Crispen

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20 Lord Celestant

About Crispen

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  1. Yep, totally agree. The archnarok will have the shaman on top, so he gets to cast two spells. Will prioritise the ole mystic shield for one of those and probably super charge a unit of spiders with the other.
  2. haha yeah they would be pretty good, thats for sure and would fit more in with the list look and feel. I only own regular greenskinz atm. I could take 3 units of 10 orruks with shield and choppa? gives me a 5+ all the time and re-rollable 5+ in CC. I took the ogors also for that 6inch move.
  3. Hey guys! So I was going to go to a tournament on the 16th, but alas real world stuff got in the way and I couldn't make it. I also wasn't able to get all the painting I wanted done so probably for the best. I was looking and it seems like the store might hold another on the 30th with any luck. So if that goes ahead then I was thinking of dusting off my trolls. Thinking this might be a fun list: Troll hag - 400pts Arachnarok (Spider shrine) - 280pts 6 fellwater trolls 3 sour breath trolls 3x5 spider riders - full command 3x 3 ogors - full command 1x gorgers I've used gitmob grots as batteline for the trolls previously and it didn't work too well. They tended to explode and then shortly after the trolls would also explode leaving the troll hag alone against the enemy. I think the ogors might do better, I plan on using them to screen and primarily do the dying. There is potentially a good combo with the troll hag curse and the ogors, but not too likely to get off. Spider riders are there to look cool and move fast, if they do some killing then thats a bonus :). Let me know what you guys think? Crispen out
  4. Hey guys, I recently picked up some dwarves from that set that was out a while ago where it had them and the goblins. What are you guys using this dude as now? I think he was a giant slayer or something in the set? Anyways thanks in advance for the help! Crispen
  5. Yeah love the squiggoth model. Here is mine: in 40k I run a dred mob (got the forgeworld mecha and mega dreds) and stick 15 shoota boyz in this guy. If only he had some AOS rules! that would be awesome.
  6. Haha I did see some of the old cyberboars for sale on ebay the other day! I found out through the tournament organiser that you can't use the big mob though in matched play unfortunately. The latest FAQ stops you from doing it. Which is a shame. The regular boyz are still good though, pretty rare to have a battleline unit with a rend weapon in the destruction alliance. The warboss with banner is good too if you run iron jawz as he effects all orruks and you could use some of the iron jawz as Nobz for 40k. I think I'll need to get some boar boyz though before I head to a tournament with the list with the battalion being gone, as without it. The army might be a little too slow to tie up key elements of the opponents army. I was looking at a possible turn 1 charge with battalion and without, turn 2 at best. Just my thoughts on it :). Good luck with the SnakeBites. Post pics on here if you do decide to get them, always loved that tribe as well for 40k. Squigs are too cool.
  7. Hey guys! So I've been painting seraphon for a tournament on the 16th, but the whole time I've been thinking about my game the other day with a friend and I think I might wait to bust out the seraphon... Need some more practice, I don't think the list I was going to take is for someone with as little AOS experience as myself. So I was back at the drawing board, looking at my collection I saw that I had a large collection of greenskinz sitting in the lunch bags they came in (bought them second hand) and thought maybe they might be alright. I know they're not as good as savage orruks with their shiny battletome, but 5+ re-rollable in CC seems alright (mine are the ones that come with shields, the snap together orruks). So the first thing I looked at was what battalions are available to me. Since I knew the army would probably have a load of drops I'd like to try and reduce these if I could. In the AOS app there is only one, the Greenskinz big mob. I noticed that the battalion uses different keywords for the units, but the app still says they're legal choice when selecting the orruk boyz, so that was good enough for me. The list: Greenskinz big mob battalion Orruk warboss - Waagh banner - General, talisman of preservation Orruk great shaman 30 Orruks with shields and choppa - full command 30 orruks with shields and choppa - full command Boar chariot - Would have loved to take boar boyz, but don't own any and I like the older models and can't seem to find them anywhere for cheapish 20 arrer boyz - Boss Frostlord on stonehorn - battle brew 3 gorgers Rock lobba So the list functions similar to my ogor list which incorporates the frostlord. You throw the frostlord and gorgers in the opponents face, causing as much disruption as possible. The other elements of my army move up and capture objectives and kill any survivors. Its a pretty effective strategy with my only losses coming from people who have accidentally cheated to kill the stonehorn (one guy used some plague spell, but dealt a mortal wound every phase instead of when he caused a wound (think its miasma?) and another used van hels in his and my turn as well as dual artifacts when he didn't have a battalion). I think that I might place higher this time around then with the ogors as the orruks feel like they might contribute a little more. Will see though! Crispen out
  8. That does look like a very cool list. I was looking at the all saurus cav battalion. Just lacking the cav atm. I've got plenty of skinks so I could field them. I just really wanted to try out a solid Saurus list. I think I'm going to put the seraphon on the shelf until I practice with them some more. I think my 2k list could definitely do alright, but might be a rough ask to jump in after one game into a tournament full of beastclaw raiders with kunning rukks and tzeentch lists haha.
  9. Hi Guys, Figured it might be a long shot, but does anyone have a gotrek and felix model they would part with? Preferably after these ones, but will take the older ones (anything really haha): I'm in Australia, payment via paypal preferred. Thanks for looking! Crispen.
  10. Hi guys! So a friend of mine dropped around today and we decided to bust out a 1200pts game. My seraphon vs his undead. I wanted to test the core of my 2k list so I took: Sunclaw starhost Sunblood - General, obsidian blade, tenacity, phoenix stone 30 saurus with spears 10 saurus with swords 10 saurus with swords Oldblood with great weapon Skink starpriest Skar-vet on carno My friend took Vampire lord - book of -1 to hit, general Necromancer 10 skeletons with swords and shields 30 skeletons with spears and shields 20 grave guard 2 morghast archai 10 zombies sitting in his summoning pool (I didnt know this in the game). We decided to play take and hold as I think this might be a scenario I'm going to struggle with. Deployment wise I placed my carno on the right hand side of the battlefield, one 10 man saurus unit screened my 30 man unit and the other 10 man saurus was deployed on the 12inch line on the far left. All my characters were deployed on the back board edge as I wasn't sure how fast my friends army was. He occasionally runs these black knight bombs that get a first turn charge and wasn't sure if he had something similar planned with this army. I was able to win the priority and went first, in hindsight I shouldn't have. I couldn't make use of the saurus march ability as that would put me in a bad position if my friend double turned me. So instead I pushed the 10 man sword unit that I deployed on the left up the flank and cast mystic shield on them and moved the carno forward. My middle battle line re-positioned themselves. In my friends turn he summoned some zombies to block my carno and moved his entire battle line forward. His skeleton unit he buffed with the vampire's command ability (+1 attack). The archai flew into the centre. I won the priority for second turn. I started by casting mystic shield on my 10 man swordman unit shielding the spearman and using inspiring presence on the spearman. I knew that next turn I was going to probably take a beating haha. Everything in my army shuffled forward a little. My saurus on the far left flank charged a 10 man skeleton unit and the carno rolled a double 1 for his charge... In combat I rolled badly and only managed to kill 3 skeletons and lost 4 saurus in return. In my friends turn he ran his zombies out of the way as much as possible and positioned his spearman unit for a charge into the carno. His wights prepared for a charge on the losing 10 man saurus unit on the left and the archai set themselves up for a charge into my 10 man screening unit. The vamp threw his command ability along with cursing my carno and the necromancer gave van hels to the skeleton spearman. The saurus on the left only just managed to die, the wights only killing 5 and with the skeletons managing to cause the one wound needed to remove the remaining member. The carno surprisingly held up to the double attacks from the spearman only losing 5 wounds from about 100 attaks, in return I only managed to kill 3 skeletons due to the vampires curse and my inability to hit anything. The archai ate through 6 saurus.. Those dudes are brutal when you can't ignore their rend haha. We rolled for priority with me knowing if I lost, I'd lose the game. Luckily for me priority was on my side and I was able to secure it again. I was finally able to use the sunblood command ability! And only just! I threw it on the skeleton unit that was currently beating up my carno. I tried to cast mystic shield on the 4 saurus fighting the archai, but it failed. I moved my old blood up to try and get a charge off on the archai, it was desperate, but I needed to try and stop them from getting into the spearman. the sunblood and skink priest moved over together towards the carno and the spearman prepared themselves to charge the skeleton spearman. Charges started badly with the old blood not making it into the archai, it was so bad as this meant his re-rolls of 1 to wound buff would still be in range of the spearman. The spearman made their charge into the skeletons. In CC they managed to delete 18 of them and took 3 causalities in return. With the carno ability and battleshock the skeletons were wiped. The 4 man unit of saurus unsurprisingly got slaughtered by the archai. In my friends turn he positioned his archai and wights for a charge into the oldblood and spearman and the zombies for a charge into the carno. The necro used arcane missile to take 2 wounds off the carno putting him at 7 and the vamp used his curse thing to remove 1 attack from all the saurus spearman weapons... Which is brutal since that basically negates the 80 point battalion. Charges went off with only a small amount of wight making contact with the oldblood and spearman. The archai easily made it into the spearman centre and the zombies went into my carno. My friend activated the archai first and proceeded to delete 12 saurus. In retaliation I managed to kill one archai, bing the other to 2 wounds remaining and do nothing to his wights. He then activated the zombies who caused 2 wounds to the carno! My old blood whiffed and missed with all his attacks before being deleted by the wights, I also lost a further 10 spearman from the wights. In battle shock the saurus disappeared. We rolled for priority and my friend got the double turn. I conceded, but we played it out to see what would happen. The carno was arcane missiled off a decent 3 mortal wounds caused. The wights moved up to charge the sunblood and the archai went after my priest. My friend wanted to see what the sunblood could do and charged him, as soon as the sunblood died I would lose anyway as he was the only thing holding my objective. My friend was able to get van hels off in the hero phase on the wights (forgot to mention that). In combat he caused 7 wounds to me, luckily because I was tenacious I was holding in there and caused 6 back at him, we didn't roll for the second round of attacks from the wights and ended it there. Learning curves I came away with a few things learned. The additional wound on the Sunblood probably isn't worth it and might be better replaced with reckless. I shouldn't have been so timid and should have tried for a double turn, myself. By not doing so meant I just doomed myself to die slowly (which I did great!) Saurus old blood is really sad as far as his profile goes, but the re-rolls to 1 for all saurus within 5 inches is good. I will say though the high elf loremaster could probably kill this dude 1 on 1.. Seriously the mage has a better to hit roll haha. Sunblood command ability is super hard to use. 15 inch range is surprisingly low and when you do get to use this ability its generally only going to be for your turn as whatever you hit with it is likely to die anyway. I may need to consider making the slann my general, I'll ponder some more. All your abilities are single targets, which means you have to anticipate exactly what your opponent is going to do and if you're fighting on multiple fronts like I was, you're probably going to be overwhelmed. Saurus are great chaff, but might not work in the way I'm hoping. I planned to use them sorta like a chaff and hammer with the 10 man units slowing the enemy so the 30 man unit can obliterate them. Coming to find this might work once, but that's it... Carnosaurs look awesome, but don't seem to be very killy... at least not the skar-vet anyway. The 30 man saurus spearman unit is super hard to maneuver, the large bases are just killer for 1 wound 5+ sve models. The next games I play will be at a tournament on the 16th. After this game I had considered going over to chaos or back to my ole trusty stonehorn haha. But I think I'll just stick to Seraphon to get the army based and painted. Here is my WIP old blood: Thanks for reading. Crispen out!
  11. Hi guys, Just creating this post to place all my pics of my army as I move it to rounds and finish painting it. First guy finished is my carnosaur and old blood. More to come soon :).
  12. I agree the summoning nerf is a little rough on the engine, but its 20pts cheaper then a regular steg and on average when unwounded has the potential to deal D6 mortal wounds with a 25inch rnge, of course its all theory what I'm saying as I've not put it to the test yet haha. The steg itself is about the same strength wise to the refular steg in CC as well. Also an additional turn on that lucky 18 could be a game changer in some match ups. I do like the idea of using the curse of fates to dictate the turn. Could be pretty fun. I'd be dropping the normal steg or skar vet on carno and replacing it with the starseer and a unit of 5 saurus cav. Not sure if that would be a good move or not as that would make the list a little pillow like. I could drop the starpriest instead, but then I'd be losing the +1 to hit buff... Might not be needed with the sunblood command ability. I'll think on it some more haha. Thanks guys for all the suggestions and input! Keeping me pumped while I destroy the basing I did for the squares (a sad moment cause I did water effects and all on them haha).
  13. Thanks for the feedback Funnybunny, I decided today to go with the skar vet on carno and just let my opponents know its one armed with the spear and they'll have to imagine he has a shield haha. I'd take chameleon skinks, but alas I don't have the models. I'll invest in some if I enjoy the way the army plays at the tournament. Looking forward to giving this sunblood a whirl, dude seems pretty beastly for 120pts. I'd take the snake bastilidon loadout, but I think if I did I might get mortal wounded to death too easily by thundertusks and not have any way to knock a couple wounds off them at range so they have to roll D6. Last tournament I saw 3 players running 2, so that's why the solar bastilidon is in the list. I agree with you on the lack of rend -2 and I think krox should definitely have -2. I own 3 and found them a little underwhelming when I used them. I hadn't looked at the starseer, thats an interesting mechanic with the re-rolls. 160pts for him though does seem pricey. Have you had a chance to use him Nico? Is he worth it? I agree that the templeguard option with the slann command ability is a good idea. I unfortunately don't own any temple guard. I also want to try the sunblood command trait which is re-rolls to hit on a marked unit within 15inches for saurus in combat. that seems pretty good for most saurus units in general with their mostly 4s to hit across the board. I had thought about summoning as well, but like you thought that it might be risky with only a single slann and a lot of people running a decent amount of long range shooting.
  14. Hi Guys, So I'm working on getting something finished for a tournament next month. I was originally going to take spiderfang grots, but with work and uni I'm not able to find the time to paint them to the standard I want. So I've decided to finish a serphon army I started at the end of 8th edition. In 8th edition I used to like playing with Gor-Rok and sticking him in a unit of Saurus to soak up some of the dmg from enemy heroes. I wanted to continue doing something similar in AOS, so decided to go with the sunclaw starhost. The battallion seems pretty good value for what it offers. You're getting rend -1 on your celestite weapons and an additional attack with your jaws/shields. You also gain dmg 2 when attacking chaos daemons with the celestite weapons. So its a considerable buff to the average saurus warrior. Not to mention you're getting an additional artefact due to taking a battalion and fulfilling the battleline requirement for 2k points. With my core chosen I decided to try and work in some buff elements for the saurus. I decided to take a slann for his ability to cast 3 spells a turn, skink starpriest for the +1 to hit buff and an old blood on foot for the re-rolls of a 1 to wound for nearby saurus. I then decided to add a bastilidon with solar engine for some range support and an engine of the gods. I still had 300pts left over and was thinking of taking a carnosaur or something similar, but I've got my carnosaur kitted out as an oldblood so will go with a normal steg instead. The list currently looks like this: Slann Starmaster - 260pts Old blood on foot - great weapon - 100pts Skink starpriest - 100pts Sunclaw starhost - 80pts Sunblood - 120pts - General 30 Saurus - 300pts 10 Saurus - 100pts 10 Saurus - 100pts Bastilidon - Solar Engine - 300pts Engine of the gods - 240pts Stegadon - sunfire thrower - 260pts The idea is you throw all the buffs on the 30 man saurus unit and send them in to try and wreck something. They potentially have 4 attacks ech. 2 hitting on 2s, re-rolling and wounding on 4s re-rolling 1s and another 2 hitting on 3s re-rolling and wounding on 4s re-rolling 1s. Even if for some reason the saurus fail you still have some decent monsters in the list to help carry you to a minor victory. I predict the list will lose to a dedicated shooting or combat list as its more of a take all comers list. In those cases I'd be hoping to win on scenario or fighting for a minor victory/loss. Let me know what you guys think, I've only ever played one game with seraphon and in that I lasered off my opponents whole army by buffing the bastilidon. So it wasn't really a good gauge on how the army actually performs. I'll post some painting progress stuff shortly. Thanks! Crispen
  15. Hi Guys! So I recently went to a one day 2k tournament (yesterday actually). The event had 20 players with 2 of those being rank 6 and 15 in Australia and another one, a few wins away from being best Iron Jawz in OZ. So pretty tough competition for my first ever 2k point AOS games. Onto my list! I decided to take gutbusters backed up by a frostlord on stonehorn. I was going to run all gutbusters, but real life got in the way of me painting all the gutbusters I needed. Tyrant - General, bellowing Tyrant Butcher Bruiser BSB Frostlord on stonehorn - battle brew 4*3 ogors with full command 6 iron guts 3 gorgers The idea behind the list is that you buff the frostlord and Ironguts and send them in. Bulls lurk in the back field catching and holding objectives, Tyrant and BSB move into the midfield for banner and bellowing tyrant support. The Tyrant can also help hold enemies trying to get past and kill the squishy ogors. Onto the matches! First match I came up against a nurgle chaos list. Blood and glory was the scenario. From memory he had: Daemon prince with wings Great unclean one Gutrot spume A dude riding a circle mouthed beast with scythe 30 plague bearers 10 blight kings 3 plague drones Now that I think about it, he may have accidentally cheated as he deployed the plague bearers in one block when they should have been in 2. In our match it didn't make much difference. The main winning factor in this match was miasma which he cast with the dude riding the circle mouthed beast. My Opponent played the spell causing D3+1 mortal wounds every phase to my stonehorn, when he was only meant to be doing that if he caused a wound on the stonehorn. As a consequence the stonehorn went down quickly and the ironguts weren't able to carry me to a win. My opponent one a minor victory on VPs. Gorgers in this match were very useful and at one point nearly won me the game by capturing his left hand objective. A quick picture of deployment (Sorry about the poor quality, had to hurry due to round timers in use) Minor Loss Ogors My next round I came up against a death player playing the take and hold scenario, he hadn't played match play before and was running Nagash. He stuck Nagash down across from my stonehorn on the 12 inch line and I did warn him that I could potentially be in turn one and might kill him, but he wasn't worried about it. So he gave me the first turn and I charged Nagash causing 14 wounds. In his turn he ran his characters in, did 5 wounds to me, failed most of his spells and in return I killed Nagash. He quit the game and tournament at this point. I got a cool pic though before he did: This was a game where I felt the stonehorn killed a lot of potential fun for me and my opponent. Having said that, I'm sure Nagash would have walked all over an all gutbuster list, so I don't feel too bad for the guy :P. Major Victory Ogors! In my third match I versed my friend who is also a death player. He runs a bone rattle formation. His list from memory is: bonerattle formation Wight king with black axe - cloak, redfury 40 skeletons with spears 30 grave guard with great weapons 2 * 10 skeletons with shield and sword 10 black knights Outside of the formation necrotect screaming skull catapult necromancer Arkhan the black We were playing border war. I deployed centrally, stone horn and iron guts on the 12 inch line with my other ogor characters hiding behind. The units of bulls were on either flank hoping to nab a couple of points. He elects to go first and pumps his black knights up for a first turn charge into the iron guts and stonehorn. Killing 3 ironguts and no dmg on the stonehorn, in retaliation I wipe the black knights. He manages 3 points this turn with 1 point for his home objective and captures the right hand side objective. In my turn I buff the stone horn and charge into his 40 man skeleton unit, the rest of my units move forward. My gorgers come onto my right flank to try and take the objective he is holding with 10 skeletons with shields. In combat I take both 2 point objectives and wipe the 40 man skeleton unit with the stonehorn. Scoring 5 points. His next turn he moves his grave guard to try and kill my gorgers and 3 man ogor unit holding the objective that was previously held by his 10 man skeleton unit. He does some shooting, teleports his lord over to my 2 3 man ogor units holding the left hand 2 point objective and also flies Arkhan over there. He fails a charge with Arkhan, and gets his graveguard into my ogors and gorgers and the wight king into one of the 3 man ogor units. Due to terrain and the size of the graveguard unit, he can't get as many as he would like into CC and only manages to kill 2 ogors and 1 gorger, losing 2 in return. The lord kills to ogors (one from running) and takes 2 wounds (would have been 4, but he halves the wounds taken due to some special armour). He manages to get 3 points this turn. I get the priority in the next turn and run the stonehorn over to kill the graveguard, the ironguts move up to kill the necrotect and the catapult, the butcher gets ready to charge Arkhan and my tyrant also moves to charge into the graveguard. I activate "Down to the ironguts" due to an ogor fleeing. I make all my charges. I choose to go the ogor fighting his lord as I knew he would be dead if I didn't, managing to get him down to 1 wound remaining. He activates the graveguard killing my Tyrant and finishing the ogors off and leaving one gorger with 1 wound remaining. The stonehorn wipes the graveguard. His necrotect kills one of my ironguts (he only had 2 wounds remaining). I activate my butcher and do nothing and Arkhan responds by killing me outright. The ironguts kill the catapult and necrotect. This turn I score 5 points again. In his turn he moves Arkhan over for a charge on my bulls holding the 2 point objective. He fails both charges with the wight king and Arkhan on double 1s leaving that objective in my control. In CC the ironguts finish up the catapult crew capturing his own objective. He scores no points this turn and he concedes at this point. Major victory Ogors! I ended the tournament tie 4th with a bunch of other people. The tournament organiser then used a magic system where you were awarded points based on how well your opponents did. Since my opponents hadn't done so well I didn't place. Overall I was happy though with my performance at the tournament. The list is fun to play and fairly straight forward. It can be flimsy if you can't lock your opponent into their deployment zone with the stonehorn, ironguts and gorgers. I found that you do pretty much everytime lock them in their deployment zone with those 3 units though. Gorgers are surprisingly hard to remove with 15 wounds and bravery 8 for a 3 man unit. The bruiser BSB only got in range once of both the gorgers and stone horn and my last match and man he was worth it in that case, but most of the time he's too slow to be useful. This will be the final outing for the stonehorn for a while now though. He's been fun and is mostly reliable. I'm just looking to move away from the guy who always has him on the board. My star unit other then the stonehorn was the gorgers. I've run a 2 man unit and it wasn't very good, but 3 was much better. They're strong enough to roll over most backfield objective holders and the ogor bulls are fast enough to help them capture objectives if you need 5 or more models. People also seem to over commit to take them off, moving a large portion of their armies over to counter the gorgers which is what you want with this army, cause as soon as they realise they just need to get into your backfield to win, you're toast haha. Thanks for reading! Next tournament should be next month. I'll be busting out a pure spiderfang army (if I can paint it in time :)): Spiderfang venom mob battalion - 100pts 2 * arak with shrine - 560pts 1 * arak with web flinger - 280pts 1* big boss - 100pts 3 * 15 spider riders with full command - 900pts 60pts left for triumph roll Drops: 1