Jump to content

Ravinsild

Members
  • Posts

    1,299
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Ravinsild

  1. So can we use the 5+ ward save that is on the Chaos Lord on Manticore, Karkadrak, Chaos Warriors etc and then use the Shrines 6+ ward save is that fails or nah?
  2. I have been reading everyone's feedback, so what do you all think of this list? Still centered around my theme of Chaos Warriors and the ilk, Chosen/Knights, big guys in scary black armor looking awesome. Thoughts or opinions with y'all revisions at hand? Allegiance: Slaves to Darkness - Damned Legion: Ravagers - Mortal Realm: Ghur - Grand Strategy: Hold the Line - Triumphs: Leaders Chaos Lord on Karkadrak (225)* - General - Command Trait: Bolstered by Hate - Artefact: Cloak of the Relentless Conqueror - Mark of Chaos: Khorne Chaos Lord on Manticore (255)** - Blade & Lance - Artefact: Blasphemous Cuirass - Mark of Chaos: Khorne - Ravagers Command Trait: Eternal Vendetta Chaos Sorcerer Lord (135)** - Mark of Chaos: Tzeentch - Ravagers Command Trait: Master of Magic - Spell: Mask of Darkness Bloodstoker (85)** - Allies Battleline 20 x Chaos Warriors (400)* - Hand Weapon & Shield - Mark of Chaos: Tzeentch - Reinforced x 1 5 x Chaos Knights (170)* - Cursed Lance - Mark of Chaos: Khorne 5 x Chaos Knights (170)* - Cursed Lance - Mark of Chaos: Khorne Units 5 x Chaos Chosen (145)** - Mark of Chaos: Khorne 1 x Fomoroid Crusher (100)* 1 x Fomoroid Crusher (100)* Behemoths Chaos Warshrine (215)* - Mark of Chaos: Khorne - Prayer1: Universal Prayer Scripture: Curse Core Battalions *Battle Regiment **Warlord Additional Enhancements Artefact Total: 2000 / 2000 Reinforced Units: 1 / 4 Allies: 85 / 400 Wounds: 143 Drops: 5 I made my shield wall Tzeentch and also the Sorcerer in order to babysit them to re-roll the saves. Everyone else is Khorne for the Prayer from the Warshrine. I have at least 3 ways to re-roll wound rolls to spread out (Chosen ability after killing something, Bloodstoker ability, Eternal Vendetta, and the Wizard's special warscroll spell), I have at least 2 ways that I know of to re-roll hit rolls (Khorne Prayer from Shrine and also the Wizard's special warscroll spell). I have at multiple re-roll charge rolls (Artifact on my general, Khorne Prayer on Shrine, Chaos Lord on Manticore for my Chaos Warriors). My Chaos Lord on Karkadrak can give +1 to hit rolls to my knights in addition, thanks to him being the general and the Aura of Khorne +1 to wound rolls. I think I have a lot of overlapping powerful buffs I can give to the right hammers at the right time in order to hopefully overcome STD's lack of damage in addition to having powerful anvils to hold objectives.
  3. Hm. I hope they don't remove regular dwarves. That would leave me with only 2 armies: Ironjawz and Slaves to Darkness. OTOH what if they added Chaos Dwarves? Then I could have 4 armies
  4. Ah man. So basically SKARBRAND can come but he’s on his own.
  5. What about SKARBRAND? What about SKARBRAND with the wizards re-roll hit and re-roll wound spell and also mask of darkness to teleport him with his own re-roll charge rolls.
  6. Well if they can somehow get a massive buff to their charge rolls perhaps with Mask of Darkness…?
  7. I like this feedback. My thoughts are Aspiring Deathbringer is there for his command ability which is +1 to attacks. Bloodsecrator I fear contradicts the Sorcerer who I can use his spell on Karkadrak Lord or Knights for re-roll to hits and to wounds plus if they are Khorne +1 to wound due to aura and potentially for knights +1 to hit from CA. I figure my list would be a very defensive counter punch type list with an anvil, and let the enemy come to me. In my meta destruction is very popular with Orruk Warclans and Ogres. There’s a lot of chaos, BoK, Slaanesh, Nurgle and even Tzeentch. Stormcast and CoS and Sylvaneth and Seraphon. I never see Giants or Archaon or anything though. No DoK or Fyreslayers or Nagash. I like the Tzeentch idea so I’ll change my list later but after feedback I came up with this: Army Faction: Slaves to Darkness - Army Type: Ravagers - Grand Strategy: Dominating Presence LEADER Chaos Lord on Karkadrak (225)* - General - Command Traits: Bolstered by Hate - Artefacts: Cloak of the Relentless Conqueror - Mark of Chaos: Khorne Chaos Lord (120)** - Command Traits: Flames of Spite - Reaperblade and Daemonbound Steel - Mark of Chaos: Khorne Chaos Sorcerer Lord (135)** - Command Traits: Master of Magic - Artefacts: Arcane Tome - Spells: Mask of Darkness - Mark of Chaos: Undivided Aspiring Deathbringer (85)** - Goreaxe and Skullhammer BATTLELINE 1 x Chaos Warriors (400)* - Chaos Hand Weapon and Chaos Runeshield - Mark of Chaos: Khorne Chaos Knights (170)* - Cursed Lance and Chaos Runeshield - Mark of Chaos: Khorne Chaos Knights (170)* - Cursed Lance and Chaos Runeshield - Mark of Chaos: Khorne BEHEMOTH Chaos Warshrine (215)* - Prayers: Curse - Mark of Chaos: Khorne OTHER Wrathmongers (145)* 1 x Chosen (290)** - Mark of Chaos: Khorne CORE BATTALIONS: *Battle Regiment **Warlord TOTAL POINTS: (1955/2000) Created with Warhammer Age of Sigmar: The App
  8. Army Faction: Slaves to Darkness - Army Type: Ravagers - Grand Strategy: Dominating Presence LEADER Chaos Lord on Karkadrak (225)* - General - Command Traits: Bolstered by Hate - Artefacts: Cloak of the Relentless Conqueror - Mark of Chaos: Khorne Chaos Lord on Manticore (255)** - Command Traits: Eternal Vendetta - Daemon Blade and Chaos Runeshield - Mark of Chaos: Khorne Chaos Sorcerer Lord (135)** - Command Traits: Master of Magic - Artefacts: Arcane Tome - Spells: Mask of Darkness - Mark of Chaos: Undivided Aspiring Deathbringer (85)** - Goreaxe and Skullhammer BATTLELINE Chaos Warriors (200)* - Chaos Hand Weapon and Chaos Runeshield - Mark of Chaos: Khorne Chaos Warriors (200)* - Chaos Hand Weapon and Chaos Runeshield - Mark of Chaos: Khorne Chaos Warriors (200)* - Chaos Hand Weapon and Chaos Runeshield - Mark of Chaos: Khorne Chaos Knights (170)* - Ensorcelled Weapon and Chaos Runeshield - Mark of Chaos: Khorne Chaos Knights (170)* - Ensorcelled Weapon and Chaos Runeshield - Mark of Chaos: Khorne BEHEMOTH Chaos Warshrine (215)* - Prayers: Heal - Mark of Chaos: Khorne OTHER Chosen (145)** - Mark of Chaos: Khorne CORE BATTALIONS: *Battle Regiment **Warlord TOTAL POINTS: (2000/2000) Created with Warhammer Age of Sigmar: The App Do y’all think this list is any good? I honestly just want to use all the heavily armored badass models. Everything that looks like a chaos warrior on a mount or whatever. I can’t get enough of those minis. I hope it’s not a terrible list though.
  9. A little bit or column A and a little bit of column B. I’m planning on 3D prints and a ton of 3rd Party miniatures. Scibor has fantastic dwarves and generic knights that look perfect for “Footman”. The look matters but I don’t even mind race swapping. I’m also trying to match abilities to abilities in a way. Obviously nobody has resurrect 6 units abilities like the Paladin ultimate but Runelord or Lord Relictor do have heal at least. Or potentially a Lord Arcanum on foot in Living City with the healing spell and the ability to Rez a Stormcast unit. I was even considering running an Elven Priest as the Runelord because they have holy fire which increases damage (Forgefire), they have blessing of stamina but in WC3 it was called something else similar to the 6+ ward save and heal.
  10. I’ve long had a dream of making an army based around the idea of “Warcraft 3” Alliance units. I’ve even gone as far as to conceptualize the more modern World of Warcraft Alliance which opens other armies up to be thematic. I’ve done my best to do counts as proxies for each Warcraft 3 unit in the Alliance and I am working on the same for the Night Elves who are a part of the WoW alliance. Alliance races include: - Humans - Dwarves - High Elves - Night Elves - Worgen - Gnomes - Draenei - Pandaren Almost half of these have absolutely no equivalent to Warhammer at all and so I didn’t even bother including the allied races. However I’m also looking to go far more old school anyway, Warcraft 3 to Vanilla WoW era because anything beyond that is again irrelevant. There’s no blue aliens to counts as Draenei or Werewolves in Grand Alliance Order so it doesn’t matter. I’m certain somehow between Cities of Sigmar, Sylvaneth and potentially Lumineth Realm Lords there is enough counts as Humans, Dwarves, High Elves and Wood Elves to make a pretty decent Alliance themed Army. For the Humans I have the following: Paladin - Lord Relictor or maybe Runelor Archmage - Celestial Hurricanum w/ Battlemage Footman - Freeguild Guard Knight - Demigryph Knights For the Dwarves I have: Mountain King - Warden King Riflemen - Irondrakes Flying Machine - Gyrocoptor Siege Engine - Steam Tank Mortar Team - Helstrom Rocket Battery (?) Gryphon Riders - Freeguild General on Griffon For the High Elves this was hard but I have: Bloodmage - Aqshy Battlemage Priest - RunePriest (?) Sorceress - Sorceress Spellbreaker - Vanari Blademasters or Evocators?? Dragonhawk Riders - Stormdrake Guard (?) And finally for summons something like: Water Elemental - Kharydbyss (?) Phoenix - Flamespyre Phoenix Next we have the Night Elves: Demon Hunter - Nomad Prince maybe? Priestess of the Moon - Allarielle? i don’t know Warden - Assassin (?) Keeper of the Grove - Branchwraith All Ancients - Treelord Ancient or Durthu Archer - Sisters of the Watch Huntress - Wild Riders Glaive Thrower - Celestar Ballistae maybe? Dryad - Sisters of the Thorn Bear Druid - no idea Mountain Giant - Treelord (?) Hippogryph - I don’t know Crow Druid - I don’t know Faerie Dragon - I don’t know Chimera - I have no idea Black Dragon maybe? But I don’t think they come without riders Treant - Dryads hippogryph riders - I don’t know. Any help completing the Night Elves would be great and any ideas about an actual functioning list based around this idea would also be great. im thinking Freeguild general, demigryph knights, Freeguild Guard and Irondrakes would make a solid start for Footman, Knights, Dwarven Riflemen and a Gryphon Rider. Outside of that I’m not too sure.
  11. My entire cities of Sigmar army is almost 100% Scibor miniature Dwarven proxies. I think the only 3 which aren’t is my Freeguild General on Griffin with be from Artisan Guild the dwarf on the Griffon, my 2nd RunePriest will be from Artisan Guild and the Cogsmith is GW’s.
  12. I’m using Scibor Dwarves on bears with Halberds. I’ll be 3D printing dwarves on rams for Demigryph knights. for the Lord Evocators whatever dude I got a Dwarf Wizard on a Warbear lol. Almost my entire collection is Scibor miniatures.
  13. Army Faction: Cities of Sigmar - Army Type: Tempest’s Eye - Grand Strategy: Hold the Line LEADER Runelord (100)* - Prayers: Curse Celestial Hurricanum with Celestial Battlemage (280)** - General - Command Traits: Hawk-eyed - Artefacts: Seerstone Amulet - Spells: Strike of Eagles Runelord (100)** - General's Adjutant - Prayers: Heal Lord-Arcanum on Celestial Dracoline (200)** - Artefacts: Arcane Tome - Spells: Aura of Glory BATTLELINE Longbeards (105)* - Ancestral Weapon and Gromril Shield Ironbreakers (115)* - Drakefire Pistol and Cinderblast Bomb Ironbreakers (115)* - Drakefire Pistol and Cinderblast Bomb ENDLESS SPELL Emerald Lifeswarm (60) OTHER 1 x Irondrakes (340)* - Grudgehammer Torpedo 1 x Evocators on Celestial Dracolines (560)** CORE BATTALIONS: *Battle Regiment **Warlord TOTAL POINTS: (1975/2000) Created with Warhammer Age of Sigmar: The App I think this might be the most competitive almost pure Dwarf list I can think of or come up with.
  14. Do you think Stardrakes are worth it all? Either version?
  15. Do Cities of Sigmar have a big monster beat stick hero like a Megaboss on Maw-Krusha? One of my favorite things about my Ironjawz is having such a powerful centerpiece character to build my army around. I love the model and the way it plays and I’m itching for one in Cities.
  16. Struggling to find good Dwarven proxies for the Vanguard with Longstrike Crossbows if anyone has any ideas.
  17. This here is my Warden King. It’s a Dwarf Lord from Scibor Miniatures.
  18. Army Faction: Cities of Sigmar - Army Type: Tempest’s Eye - Grand Strategy: Hold the Line LEADER Runelord (100)* - Prayers: Curse Celestial Hurricanum with Celestial Battlemage (280)** - General - Command Traits: Hawk-eyed - Artefacts: Seerstone Amulet - Spells: Strike of Eagles Runelord (100)** - General's Adjutant - Prayers: Heal Lord-Arcanum on Celestial Dracoline (200)** - Artefacts: Arcane Tome - Spells: Aura of Glory BATTLELINE Longbeards (105)* - Ancestral Weapon and Gromril Shield Ironbreakers (115)* Ironbreakers (115)* ENDLESS SPELL Emerald Lifeswarm (60) OTHER 1 x Irondrakes (340)* - Grudgehammer Torpedo 1 x Evocators on Celestial Dracolines (560)** CORE BATTALIONS: *Battle Regiment **Warlord TOTAL POINTS: (1975/2000) Created with Warhammer Age of Sigmar: The App I have found over time playing against multiple armies over multiple games that Armies who get a say in every phase are more effective than those who don’t. My other army is Ironjawz and they have almost no protection versus spells and there’s little they can do against shooting for an example. I feel that armies who can sling mortal wounds with magic at range, shoot at range and then follow up in the fight phase to either tarpit or fight back, as an example Tzeentch, do very well all around. I came up with this list to answer that philosophy, especially after reading how terrible Artillery is now adays. I want to stick to a 99% dwarf theme and I have even purchased Scibor Miniatures Dwarves on Bears to proxy as the Evocators on Dracolines. Dwarves are slow but at least in Tempest Eye I believe the worst they are running is 9” (4” movement +3” first turn bonus, +2 to run rolls for musicians and city allegiance ability) which helps a little bit in addition to an additional +1 to save in my territory should I go second versus another shooting list. I have two wizards which provide incredible support via Aura of Glory, and their own Warscroll abilities such as +1 to claw attacks and +1 to hit rolls in addition to being able to dish out mortal wounds round after round. I’ve got a decent shooting element with the Celestial Hurricanum and Irondrakes plus pot shots on my Ironbreakers. The Evocators make up for the speed my Dwarves lack as well as the heavy melee element. My list can cast magic, deny magic, buff heavily, shoot and fight. I think this is the best list I can make with almost pure dispossessed. Thoughts?
  19. I’m actually not using any GW models in the entire army except for the Cogsmith. it’s fully Scibor miniatures. Using Cannon Bears and Ballistae Bears for the Artillery and a load of Scibor models for the dwarves. So far I’ve only painted my Dwarf Lord (Warden King) though.
  20. Army Faction: Cities of Sigmar - Army Type: Greywater Fastness - Grand Strategy: Hold the Line LEADER Warden King (100)* Celestial Hurricanum with Celestial Battlemage (280)** - Artefacts: Steam-piston Plate Mail - Spells: Descending Ash Cloud Runelord (100)** - General's Adjutant - Prayers: Heal Cogsmith (70)** - General - Command Traits: Drillmaster - Grudge-raker - Artefacts: Mastro Vivetti's Magnificent Macroscope BATTLELINE 1 x Irondrakes (340)* - Grudgehammer Torpedo Longbeards (105)* - Ancestral Weapon and Gromril Shield Ironbreakers (115)* Ironbreakers (115)* ARTILLERY Helstorm Rocket Battery (135) Helstorm Rocket Battery (135) Celestar Ballista (140) Celestar Ballista (140)* ENDLESS SPELL Emerald Lifeswarm (60) OTHER Hammerers (145)** CORE BATTALIONS: *Battle Regiment **Warlord TOTAL POINTS: (1980/2000) I have found over time playing against multiple armies over multiple games that Armies who get a say in every phase are more effective than those who don’t. My other army is Ironjawz and they have almost no protection versus spells and there’s little they can do against shooting for an example. I feel that armies who can sling mortal wounds with magic at range, shoot at range and then follow up in the fight phase to either tarpit or fight back, as an example Tzeentch, do very well all around. I came up with this list to answer that philosophy. Guns all day, magical +1 to hit support with chain lightning, some healing and a melee shield wall to protect my guns and magic (and anti-magic)
  21. I think you don’t have to not have mystic shield on a Warchanter if you give him Arcane Tome, and he can still have Hand of Gork too. All the perks of a Weirdknob and a Warchanter in 1.
  22. Army Faction: Orruk Warclans - Army Type: Ironjawz - Army Subfaction: Bloodtoofs - Grand Strategy: Hold the Line - Triumphs: Bloodthirsty LEADER Megaboss on Maw-krusha (480)* - General - Command Traits: Mighty Waaagh! Leader - Boss Choppa and Rip-toof Fist - Artefacts: Armour of Gork - Mount Traits: Fast ’Un Orruk Weirdnob Shaman (90)** - Spells: Bash ’Em Ladz Orruk Warchanter (115)** - Artefacts: Arcane Tome Orruk Warchanter (115)** BATTLELINE Orruk Brutes (160) - Brute Choppas,Boss Klaw & Brute Smasha 1 x Orruk Ardboys (170)* 1 x Orruk Ardboys (170)* Orruk Brutes (160)* - Brute Choppas,Boss Klaw & Brute Smasha 1 x Orruk Gore-gruntas (340)* - Jagged Gore-hacka Orruk Gore-gruntas (170)* - Pig-iron Choppas CORE BATTALIONS: *Battle Regiment **Command Entourage TOTAL POINTS: (1970/2000) Created with Warhammer Age of Sigmar: The App I am looking to cut my teeth on AoS 3.0 with this list if I can ever get a game in. I have several thoughts about it however. I am bringing blocks of ArdBoyz as an anvil, screens, and objective holders. The idea is to screen and protect my brutes and gore-Gruntas from a melee alpha strike and later in the game run toward backfield objectives and try to rally them to full strength so I have 10 bodies to contest that objective. That’s 20 wounds with a 4+ save that can be brought back on a 4+ with a Warchanter nearby that have a 6+ ward save. They seem like a tough battleline to shift, like you need to commit to get rid of them, the perfect objective holders and screens to protect my hammers. The Brutes I am wondering how to run. 1 big block of 10 with Jagged Gore-Hackas? 2 MSU with Choppas? Drop 5 and bring 3 more pigs? The idea is they’re a hammer that hits hard and can deny factions with 1 wound models that would be going for objectives, or hunting bigger targets to get their bonus. A versatile unit that can cleave through rank and file such as skeletons, zombies, dryads, chaos marauders, Skaven and other small but plentiful targets and deny them objectives, or big game Hunters to take down or cripple monsters like Ogors, BCR, Magmadroth, Gargants etc. Gore-Gruntas in a unit of 6 count as 12 for contesting objectives and are the main hammer. They just delete whatever I hit with them and that’s their job. They can also move after combat toward objectives or to hit the next target. Moving away after combat to open distance then circling back for a charge for more mortal wound spam also seems viable. I could drop 5 brutes to bring 3 more of these fellas for a total of 12. The Shaman is here for back up support, I can run mystic shield on my Maw-Krusha to get him to a 2+ save, I can run Hand of Gork to get my brutes into the fight, I can try to counter spell enemy casters. With the command entourage I can run Arcane Tome in addition to Armor of Gork which gives me the ability for another mystic shield, and Bash ‘Em Ladz. Armor of Gork gives offensive and defensive buffs to my MBMK, and the AT gives even greater utility. People have suggested to me to drop the shaman as well as running a core battalion only to get as close to a 1 drop as possible. If I run a unit of 10 brutes and drop the shaman I can have a 1 drop army. Otherwise if I keep the Shaman but run a squad of 10 it’s a 2 drop army. At worst I think I am looking at a 5 drop with 2 Artifacts that bring a ton of utility. Any thoughts or suggestions for my list or any of my thoughts and reasoning behind my choices? Thanks all!
  23. Man, I haven't even gotten to play AOS3 yet. I keep trying to schedule a game but nobody in my group responds, or they are busy. I've just been stuck list building. Fully buffed set of 5 can put some work in, but I reckon so can 10 absolutely buffed. My worry is that it's easy, in my experience in the past, to get 5 brutes into combat no problem. I worry getting 10 into combat will be harder so technically less attacks.
×
×
  • Create New...