Jump to content

mmimzie

Members
  • Posts

    1,486
  • Joined

  • Last visited

Everything posted by mmimzie

  1. Expendable is amazing, and I'm throwing it into my killy skaven deck. I always go for getting lots of support on my attacks, and spending a glory to deny a glory or two, while do a guaranteed damage is pretty awesome.
  2. What?? Cleave only removes shields from being successes. I don't see how that hinders acrobatics in the slightest??
  3. I usually score duel when I need to. Really I just want a few glory. So that I can get to a place where I can score annihilation and/or denial. I've played several orcs, dwarfs, and stormcast. The force that should be harder for skaven to kill, and honestly storm cast is the easiest of the 3. I can get sketch to do attacks for all 4 of his activations in round 2 with all my movement ploys and extra turn actions. While the only 2 killy characters thing is only a round one problem, and some round 1s I go for honest opponent where I just position for round 2 and don't attack at all, hold my cards for the free glory. After that with a glory. The killiness is unlocked and any rat is more than up to the job of killing any other warband. I agree. I think it's the speed and rather tankiness, while also have alot of burst potential. I do think things can recalibrate, but against the LVO meta skaven have those sort of decks pretty much dead to rights. Just because i think the decks before relied on fighting rather reliable opponents. The rats are abit more all over the place. Playing against them feels like every turn you walked into a trap.
  4. What do you guys think about hone survival instincts and alone in the dark??? have any of you had any luck with these cards??/ Those are other freebie cards i'm thinking about. I really like the 2 glory on alone in the dark low or no work. Seems easy enough to get alone in the dark off by playing the first turn rather passively. Mosto f the freebie cards are for stormcast, who you don't wanna risk giving away inspires on with too many multiple attacks. @Garxia Welcome fellow clan rat here is my aggro list. Ploys: Ready for action Skaven courage nervous scrabbling time trap side step musk of fear there are always more aversion to death confusion scratching in the shadows. Upgrades: Etheral Shield Hero slayer acrobatics awaken weapon great strength total offence shade glass hammer Black Hunger Daemonic weapon sneaky stab-stab Objectives plant a standard honest oppoent live are cheap Escalation Ploymaster Immedaiate: Skritch is the greatest, yes-yes Victorious Duel The bigger they are Arms Length Precise use of force Third end phase: Denial Annhilation. For how to play it. I have a write up on page 4 i believe. Good luck
  5. Yeah skaven mirror is abit explosive haha. It's a thing on who gets whose's skritch on the other first, or who can set up an explosive combo on the enemies skritch first. On the other rats. I think all the rats with upgrades have a lot of power house potential. Also getting lots of supports is really easy for skaven. With extra movement ploy options (nervous scrambling/scratching in the shadows) and there are always more. It's very realistic that you can get lots of half supports and full supports on the majority of your attacks. That i think is the most important thing, as often when attacking it feels like you jsut want a crit or a crit+ so you can more realisticly do damage, but with all the supports you get more reliability in your attacks. @Kugane Did you do anymore on your objective based deck. So far with my aggro skaven i only lost the first game i played with my aggro skaven. Since then i haven't lost any games. Which is bad because it makes it harder to know if there is something wrong in the deck but i'm luckly not running into it, or if the deck is just where it needs to be x.x.
  6. @Kugane First i'll talk about your deck abit. Looks neat. I dont know how comfortable i feel with that many hold objectives. also i dont think your deck can ever score brilliant brilliant, i beleive that can only be scored by scoring 2 immediates during an action phase?? or something like that. Its different from flawless stratagy which is what i think you actually want?? Skaven should be pretty good at objectives, but i sorta don't like objectives for anyone out side of skeletons as i don't feel you have enough models or activations to get on enough objectives while keeping enough models alive. The double skeleton move frees up activations where in a game you might want to actualy spend maybe 1 activation bringing a skeleton back. Where as skaven i can't ever see using a turn to bring a model back, and as such your abit in danger of just getting all your models killed. Which means you could potentialy be unable to score anything turn 3. On to the shadeglass +festering combo. Note rolling more than 1 crit doesn't do more damage. what a crit hit is, is a success due to rolling more crits than the opponent i believe. As per the faq's errata ‘If the Attack action succeeds, it also results in a critical hit.’ So max damage would only be 4, but..... problem is actually festering strike only works on attacks with a range of 1 or 2. The black hunger is amazing and the other combos in my deck are amazing because they work off multiple different combos. So i don't have to jsut draw black hunger and shade glass hammer. For instance i killed an orc team in only 6 (really 5) activations. He went first moved and ork. I spoils of war'd equiped black hunger and used ready for action all as one ploy play. To move my hungry rat in melee range of all of his orcs. On my actualy activation i roll 1die attacks against all his orks damaging only the leader. Then i used time trap and damaged all the orks and pushed them back (which i believe you can do??). He killed my hungry rat (a mistake <.<), Skipped a turn, and then he charged another orc to kill another of my rats, at which point i used aversion to death to get supports. You see when i pushed his orks i made sure they were all near starting hexs. After his activation, I used there are always more to bring the hungry rat back, right before i was gonna get my turn again. then i had the rat attack again. Killing his boss and an ork. That's two orks down and the only rat still to move was the hungry rat.... Then i had krrk charge and injury his un injured ork. Then krrk finished that orc off at the start of the next phase. Then the hungry rat finished off the last injured rat. Spent the rest of my activations drawing for and getting anhilation and denial. Stuff like the only works with spoils or war. Which is a reason i really like the card in skaven, but it's very unlikely and spoils of war is really bad later. In the multiple combos thing: Black hunger can combo with Shade glass hammer, daemonic weapon (4 damage attack), hero slayer, great strength (against non storm cast, orcs, or uninspire dwarfs), and awaken weapon procs off each attack roll as each is a different attack action. Shade glass hammer can combo with Total offence, Great strength on any one, awaken weapon to fish for crits or fail/tie on purpose to keep the shade glass hammer threat around. Daemonic weapon can combo with great strength. (if i droped upgrade it would be daemonic weapon0. total offence is amazing when combo'd with a last activation: time trap (3rd activation), Ready for action, or skaven courage. To make sure that attack does what you need. the other 3, ethereal shield, acrobatics, and sneaky stab stab are just good on thier own. If i had to drop one of those 3 it would probably be ethereal shield due to bad synergy with acrobatics. @Alphadork you are welcome. Edit: other combos i'd try to work in. I'd go for either shade glass sword or cordinated attack and then festering strike. both of those can combo with other equipment well, and also combo with festering strike. That said i don't really like cards that are too restricted to specific models, as i can garentee where they'll be. Which is why i only have hunger, but festering does have lots of potential.
  7. of course. Sorry was pretty tired yesterday so i was up to replying lol. So the ploys in the deck are all about extra actions/getting full support on attacks. I think full support is more important than actualy doing more damage as 2 attack dice vs 1 defence dice is 50% or less. However with supports you can skyrocket up to like 80-90% success on attacks which means you get stuff done with each action. Ploys: Ready for action spoils of war nervous scrabbling time trap side step musk of fear there are always more aversion to death confusion scratching in the shadows. The upgrade deck is all about just getting tasty combos to go off all the supports to get extra damage. Or to let skritch solo the enemy warband. Upgrades: Etheral Shield Hero slayer acrobatics awaken weapon great strength total offence shade glass hammer Black Hunger Daemonic weapon sneaky stab-stab Changes i'm considering making: Thinking of droping either spoils of war or musk of fear for skaven courage, or both and also adding distraction. I think spoils of war is an easier drop, as musk of fear is an inspire card, and in it's own way allows me to put a rat into support range, and then put them on inspire guard to give me a better shot of having more supports. Where as spoils of war is just a free equipment that i really only am excited about if i also have ready for action in my hand, and again i only care about spoils of war on turn 1 as otherwise i have glory. So if you want, i'd go with skaven courage over spoils of war. Musk of fear is also the best card for inspiring skritch as he usually want to move to a rather central location and spam attack action. As for how it plays. The whole point is to angle you turns toward setting up full support attacks, and using the occasional multi action to capitalize. It's rather easy for skaven to do with all the polys, speed, and surprizing durability we have access to. Against none storm cast you wanna charge a model, and then use confusion or nervous scrabling to inspire your rat, and then switch places with the target. a distraction or scratching in the shadows can easily make it so that such models after a switch will result in them already being between two models. Depending on your hand you'll then want to do two charges 1 with krrk, and then 1 with skritch take out 3-4 health foes (though occasionally your iniatal charging rat will do 1 damage allowing you just to charge in with one other). If you have a free activation card like skaven courage/ready for action/time trap you can then get your free action There are always more can also act to help get free supports as any enemy model next to a starting hex is a vulnerable. This will again effect where your move of your initial switching skaven. Any all 4+ equipment hands i'd throw away for the most part. This means your deck is super charged with ploys. As i said before the upgrades are abit meh to me as you can kill stuff more reliably with lots of supports and free actions than one big 4 damage attack. Against storm cast you do the same thing, but you don't charge with 1 damage attacks, as they aren't worth it. You can also use your high movement to get behind enemy models and push them into your other models meaning you don't have to actually do damage, but your 3 dice attacks are very likely to result in pushing atleast against most models. Lastly, aversion to death and musk of fear do a lot to keep up the pressure. Musk of fear allows you to either put a rat into a riskery situation, and makes them considerably more durable than they;d other wise be. While aversion to death lets you replace a fallen rat with a freshly pushed one or two.
  8. lead from the back is third end phase. Honest opponent is garenteed if you need it first turn. It's the worst of the bunch later, but it's the most reliable when you need it. Toss up card for sure though as i said. I see it as the opposite of master of war, but better. master of war is a pretty devently easy turn 2 or 3 card, but even then if you are starved turn 1 going into master of war you will be basicly in the same boat as turn 1 to get master of war not to mention need some other objective in your hand you can score. Honest oppoenent turn 1 is a garenteed scorer turn 1 every time if you need to score the card, and it doesn't too badly muck up your other easy objectives save for maybe plant the standard unless you get second turn. As i said you only go in when you are ready. Before that you muster your cards. you go for multiple attack actions. while 1 attack is alittle better than a 50% chance of success against uninspire storm cast, 2 attacks give you better odds, and if you set it up where your attacks can land on multiple different targets you don't have to worry about thier inspire mechanics. It's a more combo/control style, deck/warband where you build a good hand and you maneuver your fights to lure your prey into the right position. Then you spring your trap. i can see where you don't like annhilation or denial. I'd be tempted to drop one or the other myself. Annhilation being closer to a sure win if you table, while denial has a secondary condition for getting the points other than an all kill. That said i'm waiting for another really juicy objective to take one of thier places.
  9. Also here, i think crushing force is pretty bad for skaven as its impossible against both orcs, storm cast, and dwarfs, while only some times useable against skeletons and khorne. My objective deck is currently: ~Easy to get: plant a standard honest oppoent live are cheap Escalation Ploymaster Immedaiate: Skritch is the greatest, yes-yes Victorious Duel The bigger they are Arms Length Precise use of force Third end phase: Denial Annhilation. The idea is basicly. I want as many rather easy objectives as i can get so that i can try to get a second hand store glory point. Honest opponent is pretty bad, but if you have a slow hand you can just play back, take the free glory. The other easy to get cards are ones that you can try to use for free glory to get the ball rolling. Now i see that you wanna score those immediates, but against storm cast if thats what you are banking for you can only really get 1 at a time, and only some times get 2. meaning your just scoring at most 3-4 objectives all game farming immediates as hard as you can. The reason why i use immediates is to make up for the easy objectives and the fact taht i have third turn objectives cards. So that i can make up for those cards and start pulling more objectives so that i have a higher chance of pulling stuff i can actually score when i kill stuff. denial and annihilation are there exclusively to make up for big point debts that you run into against storm cast (and i'd assume you'd also run into against orcs). They are terrible against other skaven and SG, but against them the other objectives are soooooo easy to get you should have atleast 11 glory against them, and the immediates are there to keep giving you gas to keep doubling your glory for kills. other than that. I think it's about playing a sort of control game. You don't go aggro out the gate you play your cards against your chest. Once you have a big combo and can get a chain of kills with your hand then you bring into action. You gotta play aggressive like skaven. Running, lurking, and waiting for the right moment. Then you spring some big trap that leaves your opponent reeling.
  10. I played 3 games yesterday against agressive storm cast and 1 just against some whatever stormcast today. I won every one. I'm not super seeing the issues?? I definitly think stormcast might be the hardest match up, but it's not impossible. Either you draw the big draw turn 1, 2, 3. You'll definitly get something nice by turn 3. With good objectives you should beable to find some pretty easy free glory in your objective dect if you built it well, and against storm cast you really just need 1 or 1.5 turns to really go off with skritch killing the whole force. My first game yesterday against storm cast i thought i was gonna lose round 1 because the storm cast player got so many points on his first turn. However i killed his whole first after 2 activation. Broke the shade glass hammer from a charging hungry skaven over the head of bright shield, after the whirldwinds first attack missed on obyrnn. Then skritch time warp + momentary bravery broke obyrns back. I don't remember how stealheart died but he also went down that turn or maybe the one before?? Maybe it was before because i know obyrn went army of one. ONe game i did today. Sidestep+aversion to death and a move got the stormcast polayer swamped. Then i did a move up with skritch. Who with all the supports surived the first unupgraded blow that came his way. Then he just double tapped bright shield over 2 activations. That was turn 1. WIth me scoring 2 immediates and plant the standard off that play my opponent conceded because i showed him i had sneaky stab stab, and he failed to do any damage again at the end of his first round 2 activatiion. Another one today played against demo stomcast just to test my deck. Told him it would be bad. Move skritch up with musk of fear/spoils of war/ great strength/ready for battle/ side step and broke bright shields pretty little head in on my first activation. one game yesterday was close but i remember it was on a respawn> heroslayer + all out assault+ready for battle in turn 3 that broke his morale and heralded the end of that. I honestly feel the stupid combos are good, and if you just build a strong hand eventually you are gonna go off. Turn 1 plays usually need spoils of war or an aggressive opponent. other wise you can just keep building a good hand with aggressive mulligans and discards. While banking on getting turn 1 free glory again with aggressive mulligans and maybe even drop an activation for a draw. All skaven needs to get going is one double activation and you can do stupid stupid stuff. Just bring back a hungry rat into black hunger and any weapon combo can spell a good suprize kill on any warband. I haven't yet faced orcs. I think they might be scary as the 4 wounds are tough and with more bodies it's hard to get enough attacks to table them before they score a lot of points off the back of your glory. However, thats all a theory on the orcs thing because i haven't had a chance to deal with them. Again and sorta TLDR; i think the ability to get lots of rather reliable double tap attacks. Skaven ahving access to ready for action or time warp + revive is a very powerful suprize that stuff like SG can't do as you can hit any starting tile. While i think skaven ahs more burst potential or early aggression that khorne just doesn't really have due to lower range charges forcing you to gabble with your heavy hitters being at or near striking range, or forcing you to wait till you inspire to start making big moves. While the skaven also just have more durability over khorne models with 2 dice 2 hp is often just better than 1 defence die 3 hp. Having played mostly khorne before it just hasn't felt as easy as it does with my skaven.
  11. So you mean 1 of two thing: Either you mean after he hits two adjacent opponent he dies. This isn't the case as they take damage each time he takes the attack action, so it's only one damage per activation. If you mean after making two activations. I'd say I'd be suprized if he attacks once and then lives to make another attack actions. All the weapon combos are abit one and done. @Kugane yeah I agree. I just like the 3 end of third turn cards because it sure up a weakness to storm cast. Usually againdt them they score big turn 1 or 2. So much so that the immediate make catching up super hard.
  12. I think the current line of talks are more with my experience with skaven. I think with out the extra movies skeletons get via thier commander action, you are abit too 'slow' at grabbing lots of objectives. That said with our out of turn aggressive actions and tons of movement options availible to skaven, along with alot of movement and high staying power via 2 dice defences. I think Skaven make a very powerful either killy force or hybrid objective/killy force. Skritch is a one man wrecking crew with very little effort. There are like 6 or 7 different equipment you can put on the little dude to let him wreck most warbands, or endure tons of damage. From there the other 3 little rats can very easily get equiped with some super deadly combo to make them pretty terrifying. The hungry rat with black hunger and either shade glass hammer or daemonic weapon can quickly charge accross the board and kill 2 or 3 guys of any warband there is. The other two rats can equip the same hammer or daemonic axe for attacks of oppurtunity. Or they have equip something like the heroslayer with all out assault. Speaking of all out assault. it's pretty easy to make a deck that can actually use that card. With access to ploys that let you charge/attack out of t urn/ Throw in time warp for good measure, and Position tools like aversion to death, you can make lots of attack actions with out having ever moved. Even more so those above cards that let you attack for free work really well if you use the commander ability to bring a skaven back. Bringing a suprize hungry rat with a few good equipment on him and them time warping, momentary boldness, or skaven couraging them is very destructive. From the now 10 games i've played with them. I feel like combo aggressive skaven is really the way to go with the little rats. also with the skaven you can safely play anhilation, feast-feast, and denial i think. The match up against SG is sooo easy that getting those dead draws mean nothing as i often double or tripped the points against SG. While those 3 cards have an important role in making up for the point hemorrhage of having 3 easy to kill rats.
  13. If summoning is going to be a thing. I think it will depend on faction bonuses to aid it and as you say garenteed summoning. FEC could very easily get an alliengce ability where thier models can just walk on from the tabl edge using reinforcement points but it has to be FEC alliegance units. Would be thematic. Death mages could get double summoning and maybe a command trait for quaduple summoning so they coule set up full power horde units. With spells that let them buff and move said newly summoned units. Khorne could get something similar to blood tithe points where dead units give you tokens that let you summon stuff. Tzneech right now is in a great spot summoning wize as every hero is a strong wizard and summon can cast multiple spells. They also have a large selection of models that can be summoned, and once summoned usually have a shooting attack or spell they can use. Destiny points make summoninf stuff like a lord of change realistic for any caster. So i think we are on the way. We just need the faction bonuses to get there.
  14. FAQ says you throw out all other coniditions in a battle plan. So the victory conditions for the matched play scenarios ignore the core rule victory conditions.
  15. Eh i dont like opening up to many generic battle line options. You only need 3 so the restriction is quite small already. I like it rewarding sticking to a theme. Opening this up to much would just make chaos and order even crazier.
  16. 3. Could easily be fixed on a per warscroll bases. They could do it like they fixed bale wind. Update thier war scroll and your done. Either add "these can ignore the rules of 1 for arcane bolt" Or don't make it a spell and instead make it an ability they use in the hero phase.
  17. Most importantly to me. I think the game the way it is right now is really great, and simply needs abit of a rules polish than any real changes. Base to Base should be a thing. Offer standard match play base sizes next to each profile. Make a GW basing kit. It'd be like printing money to be honest. add more battle plan. Maybe enough so you can roll d6/d6 for them like mission 1-1 or mission 4-3 what have you. Everything blow is take it or leave The only change would be to make shooting suck a bit when you get em in combat. I say if they ahve something within 3" they can only shoot that target. Drop a big book of allegiances and battalions. IF they just drop a bunch fo simple not ridiculous battalions and allegiances would be pretty sick and go a long way to making the game feel complete.
  18. Auto doesn't make them here in the events it throws them in the USA international subsection
  19. I'm sure i'm not the only one to realize this, but all the model in the AoS app and in the new books have their round bases. Not in thier display picture, but in their war scroll picture.
  20. Check out this awesome video of our paint submissions: LEague update: Faction standings First place: Destruction 2nd: Death 3rd: Chaos 4th: Order Faction Generals: Michael Sanchez (destruction), Payton Anderson (death), Dillon Koullen (chaos), and Justin Monnier (order). Paint winners: Michael Sanchez 1st, Steven Genova 2nd, and Larry Baraba 3rd Most combat points go to: Payton Andrew 1st, Michael Sanchez 2nd, Larry Barba 3rd Current standings Michael Sanchez: 1 General Token, 3 Painting Tokens, 3 League Tokens Payton Andrew: 1 Generals Token, 4 League Tokens Larry Barba: 1 Painting Token, 2 League Tokens Steven Genova: 2 Paint Tokens, 1 League Token Dillon Koullen: 1 General Token, 1 League Token Justin Monnier: 1 General token, 1 League token Richard steele: 1 League Token Lance Cohill: 1 League Token Daniel Valley: 1 League MehII: 1 League token James Tiffany: 1 League Token Let me know if i missed you or made any mistakes i'm no calculator. Facebook group started!!! https://www.facebook.com/groups/1059476980768759/ This sundays Painting Competition is a Battle line unit!! Get your battle line On!!! Good Luck. Fluff for this week: The Dust settles and all around you, you see the other champions. It would seem Manfrad stand unharmed, but everyone else seems to have some losses to thier ranks. Even as Manfred stand victorious he stand alone as the only death presence. That is save for one figure who seems out of place. As you look around you can tell destruction faired well, the ogres, goblins, and orcs all bump chest and jeer eagerly. Chaos and order though more numourous than the other factions, all look concerned. They know they have been bested by superior forces and worry for the next conflict to come. Everyone gets ready for one more fight. . . Suddenly the one who stood ignore among the presence of death appears between all the armys. He stand at the crossroads blocks each combatant from their foes. He speaks, "You all fought well," he almost shrieks out, " It would seem the forces of destruction will be something to fear, but doubt ignore death. Chaos and Order had better rethink thier strategy if they wish to win this game. Now then, Welcome to Le Grande Melee!!!! I am Garry your Master of Ceromonies, and host to Le Grande Melee." He goes on to explain the rules of the game, and you feel your coin purse grow heavy as magical doubloons fill your pouches. The true games, apparently are just around the corner. Dabloons Many of you have your "Dabloons" those are the silver colored bases with your factions color around the rim. You can use them to score points throughout the week. Simply wager as many as you wish against your opponent before each game. Your own factions coins are only worth 1 point to you, no matter the shape. Other faction coins are worth 2 points, and if your not a general circle bases are worth 3 points. Turn this in Sunday or at least by the following friday. You can leave them at the store in a bag for me to collect with your name and faction on it. Sunday, have 500 to 1k points. Generals make sure you bring 1k points. Battle line units are buffed for this event. Rules will be given out on sunday. Along with the lore.
  21. I do the same thing. Mortis engine is qutie nice in the horde army as it has nothing but shooting to fear, and it takes a good chunk of shooting totake it down anyway.
  22. A Meeting At the Cross Roads: Prolog Fluff: Your invitation has instructed you to meet at a clearing just off the road from here. You and your troops have circled around and it seems to be a small dense forest that lays before you. From the forest you can feel a strong energy tugging at you, but you can't put your finger quite on what it is. All you truly know is that you’re going to need to brave this forest, but you can't just marsh your whole army in here. It seem just right for a trap, where a large force could easily become trapped between the trees Even Seraphon, Stormcast, or Daemon champions couldn't just warp their force to the center of this forest as the magic here would more than likely repel any outside forces. You see three possible options or combination of options before you: If you’re a powerful summoner with minions at your fingertips; you could simply walk into the forest alone, and act as a conduit to summon your forces with you should you need them. Perhaps if you had a powerful steed such as a Dragon or a Stardrake you could rip through the forest, but you know the wake of your destruction would leave the rest of your army unable to follow. You also surmise that taking a small detachment into your forest would leave just enough room for everyone to operate effectively, even in the case of a trap. Either way you know you must make it to the center of this forest for the opening ceremony of Le Grande Melee, where power has been promised for you and your faction... Your trek through to the clearing had a few wild creatures that charged your group aiming for you as if you had somehow personally wronged them. Though they proved to be no match for your forces, and you made it to the clearing. Here the power that you felt earlier overtakes you completely. You look upon an ancient sarcophagus overgrown with moss and vines. You can feel power bleeding out from the coffin, filling you with anger. You know your faction could be doing better in this war, a fact paramount for the existence of you and those you hold dear. If only you were in charge . . . mind wandering reliving the wrongs the world has done, a need for vengeance grows strong. You look at the sarcophagus as if peering through the green stained grey stones and the power inside promises to be the answer to all problems. Once this vessel is opened it’s powers promise to aid you and your faction, sure to bring a swift end to this war. Lifting your head and looking forward, seeing . . . yourself? No, they are one of a rival faction. Your kin in thought alone stares back. Both of you look at each other filled with so much hatred, but also understanding that this chest is what could tip the scales. You notice your foe has already armed themselves, and you realize that you too are armed. Rules: 500 points max (includes your summoned creature) No core required Must have a Leader. Games will be played on one 2x2 tile with 3 turn length games Roll against you opponent to see who sets up first using AoS set-up rules. Each game will be 45-1hr depending on how quick the play is. Deployment will be within 10" from opposing corners of the tile. Victory conditions: A chest will be placed in the your battle field. +1 point for having your General within 9" of the chest at the end of the game +1: If you have at least 10 wounds within 9" of the chest +1: If no enemy models are within 9" of the chest +1: For tabling your opponent
  23. Event Title: Glendale, CA GW League; AoS, Le Grande Melee Event Author: mmimzie Calendar: Events USA Event Date: 07/10/2016 12:00 AM https://www.facebook.com/GWCentralAvenue/ Le Grand Melee is a league i'm holding at my local GW in Glendale, CA. We will be holding special in shop events every fortnight. Generals will be crowned and dethrone for each faction. Also you can post your winning into the global campaign. You may also be interested in joining in our painting competition that will run along side this event. Usually the painting competition will highlight units that would be key to the particular missions for the big events. We welcome anyone in the area who is interested in joining. A more fluffy and fun read can be had below for the initial invitation, and later on the 4th of july the mission for this week will be posted. I welcome anyone who attends to use this threat to schedule related pick up events in this forum, and to use this thread or PM if you have any questions on the events. The most important part of this campaign is to have, and if at any time you experience a lack of fun feel free to yell at me. It will usually result in me running around flapping my hands in fear... which results in fun for you. Glendale, CA GW League; AoS, Le Grande Melee The league will have Bi weekly winners, and over all winners. Scores over all will be tracked hear. Biweekly catatgories are: Paint, General, and faction Over all catagories will be: Faction, Grand general, Best over all, and Paint over all.
  24. Le Grand Melee is a league i'm holding at my local GW in Glendale, CA. We will be holding special in shop events every fortnight. Generals will be crowned and dethrone for each faction. Also you can post your winning into the global campaign. You may also be interested in joining in our painting competition that will run along side this event. Usually the painting competition will highlight units that would be key to the particular missions for the big events. We welcome anyone in the area who is interested in joining. A more fluffy and fun read can be had below for the initial invitation, and later on the 4th of july the mission for this week will be posted. I welcome anyone who attends to use this threat to schedule related pick up events in this forum, and to use this thread or PM if you have any questions on the events. The most important part of this campaign is to have, and if at any time you experience a lack of fun feel free to yell at me. It will usually result in me running around flapping my hands in fear... which results in fun for you.
×
×
  • Create New...