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JackStreicher

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Everything posted by JackStreicher

  1. 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
  2. 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)
  3. 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
  4. idk why do they hate reinforcing units so much? JUST LET ME PLAY WITH MY TOYS
  5. Imo every Stormcast should be raised to a custodes powerlevel so even a liberator is a killing machine. they‘re demigods with almost ogre size! C‘mon I dare you GW. on a side note: I realized what I dislike about the render trailers the most. The thunder delivering the SCE only sizzles, it does not have a thunderclap or boom to it which makes it feel weak af.
  6. I like the new Liberators. Quite nice since they‘ll fit in with my Thunderstrike-Liberator-Conversions now
  7. Nothing Nagash/Eidolon sized? Also: Different Backgrounds?
  8. I finished 40 of the Knights and Ladies yesterday. Great kit, I took the liberty to kitbash some Knights with CoS parts.
  9. Absolutely! The story and the characters were great! Every loss did hurt. only criticism (apart from what you mentioned, which doesn’t bother me): The hardships they encounter on their journey are kind of unlikely, all of them and there’s a lot of unlikely encounters
  10. Easy: bad game design 🙃 Srsly though: My last two cents about the dt: All of the hollow arguments „plan ahead“ etc. always come up and they are false. Boiled down it‘s two choices: Play aggressive or defensive (or half half if you have enough units). Aggressive: High reward, high Risk Defensive: No reward, less risk So spare me the speeches of how tactical it is when in truth it’s a binary choice that’s implemented to gloss over systematic issues. Like it or hate it, idc but stop pretending that it’s highly tactical or any of that nonsense. It’s a slot machine and some people are addicted.
  11. My post is not about that. It’s that their botched attempt at propaganda that annoys me.
  12. The double turn propaganda is insane: Repeating the same opinion doesn’t make it true But hey let’s add another 3 justifications which are necessary since everybody loves the double turn and there’s no reason not go love it. 🤷🏼‍♂️ It‘s very hypocritical.
  13. It is, the Horn could also be. Those two bits have been in my bits box for almost a decade now (if not longer!)
  14. Since I really liked Lords of the Lance (It has its weaknesses) I decided to build some black steel knights, the Dragon banner of Aquilena and the Dragon Horn of Aquilena.
  15. I‘d advice not to use dark colors if you want night mode people to be able to read your post
  16. Do I hear third party and reisn? Yes pretty sure that's what I am hearing
  17. 😕 I hoped for an actual campaign. It’s just warhammer heroes or what it’s called.
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