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CrimsonKing

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Everything posted by CrimsonKing

  1. Not following about the 5 wounds for snakes, as my proposed rule limits the upgrade based on the unit's stats. The snake swarm couldn't really have anything of note considering its rather basic profile compared to nearly any basic unit type (perhaps critical of 4 is better then basic model) If a basic troop has even a low value of 6 wounds, and your supermonster has 40 wounds that is only +3 (16,26,36) I understand your hesitancy over long rules set. Just going after what I'd imagine GW would do and therefore what players typically handle. That again is based on units already formatted into AoS, and rules-sets for things like custom chapters,factions in WD; Which is acceptable as a magazine 2 page, 4-6 column spread. Let's say what I have above was worked together with the campaign bonuses you've built; The next question I wasn't sure of is the number of additional rules overall the final unit could have. base warscrolls could already have say, 5 special abilities/wargear, then I've listed possibly 2 more (and yes they might conflict or already exist as a wargear option on the scroll!) but then wondering from your experience with warcry campaigns, how many of your final campaign traits/gear would end up translated into a warscroll? another 5? I agree then a unit would get unwieldy. My problem however is most warbands I play typically include some heavy hitter unit. Dragon ogres in beastmen, vargeists in death, bloodcrushers or Fleshhounds in Khorne daemons etc. Those are the types of units I feel are being let down here, and then can take up a sizable chunk of the warcry rosters points.
  2. Getting started on the Knights, real life stuff has put a hold on em but getting them along. Ive taken some shots of the basing steps. I much prefer proper large Bottle cork opposed to the flaky sheet cork often seen in dollar stores. The bases are designed around the specific horse they work with, numbered on the bottoms. I use carpenters glue with a long needle tube tip to get it under and around skulls and rocks. After extracting from the sandbox and shaking, I use an exacto knife to clean the sand/debris edges. While the glue is still slightly wet it's best to press down the sand edging than to just it flick away. When dry I liberally paint the whole thing including cork and skulls with thinned carpenters glue. They need more work, but might still start basing the other 5 Cursed Lance Knights.
  3. My take is most of it applies, modified by the new core rules page 25 on invocations, and the errata for Blades of Khorne. New points in 2021 General's Handbook. Errata states that Judgements are now Invocations, and gives the three sets totally changed datasheets, including wording for summoning them. Enemy Priests can now attempt to dispel them per core rules. They are still likely to dispel themselves end of each battle round based on BoK book, and often have wording in the Errata warscrolls to dispel after some effect is completed.
  4. Totally agree and plan to run krakadrak and 5-10 knights in all my lists. Agree on unleash hell, that plus 2" reach of javelins (better thrown anyways) possibly makes a 10 model unit worth the large footprint, though could make them too unwieldy to properly disengage for feign ability.
  5. More of a S2D question but I have a khorne calv. list with some knights, and interested in marauder horsemen. Their speed, feign ability and 2"/12" javelins seem like an impressive utility unit. Ive read about lots of movement and hold shenanigans in the wider game (lumineth) and curious if horsemen can punch above their weight, and act as effective screen for knights/skullcrushers, or should get some furies or so.
  6. I like the idea and formatting! I haven't played a warcry campaign before so a bit green at understanding the whole relevance here. I like the idea of the leader setting the squad type as a general idea but needs more refinement for warbands with significant profiles (stat/ weapon wise). If you are going into such detail on campaign bonuses I think it's fair to allow some unit selection breakdown a bit too. For example, skaven with rat ogres or beastmen with minotaurs. An example taken from GW's solution for units like 'untamed beasts' with a rocktusk prowler or spire tyrants with a Bestigor destroyer is: "1 in 9 models must be a rocktusk prowler, add 1 to wounds characteristic" For this custom generator you could include perhaps 1-2 optional model selections to represent those inherent wound/movement/skill differences. Something like: You may select up to two different types of units with models in your warband to generate 1 additional ability each. Only models of this unit type in the warband gain the ability generated. You may select one of the stats on that units Warcry profile from the list below, and compare it to the warcry card for the base model of the warband leader's unit type. The resulting ability then refers to the final Age of Sigmar warscroll. (sounds complicated, just bear with me and simplify if it helps/sounds like a good idea) Wounds. For every 10 additional wounds, improve the final warscroll wounds profile for this unit, written as follows: [Model type]: [Model type] have a wounds characteristic of [improved wounds]. Movement: If a model has double the movement characteristic, add the following: [Model type]: if the unit includes any [model type]s, you can re-roll 1's in charge rolls made for this unit. Damage/Critical Damage: If either damage or Critical damage is greater by 1 or 2: [Model type]: Add [1 or 2] to the Attacks Characteristic of [Model type]'s melee weapons. Fly... Just a thought. As I'm not familiar with exactly how many campaign bonuses the unit could likely gain, unsure how messy it would get. There will always be a tradeoff of complexity versus accurate representation.
  7. I feel that coming into AoS from 40k and I'm in my 30's... one thing is like others have said, memory of old rules that now conflict or some that remain the same can cause some cognitive dissonance. Also rules scattered all around. Traits, mount traits, command abilities, faction and subfactions, warscroll passive abilities... I read people's lists and everyone is nodding OK at their use of even more unheard of terms/abilities... I make game cheat sheets in excel divided by phase, and just list all possible effects at my disposal within each phase, organized by source ('bloodthirster' | passive, all-in 18" | does this effect) Stick to what your army can do, don't worry about looking like an idiot for a few games or tell opponents you are just starting with 3.. I'm sure most people feel like you do, and want some games to practice.
  8. Thanks! Yes its going to have quite the footprint thats for sure! I nearly ran out of skulls so went lighter on the recent ones (juggers, dogs) but 4-5 is probably enough for each, as it takes a long time. A trick you can likely see here is chopping skulls in half at different planes so you get two sunken skulls for one! Helps engrain them into the terrain too
  9. This has been a great resource for understanding the new/old rules, thanks all! Not aware of how many here actually have the painted units you propose with 3.0, but here is me working towards 3.0. Target army is 75% new stuff, but I've got lots to go:
  10. Stage 2 of the project is completing the fleshhounds (old conversions and new set), Kharnak, and basing my Insensate Rage Thirster's base. Here is the progress shots of the soon to be decently completed doggos: In case I bother to run a slaughterpriest (likely) or a Bloodsecrator (unlikely) had these for a good while: In the back (Thirster) ive been finalizing his base along with the dogs: My planning for the project is in stages: Stage 1 : 6 skullcrushers + mounted characters <complete> Stage 2: Flesh Hounds + Karanak, BT base Stage 3: 10 Chaos Knights Stage 4: 6 more (NoS) Skullcrushers (will be fixing group colors and musicians with these ones intermixed) Stage 5: Extras like Chariot, Skullcannon (made from old NiB Hellcannon) for army options. Up next, rebase and paint up these Knights:
  11. Hi there. Let me start by saying I've always been a fan of Khorne, way back to WHFB 5 when I first got into fantasy. I also have an extensive 40k collection, mostly Khornate Chaos CSM, Daemons etc. Figured AoS will be easier to get into post COVID compared to 40K 9th, and already a huge fan of Warcry. I had some skullcrushers waiting around for this eventuality, and got some more for the project. Here is some of the skullcrusher progress, starting with some second-hand recently purchased and a few stragglers I've had as 40K/WHFB leaders, which needed rebasing :
  12. CrimsonKing

    Lords of Khorne

    Close shot of my Lords for Khorneate mounted list
  13. CrimsonKing

    Khorne start

    Quick shot of some completed elements of mounted Blades of Khorne army.
  14. Been building skullcrusher-heavy but have yet to play. I was going to try units of 6 and see if the opponent took the bait using unleash hell or simply started pinging models before their charge. If they stay at 6, frontage of 4 can D3MW, if depleted down to 5 then full frontage/not bothered by coherency. Will have lance knights, thirsters and mounted characters to clear their combats after SC tarpit the enemy.
  15. I like your clarification personally as a new player taking Juggerlord/goretide. Also as a new player I like that level of redundancy so if i go forward with juggerlord i can grant it, if i leave my crushers to hold and split off the lord he can grant it elsewhere (on knights) I personally need to review who and how much cp/how often can i perform these abilities.
  16. If i wanted to go really hard on the mounted elements this is my current thoughts, running goretribe, 2000pts on-the-nose Warlord battalion bloodthirster of Insensate Rage Slaughterpriest Lord on karkadrak 5 Chaos Knights 5 Chaos Knights Vanguard battalion Chaos Lord on Juggernaut 6 skullcrushers 3 skullcrushers 3 skullcrushers 5 Flesh Hounds 5 Flesh Hounds
  17. That is my take, though aesthetically I'm planning on bringing tons of skullcrushers/Khorne Chaos Knights, uncertain on the loadout. I'd imagine the best Is getting maximum rend and going all bloodglaves/cursed lances, hopefully the skullcrushers can catch enemies so the knights can get their charges at -2 rend 2 dmg I can see the damage output on skullcrushers is low and forget about D3 MW Murderous charge. What would be the best way in this edition to buff their damage? Goretide ability/Juggerlord's Blood Stampede for reroll 1's to wound (juggerlord's only on charge) Killing Frenzy blessing/All out attack is +1 to hit. Lackluster on 10 attacks (or can they also affect the mount attacks?) Wraithmongers give +1 attack but wholly 8" is pretty tight, only good for my sitting units Bloodstoker for movement and re-roll wounds Bloodsecrator +1 attacks hw16" I'd love to take a mounted-only list but really want to keep the priest/stoker/secrator. At 330pts that's just under 6 more juggernaughts/10 knights to flood the enemy with un-snipeable, sheer mass
  18. Decimator said it. also take note in the new core rules https://www.warhammer-community.com/wp-content/uploads/2021/06/fZD0X060Qn7ZO0EE.pdf page 7 starts discussing generating command points, next page is hero abilities (first) but then default commands avaliable are shown in the rules for the phase they are used in (end of movement rules describes movement command etc) page 15 describes Attack phase command abilities (All out Defense, All Out Attack) Previous page of this thread (pg 283) has the blades/Std points and unit sizes screencapped
  19. Glad I bet on Skullcrushers and Flesh Hounds, given their positive assessment by @Agent of Chaos
  20. Thanks again for putting the time in; I will definitely check over all the new rules and take the new battalion structure into consideration. As for points definitely wont be playing before July so will see then how the points shake out. Ill leave the thread at that. Happy for the battalion changes, reminds me of 7th 40k where me and my friends had a gentleman's agreement not to use the formations, and glad those were dropped. but I digress.
  21. At this time saving to image I'm uncertain what dpi you'd need to to print accurate size. Someday when I get around to the list-printing feature I can work on accurate pdf sizing. Until then id try importing and arranging the images in a decent word processor with accurate margin/sizing and scale it there.
  22. Thanks yes I'm still in the air as a new player about artefacts, command traits etc. Like you said Goretribe looks good for mortals and without battalions I'd be auto-taking the artefact that ignores mods to save rolls Yes I was considering that with brass stampede seeming lackluster I'd drop that, and thus the need for 3x3 skullcrushers. If all my personal deals go through I can get to 12 and run 2x6 units, then 1x10 knights for less drops. Besides Brass Stampede I don't see any battalions that don't significantly alter the army selection so might play without (can I pay for more artefacts otherwise)? If I'm feeling cheeky would drop the chariot for a Ghorgon ally (in my NIB pile) 1970 pts Khorne Army, Goretide (1 behemoth, 3 leaders, 4 battleline) Lord of Khorne on Juggernaut (general, trait: Hew The Foe) 6 Mighty Skullcrushers w/ Bloodglaves 6 Mighty Skullcrushers w/ Bloodglaves Bloodthirster of Insensate Rage 5 Flesh Hounds 5 Flesh Hounds Lord on Karkadrak, Khorne, (artefact: Thronebreaker's Torc) 10 Chaos Knights w/ Ensorcelled Weapons, Khorne 1 Gorebeast Chariot , Khorne
  23. My apologies if soliciting vague help is not really kosher, I've gotten ahold of the rulebooks and with some generalized knowledge of Khorne/Beasts/Std have come up with a few possible lists, keeping strongly with the mounted aspect: 2000 pts Khorne Army (1 behemoth, 3 leaders, 5 battleline, 1 artillery) Brass Stampede Lord of Khorne on Juggernaut (general) 3 Mighty Skullcrushers w/ Bloodglaves 3 Mighty Skullcrushers w/ Bloodglaves 3 Mighty Skullcrushers w/ Bloodglaves Karanak 5 Flesh Hounds 5 Flesh Hounds Skull Cannon Lord on Karkadrak, Khorne 5 Chaos Knights w/ Ensorcelled Weapons, Khorne 5 Chaos Knights w/ Ensorcelled Weapons, Khorne 1 Gorebeast Chariot , Khorne 1 spawn, Khorne Alternatively could drop some chaff (cannon, brass stampede) to take Bloodthirster of Insensate Rage. Should I be worried there is no bloodsecrator or bloodstoker? What should I expect to do for relics, perhaps put rend+1 /+1 attack/reroll relic on bloodthirster? 1490 Khorne army (5 battleline, 1 character, 1 artillery) Lord of Khorne on Juggernaut (general) 3 Mighty Skullcrushers w/ Bloodglaves 3 Mighty Skullcrushers w/ Bloodglaves 3 Mighty Skullcrushers w/ Bloodglaves 5 Flesh Hounds 5 Flesh Hounds 2 Khorgoraths Skull Cannon 5 Chaos Knights w/ Ensorcelled Weapons, Khorne 5 Chaos Knights w/ Ensorcelled Weapons, Khorne Also considering points updates are coming, I suppose it throws it all into question so I get partly whats up is uncertainty. Typically the warscroll stats don't change so is there something role-wise I should add or drop? Do I need more chaff, monster killers, etc?
  24. Thanks for clicking this! Returning player asking advice on Khorne/Std Calvalry list going into 3.0 Haven't played AoS since 1st ed. Have oldhammer khorne stuff. I've also stashed away new khornate stuff I imagined for a kickass mounted/fast AoS force, but never sounded viable: Khorne monsters/ bloodcrushers/ skullcrushers, Std chariots/chaos knights. Elements I have either completed or boxed awaiting the day its worth building: Bloodthister of insensate rage DP of khorne kharnak khorne herald on juggernaught Bloodsecrator & Slaughterpriest 5 bloodcrushers 5 skullcrushers 5 fleshhounds 2 khorgoraths Chaos Lord on Karkadrak 10 knights (5/5 swords/lance) (still square bases) gorebeast chariot (still square base) Cygor/Ghorgon & 30 gors Models I'd entertain purchasing if they should be reinforced, guessing ill need at least 9 skullcrushers do do this properly for the formation. - more of any above cavalry/hounds - marauder horsemen - Skull Cannon of Khorne (or proxy my old metal hellcannon) Thinking about 1000/1500 lists; Are formations a must, decent selection for beer&pretzels without being steamrolled etc Thanks!
  25. Wanted to share improvements to the warcry card creator some of you are probably already aware of: https://stevrak.github.io/warcry_legions/ Some of you might be aware of the former versions done by @rachelnertia and Hennirocks. I've taken it up and added a gallery, better implementation of the card code to allow for card galleries, formats, saving and sharing the full set of custom images/runemarks/cards made as a zip file. I'd hope to complete it with a list builder and printer (but my time is tight so can't guarantee improvements will come at speed) In the refactoring process the abilities tab will need a similar re-work, along with hopefully a proper print option for selected groups of fighters etc. I have experience with pdf/file printing via my Titanicus project Reactorcount.com. just all this stuff needs time, also the reason for the poor ux is just time avaliable. The builder tab is a bit of a novelty at the moment. if you have a number of cards already made you can refresh, it will build some tabs for unit group selection, you can then select units you'd accept in a list and it will spit out all 1-2 leader lists within the points specified (give or take the leeway in 'under' input) If you don't get any lists generated you likely didn't choose 1+ leader or the 'under' value should be higher to accommodate for example, all possible lists going to 980 pts only and being invalidated (Also realized It should cap lists at 15 models) Older versions available (recent to earliest): https://stevrak.github.io/warcry-card-creator/ https://hennirocks.github.io/warcry-card-creator/ https://rachelnertia.github.io/warcry-card-creator/ Anyways good luck, thanks for trying it and tell me what you think! Any responses get added to the queue of 'things that need attention'
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