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Nacnudllah

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About Nacnudllah

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    Prosecutor
  1. What drew you to collect your Army

    A long time ago, I played Dogs of War (the White Dwarf book from 6e). Anyhow, eventually I got sick of crushing defeat, and I liked zombies, and I had Richter Kreuger's Cursed Company, so I switched to Vampire Counts and haven't looked back since. Now I play Flesh-Eater Courts primarily, but have decent contingents of Deathrattle and Nighthaunt.
  2. The Bloat (right)

  3. The Bloat (back)

  4. The Bloat (front)

    His brothers in arms simply call him "The Bloat". He used to have a name, but nobody uses it now that he's dead, his belly swollen with rot and Nurglings. Some suspect that he's actually just a meatbag full of the vile little creatures and that when he 'dies' again, they'll come pouring out. Whatever it is that keeps him walking, it's rendered him formidable enough that nobody has yet been able to test that theory.
  5. The Bloat (left)

    I glued a Blight King belly to the front of a Black Ork and just green-stuffed until it worked. Also, I'm inordinately proud of his gross rolls flopping over his scabbard.
  6. The Shepherds of Rot

    From leftish to rightish we have Leish the Drover and his two grotesque hounds Flybait and Mange, the champion Illrik the Alchemist, and Squagg the Krabulent. The halberd guy doesn't have a name yet, and neither do the plaguebearer or the rats.
  7. Let's See Your Ghoul Kings on Terrorgeists!

    I used 1/8"x1/8" magnets and 1/8"x1/16" magnets. I used the bigger ones for the wings and such, and the smaller ones for the GKs foot.
  8. Let's See Your Ghoul Kings on Terrorgeists!

    I used magnets in the following locations to attach the wings: - I drilled holes in the shoulder muscles and stuck magnets in them before attaching them to the torso. - I drilled holes in the shoulder bones and stuck magnets in them. To get the holes straight, I dry fitted each muscle to its shoulder bone and then drilled one hole that went all the way through the muscle and into the shoulder bone. - The rock being held by the right foot is magnetized to the base. No drilling required for this joint as the rock is hollow. - I did not magnetize the left foot to the big rock that it's grasping. I just glued that rock into place after aligning it, the claw fits to it very neatly so that it doesn't shift too much when everything else is in place. As for the Ghoul King, I drilled a hole in the Terrorgheist's back where the GKs back foot would rest and sunk a magnet into it (it turned out a bit lumpy, but it's not very noticeable after painting). For the Ghoul King himself, I honestly ended up destroying and reconstructing his back foot. I was trying to just drill a hole in the foot, but the foot isn't really big enough to support much magnet. I ended up basically breaking the foot apart and rebuilding it around the magnet with green stuff. And then there is a magnet on the 32mm base for the back foot to attach to. The base is cork, so I just kind of made a hole at the correct angle and glued the magnet in there.
  9. Let's See Your Ghoul Kings on Terrorgeists!

    The 32mm base is the Ghoul King's base for when he dismounts. Also, if you'd looking for ideas for building/painting your own GKoTG, I would whole-heartedly recommend magnetizing the wings. It helps a lot with transportation (the wings are hilariously tall).
  10. So, we just had a ptg league...

    A narrative solution I like for summoning is that a Wizard (or whoever) can only have one unit summoned at a time. Another I've seen floating around that I like is that when a Wizard is slain, all the stuff they summoned disappears as well.
  11. FEC - horrors and ghouls

    I mostly run Horrors. They're a little more difficult to support properly than a huge blob of ghouls because it's harder to keep your support characters in range of the units when they start spreading out across the battlefield. Also, low model counts can make objective battleplans difficult. That said, I have really been enjoying playing them that way.
  12. I do Nurgling Green followed by Athonian Camoshade. Then pick out hair in Steel Legion Drab, bones & teeth in Bleached Bone. Then wash with Agrax Earthshade. Go back and highlight the bones again with Bleached Bone. Last, Baal Red on the grisly scars and whatnot. Lots of washes make things easy! (All I have is a picture of a Crypt Horror, but it looks the same on Ghouls).
  13. Real Talk about the Double Turn

    I think we must just have different sensibilities on that one. I prefer to have a decisive victory/defeat, or a dramatic comeback. I find them to be cinematic and a more interesting end to the battle. I've never been that enthused by "gaming to a grind". Maybe there's a market for a MapleStory minis game?
  14. Real Talk about the Double Turn

    A lot of people are mentioning the late game swings of the double turn as a negative. I think that they're actually a positive. Many games include rubber banding mechanics to keep one player from getting too far ahead of their opponent(s). The double turn fills that role when the underdog gets it, but when the player who is already winning gets it it has the opposite effect and creates decisive victories. So the double turn simultaneously gives the lagging player a chance to recover, and helps bring the battle to a close instead of having it drag on hopelessly.
  15. Battle Report: Culture Shock

    Battleplan: Acquisition (from the Kharadron Overlords Battletome) Match-up: Order vs. Legion of Azorgh On the burning plains of Aqshy, Hazim the Blooded and his loyal Fireglaives approached an ancient Zharr Goroth ruin. He and his Daemonsmith, Dray the Alchemist, had been searching the ruins of an old empire for weeks, seeking enchanted artefacts and other treasures. So far, they had turned up only a few... an enchanted weapon that Hazim had claimed for himself, and a sacred duardin relic that was in Dray's possession. As Hazim began to climb the steps into the ruin, he heard cries of battle behind him. He looked back to their base camp, fortified on a nearby butte, just in time to see a trio of Judicators assault their gun-line. They opened with a thunderous barrage of hammers, battering the artillerists, and then, with a valorous battle cry, charged the Dreadquake Mortar. He readied his weapons to fight and began to look around for more enemies. Sure enough, his scouts had done a terrible job. The ruins were filled with Stormcast Eternals, but what would they want with the wreckage of the Zharr Goroth? There must be some reason for their presence. The question would have to wait for the moment. He cast Mystic Shield on his Fireglaive unit, as Dray had taught him, and prepared for battle. Meanwhile, from camp, Dray spied a unit of Retributors and their Lord Relictor marching out of a nearby crypt. While the Magma Cannon sent the winged Prosecutors back to Azyr where they belonged, Dray ordered his Dreadquake Mortar and Deathshrieker Rocket Battery to rain down devastation on their position. Lord Relictor Gladion Sunseeker did his best to heal the Retributors with his heavenly lightning, but the unit was nearly wiped out. He and his one remaining ally marched forward, intent on joining the fray. The reason for the Stormcast's interest in Duardin artefacts became suddenly apparent. Fleet Admiral Skragnir the Recalcitrant and his Arkanaut crew opened fire from the base of the butte, slaying the crew of the Magma Cannon with their Aethergold-powered weaponry. Apparently, the forces of Barak-Thryng were at work this day, presumably attempting to reclaim the salvaged duardin heirlooms. The Liberators charged the Fireglaives, fighting for control of the ruin. They slew a few, but the combination of Mystic Shield, Blackshard Armour, and the cover provided by the ruin itself rendered the duardin nigh impervious. Not so, however, when the surviving Retributor charged in, his hammer crackling with critical energy. He was furious at the destruction of his battle brothers. With little regard for the Fireglaives entrenched position, he hurled mortal wounds in all directions until the duardin, and their fearless leader Hazim, were no more. Gladion picked up Hazim's enchanted weapon, hung it on his belt, and continued the fight. There was still a sacred relic to be reclaimed. By the time Fleet Admiral Skragnir had climbed to the top of the butte, his Akanauts had been gunned down to a man. They had acquitted themselves nobly, felling both the Magma Cannon, and the Deathshrieker Rocket Launcher, and nearly destroying the Dreadquake Mortar. But the job that remained needed to be done right, so he would have to do it himself. Though Dray's Blackshard Hammer nearly sundered Skragnir's plate armour and sent him back to the spirit in the sky, the Slave Ogor had been whipped too mercilessly during the battle and contributed nothing to the melee. Skragnir set upon them with his Aethermatic Hammer, reassuring himself of his righteousness muttering under his breath "there's just no trading with some people". His devastating hammer blows demolished the Dreadquake Mortar and sent Dray flying back off of the butte. He looked on in shock, took one last puff of his pipe, and fell into the crackling lava below. The sacred scroll he had been carrying drifted slowly to Gladion's feet. Gladion collected it and gave a signal to Skragnir. Then they began the long walk to rejoin their skyfleet. Crossposted from hive fleet charybdis.
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