Showing posts with label Path to Glory. Show all posts
Showing posts with label Path to Glory. Show all posts

Thursday, 22 January 2026

Path to Glory Blighted Wilds - Regiment of Ghyran


One of the great things about Path to Glory Blighted Wilds is the Regiment of Ghyran section. It's like a generic Anvil of Apotheosis, but for a single low level hero and up to 3 units of troops!

As the Warhammer Community article from the 2025 World Championships Preview said:

You can also build your own custom Regiment of Renown – a Regiment of Ghyran – with origins and flaws like a Path to Glory Hero. You’ll make a set of warscrolls for heroes and units from a list of abilities bought with destiny points, before selecting Idiosyncrasies which let you give your custom regiment a series of thematic rules.

So when the contents of the book started to filter out and I heard that artillery units were one of the options I knew I had to try out the looted cannon models I made years ago (I used them with the rules for Orc "Rock Lobbas" for years!) would once more get the chance to see the tabletop again!

The Broadsides
Regiment of Ghyran - Pre-eminent Warband: 30 Destiny Points (Battle Profile Cost: 300 points)
  • Regiment Hero (-0 DP)
  • 3x Ghyranite Bombards (-10 DP each)

Adding a fairly powerful ranged unit to my orruk pirates is just too cool to pass over!

Range 24", Attacks 2, Hit 4+, Wound 2+, Rend 2, damage D6






Monday, 19 January 2026

Path to Glory Blighted Wilds - tokens and markers


This is not a review of Path to Glory Blighted Wilds. This is more semi-random ramblings about the things you might want to think about when embarking on this adventure. It's definitely the things I've been thinking about.

If you want to read a review, I recommend this one, on Goonhammer. It digs into the good stuff much better than I could.

Getting Started

I won't go into detail about the "obvious" things you'll need to take part in a Blighted Wilds campaign: the Blighted Wilds book itself, minis to represent your army, battlefield terrain, measuring devices, the AoS 4th edition core rules (either via the big hardback book, the free PDF, the AoS app, or any 4th edition General's Handbook), and the latest Battle Profiles, and of course plenty of dice.

The less obvious things you might want are the tokens and markers used in the Blighted Wilds battleplans.

While these things can probably be improvised on the fly, I definitely prefer to know ahead of time so I can prepare and bring thematic and aesthetically pleasing components to my games.

I'll go into a lot more detail on these later in this post. But for now, these are the basics for the campaign setup:

Advanced Rules

Rules in use:
  • Commands
  • Terrain
  • Magic
  • Command Models
Rules not in use:
  • Army Composition
  • Battle Tactics
  • The Generals Handbook
  • Any specifically Matched Play rules (i.e. Battlepacks, Seasonal Rules, Battle Tactics / Tactical Gambits, etc.)

Building Your Path To Glory Roster


Starting Points


The recommended starting roster is 1,000 points but your group can agree a higher or lower start point.

Regiments of Renown (p.31)


One Regiment of Renown can be included on your roster, but it can only be the Regiment of Ghyran - the rules for which are included in the book. Wild stuff can be built with this system - I'm already looking forward to dusting-off my pirate orruks' battery of looted great cannon and getting them back on the table.

Reinforced Units


Unlike Ravaged Coast, when you add a unit to your starting roster, you can add it as a reinforced unit. Non-reinforced units can be reinforced as part of the aftermath sequence.

Faction Terrain (p.31)


Your roster can include both faction terrain and a Landmark of Ghyran, from the start. A Landmark of Ghyran is a custom terrain feature (that costs points) built with a system link the Anvil of Apotheosis. I've already had a go at making rules for The Cleavermaw...

Renown And Glory


Blighted Wilds does not use anything like Emberstone, the "currency" from Ravaged Coast, it returns to the renown and glory points used in Ascension.

Paths (p.32)


Your General starts with 5 renown points, and the Aspiring rank. This means you can pick a path for them immediately. That path, and any other paths units embark on later, can be from any Path to Glory battlepack, including Ravaged Coast and Ascension. You might not feel the need to look at them, since the options within this book alone are really cool, but it's very nice to have the choice.

Enhancements (p.32)


Unlike Ravaged Coast, you can pick 1 heroic trait and 1 artefact of power and give them to eligible units on your starting roster.

Arcane Tome (p.33)


The Arcane Tome for you roster is larger than the equivalent in Ravaged Coast, you can have a maximum of 6 non-Summon spells/prayers (in any combination), and 3 Summon spells/prayers. All wizards/priests on your roster know all the spells/prayers in your Tome.

Staring Spells (p.33)


You can start with a full Arcane Tome if you have at least one wizard and one priest!
  • Up to 3 spells from one spell lore
  • Up to 3 prayers from one prayer lore
  • Up to 3 Summon spells and/or prayers

Contamination and Remediation (p.35)


Now we get to the really good stuff. This is a primary mechanic of the Blighted Wilds campaign, each player will need up to 12 contaminated/remediated tokens in every game of the campaign.

At the start of every battle a number of terrain features will be contaminated, and both players need a token to mark them as such. And contaminated terrain can be remediated by units during a battle, this state is shown by flipping the contaminated token to show a different face.

Because contaminated terrain has negative effects on nearby friendly units, even if it has been remediated by an enemy unit, both players need their own set of tokens to mark each contaminated terrain feature.

A side-bar in the Blighted Wilds book recommends using something like coins or token that have two different faces, that will clearly show which state the terrain feature is currently in. I definitely recommend finding something that fits your army thematically, and isn't identical to your regular opponents' tokens.

Yarrr, me treasue!


I've made a set of 14 contaminated tokens, themed as looted treasures for my pirate Ironjawz.

I used plastic Blood Bowl turn-counters, with the Blood Bowl logo on the tails-sides clipped away. I replaced the logos by filling them flush with greenstuff and sculpting a spiral symbol into it.






I had thought about using the Ironjawz tokens that came with their first edition AoS Warscroll cards. Both sides of them have lovely designs - orruk horned skulls on one side, and John Blanche "evil suns" illustrations on the other.

I'm not sure if there have been similar tokens for other factions over the years, but I'd be surprised if there weren't some at least.



Other tokens and markers for Blighted Wilds


  • 6x Ingredient Clusters
  • 6x Wildcrafting Harvest tokens
  • 3x Navigation Landmark markers
  • 1x Rot-seed
  • 12x Malignant tokens
  • 5x Forage Spots

In addition to contaminated tokens, over the course of the campaign you will need to use something for at least a few of the above accessories, probably most of them.

Many of them can be any tokens or coins you already have, or even just 40mm round bases. If you use bases they could be marked with anything from simple numbers or symbols, to atmosphericly themed, and fully modelled and painted, scenic objectives.

I love coins and tokens, but I generally prefer the later. Even having said that, I fully acknowledge that they are optional: nice to have, and definitely not need to have.

+++


Ingredient Clusters


In the Battleplan Thyria's Bounty each player places 3 Ingredient Cluster markers. These are described as 40mm objective markers that are either treated as friendly or enemy, depending who placed them.

I'm using the five Mysterious Forest markers I made years ago, for use with the Mysterious Terrain rules, in WFB 8th edition. They have appeared in many of my battle report photos over the years since. The sixth of the markers (the larger red mushrooms ) was made especially for this purpose, to make up the numbers.

Wildcrafting Harvest tokens


In the same battleplan units can Forage enemy Ingredient Clusters, which removes the cluster and gives the foraging unit a wildcrafting harvest token. (If a unit with wildcrafting harvest token is destroyed the token is removed and an enemy Ingredient Cluster is placed on the battlefield where they were).

I'm probably going to use the light spiral tokens from Warhammer Quest Darkwater (I got just the tokens on eBay for a couple of quid). Or I might use the green acrylic crystals I have (they're very much like the orange crystals I used as Emberstone tokens).


Navigation Landmark markers


The battleplan A Dense and Choking Maze instructs players to mark three terrain features as Navigation Landmarks. Again this could be done with any tokens or objective markers, including anything made to be Ingredient Clusters, but I fancy using something more thematic.



I already have some pirate styled Legendary Coins (that I bought to track Waaaagh! Points in 3rd edition AoS), some of which have a compass-rose on one face which will serve perfectly well for this role.

But I do like the idea of making something more scenic, on 40mm bases. I'm picturing a table or group of barrels with navigation equipment placed on top; maps and charts, a telescope, a sextant, etc.

(Edit 2026-02-04)

I've made two out of three Navigation Landmarks so far. I was sure I still had a large telescope bit somewhere, but I haven't found it yet.

The first Navigation Landmark is a makeshift desk, made from three (Renedra) barrels and a gate (from the Fortified Manor kit). It's littered with a selection of maps, navigation instruments and other looted stuff (bits from a variety of sources).



The second is lectern (from the Luminarch of Hysh) with a massive book (from an old Dark Angels vehicle kits) of maps, a scroll, and a small (Bretonnian) shrine. Another book seems to have fallen on the floor.



(Edit 2026-03-02)

I've completed a third Navigation Landmark made from 3 resin barrels, a bucket, a bit of Gloomtide Shipwreck decking (with a sextant and some bones on it). The two maps, and the two looted magic items are from various Order kits. The small compass and spyglass are probably 40k bits. 



The Rot-seed


For Cursed Kernel you need a single 40mm base as a Rot-seed - an objective that can be moved around the battlefield.

I made this 40mm marker from Nurgley leftovers, I think from the Feculent Gnarlmaw I converted a few years ago.



Malignant tokens


In the battleplan Nexus of Contamination, all terrain features are automatically contaminated. Over the course of the battle 12 areas of the battlefield will semi-randomly become malignant - contaminated terrain in malignant areas cannot be remediated and all nearby units at the start of each battleround are destroyed!

I'm using the dark spiral tokens from Warhammer Quest Darkwater.

Forage Spot tokens


You need to mark five Forage Spots in Emergency Foraging. These could be normal objective markers, coins, etc., as before. But I'm planning to use the light spiral tokens from Warhammer Quest Darkwater.


I painted spirals and Ghyran runes on a set of wooden pendant trays my wife was throwing out. I had planned to use them as Contaminated tokens, but my plastic BB coins have taken their place.

I still might use them for marling something im the campaign - Forage Spots for example.


+++

The next few images are my references for Thyria, from a number of sources...







Wednesday, 2 July 2025

Through Hel and High Water - a Path to Glory Ravaged Coast campaign, part 4

The Rotmoon, 26th day of Sorows
Helbridge
We reach Gnaw’s Edge these week and it as worse as we've expecting. The weathers are unremitting bad, in fact they seems worse by each day. So, we head inland for site of power, where El Doktoro has tell us Emberstone are.

+++


The blood-hued skies of Aqshy roiled with storm clouds and smoke. Lightning leapt in crimson arcs, striking nearby volcanic ridges with blinding fury, illuminating a narrow land-bridge that jutted across a churning sea. Crusted in soot and salt spray, the Rotmoons charged.

Kapitan Alunzo daLeeva led the way, black coat billowing behind him, gold trimmed armour dull under the ashfall. The blade of his sword, Shipwrecka, seemed to ebb and flow, reacting to the power at the land-bridge’s far side. A brace of battered pistols clanked at his side. Behind him came the others; loud, mad, and hungry.

Palmaz strode along the sand, voice raised in a shanty so horrible the storm itself seemed to wince. El Doktoro the shaman trotted barefoot beside him, red eye-glass lenses glinting like twin embers above his grubby ruff, singing quietly and off tune in a language only he understood. And towering above them all Ogdrog stomped, his massive axe slung over one shoulder, smoke wafting from the muzzle of a Kharadron rifle he'd had modified for use like a pistol.

But theirs was not the only storm to make landfall. From above came the lightning - true lightning, shot from the heavens - and in its wake came the Stormcast Eternals, gold-clad sentinels of Azyr. Both warbands had the same aim, albeit with different motivation: to reach the sacred ground at the far side of the land bridge and hold it against all comers.

There would be no flanks, no escape, and no room for subtlety. Just orruk steel, celestial wrath, and a causeway too narrow for anything but blood.


A binding of Soulsworn Questors translocated, from their lightning-borne arrival point, to the sacred ground objective.


The Weirdbrute Wrekkaz rushed ahead of the rest of the Rotmoons. Eager as always to start the fight. The Oddmoonz raced in front, but the Weirdmoonz were close on their heals.


Ogdrog and Roggriguez's Brutes made short work of the Vanquishers who had struggled to cover ground in claggy sand.

The rest of the crew did their best to keep up, but something moving through the smoke behind them caught their attention.


El Doktoro cast Bash'em Ladz on the Oddmoonz and Ogdrog roared encouragement: Both the Wrekkerz mobs charged and crashed into the Soulsworn (despite them craftily giving ground to confound the Wrekkaz)


Accompanied by the clash of weapons and armour Palmaz' shanty rang out across the battlefield, casualties fell on both sides, but the Wrekkaz wounds knitted closed and they leapt back into the fight. The Soulsworn held their position despite atrrition slowly eating away their advantage.


Supported by El Doktoro's magicks, Dragante's watch turned, and ploughed into the Prosecutors who'd appeared behind them, dropping out of the storm.


A dragon swooped toward Bortagno's watch, as the Stormcast were reinforced by a band of Annihilators who translocated onto the only Emberstone Cluster in sight. But they abandoned it, without harvesting the precious realmstone shards, and thundered into Ogdrog and his hefty ladz.


The Vigilors struggled through claggy sand to close on the pirates, so they peppered the orruks with arrows from long range.


The Oddmoonz took advantage of the cover provided by a squall of soot rain and disengaged from the Soulsworn. They'd spotted the Annihilators moving away from the Emberstone and sprinted to claim it for themselves. (The Annihilators headed for the sacred ground after they dealt with their first quarry, but that had nothing to do with the Oddmoonz choice....)

Even without them, the Weirdmoonz felled the last of the tenacious Soulsworn and captured the sacred ground.


The last Prosecutor fell and Dragante urged his watch to regroup and help their shipmates.


While El Doktoro and the dragon rider exchanged blasts of magical fire, Kapitan daLeeva dived for cover behind the rocks...


... as the dragon took a deep in-breath.


Dragante's watch were hit by Vigilors' arrows again, but either most glanced off armour or were redirected by the pirates' lucky trinkets.


So bows were swapped for swords.


The dragon swept around the rocks and Kapitan daLeeva charged! He drove Shipwrecka deep into the beast, wounding it severely.


But he was immediately swathed in a jet of seering flame...

+++

The Stormcast had gained the upper hand: Their losses were less significant than the Rotmoons' overall. When the Annihilators re-took the sacred ground, it was clear the pirates would continue to be worn-down if they attempted to contest it again.

So Palmaz called for a retreat, and the Rotmoons fell back to the ship with (a not insignificant) three shards of Emberstone in-hand.

+++


Opponent: Daniel
Faction: Stormcast Eternals
Battleplan: Storm the Land Bridge (1 Objective)
Twist: Ash Storm
Emberstone Clusters: 1
Points Values: 1290 vs. 1720 (Stormcast stalled reinforcements = 230+ points)

+++

Result Loss
Added to Emberstone Vault +1 shard from the captured cluster, +2 from the post-battle D3 roll.
Total Emberstone Shards Gained Overall = 12
Campaign Battles Fought = 4