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Posts posted by JackStreicher
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3 hours ago, Mordeus said:
Don't know, but I really find it disappointing not to at least release the foot knights for people with unbuilt knights to convert them.
I‘d really like to see how such conversions will look!
(are there some online I might not know about?)
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Cannon Fire, optimal distance from Target base (so rolling the distance would hit the base)
2" distance = 1/36 -> 2,7%
4" distance = 6/36 -> 16,67%
6" distance = 10/36 -> 27,78%
8" distance = 13/36 -> 36,11%
10" distance = 15/36 -> 41,17%Aiming at monsters: 10" ahead of the base edge opposite of the cannon‘s facing puts your hit chance to 41,17%
Cheers
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Characters I‘d like to see:
Vlad or Isabella, Krell, Balthasar Gelt, Malerion, Abhorash
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6 hours ago, Pizzaprez said:
That'd be so sick; I've tossed around a couple ideas for trying to build some sort of AoS "green knight" type; maybe riding a bug
Figured the realms are each the size of multiple earths; why wouldn't Alarielle have a few different green knights?
They could add an „order of the lady“ with some special AoS Knights/Heroes
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1 hour ago, Sception said:
Why? He's not even a person. He has no personality, no motivations. The most interesting parts of Krell were always tied up in his relationship with Kemmler, the open question of whether it was the ranting necromancer or the silent skeletal brute behind him that was really pulling the strings. What does Krell, especially devoid of Kemmler, bring to the table that a wight king or ossiarch liege grounded in AoS's specific lore and setting couldn't?
EDIT: No, that's not fair. Krell does have some appeal in the 'silent hulking brute but you can't be sure what if anything is actually going on inside'. Like, is he just an automaton or is he an actual thinking guy. That's not nothing, it is a pretty solid archetype for a skeletal dude, and none of the AoS undead characters have that in that they all have motivations (albeit sometimes muddled ones) that they'll happily tell you about at length. They're all chatterboxes, none of them are just silent and menacing.
So fair enough, I withdraw my complaint, I can see /why/ someone would want Krell back. I just personally would rather see a new take on that archetype and leave Krell himself back in the Old World. Though even then I have to admit that the decision to lock the Old World game down to a time period when Krell's still entombed and Kemmler probably isn't even born yet means we won't even get to see him there.
So I guess I wouldn't object to bringing Krell back in AoS, at least not as much as I'd object to Vlad or Abhorash (seriously DO NOT bring back Vlad or Abhorash).
and his style is unique (I just love it)
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3 minutes ago, ScionOfOssia said:
Ushoran should be the last one we see that’s a Mortarch
I want Krell.
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17 minutes ago, Sception said:
I've been trying to brainstorm ways to convert the Cities of Sigmar manticore lady into Dieter Helsnicht. The manticore looks amazing, and her chair has enough skulls and bones in it to work for a necromancer. But I have no idea what to do for the rider, and undead-ifying a big monster with feathered wings is a lot trickier than doing the same for a model with leathery wings that you can easily dremel some tattered holes into. I'd need to have a solid plan in place before starting - the model's way too pricey for me to just buy one and 'wing it'.
Won‘t work. The leg-stance of the manticore makes the model WAY too wide to fit any reasonable square base.
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17 minutes ago, Stonehorn said:
10 games in, 11 will be tonight, and this is easily the most balanced edition ever.
Agreed, and the most fun.
I want images and a crude report of your battle, Sir!
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57 minutes ago, Neil Arthur Hotep said:
From the breakdowns I have been seeing, that guy in particular is basically mathematically unkillable in combat, between all his saves and the possibility of healing.
He can’t heal while in combat. The 4+, 5++, 5+ regen is okay (only toughness 5). He simply rolled exclusively 6s and 5s. XD and I rolled zero 6s to wound which would’ve oneshot him.
There‘s sone factions that need itemsto be restricted to infantry and cavalry only:
Blood Armour (DE), Armour of Ages (Khemri) etc.
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15 minutes ago, elfhead said:
I’m wondering if it’s worth it buying the old world rulebook just for the lore and art? What do you think?
Yes it is.
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8 hours ago, Trokair said:
Is that a Cities of Sigma Cannon I see?
What base is it on and how well does it fit. Was thinking of using one of those as the Bombard for when I do my exiled Bretonnians.It is. It’s a 50mm square base (official size for those).
Since I put my cannon only with putty onto the base before painting it’s easy to swap bases for different systems
A great thing about TOW is that one gets to play with one’s toys: Units seldom die within only one combat phase, it’s a nice back and forth which makes the game really dynamic.Different topic, Dragons:
Imo dragons should get an armour hard-cap of 4+. It makes them beefy but far from invincible (stacking regeneration and a ward on top is solid) - so the chaos dragon and the Elven Dragons need some tweaking imo.
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Had another game vs khemri today. I played my Exile Bretons again.
Was a wild but great game! I lost by 250 pts. And I lost the breaking point battle in turn 2 when a lone questing knight fled through my peasants and they ran off the table. We continued playing.
My combat characters with heroic killing blow fought a Hierophant on Bone Dragon for 3-4 turns (6 combat phases) until he killed both having lost only 4 wounds total and was 2mm away from being pushed off the board! (He had a 4+, 5+, 5+. My opponent rolled well for his wards, I rolled really badly for attacks)
My Knights of the realm engaged 20 Tomb Guards, failed their morale checks didn’t manage to kill enough, got flank charged, survived, continued to push the TG back until they were finally shattered.
My two cannons didn’t do much. They finished off the dragon (my knights didn’t get to strike the monstrosity after charging)
in the middle there was a huge grind.
just a good game
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10 hours ago, Neil Arthur Hotep said:
place some good counter charge orders
It’s probably the best order of them all, it’s just hard to learn how to use it.
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53 minutes ago, Satyrical Sophist said:
I do wonder whether access to suppressing fire and return fire might make them worth trying a bit.
I‘ve run them half a dozen times without the warforger, but with the +1,+1 Command Trait. They barely did anything and didn’t feel like being worth their points - that was pre-points-increase. 🤷🏼♂️
The command trait doesn’t work with return fire.
change the to wound roll to 3+ and they might be worth 150-160 pts.
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Well rip fusiliers. 170 pts for this is a joke
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43 minutes ago, Marhathor said:
I assume wounds and mortal wounds for attacks being resolved one by one, starting with wounds, then mortals, means that when a unit fights two units and deals 10 wounds to one and 10 mortals to the other, the wounds could slay their respective unit and remove it from play before mortals are allocated, meaning, for instance, if the first unit is providing a 5+ ward to the other, that ward would disappear before you could allocate the mortal wounds to the other unit.
Nope. Every attack of a unit and effect an attack triggers is considered to be at the same time.
The 5+ Ward would stay until your unit has finished all of its attacks.
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Wild and expensive idea:
Convert the Tauralon to a Hippogryph:
- Replace the head mit a Gryph Charger head (or with the Griffon head of the Island of Blood), replace the front hooves with gryph charger claws 🤔
only issue: Too little feathers on the too half
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6 hours ago, Ejecutor said:
Which basing size did you use for the pegasus? I am planning to do the same.
I rebased it. On the picture it’s a 50mm round base. I rebased to a 40mm base since the Freeguild Marshal (next best model they can be played as) is on - 40x70ish oval
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9 hours ago, Satyrical Sophist said:
big ol' bird boi the Griffon
Excuse me Sir, the correct designation is „Imperial Battle Pidgeon“ 🧐
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Just now, Luperci said:
Maybe a faster lanky troggoth to keep up with all the wolf riders
I‘d live to see more crazy variations of Troggoths! Keep them coming!
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1 hour ago, Sception said:
They do hang over the front & back, so making two ranks work might rake some extra effort.
No worries. 2 units of 5 are best imo.
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1 hour ago, Tonhel said:
Cool pictures!
Your opponent had a unit of 40 TK skeleton warriors what was the conclusion of such a huge unit? Wortwhile or was he better off with 2x20?
It blocked a 500 pts dragon for 3 turns! It was great.
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Here we go!
The game was a draw. I didn’t manage to make a single save for my Blood Knights (including regeneration) so they died to a whim BUT they still performed well!
I misplayed some parts (Necromancer should have been roaming the board) and my opponent misread the Sphinx‘s decapitating strike as strike first and insta-killed my Vampire inside the Blood Knights (otherwise they’d had oneshot that monstrosity!)
Overall there were some good back and forths. The Varghulf wiffed all his attacks and died (they forgot to add trample attacks to his stats) the Black Knights did nothing and died (I struggle to see a use for them tbh). Imo Dire Wolves are the better Black Knights: Same role but incredibly fast as cheap! The wolves tief up the Catapult for 3 turns.
Overall I struggle to see a use for Grave Guard and Black Knights for the same reasons: Expensive Models, only 1 attack each, no supporting attacks, bad WS.
It was a great game!
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