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  2. Yep that’s even in the OG Bonesplitterz tome from 2016. A force of highly disciplined ‘Ardboyz were fighting a horde of Bloodletters and keeping tight ranks but were slowly getting overwhelmed by the daemons who had ripped a portal open nearby so they just kept swarming through. Then a horde of wild Bonesplitterz charged in and their mad energy destabilized the daemons enough that the orruks overwhelmed them But it was so infectious that even the disciplined ‘Ardboyz began ripping off their armor and running wild with the Bonesplitterz as they heard the drums of Gorkamorka pound in their heads drowning out their thoughts. Wrekkaz felt A Lot like that Bonesplitterz flavor incorporated into the Ironjawz. I imagine we’ll see more of that as the force grows between heavy infantry, giant monsters and more “weird boyz” shaman brutes. Also someone mentioned contrasts on the new stuff? Painters are showing off Darkoath on Twitter and they’re gorgeous! 🤩 Absolutely love the energy of the models and dynamic posing AoS gives them so every model down to the skirmishing basic infantry stands out like this in battle because wow!
  3. There are indeed other games where heroes on foot are absolute untouchable gods by troopers, but neither AoS or WHFB / TOW are them. You're thinking more about Lord of the Ring, and even so it's debatable. Design of such games are very different and tend to talk about actual gods / demi-gods or mythical history flavour like Achille against the Troyens. IMHO, they tend to have very one-sided battles where the hero is indeed completely cleaving his way through multiple "mere mortals" and can effectively be stopped only by another hero. Depends where you find your fun. It's true AoS foot heroes are more about combos / synergies with other units than real battle beasts (though some do that job actually well, when handled properly). I don't mind it.
  4. Just to add something of interest. There are A LOT of games that, without using SvsT, their heroes have enough tools and stats to be diferent enough that other units. Btw, I don't have problem with S vs T.
  5. These miniatures are lovely. Old school chaos dwarves look really great on these new TOW 25mm square bases, thanks for the pictures.
  6. Yes, I own both models. The Kroxigor is much larger in both height and volume. I'm fine with the giant dinosaur smashing a smaller human priest when the dinosaur wields a mace that is, on its own, larger than the priest. You're just talking in circles to justify why you want something that has never been the case in-game in AOS, and has made for notoriously un-fun editions of WFB back when it was the case.
  7. Today
  8. I've been working on my 90's style Chaos Dwarfs. These are using 3D prints from Fabelzel, Brawniac and Meshy Mesh. What I have painted so far that is a Chaos Dwarf: The unit of Chaos Dwarfs with a Sorceror First unit of Blunderbusses - I think the Fireglaives are probably the "correct" choice, but these models are just too fun to leave out of an army. A better shot of the Lammasu Some sneaky gits - I've not painted any greenskins since Gorkamorka so this has been a bit of a learning experience! My first ever war machine - it kind of looks like it fires out baked beans instead of magma though.
  9. Yes this. Thanks for saving me some time :). This bit can easily be used to discribe a Bonesplitterz Orruk. Just in an earlier state of fully becoming one. They also represent this on the models by making them lose a bunch of armour. Edit: looked it up anyway XD. Got this from the store: This multipart plastic kit builds three Weirdbrute Wrekkaz – berserker orruks infused with magical madness. These fearless fighters race into battle without the heavy breastplates worn by most Ironjawz, wielding deadly chain-smasha flails. Each Wrekka wears a terrifying Weirdbrute mask of iron and bone – the kit includes six different masks for your orruks, allowing you to customise your maniacal mob. This bit is from warcom: Sometimes, the storm of Waaagh! energy that swirls around an orruk battle can send some boyz off the deep end, and they end up in a unit of Weirdbrute Wrekkaz. The only thing they’re good for is bolting on an iron mask and swinging a heavy ball-and-chain, which is a task their fellow Ironjawz are only too happy to set them to. (random excuse for artwork) Bonesplitterz: Bonesplitterz are a type of wild bands of Orruks driven mad by the thrumming power of Gorkamorka. Guided by mysterious shamans that are believed to speak directly to Gorkamorka, they hunt the great beasts of the Mortal Realms so they can slay them and absorb the spiritual might of their god, which they believe is bound within the creatures bones. These savage orruks are unpredictable and difficult to best in combat, not only because of their lack of organisation and tactics but also in toughness and sheer single-mindedness. The orruks of these wild bands are possessed by the power of the Waaagh!, unable to fully revert to what is considered normal.
  10. I think he's refering to the fact that Wekkas are Orks who get brain fried by the Waagh! magic and becoming "wonky" as the others call screaming gibberish, vomiting green bile & lashing out in a frenzy before they run into the wild (to become a bonesplitterz) they drag the Weirdnob where they graft & bolt the skull mask onto their heads. This does not cure them quite the opposite and rather enhance the frenzy as they now see the world around them as a flaming green inferno each enemy a ember as the Wrekkaz throw themselves to extinguish the fire
  11. Lol, again your post nailed it. I agree!
  12. The trouble (in my opinion) is without drastically increasing wound profile in addition to attack damage they'd be too hard to balance and would potentially be a huge waste of points because (currently) foot heroes are so easy to snipe with magic and/or shooting, and extremely easy to kill in melee for the most part. Again, might sound like a broken record, but without different stats and profiles it's too hard to do. If we had S vs T then your chaos lord could have high toughness so he doesn't necessarily have to worry about weaker units and can happily go into combat. When you're playing with just two d6 rolls to get attacks in and nothing to really change anything based on what you're fighting against, you end up with what we have now. A naked ghoul can slap your chaos lord just as easily as he can slap archaon, just as easily as he can slap a clanrat or zombie. There's no change for what he's fighting against which makes dealing 5 damage incredibly easy when you throw a few more ghouls in the mix. If this ghoul was wounding your chaos lord on 5s or 6s then suddenly the damage massively drops down, add in WS vs WS and it goes down even more. This also adds to list building and more balanced armies as you generally have to take a variety of units with different 'jobs' like anti tank, anti horde, anti hero etc. etc. I'm also an advocate for how AoS do it as its so easy especially for newer players, it's just a shame to have to lose out on the fluff of the units (especially heroes like we say). However I realised years ago that if beastly fluffy foot heroes is what you *really* want from the game, then AoS is simply just not that game. I now play 40k and ToW to scratch that itch, and AoS for quicker games with crazy magic and awesome models.
  13. The new Black Orc Bigboss compared to some printed Avatar of War mini's. All from the AoW battle regiment sets, The Orc boyz I printed at 105%, the rest at 100%. I really like the AoW mini's. Felix Paniagua is the sculptor of AoW mini's, a long time ago he worked for GW. He sculpted a couple of beautiful, soon to be re-released dwarfes. From left to right, Goblin, orc boy, savage orc, orc boy, TOW BO Bigboss, stone troll, orc boy, goblin. I think the scale is perfect. Still room for Big'uns, Black orcs and Black Orc Warboss scale wise.
  14. Agreed. I've got to say one if the things that I like so much about TOW is how much it's encouraging converting. Obviously there's nothing stopping you doing so in AoS, but there's just much less need since there are fewer options and most minis are excellent. But I'm TOW there are far more options, sometimes official kits are... not great, and most importantly you can actually invest yourself in your characters without them being shot off the table in turn one of every game, so individualizing them feels more rewarding.
  15. I am not a Soulblight player in AoS, but I would love to see my StD Chaos Lord be a real melee threat in AoS. Currently he is just ignored by my opponents. So double the point cost if necessary, but make them worthwhile.
  16. I don't think that's true anymore for vampires in AoS. At least not to the extent it was in WHFB. I would like to see vampires be a bit more fighty, but they are already on a 3+ save and heal from combat. I don't really see a need to up their melee pofiles to the point that they need to be 200+ points, personally. They are already really good units.
  17. But that are "uncovered" BS, not 100% BS. That's what I meant.
  18. Same here, for TOW I only order from GW directly.
  19. I am all out of likes, but this looks very good! Much better than the official cavalry priest mini!
  20. How so on wrekkaz? Monsta killaz have been my least favorite Kruleboyz release. I can see the corelation there, and much prefer the other designs, but not so much on wrekkaz. Perhaps I've missed something.
  21. The problem is that lorewise, Vampire Lords and Chaos lords aren't generic at all. They are killing machines, but now they are units that avoide combat.
  22. As Flippy said, it's not really comperable + the damage output overall is much higher than in TOW. So in AoS your heroes will receive a lot more attacks back. A lot more. I don't want unkillable goodlike foot heroes, but they have to be something more than just walking and hiding buff tokens. With the StD Chaos Lord you had the ability to make a retinue. Very cool fluffwise and for immersion. But you would never use a Chosen unit for it. As a Chosen is way more useful than a Chaos Lord. So trying to deflect the wound to a Chosen would be absurd. It's just so conflicting Chaos Lords are on the top the food chain, but game wise they need to avoide combat as it wouldn't do much damage en would die quickly. Chaos Lords and Vampires should be in the high end of melee threats on the battlefield, but they are not. It are buff tokens. Well said, you explained it so much better than me. Thank you. Sadly I am out of likes.
  23. I'd love something like that for Radukar the Beast, but wouldn't petsonally expect it from the likes of Kritza or a generic Vampire Lord.
  24. The Brute Wrekkaz are basicly already just Bonesplitterz, it already happened before. Some say the same about the KB warband.
  25. You also raise good points but IMO foot heroes in AoS are completely the opposite of what they should be. Not to say they should all be amazing, and it's impossible to differentiate them too much without more stats like WS and S/T profiles so it's just a bit of wishlisting. Currently foot heroes work more like you're playing a buff in a card game. A vampire is a +1 attack buff being played on your grave guard for instance, rather than actually being a beast like they 'should' be. But when you're confined essentially to two d6 rolls on their combat effectiveness, they just can't be different enough to other heroes. I'd like a vampire to be stronger, faster, tougher than a human warrior lord or goblin warlord or even a skaven for instance, but those days are gone and now they're just generic 4 or 5 attacks 3s 3s r1 d2 or similar across the board, same hero different skin. Gone are the days of racial differences and matching lore to profiles etc. For better or for worse is a matter of opinion and what you personally prefer really.
  26. Based on WHFB? With the right setup (Blood Dragons bloodline) you had a killing machine like no other, save perhaps a Chaos Lord. Slaughtering whole blocks of infantry in single activation was not uncommon. Think Megaboss on Maw-krusha level of melee threat with some magic abilities on top of that.
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