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Takyz

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Everything posted by Takyz

  1. The ogor rules look really fun, especially the mawpit (although I thought I had a stroke trying to understand the throat of ghur ability ^^) I really like that it fights back against monsters, it's thematic and forces you to make a tough decision. You want to destroy that terrain, but is it worth the risk of taking a LOT of damage? Even though the chance of really being impactful is quite low, the possibility of seeing your monster disappear to a terrain piece will make you think twice about it.
  2. Those things hanging off of the antlers could also be the creature's skin, like it's just finished growing its antlers and is shedding velvet.
  3. Pre-order prices are cropping up : (US prices were missing for some reason) Dawnbringers book is 32.5€/25£ FEC/FS/Gitz/Nurgle boxes are 105€/80£ Honestly doesn't look too bad. The book is quite cheaper than the 40k Arks of Omen (their price was honestly abhorrent), and the boxes seem good value. For FEC at least, in € it's a 16% discount + the hero free.
  4. 40k will probably dominate GW releases for a couple weeks, but then the first codices are due for autumn, so that leaves at least all of July and August for other games. I don't know if we have any time-specific rumors regarding CoS, but that could be a nice spot for them.
  5. Although no point changes feels disappointing, we might benefit a lot from the new bounty hunters battalion. 2 MW on 5+ and 3 on 6+ on Gutrippaz/Boltboyz sounds like it could get us a lot farther than what we currently have. What do you guys think?
  6. That bug cavalry looks amazing! Really like them embracing the fey theme. I don't think they'll put wanderers in the book, but I hope we get them as coalition units.
  7. Thats sounds amazing! I never thought about it, but flipping the steam tank seems an amazing idea! That looks really good! I'd say it even looks like if GW released a proper brood horror! I like all of your ideas, but this one has to be my favourite. Associating FEC and BoC with wendigos seems very logical and in line with their looks. Great idea! Thanks for all those references! I'll definitely check those out. That sounds really cool as well! And I agree that although the stormcast dragons are really cool, they are a bit lacking in diversity to be considered a proper all-dragon army.
  8. Hi everyone, I'm sure we've all had this amazing idea of a theme or particular colour scheme for an army, but never got to actually make from a lack of money, time or feasibility. I have, many times, and I thought it could be fun to share those ideas. Maybe we could find someone else's idea so amazing that we end up making it ourselves? Or maybe it could inspire us to find some other cool ideas? So, what armies would you like to make if you had unlimited time, money, and ability to actually succeed at building/painting? I'll start : - Clockwork OBR : One of my favourite ideas I've had, is that of an army using OBR models, but painted to look more like steampunk automatons. Most of the bone would be wood, the joints would be metal gears, and the armour could be stone. I've even started to think about some lore for them, about a clockmaker mage (which I would play as Arkhan) from a town destroyed by vampire hunters, that wields death magic and animates an army of automatons for hire. - Gaulish BoC : I've always loved BoC, but I agree on the sentiment many people have that they lack a clear design direction. Although I love mutations and Morghur is one of my favourite WHFB characters, I'd really like to make a BoC army that really pushes the Celtic theme. Being French, I looked into the different known Gaulish tribes, and found that the Gabali tribe(which lived near where my family comes from) may have been the origin of the word 'javelin'. That gave me the idea of making a Gaulish BoC army that heavily focuses on javelins (with lots of Gors and Centigors wielding them). - Frozen Knights of Nurgle : With the 3.0 Nurgle Battletome's release, and my thoughts about what I like to play (that being elite tanky melee), that made me want to make a Nurgle army. Adding onto that a newfound interest in heraldry, and all those really cool (pun intended) 'Frozen Plague' 40k Death Guard armies around the Internet, it gave me the idea of these Knights of Nurgle in a frozen landscape. Those would be a kingdom that was slowly corrupted by Nurgle as a great winter caused an terrible famine. The knights would be granted blessings from Nurgle and become Blightkings and Blightlords, and the peasantry would succomb to Nurlge's Rot and become Plaguebearers, with Beasts of Nurgle used as hunting dogs and the heralds and GUO acting as a clergy. - Mortal followers of Nehekharan Gods : This is the biggest project I've ever wanted to make. I've always loved Tomb Kings, and have always looked for a way to somehow translate part of them in the Mortal Realms. As OBR didn't really scratch that itch, I thought about what if I did the opposite of what OBR do, that being to use the culture of TKs, rather than the looks. As I love the Nehekharan pantheon, I thought about what would happen if mortals started worshipping the Gods of Nehakhara. With a huge stroke of luck, BR : Teclis happened, ans I now have the perfect reason for it : with Nagash's defeat at the hands of the Elven God, some small fragments of the Gods he ate during the End Times would have been scattered throughout the realms. Then, some people found these and started venerating them, thus making them grow in power (although still not nearly strong enough to be proper gods once again). For now I've only had ideas about a few god's followers, those being desert raiders following Khsar and riding sand rays (that would be played as IDK), snake-people from Ghyran venerating Asaph, and groups of thieves from Ulgu being Sokth's people. For this one, I'd really enjoy your input. What do you think followers of the Nehekharan gods (or any World-that-was gods for that matter) in the mortal realms would look like?
  9. Yay, the wheel stays ! It changed quite a bit, but some of the new effects seem really good (like no heroic actions/rally/inspiring presence for enemies, or no ending pile-in closer to a nurgle unit than you started).
  10. I think it makes sense to keep those older models at least until The Old World rolls out. Once TOW launches, GW can put them all in its range, and make new models to replace them for AoS.
  11. I-actually-have-no-idea-how-popular-this-one-is opinion : I find the idea that armies don't fit in AoS completely absurd. IMO pretty much everything fantasy-related fits in AoS, and that's the beauty of it. We have stuff ranging from Soulblight to Lumineth coexisting, all thanks to the diversity permitted by the mortal realms. In the same vein, CoS are one of, if not the best thing to ever happen to AoS. While I agree that the minis are, for the most part, meh leftovers from WHFB (except the Kharybdiss, don't ever remove it, give it to IDK if you have to, but I need it to remain), the sheer creativity and conversion potential offered by CoS is exactly what makes AoS so great. I honestly think the best armies I've ever seen are all heavily converted CoS. (Although this one might be quite popular)
  12. I'd rather have some kits not updated if they're still holding out well, rather than updated and twice as expensive (i.e. I really like the current chaos warriors/knights situation; I can get the new ones if I want them to look amazing, but I can still get some very good looking ones at a decent price).
  13. They can, because you use 1 enhancement to give every wizard in your army access to 1 spell from a spell lore. Edit : See @Beliman's post for pictorial evidence.
  14. I think it's mostly people fearing that GW would consider all of the BT updated when only one of the 2 (now 3) factions in it gets new stuff, for example that Ironjawz and Bonesplitterz have had their 3rd Edition update with the addition of Kruleboyz (which pure IJ and BS players don't necessarily care about).
  15. I like this new rule, but it feels a bit weird for certain units (like chaos warriors, max 15 seems quite low).
  16. I'm still waiting for new chaos dragons/return of Galrauch (one man can hope), as I think they could really be awesome with the usual AoS spin on things.
  17. Please let it be fimir (although I don't really believe it myself)
  18. I just noticed while browsing the GW website that the Black Coach now shows up when you use the "unit" filter. It most likely doesn't mean anything, but that implies there have been changes made to its entry in the website. I don't know whether this indicates that we'll get it or not and I'm probably just extrapolating, but I'm so hungry for news that I couldn't help but mention it.
  19. Big dragon with twin tails (therefore potentially associated with Sigmar), fighting Kragnos, which also fought Seraphon and was (if I understood correctly) sealed by the Slann, ...sounds awfully like Dracothion to me!
  20. It seems that the hatching insect egg RE was for Kragnos in the end (if that silouhette is him, but it looks like it). I'm really looking forward to see if he has a connection to the Silent People (his people are gone, and he is carrying a bunch of eggs, maybe trying to prevent other races to suffer the same fate?)
  21. Seeing all this talk about whether the good guys or bad guys win more often, I think that something worth considering is that AoS is not divided between good and bad guys. People think about factions, not good or bad guys. This is especially relevant when arguing over who wins most of the time because there are so few 'good guys' in the setting. Even if all of Order were 'good guys' (which they aren't), for every GA to win as often as each other, the 'bad guys' would have to win 3/4 times. I don't really have a horse in the race, as a TK enthusiast I enjoy seeing Nagash fail, but at the same time I understand that Death players would be disappointed to see Luminteh lose so little in destroying him (if that really is the case).
  22. Hi, Before commenting on any specific points, I just want to say that this is a very cool army, which fits AoS (in my opinion at least) while staying true to the feel of Tomb Kings as they were in WHFB. I find most of the rules you wrote here nice and quite balanced, although there are some points which I think may need tweaking (even though actual playtesting would probably give more insight on that than just my thoughts). First, a couple of observations on design : - recently, GW has been changing most abilities from "within" to "wholly within", as it prevents people from spreading too much their units just to gain abilities. I think doing the same here would help and make these rules closer to the rest of the AoS factions, and also fits the legion style of TK. - the wording of the Souls from Ages Past rule for the Necrolith Onyxites is a bit confusing to me : does the unit gain 1 bonus out of 4, or 2, with one of them being re-rolls to hit or wound, and the other re-rolls to charge or saves? - it feels weird that the Legionnaires on the Warsphinx don't have the Precision Strike rule. - Destroyers of Eternities seems quite unfun to me : most of the time it will do nothing and you'll have spent an Artifact on nothing, and when it kill a 400pts monster for your opponent, it'll be frustrating to them. Maybe changing it to not working on monsters, but on 1 and 2 could be a solution? - I didn't understand how the Sacred Blade of Anhak interacts with multi-damage attacks : does the hero heal 1 wound per damage dealt? If that is the case, it seems way too strong for me and I think should be limited to 1 wound heald per attack. Furthermore, ther is no mention for this particular weapon of it not working on mount weapons. Is this intentional? Then, I have a few remarks on balance : - the Embalmed King's CA feels too strong, especially on a 140 pts hero. - the Souls from Ages Past rule seems a bit too strong if it gives 2 bonuses. - the Scorpions may be too cheap when comparing it to similar units from other factions. - the Ancient Strategist Command Trait seems too strong to me, especially with an 18" range. Maybe changing it to twice per battle? - the Ruthless Conqueror Commansd trait also looks too strong, considering no dice roll is needed, and some armies play with a lot of units. - the Locust Plague diabling all shooting seems a bit too much to me. Maybe changing it to -2 to hit could be better? - the Enlightened Champion Command Trait may cause an annoyingly unkillable King on Warsphinx in addition to the Armour of Ages, the Royal Tomb Shield, and potential healing from Ptra's Incantation of Restoration. Although I talked about many things, I still think that ,as a whole, this looks really fun and I'm looking forward to testing it once I'm done painting my TK army.
  23. Wow, these are incredible! Really cool ideas, and extremely well executed !
  24. Hi, For the bodies I think Black Guard are a good choice (you even have halberds included if you want your unit equipped that way), along with Black Ark Corsairs like you mentioned. For the heads however, the best I can think of is Blood Knights, or the Vampire Lord on Zombie Dragon kit, but both of these are really expensive and have very few heads in them.
  25. Hello everyone, I'm Takyz, a 17 years old french guy. I started Age of Sigmar around a month after 2nd edition came out, and since then I've been mostly trying to convert a Tomb Kings army. I also have some Sylvaneth and am currently planning on starting a Slaves to Darkness force (with at least 2 mammoths in it). Thank you all for welcoming me ! Takyz.
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