Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Fabint

Members
  • Content Count

    35
  • Joined

  • Last visited

Community Reputation

31 Lord Celestant

About Fabint

  • Rank
    Judicator

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Honestly I like Mournfang over Gluttons, and own a ton of them already which makes them hard to justify picking up. What I'm going for is a strong shooting list (4x Ironblasters, Thundertusk, 12x Leadbelchers) that want you to come on in. The Frostlord can take point thanks to his amulet and mount trait, making him have a 3+ save and if he gets charged your opponent fights last. Kinda using him as a screen for all the guns, to help deal with Idoneth and Slaanesh. The Ironblasters can all keep double shooting until melee, at which point the Slaughtermaster makes them count as monsters for trampling damage. While 4x double tapping ironblasters can't theoretically kill a KoS reliably, adding in a dozen leadbelchers and a Thundertusk certainly helps. I'm not using the trophy rack because... well honestly I felt like the ethereal amulet anchor on the Frostlord was necessary to make him anything more than a waste of points. This is all theory, though. Right now I'm running a mostly BCR army that I'm loving on the table. I'm also super curious to see what people will pull off with Winterbite. I think between Yeti pile in moves, command ability fight first, and the Thundertusk fight last power they might actually end up being a powerhouse. Unfortunately I can't imagine buying enough yetis and cats for that.
  2. So I've played BCR for awhile, but the new release has me looking to expand into more Ogors. I'm really intrigued by some of the gun line options available now, and would love feedback on what I'm looking to build up to! Allegiance: Ogor Mawtribes - Mortal Realm: Shyish - Mawtribe: Underguts LEADERS Tyrant (160) - General - Command Trait : Mass of Scars - Artefact : Gnoblar Blast Keg Slaughtermaster (140) - Lore of Gutmagic : Blubbergrub Stench Frostlord on Thundertusk (390) - Artefact : Ethereal Amulet - Mount Trait : Alvagr Ancient UNITS 4 x Ironguts (220) 6 x Leadbelchers (240) 6 x Leadbelchers (240) 1 x Ironblaster (120) 1 x Ironblaster (120) 1 x Ironblaster (120) 1 x Ironblaster (120) BATTALIONS Tyrant's Gutguard (120) It feels like a lot of drops, but going second is what I prefer 90% of the time, anyway. I'm hoping that the Frostlord on Thundertusk can work as a front line that no one wants to engage with thanks to the mount trait and... well being a Frostlord.
  3. I've seen a lot of back and forth on Slaughter vs Butcher. I'm mainly a BCR player, though, and I'm considering running a Goremand for the double cauldron and to gain an artefact. I don't see any reason to not pick one up (all the models in it are great), and some of the artifacts for butchers are great (I assume Slaughtermasters can take those?).
  4. All Ogors, yeah. Mournfang and Stonehorns can get insanely fast with the new rules.
  5. Don't sell the thundertusks short. The fight last ability on them is super strong, and if you run Winterbite the command ability lets you fight first (select one hero, and one unit of yetis and one unit of Sabres wholly within 12" of the hero. These three all fight first).
  6. Skaven, as well (and by extension, Nurgle since the Priests are Nurgle aligned).
  7. Little more typing out for those who can't watch the videos Battalions Gutbuster warglut -Gut guard -Goreband -Butcher Band -Junk Mob Roll a d6 for each model at the start of your hero phase, move that far. Gut Guard Tyrant 1-3 units of ironguts Blasters 4+ tyrant passes damage to Ironguts Goremand 1 Slaughter Masters 1-3 Gluttons 1 Unit of Ironguts Slaughter Masters can use their cauldron twice Butcher Band Butcher 1-3 Lead Belcher 1-3 Gluttons 1 Ironguts Start of hero phase heal 1 damage to units within 12" of the Butcher Junk Mob 1-3 Gnoblars 1-3 Scrap Launchers Add 1 to attacks of scrap launchers when near Gnoblars BCR Alfrostun FLoXX -Urlbad -Jorlbad -Torrbad Makes the grip of winter damage go off easier by 1 Jorlbad Huskard SH 1-3 beastriders SH 2-4 Mournfang Start of hero phase in the first battle round move D6 Eurlbad Huskard on SH 1-3 SH Beastriders 2-4 Mournfang Packs If hit roll is 6 does 1 mortal on top of normal damage Torrbad Huskard on TT 3-9 TT Beastriders 0-3 Yetis Start of hero phase roll a d6 for any enemies within 3" of a unit in this battalion On a 2+ take a mortal wound Skal 1-6 Icebrow Hunters 2-10 sabers +1 to charge rolls when within 10" of another unit in this battalion
  8. Tried to quickly crib these from the GMG video before I have to duck out this morning. Mount traits! Stonehorn +1 to hit rolls with horns d6 mortals to an enemy with a 4 or better save Treat rolls under 7 for charge as a 7 to determine dice to roll for mortal wounds Rend of crushing hooves +1 +1 wound Add 1 to charge rolls for stonehorn and mournfangs within 12" Thundertusks Reroll dice when making charge rolls When eating can heal a wound +1 save vs rend +1 wound +1 to charge rolls for thundertusks If didn't charge, start of combat phase enemy models within 3" fight last !!!!
  9. Thanks for this. Decided to add on with the BCR rules I could grab before I have to head out this morning. Have some Command Traits for BCR, all artefacts, BCR prayers, and the mount traits (So good) Allegiance Charge, roll dice rule for mortal wounds Grasp of the everwinter Roll for each thing within 3" of each BCR model... Objective control rule Hungry or Eating rule Everwinter Prayers Each priest knows 1 prayer.... Can chant a prayer each turn, only once per turn per prayer BCR Command Traits Huskard and Frostlords Nomadic Raider Reroll wound rolls when fully in enemy territory Voice of the avalanche -Use command ability on warscroll without CP once per turn Frostfell Aura -Units within 3" cannot retreat Master of Mournfangs -No shock tests for Mournfangs within 18" Skillful rider -Halve the number of wounds when determining were you are on the damage table Touched by everwinter -Becomes a priest or knows an extra spell Hunters Winter Ranger -If in ambush gain d3 command points ?! Eye of the Blizard -1 to hit BLood vulture gaze Add 1 to hit and wound rolls for issile weapons for this general Frost breath hits d3 enemies instead of 1 Raised by yhetees Add 1 to attacks of yhetees Skal packmaster Up to 2 units can join in ambush Artefacts Tyrants Headsmash damage 4 +4" move when hungry Trophy Rack Add 1 to hit rolls for friendly gutbusters in 12" if targeting monster or hero Flask of blood Once per... 4+ FNP Skytitan scatter pistols Attack 6 on pistol Fang of Ghur Glaive characteristic is -3 Butcher Butchers vitals Dracoline heart 1/battle, pick one mawpot in 6", becomes full Shrunken head 5+ FNP vs mortal wounds Apron Cast an additional spell each hero phase +2 to roll when unbind or dispellendless spells Tusks +1 to charge rolls for friendly monters within 9 Spores 1/battle, pick enemy unit within 6", roll a die per model in the unit, 6+ is a mortal wound. Relics of the Everwinter Rhymeshroud Reroll hit rolls of 6 for attacks vs the bearer Blade of allfrost When this deals wounds to a model, if the model isn't slain subtract -1 to hit and wound rolls. Carvalox flank Yhetees get +2 movement Alvager 1/battle until start of next hero phase reroll hit and wound rolls and save rolls Dragar 1/battle unbind spells as a wizard, auto works Elixer of frostwyrm Pick an enemy unit within 9, enemy unit takes d6 mortal wounds and bearer takes d3 Hunter Pelt Heal d3 mortal wounds in your hero phase Browplate +1 to save rolls, gain +1 command point at start of hero phase Bolts Crossbow does d3 mortals on unmodified hit rolls of 6 Prayers Pulverizing Hailstorm 4+ If answered pick a point in 18, each unit within 3 roll, on a 3+ d3 mortal wounds Keening gail 4+ Pick mosnter or mournfang, gain 3 to their move (wholly within 18") Call of blizzard 4+ Return 1 slain yheti Mount traits! Stonehorn +1 to hit rolls with horns d6 mortals to an enemy with a 4 or better save Treat rolls under 7 for charge as a 7 to determine dice to roll for mortal wounds Rend of crushing hooves +1 +1 wound Add 1 to charge rolls for stonehorn and mournfangs within 12" Thundertusks Reroll dice when making charge rolls When eating can heal a wound +1 save vs rend +1 wound +1 to charge rolls for thundertusks If didn't charge, start of combat phase enemy models within 3" fight last !!!! Mawpot, anywhere more than 1" from terrain, 12" from enemy territory, 6" from objective +1 to casting within 1" Starts full Heal d3 to each within 36' When an enemy within 6" dies, pot becomes full
  10. Any chance we have full pot rules floating around?
  11. I also suspect we'll see a list of prayers for the Huskard, beyond just the two on his scroll.
  12. I'm selling off my Flesh-Eater courts army on ebay, right now, to try and raise money to help a sick kitten I'm fostering. The prognosis is bad, but I'm too stubborn to give up. That said, the first round of an experimental medicine is going to cost a few hundred, and I'm hoping I can sell some things to offset the costs. So, need an extensive FEC army ready to go? Want to help a kitten? Great! Check out the link below! http://www.ebay.com/itm/323952299374
  13. I didn't consider multiple Tribes as a possibility, would be super cool to see!
×
×
  • Create New...