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Malorndk
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Post: #41
RE: 14.000 Points 8th Edition Legendary BattleMalorndk 08-19-2016

Haha I enjoyed the baby carriage experience a lot myself Fuggit xD <3


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08-19-2016 03:33 PM
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Malorndk
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Post: #42
RE: 14.000 Points 8th Edition Legendary BattleMalorndk 08-19-2016

Daily Progress on the board

I did not manage a lot today, but I might as well keep this update as a super basic walkthrough in board making.

Today was rather rainer, so I moved into the shed! Rather crammed, but cosy


Since yesterday, the spackling paste has dried up, leaving a hard textured surface, which will easily resemble an uneven rocky surface once sprayed black and highlighted gray.


Todays featured hobby tool is the magnificent Trälim (which translate to wood glue if you aren’t as keen on the Scandinavian language as you ought to be Wink ).
Trälim is a magnificent bastard. It holds many fine qualities such as:
1) Dirt cheap
2) Large quantities
3) Incredibly binding once dried
4) Will take hours to dry, leaving you with time to readjust and make things perfect.
5) Can be watered down and even removed completely if applied the wrong place, simply via water.
6) Will not wreck your pencil, floor or wifes hair if you behave like a fool with it. Spilled superglue is the eight deadly sin in comparison.
7) Will be transparent once dried unless it’s a thick layer.
The only downside is, that it takes forever to dry, making it almost useless on models, but perfect for terrain if you are patient. My way of making terrain involves short sessions of work with long pauses due to things needing to dry for 12-24 hours.


Today I wanted to glue the sand on the board that will later become the brown, barren highland connecting the Nehekharan dessert to the rocky foothills of the World Edge Mountain. The process is the same that most people would use to glue sand to their bases. First you aplly glue and sand. This is neither a precise science, nor a job that is easy to be bad at. Just grab a big brush, stick it in glue, scream Cowabunga and go nuts. Finish with sand Wink


Once done, everything needs plenty of time to dry.


The little wood piece is one step further along, as it got sand glued on yesterday. Today it got the sealing layer of watered down Trälim. It is known, that sand has a tendency to chip from boards and bases. The counter to the is this exact process:
1) Glue sand to surface and let is dry.
2) Apply watered down glue over the sand in a thin layer and let it dry.
3) Spray it black/white/whatever and let it dry.
Now the sand is held be 2 layers of glue and a primer, and will not got anywhere, even under a fierce drybrush.


Now it’s weekend, so I will not make any progress before monday.


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08-19-2016 04:15 PM
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Malorndk
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Post: #43
RE: 14.000 Points 8th Edition Legendary BattleMalorndk 08-21-2016

Story Background to set the mood and the setting

I’m not a native English speaker, nor a skilled writer, but I do enjoy the Old World as a setting. As gamemaster for the campaign leading up to this Legendary battle, it has been my job to make a somewhat relevant and believable twist of the events during the End Times, that allows most of the books to be canon in the campaign, but still leads to a final destination, where Archaon and Drazhoath allies in a grand battle against Nagash, at a place where rocky highlands leads into full out dessert. This is my attempt to set the stage. I have used a lot of WFB websites to map out cities, routes and traveling time, as well as choosing Quatar as the perfect place for the battle. I hope you like, and if you do not care, that is not a problem either. Tomorrow should see some progress on the board, and very soon, I will have the complete army list up, with an estimate of what the opponent will bring. Stay tuned <3


The Fate of the World
- Historical build up, for the setting prior to the legendary Battle-



Ulthuan has sunk to the sea and the Winds of Magics, formerly bound to the Great Vortex, has taken hold of mighty mortals, turning them into Incarnates of magic. These mighty individuals gather all their strength and armies in the elven home of Athel Loren and are the last hope of the living. In the meanwhile, the Skaven has eliminated Estalia, Tilea, Lustria and has now set their eyes on the dwarven Kingdoms. The most deadly menace however, is Archaon Everchosen and his world spanning chaos incursion, that eliminated Naggaroth and Kislev first, broke the Auric Bastion protecting the Empire, and now has made short work of Marienburg, Middeheim and Nuln. Altdorf is besieged by Archaon himself, and Karl Franz has fled with Balthazar Gelt, The last of the Reiksguard, the remaining Brettonians and Ungrim Ironfist’s Slayers. They seek refuge in the Athel Loren. Invited by the Everqueen and Eternity King.

In untouched Sylvania, Nagash has absorbed the power of the Shyish - the Wind of Death, and he prepares to shroud the world in everlasting peace through undead unity. The Ogres has vacated their kingdom, marched across the Dark Lands and clashed with Grimgor Ironhide’s WAAAGGH! Ghur -  the Wind of Beast choose Grimgor as its Incarnate during the battle, and the initial unity of orc and magic causes the bedrock to crack in a circular earthquake around Grimgor, killing loads of orcs and ogres. The ogres interpreted this as a sign from the Great Maw, and follows Grimgor east to Zharr Naggrond, laying siege to the capitol of the chaos dwarf empire.

Far to the south east lies the Black Fortress, occupied by the Legion of Azgorh under the command of Drazhoath the Ashen – Exalted Hellfire of Hashut. Drazhoath recently attacked the last World Root in the Dark Lands and was crushed by the Everqueens forces, that suddenly appeared from the shadows under the canopies of the trees. Drazhoath realizes that these are the times to seek alliances for survival, but also a time of opportunity. The siege of Zharr-Naggrund brings great pleasure to Drazhoath, who will not lend a finger in aid of Astragoth Ironhand and his damned Council. Let them burn and leave the Kingdom for better suited leaders! This however leaves no other potential ally than Archaon Everchosen himself. Ten years ago, Drazhoath aided Tarmurkhan in his search for the Throne of Chaos, but Archaon will not disappoint as Tamurkhan did. Archaons success is prophesized! Drazhoath decides on a daring plan, risking everything. He sends an emissary North-West to Archaon with words that he promise him aid, and intends to attack Nehekhara to force Nagash south, leaving the North open to Archaon’s onslaught. Over the next month, Drazhoath and his Castellans orders the Black Fortress stripped of valuables, slaves, war machines and troops, and fills the hulls of the Blackshard Fleet, that set sails south through the Dark Lands and Gnoblar County via the River Ruin. The Gnoblar trade settlement Pigsbarter is overrun and its inhabitants taken as slaves, as the Blackshard Fleet reaches the Sea of the Dead and sails westward.

After turning south through the Straits of Nagash, the Blackshard Fleet finally reached the north eastern shore of Nehekhara. The fleet follows the coastline south, crossing the abandoned and ruined city Lahmia, birthplace of the vampiric curse. Two months after the Legion of Azgorh set sail at the Black Fortress, the fleet arrives at the costal city of Lybaras – the Tomb city of Asaph. The ancient city has been mostly vacated, as High Queen Khalida has marched the Asaph Legion north with Nagash’s Legion. The meagre defences can not withhold against the war machines of the Legion Azgorh, and in a matter of hours, the city falls. The Wolf Raiders even manage to hunt down all the city’s outriders, thereby concealing that Nehekhara is under attack.

The next target is Mahrak – the City of Decay, which is better protected, but are also caught completely off guard. This siege lasts for two days however, and messengers to slip out of Drazhoaths grasp, travelling day and night through the kingdom to sound the alarm of the Dawi Zharr invasion. Messengers are also riding tirelessly north, to bring word to Nagash in Sylvania. Once Mahrak crumbles, the Legion of Azgorh takes the troublesome detour south to Rasetra – Fortress of Vengeful Spirits, which is often ignored be invading armies, due to its secluded location, near the southern jungle. The Tomb Kings of Rasetra have been warned, and are prepared to fight. The Siege last a week, and causes heavy casualties on the slave stock of the Dawi Zharr. The undead deploys tamed, scaled beasts from the jungle in battle, with dagger sized teeths and vicious claws. To combat this unexpected ferocity, Drazhoath and his Daemonsmiths binds K’daii firedaemons to their enchanted metal shells and send them to battle the jungle beasts. By weeks end, the city lies in shambles, but Drazhoath has spent way more artillery than should be considered reasonable, most of which can’t be easily be reproduced. With hours delay, the Legion of Azgorh marches west. They must pass through the Charnal Valley, which is vast and will take the legion a month to pass through.

The messengers of Mahrak arrives at Sylvania months after their departure with words of their homeland under siege. Nagash realizes the importance of maintaining a front against Archaon and orders his legions south to retake Nehekhara. This leaves the other Incarnates and the last hope of men to fend of the overwhelming forces of Archaon, effectively dooming the Empire of men. Vlad von Carstein does not approve of his Surpreme Lords decision, but does not object either. The Undead Legion has to cover big distances before they reach Khemri though, and the Dawi Zharr does not waste the time granted to them by their enemies by being idle. Before the messengers even reached Sylvania, the Legion of Azgorh had made it through the Charnal Valley and started a gigantic construction in the Gateway of Eternity, where the Charnal Valley connects western and eastern Nehekhara through the World Edge Mountains. With the entire resource of slaves from the Black Fortress and Pigsbarter, Drazhoath commands the construction of humongous wall at the western edge of the Spine, which stretched hundreds of miles from north to south through the Gateway of Eternity, effectively dividing eastern and western Nehekhara. The Wall is built with stones from the mountains, but covered in precious Obsidian brought from the Dark Lands to better ward against the undead barrage of magic. The process takes months, and leaves slaves dying in the heat by unreal numbers. But the Dawi Zharr shows their mastery as builders and overlords, and before Nagash is even back in Nehekhara, the Obsidian Wall stands tall, all the way to the borders of the city Quatar – Palace of Corpses.

Quatar is a heavily guarded city, with temple districts, ancient pyramids and tomes as well as outer quarters on the outside of the city wall. When the construction of the Obsidian Wall got too close, months of military harassment began to cripple the completion of the wall. Screaming skulls smashed against the vulnerable construction, while arrows from swift chariots targeted slavers and slaves alike. The fallen often rose again, and spread panic and severe bloodsheds amongst the workers. Drazhoath had to diminish the damages and sent multiple Artillery trains, many hosts of Bull Centaurs and the entire Legion of Infernal Ironsworns led by Rykarth the Unforgiving to reduce the delay of the construction.

What followed was a catastrophe. The city of Quatar struck hard and mercilessly against the invading war host. Carrions in number enough to darken the sky and Ushabties and Bone Giants wielding enormous bows that penetrated even blackshard armour. Big regiments of Tomb Guards tangled with the Ironsworns, but even though the liches brought many back after been chopped down, the Ironsworns won the grind. The Bull Centaurs where hard pressed against the Ushabties, and got flanked by multiple Bone Giant. Most of the Bull centaurs perished, but a small warband won out in the end, but had to withdraw from the battle. The Ironsworns had now engaged the skeletons and zombies, while Fireglaives, Sorcerors and bolt throwers tried to handle the Carrions swarming the half-finished construction. As a final solution, the Daemonsmiths summoned nine K’daii Destroyers, but the Undead had come prepared. An entire circle of light wizards had kept a low profile for this exact moment, and as the Kdaii Destroyers thundered forward, radiant lights poured from the undead centre, crippling, wounding or straight up banishing the K’daii Destroyers. Drazhoath was livid. Most of his big fire daemons had just been stolen from him, along with a glorious victory. Rykarth the Unforgiving and his Ironsworns were taking heavy casualties and where nearly depleted. Enraged, Drazhoath mounted Cinderbreath, and a total of 12 Bale Tauri and Lammasi took wings, each carrying one of the strongest Sorceror-Prophet from the Black Fortress, all in full battle regalia of their ancestral bloodlines, clans and houses. Together they harneshed Father Darkness’ will, and rained the holy flames of Hashut through the undead light council, blasting them into smithereens. At the end of the weeks long combat, the Legion of Azgorh had fought Quatar into a standstill. The Obsidian wall stood finished, but the Dawi Zharr had lost so much to get It done. Rykarth and his Ironsworn were slain. Nearly all the Bull Centaurs where decimated. Nine K’daii Destroyers were banished, and seven Sorceror-Prophet had been overcome along with their majestic beasts.

Now begins the long wait. The Nehekharan awaits Nagash’s return, so they can topple the Obsidian Wall and retake eastern Nehekhara, while the the Dawi Zharr awaits the fulfilment of their alliance with Archaon Everchosen. They had bled to ease his odds, and they expected his Chaos Incursion to repay that depth sooner rather than later.  The Dreadquake Mortars has reduces the outer Quatar to utter ruins, but the undead infantry can not reach the heavily guarded war machines a top the wall.
Months later, Nagash and his seven remaining Mortarchs, reaches Quatar way ahead of Archaons Incursion. Massive amounts of raw magical energies assaults the units on the Obsidian Wall, but the energy is dissolved against the magic resistant materials in the wall. The shambling hordes of undead conquers the outer fortifications between Quatar and the Obsidian Wall, but can not pierce the Obsidian Wall itself.  Mortarch Luthor Harkon leads and airborn attack from the back of a zombie dragon, where Vargheists and Terrorgeists eliminates most of Drazhoaths remaining war machines. Luthor Harkon dies in the process however. Nagash has to await the full armies that has sworn fealty to him to arrive from all corners of the Nehekharan Empire before committing to the destruction of the indestructible wall. Over an additional month, the undead army reaches a ridiculous size, before attacking the Obsidian Wall from Quatar and all the way to the Gate of Eternity down south. Nagash and his Mortarchs strike out from Quatar itself at the northen point of the Obsidian Wall, but in this deciding hour, the glaring war horns marshals the coming of the Everchosens Incursion from the north.

Since Nagash left Sylvania, Archaon has made quick work of Altdorf, and crushed the Incarnates in Athel Loren. Only Nagash remains as a worthy opponent, so he marched south at a frightening pace. Sigvald the Magnificent, The Maggot Lords and Vilich the Curseling were left to crush the remaining Empire troops, the last Brettonian and scattered Elves. Archaon has brought Valika the Gore Queen and her Bloodied Horde, Throgg the Troll Kings monstrous horde and the Glottkin himself to battle, along with his elite warriors and knights; The Sword of Chaos.

Far North of the wall, Archaons Incursion is joined by the Legion of Azgorh, who has made a roundabout through the Spine of the World, so that the Dawi Zharr would partake in their gods glory alongside Archaons troops on the field. Most of the Incursion strikes at the inner Quatar, but Archaon, Drazoath and their warlords seeks out Nagash and his Mortarchs to make an example of the Great Necromancer under the Eyes of the Gods. Between the Obsidian Wall and the outer ruins of Quatar, battle is joined to determine the Fate of the World.


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This post was last modified: 08-22-2016 01:23 AM by Malorndk.

08-21-2016 12:36 PM
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Helblindi
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Post: #44
RE: 14.000 Points 8th Edition Legendary BattleHelblindi 08-21-2016

Great read, epic introductory post!
The battles you described, did you guys actually play those? I'd love to see 9 destroyers in action Happy

Also thanks on the terrain tip, will try the wood glue sealing.


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08-21-2016 04:57 PM
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Malorndk
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Post: #45
RE: 14.000 Points 8th Edition Legendary BattleMalorndk 08-21-2016

Thanks man! Glad you liked it!

Nah this is fiction. No games played of the Legion of Azgorhs invasion of Nehekhara. The reasoning behind including this went something like this:
1) Which TK city is closest to mountains, thus explaining our dessert->rocky surface game boards? Quatar!
2) How do I reasonably explain that a giant wall is present? Chaos Dwarfs where present in great numbers prior to the actual battle!
3) Why are the CD at Quatar? A deception to draw Nagash south. This also makes the alliance with Archaon believeable.
4) Since I use Drazhoath, which route would the Legion of Azgorh take to Quatar? The sail down River Ruin, sweep cities, and cut of the conquered Nehekhara with something like the chinese wall.
5) Since I use most of my models in game, and the wall will basicly be for show and not an interactive part of the game, why is the wall so thinly guarded? Because the CD has lost most of their units, numbers, lords, monsters and slaves while building the wall and conquering eastern Nehekhara AKA write some battles, where you feel Drazhoath loose loads and loads of his resources.
6) Since we can't show the pure scale of the legions clash, were are the bulk of the armies? The battle off board, at inner Quatar, but if Nagash has already commited himself against the wall, that would draw Archaon and his lords towards Nagash for a chance of glory.

This thought process clears most of the requirement, with manageable plot holes. Then I just had to write a story out of this, with some background on the actual End Times events, and some battles to make Drazhoath hard pressed. And lastly, mentioning some rather grand battles in passings are very much how the releases about The End Times were written, so I echo some of their style.


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This post was last modified: 08-22-2016 01:10 AM by Malorndk.

08-21-2016 05:42 PM
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Post: #46
RE: 14.000 Points 8th Edition Legendary Battletjub 08-22-2016

Great! Love that you guys keep it up... Happy


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08-22-2016 12:27 AM
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Malorndk
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Post: #47
RE: 14.000 Points 8th Edition Legendary BattleMalorndk 08-22-2016

Small update - Final steps before painting

Spent 20 minutes on preparing the board for painting.
5 minutes spent with a small besom and dustpan, to collect excess sand, and leave an even surfaces.
Then I watered my Trälim down around 50/50, and began to apply the sealing layer of glue over the sand.


10-15 minutes later, all the sand has been sealed.


Wednesday, the painting will start <3


Today was a small quick one. Stay tuned.

@tjub: Unless something major happens in my gaming group, we will probably hang on to 8th for years to come. We only play 3-4 days a years, and embrace crazy ideas, so we don't experience the stale meta game that needs to be renewed by a new edition of rules. But yeah I'm feeling pretty lucky that I have my Warhammer boys with me well into my adult life. Most of us has been painting and playing together since 1996 xD


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This post was last modified: 08-22-2016 03:26 PM by Malorndk.

08-22-2016 03:26 PM
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Post: #48
RE: 14.000 Points 8th Edition Legendary BattleAdmiral 08-22-2016

This is nothing short of marvellous. Good prep work & intro! Crazy takes on wargames are the best.


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08-22-2016 04:18 PM
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Malorndk
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Post: #49
RE: 14.000 Points 8th Edition Legendary BattleMalorndk 08-24-2016

Painting the board - Lots of progress (and a setback…)

Today was a painting day. I wanted to get as far on the board as I could manage. It was sunny. I had about 5 hours, but a baby as well (who was tired and needed sleep)
I will continue my tutorial approach just for kicks. First, I finished the little wood.

The little wood base

1) Spray black, drybrush grey, basecoat Rhinox Hide on the sand


2) Drybrush the dirt with Mournfang Brown. This does not need to be even, or perfect, but try to hit most of the Rhinox Hide


3) Drybrush with Kommando Khaki (What is its new name?). Very uneven. Small amounts on the brush. Just to add variety. Seal with a light layer of anti-shine varnish.


4) Add Trälim or PVA glue or whatever it’s called. Add whatever basing that you removable trees have on their small bases. No one want to make and extra set of 30 trees to a new board, so find some way to make you grass-based trees useable on all your boards. This shows a tiny patch of grass on the rocky ground, from which 2-3 trees can be placed, thus creating a believable wood (Because 2-3 trees = wood #wargamerlogic).




Painting the board

The board follows the exact same steps as the wood, it just takes more time to do. And yeah, it needs some sand at the end instead of grass obviously. So simply: Spray black.




Now, Don’t waste expensive paint on terrain if you can just mix cheap ones and get away with it. Quantity and price over quality here.


Mix Black and white to hit something close to the Dawnstone Grey that should match your bases.


Realise that you need 2 layers, and that terrain painting shouldn’t be a precise science, but fast, dirty, random job, with some paint nuances to ensure variety.


Drybrush the rocky texture in two layers. One dark followed by one light in a smaller quantity.



Base coat Rhinox hide on all the sand to make it into dirt (This took quite some time).



Apply Mournfang Brown drybrush. Not precise, but try to hit most of the Rhinox Hide with some amount of Mournfang Brown.



Highlight some uneven spots of Kommando Khaki to add variety.


Make a rough gradient towards the dessert. It is ok it looks super silly. Sand will be glued on top, so the gradient will only be visible through the pebbles, and it should not be too noticeable.




…And this is where I dun goofed…

All of the above took me about 3-4 hours work, as I had to feed the baby, play with the baby and convince grandpa to walk him to sleep in the baby carriage (Hint: Easy convincing <3 ). This left me with about an hour to add the sand, which should be manageable. But I was pretty tired, and as you can see on the pictures, Denmark actually had some sun out for a change, so I was pretty roasted as well. My judgement began to falter, and I made a pretty stupid mistake in hindsight.

To make a believable dessert, the sand most be applied simultaneously, to avoid a bumby, unrealistic texture. So I knew I could not fx glue 1/3 of the sand to the board today, and then glue the rest tomorrow, as it would not be and even flow in the sand. As the idiot I am, I decided to go all out and put the sand on the board, while standing in 30 degrees directs sunlight. Adding Trälim to such a large area takes quite some time, and the heat meant, that glued dried faster than I could apply it. The wise man would reconsider at this point, and chose this fight for another day, but this imbecile of a Dane was stubborn at this point, and refused to acknowledge the defeat against the scorching sun. Full of visions of failure, I began to apply sand onto the uneven, semi dried glue.

I got exactly what I bargained for. The sand did not bind at all, and I even hit a shortage of sand 2/3 through, displaying my poor preparation. This made me panic, so I tried to apply new glue, and blow the excess sand onto it. Did not work. Then I tried with my brush, which was covered in glue, and I just made a bigger mess. Full of self-hatred and pessimism I surrendered, cleaned after myself and put the board away to dry.



I could not leave with so many questions unanswered. Hours later I returned to the scene of my defeat, to see the damage I had wrought upon my board. With besom and dustpan I removed the Excess sand…


I think my design idea will work, and I should be able to save it, or at least make it functional, but the dessert will never look entirely convincing now. I got one picture with a semi decent transition.


Most of the sand areas where simply just awful. Look at these horror pictures and imagine how crushed you would be to make such a mess and ridiculous finish, after such an otherwise successful and productive day. Many swearwords were uttered. #feelsbadman stopmenslegenergod.jpg












All in all, today was a success. Lots of good progress, and decent result. The finish was sad, and I will need to restock on the right kind of sand before I can continue, and redo parts of the sanding process to make the best of a poor situation.

Sorry about all the negativity today, but I cannot share these pictures, and write about my progress without quite a lot of self-loathing today. I will be back and jolly tomorrow, with a renewed mind set and perspective. Stay tuned.


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08-24-2016 05:05 PM
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TheHoodedMan
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Post: #50
RE: 14.000 Points 8th Edition Legendary BattleTheHoodedMan 08-25-2016

Terrain building is always try and error, so keep the spirits up. Your board will look great in the end.
I had good experiences with acrylic filler mixed with sand and acrylic wall paints lately. I built a Malifaux board this way, you can see it in one of my off topic threads. I saw somewhere a guy who made a complete desert board that way.

Your board already looks very promising, I am sure it will work out Cheers!

08-25-2016 02:05 AM
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Carcearion
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RE: 14.000 Points 8th Edition Legendary BattleCarcearion 08-25-2016

If your original work is any indication I'm sure it'll all turn out great in the end! Such a big complex project is bound to have a few set backs and for whatever its worth you have the lot of us here in your corner to cheer you on!

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08-25-2016 02:50 AM
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Malorndk
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Post: #52
RE: 14.000 Points 8th Edition Legendary BattleMalorndk 08-31-2016

Thanks guys. I'm back in the game again, but I'm painting right now, and not thinking about the board for the remainder of the week.


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08-31-2016 03:27 AM
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Malorndk
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Post: #53
RE: 14.000 Points 8th Edition Legendary BattleMalorndk 08-31-2016

Last two objectives finished and Scenario Pack finalized

My teammate on Team Chaos has finished the 2 last objectives for the dessert base. With these in the house, only the board needs completion:


I have also made the final adjustments to the Scenario Pack, which is what you read at the beginning of this thread. This is the .pdf version that we will refer too during the game: CLICK HERE FOR THE .PDF

Deployment will be on the 20th September, so I’m beginning to get anxious about the painting I still need to do Wink


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08-31-2016 03:29 AM
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Kamphre
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Post: #54
RE: 14.000 Points 8th Edition Legendary BattleKamphre 08-31-2016

I really like your objective markers. Well done !

08-31-2016 04:55 PM
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Malorndk
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Post: #55
RE: 14.000 Points 8th Edition Legendary BattleMalorndk 09-05-2016

Board nearly finished

I have tried to make up for my previous mistake. The end result is far from perfect but still useable and acceptable, so I will not spent more time being annoyed as it will not change anything except my mood. The board needs a quick anti-shine varnish and a few small tufts of grass, but for now I will not post any hobby images. Next update will be the armylist.


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09-05-2016 03:43 PM
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Admiral
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Post: #56
RE: 14.000 Points 8th Edition Legendary BattleAdmiral 09-05-2016

Nice recovery work, and counters. How about adding some random streaks of washes to the sand to make it pop as the other half of the board do?


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09-05-2016 04:39 PM
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Malorndk
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Post: #57
RE: 14.000 Points 8th Edition Legendary BattleMalorndk 09-05-2016

@Kamphre: Thanks! I'm pretty psyched about them myself.

@Admiral: I can not do that. Our TK army needed a rebasing last year, so we decided to keep it super simple and apply some sand to 5000 pts of Tomb Kings. When we later had to make the dessert board for the Tomb King army we had to make the board using the same method. The same situation applies to this board. It has to have the same colored sand as the other board and the TK armys bases.


Army list
This is Team Chaos’ 14.000 pts army list. I will make an estimate on what we will come up against “soon TM” and then make a quick estimate of which playstyles we will employ during the battle. Making layout of such a big army list was rather hard, but I tried to show you guys which characters are in which unit and what the entire unit costs in points.


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09-05-2016 04:54 PM
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Malorndk
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Post: #58
RE: 14.000 Points 8th Edition Legendary BattleMalorndk 09-05-2016

THE GRAND LEGION OF THE EVERCHOSEN
& THE LEGION OF AZGORH



Archaons Elite

Archaon Everchosen & Dorghar

Archaon Everchosen

865

The Sword of Chaos
10 Chaos Knights, No mark, ensorcelled weapons, full command & Scarecrow Banner

465

The Everlastin Deathbringers

20 Chaos Warriors, No mark, shield & full command

330

The Bringer of Glory

1 Warshrine of Tzeentch

135


Valkias Bloodied Horde - Victors of Naggaroth

The Slaughterers of the Far North

17 Chaos Warriors, Mark of Khorne, additional hand weapon, full cmd & Banner of Swiftness - 351
Valkia the Gore Queen - 405

756

The Red Legion of the Blood Realm

20 Bloodletters, Banner - 290]
Kodihr the Violent; Herald of Khorne, Greater Locus, 2*Lesser Gifts - 195

485

The Unrelenting Hammer

5 Chaos Knights, Mark of Khorne, ensorcelled weapons - 270
Grogor the Demolisher; Chaos Lord on barded steed with Mark of Khorne, Armour of Destiny, Dawnstone, Sword of Might, Scaled Skin & Soul Feeder - 369

639

The Bloody Reavers
18 Chaos Warriors, Mark of Khorne, shield & full command

336

The Sons of Rage

10 Chosen, Mark of Khorne, halberds & full command

260

The Dread of the Wastes

3 Skullcrushers, Mark of Khorne, ensorcelled hand weapons, musician & banner

254


The Monstrous Horde

The Glottkin

Glottkin

810

The Terror from the Wastes

8 Chaos Trolls - 280
Throgg the Troll King - 195
Maltrax the Foul; Doombull with Mark of Nurgle, Gnarled Hide, Blackened Plate, Fencers Blades, Rune of the True Beast & Pidgeon Plucker Pennant - 325

800

The Gutters
8 Chaos Ogres, Mark of Nurgle, great weapons, banner & musician

380

The Sluggers

2 Beasts of Nurgle

120


The Dawi Zharr of the Black Fortress

Drazoath the Ashen & Cinderbreath

Drazhoath the Ashen – Hellfire of Hashut

700

Zanklai’Otory the Deathsinger & Uzroth’kulon

Sorceror Prophet level 4 on a Lammasu level 2 with Sorcerous Exhiliration, Blood of Hashut, Book of Ashur, Charmed Shield & Opal Amulet: The Lore of Death & The Lore of Shadows

645

Hruz the Unbend & Ta’Inroth

Sorceror Prophet level 4 on Bale Taurus with Blood of Hashut & Black Hammer of Hashut, Enchanted Shield, Talisman of Preservation & Other Tricksters Shard: The Lore of Hashut

645

The Infernal Fist of Fire

34 Infernal Guards, Great Weapons, Full cmd. & Standard of Discipline - 557
Uzemilar Firefist; Castellan BSB with shield, Biting Blade & Mask of Furnace - 207
Izit; Khan with light armour, shield, Ironcurse Icon & Sword of Striking - 64
Korc’bai; Khan with light armour, shield & Gold Sigil Sword - 59
Ghrasha; Khan with light armour, shield, Relic Sword & Obsidian Trinket - 69
Bashiuk; Khan with light armour, shield & Sword of Swift Slaying - 69
Vnar; Khan with light armour, additional hand weapon & Terrifying Mask of Eee! - 71

1096

The Pride of the Black Fortress
29 Infernal Guards, Fireglaives, Full cmd. Naptha Bomb - 520
Anzar the Deadly; Castellan, shield, fireglaive, Trickster Helm, Sword of Battle & Luck Stone - 197

717

The Exalted Bullspawns of Hashut
9 Bullcentaurs, GW, full cmd. & Gleaming Pennant - 480
Baizrack; Tauruk with Sword of Antiheroes, blackshard armour, shield, & Potion of Toughness - 205

685


The Slaves and Puppets of Drazhoath

The Expendables

49 Hobgoblins, Banner & Musician - 208
Zhin-budar; Khan with light armour, shield, Dragonbane Gem & Dagger of Malice - 69

277

Da Cheap Shots
21 Hobgoblins, Bows, shields, Banner & Musician.

128

The Raiders of da East

11 Wolf Riders, Banner, mus, bows - 169
Aizhul & Bokk; Khan on Wolf, with light armour, Dragon Helm & Shrieking Blade -74

243

The Last of the Obsidian Slaves
17 Black Orcs, shields, full command & Banner of Eternal Flame [6*3 formation]

256

The Hellfire of Zharr Creation

1 K’daii Destroyer

325


The Daemonic Constructs of War and Fire

The Battery of Zhataras
Zhataras the Bloody;
Daemonsmith lvl 2 with Chalice of Blood and Darkness: The Lore of Death -180
The Terror from the Skies; Hellcannon - 210
The Red Quake; Dreadquake Mortar – Slave Ogre, Hellbound - 240

630

The Battery of Yzkiloth
Yzkiloth Firebreath;
Daemonsmith lvl 2 with the Dispel Scroll & Shield of Ptolos: The Lore of Fire - 180
Ashcannoth the Blue Beast; Hellcannon - 210
Ye Olde Rumbler – Finest of the First Age; Dreadquake Mortars – Slave Ogre, Hellbound - 240

630

The Bird Bomber
Deathshrieker Rocket Launcher - Hellbound

125

The Screaming Fire Barrage

Deathshrieker Rocket Launcher - Hellbound

125

The Terror of the Void

Skullcannon of Khorne

135


13.997


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09-05-2016 04:55 PM
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Fuggit Khan
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Post: #59
RE: 14.000 Points 8th Edition Legendary BattleFuggit Khan 09-06-2016

I really love all the creative names you have for your units:
The Slaves and Puppets of Drazhoath

The Expendables

Da Cheap Shots

The Raiders of da East


The Hobgoblin in me is smiling in delight Evil idea


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09-06-2016 01:55 PM
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Malorndk
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Post: #60
RE: 14.000 Points 8th Edition Legendary BattleMalorndk 09-06-2016

It's not something we did previous to the campaign, but it has been extremely compelling to play a campaign where we did not kill "the BSB and unit of knight" but instead could banter around "the death of Duke Theodoric and the Knights of La Maisontaal." We did not think it would make a difference, but it really has <3


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09-06-2016 02:11 PM
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