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Showing content with the highest reputation on 10/24/2018 in all areas

  1. Underworlds Facebook page has some flavour text, looks like the Troggoth warband might be revealed tomorrow.
    7 points
  2. A wip painting log of things I'm working on for my narrative skirmish campaign. I've not had the time to do any more battle reports for it, but have still managed to work on several items (albeit rather slowly) for games we have planned later on. A handful of these are older photos from my instagram, but I have a ton of new stuff I'm working on, but wanted to keep a record of everything I paint for narrative as a permanent record. My battle report(s) can be found here: -------------------------------------------- The Winter Islands: Our narrative campaign is set on a group of islands that are all but cut off from the realms by huge oceans on all sides. Though many attempts to cross and navigate this have been made, none have ever succeeded, and up to the end of the realm gate war, not only left these islands cut off from the realms but also making the islands location in the realms unknown. Since the end of the realm gate wars however, Kharadron sky pirates have established several working gates, spread across the islands, finally allowing travel between the main realms and the islands. The islands hold many connections to the world-that-was, returning many old ideas and bringing them into the realms, not all of which are welcomed. Skagrot's Bad moon Grots: With the Orruks inability to prosper on the islands, the grot population exploded very quickly (the biggest threat to grots of course are being eaten, beaten or misplaced by orcs!) and allowed them to advance far quicker than their main realm counterparts. This has lead to two very distinct tribes being able to seize huge areas of control on the islands. The mountain and bad land Grots merged and became experts in the cog technology (as employed by the Empires freeguild engineers in their huge walking cities) and breeders of gargantuan wolves, whereas the moonclan grots advanced in mycology and the breeding of squigs. Skagrot of the Bad moon clan, foresaw a future of green- but only if he could join the two tribes under one banner. With the combined forces of Bad moon and Mek Grots, the resulting wave of green could sweep over the islands and onwards to the realms, cleansing them of the taint of the filthy thin skins, the humans. Though Skagrot has the command of many of the Mek grots and their wolf riders, he must first fight many wars before he is proven himself capable to take full control of the Mekanikan grots and with out their support he has no hope of over throwing the controlling bad moon shamans.
    6 points
  3. While that artwork doesn't really confirm any factions, I do find it interesting how frequently scourge privateers show up both in lore/books and various boxes (shadows over hammerhal, anvilgard box, this new game) . Would love to see them becoming actual faction one day. Their current models (as few as there are) are good looking so base for a proper faction is there. Only thing going kinda against them is the existence of Idoneth deepkin, after all both factions are seafaring people and both are employing/hunting various sea monsters.
    5 points
  4. I'm not sure if this is the right place for these news, but Wizkids announced a new boardgame set in the AoS world - "The Rise & Fall of Anvalor". https://icv2.com/articles/news/view/41667/warhammer-age-sigmar-board-game-coming-wizkids
    5 points
  5. Oh man, I hope they show the Troll Warband at Spiel. I'd love to see what the unrevealed models look like. I think a lot of the Moonclan coming next stuff comes from speculation more than solid information. I imagine a lot of this has to do with: 1). They have a Malign Portents model 2). They are the only W: UW faction with miniatures unique to W:UW (there are no other armored Squig herders in the game and GW commented that it is a peak of what the future of Moonclan will be in one of their community posts). 3). The troll shares a lot in common with the Fungoid Shaman, is accompanied by a flying Squig and many believe he belongs to Moonclan. He was also revealed before he was announced to be part of Warhammer Underworlds. 4). GW doesn't generally release miniatures that show future concepts well in advance of releases of that faction (the only real exception I can think of are the Malign Portents models and Silver Tower) as they don't want third parties making something similar ahead of time. As they have already shown two concepts that are definitely unique to Moonclan, and at least one (not counting the Squigs and what not) that very likely is. 5). Destruction has got very little since AoS has been created. So I think there is some basis to the speculation (I personally hope so). But again, really anything could happen.
    4 points
  6. By comparison to what? When I look at armies with a punch I look at DoK, Idoneth Eels, Murderhost, and similar builds. Our offensive output is acceptable and can hold its weight but they certainly don't punch like the true heavy hitters. I can tell you this, after about 20 games under my belt against a variety of lists, if you're expecting to win games via our offensive output you will be disappointed. You need to be able to score scenarios quickly and take an early lead and the best way to do that is exert strong board control. The offensive nature of our units only really serves to give us a chance to prevent our opponents from going through us too quickly (by giving us the tools to limit their attacks back). Our major strength is body count and movement, being able to press your opponent on turn one, to work on boxing him out and winning the zoning game is the key. If he goes first he gets that opportunity instead of me. 1 out of 18 or 1 out of 5? Sure in my 'roll up a game at the LGS' its one out of 18. At major events its pretty quickly becoming 1 out of 5. And the issue is at 1 out 5 its a major loss of opportunity to build with any level of Ambush in mind because that's one game where my 'gimmick' just doesn't work. Summoning is a fine way of 'ambushing' units advantageously but I can't see the benefit of ambushing vs just moving 6+3+(d6+1)+(2D6+1) a turn. Ambushing means you lose access to one of our actual most potent tools which is run and charge. If you ambush you're relying on 9" charges (or an unreliable cogs) whereas if you just take advantage of your naturally strong movement you can create much more manageable charges. I fully admit I view BoC in a competitive lens and have strong opinions on what does and doesn't work. But I've also played with the army quite a bit since release so I feel like I've got a pretty strong grasp on the stronger functional elements. I started out trying to work with Ambush as a viable method of play but the more I use it the more it feels like a trap option - summoning is the only ambush I need.
    4 points
  7. Well technically they did release the human excelsior warpriest for silver tower. So its like about less then 1% of new models
    4 points
  8. Hi TGA. Back in feb i gave a shout out for help to this amazing community which ultimately resulted in me being told the many varied and wonderful ways that you would all like to support the site. The gist of this is that the site is getting very expensive to run (I’ve paid out over £3000 in the last 12 months) and as the community grows the costs are ever increasing. I previously wrote about this in detail so I won’t go into it all again, but the response was just amazing! Its taken me another 6+ months to get around to it, but over the next few weeks I will be introducing a 3 ways that will help cover the running costs of TGA. I’ll talk here about how we will be doing this, and why I have chosen each of them. Advertising. After thinking about this long and hard, I have decided that I WILL be including display ads on the site. I was initially very much against doing this as the last thing I want is for the site to look like many other places online where you get bombarded with Ads. However, if done right I think it can work very well. I will be finding advertisers that are relevant to our community and working with them to help their business, which in-turn will better the community. It will also be a way for to support the site without forcing anyone to pay. The amount of ads will be tiered. Guests will get lots, Registered members less. There will also be an option to ‘turn ads off’ by joining one of the premium membership groups, which leads me nicely onto the next bit… Premium Membership. Available right away is just a single membership group. I hope to expand this in future to offer higher and lower options for those that would like to give more and receive move value in return, and also for those who would like to support the site but are limited in what they can afford (or are willing) to pay. That is a further cost to get implemented so fo now we have a single membership group. TGA Members - £5 per month Fuzzy Feeling – a warm and comforting glow from knowing that you are actively contributing to TGA’s success Less Adverts - We reduce the adverts to members around TGA Unlimited Likes - Unrestricted amount of likes available per day (MOST REQUESTED FEATURE!) Club Badge – special forum badge to show you’re a proud supporter in your posts/profile Sign up here - https://www.tga.community/subscriptions/ Donations Donations are a simple and fuss free way of contributing. A one off payment, of any amount you like, however often you like. Donate here - https://www.tga.community/clients/donations/
    4 points
  9. Our Battalions aren't good for the bonuses they provide (largely) - they're good because they allow us a ton of control over our drop count, grant us access to a valuable CP and another artifact. Effectively you've got to look at BoC Battalions as 200 points for running a 1-2 drop army, plus 1 CP, and plus one artifact - whatever they do on top of that is a bonus.
    3 points
  10. everyone loves pirates! just look at how many people are thirsty for a vampire/undead fleet too. just a shame that as it stands AoS isn't a great game to do those kind of factions proper justice. but you never know I'm holding out for GW, or a third party, to get back into the naval battle game. Scourge Privateers vs. Idoneth Deepkin (on giant crabs and kraken) vs. a Nurgle fleet (with pods of plague whale & giant hagfish) vs. a Vampire/Wraith fleet vs. Clan Skurvy Skaven pirats vs. the Ironweld Admirality vs. Kaptin Greenbeard & his barnacle encrusted orruks.
    3 points
  11. "Designed by Rustan Hakansson, who has design credits on Nations and Dungeon Rush, The Rise and Fall of Anvalor has players helping to build and defend the city with other factions, at least officially. Each player’s real goal is to gather the most influence in Anvalor and dominate the city, even if it means its ultimate fall. Players build city buildings to gather influence, and defeat enemies during attacks. The player with the most influence at the end of the game wins." Anyone here played Nations or Dungeon Rush? Wondering if they would give any hint to the gameplay etc etc.
    3 points
  12. So I finally managed to finish the cards for the Beasts of Chaos. I'm very sorry if you've been waiting for them these last few weeks.
    3 points
  13. Definitely. Not trying to ****** off Empire players, but I honestly think the Landsknecht look doesn't fit AoS aesthetic. But I don't think GW will openly ditch them, neither.
    3 points
  14. Am I the only one who hopes that the old Landsknecht look of the Freeguild left over from the Old World Empire is eventually replaced by something more Mortal Realmly? But in such a way that the old minis can still be used? Maybe even side by side, like Cadians and Catachan minis? But on topic, I would bet money that there’s some Moonclan stuff in those teaser pics.
    3 points
  15. If anyone wants to see some pictures from the Skirmish game with @dewidiot and my thoughts on - check them out here. https://thesprueposse.wordpress.com/2018/10/24/aos-skirmish-game/
    2 points
  16. Well said. Very good points, but as you said its just speculation which is more than fair. I think what rattles my ribcage is when people say or interpret speculations as fact. Here's to hoping we get some spore-y troll on grot on squig action sooner than later!
    2 points
  17. the last new thing I heard rumor-wise was from last week Warhammer-weekly show where the new rumors where the Moonclan release was going to be the first new Grot army and going to be similar to the DoK release, going to have both a shroom theme and fairytale-like aspect, and some of the existing unit are changing names (Moonclan Shaman to Madcap Shaman). release date unknown. not exactly sure where they got these rumors though
    2 points
  18. Nah, it's not a 1/5 loss at all. If it is, then you are playing overly reliant on one tool out of many, which is on you and not on the mechanic itself. Ambush is not a gimmick, it's a strategic tool. It allows you to play a denied flank while still threatening the side of the board where you have no presence if you wish. If your opponent doesn't guard that side of the board, you ambush there and score objectives. Otherwise, if your opponent overcommits to defending the ambush you bring the ambushers in on your strong flank to gain a numerical advantage. Ambush is a flexible tool to threaten board space, and forces your opponent to react to it. That is its main advantage. You can't do the same with normal deployment. As with any tool at your disposal, you can use it situationally. The only trap is the mental one of relying on it every game. And yes, charging Bestigors against the right target with one or two extra levels of rend are comparable to the units you mention, and Enlightened are fantastic as well.
    2 points
  19. Hoping to get some games in this weekend. Making a change in my tournament list. Dropping the six Leadbelchers for a unit of Guts and Grots. Dont feel like my shooty unit is pulling any weight, so gonna try something a little different. This is closer to my old tournament list which used a lot of Gut chaff to hold stuff up. Same idea, just more lunch with two big units of Ogors. Let me know what y'all think. Very aware I'll lose a unit of Grots turn 1. Ideally that sets up a counter-charge.
    2 points
  20. I can't see playing our army with the control provided by going first. There are certain scenarios against certain armies that we just lose if we don't have that choice. Our biggest strength as an army is board control and everything has to support that concept. The army doesn't hit hard enough or stay long enough to win games on brute strength - its a finesse-y horde army that requires you establish board control early and maintain it long enough to outscore your opponent while he decimates your units. For that reason alone I'll never play a non-battalion army - I go the Tzeentch route because it literally has no tax and allows you take nearly everything in the book. The Nurgle Battalion is a close second as far as flexibility is concerned. You can ambush with a battalion - not every unit needs to be deployed in ambush when you deploy the battalion. So I'd just build whichever battalion suits your needs and then deploy via ambush as makes sense. Honestly I don't have a ton of advice for building using Ambush because (as I've stated several times) with the possibility (and I'd argue certainty for many events) of total commitment seeing play I don't want to invest cost (opportunity or other) in planning for a tactic that may not be available to me. Ultimately I don't think Ambush plays to our strengths as an army at all - the army is incredibly fast from the deployment line and I think ambushing makes some charges harder that would likely be easier with just our base movement (I also don't rate Bullgors and Dragon Ogres worth fielding so keep that in mind with that assessment). But as to the rules query if you have 8 units in your battalion, nothing (that I am aware of) precludes you from deploying 4 in ambush with 4 on the table to counter balance.
    2 points
  21. so hope you guys liked my first analysis post, here I am back with part 2 or the list breakdown. Clanrats So my list (and any self respecting verminous list imo) has a lot of clanrats, x4 units of 40 to be exact. These guys are the there to form the basis of any of my plans and tactics. I have opted for them to be all armed with hand weapons as I prefer the consistent damage output as opposed to the 1 turn of extra attacks. I say one turn of extra attacks because once you have lost a few guys you start to lose the benefit of the spear completely and still suffer from the -1 to hit. These guys are the most tactically flexible unit in my army as they can give you a lot of board control options with their retreat 'n' charge and +2 on the run/ retreat distance means they can get where you want them pretty quickly. With this in mind I have recently developed a tactic with these guys to counter elite high damage output units. trick 1 If you take a unit of say 10 Blight nights, who have potential for considerable damage output vs clanrats (Using this as an example as it came up in one of my recent games) and you charge them at either end of their line you opponent will be unable to pile in with the unit to get more that 2 guys attacks. This is because they will need to pile in towards the closest enemy model, but doing so will break their coherency and now means would cost them half a unit of blight knights. The easiest way to do this is with 2 units (luckily we tend to have more than our opponent) and you do not need to even be engaged at both ends, although it makes it easier to pin the unit down. Also multiple clanrat units can do this to multiple enemy units meaning you can tie up the whole enemy army in positions that blunt their damage output. This tactic can be done with any unit really but the bonus with clanrats is that you an continually retreat and charge to make sure this lines up correctly even if you got charged first. The Clanrats best ability is the retreat and charge, I think most players who have used them effectively will probably have worked out the following trick but I thought I would include it anyway as I may do some things a bit differently. trick 2 So you have an objective on the other side of an enemy you want to get to? enemy unit in the way? no problem. If are engaged or engaged with an enemy unit and need to get past you have an 8" retreat move to get away round the back of the enemy. Remember each model can take what ever route it wants as long as the end within 1" of each other its fine so running round both sides of an enemy is viable. Once you have gotten away round the enemy you can either run to the objective or charge an enemy unit (lone wizards/warmachine for example) to then cover even greater distances. Command points can help with both of these. Also on a side note if you want to keep an enemy pinned down, a run move wont get you to the objective or you have not been able to get round the enemy because of the 3", you can re-charge the unit you are were in combat with an use the charge move to get yourself closer to the objective. This works better the bigger your unit as you can cover more distance. this trick always works better the closer you are to a gap or an edge of a unit to break round. Harder to do against large model count armies but things like the PWG help and often clanrats can take on other hordes pretty well in my experience. just to add clanrats their damage output can be really good through sheer weight of attack although anything with a good save with dramatically reduce their effectiveness. So I tend to assume a defensive strategy of damage limitation after the first round of combat hence some of the tricks I have employed. Poison wind Mortars Right PWM are one of the best and equally worst things in my army from experience. There will be games where they do ****** all and I am considering dropping them and then they will have a game where they decimate my opponent. As I mentioned in my last post one of the advantages of these guys comes from the fact that I can drop these early in deployment to see what my opponents doing and the lack of required line of sight and long range means they will still be able to shoot their targets. I like taking 4 of these guys for the simple reason it mean 1 of them should hit a wound each turn on average as well. But almost the nice thing is you will have a turn where more will hit and suddenly the damage output becomes scary for your opponent (especially hordes) While these guys are pretty versatile, killing big unit is where they shine. Improved to hit and a flat damage 6 out put means if 2 hit you will be taking large chunks out of enemy units. I have had games where the have kill 12+ plague bearers/skellies and more in 1 turn then caused even more to run away. I will always pretty much focus fire these guys to cause as much battle shock damage as possible on the big hordes. If there aren't any big unit to shoot the reliability becomes much lower but I tend to actually find targeting big heroes or monsters can go quite well. One lucky hit roll that ends up in 5/6 wounds can make these guys hit a lot less or vulnerable. when shooting non-hordes hope for the best expect the worst is my motto with these guys though. Another thing I have found myself doing with them late game is using them as a road bump or blocking moves. This works as they are cheap enough and expendable (like everything ? ) that I don't mind them dying. Also can use them as a unit for trick 1 to pin enemy units. Plague Monks So these guys are kinda just here to pack a little bit of punch in sheer volume of attacks, and the ability for rend or mortal wounds can be quite handy. Often deployed begin my clanrats I will use these guys mid game to charge in and support any weaknesses. Also I always go for dual blades as fielding them in small units means the extra range is rarely used, in addition how I sometimes use PCB (see trick 3) I have found the plague monks good at taking on monsters as the high number of attack in a small numbers and potential for rending/mortal wounds even when they die can help to bring these guys down. Even better if you use the scroll. Never expect these guys to survive the game, they are there to make the PCB better and to try and hurt something. Plague Censer Bearers The more I use these guys the more I appreciate their potential for damage output. Although the need to be within 13" of the plague monks at all time to be worth it. I will throw them in against anything I need to kill and always use them first in combat if they can be hit back. putting out up to 30 attack with re-rolls to hit while at rend -1 can hurt most things. They will then die next turn but who cares really, they are cheap. Trick 3 Another trick for you guys here especially if you can reliably get the charge. Deploy these guys in behind or in the middle of you other units so they are the 3 rank deep. This means that so long as you opponent doesn't have 2" range weapons then will be free to attack without fear of being hit back. may have to sacrifice the extra attack on the charge but adds some nice punch to clanrats or plague monks. I have been tempted to play around with the idea of putting more of these guys in my list to replicate trick 3 across several units to add some punch. Coming up with what to drop is the hard part. (also will now test them in smaller units as well ? ) Gutter Runners Consistently the unit that seemingly never does anything in my army before dying. they do however fulfil a good distraction roll and can put pressure on opponent objectives early on. Capable of taking down supporting characters they have their uses but cant be relied upon in this role and seem to run at first chance. Splitting these guys into smaller unit is definitely on my agenda now as they are best as distraction and 2 distraction are better than 1. Warlock Engineer/Grey seeer/Warlord The seer and the Warlock provides me with a nice bit of mortal wound output and is great at scaring those monsters/heroes or hordes respectively and give an bit of resitence to magic. The grey seer is the general and has cunning deceiver so he can stay far back trying to get command points while still being useful via spells and command abilities. The Warlord and that of all of my heroes though is to give enough coverage to , crown of command, inspire presence or other command abilities when need to. Keeping them behind you lines and away from harm is the most important part of your turns, as once you start running away keeping/claiming those objectives makes it much harder. Trick 4 Not so much a trick to be honest in game more list building but giving the warlord the artefact now means I have an additional model for claiming objectives in games that require a wizard or model with an artefact. I take him with clan shield as well seeing to make him as survivable as possible. If he does get stuck in combat remember to attack with him first for the chance to get out of there before he get killed. Verminlord Warbringer This Guy dies a lot, but that's because he looks big and scary, and to be honest he is. One of the only things in my army that really puts out that much damage on his own he can take most things on the charge. While may have some rend though its not amazing so can struggle vs really good amour. His command ability in the army can make 2 units of clanrats horrifically good, however I would still advise you save points unless you have excess for inspiring presence. Death frenzy can be quite a useful spell as well if you know a unit is going to take a charge from something scary and gives you flexability in choosing order of units to strike. Trick 5 Cast death frenzy on the Verminlord warbringer, charge him into something scary. Attack deal some damage, get killed, kill the thing back. Sometimes even doing this puts people off attacking him as facing another round of attacks from him is scary. Despite his power output this guy can be pretty good in support fulfilling a role like the other hero's but also will attract a lot of attention, attention than not being directed at the rest of your army so don't be surprised if he goes down quick. If the latter is the case see if he can take as much down with him as possible before he does, hence trick 5 being handy. Right I don't think I have missed anything in my army. Hope you guys appreciate my analysis and if you have any questions or think I am wrong let me know makes it feel like spending the time typing this was worth it ? Also if you want my opinions on anything else let me know, I may do a army in practice in a battle with pics analysis if I can get round to it as well if you guys want to see everything I talk about in this post and the last in actual practice.
    2 points
  22. Answer is they don't. Against that list of opponents you will be running the weakest of the armies, you can take wins against all of them but it will be an uphill battle with IJ. The only exception is if the SCE player goes sacrosanct, if he does that you will basically never beat him. Currently we are waiting/hoping for a LoN style tome that will update our warscrolls to a modern standard. Sorry to be a downer but I feel it's better to lay out the truth in it's harshest form so that you don't have unrealistic expectations. Most of us play IJ because of a love for the faction, those of us who actually want to place (@Chris Tomlin @Sangfroid) are playing other armies atm.
    2 points
  23. This one of my Abohorant Ghoul Kings, Archbishop Eustathius. A leader of St. Simeon‘s Crusade he summons forth his loyal sergeant at arms to defend the faith.
    2 points
  24. I've played Nations quite a few times and it's very good. It is a historical-civilization building game that plays rather quickly and is considered one of the best by some of my fiends who mostly play board games. Each player has a board of a culture such as Egypt, Greece etc, and by buying cards that represent leaders, building, technology and monuments, tries to advance its position on War, Influence etc through periods of time. From the description of Anvalor, i guess that the gameplay would be different but perhaps some elements like card selection or that each faction has its own board to perform actions, will be featured here as well. I already sent this link to my boardgaming fiends and those that love Nations are excited about it (they are clueless about AoS or Warhammer in general). Guess we'll see though.
    2 points
  25. Guys can someone maybe explain to me the wording of the Marauding Brayherd ? "Add 1 to charge rolls for friendly BRAYHERD units from this battalion that were set up on the battlefield during the same turn." I am not sure how to interpret this. Does this mean the units from this Battalion get +1 charge on the first/second turn they enter board (either normal deploy or Ambush) ? For normal deployment > other than Centigors and maybe Chariots, this doesnt seem that good for a one time +1 to charge, especially if you deployed on the board, since you will still be far away. I can see this being somewhat interesting if you deploy via Ambush, shortening that 9" to 8" can make a difference. This would be nice for Enlightened maybe, but again, not part of the battalion. But the lack of synergies is just bad. If you could use the Doombull with +2" to Charge Artifact, then yeah, I can see this being an interesting choice, and maybe running him as Allherd to get the command trait to synergize (would have to set him on the board though). Other than Chronomantic Cogs (which is not guaranteed you can pull off) cast from a Shaman who is on the board, so that your ambushers can get +3 I dont see much use for this battalion. Especially if its only 1 time thing. If the price was 80-100 pts, and without such strict unit restriction, then it could have been good. Or am I missing something ?
    2 points
  26. Thanks to @Ollie Grimwood @Andy Bryan @RuneBrush @Jaze @nels1031 for subscribing already! And also for the donation!
    2 points
  27. Yea, exactly right on the thought process of playing Gorefist. IMO regular Mawcrusher with the Aetherquartz/Prophet of Waaagh CP engine is just strictly better though. It allows you to throw Mirrored Cuirass on the MawKrusher which makes him way more survivable than Big G, allows you to space out your Waaagh! usage in case of effective screening (cheap screens across his entire army frontage w/ units more than 4" away), and you don't have any " Screen is too tough to kill moments" anymore because you can generate an extra 10+ extra attacks on the first turn.
    2 points
  28. Da Blockjawz wuz rockin’ da taybul dis weekendz!!! Waaaaaaaagh!!!
    2 points
  29. And if you don't mind conversions/proxies then you can stay away from finecast and make some casters out of the boyz kit. https://warbosskurgan.blogspot.com/2018/06/the-badfangs-bonesplitterz-of-aqshy.html
    2 points
  30. Just wanted to jump into the summoning discussion since I've built my army around it and really love the mechanic. I split my focus between summoning and having an OK assault force of Khorgs, Juggerlord, and Blood Warriors (going to also try out Skarr because every time he dies it's a blood point). My three Slaughterpriests have Blood Sacrifice and so does the Chaos Warshrine I use. Everything else is MSU Reavers with two Chaos Spawn for hopefully more points when they die. Turn one in my last two games I managed to get four blood points. I use those to summon either Bloodletters or Heralds (depended on the mission). From there the blood starts really flowing. In my experience: if you have 8 blood points at the start of your hero phase, summon a Bloodthirster anywhere on the board and then build up blood in the rest of the phase. If you have less, get as many as you can and summon MSU Flesh Hounds and Bloodletters everywhere. Flooding the board with Flesh Hounds has done more for me than Bloodthirsters have because usually my Flesh Hounds make the charge when they arrive and their weight of attacks tends to whittle down the enemy while their two wounds each holds them still. The Flesh Hound footprint is also huge which makes it easy to zone areas of the map. I haven't done anything really crazy yet like chaining Heralds around the enemy and dropping Flesh Hounds to surround them, or had 8 points at the top of my hero phase to drop a Bloodthirster somewhere scary, but the more I play it the more I love it. Needless to say the dice can really ****** you over if you don't roll well, but when you roll average or above average you can really get crazy. And by going MSU you guarantee points as long as you charge headfirst into the enemy.
    2 points
  31. Dropping Ordinator + 3 Ballista has been working really well for me. They're swingy, sure, but it's one of the most efficient 440 points of pure shooting in the game. Not to mention, fairly durable for the points (especially if you can drop into cover). ---- ION, I went 4-1 this weekend with Anvilstrike. Really pleased with the results, the list feels very strong against a large variety of opponents. Anvils of the Heldenhammer Castellant (Deathly Aura) Heraldor Azyros (Soulthief) Relictor (Translocation) Libs Libs Libs Raptors with Longstrikes x9 Evocators x10 (Grandstaves, Speed of Lightning) Evocators x5 (Grandstaves, Speed of Lightning) Skinks Aetherwings 1950/2000 Game 1, played against Nurgle Daemons (GUO, Festus, Spoilpox, Lord of Afflictions, 5 Blightkings, 2x30 Plaguebearers, 6 Drones) on Total Conquest. He gave me first (which was a theme for a lot of the event, given I'm 12 drops), and with that I popped Festus and then whiffed into the Lord of Afflictions. I snagged my objective and the two neutral ones with Skinks and Scions. He moved up and charged my screening Libs and the big Evo unit with powered up Drones, dropping a couple Evos and a Lib, but not nearly as much as he needed to. I put the Lord of Afflictions to half by MWs alone, while my small Evo unit fought the Blightkings to a standstill. I won the roll off, used Heroes of Another Age on the big Evo unit and the Longstrikes to drop the Lord and Spoilpox respectively, and then used the Heraldor to retreat my Evos and charge them into a Plaguebearer unit, nuking it to half with a good roll. Also I was able to drop 5 Libs onto his home Objective, stealing it from the one GUO who was holding it. At this point, I had only lost some Libs and he lost half his troops and all but one Hero, but he played for a lucky objective snag, while I focused on denying him any points. Major win. Game 2, played against a mixed Chaos list on Focal Points. Lots of heroes with a few units to hold down the fort (Belakor, Valkia, Daemon Prince of Khorne, Khorne Juggerlord, Verminlord Deceiver, Wrathmongers, mix of troops). Unfortunately for him, my army is designed to snipe Heroes. He takes first, moves onto the middle objective and charges my 5 man Evo unit with Valkia. She kills one and a half, and then they smash her back because that's what Evos do. My turn, Longstrikes drop the Daemon Prince to 2 Wounds remaining in the Hero Phase, and then the Heraldor toots him to death while the Longstrikes shoot off the Juggerlord. Evos blast down some Marauders, while Skinks screen Be'lakor off of my objective. He wins priority, and jumps his Verminlord into my backfield. I stop that charge with Aetherwings. My turn, I shoot that guy to death (his -2 to be shot happens in the Shooting Phase, and Heroes of Another Age happens in the Hero Phase), and then drop Be'lakor with some Shooting and with Evo charges. He holds the objectives for a bit longer with his bodies doing retreat shenanigans, and the Wrathmongers fail to kill the Evos, but by turn 4 he's all but tabled. Major Win. Game 3, another Nurgle army, this time on Gift From The Heavens (GUO, Harbinger of Decay, Lord of Blights, Sorcerer, 2x10 Blight Kings, 2x5 Blight Kings, Blight Cyst). This is actually an army that I don't really like playing, since I can't really bop a unit of 10 Blight Kings that quickly if they have the Harbinger CA going for the 5+++. However, he gives me first turn, which was imo not the best play. I had set up my Longstrikes defensively (knowing how fast he can run + charge with the tree), but then Translocated them into range of his Harbinger and shot them with Heroes of Another Age. He dropped, and then I screened off my Longstrikes with Scions units and the small Evo block. Down his main defensive tool, he charged into my big blob of dudes in the middle of the table, killing a lot of Libs and most of the small Evo unit. He failed to get the double, which hurt, since I shot a chunk out of his Kings, and then charged and instagibbed the GUO with the big Evo unit (2 damage weapons with lots of rerolls + the MW spam is hard to live through). The meteor also dropped right behind the bulk of my force, meaning he had to go through ~12 Evos and 9 Longstrikes to get to it. After shutting down his Blight King charge with my Aetherwings and countercharging with the Evos while taking his meteor with my last Scion unit, he conceded. Major Win. Game 4 against Death (Nagash, Necromancer, Lord Executioner, 40 Skellies, 30 Grimghast Reapers, 2x10 Chainrasps, some Endless Spells) on Relocation Orb. I can't remember the other Realmscapes because they didn't matter, but this one did since it was Ulgu with the 18" range limitation, which really messed up my gameplan. He gave me first, which also was a real kick in the teeth because of the way Relocation Orb scores. Still, I managed to Translocate into range and pop his Necromancer on turn 1, shutting down a good amount of damage, while also getting a good number of models onto the Orb, including some Evos for the 20 count. I positioned my Aetherwings to stop the Reaper charge (those things are terrifying, btw), but he killed them with Spells and the Gaze of Nagash, so I ate 30 Reapers to the face. Needless to say, it did not go well. Still, he did not double me, and with my Evo counter charge I was able to take them down to 9 remaining... which when you're playing against a good Death player might as well not have been any damage at all. He regenned something like 12 of them and then scythed through (no pun intended) the rest of my army. Even though I denied him from getting it on T2, because he got 3 to my 2 and killed the lion's share of my army with Nagash unmolested, we just called it. Major Loss. Game 5 went against Dreadwood (Drycha, Treelord Ancient, Branchwitch, 6x Scythe Kurnoth Hunters, 4x5 Spite Revenants, 6 Morrsar Guard (allies) on Scorched Earth. He got all 3 of his Stratagems, which hurt, and I misdeployed, which also hurt. He managed to charge my 10 man Evo unit with the Hunters T1 thanks to taking first and using the 6" redeploy. I should have screened them better or at least had the Aetherwings better set up to shut down the charge, but it was my mistake and he wiped the unit to a man. He took one of my objectives for 4 total. My turn, I shot down the Hunters to about half, and dropped some Scions units to contest his objectives. I managed to outnumber on one of them, getting me 3. He got priority, and swung the Eels back to clear up his objective, but I was able to stop his second Hunter charge by tagging them with the Aetherwings, and he whiffed against them, only killing 1. He elected not to burn my Objective, knowing it would take me 2 turns to get over to it. On my turn, I cleared out the Hunters and Drycha (who had been threatening my Skink unit since early on), and hurt his Branchwychwith the Heraldor horn, using his own Woods against him. Then, as a stroke of luck, I got the double turn, allowing me to get my own objective back, finish of the Branchwych, and outnumber him on two of his objectives, burning them for 2 and 3 points. Then the game came down to some dodgy blocking of my own objectives and some lucky (or unlucky) run rolls, only letting him get one of my objectives. I eeked out the Major Win. Really fun games, and a list that I really enjoy playing. Great event overall!
    2 points
  32. I have a few ideas on some things they could tweak. Olynder; +1 to cast and dispell. Shes supposedly touched by Nagash and elevated and whatnot, and DeathPope is known best for his +3 to cast and dispell. Doesnt make sense Reik can cast spells better than our Lady. Reikenor; cast 2 spells. Let us actually get some mileage out of his improved casting, take Lifestealer and actually be able to heal his self harm periodically. If thats too strong perhaps 1 spell if he +3's, 2 if he +1's Change our Heal OR Rez to function like Invocation. Jesus. Slight point reduction to Revenants and Dreads (making them 2 wounds would be CATASTROPHIC unless they change our heal mechanic) Give Spirit Hosts and Hexwraiths either a slight cost reduction or a discount for full squads. Knight of Shrouds (on foot) +1 to hit aura free rather than a command point Shroudguard Battalion buff applies to the Leader model chosen as well Small terrain peices (or endless spell) that gives an extra d3 models revived when a unit is affected by Spectral Lure or STorment ability, or reroll armor saves. Dreadblade Harrows reworked. They need to BE something. Give them mortal wounds, or an aura, or an impact charge, or small squad size. Imagine them as 2 to 6 with 5 wnds being rezzed by Oly or RotSH Mourn cost reduced to 240
    2 points
  33. Here's a little GW promo style video for my army The Wolves of Ghur, who are finally ready for RAW. Vid1.mp4
    2 points
  34. to 2), i would just had it also give you an extra (small) chance to get into combat. Let say you have brutes 10'' away from an enemy units. If you move and charge, you need a 5 or more on two dice (thanks to +1 to charge), so 83.3% chance of success (wich is quite likely). If you trigger migthy destroyer, you get an extra chance (but will need a 9, only 27.78% of sucess), so it give you a 88% chance of completing your charge in the end, sligtly better than your initial 83.3
    1 point
  35. Blood Reavers and Kairic Acolytes are mortals yes, but they've started to undergo some changes due to the influence of chaos so they aren't quite normal but they're about as close as they can get.
    1 point
  36. 1) Yes, you can move the unit again later in the Move phase 2) The benefit is you can pile-in twice. Mighty Destroyers doesn't restrict the normal Combat phase pile-in. 3) The only real benefit here is on the Mawkrusher w/ his Destructive Bulk ability. If you're lucky you can clear a low wound unit with Destructive Bulk in the Hero phase, still move in the Move phase (assuming you killed off the unit), and repeat the process in the Charge phase. 4) Yep, that's exactly what Smash and Bash offers.
    1 point
  37. Ended up winning vs Khorne with this list. We played First Blood and even after he got to drop a turn 3 blood thirster, I had just managed to take out more units while he continued to attempt to chew through ghouls. I think I killed 5 full units and he killed 3. I would probably not have run the wraithbow on the Courtier again as it didn't really do a whole lot but I'm willing to give it another try and see what I can do. Other option was to give the Banshee blade to the AGK on Foot and let him do some real work once combat is joined. Shackles are so good too, super cheap and once they are down Khorne can't get rid of them, plus we ended up being in Shyish so they had a huge spread.
    1 point
  38. Good call. I’ve had some Bonesplitterz sitting on the shelf since Christmas that I wasn’t sure how I was going to build them. This gives me a plan. Thanks.
    1 point
  39. Correct me if I'm wrong but for that (I think awesome) wizkids game we can see: fireslayers, ironjawz, Stormcast, skavens, dispossessed and two that I see the most important, Free people's (curious to have that rumour picture and now that) and the other is what? Order ssrpentis? I can't see it nice... The icons we can see that snake too and skulls
    1 point
  40. The Solar Engine has great synergy with the Astrolith Bearer and when you combine it with some other shooting like a Stegadon with great bow then you can start sniping lesser heroes and chunking down other units every turn. When you add in Salamanders you can start taking down a big target every turn. Ark of Sotek is great constant damage output, but it's a bit riskier since they changed Mystic Shield. If your Bastiladon gets surrounded by a pack of Witch Elves you'll die quick. Bastiladon is still best at tying down big monsters, but if you get -1 or -2 hit you can stand up to blobs as well.
    1 point
  41. @Hot Peanut You still have some trick agains screen, but i think you need to play a bit different. 1. How far is the juicy stuff behind the screen. If it's less than 4'' (or 5'' if you play Hacka), you can reach it with pile in 2. How tough if the screen(s) So depending on thoses, you should play differently. A. If screen is fragile and stuff is less than 4'' away: send all gruntas with maybe +3 attack from Warboss to whipe it, then pile on second row. B. If screen is fragile and stuff is more than 4'' away: send 6-12 gruntas with maybe +1 attack from Warboss to whipe it. Since stuff is far you're not expose to counter attack. Use Gordrack and others gruntas units to grab neutral objectives and keep Gordrack for a later turn. C. If screen is too tough to kill (fyreslayer, Sequitor, bastilladon ect.) , you're best play is probably sending 6 gruntas with Mystic shield and just pin it for a turn or 2 and score point on the rest of the board. That said, i can see none of those scenario where Cog is usefull. However a geminid could prove much usefull in scenario B and C. Someone from this forum seemed to have good sucess with Gorefirst don't remember his pseudo.
    1 point
  42. If you buy 4 boyz kits $200 USD (80 bodies). You can build 8 stabbas (16 bodies), 2 units of 30 (60 bodies), and 4 warddoks like above (4 bodies).
    1 point
  43. Yes, while I liked the look of the Empire in fantasy, they absolutely need a more wierd and over-the-top look for AoS
    1 point
  44. Looks good. I do like Vanguard Chamber although they can be tough to win with against some popular lists at the moment (I'm looking at you Nagash! And you 12 million Plaguebearers!) I'm a big fan of Longstrikes, but I don't see how you could fit any in without dropping something essential. Also I would probably drop the shackles and hope to get a triumph. What extra spell are you going for on the Incantor? What you will find hard think is armies with big blobs of resilient troops, especially with shooting debuffs, as you don't have the bodies to outscore them on objectives.
    1 point
  45. Long time since my last post, but I have completed quite a bit on the Wolves of Ghur over the time. I'm attending the RAW narrative event next weekend which has given me a push to finish off the final units for the army, chariots, skull cannons, a sorcerer, chaos spawn and some knights. Will get some pics up this week of all the finished units, but for now here's a pic of my completed Aetherlab for RAW (will be used as a warshine/bloodthrone normally) Here's a full army shot. and finally a little GW style (though nowhere near as good) promo vid for the army, hope you enjoy (its my first attempt at video): Vid1.mp4
    1 point
  46. There's no need to be so rude/sarcastic for not knowing the entire schedule of the hobby. And it's not justified for only an off-topic post of only a sentence. Sorry if it hurts u so bad to see some off-topic posts, I will try not to make it more here. Btw, the next post u made is not a rumor post and seriously I don't care ur thoughts about a new FW miniature, so as many others will not care. But theres no need to say u anything to make an off topic answering a thing someone else said, as I did before.
    1 point
  47. Real mens name their stormhost KHORNE and play with a khorne Ally in 2v2
    1 point
  48. Working out a 1000 point list to test out the battletome when built, also looking for anyone willing to do games at Warhammer World to help test and shape the Battletome as it develops. Stormtitan Venomtongue Shaman (Infamy: The Red Mist) - Stumpstave. The Redmist infamy (-1 to hit in shooting phase) helps offset his origin flaw (enemies reroll 1's to hit when shooting him), this gives me the chance to make a more noble stormy looking Gargant and combine it with bits from the Archanok kit to make a spiderlike shaman to reflect the fact he is venomtongue. His ability allows friendly gargants to use their least wounded profile Bogdrinker Battleborn (Infamy: Of Ghyran) - Drakecleaver and Gargant Buckler By running Bogdrinkers as battleline the pair can cover a larger distance with their Bravery debuff, and with the Infamy of Ghyran this gargant will keep healing until he is put down fully. By using a Gargant buckler he is more resilient in close combat (able to save even the most rending of blows). Bogdrinker Battleborn - Massive Club Since friendly non-bogdrinker models suffer the bravery debuff from this marshladen Gargants it made sense for both battleborn to be Bogdrinkers, taking the massive club for this one means that when the Venomtongue casts his spell I have the highest chance of triggering those mortal wounds with 3D6 attacks from this model.! Rockhewn Longarm - Gargant Bombard Slow but resilient (Halving enemy damage characteristics) the Rockhewn made the most sense to become the Longarm of my host, the range of the cannon offsets his slow movement well and he can sit on an objective long enough to deter enemies. Ikar Bezerker Longstrider - Gargant Impaler Hitting like a steamtrain and outflanking this Gargant should harass the enemy Monsters, combining his native tusked Ikar origins every 6 to hit with the massive spear generates another attack offsetting is low attack numbers (4 damage a piece though!), and the ability to come on from any table edge means he has a degree of tactical flexibility So as to the challenge, once the 5 Gargants in this list are built I'd appreciate anyone willing to bring a balanced 1k list to Warhammer world to help clash with the gargants and balance out the fledgling battle tome!
    1 point
  49. Hello all, Been following this forum for a while and as AoS2 is almost upon us I thought I would share my bloodtoof army! The current list has 20 points to spare for the Soulsnare Shackles or Malevolent Maelstrom, which one would you guys think will benefit the army better, seeing its all footslog brutes. let me know! Mark
    1 point
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