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Rahxephon

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  1. For sub 1k I quite like thryng as you can often hit over half their army with the 3 grudges. Ive liked Dirigible w/ Thryng CT and artifact, 2*3 Skywardens w/ volley and drills 2*10 Arkanauts Gunhauler w/ drill and torpedo for 745 in a battle regiment Ive gone off thunderers in a gunhauler at the moment, so swung the other way for mortals. The drills are reasonably consistent between them and can keep your distance then close in mid-late game to punch something off objectives with the torpedo and grudgehammer. For riggers like you've got, Id be inclined to go all rivets and saws with a sky cannon on the gunhauler. Then you've got good pepper spray at 12" and you'll just have rely on the two cannon shots (from hauler and dirigible) and saws for anything sturdy.
  2. 👋 Theres a few Bretonnian battle tomes lurking about, not sure what would be the best starting point for them now but theres a discussion page in the order forum for it. On a side note eventually warhammer fantasy is coming back. Although itd probably be 3 or so yrs away. May end up wanting to keep them on squares. Some article links. https://www.warhammer-community.com/2019/11/15/old-world-new-warhammer/ https://www.warhammer-community.com/2020/02/06/cartography-in-the-old-worldgw-homepage-post-1fw-homepage-post-1/ https://www.warhammer-community.com/2020/03/23/the-old-world-ice-guard-of-kislevgw-homepage-post-4fw-homepage-post-2/ https://www.warhammer-community.com/2020/05/11/old-world-update-bearsgw-homepage-post-4/ https://www.warhammer-community.com/2020/12/28/the-old-world-your-first-look-at-the-map-of-bretonnia/ https://www.warhammer-community.com/2021/07/21/square-bases-and-kislev-ascendant-see-your-questions-about-warhammer-the-old-world-answered/ https://www.warhammer-community.com/2021/10/07/discover-warhammer-the-old-worlds-ultimate-getaway-for-exiled-lords-and-rotten-princes/
  3. Im guessing the 5w is more to get them counting as 2 for objectives. I think Id probably do that through an allegiance ability (Gloggs) or a conditional battleline addition with a dankhold general. I could see fellwaters as 5w but think it may be too much on the rockguts. With the ward and regen it could be excessive adding in AoD or mystic shield.. In most cases I expect that rock throwing profile would be worse than their current ability. To my mind Id see the rockguts staying at 4w, counting as 2 and improve their rend to -3. Fellwaters as is but increasing to 5w. Would also help diversify the two profiles making the fellwaters better at tarpitting and chopping light units, and the rockguts for hitting harder units. For the Dankholds of both sorts I'd keep the attacks as they are but go 3+/2+/-3 and flat 4 damage. Agree on the grip & presence. Large models with high numbers of attacks always feel off to me. Like the megas, theyre swinging their clubs or flails across 50ft arcs 8-10 times a phase. They must be a tornado or something.
  4. Cant help much on the club's as I'm near on the opposite side in NZ, but Im pretty optimistic it'll be a good year to be gitz. Granted I dont follow any news and rumours but it feels like the year for a new tome. In the meantime just knick a sloggoth from warclans. Chuck yer gitz up on P&M blog of something, always keen to see what others are up to and see more of the little pointies.
  5. Fellwaters work fine, with their current warscroll you wouldn't look to run as many as rockguts. They're better at hitting light units that won't hit back too hard, so a couple units of 3 to run around and do their thing is good. Shamans are also very useful supporting elements.
  6. The rockgut one in particular is good for that. With about 9 heads and enough for 6 arms/torsos. With how the arms go together you can make a lot of variety. I suppose if you were particularly inclined and handy with greenstuff you could make 6 rockguts out of a single box. The legs and gut would need to be done but its far less so than what would be needed for the fellwaters.
  7. Gloggs megamob in white dwarf 457. On the warhammer aos app (currently free) in stormforge you can select a gloggs megamob sub allegiance to see rules etc. Summary - Add 1 to rolls for the regen ability (so becomes a 3+) - Dankhold CA giving magical resistance abilty off dankholds warscroll to a rockgut or fellwater in 12" till your next turn - Compulsory command trait giving another CP on a 4+ on your turn if generals alive - Compulsory artifact ignoring mortal wounds on a 5+. New loonshrine rules replace the white dwarf ones, but in short if your generals a troggoth, can bring half size slain units of troggoths back. Fungoids are pretty good, if you can find a battleforce around from last Christmas thats a good pick. Had a Dankhold, 6 rockguts, 15 squig riders and a squigboss. Troggs do struggle a bit at the moment, but we'd be due a new battletome soon. By the time you got things together it might anyway be on the way. Faction rankings always swing to and fro, so I'd say its always better to get things you like the look/style of
  8. May be a bit light on bodies of substance, a late 1k non-behemoth list Ive been playing with is Barak Nar - Battle Regiment Hold the line / Inspired Endrinmaster with Dirigible Suit - General, Champion of Progress Endrinmaster with endrinharness, Aethercharged Rune Aetheric Navigator 2x10man Arkanaut Company flavoured 3man Endrinriggers vanilla 5man Grundstok Thunderers flavoured Grundstok Gunhauler 155, Skycannon, Compartments 1000 Have tried it with other skyports like Zilfin which also works fine. I just hate all that damn magic flying about so I run Nar a fair bit. The rune charged endrinharness is hilarious, he's already got a 50/50 chance at doing 3 mortals without it so it gives you an option for an easy 6 mw. Usually have him hanging with the arkanauts on foot to give a credible melee threat. My main opponent is soulblight and the blood knights are pretty wary of him after their first encounter. Navigators usually a bit superfluous for unbinds with this list but I get good mileage out of his aetherstorm. Sometimes swap him for a khemist depending on mood. Overall trying to keep it in the battle regiment limits for single drop and turn priority.
  9. Probably Thryng with coalition runesmiter and Auric Hearthguard. Between those, loaded Ironclad and grudges you'd take one down easily. For the others would depend a bit on positioning after the Hearthguard have surfaced. Ideally they wouldnt get stomped the next turn haha.
  10. Mixed on the vigilors, it'd be nice to get the +1s but the range is a little limiting. With how want we are to fly all over the place I feel it could be challenging to get it where its desired
  11. Not sure what the points are but Im keen for the Knight-Judicator. Ive always thought it'd be cool to have barrages coming in from ships overhead. So thinking of mocking up a model with some ranging instruments that guides in shots from overhead, or a once per game area salvo for the judicators special ability. Instead of the gryph hounds would make up some sort of warning beacon, not sure yet on whether I'll do it with an automation type thing or an arkanaut assistant of sorts.
  12. Has anyone allied in Grimwrath Berzerkers? Dont see Thryng much and havent really looked into them either myself until now. But allied Grimwraths look pretty good. Always taken a couple of foot arkanauts to function as screens or objective holders. One thing they've always struggled with is when they get stuck with harder CC units as they lack the punch to get through. Grimwrath with Ally oath goes hits like a truck and can benefit from the grudge reroll. Their 8 attacks would do well to clear out all sorts Id think and only 120 odd points.
  13. Thought i saw somewhere that new ghbs were coming simialr time with the new edition. Or would at least expect something like the indices from 40k edition past. Id imagine there would be a changearound in keywords. Overall I'd prefer there to be no battalions at all in the game, but the addition of the core ones is better than what its been. Main thing will be seeing how the costs stack up to the specialist ones. Considering the rules on some of the core battalions giving single drop deployment and an extra CP, I guess the specialist ones may loose all that and only have their special rules on their warscrollls.
  14. Garrison rules for leaving are within finish 6" and out of 3" of enemies though? Haha timing. I've never actually seen someone leave a garrison in practice without being wholly within. It doesnt explicitly state it in the rules but you could some pretty stupid congo lines otherwise which i cant imagine would be intended. Wait my bad, after reading that i went back and skimmed it, all models need to be within 6, not unit within.
  15. Isnt the anvil of apotheosis for this sorta thing? 130pts, probably not that worth it, would be cool if you could say any skyfarer within 3" at the start of the hero phase could heal D3 wounds, or return a model up to D3 wounds back. But thats just keeping it in line with what the anvil offers.
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