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Ravinsild

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Everything posted by Ravinsild

  1. Once upon a time I tried to make an all-vampire death army work. That did not go well for me.... HOWEVER I CAN RISE AGAIN FROM THE DARKNESS AND TAKE MY CROWN OF BLOOD ONCE AGAIN!
  2. Yeah, I've downloaded a massive collection of .stl terrain from i-lovecraft.com https://i-lovecraft.com/product/all-in-one-mesoamerican-sale As you can see once I get all the interlocking tiles and walls printed out, in addition to the huge pyramids, aqueducts, statues and such it will be a fantastic table. There's also an amazing collection of .stl from lustria-online for pyramids from aztec/mayan jungles.
  3. So 8 huge Mayan/Aztec/Inca style pyramids and a bunch of smaller ruins and scatter terrain for flavor Got it hahaha.
  4. Allegiance: Seraphon - Constellation: Thunder Lizard Leaders Lord Kroak (320) - Spell: Celestial Apotheosis Saurus Astrolith Bearer (140) Engine of the Gods (260) - General - Command Trait: Prime Warbeast - Artefact: Sacred Stegadon Helm Skink Starpriest (120) - Artefact: Fusil of Conflaguration - Spell: Hand of Glory Battleline 10 x Saurus Knights (200) - Lances Stegadon (240) - Weapon: Skystreak Bow Stegadon (240) - Weapon: Skystreak Bow Units 6 x Kroxigor (280) - 2x Moonhammers Battalions Thunderquake Temple-host (150) Endless Spells / Terrain / CPs Balewind Vortex (40) Total: 1990 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 93 Hey, it's Kroxigor guy again. I've been trying to solve the puzzle of how best to use Kroxigors. Knowing they key off the SKINK keyword I've been trying to build them around Skink lists. It occurred to me the big dinosaurs are 1) Skinks and 2) fit into the Thunderquake Battalion. What does this do? 1) It gives the SKINK keyword on MELEE minded units, which is where Kroxigors want to be. Charging them together maintain the wholly within 6'' more easily. 2) Being Coalesced it grants all of the above +1 jaws attacks. 3) The Thunderquake Battalion gives the ability to run and still shoot and charge, or +1 melee attacks. This is huge because Kroxigors are essentially isolated from the rest of the book so far as buffs go. Only generic SERAPHON buffs work because they are neither skink nor saurus so it's difficult to actively buff them. I suppose the idea behind the list is to hopefully generate a lot of CP with Kroak, and then dump that CP into double using the EOTG for healing. This is my second idea, to be honest. I've done the sims in the image attached. I can squeeze a lot more damage from my list going Stega-Chief. With Kroak and starting with 2 CP I could potentially dump 3 CP per Stegadon making them terrifying monsters. I did the sims MERELY with the following in mind: 1) Thunderquake Battalion in Savage (+1 Melee Attack) Mode. 2) Coalesced Jaws Bonus (+1 jaws attack) 3) Stegadon Command Ability (+1 SKINK UNIT melee attacks) 4) Thunder Lizard Command Trait (+1 mount attacks) 5) Chief Helmet Artefact (+1 damage to melee weapons) No other buffs included. This begs the question: Do I bother with a defensive grinding build using LORD KROAK with Apotheosis hoping for +10 casts and double EOTG heals, or do I simply say ****** it and go fully offensive and make terrifying juggernauts fully dedicated to destruction? Now the third thing I've debated is that originally I had 3 sets of 10 skinks. Then I set them to 30 block of skinks. Then I decided perhaps just Saurus Knights. Is this a fast calvary style alpha strike turn 1 charge list? Do I have the speed for that? It appears I very much WANT the charge rather than to BE charged. I don't know that this list is particularly hardy. This cycles back to: If I build for EOTG double-heal (it's random and maybe I don't get it when I need it) and Apotheosis, often things die in 1 turn anyway...I've found it's rarer for big monsters to actually survive long enough to be healed (MBMK, Bloodthirster, to name a few I've personal first hand experience with). Perhaps simply going full offense would be the smarter choice. So do my Knights contribute to my offense in any meaningful way, or do I simply take the Skink Chaff and throw them on objectives... this list is clearly not great at the objective game, per se. I also have the room to drop a unit of skinks taking it to 2 units of 10, or 1 unit of 20 and squeezing in a Skink Priest. His command ability grants +1 to hit rolls. His regular ability on a 3+ grants the ability to run and charge and shoot (somewhat redundant with Thunderquake), and +1 to save rolls. This can be used on a Engine of the Gods, Stegadon Skink Chief, or Stegadon to hit on 2+, and have +1 to save rolls making them 3+ or possibly 2+ if their special warscrolls ability triggers increasing offense and defense. Any thoughts or feedback?
  5. Is that because it says you cannot move in the subsequent movement phase and retreat is a type of movement?
  6. Is this similar to the whole charge with the megaboss, retreat deeper into enemy lines and be just outside of 3'' of a totally different unit then pile in (because you charged) and attack that unit instead?
  7. I know some of y'all got your ear to the ground hearing some whispers of upcoming content, is there any whispering predictions of a Lizardmen Blood Bowl Kroxigor and/or a booster pack for more skinks from FW?
  8. I've been getting deeply into Seraphon lately, and while I myself don't have a table, many of my friends do. One of my friends can set up to 3 or 4 tables but as of yet hasn't got enough Terrain to decently cover them all. Including Ruins, Trees, scatter terrain, etc about how much terrain would you use per table? 6 large pieces and an assortment of smaller scatter stuff "for flavor" that's mostly for immersion? I'm looking at 3D printing Aztec ruins and the like to really get a lost lands of lustria jungle feeling so I can just keep the terrain at his place but I don't want to overprint either since I'm more interested in models and the like. I'm thinking 10 or less quite large pieces and then whatever amount of scatter terrain and calling it a day?
  9. The period was in it's capped, and battalions don't give extra so you're stuck at 12 (or less) until you start playing. You can't get more CP in the list building phase, only once the game begins.
  10. Allegiance: Big Waaagh!Mortal Realm: ShyishLeadersMegaboss on Maw-Krusha (460)- General- Boss Gore-hacka and Choppa- Command Trait: Brutish Cunning- Artefact: Ethereal Amulet- Mount Trait: Weird 'UnOrruk Warchanter (110)- Warbeat: Get 'Em BeatOrruk Warchanter (110)- Warbeat: Fixin' BeatWurrgog Prophet (160)- Artefact: Mork's Boney Bitz- Lore of the Savage Beast: Gorkamorka's War CryBattleline15 x Orruk Ardboys (270)- 2x Gorkamorka Banner Bearers- 1x Gorkamorka Glyph Bearers15 x Orruk Ardboys (270)- 2x Gorkamorka Banner Bearers- 1x Gorkamorka Glyph Bearers6 x Orruk Gore-gruntas (320)- Jagged Gore-hackasBattalionsIronfist (160)Endless Spells / Terrain / CPsChronomantic Cogs (80)Extra Command Point (50)Total: 1990 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 124 I've been training for a Tournament with this list, and it's done alright. I've beaten the general Idoneth Deepkin all eels list, and I beat a tough BlightKings Nurgle list, but I've lost to Slaanesh twice now. The list is 90 Daemonettes, 2 KOS and the Enchanted Mirror thingy. I just can't seem to figure out how to crush Slaanesh. Allegedly it's one of our worst match ups according to the gaming club I'm in? Any advice is appreciated. Even just like any changes to the list I ought to make. It's not necessarily set in stone. Heads up: In the training games I've been proxying a Weirdknob Shaman for counts as Wurrgog. I really like the Wurrgog so I think I'm gonna pull the trigger on buying one. It's been 4-5 games and he's been stellar. Other than that I have only Ironjawz stuff. I own 0 bonesplittaz. As far as adjusting my list. Also I'm a slow painter and the tournament is last week of august so I have about 2 and a half months to paint the above list should I choose to keep it as is. I've only gotten 3 gore-gruntas painted and 10 ardboyz so far.
  11. Yes, I'm aware you can get CP every turn, but how many 40k games realistically go past turn 3? In my experience not too many. It's pretty much decided by turn 3. The Detachments still have the same limitations. I don't know what army you are playing, but many armies need more than 2 HQ to reasonably function with their support auras and abilities.
  12. What? a 2000 point game gives you 12 CP period. It now costs CP to take detachments. CP is refunded in the detachment that your Warlord is in. So if it's a battalion you are refunded 3 CP. If it's like an Outrider Detachment you only get 1 CP returned.
  13. I guess it never occurred to me where to look. However just having a few solid stable brushes would be nice! Mostly it’s my Small Layer brush that gets messed up. I do a TON of tiny detail work and edge highlighting.
  14. You mean like joker face thicc skeletons and cow helmet elves and stuff?
  15. Before any recent price changes way back in 2018 my friends were absolutely adamant they wouldn’t be getting into this hobby and now a days it’s a definite hard strong “****** no.” so I’ve made new friends. I still have my old friends of course. I’ll just never get to play Warhammer with them ever but I did join a gaming club 😎
  16. Not gonna lie I don’t buy GW models but I do buy their paint because I love their app and their system of paint and it’s just easier to follow their own tutorials with those paints than to figure out the closest thing in Vallejo or whatever. Also I get their brushes cuz it’s just like why not. They’re kind of disposable. it’s more like the tertiary hobby stuff from GW I get and it seems reasonable to a degree. But I don’t buy paint all the time either or brushes or glue or like hand drills etc.
  17. I've gone to 3rd Party companies (Scibor, Lost Kingdoms, etc..) and I'm getting a 3D printer. I now just buy on Amazon or Ebay or like FLGS but on the internet? Like miniaturemarket, or alpha omega hobby or gamenerdz, etc. I am looking forward to some .stl's especially the counts as Kroxigors from Lost Kingdom Miniatures.
  18. The Dwarves have arrived and they’re positively gorgeous. I am so excited.
  19. Well and their Equipment is massive. Swords are 150 Drops and they either get 2 or a Sword and Repeater Hand Crossbow which is 60. They get Medium Armor which is 200 Drops. Sea-Dragon Cloak is 260. A full wet skin is 25 Drops. So in total that’s 830 for the two Sword set up and 740 for the Repeater/Sword set up including the 45 drops.
  20. Based on checking against other Archetypes it’s actually well within reason. The Sigmar Warpriests value is like 719 Iirc and the Witch Aelf, Darkling Coven Sorceress is around 610ish and so is the Black Ark Corsair etc Light Armor is 120 Drops 2 Daggers is 40 Drops Acid Bottle is 55 Drops Cloak is 6 Drops Disguise Kit is 85 Drops Lockpicks is 25 Drops Three Vials of Basic Poison is 165 Drops thats a total of 496 + 110 Drops is 606 which is right around the same total Drops of at least the first 7 Archetypes I checked.
  21. Yeah I agree, a section for the RPG would be quite welcome.
  22. I've done went and Homebrewed up a Dark Elf Assassin. Hopefully it's pretty balanced. I tried to look at other Archetypes and choose about the most middling road.
  23. I believe 2 + S means 2 + successes. So basically any successes over the minimum required is extra damage. Assuming I understand this accurately.
  24. If I understand correctly, having Brutish Cunning allows you to use Mighty Destroyers without spending a command point, but so does Ironfist. So you could just take both for 2 uses to move/fight/charge.
  25. Now that I've read it myself, Fullest of Spirits appears to grant 1 Extra spell from the Lore of Savage Beasts, and addition the ability to cast 1 extra spell in the hero phase. This to me looks as though it's 2 spells per hero phase attempted to cast. So it would appear you get to know 2 spells from the Savage Beasts lore, and the Warscroll spell, and you can choose to cast any 2 of those 3. Kunnin' Beast Spirits for +1 to save on Rogue Idol is quite good. You could also consider the double movement speed and fly spell to stack over that, but also Gorkamorka Warcry is really good too. In total it looks as though it would be +1 to cast via the Mork's Boney Bits artefact, with the ability to cast 2 spells per hero phase if I understand the interaction of the Command Trait and Artefacts correctly. Although it occurs to me that you mean 3 attempts to cast probably includes the Weirdknob Shaman, although Hand of Gork specifically can only be used on an IRONJAWZ unit. However between hand of Gork and the flying spell it seems entirely possible to have the Rogue Idol and block of 6 GG's charging your enemy turn 1, should you need or want to do that.
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