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Showing content with the highest reputation on 10/05/2019 in all areas

  1. 4 points
    Just got my Book and I'm going through stuff which I've spotted which hasn't really come up or which I got wrong previously or even just clarifying. Gordrakk gets the Ironjawz Warclan (Ironsunz etc) keyword if you choose a Warclan Warchanters have no Traits or Artefacts in the book outside Bloodtoofs/Choppas Traits. Live to Fight Command Trait lets you reroll wound rolls for the General and his mount. Bestial Charisma is once per Battleround so if you use it in your turn (and you have priority) you can't use it in your opponents turn. Weirdnob command traits are actually really good. Master of the Weird Command Trait gives +1 to dispell making it possibly the only one in the entire game atm. Armour of Gork is Melee weapons only. The Riptooth Fist is not! Weirdnob artefacts are actually really good. Get 'Em Beat is wholly within 12". Fixin' Beat and Killa Beat are not wholly within. (Great for healing Cabbages) Fixin' Beat says pick a model. So if the Unit is within 12" but the Model is not you can't heal that Unit. Brain-bursta and Mighty 'Eadbutt are strictly better versions of Arcane Bolt Da Blazin' Eyes could potentially hose down hordes if you do it right. Bash 'Em Ladz is +1 to wound not reroll wounds. Wrath of Gork is 2 dice per unit with 2 or more models. So 3 units will net you 5 MW on average. The Lore of the Weird is ordered by ascending casting value. (Random Observation) Ironsunz, Bloodtoofs and Da Choppas Artefacts are all "The first Warclan Keyword must take". If you don't put an artefact on a Keyword you don't have to take it. (ie. you can take your artefact on a Megaboss in a Da Choppas army and not be forced to take the Megaskull Staff) The Ironsunz Command Trait is Megaboss only. So a Weirdnob General can freely pick a Weirdnob Command Trait. Ironsunz and Bloodtoofs Command Abilities are any Hero not just the General. Ardfist summon is on anywhere on any board edge. Brutefist mortals are pick an enemy unit per model not per unit. This means you can split the Impact hits over multiple different enemy units. Ironfist Mighty Destroyers isn't Ironfist units only. So you could throw it on a Megaboss instead if you wanted. Weirdfist is Ardboys and Brute units only and Wholly Within 18" making it quite restrictive. All the Ironjawz Battalions unit requirements are not in Keyword Bold. So Ironskullz Boyz still don't go in a Battalion. Gordrakk gets an extra dice on his Destructive Bulk. He is just better in every way than a standard Megaboss. As stated above the Rip-toof Fist is any save roll, so it reflects wounds against Ranged attacks aswell. Expect this to be Errata'd. Cabbage Fists are now the only source of -2 Rend in the army. Everything wounds on a 3+ except the Tusks and Hooves from GG's. (Or their spears if they charge.) Warchanter is up to 6 attacks and now explodes on a 6 instead of an extra attack. Weirdnob is a flat 3 attacks. Actually pretty scary in melee now. Almost all the random damage is gone. Gore-grunta Charge is all enemy units within 3" of a model. So if you get 3 enemy units within 1" of a single GG model you roll a dice for each. Ardboys are only battleline in Ironjawz if they have 10 or more models. So a unit of 5 is NEVER battleline. Gordrakk and a Megaboss on Mawkrusha are exactly 1000 points together. Pretty long list. Some interesting things. There is a really Gruesome Weirdfist list if you tank up the weirdnob and have him as your general. Bursting with Power to make him 2 casts then take both Hand of Gork and Wrath of Gork. Throw in Shamanic Skullcape for +1 to cast, combine with a Balewind Vortex for the +6" casting range and second spell. Your Weirdnob can now Teleport then cast Wrath of Gork and THREE Green Puke spells at 6+2d6". That's a ton of potential mortal wounds and makes him functionally a 5 cast wizard with +1. SUCK IT ARKHAN!
  2. 2 points
    Saw a few pages ago that someone mentioned - endless spells for Ossiarch Bonereapers “if they are happening”. i can 100 percent confirm that ossiarchs are getting endless spells, ogors are getting a mawpot and we will see a “astrolithic skyshrine” scnery set before Xmas.
  3. 1 point
    Hey guys, I first posted a link to AoS Reminders 3 months ago. At the time, it only supported Sylvaneth and Seraphon. I got a lot of great feedback, and three months later, here's what I have to show for it. I'm now happy to announce that we now support the following armies: Armies Beastclaw Raiders Daughters Of Khaine Dispossessed Everchosen Flesh Eater Courts Fyreslayers Gloomspite Gitz Idoneth Deepkin Ironjawz Kharadron Overlords Khorne Legions Of Azgorh Legions Of Nagash Nighthaunt Nurgle Seraphon Skaven Slaanesh Slaves To Darkness Stormcast Eternals Sylvaneth Tamurkhans Horde Tzeentch Features Units Command Traits Artifacts Battalions Endless Spells Spells Realmscape Spells Realmscape Features Realmscape Artifacts Ability to select multiple allies Ability to hide certain rules I've been lucky enough to get a lot of help from some people here on TGA and over on Reddit. With 13,000 pageviews last month, this tool has taken off in a big way. The UI Selecting your army The generated reminders What's next? We're going to finish off adding spells for all armies. We are just missing FEC and Idoneth Deepkin at this point. We're going to add Grand Alliances for soup armies We're going to add Mercenaries We're going to add the ability to re-order phases and rules to suit your needs. Most importantly - What do you want to see?
  4. 1 point
    I can sum up my feelings in four words: Kislev. All of them. Honourable mention: Metal Corsairs would be cool to use as Anvilguard Black Guard or Executioners (the old metal Corsair Musician was badass).
  5. 1 point
    Ok so different points. Locus of Diversion says a unit fights at the end of the phase. The Core Rules say "In the combat phase, the players take it in turn to pick units to fight with, starting with the player whose turn is taking place." The FAQ states "...and lastly you pile in and make attacks with units that make attacks at the end of the combat phase." It doesn't say you can't pick the unit to fight. It explicitly states it fights at the end of the phase after all other units have been picked to fight. From this we can see that "Pick" specifically refers to the action of alternating attacks. The Locus of Diversion expliitly DOES NOT say you cannot pick a unit to fight. Then we get to Smashing and Bashing. It says "...you can pick 1 friendly which has not yet fought in that combat phase and is within 3" of an enemy unit." Note the full stop here. "That unit fights immediately." It does not say "You may pick another unit to fight..." This is quite a bit of semantics but it's really important as it means that the picking a unit with S&B has nothing to do with the combat phase. Rather it's an ability Voice of Gork or Violent Fury, You choose a target, then that target gains an effect granted by the ability. Hence S&B acts completely independently to the rest of the combat phase and combat phase sequencing. That's logic chain 1. Now for Logic chain 2. From the Core rules Commentary. Q: Can a model that has an ability that allows it to pile in and attack when it dies still use the ability if the unit it is part of has to fight at the end of the combat phase? A: Yes. This establishes that an ability or rule which allows a unit to fight outside of the normal combat phase order can be used irrelevant of whether it has to fight at the end of the combat phase or not. Finally logic chain 3 Effect A says you can't fight till the end of the combat phase. Effect B says you fight immediately. I'm pretty sure that somewhere it says if two abilities directly contradict the one which was applied last takes priority. Can't find it atm though. Hence S&B is applied after Locus of Depravity so overrules it.
  6. 1 point
    Looking at pictures I always thought Gorgers looked awful. Then I got a few as part of a lot and to me they looked a lot better in real life. Not great, but not as bad as I originally thought.
  7. 1 point
    So thinking about a 2k list using the Great Whaagh allegiance while running pure Ironjawz: Gordrakk - Mean un mount trait 2x warchanters - 1 with the aetherquartz brooch. Get em beat and Fixem beat Weirdnob Shaman - general, 2 spells/2 casts trait, skullcape +1 to cast artefact Ironfist battalion 10 x brutes - boss of the ironfist 15 x ardboyz 5 x ardboyz (sit on obj) 3 x Gore gruntas - choppas 3 X Gore gruntas - choppas This is a 5 drop army, the idea is to let the opponent go first if possible. With Gordrakk and 2 warchanters you should be able to stack up 20 points minimum by turn 2, so everything has +1 hit and wound, 6++ and so on. Battalion help especially the Brute unit be much more dangerous and when they get +1 to everything, all hell is lose. In a great Whaagh you also need a battalion to take more than 1 warbeat for a warchanter. Merging the Gore Gruntas is an option as well, to make them easier to buff with a warchanter. Great hand and wrath of gork on the warchanter, with +1 to cast it is much more likely to get them of. Teleporting the 15 ardboyz for an offensive play with a warchanter buff is good, but placing the 5 guys on an objective right away can also be the right play. A lot of brute force here and I look forward to see if the 6++ save and +1 to hit and wound is better than having warclan command abilities and mighty destroyers + smashing and bashing. It is quite some handy tools being lost in favor of pure dice power, although the ironfist helps a little bit here.
  8. 1 point
    I kinda agree both of you as games workshop kinda needs cities of sigmar to be released so soup tribe based tome for slaves can be success both sides want. plus we are all kinda looking on what malerion cooking on ulgu which means we need more fluff teased before the dark and angelic elves can be safely released
  9. 1 point
    100% agree on the problem with getting the units back to where they are needed. We have a powerful alpha strike, but everything that comes after that is a huge problem. It get's even more problematic, if the opponent screens himself (easily accomplished) and you either waste your reserves on the flank shooting at unimportant targets, or you set them up them way back in your deployment zone, where they are equally useless for the next two battlerounds. Unless the opponent has a low modell count (BCR) who can't protect himself against ambushes, I've stopped setting up units in reserve. Instead I set up all slow moving modells in the centre, protected my rear with WR or SotT, gave my opponent the first turn, pray that enough units survive and then work on regaining map control. This is written with the Waystone Pathfinders in mind, I can only imagine said problem is even worse with Living City.
  10. 1 point
    Just because Nighthaunt isn't as killy (except those Spirit Hosts!) doesn't mean they're bad. The whole team flies so they give no sh*ts when it comes to terrain placement. They just fly straight through to capture objectives and that's a majority of what this game is about. Bringing models back is frustrating to play against too
  11. 1 point
    I don't think warpstone was involved. I might check my old book later tonight! EDIT: @michu was right. The weakling ogre baby's (so with 'gangly limbs or without an Ogre's signature paunch' are thrown into a nearby cave by the butcher. So that sounds like the 'stunted births' are already somewhat on the way towards gorgers. In the tunnels below the mountains of mourn the tunnels are 'laced with the strange black or green-glowing rock tat contaminatis all it touches.' The Ogre spawn apparently ate even the most tainted of things. But also hide in crevices so are changed due to nearness and their contaminated diet. But indeed the right paintscheme makes the difference.
  12. 1 point
    My fine-tuned Gutbusters list is ready and in action! I've fought one match so far against Stormcast and got a Major Victory, and am looking forward to winning more! Here's the list: Allegiance: GutbustersLeadersTyrant (160)- General- Great Gutgouger- Trait: Wild Fury- Artefact: GhyrstrikeFungoid Cave-Shaman (90)- AlliesBattleline12 x Ogors (400)- Pairs of Ogor Clubs or Blades12 x Ogors (400)- Pairs of Ogor Clubs or Blades3 x Ironguts (180)3 x Ironguts (180)Units60 x Grots (270)BehemothsStonehorn Beastriders (300)- Option: Blood Vulture- AlliesTotal: 1980 / 2000Extra Command Points: 0Allies: 390 / 400Wounds: 204
  13. 1 point
    slabes of darkness kinda intresting tome as most of its contents are kinda either released via warcry or being released cities of sigmar( which slaves of sigmar being chaos equvalent) but I kinda see thr problem which is strong fluff to merge them.
  14. 1 point
    v2.5.0 released! Added Favorite Faction feature Set your favorite faction on the Profile page. This faction will automatically be selected when you visit the site. This feature is not useful for Beastclaw Raiders players 🤣 It is useful for everyone else Added Google Analytics events to track errors and usage of this feature This is a subscribers-only feature UI Allegiance/battalion/unit side effect items are now automatically displayed in the selections For example, if you selected Hermdar (Lodge) for Fyreslayers previously, you would not see Tyrant Slayer artifact selected (but it would be listed in the Reminders section) This should cut down on confusion when adding allegiance abilities that grant certain artifacts/spells/etc Added a banner for subscribers whose subscription has expired Tells the user to resubscribe Fixed a bug where the "Cancel Subscription" modal didn't close after canceling the subscription Fixed a subtle bug where units with commas in their name and identical abilities would be displayed oddly in the Reminders Added new demos to the Subscribe page Also re-did the layout, hopefully it looks better now Project Maintenance Updated react, typescript, and other libraries Added support for recurring payments on the API side Rules and Armies Fixed a bug where certain Azyr imports would fail with complex unit names Updated Bonesplitterz and Ironjawz with information available online The battletomes are pre-ordered and should be arriving shortly! Added Da Great Waaagh It's essentially a placeholder at this point, will be fleshed out ASAP Added a fix for when Gotrek is imported and marked as an Ally from Warscroll Builder Fixed a Sneaky Snuffler typo Added more translations for Warscroll Builder imports
  15. 1 point
    Is the AoS small tournament running on the Friday? I can’t find any tickets for it. I can’t make the full weekend but I’d love to play in that.
  16. 1 point
    I heard a while back that the Fimir were supposed to be expanded into a Legion of Azgorh style army, with Allegiance Abilities and everything. In fact, back in 2016 there were some WIP of more units shown off at one of the Open Days. Shown below: A Dirach Balefiend (wizard) : A Meargh (the clan's mother/leader): And what appears to be a Shearl (the Fimir lesser ranks/slaves): However, those plans seem to have been stopped or something, because I don't believe we've seen head or tail of these since then, and its already been 3 years. Also seems like Forgeworld stepped back from AoS in general. Perhaps the Fimir army have been abandoned, and instead this Fomoroid might be the Fimir stand-in? I don't think we'll see an army of Fomoroids, but beyond having the same basis for inspiration, it also looks like a Chaos creature and maybe will act as a monster or mercenary, which is similar to the old Fimir lore that they were Chaos creatures, but abandoned by the Chaos Gods and so didn't really follow a specific God but instead acted as mercs or sudden allies for certain armies. In 8th during Storm of Magic, Fimir were one of the monsters that could be added to any army or summoned so that also fits. Either way, I'm a fan of it. I love the Fimir, and if we can't have the complete Fimir army from Forgeworld, I can accept this Fomoroid and hope its not a one-off and we get more.
  17. 1 point
    I think what he is saying is that due to double turn mechanic, characters and units relying on hero phase healing might end up having to tank that many phases before they can use their healing. And as most units can't, those healing abilities are less relevant.
  18. 1 point
    Haha, thanks dude. Welcome to TGA @Trimeric I've written an entire article on how to use discontinued Warhammer models in Cities of Sigmar, with a couple of suggestions for Empire Knight/Reiksguard, the first being sharing a base with a Gryph-hound to run as Demigryph Knights, and the second mercenary Blood Knights. If you're interested check it out here: https://doublemisfire.blogspot.com/2019/09/no-substitute-discontinued-units-in.html
  19. 1 point
    It's an interesting option, certainly, though strictly speaking I don't know if DoK can ally in CoS yet, at least until the allies table gets updated for the new battletomes? The damage output is perhaps a little better, though I'm rarely using Khinerai for their damage potential (aside from screen-clearing Lifetakers on occasion), and the smaller base size is probably an advantage over Khinerai. But you can't drop them in two locations like you could with 2x5 Khinerai, they don't have the huge flying movement, DoK buffs, or the coin flip extra flutter either. Though of course they are 20 points cheaper than 10 Heartrenders. I dunno, I think my pick is still the bat ladies.
  20. 1 point
    I myself am using 20 of them as Dark Riders. That's save 4+ cav with a lance and fear aura. They'll also get some ranged weapon (they have a lot of bad shots), but since the DR crossbows are mostly holstered, I'll get away with doing that as well. They don't really need all the support, but the spray spell from Anvilgard will be murder with 60 shots and 20 lances. Between the handgunners and the crossbows, you'll have a lot of spare ranged weapons. Just slap a crossbow on the back of the horse, and you're golden.
  21. 1 point
    Sounds like a thread for @Double Misfire
  22. 1 point
    Hear that sound of vast, slobbering gobs? It is the Loony Moonies! A rowdy warband of squigspecialists who prowl the Varanspire as they search for glass bottles! A fabled Unisquig and the hapless trapper, Snikka Pincha! Snikka Pincha never seems to be where his net is needed! Unisquig can hold his own, using his great horn to skewer any who are too slow to escape! On the left stands Flug Toerag, an armoured squig herder who has tends to finish battles trampled and battered, hiding beneath a scrappy twisted bush! He did survive one battle unscathed, by dragging a treasure into a tiny building and hiding inside from the enemy warband. Toothy the smily squig has an exceptionally friendly temperament, for a squig, whereas and Shroomy has an exceptionally grumpy temperament, for a squig. The Warband's big boss, Sir Big Git. A colossal coward who rides one of the most ferocious squigs around. He tries to lure his mount away from the fiercest combat using scented mushrooms tied to his lancetip. Bugbreath, however, is naturally drawn towards savage combat with the largest and most dangerous foes, much to his master's dismay. Big Git tends to cling on for dear life while his bestial mount tackles the deadliest enemy in the vicinity! Thankfully he has learned to cover every inch of himself with armour! The fairly brave (for a grot) Squire, Lil' Git and his faithful steed, Eye Eye. Together they have faced a fair number of foes who would leave his fellow grots quaking like a Jellyshroom Hope you like these guys! Next time I'll upload some pictures of one of my painted Chaos warbands!
  23. 1 point
    Interesting to see GW being much more up front about phasing out their metal Sisters of Battle range. They've just announced the date they are stopping selling them, and the date after which they are ceasing production, and so stocks may start running out. Can we hope that they've learnt something from the disastrous (for us, if not them) Cities of Sigmar squattings?
  24. 1 point
    Got a game in with new rules. Bit of a funny pointage at 1600 but a game's a game! Ran my non clan bonesplitters and got utterly creamed by Hedonites, but pulled off a sneaky, incredibly lucky win by yeeting a group of boyz 21 inches into a back point with a double roll breath of gorkamorka + CP max run. Wasn't very clever with my 6 stack of big stabbas, who promptly got locusd' and beat up on in their alpha strike charge. They still managed to get a a Keeper of Secrets down to 2 HP even with just the two of them surviving to attack, it was nuts. Using a spearhead blob of em, or just having a min count Teef Rukk attacking over your battleline is so good. That 3 inch range + all their potential buffs is so useful. I also ran two 20 stacks of morboyz, they're somewhat robust, but really need the big boss or MWN buffing em if they want to chew into a rival blob. Stick em near a monster though and hooo man. Having automatic access to the mortals on 6's to wounds is great. Having the big stabbas nail a monster early and give morboy blobs +1 to hit while they're still at numbers is imperative to their success I think. And finally, the Wurrgog. +2 to cast from trait and mork's boney bitz, then the additional +1 from a wardokk, then another situational one for arcane had him nailing every single one of his casts. It's quite achievable to get him to reliably 10+ with fist of gork, which as we know is an awesome horde sweeper. In a couple of days I'm gonna play a game with this identical list, but as Da Big Waaagh. I don't see it working particularly well at this lower pointage with bonesplitterz, but I think I can generate a respectable amount of points with my 3 casters and the two blobs. It'll be rough forgoing 6+ fnp buuut the universal bonuses to hit might just be worth it.
  25. 1 point
    Hi guys, first time joining in on the thread. This month, I will attempt to paint: 20x Namarti Reavers 1x Soulrender And maybe 2x Akhelian Ishlean Guard We shall see!
  26. 1 point
    So I finished my first unit of Blightkings yesterday after a long break from painting stuff. Im very happy with how they came out and have two more units unpainted. Next I might work on a Verminlord Corruptor or a block of Plague Monks have to see what I'm feeling like. So here is the full unit of Kings These two are my favourite ones I did. I really love the helmets on these guys. And here is everything I have ready right now. 5 Monks, 5 Blightkings, Lord of Plagues and a Glottkin. The tree behind there is still a WIP but it will be a nice Gnarlmaw proxy
  27. 1 point
    Thanks man, the cities book has got me thinking more and more about these guys, so neglected! Main runelord conversion is only really added branchwych bits. Sylvaneth start collecting leaves sooo many good bits over.
  28. 1 point
    Warband preview of the Grymwatch is up on WHC: https://www.warhammer-community.com/2019/10/02/warband-focus-the-grymwatchgw-homepage-post-4/ Now that is how you make a characterful warband, they've really hammered home the black humour of the core FEC theme through the names, abilities and flavour text. They seem fun.
  29. 1 point
    Thanks man, I'm glad you like my Tanks
  30. 1 point
    Recently I took my Kharadrons to a doubles tournament in run by the @Hampshire Hammerers in Winchester with @Azamar and as such I had to get my 1000 points painted beforehand! It's my first force I've actually got painted and I'm really happy with it It's been super nice to play with fully painted models too!! We ended up coming third out of four teams which meant we lost out on the coveted engraved wooden spoons (Boo) but I managed to win favourite/best painted army! Which I'm quite pleased with. My opponent on Wednesdays club game (where I took these photos) also let me take some nice shots of my units vs his painted ones. So enjoy! Now to just do my board for armies on parade!!
  31. 1 point
    @Oath Stoned cool terrain! I think I’ve seen the giant rat one on reddit pretty cool to build full sets like that, approximatively equal to the starter terrain. here are some pics that I have on my phone of my current terrain. I have a bunch of wip stuff that I might post later. for now it’s mostly a set of azyrite ruins + some lichen, xps hills & idols.
  32. 1 point
    Bit late to post but my splintered fangs are done (barring a bit of work on a few of the bases)
  33. 1 point
    I love that post on Sometimes Minis! I was looking to do something similar, but you beat me to it. Would you mind telling some of the parts you used for the earlier converted heroes, or is that your closely guarded secret? I like your inclusion of the Glade Guard bitz, so sad that they took it off. It was my first Miniatures kit.
  34. 1 point
    With the Cities of Sigmar only days away from pre-order, I figured I'd make blog of my army and the free city from which they hail. The lore is as follows: Aurumburg is a coastal city located in the realm of metal, Chamon. It was build to capitalise on a large realmgate that extends out of the sea and leads to Azyr, dubbed the 'Seaspire' by the city's Azyrite founders. Naturally, the Seaspire has made Aurumburg a centre of trade and commerce. Each member of the ruling council of Merchant Lords takes their wealth through a variety of tariffs on different categories of goods shipped back and forth by the large numbers of trade ships, as well as through the riches brought back from surrounding lands by their own expeditionary forces. In addition to the Seaspire (and unknown to most of its inhabitants) is the fact that the tunnels under the city also lead to a realmgate to Shyish. After this discovery by the city's founder, the local cult of Morrda was charged with the task of guarding this hidden gate and has prevented several necromantic incursions since. Another controversy that surrounds the city includes a great forced exile of aelves from the city after the sole Aelven member of the Merchant Council was discovered by chance to be a Tzeentch worshipper. To this day, many of Aurumburg's inhabitants (and especially its duardin) hold a deep distrust of aelves. As the saying goes in the city, "Better to trust an ogor than an aelf, at least hunger is predictable". This army represents an expeditionary force into the surrounding lands along the coast to secure any valuable sources of wealth (think colonialism but substantially more justifiable what with the natives being orruks / ogors / moonclan / chaos worshippers etc.). The two biggest themes I'm trying to incorporate into the army visually is the nautical nature of its city and its location, being situated in the realm of metal. Aurumburg's military forces wear black and purple in quartered or halves schemes, accented by teal. Given its prevalence in Chamon, gold trim is commonly incorporated into uniforms as well. Aurumburg's symbol is the chamon magic symbol with a trident in place of the arrow. Model pics will come soon.
  35. 1 point
    @Overread it's interesting because I feel pretty much the complete opposite of you. To me the warcry warbands fit into AoS incredibly awkwardly. Having big unique models like the rocktusk prowler with mostly the same stats as the plains runners doesn't feel seamless, it feels shoehorned in to keep things simple. Something that lets them say there are AoS warscrolls without putting in a bunch of effort. The idea that they will form the core of an eventual chaos release is just truly bizarre to me because they just don't seem to be designed to take 20-30 at a time. Too many mono pose models with tons of detail and character. My impression was that Warcry was originally meant to be like necromunda. A stand alone, chaos only, game with all new models. Sure the models could be used in AoS, but it'd be more like the rogue trader release for killteam. Then when the details got out and people started complaining about it being chaos only they quickly jumped in and put the other factions in the book. There's such a significant difference in overall feel and flexibility between the base chaos warbands and the non chaos stuff... it seems like the non chaos stuff couldn't have been intentional from the start. Plus we had that bizarre dead zone for like 6 months between the initial info and the actual release that could've given them time to scramble and make the extra campaigns before sending the book to print. Who knows, maybe that's why we saw the monsters and mercenaries book so quickly. That stuff could've been intended for the core book but got shuffled out to fit the extra warband campaigns. Of course that doesn't mean that we won't see AoS factions rolled in now. That Pandora's box has been opened for better or for worse, and Iknow I'd love to see daemons.
  36. 1 point
    Hammerhal box with steam tank, griffin general, knights, and freeguild infantry might be good.
  37. 1 point
    Prepping for Cities of Sigmar, the City of Midnight Steamdrake to run as a Stardrake
  38. 1 point
    Since I've gotten all the models to the same 3 colour base standard I've started on the detailing, beginning with the leather, and the beaks. Adds a splash of colour. I wouldn't normally paint an army in this whole batch kind of way, but I'm enjoying it for a change. Also not worrying too much about shading, blending or highlighting and just slapping down some drybrushing and splodgy blocking in is oddly freeing. Tempted to say its the most fun I've had painting an AOS army in a couple of years.
  39. 1 point
    The full 10 of my Argent Order Justicars (Sisters of the Watch) now painted, based and moving trayed ready for Cities of Sigmar. And a snapshot of the current Witchhunting elements of the city for context #Ageofsigmar #PaintingWarhammer
  40. 1 point
    My Ylthari's Guardians - I have painted them few months ago. However, they are mostly part f my Sylvaneth army and I use them in Skirmish games.
  41. 1 point
    Last week I finished up my backlog of Skaven Clanrats, and they put my Skaventide army over 10,000 points! Including my Skaven-themed endless spells, 2 allied Cannons, and the Foulrain Congregation battalion, it adds up to 10,470. There are a LOT of Leaders/Heroes, but the Warscroll builder stops scaling at 2500 "Warhost" level.
  42. 1 point
  43. 1 point
    Pictures for added for extra awesome!
  44. 1 point
    Hi everyone ! I was thinking about it recently... Because of their reputation for being a kind of hard-mode faction, Chosen Axes can deter many newcomers from playing them. Which is a bit sad, as our favourite warband can be really fun and very rewarding to play... Because I am a sort of all-time / die-hard Chosen Axes player, I wanted to write this short guide for new players. So here it is : some very simple advice for this nice finesse warband ! Chosen Axes for Beginners ! https://www.reddit.com/r/WarhammerUnderworlds/comments/c8qn9u/last_post_before_summer_chosen_axes_for_beginners/ Have a nice summer ! (Post edited after July 2019 BAR LIST!)
  45. 1 point
    My Gloomspite Gitz at 8200 points:
  46. 1 point
    My Sylvaneth at 7700 points:
  47. 1 point
    Here are my Nighthaunt at 5900 points:
  48. 0 points
    The point Nº33 broke my heart
  49. 0 points
    I don't think much is pointed correctly but I think thats part of the fun. Finding the things not pointed correctly and then finding the things underpointed more specifically.
  50. 0 points
    Well technically we did have it. It was from Gordrakk, it could effect our entire army and it was glorious... 😭
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