Sunday, 20 May 2018

Hosts of Slaanesh: A closer look


Hi all


Today we are moving on to the Hosts of Slaanesh. 




Who are the Hosts of Slaanesh


As the name suggests, the Hosts of Slaanesh are the followers of the Chaos god Slaanesh. These followers will do what it takes for new sensations. As a result of this, you can often find followers in free cities, seeking an escape to the mundane rule of Sigmar. 




During the end times, Slaanesh fed on so many aelf souls, that he became bloated and week. As a result of this, he was captured by the aelven gods and forced to release the souls. As a result of this,  the Hosts are even more fractious than the other chaos forces.  




Why play Hosts of Slaanesh


Slaanesh armies are incredibly fast, ether through impressive move stats, or by buffs which let certain units re roll run and charge distances. 




Here are a couple of new command abilities that will be available for Hosts of Slaanesh




These, if used correctly, could really be a game changer. 




How will they do in 2nd Edition


Here is one of the allegiance abilities for Hosts of Slaanesh. 




This combined with the command abilities above, can be extremely deadly, and I fear there will be people looking exploit this. 




Slaanesh players will also have some new summoning abilities. You can spend something new called Depravity points to summon anything from Daemonettes to a Keeper of Secrets without spending reinforcement points. You gain these when your Hero’s inflict wounds on enemy units without killing them, and also if your Hero’s takes a non lethal wound. This seems really over powered and easily exploited. Since you can take multiple hero’s, you could just do a few arcane bolts on hero’s and monsters, and really rack up a few Depravity points. Also, the opponent will try and kill your hero’s, which will only gift you more points. 


Overall, I am interested in Slaanesh for a fluff perspective as I would like to know what happens next, but on a gaming perspective, they seem way too powerful. 


Let me know what you think in the comments down below 


Take care :-) 

Saturday, 19 May 2018

Fyreslayers: A closer look

Hi all


Today it’s the turn of the Fyreslayers, so let’s get stuck in. 




Who are the Fyreslayers 


The Fyreslayers worship the duardin God of War, Grimnir who has been scattered across the mortal realms in the form of ur-gold as a result of a titanic clash with the godbeast Vulcatrix. The Fyreslayers sole purpose is to recover this ur-gold by any means necessary, whether it be acting as mercenaries for hire, looting ancient coffers or simply by mining it from the ground themselves. 




Why play Fyreslayers 


The ur-gold runes infused in their skin grants the Fyreslayers mystical saves, which means they don’t really need armour. They are superb in close combat, but are also able to deal a fair amount of damage at range. For a relativity small range, you will have the choice of no fewer than 10 hero’s to pick from, some of which can ride into battle on the intimidating Magmadroth. 




How will they do in 2nd Edition


With the updated rules regarding Command Abilities (https://ageofwarhammer.blogspot.co.uk/2018/05/command-abilities-and-command-points.html?m=1) this will really benefit the Fryeslayers because of the amount of hero’s available to them. There are multiple new relics that you will be able to choose from for the Fryeslayers in 2nd Edition. Here is a couple of them. 







I really do love this army, just wish there was a few more options to take, as they are fairly limited. I do however have the Shadespire gang for them. 




Let me know what you think in the comments down below. 


Take care :-)

Command Abilities and Command Points

Hi all


We have been advised of another snippet of the new rules that will come with 2nd Edition. This time its regarding Command Abilities. 




In 2nd Edition, every hero will be able to use their command abilities, even if they are not the armies general. This makes so much sense on a fluff perspective because a hero should not loose their abilities, just because they are not chosen as the General. 




There is a set back however. In order the use a command ability, you will need to spend a command point. You will receive a command point every turn, and you will also be awarded 1 at the start of the battle for every warscroll battalion you have. 




Here are 3 command abilities that will be available for all armies. 




Although this will make some hero’s who are currently not used more relevant, I have a feeling that people will start spamming hero’s and battalions. Which not not cool




Let me know what you think in the comments down below.


Take care :-) 

Friday, 18 May 2018

Ironjawz: A closer look


Hi all


Today we will be having a closer look at the Ironjawz. So without further adieu let’s start.



Who are the Ironjawz


The Ironjawz are the most disciplined Orruks, with one sole desire, War. They worship the Orruk god Gorkamorka though destruction. 



Why choose Ironjawz 


This army can be both quick and durable, making them a perfect army to hit hard and hit fast. There are a number of combinations you can make with the army to get some powerful bonuses.



How will they do in 2nd Edition


First of all, the Maw-krusher has dropped in points, which is pretty terrifying for anyone going against Ironjawz. The battleline unit Ardboyz also have a point reduction, which mean more foot infantry, which I love. I much prefer armies that have a lot of boots on the ground instead of big monsters. We have the first sneak peak at one of the new spells in Malign Sorcery. 



I really do love this faction, and if I had unlimited time (and money) I would already have a fairly sizeable force. 




Let me know what you think in the comments down below.


Take Care :-) 

Thursday, 17 May 2018

Slaves to Darkness and the Everchosen

Hi all


Today it’s the turn of the Everchosen and Slaves to Darkness. So let’s get straight into it. 




Who are they


The Slaves to Darkness are the mortals who worship the Chaos gods. The majority would ether be born into worship, or forced into it to survive. All however are battle hardened warriors often having some power gifted to them by their chosen god. All have one aim, to ascend to daemonhood. 




The greatest of these are summoned to to serve under the three eyed king. Archaon, supreme Overlords of chaos. It was Archaon that caused the world that was to be destroyed, and it was also Archaon who laid Nagash low with a single strike of his sword. Archaon’s citadel, the Varanspire, remains dominant in the strategically important area called the Allpoints. 




Why choose them


There is huge variety in the Slaves of Darkness, and you will be able to build your army in a way that suits your play style. You can also choose which chaos god your army owes their allegiance to. There are also options to ally these with any of the other chaos forces.




If you choose to field Archaon’s own force, you will be fighting with one of the most elite armies in Age of Sigmar, where even the main rank a file units will be a match to hero’s in other forces. 




How will they do in 2nd Edition


First of all there will be numerous point deductions throughout the army. Which is always a good thing. There will also be some new models released in the near future. More information will be provided nearer the time.




I have always been close the getting on of these armies, however they have always seemed to be put on the back burner. I must say however, that I am more than a little bit tempted now. 


Let me know what you think in the comments.


Take care :-)  

Wednesday, 16 May 2018

Changes to Turn Priority

Hi all


We have been advised of one of the changes coming to Age of Sigmar in 2nd Edition, and that is the turn priority.


Currently, when players roll off for priority at the start of each round, whoever won, got to choose who will go first. If the result was a draw, you would roll again until someone won. This left people at a huge risk of their opponent getting 2 turns in a row. For example 2nd in round 2 and 1st in round 3. 



To make this more balanced and less random, now if the result is a draw, the player who went 1st in the previous round would win.  


I really like this change, as it reduces the randomness in the current edition and forces players to rely on their actual skill. 



There will be some advantages of going second however with the introduction of Malign Sorcery. We will learn more about this in a future post. 



Let me know what you think of this change in the comments down below.  


Take care :-)

Sacrosanct Chamber: A closer look

Hi all


From a follow up from yesterdays post about the Nighthaunt, which if you didn’t see it, here’s the link https://ageofwarhammer.blogspot.co.uk/2018/05/nighthaunt-closer-look.html?m=1 today we are going to have a look at the 2nd army to be released with 2nd Edition, a new Stormcast chamber called the Sacrosanct. We will also do a quick overall of the Stormcast as a whole for any one who may be new to Age of Sigmar.




 

Who are the Stormcast Eternals


During the Age of Chaos, Sigmar hand picked brave men a woman who lived good a true lives, normally moments before their death, and took their souls to Azyr. These souls were then infused with the power of Sigmar himself, and a Stormcast Eternal is born. 




Why choose Stormcast Eternals 


The Stormcast Eternals are the poster child for games workshop. As a result of this, they will often get new releases and will feature in a lot of stores released by Black Library. The models are point heavy, so you will only need a small number to field an army. The models have very simply and yet effective rules, making these very good for new players. There is also a very large amount of different units to choose from. 




What’s new


As I stated before, there will be a new Stormcast Chamber released alongside Nighthaunt and 2nd Edition called Sacrosanct. With this new chamber, we will get a load of new models. Let’s have a quick look at some of them now.


Sequitors


These are the main rank and file of the Sacrosanct, very much like the Liberators. These however will specialise in combatting magical foes. They will also have some magical abilities themselves as they were ether a mystic, priest or a mage in their former lives.



Evocators


The Evocators are warrior priest versions of the Paladins. This will be able to grant buffs to other members of the Sacrosanct Chamber. 




Castigators 


These will be the main ranged unit of the Sacrosanct Chamber, each armed with a powerful crossbow. They will also be able to charge their weapons with lightning when the need arises. 



Celestar Ballista


The Sacrosanct Chamber will not only be filled with mages, but will also have the Stormcasts first war engine in the form of an impressive ballista. 



Lord-Arcanum


These guys oversaw the reforging of the Stormcast, and now they lead the Sacrosanct Chamber into battle. They have the ability to heal other units and also often ride into battle on the back of a celestial beast. 



Knight-Incantor


This guy will be the main offensive Wizard for the Sacrosanct Chamber with a couple of spells to inflict multiple wounds on their targets. They will also be able to automatically unbound a spell per battle. 




As I said in a previous post, I am a little disappointed that there is yet another Stormcast Chamber released before some other armies. I would have much rather seen some wood Aelfs or even a mortal human race for order. However, these models are very nice, and I look forward to seeing more. 


Let me know what you think in the comments down below. 


Take care :-)