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Showing content with the highest reputation on 07/04/2018 in all areas

  1. My mom took my new 2.0 core book and got look at it today, and had a good laugh. She has a Phd in linguistic, and told me that while the lore is writen in a classic bombastic high fantasy style, the rules feel as if writen by someone studied english literature for 2-3 years and tries to sound real cool, and fails at it.
    7 points
  2. Id like to disagree again ( ;D ) I really prefer 1500 or even 1000 point games over bigger 2000 points and up games. On that level each models feels more important as there is less deathly stuff on the field that can wipe out entire units in one turn. This also leads to your question: Why do we even play 2000 points? Its big, yes. But you can field almost everything at 1500 or even just 1250 points. Afterwards you just add more of the same. I think 2000 points being the tournament standard is more of an residue of other GW games like Fantasy or 40K.
    6 points
  3. Great lord no! When people start playing horde type armies anything over 1500 quickly bogs down into a mess. This system is fundamentally unsuited to big games due to how clumsy and time consuming pile-ins get with too many models. If the game gets too big with AoS you quickly start losing the things that make it good.
    6 points
  4. And the Khorgorath (from last month) is done! Let’s see if the Bloodsecrator can be completed next ...
    5 points
  5. What engaged me with AoS was the ability to build an army and it not be a giant horde of spears like WHFB felt. You knew it was bad when everyone had unit fillers because it cost a fortune to build and took an age to paint! I just fancied looking at a Scourge Privateers army because I've got, what I thought, loads of Corsairs. But when it scales to 2k, I'd probably want 100 of them! That frightens me frankly, and if the standard was another 500, I'd be reaching for the noose (or at least another 2 Kharibdyss!) I've only played around the 1k mark since starting back, so maybe experiencing 2k might make the difference. I feel like 1250 might be my personal sweet spot to allow variety, spells etc.
    4 points
  6. Fantasy did go that route, with 3k games being common. You dont want that. It will kill the flow of new players.
    4 points
  7. If you loose because you use the new rules then you have failed to adapt to the new rules. If you think something is really bad, then stop using it instead of lamenting over it. There is a ton of power in the new book and I expect to wreck a lot of face before the rest of the armies catch on.
    4 points
  8. Well, @The Jabber Tzeentch posted the most important guide IMO, but this should help also (out soon in July) :
    4 points
  9. Escoda Prado Round Rigger 6 I use them and the are good, I do not know if they are better or worst from natural coz I do not use them. I have them for 4-6 months and they are still ok. But i do wash them fairly as they are not you cheap sintetic brushes (they cost 40PLN aprox 10 euro for one) An a link to their site http://www.escoda.com/artists_shop/synthetic_brushes/prado/tame_synthetic/65 I hope I am not braking any rules.
    4 points
  10. Any thread that starts "was PETA right?" can normally be answered with a resounding no and left at that. Take a look into some of that organisation's activities, particularly the kill shelters they operate, and you'll see they're based on nothing more than rank self publicising and cash grabs.
    4 points
  11. So to keep up morale, I'll show my army project. I am committing to fully painting each unit before building the next. I may start a blog on TGA if anyone is interested. I hoping to capture a tropical theme. My inital inspiration for the eels was a Blue Ribbon Eel. I hope you like. In terms of army building, so far I have a generic Akhelian King and 3 Ishlaen guard (here's to hoping they keep the rend resistance)
    4 points
  12. I am asking people in the UK to sign this petition https://petition.parliament.uk/petitions/222776 It will curtail your ability to buy any modelling tool with a blade online, snips, scrapers anything really. It bans the distance selling of bladed items to a residential address which is described as anything that can break the skin. Most people will assume that this means knives but it also means many of the things we use for OUR hobby. I understand that knife crime is a real problem at the moment but this misguided bill goes to far and will affect many people who wouldn't dream of committing such crimes.
    3 points
  13. So I just played my first game of AOS 2.0 I took 2 warden kings, 1 rune lord, Incantor, Runefather on magmadroth, 30 Hammerers, 30 Ironbreakers, 10 longbeards, 20 Irondrakes I took Pickax on non general king. I think he took KOS, KOS on steed, 2 Executioners, 2 Spirit Torment, 12 Stalkers (maybe), 6 Ghastly things, 40 chain rasps, 10 Hexwraiths, 6 Spirit Hosts, 3 Banshees. We played Total Conquest. King with pick,Ironbreakers and drakes in the center, Hammerers, Longbeards, Runelord, incantor and General on left objective. Right objective I left open. I gave him first turn. I held back and shot, I gave him first on turn 2 and received his charge. He rolled a twelve on the charge for the group of 6 with the bell and made it into the drakes. I did not expect that. We slug it out for 2 more turns. I pick ax the drakes to grab a back line objective burn it and shoot off the rasps. He didn't hold anything back to capture objectives. I won on points. Comments: 30 Ironbreakers held half of his army for whole game, they didn't do as much damage but they were not buffed. They had 8 left at top of turn 4 when we called it. 30 Hammerers buffed are unfair. They killed 6 hosts, 12, stalkers, 2 Executioners and 3 banshees with plenty to spare. I lost 6 hammerers. Irondrakes put Overlords to shame, 40 attacks with buffs are nasty. The incantor used the void scroll to stop some replenishment. And her spell finished off two heros on 1 wound that I could not kill. The magmadroth never moved but eventually killed the hex wraiths by bleeding on them. I need more mobility in the list. If he had held back one hero and the banshees to score it would have been much tighter on points and there would nothing I could do about. I am thinking replace droth with gunhauler and a gyro. Not sure what else to do. Thanks for listening, Bru
    3 points
  14. Hi guys, first of all thanks for taking the time to click on this post as I'm pretty nervous about it. I have enjoyed creatively / exploratory writing for around a year now and I have found AoS a beautiful place to divulge that. The realms, the characters, the vivid battles I find fire images and senses in my head that I love to write about. I've been doing this for my self for a long time now but never really shared any of it. Would people be interested in reading it at all? I was thinking of doing weekly instalments on my blog, it would be a win-win as I could share my passion & writing with like minded people and you guys could offer me helpful critique. I'd love to hear your guys thoughts on this and if anyone would be interested in reading it. Thanks again guys
    3 points
  15. Soulstrike Brotherhood doesn't sound that bad. If you were going to field two units of Hunters (like I usually do) and a Ballista, for only 160 points (2 min sized Castigators) and 120 for the battalion you get 5 drops into one, a CP, an artifact and a meaningful rule (2 shots Castigators go from meh to decent).
    3 points
  16. I'm a bit disapointed with the new battletome None of the general traits or items (except the battle standards who became really nice) have changed, so it's still Staunch defenders > everything else, with mirrorshield and a few classics being still better than the rest. The new items are very good but one time per game. The bataillions are cheapers but have now lost all their rules except one, making them much more weaker than before. It's the same for the nighthaunts, so it seems that now, bataillions will onely give one special rule. The unmodified rolls as well as the wholly within everywhere make the units and heroes less effective (good bye retributors!). For example, the celestant on foot need to be in melee to give his +1 attacks, and units need to be wholly within 12" of him now. The heraldor only affect units and sceneries wholly within of him too. The paladin didn't changed (except the starsoul mace : roll a dice instead of auto hit, 1 do nothing 2-5 do D3 mortal, 6 do D6 mortals) making the evocators a completely obvious choice in comparison. I don't really know any reason to bring paladins instead of evocators. And i didn't take in account the new spells, who are very very good. The new mount trait are quite insane too, with the Tauralon giving a 6++, or the dracolone giving +1 attacks to every dracoline units around the hero. The prayers can't be spammed anymore. It was obvious it would arrive, but still..it's a nerf. Interesting change, the tempestor make a auto debuff of -1 to hit to ennemy units within 12... but only against shooting units. This time. However, some surprise buffs here and here. Neaeve as well as the crossbow judicators or the vanguard-hunter are better than before. The battletome make stormcast in line with the second edition (unmodified rolls, only 1 battletome prayer per turn, less powerful battalions, everything is now wholly within) but... before everyone else, so, concerning the old units, it's more a global nerf than a buff (baring few exceptions). don't expect to see the sucessor of the old Vanguard Wing or any "whoah this thing will kick ass"
    3 points
  17. For me the worst rule is the one to decide who has first turn, because it would have been so easy to make sure it was clear and they fumbled it.
    3 points
  18. This rule is 100% fine. The problem is when you then don't make sure your warscrolls are updated with this in mind.
    3 points
  19. It took me forever to get through a game without forgetting one ability or another. I don't know how tournament players who jump through 3 or 4 lists a year and know whatever everyone else's models do keep that all in their brains. One thing I ended up doing is making my own check list. Start of Battle Round - what you mean stuff can happen here too?! Hero Phase - command ability 1 - command ability 2 - magic spell - endless spell 1 - trait ability Movement Phase - This character needs to be within 12" of something for her ability! Shooting Phase - Reroll those 1s on this unit You get the idea.
    3 points
  20. Just a little something different this afternoon. Don't know if I'll ever spend the points.
    3 points
  21. Let's not send the negative energy back and let this rest, our beloved let's chat is like 50% fungoid shaman rules and that's a shame. I even resisted getting the last word and so if someone as big mouthed as me can do it it's time to move on. I'm finding, so far anyway, (it's still early, haven't played against lots of armies etc), some random thoughts: Mournfang are simply not worth playing. In 2s, in 4s, doesn't matter. If they are required for a battalion then consider it a pure tax, and you're lighting points on fire when you pay it. Yhetees are the best battleline compromise between cheap and good. The 6" pile in tricks are probably more fun than good, but they are real fun. 4" activation trick, run and pile-in trick, retreat and pile-in trick, etc. The way to play beastclaw like an actual army instead of forced monster mash is probably with lots of these. Stonehorn beastriders are a "good" battleline option again, though I'm hesitant to play them without butcher because they miss miss miss. I think I'd rather run 2 or 3 of them instead of do the old hunter+cats thing to satisfy battleline for monstermash. 370 for Icebrow Hunter+2x Sabers+Skal (which incl. 1 CP+artefact) is staggeringly overpriced. When I think about what other armies (that are strictly superior to us already) have to pay for similar and better effects for this amount I almost have an out of body experience and meet the spirits of my ancestors, who even as ancient ghosts are shocked and saddened. Pumping more cats in to try and salvage some use out of the points you've already spent feels like the perfect example of the sunk-cost fallacy. Frostlords who are holding a realm artefact are finally worth 420 points. Ones who aren't feel just as inconsistent as before, and the only way for us to get more artefacts is to literally waste hundreds and hundreds of points. Life is pain. Man I wish they could retreat and charge. Thundertusks still suck after turn 1. People (at least locally) are not playing with any less ranged than before, it's just more of it is now spells. If you want them to be useful midgame on you have to build the whole army around supporting them, like 4 huskards or giving 2 greenglade flask+wand of resto and a butcher with lifeswarm. Even then they aren't good against horde armies who don't care about wound quality, only quantity. FWI is just 6 normal wounds for 340pts against pestilence. All this and your opponent will whine about how cheesy they are. Man I wish they had changed his warscroll. Huskard on stonehorn is the big loser of 2nd edition I think. Outside of a eurlbad I just want a beastrider or a frostlord. Basically can't use a weapon artefact, bad save, meh. Eurlbad and Jorlbad still cost too much. They went up to compensate for CPs and realm arts and stuff, but they failed to take into account we were already wasting about 200 points even qualifying for them in the first place... Torrbad went up and so we can confirm that someone at GW is a comedian. Just like before, -1 to hit debuffs are basically nuclear bombs going off in our living room. Your counterplay is hoping your opponent has a stroke before he casts the spell. Realm Artefacts are exciting! Here's some positivity that I'm not known for! The most tempting ones for me are: Dopplganger Cloak - quasai quicksilver potion except every turn and not once per game. Greenglade Flask / Wand of Resto - I like these much more than the pelt (which has a 66% chance of healing only 1 wound anyway). Ethereal Amulet - sometimes the obvious choice is the best. On a frostlord it makes them as durable as they should be again. Spell Mirror - speaking of obvious choices... Gyrestrike - speaking of obvious choices... (about the same damage buff as the -3 rend ones except not turked by amulet and fights back against debuffs) I think the -3 rend ones are traps, esp considering the popularity of Amulet. Wraithbow - a fun 2nd choice after you've chosen amulet in shyish. Thermalrider Cloak - tempting due to flying getting us out of tarpits and +4 move is huge, but my problem is usually not getting into combat. My problem is usually getting killed and missing all the time, which this doesn't help.
    2 points
  22. UPDATE Sorry for the lack of updates. The last few days were quite stressful for me, and I fear it won't get better until next month… But thats neither here nor there. I found a few pictures of the Titan Forge - Dragon Empire models in comparison to other historic models and GW miniatures: They look like they would fit quite well into the mortal realms. Adding other more historic miniatures shouldn't be a problem either. Which makes me quite happy as this will allow me to cheaply expand my force With this cleared up I placed my order at Titan Forge. I ordered a unit of their Blademasters, a hero called Senin Hi and two of their Oni. Why I chose these three plays into the new background Im working on. I mentioned before the 5 elements of the heavenly kingdoms and the concepts of virtues and immoralities. But these two are also connected and form a spectrum. Most people will live their whole live somewhere in the middle between these two extremes. But some will dedicate themselves to one principle and try to reach a higher level of understanding. Seeker blessed with a strong character and a sharp mind may indeed ascend to the next level. But where is light, there is also darkness and some other may fell victim to their own weakness. To make this more concrete. Water stands for cunning strategists and generals. The best of them may even rise to the very top and establish themselves as rightful kings that will bring prosperity to their lands and go on to found their own dynasty. All while the weak may turn to tyranny and cruelty when clinging to power. The scholars and mages of Metal may either master all five elements and become teachers of the next generation or maybe they become too confident in their abilities and lose power of the unpredictable winds of magic they tried to tame and instead become mindless elementals. One of the most difficult paths is the way of Wood. These students dont want to master the winds of magic, nor the art of war but to achieve total control of the mind over the body. With enough training and discipline followers of this path may be able to make their skin harder than any armor, their fists may become faster than every fire weapon. The strongest may even develop the skill to kill someone with just one finger. But this path isn't without its dangers. In the battle between the mind and the body one may easily lose oneself in the inner beast. These poor souls will turn into giant grotesques known as ONIS. Now more beast than man. But the truly blessed may escape this dark fate and instead become holy beings collectively known as Killin. A Killin may take many different forms, ranging from dog like creatures with the mane of a lion to giant flying snakes, not too different from the dragons of the Aelfs. ------------ I also made a few name changes. I finally managed to get my hands on the new AoS core book and was kinda saddened to find out that GW provided just enough background to the Ba'Taar. So I decided to cut this tie to the cannon background. Their name will still translate to Heavenly Kingdoms but in their own language they are now called Gòngh Par. I will also use this opportunity to change the warscroll keywords to HEAVENLY KINGDOMS to bring them more in line with the other official warscrolls. Thats all for this update. I will be back soon with warscrolls for the next three units and hopefully with the first painted miniature.
    2 points
  23. Still they don't suit me :D.... soulless freaks
    2 points
  24. I have no idea why I didn't think of the simple solution of "paint the palisade green". >_> Of course these lovable vermin would try and summon possibly radioactive warpstone to protect them ;D Though I went halfers on the set with a friend who plays Seraphon, I'll need to check if he'd be okay with that or see if I can get a second one on eBay for personal use To make them I used stuff called Instant Mold, a 32mm round base and a 20mm (or was it 25? Whatever the ones that come with the Storm Vermin are) square base. I put one side of the mold inside the round and the other into the square, so that I could always match up the squares edges and reduce the risk of mold slip that happened during early experiments. They're not perfect copies but they're good enough. And also thank you very much for the compliment.
    2 points
  25. Thanks! Ah well, guess if there’s no point in the Battalion then that’s 160 points to spend elsewhere... Regarding Retributors... I mean, I will buy some Evocators because I like the models and the Wizard capability; but I’ll still field my Retributers because I have the models and my magic money tree which allows me to replace everything I own with the most hard-edged, min-maxed new hotness has shrivelled up and died in the uncommonly warm summer weather. Whelp.
    2 points
  26. Ah, the infamous Stormcast hate. It’s a wonder those folks haven’t got it out of their system by now after having two solid years of crying into their 4th Edition WFB duvet covers. ?
    2 points
  27. The app has been updated. Ishalen returned to old, no rend rules. All other changes (king, tidecaster) also fixed. Horrah!
    2 points
  28. No, this example is indicating that you may not want to reroll failed rolls that actually aren't fails. They are saying "look ahead" and choose not to reroll. The other way doesn't work. Even though you can look ahead and see that they will fail, they haven't failed yet and thus cannot be rerolled.
    2 points
  29. I was afraid I would come off a little Dark Soulish ? 750 is hard. I mostly play 2000 pts and all my arguments are based in a 1500pt+ perspective. That said: Stormhost: Anvils of Heldenhammer Lord-Celestant On Dracoth (220)- General- Tempestos Hammer & Thundershield5 x Liberators (100)- Warhammer & Shield5 x Liberators (100)- Warhammer & Shield10 x Judicators (320)- Skybolt Bows- 2x Shockbolt BowsTotal: 740 / 750 (Triumph) Keep the LCoD near the Judicators, and the Judicators out of melee. Use the Heldenhammer CA on Judicators every turn. Use scions either to position Judicators and LCoD or to place libs on objectives.
    2 points
  30. Some of those aren't even nerfs, or you missed accompanying buffs. For example, Gryph-Hounds have been buffed. No more dice shenaningans: they will always dart back enough to get out of combat, you will always know a unit is in range of the warning cry to shoot at the incoming enemies. Another example, Gavriel uses his CA in the charge phase, so he can drop from Scions and buff charges, while he couldn't before. Some of those minor buffs you mentioned (just from memory): -Reroll charges from Vexillor is now "wholy within 18" instead of 12. For small units, that's a net gain in bubble range. -+1 to hit from Drakesworn bow is now for every phase, not just combat. Dracothian Guard can hit 3+ with their Lightning Breath (and Crossbows if Tempestors!) then hit better in CC (even if the new "unmodified 6s" removes the synergy with Concussor hammers). -Crossbow Judicators get +1 shot. -Tempestors to-hit debuff is an auto-bubble. -Hurricane Raptors to-charge debuff is an auto-bubble. -While it can't be improved, Longstrikes Headshot is not affected by LoS. -Castellant and Veritant get a free Gryph-hound -Hunters also benefit from the -1 to-be-hit the turn they arrive
    2 points
  31. Correct on points 1, 2 and 3. The rules aren't currently on 100% clear on if Free City lists can take allies from outside their list of allowed factions (or named character allies) in the new edition of AoS. I've emailed the faq team about it, but for now I'd play it safe and go with @BaldoBeardo's interpretation that they can't.
    2 points
  32. If anyone can list specific synthetic brush alternatives, that would be great. I keep seeing "There are great synthetic brushes", but not any models listed? The ones i've used are some larger ones and they curl after 4 or 5 painting sessions.
    2 points
  33. So game all done (may have been interrupted by the football a little bit) and I had such a blast, the little quality of life changes like Piling in really make the game feel a little smoother for sure. I took my list in post a few posts above and my buddy took - Lord Arcanum on.. Gryph charger? On a beastie, he was the general Lord Castellant Lord Relictor Lord Relictor 10 Liberators 10 Liberators 6 Prosecutors 2 Fulminators Pew Pew ballista. The game was 1500 and we rolled Battle for the pass, I finished deploying first and gave him first. He put both relictors & liberators in the celestial realm. Turn one both liberators & 1 relictor came down. Liberators went onto either objective, prosecutors through some hammers at my horrors and killed 2. Ending him on 5, my turn one I got my balewind up and a Bolt of Tzeentch into the Fulminators, that rolled a 1 for the wound. My opponent rolled a 9 to unbind my Inferno Flames onto his right side Liberators. Magister killed a liberator onto the left side and got me spawn, Tzaangor put up Shield of fate and the Horrors cast arcane bolt, which was a massive mistake. I forgot I had the Geminids, which I should of cast with my Horrors which would of gone over his right side Liberators AND Prosecutors. On the left side my Tzaangors charged and killed 6 Liberators ending me the turn 5-3. I won the next turn, killing a Fulminator with a bolt of tzeentch, killing 3 liberators in the right with Inferno flames and 1 more with a Arcane Bolt, Ogroid killed a liberator on the left with Boon and Magister failed his spell, I made ANOTHER mistake this turn. I remembered that I had the geminids and cast them but I didn't read the part where they move when they are placed (this, again would of made a massive difference) so I cast them but didn't get any damage out of them ( could of gone over the right side Libs & Prosecutors). I got 3 screamers this turn via fate points which was neat. I decided I need to try on the right side, so I charged my enlightened who had been peppered by the ballista & acolytes into the right side liberators (who were in cover). My enlightened & Acolytes got squished (Acolytes had been weakened by Arcane Sacrifice). I killed the last of the liberators on the left with my Tzaangors. This ended the turn 5-6 to me. Opponents turn 2 saw his Ballista rip a new one into my Tzaangors, followed up by the Arcanum, Castellant, Relictor and Fulminator go into my Tzaangors and the Liberators still tied up by my last Enlightened on disc. The prosecutors flew through the middle of the table and made a charge onto my summoner on the balewind, it went bad from here as my GS died, last enlightened died and my right flank totally collapsed. I was crushing the left side but my oppenent won the battle round for a double turn back, putting the CP score to 20-5 and after my third turn we called it there. I took a lot away from the game, A - Don't forget about endless spells you pay for! The Gemeinids paired with a timely charge into the prosecutors at -1 to hit / attack would of allowed me to crush the right flank. B - Target priority needed to be better, there was no need to put the Bolt of Tzentch into the Fulminators as they weren't a threat at the time. I should of focued my fire onto the right flank while I had the time to do so. I wasted my shots against Liberators in cover as well, I should of put them into the Prosecutors out of cover. C - Remember rules on Warscrolls, I forgot my Tzaangers Banner ability, I forgot +1 to cast on Pink Horros etc. I need to do better at remembering everything. I had a really really good time playing the game and If I played the exact same again I'm confident I would of taken the win!
    2 points
  34. I'd welcome any feedback if I'm honest I think I'll post the articles weekly on sunday, with the first one coming up this Sunday it's titled "A tear in reality"
    2 points
  35. So by default, Command Abilities are stackable and spammable. Rather than bring in a blanket ban, Games Workshop have backed themselves with a finesse approach to hand-select the ones that they think would be broken / cheesy, and FAQ them to not be stackable (e.g. the Wurgogg Prophet). The Moonclan Warboss has a Command Ability that doubles the damage of a unit on a 6+ to wound. I call it the Irish Capital Combo, because your damage keeps Dublin and Dublin and Dublin and Dublin... So Base Damage of 1 from a lowly spearman x 2 x 2 x 2 x2 = 16 Obviously it would apply to Netters too (it's the whole unit), and you could give it to Manglers or Colossals, but the Spearmen are the one that gets talked about because of their volume of attacks, and also the juxaposition of their lowly status versus the redonkulous combo. The AOS 6 Nations lists are up, and one of the armies looks set up to exploit this ruthlessly! I would not be surprised if this was the first and last time we see it at a tournament though, because my guess would be that it will be FAQ'd in the near future to stop it from stacking. Edit: I should also point out that the Moonclan Grots have intrinsic +2 to wound from being in a large block, so you are getting the explosive damage on a 4+ instead of a 6+
    2 points
  36. Yesterday i played cool game vs tzeentch. I forgot about +1 charge after 2 month break, but it's was good any way. Realm: HYSH, THE REALM OF LIGHT Hysh command ability just awesome with Aetherquartz Brooch (Each time you spend a command point, roll a dice. On a 5+ you receive 1 command point.)! I started with 2 CP and restored 3 points before turn 3 start! It's was just wow! I got first turn and used Gordrakk command ability on Gorefist. My main GG squad just move 33" and 12" charge LoC bypassing screen. With full buff it's was just wow! LoC left at 5 wounds and 1 destroed 1 unit of acolytes. Second GG unit killed 1 more unit of acolytes. Gordrakk roll 8 on charge and yes.... i forgot about +1 for him and third unit of GG and they dont charged.... Second part of first battle round. Tzeentch summoned 2 endless spell (Maw and moving wall) and moved it in my Gordrakk, warboss and last unit of GG. I lost 1 GG after it. All rest magic was focused in my GG unit so they just die I got first turn in second battle round and charged with Goddrak and rest for GG. With warboss waagh they killed Kairos, LoC and Tzaangor Shaman On table left 1 pack of acolytes, 5 skyfires and gaunt summoner. It's as enough to kill all GG and finish Gordrakk. We finished game after start of turn 3 with IJ-7:Tzeentch-4 score after i found my fail with +1 charge Summary: I dont will take mages vs tzeench or death from now. It's just gift for them, because we don't have powerful boost to cast and unbind. Foot of gork still can make some damage, but i did not see less 10 on enemy unbind rolls yesterday (watched game tzeench vs death and played vs tzeench). Arcane bolt and mystic shield are trash now I will take 1-2 artillery next time and will split GG units like this: 6-6-3 or 6-6-6. If you playing with Lens of Refraction be ready to get many damage from endless spells, because you need to stay close to hero with artefact! Allegiance: IronjawzMortal Realm: HyshLeadersOrruk Warboss (140)- Great Waaagh Banner- Artefact: Lens of Refraction - AlliesFungoid Cave-Shaman (80)- General- Artefact: Aetherquartz Brooch - AlliesGordrakk The Fist of Gork (580)Orruk Warchanter (80)Orruk Warchanter (80)Battleline9 x Orruk Gore Gruntas (420)3 x Orruk Gore Gruntas (140)3 x Orruk Gore Gruntas (140)Units4 x Ironskull's Boyz (80)BattalionsGorefist (190)Endless SpellsBalewind Vortex (40)Total: 1970 / 2000Extra Command Points: 1Allies: 220 / 400Wounds: 120 Allegiance: TzeentchLeadersGaunt Summoner (180)Tzaangor Shaman (180)Kairos Fateweaver (380)Lord Of Change (380)Battleline10 x Kairic Acolytes (80)10 x Kairic Acolytes (80)10 x Kairic Acolytes (80)Units6 x Tzaangor Skyfires (440)Total: 1800 + 190 (endless spells) / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 93
    2 points
  37. Scary Tyrant Build..... Tyrant with gutgouger with might is right, ghyran artefact for +1 to hit and +1 to wound and rolling on the right name or a 6 on the name chart = every 3 to wound is 6 dmg...possible 18 dmg going through = profit. Slap a gravetide down in front as you slog up the board for a better save.. Alternative choice is the above but the +2 damage artefact from ghur..every 4 to wound would be 8 dmg..correction...the 2 dmg is added before the ability is applied so it would be every 4 to wound is 10 damage...jesus..maybe get emerald swarm in there to keep him alive..since you picekd ghyran if you end up playing in ghyran it would heal d6 a turn..use the butcher also to keep him alive...could make a list that revolves around keeping the tyrant alive just possibly doing 30 dmg a combat phase (with perfect and lucky rolls)
    2 points
  38. It's important to remember that we have a choice as to what tools to use. No one ever said you have to play with every possible rule every single game. My group rarely uses Triumphs and never gives a special rule to more than 2-3 pieces of terrain. Sometimes we don't bother with Time of War rules or even Allegiance Abilities. ? The point is if you're having trouble remembering rules, stop using so many. Stop trying to juggle 20 special rules at once if you're still a bit shaky on 15 of them. Play smaller games with fewer units. Start with simpler objectives to focus on learning the rules of your army. The complexity of AoS is entirely up to you.
    2 points
  39. Am I the only one who doesn't feel like allying with the deepkin at all due to not matching that well on both aesthetic and lore level?
    2 points
  40. Since I didn't finish my grave guards, i pledge to finish them this month! and I want to show you my Vlad " Prince Vhordrai" tepes conversion! Nothing great but I'm happy with the result
    2 points
  41. So to cheer you guys up that it’s not all bad for IJ I had my first aos2 game last night Turn 1 with mighty destroyers moved Mawkrusha up 12” then 9” then charge his general (Durthu) took him off then lost MK, 5 brutes, 6 gorepigs and a footboss to Allarielle, freelord and 2x3 scythe hunters. so going into T3 all I have left it 2x 10 ardboyz, 5 brutes warchanter and weirdnob, he had Freelord, allarielle 3 hunters 2x10 (free) dryads, 2x5 revs and a branchwytch foot of gork does does 18 wounds to allarielle, kills the hunters (12 wounds) kills 5 dryads (they battleshock off later) 5 brutes charge and merc treelord T4 (#brutes) big win for the IJ Gork likes AoS2!
    2 points
  42. Small sample but I feel like Ironjawz got much stronger in this edition. I played one game at 2000 points, Ironjawz vs Nighthaunts. My army absolutely crushed the Nighthaunts. This was big as I had lost every single game under GHB17. Changes to the wording of allegiance abilities and artifacts along with the nifty Cogs endless spell and the ability to stack Waaaghs made us a much bigger threat. Still experimenting with realm artifacts but it is very fun to have choices. I will say that I'm sure the game was frustrating for my opponent, which sucks. With so much speed and then a huge multiwaaagh turn, he got most of his army locked down or killed in the first two turns. Smashing and bashing allowed me to kill three of his heroes, a unit of grimghast reapers, and heavily damage another unit before he got to even swing back. It was fun for me, but I'm sure on the other side it wasn't fun at all, and I don't enjoy that. I think some of these wombo combos are going to be FAQd out of the game.
    2 points
  43. Yes, it does. Free City allegiance abilities are just something you slap on top of the existing vanilla Order allegiance abilities if your army meets the qualifies, detailed in a long post I made here.
    2 points
  44. Don't forget to make your army from Hallowheart if you've got access to Season of War: Firestorm for free unbinding bonuses.
    2 points
  45. I see the point you're trying to make, but with the establishment of version control on warscrolls it's a bit of a non-starter. Even in your example... Models don't roll for initiative, so that's irrelevant. Similarly, reading the new explanation of rerolls in the core rules, there is *nothing* in the ability as stated that conflicts with the core rules. It actually works in tandem with them, RAW and RAI. This is actually a very good rule to have, going forward.
    2 points
  46. The icy touch of death is ever increasing in size! Now with more wars and more souls... Can't wait for that black coach to be released and the dreadblade harrows... I so love those new horses.
    2 points
  47. My first reply in this topic. My goal for this month are at least a Bloodsecrator and a Demon Prince of Khorne, after that maybe some Blood Warriors or a Slaughterpriest in case I make fast progress.
    2 points
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