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

  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. 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
  14. 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
  15. Well done on being an amazing troggoth
    2 points
  16. You looking for a fight m8? The Hag is my favourite model
    2 points
  17. 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
  18. 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
  19. There is only one list that people should be playing Spearhead: Troggboss Main Body: Troggoth Hag and 3 Fellwaters Rearguard: 3 Fellwaters
    2 points
  20. That's basicly an paragraph above (Corerules Page 11, Objectives, paragraph 4) :
    2 points
  21. 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
  22. 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
  23. 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
  24. Armored Witch Aelves are something I didn‘t know I so desparately needed.
    2 points
  25. 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
  26. Finished up a 10 man unit of blight kings. Really enjoyed the white armour on these guys.
    2 points
  27. 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
  28. 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
  29. After seeing today's comic on the Warhammer Community site, I just had to make this.
    2 points
  30. 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
  31. @tomcabator15 Vanguard SC box only has half a unit of gryph hounds so personally I don't find it worth the money, on top of Hunters not really being used. Though if you absolutely want the Palladors (and Lord Aq) you can't go wrong paying 35USD more for the box. the hounds are (hopefully) likely to go to multiples of 3, not 6
    1 point
  32. This was worth a quote, very well done sir.
    1 point
  33. With the new GHB out, I’ll be looking to finalise the pack for everyone in the next week. Not long left now!!
    1 point
  34. Allegiance: Kharadron OverlordsSkyport: Barak-Zilfin- Additional Footnote: There's No Trading With Some PeopleLeadersAether-Khemist (140)- General- Trait: Fleetmaster - Artefact: Aethersight Loupe Aether-Khemist (140)- Artefact: Aethershock Earbuster Battleline30 x Arkanaut Company (360)- 9x Light Skyhooks10 x Arkanaut Company (120)- 3x Aethermatic Volley Guns10 x Arkanaut Company (120)- 3x Aethermatic Volley GunsUnits10 x Grundstok Thunderers (180)- 10x Aethershot Rifles6 x Skywardens (200)War MachinesArkanaut Frigate (200)- Main Gun: Heavy Sky Cannon- Great Endrinworks: Aetherspheric Endrinds (Barak-Zilfin Skyvessel)Grundstok Gunhauler (130)- Main Gun: Sky Cannon- Great Endrinworks: Malefic SkyminesGrundstok Gunhauler (130)- Main Gun: Sky CannonGrundstok Gunhauler (130)- Main Gun: Sky CannonBattalionsGrundstok Escort Wing (130)Total: 1980 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 126 This is the list that I will play this time post GHB19. I have some doubts regarding the weapons of the Skywardens (full melee? Full shooting?) and the Drill cannons on the Gunhaulers. But, in fact, I feel rather comfortable with this list, heavy shooting, nice buffs regarding the Skyport and the Escort... Just one question. Can I deploy the Frigate on table and then use the Endrinwork to take it out of the table?
    1 point
  35. 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
  36. Guys I don't think this dude is big enough to warrant 850pts...?
    1 point
  37. Yes. 260 points. 12 wound 4+/5++, move 12" and has the NURGLE DEMON WIZARD keywords. So when you include him in your army, he can actually be given a spell lore for the Lore of Nurgle. He can also carry the demonic boons artefacts.. like the witherstave. And with his 10 attacks and a natural MW per 6 to hit..And in a Sword of Judgement (from ulgu - d6 mortal wounds on every unmodified 6 to hit to heros) he can obliterate heros. He is a double caster and his unique spell to decimate hordes (13" range - Pick a unit and they take a MW on a 4+ per model in the unit - Its the same as the gaunt summoner spell). He can cast the Warp Lightning vortex which is so broken. He does d3 mortal wounds to every unit he is near in the combat phase, and has a bravery debuff AOE. He CAN also be your general and take command traits, if you want, since is isnt an ally. You can take a block of plague monks with the woe staves, and Glott because his command ability is a blanket RR hit rolls aura. So 5 attacks RR all misses. So he can be fighty. He is a good caster, with GREAT spells, and access to WLV. Incredibly efficient. durable. and lots of synergy in a nurgle army.
    1 point
  38. Looks a bit like the back of a moth to me. Maybe the light of Hysh is so bright, that all the giant moth creatures of the realms were feeling attracted to it. The Light-Aelves use them as mounts now.
    1 point
  39. Actually do not even care about Warcry at this point. Took too long. Next.
    1 point
  40. “For as long as the Darkwood endures, so shall we be its wrath and its shield.” Corwyn, the Knight Of Feathers (Arch-Revenant) Ingharnanasharal, elder of the Grove. The Warmasked (Treelord) Guardians of the Grove (Tree-revenants) ~
    1 point
  41. Against Ironjawz there are a few things that are VERY important.... 1 > Forget objectives, lets be real here, objectives are overrated and any Ironjawz player worth his salt will understand this. By not doing what he thinks you're going to do you will throw him off balance increasing your odds. 2 > Leave enough space between your units, You know that big burly dragon-thing most Ironjawz players field; it's big, and thus Ironjawz players believe having a lot of space to move this beast around is a good thing, but they're wrong, it gets tired easily. If you leave enough space between your units it'll be asleep by the end of turn 3. PS protip: If you have a lot of low wound count heroes line them all in a straight line, 2-4 inches between each of them depending on their base size; this will confuse the Mawkrusha. 3 > Don't bother with mortal wounds, or magic... Ironjawz are the strongest and toughest of orruks, they shrug of mortal wounds like they're nothing. When this happens any victory that can be achieved no matter how great will feel very minor. Same goes for magic, take it but don't use it, all in order to confuse your opponent. 4 > Gitz are irrelevant, sometimes Ironjawz players like to bring some mushroom hatted Gitz with them, but their only purpose is to generate Command Points and cast weak magic. Orruks are stupid and loud; most often their commands are not heard, other times they are simply ignored. In short, just ignore the Gitz. Anyways with these four simple tips anyone should be able to reliably beat Ironjawz...
    1 point
  42. Khorne mortals (specifically my list) stay away, everything hurts, but you will have a fun game claim objectives quickly, I can’t take them al off you fast enough if my army is together, don’t charge it invest in killing the daemon prince, if you don’t keep your valuable leaders away or swamp him with chaff or protect the hero. He had a threat range of 24 inches plus charge, you are not out of range Dont kill the reavers units and deny me tithe stay away from the priests, they’re stuck near the big spiky thing anyway. Seriously, stay away. 1 will pull you in range of the other two Those blood warriors smack back when they die, they hurt when buffed the skull reapers are really rather painful in combat the shrine is not as amazing as you think, kill what it will buff Kevin the khorgorath can tear a chaff unit apart quite nicely thw blood secrator can move now, he deals MW every combat phase
    1 point
  43. “Bound in life and in death, in sorrow and in hate.” “The Darkwood endures.”
    1 point
  44. Here is list of the paints. I also glaze in a few greens or blues as I see fit for rot/bruising. The key I find with it is be quite random. Also be bold with the colours helps ALOT with nurgle Hope this helps some what. Anythi g else just ask.
    1 point
  45. So here's a list I've been pondering over, thinking if this might not be a bad idea. Basically, the idea is to use the Zombies as a vice press, deep striking them in and using the Vampire Lord on Dragon to fly in and crush the enemy where needed. The Coven Throne should be there for buffs, but it could possibly replaced with more heros, or possibly a unit of Morghasts for heavier swings that come in from later on. Dire Wolves are there for early game pressure, raising them from Gravesites when my VLoZD swoops in to help tie up flanks. Also, the Corpse Carts are there for a bit of support and magical buffing. Allegiance: Legion of NightMortal Realm: ShyishVampire Lord on Zombie Dragon (440)- General- Deathlance & Shield & Chalice- Trait: Unholy Impetus - Artefact: Ethereal Amulet - Lore of the Vampires: Amethystine PinionsCoven Throne (260)- Lore of the Vampires: Vile TransferenceVampire Lord (140)- Mount: Flying Horror- Lore of the Vampires: Amaranthine OrbNecromancer (110)- Lore of the Deathmages: Overwhelming Dread60 x Zombies (320)60 x Zombies (320)10 x Dire Wolves (120)1 x Corpse Cart (80)1 x Corpse Cart (80)Chronomantic Cogs (60)Total: 1930 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 188
    1 point
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