Bladedwind
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Posts posted by Bladedwind
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5 hours ago, Kramer said:
Looks good. Keep an eye out if you can fly up one copter to threaten his backfield objective if that’s the scenario.
if you force him to keep a big unit back you’ll be winning that trade.
im also looking into grey water fastness as a possible city option. What traits etc will you be taking?
I'm thinking Drillmaster is the way to go; focusing on the shooting aspect. That said being able to run and shoot in this army sounds like it has advantages
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Going to be in a campaign game with a friend soon. It's an old grudge match of Dwarves vs Skaven, 1k game. He's bringing a swarm of clan rat, along with some Rat Ogres and possibly a Hellpit.
Here's the list and ny idea:
Greywater Fastness
1 Warden King
1 Runelord
20 Ironbreakers
20 Handgunners (Proxied with Thunderers to keep the army all dwarves)
10 Longbeards
3 Gyrocopters with Steam Guns.
My idea is to treat my Gyros like a shooting line and screen them as I advance, and use them to absolutely MELT his Clan Rats horde, and then use the other models as needed, with Handgunners focusing his heroes and monsters
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Going to be in a campaign game with a friend soon. It's an old grudge match of Dwarves vs Skaven, 1k game. He's bringing a swarm of clan rat, along with some Rat Ogres and possibly a Hellpit.
Here's the list and ny idea:
Greywater Fastness
1 Warden King
1 Runelord
20 Ironbreakers
20 Handgunners (Proxied with Thunderers to keep the army all dwarves)
10 Longbeards
3 Gyrocopters with Steam Guns.
My idea is to treat my Gyros like a shooting line and screen them as I advance, and use them to absolutely MELT his Clan Rats horde, and then use the other models as needed, with Handgunners focusing his heroes and monsters
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6 hours ago, Furuzzolo said:
Have you considered the battalion? You are already bringing a Cogsmith+two artilleries and Ordinators! Good list tho.
It's on the list lol. That's part of why I want 2 pieces. I may drop the tank and lean into it more.
That said I'm considering making the Cogsmith the general so I'm less restricted, though that means losing Hammerers as Battleline
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4 minutes ago, Batch said:
Alright I find with Greywater you either invest in Artillery or Stanks, have both and you kind of lose direction. If I can make a few suggestions for this list.
Lose the Steam Tank and replace the Volleys for Rockets, I doubt at times the Volley could reach all targets. So that being said you can lose the second Runelord or dedicate him to the big beefy line of Dorfs. Now I wont take anything else but make some suggestions.
Hurricanum is really rather good to stick next to your Irondrakes, To get the most out of that battalion I suggest 4 Artillery pieces and finally you need some speed in this army so either Gyrocopters OR grab a wizard and take the Bridge endless spell, being CoS it's a 24" move and you can get your Hammers right up close.
Fair enough! I like the Volleyguns profile for sheer volume, and 27 inches is pretty scary. But I can see the point.
Dropping the steam tank does free up points, but what else would I be dropping to make this list work points wise?
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Quick list I put together and I want an opinion. Idea is to move 1 Runelord with the staff as a companion to the Steam Tank to buff it and keep it healed as well as on unit on the side. The other side is a steady dwarven advance of artillery with bulk of the army, doing my best to make the artillery the center of my line and shoot the living bejesus out of everything in between
Greywater Fastness
Realm of Ghyran
Batallion: Greywater Artillery Battery 120 Points
Heroes
General: Warden King with Steam Piston Plate, Drillmaster Trait 110 points
Runelord Adjutant with Wand of Restoration 90 Points
Runelord 90 Points
Lord-Ordinator 140
Cogsmith 60
Battleline
Hammerersx20 280 Points
Ironbreakersx20 260 Points
Irondrakesx20 300 Points
LongbeardsGW×10 110 points
Artillery
Helblaster Volleygun 120 Points
Helblaster Volleygun 120 Points
Behemoths
Steamtank 200
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Quick list I put together and I want an opinion. Idea is to move 1 Runelord with the staff as a companion to the Steam Tank to buff it and keep it healed as well as on unit on the side. The other side is a steady dwarven advance of artillery with bulk of the army, doing my best to make the artillery the center of my line and shoot the living bejesus out of everything in between
Greywater Fastness
Realm of Ghyran
Batallion: Greywater Artillery Battery 120 Points
Heroes
General: Warden King with Steam Piston Plate, Drillmaster Trait 110 points
Runelord Adjutant with Wand of Restoration 90 Points
Runelord 90 Points
Lord-Ordinator 140
Cogsmith 60
Battleline
Hammerersx20 280 Points
Ironbreakersx20 260 Points
Irondrakesx20 300 Points
LongbeardsGW×10 110 points
Artillery
Helblaster Volleygun 120 Points
Helblaster Volleygun 120 Points
Behemoths
Steamtank 200
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In particular I'm looking for artillery. Organ Guns are something I never got to buy.
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I'm seeing a lot of Mathhammer here so I figured I would ask. What do you guys think of the new Dispossessed war scrolls? There are some pros an cons I feel. For example, everyone lost the shield wall that allows rerolls on failed saves, but that means shield units get +1 and we can now run without having to worry that much.
Biggest issue for me is Ironbreakers vs Longbeards now. There's nothing on Ironbreakers that really stand out that make me want to run them compared to what Longbeards can do.
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After seeing what's in this book so far it relieves me to know that an all dwarf list is still viable, or at least doable. Graywater Fastness looks like it'll be a great fit overall.
Now I just hope we see more battalions.
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2 hours ago, michu said:
Some people take duardin stubborness too seriously..,. Those Warriors still can have a use as Freeguild Guards. Simple and flavourfully.
I agree. I get the resentment; I haven't been collecting as long as some of these guys, but I still have 30 Warriors, 20 Thunderers, 30 Quarrelers, 2 Unforged that I have to now proxy as other units.
That said, I'm glad we got a book that, according to the faction focus, looks like there's gonna be a TON of variety and overall awesome stuff in it, and it looks like a pure Duardin force is still VERY possible
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I think it's best to look at this positively. They could have just released the book and been done with it. Instead we got a box that's a fairly good value overall, and shows the unified dwarven troops of what we do have left. (Though sadly I own a lot of each model already)
I think it's time to move forward and start thinking of the future. This is a great value for those on the fence about the faction.
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I really wanna know what kind of battalionscwe get, especially if there are any new dwarf centered ones
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I would say Dispossessed still have a role in some way, even with the CoS merge. I'm waiting to see what kind of rules we getvif any, or new Batallions to help us out.
But yes, they are an expensive faction to play, I can confirm this
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I would like to see an all Duardin list is possible. I have plans for mixed but I like my bearded laddies
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I've been theory crafting a bit and I came with a bit of what I'd like to call an "Avalanche" build.
This is a basic idea for the list. The Allegiance is Dispossessed for now but I made it to kind of prepare what a CoS dwarf list may look like for a 2k game.
General Warden King (100)
Heroes
Runelord (80) (Ancestral Pickaxe)
Runelord (80)
Runelord (80)
Battleline
Longbeardsx20 (200)
Longbeardsx10 (100)
Longbeardsx10 (100)
Hammerersx20 (280)
Hammerersx20 (280)
Ironbreakersx20 (280)
Other Irondrakesx20 (360) Total Points: 1940
Goal is super simple. Screen the Hammerers with the Longbeards and come roaring in like a rockslide with thr hammers. The pick axe will teleport the Irondrakes as normal, or occasionally the Ironbreakers to steal an objective and sit on it like an immovable mountain.
Main issue is mobility, though this army would be running a fair bit.
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They got rid of a lot more then I was expecting. The jerks also doubled the price of a lot of the stuff.
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33 minutes ago, King Belegar said:
A valiant effort! 😃
What did you think about the effectiveness of fielding 20 thunderers? I'm thinking of doing the same but wasn't sure how well they'd perform on the table.
I tried this and their results are quite disappointing drim my personal experience
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4 hours ago, Arkanaut Admiral said:
Does anyone else feel like it’s a case of bad design when a single item is nearly 100% essential to even stand a chance?
I am of course talking about the Ancestral Pickaxe.
Yes. I'd really like the ability to take more then 1 item as well.
I feel it's mostly outdated stuff. I pray for when we eventually get a Tome that updates us and gives us more balanced and varied options
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11 hours ago, soak314 said:
Had a couple of ME games with my new dorfs and hoo that did not go well. I'm used to running squigs and their fairly considerable board coverage, so the 4 inches on the duardin is really doing in my standard mindset.
First game was making use of what was in the skull pass x2 + a cannon and a runelord, and woof that was an utter stomp. Fella was using Idoneth and running circles around me, basically. Terrible screening on my part made sure no shooting happened.
Second game was doing counts as with Ironbreakers and Irondrakes, and went sorta better for all of two rounds then just fell apart again. It's hard for the dwarves to deal with the deadly Idoneth turn 3, usually with my grots I just reposition and deny him half that turn, but for something with stumpier legs that can't fly, that's a biiit harder to do. At least I got my smash boss Unforged some time in the sun, he gibbed an allopex then ran over and deathblowd' an Akhelian King off the board before finally going down, bloody glorious.
Also I forgot the double attacks on a fresh stack of 10 drakes. Learning pains!Anyone else had a swing at ME yet? I can feel that I'm using these guys wrong, that they can do sooo much better.
Screening is super important as you've discovered. I think the main thing is to make use of your musicians early on and don't be afraid to run your army. Also the Ancestral Pickaxe is like, 90 percent mandatory
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40 minutes ago, Clise said:
This is correct as far as I have seen/played as well as ruled by TOs in any tournament I've been to. The part of the shield wall rule that determiens this is "This unit can create a shield wall instead of running or charging in its turn." The important part of the rule is the "in its turn" since it is not the turn of the unit with the shield wall it cannot activate it. If you want to run it in your local group that you can activate in on your opponents turn then be my guest but in a competitive match you will not be allowed to do this.
I'll have to be more careful. Thankfully it lasts until your next movement phase so if you do it, it stays through your opponent's turn
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41 minutes ago, Breaks-the-iron Mont said:
Guys, i have a question regarding ironbreakers shield wall. It says we can choose to activate on our turn. Does that mean if my opponent goes first and alpha strikes, I can't reroll hits turn 1??
The way I understand it it's always an option since you haven't run or charge yet in that scenario
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1 hour ago, Televiper11 said:
I saw that but I have an eye toward either going 2K Dispo or making a Mixed Order-Tempest's Eye list.
Tempests Eye is pretty good from what I hear. Sounds like you're building toward an elite list
AoS 2 - Dispossessed Discussion
in Order
Posted
So, what do y'all think of the Warhammer The Old World announcement from a little while back? I know we don't have specifics but it's fun to speculate