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Showing content with the highest reputation on 11/28/2019 in all areas

  1. Putting together a concept of my frostlord on stonehorn with the metalcruncher mount trait. The idea is the gnoblar crew blast the big cannon into the enemy point blank and that is what the d6 mortal wounds at the start of the combat phase comes from. My army is mostly gutbusters themed so i attached some other gutbuster odds and ends to the stonehorn to fit in.
    7 points
  2. Considering he was commenting in a thread entitled "Ossiarch Bonereapers, hideously overpowered?" that was started before any of the models or battle tome had even been released I think it's fair to say that expecting peer reviewed analysis based upon double blind tests with control groups here is, perhaps, a bit of an ask.
    6 points
  3. Isn't that position hotly contested by wildwood rangers and drakespawn knights, with honorable mention of akhelian allopex? ; )
    4 points
  4. Wait what happened? Okay in typical 'me' fashion my plan fell to pieces within the time it took for the Feast of Bones box to arrive. 😂 For one I decided to buy another Feast of Bones Ogor half to build 10 Leadbelchers instead of two, build and paint two ironblasters and 6 Ogors with double hand weapons so I can field a Underguts list as well. Secondly I decided to make a bit more effort on the models with help of the @Lysandestolpe skin painting tutorial. The bits and bobs ended up being 20 Gnoblars and the Overtyrant. So for what I actually did... - thought of the narrative for the Ogors and suitable bases and paintscheme - Finished Daemon Slayers - Final touches needed on 20 grots - Skin left on Ogor overTyrant - Prepared one Feast of Bones box for painting - Finished a glutton and then a leadbelcher test model - Everything except skin on 4 Gluttons and 2 leadbelchers
    4 points
  5. This has been a very productive month! I managed to finish everything planned along with the Nexus and units of blue and brimstone Horrors. Last couple of pics.
    4 points
  6. Much greetings! Here are some not-yet-painted kitbashes of some Skaven Skryre minis I have been working on. 1) A Warlock Bombardier - made from an Isle of Blood Warlock Engineer, a 40K Imperial Guard Mortar and parts from Stormfiends and Clanrats 2) Ratling Guns - made from Isle of Blood Poison Wind Launchers and guns from a 40K flyer - plus second crew member from old-style clanrats 3) Warplock Jezzails - made from old and new clanrats and guns and arms from 40K Mechanicus Skitarii Rangers, along with some bits from 40K IG 4) Skryre Acolytes - made from new clanrats, a couple of Poison Wind Launcher Crew Members, various 40k bits for backpacks and gas mask bits, green stuff and hobby beads. Edited to add: The Skryre Acolyte throwing arms are from Flesh Eater Courts Ghouls. All waiting on dryer weather for priming. Looking forward to painting these! They will be fun-fun!
    3 points
  7. I love Mordheim. I really, really, do, but the rules are clunky, dated and top-heavy. The campaign system is long winded and takes almost as much time as actual games. The setting is wonderful and rich and detailed but it is also limited. It is "historical" world-that-was and not the Mortal Realms. The range of gangs available is limited and most of the unofficial warbands are unbalanced in some way. Mordheim will always have a place in my heart, but it is nostalgia not actual gameplay enjoyment it gives me. Mordheim is not the game I want to play today. I want to explore the Mortal Realms and join in with the unfolding story lines. I want to use any model in my collection, including monsters and other weirdness. AoS Skirmish, for me, is the better choice as it has has met my needs, so Mordheim is not the better game in my view. Warcry might replace it, but I am withholding that decision until I have played through our next campaign, and we see what the Tome of Champions includes. And @Malios is dead right with his observations.
    3 points
  8. Just finished a pre-holiday 1520 point fight between my LoG and my friend's Phoenix Guard from Cities of Sigmar.
    3 points
  9. Had a game yesterday with Nurgle against ironjaws. His list was rather competitive but mine wasn't that much. Yet i won. Gift from heaven on chamon : Me : Guo bell and blade + Rotigus + Lord of affcliction general with the witherstave + epitome of slaanesh 3X5 kings and a unit of 4 Pusgoyle (and the maw endless spell) He : Megaboss + 2 warchanter + shaman 2X6 pigs and about ~40-50 hardboys in 4-5 units Ironfist and ardfist he gave me the first turn, the wheel was set on 5 i casteled, didn't move an inch, moved the wheel with the general trait on 6, put it back on 5, cast the rotispell and suddenly, his boss and warchanters where down on 2 or 3 wounds left. I casted the maw with the epitome and blocked the way between two conveniently placed blocking scenery. He realised i wasn't going to rush on him then he began to move, cast the hand of gork on 10 buffed ardboys but failed his +3 charge after that. I won the initiative and gave him the turn to see where his comet was landing (on an edge). He then proceded to charge with 20 ardboys and 12 pigs, half of them with +1 dammage. Suddenly the epitome magic happened and some of his units where striking last. The Guo Was instantely killed but rotigus went half life. He also killed 2-3 kings in every units and took 6 wounds on the mirror. This seems low, but rerolling his 6 to hit proved to be atrocious. IBetween the lord, rotigus and the kings, i killed 1/3 of his models. On my turn, the comet landed on the opposite side, right under the fight between 3 kings and 7 ardboys. I spent 2 command points and made the pusgoyle run 8+8+6 to check for his objective while the lord was going to help the kings on my objective. The incubarda and virulent discharge took some wounds here and there. the wheel triggered with the rotigus rain and suddenly all his heroes where gone. I set the wheel on 5 again and made the mirror trigger on most of his units, that where now rerolling 6 to hit and wound. I seised the initiative and finished his army quickly. Clearly, the character sniping and the witherstaff where my main victory agent here. Hampering his ability ro roll well and making him not immune to battleshock where a must.
    3 points
  10. Did a list breakdown of my list for 2019 Masters NZ if anyone is interested.
    3 points
  11. Hi guys, er... awright boyz, Creeping in from the Order side of the forum with a link to an interview I've just done with my friend Lawrence on the stunning Ironjawz army he recently unveiled at Warhammer Achivements this month, taking home the best army trophy, including his frankly staggering scratch build Rogue Idol: https://doublemisfire.blogspot.com/2019/11/city-spotlight-lawrences-sunz-of-rust.html
    3 points
  12. Battleplan: Places of Arcane Power Total Points Played: 1520 Terrain: Random per GHB, no terrain with warscroll cards Armies Legion of Grief Heroes Dreadblade Harrow General - Command Trait: Vassal of the Craven King Necromancer Artefact: Aetherquartz Brooch Spell Lore: Dread Withering Guardian of Souls Spell Lore: Dread Withering Knight of Shrouds Battlelines Chainrasp Horde x20 Chainrasp Horde x20 Other Grimghast Reapers x30 Dreadscythe Harridans x10 Dreadscythe Harridans x10 Cities of Sigmar Heroes Celestial Huracanum Annointed Freeguild General Non-Heroes Phoenix Guard x20 Phoenix Guard x20 Freeguild Crossbows x20 Freeguild Crossbows x20 Deployment Gravesites: I deployed three of my gravesites in a triangle. The first two went to either side of the center objective, just outside 9" from it. I had to place one fully in my territory, but the other I placed just on the other side of the dividing line. The third point of the triangle was just outside 9" from the center objective on my side of the field. The fourth gravesite I placed in my opponent's deep field, a full 9" from both board edges. This meant that the first turn would be spent outside of any of their auras, but counting on my opponent's traditionally slow speed I wasn't concerned that I couldn't reach them even if he went first. Cities of Sigmar won the roll-off and deployed first. He opted for a tight formation, hugging the offset side of the board in order to keep everything within the various auras available to him. This placed him just opposite the center objective from me, but closer to the one on my left than the one on the right. I decided to split my deployment. In the center I deployed my Grimghast Reapers, bulking them up in front of my Necromancer. To the objective on the right (hidden by the haunted house) I placed both units of my Dreadscythe Harridans and my Knight of Shrouds. That left both of my units of Chainrasp Hordes to deploy as close as I could get them to the far left objective. The terrain there pushed me a bit further out than I'd like. Gameplay CoS finished deployment 4 units before I could, so priority went to him to decide the first round. He opted I move first. This was unusual. He usually moves first, and in half measures to bait you to into range of his crossbows. But, me putting the bulk of my forces directly opposite him, as well as a grave in his backfield, he needed a moment to try to figure just what I was up to. Passing the turn to me I moved normal moves on all my units, making sure to stop just short of where his crossbow range would be after his move, and ran my heroes toward each objective behind their screens. On his move, his slowness meant that even after his move I was out of range of all but a couple spells. He cast them, some mortals were dealt to me that I couldn't shrug successfully, but in the end round 1 passed without much incident. Round two came to me first. I spent my Hero phase giving my Reapers Mystic Shield, which was successful and not unbound. I didn't have anything else defensive to cast, and he was still out of range for Dread Withering, so I spent my round just making sure my heroes could cap each objective and that they were protected by a ton of models for fencing. His half was spent pelting both my Reapers and Chainrasps with his ranged while moving his melee closer. Still, just out of range for a charge. Some easily-passed Battleshock rolls later and the turn was over. End of Round 2 Score: LoG 3 points, CoS 0 Turn 3 was my opponent's. This...did not go well for me. It was a bloodbath. It was a goddamned massacre! Spells ripped through my Reapers, ranged attacks eviscerated both them and my Chainrasps, but only after he focused Guardian of Souls for 4 wounds and melted my Necromancer off the board. My Deathless saves just didn't roll high enough, and after losing my Necro I was losing Reapers by the handful. Heroes were targeted and erased. Reapers were softened. Rasps were mostly intact. My response was swift. Rasps and Reapers charged, but only the Reapers made it. Without my artefact I opted not to spend any CP yet for the charges in case I need them to bring back my units. The Reapers engaged, and after the exchange I wiped out half of one of his Guard units and splashed a few MWs onto the hero parked with them, but on the counter attack my Reapers were no more. My silent wish? To get the top of the next round and bring back my Reapers, either at the gravesite where my Dreadblade was already parked, or at the gravesite in my opponent's backfield. End of Round 3 Score: LoG 7 points, CoS 0 My wish was denied. CoS got the top of turn 4. Woe was my poor Guardian of Souls. Woe was another handful of Chainrasps. Worse than that, his magic and his advancing ranged line brought woe to my Dreadblade. Say a silent prayer for him, because he did all of nothing this entire game and on the verge of his entire worth being paid for in the form of Endless Legions, he popped like a Nurgle pustule, unable to move out of the way before they came gunning for him. (He's in the picture near that far gravesite because I was talking out what my next move was going to be to my friend, and now he's taunting me.) After his cloud of bolts was over, he was able to advance onto the center objective and claim it. Meanwhile, his other Phoenix Guard split off to head for the next nearest objective, engaging my Chainrasps and removing them from the board. Mid-Round 4 Score: LoG 7 points, CoS 1 On my half of the turn, I took stock of my situation. My only hero left was my KoS. My only units left were my Dreadscythes. It looked pretty bleak. But then I started counting. Despite losing almost everything, all I needed to do was hold my last objective. My Dreadscythes finally moved (represented here by some Glaivewraith proxies). 2 CPs on their runs to net a full 14" movement, they barreled into the bottleneck of the terrain to deny my opponent movement toward my KoS. The KoS himself moved back just enough to still cap the objective at the edge of the 3" this battleplan demands. I formed the Hot Gates from 300 (not really) using my Dreadscythes as the doors and the terrain as the walls. Now, the ball was in my opponent's court. End of Round 4 Score: LoG 10 points, CoS 1 He won the roll off for turn 5. He capped his second objective. He engaged my Dreadscythes, who despite their lack of buffs and lack of Deathless managed to hold their own with minimal losses. They swung back hard, those 2 damages on nat 6 wounds hurting his melee line. The turn passed quickly. Mid-Round 5 Score: LoG 10 points, CoS 3 At the top of my turn, all I could do was laugh. I had cinched the game. All I had to do was pass the turn and take my 4 points. But first, I had to press my attack with the Dreadscythes just for fun. I had never fielded them before, and while my original plan was to spend some CP on them and get them close to a GoS and see just what they could do at full tilt, I was very surprised how they performed without all that. I'm so used to my Bladegheists only having 3 attacks on a charge, but now that I have used my Dreadscythes I think their -1 hit bubble is way more powerful a buff than a 3's-across-the-board attack profile by a mile. My opponent, my friend, is used to seeing the same from me, so he was eager to see how they performed as well. They piled in to attack his ranged line and managed, at 6 or 7 models, wipe half of his unit. Their counter-attack was nerfed to near-ineffectiveness. The other unit came at his Guard which took the beating much better, but I rolled well enough on the wounds and he not so well on the saves that even a number of them fell. We both were very happy to see these guys swing for the fences, and they will be a staple in my games to come. Final Score: LoG 14 points, CoS 3 What went well Battleplan Not only did I have more heroes on the table with which I could grab an objective, their even distribution meant that the battles themselves were fairly easy to predict. Deployments alone were enough to know where the pain points were going to be. Terrain Terrain will almost always favor Nighthaunt units, and here was no different. Being able to fly meant that I could ignore most of it, where my opponent could not. I was able to make use of the pinch points on the sides (again, these were determined randomly via GHB, and he chose the side of the table we started on) and force the battles to occur on my terms. Speed Once again, Nighthaunt's speed is one of our stellar qualities. Being able to cover the distance to the objectives so quickly meant I had the early advantage on points. This speed also meant that I could take the fight to him further out away from those objectives in case I needed to recoup before he could cap them. Gravesites Placing three of my graves so close to each other proved a game-changer in terms of keeping my opponents occupied longer than he wanted to be. He had to eat up 3 turns just getting through my regenerating Reapers, which while that went by fast and I couldn't stand up to the sheer amount of wounds he could put out, it didn't matter in the end. That bought me all the time in the world. My fourth gravesite? He eyed it every turn, every move. He had to factor it in with every choice he made. The only time he was ever confident with a choice he was making was after he realized he had my general dead-to-rights and knew he could kill him. Deployment For the first time I felt solid about my deployment strategy. This is in part due to the battleplan and partly the gravesite locations. I felt confident that I could meet his challenge head on instead of an uphill battle. And it helped that I put so much pressure on my opponent from turn 1 that a whole detachment on the right side of the board was ignored until it was too late. What went wrong Hero placement? I should have either turfed my Necromancer to the left side and the GoS center, or some other mix similar to that. The Necromancer got a Danse off, and while it was nice I was throwing attacks against a battleline that was saving on 4s with a save-after-save of 4s, who could strike back with 2+s or 3+s with lots of attacks. Perhaps with a GoS backing my Reapers more of my own wounds would have gotten through instead of buffing my Chainrasps that saw no real action. In addition, I was afraid of advancing my Dreadscythes because I knew they would go in buffless. Dreadscythes They took too long to do anything. If I had parked my Necro where the KoS was I could have had them swinging for 3A/2+/2+/-1/1 and sometimes 2 damage, assuming my GoS was nearby as well. Instead, I benched some of my best ghosts on the sidelines to watch the whole battle. In the end that was probably the better move, but I'm thinking not. OMG DAT DAMBLAGE Since getting the Cities book I have not won a game against them until now. Hallowheart, Hammerhal, and now Phoenix Guard, my friend is really good at finding unit synergies that this book offers and bringing out the pain. He regularly can put together a kill team that can swing with the best damage profiles, save with the best protections, and toss in the right buffs at the right time to make it all just an overwhelming force. I am saying this is something that went wrong because we're capable of this, too, albeit in a more focused manner, and I didn't pull that off. But, this proves a point that Nighthaunt are an objective-game army. I tried to meet him in the middle and take on his entire army with 30 Reapers. That didn't go so well. We're ethereal, and we're already dead, but that doesn't stop us from being sent back to the grave.
    2 points
  13. On the subject of how Stormcast are doing in the meta, and the relationship between the Tournament stats, I think that the tournament stats are reflective of how the army is doing as a whole. On the whole, generically speaking, Stormcast are a middling-at-best army, a 2/5 tourney army with 3/5 if you are a good general. Then you have a handful of outliers that can do a lot better - these are what PJetski is talking about. I don't count these when discussing the faction as a whole. Your average guy picking up the army for the first time, and having not much prior wargaming experience, is on average going to lose most of his SCE games for a long, long time, until they key into the small handful of best combos available. Some people will take longer than others to find the right combos and learn to use them. This is what accounts for the poor tournament statistics. If you understand where they are coming from, the statistics make sense and are perfectly applicable. Our book is mostly bad, and the base army is pretty weak. There's a few good gems amongst the plain rocks. Disclaimer: This doesn't mean I don't like the army. I love my army and will continue playing Stormcast. I'm just being pragmatic about where we stand. Other armies have a lot more advantages than we do, and a lot of games are just simply uphill battles. I'm throwing out the handful of outlier SCE armies that are the exception. We know about those - we know they do well. I feel those should be a separate discussion.
    2 points
  14. If they bring monsters in 1250 point games, you can bring 3/4 ballistas and a lord ordinator, and castle up and shoot them to pieces. Remember a game has 5 turns not only one. But in general be prepared for many more losses as long as you don't agree with your opponent on a certain level of balancing. Good side of this is , it really makes you think more about the game and it's "inner" workings then the 0815 cooky cutter rofl stomp list, and will make you a better general in the long run.
    2 points
  15. I hope you realise yourself how ridiculous it is to talk about monetary tax in this hobby.
    2 points
  16. @Heijoshin I decided to go the contrast route as an experiment and it is going pretty quickly. I wanted someth8ng to match my Nagash, which was painted along Duncan’s video. Prime Wraithbone, wash Skeleton Horde, drybrush Screaming Skull. Armor is Shyish Purple highlighted with Russ Grey and Fenrisian Grey, then washed Druchii Violet. Swords are Terradon Turquoise highlighted with Temple Guard Blue. Robes are Incubi Darkness and Ulthuan Grey, blended with Coelia Greenshade, then highlighted. The eyes get a couple coats of Waywatcher Green and the gems are Incubi Darkness highlighted up to Gauss Blaster Green. The squad took a few hours throughout the week. I was able to get through Feast of Bones in two weeks with only a few hours available each week. I would say for speed, contrast is the way to go for this army. It’s easy to add the highlights you want.
    2 points
  17. They get a lot of mileage from caustic spray, then ; ). In general, they are not a top unit, that's for sure, but they have some potential utility in every city: Anvilgard: battalion filler for low drop lists, caustic spray is great for them. Hammerhal: blood of the twelve + twin stone is a great horde buffing combo, and they're a cheap horde. Plus wings of fire is an extra way to increase their mobility, apart fro mthe standard wildform. Tempest's Eye: speed, armour boost, and, most importantly, getting +2 attacks each from aura of glory. Hallowheart: as a horde, they like both warding brand and ignite weapons. Phoenicium: They're cheap and die easily, while getting some proper mileage from vengeful revenats once their units starty dying. Living City and Greywater Fastness, admittedly, don't do much for them. But still, cheap horde.
    2 points
  18. List Breakdown – Legion of Grief – NZ Masters 2019 Overview Gidday all, Aiden here with the first “List Breakdown” for this blog. I had planned to do this the night before Masters but with me flying down tomorrow lunchtime and then likely drinking from there on out I’m not going to have the time. New Zealand Masters 2019 is the third Masters event our country as hosted, we have had one for every full year of Age of Sigmar gameplay since the game began. I’ve attended all of them so far, but this will be my first not running Skaven. In NZ we send out invites to our top 20 players then as people accept or decline, we work our way up the rankings from 20 to make up the numbers, with usually just over half of the top 20 being able to attend. Our country provides a unique challenge to masters attendance numbers, namely being split into two large islands (named Te Ika-a-Maui and Te Waipounamu by the native Maori culture. In true colonial fashion, European settlers applied their own well thought out and creative names for them, North Island and South Island respectively), despite this challenge to attendance we have had a good turnout for the event. The field is an interesting spread, with each of the Grand Alliances being well represented. The most represented is Destruction, with a wide range of Big Waagh lists, Ironjawz and a Gloomspite player. Death is the least represented with just myself and a Legions of Nagash list. How they do and general stats will all be covered in a post tournament report next week. The List Allegiance: Legion of Grief Mortal Realm: Hysh Leaders Dreadblade Harrow (90) - General - Trait: Vassal of the Craven King (whenever you spend a CP, roll a dice. On a 5+ you get 1 CP) Necromancer (130) - Artefact: Aetherquartz Brooch (whenever you spend a CP, roll a dice. On a 5+ you get 1 CP) - Spell: Dread Withering (-1 to a unit’s save rolls within 18” of the caster) Guardian of Souls with Nightmare Lantern (140) - Spell: Dread Withering (-1 to a unit’s save rolls within 18” of the caster) Knight of Shrouds (100) Battleline 40 x Chainrasp Horde (280) 10 x Chainrasp Horde (80) 10 x Chainrasp Horde (80) Units 20 x Dreadscythe Harridans (280) 15 x Dreadscythe Harridans (240) 12 x Myrmourn Banshees (210) 20 x Grimghast Reapers (320) Endless Spells / Terrain / CPs Extra Command Point (50) Total: 2000 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 147 Overall very standard Legion of Grief fare for me. I’ve ran this self-same list for 10+ games now, with a variety of wins and… learning experiences. Overall it works well and what it does well, and has some weaknesses which can be covered with placement and planning. Below I have outlined the choices I made with this army, and why I made them. Allegiance Choice – The Legion of Grief Anyone familiar with my dreams of a competitive ghost army knows I’m in a perpetual pull between the Nighthaunt and Legions of Grief allegiances. Nighthaunt offers battalions, Wave of Terror and a flexible deployment method, Legion of Grief offers Gravesites and all the thrills that come with them. Given the local meta has a proclivity for taking lots of threat units, I valued the defensive capabilities of Gravesites and they won out this time. I will however be trialling Nighthaunt post-Masters to see if I want to take them to CanCon. Realm Choice – Hysh, Realm of Light Lol, you know why I picked this. At this stage Aetherquartz Broach is going to end up in my Last Will and Testament. Dreadblade Harrow – General – Vassal of the Craven King This one goes without saying. The combination of his ability to teleport basically wherever he needs to be every turn to resurrect fallen minions and the sheer power of the command trait Vassal of the Craven King singlehandedly prevent Olynder from ever being ran in her OWN legion. The Dreadblade is no close-combat king, he’ll struggle in a fight against even the most basic of chaff, but what he lacks in punch he makes up for with sheer utility. His movement happens at the START of the movement phase, and resurrection can be used at the END, ensuring he is always right where he needs to be to pull a unit out of the dirt. He’s a good boy. Necromancer – Aetherquartz Broach – Dread Withering Another that goes without saying. Pre-Grief, Nighthaunt players were willing to give up their first CP of the game just to sneak one of these into their army with Sons of the Lichemaster. His unique spell turns any of the threat units in this army into a slaughtermachine, and his Deathly Invocation is always handy if he’s near said units. Giving him Aetherquartz Broach makes sense because he can be kept the safest of my 4 heroes (except the Dreadblade, but never put all the eggs in one basket) so I don’t need to fear losing it. I’ve also given him Dread Withering in the even I need to dig through a high save value. Necromancer is another good boy. Guardian of Souls with Nightmare Lantern – Dread Withering This lad is less certain than the previous two. He’s here purely for his Nightmare Lantern buff that provides a radiant wholly within 12” bubble of +1 to wound for NIGHTHAUNT units. Weighing in at 140pts, this guy is 8 Myrmourn Banshees’ worth of model and I’m grimly aware of it whenever he underperforms. A vulnerable character with only 5 wounds, this can be smacked out of the game by an opportunistic chaff squad or just a good round of shooting. However despite these flaws, when he’s in the right place at the right time the Guardian of Souls can guarantee a unit of Dreadscythe Harridans or Grimghast Reapers will destroy their targets, and even give Chainrasps a dangerous punch. His spell is not worth relying on but it’s nice, he’ll mostly cast Dread Withering. An average boy, with a lot to prove given he replaced the Knight of Shrouds on Ethereal Steed and a potential Triumph. Knight of Shrouds My personal favourite character in the army, nay, the Nighthaunt line-up in general. He’s very simple, a cheap close combat bruiser with a niche healing mechanic and a very powerful command ability. Spectral Overseer can turn even the infamously swingy Myrmourn Banshee melee profile into a weapon of nuclear destruction, and he spends most of his time smack in the centre of a unit of Dreadscythe Harridans. Serving as the nozzle of the funnel I pour all my excess Command Points into, he supports the team, he looks after the ‘Rasps and he’s the type of guy who’s happy to sober drive the Black Coach home. A very good boy, potentially the best boy. Chainrasp Hordes Hands down the best generic 80pt Battleline available to the entire Death Grand Alliance (fight me Skeleton Warriors). Chainrasps are another very simple unit, they have an Ethereal 5+ save and if there’s more than 10 of them, reroll 1’s to wound. Like any Death unit, their big vulnerability is mortal wounds and magic, but they make up with this with high bravery and the occasional deflection of a -3 rend attack that should by all rights erase them. They swamp objectives well, and nothing crushes the enemy spirits more than resurrecting 40 Chainrasps right as they manage to finally brick them the first time. Dreadscythe Harridans Alright these are a stylistic choice if I’m being honest. I bought 4 boxes when I started playing Nighthaunt (wanted to run a Shrieker Host to ****** off Skaven players) and ever since I’ve tried to make them good. They bring a lot to Legion of Grief as the best of the Big Three Nighthaunt threat units (Grimghast, Dreadscythe, Bladegheist) for buffing with the Knight of Shrouds command ability given they’re cheaper than the other 2 while having the most output raw damage wise with 2CP invested. Their -1 to hit aura also tends to come in handy against Destruction armies (well well well) and their large footprint and Ethereal save give them a wide range of options to contribute to the force. Myrmourn Banshees World’s most monopose unit. Coming in at a grand total of 4 available poses, which is 3 more than they have attacks. What they do have however is -2 rend and D3 damage on said attack, and they get a bonus attack for unbinding enemy spells, which they also get a large bonus to do. They can also dispel an endless spell at the cost of taking D3 wounds (happens at the start of the phase, do it near a gravesite and you’re golden) which ALSO gives them +1 attack. With even a single bonus attack this unit becomes scary, with 2CP invested from a Knight of Shrouds there isn’t a single thing they won’t kill. With only 12 in the unit, it’s not very hard for the enemy to murk this unit pretty quickly, but it would be a shame if somebody… brought them back. Grimghast Reapers A unit that needs neither justification nor explanation. Grimghast Reapers singlehandedly kept Legions of Nagash relevant during the Daughters of Khaine Winter, and even bumping their cost to 160pts for 10 couldn’t hamper their effectiveness. Point them at an enemy threat unit and watch it die. Invest some CP in them and watch the enemy army die. When THEY die, bring them back. Rinse and repeat. The Game Plan Nice try James (my round 1 opponent) and anyone else attending, a wizard never reveals his secrets. Look forward to how it all turns out in the post tournament review, and all the pictures to come which will end up on my twitter at @ThreeTwoPrince.
    2 points
  19. To be fair the only “living” descendants of the Nehekarans are the Vampires which all have pointy Ears... I know it’s from the transition but it’s something.
    2 points
  20. Have a booking scheduled with a local player\artist in a few months.. I play him fairly often and he knows my undying love of Skaven needs to be immortalized. Likely will be getting a black version of my profile picture with the symbol filled in green. Girlfriend is actually coming along as well to get the Hagg Narr symbol on her outer thigh (which is an interesting choice for her 1st and I'm curious how she handles it...) @Kimbo I would agree by the way that the Warpseer is the far more economical and overall better choice. I think people see more value from him if he had more attacks, but as it stands he doesn't hit particularly hard and the better combo is to just bring him + a Corrupter with SoJ if you want a real assassin.. and that's a bit sad really. Here's to the continued hope that we get a DoK style release with Clan Eshin.
    2 points
  21. Age of Sigmar Skirmish definitely has its place. Up front: A "matched play experience" is not AoS Skirmish's strong suit and you're wasting your time if you're playing Skirmish to provide that. If you want a skirmish sized matched play game, then look to Warcry and Warhammer Underworlds to provide it for you. The strong elements of Age of Sigmar Skirmish are: A crawl + walk + run approach for new players Affordable A hobbyist converter's paradise, and Narrative, narrative, narrative! Skirmish is great for a crawl + walk + run approach for new players: it breaks Age of Sigmar down to the absolute fundamentals. There's no allegiance abilities, no mortal realms rules, no battalions, no endless spells, no resurrection mechanics, there often isn't large models with scaling abilities as they take wounds... basically anything that can confuse or overwhelm a new player is not present. You can use it as a platform to teach people the absolute fundamentals like moving, shooting, combat, as well as simple spells and abilities in the Hero phase. You can then build upon that foundation by expanding the scale from individuals to small squads, then to allegiance abilities until you end up at the 2000+ points level and beyond with all the extras. Skirmish is also highly affordable compared to its larger brother: I don't need to delve too deeply into this topic. Tabletop wargaming isn't a cheap hobby, and a cost-affordable approach is both appealing and in high demand. Because of the low model count, Skirmish presents a means for hobbyists to go nuts with injecting character into their miniatures. Each individual is a hero or a villain in the making (as much as the game may make you think otherwise) so conversions, battle trophies and themed ideas are the lifeblood of Skirmish. The more converted, the better! See AoS28, Hinterlands and Blanchitsu for inspiration for what's possible. And finally, Its all about the narrative. Skirmish comes down to individual stat lines rather then synergies formed by allegiance abilities and expensive heroes like regular AoS, and quite frankly some models just have better statlines then others. A nighthaunt warband in skirmish is particularly hard to beat for example because they all have solid statlines, ignore AP modifiers and ignore most terrain. This makes Skirmish completely broken, with no degree of fairness to it: some models are just flat out better then others. The way you counteract this is to inject lots of narrative into the games you play to make it engaging as well as challenging. The opponent with the nighthaunt may be facing more challenging objectives, or the other player may have more miniatures at his disposal to even the odds. You're only limited by your imagination in this respect: something that seems to be declining in the modern tabletop wargamer. Its a fair statement to say that the newer and upcoming generations of wargamers are growingly dependent on the need for strict left and right of arcs and structure to how they play, which is why matched play is so dominant. The tabletop RPG market has gone through similar developmental changes to match the generational trend with simpler rulesets and more focus on "out of the box" adventures. With all of that said, AoS Skirmish has its place just as the more "competitive" Warhammer Underworlds and Warcry have their place. Some tips to get the most out of Aos Skirmish: Convert your miniatures. Rather then just slapping them together, take your time in developing character into each individual miniature. Its as much a hobby project in itself as actually gaming with them. Keep an open mind: to get the most out of AoS Skirmish, you need to throw any concept of "even footing" or "matched play" out of the window. Be creative and find your own ways to find balance through the battleplans you play. Communicate: because it is so broken, communication with the other player across the table is vital. Come to agreements, be prepared to make up stuff as you go along and be flexible. The less you chase the win and the more you focus on the in between, the better the experience in AoS Skirmish. Use the terrain rules: it can make all the difference. Look at AoS28 or Hinterlands as an alternative: they're not official, but alot of effort went into them. Consider them, take ideas from them. And finally, Make up your own rules and ideas. Its in the White Dwarf updates and is a vital component of Skirmish. Alot is missing compared to regular AoS, so fill in the gaps!
    2 points
  22. What a mismatched pair. They should be sitcom roommates, not duking it out for control of the Great Vortex.
    2 points
  23. Well put! Definitely still a viable unit but you have to really think about how you will use them and buff them. 20 man units are definitely easier to manage but it only takes a single casualty to lose the +1 to hit bonus.
    2 points
  24. I love Skirmish for narrative campaigning! My little group of players have so far played 4 AoS Skirmish campaigns. Only the last one (Spellbreakers) was played using AoS 2nd edition rules and the White Dwarf Skirmish update. I think I prefer the updated rules but the most enjoyable campaign for me was the one with the Malign Portents additions - the Portent Cards added an extra layer of spice that made the entire campaign spark for me. I do like the updated rules (especially dropping Renown in favour of standard AoS matched play points, and allowing virtually any model to be used). Our next Harrowmark campaign is planned with Warcry rules though (with a few mods) as we have all been thoroughly bewitched by them! I just pray that the Tome of Champions is everything I'm hoping for!
    2 points
  25. https://twitter.com/guillaume_gte/status/1199416801840553986
    2 points
  26. I haven't posted anything for a while. Allthough I love project logs and keeping track of my progress here, I find I get a lot more response on instagram. I feel like this part of tga doesn't get as much attention as it should. There are people posting paintjobs and conersions on here that are really top notch... But hey, let's not be too negative. I converted a little elf to represent Aenerion from the artwork, battling the greater daemon of Slaanesh. I also tweaked the paintjob on the keeper a bit, adding a little more contrast (thanks for the feedback @daveboy) I could take it further, but Iḿ a little scared to go to far on a model this size. Currently Iḿ working on something completely different. I build a little warband of 6 ogres and a rhino, using the ogre half of the feast of bones box. I did some converting, mostly adding some more cloth and I also made a butcher. I wanted to do someting completely differnt with my paint schem, using lots of saturated colors and patterns. It is a lot of fun painting the ogres, who are a little bigger than the elves I normally paint. I haven't decided on the bases yet. I'm considering using the schem GW uses for their AoS models, allthough that might be a little to dark. Another option is the lighter brown GW uses for ther 40k models. An thoughts?
    2 points
  27. Thanks for the tactics guys, it's motivating to see I'm not doing everything wrong and to witness the LoG gameplay unfold. I'm eager to play more games now !
    1 point
  28. I came across one tournament being organized in the Netherlands: if you look on facebook for Dutch grand Tournament, there is one being organized by alliance open. That is a two day tournament end of February in the schiphol area, but that is also the only one I have been able to find at all.
    1 point
  29. these are absolutely wonderful! So inspiring!
    1 point
  30. I like your list AidenNicol, and tactics-army list description is REALLY interesting!
    1 point
  31. You simply add an extra dice to the pool of hits for each 6. It scores 2 hits but the second hit isn’t specially a 6 so there’s no extra mortal wound unfortunately. I’m 99% sure. In regard to bloodletters, I typically run 1-2 units of 20 as I have a daemon heavy list and almost always run Reapers of Vengeance. Combine them with wrathmongers, bloodsecrator and killing frenzy and they’re amazing. Double attack with “Leave none alive” and they’re next level. I actually really rate them however you’re correct there is a lot of issues. A lot lol. I run them in a unit of 20 for the +1 to hit and this unit size also seems to be the max to comfortably keep them wholly with wrathmongers. The key for me with the wrathmongers was when I started running them up in a line perpendicular to the enemy. Effectively only using the foremost wrathmonger to achieve the wholly within 8”. I normally set them up in two rows of 10 and bargain on get 3-4 of the second rank into combat by taking advantage of the round bases. 2” reach would be amazing but it’s something I guess. They do have reroll charges vanilla which is nice and really the only other option for movement is a murderhost. 100% agree with the 5+ save being an issue lol. I screen them every game. Absolutely have to hit first. The reason I always take them is the synergy with Reapers of vengeance and the bloodthirsters. It’s just another threat on the field really. If you lose your BoIR and Skarbrand then you can still setup for a double attack with the bloodletters. Takes all the same buffs and uses the same command ability. Definitely not an easy unit to get to work for you but it can be done.
    1 point
  32. Dark Skin Tones: LtoR: Gore-Grunta Fur, Cygor Brown, Wyldwood. IMO, Cygor Brown, with Catachan Flesh to cover as a highlight tone has been fantastic. Wyldwood is better for trees and wood. Apoth White was great for white like on a car, but not as a skin color. Try Seraphim Sepia (yellowish) or Reikland Fleshshade (redfish), followed with something like pallid wych flesh.
    1 point
  33. The Deceiver is in an odd position right now. He's a hero that is extremely difficult to remove at range and even in melee (scurry away and teleporting out of combat). However, I don't think he's an answer to shooting for the very fact that he doesn't hit very hard. Even if he's left alone, sneaking into their lines for melee will feel a bit underwhelming. I recommend considering him as a very robust utility piece for his spell and objective grabbing. Until clan eshin gets more love, I wouldn't consider him to be effective against any type of meta frankly.
    1 point
  34. @gronnelg I personally love 12 jezzails, just as two units though. As is, a pack of six statistically can take down 5 wound heroes, which should be their job anyways, and so now you can threaten those units at two different angles, in addition to sending them through gnawholes. Defensively speaking, if your opponent gets the jump on you and trys to battleshock them away, you've only lost one unit. Its not like you get a horde bonus anyways. And yes, MMMWP is more efficient on large units, but even still, a pack of six can still do great work with it. @Chase Big fan, of the big cheese. With your unit preference, I'd go full on skryre with him as general. I've got an assortment of thoughts here: 1) One of the few synergies he has with other skaven warscrolls is free battleshock immunity AND a free run of 6 with his command ability, making acolytes scary as heck (if you don't have 30 acolytes just ask you friends if you can proxy them with clanrats). 2) Skyre almost always suffers from a bodies problem not being able to use clanrats as battleline but that's where Thanquol's warpfire gauntlets have a perfectly defined roll (anti-horde). 3) Run as many stormfiends as your heart desires, because thematically it looks awesome with lil' Boneripper.
    1 point
  35. Wyldwood is my favorite. I've bought some contrasts before the Untamed came out and practiced on a Darkoath Chief and the Godsworn hunt. The Darkoath skin, Snakebite leather, Wyldwood and maybe some metallic did the trick so well. Apothecary is great for white. It turns into this soft soft gray in the recesses and barely darkens the white underneath it.
    1 point
  36. Pretty sure they're also mentioned in the core book, I think in the map of Chamon or Aqshy?
    1 point
  37. Had a go at this myself - Allegiance: Ogor Mawtribes - Mawtribe: Boulderhead Mortal Realm: Shyish Leaders Frostlord on Stonehorn (400) - Artefact: Ethereal Amulet - Mount Trait: Metalcruncher Frostlord on Stonehorn (400) - Artefact: Brand of the Svard - Mount Trait: Black Clatterhorn Slaughtermaster (140) - General - Trait: Lord of Beasts - Lore of Gutmagic: Battleline 3 x Ogor Gluttons (120) 12 x Ogor Gluttons (400) - paired Clubs or Blades 4 x Leadbelchers (160) 4 x Ironguts (220) Battalions Goremand (140) Total: 1980 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 125 Awkward having to give the Lord of Beasts to the slaughter master as he needs to be the general to fulfil the battleline requirements. Also didn’t know what single spell would be best, Entrails to buff the FLoSH or something else to buff the gluttons he’ll likely be hanging around with. Figured an extra unit of ogors outweighs the butcher outside of bloodgullet though. Thoughts?
    1 point
  38. Oh neat, I thought only one unit could be healed by gravesite at all, that we had to chose one. So if I have a big block of Reapers near three gravesites the block can be healed 3d3 models back ?
    1 point
  39. Your points about controlling the board are correct. It's the lists big weakness. There are lists like that out there though. Like the petrifex nagash + 40/20/10 mortek
    1 point
  40. If I could collect 80 old metal Gutter Runners, then 12 of these chariots is do-able. GO FOR IT!
    1 point
  41. I think if you're going with two Frostlords then you should consider Boulderhead. That way one can have Ethereal Amulet and the other can have the Svard Brand (which mixed with clatterhorn is amazing). Plus they'll each get +1 wound and the other benefits. When half of your army are these two dudes, you want them to have every advantage. Bloodgullet would work better if you had a second 12x Glutton unit.
    1 point
  42. Big big news yes yes! Comes new clans for the swarm! https://store.steampowered.com/app/1158180/Total_War_WARHAMMER_II__The_Shadow__The_Blade/?fbclid=IwAR1NMOaZtxMihNfozBBwL5SdwN3-1RGaCn4QPTYsEoFI7Be0VDuUlgMQNOk Darkelves and Skaven are getting a content update for TW Warhammer 2! Malus Darkblade leads Hag Graef - for the Dark Elves, and Deathmaster Snikch leads Clan Eshin for the Skaven. Warpgrinders, mortars, eshin assassins! Scourgerunner chariots, bloodwrack medusa and blood alters! Lots of great new toys for the Mortal realms to shudder in fear from!
    1 point
  43. They could make Old World's army sizes closer to 4th ed - sample 1000 pts dwarf army consisted of circa 30 miniatures. 4th ed army size + 6th ed-like rules would be good.
    1 point
  44. That explains why Tyrion hasn't released them yet. Teclis: Come on brother, send them to fight. Tyrion: No! They're collectibles! They will lose value if unwrapped!
    1 point
  45. The new race of elves is just the embalmed remains of the old elves. Makes sense, actually. Deserts do have quite a bit of light, geometric patterns (also something Hyish was famous for) include pyramids, and after the first new elven race was not as he wanted, maybe just keep the next one in wrappings so as not to damage them. Like people that keep their equipment in protective foil for years. And honestly, we have spearmen, archers, horse archers, birds and chariots with elves as well as tomb kings, so what's the big difference?
    1 point
  46. After all that guy is called Illuminator... And is also a Necron. And we all know that Necrons are just Tomb Kings in space. And Half Life 3 is kinda confirmed. That leads to the only possible conclusion: Reaml of Light Tomb Kings Elven Giants confirmed
    1 point
  47. Heres my conversions of slaughtermaster and butcher since i was not fan of the origonal models. Meats back in the menu!
    1 point
  48. Yeah I already know that there are other "less flexible" armies. But I prefer to be compared to armies that have a lot of styles to play (in a non-competive way) than armies that are worst imo. Always aim for the bigger quarry/ bounty, that's the way XD!!
    1 point
  49. From a new player perspective, I don't see the point. At all. Yes it will be a success. Yes the new gameplay will be certainly cool. But I find this announcement counter-productive to the point of irrelevancy. AoS is not even 5 years olds, and still, they announce the resurrection of its predecessor. Anyway, even if dug Total war warhammer a lot, I guess I am not the target.
    1 point
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