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WindstormSCR

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22 Lord Celestant

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  1. Been tinkering with a few list ideas, wanted to build one centered around some casting, and came up with this. General concept is to keep the butcher near the mawpot, and use the balewind to extend the casting range so that he can still reach things to mess with them. Tyrant getting stuck in will generate a ton of healing combined with the mawpot, and butcher's band supplements that. Frostlord and huskard play spoiler by just being obnoxiously brutal and using the mini-comet Allegiance: Ogor Mawtribes - Mawtribe: Bloodgullet Mortal Realm: Shyish Leaders Tyrant (160) - General - Trait: Crushing Bulk - Artefact: Splatter-cleaver Butcher (140) - Cleaver - Lore of Gutmagic: Blood Feast, Greasy Deluge Frostlord on Stonehorn (400) - Artefact: Ethereal Amulet - Mount Trait: Black Clatterhorn Huskard on Thundertusk (340) - Blood Vulture Battleline 4 x Ironguts (220) 12 x Ogor Gluttons (400) - Pairs of Clubs or Blades 4 x Leadbelchers (160) Battalions Butcher's Band (140) Endless Spells / Terrain / CPs Balewind Vortex (40) Total: 2000 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 120
  2. That's actually the default state of the book. the only thing that changes the "style" is choice of general, which dictates what's battleline, and what isn't. It's a much better outcome than "one book two factions" some buffs only affect specific units by keyword, but the vast majority of stuff just activates off the OGOR keyword. Rejoice and Feast! edit: to the above, wasn't there a box out somewhere that allowed the malign portents heroes to be used regardless of ally status? can't remember where since I never personally used one.
  3. Now that we have the full spread of rules, I'm thinking the potential reach of thunderbelly mournfangs is absolutely insane. Keening gale +3". Jorlbad +D6", Hungry +2", and then run and charge near the table edge makes for a staggering amount of movement on a flank. without gale you're going 11"+2d6" +2d6" which is 21" threat range on conservative rolling (5 on 2d6)
  4. The preorders are up in NZ, can use the direct links. mawpot is still 404 and the scraplauncher has a display error. Ironblaster looks like it might be viable? https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-mawtribes-warscroll-Ogor-Gluttons-en.pdf https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-mawtribes-warscroll-Gnoblar-Scraplauncher-en.pdf https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-mawtribes-warscroll-Ironblaster-en.pdf https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-mawtribes-warscroll-Leadbelchers-en.pdf https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-mawtribes-warscroll-Tyrant-en.pdf https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-mawtribes-warscroll-Stonehorn-Beaststriders-en.pdf
  5. I think longbeards and phoenix guard are examples of units that both have a similar role but do vastly different things well. both are easily classed as heavy infantry, but the longbeards are unconditional battleline and grumble, while the phoenix guard instead have raw durability vs spells and other non-weapon effects. Another good example here might have been to let ironbreakers keep the dispel banner, or do something interesting with the cinderblast bomb to give them more of a "charge defense" niche. I'm still sad about the loss of Order Draconis and Eldritch Council. mostly eldritch council
  6. Drakesworn Templar or LC on stardrake would be quite nasty as a living city general, with the +1sv and +1 to w trait, not to mention the healing potential.
  7. the visual reference of all the base sizes available and the actual difference between them is handy for conversion work, in fact I might so far as to suggest that this information be retained along with what base sizes are available in the shattered dominion style (for example someone contemplating a SD base project might want to know that they don't make SD 50mms)
  8. One of the big things I've come to accept is there is very little reason for Gutbusters not to run GA:Destruction most of the time, when a big block or two of regular ogres is a good pick anyway. My current list I'm going to try this weekend, assuming I can finish painting the huskard in time: Allegiance: Gutbusters Mortal Realm: Chamon Leaders Butcher (140) Tyrant (160) - Massive Ogor Club Huskard on Thundertusk (360) - Blood Vulture Frostlord on Stonehorn (420) - Artefact: Hydroxskin Cloak Bruiser Standard Bearer (140) Battleline 12 x Ogors (400) - Ogor Clubs or Blades with Iron Fists 3 x Ogors (120) - Pairs of Ogor Clubs or Blades 3 x Ogors (120) - Pairs of Ogor Clubs or Blades 3 x Leadbelchers (140) Total: 2000 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 131 I'd go with a more powerful relic, but my dudes are Realm of Metal for lore/flavor so I try to stick to that for casual games (I run them as being the foot tribe section of an Olwyr Alfrostun)
  9. This is renewing hope for me that Ogors will get something similar. I'm going to go out on a limb and hope that they get rolled back in with a re-release of Beastclaw Raiders. Even if they don't ogors have enough units that they'd fill out a battletome well: Heroes: Tyrant, Butcher, Firebelly, possibly Bruiser standard bearer gets a port from ogre kingdoms compendium? Units: Ironguts, Leadbelchers, Maneaters, Ogors, Ironblaster, Scraplauncher, Grots (Gnoblars) Most of the Ogor plastics hold up fairly well, so a plastic maneaters kit or even just a new unit or two is all they need to be a real decent faction!
  10. not for AoS yet, many times in 40k. it works best when you have enough space to leave the game for a period of time as-is, and give some time to consider each side's turn fresh. this gives space to hold off certain types of decision bias
  11. Faction aesthetic and the elite nature of it making it easy entry to the hobby. I only picked up BCR with 2.0 and have been enjoying them quite a bit, and I haven't had the level of problems others seem to be having with them. my takeaways for BCR versus the 'new hotness': most other factions sources of mortal wounds are more easily denied now, making us stronger because all of ours aren't from spell sources, and there are realm artefacts that help us in this regard just as much as anyone else (give the spellmirror a try, thank me later) As an elite force, if you plan your charges properly and activate units well, you will get a very significant portion of your damage out and minimize the amount of hits taken in return. 2.0's removal of shooting out of combat helps us significantly because volleys of 1-damage weapons are the biggest weakness for things like stonehorns, while mournfang handle them fairly well (and prey-hackers/ironfists are especially nice for tying up shooting-centric units because of MW bounceback) Not having as many battalions isn't as much of a pinch when you generally will not have the characters to use the extra artefacts on, and the command abilities aren't spectacular to begin with, save them for battleshock on mournfangs. The battalions we do have are actually fairly good. I've played vs summoning sylvaneth in 1500 points, nurgle or nagash at 2k, and summoning has power, but if your target priorities are good and you play the objectives, at best your opponent buys themselves a turn with a speedbump.
  12. I can confirm these look even better in person than the pictures do justice. The dragon is particularly impressive!
  13. with the hag costing 380, there isn't actually any way to fit one without dropping both endless spells, and I found in tournament play that using the butcher and 2x mournfang unit to go for objectives while locking up as much as possible with early grunta and mournfang charges does the job Malevolent maelstrom for double the unbind chances cannot be underestimated in its usefulness.
  14. Beasthammer 'won' a tournament with only a troggoth hag for support, the only reason it wasn't considered a full win by the guy playing it is he DQ'd himself after finding out he was accidentally 20 points over (troggoth hag points changed by 20) You are correct that you would have no battleline or only small units, which really defeats the purpose of beast hammer stacking the bonus on as large a mournfang set as you can get away with. I've run it with a butcher in a local tournament, list was this: Allegiance: Beastclaw Raiders Mortal Realm: Ulgu Leaders Frostlord on Stonehorn (420) - General - Trait: Everwinter's Master - Artefact: Doppelganger Cloak Butcher (140) - Artefact: Spellmirror - Allies Battleline 4 x Mournfang Pack (320) - Gargant Hackers 4 x Mournfang Pack (320) - Gargant Hackers 2 x Mournfang Pack (160) - Culling Clubs or Prey Hackers with Iron Fists Units 3 x Orruk Gore Gruntas (140) 3 x Orruk Gore Gruntas (140) Battalions Braggoth's Beast Hammer (230) Endless Spells Chronomantic Cogs (60) Malevolent Maelstrom (20) Total: 1950 / 2000 Extra Command Points: 2 Allies: 140 / 400 Wounds: 110 Edit: Now that I found the tournament notes I made, result was 4/1/1 for w/l/d, realms were in use, with specific realms and effects per round. 3rd place finish.
  15. Working on a mixed destruction greenskin force, and while I want my main 'line of battle' to be Ardboyz, I'm having serious difficulty deciding what to use for ranged support. Core of it is an ironfist with 3 units of ardboyz and a unit of brutes, a set of wolf riders (equipment undetermined, probably bows/shields), one set of moonclan grots with spears/shields/fanatics, and an arachnarok with shaman. will the wolf riders be enough backed up by a shaman on wolf for sneaky stabbing, or should I consider some Orruk archers over more moonclan for battleline? In the interests of theme I am not using any mounted orc HQ units, or even any orc HQ units at all if I can help it.
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