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Showing content with the highest reputation on 03/05/2018 in all areas

  1. I've just finished (if an army can every be finished!) a very heavily themed Mortal Khorne Army. The premise being that they were Worshipper's of Ulric during the time of Myth, but after being abandonned by Sigmar in the age of Chaos were tricked/coherced into following Khorne, believing him the be an aspect of of Ulric, the Blood Wolf. They are savage barbarians that dwell in the Urlicsberg mountains in Ghur and worship the Wolf God. The link to the full army plog is in my signature if anyone fancies checking it out, feedback is always appreciated.
    11 points
  2. I put together a fire elf army- basically a mixed order/ pure elf army using any units with a fire based attack, or decal on the models (phoenix guard, phoenixes, sisters of the watch etc) along with bleakswords for battleline all painted in fire colours, with the odd simple conversion here and there, and using the elven runes for conquest, and Khaine’s rune on the banners. Lore wise they’re from a city state in Aqshy that held out in isolation during the age of chaos, mostly by slipping under the radar hidden in a mountain range. They worship Khaine, and their priests believe he can be resurrected through conquest of the realms, with each enemy force crushed and each settlement brought under their “protection” bringing the dead god a little closer to the mortal realms. The DOK lore has shaken that up a little bit, as you might expect, but I think the fire elves probably can figure out that Morathi isn’t really helping their cause... if I can figure out how to convert Phoenix wings on the new flying elves, then maybe any daughters that learn the truth might find new allies in aqshy. Pictured is the most converted model (not saying much really) including a Teeny tiny hunting Phoenix!
    6 points
  3. Stormcast Eternals are a faction with a lot of models, several battalion options that are playable and can expect frequent updates. from the point of view of players of other factions I can understand that people look at this thread as see it as wish listing by Stormcast-players. The perspective is: You do not even know how many more options your faction already has. Yet from the perspective of a game system, but also economically for Games Workshop it makes sense to support the models thrown on the market (looking at you Vanguard Chamber) and make adjustments to see them being played more often. Heck, there are so many support hero models that are not included in the few competitive lists that exist and many people who understand themselves as competitive players just love the min/max and optimize the potential of their armies. So changes have to be made to navigate this popular and big faction towards even more options. It just makes sense also from a business point of view to shake things up and to support the large number of Stormcast-Players. If there are 10 models for a faction, why should Games Workshop care to produce several more or less balanced competitive battalions? But if there is a faction as big as this, they just have to come up with ideas to allow more divers play styles beyond the few paths that are well thought out already also because there is a large player base. So, Games Workshop, give people a reason to expand and then use their collection of Vanguard-units, that would be a start!
    5 points
  4. Hi all! Recently started playing and painting a stormcast vanguard chamber force. I really enjoy the look and feel of the newer models! So far I have the following1k force built: Lord-Aquilor Knight-Venator 2x5 Hunters 3x Palladors 3x Lonstrike Raptors In terms of painting, I'm currently working on gryph chargers and absolutely loving them - making it up a bit as I go along but they are really stretching me and making me try new things. Here's how the one with the most work done to it looks: Looking forward to getting this one finished - the other 2 and Aquilor shouldn't be too far behind ?
    4 points
  5. While the official GW skirmish warband boxes are decent enough value it can be a bit of an ask to spend quite so much money if you’re trying to get someone into the hobby or considering trying out a new army in the confines of the skirmish ruleset. As such I have come up with methods of starting a warband without spending tonnes of money as long as you have some bits/ generous friends. Unfortunately, I have yet to come up with a method for creating a destruction warband although they have some pretty cheap heroes as it is. Also, I can’t recommend picking up the storm of sigmar box enough. It gives you the starting components for a chaos and order warband and costs less than two of the easy to build boxes while giving you the components both and some retributors and blood reavers. Order What you need. Easy to build liberator box A power sword/ warblade and a left hand/forearm Instuctions: Swap the liberator primes shield over onto his other hand and stick the power sword and left arm on. You now have a knight questor and two liberators I'm opening myself to attacks but who cares it looks cool. FOR SIGMAR! Total renown: 28 Chaos What you need Easy to build blood warrior box Some chaos warrior bits Including at least one helmet and a shield. Instructions Pick One of the blood warriors and stick the chaos warrior bits on swapping out the head and the gorefist for a shield. You know have an exalted deathbringer with blood bite axe and 2 blood warriors Upgrade! FOR KHORNE! Total renown: 24 Death Easy to build chaos warrior box and 3 skulls or skeleton warrior heads. Instructions: Cut the chaos warrior heads off and stick on the skulls. File back the stars of chaos on the shields. Cut off the shoulder spikes. Be sure the most impressive head goes on the warrior with the sword. You now have a wight king with baleful tomb blade and 2 grave guard (You can also use blood warriors for this but, they are more expensive). I'm totally a wight king! *Chatters Menacingly* Total Renown: 30 While these are slightly janky and come in above the 25 renown suggested limit for starting a skirmish warband, I'm not sure anyone's going to argue if you're just starting out. Besides they look unique! That counts for something
    4 points
  6. Haven’t updated for a while. Since my last update I’ve basically gone and finished the army. Not a lot to talk about, just waiting on my Scibor mini to arrive then I have 2000 points. Here’s the photo dump:
    4 points
  7. My favorite game with my nurgle army has Spume desperately hanging on to Archaon's slayer of kings while my army hacked him down. I pictured Archaon waving his sword with Spume flapping around holding on to the end.
    4 points
  8. I'm not a massively competitive player, nor do I pretend to be, but this is a terrible idea. Forget what @Iradekhorne said about different game sizes (good point though), a tier list works in Blood Bowl because each team has a relatively fixed roster and composition - some of them are even purposely written to be underpowered and hard to play with (go Halflings!). You've got too much disparity between lists from the same allegiance to do this in AoS. Why should a Stormcast player who's taken a comparatively soft nice, fluffy Vanguard Chamber themed list be smacked on the wrist with the same wooden spoon as the player who's taken whatever the latest Judicator/Fulminator/Lightning Chariot spam combo is? Non Kunnin Rukk Boneplitterz? How on earth do you even factor in something like mixed Order?! Current AoS for all its foibles is easily the most "balanced" incarnation of Warhammer ever put out. It's not perfectly balanced and never will be. There will always be marginally better units for the points and list "builds" that people tend to gravitate towards, but if you start imposing a layer of "comp" on top of this you're ultimately only restricting people's freedom in what they want to do and forcing them towards a limited set of builds - you'd have the same amount of all powerful units and combos that had slipped the net, just a different set of them, you'd be moving the goalposts but keeping the game the same. If somebody wants to win without much effort and practice they'll probably take a Changehost and Skyfire list or whatever the latest hotness is; If somebody wants to win with Ironjawz they'll get damn good at winning with Ironjawz. Look at the Dragon Lord/Double Phoenix list that took the last GT final - not the most powerful list on paper, but the guy knew it inside out and kicked ass with it. If @Chris Tomlin or another skilled player with a lot of practice podiums with Ironjawz a few times should they be bumped up to tier one? AoS is never going to be perfectly balanced, but imo each successive incarnation of the GHB will do a much better job of bringing the year's most egregiously under/overpointed stuff in line with everything else that bolt on enforced comp will. If you want a game with a much stronger line on fixed lists living in community inputted balance harmony, it's probably worth checking in on the 9th Age, they're all lovely guys who do an absolutely sterling job developing the game they want to play. tl;dr AoS is fine for balance and doesn't need an extra layer of it really wouldn't help. Wait for the GHB and FAQs to smack down anything too easy to use. Also if you think post GHB2017 Beastclaws are a tier one army and that pure Slaves to Darkness equate to anything less than Halfling tier you're obviously an even less competitive player than me... How are you supposed to hand out tier one placings to Legions of Nagash and Daughters of Khaine when they're too new for anyone to have any proper competitive experience of them yet?!
    4 points
  9. Morning, I would love to see a Mkii Ironjawz Battletome at some point. We've had several good topics in the Destruction forum about additional units that could be added, such as; a Megaboss on Grunta (that buffs Gore-gruntas), a big chariot/wagon pulled by Gruntas with either a Shaman or fighty character mount option, a Beserker type unit or maybe some ranged threat/artillery etc etc. I feel that Ironjawz are the poster boys of Destruction in AoS, so it would be nice for them to get some additional units and maybe a rules refresh. Also it would be cool for the Battletomes that updated old WFB armies to the AoS setting without providing no new models (like FEC and BCR) to get an update with some plastic love as well. This to mean seems less likely though. In general though, the release schedule seems packed and it's hard to see where the older Battletomes might get a look in right now. I'm all for looking forward to the exciting new stuff, but certainly wouldn't want the older armies to slip into irrelevance either. Luckily we have the annual General's Handbook which can go some way to mitigate this. X
    4 points
  10. What's frustrating is the fact that we only have the name, and a bit of theme. Nothing more. Not a tease. No artwork. Not even a sketch. Just a damn goldfish in an aquarium with a boat. I'm dying here GW! dying! ?
    4 points
  11. While the fimir are a shunned race, pariah in the mortal realms, it would be wrong to say they are entirely without companions. Amidst the mists of the Folachin Fen of Ghur, the fimir live alongside a race of beings known as mirelings. The origins of the mirelings are as shrouded as the cloying fog of their home. Some wonder if they are the decedents of men or aelves, who seeking refuge in the fen during the age of chaos. Others imagine that such a foul breed could not have come from either man or aelf, instead a creation of chaos or the malformed experiments of some god. Regardless of their heritage, they have come to enjoy a symbiotic relationship with the fimir. Living on the outskirts of fimir land, they diligently harvest fish and crustaceans for their neighbors, and upon hearing the blaring of hunting horns they surge forth to join in battle. In return for their labors they receive protection and the occasional baleglyph trinket. When speaking with their cyclopean betters, the mirelings often close one eye as a sign of respect. Alright with that bit of fluff out of the way, the mirelings are something I've been thinking about for a while. The idea was born out the necessity for a battle line for this army, and until a balefiend is released it can't be fimir. I was orginaly going to give making a bunch of shearl, I have even sculpted a head that I'll probably post eventually. But the idea of building at least twenty was somewhat daunting, and then I remember the fantastic Hobbit goblin miniatures! They look suitably grubby and misshapen to live in the swamp with my fimir. Rule wise I'll likely use them as moonclan grots with hand weapons. I currently have 18, but have another 36 in the mail. @Kyriakin I was thinking about making some big mud construct in the same vein as the fenbeast and using it as a rouge idol. And I think it's only a matter of time before a forgeworld monster joins the army, maybe a basilisk?
    4 points
  12. As a nurgle player I can't understand for life how GUO can even be considered underpriced. Now I will admit, endless gifts is pretty broken and perhaps needs some adjustment in the future yes, but on the other hand, taking that artifact requires artifact slot (and there are plenty other strong artifacts in the book). Saying that guo is good in combat is a joke. Even if he takes massive bilesword and flails, he still has basically worse profile than runefather on magmadroth for almost 100 more points (and as someone who plays fyreslayers also, runefather isn't very good in battle). If he takes bell and blade, he is just terrible in combat and takes full support role. And the whole "but he also adds +1 with his command ability and drones get +1 from their own ability near him" is just silly. Drones' bonus attack has already been factored to cost of them, the unit is terrible without it and GUO's command ability is pretty standard and only good for drones. And finally those spells he gets are good but crippled by their low range.
    4 points
  13. So I don't believe anyone who looks at the Ironjawz Warscrolls or Battletome would disagree that they are showing their age. This is thoughts on how to update them with both Quality Of Life changes, Bringing them in line with Modern Battletomes (Modernising) and just random thoughts which would allow for greater diversity of lists. With this in mind I'm going to go through and list what I see as issues within the faction. I invite you to get some cheese and biscuits to enjoy with this fine whine or maybe even contribute with your own favourite vintages yourself. This thread is to promote discussion, ideas and other weird things, feel free to call me an idiot, I'd do the same! Problems and Issues - (Otherwise known as WAAAGH why is Gordrakk so suck) Units Gordrakk - To expensive and it's questionable whether he is better than a normal MBoMK Megaboss on Mawkrusha (MBoMK Henceforth known as the Cabbage) - Strength from Victory is poorly worded Orruk Megaboss (Henceforth known as the Footboss) - Expensive, slow, mediocre ability, pays for a command ability you can never use Warchanter - Frenzy of Violence(Fov) is 1 unit for next combat phase only, probably undercosted, FoV stacking is a thing. Weirdnob - Expensive, Power of the Waagh! is badly worded, pays for Greenpuke which is bad, 120 points for 1 spell, needs 20 nearby orruks in ****** Ironjawz (???) Goregruntas - Gore-Grunta Charge is super poorly worded and almost never goes off, no -2 Rend option is awful, Jagged Gore-Hacka is ****** Brutes - Bravery 6, slow Ardboyz - Probably Overcosted, Slow, Orruk-forged Shields is ambiguous Battalions Brutefist - Overcosted, contradicts the rest of the ironjawz kit (Needs MSU), ability is limited range, situational and bad even if it goes off Gorefist - Probably overpowered, requires alphastrike (first turn) Ardfist - reliant on keeping WC alive, doesn't do anything in matched play, to expensive, still doesn't make you want to use 3 units of Ardboyz Weirdfist - Random, to expensive, vulnerable to hero sniping, overpowered if it ever works. Ironfist - Overpowered, required to fix Brute/Ardboy mobility issues, ends the moment Bigboss is slain. Bloodtoofs - Requires maxed Ironfist Ironsunz - Bonus can randomly not happen, requires maxed Ironfist, overcosted next to the Bloodtoofs Allegiance Fings an Stuff Mighty Destroyers - Far to random, normally does nothing, is overly restrictive, can potentially be overpowered as all hell if you get that 1/72 to grab the 18" of free movement on one unit. Ironclad - Is the only option, seriously everything else might as well say "makes your general sparkle" for how irrelevant it is next to this. Hulking Muscle-bound Brute - Doesn't affect the Cabbages attacks making it bad. Live to Fight - Doesn't affect the Cabbages attacks making it bad. The Golden Toof - Range is to short So this is a none exhaustive list which is basically everything I could think to cry (WAAAAGH) over. I'll now go into the three areas I said I would and try to cover everything I just listed. Fixing Wording One of the big areas in which Ironjawz show their age is the ambiguous wording of so many of their abilities. This section is basically going over those in order to make them clearer and not have bizarre interactions with current FAQ's. Most of these are neither buffs or nerfs, they are just solving things which have occurred due to the way the game has evolved since the Ironjawz were released. Cabbage - Strength from Victory The current wording of this ability actually makes it unclear as to who or when it's triggered. To summarize, because all damage resolves at once and technically your opponent picks how wounds are distributed he can, by assigning the "killing blow" to one of the Mawkrushas attacks, stop this from ever triggering. You could kill 100 heroes in a game with it's current wording and this buff would never go off. Weirdnob Shaman - Power of the Waaagh! This has become an issue because of the FAQ which says a model is always in range of itself, as a result the model is always it's own closest model, hence the mortal wounds from this ability are always applied to the shaman. Gore-Gruntas - Gore-grunta Charge This ability has a couple of different issues in it. Firstly is that it just measures to the closest enemy unit, whether or not you charge that unit, whether or not you CAN charge that unit. This makes it incredibly easy to disable. Additionally when it DOES trigger it doesn't actually specify when or how long the D3 damage lasts for. Theoretically getting a single charge which is more than 8" away from the opponent makes them deal D3 damage for the rest of the game. Obviously this isn't intended but RAW (rules as written) don't ever remove the bonus once it's gained. Ardboys - Orruk-forged Shields Yet another ambiguous rule. This is due to the specifics of the mortal wounds wording in the general rules which mean that technically they are "allocated" as normal wounds which means that the shields also get a 6++ against mortal wounds as well as normal wounds. In every game or tournament I have ever played this interpretation of the rules has been upheld, it is questionable though. Quality of Life Changes (QoL) So the first few Quality of Life changes are actually listed above in the Gore-grunta Charge and Weirdnob abilities. Both of these are hyper sensitive to positioning and other very minor factors to produce some horrible effects. The fact the mortal wounds on a double triggers irrelevant of having the buff is huge detriment to an already expensive character, being unable to decide which of the units near him receives those wounds is likewise very fiddly for some potentially devastating negative outcomes. The first of the QoL changes is both a buff and has huge effects across the army as a whole. As it stands at the moment every casualty is potentially another fleeing, a fleeing Brute is 36 points down the pan, due to the cost of the unit as a whole combined with the relative number of wounds and small unit sizes this necessitates the use of inspiring presence on the off chance they will take a casualty. When you consider how integral the Waaagh! is both lore and flavour of all Orruks, then look at the points tax we pay on the Cabbage and Footboss warscrolls for that ability it really brings into focus just how much this change does for the army as a whole. I cannot overstate how much this change is needed. For the next Combat Phase My number one issue with Ironjawz as an army. For some messed up reason our buffs, which aren't hugely out of wack, are the next combat phase only. Compare the Lord Castellant to the Warchanter for a stunning example of this. The Lord Castellant provides a buff which is not only significantly better but lasts until the end of the next hero phase. Points wise Lord Castellant is 100 points vs the Warchanters 80 points however his attacks, move and save are all strictly better. Another amazing comparison is all the different forms of Tzaangor which get a +1 to hit for just being 9" away from the shaman, a character who flies, unbinds and poops mortal wounds also just randomly provides your nearby units with a +1 to hit whenever. This is such a crippling difference it's unreal. The two big criminals for this in the Ironjawz army are the various "Waaagh!" abilities and Frenzy of Violence. Changing these to last till the next hero phase is both a Quality of Life and a modernisation change both rolled into one, modern armies just aren't released with "for the next combat phase". This then leads into three potential changes which will make as much of a difference as the Bravery increase of Brutes. As an extension to the QoL featured here there are also a couple of extra changes to the Warchanters warscroll which bring it more in line with the Lord-Castellant. Bloodtoofs and Ironsunz General Stuff The Final Note - An Olive Branch to Destruction The Maddness of Mork (or all those crazy Ideas I just really desperately want) Preface So this section is going to be less about the obvious things, which I've dealt with above, and much more throwing ideas out there over buffs, improvements, changes which alter and affect the remaining problems while trying to stick within the Theme and Flavour of the Ironjawz. I'll try to be logical in how I present it and save the most outright mushroom fuelled visions for last. PHASE 1 - Updating the unused areas of Ironjawz This is not the full list of what should go here, it is instead the parts of which could still be considered "sane". Gordrakk - The Big Boss himself. Ardest of the Ard, Fightiest of the Fight, Most Expensive of the Unplayable stuff. New Ability - Fist of Gork Gordrakk is the Undisputed Megaboss of all Ironjawz, when he calls forth a Great Waaagh! Megabosses and Warclans alike band together in a tide of unstoppable Carnage. As a Result Gordrakk can use his Command Ability even if he is not the General, instead of your General. In addition he knows the Mighty Waaagh! Command Ability from the Megaboss on Mawkrusha Warscroll. Strength from Victory - Updated Whenever Gordrakk (or Bigteef) makes an attack or uses which slays an enemy Hero, add one to his wound characteristic and the attacks characteristic of both Smasha and Kunnin'. In addition he counts as having suffered one less wound when consulting the Damage Table for his movement, Mighty fists or Destructive Bulk. This effect lasts until the end of the game and stacks. Save Improved to 2+ To keep him on par with the Cabbage save improvement below. Minor Points Cost decrease - 560 This still makes him 100 points more expensive than a standard Cabbage, however with the improved version of Strength from Victory and the new Fist of Gork rule he is now not only strictly better than a normal Cabbage but also fits well alongside one. Cabbage Save Improved to 2+ This is partially as compensation for the loss of Ironclad and a slight increase in his survivability. The Ironjawz equivilent to the Sigmarite Thundershield of the Stardrake. Footboss Waaagh! - Removed With the introduction of "Prophet of the Waaagh!" as a Command Trait this just needlessly increases the points of the Footboss. This is doubly true since he is generally not used in any larger game and in smaller games is more likely to throw Inspiring Presence than actually use his Waaagh! This just cleans up his warscroll. Go on Ladz, Get Stuck In! - Redesigned Any Orruk unit within 10" of an Orruk Megaboss may reroll failed Charge Rolls in the Charge phase. Ironclad - I told you it wasn't forgotten. Reduce the rend characteristic of all weapons used to target an Orruk Megaboss by 1, to a minimum of "-". This gives the Footboss a much clearer roll in an Ironjawz army while also making him more resilient as he slogs his way to combat. The restriction to charge phase charges is intentional because of the change to Mighty Destroyers down in the insane section. Allowing his ability to affect any Orruk within 10" also makes him a great allies choice or even an inclusion in a GA:Destruction army. He's such a fantastic model he really deserves to see more use. Weirdnob Shaman Greenpuke - No longer a Spell Weirdnob shamans channel the raw Waaagh! energy from Orruks around them. In the shooting draw a straight line 2d6" long from the Weirdnob. Any enemy unit this line crosses takes d3 mortal wounds as the Waaagh! energy bursts forth from the Weirdnob in a torrent of destructive green energy. If you roll a double when determining the range the Shaman takes a mortal wound after this attack finishes due to the violent Waaagh! ravaging their body as it leaves. Removes one of the shamans spells and instead turns it into a short ranged attack. This adds a slightly more reliable source of mortal wounds to Ironjawz while also justifying the Weirdnobs higher points cost compared to other wizards. Does so without giving him 2 casts/unbindings a turn. Actually makes it worth bringing more than one in your Army. Gore Gruntas Jagged Gore-Hacka - Attacks Profile changed, Ability added Now only has 2 attacks but hits on a 3+ instead. When a unit of Goregruntas makes a successful charge in the charge phase, increase the rend of attacks made with a Jagged Gore-Hackas to by 1 to "-2" Adds a higher rend option which is conditional. The improvement to 3+ at the cost of an attack makes the choice here a serious consideration. Ardboys Minor Points Cost Decrease - 160/400 Makes them slightly cheaper than Brutes but slightly more expensive than Goregruntas. Generally makes them slightly easier to field with a 50 point reduction at max unit size. Should offset some other changes to be made down below, and the slight increase in warchanter points cost. Phase 2 - Descent into Shroom Crazed Madness So the three big things I haven't tackled so far are Ironjawz are still slow as ****** Mighty Destroyers Battalions This is ultimately because the three of them are so tightly linked. The changes that are coming up are all a consideration of this single combined problem. The Ironfist is mandatory, which makes Ironjawz technically faster than a bunch of other factions but has both a points tax and is conditional. As a result of the Ironfist Mighty Destroyers can't be to good or we will be zipping across the battlefield in a giant mockery of other factions cavalry. The only battalion worth anything compared to the Ironfist is the Gorefist because mobility is such an issue. Overall the problems stem from how much potential extra movement we get and how variable it makes us. To this end I think the first item to comment on is pretty obvious. Ironfist Organisation - Added Footboss 1 Orruk Megaboss (Footboss) 3-5 Ironjawz units. Ironfist Big Boss The Orruk Megaboss is the battalions Big Boss, add 2 to his wounds characteristic. This adds a 140 tax to the Ironfist in the form of a Footboss. Also makes him vulnerable to snipes but does give him the +2 wounds. Essentially a tax to increase it's points cost without just increasing the points cost. Brutefist Organisation - Added Footboss 1 Orruk Megaboss (Footboss) 3-5 units of Orruk Brutes Brute Big Boss - Changed Now called Biggest and Ardest: Add two to the wounds characteristic of the Battalions Orruk Megaboss. Green-skinned Battering Ram - Redsigned A Brutefist is a living tide of destruction which is impossible to stop. When you make a charge move with any of the units in this battalion they may pass across models and terrain as though it was not there. The unit must still end within Coherency and cannot end the move ontop of any other model. When a unit moves over any enemy units in this way, once per turn per unit, they may inflict d3 mortal wounds to that unit. Points Cost Increased to 220 points The double whammy of a 140 for the Footboss and 40 extra for the battalion will make way more sense after reading the redesigned Mighty Destroyers. Just trust me on that. This makes the Brutefist a way more viable option, allowing the Brutes to potentially bypass blocking units and get into units your opponent is trying to protect. It combines amazingly well with the updated Footboss and the extra 2 wounds on him brings him up to a staggering 9 wounds. Hopefully really opens up the choices and brings it in line with the other battalions we have available . Ardfist Endless Waaagh! - New Ability Add two wounds to the Battalions Warchanter. Drawn to the the Waaagh! - Redesigned Slightly The thundering beat drummed out by Orruk Warchanters draws Orruks from all across the mortal realms. Once per hero phase, while the Warchanter is still alive, roll a d6. You may add that many Ardboys, distributed as you want, to the units in the battalion who are within 10" of the Warchanter. Proving Grounds In addition to it's normal effects, any Ardboy unit with 20 or more models affected by the Warchanters Frenzy of Violence causes a mortal wound when they roll a 6+ to wound instead of it's normal damage. This makes the Ardboys in the battalion potentially throw out mortal wounds. However all the power of the battalion is concentrated into the Warchanter. Potentially makes an army of Arboys actually quite dangerous but is very vulnerable to hero sniping despite his now 8 wounds. Combined with the Points cost reduction on Ardboys should open up some fun fluff lists. Weirdfist As we descend further into the shroom fueled visions we get to the first one which is both potentially competitive and very out there in terms of rules. Organisation - Changed 1 Weirdnob Shaman 1 Unit of Ardboys Vortex of Waaagh! Energy This battalion must be deployed together and the Weirdnob is considered to be part of the Ardboy unit for the entire of the game, he must remain within coherency and cannot be targeted separate from the unit. The Ardboy unit gains the Hero, Wizard and Weirdnob Shaman keywords so long as the Weirdnob is alive. If the Weirdnob dies then the unit loses those keywords. Power of the Waaagh! When calculating the bonuses to casting and unbinding for the Weirdnob shaman instead calculate the number of models left in this battalion and multiply it by 2 to work out whether or not you get the bonus. Channel The Waaagh! When determining the range for Casting or Unbinding a spell you may do so from any model in the unit. If you do so that model is considered to be the origin of the spell for that Casting or Unbinding roll. Bloodtoofs Organisation change 1 Cabbage Either 1 Ironfist or 1 Brutefist (The battalion must include at least one Brute unit with 20 Models) Requiring the full strength unit of Brutes is a huge Swing in the dark. However with the change to the Brutefist makes this potentially an intresting choice especially when the +2 bravery is added on the increase to 7 on the warscroll itself. Requires a huge investment but since it doesn't need the full 5 units in the battalion it doesn't actually work out any more expensive. The primary cost increase comes from the 140 points required to get the footboss in either the Ironfist or the Brutefist. Phase 3 - Prophecies of Gorkamorka This is what I've been building up to here. You can no doubt see the references to it the whole way through and might have gleaned what I'm thinking of, it's definitely crazy though but has huge potential. This has a few huge ramifications and implications which I'll go through to really try and explain it in full. We have to note that because it occurs in the movement phase this means that it happens after the Ironfist movement, this is very important to avoid some very dodgy interactions and should hopefully keep the Ironfist from being mandatory. It also requires that the units be within 6" of a hero, this gives your opponent some counter play and requires tactical play to properly utilise all of which is important given the strength of the ability. Going through the warscrolls above I've been careful to try and stop any interactions with this which let you reroll or otherwise mess around with this roll. The only exception is the Brutefist which can use this to move through enemy units and inflict the D3 wounds, if they do though they won't be able to then inflict the mortal wounds later in the turn. The most basic usage of this is that you can choose, instead of using the movement listed on the warscroll, to make a charge move. For a unit like the Goregruntas this is potentially a very bad trade off, but for Ardboys it's an amazing options, the minimum move distance is 5" while the maximum is 15". It allows the slower parts of the Ironjawz army to move faster but slaanesh isn't going to suddenly be jealous of the faster elements. What makes this truly unique however is that you can declare the charge even if you are already locked in combat. This lets Ironjawz move through a combat like no other army out there, forcing your opponent to ensure that no holes in his lines open up which could let the IJ charge through and get behind them. Obviously this combines amazingly well with the new and Improved Brutefist, there truly is no stopping it as even if you lock them in combat they can just charge right through your unit in the movement phase dishing out d3 mortal wounds for your troubles. Another option is to have your Gore-gruntas declare a charge in the movement phase, if they roll an 8+ then it activates their d3 damage even though they are already in combat. Mighty Destroyers is now an ability which gives Ironjawz unparalleled mastery of the combat and charge phase, able to get round blocking units, quickly cover ground and get hold of things your opponent is trying to protect. Beware however, this IS a charge movement, deadly terrain will still ****** you and those sylvaneth wildwoods are even more scary now you can't destruction move to power through. Conclusion As I said at the start the idea of this is to start discussions. I tried to put the more sane and benign suggestions/changes at the start so they didn't get wrapped up in what is clearly a Gorkamorka blessed vision of what could be. I'll try and have a think about new units/heroes we could potentially add to the Ironjawz but I wanted to keep this post as a change to what is rather than asking for entirely new units. First thing which jumps to mind is a Weirdnob on Mawkrusha esque model but how to stat it or justify it is a whole separate post. Comment and discuss, maybe we can get Ironjawz the update they deserve!
    3 points
  14. Hey all, was just thinking about hypothetical and potential updates to past Battletomes and Allegiances. Looking for everyone's ideas as to what they would add, what units or models they'd like to see and new mechanics that could be cool. DISCLAIMER: Aware that in all likelihood this won't happen, but its fun to speculate and it can't hurt to voice our ideas. Please refrain from discussing the realities and the likelihood of releases, this is purely for fun. Here are a few of my ideas. I can update OP to feature more battletomes as people post their ideas, and I'll add user credits to the idea as well to distinguish stuff. BEASTCLAW RAIDERS FLESHEATER COURTS FYRESLAYERS SERAPHON CLAN PESTILENS IRONJAWZ DARK ELVES
    3 points
  15. "Hi, I hijacked a thread, it's completely off topic now. In case you didn't notice: I like to extensively expound my mere opinion. I hope you don't mind. I am the dominant poster now and while some people will take offense at the redundancy of my contributions, I still believe in gaining truthfulness through repetitiveness." Admin?
    3 points
  16. Would be cool to have Ruglud's crossbow orcs to come back in some variety.
    3 points
  17. I'd say 440 points is a fair price. It is a source of several reliable multipliers, buffs and spells that just won't die. In a resilient army such as his, this is priceless.
    3 points
  18. IT seems I posted less to this thread than i thought! I haven't done much recently but i have done a few new figures. That last big guy has been on my painting bench for months along with a couple of other monstery types. I'm determined to get him done this month!
    3 points
  19. Shhhh! That sounds disturbingly like intelligent play and tactical thought.
    3 points
  20. To add to the FEC lineup. A courtier box would be great. Models that actually standout form your rank and file (and not just on bigger bases). And make it so that FEC players don't have to cannibalize their units and field everything under strength.
    3 points
  21. Impulse buy of the year! Quite the model and I've enjoyed painting it. Now to find a list for her. Anyone has any tips for DoK listbuilding? Morathi; Not horde (<50 models); and something with at least a snake lady box, a harpy box (aka not spammy).
    3 points
  22. Update! Started about 6 I think, so around 3 hours work probably all in. Face to finish, grey highlight and bases but about there. Went for less skin, more clothing. Very stealth. Probably unlikely to run 2 assassins (unless I run a Shadowblade list for a laugh), but here's a closer look at his older bro: Added some blood. The technical paints are very good! Feel happy to have a model under the belt for the first time in a long time. New paints are excellent and the washes just get better. Still dipped back to the old paints for some Tin Bitz however!
    3 points
  23. Time to start a thread of all my AOS efforts. I have been focusing mostly on Dwarves, Greenskins and Ogors, with random others mixed in for style. I'll try and add little excerpts from the games i play as well as some WIP of my new projects. Now most of my stuff is most of time at about 85% of being fully done. I always forget little details and notice them later on. My Kharadron army is the closest I've ever been in so many years of hobby of having a finished coherent army. Which is quite a good feeling i must say. The rest isn't as unified. Still a lot of stuff to show, my inspiration was military looks from the early 20th century. Do tell me if the photos of the units are too small, I'll upload larger ones. Comments appreciated!
    2 points
  24. Finished my Assassin and added some fresh snow to my older models. Took about 40 mins. Front: Rear: With the boys: So, what next? Have another assassin, a sorceress or do I finish the 1st of my Drakespawn Knights? Feeling that the sorceress might be the way to go, but I probably should get a battleline under my belt and do some batch painting. Nearly finished that Drakespawn and the others are only a little behind, so just the knights really.
    2 points
  25. I finally got the Battletome myself and brought a Blood Coven box. And I must say, the Tome did a great job giving me motivation for this project. I immediately started thinking about a color scheme and an army concept. This is my first Sister of Slaughter. I want to go for a brighter color scheme than the ones in the Battletome. I was inspired by the greek aesthetic of the first Daughters of Khaine teaser. My army represents the cult of faceless slaughter. They hail from the coast of the sea of monsters in Ghur. They worship Khaine in his aspect of the sudden arrow in the back, the unseen blade, the anonymity of the battlefield. I want to have all my units wear masks (Sisters of Slaughter instead of Witch Aelfs, Doomfire Warlocks, Heartrenders, Blood Sisters). My planned 1000 points list: Temple: Khailebron Bloodwrack Shrine - 220 Blood Sisters - 140 Blood Sisters - 140 Blood Stalkers - 160 Blood Stalkers - 160 Temple Nest - 80 Heartrenders 80 980/1000
    2 points
  26. Puff, now that I have the book i am really baffled. There are so many options to go for... By the way, if you are looking for a 1drop Khailebron is probably the best at doing it with a full snakes list. Draichi Ganeth can also do it, but it is really freaking aggro horde (2x30 SoS, 2x30 Aelf witches, 2x10 Heartrenders + Slaughterpriest cauldron + battalion are 1870 points already, for a batallion that gets +1 to hit when they charge, and can retreat and charge at will is pretty good, probably 2 extra hag queens for to wound rerolls should be fine, yeah no good way to deal with the stardrake without those blood sisters tho... but you can retreat every combat from it so it should get 5 combat phases). The list is not optimized tho. Allegiance: Daughters Of Khaine- Temple: KhailebronLeadersBloodwrack Shrine (220)- General- Trait: Mistress of Illusion - Artefact: Thousand and One Dark Blessings - Lore of Shadows: Shroud of DespairBloodwrack Shrine (220)- Artefact: Shadow Stone - Lore of Shadows: MindrazorBattleline10 x Blood Sisters (280)- Daughters of Khaine Battleline (Bloodwrack Medusa General)10 x Blood Sisters (280)- Daughters of Khaine Battleline (Bloodwrack Medusa General)10 x Blood Sisters (280)- Daughters of Khaine Battleline (Bloodwrack Medusa General)Units10 x Blood Stalkers (320)10 x Blood Stalkers (320)BattalionsTemple Nest (80)Total: 2000 / 2000Allies: 0 / 400Wounds: 126 Too bad morathi doesn't have the snake tag ... ;p
    2 points
  27. The game is played with actual army lists. You seem to completely ignore that subject for an unknown reason. Understand that my basis of the discussion is to draw this away from random vacume discussions. I am very happy that you have that Warhammer Fantasy experience, for Age of Sigmar however applying random 100+ point boosts to a support piece has massive impact on the army and that really shouldn't go up as great idea with your experience if you know how fundamental it is for the list. When applied now it would remove the Maggotkin of Nurgle from the competitive scene. I really see no reason to do that. Because 1. Maggotkin of Nurgle isn't even around for 3 months yet and 2. Has yet to win any larger event. As before, I don't play Nurgle. However I doubt you are the person to judge costs here. You have not offered any example of why you think a Great Unclean One specifically should cost 440 points. There is a 'suggestion' that it is "unkillable". As a Khorne player I can confirm it is killable. I believe it's cost to be correct. Because in reality all Greater Daemons are in that 300+ point cost frame for a reason and while potent it isn't game breaking. In addition Daemonic units are not cheap units to thake. They work in blocks of 30 or not at all. Hanging back with a GUO and Plague Drones does not work to the Nurgle's player favour either. Being faster is on equal parring of being able to teleport, an ability handed out to all who arn't fast enough. Feel free too add your other subjects to justify your idea for a 440 point costed Great Unclean One, or more, again your point has not been clear nor objective on it. Lastly what is a fact is that GW is giving all armies good movement or deep strike options. This indeed makes the game faster. What it most certainly does not do is make the game less strategical. The least strategical aspect of this game remains the Shooting phase and the Shooting phase alone. What I see is that GW promotes the Combat phase in Age of Sigmar because it's the most tactical deep aspect of the game. Ideally part of every turn instead of turn 3,4 and maby 5. __ Thing is really when we continue to talk about how good Nagash or a Great Unclean One is without any Army list context the whole discussion again doesn't lead to anything. As Age of Sigmar isn't played with one powerful Hero. In reality this discussion boils down to, "this wheel is the fastest wheel, it's an amazing wheel, we must exclude it from racing" whilst everybody is driving a different car and keep the engine and car frame discussions completely out of the picture.
    2 points
  28. Good points there, also true. But I was happy to be able to "rant" a little bit, and got these points now right Thanks for your replies! It just was something, that I struggeled with, and also other players, and needed to get it off my chest.
    2 points
  29. Can't figure out how someone that says I have no basis for anything I've said can say that any increase for the GUO would be "for nothing". As for context: I have about 20 years experience playing Warhammer Fantasy and now Age of Sigmar. I play frequently and am a regular tournament player. I've participated twice in the ETC, etc. I know the points and rules of most of the units in the game by heart. Regardless of all this credibility check (that I offer for free to someone I don't even know and had to go down that road to make a point), the GUO is still the most underpriced model currently playing. And yes, he can sit on an objective and win you the game in certain conditions - Duality of Death for example. For the last time, the GUO is an example of GW's inability for putting a cost on new things, that's it. There are more like him. You, as Nurgle players, have nothing to fear, I suspect. GW won't do anything rash, I'm sure. Then there are several analysis to be made of armies as a whole and their chosen or preferred formulas to achieve maximum performance. We can speak about how STE depend on alpha strike battallions to win games in tournaments (that average 3 rounds). We can speak about how Sylvaneth were considered a top tier army a year ago because of their amazing mobility and resilience and now cannot cope with the MW output of recent armies or the fact that free movement has become vulgar. We can speak about how Tzeentch can have builds that have virtually no weaknesses and how an average damage output of 20 MW per turn is bad for the game. We can speak about how tournament Khorne is kind of a prisoner of armies that alpha-strike such as the Murderhost, because it cannot deal with "redirecters" and has virtually no magic and expensive and/or unreliable shooting, etc. The fact stands: GW is giving all armies exceptionally good movement or alpha strike capabilities, making the game a lot faster and less strategical, and I think that's a bad thing, along with things that promote easy building of death stars.
    2 points
  30. You can have 4! It's just the 5th you'd need to be either well over 2k or open/narrative
    2 points
  31. While I do like the options you presented in the first post (how have I missed this thread for so long?!), I feel that the biggest thing that Ironjawz need is an expansion to the line itself as much as rewriting the warscrolls. I look at the other armies that have some out since the beginning of AoS, and I see many more kits for the other armies, including the armies using one or two legacy kits. Let's just take a look at the armies that have been released with an army book AND also received new models. Ironjawz - 3 unit kits (1 legacy kit) to make 3 units with different weapons options, 4 characters Daughters of Khaine - 5 unit kits (3 legacy) to make like 12 different Warscrolls, new named hero kit Khrardron Overlords - 3 units, 3 boats, 4 characters, 1 named hero (all new to AoS) Sylvaneth - 4 units across 3 kits (1 legacy), 2 new named heroes, 1 legacy monster kit, new plastic character, old Finecast character Disciples of Tzeentch, Blades of Khorne, and Maggotkin of Nurgle - lots of new kits, lots of old kits Stormcast - a bunch of kits Any other Destruction army - no new kits aside from Ironjawz and Harbinger. Looking at the variety available to the other armies that had releases, I feel like Ironjawz are missing out a bit. Without considering the rules or gameplay options, I feel like there should have been another kit or two available for Ironjawz at some point along the line. Now, as to what I would think Ironjawz would need as a new kit, I would suggest a ranged unit for obvious reasons: the army lacks any meaningful ranged attacks. And personally, I would go a unit of Brute-size Orruks that throw big, roughly shaped javelins and can function as a mobile artillery piece. Give them an option to carry either a shield or an extra melee weapon, and a rule that helps them support nearby allied units. Think a unit of Greek Peltasts with lots of armor on, or a heavy skirmisher unit, if you will . And as a bonus, make the kit compatible with the current Brute kit for more conversion and kitbash opportunities!
    2 points
  32. Mile High Massacre Results are coming in. Two Nurgle lists in the top ten. https://aosshorts.com/mile-high-massacre-age-of-sigmar-tournament/ 7th overall Zach Johnson - Nurgle Great Unclean One Artifact : The Endless Gift Gutrot Spume Lord of Plagues Artifact : Rustfang The Glotkin General Chaos Marauders x10 Putrid Blightkings x10 Putrid Blightkings x5 Putrid Blightkings x5 Putrid Blightkings x5 Plaguetouched Warband -------------------------------------------- 8th Overall Zach Sherrard - Nurgle Chaos Sorcerer Lord Harbinger of Decay General Command Trait : Grandfather's Blessing Artifact : The Witherstave Lord of Blights Lord of Plagues Sorcerer Artifact : Muttergrub Plague Drones x3 Plague Drones x3 Putrid Blightkings x5 Putrid Blightkings x5 Putrid Blightkings x5 Putrid Blightkings x5 Blight Cyst
    2 points
  33. Warscroll battalions prescribe the units you can take, and therefore the units that can benefit from the battalion's abilities - otherwise you'd be in a situation where your whole army could claim to be part of the battalion and claim the bonuses. You can't add units to a warscroll battalion that aren't included in the description. A 0 to X quantity simply means those particular units are optional.
    2 points
  34. I think it's because there isn't much to debate about and everything that could be told about them already was. Many people (i would even say everyone) seems to agree that Tzeentch is crazy good (and Changehost is gamebreaker), that Fyreslayers can win against pretty much everything just by spamming more vulkite berserkers, that the vanguard wing was SUPER BUSTED (it's still very very strong now) and kroaknado is a big middle finger to lot of armies as well.
    2 points
  35. If anyone's listening, some Ideas as to how the Pestilens list could look... They are never going to be a shooting or magic army, so they are going to have to get nastier in melee or cheaper, probably supported by lots of prayers. Clan Pestilens Verminlord Corruptor - OK'ish, but a lot of the time doesn't get the job done. I'd recommend a combat buff as they are currently rubbish and give them a points increase. Change Plaguemaster ability so it does MW's on 6+ to hit and plague reapers do 2 damage, -1 rend. Improve profile spell a bit and give them indiscriminate contagion spell (or 1 of them) or 1 spell and access to prayers/blessings. Plague Lord (NEW) - Warrior priest Lord, command ability, buffing ability for monks, chooses a prayer, casts 1 prayer Arch Priest (NEW) - Better Plague Priest (Lord), 1 profile prayer, chooses 1 prayer and 1 blessing. Cast 2 prayers or blessings, command ability Censer Zealot (NEW) - Censer hero, buffing ability for censer bearers Plague Abbot (NEW) - Battle standard bearer/warrior, ranged buffing Plague Rector (NEW) - Plague engine of war expert, buffs Plagueclaw, furnace etc Plague Priest - add command ability, profile prayer, chooses a prayer. Casts 1 prayer Plague Monks - ok as is Plague Shrine (NEW) - slow moving shrine, big pot of the foulest diseases that creates more fumes, diseases, prayers and buffs. Think smaller, less mobile Cauldron of blood. Profile prayer, Chooses a prayer and blessing. Casts 2 prayer/blessings. Plague Monstrosities (NEW) - Monks that are so diseased and swollen, larger and tougher beserkers, 40mm bases, 3W, think blightkings Blessed Brothers (NEW) - Monks that are so infected and contagious their bodies are sacs of pestilence and their minds have rotted leaving them insane. They are taken into battle like fanatics and released from monk units into the enemy where they go beserk before "detonating" into a shower of contagion. Plague Censer Bearers - Once one of the scariest units in WHFB, need a combat buff and rethink. Hero phase fumes just dont work for a unit with size 5-10, no armor, needs to be beginning of combat phase Plague Brazier Throwers - Part of a new model kit with Plague censer bearers. These guys are not combat oriented, but hurl plague braziers short distances that release plague fumes, think Skryre Acolytes and their poison wind. Plague Furnace - Needs to do more combat damage, rethink fumes as above, profile prayer, chooses a prayer and blessing. Casts 2 prayers or blessings per phase. Plagueclaw Catapult - fine as is, could be cheaper Allegiance Ability Army wide 6+ ward save + buffs, think Daughters of Khaine. Plague monks were meant to be the toughest Skaven. Naked 1w troops ain't tough, sad. Allegiance Ability Great Plagues - needs a rework, more control rather than so random. You need to be able to choose targets, not strike nearest target etc and need more choice. Prayers list/lore (6 total) - can be taken by priests in addition to profile prayers Blessings list/lore (6 total) - Better prayers, can be taken by select priests in addition to prayers and profile prayers. Mostly buffing friendly units with virulent diseases and lethal abilities to make them hit harder and survive longer. Priestly Magic Items (6 total) Standard Bearer Magic Items (3 total) Normal Magic Items (6 total) 4-5 Churches - Daughters of Khaine Temples that allow you to focus on an army style and stacking with battalions 6-8 Battalions - Rethink a few of the existing as they are too expensive and drag in too many points 2-3 Special Characters
    2 points
  36. Waited all weekend for news only for 40k to steal AOS’s thunder once again ?
    2 points
  37. 1) Anvilgard is a bonus allegiance ability you can take on top of an existing army using the basic Order allegiance abilities if it only contains units from the listed 7 factions and no named characters, and not an allegiance on it's own. A matched play army can choose to take Order allegiance abilities after being built using a faction specific allegiance. For example you could put together Free Peoples list with Demigryph and Greatsword battleline, and then choose to take Order allegiance abilities instead of the faction specific Freeguild allegiance abilities; if you did this and had taken only allies from the 7 factions available to Anvilgard and no named characters, you could then choose to take the Anvilgard bonus allegiance abilities on top of the Order ones. Reaper Bolt Throwers do not have a keyword belonging to any of the 7 factions and so can not be taken in an Anvilgard list. 2) See above re: allegiances for the purposes of matched play list building. If you chose to build a matched play list with Order Serpentis or Scourge Privateers allegiance you could respectively take Drakespawn Knights or Corsiars as battleline. You could not take both as battleline. If you chose to take a matched play list built with either OS or SP allegiance and had not taken any Daughters of Khaine or named character allies you could then choose to take the Anvilgard bonus allegiance abilities on top of your existing Order ones (neither has a set of allegiance abilities of their own). (though @Jamie the Jasperwould call you uncharacterful for not taking a cosmopolitan mixed Order Anvilgard list. ) 3) Of course you can. What on Earth would prevent you from taking a battalion?
    2 points
  38. Only to highlight on the Great Unclean One discussion Yes it's very likely that 340 points for that model is an incredible deal. At the same time though I'd say a Lord of Change still out preforms it in terms of magical offense and thus army support. The way I see the cost for the Great Unclean One is that it's a cheap choice amongst a ton of expensive ones. It's amazing support but as others have stated, the moment you go this route it doesn't remotely come close to the offensive output of other Greater Daemons. The Bloodthirsters hit harder for their costs, even the Lord of Change does. In addition Nurgle units are otherwise expensive. E.g. there are two Battleline units in Maggotkin of Nurgle itself, Blightkings (160) and Plaguebearers (120 with a 30 discount). While Nurgle does have acces to Marauders and Plaguemonks I wouldn't say that these are part of the attrition plan for Nurgle. With the two choices given in one book, your looking at 160-320 points of Battleline units. This isn't cheap by any idea or faction norm. The trap generated in vacume discussions again is that we are now compairing Great Unclean Ones to I guess other choices of 340 points? Again the game isn't played that way and whilst a Great Unclean One is fantastic it isn't going to win you the match by itself. While an Exalted Great Unclean One is an incredible beatstick it in itself doesn't profide the support... What I'd love to see is a army list discussion not just leader 1 vs leader 2. Or things along that line. However it seems that there is much less interest in doing that these days. As the pieces discussed in this topic have yet to win any Tournament or even dominate an Event altogether.
    2 points
  39. Love it, also a small recommendation for the Storm of Sigmar box. It's costs the same as 2 easy build boxes but you get two forces and some additional retinue members when gain some extra points.
    2 points
  40. We finished the grots tonight, Think we are done until next weekend any suggestions on what to do next?
    2 points
  41. Per the basic rules, all attacks happen simultaneously. Models are not removed until all of the unit’s attacks have been resolved. Yes, Gordrakk gets to use the tail attack.
    2 points
  42. Dark elf scourge wings might work for your phoenix wings
    2 points
  43. I'm not a Stormcast player, but how about this for an idea. Give the Celestant Prime a lesser Lightning Strike ability to add or subtract 1 from the Scions die roll while he is in the Celestial Realm. Not only would it make Scions more reliable, but give people a reason to take the Celestant Prime. It would also add to tactical play on both sides (and fit the fluff ).
    2 points
  44. that's not true.
    2 points
  45. Ok played another game with Kheliborn list I talked earlier - Morathi with Mindrazor, Slaughter Queen on Cauldron(Amulet of Dark Fire, Prayer : Catechism of Murder - 6=2hits), Hag Queen (Prayer : Sacrament of Blood - +1 blood Rites), 30 Witches with knives, 10 Witches with knives, 10 Sisters of Slaughter with Bucklers, 10 Doomfires, 2x10 Heartrenders. Played against pretty standard Sylaventh-Gnarlroot. Starstrike. I went second as I have too many drops (I guess I got to fit in Slaughter Troupe somehow as it also gives one Hag powerful ability to cast two prayers with extra prayer Relic) it didn't matter against one drop army but it could be a problem. So he put two more woods, advanced his army into favorable territory,cast some mystic shield on Dryads block. I went second and it worked like a dream I dropped Doomfires near TLA, cast arcane bolt, horror and Doomfire into TLA (reduced him to 2wounds), shot him down with one unit of Heartrenders, second unit shot down Branchwych rolled for extra move and charged tree Revs. From there one it was done when I took double turn and tabled him in turn 3, Witches totally annihilated Dryads. Pretty intense how powerful it went sure I got a little lucky with casting all spells (but always had over 50% to cast) and capitalized on mistakes by my opponent who is very solid player but didn't know all the tricks of DoK. I think it will be my go to list. Great potential but I guess putting Battalion in is a must (then I will have 3-4 drops) maybe I will drop some Heartrenders but love how they perform. Also I don't need more Hags in that kind of army so extra prayer from prayers list would be awesome. Of course must test how this army performs when not everything goes my way.
    2 points
  46. Sure. The horns were actually the easy bit. Removing all the sculpted grass from around their legs and pinning those tiny hooves to the resin bases took about twenty times longer.
    2 points
  47. I'm building a small force of desert-themed black-skinned Wanderers who are basically a cross between Tiste Andii (from Steven Erikson's Malazan books) and Fremen (from Dune). Their exile from the realm of a goddess who turned her back on them is pure Tiste Andii, while the theme of restoring life to the wasteland is pure Fremen. Both fit perfectly with the background of the Wanderers in AoS. My Sisters of the Thorn ride antelopes, which are just the regular deer models with the antlers replaced with the curved and ridged horns from spare Chaos Space Marine helmets. Most of the army isn't painted yet, hence no pictures.
    2 points
  48. Vacume discussions/comparisons I think the creator of this topic is currently upset that his X army doesn't steamroll his opponents Death armies anymore. I say this because the follow up to this topic seems to have lead to these types of topics: Everybody is entitled to their opinion but when game changes occur and you want to have a healthy debate about it the way to go is not to cross compair units and exclude Allegiance abilities, Artefacts, available buffs and Allies. This is done so many times on the TGA forums that it's not even capable of objectively relevating the truths behind strenghts/weaknesses from Allegiance A or B. - When I dive into some topics in Death they want to have (awnsers to) Skyfires. - When I dive into some topics in Order they want to have 6++/5++ saves. - When I dive into some topics in Destruction I generally see a lot of joyfull posts despite their Grand Allegiance now likely being the worst. - When I dive into some topics in Chaos I don't see Tzeentch being the most popular anymore. We know that Allegiance and army is really good, not all play that... Legions of Nagash and history of GA Death What is an objective conclusion (and I've stated this the moment the Let's chat Legions of Nagash topic opened) is that Death was abcent the last 6 months for any tournament that included GH2017 as the 'book for Death'. It was due to Keyword restrictions vs available units. This biggest weakness is removed in Legions of Nagash and what was added on top is the option to essentially speed up Summonable units. Likely in a way to counter the over dominating Shooting phase aspects. Now LoN is healthy the term healthy should be seen as an army that can compete, does not have a build in handicap versus particular phases and thus is an interesting army to consider at a competitive level also. *Since Age of Sigmar's inception, the Stormcast have been a Tier 1 army. That's at least 24 months by Death's maximum 12 month relevancy (GH2016+GH2017 and Legions of Nagash). My conclusion as such is that OP has found that Stormcast do have specific weaknesses that can be countered and wants them removed. But when we look at competitive results Stormcast have shown the last two years there is absolutely no indication that they should have 9 units decreased in cost and 2 with a minimum 20 point increase whilst obtaining a 6++ for everybody. Aim to improve (your) game not just (your) Faction As a fan of this game Im always open to a chat about what can/should be done to improve the game. But these topics are way too focused on one Allegiance that we arn't talking about game improvement anymore. Vacume discussions about units and costs attached lead to nowhere because the game isn't played that way. My honest opinion is that within the game I'd say Destruction needs a massive boost in the right direction as soon as possible, followed by the several Aelven factions, but I believe those are on the agenda. Best of luck to all. Have patience and improve your game The aim of balanced design is indeed to have several factions be a factor in how you play your game and design your army. This does not mean Faction X now needs a boost because Faction Y just recieved it.
    2 points
  49. And the knight is finished. Sir Bry'n the blessed. I have two town guard sat on my painting table ready to join him aswell, but since they're primed white right now I can't get a terrible night time picture that is just good enough for show.
    2 points
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