Jump to content

Ravinsild

Members
  • Posts

    1,299
  • Joined

  • Last visited

  • Days Won

    3

Posts posted by Ravinsild

  1. 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.
    • Like 1
  2. 6 hours ago, Beliman said:

    I think that's completely intended:

    • Full dmg (that can take down an Ironclad in one average hit) but really vulnerable to incoming dmg (ranged, strike first, etc...)
    • A bit more tanky but half dmg.

    Imho, that's a good step in the right direction. Maybe not the best "point and click" unit for competitive play, but I'm fine with that (until someone find a delivery system to remove their downsides...)

    Well if they can somehow get a massive buff to their charge rolls perhaps with Mask of Darkness…? 

  3. 38 minutes ago, Grimrock said:

    I agree with @Salyx on the warriors, they really should be in units of 20 to ensure they have their shield bonus for as long as possible. I'd go a step further and suggest taking mark of Tzeentch on them and the Sorcerer. If you keep the sorcerer near them they'll be re-rolling 1's on their save, and with stacking armor on them they should pretty much always be at a 3+ save re-rolling ones. It makes theme extremely difficult to take down. I think you'd be fine grouping two units of 10 together and then either making the one unit have two hand weapons and mark of Khorne or maybe dropping them entirely for a different unit. I'd also agree on the Heal prayer, in theory the Curse one should be better to get the warriors working. In the end though I've always found myself just using the shrine Undivided prayer since it's better in 95% of situations. 

    I disagree that the knights should have lances though. Even with the lances they won't take down anything substantial unless you get a bunch of buffs on them (which is dice dependent and often seems to fail right when you need it the most). Ensorcelled weapons make them better at grabbing and holding objectives, which in this list you really need. Plus if you're using the old models I kinda like the look of ensorcelled weapons more haha. 

    I will say from experience that the Aspiring Deathbringer is, unfortunately, absolute garbage. He'll struggle to keep up with anything you actually want to buff and he will do absolutely no damage to anything. Pretty depressing considering how cool the model is. You'd be much better off running a Bloodstoker instead or, if you drop the warriors for something cheaper, putting in a Bloodsecrator. Either would be significantly more helpful.

    As far as competitive goes it's tough to say. The biggest thing slaves struggles with is lack of damage. There isn't a lot of consistent rend or mortal wounds across the faction so we struggle to kill big stuff like giants or Archaon tier models. We are really tanky and will hold objectives well though so if you play a very conservative game and focus on the mission rather than killing things you might have some success. It'll probably come down to what is common in your local gaming group.

    He's fine with enhancements. All priests get a free prayer just like all wizards get a free spell, so the only extra one he's taking is the second artifact which is covered by the Warlord battalion. 

    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

  4. 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. 

  5. 26 minutes ago, Neil Arthur Hotep said:

    Are you mostly trying to match the look of the unit or its role in the game?

    Regardless, a few ideas:

    Hippogryph - Tauralon with a head swap:

    圖片

    Demon Hunter - Try to get hold of Eltharion the Blind and run him with Galen ven Denst's rules?

    http://www.coolminiornot.com/pics/pics16/img573b84c2dcc79.jpg

     

    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. 

  6. 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. 

  7. 11 minutes ago, Lord Krungharr said:

    Ah the Dracolines, I used to have some of those.  I have Lord Arcanum on Gryph-Charger and 2 Fulminators instead.  Working on some Gyro-Drakes too.  Figure might as well make my coalition allies Dwarvish looking.  Not sure how to make the Dracoth units like that though.  Maybe some Juggernauts as they're more mechanized looking?

     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. 

  8. 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. 

    • Like 1
  9. 19 hours ago, readercolin said:

    From the cities themselves, the only real monster hero's are the Freeguild General on Griffon, the Dreadlord on Black Dragon, and the Annointed on Phoenix.  Of those 3, the Freeguild General is likely the killiest... and this isn't exactly saying much.  The Dreadlord on Black dragon can be very killy, but it can also whiff and do exactly nothing (the most common case in my experience).  Finally, the Annointed on Frostheart Phoenix is a good, durable support piece, but it isn't really something that you can just chuck in and let it go to town like the Maw Krusha.  Finally, the Annointed on Flamespyre Phoenix... yeah, the less that is said on that, the better.

    However, all is not lost.  Why?  Because we still have Coalition and Allied monsters to draw from.  Do keep in mind though that all the coalition units can benefit from allegience abilities and artefacts, but none can be your general.  Your allies have to stand on the weight of their own warscroll though.

    Almost every city gets stormcast coalition, and there are a few good stormcast combat monsters.  First off, you have Krondys and Karazai, both of which are probably a little overcosted for what they do, but can be solid centerpieces in your cities army.  Celestant Prime remains a hammer from the heavens, and arguably is stronger in the Cities than in stormcast itself.  After that... things drop off pretty hard, and the only other combat monster I would consider bringing would be a Knight-Draconis, as he is a solid artefact carrier and a reasonably tanky and killy hero.  However, if you want to feel really spicy, you can consider bringing bastion.

    After stormcast, Cities still have a number of coalition options, but these will all lock you into a single city.

    The first city to consider is Har Kuron, which restricts you to basically the old Dark Elf lineup (and also no stormcast coalition), but you get Daughters of Khaine as coalition.  The relevant unit here?  Morathi.  So if you liked the old dark elves, but still want an excuse to run morathi, then you can try this city out.

    Next up, Tempest Eye.  Here, you get coalition Kharadron Overlords, which don't really have combat monsters in the same way that the maw krusha is, but you still can get a fabulous centerpiece in the Ironclad.

    For the next city, we can look at the living city and their coalition Sylvaneth.  Now, there are only really 3 units to consider from the sylvaneth, and if we are being honest... none of them is particularly great outside of Sylvaneth.  First is the Spirit of Durthu, who is an excelent combat monster, but gets betrayed by the fact that the Living City doesn't really get wyldwoods, and he has to be near them to get +2 attacks for his 6 damage sword.  Second is Drycha, and probably the best choice of monster as she can still do most of her work without any sylvaneth dependencies, but she is still only a 300ish point monster.  Finally, you get Alarielle.  Alarielle is a solid monster, but without other sylvaneth to buff, she is likely not going to be worth the 740 points (or whatever she is currently at) to try to run her.

    Moving on, we get Settlers Gain, which lets you bring Lumineth.  Now, lumineth isn't exactly known of for being combat monsters, and settlers gain allegience abilities are honestly kind of trash.  However, if you want to run Teclis but don't want to have to paint a whole fiddly army of Lumineth, you can do so here, or you can run one of their Cow Mountains.

    Finally, we move on from coalition units and get to allies.  Here, there are only really 4 allies of note to consider.

    Firstly, you have Gotrek.  If you have somehow gotten this far without ever coming across the ginger ninja, just know that he is quite possibly the killiest individual unit in the entire game.  He gets 6 attacks at 3+/3+/-2/3... but he also gets to re-roll all hit and wound rolls, and any 6's to hit result in d6 mortal wounds in addition.  In case that wasn't enough, he also gets to fight a second time at the end of the combat phase if he is still near an enemy unit.  But, you may then be wondering how anyone would let him survive that long... to which I say he is utter BS.  Yes, he only has a 4+ save and 8 wounds, but he also reduces all damage dealt to him by a single attack/ability/whatever to 1, AND he has a 3+ ward on top of that.  The only reason why Gotrek isn't literally everywhere is that he is only a 4" move unit, so getting all that killing power to a target is the hardest part of running him.

    Next up, and definitely failing to live up to the ginger ninja's raw killing power, you get Bundo Whalebiter.  As a megagargant, bundo is a solid mountain of wounds, with a reasonable attack profile as well.  Personally, I'm not a fan of megagargants, but if you are, then he is a solid consideration.

    More recently, we now can run the Incarnate as an ally.  The incarnate is a solid monster hunter (just ignore anything it says about endless spells), and also has the advantage of not dying/going down a level until the battleshock phase, meaning you can just throw it into stuff and then not worry too much.

    Finally, there is one unit that is potentially worth considering as an ally that isn't in any potential coalition cities.  That is the Runefather on Magmadroth.  For 360 points, you get an ally with a 4+ save, 16 wounds, and ~13 damage before saves.  Sadly, he can't benefit from any allegience abilities, but he can still give himself an extra attack on all his profiles once per game, and if someone comes after him in melee, he can blead on them for extra mortal wounds.

    -----------

    In conclusion, the best "combat monsters" would probably be Krondys, Karazai, Gotrek, and the incarnate.  After that, there are a bunch of fun choices that you can choose from, but nothing that really stands out at the same level that a Maw Krusha does.

    Thank you for the in depth break down! 

  10. 7 hours ago, readercolin said:

    From the cities themselves, the only real monster hero's are the Freeguild General on Griffon, the Dreadlord on Black Dragon, and the Annointed on Phoenix.  Of those 3, the Freeguild General is likely the killiest... and this isn't exactly saying much.  The Dreadlord on Black dragon can be very killy, but it can also whiff and do exactly nothing (the most common case in my experience).  Finally, the Annointed on Frostheart Phoenix is a good, durable support piece, but it isn't really something that you can just chuck in and let it go to town like the Maw Krusha.  Finally, the Annointed on Flamespyre Phoenix... yeah, the less that is said on that, the better.

    However, all is not lost.  Why?  Because we still have Coalition and Allied monsters to draw from.  Do keep in mind though that all the coalition units can benefit from allegience abilities and artefacts, but none can be your general.  Your allies have to stand on the weight of their own warscroll though.

    Almost every city gets stormcast coalition, and there are a few good stormcast combat monsters.  First off, you have Krondys and Karazai, both of which are probably a little overcosted for what they do, but can be solid centerpieces in your cities army.  Celestant Prime remains a hammer from the heavens, and arguably is stronger in the Cities than in stormcast itself.  After that... things drop off pretty hard, and the only other combat monster I would consider bringing would be a Knight-Draconis, as he is a solid artefact carrier and a reasonably tanky and killy hero.  However, if you want to feel really spicy, you can consider bringing bastion.

    After stormcast, Cities still have a number of coalition options, but these will all lock you into a single city.

    The first city to consider is Har Kuron, which restricts you to basically the old Dark Elf lineup (and also no stormcast coalition), but you get Daughters of Khaine as coalition.  The relevant unit here?  Morathi.  So if you liked the old dark elves, but still want an excuse to run morathi, then you can try this city out.

    Next up, Tempest Eye.  Here, you get coalition Kharadron Overlords, which don't really have combat monsters in the same way that the maw krusha is, but you still can get a fabulous centerpiece in the Ironclad.

    For the next city, we can look at the living city and their coalition Sylvaneth.  Now, there are only really 3 units to consider from the sylvaneth, and if we are being honest... none of them is particularly great outside of Sylvaneth.  First is the Spirit of Durthu, who is an excelent combat monster, but gets betrayed by the fact that the Living City doesn't really get wyldwoods, and he has to be near them to get +2 attacks for his 6 damage sword.  Second is Drycha, and probably the best choice of monster as she can still do most of her work without any sylvaneth dependencies, but she is still only a 300ish point monster.  Finally, you get Alarielle.  Alarielle is a solid monster, but without other sylvaneth to buff, she is likely not going to be worth the 740 points (or whatever she is currently at) to try to run her.

    Moving on, we get Settlers Gain, which lets you bring Lumineth.  Now, lumineth isn't exactly known of for being combat monsters, and settlers gain allegience abilities are honestly kind of trash.  However, if you want to run Teclis but don't want to have to paint a whole fiddly army of Lumineth, you can do so here, or you can run one of their Cow Mountains.

    Finally, we move on from coalition units and get to allies.  Here, there are only really 4 allies of note to consider.

    Firstly, you have Gotrek.  If you have somehow gotten this far without ever coming across the ginger ninja, just know that he is quite possibly the killiest individual unit in the entire game.  He gets 6 attacks at 3+/3+/-2/3... but he also gets to re-roll all hit and wound rolls, and any 6's to hit result in d6 mortal wounds in addition.  In case that wasn't enough, he also gets to fight a second time at the end of the combat phase if he is still near an enemy unit.  But, you may then be wondering how anyone would let him survive that long... to which I say he is utter BS.  Yes, he only has a 4+ save and 8 wounds, but he also reduces all damage dealt to him by a single attack/ability/whatever to 1, AND he has a 3+ ward on top of that.  The only reason why Gotrek isn't literally everywhere is that he is only a 4" move unit, so getting all that killing power to a target is the hardest part of running him.

    Next up, and definitely failing to live up to the ginger ninja's raw killing power, you get Bundo Whalebiter.  As a megagargant, bundo is a solid mountain of wounds, with a reasonable attack profile as well.  Personally, I'm not a fan of megagargants, but if you are, then he is a solid consideration.

    More recently, we now can run the Incarnate as an ally.  The incarnate is a solid monster hunter (just ignore anything it says about endless spells), and also has the advantage of not dying/going down a level until the battleshock phase, meaning you can just throw it into stuff and then not worry too much.

    Finally, there is one unit that is potentially worth considering as an ally that isn't in any potential coalition cities.  That is the Runefather on Magmadroth.  For 360 points, you get an ally with a 4+ save, 16 wounds, and ~13 damage before saves.  Sadly, he can't benefit from any allegience abilities, but he can still give himself an extra attack on all his profiles once per game, and if someone comes after him in melee, he can blead on them for extra mortal wounds.

    -----------

    In conclusion, the best "combat monsters" would probably be Krondys, Karazai, Gotrek, and the incarnate.  After that, there are a bunch of fun choices that you can choose from, but nothing that really stands out at the same level that a Maw Krusha does.

    Do you think Stardrakes are worth it all? Either version? 

  11. 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.

  12. 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? 

     

  13. 13 minutes ago, Lord Krungharr said:

    That's a really good philosophy, the old take-all-corners idea.  Nice thing about the Artillery is Dwarves can man them as well as human models, so it would work aesthetically....for Stormcast, I'd definitely be willing to shorten their limbs to make Dwarf-cast!

    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. 

  14. 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)

    • Like 1
  15. 8 hours ago, Baron_Bathory said:

    Hey guys!

    So my local gaming club is hosting a league that will be ascending in points each quarter. First quarter is 500, then 1000, then 1500, then 2000 respectively. 3 games per quarter and no special named characters allowed so I wont have to deal with any Morathi or Nagash nonsense (MK's are going to shine at 2K!).

    I was looking for some help with the 500 point list to start. AoS doesn't really compliment 500 well but it is what it is. This is what I got so far.

    Faction: Ironjawz
    Sub-Faction: Ironsunz
    Grand Strategy: Hold The Line
    Triumph: Inspired


    Weirdnob Shaman (General)
    - Hand of Gork (Teleport)
    - Skilled Leader (Command point on a 5+)
    - Amulet of Destiny (6+ Ward)

    5 Brutes (Ironjawz Fist Battalion)
    - Jagged Gore Hakkas
    - Gore Choppa
    - Boss with Claw

    5 Brutes (Ironjawz Fist Battalion)
    - Jagged Gore Hakkas
    - Gore Choppa
    - Boss with Claw

    5 Ardboyz
    - Flag
    - Muse
    - Boss

    Total: 495 Points


    For 500 points I think it's a good list, a lot of threats to deal with. I had a practice game against Slaves to Darkness yesterday and wiped his entire army off the table. He played a Daemon Prince, 5 Knights, and a chariot. He didn't play a mage so I had mystic shield up on one of the Brutes for the entire game. Hand of Gork and some good placement allowed me to double charge the prince. Between WAAAGH, battallion bonus, and triumph over 2ish turns the chariot and prince were vaporized and the knights were on their way out.

    I'm just wondering if going with Da Choppas with a Warchanter and 2x5 Brutes might be better. List will be short about 50 points and I won't have magic shield, but man that might do some damage. What do you guys think?

    Thanks in advance! :D

    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. 

    • Like 1
  16. 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! 

  17. 5 hours ago, Icetea said:

    Leave one point for inspiring presence and bravery is a mute point. Especially if running a Mawcrusher and you can issue it 3 times. Mawcrusher is on a big base, with 18 inch reach, I don’t think it’s overly difficult to keep them in range.

    You’ll also get more attacks with the jagged gore hackas due to the 2 inch reach and the attacks will be more efficient due to the extra rend. 

    A unit of 10 Brutes, buffed with warchanter should wipe almost anything out, which will trigger smashing and bashing a unit of 5 would struggle to comfortably wipe. 
     

    I used to play MSU brutes back in AOS2 for the shaman spell, but now in AOS3, I’ve fallen in love with Goregruntas holding the jagged gorehackas. I get a hard on for the 3+ rend when calling a Waaaagh. Also, the move / charge after combat without issuing a command point has won me atleast 3-4 games, just getting models onto an objectives. 
     

    With that said, I LOVE brutes but haven’t played with em in AOS3. For an additional 20 points I get more mobility with the GGs, mortal wounds on impact (which has been huge for me against stormcast annihilators) and for some reason, tusks and hooves always perform well for me, better than the actual hackas haha. 
     

    Either way, in your case, my preference is the hackas for the reach and rend. 
     

    Hope I’ve given you a different perspective to think about. Again, this is only my opinion, happy to be proven wrong. All about learning!

    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.

    • LOVE IT! 1
×
×
  • Create New...