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Balloon Dwarf

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20 Lord Celestant

About Balloon Dwarf

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  1. Where did you hear this? I just think I've missed it, but some clarification would be nice?
  2. 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.
  3. 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: GreyfyrdLeadersAuric Runefather on Magmadroth (280)- General- Trait: Battle-scarred Veteran - Artefact: Helm of Obsidia - Magmadroth Trait: Coal-heart AncientAuric Runemaster (120)- Artefact: Ash-cloud Rune - Prayer: Prayer of AshBattlesmith (140)- Artefact: Icon of Grimnir's Condemnation Auric Runeson on Magmadroth (240)- Wyrmslayer Javelins- Artefact: Obsidian Glowhelm - Magmadroth Trait: Flame-scale YoungbloodGrimwrath Berzerker (100)- Artefact: Bracers of Ember-iron Battleline10 x Hearthguard Berzerkers (240)- Broadaxes10 x Vulkite Berzerkers (160)- War-Picks & Slingshields10 x Vulkite Berzerkers (160)- War-Picks & Slingshields10 x Vulkite Berzerkers (160)- Pairs of Handaxes5 x Hearthguard Berzerkers (120)- PoleaxesBattalionsLords of the Lodge (140)Warrior Kinband (140)Total: 2000 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 135 Any C&C welcome.
  4. 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.
  5. 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.
  6. 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
  7. @angrycontra I'll keep that in mind, but the only other option at the moment would be to bring in the Doomseeker. That's all the models I've got. It would also mean one less artifact and one less command point.
  8. Right, I've got my first ever game with the Fyreslayers on Sunday against Nurgle and this list fields pretty all the models I have available apart from a Doomseeker. I like the idea with the Greyfyrd lodge, and figure I can boost my lower model count with the artifacts. What do you guys think of the choices so far? Any help would be appreciated, though I think a lot of it may come down to trying it and seeing what works. Allegiance: Fyreslayers- Lodge: GreyfyrdLeadersAuric Runefather on Magmadroth (280)- General- Trait: Battle-scarred Veteran - Artefact: Helm of Obsidia - Magmadroth Trait: Ash-horn AncientAuric Runemaster (120)- Artefact: Ash-cloud Rune - Prayer: Prayer of AshBattlesmith (140)- Artefact: Icon of the Ancestors Auric Runeson (100)- Wyrmslayer Javelins- Artefact: Obsidian Glowhelm Grimwrath Berzerker (100)- Artefact: Bracers of Ember-iron Auric Runesmiter (120)- Runic Iron- Prayer: Ember StormBattleline10 x Hearthguard Berzerkers (240)- Broadaxes10 x Vulkite Berzerkers (160)- Handaxes & Slingshields10 x Vulkite Berzerkers (160)- Handaxes & Slingshields10 x Vulkite Berzerkers (160)- Handaxes & Slingshields5 x Hearthguard Berzerkers (120)- PoleaxesBattalionsLords of the Lodge (140)Warrior Kinband (140)Total: 1980 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 131
  9. I played on a 40k terrain table the other day with my Clan Skryre army and we just decided that it was the Skaven Tech Cave. It was great fun, the maggotkin had discovered its location, etc etc. Also, with regards to the skull altar, in the battle tome it does talk about one rising from the ground after a particularly heinous sacrifice. I'll try and find the passage later and post a picture.
  10. It's something I'll consider in the future, but at the moment I'm steering clear of clanrats just because I struggle to paint as is and the thought of painting 60 models, however simple, makes me feel ill. Cheers for the advice though! Thank you.
  11. Okay I've got a game on Saturday at my local games store against a guy who brings a huge khorne bloodthunder stampede. He's bringing about 30 bloodcrushers, a bloodthirster and a skullmaster? Any tips on how to deal with this monstrosity that deals mortal wounds on the charge with the following list? The only options I have available is to add in up to 2 doomwheels somewhere, I've also got a warpfire thrower team and a warp grinder team. Allegiance: Skaventide LEADERS Arch-Warlock (160) - General - Command Trait : Deranged Inventor - Artefact : Vigordust Injector - Lore of Warpvolt Galvanism : More-more-more Warp Power! Warlock Bombardier (100) - Lore of Warpvolt Galvanism : More-more-more Warp Power! Warlock Engineer (100) - Lore of Warpvolt Galvanism : More-more-more Warp Power! UNITS 6 x Stormfiends (520) 2x shock gauntlets, 2x windlaunchers, 2x ratling cannons 3 x Stormfiends (260) 1x doomflayer gauntlets, 1x grinderfist, 1x warpfire thrower 3 x Stormfiends (260) 1x Doomflayer Gauntlets, 1x ratling cannons, 1x warpfire thrower WAR MACHINES Warp Lightning Cannon (180) Warp Lightning Cannon (180) ENDLESS SPELLS Warp Lightning Vortex (100) Soulsnare Shackles (20) Emerald Lifeswarm (60) TOTAL: 1940/2000 EXTRA COMMAND POINTS: 1 WOUNDS: 104 LEADERS: 3/6 BATTLELINES: 3 (3+) BEHEMOTHS: 0/4 ARTILLERY: 2/4 I suspect I'm screwed, but any tactical ideas would be nice?
  12. I go for heroes because of my play style. I'll have my bombardier babysit the cannons, my arch warlock with the six man stormfiends and my engineer to get some gnawhole stuff. And with regards to using weapon teams. In my first game, my warpfire thrower ended up in combat, then died. In my second game, the ratling gun overcharged, rolled a double 1, missed all 4 shots, then died. So for my play style they're fun but not something I bank on, they're more there because I had the points to spare.
  13. My current Skryre list is Arch warlock Warlock Bombardier Warlock Engineer 3 x Stormfiends 3 x Stormfiends 6 x Stormfiends Warp Lightning Cannon Warp Lightning Cannon (A weapon team. Changes each game) Emerald Lifeswarm Warp Lightning Vortex It's great fun. It's hard to hold onto objectives, but the sheer destructive power is fun! It annihilated my friends Nurgle Daemons one game, and we drove to a standstill in another. So I think its viable, but be prepared to play with gnawhole shenanigans for movement.
  14. In my personal experience, I have a few options. I can either choose a small victory, like taking out a specific hero or unit in my opponents army. Or I can ride out the storm and either hope for something to turn the tide or come up with a narrative reason that I lost. It also inspires me to play the next game. I know it won't work for everyone though, so at the end of the day people have to find their own way of dealing with it. I'd always advise, however, if it really stops being fun, to just talk to your opponent and say "this has stopped being fun now, can we change things up?"
  15. Arch Warlock - Spell: More More Warp Power - Command Trait: Deranged Inventor - Artifact: Vigordust Injector Warlock Bombardier - Spell: More More Warp Power Warlock Engineer - Spell: More More Warp Power 3 x Stormfiends - Doomflayer Gauntlets, Ratling Cannons, Warpfire Throwers 3 x Stormfiends - Doomflayer Gauntlets, Grinderfist, Warpfire Thrower 6 x Stormfiends - 2x Shock Gauntlets, 2x Ratling Cannons, 2x Windlaunchers Warpfire Thrower Warp Lightning Cannon Warp Lightning Cannon Emerald Lifeswarm Warp Lightning Vortex Warp Lightning Vortex fits around a great unclean one and really helps. Followed advice given here and dumped buffs onto the 6 man range, which still benefited when they ended up in melee. Warpfire thrower ended up just luring some plaguebearers into range of my ratling cannons which was brutal. 40 plaguebearers removed by the end of turn 1.
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