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Charly2912

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Posts posted by Charly2912

  1. @Televiper11 Blackshard Armor is our Battletrait 

    All LoA units benefit from it regardless of artefacts or warscroll abilities 

    @Blackspine I havent tried it yet but i am absolutely planning to do! Missing 20 more fireglaives for 2 units of 30

    I will also add the blackshard warhost battalion to this list. Besides of the obvious Extra CP and artefact, Dropping 122 dwarves (including the heroes)  and nearly 1500 points at once will help us to Pick who goes First.

    It also provides buffs to the majority of the army - bringing even the fireglaives to 4/4/-/1 with rerolling 1s to hit and wound in melee. (Castellan command ability not even taken into Account). 

    Prolly add a DS and 3 magma cannons bringing you to 1980 points. Points left for a minor endless Spell or triumph (i imagine rerollin all hit rolls on a 30 Block of fireglaives can be pretty devastating) 

    Draz might have its place too for the battleshock bubble but i guess we should drop down to 20 FGs then because there wouldnt be much spare points left otherwise 

    One problem i see is that the FGs wont Profit from the blackshard armor as much as they would do in smaller units.

    And i Guess you are right about the "exciting playstyle" of such an army :D still worth trying it out! 

     

  2. I am kinda sad that sourbreaths are Not included into gloomspite. 

    They dont even have the right keyword to ally them. So you can play sourbreaths only in generic destruction Armies?

    Do you guys Think there is a chance that this will get updated? I have One unit of them left and i think they fit well into the Theme. I woud be happy if i may ally them in at least 

  3. 5 hours ago, Moogoodoo said:

    I'm going to stop posting I'm sorry that's 3 times now I've tried and made a mistake. I ment daemon smith. 

    You always can edit your posts ;) 

    But i also dont think you need 2 daemonsmiths when you already got Draz. The other one is for Ash storm and warmachine support.

    Those 10 man Ironsworn are worth nothin in a 2000 points game. Thats to small for them to do anything. Rather go for 2 x 10 Fireglaives and 1 x 30 ironsworn (There is also a nice price when you go for a horde with them)

  4. 3 minutes ago, FERRUMITE said:

    Just gonna say, if this flaming bull spell isn't for a surprise announcement of Chaos Duardin, then GW are seriously cruel, ahahaha. Especially given how they know more than anyone that a flaming bull of shadow is the exact motif of Hashut and Chorfs to the tee.

    I'm gonna try and not get my hopes up but god could you imagine if we DID get plastic Chaos Duardin? Hhhhhnnng

    exactly my thoughts...would be a dream come true

  5. 1 hour ago, Gwendar said:

    So, for further theory rafting since I've nothing better to do at work. I've modified my K'daai list a bit for a double a battalion list, which of course removes the K'daai for more shooting. 

     

    Shar'tor

    Taur'ruk 

    Daemonsmith

     

    3x3 Renders

    2 Magma Cannons

    1 Mortar

    1 iron Daemon

     

    Execution Herd

    Artillery Train

     

    60 points of endless spells.. Which I thought maybe balewind + maelstrom for its unbind.

    Gimmicky? Probably, but still competitive possibly? Maybe it would work easier in a list with a Blackshard Warhost and 80 ironsworn/Fireglaives? On paper I still debate the mortar.. I try to compare to poisoned wind mortars but it's cost is difficult to justify, but it being able to sit on the table edge and lob shooting across the whole table sounds fun. 

    I did not try it yet,

     

    but I've got one List in mind that is nearly exactly the same, I just thought of a second Iron Daemon instead of the Mortar.  1 for each Magma to get in good position (having the 24 inch range here all time as long your daemonsmith is alive is great help)

    I also already thought of Chronomantic Cogs for the  endless spell so that this "fast" chaos dwarf army can become super fast (+2 Move, +2 Charge) :D 

    So its automatically + 3 for your bulls on the charge - with 3 starting command points and shator it should be realy hard to fail  a charge. 

    But yes the downside of this army is just one spell  / unbind 

  6. Hello guys,

    i just realised something about the fireglaives, i'd like to share with you:

     

    Did you notice, that the wording of the hit roll of 6 states, that that attack inflicts 1 mortal wound on the target in addition to any normal damage. 
    So u still would need to make the wound roll to inflict the one normal damage which can be saved with a normal save roll and in addition to that with this sucessful wound roll, you also inflict one mortal wound, which cant be saved by a normal save roll.

    Still there is this paragraph in the rules section, which states "Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. ..."

    So now i wonder if this rule applies for a mortal wound, which is inflicted as additional  damage to an usual attack. What do you guys think?

    Edit:

    I also checked the Monstrous Arcanum PDF and the wording of the Colossal Squiq is the following: "If the unmodified hit roll for an attack made with this model’s Enormous Jaws is 6, that attack inflicts D3 mortal wounds and the attack sequence ends (do not make a wound or save roll)." So its pointed out that there are no wound (and save) rolls to make. Im still not sure if you can compare these rules quite perfectly, because the one adds an mortal wound to the normal wound while the other inflicts mortal wounds instead of any usual wounds.

     

  7. 6 hours ago, FERRUMITE said:

    Oh dang, I just noticed Draz not having Fly, how long until this gets fixed you guys think?

    I first thought it might be an mistake too, but thinking over it again they realy might have changed it because of the burning skies from ashqy (available for all armies when fighting in ashqy)

    When you think about your main leader getting burned in his own realm by any intruder, it doesnt fit lorewise.  But still Kdaai getting burned doesnt fit much either... at least he kept the 15" move

  8. 26 minutes ago, Perturabo said:

    just a pointer, some folks from the Facebook chaos dwarf group points out that Draz Hoath is no longer a unit with FLY

    But still keeps his 15 " movement and the miniature still has wings... this might be an error 

    • Haha 1
  9. Tauruk Command ability gives +1 to Hit 

    and they all have +1 to Charges nie 

     

    i am very pleased with this Update. Only realy sad thing is the fireglaive Champion. The Rest of the nerfs arent that Bad and we still got a lot of Buffs and Most importantly our own allegiance abilities 

    some People who are complaining here didnt Seem to notice the changes for the last years Update (2017) and refering back to our First warscrolls. 

     

    I did one small game so far and there is a lot more to come!

  10. I was also thinking about how to transport my LoA with more safety! So thanks for the advices here. The Picture helps a lot too! 

    So you simply put magnets under the bases? 

    And it was no surprise that GW themself didnt mention LoA in their FAQ as they also didnt bring out an AoS 2 preview as they did for the rest of their armies.

    I also think, and mainly hope, that FW being Open Day is a good sign. We shall see in the comming week

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