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Everything posted by Anthony225

  1. Here are my Slayers with their bases spruced up. I put more pics in the painted warband section
  2. My Slayers (Chosen Axes) came across some gitz and promptly disposed of them. Fjul even cut one of the squigs in twain because it was in his way. I decided to spruce up my empty bases a bit. The Slayers are officially finished and hopefully they get some love with the new warband cards coming soon and maybe even an update for them at some point. Here they are in all their glory!:
  3. I have a conversion question. I know you can use whatever you want within casual games, but regarding competitive play, whether its a GW venue or otherwise, can you use completely different (GW) models as a replacement/conversion? For example I have my "Slayers" that I would love to use, but with the assumption that Nightvault rotates out when 4th comes in, Chosen Axes will lost a lot of essential cards. I know that newer warbands have a better time coming up with efficient deck builds. So my main question is could the below models be used as a replacement/conversion for Morgok's Krushas? Their playstyle I assume would be very similar, just wanting to fight and being really good at it, and tough to kill.
  4. Riiiiise!!! I just wanted to post some thoughts on these guys. They seem like a really good Jack-of-all-trades type warband. I think if you build they right deck they can be more of an aggro warband, but have the tools to work on passive objectives while they attack. Calculated risk, Gathered Momentum, Despoilers, Shortcut, cover ground, opening gambit, solid gains, martyred, and combination strike all seem trivial to score. With objectives like martyred and survival of the fittest, you don't care so much about fighters dying and almost welcome it. By adding a few damage upgrades like Great Strength, Glory Seeker, and Sting of the Ur-Grub, and weapons like Amberbone Dagger, you can make any fighter deadly. Barb-laden Net is a control type upgrade I thought would be fun and work well to help shut down key fighters. Charging in with a lowly ungor and giving Mollog or Fjul a charge token seems very fun. Lastly I think the Leader's reroll ability is gold! You have so many options with it. Even if you end up with no power cards to help with hitting, you still have a free reroll that Draknar can use from your first turn. I think the reroll ability is very important and makes them more of an aggro warband than people may think. The ability makes them very accurate. Even if you come up against a 3 fighter warband where it will be difficult to kill their fighters, a single reroll is still good.
  5. You people are to slow (just kidding, it's been one day), I' m going to suggest another idea to the quoted (my other) post. I was also thinking, in regards to a model for Drakskewer, the below pictured model... But instead of axes he'd have a rope in his right hand and a spear thing in his left. The rope would go up into the air suggesting he's hanging/swinging from "something", nobody ever knows what. My thought was he could be the pirate who is always up in the air and never touches the ground somehow. I'd have to anchor his foot on the tip of something on the base to be able to touch the base, but it would be minimal and he'd still look like he was swinging from, again "something". He'd also have a pistol, bottles, knives, axe, sword, and whatever else looks good. Probably some more rope around his shoulder. The idea can possibly makes sense as there is probably something around to swing from all over the place? Idk, in my head it seems like a really cool idea.
  6. I have conversion question: I’m interested in converting a Thundrik’s Profiteers warband using pirate slayers, think Long Drong’s slayer pirates. I have a good idea for every member except Drakskewer. My initial thought was to use the original model, but give him a slayer head and maybe some bare arms with tattoos. Also adding barrels, pistols, knives, rope and bottles instead of the “time bomb” on his hip. My question is would that drakskewer conversion make any sense lore-wise? My thinking is it could as it may be a contraption that pirates may use I order to surprise attack and drop Molotov cocktails all over the enemy. I’m just a stickler for sticking to lore, albeit loosely, so if it would make no sense at all to have a slayer in that type of contraption in any sense, I may just think of something else.
  7. Wow, a Long Drong warband sounds very interesting. What's better than a unit of Slayers? A unit of slayers with guns! Could use Thundrik's as the warband also so it would be competitive. Ideas a brewing...
  8. If you haven’t seen the WIP yet it’ll give you a good idea how to cut the head off Vol and Maegrim. The trick is “extracting” the head, but leaving the beard and lips. And then I used the bald head from the Fyreslayers box, but I had to cut that at a weird angle at the bottom. Hard to explain, but if your decent at cutting/modeling you should be able to mimic it. gotrek and tefk were literally just plastic versions of slayers gotrek is did nothing to but Tefk I did reposition his right hand a bit just to look more realistic. The model I used for him is originally in this weird “all the way sideways” jumping motion while swinging an axe. You could look the model up by searching for “grombrindal”
  9. I posted my completed "Slayers" in the painted warband section... I also have a completed "Chosen Axes" warband that I may post (ie, not converted)
  10. Fjul Grimnir is the new(ish) Gotrek model for AOS Tefk is a plastic version of Grombrindal as a slayer. you can look it up but I used the whole model (except the weapons) Vol and Mad Maegrim I used the basic Chosen Axes models but cut their heads off and added heads from a fyrelslayers boxset and added the mohawk. I shaved off their runes and skirts and added pants and tattoos. ( I personally think Mad Maegrim turned out the coolest) I changed their weapons (expect Fjul Grimnir) by just swapping for cooler looking ones. Mad Maegrim was given hammers. There are WIP pictures in the Chosen Axes forum. Although the bases and weapons we changed a bit from that point.
  11. Here are my "Slayers" (Chosen Axes)
  12. @WathLab Maegrim is my secret "favorite". I felt like i had to give him some appropriate weapons for a crazy guy. He doesn't want to accidentally clip himself with an axe while swinging away, but at the same time he wants to pummel his enemies into the ground. Short handled sledge hammers seemed appropriate. Looking a them hammers almost makes an axe inviting... I like his stats also. He can be the MPV of the game if you go up against a horde band. Poor Vol is the fighter that is "ok" compared to the rest. He still looks cool though and 3 damage is not bad by a mile.
  13. @WathLab all good suggestions! However, with Victors Speed, can’t you just play it like a generic upgrade? Re-reading it, it doesn’t seem like you “have” to play it on the fighter that made a kill, just looks like an optional reaction. The +1 speed all by itself before the “reaction” option made me think you could either play it similar to a regular Great Speed “OR” use the reaction to play it for free. so it’d basically be an upgraded Great Speed.
  14. These are not quite done yet, but here are some "bad" pics of the project so far:
  15. @WathLab, This deck looks really fun! I really liked the detailed explanations of your choices and how the deck is supposed to run. I'm still working on painting my "Slayers" (not Fyreslayers), but your article makes me want to get to finishing them! I wanted to ask if you have added any of the new cards from Wurmspat or Mantrappers? For example you could replace great speed with Victor's speed as it's the same upgrade, just with the possibility of equipping it for free if you kill a fighter. I was also wondering, did you ever consider replacing "A Claim Retaken" with "Conquest"? ACR you can only score 2nd and 3rd round, while conquest can only be scored 3rd round, but is much easier to score. Hopefully the new Daughters and Orruks have some nice universals for the Slayers!
  16. What are the rules for using conversions built from previous warbands? For example, I really like the Grymwatch rules and cards, but I'm not to keen on their models. I do really like the Skaven warband models, but not so much their rules/cards. In regards to competitive play like tournaments, is there anything stopping me from using some of the Skaven models in place of the Grymwatch models? For example, I would use the Skritch model for the Grymwathc leader (Duke). and I'd use the Lurking skaven model for the Royal Butcher. Assuming you have an understanding it would be a Grymwatch warband, the models would be clear as to what models they represent. The only challenge I forsee would be someone just getting confused mid-game thinking some of the models have skaven stats or rules. So I wanted to see if this would technically be allowed.
  17. Yes he doesn’t look to broken. It does look like the warband has a high ceiling in strategies, which is cool. Seems like it could be a superior warband in the right hands, but not necessarily an easy button warband.
  18. Warhammer community Warband Focus: Hrothgorn's Mantrappers Warband Focus This warband looks like it will be a lot of fun to play. It's full or different tactics and strategies. The trap looks very interesting from a strategical standpoint. You could potentially do so many things with it, your opponent will have a tough time trying to figure out your plan. Here's a few off the top of my head: 1. Bushwakka could move up and place the trap, then you use distraction to move an adjacent fighter into the trap (with spectral wings he can place it farther up) 2. He can place it on an objective shutting it off for any fighter with less than 3 wounds left 3. He could place it up the board and then you can pull a fighter in with Hrothgorn's ranged attack 4. He could put it on a lethal hex so any fighter would take 3 damage if put on that hex I' sure there's many other shenanigans Bushwakka can do. Luggit and Thwak also look very thematic. They can push an enemy fighter one way or another, no matter if they will the roll, tie, or lose. If your intention is to push the enemy fighter in a specific direction, it's almost better to hope you lose the roll as they only do one damage anyway. What does every think about them?
  19. His card says “this fighter treats lethal hexes as normal hexes...” not sure there’s anything to be said to claim that he’s damaged as normal, but then ignores the damage. He simply treats it as a normal hex. There’s no point at which drakkskewer will ever move through a lethal hex as the hexes he moves through are all normal hexes. Your guardians example is not the same thing. Their cards have (even if they have no wound tokens) printed on the card itself.
  20. WathLab, what does your objective deck look like ? I find it challenging to get the second half of the objective deck nailed down. The first half is pretty much auto includes, but it seems hard to get any real “easy” to score objectives.
  21. I don't play as much as I'd like, but I fell like I can give some advice. Considering what you already have, of the 3 choices I'd say maybe despoilers or profiteers. Mollog is good, but the play style is similar enough to Orruks and Snarlfangs that it may be a little dull. Profiteers are great because they are very versatile in the way you play them. Plus they have guns and shoot 3 hexes away which is cool. Despoilers are more of an objective warband, but they do have aggressive tricks up their sleeves. If I had to choose 1 of the 3 that you're debating on, I'd pick Profiteers if your goal is to have a different warband then Orruks and Snarlfangs. Profiteers are a good flexible warband who can play passively, but also be aggressive when needed. Plus shooting things off the table is pretty entertaining. Gitz is another interesting choice which is different than what you have and what your friends have. It's a ton of models and they don't really like to be aggressive, but sit back and collect glory. They could be challenging to use though as they are so may models and have a lot of different interactions going on. They have 3 different inspire conditions for one thing. I do have to say, I have played with Gitz and it is very satisfying to swing away with the fanatic and cause havoc. One game I killed 3-4 fighters with the fanatics ability alone just moving him all over the board pushing and doing damage to enemy models.
  22. This will be my first go of the Rippa’s: https://www.underworldsdb.com/shared.php?deck=0,B119,B121,B126,N543,B398,P57,P56,P54,B431,B434,B109,B112,B113,B118,N401,B367,B368,B373,G22,G18,B100,B104,N299,N302,N319,N340,N373,B270,B281,G3,N305,N368 I tried building it with the mindset that I could sit back the first turn and “power up” before charging in full boar. But it’s not really possible to build a deck trying to play aggressive/control/objective/and defensive. I was afraid objective play could get to far ahead with a free first turn. So I ended up going primarily Aggro with some control and defense. My thinking is to go for the throat with Rippa and when he dies, Stabbit takes his place, and the Mean-Eye. Rippa’s have some decent objective disruption tech as they can “potentially” knock 2 fighters off objectives each time they activate, or better still, kill 2 fighters each time they activate. And once the upgrades start piling on they become a nightmare to remove. Bonded, Spirit Bond, and Prized Vendetta can all give the wolf attacks more accuracy with former 2 boosting defense as well. Because the fighters will be attacking most likely straight away I needed to have fast scoring objectives, hence calculated risk, gathered momentum, and cover ground. Calculated Risk is the objective to score and the others are easily scored with Tracking, Spectral Wings, and Loping Strides. These 3 movement cards can make your fighters crazy fast and let’s them reach virtually anywhere. Anyway, that’s where I’m going to start. Even with season 1 gone it’s really difficult to thin down the deck to 20 cards. There's also some good potential for your fighters to come in quickly and dispatch specific enemy fighters from a long distance. there's enough movement ploys/upgrades to reach out attack models such as leaders, Varclav, or a warbands hard hitter from your first activation potentially.
  23. @WathLab what does your lost look like nowadays? I find it hard to thin the power deck to acceptable levels. Slayers just have so many good-great ploys it’s usually have faction cards.
  24. Just looked at Dirty Fighting and that could be useful as you get to roll every time you miss an attack against an advance to enemy. So you can do it twice if you count the wolf reaction attack. Gives you pretty decent odds of doing at least some damage edit: never mind, the reaction window conflicts with the wolf reaction attack. But you could still use it on a missed wolf attack
  25. What are people’s thoughts of Quickdrop Venom? It seems very similar to Fighters Ferocity with the benefit of being a separate damage. Works on all attacks (except the wolf attacks). Will be useful with rebound flying around as it doesn’t at damage to your attack. Also helps against plots that reduce damage to 1 for the next attack so you’d at least do 1 and then potentially another 1 with the Venom.
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