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Balloon Dwarf

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Posts posted by Balloon Dwarf

  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.

    20191117_135723.jpg

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  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. 9 hours ago, Fulcanelli said:

    I see what you mean, same here; I'm planning to put two cingulums from 40k AdMech and cut the horses.
    May I ask, @Balloon Dwarf, the size of your Hurricanum base? 

    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. 

    • Like 1
  4. 18 hours ago, Trav said:

    So is anyone running these guys? How have they been going?

    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 in the first turn. I also run a 3 gyrocopter with steam gun and those things can decimate horde. Took them against a unit of 60 stabbas and the gyrocopters alone got them down to 23. 

    I love them. I reckon I'm on about 50% win rate, but often am playing the same people at my local shop so that probably plays into it. 

    20191117_135723.jpg

    20191116_130341.jpg

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  5. On 11/17/2019 at 10:30 AM, Brodylan said:

    Has anyone had much success with artillery? Had my first 2k game with the greywater fastness battery, and while being a big distraction, they didn’t do too much. Irondrakes and gyrocopters on the other hand were absolutely amazing. 

    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!

    • Like 3
  6. 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 battalion etc I'm already getting quite a few. 

    Thanks for the feedback though!

  7. 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 anything that threatens, plus the irondrakes can sit somewhere on a forward position and shoot stuff. The gyrocopters nip around claiming objectives and thinning out hordes while the guys on foot run to keep up. 

    Allegiance: Cities of Sigmar
    - City: Greywater Fastness
    Mortal Realm: Ghyran

    Leaders
    Celestial Grudgicanum (280)
    Celestial Hurricanum With Celestial Battlemage
    Bergrim Doomraker (60)
    Cogsmith
    - Artefact: Mastro Vivetti's Maginificent Macroscope
    - City Role: General's Adjutant (Must be 6 wounds or less)
    Thulgrim Blackhammer (110)
    Warden King
    - General
    - Trait: Ghoul Mere Ranger
    - Artefact: Steam-piston Plate Mail
    Nygel Stormberry (140)
    Lord-Ordinator

    Battleline
    Blackhammer Maelstrom (140)
    10 x Hammerers
    Blackhammer Forgebrethren (130)
    10 x Ironbreakers
    Blackhammer Firestorm (150)
    10 x Irondrakes
    - City Role: Honoured Retinue (Must be 5-20 models)
    Blackhammer Typhoon (140)
    10 x Hammerers

    Units
    3 x Gyrocopters (180)

    War Machines
    Grudgeblaster (120)
    Helblaster Volley Gun
    Grudgeblaster (120)
    Helblaster Volley Gun
    Grudgestorm (130)
    Helstorm Rocket Battery
    Grudgestorm (130)
    Helstorm Rocket Battery

    Battalions
    Greywater Artillery Company (120)

    Endless Spells / Terrain / CPs
    Emerald Lifeswarm (50)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 106

    Any feedback appreciated!

  8. 18 hours ago, Barkanaut said:

    Only 4 more tomes this year and 1 for each GA. The odds of us getting anything is now incredibly unlikely. So here is to another year of suck my brothers. I’m getting some seriously bad vibes about our armies future and GW supporting or even acknowledging its problems. 

    Where did you hear this? I just think I've missed it,  but some clarification would be nice?

  9. 8 hours ago, Azamar said:

    @baloon dwarf- I like the look of that list and I’d be tempted to try it out myself, although I’m not sure how much mileage you’d get out of two battalions in one list, especially with Greyfyrd. Warrior kinband is ok, but is it worth considering a runesmiter to help with board control, or a unit of Auric Hearthguard instead?

    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. 

  10. 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: Greyfyrd

    Leaders
    Auric Runefather on Magmadroth (280)
    - General
    - Trait: Battle-scarred Veteran 
    - Artefact: Helm of Obsidia 
    - Magmadroth Trait: Coal-heart Ancient
    Auric Runemaster (120)
    - Artefact: Ash-cloud Rune 
    - Prayer: Prayer of Ash
    Battlesmith (140)
    - Artefact: Icon of Grimnir's Condemnation 
    Auric Runeson on Magmadroth (240)
    - Wyrmslayer Javelins
    - Artefact: Obsidian Glowhelm 
    - Magmadroth Trait: Flame-scale Youngblood
    Grimwrath Berzerker (100)
    - Artefact: Bracers of Ember-iron 

    Battleline
    10 x Hearthguard Berzerkers (240)
    - Broadaxes
    10 x Vulkite Berzerkers (160)
    - War-Picks & Slingshields
    10 x Vulkite Berzerkers (160)
    - War-Picks & Slingshields
    10 x Vulkite Berzerkers (160)
    - Pairs of Handaxes
    5 x Hearthguard Berzerkers (120)
    - Poleaxes

    Battalions
    Lords of the Lodge (140)
    Warrior Kinband (140)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 135

    Any C&C welcome.

  11. 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. 

    • Like 1
  12. 27 minutes ago, ledha said:

    how do hearthguard berserkers fare in units of 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. 

  13. 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

  14. 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: Greyfyrd

    Leaders
    Auric Runefather on Magmadroth (280)
    - General
    - Trait: Battle-scarred Veteran 
    - Artefact: Helm of Obsidia 
    - Magmadroth Trait: Ash-horn Ancient
    Auric Runemaster (120)
    - Artefact: Ash-cloud Rune 
    - Prayer: Prayer of Ash
    Battlesmith (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 Storm

    Battleline
    10 x Hearthguard Berzerkers (240)
    - Broadaxes
    10 x Vulkite Berzerkers (160)
    - Handaxes & Slingshields
    10 x Vulkite Berzerkers (160)
    - Handaxes & Slingshields
    10 x Vulkite Berzerkers (160)
    - Handaxes & Slingshields
    5 x Hearthguard Berzerkers (120)
    - Poleaxes

    Battalions
    Lords of the Lodge (140)
    Warrior Kinband (140)

    Total: 1980 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 131
     

    20180819_220955.jpg

  15. 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.

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  16. 7 hours ago, Asamu said:

    I'd drop the cannons or one of the 3x stormfiends, an engineer, and lifeswarm for 3x20 clanrats to screen and a grey seer for warpgale so you can cut movement/charge distance in half on a priority target. As long as you don't receive charges from the bloodcrushers, they aren't a huge threat. Once the clanrat screen goes down, you can charge in with the stormfiends to lock things down.  The big unit can delete 1-2 units per turn with shooting as long as you get some buffs off.

    If you drop the cannons and lifeswarm for 3x20 clanrats, you're left with 120 points which can be used for the grey seer.

    As is, you can likely delete any single unit with the cannons and windlaunchers in each shooting phase, assuming you buff the 6x stormfiends with everything you can; ratling cannons can delete another each shooting phase once they get close enough.

    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.

  17. 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? 

  18. 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?"

  19. 34 minutes ago, Puchuking33 said:

    What was your list and what did you equip those stormfiends with? I still have 6 on sprues. Still trying to figur out what role they should have. Go melee or ranged focused. 

    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. 

    • Like 2
  20. Okayy, so to update. In my game today, against Nurgle. Used open war, had face to face deployment, I set up on the back line and he set up aggressively on his front edge. Twist was lashing rain, which is -1 to hit. I thought that would cripple me. It didn't. 

    His list: 

    Great Unclean One (Blade and Bell)

    Horticulous Slimux

    Spoilpox Scrivener

    3 x 20 Plaguebearers

    2 x 3 Plague Drones

    Tallyband Of Nurgle

    It was... Horrifying. I'd almost tabled him by turn two. I got lucky and he got unlucky, but I'm starting to understand the reason why people say 'who needs friends if you have stormfiends'. Thankfully, it hasn't ruined my friendship but wow! The sheer power and weight of fire they could put down was nastyyy, especially with MMWP and warpstone sparks. 

    A victory for the great horned rat!

    • Like 1
  21. Okay, I've got my first game with my Skryre army this weekend and would love some ideas for Relics and Traits. 

    Current list is:

    Arch Warlock 

    Warlock Bombardier 

    Warlock Engineer

     

    3 x Stormfiend 

    - Doomflayer Gauntlets, Warpfire Throwers, Grinderfist

    3 x Stormfiend 

    - Doomflayer Gauntlets, Warpfire Throwers, Ratling Guns

    6 x Stormfiend 

    - 2x shock gauntlets, 2x ratling guns, 2x windlaunchers

    Warp Lightning Cannon

    Warp Lightning Cannon

    Warpfire Thrower Team 

    Emerald Lifeswarm

    Warp Lightning Vortex 

    This list seemed insane enough to be great fun, with some more more everything going off, and I really don't want to paint 100 clanrats or shell out for a gazillion acolytes. 

    Any tips, tricks or suggestions of strategy, spells, relics... Everything?

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