Tagged Content

Showing all content tagged 'Army Lists' and posted in the last 365 days.

This feed auto-updates   

  1. Last week
  2. Decided to have a little fun with the lore behind my Warchanter. Hope you all enjoy it Jazood Stickbasha/Da Pointybone/Da Greenest/Bluntoof/???????? In Ghur, there is a boneyard located in a high valley on the lowest peak of the Guxx Heights. The bones of many beasts of all sizes have made this their final resting place. It also provides the perfect spot for Ironjawz Warchanters to drum out the beat of Gork (or maybe Mork). The peak the boneyard sits in is perfectly suited for amplifying the beat across the Guxx Heights for other Orruks to hear. Given the Orruks nature to fight, it should be no surprise to discover that warchanters from all over come to this 'sacred' place to prove to each other who has the strongest connection to the beating heart of Mork (or possibly Gork). At one point, there were so many warchanters that there were not enough bones for everyone to use. Thus, a large skirmish broke out. Warchanters bashed each other in a great cacophony of rhythm and violence. They called it 'Da Battle ov' Da Beats' and it has become a ceremony for the many Orruks that make their way to the Guxx Heights. This ritual has lasted ages and has provided many Megabosses with worthy warchanters who can rouse the boyz for battle. The 'ceremony' starts at sunrise and lasts until sunset, and anyone still standing is considered a 'Jazood'. The title - named for the first and only survivor of the first 'Battle ov Da Beats' - is bestowed on those who show their strength and prove they can feel the rhythm of Da Godz. Those Jazoods then travel all across the Mortal Realms and become rouble-rousers for various Orruk tribes. The only way to differentiate the various Jazoods is by their last name, which is normally their choice upon the tribe they join. If there is a Jazood with one tribe, then other Jazoods' will normally find a different tribe they can call their own. It is also common occurrence when one Jazood dies, another takes its place with that same tribe. Once there, a Jazood Warchanter will take an apprentice. Once they are ready and have felt the beating heart of Gorkamorka, then they will make the dangerous journey to the Guxx Heights to commence their initiation to become a Jazood Warchanter
  3. Earlier
  4. Breaking the Chains Long ago, in Age of Chaos, the Skullthumpas were a prominent Orruk tribe that terrorized the mortal realms. Led by their brutal but cunning Warboss, Gorfang, the clan claimed victories against all they came across. They sacked the impenetrable Dwarf Hold of Karaz Zulfin, brought down Warlord Korkid Da Mighty and his IronSkullz boyz, defeated the Unending Tide of Skaven and Lord Zheed in the burrows of the Forgotten City, put the horse nation of Parravin to the torch, and slayed Daemonlord Thzadrith, a champion of Khorne. While Archaon’s forces spread their presence across the realm, the Skullthumpas continued to persevere against the legions of the Dark Gods. There were so many dead enemies that the Orruks would not have to resort to eating their Grot companions. Although, this did not completely stop the Ogre chefs from whooping up Grot Stew for da boyz. Alas, the Skullthumpas would eventually meet a grisly end at the hands of Chaos. A combined host of Khorne and the Legion of Azgorh ambushed the clan in the Valley of Hargth. The weavers claimed the valley was created when a massive stone-gargant fell from the skies to his death on this spot, littering the ground with large rocks and crags, perfect for taking an enemy by surprise. Despite their fury, Gorfang’s troops were torn apart by daemon blade and fell firepower. The warboss himself was wounded but survived. Much of the army was either sacrificed to the Blood God, while the rest were taken as prisoners by the Chaos Dwarfs, including Gorfang. Very few escaped into the wilderness, including Gorfang's second in command, Urgkash da Stompa. Gorfang and his surviving boyz were marched into the Realm of Fire to the cursed hold of the Chaos Dwarfs, Zharr Haraz. For years, the former warboss slaved away in the quarries of the slave pits beneath the hold alongside his fellow Orruks, as well as slave duardin and humans. All the grots had perished, but Gorfang and most of his orcs endured, plotting and planning for a rebellion. Eventually, they rose against their taskmasters, but it ended in failure. Despite being impaled by an Ironsworn halberd, Gorfang survived. As punishment, the Dawi Zharr began using the slaves as cannon fodder for their armies as they marched across the mortal realms. More orruks perished in battle or grinded to death in the slave pits, but once more, Gorfang endured. Throughout the years, his size and strength grew with each minor victory. He continued to plot for his next rebellion, but he received aid from an unexpected host. After seizing duardin slaves from the Ankor Volghar of the continent of Zarcosia, a mighty throng of the Stormbolt Clan marched into Aqshy and laid siege on Zharr Haraz. While the Chaos Dwarfs attempted to defend their hold, a regiment of Stormbolt Rangers infiltrated the slave pits to free their kin. They attempted to escape using a long-forgotten realmgate concealed during the seizure by the Chaos Dwarfs. However, the portal was too badly damaged as Dawi Zharr reinforcements began flooding the pits. Left with no choice, the Ranger captain freed Gorfang and his Orruks in order to fight off their slavers. Swearing an oath to free the Greenskinz, the orruks were more than eager to seek revenge after decades of enslavement. Using crude tools and smuggled weapons, the orruks turned the tide and slaughtered the fallen duardin. Gorfang himself slew the Castellan of the hold, Rhagrakki Burnfist. With his demise, so too did Zharr Haraz. While the majority of the Stormbolt Clan wished to do away with the Orruks as well, the Ranger captain's oath was fufilled, though with a compromise. Gorfang and his clan would be allowed to sack the hold, but had to leave into the realm of shadows. Zharr Haraz was then raised to the ground, for the taint of chaos had tainted its once proud halls and had to be purged in order to erase the grudge from the clan's Book of Grudges. As for the orruks, they soon banded together to create a new clan. They entered slavery as Greenskinz, but earned their freedom as Ironjawz. They would be known as the Bloodbreaka's, led by the orruk who kept them alive, fought and survived the worst thrown at him at the hands of chaos, Megaboss Gorfang da Immortal. Their quest for vengeance, conquest, and liberation of the mortal realms has begun. ___________ Greetings everyone long-time Warhammer player here since 6th Edition fantasy but I have loved how the game and community has grown since Age of Sigmar began. This is going to be my army blog for my mixed Destruction forces. It will mostly focus on my Ironjawz and Greenskinz, but it will also include Moonclan Grots and hopefully Ogors in the future. In this thread, I will update the progress and construction of my armies, write lore stories surrounding my characters/armies, and battle reports from my matches. Hopefully you all enjoy it and we can share our love for the hobby. --------------- GORFANG DA IMMORTAL From his time as a warboss, to the grueling years of slavery under the Dawi Zharr, Gorfang has emerged from the ashes of those pits a free Orruk, bigger, stronger, and more cunnin' from his trials. He has survived many close calls and grievous wounds in his life: avoiding slaughter at the hands of Khone's worshipers, withstanding the vicious environment of the slave quarries, persisting in the front lines of the Chaos Dwarf armies, as well as the final rebellion that won him his freedom. This has led his followers to refer to him as Da Immortal. Yet, Gorfang is not satisfied. During his years as a slave, the megaboss claims Gorkamorka spoke to him in a dream, telling him to start gathering the downtrodden clans and uniting them into a WAAAGH! to drive out the forces of chaos from the mortal realms. Recalling his time as warboss of the Skullthumpas, Gorfang has revived his practice of adorning his armour with the heads of his fallen foes. Each one tells the story of Gorfang's trials as an Ironjaw. The taskmaster Rhagrakki Burnfist's head sits next to the ogor Turokk The Hairy, whose raiding party was stomped into the ground after they betrayed the Bloodbreaka's while escaping the Realm of Ulgu. The scalp of the Aspiring Deathbringer Kalrak Bloodmarked hangs from the belt of Gorfang after his bloodbound were broken in a vicious battle with the Bloodbreaka's, retribution for their massacre ages ago. And the monster's skull that sits on Gorfang's right shoulder? No one knows what it was, only that Gorfang went on a raid into the Realm of Ghur and returned a week later with the skull intact, along with Urgknash and an army of Skullthumpas.
  5. What defines a tribe? For many Ogres, it is kinship, a blood-relation of a collection of essentially cousins and 2nd-cousins, who have rallied together to fend off the vicious winter landscapes of the Mountains of Mourn. To some, it is simply the bond of gold, whoever pays the most gets the muscle. But, to the Guteater clan, theirs is a tribe of a kinship stronger than that of blood. Many Ogres are cast out of their tribes for various reasons: not carrying their weight (both figuratively and metaphorically), disagreeing with the Tyrant or one of his Bruiser supporters, or out of wanderlust. When they are left to fend for themselves, if a member of the Guteater clan discovers them, they present an opportunity for a new community: The Everbruise Tribe. To join this tribe, they need to only complete one task: The Initiation. The Initiation is very simple. When the Ogre initiates are brought before the "council" (or, simply, the row of Bruiser lieutenants), the initiate must lay flat on the ground, and each Bruiser, in turn, swings his massive club and slams it into the chest of the initiate. If the Ogre is broken and killed, then their bloody corpse becomes a part of the next feast (and is already pre-tenderized). If the Ogre withstands the assault, however, he is considered a member of the tribe. The "Everbruise" part comes from the horrid permanent bruising and internal bleeding that comes from the attack, often leaving the chest region purple and blighted. Besides screening out weaker Ogres, this ritual has a underlying belief in it: the strongest part of an Ogre is his gut, and by pounding the chest region, it is believed that more of the muscle will move further down into the gut and outwards into the arms, thereby making him a stronger fighter and sturdier warrior. The leader of this fraternity of outcasts is currently Khorag Guteater. The first outcasted Bruiser of his tribe in generations, he swore bloody revenge against his uncle (the Tyrant of his former tribe) that he would be back for vengeance. After a small journey as a Maneater, picking up valuable wealth and resources, he hired a few mercenary ogres and brought a bloody coup against the tribe, slaying them all and sacrificing them to the Maw, taking meaty bites out of each Ogre's gut to gain their former strength, hence his surname. He eventually gained the title "The Unbroken" during the events leading to the End Times. His tribal lands were assaulted by the rampaging forces of Chaos as the world began to fall, and although his warriors were cut down and defeated, he himself remained alive, and broke the chains of the slavers who tried to capture him for sacrificial purposes. Now, with some chains still permanently trapped to his gutplate, he leads what few remaining free Ogres can be found in a near-futile attempt for that which they crave most: food and survival. The Army List: (Here's the full model count for the army that I have prepared ATM) 1 Tyrant: Khorag 1 BSB Bruiser: Ghort Polebearer, the lazy elder cousin of Khorag who happily holds the mast-like banner and uses it as a battering ram as well as a morale marker. 1 Slaughtermaster: Gharrar the Grisslemeiser, a large Butcher who favors the particularly unsavory bits of animals, including the grissle and the giblets. 1 Butcher: Hawgrag the Bloody, who is always wrapped in the entrails of his latest victims for easy access for gut magic. 1 Firebelly: Hikar Mountainheart, first arrived in the tribe coming out of a mountain cave, followed by an underground lava flow; many believe he was born from the mountain itself. 24 Bulls 12 Ironguts 50 Gnoblars (assembled, over 100 in bits still lol) 8 Leadbelchers 6 Maneaters 6 Sabretusks 4 Mournfang Cavalry 1 Gorger 1 Scraplauncher (the ol' metal one) 2 Ironblasters 2 Giants 1 Thundertusk 1 Stonehorn about 4 more Ogre bodies not dedicated to any particular purpose yet Total points comes in just shy of 6k (including all the filler upgrade points etc.) ...I don't have an updated picture for the full army, but I'll post one... eventually... Hope you enjoyed!
  6. Okay so I went to a 9th age team tournament last weekend with my ogres, we finished 4th out of 8 teams, so not that bad My games were: First day 1º Won 11-9 against ogres, pretty much the same list that I played 2º Lost 14-6 against another ogre, more combat focussed 3º Lost 12-8 against Khemri, agreed outcome with the opponent, since my list was kinda useless against his Second day 4º Draw 10-10 against ogres, similar list to mine, I didn't wanted to take any risk since the team only needed me to score a draw 5º Won 15-5 against high elves, turn 1 to 3 were all hits with my scratapult on his swordmasters, and both eagles were dead on turn 2 also, so GG My list: Great Shaman: General, Rottenjaw, Lv 4, Alchemy, Talisman of Greater Shielding, Demon Heart. 335 Khan: BSB, Iron Fist, Yeti Furs, Dragonskin Banner. 195 Shaman: Lv 1, Fire, Great Weapon, Dispell Scroll. 146 1x 14 Tribesmen: FCG, Banner of Discipline, Iron Fist, Heavy Armour. 553 2x 15 Scrapling: Standard Bearer, Short bows. 2x 50 1x 8 Mercenary Veterans: FCG, Flaming Standard, +1 Ballistic Skill, Poisoned Attacks, Brace of Ogre Pistols. 500 2x 1 Sabretooth Tigers. 2x 40 2x 2 Yetis. 2x 80 2x Thunder Cannon. 2x 150 1x Scratapult. 130 Total: 2499 And now... The (almost) finished boys! 3 bombardiers and a cannon 14 tribesmen, main unit BSB Great shaman, general A Khan, Great Khan, or whatever I feel like fielding him as Fire Shaman And family pic! Missing the scratapult (Not even started gluing it), scraplings (To be painted) and a close-up on the mercenaries :hat off
  7. No worries, I've now added it to the resource links up above so others can find it in future. Let us know how you get on with it
  8. Frostlord on Stonehorn is a bit of a powerhouse, very solid choice. Get him stuck in and wrecking as much face as possible The Butcher can be an interesting model to field, although as he's there to buff Ogors I'd consider switching to the Clubs and Blades on the big unit of Ogors and have him tag around with them - if you're lucky and get that +1 to hit on them with the cauldron that would mean 3+ to hit re-rolling 1s. When it comes to Grots, they can come in handy for objectives due to their numbers, in what is otherwise a low model count force. I personally like the Gitmob variety with bows, especially when buffed by a Grot Shaman (in a large unit, their bows can then hit on 3s, wound on 4s, with -1 rend). As for the Gnoblar variety, I feel the traps are unreliable but the attack output of a large unit is pretty high (even though they're statistically pretty poor attacks - plenty of dice rolling though!). I like your 40/20 split. Gitmob Grots can deal damage at longer range though...they could afford to hang back a bit more while the Ogors get up close and personal. Plus, unlike Gnoblars, Gitmobs help towards satisfying the Battleline requirement which would open up more options for your other units, such as maybe adding one of those units of 3 Ogors to the bigger unit, unlocking the chance to re-roll all failed to wound rolls on the charge. Understandable though if you can't run them as Gitmobs due to wysiwyg.
  9. FLUFF: The Blackfang Wolfboyz are a band of opportunistic raiders, living between all along the caves and forest paths of the Rockbrow Mountains. In times of idleness, they stalk travellers who divert from the paths, silently creeping on the unsuspecting upon their wolf mounts; but when they march to war they ravage the lands around in great packs, hungry for food and loot. The tribe worship Gorkamorka as The Great Big Wolf, a form both cunning (as it circles its prey and isolates them from their allies) and brutal (as it savages its prey with its sharp teeth and claws). Using whatever means at their disposal, every Grot in the tribe must tame a wolf to ride upon when embarking on raids. Whether this is by coercion or force is no matter, but those who fail are invariably watched with amusement by the rest of their brethren as their green flesh is stripped from their bones by the outraged canine. The Blackfang tribe are led by a strangely militaristic Grot by the name of Skumtoof da Archgit. Supposedly, his courage and strength-of-arms are legendary (at least among his Gitmob). This is likely less of some kind of cultural shift and more due to the sheer size and hunger of his gigantic wolf mount Big Bitey, who towers above the rest of her kin and bows her head to nobody, save from Skumtoof himself. Never far from his side is his trusty (a term used loosely) Shaman, Griksnab. While a shifty git with more than a few tricks up his sleeve, Griksnab is smart enough to know that even if he did kill his boss and become the next Archgit, he'd be quickly isolated and gutted by the rest of the tribe without something like Skumtoof's wolf as a trump card. When not aiding Skumtoof in his rule or on the battlefield, he spends his time sneakily trying to sway Big Bitey into becoming his own mount with gifts and simpering tones. Griksnab quickly lost three fingers and switched to bullying Snotlings into doing it for him, with limited success. CRUNCH: 1000PTS ALLEGIANCE - GITMOB ALLEGIANCE ABILITY - BIG AND BRUTISH LEADER: - (GENERAL) - Goblin Warboss on Giant Wolf w/ Git-cutta and Git Shield (BATTLE BREW) - 60pts - Grot Shaman on Giant Wolf - 80pts BATTLELINE: - 10 x Grot Wolf Riders w/ Pokin' Spears and Raidin' Shields - 200pts - 10 x Grot Wolf Riders w/ Pokin' Spears and Raidin' Shields - 200pts - 10 x Grot Wolf Riders w/ Wolf Bows and Raidin' Shields - 200pts - 5 x Grot Wolf Riders w/ Wolf Bows and Raidin' Shields - 100pts OTHER: - 2 x Grot Wolf Chariots - 80pts - 2 x Grot Wolf Chariots - 80pts
  10. At the Dawn of the Mortal Realms Da Godz Gork and Mork (or possibly Mork and Gork) found themselves fused. Enraged GorkaMorka beat at it's divine breast attempting to separate themselves and a single drop of green blood fell to the Realm of Ghur. From this drop sprung a single humongous Orruk in the manner of all Orruks when they spring from the earth. This Orruk so disorientated by its violent birth that it forgot almost all of what it was in the World that was (The mighty warrior Grimgor Ironhide) and so gave himself a new name Korruk, Da Great Red. And as Korruk fought across the realm of Ghur he shed his spores and where they took root the First Ironjawz sprang. Titanic, apelike Orruks with skin so dark it seemed Black. These first formed a Guard around there violent progenitor becoming Da Immortulz. Soon diluted versions of the Ironjawz race began to apear and move away from where Da Great Red landed a place now known as the sea of bones. Soon Da Great Red Waaagh! was in full charge and seemed unstoppable. Many of Korruk's victories are lost to legend but at the peak of his power Da Great Red war Clan returned across the plains making war on all from the Ogors to the Beasts of Cartha and attempting to re cross the greatest monument to there destruction the now grown Sea of Bones. In an event that went down in the annals of Azyr Orruk and Stormcast fought the Bone Horde of Mannfred and its Flesh eater allies. Defeating them and the reinforcing Lich Guard of Arkhan supported by Astral Templars Da Great Red was left with a decimated force. Rounding up the shattered Waaagh! and forging it into a new Warclan Da Iron-Hide Ard Boyz! Though weakened Da Great Red Has won many major victories against all comers, from the shattering of the Hammers of Sigmar at the Greensand Beir, to the Defeating of the beast caller Seraphon at the Life-Beast Nexus. As Da Iron-Hide Ard Boyz gain in strength Korruk hears tell of Gordrakk the so called "Fist of Gork" who claims the title of Boss of Bosses. Korruk will hunt this pretender and When he finds him there challenge will shake the realms to there core and show the Gods they to can know fear. For an Orruk gains only strength from victory and whome ever wins will have no rival in uniting all of Destruction's forces in one final Waaagh! and what army could Order, Chaos or even Death itself bring to beat that would stop such a Apocalyptic event. Da Clash of Da Waaagh's! Part 1: "Zog Da Sea of Bones!" Roaring with insensate rage the great red struck out with his twin axes, cleaving whistling paths through the air were moments before Lord Castellant Hamilcar Bear-Eater had stood. Hamilcar seeing the devastation wrought by those axes danced away from the Gigantic Orruks, his warplate rent in a dozen places and his barbaric finery in tattered by this Ironjaw and it's minions. Lying where it had fallen was one of Hamilcars Gryth hounds and 10 feet away at the base of a pile of shattered Skeleton warriors was the rest of that same Gryth Hound. Korruk had bisected the beast with Red-Axe before ever it reached him. 'Ha, good for fighting my hounds beast. Not so effective against the Bear eater aye!' 'Your speakin big, brave words Hammer-Boss, after I killed yer dead boyz and and yer hammer boyz and crumped up your nice Shiny armour' As the Mega Boss monologued Hamilcar swooped in under his guard and drove his halberd with all his Sigmar give strength right across the left side of Korruks face. God forged Sigmarite glanced from the beasts Ironhard Skull but caught on something, pulling it from his head with a creaking groan of metal and a bellow of anger from the Great Red. Once more Hamilcar attempted to jink out of the Orruks reach but this time he was too slow. The Great Red flung a fist out before him striking Hamilcar in the facplate like the kick from a gargant. Rolling through the dust Hamilcar came to one knee spitting blood that leaked in a rivulet down the chin of his maroon war mask. As the Great Red clasped hands to face in pain Hamilcar's Gaze darted, assessing the situation. knots of liberators and what remained of Arkhans Lich-Guard faught with Mobs of Ironjawz. Both had wiped out what remained of Manfreds forces long ago and had quickly turned upon one-another, such has always been the way of Orruks when a good fight is afoot. Nearby his two remaining Gryth Hounds worried at a mountainous armored Maw-Krusha that had already pulverized a retinue of Liberators. Even as he watch the vastly larger beast caught the leaping hound in a snapping maw, the bulldog like wyvern-kin shook the animal like a rat before swallowing the Lepard sized beast whole, though it's companion held on wreaking a red mauling on the Maw-Krusher as though it had a chance at winning. It always brought Hamilcar great sadness to see the Gryth houds pass for unlike there Stormcast Masters, Drakoths and Star Drakes, Gryth hounds are only mortal. There would be no re-forging for them. The Great Red bellowed, regaining his composure. The metal patch over its left eye had been ripped away, revealing a knot of scar tissue and a fresh, red, wrent over a vacant socket. 'Right, you've ad it now!' With that he began a landslide charge forward. Peeling away from the melee, Librator-Prime Hrothgarus tried to intercept the avalanche of muscle. He didn't even slow. Sweeping his axes before him he took Hrothgarus apart without breaking stride, picking up speed as the Prime ascended in lightning around him and crackling over his armored bulk. Hamilcar grasped his halberd two handed and muttered a prayer to Sigmar. Roaring as he rushed to meet the beast. The last thing he saw before ascending to Sigmaron and reforging was that single, glowing red eye. *** Da Iron-Hide Ard Boyz consists of: Da Great Red (represented by Gordrakks rules and a miniature that is Gordrak with more spikes and Grimgor Ironhide's head) 1 Brute Fist 5 units of Brutes (Da Immortulz, Da Wurld Masha Brawl, Da Rokk Nobz, Da Blak Hand and Da Skull Gitz) 1 Iron Fist: 1 Brutes (Da Blud Tusks) 1 Gore Gruntas (Da Knuckle Bones) 1 Ard Boyz (Da Skarr Boy) Various support characters Gob Da Gore Mouth Boss of Da Blud Tusks (Mega Boss) He has been a continual disapointment to Da Great Red as he has not once failed to die in a battle even when surrounded by his Blud Tusks. He was responsible for the Loss at the hands of Da Khaos Boyz in shatter-dust gulch Drill (Black Orruk Big Boss) Zog'fer'branez (Weird Knob) Drumm da Travela (War Chanter) *A note: Da Great Red Himself is as of yet unpainted and I haven't even begun work on the Brute fist, they just sit there on the shelf as I struggle through work and study. But in various combinations this army has won all but on battle where I fairly lost against a better player. Most of the battles I describe are drama-tised versions of actual games some of which I poorly recreated from the knights of vengeance audio series. I hope you all enjoy.
  11. From the journal of Herr Otto in a chapter titled "know thy enemy" Rok'gar the brain gobbler gained his title for his belief that the power of the maw allowed him to gain knowledge from the brains of his opponents. Many ogres did not believe in his claim but none could deny he was the biggest, meanest son of a gun around. Rok'gars current campaign of conquest started during a conflict with a band of the slaves to the dark powers. A powerful Mage had been giving Rok'gars forces a run for their money. Fed up with the Mage turning his ogres into ash he lead a charge straight through the bulk of the war bands forces, hacking and slashing as he went. Rok'gar finally made his way through the mass of bodies, the Mage summoned all the magical energy he could manage to blast the tyrant with, eyes glowing with barley restrained power the Mage chanted his spell. The last words the Mage heard before his death was Rok'gar chuckling "heads up" before chomping off the top of his head, leaving the lower half of a jaw and a flapping tongue. The mages tortured body exploded from the pent up energy blasting all around his corpse in a golden flash. When the smoke settled Rok'gar was found sitting in a crater surrounded by gore with a flicker in his eye and one word on his lips "Ghyran". At least that's how the locals tell the tale, Rok'gar has been gaining numbers he has to be stopped before things get out of hand. the fluff is from a AoS campaign I never got to finish but I thought it worked here. A fun thing about it though is we got custom command traits, mine was Ability: Braingobble – Rok’gar has an appetite for brainfood, and he’s all out of Bran Flakes! When Rok’gar kills a HERO or MONSTER, he takes a healthy bite out of their cranium, healing a wound previously lost. 1 tyrant 1 butcher 1 fire belly 7 iron guts 13 bulls 37 gnoblars 10 maneaters 1 thunder tusk 1 stone horn 4 mournfang 5 wolves(saber cats) 1 iron blaster 1 scrap launcher 1 giant i don't have the handbook handy but I remember it all being around four thousand points.
  12. The Stronghold Thunderhorde is a marauding mix of brutal Ogors and savage Orruks, all mounted on a variety of monstrous creatures. With a thunderous roar they ride forth from their vast mountain home, looting and pillaging across the Realms. This highly mobile stampede of destruction tramples all who would dare stand against it. Stronghold Ogors and Orruks alike adorn themselves with the remains of their foes, having eaten the meat from the bones first of course. Rather than using drums or horns, they instead prefer to bellow their war cry as they charge into battle. If you can hear the thundering of the Stronghold, it's too late to run! The Thunderhorde is currently under construction, when complete it will be made up of the following units: Orruk Warboss on Wyvern (Thunderlord Tuffgit Fugkrusha on White Manticore) Frostlord on Stonehorn (Morgut the Mighty) Huskard on Thundertusk (Gizard Thunderbelly) Grimhorn Rhinox Riders (lead the Mournfang Pack) - 2 models Mournfang Pack - 10 models Frost Sabres (Fenrisian Wolves) - 10 models Orruk Gore-gruntas (led by Grimfang 'Eadsmasha) - 6 models Savage Boarboy Maniaks - 20 models Icefall Yhetees (Thunderwolves) - 3 models
  13. When the grots of the Raggedy Moon Clan descended from their foothill caves to raid a duardin caravan heading to Greywater Fastness, Zeller Bullfungo and his fellow greenskins were expecting to find precious gemstones and metals. Instead, when all the stunty guards were slaughtered or chased off and the canvases thrown off the carts, to their dismay, all they found were wooden barrels. Barrels upon barrels upon barrels. Most of the clan turned back in disappointment: there were no shiny trinkets here to trade with the other clans and no greenskin was interested in the disgusting brew of the more 'civilised' races. Zeller Bullfungo, the clan's shaman, however, had an idea - quite possibly his first and to this date his best... Whilst the other grots returned to their caves, Zeller returned to the caravan with a pack of squigs and some willing (or intimidated) herders. Together they dragged the barrels (most of them) and returned (most of them) back to the clan's stronghold. Upon returning, Zeller sealed himself in his shamanic chamber, feverishly setting to work; cracking open the kegs and manically throwing in all sorts of strange, colourful fungi. For days, strange chants and magical crackles (and booms) could be heard from outside the cave and just when a small mob of grots were ready to break in and batter Zeller's brains out, he emerged; wide eyed and cackling. What he had created would come to be known as 'moonbrew' and it would forever change the fortunes of the Raggedy Moon Clan. Now addicted to moonbrew, the grots of the Raggedy Moon Clan launched ever daring raids on both human and duardin caravans - throwing away the useless gems and arcane books, seeking only the discusting ales that Zeller could use as a base for his moonbrew. Within months, word of the moonbrew had spread across the hills and surrounding areas, attracting more and more grots to the cause, swelling the clan's numbers. But news of the raids had also drawn the attention of a greedy tribe of ogors - the Tightfists. One fateful night, the Tightfist clan strode in to the moonclan camp, kicking grots aside, raiding the larders and proceeding to guzzle barrels of the famous moonbrew. Tensions rose and a standoff ensued between the huge ogors and the swarms of grots as well as packs of squigs (who were ready to eat anyone from either side). A parlay however, between the Tightfist tyrant, Ugrok Man-masher and Zeller resulted in the formation of 'The Madcap Moonbrew Co.' The terms of the partnership were simple: Zeller would step up production of moonbrew, in order to satisfy both the grots and ogors and the Tightfists would, in exchange, give 'protection' to the grots and enable bigger and bolder raids. The Madcap Moonbrew Co. has continued to grow as a loose coalition of moonclan grots, ogors and even an aleguzzler gargant who together, through their mutual love (or addiction) of moonbrew, launch raids upon the caravans and breweries of the free peoples of Ghyran. Zeller now has has aspirations to go 'international' - setting up moonbrew breweries throughout the mortal realms, adding new exotic flavours of fungi to his recipe. So, in the words of Zeller, 'We'z commin' fer yoo an' we'z takin' yer brew!' Currently painted are: Zeller Bullfungo - Grot Shaman 40 Moonclan Grots 10 Squig Hoppers 6 Ogors 6 Ironguts 2 Mournfangs Butcher Ugrok Man-Masher - Tyrant In the pipeline: Alieguzzler Gargant More Squig Hoppers Squig Herders Gallery can be viewed here:
  14. Grimrak learned early where the best battles could be found and it was a secret he never told anyone. Da Bonespittaz learned it first of course but Grimrak didn't mind that. His secret was just to follow them. Da Back Breakaz seemed to always end up right where the good fights were. Grimrak and his brutes could just hang back a little and let Da Back Breakaz have some fun before joining in the fight and finishing it off. He loved fighting those humans the most. Big metal men with swords who went bong when you gave them a good krumpin. So having decided to try out the points system finally I sat down with what might be a forthcoming army for me: the Ironjawz. I started making out a list and then I realised how hard it is to come in close to two thousand. I am aware it is possible but in doing that I would be missing out on a lot of units that I want to take. Have GW missed a trick by not making items/traits have a cost so that we can squeeze in something for the last few points remaining, 60 points in my case! 40 'Ardboyz 10 Brutes 6 Gore Gruntas Warchanter Megaboss Weirdnob Shaman Ironfist formation Weirdfist formation Also the army seems remarkably small. Are these units, the 'Ardboys will be spilt into two units, too big?
  15. My army is based on a silly, terrible, little youtube story series, that I do on my channel. https://www.youtube.com/playlist?list=PLe4aU3kcJy8AmlxxWilQfyaozII-7zF7Z ************************************************************************************************* Mawfette, a wandering firebelly, made a long journey into Ghyran, the realm of life. There in a hidden valley she encountered an odd tribe of greenskins. Oddly enough the leading caste seemed to be Moon Clan grots. The leader being a shaman, calling himself "The Highest Elf". For some unknown reason the "Best Elves", upon seeing Mawfette, decided to instantly make her their "Elven Queen".Being without a tribe this was, even though very weird, an opportunity Mawfette couldn't pass up. Since that day she is the leader of this weird horde of greenskins. She made them wear her skull warpaint, as a sign of loyalty. Interestingly enough the orruks in the clan don't believe themselves to be "elves", but still play along with the weird pretend game of the grots. Or do the grots really believe to be elves? The "best" elves even. They don't even dress like elves! To this day Mawfette was unable to get behind this odd mystery. Either they are all completely out of their mind, or there is some weird magic at work. Pointing to the latter is the almost silly music, which fills the air, whenever one of the grots open their mouths to speak. The greenskins also seem to be obsessed with herding pigs. They in fact almost worship them, cause they believe that they have to honour the "great pig of the realms of life". Whatever that is about... Heroes: Mawfette, the "Elven Queen" - Firebelly The Highest Elf - Moon Clan Grot Warboss with moon-prodder and giant squig The High Elf - Moon Clan Grot Shaman Billy - Orruk Shaman Nate - Savage Orruk Shaman Bloom - Grot Shaman Needs Name - Orruk Shaman Needs Name - Orruk Warboss with boss chopps and shield Needs Name - Ogor Hunter Units: The Eternal Guard - 13x Moon Clan Grots with stabbas, grot banner, gong basher The Elves - 30x Moon Clan Grots with pokin' spears, moon shields, grot banner, gong basher, netter The Waywatchers - 20x Moon Clan Grots with moonclan bows The Wardancers - 4x Fanatics The Shadowblades - 5x Sneaky Skulkers The Piggy Boys - 26x Orruks with two choppas and orruk banner The Porkinators - 5x Orruk Ardboys with orruk banner and war drummer The Baconators - 5x Orruk Ardboys with orruk banner and war drummer Needs name - 4x Cave Squigs Needs name - 3x Cave Squig Herders Dem Trolls: 6x Sourbreath Troggoths Monsters: Jeff - Chimera Dat Giant - Aleguzzer Gargant Warmachines: Needs Name - Grot Scraplauncher Chariots: The Piggy Wagon - Orruk Boar Chariot
  16. Awesome i did try and look for it. Its worded a little odd to me but make sense after a few re reads. Cheers Zolas.
  17. Cool man, for starters good luck. Second point, is that if you are playing by GHB rules, you'll need a second battleline unit. Boarboyz don't cut it as you're not a pure Greenskinz allegiance. What grot shamans? Are they moonclan or gitmob? The moonclan have a really great spell, and are cheaper for some reason. If they're moonclan, bring them both. The Wyvern is great to take as well, but at 1000pts a tyrant might be a little more appropriate. I don't recommend the warboss on the boar, as you don't have enough orruks to make that beneficial - he won't hold up in combat, and if he's not buffing, there are better things to spend points on. The spearchukkas are freaking great though. So, you might want to drop the boar boys and the warboss on boar. Maybe take 40 moonclan grots, and a fanatic or two if you can, and/or those Shaman. That's cover battle line and magic damage. The ogors will be your slightly-less effective beefcake unit, while your Wyvern (whom you will give battlebrew) will fly around laying waste to anything it wants to. That is just one option, though (and not even my favourite - which would be 40 orruk boys supported by a General Warboss with a banner). You've got a lot to work with!
  18. Hey guys, what do you guys think about this list as a first army? I would like to play something that is somewhat competitive, and i really like the orc/orruk theme. Any suggestions/conformation would be much appreciated! Orruk warboss 20 orruks choppa/shield 10 savage arrow boys Butcher 6 ogors Aleguzzler gargant.
  19. You have a solid list here that would be good for a local tournament (depending on the meta) and would't get outright crushed at a larger one. If you are aiming for the top end of competitive lists, however, ogres simply aren't going to cut it because they aren't overpowered enough. The top end destruction lists right now are Bonesplittaz or Beastclaw heroes with grot troops. However, if you aren't quite looking to go to that level then I think this could do reasonably well. My only recommendation would be to swap the leadbelchers for a Thundertusk, since the latter will give you a harder hit at longer range that you'll need to take out support models.
  20. The 2 artifacts i can change when ever, so the talismans i would use against stormfiends etc and battlebrews against any army with low mortal wound output. The boys do die fast but there usually just sat in my deployment on an objective so dont get attacked that much and 20 wounds for 100 points is probably the best im gunna get. Im just not sure if its worth adding the boss and formation just for an extra battlebrew?
  21. Good luck! Provide reports!
  22. Afternoon Stronghold, I've received a private message about how to use Lamekh'sOnlineCodex. Just in case anyone else is having any problems, here is some info to help out: You will need the following: 1) An up to date version of Java, I'm currently running "Java 8 update 11"; &# 2) A program to open .jar files. I downloaded a program called "jarfix.exe", which can be downloaded from here: https://johann.loefflmann.net/en/software/jarfix/index.html Good luck! Badmarsh
  23. Tribe Name: Blackfang Wolfboyz Leader: Skumtoof da Archgit War Cry: "For da Great Big Wolf!" Faction: Gitmob Grots Realm: The Realm of Beasts (Ghur) FLUFF: The Blackfang Wolfboyz are a band of opportunistic raiders, living between all along the caves and forest paths of the Rockbrow Mountains. In times of idleness, they stalk travellers who divert from the paths, silently creeping on the unsuspecting upon their wolf mounts; but when they march to war they ravage the lands around in great packs, hungry for food and loot. The tribe worship Gorkamorka as The Great Big Wolf, a form both cunning (as it circles its prey and isolates them from their allies) and brutal (as it savages its prey with its sharp teeth and claws). Using whatever means at their disposal, every Grot in the tribe must tame a wolf to ride upon when embarking on raids. Whether this is by coercion or force is no matter, but those who fail are invariably watched with amusement by the rest of their brethren as their green flesh is stripped from their bones by the outraged canine. The Blackfang tribe are led by a strangely militaristic Grot by the name of Skumtoof da Archgit. Supposedly, his courage and strength-of-arms are legendary (at least among his Gitmob). This is likely less of some kind of cultural shift and more due to the sheer size and hunger of his gigantic wolf mount Big Bitey, who towers above the rest of her kin and bows her head to nobody, save from Skumtoof himself. Never far from his side is his trusty (a term used loosely) Shaman, Griksnab. While a shifty git with more than a few tricks up his sleeve, Griksnab is smart enough to know that even if he did kill his boss and become the next Archgit, he'd be quickly isolated and gutted by the rest of the tribe without something like Skumtoof's wolf as a trump card. When not aiding Skumtoof in his rule or on the battlefield, he spends his time sneakily trying to sway Big Bitey into becoming his own mount with gifts and simpering tones. Griksnab quickly lost three fingers and switched to bullying Snotlings into doing it for him, with limited success. CRUNCH: 1000PTS ALLEGIANCE - GITMOB ALLEGIANCE ABILITY - BIG AND BRUTISH LEADER: - (GENERAL) - Goblin Warboss on Giant Wolf w/ Git-cutta and Git Shield (BATTLE BREW) - 60pts - Grot Shaman on Giant Wolf - 80pts BATTLELINE: - 10 x Grot Wolf Riders w/ Pokin' Spears and Raidin' Shields - 200pts - 10 x Grot Wolf Riders w/ Pokin' Spears and Raidin' Shields - 200pts - 10 x Grot Wolf Riders w/ Wolf Bows and Raidin' Shields - 200pts - 5 x Grot Wolf Riders w/ Wolf Bows and Raidin' Shields - 100pts OTHER: - 2 x Grot Wolf Chariots - 80pts - 2 x Grot Wolf Chariots - 80pts View Page
  24. He will also be fielding at least 3 stormfiends. Common folks!
  25. It's November! That means it is time for the Underworld Cup!! Due to work obligations I have not been able to attend since Coach FlyingDingle took on hosting the event with new rules. But this year is different! I can finally bring my Ogres into a potentially competitive environment for them with plenty of build gold and a nice boost in development at the early stages of the tournament. You can find rules for the event here. Essentially you start with a 1.2 Million GP build and get to add 90k in skills and extras each round. Each player can only get one upgrade per round. Outside of that you are pretty much free to do what you want! My Ogres start with an extra 100k for their build (so 1.3) plus an additional 50k to spend on skills before Round 1 (so 140k total). After a few botched attempts at roster creation here is what I settled on for Round 1: Click to embigify First thought it... was do Ogres love? Being strong! So +ST is a must. Also they like to hit stuff and help each other hit stuff so we needed some hitting skills and a bit of Guard tossed in. Snotlings don't need anything but to get in the way and not get stomped. Unless you bring a Chainsaw to the field... in which case you probably won't get eaten (right away). So what does Round 2 look like? See for yourself: Push button make big Gonna need to be able to hit people better! Also maybe we'll try and pick up the ball? Then it is on to Round 3: You can do it! Click here! Hitting things is fun but what we really want is dead things (to hit and eat)! Ogres!! Let's fall on em!? We get up in Round 4: Don't make me type things here... We get up and we also get tricksy with a bit of Side Step to go with our Frenzy. Oh yeah and we can also move around a bit more with some Break Tackle in there for funsies. Round 5 it all goes to pot: More +ST!! More movement!! More crushing skulls rarrrggh!!? And there you have it. My goals with these rosters and upgrades is simply one of having fun playing with my Ogres. Nothing fancy. If I can win a game or two and get a bunch of CAS in the process I would be a very happy Irongut. What will become of the matches?! Perhaps I will let you know the next time I update..
  26. The half orcs on Crimson Rock were essential for both sides. The battles on the borders were decisive. Battleplan: The Border Wars (points collected by having most units around the objectives). Armies: Points: 2000 Bretonnian army: 5 Grail knights 5 Grail knights 8 Knights of the Realm 1 Field Trebuchet 5 Freeguild Outriders 5 Mounted Yeoman 20 Peasant Bowmen 12 Freeguild Greatswords 10 Freeguild Handgunners 1 Empire General (general) 1 Paladin 1 Battlemage 1 Damsel of the Lady Orc army: 1 Frostlord on Stonehorn (Brew, General, Ravager) 1 Huskard on Thundertusk (Brew) 2 Mournfang Pack 2 Mournfang Pack 10 Savage Orruks 10 Savage Orruks 10 Savage Orruks 1 Icebrow Hunter (Brew) 2 Frostsabre 2 Frostsabre Beastclaw Avalanche Skal Orcs put down some points less, so he rolled on Triumph Table and got to reroll saves. Pre-battle strategy: put all on one card, get first round, cross 24" and charge into Grail Knights and deny their charge. Appear close to Trebuchet with the Hunter and Frostsabres, shoot down the crew and charge into Bowmen to deny the Arrowstorm and some hero. Move close with the Thundertusk and kill the General with Ice Blast and use Vulture to get the Bowmen under 20 models to deny x4 arrowstorm. Move to objectives with savage orruks and keep Bretonnian units busy until orcs have enough points to win. 1st ROUND Shock and Awe. Turn 1: 5 Mounted Yeomen moved close to objective with their special ability. Orcs took the initiative. The Hunter appeared and drank two swigs of the Brew. I figured he'll die anyway next round. Frostlord used his General's ability for rerolling charges for Beastclaw units. Frostlord ran forth, others moved. Huskard moved and blasted the general away with Ice Blast, Hunter shot but managed to hit with only one in spite of +2 to hit and wound. Killed two crew from the Trebuchet. Mournfangs shot, killed one Grail Knight and Blood Vulture killed a Twohander. Savage orruks made a lucky charge to Mounted Yeomen and got more models around the objective. All Beastclaws charged and made ton of mortal wounds: only 1 from battalion, 4 from Stonehorn charge, 2 from Mournfangs. Frostlord attacked first and deleted 4 Grail Knights and 7 Knights of the Realm. And he did not roll very well. Terrible. Mournfangs did not do well, Hunter attacked the Bowmen, Frostsabres the Damsel and Trebuchet crew. Trebuchet was eliminated as were most Grail Knights and all Knights of the Realm with Battleshock. At the end of the combat round orcs had dealt 58 wounds and lost one Mournfang and one Frostsabre. I think orcs got altogether 10 wounds. Orcs: 5 VPs Turn 2: Bretonnia could use general's powers, cast some spells. No arrowstorm due to the units within 3", Bretonnian shooters got -1 to hit due to Avalanche's charge and could not kill anyone. In combat round orcs got some wounds and one Frostsabre was killed. Mournfangs missed basically all attacks and failed miserably as always. Stonehorn saved with mostly sixes and rolled mostly 1s to hit and killed Paladin and no-one else. Bretonnia: 1 VP 2nd ROUND Orcs won priority roll and there we decided to end the game as Bretonnia was mostly killed and orcs having most army intact. Orcs claimed major victory. SUMMARY: Well... I'm afraid it was a boring game for my partner. So I won't be using that list again. 18" charge range together with Destruction Alliance Ability is rather terrible. The alfa strike was thrice as bad as I had thought. But it was nice to try it out. Frostlord's fist attack was terrible. And such a pity Mournfangs are so weak - they are my favourite models and therefore will probably be in my list in the future as well. The tactics work well: killing the General, eliminating the Trebuchet and denying Grails' charges and Bowmen's arrowstorm were decisive, killing so many Grails etc at the first round was a bonus. Sending in Stonehorn/Mournfangs as multi-wound tanks to keep enemy busy and take the objectives worked also well. BATTLE BONUS: increase the range of all generals command abilities and traits by 6“. 3 points from major victory.
  27. I only have a game under my belt and my local store is holding a tournament this weekend. I could use the help building a list. The tournament is 2000 points. The models I have to use are as follows: 4 Stonehorn/Thundertusks (magnatized to be either and be either riders or lord/huskard) 1 Tyrant 2 Hunters 8 Mournfangs 10 Yhetees 8 Frost Sabers 2 Butchers 1 Gorger 6 Lead Belchers 12 Ogers 6 Ironguts 1 Iron Blaster 1 Scrap Launcer 70ish Gnoblers ------- Was thinking of taking all the stonehorns/thundertusks, a 4-pack of Mournfangs...and filling the rest with what ever fits.
  1. Load more activity