Kickstarter Watch: The Minotaur Horde

As anyone who reads this blog knows, I’m a passionate lover of all things monstrous and bestial. The downside of this predeliction is a decidedly meager set of offerings from our main hobby manufacturer when it comes to Brayherd s and warherds. Well, let me tell you, the era of the awkward, early-CAD designed Minotaur is over! Zealot Miniatures is brining a line of bonkers detailed bad-fucking-ass minotaurs that we can all be proud to add to our warherd. Check out their Kickstarter, The Minotaur Horde!

Not just that, they’ve taken the opportunity to dive into what may be uncharted waters: female minotaurs. And guess what? They look AMAZING! Making good looking female versions of fantasy beasts is an alarmingly rare feat for the industry, and these guys really gave their female minotaurs the treatment they deserve.

There’s like 3 days left in the kickstarter, I highly recommend jumping in, whether you’re someone who plays Chaos in AoS (warherd are allies for almost every chaos faction), plays RPGs or play kings of war or 9th age.


Regiments of the Thorn Moons: My Take on the Iron Sleet Invitational II

Regiments of the Thorn Moons: My Take on the Iron Sleet Invitational II

 So, if you don’t know about them, Iron Sleet are one of the single most amazing blogs around, their models are easily the most inspiring hobby projects I have seen. My continued interest in Inq28 and truescale marines primarily started with their blog (well, technically, the predecessor to their blog). Anyhow, they’ve announced a new project, a sequel to their Invitational, open to anyone. The charge in this new event is to create one of the countless human regiments serving in defense of the imperium, and those reaving against it.

Kydana Rovek is a servant of the great forge, a low ranking tech priest in the service of the dark mechanicus. His personal inclination is in service to the god of perfection, Slaanesh, and he evangelizes the soldiers under his charge agressively. He also seeks to improve their physical form with constant upgrades and experimentation. He has served the Red Corsairs ever since his forge world was raided by the traitor forces, he was then a novitiate and was eager to learn without the constraints of the Imperium.

The Annointed are a sort of special forces within the red corsairs renegade militia, wearing heavy plates of ceramite, they are the best equipped of Huron’s human warriors, rivaling even the Militarum Tempestus in yheir equipment. Rovek’s personal body guard is one of these nameless warriors.

Deg’s runners are a particular favorite squad of Rovek’s, and over the years they have received countless modifications. The 3 individuals featured here are based on Frostrave cultists and a goblintown goblin, I liked the idea of the two more elite, heavily armored models towering over their subordinates.

Bonus: 3 plasma gunners also made from Goblins, there’s a lot more work to go on these guys, but I made them plasma guns by adding stocks to plasma pistols. I’ll be filling out the veteran squad and tempestus scions squad for these guys along the way, as I’ve been working on dark mechanicus and renegade guard armies for awhile and I want to tie this project in.

The Free City of Novum, a primer

Ghyran, the realm of life, the green place, source of food to countless mortals in the other realms, the key to Nurgle’s ascension, the home of the wild sylvaneth, a danger to chaos and order alike. Ghyran is a realm like no other, a place with resources so vast, its inconceivable that the bounty of its soils could ever run out. Ghyran, a wild, untamed place once, is slowly changing. The free cities are hungry places, and as they have grown, so has their need for food. As the best growing lands in the realms, slowly but surely the forces of order have begun to carve out a slice of the wilderness and push back the forests, establishing farm lands on the places they clear, building out, building new cities, towns, villages. Farmers working the lands nearest the cities have strictly regimented, ordered fields, and resources for immense farming machines, animated by a combination of magic and dwarf and gnomish engineering. Furhter out, the work becomes more tedious. Farmers grow wilder crops, they must deal with a near constant onslaught from the forest itself, and to make matters worse, the expanses of the forest hold constant threats from everything from orc raiders, giants, minotaurs, trolls, and quite often, the forces of chaos. This environment is a constant struggle, where the ground and forest itself fights you just as hard as your enemies.

Novum is a hamlet in Ghyran, located in the county Glyse, and is the only settlement of its size in the region. As the center of comerce for a frontier region, Novum is an important and well defended transfer point for the region’s impressive agricultural outputs, after all, the town is the termination point for the great paved road that takes caravans of goods back to Hammerhal. As a crucial hub, the town benefits from a stormcast stormkeep that houses several dozen of the reforged sons of sigmar, an honor many larger towns closer to the great city don’t receive. Originally an aelven settlement, at the town’s center is an intact sylvaneth wildwood. Novum serves as the base of opperations for a contingent the Hammerhal Forestry Service, a professional corps of woodsmen tasked with holding the great forest at bay. They command a legion of self powered wood cutting machines, and the duardin engineers responsible for keeping the machines running primarily stay in the city, only going out when summoned to bring the machines in for repairs.

Novum’s satelites are a series of frontier villages, and from there, individual farms. The region’s princple crop is coffee, the close proximity to the forest line ensures ideal conditions for producing coffee beans of incredible flavor the size of coconuts. Cocoa is also cultivated here, and produced at prodigious rates. The only major problem in the region is a stubborn one. A pestigor herd lives in the surrounding forests, and has been systematically attacking the woodsmen and damaging or destroying their tree cutting machines. These beasts have always been a problem for the region, but as the human civilizations push further and furher into the woods, the beasts become more agressive. This particular tribe has even taken to kidnapping the children of villagers and farmers in order to expand their forces and demoralize their opponents.

Dealing with my table

Dealing with my table

So, I kickstarted a terrain set about 6 months back, the Promethium Forge bulkheads. I knew I didn’t have any room on my table for them, but I thought I could use them as a traveling terrain set. Well, after poking around at my terrain for awhile, I decided to jettison a lot of it.

It’s not that I don’t love my terrain projects, but they’ve all been pretty thrown together, and if I’m being honest, foamcore terrain just doesn’t hold up as well as I’d like. So, I decided to clear off all but a scant few buildings (specifically my arbites precinct, my plasma power station – which through complete chance is the same height as 2 levels of Sector Mechanicus terrain, my landing pad, and two of the styrofoam building sections, including my Hive Guys franchise). Might need a parody of Dunkin for the arbites…

The first thing anyone who knows my terrain will notice is my Tablescape is gone. I loved it, it’s great, it is however a giant pain for putting a lot of dense, interconnected terrain on. As a result, I decided to see how my starship interior fat mat would look as the floor of the underhive, and I’m happy to say it works really well. Not everything lines up currently, but once I have all the terrain I’m going to try to match things to the existing grid where possible. Even without that, it still really works.

Anyhow, previously I had thought of my landing pad as being part of the arbites resources, but having played through Eisenhorn: Xenos it struck me as kind of iconic that any new arrival in an area required running across a maze of gantries to reach their destination. So, I moved the pad to the opposite end of the board. I then arranged my stacks of crates (which include the new GW cardboard crates from 1st blood, the GW munitorium containers, infinity starter set crates, and a reaper bones container) around the area of the landing pad, as though that’s where deliveries are taken. I’ve positioned my sector mechanicus set as both an exit ramp for the landing pad and a platform for a crane that would remove deliveries from the pad.

As you can see, my sector mechanicus terrain has been…supplemented. I decided that I couldn’t make decisions about my board until I had more of it, and as you’ll find out later, I have no budget for it. So, I cut some foamcore and some granny grating as well as some plasticard, and with the discovery that beverage cans are almost identical in height to sector mechanicus levels, I employed some.

Despite removing large sections of my old board, my two favorite pieces (the precint and the promethium generator) are now more central than ever. My scatter terrain mixes well with the new additions, and my existing defense lines give ground level cover as well as add to the imperial aesthetic of the arbites.

I went ahead and ordered the Promethium
Forge can set to finish up the industrial side of the board, this should enable me to really give the feeling of a lot of levels and movement on the board. I will be placing a few gantries between the industrial area and the hab blocks (more on that later) so i need some more terrain there. Adding that will ensure that theres a clear walkway from the landing pad to the enforcer precinct (which i can then feature in missions).

The big empty 1’x4′ section on the opposite side of the board will be filled with my kickstarter bulkheads, also by Promethium Forge.

The end result is a very dense table with heights up to 15″ (actually the tippy top spire is 20″) and a fairly unified industrial feel. I can’t wait to get the rest of my terrain, and eventually replace my foamcore sections with actual zone mortalis tiles.

Battle Report: Flesh and Steel, 2K Brayherd vs Stormcast Eternals

Battle Report: Flesh and Steel, 2K Brayherd vs Stormcast Eternals

The brayherd, fresh from raiding, were animated, full of an otherworldly energy from their victorious Slaughter of the human and aelef inhabitants of the village. Suddenly,  the air around them grew crisp, and the Bray shaman’s nostrils flared, “The lightning men!” shouted the beast, roaring commands to prepare his followers for what would in moments be an onslaught. The Children of the Forest were often able to raid free of harassment, but the watchful eye of sigmar fell upon them this day, and a host of metal clad warriors would in moments descend on lightning bolts to bring justice to those intuders in the lands of sigmar.

The Shaman shouted “The stones, the village’s shards, find them quickly and bring them to me before they discover our intentions.”

The mission was Total Conquest, 2,000 points. My list was simple enough:

  • 2 bray shamans, 1 was general with scion of the dark gods 
  • 2 beastlords, one with great weapon and one with 2 axes and the herdstone axe artifact
  • 2 units of 30 gors
  • A unit of 30 ungors
  • A unit of 20 ungor raiders
  • A unit of 20 bestigors
  • A Doombull and 3 Bullgors
  • 5 centigors
  • A ghorgon for summoning

My opponent’s list was roughly:

  • A stardrake
  • A lord on dracoth
  • The stormcast totem guy
  • The flying character with the bird
  • A stormcast priest of some kind
  • 10 of the liberators
  • 2 units of 5 of the basic archer stormcast
  • 5 retributors
  • 3 of the flying guys from the starter set


Deployment: this mission used an unusual deployment map, actually kind of similar to vanguard in 7th ed 40k. We took turns placing units and my opponent decided to take first turn.

Turn one:

Stormcast: Joe popped the Dracoth rider’s fearless bubble and set to shooting at me, luckily failing to wound with a star fated arrow shot at my general, and wearing the centigors down to nothing before finishing up his turn

Brayherd: First, I successfully summoned a ghorgon, as well as made my bestigors fearless with inspiring presence. My other Shaman whiffed casting mystic shield. Some lucky run rolls brought my beasts up fast, the ungors hung back at a home objective, keeping it for the entire game. I ambushed my 20 ungor raiders right behind enemy lines, but their shooting accomplished little. My bestigors managed to make combat and got stuck in for what would be 4 turns of grinding combat.

Screaming across the field, a host of nearly armorless bestigors charged headlong into combat. The liberators said prayers to sigmar as the enemy reached their lines, and struck hard with their hammers. Despite the beasts’ unarmored appearance, they were nearly unphasdd by the impacts, given an unnatural resilience the warriors recognized as the blessing of the plague god. Each man that fell in this battle was likely to die, they knew, for the blades of the pestigor harbor certain doom.

Turn 2: 

Stormcast: the sigmarites struck back, shooting up my ghorgon and seriously depleting his wounds. The dragon rider landed on joe’s right flank, ensuring he kept his distance from the herdstone axe. The knight venator sniped out my herdstone axe Beastlord later that turn anyhow. The winged stormcast guys threw hammers at my ungors and charged, the dracoth rider charged my ghorgon, and the retributors charged my bestigors who were already engaged with the liberators. My ghorgon perished, but bizarrely the ungors and stormcast both failed to a single wound to each other. As noted above, the bestigor combat ground on for most of the game. The Drake charged my left flank gors and proceeded to delete the entire unit, a brutal combat that really left me in awe of its damage output (it also rains hell fire on you, and holy fuck did that do a LOT of mortal wounds across my army)

“THE SKULL, BRING ME THE BEAST’S SKULL” shouted the herd’s shaman

Brayherd: After the loss of my gors to the star drake, I tried to get my warherd into combat with him, but couldn’t make my rolls. My Beastlord with great weapon charged the dracoth rider, they would fight for a few rounds before the dracoth rider finished him off. My right gor blob multicharged the retributors and the knight venator

Turn 3: 

Brayherd: I rolled first turn this round, allowing my warherd to charge the star drake. Sadly, he ate 2 Bullgors and quickly killed the other, and saved all the damage done by the Doombull. The bestigors began to fall, and my gor herd slowly thinned out as well. Behind enemy lines my ungors took casualties but stayed stuck in with the flying dudes, reducing their unit to 1 model.

Smelling the fresh blood from the small wounds inflicted by the gors, the Doombull licked his pustulent lips and snorted excitedly. “You die!” He shouted in the common tongue as he swung his axe with a relentless fury. Though he did manage to plant the blade firmly into the beast’s shoulder, the rider unleashed a fury of hammer blows, leaving the creature’s skull a messy and unrecognizable pulp.

Stormcast: this is the turn the tide really changed. Joe used a stormcast power to move his venator to contest an objective, my Doombull died, my gors were heavily reduced. My last Beastlord and a bray Shaman die against his dracoth.

Turn 4:

Stormcast: joe mopped up here, killing my general with stardrake rain and killing my 2nd for blob to a man. I still held the back objective with 30 ungors, but nothing in joe’s army had the speed to reach them t5, so we just tallied out VPs for the rest of the remaining turns, and despite taking an early lead on VP’s, the stormcast held out on the end, winning 11-10!

The bray Shaman fled with great haste, leaving a trail of blood and pus behind his putrescent form. His best warriors were cut down like wheat by the blessed sigmarite weapons, and the drake had made short work of an entire flank. The Children of the Forest would need to be swift in their retreat as they needed serious reinforcements if they were to face the might of the stormcast again. Chuckling through the pain of his wounds, he said to the nearest pestigor “We’ll show them the transformative power of the lord of despair.”

He glanced back at the stormcast wounded his men had picked off and were now dragging into the lush undergrowth of the forest.

2k Brayherd Army Complete

2k Brayherd Army Complete

The Children of the Forest project started as some simple #AoS28 conversions for a warband. I had a chaos warrior army, and had some beastmen (a Shaman, 10 gors and 20 old plastic gors with great weapons, which I decided to run as bestigors) that I wanted to unify with a background that had a solid rooting in the AoS world (which until #AoS28 started, I hadn’t considered closely). 

What started as a handful of conversions quickly gained steam until I found myself with more than 150 models in the army. The Brayherd itself, originally just some allies for my chaos warriors, soon became the focus (as befits the background). The Children, taking front and center, became the focus of my hobby time. And now, 7 months or so later, the 2000 point core of the army is built and painted to a tabletop standard. It took a lot getting here, but I finally have a painted 2k list for AoS, and a huge pool of painted units for path to glory.

So, what’s next? Well, I have 19 additional pestigors to paint 3 chariots to convert and paint, 11 more poxwalkers to buy and convert, I need 10 more bestigors to convert, I have 10 human “ungor” archers to base and paint, and I need 2 boxes of ungors (finally back in stock) to make into the last of my ungors and ungor raiders. All told, I’ve got 41 models left to build and 63 (including the chariots) to paint.

Where do I go after this? Well, I’m getting 2 of the nurgle half of Blightwar, so I’m going to be able to fully complete my nurgle daemon army finally. Additionally, I’ve knocked together a list of conversions I want to do so my Brayherd is ready for path to glory, I’d like one of each option on all the charts (crazy, I know, and it’s going to be a long term project).

The Herdstone

The Herdstone

The clan’s herdstone was an item of particular potency, a large fragment of meteorite, a strange stone that the brayherd viewed as a gift from the gods.

Kwe’tul and his herd discovered the stone during a period of exodus, having left their former tribe seeking new lands. While they wandered the forests, they succumbed to the diseases of nurgle and Kwe’tul became a devoted follower of the plague god, saving his fledgling herd from death. Shortly after, their band came upon a group of giants hacking away at the stone to make crude weapons.

Offended that a clear work of the dark gods was being made into rudimentary projectiles, the beasts attacked and routed the gargants quickly, the brutes spooked by the sudden war cry and charge of the tribe’s best warriors. Since that time, the unusual stone had served as the tribe’s herdstone.

Draped with the remains of foes and their weapons, the herdstone is a testament to the plague god and chaos itself. Nurglings mind the offerings and give sarcastically crude religious instruction to any gor that wanders too close.