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Zadolix

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Posts posted by Zadolix

  1. I was looking at non-GW paint ranges as well to see GW have innovated something new here or whether it's just clever marketing, it's a bit of both I think. I noticed that vallejo's Game Ink used over white primer is basically the same thing however the vallejo game ink range is only 11 colours as opposed to GW's 34. So it's not a new concept or innovation as such but they've done really well to introduce a huge range of colours to play with.

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  2. So what I'm really wondering is whether this will work on my existing grey primed models. I've got my eyes on using the black contrast paint to do all my Moonclan grots robes but I'm not sure how it will look over grey primer. Typically I do it with 2-3 washes of nuln oil to get a nice effect, if I can get the same effect with one coat of this that would be amazing and much more cost efficient than burning through my nuln oil.

  3. Good to know they are aware that it is holding some of us back! We will see in June but I do hope with an update in the GHB2019 and the changes to 1000pt games that we can become on equal footing again with those with tomes. If it looks good then I'll recommit to painting more of my Duardin again :)

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  4. 17 hours ago, Double Misfire said:

    Hi @Zadolix,

    You're going to struggle to take any matched play objectives with a list that slow, maybe consider adding a couple of Gyrocopters or units of Aetherwings to cap objectives?

    The legacy bolt and grudge throwers are pretty useless at doing damage compared to Ironweld stuff, so consider swapping them out (or just proxying them) for an Organ Gun and Cannon respectively. If you've got rid of any pesky factionless legacy units, you can also look at adding Tempest's Eye or Greywater Fastness allegiance to the army to give it a little extra speed or kick respectively. :) 

    Yeah I'm definitely thinking of picking up a couple of gyrocopters soon to match the Duardin theme. I have some other options up my sleeve for objective capping like the legacy miners or if I go dispo allegiance I can use the ancestral pickaxe artefact to drop in somewhere with a unit and a hero. Objectives is always going to be a struggle with little legs to be honest! I was more just curious about the general principle of how an artillery line would perform in a big game with good screening.

    Yeah I've mainly used the legacy units just because they look so cool, the bolt thrower can be hit and miss but to be honest I've found the grudge thrower excellent at weakening up or sniping down enemy heroes because of the reroll to hit and wound or doing a flat 6 damage against hordes.

    But yes future goals are to definitely add some Gyrocopters and maybe an organ gun.

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  5. Is running max artillery slots viable? Has anyone tried a sort of artillery gunline with screens? Something like the below (for fun of course not competitive):

    Allegiance: Order
    Cogsmith (100)
    Runelord (100)
    Warden King (120)
    - General
    - Trait: Inspiring
    - Artefact: Relic Blade
    10 x Warriors (80)
    - Axes or Hammers & Shields
    10 x Warriors (80)
    - Axes or Hammers & Shields
    10 x Longbeards (100)
    - Great Axes & Shields
    20 x Ironbreakers (280)
    Cannon (160)
    Cannon (160)
    Duardin Bolt Thrower (120)
    Grudge Thrower (180)

    Total: 1480 / 1500
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 87

  6. Same I tend to go for rend as well, I think it depends what you are fighting. I fight Legions of Nagash a lot and without rend things like skeletons go from having no save to a 5+ save, thats a big deal when they get 6+ deathless minion save on top of that. If you don't knock them down fast they just keep coming back.

    Against Slaanesh though I always go ancestral shield because of the volume of attacks.

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  7. Seems like everyone has forgotten but they will be release a 2 force boxset called Looncurse soon, remember the video GW teased? It's going to be a value box of Squigalanche vs Sylvaneth with probably a new hero sculpt or 2 in there for them. This is likely where we will see a new Loonboss on Great Cave Squig to replace the current finecast one also.

    Also if you think GW sculptors just design whatever they feel like then make a game for them after then you're a little naive. GW do not work like that, yes they give their sculptors creative freedom and design the rules after the model is sculpted but anything they sculpt is still within a strict framework and context of a boxed game / faction that GW have already pre-planned to release. That is why genestealer cult and Chaos Space Marines were all release in a huge wave of new sculpts, they sculptors were told that new models were needed for X, these are the must haves to be resculpted (Abaddon, CSM, Havocs, Terminators etc) and then go and design some in your creative freedom (resulting in Master of Execution, Master of Possession, Greater Possessed etc).

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  8. 1 hour ago, Bladedwind said:

    I would completely rework Thunderers. As it stands, they don't compete with Irondrakes; it costs the same exact points to run 20 Drakes that it does to run 30 Thunderers, and running them at 20 means if you lose a single model their accuracy buff vanishes. Quarrelers have a similar issue, but at least they're better in melee and you get more OVERALL shots at a 30 man unit, so an arguement could be made.

    I'd also like to see Warriors brought up to par and made slightly beefer. They have a 5+ save while donned in chailmail, which is the same save a bunch of half naked elves and snake ladies get, which makes no sense. 

     

    Lastly, make Unforged NOT terrible. Maybe buff his saves value or give him a ward save of some kind?

     

    One other overall thing I'd like to see is a way for us to deal mortals a TAD more often. 

    Agree I think Thunderers just need a point reduction to 80-100pts with a discount for taking 30 (they have no discount at the moment)

    I think Warriors should have 5+ save characteristic with their Duardin shields granting them +1 to their save rolls in the combat phase (both friendly and enemy) and still grant the shield wall skill. That way they would be tougher in combat but not against missiles but also not be an autotake over ironbreakers who ignore the -1 rend from gromril.

    45 minutes ago, eciu said:

    Better armor for dwarf heroes (2+ for Warden King? 3+ for Runelord).

    Warden King should definitely be 3+, a 4+ rerollable and doesn't ignore rend is squisher than the Ironbreakers which doesn't make sense for a King.

  9. Hmm looks like I need to get me some Irondrakes / Hammerers to up my offensive output. I played a couple of 1000pt games over the weekend but got absolutely smashed. 1st game was against Legions of Nagash which had Arkhan, necromancer, Wight king, skellies and black knights. No matter how many I killed they just kept coming back and I just got whittled down. 2nd game I played against Ironjaws and got completely destroyed by a Mawcrusha. I took out 2 units of brutes but a Mawcrusha just rampaged through my army, I got it down to 6 wounds. Didn't help that out of 6 cannon shots only 1 hit and it failed to wound. On a plus note a big unit of 20 Ironbreakers rerolling 1s to hit because of shoddy craftsmanship really beat the ****** out of Ironjaws brutes, I was impressed.

    I might start trying to using warriors with 2H weapons instead of 1H weapons to up my output and maybe take more thunderers. I don't have any hammerers or Irondrakes at the moment, only warriors, longbeards, 2H miners (can be warriors or miners), ironbreakers and then lots of artillery. Would rather not have to spend more money.

    Mainly been running dispossessed allegiance but I'm thinking of switching back to order to get in my artillery and engineer to compensate for not having Irondrakes or Hammerers.

  10. 1 hour ago, Toddy said:

    Was interesting to see the Ironweld Arsenal chucked in with the Dispossessed for the survey.

    A mistake or portent of things to come?

    Makes more sense really. The steamtank being a Dawi invention after all. Taught them manlings everything they know about artillery too... 🧐

    I think it will happen. Out of the 8 units listed under Ironweld 5 of them are manned by Duardin. The fact that we work alongside the tall people makes adding it to us quite seamless. They may decide just to give us the Duardin manned units and give the free peoples their gunmaster, helblaster and helstorm back.

  11. @ColsBols sounds like you did the best you could with what you've got, don't forget you're fighting a 2nd edition battletome there as well which has a ton of tricks and MWs up it's sleeve (I've got the gloomspite gitz tome and it's got so much good stuff). The troll hag and colossal squig are notoriously powerful as well.

    Mortal wounds and -2 rend are hard to negate for us as a faction so really only Ironbreakers or Longbeards would have a chance of surviving that. I would heartily recommend Ironbreakers or Longbeards as they are as solid as you are going to get in dealing with big damage dealers. I often use the Runelord ancestral shield on my them. Even in a worse case scenario of -2 rend at least they get a 6+ save rerollable and then a 6+ ancestral shield save after, thats 3 chances to save 6+ compared to none on the warriors at least.

    Maybe drop the organ gun and go for a double cannon? Maybe drop the hammerers too and invest more longbeards/ironbreakers to act as a screen for your irondrakes / thunderers / cannons to shoot down the big monsters?

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  12. It's still a dice game after all, if you had to make 4 saves under the old rules potentially you could lose 4 berzerkers if you rolled poorly, now at most you would lose only 2 berzerkers. In terms of model removal more wounds is better, more models sticking around = more attacks.

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  13. 1 hour ago, AlmGandix3 said:

    I just saw the news on the fyreslayers, they now have two wounds per model that's insane, but makes me hopeful for our armoured dwarfs. The naked ones are now by a lot tankier than our gromril clad ones.

    I don't think we'll see an extra wound but hopefully we'll show our durability more through the craftsmenship of our armour, ignoring rend, reducing damage, reroll saves etc. I'm curious to see if the Fyreslayers will be the same points cost for that extra wound though.

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  14. 10 minutes ago, raaaahman said:

    Well, my opponent's list was so full of mortal wounds that investing points in better saves would have been wasted points. I'm not sure it will be the case for every other of my potential opponent's lists, though. I don't possess Ironbreakers models though, nor Irondrakes... can I still had hopes of winning some small scale games ? (500-1000pts)

    Do you find Inspiring command trait more useful than Resolute from the dispossessed allegiance? If I want to play Order as my allegiance, I bet I have to buy that Order book... but will it still be a thing in the future? Or will battletomes and GHB get more updates than it?

    I don't have Irondrakes either, I still use Thunderers. You can still win games with Warriors and they are still quite good at low points games, for 80pts they do well. But if you can get some Ironbreakers I'd recommend it.

    Personally I wouldn't bother buying the book just for the army trait, command trait and artefacts unless you can find it cheap second hand. A little bit of googling will get you the information easily and the names of these are listed in the warscroll builder too.

    I do find inspiring command better than stubborn to the end as you auto pass battleshock, no roll at all. My Warden king is usually within 6" of most of my units as he is usually near the front in near the fighting. It can be less effective if your army has to spread out for objectives but then the army trait of reroll battleshock test is still quite good too. There are pros and cons to both, but if you like to use legacy compendium units or like a lot of duardin artillery then order allegiance is still quite good. Most of our main combat buffs come from the units themselves rather than the allegiance - Warden King's ancestral grudge, Runelord's rune buff, longbeard's grumbling, warriors resolute in defense etc etc

  15. 17 hours ago, raaaahman said:

    Anyway I've been experiencing the game a little more, against the new Skaven battletome moreover. Damn, those rats are filthy buff-stackers!

    First game I've been board wiped by a charge of the Plague Priest on his big clock-chariot thing, after having cleared the whole 20 plague monks (but one) unit that was suppose to propel it on a double shooting turn, that damn thing managed to charge my Warriors ( a 10 roll ), and since my Thunderers were not far enough, I had to pile in with them to mainly scratch the chariot's paint. Then my opponent had a double turn and his other twenty plague monks managed to charge my poor thunderers.

    To be honest in terms of defence Warriors and Thunderers are only okay, I started to temper my expectations of them after my first few games as while a 5+ save rerollable is admirable, it doesn't always get the job done especially if rend is involved. I tend to view Warriors more as damage dealers and screens now since they get the reroll 1 to wound in the opponents combat phase. I quickly found Ironbreakers to be far superior in a defensive role. I tried 2 games against my Slaanesh friend once, in the first game I used Warriors and Thunderers and heroes and got completely smashed. In the  second game I switched to Ironbreakers and less Thunderers and his army just crashed against them barely doing anything. They just ignored all of the -1 rend that was slaughtering the warriors while still re-rolling their saves on an improved 4+ and then hitting back with 2 attacks each. Don't give up dispossessed though, I'm playing around with lists and games a lot and I'm finding Ironbreakers to be core to me winning games at the moment.

    17 hours ago, raaaahman said:

    I read you writing about Miners, do you play them along with the Dispossessed allegiance rules, or do you play full Dwarfs compendium's rules when you do so?

    I use them as allies, my friends are gracious enough to let me use them as allies but with no dispossessed allegiance rules which seem fair. Technically the general's handbook doesn't list them as allies but we are quite a casual group so my friend's don't mind. Unless you're going to an official GW tournament I think most people / groups won't mind you using them as allies.

    I like to use a lot of legacy stuff like miners, bolt thrower, grudge thrower etc. so I run Order allegiance sometimes if I need to. Running Order allegiance is very liberating as you can dispossessed / compendium / ironweld stuff freely with no need to worry about keeping it within 400pts allies or quantity of allies. Yes you lose stubborn to the end but if give your general the inspiring command trait from the order list of traits units with 6" don't roll battleshock AT ALL, and the whole armies trait as order is to reroll battleshock tests which can be nice combined with our clan banners and longbeards watching over them. You also lose reroll 1s to hit for the grudges but hey I can take 2 cannons, a cogsmith, a bolt thrower, a grudge thrower and 20 miners (960pts in allies) so who cares? Also with order you can give your warden the +1 damage relic blade which makes him a really decent fighter makings each swing D3+1 damage.

  16. 15 minutes ago, Furuzzolo said:

    As I understand the thing it does work loke this:

    1- We need to expand Dispossessed

    2- Artist work on whatsoever concept they like and bring them to the rule team.

    3- The rule team makes rules for the piece.

     

    Am I wrong? In my note I have, right now, the Giant stone golem, some cavalry, a drill but i guess there's no point in proposing new units, that's not how they come to be.

    No you are correct, GW tend to sculpt the miniatures first and give their sculptors complete freedom so that they can sculpt whatever they feel inspired to sculpt, then after it is finished the rules team chat with sculptor about what things mean or represent on the model and then create rules accordingly - taking other units that are already in the army into consideration.

     

    45 minutes ago, Quahog said:

    What I don't want is stuff like polar bear cavalry, hog riders etc, to give us 'mobile' troops.  

    I agree that would just be like a carbon copy of Lord of the Rings, I think dwarven steam chariots driven by pistons and not animals could be a cool idea though!

     

    36 minutes ago, Arkanaut Admiral said:

    Big question; the current warrior and marksmen kits.  Who wants them retained, and who thinks they need replaced?

    I think they should be replaced, they are not totally bad kits but the horned helms feel a little out of place. The units are good but they just need a fresh aesthetic.

     

  17. 46 minutes ago, Quahog said:

    Additions such as cavalry take us away from who we are. Yes, we need some mobility for all the objective based scenarios. The two things which are in keeping with our  lore are tunnelers/miners/tunneling machines and the golems so prominent in the Warhammer literature. Do those up properly and we can compete while remaining true to the aethos.

    I'm not sure I wholly agree that it would take away from who we are, warhammer dwarfs are incredibly intelligent and inventive and actually don't mind mobility if you look at things like the Gyrocopter. I think it would be good to have some sort land based invention that would bring speed, maybe some sort of drill machine? 

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