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51 Celestant-Prime


About HiddenElephant

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  1. You don't buy a pack of dice, you'd only get a single die. Also, it can't be rolled on the table because it'd break someone's minis.
  2. Well, I haven't been around for all that long, but yes.
  3. You know what I'd like to see? I'm not sure if we've talked about this before, but I'd like to see the model-removing ability "Stuff 'em in me bag" combined with a kind of ranged attack. Like, if it hits and kills the model, the giant can throw the hapless victim at something else. It'd be pretty cool, but I'm not sure if we'd actually see it. I kinda think that the Gatecrusher will have it, or something similar, if the Gatecrusher is a living War Engine. I'm also of the opinion that the Kraken-chewer is going to be more of a straight-up monster, and that net of stuff is a weapon with a large number of attacks. And, just to round things off, I'd guess that the Warstomper is the closest to a hero option in the list, if not out-right a hero option with a command ability and everything.
  4. Favourite Model: Gate Breaker. Big "Bragg the Gutsman" energy. Favourite Detail: Kraken Eater's big pruny feet.
  5. At this point, GW is showing off what they can do with models, given a model is literally hollow armor that isn't even complete, just to show off how good they can make it.
  6. Update from the Front Lines: I have (more or less) fixed the cards issue by deckbuilding each of the Beastgrave Starter Factions. We have played 2 games since, and we played the same factions as last time. I won the first, and my father won the second, each for very blatant reasons: Dice Luck. My father has terrible luck with the dice. In the first game, he had terrible luck. He lost by a mile. In the 2nd game, it turned around, and he built an unstoppable Super-centaur with the upgrades i had put into his deck. To give you an idea of his luck, he took the attack dice and called out a side for 14 rolls, either hammers or swords, and only succeeded 4 times, counting criticals. (By the way, the criticals aren't so annoying now). He is still evidently willing to play the game again, because he wants to try my side, the Despoilers, because the difference between me whooping his butt and him whooping my butt was astronomical, which makes me think I flubbed balancing the Despoilers or don't know how to play them.
  7. Okay, so I've just gotten the Beastgrave starter set, put it together, and played a game with my father. The goal I had in mind when I bought it was a quick, hour-long skirmish or skirmish-like wargame that we could both enjoy. We had some fun, it was a full game wit the starter decks, I was Despoilers and he was Wild Hunt, and he won, but it definitely was a shaky start. While he'd play it again, he has some serious problems with the game that, if they are too prevalent, will mean he won't play again, and I'm in much the same boat. The big one, in his opinion, is the inability to plan out and be tactical due to cards. For instance, I had a hand that was mostly upgrades turn one and couldn't do jack with them because I wasn't getting any victory points. For him, he got upgrade cards for the Wild Hunt's Trumpeter and Swordsman, but only after I had put them out of action. Getting rid of these cards is, as far as we can tell, clunky as heck, and it's very much up to luck of the draw. I had objectives I struggled to score, he had objectives he struggled to score, and it didn't really get better. Secondly, and this is more my opinion, the critical mechanism... doesn't really seem good. The odds are fine for determining start player and all, but when it comes to rolling, it just seemed to be baloney. My father rolled an attack with 3 dice, and had 2 successes, 1 from Hammers, 1 from being Supported. I rolled a single die for defense, and it comes up Critical. I know that it can be a clutch save, but it feels overly random and the number of crits we rolled at key moments actually made the dice feel weighted. Criticals superseding everything just doesn't feel right to us. Side detail: We were charging pretty much every activation, and I made a major boo-boo by sending in the Despoiler's Axe-goat to get killed (he slayed one instantly, but got a javelin through him in return). We went through so many guys so fast, it actually shocked my father and he was wary about how fragile each fighter was, which doesn't help his opinion of the game. So, I'm looking to you, the forum for help. I know I missed out on a few rules, like pushing back and getting glory for kills (it didn't matter too much), but what I really want is advice or help on dealing with our problems. Some can't be dealt with. Some probably can. If there are better starting deck constructions that make for better games, or if there's tricks or tips that should absolutely be known before we try the game again, I'd love to know them. This is actually pretty serious, as although I love the minis, it won't matter if I think the game isn't anywhere near as good and I won't end up buying more and playing more.
  8. So, I got some thoughts on that teaser. It could go 1 of 3 ways. Either: A: There is a faction of Giants coming, and they're from Hysh. (think like Cloud Giants and Storm Giants from DnD). B: There is a faction of Hysh Elves coming, but their twist on the elf formula is that they are giant and tall. See: It's actually 2 factions announced, as a versus thing. Giants versus Light Elves, with Light Elves being the new High Elves. I kinda want it to be any of these 3 things, but I think I'm wrong.
  9. The more I learn about Beastgrave, the more I think it's going to show fighters and warriors from smaller tribes that don't muster realm-shaking forces. Weren't the Wolf Riders just flat-out squatted?
  10. Still want that Ogor warband. Either a hunter with 2 cats, or a pair of Maneaters. Editation: Also, because I don't want to go and double-post, I just had a realization: Underworlds could give us models from races in the mortal realms that are too small, too insignificant, or too impractical to be given a full-fledged faction force. Imagine all the off-mentions that could form unique warbands! (Imagine a halfling warband!)
  11. Ogors: Their enemy IS their supply chain! Though, I actually gave this some thought with the Beastclaw Raiders. It's mentioned that they're always being chased by the Everwinter, so they're always on the move. They've got noncombatants somewhere, but AoS conveniently glosses over that. I've thought that a Beastclaw Raiders army acts as a sort of snowplow or forward trawler, stomping out anything they come across or deflecting it away from the front of the force, because behind them are giant sleds pulled by female stonehorns or more thundertusks that contain all the daily necessities and wibbly-gribbly stuff to Beastclaw Raider life. You know, all the things that you wouldn't see in combat. Ideally.
  12. Sometimes... but I don't have the time to do so. If I did, it'd be for the Citycrusher Gargants anyways.
  13. Inspired/prodded by the release of Gloomspite Grots, I'm going back to some concepts that I had for the much-desired Skyriggers. This isn't really anything but a wishlist, though. However, one of my greatest desires would be to see a faction for each Grand Alliance that is devoted to the Sky and another devoted to the Sea. Idoneth Deepkin and Kharadron Overlords for everyone! Anywho, onto these very (very) rough concepts. General faction concepts: High body count, but they're grots; it's not exactly the best. Access to ranged attacks is common, but we use 'attacks' liberally. Poor magical capacity and no special terrain features (they're almost always an invading force). Their biggest strength: Universal Access to Deep-Striking. Even if a unit can't deep-strike naturally, it can board a faction-specific transport, which can deep-strike. Allegiance Ability Concept: Winds of the YAAR!!: The YAAR!!, which is the Skyrigger version of a WAAGH!!, consists of unpredictable winds that the Skyriggers attempt to take advantage of. In short, imagine an 8-pointed compass at the center of the board. It points the way you want at first, but at the start of every turn, during the roll-off, you will roll to see how much it changes and where. Skyriggers going with the wind, when their direction of movement and attacks go in the same direction as the Winds of the YAAR!!, get a bonus, plain and simple. I'm not sure if you should get a defensive bonus if the winds are against your Skyriggers, though. Unit Concepts: Plenty, including mechanical skill and the dreaded and ridiculous Squigopter. - Kap'ns: The default leaders, they're sneaky and smart. Almost always carry a pistol and a cutta with them. Come in a variety of options, mostly flavored around being combat heroes. - First Mates: Prospective leaders; they're not as sneaky. Also come in many options, but are a buff-centered hero as they lead your grots into combat. - Wind Shamans: The one and only wizard option for Skyriggers. They're not especially good, but they come with a spell that lets you move your grots faster. - Tek-gits: Come in two flavors; small and Big. Small Tek-gits are not hero options, and can repair the vehicles and war-machines of the faction as a unit. The Big Tek-gits are better at repairing, are solitary, and have their own variety of options. Tek-gits as a whole have a near-identical role to Mek Boyz in Space Orks; they make and repair whatever nutty contraptions a fleet of grot sky-pirates needs, which is a LOT. Small Tek-gits are apprenticed to Big Tek-gits, mostly out of curiosity. If you're a small Tek-git, your life expectancy is not long. (None of the hero options naturally have Deep-Striking while on foot; they need to be riding something into battle to do so.) - Drop-Grots: A basic troop option, consisting of very-convinced grots wearing crude parachutes wielding pistols and cuttas. They can deep-strike naturally, but with an interesting twist: They can deep-strike closer than 9 inches (up to 6 inches closer, as a matter of fact), but the closer they get, the more mortal wounds they could take as grots crash fatally. Because they're grots, their attacks and morale are terrible, and you've got a lot of them. - Squigeons: Another bodies unit with not-so-good attacks that are very squishy per model. They can deepstrike naturally, or they can embark on any Skyriggers Vessel that can carry troopers without counting towards the number of bodies in it. They also don't need to roll damage if their ride is destroyed. Because of these abilities, their pack size number is limited, and are more of a space occupier and a nuisance. - Scuttlers: Grots wielding large blades. Don't have the power to deep-strike, but they're actually pretty effective attackers. - Squiopters: Small, one-grot flying vessels that look like very, very crude helicopters. May actually be powered by a squig running on a tread-mill. Come in two flavors; one variation attacks with blades and spikes nailed to the front, while the other drops bombs as a short-ranged range attack. Either option is fragile, but can deep-strike. Think Skywardens/Endrinriggers as made by Grots with a love of helicopters. - Kopta-Pack: Not a unit, but rather an upgrade to Kap'ns and First-Mates, which increases their mobility, gives them flight and deep-striking. It's... a Helocpter Pack. - Mega Squigopter: A behemoth/vehicle option for the Kap'n. If a Kap'n has one of these, he's in love with it. All subtlety is gone, because it's a giant squig-shaped helicopter with giant working jaws and the power to drop bombs. It's big, it's dangerous, it somehow flies, and it deepstrikes. The bane of your enemies and the love of your life. - Squiggoth Carry-Kopta: The one vehicle of war bigger than a Mega Squigopter. It's a war-machine, and comes in many flavours. The basic variation has only a few long rifles to attack with, but has a good carrying capacity to deposit your troopers with. Another variation removes some carrying capacity in exchange for a sawblade apparatus to use on those below them. The final variation removes all carrying capacity and instead becomes a Doom Diver Platform. It had to be here somewhere; it works too well. That's all the concepts that I have. Personally, I've got one more idea for a Destruction Faction rattling in the back of my head, and they are the highly-militaristic Zigguraut Orruks.
  14. By gum, the Squig Mangeler and the Boingrots really can fly.... I thought someone was hallucinating it.
  15. What image was the centipede again? I took a look back at the book at two that may have been it; one was the new Mangler Squigs and the other actually was the Dankhold Troll, and because of way it had been blurred out, looked like it was curled like a centipede monster.
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