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Percivael

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Posts posted by Percivael

  1. I can’t believe that’s the whole range because we are still lacking a generic warrior Lord character, similar to an Akhelian King ... unless, as someone previously mentioned, The Light of Eltharion uses the old character name but is a generic character,  similar the the Spirit of Durthu.

    Dual build on the Teclis kit is a possibility too - a sphinx riding Lord would be cool!

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  2. Here’s some photos of my Maggoth Lord I mentioned earlier. Its my version of Morbidex Twiceborn, but I suppose that as it’s a guy with a scythe it could double as Bloab if I add some flys and bells. It was great fun to paint and makes a decent centrepiece for a Blightking army.

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  3. 22 minutes ago, Zplash said:

    You can play 3 battalion with min requirements. Plague cyst, blight cyst and blessed sons but I don't think it is more competetive than your list (but 1 drop :D). 

    One point I would consider changing in your list is swapping morbidex with a LoA. he is more mobile can carry the witherstave very well and the most important his RR 1s to hit for rotbringer is crucial for your list. 

    You have 40 points left with this change maybe additional reducing one 20 block to 15 BKs and adding for the 140 points a Gutrod Spume... But not sure about this change. You losing 5 blightkings and increasing your drops by 1 for adding gutrot and a weak deepstrike option. 

    I think Lord of Afflictions is a really good suggestion. He’s better in the list than Morbidex in every way. Unfortunately he’s just not as visually impressive as a Maggoth Lord.  My hands are tied by trying to compete for painting prizes to some extent. Most prize winning armies have at least one visual centrepiece of some sort and this is usually a large monster.

  4. 14 minutes ago, hurben said:

    hmmm

    39E804DE-4E0D-4F69-B170-9BAEE1F9BE72.jpeg.888472038ef4d36198b23506830b2937.jpegI would play  the second battalion too for 40 more points. It give you a mystic shield and another CP + Artefact for...40 pts 

    I think you’re referring to the Plague Cyst and Blessed Sons Battalion combo. This is a Blight Cyst which is more competitive, but cannot be combined with Blessed Sons Battalion, well not unless you have 3 Battalions and spend over 3000 points.

  5. What do you think of this list? A bit bonkers yes,  but the plan is simple - flood the table with rend 1 Kings and invite the opponent to chew through that. No wizards because I think they are a waste of time, they hardly ever cast, and anyway - more kings. Also Morbidex Twiceborn because I needed a cheap centrepiece for painting noms and I’ve just finished painting him. Just the little matter of 20 more Blightkings to paint before my next tournament in July...hmmm

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  6. Hi guys. Quick question. Been out of the Nurgle loop for a few months. Can named characters eg. Rotigus,  benefit from the sub faction abilities such as Munificent Wanderers from wrath of the Everchosen? I thought that since they do not have faction keywords themselves they could. Thanks.

  7. I went to the Facehammer GT a few weeks ago with my Nurgle army and lost every game! Finished second from bottom! I did however win 2nd Best painted army which was amazing!

    If you really want to see how not to play Nurgle then you can watch it on YouTube as my round one game vs Donal’s Seraphon was streamed by the Honest Wargamer. The highlight was Gotrek killing The Glottkin and Rotigus in one round of combat!

    I also played Slaanesh, Stormcast, Sylvaneth and Gitz Troggoths with similarly bad results.

    I love the models in the Nurgle range and even though the army has taken me over 2 years to paint, I will be retiring it now. I just don’t enjoy playing it, particularly the bookkeeping which is quite tedious for very little reward. I’m just not a good enough player to make a success of them. I easily forget things. Kudos to those who play this army well. 

    Here’s some photos of my army from the event taken by @MattAvis who did some brilliant photography at the event. Check out the Facehammer Facebook page for more photos.

     

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  8. Thank you so much for the detailed advice @sal4m4nd3r! I’ll take that on board. I will definitely try blades on Plaguebearers and I needed an excuse to include the Gorebeast chariot which I’ve  spent some time converting. I’ve been thinking of including Spume for a while, I think the only reason I haven’t is I’ve used his body as a conversion on my Harbinger already. 

    On the subject of threat and speed, I’ve been thinking of adding some wings to my Harbinger (he’s already a sort of fly centaur tentacley thing) and using him as a Daemon Prince with Nurgle’s Nail. Do you think this would be more useful to me than a Harbinger, given my army’s slowness and lack of command points?

    Thanks!

  9. Looks a bit Stormcasty  to me - plainish plate armour, similar death mask helmet, the way the chest/torso armour is seperate from the abs section. Combined with some of the design cues of the Morghasts. The Mortarch could be a long rumoured ‘Deathcast Eternal’ but he looks to be the only one.  The rest of the army has a more elite skellies sort of feel.

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  10. 2 hours ago, Dragobeth said:

    what IF the faction terrain for CoS are cannons?

    I was just thinking, what if the CoS terrain was a small tower or redoubt, complete with a pivot gun or repeater gun! Nothing overpowered, counts as cover and weapon has 12 inch range with d3 hits, 1 rend or something. Weapon can be used by units garrisoning the redoubt in addition to normal weapons so its just a bonus/nice bit of board control. Would certainly suit this engineer rich army better than a magical aura  buff like nearly everyone else has.

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  11. I was wondering if anyone could give me any advice on how to play this list which I am taking to Facehammer GT in 3 weeks time. Or indeed any minor tweaks I could make to it.  I also have 2 trees and a Beast for summoning.

    I decided that as Nurgle aren’t very good at killing things, I’d go all anvil. My basic plan was to sit on the home objectives with those two massive units, buff with Glottkin,  shoot from afar with Rotigus and Plague Squall and hope for the best! As you can see this is why I need help! This is the majority of what I have painted, but I also have a Lord of Plagues, Lord of Blights and Gorebeast Chariot available at a push. 

    I’m more of a painter than a gamer and have never won more than two games at a tournament. I would at least like to equal this. All feed back much appreciated! Thank you.

     

    Allegiance: Nurgle

    Leaders
    Harbinger of Decay (160)
    - General
    - Trait: Grandfather's Blessing  
    - Artefact: The Witherstave  
    Rotigus (340)
    - Lore of Virulence: Glorious Afflictions
    The Glottkin (420)
    - Lore of Foulness: Plague Squall

    Battleline
    30 x Plaguebearers (320)
    20 x Putrid Blightkings (580)
    5 x Putrid Blightkings (160)

    Total: 1980 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 171
     

    Here’s some of my putrid lads!

     

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  12. The value of the starter box is insane. It’ll be £80 from a discounter like Element Games. I considered getting a gang, the book and some cards instead, but to be honest once you’ve bought 1 more warband, you’ll have spent more than the starter box (essentially getting the scenery, board and tokens for free) and I’d kick myself for not getting it. Plus the Iron Golems are favourites anyway.

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  13. I chose Iron Golems, which is great for me because they are I’m getting the Starter set.  And for similar reasons listed above - I love the diver helmet, all metal  aesthetic, and they have an ogor! 

    Ive got to admit I do like them all - I think the crow guys are possibly the most well sculpted, but are my least favourite as I am allergic to feathers.

    I like the idea of collecting them all!

  14. I really don’t think this is a game designed to lead into Slaves of Darkness any more than Necromunda is just to get people to collect Hive Militia armies. This is a stand alone game with custom designed miniatures and rule set. Not a couple of dozen existing miniatures thrown in a box with new terrain a la Killteam. The warbands may  very well get warscrolls like Underworlds teams but I doubt very much they will expand any of these into an army.

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  15. Nurgle, cos of the cool models and the lore. Other than that they are rubbish.

    The bookkeeping for summoning and the wheel etc.  is tedious. They are slow unless you jump through a load of hoops and they don’t kill anything.

    Sorry this is becoming why I don’t like my army.

    • Like 1
  16. Back in November 2018 I had an interview for AoS background writer at Games Workshop. Unfortunately I didn't get the job. The writing task that got me the interview however, was to write some lore for the Gutbusters faction. I wrote it, but obviously it uses GW IP so I cant profit from it. I used the format and house style of a GW Battletome. It was great fun, and I tried to include some of the humour peculiar to Destruction factions, as well as some original ideas of my own. I thought you guys might be interested in having a look. 

    EMPIRES OF BRUTALITY

    Driven by all-consuming hunger and an innate desire to pulverise, Gutbusters stomp across the Mortal realms in a never ending search for food and a fight. Large, robust and atrociously strong, when these brutish ogors march to war the very ground shakes, as does the nerve of lesser beings.

    A rumble like distant thunder and huge columns of dust and smoke herald the migration of the Meat-Thump Caravans of the Gutbuster tribes. The bellowing of Tyrants and the raucous boasting of Ironguts fills enemies with fear and uncertainty. There is just time to pointlessly raise shields before an unstoppable wall of hard fat, corded muscle and rusted iron crunches into the puny but tasty defenders. What follows is brutal and efficient butchery as the ogors crush, club and thump, leaving bodies mangled though largely intact for the feast of flesh to come.

    Mighty Opponents

    Standing head and shoulders above the tallest man and as wide as a stone outhouse, ogors are muscular and impressively substantial creatures that are able to shrug off wounds that would maim or kill orruks and humans. Their large, rotund bellies are almost always covered with a sturdy piece of circular armour called a gutplate, which they proudly maintain with spit and clot-polish. Should a blade strike against the bare flesh of an ogor, it will meet tough, weathered skin and a nigh on impenetrable layer of hard, subcutaneous fat.

    Gutbuster strength is legendary and tales abound of them holding bucking bullgors in vicelike headlocks, or twisting the arms off troggoths too stupid to realise what was happening to them. They put this prodigious strength to good use in battle, wielding a variety of stone capped clubs and heavy iron maces to break and pulverise. Cruel curved scimitars are another favoured weapon, the blades of which are purposefully dulled so as to shatter bone and tenderise muscle. When no weapon is available – or just for the sheer joy of it – ogors will often employ their ham sized fists with skull cracking effect.

    In appearance, ogors take the form of extremely well built (and well fed) humanoids, albeit with a particularly lumpen and thuggish countenance. Their dinted craniums are like cannonballs and are more often than not bald or with limited hair. Beards and moustaches however, are maintained, and make excellent repositories for gobbets of flesh and gravy, handy for grazing on between meals. Their tough, gnarly skin comes in a variety of hues including all those usual to humankind but clammy-grey and yellow ochre are also common. Some realm-faring travellers and escaping lunches have told of more exotic varieties of ogor, such as the blue-black thugs spotted in the dark hinterlands of Ghur, crimson ogors harrying trade routes on the Obsidian Plains of Aqshy and even shimmering purple brutes that rove amongst the Sulphos Stalagmites of Alchemist’s Grave in Chamon.

    Wherever there is meat or food, and someone or something not willing to part with it, you will find Gutbusters. And therein you find an ogor’s prime motivation – fighting and eating. An ogor’s hunger is almost limitless. It twists and it wrenches, it craves and it demands satisfaction. Conquered cities’ entire food reserves have been known to have been consumed in a single night of gluttony. Whole armies’ worth of cadavers are butchered and packed onto rhinox carts for tomorrow’s breakfast. An ogor’s peculiar metabolism and hulking physique allows them to devour vast quantities of food, not always successfully. The phenomenon known as Exploding Scoffer tells of particularly greedy individuals spontaneously exploding after consuming nearly their own bodyweight in meat, splattering all those around with offal, bile and hunks of viscous tissue. There is a taboo in Gutbuster society that says “Don’t scoff on the scran in a neighbour’s stomach cos it’s always and forever his.” However there is no such taboo about eating the remains of the neighbour himself.

    Nomadic Empires

    Gutbusters are not farmers or artisans, they are reaving nomads. They need to fight, take, eat and repeat. It is these needs that drive them headlong, destroying and devouring, leaving barren wastelands behind them and nations of refugees ahead of them. This process is what Gutbusters rather brazenly call trade. The Meat-Thump Trade is a very simple concept – ogors like simple concepts – they give you a thump, to the head, chest, spine, they’re not fussy, and you give them meat in return, your bodily meat to be precise. Trade is more fruitful and more fun when it is pursued in travelling groups. These groups range from roving Meat-Thump Caravans numbering a couple of dozen ogors, their grot retainers and a few rhinox, to terrifying nomadic empires,  hundreds of thousands strong, that sweep through the Mortal Realms like an elemental cataclysm. Gutbuster tribes will often ply the same well-worn trade routes with their caravans for hundreds of years, obliterating the civilised settlements of Order as they go, only for them, or their descendants, to return decades or even centuries later to reap the rewards of what has been rebuilt. Of course there is always some resistance. Sigmar’s Stormcast Eternals have proven to be worthy combatants, but nothing a sturdy club can’t bash back to Azyr, especially now that the Soul Wars has Stormhosts spread more thinly than ever in their struggle against the Legions of Nagash. Sometimes the cannons of the Freeguild can be irritating; as can the sturdy walls of Free Cities and Chaos Dreadholds, but Gutbusters have an answer for them too, with the help of some hot lead and some diminutive friends.

    With brains wired to destroy and eat, and possessed of gnarled fingers as thick as a grot’s arm, ogors do not make particularly adept craftsmen. In fact, if an ogor can pull up his own trousers after a visit to the drops it is something of an achievement. They can however knock a spike through a log “to make it better for burstin’ punies” or hammer bits of stolen scrap iron into something akin to armour, but for all other matters Gutbusters employ small grots as retainers, smiths and tinkerers supreme. Steppe Grots or Gnoblars as they are sometimes classified, have a symbiotic relationship with ogors, receiving a level of protection from their brutish masters. In return grots exploit their natural curiosity and lack of regard for personal safety to build and maintain the more esoteric contraptions in a Meat-Thump Caravan. These weapons include ramshackle but deadly Scraplaunchers and the wall and gargant toppling Ironblasters. Both are mounted onto carts and are pulled by a belligerent beast of burden called a rhinox. Clubs are not the only hand tools of slaughter available to a Gutbuster ogor either. Many will stride into battle carrying Leadbelcher guns – huge, pilfered firearms that would be considered cannons or pivot guns to lesser mortals, the salvos of which can leave enemy formations as little more than tattered red shreds.

    Ogors will often camp in barren, deserted places that lie in-between civilisations so as to avoid any unwanted attention or ambush. Wide savannahs, open moorland and bleak steppes are large enough environments to accommodate the tremendous spread of a Gutbuster camp, whilst still remaining relatively secluded. When a suitable location is found, huge shelters and pagodas are efficiently erected, whilst scrap piles are arranged and deep latrines referred to as drops are dug. It is obviously lowly grots that undertake the majority of this work, although occasionally an ogor show-off will kick some struggling grots out of the way to show them how it’s really done, before returning to his scranscoff and beer, leaving crumpled and bruised grotters in his wake.  One of the few non-fighting jobs to not be undertaken by the ogors’ big nosed hangers-on, is that of butchery and food preparation. This honour is reserved for the Butchers.

    Assuming highly respected positions in the tribe, Butchers are part holy guru, part deadly shaman and part frothingly, insane cook. Through the ceremonial consumption of vast quantities of bruised offal and the concoction of visceral recipes such as blood-dumpling stews, Butchers are able to unleash the primal powers of Gut Magic to invigorate comrades or eviscerate foes. The tribe’s Butchers also serve as a direct conduit to the god Gorkmorka whom the Gutbusters worship as the Great Beast that Consumes the World. Gutbusters’ belief system functions on the rather straightforward premise that might is right. That being a given then, there is no ogor mightier (or rightier) than the Tyrant. Ogor Tyrants are massive, bellicose brutes even by the standards of their kin, able to knock a chimera out cold with a single punch (or maybe three single punches) or chop down a Treelord with ease. It is these indomitable and egotistical warlords that lead the Meat-Thump Caravans on their devastating trade expeditions, some few rising to become the masters of colossal Gutbuster Empires that treat the continents of the Mortal Realms as playgrounds for recreational violence and gluttonous feasting.

    • Like 6
  17. Yeah I’m hoping these are just tasters of the point changes. I think it’s a valid point though, about the Pusgoyles/sales. Probably why they chose to highlight that one in particular. But hopefully there will be more. No one plays the Maggoth Lords either after all...

  18. Maggotkin of Nurgle

    The Lord of AfflictionsPusgoyle Blightlords and their associated warscroll battalion, the Affliction Cyst have all received drops in points, each costing only 200! Fast, durable and pretty nasty in close combat, these daemonic heavy cavalry are a very appealing option in a Nurgle army looking to nullify key enemy units and take ground.

     

    So, will this make a difference to anyone’s armies? Is it a good a excuse to start a flies army? They are excellent miniatures,  I’m just not sure the discount is enough.

  19.  What’s interesting about this image is that it includes the two starter war bands AND the furies and Vulture thing. This supports the idea that these are neutral NPCs - bestial denizens of the Allpoints that will attack anyone who gets close. I could imagine these guys getting their own random  phase, and could work to flush out warriors hiding in the safety of cover.

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  20. 14 minutes ago, the_nApi said:

    just tried a few days ago a Lofnir list with 2 Sons on Droths, the reroll ability is really strong, and every Son hits like a Father. To verify it (RNG), I did some calculations, see attachment. If I wasn't wrong, a Son near another one has a damage output slightly better than a Father, also not taking count of the command ability of D6 mortal wounds in charge (that Father doesn't have).

    Sure you need to double them, and if one will be killed, the other will reduce of about 30-35% its damage output. So keep them both safe!

    bb

    2019-05-14 17_30_28-Microsoft Excel - Fyreslayers - damage output.jpg

    Ahh interesting! Great work! I think 3 runesons could be a thing! What Magmadroth traits did you go for? One with Ash-horn ancient seems essential, but most of the others seem fairly strong too, particularly the breath buff.

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  21. On 5/12/2019 at 6:27 PM, kenshin620 said:

    For Lofnir 2k, is 3 Runesons on Magmadroths a good number? 2 Coal Hearts and 1 Ashheart. The only problem is that they really want to be near each other to benefit from both Ashheart and the Runeson reroll hits.

    Yeah, I’ve  been thinking of 3 Runesons on Droths to really maximise those re-rolls to hit. Seems really strong in a Lofnir list. In fact I’ve been wondering whether to take 3 Sons and 2 Smiters all on Magmadroths in a Lofnir list, and not taking a Runefather at all - his synergies/abilities  don’t seem that great in a magmadroth heavy army for the price,  especially  when compared to the Runeson on Droth.

  22. I’m considering  of building a five Magmadroth Lofnir list as the models are amazing and I love the idea of Five behemoths rampaging across the table! I was thinking  Runefather, 2 x Runesons, 2 x Runesmiters.

    Being able to take a Magmadroth trait for each one is really cool, but I was wondering what you guys thought was the best combo of traits for five. They all seem pretty good, though Ashhorn Ancient with the re roll saves of 1 for Magmadroths in 6” bubble seems essential for at least one.

    Any recommendations?

  23. Amazing work Chris. As you know I’m a huge fan of this army, and once again an inspiration - now I’m hankering for an army with a similar sense of stern, stoic soldiers resplendent in glorious uniforms! For a while I was thinking of Disspossessed, the most recent plastics of these are still ace, but the lack of a centre piece and the high model count eventually put me off. Now I’m thinking Sacrosanct Chamber Stormcast will fill that niche nicely. 

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