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Showing content with the highest reputation on 06/27/2019 in all areas

  1. You're likely someone who'll get more out of the game's Narrative play style! Think of it this way: Matched Play is MMA. Narrative is Pro Wrestling. MMA is two people doing similarly structured, hyper optimised things with a focus on extreme efficiency and making life as not nice for the other person as humanly possible. Pro Wrestling is two dudes putting on a show. It is a social contract to get in a fake fight with someone you've maybe only just met, and to make it as entertaining as you possibly can. Does this mean Narrative play is fake? Heck yeah it does, Narrative Play is putting on a show, telling a story, just for the two of you, and for a show to truly become a Spectacle, it usually has to be worked. Being good at this kind of game is a skill unto itself. It entails pulling each other's punches, giving the other guy breathing room so you don't pull the AoS equivalent of stiffing him in the nose and having him bleed all over everything for the rest of the match. It involves an inherent degree of trust in your 'opponent' to do the same thing. It might also involve not being too obvious about doing these things lest you start making your opponent feel bad because it's obvious you're going easy! It's certainly not for everyone: most competitive minded people simply cannot comprehend the narrative approach when you try and sell it to em. But there's a pretty damn big subsection of the playerbase that can enjoy it, I suggest you go find em.
    10 points
  2. Thought I'd share how I'm doing my Orky flesh in case it gives others some ideas: Forgive any amounts of potato this brings, I took quick pictures with my phone while I worked and then cropped them down later. So some background: I wanted to have an easy side project while I work on my #Everchosen entry that I could make large amounts of progress with in a short amount of time, and this turned into me working on a Feral Orks army that will also be playable as a Bonesplitterz army in AoS. The thing is that the Contrast paint definitely has a layer of depth in the color, but I wanted a higher quality result that helps pull the highlight and shadow further than the paint can do on it's own over a flat primer coat. This lead to me treating the paint more like a heavy glaze and doing a bit of prep work on the base coat to get the effect I wanted. I started with a base coat of Mechanicus Standard Grey out of a rattlecan, followed by a layer of Grey Seer applied from a 45 degree angle to the top of the model and finally a straight down shot of Corax White to hit the highest points. Here's a bottom shot to try and illustrate the way the paint creates a gradient of shadows to highlights. The first step washed out the model's texture so I gave the model an all over wash of Nuln Oil, keeping it thin so it wouldn't pool on the high points. To pick out the high points I did a directional drybrush of Pallid Wych Flesh, only flicking the brush over the model in a downward direction to hit the highest points and leave the recesses darkened so the texture has more contrast. This was followed by giving the model a coat of Munitorium Varnish to smooth the texture of the model and give the Contrast paints a smooth surface to move over. This was followed by a layer of Ork Flesh, applied starting at the high points and working down to prevent it from pooling at the top of the model. You can see the recess shading is more pronounced, in part due to how the higher points are a much lighter color where the dry-brushing picked the texture out. A back shot to show how the color gradient from the successive layers of primer create a natural shading effect that simulates shadow being cast by the Ork's upper body onto his legs. Another low shot to show how the Ork flesh looks over the torso, and how the wash helped give the recesses some extra contrast for the darker flesh color. A Wurrgog Prophet model done at the same time in the same way. Due to how recessed his body is under his cloak his skin is darker than the Savage Warboss model, but this fits the natural shadow his body would have. Final example is a Wardokk. His more exposed skin shows off the way the highlights have helped create more texture for his skin by pushing the contrast over the other high points, allowing us to look like we spent more time layering green than we actual did. I hope this helps some people who are trying to get a little bit higher quality result out of their Contrast paints while keeping the whole project from becoming too much of a time sink.
    4 points
  3. I don’t know what kind of player I am honestly. I guess I hope armies can be point coated in a way to get a functional sliver of the armies as advertised and win at least some of my games. What I mean by as advertised is all the artwork in the Battletomes of mixed forces all together and marching to war. Idoneth pictures aren’t exclusively eels, it’s eels and sharks and leviadons and heroes and Thrall’s and reavers. I want to play that and not get absolutely wrecked every single time I play. I also want players who have that mindset of just bringing what’s cool and varied armies instead of the cutting edge min/max choices 🤷‍♂️
    4 points
  4. It's all fun and games until the rules force them to follow the Bad Moon across the board.
    4 points
  5. The teleporting Kroak sounds hilarious, here's my take on it: ++ **Pitched Battle** 2,000 (Order - Seraphon) [2,020pts] ++ + Battalion + Battalion: Dracothian's Tail [1,900pts] . Battalion: Firelance Starhost . . Saurus Knights: 5 Saurus Knights, Celestite Lance . . Saurus Knights: 5 Saurus Knights, Celestite Lance . . Saurus Knights: 5 Saurus Knights, Celestite Lance . . Saurus Scar-Veteran on Cold One . Engine of the Gods . Lord Kroak . Saurus Astrolith Bearer . Saurus Oldblood on Carnosaur . Slann Starmaster + Allegiance + Allegiance . Allegiance: Seraphon + Game Options + Game Type: 2000 Points - Battlehost + Realm of Origin + Realm of Origin: Origin: Aqshy + Malign Sorcery + Endless Spell: Balewind Vortex [40pts] Endless Spell: Chronomatic Cogs [80pts] ++ Total: [2,020pts] ++ Created with BattleScribe (https://battlescribe.net) Edit 2: fixed Kroak being in the batallion and realized I needed an Astrolith Bearer. Unfortunately I'm still 20 points over after cutting my starpriest and bought CP. Any advice on where to find the last 20 points?
    3 points
  6. Forgive any amounts of potato this brings, I took quick pictures with my phone while I worked and then cropped them down later. So some background: I wanted to have an easy side project while I work on my #Everchosen entry that I could make large amounts of progress with in a short amount of time, and this turned into me working on a Feral Orks army that will also be playable as a Bonesplitterz army in AoS. The thing is that the Contrast paint definitely has a layer of depth in the color, but I wanted a higher quality result that helps pull the highlight and shadow further than the paint can do on it's own over a flat primer coat. This lead to me treating the paint more like a heavy glaze and doing a bit of prep work on the base coat to get the effect I wanted. I started with a base coat of Mechanicus Standard Grey out of a rattlecan, followed by a layer of Grey Seer applied from a 45 degree angle to the top of the model and finally a straight down shot of Corax White to hit the highest points. Here's a bottom shot to try and illustrate the way the paint creates a gradient of shadows to highlights. The first step washed out the model's texture so I gave the model an all over wash of Nuln Oil, keeping it thin so it wouldn't pool on the high points. To pick out the high points I did a directional drybrush of Pallid Wych Flesh, only flicking the brush over the model in a downward direction to hit the highest points and leave the recesses darkened so the texture has more contrast. This was followed by giving the model a coat of Munitorium Varnish to smooth the texture of the model and give the Contrast paints a smooth surface to move over. This was followed by a layer of Ork Flesh, applied starting at the high points and working down to prevent it from pooling at the top of the model. You can see the recess shading is more pronounced, in part due to how the higher points are a much lighter color where the dry-brushing picked the texture out. A back shot to show how the color gradient from the successive layers of primer create a natural shading effect that simulates shadow being cast by the Ork's upper body onto his legs. Another low shot to show how the Ork flesh looks over the torso, and how the wash helped give the recesses some extra contrast for the darker flesh color. A Wurrgog Prophet model done at the same time in the same way. Due to how recessed his body is under his cloak his skin is darker than the Savage Warboss model, but this fits the natural shadow his body would have. Final example is a Wardokk. His more exposed skin shows off the way the highlights have helped create more texture for his skin by pushing the contrast over the other high points, allowing us to look like we spent more time layering green than we actual did. I hope this helps some people who are trying to get a little bit higher quality result out of their Contrast paints while keeping the whole project from becoming too much of a time sink.
    3 points
  7. First time playing with 2 part resin for water effect bases. Pretty happy with the results. Could be better and learned a lot from the process. Lots of work to do on the glottkin still (so many little details on this model) Next unit of blightkings finished apart from a tidy up on the bases. On wards and upwards 😊 Any feedback or questions greatly appreciated.
    3 points
  8. You could be waiting for ages, I'd just find something you like that's already out.
    3 points
  9. Anyone tried full Thryng Escort Wing? I've still got a bit too paint up before then but with the points drops on all the units in there it should be more workable. Although its probably be better wth more Thunderers, I'd like to give it a run with maxed cannons Navigator - fleetmaster, ignaxs scales 3*10 Arkanauts, volley guns Escort Wing 2 frigates, Skymines and omniscope 3 Gunhaulers 2*5 Thunderers 3 skywardens, drill cannon, volley gun Gunmaster + 2 Cannons allies 2000 I've also been interested in the nimyards rough rider mercenary company. Although I don't feel it'd be quite as good as taking straight Endrinriggers I do quite like the pistolier models. In non-Zilfin lists though i think it could be of use.
    3 points
  10. just end my favorite miniature in age of sigmar - alarielle the everqueen
    3 points
  11. Oh, I see. I think this is contextual, which is why I didn't identify the difference. For example, a player might find competitive players tolerable at Club Pick-Up-Game Night or the like, but sneer and be snide if a competitive player shows up at an Organized Narrative Event that spans a weekend. In my case, for example, I'm typically fine with competitive players. But if a player shows up with Gristlegore Terrorgheist spam and 5 models (or whatever) at an Animosity narrative event or at AOS Narrative NOVA 2019, I'll probably be salty, especially if I ask "what's the name of that guy" and they say "Royal Terrorgheist" instead of something like "Ancalagon" or whatever, lol. That's just effortless, and you signed up in advance (taking someone else's spot) for a narrative event....
    3 points
  12. I played a game with my friend the other night and played Battle for the pass against his Legions of Nagash.. We played at an odd point limit as that's what my friend had available and painted. I'm pleased to say I managed to pull off a Victory! 18 Victory points to dispossessed, 13 points to Legions of Nagash. It was a really really fun game for both of us. His list was: Allegiance: Legion of SacramentLeadersArkhan the Black Mortarch of Sacrament (340)- GeneralNecromancer (130)Wight King with Baleful Tomb Blade (120)Battleline10 x Skeleton Warriors (80)- Ancient Blades10 x Skeleton Warriors (80)- Ancient SpearsUnits5 x Black Knights (120)Total: 870 My list was: Allegiance: Dispossessed- Grudge: Speed MerchantsLeadersRunelord (80)- General- Trait: Grudgebearer - Artefact: Ancestral Pickaxe Unforged (80)Battleline10 x Ironbreakers (140)10 x Longbeards (100)- Great Axes & Shields20 x Warriors (180)- Axes or Hammers & ShieldsUnits20 x Thunderers (240)Total: 820 The Thunderers were amazing and with forgefire on managed to just delete his unit of Black Knights twice! He summoned them back in twice in the game. The warriors held my right flank for the whole game against a unit of skeletons and a Wight King earning me 8 points over 4 turns. The Ironbreakers held onto my home objective for 4 turns earning me 4 points. Meanwhile my longbeards, thunderers and unforged together held the left flank objective for 3 turns for another 6 points. The Unforged was amazing! I took him just for fun but he turned out to be a menace to my opponent. Running him alongside the longbeards he was rerolling 1s to hit, 1s to wound and wounding on 2+ against Arkhan. The Unforged alone did 8 wounds to Arkhan over 2 combat phases with Forgefire on him, unfortunately Arkhan healed his wounds from killing Longbeards. I ALMOST slayed Arkhan with the Unforged alone as he was on 2 wounds and then killed the Unforged but I didn't get the 4+ for Epic Deathblow to D3 mortal wounds. Maybe next time! I will definitely be taking an Unforged from now on for his price and running him alongside my frontline with the longbeards, that guy does work against multiwound stuff and doesn't really get targeted often when you've got big units of duardin pounding the enemy. I also found that I didn't shield wall much in the first couple of turns. I concentrated on advancing using hornblowers and pulling off charges, to my surprise I didn't get ripped apart and I had enough bodies and armour saves to see it through to the next turn and get my shield wall up. I think that only going 4" and having shield wall up at all times is abit of a trap. Our army isn't that slow if you actually advance and do some charging, don't be afraid! As long as you have some ranged support it's good to advance quickly and using ancestral shield and all out defence can help a lot in mitigating damage.
    3 points
  13. Version 4.12.00

    989 downloads

    Age of Sigmar started out simple enough. But the first General's Handbook changed a lot of things. Suddenly you could personalise a few things for your army with command traits for your general and artefacts for your heroes. Then dropped the first battletomes which included allegiance abilities. And the amount grew rapidly. Because I don't like flipping back and forth in my books for every other ability, I created some cards to help keep the important rules right at the table, beside your models. All cards are available as print files with 3mm bleed and cutting marks, as a 'web' version (for viewing on smartphones/tablets), US letter and DIN A4 printing sheet. each set contains: cover / card backside, Battle Traits, Command Traits, Artefacts, cards for spell lores and faction specific skills card size is 63 x 88 mm (same as Pokemon, Magic, 40k Datacards, etc.) language: English I tried to keep the original wording, but sometimes I had to abbreviate it to fit on the card without scaling down the font size. The rule intentions should still be clear. 'Dice' was continuously replaced with D3 or D6, 'wound roll' with 'To-Wound roll' (same for hit), 'Mortal Wounds' sometimes with 'MW' each set can be stored in a faction specific card box, with contents listed on the back (instructions) If you find any errors or have suggestions, please let me know. I had fun creating these cards and hope people will find them useful and have fun using them in their games. All rules, artwork and the Age of Sigmar logo © Games Workshop PLC These cards are for personal use only and you should always keep your General's Handbook and/or Battletome nearby to solve any conflicts from bad wording on the cards. These cards are only a playing aid and never could nor should replace an official publication. Please let me know if I have used anything you would like to be removed. Overview and changes
    2 points
  14. Since its way too hot to work, here is my wishlist for changes in the next Stormcast Battletome, i will try to talk about changing units to fit more in lorewise than just talk about points adjustments. Liberators: The most common SC unit, the old Posterboy, if taken at all we see them in small groups of 5 waiting on an objektive to die. More lorelike would be large shieldwalls in which enemies shatter wave after wave. To make them more attractive in large groups, my suggestions: Sigmarite Shieldwall:"Almost nothing can break through of overlapping sigmarite shields": If this unit contains 10+ models, you can reroll saverolls of 1, or all saverolls if it is equipped with shields. Fighting as one:" countless trainingsessions in the Gladitorium allow these warriors to switch between inpenetrable shieldwall and righteous assault in an instant": If this units contains: 10+ models, add one to the range of its melee weapons. This would allow them to fight in two ranks. To compensate these buffs, i would delete "Lay low the Tyrants". We should use our elite units to kill other elites anyway. Judicators: They are more or less fine, but i would change the role of special weapons, the Xbow should be a monster hunter weapon and the cluster bomb like skyboltbow be more effektive against hordes. Thunderbolt Xbow: always hits Monsters for d3 MWs. Skybolt Bow: does 2 woundrolls against units with 5+ models, 3 against 10+, 4 against 15, 5 against 20, 6 woundrolls against units with 25+ modells. Prosecutors: Perfect candidates lorewise for a "fight first" mechanic, maybe give the Prime an extra attack with the greatweapon back. Paladins: Well, i think most will agree that they still cannot compete with evocators, i would like to see some armor buff to represent their heavy bulky armor, and/or some special overcharge ability (what are those sigmaresk-jetpacks on their backs for?). And Bravery 8! Dracothian Guard: maybe increase wounds per model to 6 as they look more bulky than gryphchargers, and i would change tempestors distruptive fire to "the targeted unit fights at the end of the following combat phase". This is some tool against all those "fight first" armies. Celestant Prime: He needs Protection against Mortal Wound, i plegde for a 5+ extra save! Gryph Hounds: Increase the ranges of Warning Cry and Loyal Compagnions, reduce units size to 3 models, reduce points. Castigators: Make d3 woundrolls on 6s work against every enemy. Vanguard-Hunters: They could use there large coats for cover against shooting attacks. Vanguard Palladors: The fastest known animal deserves a +1 Charge. So some bigger, some smaller changes to make unused units more interessting. What do you think of this?
    2 points
  15. It tints the base colour, painting over gold gives some really cool metallic sheens to it all! Clearly some combinations will work a lot better than others, but that's just down to colour theory, and getting a feel for the transparency of the different paints.
    2 points
  16. Well done on being an amazing troggoth
    2 points
  17. You looking for a fight m8? The Hag is my favourite model
    2 points
  18. I was thinking the same, Thryng + Escort with 2 Frigates. But I'd prefer go full Kharadron, and play more mobile MSU, so I'd go with 1 Thunderers unit, no allies and more Skywardens/Endrinriggers.
    2 points
  19. Excellent post. I have defaulted to an extra tidecaster and also always worry about bodies on the table so had not noticed. It does make me immediately think though that 350 is about how much the Storm should cost...
    2 points
  20. There is only one list that people should be playing Spearhead: Troggboss Main Body: Troggoth Hag and 3 Fellwaters Rearguard: 3 Fellwaters
    2 points
  21. That's basicly an paragraph above (Corerules Page 11, Objectives, paragraph 4) :
    2 points
  22. Besides the Bloodstoker and Bloodsecrator... Slaughterpriest with Bronzed Flesh can buff either Archaon or your BT. Speaking of Thirsters, especially the flavour of the month BT of unfettered fury is really useful. Juggerlord is not really interesting anymore, he's expensive for what he does and his command ability cannot be triggered by Archaon. Realistically, Archaon will never be your general in a Khorne setup (abilities that are activated in the hero phase are surprisingly rare now and you would waste a command trait). Concerning the Deathrbinger, he's too hard to pull off for a buff that doesn't help that much. There are better and more impactful choices for 80-100p. Honestly, a lot of buffs come from the allegiance itself, like Locus of Fury, Blood Tithe activations, Reapers of Vengeance...
    2 points
  23. I think a big factor in why there arent many truly competitive battle reports available especially the hand held ones (hate the top down ones myself), are that the players are to busy you know, being competitive gamers. Anyone that has played in a tournament where they wanted to win ,or at least aimed to do well, can tell you there isn't much room for focusing on other things but your and the opponents armies together with the psychology of the opponent. Miniweargaming is for background entertainment while painting, seeing decently painted armies going at it with the familiar sound of rolling dice and wtf moments. Quite enjoy GMG and their lists are decent but they do get some rules wrong which is prob because he plays like 10 games systems on his channel and with only 1-3 AoS reports a month. Doom and Darkness is very good for competitive and insightful at that but doesn't include the production values of above two.
    2 points
  24. Well, I prefer them change the "ride the wind" rule to move 6d6" with temporal fly ability, need to be 6" away from any enemy unit but can charge in the charge phase. Actually, considering their pathetic close combat damage output, GW can really consider just remove the cannot charge limit for the current verion "ride the wind" rule.
    2 points
  25. Armored Witch Aelves are something I didn‘t know I so desparately needed.
    2 points
  26. I didn't play at Adepticon, but I do routinely play at local narrative events (e.g. Prime Dominion, Animosity, and NOVA) and the presence of "tournament lists" is significantly depressed... heck, even the tournament factions are absent. Last year at NOVA 2018 in the AOS Narrative we had: Nurgle x2 (pretty competitive but not tournament winning) Myself as Slaanesh (before the battletome obviously) Norsca (Slaves to Darkness) Stormcast Eternals Spiderkin (or whatever the grots on spiders are called) Seraphon ... balls, I can't even remember the rest. The point is that we had a ton of fun. The lists were 500 points for the prologue, 1000 points for the main battles, and 1500 points for the final battles before the last scenario, if I recall correctly. You got a custom hero you could spend in-universe currency to improve, and a custom "airship" that you could also spend the currency on upgrades for. The final mission was an airship race that culminated in the confrontation of a Godbeast descending from the heavens above... *ahem* sorry. I really enjoyed it. I guess the point is that the Adepticon stuff you cite is contrary to my own experience with narrative games, and if true, means I likely would not have enjoyed the event.
    2 points
  27. Finished up a 10 man unit of blight kings. Really enjoyed the white armour on these guys.
    2 points
  28. Again, you clearly don't believe in competitive play so why did you come to a topic asking for competitive reports to push your agenda? This is not the place for a competitive vs casual discussion. But I want to point out, it again sounds like you are refering to games where one guy is bringing a competitive list and one person is not. Or you are talking about kryptonite matchups. In either case for those of us who want to become good competitive players: A. understanding what to do in a kryptonite matchup is extremely important for a competitive player. B. The 2 examples you gave me give me a very strong impression that you like to take "balanced" lists and have been burned multiple times by scew lists. That really sucks for you, but neither of those situations need be so dire if strong competitive players taking competitive lists are playing those games. C. Competitive lists usually involve skill, they just do.
    2 points
  29. Ummm... I think you may be thinking of round one of a tourney when a top tier player draws a fluff list... We are talking about 2 competitive players bringing 2 competitive lists; there is nothing boring about that imo. Also, great contribution to the topic at hand 🙄.
    2 points
  30. After seeing today's comic on the Warhammer Community site, I just had to make this.
    2 points
  31. Hello everybody, Big day for me today because I have decided to post my starting army on this forum after looking all of yours for long time. I hope you will like my work, I saw fantastic miniatures on this forum and I hope mine will be at the level. Please forgive my english, it's not my native language My army took place in the city of Azhya, Realm of Ghyran, the idea was to make some stormcasts mutated by the magic winds of the realm of life after their numerous resurrections, I'm still WIP on some miniatures and this is just the start. Here they are : And a group picture with bases remaded for my branchwych and my champion : Hope you will like them !! Bye for now ! I will be bacq
    1 point
  32. That's a super awesome take on the mercs! Assuming we still cannot use the Skullcrackers, I was thinking the two big giants could be useful, or Skroug's menagerie for one giant and some furies, who are fast and can fly, though I haven't seen how they compare points wise to K'daai. The vampire knights are also an interesting choice....or the flesheater courts if we can take a big dragony guy with them, I see no 'Royal' ones, but maybe they have peasant versions?
    1 point
  33. The Eidolons really arent that bad. Ignore Verminlords for a minute and they only need to drop to 350-380 and they would be pretty solid. I've played them at the old points and had success at large events, its really not as bad as expressed here.
    1 point
  34. Yeah the webspinner is a pretty good option. Personally I hate the madcap, he's so squishy that a stiff breeze kills him. Even if the fungoid was 110 I wouldn't take a madcap.
    1 point
  35. This was worth a quote, very well done sir.
    1 point
  36. Nighthaunt - Mostly I will avoid to fight you. I am weak in face to face combat unless I create very favourable odds through hero support and use of command points. Instead I prefer to use my mobility and numbers to win games on objectives. Every fight you lock me in is a problem for me. If you let me create the conditions and pick my fights I can be very dangerous. If you deny me that, I am trash at fighting. - Even my best units are glass cannon that will crumble if they fail to destroy you in the first charge. - KILL my Dreadblade Harrow general. He will be partying around teleporting huge units all over the table and dictating board control. This is how I win games, by avoiding big fights and by being faster and more numerous than most opponents. - Trick me to play in open boards with sparse terrain (good luck with GH19). The more packed with terrain the board is, the best for my high mobility all flying army. I win games mostly due to mobility and board control. Packed terrain amplifies that -Keep your armored guys away from my myrmour bansheess -Do not be afraid of my resurrection abilities. They are largely ineffective and will not do much. I have learned not to count on them, s don't spent too much effort countering them. this is not a LoN army. Maybe they only exception to this is when you see Lady O babysitting my Spirit Hosts. In that case simply shoot her down, she is very squishy and goes down easily. - Also don't be afraid of my bravery debuffs. They don't do what they are supposed to. -Did I mention killing my dreadblade harrow general?
    1 point
  37. You only need Battleline for Matched Play, not Narrative Play. And it's not impossible to field an Ironweld Arsenal army, even in Matched Play. The Allegiance is "Mixed Order" technically, but if someone asks me what faction I play, I say the Arsenal. Again, it's a case of GW holding back the narrative players, at least the ones that use Matched Play rules. The first one are not really narrative players. They're competitive players, who happen to like a narrative sideboard. The second one are narrative players who like a competitve sideboard. This is probably the most common class, but I don't think they chase the optimal armies to the degree that you claim they do. They don't want blowouts, but they also don't plan around the S-tier armies exclusively, and so don't feel the need to pursue the army wagon with the same vigor as the first category. I am not sure what the difference between the third category and second category is. Is there some reason the person in the second category would not be making an army that is representative of the books? If they are creating an army that is deliberately designed to compete, they're competitive, if they're creating an army that's deliberately designed to tell stories, they're narrative. If they're somewhere in between, then it's a matter of degree. I would also consider myself a member of the third category. The fourth category is hardcore narrative and is admirable.
    1 point
  38. plz ) for big russian ko community ))) we all pride your 6 place ))
    1 point
  39. It sounds simple in practice, but I don't have the drill to stick the magnets in though something like Horrors sounds much easier than orks This was my feeling, especially for battleline units. I will stick to magnetizing bases for transport I think (once I paint them lol) Thank you both for the reply!
    1 point
  40. Guys I don't think this dude is big enough to warrant 850pts...?
    1 point
  41. Totally different around here, except crazy shooting (but even then). really like the list, two major threats in a 1k list and the AAR abuse, trés chic like the French men would say... you could go full ****** since the infernal is general and play 2x6 flayers on a feast day and summon in two varghulf... hyperaggressive but tasty. Since 1k requires only 2 BLine you could also combine the squishy min ghoulsquads, but preferences I guess, more flexible this way on the objective game FOR THE LADY!!!
    1 point
  42. I can’t even design my army until these “gentlemen” release the FAQ.
    1 point
  43. I took: Khemist. Fleetmaster. Thermal rider Khemist Incantor. Dais 3 X10 arks with hooks 9 riggers 2 grapnels 9 riggers 3 drill 3 volley Ironclad. Endrins Ziflin No trading
    1 point
  44. Why would you intentionally break something and then be unhappy that it doesn't work? This makes no sense. I guess some people are the architects of their own misery.
    1 point
  45. I'm not sure this is the game for people passionate about an army if they are also passionate about having competitive games. You can't have both in AOS unless you just happen to have your passion army also be one of the powerful armies for a cycle.
    1 point
  46. Stormcast: Stormcast are Come at Me Bro, the Army. Arguably even kinkier than Slaanesh because *we want you to hit us, hit us harder, more*. Straight up love being in fights. If you kill us before we can fight you or move somewhere we can’t fight you, we are sad. MW- MW’s are the bane of any high, cost high armour, small number of models unit, so an army made up of them doesn't do so well Manoeuvre and Attrition- SC in general hit hard In/win most pound for pound fights. They also hold up well even in pretty unfavourable combats, but they do so at the cost of being very expensive punching bags. If you can trap a unit in a fight it generally won’t have the model number to contest anything, and due to the cost of SC a unit that isn’t blowing things apart is a lost investment, unless it’s a screen, and they tend to be pretty obvious (5 Man Liberators, and Aetherwings especially, best screening unit in game). SC don’t have much in the way of reliably getting to where they need to either and a very under par Summoning option. Movement is the one thing you can control/mess up more than anything else and the second the board gets wide and I have to walk places with an army not suited for getting around, I start to worry. Basically commit to a long attritional game and most armies have more advantages than SC . I’ve beaten aggressive DOK and FEC armies which went for a quick wipe simply because SC are really good in fights, especially defensive fights, and the dice went well and I fronted up. But when the same armies play objectives and make me have to move and work, that’s far harder.
    1 point
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