Jump to content

wander

Members
  • Posts

    102
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

wander's Achievements

Decimator

Decimator (5/10)

34

Reputation

  1. To me I see a torso shape, though viewed from the rear as there isn't a discernible chest or abdomen, yet the general outline and what looks at the top to be where arms would follow make it look that way to me. Could be scenery carved to look like a torso, perhaps a large tree carved into a gargant shape as some kind of totem?
  2. I haven't checked any recent FAQs, though if we played and this happened, given the rules as written I'd allow your Pendulum to do damage after it went through the portal to any of my units within 1" of it, as it is not moved again once it came out near my dudes. This is just what I'd allow though, unsure on exact ruling for this.
  3. So, I made my army list using the Warscroll Builder on GW's Warhammer Community site and downloaded it as a pdf. It has a variety of stats next to the name of units, M = move, S = save, W = wounds. Though then at the end after these is B and I cannot figure out what it represents. My Furnaces and Verminlord have a B of 10, the Plague Monks have it at 5 and my Plagueclaw has it at 4. This is likely very obvious, though I haven't figured it out yet. Cheers to anyone who answers.
  4. I've played a lot with my Pestilens at 1k, using a Furnace & Verminlord Corruptor with 40 Monks and 30 Monks. That's 1k on the dot. I haven't played since the Monks took the warscroll rewrite which essentially halved their attacks, though I found the force to be fairly killy before then. You want to really charge the Monks in to delete units and reduce the casualties they'd take in hitting first, otherwise the numbers they have as a horde are pretty decent for holding objectives. Their save is bad, though usually their Bravery getting the Skaven buff keeps them steady. The Plague Furnace is surprisingly killy and the number of Monks you'll have near it should allow it to move easily. Though even if you ditch it and leave it sitting near an objective to claim, I found in play it can be tough to shift just as it'll throw so many attacks at anything that comes near it. Make sure to rabid-rabid prayer whichever Monks are close enough to get it. Verminlord acts as your Wizard to counter-spell and I've liked to keep him near a gnawhole close to deployment and only really come forth toward the end-game to plaguereaper something that needs it.
  5. Made progress and finally assembled the last of the 140 Plague Monks I have for my 2k Pestilens force. Before all this happened I was playing 1k games with 70 Monks and the rest as a pile of shame to 'get around to one day, for sure'. Finally though all of them are assembled and split into the squads they will be fighting in. 3 squads of 40 and 1 squad of 20. Part 2 is painting them, so I can figure how to paint the larger kits to keep things cohesive. This is where the issues have started already... I decided to prime my Monks using Wraithbone, got 20 of them done before I ran out of the last of what I had of the paint. I have some Ubshanti Bone, though unsure as it's a Layer if it's suitable to prime. I also have some Ionrach Skin, though that's more of a greenish tone and as I want to use Contrast Paints to get the Monks done without driving me nuts, I feel that paint will make the first 20 I did look a different shade. Anyone have some good advice on how to proceed? I'm leaning to using Ubshanti Bone to prime the rest of my Plague Monks, then having the 20 I did in Wraithbone be the one 20-man squad. I made sure to use the last of my Wraithbone on one squad leader and the right number of banners and musicians to do so.
  6. I'd say the Exalted Greater Daemons are on the fence for that, normal greater daemons are called that, though I don't think a garden variety one really is. Same with the SCE are called it in fluff, though that's just bigging them up as Sigmar's trump card and the main 'heroes' of the game. Archaon and Tamurkhan have to be up there though, Archaon has destroyed realities and Tamurkhan is not someone to mess around with. Gameplay-wise, I put anything around 450+ pts as a force to be reckoned with and actual demigod/god status. Order has Alarielle as a full Goddess, Morathi is a demigoddess, Lord Kroak is pretty much a powerhouse with godly power. Then you got the Eidolons of the Idoneth, which are on the fence with me, though are linked to Mathlann, who is a god.
  7. Good work! What formula did you use to come up with that? Or site if you used one.
  8. It also just flat out says 'Warcry' on the top too...
  9. Some mathhammer here. This doesn't factor in the Crits, so someone smarter than me can perhaps factor it in! This is from a single attack action also. 105 axe guy vs T4 dude: 3 wounds 105 sword guy vs T4 dude: 2.6 wounds. 2x55 plains-runners vs T4 dude: 1 wound scored each = 2 wounds.
  10. In the Chaos groups on the official website and for some of the non-chaos ones, the first model listed is the Leader or a tougher 'Hero' model (Necromancer, Brutes for the Orruks, Crypt Flayers for the Flesheaters), though not all are like that for the non-chaos groups. For example I'd imagine for the Idoneth an Akhelian Guard as their Leader, for example. The rules afaik don't actually make a Leader mandatory, just that you may only take a max of 1, RAW... I'm unsure how they'd put in additional ruling to nominate your own Leader, though they could make a specific non-chaos runemark on certain cards where a Leader can be nominated from your once mustered warband, a sort of universal special runemark they can list on the ability card for the faction.
  11. Khorne = Bluddy Krumpin'! Nurgle = Ded 'Ard Krumpin'! Tzeentch = Kunnin' Krumpin'! Slaanesh = More Krumpin'!
  12. Well, the plains-runner is the cheap chaff for the Untamed, the Golems get 70pt and 80pt models with their Iron Legionaries, whilst outside the Plains-runner the Untamed are 105+ pts. It's actually very odd to see GW make offensive models more expensive points-wise than tough ones (this never happens when it's a 1:1 basis! Usually you pay premium for good armour and toughness!), whilst also keeping points relatively balanced going off these two also. I really welcome what they did here so far! 😃
  13. I do believe that Cypher Lord's main schtick is teleportation, makes sense that it's done through ability.
  14. I did not know that, though that makes some sense and also I like that a lot more than Kill Teams -1 to hit, at least on paper. I know it's roughly exactly the same thing, though without the 2+ or 6+ to wound in this game, it still keeps it relatively simple to cause damage still, having to roll to hit on a 6, then get through a wound roll and then hope an armour save flub happens is pretty joyless in skirmish scale where it's a mono-dice roll each time. I've had bad times against obscured Stealth Suits at -2 to hit when shot at in KT. This and the lack of ranged gunline (outside of Vanguard) makes this game more appealing to me to play, given my playstyle of running in direct and wanting to roll lots of hits (Pestilens player).
  15. My hopes for Saturday are an announcement for some kind of Aelf battletome(s) as they really need sorting out into something that works well (I know so do Dispossessed and Free Peoples, though Hyshian Aelves and a tome update for Wanderers in some form would be gangbusters). May end up seeing Darkoath (wouldn't be surprised to see the Warcry warbands getting rules for AoS play with them) and perhaps even Gutbusters, given the Ogor stuff recently. I'd also like to see a Warcry Phase 2 of warbands get teased/announced, though already there's tons for it. I don't play Underworlds, so not too fussed on anything that comes up for that line.
×
×
  • Create New...