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Showing content with the highest reputation on 12/18/2017 in all areas

  1. 5 points
    Finally Decided to tackle last year's ironjawz battleforce. The first 5 brutes were a lot of fun to paint. Really great models with lots of detail. After painting hundreds of clanrats and goblins I decided to paint this lower model count army to the best of my abilities. I'll be posting up my progress here to keep myself motivated. Next up: the Megaboss!
  2. 5 points
    James M Hewitt was a GW designer, responsible for games like Silver Tower, Gorechosen, Betrayal at Calth, etc... and he has done an AMA on Reddit: https://www.reddit.com/r/Warhammer/comments/7k1tp0/im_james_m_hewitt_freelance_tabletop_games/ Theres a ton of questions and answers. Many directed to BloodBowl, Warhammer40k, GW in general, etc... Some of my favourites are things like: I'm really glad that AoS wasn't a hit as GW expected when it was released(Please don't kill me yet! Specially the ones that tought AoS was a great experience when it was released, I totally respect your opinion!), as a result of being so heavely directed by managment. That showed GW the failures of that style of doing things. To be honest I think all the GW changes have been directly a result of AoS failure when it was first released (And Kirby and Merrit leaving the company of course). So, the positive changes of AoS now (Reboxings with lower prices?! General Handbook?!), the changes in how GW engages with the community, etc... are (In part) a result of the Old World sacrifice. Never forgetti. I could go and look at the interesting and AoS related answers to copy them here if you don't want to dig in the reddit thread.
  3. 4 points
    Finishing my Chaos Warshrine. I can't stand the mini, so i wanted to make mine and i imagined that nothing is a better khorne warshrine than a muscular dude on the top of a pile of skulls. I'm planning to add khornate banners around him on the base, and LOT OF BLOOD.
  4. 4 points
  5. 4 points
    I don't like to sound negative and I know this is the rumour page but allot of these ideas make it sound like you want AOS to be 40k with a different aesthetic. i get that AOS should be different to WHF and a chance to go nuts with design elements but can't we have SOME fantasy elements retained in the new design aesthetics. Each to their own but this is just my preference.
  6. 4 points
    Finished the undead shadespire warband:
  7. 3 points
    With the Tomb Kings in particular and to a lesser extent Bretonnia, I believe their firm rooting in our world, rather than the World That Was, plays a large part in their lines being discontinued. As someone with very little knowledge of the previous lore and essentially coming fresh to Age of Sigmar, the Tomb Kings always made me wonder how Egyptian skeletons had made it to to another world. Obviously the answer is Stargates, but that doesn't help me suspend my disbelief and only succeeds in pulling me back to Earth. The Egyptian theme is more jarring to me than the Knights of Bretonnia, or the foot-soldiers of the Empire, probably because they are such staples of Western fantasy. This reveals a lot of my own bias, but I suspect it is not uncommon for Games Workshop customer to view their products through the prism of Western fantasy literature . I am sure, as has been suggested above, that there are a number of reasons for certain lines being cut, but as someone effectively new to the game that has not kept up with the lore, the Tomb Kings look strange and out of place to me. They seem to belong more in the mythology of our world, rather than a setting seeking to break free from the more traditional Fantasy tropes.
  8. 3 points
    I think you're underestimating the potency of these mushrooms.
  9. 3 points
    If they ever get around to Deadwalkers, Zombie driven Vehicles are a must, imo. Huge ramshackle constructions, filled to the brimm with Chained up Zombies doing a single monotonous task in eternity (esentially, they are binary switches, since you can turn them on or off, but they can't undertake more complex tasks). Bonus points if they are clearly just some ordinary structure uprooted and modified, like a crawling siege tower that was clearly a Windmill. GW needs to give them something with a unrotten brain for leadership for that, but they propably already need to, somebody must have build those Fleshcarts. Really, I think they should have kept Deathmages and Deathwalkers as one faction, the fleshcart is already a blend from both and I think World-that-was style petty Necromancers belong with the Zombies. This would have also forced the Mortis Engine into Nighthaunt along with a slight Lore rewrite, keeping another host of issues at bay. But then again, it is always easy to have a better idea as an outsider reviewing a decission long after the fact. But yeah, AoS is really closer to a mass compatible variant of psychedelic gonzo fantasy than classic high or epic fantasy and that opens up a whole new world of potential war engines, with the surface barely scratched with the likes of the Kharadon Ironclad.
  10. 2 points
    https://www.warhammer-community.com/2017/12/15/the-future-of-faqs-and-chapter-approved-dec-15gw-homepage-post-2/ This is a pretty neat structure and, as I read it, I thought "hey they are so going to do this for AoS". Lo and behold they also added that question in the quick FAQ at the bottom: "What about Warhammer Age of Sigmar It’d make sense if we rolled out a similar process… Check back soon!" So I think that means we can look forward to a similar system - probably with the GHB in the place chapter approved. What kind of changes do we think it'll lead to? Perhaps the timing of certain big events?
  11. 2 points
    Can we work our way back to rumors and move this debate elsewhere?
  12. 2 points
    Hi all. When the GHB2016 dropped, AoS took finally off in my gaming group. But I got sick of flipping through my books the entire time very fast. From the battleplan currently played to the allegiance abilities and forward to the additional rules for Matched Play. And, oh yeah, what was the wording on the Battlebrew again? If you play or know X-Wing, you're probably familiar with cards for, well, everything. I like this approach a lot. But GW failed to provide something similiar. They hadn't even put out warscroll cards yet. I knew I needed a solution, because I was forgetting about a lot of abilities. Doing basically nothing but print design work in InDesign the whole day anyway, I decided I can whip these out myself. So I did. I worked through the GHB2016 and every battletome and re-worked all of them following GHB2017. I posted them in my gaming group forum and on Dakkdakka. As of right now, there are allegiance cards for all allegiances, including a handy card box where you can store your cards. No glue needed. There is also a set for different GHB2017 section that I felt could profit from some cards. When AoS was released, I made markers for buffs/debuffs and the terrain effects. I plan on reworking these soon. I will upload them one after another in the Download section, so head over there. each set contains: cover / card backside, Battle Trait(s), Command Traits, Artefacts, the two core spells (Arcane Bolt, Mystic Shield) on a single card, sub-faction specific spells card size is 41x63mm (same as X-Wing upgrade cards) language: English I tried to keep the original wording, but sometimes I had to abbreviate it to fit on the card without scaling down the font size. The rule intentions should still be clear. 'Dice' was continuously replaced with D3 or D6, 'wound roll' with 'To-Wound roll' (same for hit), 'Mortal Wounds' sometimes with 'MW' each set can be stored in a faction specific card box, with contents listed on the back (instructions) If you find any errors or have suggestions, please let me know. I had fun creating these cards and hope people will find them useful and have fun using them in their games. All rules, artwork and the Age of Sigmar logo © Games Workshop PLC These cards are for personal use only and you should always keep your General's Handbook and/or Battletome nearby to solve any conflicts from bad wording on the cards. These cards are only a playing aid and never could nor should replace an official publication. Please let me know if I have used anything you would like to be removed. First file for testing and formatting: (is there no preview possible in the download section, before posting?) Allegiance Cards: Chaos
  13. 2 points
    I have read most of the lore, I want to know what races can bust through reality on a whim besides the skaven.
  14. 2 points
    That and while GW is certainly aware of its IP there is also still much more breathing room within AoS as 40K for example, there are litterly hundreds of 3rd party 40K sales, there are much fewer for AoS and a prime reason for that is also because its newer. As to why Brets and TK where removed, much remains unknown. Though I do not think they will suddenly return them with Malign Portents. Another reason could be that GW just deemed them too historical fantasy inspired. Brettonia had tons of French influences and Tomb Kings had tons of Egyptian influences. While both certainly had aspects that where original I think they just wanted to move away from the knights of the round table or mummy vibes. Orcs and goblins (some) are indeed Tolkien influenced in terms of lore for WFB but their design and the lines that do remain really are rather unique to GW. The big green concept is very much claimed by GW for quite some years now. A line that remains which does suprise me are Beastmen, then again their look is minotaurs but GW is one of the few to ever create a whole army for that game. While especially Brettonia has many designs simply picked from historical miniatures. The concept of all skeleton Tomb Kings is also less unique as the concept of "a house of horrors" being an army, Vampire, Dire Wolve, Zombie, Undead and all.
  15. 2 points
    I think your massively missing the point of epic fantasy if you think it's rediculours to fly from A to B while accepting a magical door can do that. As mentioned twice now, several gates are closed or in the hands of either Chaos or Destruction. Not only would any force willing to reclaim it bottleneck itself into infinity it's bound to be a bad plan if your opponent exactly knows where your going to show up. Which in your example always would be that gate. If you think it's impossible to create ships that cannot go from A to C eventually your missing the point in all cases with several races not being hindered by time such a journey is far from impossible and in fact a great plan if you intend to create a suprise attack. Busting through someone's front door is always possible and always very predictable. This is why we usually have locks on doors and requires you to consider another less obvious route. In addition to all of that we allready have some ships in the system too.
  16. 2 points
    And how would you fly from one plane of existence to another? Also remember each realm is cosmic in size, It is ridiculous to choose to fly from the earth to mars, or even worse the milky way to andromeda. When you can just go through a Realmgate and get there instantly. Sky ships are still useful because of the size of the AoS setting, the Realmgates are far FAR apart in distance andThere is a lot of land in between them.
  17. 2 points
    There must be something going on about the discontinuation of the entire Tomb Kings range and just the honestly badly outdated majority of the line. I think the Sphinxes, Nekropolis Knights and Tomb Guard where the absolutely newest plastic kits to be discontinued and at least the Sphynxes where quite popular, so I find it reasonable to expect a plan behind it all. I hope there is space in GA:Death to do both, classic gothic Undead and more off-beat factions. One thing I do hope is that GW stays clear of for the majority of Death factions is bodyhorror and mutation. Yes, I know those are popular themes when doing Undead all around, but I really think in Warhammer they belong with Chaos. I already found it jarring in Warhammer Fantasy, but at least there it had some foundation in Nekromancy being a form of Chaos Magic, but in AoS Death is entirely its own thing and stick mostly to its own themes, being more along the lines of spooky and uncanny, rather than outright horrid. Emphasis on the mostly here, clearly FEC are build on those themes and you can not do Zombies without a certain amount of body horror.
  18. 2 points
    Unless I have this wrong then the problem is that if you drop something down like skybourne slayers or Scions then that is your movement phase. Meaning the turn you drop him and the units in question on the table he wont be able to use his command ability until the following turn.
  19. 2 points
    I discovered 'Really Useful Boxes'. They don't advertise it well, but they seem to stack really well inside one another. So I got a big tall fat one and it fits 2-stacks of smaller ones, 3-abreast within it. The dimensions are perfect. Gunna glue them to the bottom then stick adhesive magnetic sheets within them - Element Games sell sheets cheaply (they are not sliced very neatly, but they do the job). The big ones are cheap right now on amazon for some reason. 12 quid each.
  20. 2 points
    Ghost Ships, and ghastly raiders from the sea have been a long staple of myths. Not full on Pirates, but Pirates are just short hand these days for the 'age of sail'
  21. 2 points
    David Guymer interview is recording tomorrow so it will be up later in this coming week. ?
  22. 2 points
    Finished my manticore and that makes my pledge complete.
  23. 2 points
    I just posted the beginning of my long time work kharadron Corsair project on my foreign langage forum (I love you all, but t you know... you know.) (plus, my English is potatoes) So i though you'll love to see my Aelf warden which I talked about. It's a scourge based conversion, they are 90% builded I still have to do some work on the fins, piping and bases. Then I would paint. If some of you are interested, tell me, I'll lead you to the forum I posted all my work (if you brave enough to walk thru French frogs) Cheers fellows (and sorry for my English again...)
  24. 2 points
    I’ve finished my pledge for this month! As I can’t start the board until I go home for Christmas. I’ve given myself an additional stretch to complete a Skull Cannon as well.
  25. 1 point
    I've been giving a bit of thought to the best use of our Allies slot - there are multiple holes to fill, so what can achieve the most within the 400 point cap? I initially went straight to Spear Chukkas, because their long range, heavy rend and multiple damage can be brutally effective. Best of all, because you can out range most shooty armies, you can force them to step forward into the Lion's Den. So far however I have found them very unreliable, and with their low number of attacks, I fear their "diceyness" could be a fundamental flaw. Another unit I really like (though have yet to try) is 30x Arrow Boys. This is the one that I feel will be most effective, for the following reasons: - They fill the "Unit of 20+" slot that is advantageous in 2 of the new missions - They give you the same number of wounds and board control as 30x Arboyz (they are on 32mm bases), at a lower cost (albeit a worse save) - Unlike Ardboyz, because they are ranged, they can do their thing without having to step off an objective. You can actually threaten, while still dominating the spaces you want to dominate - They cover the shooting gap in our army nicely (unlike say a Rogue Idol). Some things (e.g. Blood Warriors) you really want to kill outside of the combat phase, which this allows you to do - Even unbuffed, their volume of shots makes up for their poor To Hit roll. They will put out a similar amount of damage against a 4+ save (at a similar cost) to 10x Judicators, whilst offering the higher number of models and wounds discussed above - Don't forget they have rend -1 against monsters - They synergise well with the Weirdnob Shaman (he works off the Orruk keyword), giving him +2 to cast, and providing a source of cheap wounds to soak up the mortals from casting on a double - For 10 points more than the 30x Ardboyz, you can have 30x Arrow Boys AND a Balewind Vortex. Given that 450 points from the Ardboyz puts you on an odd number, it's probably effectively the same cost in a lot of builds - That now gives you +3 to cast and double range on the WNS, so he is now essentially your artillery, putting out mortal wounds at long range - A WNS on BWV is also now a second tanky hero in Duality of Death. Yes, he can be shot off the BWV, but he always could. At least he is now automatically in cover, and essentially melee proof - It can also give you a cheeky 3" hero phase move, pushing your Brutes etc forward when summoned - It is also 2 more units (WNS on BWV and 30x Arrow Boys) that your opponent probably feels they HAVE to deal with, giving them target saturation and keeping your Brutes alive So all in all, I feel this one unit can cover multiple rolls and synergies simultaneously. Artillery? Mortal Wounds? A 30-strong blob? Damage outside the combat phase? All of the above! How say you?
  26. 1 point
    That's actually a point I had not considered about the historical fantasy influence being scrapped, you might be onto something there. I think when you watch movies or play games, especially fantasy of any kind, you'll quickly see that everything is over the top in terms of special effects and size, and a lot less "realistic" fantasy where you have a world which is similar to ours, but differs in a few key elements. Perhaps they want to push AOS in a similar direction, where everything seems as if it is from a different planet rather than a world similar to earth and its limitations. Somehow a part of me would have preferred the old warhammer world and story telling, it seemed more graspable, but perhaps that just isn't spectacular enough for the new generation of gamers!
  27. 1 point
    So a couple of comments on a few things mainly to do with the rock lobbas. First point is on deployment though. Deployment is probably one of the hardest parts of the game and one of the most crucial. It's hard to learn but important, it also looks like you picked some of it up yourself. First game deployment really tells the story of putting things down in the right order. Drop the Ironfist last or, if you know you can't win the race, drop it as individual units. Again, this is tips and advice, I know how hard deployment is, I still get it very wrong a lot. Rock lobbas As a point, any 6+ type rolls are done after modifiers. So if you're shooting a unit of 10+ then the rock lobbas get the extra shot on a 5 or 6, not just a 6. Counter intuitively the rock lobbas aren't there to shoot at large blocks of chaff most of the time. Use them to target down key parts of the enemy army, normally they are for sniping heroes. Ignoring LoS, -2 rend and 3 damage means they will rip most heroes on foot apart. Game 1 is a great example of this, have the rock lobbas target the enemy heroes, they don't heal back and they provide his 6++ save. Can't comment on the arrowboys, never tried them or so go for it and work it out! I would say that I use gitmob grots for almost exactly what you are suggesting. Slightly cheaper so I can work in a gitmob shaman as well, They also give you a huge amount of models to bubble wrap against "Alphastrikes" again game one is an amazing example of this. They get first turn, use it to hit you before you get a turn and try to kill key pieces. So using that example, you line the grots across the entire front of your board so he physically can't engage your other units. It denies the blood knights charge and lets you counter charge. If he refuses the charge you just push your whole line up, and fire with 60 grots, throw out the spells. Seems like you learned a lot and got a bunch of good experience. You finished better, relatively, than I did at my first tournament and it sounds like you dismantled the SC player in that final game. Fight, Learn, Get Bigga an' Arder! WAAAAGH!
  28. 1 point
    Man you guys I am terrible at completing armies. Right after saying what a breeze that 'ardboy was, I tried batch painting another four of them and totally ran out of steam. Catching that case of Death Guard fever that was going around didn't help things either. Add a move into a new apartment into the mix and you have a perfect storm of me neglecting my little green dudes. Now that the move is all over, it's time to change all that. As I said I started batch painting those ardboyz before getting derailed. Got the blue grey armor and the rusty metal bitz done months ago, just finished the last of him this morning! Gotta just remind myself that these guys are basic troops and getting them done is more important to me than making each one perfect. Besides, the black and white checks en masse should distract away from any little imperfections in the individual models. And of course, since every warhammer enthusiast knows the best way to revive interest in an army is to go buy more stuff for it, I got myself a Maw Krusha! Bucha orruks are just a no-good rabble without a leader anyways. I'll save painting him up until the start collecting box is done, but I've started putting him together so I'll have a big fun paint project ready to go when I'm finished. The mega boss up top will also be the first conversion for this army. Man, when I was a kid I used to convert each and every model in an army but I've been slack lately. Gotta have a unique leader though so here's a WIP of King Krool! Fairly simple conversion, just a head swap with Azhag the Slaughterer so far. Got the metal Azhag on eBay for fairly cheap, only to find that the crown had been pretty severely dremmeled down. Never to be defeated, I broke out the green stuff and plasticard and created a crown I think I like more than the original. I'd like to try magnetizing the wrists and feet on him too. Storywize, Krool is the former leader of the Cloudtoof tribe. He once attempted to claim a particularly cantankerous Maw Krusha as a mount, but ended up being carried away to the ruins of a human kingdom hidden away in the clouds. Losing his grip on the Krusha's leg he fell through the roof of an abandoned castle and landed before a gothic throne and enchanted crown. Placing the crown on his head he finds that he can now easily command both beasts and the simple minds of the gargants and troggoths that live in the ruins. He spends many happy years leading gargants into battle against the troggoths, then visa versa as the crown fills his mind with delusions of grandeur. Only the arrival of a Weirdnob Shaman named Wurrgrim snaps his attention back to the mortal realms. Now, leading an army of monsters he sets off to reconquer his tribe and challenge the pretender Gordrakk for the title of king of the orruks! More to come!
  29. 1 point
    Almost finished with the blood warriors, just have to varnish and base them but should get a pic up in the next few days. In the meantime thought I’d post a pic of my Khorgorath who I’d uploaded previously but now I’ve finished basing it using the Citadel Skulls box I got recently. Feel like I could have still added more skulls though....
  30. 1 point
    All of the gors, bestigors and ungor raiders as well as the two shamans have now been based. I also assembled and based the AoW beastlord, who looks suitably imposing next to his lesser kin: The cork is just for elevation and will be covered with Stirland Mud, while the bark will be kept bare and painted grey. Kind of regret gluing the ungor shaman directly to his base rather than adding some more elevation under him, I think it would look better. Should I try to cut him loose and do that? I salvaged some mushrooms (visible on one bestigor's and the ungor shaman's bases) and arrows (top left ungor on the second picture) from the old night goblin kit to spice up the bases even further. I don't have many of either though - the arrows should be enough for a large unit of ungor raiders, but I've already started making some mushrooms out of green stuff to be able to have enough to scatter throughout a whole army. I'm planning to add a few handmade mushrooms to these units while I assemble the last 10 gors, and then priming them all.
  31. 1 point
    Definitely a valid point! Though, the Titanworks and Black Iron Penninsula are important too for making the Scepter of Flame. And, while the benefits of holding the Strategic locations are nice, you also dilute your pool of cards and can end up with fewer muster points - case in point, our league played it's 4th round yesterday (we are playing to 6), and I fought at a location with the Realmgate (so drawing 7 cards rather than 6) and while I got a strategic location card, my deck has been diluted enough that I only got 10 muster points = 1000 pts. And I had to face off against someone with 1800 pts!!! I did win the game, with the final couple rolls in the game to capture an objective (we are using Open War cards) . In general, we have agreed to a point value for a game, but since I have been undefeated thus far (I now control Black Iron Penninsula and all 3 strategic locations - going for Titanworks next!), my opponent took the full 1800 pts. It was a very fun and challenging game with some good/bad luck on each side. So, my point is that while the cards for the strategic locations can be powerful, they do have a drawback. However, I agree that having them tends to outweigh that drawback.
  32. 1 point
    Disappointing sales might have had a bit of an impact as well . Although undoutably true, it's only a single piece of the puzzle and without being there in the discussion progress I doubt we can ever be sure on the motivation.
  33. 1 point
    Realmgates are used by all the races, No matter how fast your flying ship is. Trying to fly from one galaxy to another galaxy in distance would take countless lifetimes vs say just going through a Realmgate and getting there instantly. Unless you guys are talking about gameplay mechanics.
  34. 1 point
    Nice read! And I agree, I think in life we all have to come to the conclusion sooner or later that there will ALWAYS be somebody better than you out there, even if we do become the best painter, there will be other aspects other people will be better at, like swimming, writing, cooking. So to enjoy the process and enjoy self-improvement rather than being "better" than others is the best thing to do. I personally try to enrich my life in anything I do and try to be as fully present as I can. If your goal is to better yourself rather than being better than others, you'll never run out of things to improve^^. In life, love. passion and most importantly, compassion, growth is the key to a brighter future for yourself and others.
  35. 1 point
    I really do not see that STD fit in a Rotbringers or nurgle daemon army as anything but allies. Chaos warriors are some of the oldest and most boring models still around. A model so mono posed that it is nearly impossible to even convert them to look nurgle. They have zero rules that make them Nurgle friendly or fun or thematic. All they have is the nurgle keyword. The daemon prince have to be scratchbuild from the bottom as it too has nothing nurgle to it. The same thing goes for the entire Std range. When it comes to building an army based on Std it seem that the only trick to make them work is using the plaguetouched one trick pony. Sorry for my ranting but I been wanting to say this out loud everytime I hear people arguing that Nurgle has a ton of models and options to choose from.
  36. 1 point
    While I I enjoy build up to things, the fact is that the reveals, are not revealing much Maybe the Heralds, like the Chaos Queen and the Ghost thing can be the new direction that slaves to darkness and Death are taking. But a Death army needs skellies. Nagash himself is a big skellie. Fingers crossed for barbarian slaves to darkness. And for the love of Sigmar let the Order herald be something not stormcasty. Like a regular human, or aelf.
  37. 1 point
    Hello again. Well i finished up the manticore and it took some doing playing with colors and trying to get him to look just right for the Lord to sit on and not get lost. Anyways, here he is. I'm not going to painting the bases on these guys till I get the right round bases for them. I'm thinking of doing some sort of cracked ice type of base. Seems fitting for where they come from. And here he is with the lord glued back in his place
  38. 1 point
    To me this sounds like a mistake - unless it was the bonus to the freeguild elements only. I'm not sure the Freeguild general has an ability that affects all order. Yeah against ranged they don't do much but I think, entering a tournament for instance, they give you a little something for 100 points. Reaching objectives with them is an interesting one, I'd envision that once they've done their wrap against alpha job they might sit on a near objective instead of reaching a far one?
  39. 1 point
    Much like the Rumour engine I'd be more hyped if I knew what was coming. I'm certain it's all going to be very interesting and there'll be a fair few good miniatures and some background to boot. For now "Gibbets and Crows" aren't telling me much, no stormcast or Hammer insignia though is a promising sign of some much needed shared attention. Really hope this advances the story line sufficiently to see some more legendary characters.
  40. 1 point
    Close to being done with my second 3 grunta unit. Some last couple of highlights on yellow and darks, as well as finishing up some tassles and skulls. I now know I shouldn't get another 3, as they have been a real pain in my ******, but looking at them now, I SOOOOO WANT TO! Thanks for looking!
  41. 1 point
    It took me a couple read-throughs myself to understand, but here is what I believe is the case and how we are doing it in our store campaign. You can only build the Scepter of Flame if you control The Caverns of Fulminax, The Titanworks, and The Black Iron Peninsula. Once you have the Scepter of Flame, you can immediately win the campaign if you control The Caverns of Fluminax, The Infinity Gears, and The Eyes of the Prismatikon. You don't have to control all 5 regions, but you have to control the first 3 to make the scepter and have to control the three strategic ones to win once you have the scepter (even if you don't have The Titanworks or The Black Iron Peninsula anymore). Does that help? The strategic zones are nice because they have a card associated with them, which can help you in the campaign, even if you don't have the Scepter of Flame.
  42. 1 point
    I missed you starting this. Board looks great, well done!
  43. 1 point
    Got the base coats down last night (except the Orc skin) and highlighted the reds. Next up are washes.
  44. 1 point
    My list: Bloodsecrator x3 Priests 3x1 Khorgoraths 2x10 Bloodwarriors x40 Bloodreavers Gorepilgrim His List: Lord Aquillor Relictor Latern holding Lord Celestant x3 Palladors 2x5 Hunters x5 Deceminators x5 Protectors x3 Raptors w longstrikes We played Matchplay mission 6, scorched earth ,and I won by 1 point on the last round. The bloodreavers did great popping two objectives on his deployment zone scoring 4 points total. His paladins ate all my warriors. His lord Aquillor did great in the last round by coming up behind me and trying to score a 5-6 on the last round but failed and got only 2 points to not tie. some pics: Those Stormcast are gonna look fantastic once he finally finish painting them...
  45. 1 point
    Tnk u for comments and ideas! maybe I will do it , just need to check how much it will take and how much improve the overall look Another little update on the remaining model of this first batch: And a group shot C&C welcomed!
  46. 1 point
  47. 1 point
    Thanks guys for all the feedback and likes! This really helps keeping on the work! @Artobans Ghost Thanks! I'm looking forward to read this book too! And my next ship will be an Orruk/Grot Ironclad! @Kisufisu Unfortunately I did not put the wip fotos os my Cthulhu army on any forum/blog... But I do have some pictures on my mobile: I'm travelling now and when I return home I could post some here... @Mayple Yess, yess, this is a most killy-killy machine! Makes my whiskers twitch! Burning the man-things and green-things and golden-things with warpfire! Yess, yess! @Djoblo Kkkkk, I feel the same when I see a nice conversion here! No shame at all! Loot away! I will be more than happy to see yours! Let's take the skies! Currently I'm in a slow painting process of the frigate, the ballon basecolors are almost done and I blocked some basic colors on the frigate with an airbrush... The main hull will be a true pain to paint, so many details and the crew hanging all around made it not only fiddly to paint but also to hold while painting... Cheer AJ
  48. 1 point
    I was very excited by the concept of running some spear chukkas alongside my Ironjawz when I first heard about allies! They are no longer a feature in my list, and heres why. I was running a mixed destruction army for a little while with a Wyvern, 20 Brutes, 2 spear chukkas, 60 grot, some fanatics and a few characters. The theory was that the spear chukkas snipe out key parts of the enemy army while my boyz get across the table and smash em up in a fight. The reality was very very different. Spear Chukkas are hopelessly unreliable. 3s to hit when shooting at heroes is just not solid enough to rely on it, granted you get the re-roll, but then its only 3s to wound. Its just too dicey, especially with the D3 damage (give me 2 damage any day), and in games people were literally ignoring them with no real risk to themselves, and those that did feel like they needed to go down had no trouble at all shutting them down. On paper they look really solid, but when you actually get them on table they are just underwhelming, and thats 240 points of pure disappointment that I think is better spent elsewhere. I think the moonclan shaman is a really solid choice, and I'm actually considering adding a second in my list. A nice cheap caster for mystic shield/arcane bolt without having to deal with the double casting nonsense from the weirdnob just seems like a no brainer. I don't think I'll be adding much else in the way of allies to the Ironjawz if I'm honest, to me some of the other options seem to be adding stuff just because you can!
  49. 1 point
    Sister of Selene Many Seraphim of the realm of light have a wide range of magical abilities, Sisters of Selene possess the ability to manipulate light and form it into weapons and armour. Expert assassins, they are tasked with routing out chaos and disposing of it efficiently and completely.
  50. 1 point
    Mossblade the Knight of Spades - Crypt Haunter Courtier. Steed galloping over green fields / loping barefoot under the dark bowers. Sun glinting on silvery armour / filthy claws and fetid breath. Lance crashing into the shield of a worthy foe; a fellow knight / skull "helmet" smashing the ribs of a terrified, defenceless victim.
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