Test: Warhammer Age of Sigmar: Realms of Ruin – Damned Blade and Ruin Division


The Gavin Thorpe guarantee put forward, it is with a certain confidence that we embark on the solo campaign of Warhammer Age of Sigmar: Realms of Ruin. Except that Frontier was careful not to say that the guy was in autopilot mode. Or maybe he had to quickly pay the last third of his taxes to avoid ending up with an increase. There is always that WAoSRoR (this acrostic for venereal disease) does not shine with its history. After the End Times, despite the immense powers of God-King Sigmar, things are still in chaos in the Realms. Direction Ghur, the Kingdom of Beasts where the Orruks (Orcs) proliferate, lands so infested with swamps that one would almost expect to see Hidetaka Miyazaki arrive at any moment. The Domain of Harkanibus, city of humans, is threatened by the presence of the Orruks. Demechrios, a professional sorcerer, has detected a powerful artifact in the heart of the lands of Ghur. His power could turn the tide of the war. Lack of luck, you’ll have to stuff yourself with tons of bad-mouthed creatures to acquire the artifact. These will therefore be the Eternals of the Storm (or Stormcast Eternals in VO), under the aegis of Sigrun, Commander of the Hammers of Sigmar of Harkanibus, and Iden, Knight-Vexillor, who will have to escort Demechrios to safe harbor. It’s no secret that the heroes will have trouble with the Orruks Kruelboyz, but also the Hantenuits, and the Disciples of Tzeentch, all for the glory of the God-King.



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