Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Welcome Guest!

Join us now to get access to all our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, and so, so much more. It's also quick and totally free, so what are you waiting for?

deynon

Members
  • Content count

    602
  • Joined

  • Last visited

Community Reputation

98 Celestant-Prime

About deynon

  • Rank
    Lord Castellant
  • Birthday September 23

Recent Profile Visitors

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

  1. And finally to complete the optins of the model itself I realized also the part about the Troglodon^^
  2. deynon

    new hexwraiths?

    Thanks^^ I used that scheme cause it and cause I've always thoutht the mounts to be ethereal for both of them ^^ As I made see in the video linked before^^ The video before has the keypoints about these requirementsif you want to give a sight^^
  3. deynon

    new hexwraiths?

    as promised, it's here^^
  4. deynon

    New death army: Help needed to Build units

    About skeletons if you are thinking aout playing them in big unis I suggest you use spears. The skeletons are not suitable to magnetize the weapons. Grave guard, I'd suggest you the axes, but it would be better if you wait the releasing of the new edition and GH2018 to decide for sure. Anyway it's easy to modify normal skeletons in Grae Guards so the Grave guards models are better suited with the axes I'd say. About mortarchs you can magnetize them, you can see here: instead about the morghasts for the weapons you can see here the front t's not a problem to magnetize if you are worried about that, you can simply put a 2mmX1mm magnet in the plate (inner part) and a 2x2 mm one in the model so that you can change che plate. The middle of the plate itself it's good about it cause has the space to put them comfortably. About th e shoulders there are not problems if you pay attention in the buinding phase, they don't have to have necessarily the same position as in the sketched. A bout the head it's a bit more problematic, but anyway solvable. If you don't think it's a mess you can use temporarily a bit of patafix, or you can pur a little piece of metal in the bottom part of the helmet and magnets in the head of the morghasts and cover it then with a bit of green staff to hide it. I really have to realize the second part of suchmodifying process^^
  5. deynon

    new hexwraiths?

    this friday I'm going to post on my youtube channel a video about it^^ anyway it's quite simple
  6. deynon

    Corpe cart, this "black sheep"

    Surely its a nice combination, I thoght about it too and also taking note that the Arkahn WB it's the cheapest it's quite affordable to combine with the corpse carts too (they don't even need to be too close to give the bonuses. But I admit I'm trying to avoid the usage of special characters, it means that 5 on 6 Warscroll Battalions are not usable.
  7. deynon

    Which one should I assemble?

    A lot of reasons: 1)The concept, It makes me feel an immense mocking. It's the only choice added to the Vhodrai to the units avalaible, and it's barely a mdoficiation of a prevpous model itself 2) it's points are crazy high for its value, it does cost like Arkhan the black 3) It's simply a vampire on the coven, with messy amounts of attacks, even only based on its rules, it doesn't worh Inndividually such reasons would not be enough, but all together make me not able to stand it at all.
  8. deynon

    Which one should I assemble?

    I really can't stand the bloodseeker Palanquin, better the conven thorne. Anyway there is a solution to all your questions: magnets. Magnetize it and you can play all of them^^
  9. deynon

    Experienced Player joins the 'Dead'

    Have you thought about using rolling pins?
  10. deynon

    Corpe cart, this "black sheep"

    Lately I've started to test the Corpse cart as a model. I'm still not finished with my tests about such a unit, but I'm anyway seeing that few players value such a unit quite enough execpt with really specific armies, There are a lot of sinergies that it gives with zombies and dire wolves. But what I'm referring to are the itself specific abilities that it has. I have anyway to separate the two versions of the Corpse Cart; I'll start with the one that I value a little less: Corpse cart with baleful brazier. Here we have e way to decrease the ability of the enemy wizards with the Balefire fire.. Not too much, but it's range it's not little and can help to negate some spell to be casted or aid the dispelling of our own models. Malefic fumes are a bit interesting, but rarely they will be appliable cause the movement of the model itself and the range of the ability; added to it also the random it requires at the end... it's an ability that has only occasional usefulness. The version that I really value instead it's the Corpse Cart with unholy lodestone. This version directly improve the casting rolls, in some ways it's like having the Allegiance Ability "The Black Disciples" from the Legion of Sacrament but referred to all the the Death Wizards. Ok the range it's "only" 18" but it means at the end a diatere of more than 36" (you have to add also the volume of the model itself that increase the effective area covered by the ability. And then we have another ability that it's quite interesting: Locus of undeath. That even if only with 6" range let you reroll the dice for the deathly invocations, so like having a general with the command trait "Master of Death" of the Grand host of Nagash. I'm experimenting particularly the Corpse cart with unholy lodestone and taking not that I have infantry units that have the same speed around I'm finding it quite interesting. I'ts ability combined means that it vould be in range almost always to dive the bonus to cast and the reroll when necessary for the deathly invocations made by the heroas . In close combbat i's not so bad either... better than simply 10 zombies and it has enough wounds to survive random shooting. And you what do you think about such a model?^^
  11. deynon

    How many skeletons per unit?

    10-20 with swords, 30-40 with spears. Sincerly I prefer 30 with spears also cause having a better mobility. The prerequisite is to be able to mantain its bonuses. Alternatevely 40. 10 with swords are pretty good to keep objectives moreover if you are able to play good with the gravesitea
  12. deynon

    Wight king on "Skeletal Mount"

    I know those models and they are awful and too small
  13. deynon

    Wight king on "Skeletal Mount"

    I have those models, but there are more meat than bones and they are quite short too as size. Even taking note about a carnifex there is not so much bones to talk about, almost everything is about meat also there.
  14. deynon

    Wight king on "Skeletal Mount"

    I'm not a good sculptor, but cause there are not avalaible skeleton mounts outside there I'm thinking to give a try. Some port as the tail and the head are simple to morph. What it's really troublesome are the legs cuase they require quaite a bit of work. Surely I'll need quite a bit of greenstuf^^
  15. There are some idea that maybe never should see the sunlight... unlucklyly it exists also the moonlight So I started from a miniature of a box that I bought some years ago... here you can see "hot to build it up"... Then you built it up from the scratch... And the n you take a normal Black knight to see if it can be used in a good way... Now I was thinking about creating some armour to cover some parts and maybe using some ethereal flase on other ones... some suggestion to improve it?^^
×