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JackStreicher

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Everything posted by JackStreicher

  1. So what could I convert the Kruleboyz Sludgegeraker into? I am open to ideas!
  2. Yup, saw them 🤷🏼‍♂️ they’re interesting. However so far the edition reads like 3. Ed. but with 4 CP and some restrictions.
  3. Oh no, it's the same old same old (except All-Out Defense only counts towards the attack action of one unit) I am quite disappointed however.
  4. Same, but I‘ll use a king as general and 30 longbeards fill out my core just fine
  5. Both have their place imo. I prefer TOW with a little more AoS to it though (Tabletop Tactics has a battle report for TOW up with an incredibly well converted Wood Elf army, it's just amazing!)
  6. You have no idea. That rat has no fur left under that chainmail XD
  7. Sadly yes. Though the player base increased by 70% (according to Honest Wargamer) it pretty mich died around here (South German Capital). And having had an AoS game last friday (the first since a long time) I am happy for the new edition since it’s less gun to me than TOW atm.
  8. Fixed that. *italian accent* oh, LEOnardO what-e are you-e doing here? Papa Sigmar hase been lookin for you-e
  9. I hate to say it, but I kind of like it 🤣 Now I want a CoS Ogor armed with two shields smashing enemies
  10. Wip Every 8-11 will have the same colors but different combinations
  11. Simplification of general game rules is fine. This isn’t a simplification but a removal of choice. Once units have no choices left they become boring since they can’t diverge from the behavioral pattern that’s been set for them. This is a case of a unit becoming boring (and once again more a token than a gaming piece). The removal of optional choice is seldom a good thing.
  12. In this case: The seas are in turmoil, Ulthuan suffers from Raider attacks and Plunderings (Chaos, DE, Vamps).
  13. Still doesn’t feel very godly to me. But let’s see about magic first.
  14. I am surprised the following models weren’t ditched: - Dracoths (hero & Cav) - All Vanguard models (they’re next though) - Lord Celestant EDIT: I meant the Clestant Prime 🤷🏼‍♂️
  15. It's in the 6th edition army book. Lahmians aren't warriors. Grants access to different Magic Items, restricts every army to max one Necrarch Count. One could use them for sure, or simply the allies (which wouldn't work since Allies need a commander). The idea was for him to summon a Fell Bat instead of 2D3 Zombies. The +15 points were for having access to shooting. Good suggestions! You might also just call the lwoer tier Vampire Courtier. Let's make a single "Bloodline" Count per Bloodline then equal to the Ghoul King representing the Strigoi. It would solve the mess, keep it simple and focussed. Abilities and Items could be added as usual . Picking the specific count could unlock more army building possibilities etc. However I agree that it lacks direction and a theme (it's not like a Crusade or anything). Vampire coast would make sense since Khemri is sending a fleet. Mousillon hasn't fallen yet (iirc) so Blood Dragons don't come into play yet. The Necrarch could smell a chance to get their hands on ancient knowledge and the Lahmians are always up to blocking Khemri. Strigoi are mostly in the badlands, so they're out too. So Necrarch/Lahmia + Vampire Coast? Further ideas for lahmia: Human thralls acting as bodyguards, agility, fragility, illusion and charm as playstyle, no brute force (no Zombie Dragon?)
  16. tbh, I don't mind the refresh. In fact the old models weren't that inspiring to me (I had them half painted in my cabinet for years). they're on ebay now, finding a better owner and I'll look forward to the future.
  17. This part I agree on (I am a little afraid for my IDK now)
  18. 1. Yes. The First army of Infamy could be Bloodlines in general. Adding 1-2 Abilities per Bloodline as well as 1-2 changes in army building. My Suggestions: Von Carstein: - (+15 pts) - Can field one unit of State Troops, Crossbowmen or Handgunners per 1000 pts. - Vampiric Power to summon/add one Model of Fell Bats (use the Necromancy Spell to summon Zombies) with a power level of 2 (or the level of the caster if it is higher) (30 pts). - Walking Death (may be picked twice, but not by the same vampire): +1 Combat resolution (20pts each) Lahmian: -1 weapon skill and always strikes first , -1 LD for enemy units in Base contact but cannot wear non-magical armour, gains a ward of 5+ if no armour heavier than light armour is worn (+35 pts) - Vampiric Ability to cast miasmic mirage as bound spell with a powerlevel of 2 (35 pts) - One Wight may pick a single Vampiric Ability Blood Dragon: +2 WS, automaticially wears plate armour, +1S. May attempt to dispell magic despite wearing armour (+1 for Thrallsm, +2 for Counts) (+55 pts) - One unit of Blood Knigths or Black Knights per 1000 pts may use the Lance Formation. - Black Knights and Grave Guards are Battleline, all previous battleline choices are moved to the special section Vampiric Power: Master Strike - The Vampire gains the Monster Slayer and Killing blow special rule. (50 pts) Necrarch: Upgradable to LV 4, Necromancer Keyword added. -2 WS, may receive two magical Items of the same category, can't be equipped with non-magical items (+25 pts) - One Cairn Wraith or Spirit Host unit may be taken as Core Choice. - Every Necrarch Vampire is allowed to pick the Dark Acolyte Ability even if another Necrarch Vampire has already picked it. Strigoi: Counts as is, Strigoi Thralls gain hatred (all) and poison attacks, -1 WS, +1T. No mounts. (+20 pts) - One unit of Vargheists or Crypt Horrors per 1000 Points may be taken as Core Choice. - One Terrorgheist may be taken as special choice. General New Abilities Ancient Ferocity: Furious Charge, Frenzy (activates the first time the Character enters a combat) (20pts) Looming Darkness: Infantry only - The Character may not be picked as target of spells and shooting attacks if it is not the closest enemy model. (this has no effect when joined to a unit) Red Fury: +1 Attack (30 pts) Flying Horror: Infantry only, the character gains fly (20 pts) The harder part - no reason to reinvent the wheel, we can rewrite items from previous edtions Items SKABSCRATH 50 points Magic Weapon The legendary blade of the Undead mercenary, Ennio Mordini, Skabscrath flickers with pale flame. A blade so potent it cannot be sheathed without first taking a life, Skabscrath is possessed of an evil sentience that drives the wielder to ever darker acts. Some claim the blade is more steeped in evil than any Vampire, for it will betray its wielder if its bloodlust is not sated. When unsheathed, Skabscrath emits the terrible screams of all those it has slain, amplified to such a degree that it can cause those who hear them to die off right. The bearer has the Devastating Charge and Frenzy special rules, and all close combat attacks made by the bearer have the Flaming Attacks special rule. In addition, the bearer of Skabscrath gains the Wailing Dirge special rule. NIGHTSHROUD 50 points Magic Armour Ensorcelled in pitch darkness in the heart of Castle Drachenfels, the Nightshroud owes more to the otherworld than to reality. Originally fashioned from the death-raiments of King Pharatohep, the Nightshroud has since been soaked in the blood of sorcerers and witches. The aura of gloom that clings to it is so strong it can physically manifest, lashing out with shadowy tendrils that grapple with all those who would strike the wearer. Infantry or Cavalry only The Nightshroud gives the wearer a 6+ armour save. Furthermore, enemy models in base contact with the wearer lose all Strength bonuses conferred from normal and magical weapons. Enemies in base contact reveive no bonus for having charged (no impact hits) and they can't use a wepaons that require a charge). Wizards can wear the Nightshroud and cast spells as normal. THE CADAVEROUS CUIRASS 30 points Magic Armour Killing Blow and Poison Rules have no effect against the bearer and are treated as ordinary attacks. Crystalized Death Magic This perfect amethyst Gem radiates power, yet this power is a treacherous one. Vampires and infantry only. The Bearer has +1T. However whenever the bearer loses a wound a leadership test must be succeed (no rerolls allowed). If failed replace the character with a Varghulf Model as close to it's previous position and facing as possible. The Model leaves any units it had joined. 2. Luthor Harkon and Wallach Harkon (He's on the map) or the Red Duke (because he used to be a Duke of Bretonnia) 3. Bloodlines (see above) and Vampire Coast. Just my ideas
  19. Imo most will return with new armour (like liberators) I am upset about the Tauralon: They never knew what to make of it, gave it bad rules and now it’s gone (I love the Model)
  20. The handle is too big as well, they can’t even fully grab the haft. mhm. The one-handed hammerhead is as big as the two handed? XD
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