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Showing content with the highest reputation on 12/03/2018 in all areas

  1. 4 points
    Done the bases as highlighted. (Except sprayed white and grey now!) Started the dragon, wings and a little bit of underbelly. I need one or two more highlights on the wing membranes, then finish underbelly (which will be the lightest of all the dragon) and then the scales. I'm imposing a no drybrush rule on this, just to push my painting skills.
  2. 3 points
    So ! Let's go back to the Nighthaunts to have an army full of them. Still on the corebox and on the Endless Spell and had a lot of fun painting them :). Next some troops.
  3. 3 points
    Here are a couple more angles for the warbands:
  4. 3 points
    Completely agree that it's a bit of a minefield as it currently stands. The format of the FAQs I find a bit of a pain too as you have them for every publication you're using (so potentially 4). Personally I'd love to see the format of the General's Handbook change and instead become 2 publications (sold together). One publication (staple bound and small) contains the most upto date version of the core rules (inc FAQs), realm rules and such like - basically everything you need to actually "play" during a game. The other publication contains the rest of it - stuff for list building, battleplans, campaigns etc. Combined with gaming aids (e.g. battleplans on quick reference cards) I think this would simplify the whole process. I do think that GW is becoming more aware of how cumbersome games are starting to become. In Blackstone Fortress, the rules have actually been split into separate booklets so it's super quick to find what you're looking for.
  5. 2 points
    There is a bit of a problem I've noticed becoming larger in AoS, and that is how difficult it can be to get a full collection of the rules in one place. When AoS first began, all you needed was a 4 page rule book and your warscrolls, now to get a complete version of the rules you need the CRB (for realm rules and grand alliance rules), Malign Sorcery (for realm artefacts), the GHB (for updated points and some allegiance abilities), your army's own battletome (if it exists, for your allegiance abilities, battalion, and other specials), the FAQs (as they can have a major effect on everyone), and the Designer Commentary. Obviously, you don't need to use all of these rules, but they seem to be what is considered standard in matched play. My major issue isn't necessarily the number of rules, but rather how difficult it can be to navigate them. Don't get me wrong, I really like that the FAQs exist, but it's a pain in the butt to trawl through all of them to find out the answer to a niche question. This has lead to quite a few scenarios where either my opponent or myself have spent a good deal of time trying to search for a rule we *know* exists but have no evidence of. For example, I was in a tournament and used an ability which allowed me to pile in 6", and be chosen to pile in from up to 6" away. My opponent didn't think that was write (believing an FAQ had said you could never pile in from more than 3" away). I couldn't find the FAQ to support this and so we had to call a judge, which took a lot of time. I'm not here to be negative, though, I'm here to try and start a discussion as to whether other people have this issue and what can be done to aid it. I play a ttrpg called Pathfinder, which is rather renowned for its complex and excessive ruleset, but it is usually very easy to find and answer to a rules question due to all of the rules being searchable online. Perhaps AoS could benefit from this - some sort of repository where you could search all rulings attached to a keyword. E.g. 'pile in' may come up with a clarification on how pile ins work in relation to the closest enemy model, what pile in distances above 3" mean, and what can and can't move during a pile in. It would be an awful lot of work to compile, but I think this would make the game much smoother and also far easier to learn for newer players.
  6. 2 points
    The first lore spotlight is complete so let us start off with the big guys himself. Lore Spotlight - Nagash Titles include: The Great Sorcerer, The Undying King, Nagash the Everliving, The Great Necromancer, The Black Priest, Lord of Shyish, God of Death, Supreme Lord of the Dead (he has a lot of titles so I am gonna stop here) Nagash was born in an ancient desert kingdom in the world that was. He was the first born son of the royal line. So buy tradition was given to the temple to spend the rest of his days. He quickly rose through the ranks becoming the High Priest. During his time in the priesthood he learned the intricacies of architecture and ritual, in addition to a thorough education. His primary responsibility was to construct a pyramid for his younger brother. It was at this time that he captured a group of elves who he forced to teach him their arcane secrets. This was a turning point in his life. He combined his knowledge of ritual with the elves arcane teachings. This combination created a whole new ways to harness the winds of magic and was thought to be the origins of all arcane arts to follow. This only grew greater when he discovered the arcane power of blood. Using this new power he killed the elves and overthrew his brother, claiming the throne for his own. Nagash was now the world's first and only Necromancer. He used his necromancy to conquer kingdoms and build arcane structures in his name, the most notable being the Black Pyramid. He created a group of liches and lesser necromancers, the most prominent of which was Arkhan the Black. These first minions were kept in check by a found potion, the Elixir of Life. Eventually Nagash was defeated by an alliance of kings and information gathered from a traitor in Nagash’s ranks. This was Nagash’s first defeat. With a burst of dark energy he fled north. Weakened but not broken, Nagash began to gather his power once again. He stopped feasting on blood to sustain him. He found something far more potent, magic in physical form, Warpstone. The green stone allowed Nagash to grow far more powerful than before. He conquered barbarian tribes and rose legions of undead soldiers. With this he dug down into a mountain rich in Warpstone, building his first city of the dead, Nagashizzar. Nagash was growing in power by the day. He discarded his weak body for one of iron and bone. The sorcerer was quite possibly one of the most powerful beings in the Old World at the time. Of course with power comes new enemies, ones who knew the right moment to strike. This moment came during Nagash’s greatest moment of victory. Conquering the lands that were denied to him centuries before and capturing their king, Alkadizzar. The devious rat folk, the Skaven freed Alkadizzar and gave him their most deadly weapon the Fellblade, a sword made of pure Warpstone. The mortal king struck down Nagash while he was performing his grand ritual to raise the dead across the globe. Nagash was broken once again, but he had transcended death. Pieces of his soul remained within artefacts of power. Items on his person that that became scattered, calling out to each other, preying on the weak willed and ambitious. One such item was his crown that fell into the hands of one Sigmar Heldenhammer during the early days of his empire. As Nagash grew in strength again, pulling himself together once more, he tempted the then very human Sigmar. The call of Nagash almost broke The Empire in its infancy. But the future god was not easily broken. Nagash duelled Sigmar after a swift and tactical campaign by the Lich. But Sigmar used Nagash’s pride against him, distracting the Undead Lord before smashing his hammer, Gal-Maraz down and shattering Nagash again. There were more occasions that Nagash would try to pry himself back together. But it was during the End Times that Nagash truly returned. During the End Times he reached the height of his power. He marked his first Mortarchs, became one with the wind of death and devoured his first gods. Despite his unbelievable power he was betrayed, causing the Old World to shatter and die. Time past, centuries, milenia or maybe even more. Nagash continued to exist. He was buried under a great, mountainous cairn until Sigmar freed him to join his pantheon. The freed Nagash set about instilling order in the realm of death, Shyish Nagash does not remember any events from before he was freed, but on occasion he feels the echoes of this life. He devoured countless other gods of death, in doing so he took on parts of their aspects into his own. Nagash had become Death itself, a true god. Nagash was no longer one being many. All are Nagash. Even his physical body is but an aspect of his greater self. Those who call upon him find that he appears in many forms. However, his favoured appearance mimics that of his former self from the Old World. Another echo from his past life. Nagash’s power grew and grew as time past. He instilled order upon his realm, bringing forth his Deathlords to enact his will. The most powerful on which are the Mortarchs, powerful begins that act with the Death God’s blessing. He built up a new Nagashizzar at the centre of the realm and raised constructs to expand his power. Nagash held Shyish in the palm of his hand and even claimed territories in other realms. Nagash suffered many betrayals and setbacks in his ultimate quest to defeat the Chaos Gods. But he weathered them all. Sigmar, one of his greatest allies betrayed him in the War of Underworld and Heavens. Weakening the God of Death, leaving him open to an attack from the Dark Gods. Weakened by not beaten Nagash retreated to his own underworld after a battle with the Everchosen of Chaos. Shyish was lost and Nagashizzar raised by the forces of the Dark Gods. Nagash rested, restoring his power over time. When he finally awoke he was met by yet another betrayal from Sigmar. His Stormcast beseech him for help. Souls stolen from Nagash sent to deliver him a message. Not only did Sigmar not come in person, but he sent souls taken from him was doubly insulting. The Undying King ended his rest here and took to his realm once more. Returning to Shyish he broke the Chaos interlopers. Slaughtering champions and servants alike. Nagashizzar was rebuilt on the broken bodies of His enemies. Nagash reclaimed much of Shyish, however Sigmar had placed a foothold in Nagash’s realm. Pesky cities protected from the Death God’s eire. So Nagash worked on his great plan. A plan to bring all into his embrace. To reclaim what was taken from him and to starve the Gods of Chaos. His plan was sabotaged by the hated Skaven. But it was a success, at least in part. This was the source of the Necroquake, unshackling magic throughout the realms. The quake rose the dead, but did not end the life of those affected. Thus an instant victory became a slow war for attrition. Fortunately, Nagash is patient and death comes for all. Where can you learn more? Outside of the Battletomes you can learn more about Nagash from the following books; The Undying King, Nagash: Time of Legends series (I highly recommend this one), God King (from the Sigmar Time of Legends series) and Soul Wars
  7. 2 points
    Hey Fulkes. Yeah I understand how you feel. I usually end up having a couple of units from different armies going. I try and only work on those until they're finished and then I allow myself to possibly work on something different. Right now I have some Maggottkin units going along with a unit of Myrmourn Banshees. If its a big unit or model, I usually work on that for a bit and slowly paint/build another unit when I start to get burned out. The struggle is real!
  8. 2 points
  9. 2 points
    https://thehonestwargamer.com/player-workbook/ I feel you might want to give this a read, it's essentially a whole workbook produced on gaming "theory" from deployment, to identifying your self as a player, to unit types etc.
  10. 1 point
    Hey all, finally I am in a new home and wanted to show you some Wanderers, although it is mostly converted models and not painted ones. At the Moment I am lacking in a bit of determination to commit myself to a paint scheme for the whole Army. As I am quite the inexperienced painter with a poor camera the models which got paint on them might look a bit .... poor for the lack of better wording. To some Models I have only applied the base coats, some others are painted over and over cause I was unable to decide. At first I was keen on Bronze and dark green, then switched to light green and yellow, then to a darker green and white and silver - all while testing and buying new colours on the way. Finally I tried a base-coat of Celestra Grey and Fenrisian or Russ Grey on the cloaks...... Anyway I am quite proud of my conversions so far. The Last Character Model is a mysterious Wayfinder - maybe Half-Deepkin? She certainly inspires all around her - a bit of backstory might also be added, these Wanderers are from Hysh after all which I find fascinating. Hopefully I will be able to provide updates from time to time, pictures of my Sisters of the Thorn will follow in due time. Currently I am pondering on the possibility to apply spots to the fur of the Fey Steeds.🤩
  11. 1 point
    Finally Decided to tackle last year's ironjawz battleforce. The first 5 brutes were a lot of fun to paint. Really great models with lots of detail. After painting hundreds of clanrats and goblins I decided to paint this lower model count army to the best of my abilities. I'll be posting up my progress here to keep myself motivated. Next up: the Megaboss!
  12. 1 point
    Nothing like a provocative title to kick things off. But sometimes the most important theoretical tool is the sledge-hammer. Sometimes old ideas have to be dismantled in order to create space for new points of view. Part of what I’m going to say grew out from the soil of discussions like this one. At stake in that conversation (which turned surprisingly passionate; so much so, that the mods had to intervene and yellow card the group) is the question of the relationship between a unit’s point cost and its value, and the relationship of that relationship to notions of fairness and balance. I was sympathetic to some of the assertions being made by both sides, but also deeply unconvinced by their conclusions. Resolving the problem, I think, requires looking beneath the surface and seeing the flaws in the foundational assumptions upon which the whole thing rests. The results have relevance to this blog and our efforts here to create a theoretical framework for Age of Sigmar. "We might say, the colour of the ghost is that which I must mix on the palatte in order to paint it accurately. But how do we determine what the accurate picture is?"--Wittgenstein One thing that everyone in the conversation agreed on was the fact that value (i.e. “tabletop value”) is contingent. Where people disagreed was on the claim that because of the fact that value is contingent, points, which are generalized, can never be “accurate” or “balanced.” A good example used in the discussion was the Bloodsecrator. How does one correctly cost Bloodsecrator given the “overwhelming” number of possible variables that could affect the computation of an ability like Portal of Skulls? The value of its +1 attacks component would not be the same if used to buff 10 Bloodreavers than if used to buff 80 Bloodreavers, etc., etc. Taken as is, problems like these seem unsolvable. But push the contingency of value to its extremes, and the assumptions underlying the problem become untenable. What is the difference in the value of the buff if the 10 Bloodreavers and the 80 Bloodreavers are both used successfully to take out a unit of 10 Skinks in a single combat phase? Even more to the point, let’s crystalize as many variables as possible to really flush out the contingency of value. The game is in the second turn of the fifth round and both players are tied on victory points. Player A has a unit of Skinks remaining. Player B has a unit of Bloodreavers and a Bloodsecrator remaining. The Skinks and Reavers are engaged in combat at the start of the turn. If the Skinks are holding an objective and the buff from Portal of Skulls is needed to ensure that the Reavers will inflict enough damage to outnumber the Skinks and take control of the objective, then its value is absolute since it is a decisive element for winning the game. If the Skinks and Reavers are locked in combat 9” away from the objective, then the value of the buff is zero since the Reavers need to retreat from combat past the Skinks and onto the objective in order to win. The combat itself is irrelevant. If the Bloodscrator is equipped with an artefact and starts the turn 7” away from the objective and the scenario is, say, Places of Arcane Power, then the value of the buff is absolutely negative, since activating it will prevent the hero from moving to claim the objective and win the game. There is nothing specifically unique about the Bloodsecrator in this example. The notion of the contignecy of value applies to any unit in the same way, and to the same possible extremes. The issue is not that abilities like Portal of Thrones are “complicated” and produce computational challenges; it is rather that questions of value are theoretical in nature, not computational, and that the domain of value is composed of actions and their consequences, not the units themselves. It is very often the case that nominal differences in calculated output yield no difference in theoretical value at all. Unlike value, points represent the investment required to obtain the capacity to do things; they represent a currency used to purchase resources. Points strive to create balance not through high-fidelity prediction of in-game value, but by creating an economy where access to key resources is restricted by a budget and a rational pricing scheme. I use points to invest in the capacity to create value in-game through intelligent play, but that capacity is not itself the value. Value and points are different things and are expressed in different languages. I consider it a design mistake whenever a battle-plan or a tournament ladder uses kill points as a scoring mechanism. Not because it isn’t “fair” (i.e. some armies will be better predisposed to offensive tactics than others), but more importantly because it serves as a poor heuristic for good gameplay. A strategy focused on forcing favorable exchanges of points is better than no strategy at all, but it is nonetheless a flawed strategy. Once we decouple the concept of value from the concept of points, we are free to rethink the game in a more theoretical way. My approach here will be to strip away everything down to its absolute foundational principles, and then proceed to slowly rebuild it, bit by bit, blog by blog, using only what flows naturally from these roots. So here comes my second provocative statement of the day: Age of Sigmar can be reduced to just three essential components. Everything else (everything!) is derivative. The first two essential elements are Time and Space. All notions of what we call Value derive from these two elements. The third essential element is Variability, which is an irreducible characteristic that governs the nature of play in the game. Derivative from Time and Space are the three essential capacities available to players as a means of generating value. The first is Presence, which represents a scalar investment in Space. The second is Pressure, which represents a scalar investment in Time. The third, Projection, is really a component dimension of Presence and Pressure by virtue of which these capabilities can be mobilized to contest an opponent’s Time (in the instance of Presence) or Space (in the instance of Pressure). We can say in purely abstract terms that Pressure attacks Presence, and Presence attacks Projection. In practice, our access to these capabilities is mediated through units (and the abilities, spells, effects that these units can mobilize), and all units necessarily contain some magnitude of Presence, Pressure and Projection. There is no such thing in actual game terms as “pure” presence, pressure or projection, although theoretically it is sometimes useful to think of them in pure terms in order to better understand their nature. Time, Space, Variability, Presence, Pressure and Projection. Six essential building blocks from which we hope to construct concepts useful for better understanding the game, and from which we hope to derive strategies to help better evaluate between the different choices that present themselves to us in game.
  13. 1 point
    Long time lurker, first time poster, etc. As a Scotsman, what used to be Albion is really appealing to me. The idea of a bunch of forest dwelling barbarians is exactly what I want to be doing, and there's enough room in the established lore to branch out with a bunch of other swampy stuff too. I have somewhat grandiose aspirations of expanding this to a full army, but I've never painted anything in greater volume than Blood Bowl teams. One regiment 'complete', and another started. The Bloodreaver figures are a treat, and combine very well with the Marauder Horsemen heads to create the look I'm going for with the minimum of fuss. It's my expectation that I'll use these as a Blades of Khorne army, incorporating a lot of Space Wolf elements. I have plans to use Wulfen as Wrathmongers, Fenrisian Wolves as Chaos Hounds (as shown in one of the photos). My Mighty Lord of Khorne uses Geigor Fellhand's head and a shoulder pad on the Slaughterpriest in the Start Collecting box. I’m toying with the idea of turning dryads into bloodletters, but the idea of a forest tribe is pretty appealing. Having a lot of fun with this project. Going to try to keep the rank and file Bloodreavers going for as long as possible. If anyone's got any spare Marauder Horsemen heads, let me know - I'm down to the last 10 or so. Ditto for Beastmen Gor Herd right arms with Axes. I'm out of them entirely. No real plan to play at this time - I haven’t played since 5th edition, so for now, it’s just a ‘paint the stuff you think is cool’ project.
  14. 1 point
    I still think Mhornar would be a good option for this, since they are giving out Battleshock debuffs
  15. 1 point
    I found if distracted myself with stuff outside of the hobby, and reduce my time looking into warhammer too much, not only do i diminish my funds, but I also appreciate my hobby time more. I can't recommend Motorcycles and Tattoos enough. The main incentive is being too broke to buy the new boxes...
  16. 1 point
    All the time! Usually, I am usually very focussed. I have a goal and a painting queue that I carefully manage. I work on no more than five models at a time and build and prep my next batch whilst waiting for washes to dry. I have started a new job and have busy family life so my progress is very slow at the moment, I have set a goal to paint a minimum of 40 mins per week. I do try and queue up what inspires me though. Skirmish is really great as it has made my painting queue far more interesting. I've gone from Silver Tower models to Tzeentch Chaos Warriors to a Freeguild General and then on to Azyrite Ruins this year. Gaming wise we want armies but the painting side is just better with lots of different projects. I wouldn't be too hard on yourself, I think it probably happens to us all. Now wouldn't it be great to start a Kharadron army...
  17. 1 point
    I would bring only the 20x Irondrakes and up the Hammerers to 20 for a couple of reasons: -10 Irondrakes could be sniped easily (thinking of nurgle spells, cicle of contagion mortal wounds, every ranged unit in the game, deep strike). Only one wound to them and you have 9 attacks at mediocre range. -Hammerers are not durable, they do suffer mortal wounds from spell and have a 4+ save, 1 wound. They rely on number and have to run to the enemy. If you pickaxe the Ironbreakers or Irondrakes they need to walk to the enemy, if you want to pickaxe them you need to take into account a failed charge and 10 of them would not survive 1 turn. In my games Hammerers are what the opponent is concerned about, they are scary if you set up a countercharge or a pickaxe with charge reroll. Hammerers and Irondrakes are overcosted units, in my opinion, if you want to bring them you need to be 100% sure to be able to squeeze every point they cost. I like my hammerers at 30 and my irondrakes at 20. But again i think Dispossessed is a very experience-based army so i cannot talk for you and for your local meta, if you end up bringing your list let us know what you think and what your experience was! 😋
  18. 1 point
    I’m a Johnny/Timmy. I always try to min/max or powergame but with my own list or whatever. Basically I pick an objectively subpar idea, but then try to squeeze every single ounce of juice possible from that orange by min/maxing it as best as possible so I win with my own style but it’s still got teeth as well. Hence why in say 40k, I don’t min/max mixing klans, I stick to my 1 true Klan that I love (Evil Sunz), and I try to build fluff friendly (always) and models I like the look of, whilst realizing I can’t have it all and I need actual good things in the list too so it’s a careful balancing act of just enough Johnny to satisfy but power gamed and/or min/maxed to actually win sometimes. As for the topic at hand: It took me awhile to find what armies I liked and I bought a few I didn’t before I found my style, and that may be the case for you too. However once I found my style everything just clicked. I knew from visuals alone I wanted Ironjawz, even if they’re fairly popular, they do exactly what I want them to and it’s fun every time. Same with Khorne. Aside from that I’ve tried Death and Seraphon and didn’t enjoy them very much. Sold them off. I like highly aggressive melee armies that charge turn 1 and smash hard, but so far I like just Ironjawz and Khorne and it doesn’t matter to me if they’re the most popular or least popular, I find their actual game play and the way they look, their lore, their allegiance abilities and everything else works. They just “feel good”, like good controls in a video game. I never enjoyed the “feeling” of playing Seraphon, it felt stale, boring and flat. I didn’t enjoy Death either, it was counterintuitive (RUN FORWARD AND SMASH) to me, because they’re more like sit around and wait and grind out the enemy. Felt like an awkward controller or bad controls. Really disliked those armies.
  19. 1 point
    yeah its defenetly a win all lose all combo. But still:) When it works it rocks the house. Dispossessed has the greatest benefits of them all. Pepole underestimate us! And thats always in favor for us guys and gals
  20. 1 point
    @Tibus367 Alright, so going through everything, you really shouldn't be expecting much from your Bloodthrone. It is not a combat hero, and should be looking to support from the backline, not soloing enemy heroes/monsters. Limiting yourself to daemons alone puts you at a severe disadvantage, as far as small heroes go, as none of the bloodletter heroes are particularly good/threatening, and don't come with any command abilities. For this reason you should probably avoid the Skullmaster, since he brings nothing to the table that your other alternatives won't do better. A bloodthirster would be your best bet if you want a hero that can smash face, but isn't neccessarily mandatory with some tweaking to your setup. First off, bloodletters become better in units larger than 10 - receiving a +1 to hit in units of 20, which synergises with their mortal wounds output when they roll a 6+ to hit (triggering it on a 5+ instead) - Now, I'm not sure if Path to Glory allows you to increase the unit size (by taking 2x10 bloodletters and putting them in one unit, for example) - but the two of you might want to look into houseruling it so that you can if it turns out not to be the case, as that is going to limit your offensive capability a lot if you are only allowed to take them in units of 10. The Bloodcrushers are also a bit of a drawback for you, as they're listed in the elite slot, so they cost you two of your followers (20 potential bloodletters). The problem with this is that Bloodcrushers are there to compliment your main battleforce - except you don't actually have one, because your main battleforce consists of a single block of 10 bloodletters which will crumble against even the weakest of blows. So the problem is not that the Carnosaur hits too hard. It is that you don't have any staying power whatsoever - The Carnosaur just made it more obvious. So in an effort to fix that problem, something like this might do the trick; (510 points value) - Bloodthrone - 10 Bloodletters - 10 Bloodletters - Skullcannon OR (600 points value) - Bloodthrone - 10 Bloodletters - 10 Bloodletters - 10 Bloodletters - 10 Bloodletters (Alternatively 2x20, or even 1x40 bloodletters if the conclusion is reached that you can stack them up like that in Path to Glory) Once your warbands starts growing, you can bring in the Bloodcrushers to give your army some added mobility and flanking power, which is their main purpose. Your original list was valued at 490 points, but daemons are pointed with summoning in mind, so that point value does not reflect accurately when compared to a similar value of non-summonable units (In this case, the Carnosaur itself can not be summoned) - The Seraphon player's list is 480 points. Mind that he's supposed to have 20 skinks, not 10. As a final note; Age of Sigmar is a game meant for 1000 to 2000 points - So it will absolutely feel wonky and unbalanced when you're working around the minimal values. This is why Path to Glory is mostly a narrative thing, as you have to sort of handwave the very clear feeling of unbalance Keep that in mind, and focus on creating cool stories ,and you'll be good.
  21. 1 point
    I can see that. I mean my two other factions have pretty clear strengths with which to work with. Eldritch Council - Magic and Elite Infantry Spiderfang Grotz - Venom Mechanic and Behemoths.
  22. 1 point
    So played again last night, with someone else (who has nearly zero experience of these kind of games) and it went a lot smoother this time. Only managed 2 challenges and 1 combat in 2 hours but lots of fun. The combat took a while as we managed to consistently ****** ourselves over with the reinforcements rolls. Initially we were up against 4 Ur-Ghuls and 13 Traitor Guardsmen and I think we ended up having to battle another 4 UGs and something like 15 more TGs over the course of the battle. Made it out of there with a load of swag though Pious Vorne had been taken out of action and 2 other characters were down to 1 wound by the end with a couple of GWs each so it ended with a mad dash to the lift with a final 4 TGs appearing at the last moment in hot pursuit, so counted our blessings and headed back to Precipice to recover. Even though the combat took a long time now we've got the hang of it, it never felt boring and as we both got more and more familiar with it even the large groups of TGs were relatively easy to control. We actually both really liked the way the hostiles reacted, thought it made it interesting and unpredictable without being too fiddly, probably a couple of rules we fudged but I think we pretty much played it all as intended. Play it with the right people, right mood and music and it's actually really immersive. Had some super tense moments even just on the initiative card reveals where we had characters right in the open, down to almost zero wounds with a load of hostiles heading towards them. Those reinforcement rolls when you've cleared all the hostiles and doing a sweep of the board for swag can be incredibly nerve wracking, and the mad dash for the maglev chamber at the end can feel really cinematic too. Other half obviously enjoyed it as asked if we could do another expedition tonight, and seems like it's got a lot of replay value too and getting through the whole thing will take ages so well happy with that. Obviously stupidly early to be thinking about add ons but feels like a game they can support really easily. As well as fully fledged expansions with more boards and missions etc I'd love them to just bring out some extra encounter boxes, with a few models plus the encounter and stat cards. Already dreaming of... Random Monster Encounter Pack / some big ****** from the deep past of 40K to really terrify you (and maybe with an option for them to attack anything on the board not just the players), so things like Ambulls, Ymgarl Genestealers, Grox etc etc. Drukhari Encounter Pack / would go well with the Ur-Ghuls, an Archon a few warriors and something like a Khymerae or Clawed Fiend to make things interesting. Servants of the Abyss Bonus Pack / Basically this one just because I'm really thinking about using the SotA as the start of a 40K army and this would be a nice way for me to build that up whilst telling myself I'm not actually doing so. Maybe a couple more Chaos Marines, then somethings we havent seen much before, maybe a Chaos Ogryn, a Heretic Admech Priest to go with the Negavolt cultists, stuff like that.
  23. 1 point
    I am terrible for this. Was going to start DoK and Ad Mech but once I found out there are three or four armies of each at the club I was really put off the idea Partly, I want to be playing a rare army to feel a bit special. Which is very silly, I know. I also think it is more interesting to have a variety of different armies to fight. Lastly, I am very uncompetitive. I would feel quite down being outplayed in a mirror match. Which, again is silly, and something I need to work on.
  24. 1 point
    Personnally I take 1 unit of 30, and that's it. 1 20 is okay but your really forced into an early Arcane Bodkins in the hope of not losing any man. However a few people do take 3 units of 10 just to use up the batteline quote and spend the rest of their money on good units. However pure Wanderers don't have any bug guns so we all tend to maximise the units of Glade Guard and Sister of the Watch to try and get them to be hard hitting. The Wild riders are poor, but they are only 120 points, and will fill up your battelion, personnally I take them and use them as a road block unit, or fast grabbing an objective and trying to hold out for 1-2 more turns. But really I don't want to influence you into take the standard list, I like your list for it's difference and I'm actually keen to hear how the Comet goes for you.
  25. 1 point
    Welcome to coverage of the Australian Age of Sigmar Masters 2018. Yesterday was New Zealand, today is Australia. The Australian Age of Sigmar scene is in amazing health at the moment with large, regular tournaments, a thriving club scene and the jewel in the Crown, Call to Glory at CanCon setting the bar with 220... Continue Reading → The post Australian Age of Sigmar Masters 2018 appeared first on AoS Shorts: Your Essential Guide to Age of Sigmar. View the full article
  26. 1 point
    There aren't enough magic boosting cards to make it an overpowering system and the way it has been implemented has made it very much risk vs. reward. We're seeing warbands that fell to the bottom of the heap in Shadespire winning more events now, mainly due to the banned and restricted list. Definitely a good time to get into the game. This article may be helpful: https://canyourollacrit.com/2018/11/26/getting-started-with-warhammer-underworlds/#more-1833
  27. 1 point
    Ripperdactyls aren't a case anymore, after the rule was changed with the last errata.
  28. 1 point
    If they dropped the stupid realmscape rules, that'd be dozens of totally worthless pages you wouldn't have to bother with anymore.
  29. 1 point
    Dude GW points are a cluge (or kludge). The whole point of the GHB's existence is due to the points system having no absolute certainty and so the game requires a continual macgyver solution to re-adjust the meta. GW guesstimate points and play test them before release, then set them up at book launch, maybe shift a few that year in the GHB and then after another year change them. IF there was a formula that wouldn't happen and there would be no need for a GHB.
  30. 1 point
    Have to be honest has been a great year for AoS 2018, and if half rumours are true 2019 looks equally good (Moonclan, Darkoath, Slaanesh, 1-2 AoS 1.0 new battletomes, maybe new aelves?) but plot wise after the necroquake nothing much. Even the 3 latest novellas: darkoath, scourge privateers and freeguild? Seems a poor choice to advance the world lore, or do they provide any hint about potential development of those armies? Didn’t read the books yet, but they are in my Xmas shopping list...
  31. 1 point
    Allegiance: Dispossessed- Grudge: Shoddy CraftsmanshipMortal Realm: ChamonLeadersAuric Runesmiter (120)- Runic Iron- AlliesRunelord (100)- Artefact: Ancestral Pickaxe Runelord (100)Warden King (120)- General- Trait: Grudgebearer Battleline30 x Ironbreakers (360)30 x Longbeards (270)- Great Axes & Shields10 x Longbeards (100)- Great Axes & ShieldsUnits20 x Vulkite Berzerkers (240)- Pairs of Handaxes- Allies30 x Irondrakes (540)Total: 1950 / 2000Extra Command Points: 1Allies: 360 / 400Wounds: 140 This is not the best list. But man o man this can pulverize some units when you pop 30 irondrakes protected with some vulkites that also could strike fast
  32. 1 point
    I suggest, that might be the problem with my army so far. I do not have any demon at all, as I wanted to play the non demonic army 100%. But, as it seems, there is no way around demon units. Maybe I am going with a Karanak doggy spam list, that only consists of Karanak as General Flesh hounds Slaughterpriests, that generate BT points Ungors, to sacrifice ( I suggest they are the cheepest unit in the Chaos faction, right? 9) And with the BT points I would just bring new doggies over and over again, might be pretty annoying for the other player^^ I think I would start another topic today, to generate a new list, that might be more competetive, than mine is right now.
  33. 1 point
    Just got round to listening. Very insightful. You guys gave a few evil ideas to build some lists with. Also I had no idea you guys had a podcast. Nice to hear some fellow scousers on a podcast 😁.
  34. 1 point
    Hahaha I love how this went from a kind of jokey: ;I once did this thing wrong', to a thread were people go: 'ehhh, is that NOT how that's meant to be played?' 😂
  35. 1 point
    We don't need Chaos Stormcasts. Chaos Warriors, Blood warriors, Blight kings are that already. We also don't need Death Stormcasts.
  36. 1 point
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  39. 1 point
    Yeah, exactly that. There's little worse in the hobby than having a cool model barely see tabletop time because of its rules.
  40. 1 point
    mine! repaint my 30 plaguebearers to fit my new GUO, and base'em. Edit: I want to go from the green to the pink
  41. 1 point
    And because I realise I never posted it here, here’s my step by step on making the scenic board. First time building a board, and I was pleasantly surprised at how well it went. One disaster when pouring water effects, but aside from that, it behaved. I’ll definitely look into making more scenery in the future. Still got heaps and heaps of supplies left.
  42. 1 point
    A few pics of my Hobby room down in Dorset. Recently revamped it this year, adding the modular bases for the boards. Its an old double garage converted to a games room, but you can do similar with those self build cabins you can buy to go in the garden (My brother @Ninja_Badger_Rich has done this) Plenty of space for 4 gaming tables, or a hobby area plus models on shelves.
  43. 1 point
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  45. 1 point
    I think Sigmar had a few of them in his pockets when he was flung into the void. So naturally he forged them into Mini Stormcast. Sure, they only have 1 wound and their stats are nerfed, but their crossbows are deadly and their forked-shaped tridents strike deep.
  46. 1 point
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  48. 1 point
    Hey everyone I've been flat out working on my slice of the Realm of Shyish. Trees and couple of details need done and I may turn crators into spirit goop pools but finding it so strange playing with actual terrain!
  49. 1 point
    Almost completed the Mighty Lord of Khorne. Need some chain between master and hound. Plan is to do some more Blood Reavers, but I have built a Bloodsecrator and 1 of many Slaughterpriests, so I suspect I’ll get distracted. 5 more bases on the way, then I’ll have my 20 meatrippers finished. Pics incoming shortly!
  50. 1 point
    The horde is coming, @Soulsmith! But first; some more mixbreeds. Another 6 Ledbelcher Nobz including a bellower added. I haven't decided how I want to distinguish the leaders. A Stonehorn conversion on its way. This one is taking a long time for me to do. I'm usually considering myself a fast painter but this one is getting a lot of TLC. This is the shaman that "may" have been naughty with some chaos magic here. Finally posting my scratch built Rock Lobber with Orruk Crew. Two more are on the way but I need another 10 boyz to be able to have enough crew for them so it may be a while. BIG THANKS to @NoobhammerN8 for the 40k ork shoota arms I used to put this idea on the table! Don't forget to check out my Terrain log too. Biggest project I have ever taken on happening there. Thanks for looking! Waaagh! out.
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