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  1. But didn't Malign Portents lead up to the necroquake... Which kickstarted aos 2.0 and created the AoS world that there is now, with endless magic roaming around? Thsts how I remember it now at least! I'm pretty certain the last Malign Portents story was the rats invading the pyramid which was literally followed on by Soul Wars. I don't see how a new edition with a new rulebook, a new story book and the start of endless spells models and the endless spells book could be seen as a let down? The only criticism I can see is that the more recent story books haven't followed on directly from Malign Portents/Soul Wars but that's because there's a million different stories to tell throughout the realms - I'm sure there will be a follow up to Soul Wars at some point.
    4 points
  2. Magore’s Fiends. This is your brain on Chaos.
    3 points
  3. Straight up paying to pass the test, no. But some command abilities or other abilities can apply, it depends on the specific wording, it needs to reference battleshock tests not the battleshock phase.
    2 points
  4. Yeah, one of my regular local opponents plays fat nurgle dudes, I really am tempted to run hunters with scythes for my games with him, because those dudes are just too flabby to die and it's annoying. Being an immobile gunline or a teleporting gunline is kind of a rubbish niche, to be honest. I'd love to see our units be more on-table mobile, so we don't have to park on a place and shoot until we get overwhelmed. It's super important to have melee in AoS, not just as blockers but also to participate in one of the primary phases of the game, if only to do mop-up for your shooting units. We've got options for that, but currently Wanderers get rewarded too much for playing a bunkering force rather than a skirmishing/ambushing force. For real though, Rangers are wonderful for their cost, not only because of their stats but because they are on 25mm bases and they have 2" range. I've only got ten so far but I'm tempted to go up to 20 and create a serious melee threat unit that has the option to teleport right into my opponent's backfield and get choppy. I'm also a big fan of Dryads as fast, hard-hitting dudes. They are a great addition for extra melee bite. I've been allying them into my Wanderers since I've started playing and they've always done good work for me.
    2 points
  5. Afternoon folks, and apologies for the lack of updates over the last few days - had a lot on, as well as a few tech issues involving a new phone and other bits and pieces. Add in some IRL things and hobby progress has been slim recently. Having said that, I did finish up the assembly of the remaining 4 crone-touched treekin for the first unit of 5 last night, and promptly forgot to take any pictures of them before undercoating them this morning. Sigh. I have got some undercoated pics which will come as their reveal soon, but I apologise in advance. I've also gotten a little distracted by Inq28 and Blackstone Fortress, having picked up bits for both of them over the last week or so - while I have half-assembled two Inq28 characters so far (as seen on my Insta page) I haven't done much else and will be trying not to until the Court is done. Go away, Hobby Magpie. Also, inspired by the excellent conversion started by Nurgleswalker on his Insta page, I had a fiddle with some leftover bits and came up with this lovely little distraction: What is it? I don't know yet, but chances are it'll just be a background piece, possibly one of the Hounds of the Wild Hunt or something like that. Regardless of it not having a true function in the project other than looking cool, I'm actually really happy with how it looks. Needs the feet adding and all the bits actually cleaned up etc, but as proof of concept, yeah there's definitely something there. Also, this and the Harvest Maiden were the first few things shot on my new phone cam and its taking a bit of getting used to. It'd be ace if you could let me know how the pics look at your end in terms of quality etc. That's all from me for now, hopefully I'll be back soon with a proper update. Thanks for all your comments and enthusiasm, Knave
    2 points
  6. I know right ? Its like a huge cash cow. Make the minis and watch them sell out like hot bread on a Sunday morning ! I dont believe that with the relatively big success the BoC book garnered, with many new players starting the army from s scratch, GW is not planning on releasing some new stuff for us, even if its just updated models. I mean look at the old metal Khorngors, Pestigors and such, they got sold out rather fast, so the market certainly has the buying power and interest required for. Hope they wont be lazy and instead just plop another stupid copy-paste looking Stormcast subfaction (yes I honestly despise that faction and wast amount of models associated with it, with only few exceptions). +++MOD EDIT+++ Please think about what you type
    2 points
  7. Just for the record, the precis of the Soul Cage rule in the OP is not what appears in the Nighthaunt book. Here is the text from Nighthaunt (note the emphasis on the word fight): 'Soul Cage has a casting value of 6. If successfully cast, pick an enemy unit within 12" of the caster and visible to them. Until the start of your next hero phase, that unit cannot retreat. In addition, until the start of your next hero phase that unit cannot fight in the combat phase unless all other enemy units that are eligible to fight have already done so.' TLDR Soul cage says fight, not attack.
    2 points
  8. It could be a music stand for a second sick musician like the harpist. Is this a version of Noise Marines infiltrating AOS?
    2 points
  9. You obviously struggled with reading the whole post. The campaign was great, but not producing a physical hardcopy of the the stories/art/campaign ending was the let down- Not everyone wants to spend their time reading ebooks or online only stories. For myself, I like to read an actual book. I don't want to spend all my time behind a device. All that time, money and effort in creating everything they did for it and then...nothing. They dropped it for the new edition which is such a waste of good content. Soul wars is the next chapter in the timeline of AoS, but the campaign deserved a 2nd books to show off the stories and progression. Would have also bridge the gap in the story line. The work was already done, they just need to get it collected into one volume. But this is getting right off the rumour track now.
    2 points
  10. I agree, free stuff is bad and literally after a neat book, new models, free stories,.. total let down... O_O ffs
    2 points
  11. Must be Wikipedia of Chaos, Eight-pointed star edition
    2 points
  12. Two years ago, I started collecting Sylvaneth and Blades of Khorne for AoS. Despite the fact that I play miniature games for more than 10 years, Sylvaneth are my first fully painted army (unlike some of my Warmachine stuff that has been sitting half-painted for years) - there's just a handful of models left to finish. I really like the look of the models and I had a lot of fun painting this army. During the next few weeks, I will post the pictures of my painted Sylvaneth models, as well as some of the stuff that I'm currently painting. So, let's kick this off with my Sylvaneth Wildwood:
    1 point
  13. NZ Masters Tournament 2018 Road to the Top Overview With the New Zealand Masters Tournament 3 weeks away, and list submissions due in 6 days, I figure it’s close enough to talk about my preparation for this tournament. Unsurprisingly, I’ll be running the Pestilens allegiance and going for the top, with the goal yet again of being the first Clan Pestilens player to win or place a major event. Over the last 2 months my list has gone through a heavy amount of changes, and I ran a version of the list at the recent Notorious Hammer tournament to test the waters as well as countless practice games with close friends to streamline the list and reach a standard of consistent performance I’m happy with. The NZ Masters tournament is an invitational tournament, where the top 20 players n the NZ rankings are offered places at the event and then the invites work there way up from 20 if people decline. The New Zealand tournament meta is relatively consistent and features roughly 20 consistent contenders at most tournaments with a few more players that make the odd tournament here and there, and most people are known clearly for the lists they take and change them rarely. The most popular armies currently are Stormcast Eternals, Nurgle and Legions of Nagash, with the rest of the players displaying a wide variety of forces from all Grand Alliances. This being the case, for anyone to be a contender for the top spots they have to pack tools that let their force deal with decent armor saves, long-range magic and large numbers. All the recent winners of local tournaments will be attending the Masters, and with every player being in the tier of rankings where they on average win 3 or more games in a 5-game event the competition is guaranteed to be fierce. The Event The tournament follows the same pattern as most tournaments, 5 games with 3 on day 1 and 2 more on the second day. Realm Artefacts are available for list building, but the Realm Spells and Realmscape effects will not be. While most NZ tournaments have relaxed painting standards, 3 color minimum at most with the incentive to paint your army being bonus hobby points for the soft scores, at the Masters a model that is not painted to a degree that demonstrates completion (based, highlighted, washed etc) will simply not be allowed to be used. The tournament is in the Kapiti Coast region of NZ, a 45 minute drive from the capital city hosted by the local wargaming club there, who hosted the event last year as well to great success. My List So without further ado, here is the list I’ll be taking in the tournament. Allegiance: Pestilens Mortal Realm: Aqshy Leaders Verminlord Corruptor (220) - General - Trait: Master of Rot and Ruin - Artefact: Magmaforged Blade Plague Furnace (180) - Artefact: Liber Bubonicus Plague Furnace (180) - Artefact: Thermalrider Cloak Plague Priest with Plague Censer (80) Plague Priest with Plague Censer (80) Plague Priest with Plague Censer (80) Battleline 40 x Plague Monks (240) - Foetid Blades 10 x Plague Monks (70) - Foetid Blades 10 x Plague Monks (70) - Foetid Blades 10 x Plague Monks (70) - Foetid Blades 10 x Plague Monks (70) - Foetid Blades Units 5 x Gutter Runners (60) - Allies 5 x Gutter Runners (60) - Allies 40 x Clanrats (200) - Rusty Spear - Allies Battalions Congregation of Filth (170) Congregation of Filth (170) Total: 2000 / 2000 Extra Command Points: 2 Allies: 320 / 400 Wounds: 181 So to start from the top. The general of the list is the Verminlord Corruptor. I chose the Verminlord because him being the general means I can give him Master of Rot and Ruin, which means he can pray in the same manner as a Plague Priest (and as of AoS2, also generate Great Plagues on a 6 to pray), as well as him being incredibly mobile so his 12” range auto-pass battleshock range can get where it needs to go. While I would rather give him Sword of Judgement over the Magmaforged Blade, I needed to pick Aqshy for another artefact in the list so I reached a compromise. The twin Plague Furnaces each fulfil a different role. One has been given Liber Bubonicus, shoring up it’s prayer capabilities so it can follow the large unit of Plague Monks around and keep them buffed up. The second has been given the Thermalrider Cloak, a devastatingly useful artefact for a Plague Furnace by giving it an extra 4” move as well as granting it the ability to FLY. By snaking 10 rats around the furnace you can fire the thing out of the deployment zone and halfway up the table, potentially into a devastating charge onto an objective. The 3 Plague Priests are here to spam their breath prayer on turn 1 to get the Neverplague Great Plague nice and early, then spend the rest of the game harassing unit clumps with their breath and stacking debuffs on vital targets. Keeping one of these lads near the two 40-man units ensures battleshock tests won’t ruin them utterly. The Plague Monks are the life of the party. One unit of 40 that can have buffs stacked on it easily and refuse to get off objectives and four units of 10 to run around and suicide into targets and harass flanks. Plague Monks really aren’t something opponents can afford to ignore, but spending time killing them is time spent not targeting the enormous 12 wound threats in the leader slots. If the 40-rat unit isn’t bled down in the early game, the opponent has to deal with an enormous footprint that will tear a hole in anything that can’t commit to destroying it in a single turn, and even then, the Rabid Fever prayer means they’ll still get to take a swing before they die. Gutter Runners are, for lack of any better description, a pain in the ass. They pop up behind the enemy ranks and throw a bunch of throwing knives into them before running in and shanking them. The shooting attack isn’t exactly Skyfire tier but their melee attacks are nasty with decent hit and wound chances and innate -1 rend. Their main strength is that the enemy needs to spend troops on zoning these bad boys out, while dealing with the massed Plague Monks hurtling towards them from the front. Caught between a rock and a very stabby place, such as it were. Clanrats, god bless them, rarely need any kind of explanation why they’re in a list. They’ll run, they’ll charge, they’ll run away and they’ll do it all again. Retreat and Charge is a crazy feature of a very cheap unit, meaning they won’t get tied up fighting other chaff and their big unit size means getting rid of them means a hefty commitment. The only weakness of Clanrats is their propensity to cut and run the moment they start taking casualties. Well, it would be, if we weren’t living in glorious AoS2 and a battleshock test is one Command Point to get out of jail free. The battalions in this list are 2 Congregations of Filth, each comprised of 1 Plague Furnace and 2 or more units of Plague Monks. The only reason I’m taking this is to shave the list drops down to less than 10 to out-drop other armies that don’t take battalions and for the big unit of 40 getting to reroll its charges. Also I needed a bunch of artefacts and command points. Cheers congregation. List Building Process The list above is actually no less than the 17th Pestilens list I’ve ran, with the goal of creating the ideal list for my meta. After every tournament and serious practice game I have gone over what works, what doesn’t, and made the necessary adjustments. The list has gone from no less than 240 wounds at the start of the year, to running multiple endless spells and allied wizards with the Malign Sorcery drop, and for about 2 weeks dropping it completely and angrily painting my Gautfyre Scorch. The end result is unlikely to be a perfect list but is the most streamlined for my current situation and hopefully will prove as much at the masters. Conclusion I’m hoping this will be the even where I at last bring in the big win for my Clan and the group of very scary people breathing down my neck expecting results. If I win or at least podium, I will have completed the goal I set for myself 2 years ago when I finished the second tournament I’d attended with 0 victories and risen to the top of the highly talented NZ Warhammer scene. If I lose I’ll probably nuke my army from orbit and start an Eshin army for the memes. Anyhoo, see you all after Masters in my new blog Clan Eshin Best Clan!
    1 point
  14. Arygyl was a Sheppard, an ancient tradition of the old gargants. Herding and maintaining the food beasts his tribe depended on, but they never gave him and respect or thanks. Until he heard a voice, at the edge of the Deepwood, both a whisper and a scream it called to him. All day and all night he heard the voice, calling him into the dark. He gave in and went searching for the voice, determined to give it a good thumping. What he found changed him, more than he could have ever known. The great entity he calls the Many Eyed began to bargain with him, promising him greatness in the forms of physical strength and dark magics. Never being one of station the opportunity to rule over his own kingdom was too much to pass up and he accepted. As herald of the Many Eyed he began his reign of terror, those first victims were his former tribe, all perished in a night of darkness and slaughter. Arygyl the Sheppard is a Grot shaman for my spiderfang army Paint job still needs some work but he's getting there
    1 point
  15. Gavespawn's Artifact works best (IMO) on a Beastlord, he has a high volume of relatively accurate attacks with a built in re-roll of 1s to hit to help mitigate the downside. This is one of the few ways I think a Beastlord actually works really well in a list - he becomes a very solid blender. The command ability is very solid but requires planning, I think the best way to implement it is to summon spawn rather than purchase them in your list. When you purchase them their random movement can be very difficult to account for when trying to plan out a turn (stacking the command ability on a single unit multiple times is a game changer) - however when you summon them you know where and how they can come in and thus you can plan for it much more easily (and can bank the points needed so you can guarantee it). Unravelling Aura is solid, there's not much to it but its nice because its just an always on ability. The last trick with Gavespawn that I really like is using our 'make a spawn from a dead hero' ability to create really tricky scenarios for your opponent. This requires some understanding how pile in mechanics (closest enemy model) and things like that but you can really use that spawn to make it hard for your enemy to pile in or get closer to an objective with clever positioning. Sorry for the wall of text there but I hope that helps a little with Gavespawn specifics. Outside of those most of the army works just like any other BoC army - cheap bodies, a few good if glass hammers, very fast. My general suggestion is to focus on board control - learn to fan out fast score early, you're going to lose models by the handful but who cares if you jumped the lead early and can grind out protecting it. Hopefully this is more productive than complaining about SCE (its tired and old, they're an army and some people even like them).
    1 point
  16. Katz honestly that sounds good. Some might suggest making 20 of the spear carrying khinari as they are a bit more popular, but honestly both forms have their solid uses and 10 of each is a very good number to work with. Magnetic cauldrons are the way to go if you want variety for less cost, esp if you make it so that the queens can go on their own bases. That would easily let you put down two hag queens on foot; a slaughter queen on cauldron and then have two bloodwracks to either field alone or put one on a shrine.
    1 point
  17. Then obviously not reading what I said. I’m at least using the actual FAQ and rules to back up what I am saying. MUST is not an optional thing. You MUST attack after pile in. It states it over and over in the corerules. There is no other place in the rules that MUST is not a firm requirement without a warscroll overriding the rule. Sorry you think im hostile but you haven’t backed anything you have tried to say in this conversation with anything from the rules or faqs. A unit that fights piles in and attacks. There is not just pile in or just activate and not attack. The rules say it plainly that fight is pile in and attack. Choosing a unit to fight must be able to attack. The eligibility to fight is to make sure someone doesn’t pile in a unit that did not charge or is within 3” of an enemy unit. Without this you could pile in attack with a unit that did not charge but could pile into range with weapons from 3.1- 4” away. It doesn't say a unit can fight and not do anything that is in the fight phase such as pile in and attack. And thepoint is is kind of moot because the wording posted here was wrong and it is fight not attack still doesn’t mean you can activate a unit that cannot attack.
    1 point
  18. It's best to think of the avatar on the cauldron as just part of the cauldron itself. It requires animating like its footed version, but has the bonus that it can be moved around without requiring activation because its on teh cauldron. Thus you get the best of both worlds, esp since the cauldron wants to keep up with the infantry and close combat units and comes with its own queen to ensure that the avatar can have a prayer cast when required. Of course the downside is a cauldron is more expensive to buy, takes more space up on the table top and has other duties outside of the avatar. So avatars on their own still have a place in the army.
    1 point
  19. Hi there! Your list looks quite strong by Bretonnian standards! My only concern is that you only have one viable objective grabbing hero. The Damsel has a 6+ save and 5 wounds.. So even though the Chronomantic Cogs are one of my favourites, you could consider dropping that, and the Damsel, to include another Enchantress. If you are determined to use endless spells, then maybe keep the cogs, add the Soulsnare Shackles and use a Noble Champion instead of the Damsel. I do realize the Knights will loose their re-roll so maybe Knights of the realm is another option (opting out of the Shackles to save those last 20 points). That Kickstarter sounds awesome! I, myself, have a long term project of making a converted Bretonnia army so I will definitely have to look into that. As for the King on Hippogryph, the obvious choice would be to use this guy: https://www.games-workshop.com/en-SE/Aventis-Firestrike-Magister-Of-Hammerhal-2018 I love that model! I’ve heard that some people dislike its face but since you would change that into an eagle head anyway, it doesn’t really pose a problem. Please keep us posted about any news on your project 😀 Sounds like it could turn out really cool!
    1 point
  20. Oh surely it can be a beard, even we skaven need bookmarks Ain't that true @Skreech Verminking?
    1 point
  21. Well there are so many minis, which could use an update in the boc army roster😭.
    1 point
  22. New games workshoptified chaotic beard-things😂
    1 point
  23. From the designer commentary I see no reason why Waypipes would not work the same way. Your not doing a retreat move, your using an alternative ability.
    1 point
  24. Maybe you could link the new rules to some specific parts of the terrain (e.g. the statues, or the individual mausoleum). And then give to these specific parts some Wounds/Save that the opponent could destroy in order to remove the bonus, or even to revert the initial bonus to a malus (e.g. a haunting spirit reduced to almost-nothing because he lost his link with his special/cursed tomb stone now cleansed by the exorcist from the opponent army?).
    1 point
  25. 1. Yes avatar is included 2. When you pray it comes alive but it’s still part of the model. So it goes where the cauldron goes. Also remember that at turn three it gets automatically activated (check the allegiance abilities) 3. If the on foot one is killed just remove it. Your opponent can target it even if it’s inactive. The cauldron avatar is included it in the wounds. So the whole model lives or dies as one. Hope this helps
    1 point
  26. Yea the Avatars for free mate, Once the Cauldron is gone so is the Avatar. Ps the Avatar is a beat stick and you can't use the blood shooting attack unless he's animated.
    1 point
  27. So I'm going to publically say that I am going to attempt to do something I've never managed before and may very well fail. I am going to try and do 1 hour of painting every day for the whole of december... I know I know... Me? Paint every day? Not just once a month? It's absolute madness! But it's important that I try because I want to get into the habit of painting for an hour every day. And it might help me catch up on the tale of warlords that I have fallen rediculously behind on. I shall try and post each day of my progress somewhere and anytime I miss days (whether due to my own forgetfulness or not being around my paints) I shall endeavour to catch up on the lost hours. Here's to dreaming of a corax white christmas And constantly getting paint on my clothes...
    1 point
  28. On to the battle report. I will preface this by saying it’s been a few days so some details may be a bit mixed up, but I believe my opponents list are as accurate as can be from what I remember. The event was a 3 round 16 player event. This was my first time playing DoK, having just finished adding some roman pillars to my heart renders the night before. This was also my 3rd day of ever playing AoS, so a lot of errors on my part were made (to the benefit of the opponents!). I will point out the rules I forgot as I go. I took a few pictures so I hope they help with the battle report explanation. Mission 1 – Battle for the pass Realm Shyish Realmscape feature – eternal war Mission 2 – Scorched Earth Realm Aqshy Realmscape feature – every step a league Mission 3 – better part of valour Realm ghyran Realmscape feature – lifespring Game 1 vs stormcast Opponents list Hammers of sigmar Gavriel Lord Arcanum – spell azyrite halo Knight Vexilor – teleport banner Lord Castellant 2 x 10 Evocators 20 sequitors 2 x 5 sequitors I chose to go second as I didn’t want to risk a double turn from the gavriel charge. This may have been a mistake since blessings of khaine on my witches might have helped. I deployed ringing my heroes so they couldn’t be taken out which at the time I thought was good. He deployed in a line facing me with gavriel and the two evo squads in the sky. Turn 1 he dropped down and charge both squads in, one into the witches, one into a couple witches and my eels. I lost all 30 elves and 2 or 3 eels. This is where I forgot the armor bonus from the cauldron, so was rolling saves on 6’s or no saves for the rend -1 attacks. He had advanced the rest of his stuff towards objectives. My attacks back didn’t do much, may have taken out one evocator (zero attacks back from witches since they were all dead). My turn I transformed morthi, buffed her with mindrazor and catechism. I send a 10 man SoS squad to the top objective with the hag and witchbrew on. The other sisters, cauldron, and eels went for the south evos, and morathi went into the 10 man evo squad. Morathi killed around half of them, and the eels used their ability and sisters took out around half of the other squad. I can’t recall who went first second battle round, but I lost my eels and around half the sisters and finished the south evo squad. Morathi killed the evocators and charged his 20 man buffed sequitur squad. The hag to the top with 10 sisters took out one or two sequitors up top but then died. He got control of the south objective with his other 5 man sequitur squad after I tried to hold with my 2 heart render squads.then teleported them with the Vexilor onto my objective and got control of it. At the time I only had my cauldron moving 2” left to contest it and it would have died fast. Morathi did tie up the 20 man sequitur unit for 2 turns, killing 12 or so of them, but at that point most of my army was gone and I couldn’t keep up on objective points. Final VP score was 28 to 15 I believe. Things I forgot this round – plus 1 armor for cauldron, that hag and slaughter queen can pray twice, activating the avatar before turn 3… I somehow thought they could select an additional prayer but not pray twice…. Pretty sure I forgot the re-roll hits turn 3 as well. Come to think of it I think some elves did live to hit back because I forgot the plus 1 attack for being near a hero, and also forgot that I could spend a command point to not lose the rest to battleshock. Yup, this probably hurt me a lot but on to the next game! My opponent also felt bad because he said I rolled horribly most of the game. Game 2 vs storm cast This was against my buddy, I had played against him twice before (my only two previous times playing AoS, and I had used my maggotkin of nurgle) Lord Arcanum on Gryph Lord Ordinator Knight Incantor 20 man sequitur 2 x 5 judicators – bows and skybolt 2 ballista 5 evocators 2 fulminators Comet Deployed in a huddle in the center with eels on the right, and a ten man sister squad on the left objective, with the second sister squad near to reinforce if needed. I gave opponent first turn. He moved up his army and landed a comet to hit my had, witches, and cauldron. Took 3 witches, 1 wound on the hag, and I believe zero on the cauldron. My turn 1 I buffed the witches, transformed morathi, and move everyone up. My eels were able to charge his sequitors and took out 8 or 9. Round 2 I got the double turn. Left sisters camped the objective and sister squad 2 moved to get near them. Morathi charged into a ballista and my elves, buffed up charged his evocators and a judicator squad. Eels exploded, and with melee attacks took out another 7 or so sequitors. My witches killed 3 of 5 evocators and put some damage on the lord incantor, and killed 2 or 3 judicators. Morathi failed pretty hard and only put 4 wounds on the ballista. I had also dropped in both heartrender squads to attack and finish off his solo judicator squad holding another objective. On his turn his Arcanum healed the ballista back to full. His fulminators moved up near my far left objective held by the sisters. Ballista put some wounds on Morathi, and a few witches died to the other ballista. Melee wise, The sequitors put down another eel (4 left at this point), then the rest died. More witches died but the rest of the evocators and Judicators died with another few wounds on the incantor. Morthai finished off the last ballista. Round 3 I went first again, eels charged the lord Arcanum, morathi charged the last ballista, and elves finished off the incantor. My sisters I put within 6” of his fulminators so I could pile in when I wanted. I lost two more eels but killed the Arcanum, his fulminators killed both my Sister squads (killed 1 fulimator, put a wound or two on the other). Game ended with him only having 1 fulminator left and myself having lost half or so of my witches, 2 sister squads, and 4 eels. VP’s were 20 to 5ish maybe? During this game I also was not praying twice, and I even commented this game saying I thought witches got an extra attack from somewhere but I can’t see it… So I was only doing 3 attacks each instead of 4 again. I also forgot the reroll wounds from witchbrew.. Game 3 vs DoK Opponent was very similar to my list Morathi, Slaughter Queen on Cauldron – blessing of Khaine, gryph feather charm Hag – catechism 2 x 5 heartrender 30 witch elves 10 sisters of slaughter Think another 20 witch elves? 20 melee snakes Since the realmscape rule was lifespring, we both obviously chose Morathi to get the plus 1 wound. I went first, camped my 3 objectives, moved up my eels, dropped both squad of heart renders on the left side of his field to shoot his solo 10 man squad holding that objective, transformed morthi, buffed her to the hilt with everything but blessing of khaine that I put on my 30 man witches and used the realm spell to teleport her onto his right objective near his 10 or 20 witch elf squad. I got a turn 1 charge with my eels into his elves, and morathi charged the elves. I killed a good amount of elves and lost a few eels in response, morathI killed the whole witch elf squad, or at least the rest died to battleshock. My heart renders had taken out a few of his 10 man squad on the left, but both had failed their 4+ 6” move, and then both failed to charge. I burned all 4 of my objectives leaving 2 on the board. I was hoping to get the 5th with my harpies moving in range to have burnt 5 turn 1, meaning he would have to camp his last one. He attacked back and dropped his own harpies, killing off one squad, and the other down to 1. My eels died from a transoformed morathi casting bolt. He buffed his snakes and moved up with heroes and morathi. Turn 2, he rolled a 2, I rolled a 1, so I got double turned. All I needed was to roll 2+ and game probably would have been over. He basically charged my cauldron, hag, 10 man SoS squad and witches with his morathi, cauldron, and 20 snakes. His 1 squad of harpies fell back to his middle objective with his remaining elves, and his other heartrender squad charged my last 10 SoS squad. His heartrenders died, I lost a lot of witches and most of my SoS in melee with morathi, my cauldron took some damage, and I took out some snakes and put some wounds on his cauldron. He burned his left most objective but kept his middle one. This put it at 4 – 2 in my favor. My turn I ran my remaining SoS squad that had killed the heartrenders towards his middle objective. Morathi I teleported again and charged his remaining witches and harpies so that I locked both in melee. I tried to do my tail attack into the harpies, rest into the witches. Tail whiffed, but I killed 5 or so witches. My opponent then went on to continue the combat to the south with the rest of units engage in melee in a big clump, but I said with only 7 or so minutes left in time, what only mattered was who got to go first next turn. If he did, he wins, burns the objective and puts it to 5 -4 in his favor. If I win, I’d need to kill all his guys in order to gain control of it (5 harpies, 7-10 witches). Round 3 – we roll off and I win the roll! I was able to charge in my 7 remaining SoS that had ran towards the objective in the previous turn, and put all their attacks into the harpies, and all morathi’s into his witches. I was able to kill enough to gain control and burn the objective. My win 5 VP to 2. My opponent said he played it wrong and should have burned both his making it 4-4 and had it come down to kill points. This is the game that I was able to learn the +1 attack on my witches, and activating the avatar (which I failed to do turn 1 since I went first, when my opponent went on his turn one and activated his I said “wait you can do it? Aww man…”) haha. I ended up finishing 5th overall with using the army for the first time and not too experienced in AOS I was very happy with. Maggotkin took 1st with a 3-0, and the stormcast player I played first also went 3-0 and took second. Total armies represented were 3 stormcast 2 Daughters 2 Maggotkin 1 Legion of nagash 1 Legion of Azgorh 1 Sylvaneth 1 Nighthaunth 1 Beasts of Chaos 1 Clan Skyre 1 Bretonnia 1 Beastclaw Raiders 1 Disciples of Tzeentch It was a pretty diverse group! I hope you enjoyed the read and could laugh at my mistakes.
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  29. tough choice, but i think Rogue Idol will serve you better. Make your Foot/puke much more reliable, and it's a good melee monster. +1 free bravery is never bad.
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  30. If you are going to use the weirdfist and have the points for a rogue idol, I would go with that
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  31. At least in my case, the independent retailer store where i buy GW's material had a Kharadron Battleforce until just 2 months ago, so i guess they keep them until they sell them.
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  32. Typically in most stores they keep them until they sell them. Official GW stores may be an exception as they have a strict setup on what models go on their shelves. I know for my FLGS they still have about a dozen Genestealer Cult Battleforce boxes from last year collecting dust.
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  33. I don't necessarily agree with the notion "must" being "if possible" because it would call every other "must" in question. I always read must as a definite must unless a warscrolls specifically says they don't have to. You cannot fight unless you attack because you must attack to be able to fight. That makes attacking integral to activating because fighting is integral to activating and attacking is integral to fighting. It's the big difference in our logic. I do not read an implicit "if possible". 1. Interesting and something I hadn't considered. That's a legitimate question in any form actually. I think the intent behind the rule was that if you killed a charged unit with a different unit, you could pile into a second unit with the one that charged so as not to waste the charge. I've never considered what would happen if your second pile in didn't actually make it to anything. 2. I suppose yes but I know this community at large would disagree. If not, I'm invisioning a stardrake with the cloak in the house that let's you attack in the hero phase. If you had enough stuff in combat, he could easily wait until the end, eat 6 people (and break cohesion killing a ton) and never himself be attacked. 3. I considered this actually. I believe what would occur would be the first player whose turn it was when there were only soul cage units left in the field would get to attack. Not super clear though. I think I'm on the fence right now. I don't like the idea of making a unit lose all their attacks. It's one thing to make someone attack last, it's another to take 100% of their combat capability simply with some tricky activation
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  34. Here's my old Spears, using two Dreadlord models to help modernise I think they're OK! The newer ones are better though. For me, these are literally sacrifice fodder, allied in to my Order Serpentis army.
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  35. No direct experience but within the context of Wanderers, I would think that the extra rend of Scythes would be particularly valuable.
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  36. Astral Templars get +1 to hit for all attacks against MONSTERS. Ballistas normally rapid fire hit on 5+ but can get +1 hit from Ordinator and +1 vs MONSTERS. With an Azyros in range of your target you can hit on 3+ rerolling 1s. With no other buffs, 4 Ballistas firing results in an average of 29 wounds at Rend-2, which is enough to kill any monster in the game (assuming average results). It costs 640 points to get that core together, but when you are taking down 400+ point targets every turn it quickly pays for itself. If your local meta has a lot of MONSTERS it is probably the best Stormcast list in the game. Common MONSTERS in the meta are Nagash, Seraphon dinosaurs, Morathi, Stardrake, Mortarch,s Zombie Dragons, Maw-Krushas, Great Unclean Ones, Bloodthirsters, Lord of Change, Magmadroths, Alarielle, Treelords, Durthu, Phoenixes, Gorgons... almost every army has some big target for you to cut down. Even if your enemy isn't using any MONSTERS you still have 4 ballistas with +1 to hit, which is pretty good! You can tear down enemy screens for your Evocators to get into melee against the right targets, or reliably snipe heroes even through Look Out Sir! - very valuable when dealing with linchpin heroes like a Slann Starmaster. The other great feature of the Astral Templars is the command trait that gives every unit on the table a free 6" move at the start of the game. Combined with Chronomantic Cogs and a Heraldor to run&charge, Evocators on foot can get a turn 1 charge after buffing themselves in the hero phase.
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  37. So all this is saying is that the 1 automatically counts as a miss but it doesnt say anywhere that modifiers can't impact ancillary effects, such as the self dmg.
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  38. that destruction list you played looks really neat! Ok, playing 2k Gutbusters for the first time this weekend, here's my list: Allegiance: Gutbusters - Mortal Realm: Ghyran LEADERS Butcher (140) - Pair of Stump Blades and Great Cauldron Tyrant (160) - Pair of Clubs, Bashers or Slicers Butcher (140) - Pair of Stump Blades and Great Cauldron Tyrant (160) - General - Command Trait : Wild Fury - Great Gutgouger - Artefact : Ghyrstrike UNITS 12 x Ogors (400) - Pairs of Ogor Clubs or Blades 40 x Grots (200) 20 x Grots (100) 3 x Ironguts (180) 3 x Ironguts (180) BEHEMOTHS Thundertusk Beastriders (340) - Beastclaw Raiders Battleline - Allies TOTAL: 2000/2000 Couple of notes: I am playing 1v2 against LoN Death/FEC. I suspect 2 min size units of ghouls, and 2 units of skeletons. Either Nagash or Arkhan+VLoZD and then a FEC big boy I am doing 40 grots instead of 3x20 because I just want to get a feel for the difference in unit size, having a 20 and a 40 on the board should help Bringing a Thundertusk to try and help bring down one of the big boys. I'm not going to be able to get any casting done until Arkhan or Nagash is dead. I figure I can shoot something for 6 and then dive into with a tryant and 3 guts, and hopefully bring it down in 1 turn. Any criticisms on my list? I have pretty much any BCR/Gutbuster unit available, and some other Destruction stuff (Hag, Giant, orcs, goblins, etc). I do not have more bulls painted. Going to work on that later on. for 2x12 lists... Are butchers still worth it assuming they are likely casting against Arkhan or Nagash for the first 2 turns at least
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  39. So, a list I'm considering for when I finally get my shyish vampiric bretonnians going: Heroes: Enchantress - General - Strategic genius - Wraithbow Damsel on Peg Units: 8 x Knights Errant - Battleline 16 x Men at Arms - Battleline 5 x Grail Knights 5 x Grail Knights Spells: Chronomantic Cogs (haven't looked at many endless spells but I know this one is supposed to be good for helping get charges off) Pts: 1000/1000 The bright side of doing shyish is that if I run out of bret horses for the grail knights then dredblade harrow or black knight ones should do Also in case it interests anyone Anvil industries had their daughters of the burning rose line kickstartered earlier in the year and should be coming to their main store in the new year, basically female medieval armoured which might work for some female bret conversions. Also robed bodies for battle pilgrims (nuns). Once my kickstarter rewards arrive I shall try and get some photos to see how they match up! I'm hoping I might be able to make a nice Repanse de Lyonesse style bret lord out of one. Also if anyone has any recommendations for how I could kitbash a king on hippogriff I'd love to hear!
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  40. Always! So yes please on the reports
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  41. This is probably my biggest hope for a beast-claw rework. A full health Thundertusk dunking 100 point hero's with snowball isn't really overpowered in a numbers sense, but from a player perspective telling a newer opponent that their cool hero model is just dead on a 2+ leaves a sour taste. Multiply that with spam. I dunno, I adore the beastclaw range aesthetically (minus those damn yeti) , anything short of a battletome rework and re-imagining won't really satisfy my issues as a casual matched player. Still, hope to see them get some points reductions! A bandaid is better then nothing!
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  42. The first part of this project I am going to work towards is the Slaughterborn Batallion. Sub-Project breakdown Each battalion sub-project will consist of four stages. The first stage is the minimum size battalion, which is the minimum number of units/models required to take the battalion warscroll. The second stage is a 1k list built around the battalion, this will have two variations the first using the battalion warscroll and the other adding extra models from and running without the battalion rules, to allow some gaming into the project as a reward for getting a few units completed. The third stage is the maximum number of units at minimum size, meeting this requirement adds bonus rules for a few of the battalions. The fourth and final stage is the battalion at my full size, this isn’t maxed out it’s just taking units above min sized in a way that I picture suiting the battalions function In the narrative. Between each stage I plan to have a short break and work on a unit for a different army or game. Stage One - Minimum Size Battalion The components required for this section are one unit of five Blood Warriors with gorefists , two units of five Skullreapers and an Exalted Deathbringer. This stage has a starting bonus for me as I have already painted up the required Exalted Deathbringer as my initial test model. Stage Two - 1k point lists To expand the minimum battalion to be playable I added will add a second unit of ten blood Warriors, with axes this time, and increase the size of the original unit to ten as well. I find that this battalion does not work very well in isolation, without a stronger general to support. My non-battalion list adds in a Slaughterpriest and Bloodstoker who help strenghen the list by filling in some holes, these extra hero’s should also help to give a short head start on the Dark Feast battalion later on. Stage Three - Maximum number of units Adding two additional Skullreaper units, one of each weapon option, and one more unit of blood warriors with gorefists, bringing the total number to three. This battalion does not get a bonus for maximum unit numbers, but as the personal guard of the Warhordes leader they need the to be numerous for their lords survival. Stage Four - Final battalion The list Exalted Deathbringer, with Impaling Spear 10 Blood Warriors with paired goreaxes 10 Blood Warriors with gorefists 30 Bloodwarriors with gorefists 5 Skullreapers with gore slick blades 20 Skullreapers with gore slick blades 5 Skullreapers with daemon blades 10 Skullreapers with daemon blades My idea for the end battalion is that it will provide units of varied sizes to cover a variety of centre field roles, smaller units to throw away and larger units to die down threats for a few turns or mow down weak hordes. Thats the outline of the plan, now it’s time to get paining.
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  43. We played Shifting Objectives - 3 Objectives in the middle. Lengthway board. He deployed on his line. I dropped on mine with the intent to drop woods on the objectives and sit dryads on them. I did that. Got all spells and whatnot off. Score 5pts. His turn. He failed to get Cogs off (not that he needed it) and did get Mindrazor off. He also got all his witch brews and prayers off. He then moved everything up. Only managed to successfully get 2 units into combat - 20 blood sisters and 10 SS - on the right flank into my 30 dryads. Even with -1 to hit and my dryads with a 3+ rerolling 1s save. He still did 34 damage and the unit was gone. He then double turned me. It was game over. I’m now considering a slightly different list but I’ll play a few more games with the Sisters of the Thorn before I change it Im not sure if it’ll fair as well as other builds. So if there are any Gnarlroot players out there, feel free to critique
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  44. So just played IJ at chrimbobo, got 3/5 which I'm happy with. Every game I won I tabled my opponent. The list is WAY more fun that the stupid aetherquartz shenanigans and has the ability to go nuts and rekt people. I would definitely recommend giving it a try. Allegiance: IronjawzMortal Realm: UlguLeadersMegaboss on Maw-Krusha (440)- General- Choppa and Rip-tooth fist- Trait: Ironclad - Artefact: Miasmatic Blade Megaboss on Maw-Krusha (440)- Choppa and Rip-tooth fist- Artefact: Doppelganger Cloak Orruk Weirdnob Shaman (120)Battleline10 x Orruk Ardboys (160)10 x Orruk Ardboys (160)10 x Orruk Ardboys (160)3 x Orruk Gore Gruntas (140)- Pig-iron Choppas3 x Orruk Gore Gruntas (140)- Pig-iron ChoppasBattalionsWeirdfist (180)Endless SpellsBalewind Vortex (40)Total: 1980 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 124 Game 1 they stuck me on the tv vs 1 drop sylvaneth. I was mentally checked out for most of it, forgetting basic stuff and really not in a fit state. Was vs 1drop sylvaneth and he won every crucial roll which was just the nail in the coffin. Game 2 was against grand host of nagash. Went first, deleted Arkhan with foot. Got priority turn 2 and killed every one of his heroes and half his big skele unit with foot. Game 3 faced chaos dorfs, sniped his two smiths dropping the range of all his arti by 6" preceded to green puke over his army continually for a ton of mortals till he conceded end of turn 3 with basically nothing left. Game 4 was mixed order, completely buggered my deployment which meant no spells for turn 1/2 and didnt even try to win on objectives. Game 5 was vs stormcast. Cored his army turn 1, by his turn 2 he had basically nothing left. Didn't bother taking secondaries for the 3 games I won, and tabled, so should have had 4/5 which would have put me 18th, as it was I finished 25th. So much more fun than bloodtoofs and the weirdnob with average 36/42" threat range on the foot just lets you delete key problems before they can do anything.
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  45. I’ve posted the latest thing to come shambling out of Nico’s Hobby Lab on The Honest Wargamer, my Nurgle-themed Sylvaneth List: https://thehonestwargamer.com/aos-list-rundowns/surf-and-turf/
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  46. Also interestingly or not, the date and time for that new instruction manual is 11/14/2018 10:40am...
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  47. Proof of purchase is quite common for GW to request. It's basically them covering themselves and stopping people just trading kits on ebay/secondhand and using the same "fault" to get multiple replacement parts. It also helps them track where errors are coming from in their retail chain which can then be logged and checked against their supply and stock system.
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  48. The Frostaelfs. March to July. March 18, 2018 At first, here do I have a backgrounddescription about this army Then I also painted my first testminiature. The Army used to have ice-blue armor, greyblue cloth and violet skin. March 21, 2018 So, I thought that I would paint the unit were my testmodel came from. But for the last 3 evenings I thought I would like to paint my first "Frostdragon" for this project. Here is the result. March 24, 2018 So, I'm finished with painting 10 of my Dreadspears (but need to paint another 10 to finish the unit). After a thought the cloth was a little flat on my testmodel, I made another hightling with Blue Horror. June 1, 2018 At this time, I published the first Story, from the "Tales of Anvenna". The Frostaelfs from Frostbreath June 4, 2018 Here is another story attempt. At first the story was planned with the Fleetmaster Delayar as protagonist, but I thought the landlady Thalia could be an interesting protagonist (mostly because she can have several customers to interact in her Tavern). It's a try to fit in some official GW stuff into the story as well as some bits of my own creations. (After I mix Frostaelfs, Fyreaelfs and Shadowaelfs in this story I wish I hadn't split the Projects into two.) called the "Tales of Thalia". Character Description Thalia Delayar's Loss
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