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treeclimber

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  1. Sure. I think I've posted it here like a year ago, but no reason not to do it again! It is a conversion of the "Vex Machinator, Arch-Lord Discordant" model, with a boneripper head. The clawlord is a beastigor with a stormvermin head. Im really proud of it and Im gonna play with him, even if he is a legend model, darn it all!
  2. This talk about the Clawlord on Brood horror a few pages back made me sad. Im annoyed that it is a legends unit now!!! I JUST converted and painted one for a painting competition when Covid happened last year, so not only were the competition cancelled, I also didn’t get to play him in a lot of games . Oh well. As long as he has rules and points (even legends) I can play him I suppose.
  3. Im starting a path to glory campaign soon and we will make our own heroes for it. This is going to be my general: Beastshaper Snapjaw!
  4. My brother and I agreed to make our own heroes for a Path to Glory campaign we will be starting soon. So... Behold! Beastshaper Snapjaw! I mixed a master moulder with the Anvil of Apotheosis and made a custom CA.
  5. I want all monsters to interact more with objectives. I personally think all monsters should count for as many models as they have wounds left. A monster with 12 wounds would count as 12 models, but when it start taking damage that drops, making it harder controlling the objective. Then certain armies, like Gargants, could have special rules where they can never count for less than 10-20 models or something.
  6. I haven't been able to play a lot of games lately, so maybe that is why I don't entirely understand why so many people feel like shooting in general is a problem. Keep in mind, I play Skaven and in my local group, my army is the shooty one. Sure, you can shoot at targets without retaliation, but at the expense of only shooting once per round, and in the case of Skaven, to get the most of your shooting you have to take risks. Just this last game I had my Doomwheel and two bombadiers blow themselves up in one round of shooting... In my experience the problem is not shooting in general, but specific opressive units. My brother plays Death, and man I HATE Mortek Crawlers. It's like they are designed to kill clanrats . But in this case I feel like the problem is mostly the long range. 36" is an absurd range in AoS.... and you know, I could just not bring as many clanrats. So rather than nerfing shooting overall, I would rather GW tweaked specific units/ unit combinations which feels a bit opressive. In paticular those with very long range attacks, since those are the hardest to do something about.
  7. As far as I understand it, the reason you can’t cast an Endless spell through the portal, is that it still has a range restriction on “set up”. Like, it does not matter that the spell has a 18”longer range, if the endless spell still needs to be set up within 13” of the caster once succesfully cast.
  8. When Sons of Behemat was teased, I decided that I wanted to make a giant army. After all, it will certainly be different from the skaven hordes Im used to. I also love spending time painting larger models, so it’s a perfect fit! Thus, behold, my very first gargant!:
  9. I can understand the sentiment that many monsters are a bit to easy to kill. But at the same time, I absolutely believe that a horde should be able to kill a monster, under the right conditions. I have never played any other miniaturegame than AoS, so I have not tried playing with strenght and toughness. I do, however, feel that we already have a roll to represent a units toughness: Save roll. Instead of changing how "to wound" works, perhaps we could look at making this roll more interesting? Maybe monsters and combat heroes have a special rule called "Perfect parry" or something, which would be universal across the whole game. Im thinking something along the lines of: "Unmodified save rolls of 6 medigate two incomming attacks instead of one" If this was a universal rule mentioned in the core rules, then especially tough monsters could have rules that modify this. Like "Dragon scales: Perfect parry trigger on all succesful save rolls". ... I mean, the suggestion is in no way perfect, but I think it gets the point across. Make save roll more interesting, rather than changing "to wound". I also believe that some monsters need to bracket slower when taking damage and that might help too.
  10. I finally got around to buy General's Handbook 2020, and I have to say, the Anvil of Apotheosis is really interesting. Have any of you make som cool thematic Skaven heroes with it? Im already brainstorming awesome custom heroes I could build and make rules for! Like this one:
  11. I too think your conversion look fine. At least at my local GW store they care more about how genuine the conversion feel - making something creative is more important than making something that perfectly mimics the official models (to a degree ofcause). In that setting I’ve not had any problems playing with my own verminlord conversion:
  12. Clanrats are battleline for all of chaos. If you take a Skaventide army, both clanrats and stormvermin are battleline. If you want to take a pure Skryre army, for example, you cannot use clanrats as batteline and must instead use Stormfiends or Acolytes. However it is worth noting that the ONLY difference between a Skaventide army and a pure clan one, is your battleline - even in a mixed skaventide army you can use say Skryre battletraits, as it depends on what heroes you take. If you take a Skrye, Moulder and Masterclan hero you can use all their battletraits at the same time, as long as all units in your army has the "Skaventide" keyword! I hope this cleared things up
  13. cool fight! regarding gnawholes: they don’t stack but they can’t damage you either. Skaventide units treat them as “arcane” and that rule says you get the casting buff while you are within ANY terrain with this feature, whereas none skaventide units treat them as deadly.
  14. So no shenannigains. However, the Doomwheel CAN deal mortal wounds to the same target two times each turn - during the movement phase and after charging. So rolling over an enemy unit, followed by a charge will let you hit them twice. The updated Doomwheel seems cool!
  15. I have a single doomwheel and to be honest I've always found it rather underwhelming in terms of damage output and it can be hard to get in a position where you can roll over enemy units. However, with the changes to shooting in the new edition I think they could certainly be used to disrupt enemy PewPew (TM) units while the rest of your army moves toward. Beyond that I agree with the idea of using summoned giant rats to grab objectives and act as meatshield - the summoning changes is a great buff for the verminlord warpseer
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