on 12 and 13 October 2019! One of Sydney’s premier Warhammer Age of Sigmar events. This year, the Sydney GT is offering something different to the usual matched play Age of Sigmar tournament by setting the points level at 2,500 points. With 500 more points to play with, creative players can unlock whole new lists around little-used battalions or get a super-sized monster out onto the board that they would not usually.
Sydney GT 2019 Pack
The key points of the Sydney GT 2019 pack are:
2,500 points
General’s Handbook 2019, Firestorm, Forbidden Power and Malign Sorcery
Choosing a realm for your army can grant you access to realm spells and realm artefacts. If your army doesn’t have an allegiance spell lore, you can use spells from your realm. If you do have an allegiance spell lore, you can choose either you allegiance lore or the realm lore.
Limited realm rules in play with Chamon for day one and Aqshy for day two
Secondary objectives: Before deployment, each player chooses a Hidden Agenda to achieve in secret. Hidden Agendas can only be picked once.
Tertiary objectives: The event is running unique tertiary objectives in each battleplan.
Battleplans
The event is using the following battleplans:
Starstrike 2019 in Chamon with Adapt or Die, Transmutation of Lead and Steel Rain
Tertiary objective: Score 1 point if you control the objective marker in your opponent’s territory at any point at the end of any of your turns. Score 2 points instead if your control the objective marker in your opponent’s territory at the end of the game with a unit with Battleline battlefield role.
Duality of Death 2019 in Chamon with Adapt or Die, Transmutation of Lead and Rust Plague
Score 1 point if you have a unit wholly within your enemy’s territory at the end of the game that did not start off the table or was removed from the table by any means during the course of the game. Score 2 points instead if the unit described above has the Battleline battlefield role.
The Relocation Orb 2019 in Chamon with Adapt or Die, Transmutation of Lead and Irresistible Force.
Score 1 point if you slay an enemy HERO by the end of the third battle round. Score 2 points instead if you slay 2 or more enemy HEROES by the end of the third battle round. If your opponent only has 1 HERO, score 2 points if you slay that model.
Focal Points 2019 in Aqshy with Firestarter, Fireball and Geysers of Boiling Blood
Score 1 point if you control at least 3 of the objectives markers at the end of any of your turns. Score 2 points instead if your control at least 3 of the objective markers at the end of the game & two of them are in your opponent’s territory.
Knife to the Heart 2019 in Aqshy with Firestarter, Fireball and Flaming Missiles
Score 1 point if you have a unit wholly within your enemy’s territory at the end of the game that did not start off the table or was removed from the table by any means during the course of the game. Score 2 points instead if the unit described above has the Battleline battlefield role.
The Australian Age of Sigmar community is the home of creative and off-the wall lists. You can find all the Sydney GT 2019 lists here.
The AoS Coach and Down Under Sigmar did a list review show running through the favourite lists from the event. So settle in for two hours with Liam, Hayden and Randy 🙂
Sydney GT ’19 will be letting YOU, our online Age of Sigmar community, an opportunity to vote for your favourite army at the event.
Online Favourite Army: Judged by an online poll & awarded to the army used at the event with the highest number of votes within a 24 hour period including endless spells / summoned units / allegiance terrain. Display board may be used.