September Battlescroll update – Warhammer Age of Sigmar 4.0 Battle Tactics – GHB 25-26

September brings to us a new Battlescroll update and today’s update finds us replacing components of the Scouting force Battle Tactic to make some of it easier (praise Sigmar!) and other parts to try and make it less auto-include. This replaces the previous Warhammer Age of Sigmar 4.0 battle tactics – GHB 25-26 set of PDFs and an update is happening to that page at the same time.

September Battlescroll update – Warhammer Age of Sigmar 4.0 Battle Tactics – GHB 25-26

These changes in summary are for Scouting force which now determines Scouts as not just Non-infantry and non-cavalry units starting wholly within your territory but now reads “…which were not set up in reserve using a Deploy Ability…”

This means those great units that are logically scouts, those who get a pre-game move are the ones I am talking about here, are now counted as scouts even if they are outside of your territory! It also saw changes that part 2, Strike, and part 3, Domination, have their completion conditions altered so that the terrain in question must NOT be faction terrain.

For some armies, like Serephon, Skaven, Solblight etc., who have several or large terrain this could pose a tactical disadvantage for including your terrain piece on the battlefield. So this is a positive shift moving forward.

Coloured File for download.


Desaturated files to be downloaded (without the coloured background)


Thanks for dropping in for a day-after update since the drop of the September Battlescroll. May you roll plenty of sixes and always have excess command points,
The Brazen Wolfe

Warhammer Age of Sigmar 4.0 Battle Tactics – GHB 25-26 – (Outdated)

This has been replaced by the September 2025 Battlescroll update. The below File downloads have been updated to reflect the correct version.

A new Generals Handbook is on the way and with pilfered knowledge I have managed to scrounge together the battle tactics that are present in this next Age of Sigmars Generals Handbook.

Warhammer Age of Sigmar 4.0 Battle Tactics – GHB 25-26 – (Outdated)

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Coloured File for downloadThis has had its PNG and PDFs Replaced.


Desaturated files to be downloaded (without the coloured background) – This has had its PNG and PDFs Replaced.


While I look at ramping up for another, dare I say better, season for Warhammer: Age of Sigmar the new changes that come with the Generals handbook, the new battle plans and new battle tactics! It’s looking to be a fantastic season to play.

With changes to give better ways to not be shot off the board turn one, to make your army building more streamlined and changes made to to enable easier balancing in the future this is shaping up to be a great season. While many of the mechanics feel familiar for Warhammer: 40k players these are going to be big changes for the players of Age of Sigmar and myself, like many others, are calling it a revamp of the edition (a AOS 4.5 if you will).


Thanks for dropping in for an early Monday update – compared to my normal nightly posts. Don’t forget to come back this week for normal D&D content and I hope, soon, that I will have more Warhammer content coming back into the blog. So don’t forget to warm up those dice and as always, don’t forget your rerolls,
The Brazen Wolfe

(Outdated) Warhammer Age of Sigmar 4.0 Battle Tactics GHB 24-25

Sharing some thoughts on the current Age of Sigmar battle tactics. Note this has been replaced by the new Generals Handbook 2025-2026 which can be found here.

Note: Updated this posts title as a new Generals Handbook season has started which has made all of these obsolete!

Warhammer Age of Sigmar 4.0 Battle Tactics

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Or in a more neutral grey-scale option as a pdf.


A very short one this week as I have a few things in the air at the moment but I wanted to share something that I have heard a few people are struggling with. Tonight I have the Warhammer Age of Sigmar Battle tactics on a single page that are, for most armies, a bit difficult to achieve in the current state of the game in the first turn, let alone later in the game depending on how the first round goes.

For those who don’t know Age of Sigmar recently updated to 4.0 and while I haven’t had many posts about it I have been trying to at least have one match a week since its release, and doing poorly at it. But some observations can be made from my own experience and the battle reports I have watched.

Turn one most people struggle to pick at tactic unless they had designed it into their list. This is something that when I am constructing my list I look for something I can do – either something that has pre-game movement, something fast like cavalry or ranged outputs that can remove a unit from the game. But many tactics require you to partake in the fight ability (the melee variety) which makes some of them simply difficult.

But having cavalry or a way to buff your foot troops to try Seize the Centre, or Take the Flanks is a common first move that I have seen. Take their land is also great as any army that can teleport or deepstrike can take this turn 1 as you don’t have the stipulation of “not set up this turn” that will hamper your ability to achieve that tactic.

The overall grand alliance battle tactics, as seen above, seems to be hit and miss. But there is, generally, a “that’s doable” one and a “that is hard to do”, or at best a very situational tactic to achieve – unless you’re destruction as they both appear to be quite difficult, or at best very situational.

Thanks for dropping in tonight, not really a content-rich one but something that I was creating for my own reference and thought it may be useful to share! Don’t forget that tomorrow night I will be aiming to get this weeks Zine published. So don’t forget to come back for that and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

A Brazen Dice Magazine

So the past few weeks I have spent some time learning 3d modelling, primarily in tinkercad, with the aim to create some useful tools and widgets for both my TTRPGS and my wargaming. A while back I used some spare foam-core board and created a way to store 20 dice in rows so I could easily access the right number of dice quickly without spending ages counting dice.

I, well I call it this regardless, “dicelexia” – I struggle to count dice as they lay on a table. So I try and limit myself to only having 20 dice available at my hands at any one time. When I am not rolling dice actively I would put my dice back in the holder, a “DiceMag” which stored 4 columns of 5 dice for 20 dice in total.

To ensure that it transported well I also sculpted from epoxy-putty a ‘lid’ that encased the entire DiceMag and was secured, quite well, with magnets. However I found out the hard way what happens if you dropped it. Picking up 20 dice in a gaming hall was not ideal.

So a year and a bit later, I think, I got myself a 3d printer and created the second version. Tonight see’s the first prototype (another improved version is ready to print) that improves on getting the DiceMag out of the lid and the strength of the magnets to bind it all together more securely – because, well… Magnets are great.

Version 1


Current Version


The circle, painted to represent my logo’s Brazen Moon is hand painted and something that I might experiment with. It’s designed to be a flat surface to paint on, apply decals or something else to give a creative freedom to who ever has such a DiceMag.

I am sure that I will have other versions of this – but for me this is something fun, useful and perhaps something valuable to the broader community.

Thanks for your interest in my side project!
The Brazen Wolfe

Hobby progress – Seekers and Contorted Epitome

Good evening all and welcome to a different type of update. This weekend has me painting the last of my army for next weekends Age of Sigmar tournament. I will be taking Hedonites of Slaanesh and because I like pain I don’t use the latest net lists or even, typically, the best units.

So let’ me walk through the list and the latest updates from the painting table – but I had some help with the painting.

The list

Heroes

Glutos being the absolute tank that he is with 18 wounds, a 3+ save and a 5+ ward make sense to be my precious pretenders general. The command trait is kind of discarded but in this list I don’t believe I need it. Keeping Glutos alive to issue 3 command abilities for the cost of one and granting an additional 2 command points at the start of each round makes sense.
The -1 to hit aura that he puts out also makes him a defensible lynchpin that holds the army together.

The second part of my core is the Lord of Pain. A small foot hero that doesn’t really put out much hurt by himself is not much. But in this list with Crown of Dark secrets, a 4+ save and a 4+ ward makes him an obvious choice to hold my artefact. He also bounces wounds back when targeted in melee which has seen him kill things when they were the one attacking him. The only weakness with him is that against mortal wounds the contorted epitome shines brighter – but I have a response for that. He also gives a +1 to hit/wound aura for Hedonite mortals when contesting an objective.. This makes Glutos nearly 2+/2+ across the board…

The Contorted Epitome went up in points. It was going to happen and now its on the fence if she is worth the points. I probably need a few more games before I can say yes or not to that but we will have to wait for that. She is already a target for missile attacks and for being obliterated in melee but her 2+ ward against mortal wounds makes her a big threat to some armies. Her ability to shut off command abilities and the ability to retreat finds me charging the gunline with her first before Glutos goes in for the kill. With her already being such a big target I didn’t want to stack another reason to kill her on top of the other valid reasons and so the crown of dark secrets lives on the lord of pain now.

This leads me to the Shard Speaker. Her spell is useful in one or two choice circumstances but otherwise its nothing special. But giving her born of damnation can mean she can generate depravity whilst moving closer to use her mirror. Her mirror is useful but temperamental. A 50% chance to reduce the save rolls for a unit within 9. Can make Glutos rend 3 damage 3 on his claws or the 20 blissbarb archers rend 2!

The Masque, don’t leave home without her. She is constantly generating me 8~10 depravity turn 1 if you position her to charge into your opponents chaff. She is also able to reliably get me battle tactics in this season with my fast moving battleline.

Units

2×11 – Blissbarb archers. Shouldn’t be uncommon to see them now. Fast with run and shoot and with a threat range of 30 inches these lads and ladies bring some pain. But when paired with the hero who shares their love with pain, the lord of pain himself, they become 2+/3++. This makes them reliable for both removing units and also triggering the generation of depravity when your opponent has the choice to lose a key unit or save it by giving into temptation.

2×10 – Daemonettes. They are fast and can be a blender. With the Contorted Epitome able to make them a 3+ to wound with Overwhelming Acquescence for a few units and Glutos able to buff them to be 2+ to hit they can also be a contender for Eurphoric Killers in generating some sweet depravity.

2×5 Hellstriders (with claw spears) – an interesting one here. Durable and they get better when they are stuck in combat for a while. They have treated me both well and also let me down in the dozen or so games I have had with them. a 4+ save is easily buffed by Glutos and with the pairing of lord of Pain, Overwhelming Acquiescence, Shardspeaker mirror and Glutos’s -1 to hit Aura they are surprisingly punchy being effectively 16 attacks at 2+ to hit 3+ to wound rend -2 and 2 damage. They can chew through what is ever is foolish enough to leave them alive.

The last thing on my list is the Shards. Now there are a few endless spells floating around at 40 points or lower, and the argument to try and get a free re-roll charge triumph is there. But, being able to stop flanks, summons and teleports with shards as well as potentially being able to achieve battle tactics in the right situation by having a low casting value endless spell is valuable. Maybe more so than ensuring Glutos gets into combat.


The Hobby

Now finally some updates.

Joining me at the painting table today, and in the past frequently, is mum. A great eye for detail and someone who enjoys painting – which is a huge contrast from me – she helps keep the painting going and today she worked on the seekers of Slaanesh.

Now the Seekers. Boy oh boy. They are looking great! Have a look at two quick snaps below.

Now I also made some progress on the Masque and the contorted epitome. But the epitome I am surprised in a good way with. A dark purple (leviathan purple) with drybrushing Ironhands steel and Retributor gold over the top before adding in some Vallejo hetched lichen and Fluro purple to the mix. The concoction of paint on the drybrush gave the mirror a sooth transition between the metals but added a purple tinge to the mirror. Its a still a work in progress but I think its looking great!


Thanks for joining me for a glimpse at my hobby progress update today. Stay in touch for tomorrow I will wrap up lasts weeks adventure and hopefully the last of my painting. So don’t forget to come back for that and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Hobby update – Glutos

So its taken me a while, longer than I care to admit, but I have finally pushed through a large painting project for me any way. My Hobby update for the time being is Glutos where the painting for him is as close to done as I am willing to do right now.

So enjoy some WIP photos and the current state (minus basing) as I gear up for a Age of Sigmar Tournament next weekend!



Thanks for checking in,
The Brazen Wolfe

Hobby update for May 13

After a long time putting it off I am finally making some progress on my Hedonites of Slaanesh. So for this hobby update for May 13 I have some updates!

Hobby update for May 13

Shardspeaker of Slaanesh

After owning the model since it came out I’ve finally managed to build and get some paint on it. Primed in Citadel wraithbone the theme is really to blend in with the Blissbarb Archers and other mortal units I have.

With many of the Slaanesh models being androgynous the high leather boots makes a statement. The smoke on the mirror, Dreadful visage contrast paint made short work of the smoke. With some armypainter matte white shaded with thinned aethermatic blue contrast gave the orb staff and potion a nice finish.

The metals gold was Retributor armour with a thin leviathan purple washed over. The Silver’s was Armypainter shining silver shaded with a 50-50 magos purple-leviathan purple wash. The metal on the knee-cap and mirror was instead washed with Reikland fleshshade.

The same Armypainter shining silver was used for the mirror with thinned Aethermatic Blue contrast paint as the wash.

Flesh was easy, thinned Guillimans flesh contrast. The black leather for boots and some straps was corvus black that helped add some darker tones to the model.

Striking scorpion green contrast for the green gems added a burst of colour. But the blue gems were Asurmen Blue contrast. The two red gems was actually the armypainter glistening blood technical paint. Adding a glossy red was a nice touch and drew the eye.

Lastly the clothing. Magos purple contrast for most of the robes with Leviathan purple contrast to darken some areas. The hair was also dreadful visage contrast paint. The helmets horns were also Corvus black and the miscellaneous leather bobs painted to match. And finally armypainter mummy robes was used for the scroll before it and the tactical stone she stands on was washed with agrax earthshade.


Blissbarb Archer

The same paints and general theme was used for the Blissbarb. The only additional paint used was Eladari Emerald contrast paint for the arrow feathers. The bow being Leviathan purple contrast and the shades Retributor armour gold really gave the model a sense of prestige

Thanks for joining me tonight for this Hobby update for May 13. With tomorrow being Mothers day I wish you a great weekend and ask you to not forget to spend with with your family as well as your hobby. And, lastly, don’t forget to roll with advantage,
The Brazen Wolfe

The Vulcha’s Prey

Tonight we look at how the party become the Vulcha’s prey this week as they assault the artillery-sized crossbows. This one is a tactical encounter with the method to success completely up to Binding and how they want to approach it.


The Vulcha’s Prey

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The idea here is simple. Stalk up to the killbows, or don’t, Kill the warriors manning them and their helpers then battle the shaman as it lands. How the party do this is completely up to them.

Encounter – The Orruks

For this encounter we will have two Beast-Skewer Killbow wielding Boltboys, two each (four total) hobgrot helpers per bow and as a second encounter a few moments after the 1st, one Corpse-rippa Vulcha and one Swampcalla Shaman.


Beast-Skewer Killbow (Boltboy – Warrior)

Body: 3

Mind: 2

Soul: 1


Melee: Average

Accuracy: Average

Defence: Average

Armour: 1

Toughness: 6

Speed: Normal

Initiative: 4

Natural Awareness: 2

Skills: Awareness (+1d6), Ballistic Skill (+1d6, +1), Reflexes (+1d6), Stealth (+2d6)


Traits

Pick ‘Em Off: If the unit forgoes their move action they can increase their accuracy one step and they deal +1 damage to their ranged attacks.

Attack

Beast-Skewer Killbow: Ranged (Average), 3d6+1F, 3+S Damage, Extreme Range, Penetrating, Piercing, Reload, Two-handed.

Jaggedy Blade: Melee (Average), 3d6, 1+S Damage, Slashing


Helper Grot (Minion)

Body: 1

Mind: 1

Soul: 1


Melee: Poor

Accuracy: Average

Defence: Poor

Armour: 0

Toughness: 1

Speed: Normal

Initiative: 2

Natural Awareness: 1

Skills: Awareness (+1d6), Ballistic Skill (+1d6), Stealth (+1d6), Weapon skill (+2d6)


Traits

Andy Helpa (Grabba Grot): Always uses the Called Shots action during combat targeting enemy’s head, arms or legs. (page 142 core)

Attack

Stabba: Melee (Poor), 2d6, 1+S Damage, Piercing


Corpse-Rippa Vulcha (Champion)

Body: 5

Mind: 2

Soul: 1


Melee: Great

Accuracy: Average

Defence: Great

Armour: 0

Toughness: 16

Speed: Normal, Fly (normal)

Initiative: 5

Natural Awareness: 2

Skills: Athletics (+1d6), Awareness (+1d6), Intimidation (+2d6, +1), Might (+1d6), Reflexes (+2d6), Weapon Skill (+2d6)


Traits

Commanding View: The Corpse-rippa Vulcher and Rider reduce the difficulty of Awarenessand Survival tests by 1 for themseolves.

Night Unkillable: Double Toughness Calculation.

Venom-encrusted: Wounds caused by the Vulcha are increased by one severity.

Attack

Beak and Flesh-tearing Talons : Melee (Great), 7d6, 1+S Damage. Rend, Slashing

Poison Stinger: Melee (Great), 7d6, 1+S Damage. Piercing. If a creature suffers damage from this attack they must make a DN4:2 Body (fortitude) Test or be poisoned until the ned of their next turn.


Swampcalla Shaman (Champion)

Body: 2

Mind: 4

Soul: 2


Melee: Poor

Accuracy: Average

Defence: Average

Armour: 1

Toughness: 8

Speed: Normal

Initiative: 8

Natural Awareness: 3

Skills: Arcana (+1d6), Awareness (+2d6), Channelling (+2d6,+1), Crafting (+1d6), Guile (+2d6), Stealth (+2d6), Reflexes (+2d6)


Traits

Vile Cauldron Brew: Can brew and distribute up to 3 of the below to their allies:

  • Disgusting Elixir: regain 2d6 Toughness
  • Deadly Venom: Piercing or Slashing weapons deal +1 Damage. Targets gain the poisoned status until end of their next turn.
  • Corrosive Sludge: Can Target 1 Zone within medium range, creatures in zone suffer 3 damage.

Spell casting: It knows the below spells and can unbind as per the unbind talent.

  • Arcane Bolt
  • Mystic Shield
  • Skarefog Horrors
  • Summon Boggy Mists

Attack

Bogbark Staff: Melee (Poor), 2d6, 1+S Damage. Two-handed.

Spells

Skarefog Horrors: DN5:3; 1 Creature within Long range. The Target becomes Frightened until start of Shamans next turn. Additional Success increase duration by 1 round OR 1 additional Creature.

Summon Boggy Mists: DN 5:3; Choose a Zone within Long range. The Zone becomes difficult terrain and heavily obscured for the Shaman’s Enemies until the start of its next turn. Each additional success +1 round.



Thanks for joining me tonight to look at the Vulcha’s prey. This weekend I will try and produce another Zine of either combine two episodes of Soulbound campaign or the one that I missed a few weeks back. I have some re-work to do on the one I have on the back burner to get it to the quality I want to publish so I may need to put a bit of effort into that one. Make sure you set aside some time for your Tabletop adventures this week and come back soon,
The Brazen Wolfe

Killbow Ridge

Tonight versatility is key and we have two such maps of killbow ridge which enables the map to be used in Soulbound, D&D or another TTRPG. The Kruelboyz love to bring the mists and environment to play and this week we have that in spades. Mist, check, height advantage, check, cover, check, ambush, maybe check… Regardless of what sinister planning I have in store for this adventure let’s grab a coffee, sit back and roll on into another night at the tabletop.


Killbow Ridge

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Killbow Ridge – Gridless – created in Inkarnate

Created for zones or the GM that doesn’t like grid on their maps the one shows the low hanging mist across the ridge. The bottom floor is a far ways down and to fall would mean certain death, unless you can fly. the ladders are rickety and work, the trees and large rocks provide some cover but its a hard adventure for the melee inclined. That is until we bring the good fight to them.


Killbow Ridge – Created in Inkarnate

Some GMs like grids. This makes measuring distance a lot easier and this one is fairly big. essentially 200ft wide by 150ft tall this is a large area that provides people with more options than just “run and cut”. There is more emphasis on movement, careful planning and cunning rather than just slash and smash.

Thoughts

The perfect battlefield for large ballista’s, some orruks and hobgrots as well as the finale of this part of the story – the Boss and Vulcha. The rickety bridges give the opportunity for dexterity based checks to avoid falling through and down. The mist and trees provide a chance to sneak up or the rocky pillars provide an opportunity to climb. There is a lot that can be done with this area wither its in Soulbound or another TTRPG.

Soulbound Zones may be harder to see here but we have one or two zones before we get to the pillars. The area around the road and the area past the ladders and under/around the pillars. Then each pillar can be another zone as moving along the pillars would be treacherous. Special rules about shooting up to the pillars can be established with each pillar being about .5 zone higher than the previous. So the first pillar (from the right) would be 1.5 zones from the ground, the second 3 and the last 4.5 (Rounding up to 2, 3 and 5).


I hope you like tonight’s map. It was a lot of fun and I enjoyed toying with the layers to give the illusion of height on a 2d image. Tomorrow night I will cover the creatures in more detail so I hope that I can do them justice. So as I prepare for the end of my day, I hope to grant yourself rerolls on your saving throws this weekend. The weeks are long and hard and we can all need a bit of time to relax. So I hope you spend some time on your tabletop this weekend and, perhaps, give one of my adventures a go,
The Brazen Wolfe

Boglet’s Barter

Tonight we see the middle of the week adventure update includes our party dealing with Boglet’s Barter. A cunning and tricky merchant to pin down Boglet will only dish out the best information when properly bartered for. In fact he has a request for the information that may just suit our Binding’s own agenda. But let’s not spoil that early and let’s roll into tonight’s adventure update!


Boglet’s Barter

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As Boglet saw a promise of his safety flashing before his eyes he decided to give a bit more information to help seal the deal. “Did you notice the strange mists that cling to the rock and the trees in the hills? Hmm? Did the twang of a taught bowstring echo across the valley and give you chills? hmm? The Waargh has many such instruments of destruction, many killbows trained on the sky.” he muttered quickly, his eyes sparkling with the recognition of the truth in his words.

“For the right price I can give you the location of these great bows. Surely heroes like yourself would make use of such information.” he said nodding in almost a sage like manner.

“What about the price of your life Hobgrot?” Brung barked as his hand moved to his hip.

“Now now Duardin. If I die the knowledge does. Fair trade is the motto of Boglet. Answer me a question truthfully and I’ll answer one in return. Information is valuable yes?” he mused as he stared nervously at the duardin.

“Ask your question then Hobgrot.” Kathe commanded as she stood a few feet from the creature.

“What are you doing out here in the hills?” he asked after a moment of contemplation. When the binding responded he nodded with satisfaction. “The killbows are being moved to point towards the humans and their allies. By dawn tomorrow there will be more bolts in corpses than the living. They aim to fire from that ridge,” he stopped and pointed to a high ridge in the hills behind them. Half a days march at most. “They will be guarded though…” he mused tapping a knowing finger on his chin.

Guarded?

“Guarded by what?” Gwen asked, her curiosity getting the better of her.

“Now that information is a different price.” Boglet grinned. “Four phials of Aqua Ghyranis”.

After a moment of hesitation, bartering and some disagreements the price was paid. “The boss and his Vulcha guard the bows. Only he knows exactly what the plan is and he commands all. He is a dangerous boss but there will be moments where he isn’t with the bows, when he talks to the shamans or the Orruk megaboss. So I would avoid him at all costs.” he mentioned. After a moment he asked as he was investigating the phials. “What do you plan to do?”

“Destroy the bows, kill the boss,” Kathe said definitively, “it will tip the scales in our favour and potentially save the dawners.”

Boglet considered the answer for a moment. “Killing the boss is worth more than four phials..” he said as he passed the Aqua Ghyranis back. “Kill him dead and we are even” he muttered as the binding took their Aqua back.

Thoughts

To kill a Killaboss on Corpse-rippa Vulcha is no small feat. These things are tough. But perhaps if the party were to come up with a cunning plan its possible. The aim of this week is to intercept the deadly artillery and remove the head of the snake of the army. It will take a great feat of strength, some luck and a whole lot of mettle to best this foe. If planned right the killbows wont have a chance to shoot!


With tomorrow almost here I am looking at the Soulbound zones again. Checking to see if I can create a robust enough map to served the thematic scene I have in store as well as creating something that is both versatile and reusable. So as always, I hope to grant you the rerolls on your casting and I hope that you return to this adventure again soon,
The Brazen Wolfe