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Showing content with the highest reputation on 11/23/2017 in all areas

  1. 8 points
    It's fair to say that we've all faced the issue once... or many times throughout our hobby career. I don't have a silver bullet for you, however; I'll share what strategies I've used; In no particular order; Take a rest. Your hobby is meant to be enjoyed and the last thing you want to do is lose your passion. Put your painting away and take a break with something different from Games Workshop (Black Library novel, play games with unpainted models) or something different like a computer game Break down your painting into bite-sized goals: If you have a hard timeline like a tournament, it can be stressful and overwhelming to paint a large force in a short period of time. Instead of looking at a Completed vs. Uncompleted force/unit... break it down into chunks. Set a goal that tonight you will paint all of the blue, or that you'll have the base coating done... goals that are achievable in a short time frame. Paint EVERY day. Even if it's 30 minutes a night, the small window of painting will mean that you'll have completed 3.5hrs of painting a week, and you'll be 100% focused during that time. Batch Paint. When completing large units of infantry I find it easier to work on one colour at a time. It not only standardise my colour schemes but it helps make me more efficient. Incentives. I have an army which has a lot of infantry. As much as I would like to paint all of my characters, I'll set myself an incentive that when I complete X unit, I'll relax and enjoy Y hero or monster. Multi-task. While you paint you can listen to music, your favourite AoS podcast, or even a Black Library audio book. Stop Chasing Perfection. While I mostly enjoy painting I realise that I don't have the time to commit to painting at a Golden Demon level. I probably could if I REALLLLLY wanted too... but the pay off isn't there for me. I'm happy with an above average table top standard. I'm happy to put the brush down on these models and move to the next models otherwise I'll just get stuck with hobby backlog. That's a few things that quickly come to mind.
  2. 4 points
    OK,im running a Firestorm campaign at my local game shop,we are in our 5th week now.I purchased a copy of the game and have left it at the shop for players to check out when we arent doing matches,,mainly though I keep the map updated on a private FB page setup for the AoS group,players take pictures of their current set of cards they will draw from and also I post a current map picture showing everyones holdings then list the players armies and their current Glory totals,we are playing till the end of the year for this map and the winner with the most Glory will win it all,,though the alternate victory is also possible and I should add that a couple of the players are close to that right now so some of us are forming alliances to curtail their march to victory,heh. Anyhow I currenty have 10 players in this campaign with only one map!,,its not completely full yet either.What we do for the cards sets is,as I mentioned above,,players just keep track of whats in their deck by taking a photo of it after each build phase following fights,,I also keep notes on paper as much as possible.This first campaign is more of an experiment to see if it can work with exceeding the 4 player total on the map,as of now I would say I think its going to work out fine.Not sure if I would want any more joining up though,heh.Also battles have been lopsided points wise(we are using matched play rules for the most part) and there have been several battles fought already with the underdog winning.A couple of things I do though is allow the players with the least amount of glory to make their challenges first,then I give them a +1 to the roll-off dr when determining what territory to fight in and what scenario to choose,,this has helped to keep things somewhat balanced.One of the issues that has come up is the size of the secret objective deck,,ive been allowing players to draw and take a pick or record that card ,then replace the card,,this is not working too well though as players have already gained Glory off the same card 2 and 3 times already,,we need to work on that aspect I think,heh. Each week it seems I get another player to join in and what we do is allow them first choice on who to challenge,,then,if they choose to fight in a zone that their opponent controls I allow them an additional d3 muster points as a sort of "invasion bonus".I also have players missing some weeks and coming back the next,,really it has worked out very well and all are still interested in games each week. Overall I would say that Firestorm is a huge bonus for AoS game nights at clubs and gameshops,,it is probably the best league/map campaign idea for any game ive ever seen and ive been at gaming for 40+ years.I can see our group always having a firestorm map going for casual narrative games,,its so easy to get a game set up using it and keeps the battles fresh each time with the territorial time of war rules and the build cards.Its a VERY refreshing change from the usual "lets test our tournament decks and play one of the 6 competative scenarios"over and over again.Though feel free to take your competative build and try out new stuff,,works for me! The main item I have on the wishlist for this game is an App for Firestorm,,perhaps something that would allow recording of players holdings on the map as well as current card deck..something we can log into to draw our cards and such.Well,this and of course maybe bigger maps and or scaling for more players,heh.I know,,this would be very expensive to do and all that,,maybe I should check out fantasy grounds or D20 and see if I can make some sort of mod for it there.
  3. 3 points
    Ardboyz So the reason that this unit is so much more complicated than the others is because of a uniqueness they have over basically every other unit in the game. For most units you have a unit wide weapons choice and then a limited number of special weapons choices, see the Brutes above. However for Ardboyz you have 3 generic weapon setups which you chose on a Model basis not a Unit basis. Essentially you can mix and match your units weapons to the exact number that you want. So first thing to do is consider each weapon choice individually then consider them as a whole unit. Two Orruk Forged Choppa or Smashas - So I'm doing this one first because it works as a baseline. 3 attacks at 4+/3+/-/1 is Alot of attacks with actually decent stats. The idea here is to just throw out so many attacks that some will go through, 5 models in contact with a unit will put out 15 attacks, from 5 models. Why blocks of 5, well there's a few reasons I'll cover below in the unit section. Overall this weapon setup excells at killing chaff with mediocre/no armour save. Orruk Forged Big Choppa - This weapon trades off the extra attack for an extra -1 rend. The break point for 5 models is a base armour save of 3+, what do I mean by this? At a 3+ armour save the -1 rend averages ever so slightly better than the extra attack. At a 2+ the rend is significantly better and at 4+ it's worse. The place the rend really shines is save rerolls (dirty fyreslayers!). Approximately for every level of reroll (1s/1 or 2s/ all failed) the break point goes up a base save. So if your opponent is rerolling all failed saves then the -1 rend is only slightly worse when your opponent has a base save of 6+. This is really important in the current meta. Orruk Forged Shields - You may be wondering why I'm not including the attack stats here, it's because this option is strictly worse than both others for damage output. You take this for 6++ save. This works out that for every 6 wounds you take on a model with a shield, or 3 models total, you will save one. So on a basic level your unit gains a wound for every 3 models with a shield. The important thing here is the way it scales with itself, for example if you have 6 models with shields they have 14 wounds instead of 12. However at 18 models you have 36 wounds, so you get 6 extra "free" but then for every 6 you get another wounds which means that at 18 models with shields you now have 7 free wounds not 6. When you then roll in a 4+ base armour save, or 3+ with mystic shield and a unit of 30 Ardboys with shields becomes a HUGE tarpit. Note - An important thing to note on the 6++ is that due to the wording of it at the moment there is a very good chance that you get the save against mortal wounds as well. We are currently waiting for an FAQ on this but I have yet to play a game or tournament where I was NOT allowed to save against mortal wounds. So all this is great. Take the unit with Big Choppas if you want to kill stuff with saves, the shields if you want to tarpit or the Twin Choppas to deal with swarms. We finished? HELL NO WE'RE NOT FINISHED! Mixed Weapon Units! As I said above you get to pick the weapons per model not per unit. What does this mean? It means that your unit of 30 ardboys can have 10 Twin choppas, 10 Big Choppas and 10 Orruk Forged Shields. Then, depending on who you're facing, you can rearrange the deployment of your unit to change what weapons you're using. The easiest way to explain this is using the weapon setup I took on my Ardboys to the recent Blood and Glory tournament (where I was smashed into tiny bits!), 30 x Orruk Ardboys (450)- 17x Pair of Choppas or Smashas- 13x Choppa or Smasha & Shields Now if you've ever seen a unit of 30 Ardboys you'll know they take up a ton of space. The way that I used them was to have 10 models on the "Front" row which all had Pairs of Choppas, the outside edges of the second and third row also had Pairs of Choppas, then the big block in the middle of the unit was where I kept my Orruk Forged Shields. This meant that, when the unit engaged an enemy unit, every model in base contact with the enemy, all the ones who can attack, are all wielding Pairs of Choppas giving me all the advantages that come with having them. For my attacks it was if the entire unit had Pairs of Choppas. However when I assigned wounds I assigned them to the ones with Orruk Forged shields, meaning that I still got my 6++ save against them. So until the unit had 13 models killed it was fighting as if it had both sets of weapons. When you then add in the 3+ save they had with mystic shield and I cannot properly express how hard they tarpitted. The best way for me to say it is this, they survived 2 complete ROUNDS of 2 magmadroths combined with a charge from 30 Vulkite berserkers with slingshields and then 2 full rounds of combat against that unit aswell. Add in 3 full volleys of throwing axes, the magmadroths ranged attacks and his entire round with an extra 2 rend (stupid 6+ rune) and you can suddenly see just how tanky they were. At smaller units of 10 this bonus is kind of irrelevant, generally you can get the whole unit to attack and the small amount of extra wounds you generate from the 6++ saves isn't that influential. At 20 it starts making a difference and at 30 it's enormous. This then leads onto talking about the various setups for the units depending on what you want them to do. Units of 10 Generally you take these two defensively sit on objectives and tarpit your opponent if he flanks. As a general rule you want them to be mostly Orruk Forged Shields In My Opinion I stress this because it is only an opinion. This will reduce their ability to kill whatever comes after them but their main role is to stall rather than to maul (HO HO HO!). As a result I'd personally suggest something like this. 10 x Orruk Ardboys (180)- 7x Choppa or Smasha & Shields- 3x Big Choppas This is abusing the concept I talked about earlier on a much smaller scale. As anything tunnelling or wrapping you is normally going to be more elite I'd prefer the Big Choppas over the Pairs but there is a whole extra set of considerations for that which I'll deal with at the bottom. Units of 20 This is where you're going to really start to feel the power of mixed weapon units. If you want them to be aggressive take 10 Pairs and 10 Big Choppas, then just deploy the unit so that whichever weapon you're not using is at the back and remove them first. If you want them to be more of a tarpit then you can take 10-15 shields instead with the boss and a few extra boys running your preferred weapon option. The last option is to take a mix of all 3. I'm against this, again see below. Personally I think you will benefit more from having more shields than the weapon diversity. The difference between the Pairs and Big Choppas isn't large enough to really warrant losing the saves. This is again because of the way the shields work exponentially with each other. Units of 30 So with the massive unit buff for matched play I'm going to go out there and say if you're running 20 you should be running 30. The extra 90 points for 10 more Ardboys is amazingly good value. Again you're going to have much the same debate you would at 20 models, however there's another aspect you need to consider. Frontage How much spaces on the battlefield do you want your Ardboys to take up. For example you could deploy them with a front row of 16, at an inch apart. Add on the 1.25" inches per model and your unit is now 3 foot wide. You can legitimately deploy them in such a way as to block off your side of the board. If you're doing this you may want every model with shields. On the other hand you can pack them tightly together with a frontage of 7/8, this won't take up the width of the board but it does stop your opponent from bringing any major force to bare on the unit. In this case you can bring less shields, they just won't take the amount of attacks, and pack in more offensive weapons into the small frontage. This brings a lot of tanky force into one small area. Meta Gaming All the Dice So this is something which comes from my tournament experience. Overwhelmingly I found that I didn't make it to round 4 in any of my games purely because we ran out of time. This then leads to the consideration of how fast you can roll your units dice. Taking the Big Choppas means you and your opponent will just be rolling less dice, this speeds the process up and lets you get through your attacks faster. It means you have less dice to look through, you have to find less dice. You're rolling 30 dice per 15 models in combat rather than per 10. This is actually a really important thing to consider. Re-roll Armour saves At the moment fyreslayers are in style in a big way. A huge part of that is the massive amount of saves they roll. a 4+ rerollable followed by 6++ makes them super hard to strip off the board. Against them you want Big Choppas, Rerolling 5+ is WAY worse than rerolling 4+. Again you also have to look at what I just said about getting through turns quickly. If your opponent is making 5 saves instead of 9 saves it will just go faster, especially when he needs to roll them 3 times (Dafuq!!) Attack Profile Similarity This is the other side of the Big Choppa Debate. Since both your Pairs of Choppas and Single Choppa with Orruk Forged Shield are both rolling 4+/3+/-/1 you can roll them all together rather than having to split them. Whether this is faster or slower is really down to how many dice you have and how easily you can count it, I found apparently I suck at this. The Boss The extension of the above is that your boss has +1 to hit. This means his profile is almost always different from the normal Orruks. As such you have to roll his hits attacks separately whatever. However, you can roll his hits separately then throw them in with the other wound rolls for the same weapon type. It also means that whatever options you're running your boss should have an offensive weapon. He's going to be almost the last to die anyway and you might as well milk that +1 to hit. Throwing the Meta Together Personally I would recommend taking 10-20 Orruk Forged Shields and 10-20 Big Choppas. I found that I spent so much time rolling my least important attacks just because of how many of them there were. As such just making less rolls with an extra rend appeals to me in terms of raw speed. I'd also recommend ensuring you can tell the difference between your various weapon options. Having to go through "Do I still have a shield hiding here" wasted a bunch of time. As such in future I'm going to try and put some sort of distinguishing mark on the models shoulders so I can spot them quickly and easily. Probably Red for Big Choppas, Blue for Shields and Teal for Pairs. Even More Considerations Banners and Drummers The rules state that they have whatever weapon option the unit has. In this case it means you get to pick which weapons you want them to use. Since there is literally no disadvantage to having more of these guys I would recommend taking them as your offensive weapon options since you want to remove them last. Keep your shields on your generic orruks again to make counting attacks easier. There are some cool modelling opportunities for these guys which can make them all appear different. Picture in the spoiler as an example. Keep the damn banners in their unit base, the guy on the left looks cool but my god he gets stuck on everything. Unit Tail What, Orruks don't have tails. No but the unit can. This again is something which is reserved for much bigger units. I picked this up from getting CRUSHED by a very good fyreslayers player who apparently knows @Sangfroid I think he placed 4th. Essentially you leave a string of models out the back of your unit which both blocks off areas and puts them in range of abilities. Most notably, if you have a lot of Ironjawz Heroes, you can use Mighty Destroyers to move the unit 6" forwards. You then leave a tail out the back so that the unit is still in range of your other heroes, that way if Mighty Destroyers goes off again you can still use it on them. This works fantastically well for a tar pit unit. Get 12" of hero phase movement, 4+d6 from your Ironfist normal movement, then 2d6+3 charge range across the board to pin your opponents. This leads us to the other side of this point. It works in REVERSE! You only need 1 model within 3" of a model from a unit to lock both in combat. This means if you have one model at the end of a tail within range of a single model from a different unit that's 3" away you can combat lock a unit of 30 with only 1 of them able to retaliate against you. Use this to tarpit multiple enemy units and make his whole battleline a nightmare to move or attack with. This is so potent because of the potential 15" charge range that ardboys have. Removing models and coherency The only thing that coherency does is say you can't move out of it and if you do move you must end in it. This is important because you can form the above combat pin on multiple units then, by strategically removing models, open up lines in your ardboy unit. They now can't pile in but you don't really care. Doing this properly means you can push a huge tarpit of ardboys forward, pin your opponent in combat while reducing his retaliation attempts. Then when he kills stuff you open holes in your line for your brutes/GG's to strategically charge into. This lets you pick what combats you take and where. The big weakness is flying units but most of those are what your brutes want to eat anyway. Conclusion I realise that this is a mammoth of a post but then I did say it would be. Personally I love Ardboys, I suspect that came through, and think there is so much you can do with them. What weapon choices you take and in what quantities will really come down to who you're facing, what you want to do with the unit and what your local meta game looks like. If it's 100% Sigmarines then I suggest big choppas all the way. If it's all bonesplitterz you need the Pairs of Choppas. Whatever happens though Ardboys are possibly the most flexible unit in the game. Try them out, try the different combinations and have a laugh. Pair them up with a weirdnob, add on a balewind vortext and throw out that foot of gork everyturn!
  4. 3 points
    More death and more destruction models so those 2 Grand alliances start feeling a bit more like something integral to the AoS universe, rather than a sideshow.
  5. 2 points
    man i am so down lately about painting models.. i just sit an stare at them willing them to be finished...considering selling them just so i dont have to look at unpainted models... the lack of " stuff" for aos, and by that i mean purely aos not shadespire, not silver tower etc has had a surprising affect upon driving me forward to finish my collection. i dont think its burn out, but lack of ignition... Are many other people having this problem? had this problem? how'd you get over it ?
  6. 2 points
    Home from work for a few days, and wife's taken the kid to up to see family early for thanksgiving so I get to spend evening painting these guys Lets see how much I can get done!
  7. 2 points
    Eh... aside from the thumb I'm counting 4 fingers myself.
  8. 2 points
    Regardless of what actually gets released, wouldn't it be cool to even see the concepts and ideas and art for shortlisted new factions? Just what GW consider etc.
  9. 2 points
    I want some clarity with regards to future direction of some of the smaller factions. e.g. Why are Warherds and Brayherds separate? Are there plans for one or the other that neccitated the split, or was it kinda arbitrary? Ditto the various elf factions, etc. Finally, with GW's vast resources, I want to see both the old and new explored, without yielding to the most vocal "ultra progressives" and "ultra conservatives" who feel that their own preference for future design direction should be the only option. There is room for both the traditional and the fantastical in this new world.
  10. 2 points
    I'll second that, would be great to see adversaries other than chaos for WQ. I'd love to see more battletomes for existing factions maybe with some new models to flesh them out. most of all I want to see deathrattle reborn as an AoS answer to tomb kings, not so much the ancient Egypt theme but skeletal lords ruling over skeletal hordes with chariots, ranged units and a skeletal giant.
  11. 2 points
    Thanks guys for your appreciation! @Rungi im so sorry i reply only after all this time and more sorry i don't remember the step for that ice i dont know if i write down somewhere, tomorrow i will search! @FRopersame as before, sorry for the super later answer! For the snow i use prochima snow effect, but it's from an italian company, don't know if it can be found overseas (in europe yes i suppose) Some update after looong time (i wrote im slow as hell and change project too often ) It's not a real update but finally i took some photo of the new version of my megaboss done months ago! Unfortunately im not get back in this orruks army at the moment (other things captured my hobby attention) but i feel good to show this! And the new shadespire orruks band is totally awesome, i surely buy it as soon as it will be on sale... so i hope that i will post them soon! But here the new version of Morghot the Snow Beast: more feral, savage and a lot more customized than before! Hope you like it, let me know your feeling both positive and/or negative.
  12. 2 points
    Little update, ive made the bases for the last 3 done! Not much i know, but here the group pics: Ive also try to make an alternative one, still wip and hardly this will have a continuous but here it is i wanted to try a black metal and ice effect, i will edit the post as soon as i finish him:
  13. 1 point
    Posting on behalf of Kirton games in Crediton Devon. This is there 2nd AOS tournament . First one was fantastic . Heres a link to the event on their facebook page where there are still tickets available. https://www.facebook.com/events/276814379481881/?acontext={"action_history"%3A"null"}
  14. 1 point
    For an urbaz list, first, you want an admiral always. That 12 inch no battleshock bubble is 100 percent required in my opinion. You arkanauts are going to get charged and are going to getkilled en masse. And mostly, it never matters, only 30 percent of your unit is important. As long as the skyhooks keep firing, your unit is effective. Next, you want cheap screens. ESPECIALLY against the ironjawz. Make them waste at least a turn killing something cheap (being a old fantasy player, I use dwarf warriors). This also helps zone out deepstriking, although skryre has the wierd "We pop up 3 inches away, lulul" thing going for them. Then, I'd reccomend beefing your companies up. I run 2 units of 30 and one of 10. Heck, I'll post my urbaz list Admiral Khemist Khemist 3X 10 dwarf warriors 2x 30 arkanauts 10 arkanauts 12 riggers Against ironjawz this is pretty straightforward. Screen in front, companies with characters embedded, riggers in the back. You take his first charge on your screens and they all die, and then you shoot the enemy to death. The riggers go where you need them, either to target an important enemy, or to hit objectives in the backline and mop up support. You won't kill them all, but you should be able to grind them out with your battleshock immune companies, shooting the whole time. Ironjawz aren't great snipers. Raiders you just have to kill the snowball chucker asap. Against Skryre, it's trickier. He will choose the engagement, cause that's skryre, and he can snipe your chars. Now with enough mass you can zone his drop in units out from your characters and the riggers (and the rest are less important), but it's hard to block a WLC, those are a target I'd probly grapnel to, kill, and then maybe grapnel back. And then it's just hoping you have the skyhooks left. If you do, you've a fairly solid chance.
  15. 1 point
    Nurgle Daemons are my primary army, with some Slaves for when I want to break out the Herald of Decay. I've always had a love of Nurgle, particularly in how he expresses genuine affection in the most backwards way imaginable. Plus there are Nurglings, which as we all know are the real superstars of the Warhammer universe. I'm working on various Skaven armies too, because Skaven are one of my favorite fantasy races. Primarily focused on Pestilens, but Skryre and Moulder as well. I have a small Moonclan force too, but the sheer volume of unpainted spearmen I have to work through is depressing. I have a Start Collecting Seraphon box that I'd like to build upon later. Eventually, I'd really like a standard Greenskinz army, if I can ever lay my hands on a a wyvern. Similarly, I would love a Brayherd army, but some of my favorite Beastman models are getting hard to find.
  16. 1 point
    Anyone else think that Darkoath could become a totally new faction? A sort of morally grey, barbarian race with big monsters, but leaving the armoured chaos warriors to Slaves to Darkness? As to wishes, i want to see even more Shadespire bands, Nighthaunters battletome (instead of Nighthaunt!) including the Knight of Shrouds, and in my dreams to flesh out one of the destruction sub races, e.g. troggoth or gargants, into a proper army as destruction need more variety
  17. 1 point
    You know what I'd really love - an Atlas of the Realms background book. Something with heaps of John Blanche art. Not saying I want exhaustive maps either. To be honest, maybe we need a few more years of development before we are ready for such a book. When the time is right though, this would be awesome.
  18. 1 point
    Grand alliance Destruction Presents: Sky Pirates
  19. 1 point
    Unfortunately my suggestions are going to be based on models you don't have, which might not be very useful if you aren't looking to expand your army or invest more into it. Firstly, 9 times out of 10 you pretty much want to be taking Swift death, if you're using screening units swift death sets up your charges perfectly, it also closes the gap faster and it means vs armies with large ranged threats, instead of trying to avoid them and play around them, you have the speed to just go straight for them and get them before they start ripping your army apart. Don't get me wrong some of the others are good, but when you compare what swift death does for all your units vs what e.g spell casting buffs does for your army the speed usually comes out on top. I would recommend choosing a different screening unit. Wolves for the points value, or Fell bats to keep them full soulblight & really fast, 16" move screening unit with swift death - take a bigger unit and they're a high speed tarpit. Both are cheaper than Knights, I'd also split screening units up a bit more, it's easier to split bats and wolves up because they're cheaper, e.g 2 x 6 Fell bats. There's almost no justification to take black knights in a soulblight list really (obviously when they're the models you have its the go to option, just giving you some ideas to maybe work towards.) You also need to be careful with the bat swarms. Obviously they're a good choice vs FG but the best way to play bat swarms is to summon them. The reason is because soulblight is already unforgiving and some things are overcosted so you need every single unit you're bringing to do exactly what you need it to. Having the bats as a summoning pool means you can swap out to other things as and when you need them, you don't always need the bats. It also means you can send them further up the table on turn 1 and give your screening units a bit more of a chance to not get wiped out in one turn if you're setting up for turn 2 charges. You mentioned you have Arkhan and that could be a cool swap out. He works really well with Soulblight, my 500 tournament sideboard is usually Arkhan and bat swarms. Arkhan and a coven throne is actually a really good combo, he steals the beguile spell and then you put him vs something nasty and it makes him invincible. Unfortunately it's not points efficient so if you take Arkhan you should drop the CT. I also think you need 5 more blood knights, again the coven throne is the obvious drop - points for points you can do a straight swap. The reason your vargheists are under performing is because really they're the best in units of 6. They're not elite units, but they're pretty decent and 6 ensures that they won't get deleted in one go, they're especially weak vs ranged but going for swift death does make them a lot better. The best thing to think about when you're using vargheists is you want them to get into combat with something where they SHOULD win, BUT, they don't have to win. This is my list: VLoZD VL on Nightmare 3 x 5 Blood Knights 6 Vargheists 2 x 6 Fell Bats Sideboard: Arkhan & 2 x 2 Bat Swarms I've seen people use Dire wolves instead of Fell bats and that's also really good, in fact I would even say that it might be better to take the wolves, I just personally didn't want to buy&paint 320 points of dire wolves. I've also seen people argue for dropping screening units (I use this arguement too in smaller games) and going for 2 x 6 Vargheists instead of the Bats/wolves/(in your case black knights). I would like to add that I do like the Coven throne but it's just not really great at anything, it's one of those things that's awesome to model and possibly good in a sideboard but it's just a bit meh in game unless it has the perfect target to go after (rarely happens). Would be so much better if beguile applied to all 'soulblight' units and not just the throne, but the enemy units couldn't be affected two turns in a row to balance it out.
  20. 1 point
    Greetings It todays update I carry on going over my old painted models. Today is my unit of Chaos Warhounds. I brought these guys to be Dire wolves in my Vampire Counts army. I never got around to painting them as the End Times Hit. Well last month when I decided to start work on my Chaos forces, I decided that they should be painted up. I had converted them into Direwolves by removing many of the normal ‘mutated’ parts so the first step of getting them ready for the Chaos army was to give them ‘tails’ again. So I went through my bits box and reattached them. I painted them in two sets. 5 have a brown base to the fur the other 5 have a Gray base though with the ivory drybrush at the end its hard to tell.. At some point I think I would like another 10 of these guys. They were fun to paint… nice and easy. This also was the first unit I experimented with the snow base, which is going to be standard for my Chaos Mortal Army.
  21. 1 point
    WIP skull reapers, detailed fellers but growing on me.
  22. 1 point
    The last sentence in Sayl’s spell addresses the issue for Traitors Mist: “Units moved in this manner cannot move in the following movement phase.” So, the “Traitors Mist” spell is classed as a move per the last sentence in the spell. i.e. Traitors Mist is a move spell.
  23. 1 point
    I know I am a bit late for posting this but basicly what I was working on or getting started yesterday: metal and the shield.
  24. 1 point
    Some more work on my mixed band of troublemakers . A warrior of the changer of ways . I wanted to keep some clasic themes but stay away from the avian theme so went with flaming claw/fist and the classic horns and main of hair .
  25. 1 point
    Thanks guys!! @Arbaal I will try with the next gore gruntas, specially for the light on the faces. Thanks again! Waiting the gruntas, that are really huge ill take some times to make the first try for colour scheme etc etc, i show you the megaboss!! 90% done, missing some details, it's not finally stuck some part are removable for a better paintwork! If you have some advice don't hesitate!! Morghot the Snow Beast:
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