Thursday, 4 November 2021

Basilea or Bust

In the beginning...

The world in which Kings of War is set had some historical thing between magic beings. As with any ancient, powerful progenitor stories; they screwed up badly. Blah blah blah. Fast forward and the Basilean folks are miserable and under attack. Then some of the surviving magic beings come along all shiny so the Basileans invent religion to ensure everyone else is miserable too.

To survive this intense bullshit a group of women retreated to remote monastic buildings. Here they went hunting, wrestled bears, tamed panthers, hit stuff with massive flails and generally enjoyed their ideal sapphic community. Every so often they'd fight alongside the Basilean armies to appease the patriarchy and all. 

That might not be entirely accurate but, y'know.

A badass army...

I know what you are thinking. I mean I know what I'm thinking and as you are reading my thoughts become your thoughts. It's the Vulcan literature meld. Trust me on this.

We both think a Sisterhood army would be the absolute best thing ever. They can have chariots pulled by cats like Norse Goddesses. They ride Panthers. Their infantry units are buff ladies with excellent hair. They even have Gondorian Ranger types to really overplay the idea of a fast, lightly armoured force.

So how is it going?

Not great dear reader. Not great. As early Mantic kits where lessons were still being learned the models leave a lot to be desired. There were huge gaps, the saddles and riders didn't align, the shoulder joints were tiny/didn't key well and the body proportions are all over the place. Assembly was a miserable experience and whilst I could handle a unit... The thought of an entire army requiring extensive remodeling was too much. 

The plan then...

Alright. I don't want to throw loads of money at a third party to play one of Mantic's own factions. I do love the idea of said faction. With this in mind I'll set some parameters.

1) Utilise my bits box as much as possible.
2) Keep to the Sapphic theme of the faction.
3) Chariots!
4) Don't get too distracted from my Halflings.
5) All lists must have five items.

Let's do this!

Tuesday, 9 March 2021

Creating a Space Marine Chapter...

I have long imagined myself creating my own chapter of Space Marines. Imagined but never actually achieved. Games Workshop have done a fabulous job of developing a wide range of interesting chapters with evocative lore and cool colour schemes. Whatever background and style I previously came up with always fell short of existing standards. If it ain't broken y'know.

Things changed when a friend sent me a load of Primaris marines as part of a trade. Should I add them to my Celestial Lions? Honestly they had enough units already. This was the push I needed to take the plunge and fulfill an old dream.

Where to begin?

First things first. What did I find cool? 

  • Greek Mythology
    • Particularly Athena and Artemis
  • Spears
  • Sculpting fur on models
  • Badass ladies
  • Hunting/Outdoors survival
    • I don't hunt living creatures but the skills are fun to practice
  • Non-codex chapters
  • Secret rites and rituals
  • Cawl creating traitor successor chapters on the sly
  • Impressive hats

Working through the list a basic outline of the chapter took shape. They would be secretive/hiding something and any who set eyes upon it would be hunted down like the legend of Artemis and Actaeon. Their selection process would involve ancient forest that aspirants must hunt and survive on their journey. Veterans would devote themselves to strategy and be valued for their wisdom as much as martial prowess. The core tactical unit would be  Assault Intercessors with chainaxes to evoke the survivalist aspect. Their fortress monastery would be on the moon of the planet they recruit from. They would be White Scars successors... honest guv'nr.

A name and badge

It was tempting to be 'Lunar something' and drop heavy hints as to their true genetic heritage. I fought the temptation to go full on Ancient Greece with a faux Greek/pig latin mash up to make linguists cry. As I wanted white armour (a decision I will likely regret) it made sense to consider azure/silver/white/pale as possible elements to the name.

Stumbling on a simple symbol that could be printed on custom shoulder pads moved things forward. Featuring a pair of antlers I needed to highlight that the chapter was actually largely made of women. 'Huntresses' was tempting but felt like dedicating to a style of combat that suggested snipers and infiltrators rather than heroic Greek warriors. 

After seeking some input from other folks the final decision was made. The 'Silver Hinds' were born.



Realising the dream

Time to get the model clippers out. Raiding the bitz box I found a couple of Owls from the Sylvaneth kits which would nod to Athena. A hunting horn from the old Brettonian Archers symbolising Artemis. Spears could be made from plasticard. I held back on making hoplite style shields because I wanted to retain the standard template of Imperial equipment, they aren't a chapter famed for artifice or overly generous supplies. High Elf spares provided crescents for the Blade Guard back packs. At this point I began work of the veteran units known for their wisdom and strategic thinking...





With a solid look on the leadership it was time for troops. Much less ornamented as a whole I needed a clear battlefield denotation of the sergeants. A look in the Lumineth spares gave the answer. Sergeants of the Silver Hinds would sport impressive plumes as a symbol of their prowess. I had also spotted Thunder Hammers in the codex entry so they were a must. Chainaxes would be used instead of chainswords in the rest of the squad...





It's worth taking a moment to say these models are still works in progress and will see additions or changes as the project moves forward.

Non-codex nomenclature


Stepping away from the Codex Astartes offers opportunity for fun and personalisation. The only reason to have a set of rigid, in universe rules is to watch everyone breaking them. Hinting at their secret origins and rituals the Chapter would be split into Hunting Lodges rather than Companies. Leadership of a Hunting Lodge is in the hands of a Lodge Mistress (equivalent to Lieutenant), Captains would instead be Stratagoi who form a council assigning Lodges to a particular Stratagos as required. Lodge Priestesses would see to the rites and rituals of the Chapter as a Chaplain would. A Stratagos is accompanied by one or more of her personal Companions serving as Blade Guard Veterans. These companions providing counsel and camaraderie in the style of the Mournival. As for Chapter Master? They don't do that kind of thing here, that's what the council of Stratagoi is for.

In summary...
  • Captain - Stratagos
  • Lieutenant  - Lodge Mistress
  • Chaplain - Lodge Priestess
  • Blade Guard Veterans - Sacred Band
  • Squad Sergeant - Huntress
  • Ancient - N/A as they don't strike me as very flag based 
  • Apothecary - ??
  • Librarian - ??

What next?

I have a lot of modelling work to finish on the existing models. Then I need to assemble a unit of bikes in a style that fits the Chapter. Finalise a colour scheme based on pre-Heresy Luna Wolves. All the while refining the chapter lore into something more solid and presentable. Keep and eye out for more folx.

Monday, 8 March 2021

So about those Lumineth...

I am seriously overdue on my Lumineth analysis. I blame a year of agonising wrist pain (now thankfully cured) and youngest child transforming from baby to rampaging toddler. Honestly it's like living with a Gobbo wired on mushroom brew. Sorry, what was I talking about?












My precious, precious High Elves return


High Elves were my first Warhammer Fantasy Battle Army. I loved them to bits, their models were beautiful, their lore intriguing and they were reasonably straight forward to play. Naturally I lost every game I ever played with them to the point it was a running joke. In a fit of frustration I sold my lovingly painted Elves and purchased an Empire army. The losing streak ended with the flash of powder and roar of guns.

I vowed to one day return to my first love, the High Elves. Then they blew up the Old World. Age of Sigmar was alright and all but it just lacked that certain... High Elfness. Then the Lumineth arrived. It was love at first sight.


I love this style and colour scheme.

Such beautiful models

Look at them. I mean seriously. LOOK AT THEM! The flowing robes, the delicate curves of their armour, the elegant weaponry, the hats that stretch for miles. I can't even truly articulate the beauty of Lumineth hats. Plumes that could put a burlesque performance to shame rise to the very skies. Cows, actual heads of figurative cows adorning tapered cones of phallic symbology. A fukken cow-giant-mountain-spirit-realm with hammers the size of a very big thing. That lady with the sadness magic and bowl of incense.

That was just my first reaction. Games Workshop were holding out on us and have now shown Kangaroo cavalry, flying Fox spirits, a mage riding a cloud to battle like Dragonball Z just jumped into the mortal realms. I haven't even mentioned the well groomed guy holding a sword whilst his Sister leaps over him in her sweet 80's jumpsuit.

There was also a new Teclis model in there at some point. That guy can eat a whole bag of dicks.


Archer-Fox-Spirit-Flying-Awesomeness

Alrighty, the Codex then?

At first read the Lumineth Codex was a fascinating insight into the Realm of Light and the Elves that had long been missing from AoS. I mean sure we had the Straw Feminist cult of Morathi and the Little Mermaid Elves. Both those factions were full of beautiful models, intriguing lore and loads of reasons to hate Teclis for his bullshit.

As the pages turned we got the same information rewritten slightly. Ultimately the Lumineth codex was too little butter spread across too much bread. You can only read so many pages talking about how Teclis felt bad. How he liked to go off being the martyr to find a magical fix instead of actually buckling down and showing some emotional maturity for once. I mean, the writers didn't actually think he looks the hero do they? First he screws up so badly his children hide under the sea to escape his bullshit. Then he tries again and encourages everyone to treat the realm of Light like a kind of horrific Silicone Valley tech bro paradise, with all the irresponsibility and zero self awareness that entails. It's such an Elon Musk type approach to look at the fall out and decide it's easier to go to the moon than put in any real work.

There are gems in the rough though. Actually the whole thing is an absolute gem if you pretend Teclis doesn't exist. High Elves who are classically arrogant yet meet their comeuppance and reconcile with the realm through genuine contrition. I cannot begin to express how refreshing that is as a concept. Naturally that seems to be entirely forgotten once they step outside the Realm of Light because there are some things GW just can't let go of. I don't want to nay say a lot of hard work folk have put in but seriously, either the Elves learn from their mistakes or they are arrogant fools. It's downright lazy to offer something new yet remain tied to the old tropes


Iliatha, always Iliatha.

The Great Nations

There are eight great nations in the Realm of Light. Much like there were kingdoms of Ulthuan but with less of a focus on specialised units and more of a focus on cultural difference. Four nations are blank slates to be filled in when Tyrion shows up. One nation does magic, one nation is all about being one with the Mountain spirits, one nation is something like crafting or whatever and the best nation is Iliatha. 

Iliatha is a Matriarchy which means there was no actual effort to explore what that actually means but that's what it is. Presumably the other nations are meritocracies? Whatever, GW did the minimal effort girl power thing here. Iliatha have a history of cloning and motherhood which means a moment of thought throws up all sorts of beautiful stuff like detaching biology from parenthood, epic level polyamory and the kind of family reunions that involve hiring out an entire hotel.

Honestly I don't even have anything to say about any great nation that isn't Iliatha.


This is so awesome I cannot even.

You're a wizard...

Playing Lumineth is both beautifully straight forward and hideously complex. Everyone is a Wizard. The Spears stand and murder anything that gets into combat with them using mortal wounds, the Bows shoot anything that gets into line of sight or hides because the Lumineth have discovered gravity, the Horses charge stuff and in classic High Elf style get one turn of dangerous sword play before being torn to shreds. Everyone is a Wizard. If you want to hold an objective you sit cow-hammer Elves on it. Everyone is a Wizard. If you want to sink a huge amount of points into a massive cow-mountain-spirit-giant-hammer time you take one of them. Everyone is a Wizard.The mages support their respective troop type and the Spirit of Altharion is a murder machine with like zero synergy. Did I mention everyone is a Wizard except Altharion?

Then you get to the magic phase and oh gosh it's token time and rolling and choosing what you need to cast. Magic is where you win or lose a battle as the Lumineth. Do you move your spears forward at breakneck pace to grab an objective, hoping like anything enough units make their casting roll to offer mutual support? Do you tie up your opponents with sadness magic? Will your horses actually get a spell off at all or have you holding your head in your hands? Can you actually remember what all those tokens mean and when to apply their rules? 

If you want solid and reliable magic to really bring a Lumineth force together and excel; you take Teclis. With his ability to auto-cast spells of eye watering power at a rate that makes Nagash jealous, Teclis is a stunning powerhouse of magical joy. Unfortunately he is Teclis so fuck that guy.

What the newly revealed models mean for playing Lumineth we shall have to wait and see. I absolutely must have Flying Fox Spirit and Goku mage regardless. Also Everyone is a Wizard.


Good grief this book was dull.

In summary

The Lumineth are a showcase of beautiful and delicate models (how the heck do you transport 40 pikes safely?) that encompass the best of the Old World High Elves alongside the larger than life aesthetics of the Mortal Realms. Their hats bring joy to the world with their opulent plumes or cows. They tick all my boxes.

The lore is tantalising yet disordered and with both intentional and lazy gaps that I look forward to seeing filled out. With a bit of love and a lot of time the Lumineth background will inspire narratives and offer a refreshingly new personality to the noble Elf trope. With a continued focus on Teclis and a tendency to fall back on old ideas the Lumineth will be a disjointed mish-mash of conflicting ideals. I want the former but suspect the latter will be what we see moving forward. Already we see the facist/elf supremacist characters jumping up in fiction where callously murdering humans and looking down on them for having facial hair is somehow seen as interesting rather than overdone garbage. Did I say Iliatha is a Matriarchy? They won't do anything interesting with that in the writing department.

As for the rules. They are solid. Easy to learn, hard to master. Entirely fitting for an elite army of Elves. I can't offer any higher praise than that to be honest. A++.

I will continue to throw any money I can spare at every new Lumineth release from now until they blow up the Mortal Realms. They look gorgeous, have plenty of things for me to be angry about and play on the table in a way my mind can comprehend. Teclis needs his head kicked in.


Thursday, 4 June 2020

Been a while

First it was Christmas, then poor health, then a global pandemic...

Yes, updates have been thin on the ground lately. There is every intention of improving this situation. Meanwhile see some of my workbench photos...

The big guns were required.

Srsly, not a Lictor, not infiltration here.

Zoooooom! Neeeeaaawwww! PEWPEWPEW!

Height is important.

Junith but more martial.

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