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Balloon Dwarf

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33 Lord Celestant

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  1. @Ravinsild my GF army runs a Warden King, a cogsmith, a lord ordinator and a converted hurricanum to have a dwarf on the top. Then I have 2 helstorm and 2 helblaster in the battalion, with run and shoot with the WK command trait. Then 10 irondrakes, 10 ironbreakers and 2x10 hammerers. Death star that runs and shoots around the board, remove things in the first turn (don't get greedy with the volley guns) then can sit on objectives too if you can get there. I win some, I lose some, but I enjoy playing it.
  2. Just getting into Khorne and was looking at the warscrolls and the like.. Is there a reason that nobody seems to take skullreapers? They seem like a pretty punchy unit and part of a lot of battalions... Sorry if this has been answered already but with 247 pages its a lot to get through.
  3. I'm fully expecting a Big Waaaagh vs Cities of Sigmar in the Excelsis storyline. Maybe with a unique character that has Ironjawz and Bonesplittaz keyword? I'd love a something vs Ogors box. Or even a more general box, with maybe an order vs destruction to encourage some wider armies?
  4. It's the standard base, so a 120 x 92 oval. I left the horses originally because I ran out of time, then every time I went to attach them they just looked stupid. Thank you for the compliments! It's my first fully painted army, so this is a real push to paint the next one.
  5. I took my Greywater army to the campaign weekend at Warhammer World and went 2 - 3. A lot of that was me not knowing the best way to actually run my army for the first few games though. I run a Duardin force, with a lord ordinator and a celestial hurricanum (with a kit bashed duardin on it). Warden King with the run and shoot trait, lots of command points for volley fire and battle shock, then the emerald Lifeswarm to return any hammerers that drop. Lots of pluses to hit, with some rerolls and the detachment. It's great if there's something you want shot a lot and dont want to deal with
  6. I take 2 volleyguns and 2 rocket batteries in the battalion. Bubbled up with a cogsmith, ordinatir and hurricanum. Plus my warden king gives a 12 inch bubble of run and shoot, all of a sudden I have a highly manouverable, high threat range that can shred any particular target. It's worked pretty well once I actually started using them this way instead of keeping them fixed. I think they're awesome. That's my personal take on it though!
  7. I think we'll see cities from other realms get releases in white dwarf. Maybe a vs box between Warclans and Cities at some point representing Excelsis against Gordrakk's Great Waagh?
  8. The fact that it gives me D6 back instead of D3 seems pretty good. And as they're all 1 wound models that's some more back each time. I can see your point. I like the ironbreakers because if I come up against those low rend armies, the ironbreakers are basically not moving. I considered switching the hammerers into 1 unit of 20 but I thought that with WK command ability picking a unit to target means that actually taking two keepers of the gate allows me more attacks if I just go into that one unit, or I have more mobility. I considered the CP instead but with the Macroscope, the adjutant, the
  9. Alright, so I'm fleshing out my list at the moment, and this is what I've come up with. In the games I've had so far, I've had real trouble with the hammerers and the ironbreakers getting chewed up in combat (they're against troggoths, but still.) So, the thought is that I can keep the artillery bubble. Cogsmith, Warden King, Lord-Ordinator, Battallion and hurricanum all together. This gives me the ability to run my artillery 9 inches and still shoot thanks to Ghoul Mere Ranger, with all the rerolls and pluses to hit. I can keep the hammerers and ironbreakers out in front to take on anyt
  10. Where did you hear this? I just think I've missed it, but some clarification would be nice?
  11. The 2nd battalion means that I get all 5 heroes with artifacts, the runeson keeping building those command points with the glow helm to help with getting those charges. It gives me that bonus command point so I start with an extra one. Regarding board control, I figured the two magmadroth could help with that, running up onto objectives. I'll try it out. So far, having 3 ranks of vulkites to throw at things have helped in the battles I've had, but I wanted to get that second droth in. Thanks for taking the time though, I'll see how it goes.
  12. Okay, so this is a different list idea. The thought is, use Runeson with his warrior kinband on one flank for objectives. Then I've got the Lords of the Lodge to move around and cap the others. With the Runeson on Magmadroth, he can get up onto an objective, then the vulkites can come up to support. Get the hearthguard onto an objective, keep them supported with the battlesmith and the runemaster with prayer of ash to keep them on that objective with a 3+ save and a 4+ FNP. Then the other 5 Hearthguard can just go wherever they're needed. Allegiance: Fyreslayers- Lodge: GreyfyrdLeadersA
  13. I took the ash cloud rune on my runemaster against nurgle and in 3 turns he managed to get one spell off. I'm not saying it was mandatory, but it did help. My list also wasn't geared towards the prayers or invocations though, so I wasn't too fussed about the artifact for the runemaster.
  14. Surprisingly well actually. I took them as a deepstrine with my runesmiter, and they're just really tough to shift. I did only take them as two units because I've got ten axe build and 5 poleaxe. I think from 20 plaguebearers neither they or my runesmiter actually took a wound.
  15. Okay, so had a game today against nurgle. Knife to the heart scenario. Bit of a slugfest, but the Broadaxe Heartnguard were worth their weight in gold. Took out Horti, and the GUO and were moving up towards his objective. Grimwrath was awesome, especially with bracers of ember iron and the battlesmith plus to save. 2 up save, 5 up feel no pain, he took a single wound all game. Had to call it a draw in the end as we ran out of time Fyre.PDF Nogle.PDF
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