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Waffelen

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  1. Hi, I have just started a brand new army and went with ogors. My first army was skaven and to be honest after painting a million tiny rats I wanted the total opposite but didn't fancy the sons of behemat so here we are... Me and my friend are starting a path to glory campaign with 1000 point lists, he's seraphon. I've picked up the start collection box with 4 mournfangs and magnetised the stonehorn/thundertusk kit so that it can be either with any of the combos of single or duel riders with any of the weapon options. My question is what loadout and list do I run with? I have no clue about ogors at all... I am gonna pickup another box of figures spending roughly £40-£50 (lgs element games uk) and thinking do I go with another start collecting box or a slaughtermaster, or is there something better to use against seraphon? Any and all advise welcome! Thanks
  2. Wow yes, that covers everything thank u! And from the big frog lips of lord kroaq himself so I know it's ligit! I think get u, so this will mean our warlord and hero's will start already beefed up but u earn more bonus enhancements for them/ur vault and until u level up your tier of battle and allow u to take more bonus enhancements per battle. Meaning ur heros may have command traits (along with ur warlord) but u must nominate who is going to be using what based on the tier of battle (warlord can always use his command trait) and if I play someone not on ptg those bonus enhancements are all 'switched off'.
  3. Hi, First off, thanks for clicking an having a look at my question and if its in the wrong place on the forum, please let me know. Me and a friend have just began a path to glory campaign. I am looking for a little clarification on the core enhancements on our warlords. I'm skaven he's seraphon. I have an arch warlock and I think he was engine of the gods as a warlords (we have only played 1 battle). First game was 1000 points next game we are looking at 1500. We're building our lists in battlescribe. In both the videos below Ash and Doug just give their warlords a command trait and artefact, I cant see in the core book path to glory section why or how they give their warlord an artefact and command trait straight away? The command trait I'm assuming is either because it comes with their sub factions or because your warlord starts a campaign with 15 renown so it comes with the veteran ability mechanic but I tried to recreate their warlords in battlescribe and cant see the specific enhancements they gave them listed when I add the sub factions, so does that mean its from the veteran ability I mentioned? My understanding was for my own arch warlock, when I add him to my army list in battlescribe, if I 'do not' select any of the enhancements, then generate the pdf, the yellow highlighted sections (see the 2 screen grabs below) are his core enhancements ? . The same questions above basically apply to your heroes too. What can we/do we take as core enhancements? I ask these as if you give them too many enhancements straight away it removes some of the emphases on doing the quests to get more artefacts and command traits and at low point starting armies makes the warlords very powerful as they are already accessing most if not all of their extra "stuff" but for a possible long campaign, that could be many 10's of battles having to do lots of quests to get these and other things makes sense but a short, say 5 battle campaign, maybe you don't want to focus on these. Edit: Meant to also ask about mount traits. If ur character has a command trait and mount trait are the both treated as command traits when doing quests and exploring territories of to unlock them? Finally since a hero can only have 1 command trait does that mean you would have to choose between the mount and command trait? I just want to get these elements correct as intended by the rules and at the same time get it clear in my head, why and how? Any input is very welcome.
  4. Great! Thanks for the info. Now to go roll some stormcast douch bros!
  5. Hi All, I had my first game with a doomwheel a while back with a friend, before covid restrictions. Planning another game for when restrictions relax a bit but want to clarify something from that first game in case it comes up again or in future. Rolling Doom, states in battlescribe- "When this model makes a normal move, it can pass across models with a Wounds characteristic of 3 or less in the same manner as a model that can fly. In addition, after this model has made a normal move or a charge move, roll a dice for each unit that has any models it passed across, and each other unit that is within 1" of this model at the end of the move. On a 2+ that unit suffers D3 mortal wounds." So my question is on the highlighted section. I read it as Part 1, "each unit that has any models it passed across," as well as Part 2, each other unit that is within 1" of this model at the end of the move. Meaning I don't need to have done Part 1 in order to also get Part 2, in other words I just need to finish a a normal move or a charge move within 1" of 1 of his models to do the 2+ for D3 mortals. I could roll across a clear table, pass over nothing, finish my 1" from him, and roll for the D3. He reads it as I have to pass across his models first, then finish within 1", then I get the chance to roll for the D3 . Meaning I need to do Part 1 first then Part 2 will apply. I would need to roll over something or anything of his and finish within 1" only then can I roll for the D3. I hope I explained this well enough and didn't labour it to much. Overly simply put, its the ", and" that we have differences in interpretation, I think. Any and all input welcome, if you need me to explain any more just ask and if you can give other examples in your clarification, it would be very much appreciated. ps. Don't know if it has any bearing but he plays stormcast. Thanks for reading.
  6. Ha! I have loadsa plague monks but already played them every game so wanna change it up (wanna try a moulder mostly build but want a hell pit or 2 before I can really bulk out a list). No he doesnt have big groups of most of his troops are 5 models max. If he had more I would maybe switch the cannons for plague claws as well. Acolytes it is then! Cheers. Very taken by ur idea to ditch the bell... Next game I will try it out and ditch the gutter runners too for a total 160 points to play with. For this game though, the bell nearly works as a distraction. My mate has the mentality "that's a big thing, must be dangerous, must target it first". With the suspicious stone and it's other saves it's got a 4+ wound save, 5+ wound and mortal save and another 5+ wound and mortal save (protection of the horned rat). Plus will keep near the Stormvermin for the lookout sir and skavens lead from the back means it's on melee and missile attacks. Hoping all this gives him some more survivability to tank some damage saving my other more important (more dangerous) stuff. That's the idea anyway but we'll see how we both roll.
  7. Hi,Planning to have a game with a friend (when lockdown rules eased). He plays stormcast with 2x ballista, a stardrake, 9x prosecutors and 3x Vangard palladors plus the rest in small units of foot troops but the units I have named are the ones that I think need to be mentioned for context. I also should mention we are fairly new (only 4-5 games total between us) so don't have tones of models to choose from and aren't playing battle plans as yet till we get the hang of rules and our own troops meaning no objectives. Just kill as much as possible in the 5 turns.My question is weather to run:Option A total = 220; 10x Acolytes = 120, 5x gutter runners = 60 and bell of doom = 40 orOption B total = 210; 3x warpfire throwers = 70 each instead of option A?Tried 1x warpfire thrower in one game and it died early doing nothing same with gutter runners but not tried the others. My thought is the acolytes combo could be best for 2 reasons - 1. more bodies on the field (u'll see my list below is lite on numbers for usual skaven trash), 2. another option in the acolytes to throw a warpstone spark at for +1 damage per model in the unit, which is not usable on the warpfire throwers since they don't use the standard attack sequence. Maybe he warpfire throwers don't need it as they can do tones of damage, I don't know, hence the question.The below list is everything I defiantly wanna take then substitute in and out the options listed above. The plan is to magic + shoot him to death:Arch-warlock + chain warp lightening = 160 Grey seer on bell + suspicious stone, death frenzy = 240Warlock Bombardier + warp lightening shield = 120Doomwheel = 1503x Warplock Jezzails = 14010x Stormvermin + shield, drummer,standard bearer = 10010x Stormvermin + shield, drummer,standard bearer = 10010x Stormvermin + shield, drummer,standard bearer = 10010x Stormvermin + shield, drummer,standard bearer = 100doom flayer = 60 3x gnaw holesratling gun = 60ratling gun = 60ratling gun = 60Arkhspark Voltik total = 710Warlock engineer (General) + more warp power, warp resonator, overseer of destruction = 110Warp lightening cannon = 180Warp lightening cannon = 180 Warp lightening cannon = 180Vermintide = 40 Warp lightening vortex = 80 Thanks for reading, all input welcome!
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