Tuesday 22 October 2019

Praetorian Ogryns

These were a labour of love as part of my Praetorian army. The painted squad were based on an Ogryn kit wheras the rest were heavily modified Ogre models. Whilst these models are now with new owners as part of the wargames room becoming a toddler bedroom; I wanted to record them here.

The first squad



Bullgryns





Ogryn Commissar/Officer




Standard bearer and bodyguard



Some dudes



Friday 18 October 2019

Idea's I'll never get round to making...

I wondered if I could make an army of Steam Tanks. Yes I could.


Inspiration is like lightning. It strikes and... um... hmm. Inspiration is like a morning without kids waking you up; welcome, unpredictable and not always something you can make the most of. Kind of like lightning.

The main thing is that sometimes I have great ideas good ideas alright ideas for AoS or 40k armies that I'll never get around to making. Rather than just letting them disappear into forgotten realms of the infinite mind I figured I'd list some here.


  1. Idoneth Skykin - I'm actually doing this one to be fair. Rather than mounting them on Eel and Shark friends my Elves are mounted on Eagle friends. It's pretty cool.
  2. Kharadron Underlords - If you have flying Elves then obviously you have submarine driving Dwarves in chunky diving suits. They search the seas for Mer-Gold and it's all very Jules Verne.
  3. Tzaangor Airship Pirates - Polly wants a craker. Polly wants ALL the crackers. Honestly this was mostly me getting stuck in the idea of airships.
  4. Freeguild Mole Machines - Like Steam tanks but they are mole machines. With Cities of Sigmar you can use the faction that lets you bring in flanking forces to have a couple of Mole Machines pop up.
  5. Ork Hussars - Impressive trimmed coats, big hats and cool trikes with loads of dakka on.
  6. Eldar Exodite Dune - They ride sandworms and that's about as far as I got with the idea.
  7. Girls Und Panzer - Angler Fish team in a Leman Russ.
  8. T'au cut off from supplies - I did I squad of them with bows and machetes as back up weapons and mostly helmets off as the batteries have run out. Would be amazing with jury rigged and barely functioning battlesuits.
  9. Rococo Admech - Lots of, just, like, too much, too much.
  10. Space Wolves riding Corgis



Monday 7 October 2019

Cities of Sigmar - Review



Long awaited tome...


Age of Sigmar has been a setting of great mythology and epic scale since day one. Warriors from the Heavens, realms fallen to Chaotic Gods and landscapes formed by the feuding of gods. Until 'Shadows Over Hammerhal' we were starved of the more human aspect. Not to say it wasn't there but you had to search and extrapolate.

Cities of Sigmar has therefore been a long awaited tome. We get to see the hubs of civilisation the populace of Order is built upon which is the life blood of an interesting narrative. Mythology is great but best as a supplement to the reality of mortal existence in my opinion. More importantly, with so much of the narrative centered on the protection or destruction of mortal settlements, this tome returns agency to those mortals.

The Art

Starting with the cover this book has gorgeous artwork. That Greatsword has power and determination oozing from every pore. How many battles has he fought? What horrors has he witnessed? What inner turmoil has he conquered? The composition is superb and I don't know whether I should slide it onto the shelf or frame the book. Stunning.

Page 4-5 gives us a double spread of text and artwork that encapsulates mortal life. High up and towering over everything is the realm gate, centre of the city and won by the blood of angelic hosts. As we descend from the great stone edifices carved by the Lord Ordinators for the Stormcast Eternals to defend this prize we see architecture and statuary glorifying the God-Empor...errr... God King Sigmar. Finally the shadows of these epic bastions fall upon the urban sprawl of the mortal populace, slum dwellings that speak of over crowding and misery. The dirty truth of Sigmar's detachment from his worshipers.

I'm in danger of losing focus to analyse every bit of artwork. Suffice to say it's really great stuff.




The Setting

So it's worth clarifying that this tome covers major hubs of civilisation loyal to Sigmar. Mortals are found across the realms with Daughters of Khaine originating from the Gloomy Realm and Idoneth trusting it's better down where it's wetter. I think the Kharardron live in the metal place but I honestly don't give an airship about them. Even in Spoopy dead realm there are mortals. As such this isn't a definitive guide so much as a look at the places mortals can muster armies of epic scale at the behest of the God Em... King.

Hammerhal is our poster city. It's pretty cool as it spans Alarielles realm of life where the food grows and the Fire slayers realm of burny things where all the industry happens. At heart this an allegory of Britain's Industrial Revolution. On one hand the ever expanding industrial centre with a decaying heart, ever drawing in people to fuel its output and expansion with little care for them. On the other a constant life and death struggle between nature and the demands of a ravenous populace. 

As with the Industrial Revolution era Britain it mirrors, Hammerhal consumes everything and exports violence. There are martial academies to train generals and slums to provide a constant supply of recruits eager to escape poverty or prison. Throw in an unearned sense of superiority and jingoistic flair... you can almost hear the 'British Grenadiers' rising from the page. Meanwhile the Sylvaneth look on with an increasing sense of unease as this monstrosity encroaches further into their realm.

The Living City on the other hand is the ultimate treehouse. A super awesome stand in for Avalorn where the Wanderers can actually get along with the Sylvaneth (sort of). I love the living city more for what I read into it than what it actually offers I suspect. My biggest disappointment here is the little text box about the 'Everspring Swathe'; twin continents that segregate male and female flora and fauna who then migrate along a sex peninsula. That is some grade A bullshit I suspect will be ignored down the line. 

In a quick round up there is the smog covered hell of the Greywater Fastness that blights the realm of life; only tolerated because occasionally artillery is useful to have around. The Phoenicium where Elves get to be swotty swots away from Teclis the ultimate Incel; all whilst surrounded by an amber fog and phoenixes! Anvilgard the Pirate city with added seamonsters and weedkiller. Tempests Eye which is the seat of House Arryn and guardi... wait, wait, it's a mountain top trading port and observatory that has an inexplicable affinity for horses.

Finally I need to mention Hallowheart which promises loads of potential for modelling and storytelling. A huge crater with a massive basalt mesa in the middle. You can adventure from the towering heights where eagles and airships roost; right down to the mines where mortals dig too deep and too greedily. As if that wasn't enough it used to be the home to a Dragon of Living flame claimed by Tzeentch. An influence that hasn't entirely faded and permeates the populace with magic energy. I want to explore this place more and may well do so with my Idoneth Skykin army when it comes to painting.




The Rules

Hands up, I'm not the most rules focused of folk. Not in the Age of Sigmar at least given the increasing levels of complexity and detail the design team keep piling on. With this in mind I'm more impressed by fun or flavourful stuff.

Greywater Fastness is the big winner here. Extra range on their handguns, a 12" Aura that lets units run and shoot (ideal for a fast moving retinue) and an entire lore of magic based around Smog. That offers some cool army ideas right there. I get a real Napoleonic or WW1 vibe from this. Hammerhal is the damp squib given rules best suited for boosting their warscroll battalion of Demigrpyh knights. Worst offence being reference to Aventiss Firestrike, Sir 'Not Appearing in this Book.'

The Living City can blend with Sylvaneth and favours movement. I love it. Hard to play right but Eternal Guard flanking to sit on objectives is cool. Sisters of the Thorn can heal Treelords or shut down enemy movement with Thorn Cages whilst dashing about.

Pheonicium can really boost friendly morale and staying power whilst Anvilgard monsters can shred enemy morale. Hallowheart can have ALL the magic and an unshakable core, perfect for grizzled spell slayers and witch hunters. Tempest's Eye is seemingly dull until you factor in their ability to blend with Sky Dwarves. Then the ability to boost movement lets you keep up with the airships

Units

A quick one to end on. Glade Guard, Wood Elf Sorceresses, Empire Hunters and Cannon are missing. Actually loads of Dwarven artillery is also missing along with basically all the High Elves. There is a lot that needs letting go of in order to embrace this new tome. At the same time racial and factional keywording can cause your adjustment to trip over itself.

The units that made the cut are all visually appealing and fun to play. A lot of firm favourites here to work with. Unfortunately this also means we won't be seeing new releases for the cities anytime soon; this means they will remain predominately male presenting for the foreseeable future.

Rating 

Three and a half twin tailed comets out of five