Archaon has sent the Glottkin, triplet champions of Nurgle, to infest the lands of men with their supernatural plagues. Gods and monsters clash as the doom of the civilised world fast approaches. These are the End Times.
Warhammer: Glottkin continues the epic saga begun in Warhammer: Nagash. This terrifying new chapter in the history of the Old World is revealed over two mighty hardback tomes which are presented together in a sturdy slipcase.
Warhammer: Glottkin Book 1 is a 128-page volume which provides a narrative sweep of the events surrounding the Chaos invasion of the Old World led by the Brothers Glott.
Warhammer: Glottkin Book 2 is a 64-page volume that contains six new scenarios and new rules based on the events in Warhammer: Glottkin Book 1. It includes the rules that will allow you to field the Glottkin, Maggoth Lords, Gutrot Spume and the Putrid Blightkings in your games of Warhammer. It also includes all-new rules for Karl Franz Ascendant (who is changed by the horrors of the End Times, but you will have to read the book to find out more) and Festus Empowered.
Armies of the End Times can field more Lords - up to 50% - and there are brand new rules for fighting battles in the streets of war torn cities. The new army list - The Legions of Chaos - allows you to create a unified army of Chaos drawn from Warriors of Chaos, Daemons of Chaos and Beastmen.
Games Workshop Group PLC (often abbreviated as GW) is a British miniature wargaming manufacturing company. Games Workshop is best known as developer and publisher of the tabletop wargames Warhammer, Warhammer 40,000 and The Lord of the Rings Strategy Battle Game.
This shorter sequel to the Nagash book continues to lay down the hurt for special character lists across the board. I will not list all of the deaths here (there are plenty of those to be found if you simply google "Glottkin deaths") but I will say this. Some of the cheap "You only thought I was dead, didn't you?" cheesiness from the first book are rectified in this one with varying degrees of success. Some of the deaths are truly surreal (must resist urge to give spoilers!) and really well done, I honestly had a guttural reaction to one character's death I had always liked.
That being said, this book is about half the length of the Nagash book, which is sad as I was hoping to immerse myself in the world a bit longer than this book afforded me. But overall it was a good bit of escapism. My first major complaint is that I wish that the writers would think up a new way to kill people than having their heads cut off. I'll bet there are close to 100 decapitations in this story, I get that it is a war story, but couldn't they be more creative than that? There are thousands of ways to kill a character, but it seems the only way that someone really dies in this story is if their head rolls. I can think of three exceptions to this rule, and that's about all, nearly everyone else who dies in this story has their heads cut off. Otto Glott, the scythe guy on the back of the Glottkin model, kills exclusively using this method, reaping heads as if they were stalks of wheat! It got to the point where it felt uninspired and boring.
Other than my issues with the incessant head lopping, I thoroughly enjoyed this story. It was fun, and it followed the same vein of storytelling as Nagash did. I again felt more sympathy for the vampires, even though I know they're just getting ready to stab the Empire in the back, it felt good to see Vlad alongside the good guys (oops that was a bit of a spoiler, but if you've read Nagash already, you know that he's already come to the Empire's aid before and that Nagash has ordered him to do so again). Festus' character is done incredibly well, especially since his story is done almost entirely in a narrative perspective, rather than the overarching style of storytelling employed in the majority of the book. Festus is one of the better done characters in this story, and while you don't come to really care for the character, you do start to like him and even start rooting for him to be successful. Also, the nurglings are pretty cute in this story, never thought I'd say that about overgrown bacteria and viruses.
Again, you have the issues with the multiple authors, some who think they are better than they are, and some that get the pacing just right (if it is only one author he should probably get himself checked for multiple personality disorder). At some points it felt as if my 6 year old nephew were describing his favorite scene in a movie, at other times it had a very grand and epic telling that made me excited to get back to my models and keep painting up my End Times armies. Overall, the good far outweighed the bad and the book is well worth reading for anyone who has enjoyed the Warhammer Fantasy universe.
This was ok, the pacing was very odd, and at times I felt like the description of the armies took much longer then necessary. This was a decent read if you are looking to hear a lot about Nurgle, but was nothing special other then that.
If the first lore book was all about setting the stage and the grand dark majesty of Nagash's return and war with the tombkings, this book is focused on the new nurgle units and characters for the gamesworkshop warhammer setting which made it to the later age of sigmar. I don't dislike the maggothriders nor the glottkin and I think the putrid blightkings are awfully excuisite but especially the maggothriders feel a bit hollow. Where have these mighty heroes been all this time in the lore? In case of the glottkin it is adequatly explained, they were on their path to putrid glory but the maggothriders seem way more inserted then grown in the wider lore. They are a clear sign of what the later age of sigmar would be all about, customizing heroes for your battles rather then replaying lore bound conflicts.
Story wise the fall of Altdorf (and Marienburg and Talabheim) is epic and suitably grimdark as is the role of Vlad van Carnstein but I can see why some people see this book as filler.
The second in Games Workshop’s latest series of Warhammer expansions, The End Times – Glottkin follows in the footsteps of Nagash and tells the next part of the apocalyptic End Times story. It keeps to the same format as Nagash before it, split across two volumes – one for the background and one for the rules – and while it’s noticeably shorter than its predecessor, this is still a hefty tome. With the Great Necromancer risen once again, the focus of the story now moves to the forces of Chaos, specifically the gruesome, rotting hordes of Grandfather Nurgle led by the horrifically mutated Glott brothers.
So far (after 4 books) without a doubt the worst End Times release. The story is very simple and limited. The people uninteresting and even though the book has many completely new characters they are not "introduced" well. I have no idea who the Glottkin or Maggothlords are. They were left as these completely generic chaos mortal champions without personalities of their own.
The new rules are mainly nice and add flawor to the game.