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Mirage8112 last won the day on May 27 2019

Mirage8112 had the most liked content!

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About Mirage8112

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  1. My simple advice is: don’t do it. My more complex advice is that extra highlighting or pre-shading is generally unnecessary when using contrast paint. The other issue is is that contrast needs a smooth basecoat to properly settle. If you complicate that basecoat by introducing an uneven surface of paint particles and tiny brush-hair grooves, the contrast paint will settle at different volumes creating a muddled finish. I’ve used contrast a fair bit, in a few different ways; including over a flat basecoat and over a preshaded basecoat. I’ve found that the flat actually gives a better continuity of color. When you include a pre-shade underneath the self-darkening feature of the contrast actually darkens too quickly which mean you need to go back in and do extra highlighting in placed that would have self highlighted if you had just used a flat basecoat. Also, if your going to give yourself the extra task of highlighting a model painted with contrast paint, then don’t try to take shortcuts. Contrast can be “one and done” and look just fine at tabletop distance with some practice, and the only reason to add additional highlights and shades is to get that model to higher degree of finish. If you’re committed to putting extra work in: then you might as well put the work in. Aside from that, you can get some truly fantastic results using contrast and additional layers. I’ve been very pleased with my own results combining the two methods.
  2. Hi! I’m back again, with new stuff, some WIP stuff, and just stuff in general. Firstly, I’m off all my vices for the the New Year, and I’m back to painting regularly. Generally I’m getting about 5 hours in in the morning, and generally another 2-3 hours in a night. I’m in a bit of a lull right now, between projects, and so thought this would be a good time to put some of my recent work up. I think I’m starting to see the finish line on my Sylvaneth army. By finish line, I mean I think I’ve built and painted enough models where I can play just about all the variations I’m interested in playing. Right now I’m just finishing up a massive amount of Tree-revenants: There’s about 15 here, and added to the 10 I already have, that makes 25. A max unit size is 30, and I do love even numbers even though its unlikely I’ll play with that many in one unit. But I am tempted to write a list and see if I can make it viable. Normally I wouldn’t invest so much in a unit I’m not sure if i want to play, but I actually didn’t buy a single one of these. I had a friend give me 10, and mother friend give me 5. Most of them were already assembled, so it was a bit tricky to get them all painted to the same standard as my regular T-revs which were all painted in a sub-assembly. Interestingly enough, painting the fully assembled models wasn’t as hard as I expected: The model on the right was painted in full sub assembly ( hair, head/arm/torso, body, all separate) while the model on the was painted fully assembled. All in all a very similar finish on both, and at tabletop distance you really can’t tell the difference. I did have to pry the heads off two of the models, and cut the arms off since the banner and waypipes obscured too much of the body. Those two models were turned into spite revenants after grafting new arms on the left side (the connection point is just below the elbow) and sticking some new spite heads on: So, that means I have 13 t-revs and 2 spites. I plan on evening that number out to make minimum squad sizes, and I still have 10 on the sprue from the Looncurse box. I will probably just even out the t-revs and add 8 more spites (giving me 10 spites and 15 t-revs). That means I’ll have 30 spites total and 25 t-revs total. More than enough. As I mentioned above, I managed to pick up a copy of Looncurse at my local FLGS. I was pretty lucky since it was the last one. I sold the goblin half on eBay, and managed to recoup a little more than half my cost, AND I got my hot little hands on the Arch-revenant model. Here’s a wip shot: The wings are a blend of color-shift paint and glazes of fluorescent paint over a grey base. This was a new thing as the color shift paint is normally used over a black base. You can really see the color when the model is titled so the light hits it, creating an almost stained glass window effect: I also decided to do the metallics in NMM, which I usually hate the look of. They make for excellent photographs but the models usually looks silly in person (not just my NMM, I feel that way about nearly every NMM metal paint job I see in person. Even from top level painters.) The only reason I went with NMM on this model was because it’s only a very small part, and you can only really see it from one angle, so it doesn’t bother me nearly as much. As you can also see in the background, I’ve got some new trees as well. I’ve just finished painting 9 in total. Here’s 3: When I finish the remnants of the revenants and get around to doing the basing, these will get leaves and grass much like my older trees. I’ve also made a solid start on my Sylvaneth endless spells, finishing the Vengeful Skullroot, finishing the spiteswarm hive (except for basing) and nearly finishing the Gladewyrm: \\ Last but not least I’m in the process of converting a Treelord. So far its more of a reposing than a straight conversion, which somehow seems harder. 🤣. Here’s a look at the face: I wasn’t really happy with the regular treelords face with its closed mouth. It seemed a little static, so I’ve taken Durthu’s jaw, modified it a little, and granted it onto the Treelords face after carefully cutting away the lower jaw. It took a fair bit of filling to get it to fit the back piece. The greenstuff looks a little lumpy here, but it’s just the fact that the colors weren’t perfectly mixed. Overall I’m pretty happy with the result so far, as his mouth is wide open, and I’ll be reposing him so He’s leaning forward with his arms out Wolverine-style : This time, I’ve managed to take pictures of the steps as I go along, and I’ll show the whole thing in either the next post or the post after that. I have some other finished stuff I want to show that I might put up first and show the process once I’ve finished sculpting over the gaps left after reposing him. I’m also doing this in my spare time: I’m not sure how it fits in, but I’m pleased with my first attempts so far. See you guys soon! More to come! -F
  3. Updates! So, I think I’ve finally posted all my Shadespire warbands that I’ve painted thus far. I still have Malgore’s fiends and Ironskulls Boyz yet to paint, but as I dont have any immediate intention of playing them, they will continue to sit on the back burner for a few more months while I work through some other projects. Right now, my painting is focused on my getting ready for Adepticon this next year. While I’m currently planning on attending, I’m not totally 100% sure I’ll actually make the trip. The main draw for me is the Golden Demon competition, as I’d really like to enter my Alarielle and possibly my Arch-rev depending on how it turns out (I’ve just finished painting her, more or less, this morning. But she is yet unbased). I’m a little apprehensive traveling with these models, as Alarielle is extremely large with some fairly extensive base work with lots of fiddle bits that could be very prone to breaking if handled anything other than gingerly. Do any of you have any experience with traveling with large delegate models? What do you use for transportation? I imagine that they’ll need to be carried on the plane, but even in those conditions I can just imagine hanging on to a tiny box for dear life in my seat. Might look suspicious... 😂 Anyway, lets talk new stuff shall we? Eyes of the Nine: As I mentioned before, all the WH:Underworlds warbands get a little something extra compared to my tabletop undertakings. If anything they’re all painted as individual characters, taken to what I would consider just sub-display level painting. The other interesting thing is these small warbands let me play with new materials or to try new techniques in a small controlled way. This way if something turns out awesome, but incredibly time consuming, I can still get the benefits of using such a technique, or refine it until it becomes more streamlined and manageable. Turosh and Narvia: The big difference in these models is that various sections are painted with Greenstuff worlds color change paint (fitting for a TZ warband) Turosh’s sheild and pauldrons, as well as Narvia’s sheild were painted with various color change paints (3 different ones in fact) along with some other glazes and various tricks to get the effect right. As you can also see I free handed an eye* in the center of Tz symbols on Narvia’s sheild. The Iris is green color change paint. K’Charik: K’Charik’s armor is painted with color change paint, although its difficult to see in the photo. To really get the effect it helps to be able to turn the model and it also helps to have more than one light source (not great for photos), so the the color shifting is really evident. Blue and Brimstone Horrors: Pretty standard application at this point. The main difference here is the blue horror has some additional glazing with a transparent fluorescent paint (also from greenstuff world). It is very very weak stuff so it takes a number of coats for it to be visible, (something I’ve learned to work with in subsequent projects.) Vortemis the all-seeing: Again, color change paint on the armor, fluorescent paint accents in the eye embellishments and ground. I’ve since developed/refined my technique using the colorshift paints and it will feature in a number of projects which I will post soon. It’s very strange stuff to work with, since you can see the flakes suspended in whatever medium they use. It dries rock-hard (harder than any acrylic paint I’ve ever seen) and require multiple layers to get the effect right. But when you get it, it’s super cool. If the light hits it from one direction it’s blue, but from another direction it’s purple. If your standing somewhere with multiple light sources (like ina. Room with overhead lights but a window with daylight coming in, one eye see one color and the other eye see another. Play-wise, I’ve had numerous games with these guys. They either blow everything off the table or blow away like leaves. It doesn’t help that every time I think I come up with a workable deck for these guys, GW updates the BR list and they become unplayable. (Why do you hate me GW why?) I’ll develop this in further posts. Stay tuned! *The eye in Narvia’s shield belongs to the acolyte she replaced: Turosh’s brother Halicum. Before Narvia joined the group, Halicum and Turosh both served as apprentices to Vortemis: attempting to gain sorcerous insight and hopefully discover and steal the source of Vortemis’s power. Vortemis (being the all seeing) was always fully aware of this. In fact he encouraged it. Often he goaded the brothers into greater and greater acts of One-Upsmanship to ensure they both stayed focused on gaining thier own power at the expense of their rivals. Turosh took to this readily, but his brother proved resistant to Vortemis’s attempts to divide the pair. Finally, during an assault on one of Sigmarite temples (long before their imprisonment in the the Nightvault), Turosh goaded by one of Vortemis’s riddles rushed a Lord Imperator and was caught off-guard by one of the Lord’s protectors. Quick as a flash, Halicum jumped the liberator and shielded Turosh from what would have certainly been a fatal strike from a very large hammer. Vortemis was less than pleased with Halicum’s persistent selflessness. With a shrill, piercing voice Vortemis screeched out in anger. “SO! YOU WISH TO BE A SAVIOR NOW??!?” Vortemis hissed as his armor began to crawl with Eldritch power, “VERY WELL THEN!” He cackled, “ BE AS YOU WILL A SHEILD UNTO MY CHILDREN THEN!” With a blinding flash and an explosion that turned the defenders to ash, Halicum was nowhere to be found. Instead a golden shield with a single staring eye stood in his place. Now Narvia carries the enchanted sheild. Halicum, imprisoned within is forced to watch with an unblinking and unslumbering eye, as he turns aside every blow that might kill the bearer of his enchanted prison and free him once again...
  4. And now for something completely different... Rats in the Dark. This was something I’d been thinking about doing for a while. I really wanted to do an all OSL army, but trying to paint more than 5 models like this is just too time consuming. Spiteclaws swarm was the perfect size to try this with and I’m really happy with the results. Basically every model is painted with two different color pallets. The “dark” side uses mainly blues and greys, and if there is color present on the model (like Skritch’s cape) it gets mixed with the base color (“The Fang” in this case) so that it seems as if everything is lit by the light of a full moon. The light side has a fairly normal color palette, favoring warms reds and browns, that mimic torch-light. Krrk the “almost trusted”. Krrk is the only model with a light source above mid-center. I imagined him lit by a spotlight, either the focused light of a lantern hanging on a wall, or perhaps the light from a window. Festering skaven: This warband is very striking when being played with, because the dark pallets really blends them just enough that they looks “shadowy”. Except for their glowing yellow eyes of course Lurking skaven: The camera made the highlights on the “dark” side of the model a lot lighter than they are, but I imagine it’s because the double palette is confusing for the camera. Interestingly enough in miniature painting sometimes color and light can be used interchangeably (something that cant be done in canvas painting). It;s interesting because the lightest lights on the “dark” side are nearly as light as the lightest lights on the “light” side. The difference is that everything on the dark side is desaturated in color, and painted with cool colors, while the colors on the light size are (purposefully) overly strong. It’s a delicate balance that took some practicing to get right. Lurking Skaven: All in all a super fun little project and I’m very glad I didn’t decide to do this on a whole army. I have no idea why the pictures are all different sizes (makes no sense). It’s driving my OCD crazy so I’ll probably come back in a day or two and try to sort that out. I have plenty more on the way, so stay tuned.
  5. So. I’ve had a few days to think about my previous post, regarding my dissatisfaction with painting, and I think I’ve arranged at a few Realizations. I was scrolling through my Facebook feed today when I ran across a a graph posted by an artist friend of mine. I’d seen it before, but seeing in a new point in time when I’m wrestling with exactly what I should be working on, it sparked something of an understanding. The graph: When I first started painting, occasionally I would go through periods where my vision outpaced my actual technical skill. I’m sure we all know what that feels like; you know what you want to accomplish, but the ability to actually do that is lacking in some respect. But eventually, through growth and practice, your technical skill eventually improves and that feeling of “fighting the paint” gradually fades. I think what I’m experiencing is the opposite. I really really want to get in there and do new things I’ve never done before. In short, I think what I really want to work on is my Vision. The ability to conceive a project and do all the required things to produce some thing that is more than just a tabletop quality miniature. I wanna make ART baby! Midway through this year I finished painting Alarielle to the highest standard I’ve ever painted anything, canvas included. I’ll be getting pictures up eventually, but I want to do more of that. A lot more. So here’s what I’m going to do. I’m going to work on getting my Sylvaneth ready for Adepticon next year, and then I’m going to start doing small dioramas, extensively converted, with scenic bases and such eventually working up to full-fledged narrative sculptures.. I’m totally flooded with ideas, and whatever angst I was experiencing a couple of days ago seems to have crystalized into some really creative determination. In the mean time, here’s a little sneaky peak of Allarielle. Watch this space....
  6. Believe it or not, that’s a hard question. Between mini-painting and oil painting, I have enough hours under my belt that the process of painting is almost automatic. Before I paint anything, I can see all the steps ahead of me (almost like a map), so I can (sort of) already see a miniature fully painted before I even pick up a brush. When I pick it up, and look at it just after it’s primed, I can see all the spots that will need to be painted first, whether or not it will need to be painted in a sub-assembly, what paints/brushes/washes/inks will be required to get there and in what order everything will need to be done. Most of that happens in about 5-10 seconds. The rest is almost... mechanical? For me, painting is a little bit like watching a movie you’ve already seen a dozen times or so. You don’t know every detail by heart, but the way the plot unfolds isn’t a surprise and you already know what’s going to happen at the end. It’s “pleasantly familiar”, but not quite ”enjoyable” the in same way as seeing a really good movie for the first time. But even more so, I think of painting the same way I think of breathing. Does it feel good to breathe? Yes. It’s a pleasant sensation, but not something you really “enjoy”; unless your not doing it. Hold your breath long enough, and those first 3 breaths after are ****** ecstasy, but that fades after a minute or two. Painting satisfies some deep seated need within me to “make stuff”, and I get really unpleasant if I’m not doing it on a regular basis. “Not painting” is very much like holding my breath. I do get a lot of satisfaction seeing my vision for a minature completed. That goes for tabletop-standard armies all the way up to top-level display painting (of which I have some pictures I’ll get get around to getting up). But I don’t think it’s enough to say “I enjoy painting”; it’s probably more accurate to say “I am consumed by it entirely”.
  7. Hi All! Time for new stuff! I’ve been wondering exactly how I should go about uploading my recent work, and I’ve decided that I’ll start by upload some warbands from Warhammer:Underworlds, because they are a good segway into talking about some of the new stuff I’ve been doing. The WH:Underworlds warbands are sort of a ”testing ground“ where I can really push things a little farther than I normally would. Some techniques or materials yield some very impressive effects, but a number of them aren’t things you’d want to commit to doing on an entire force. So today, I’m going to post up Zarbag’s Gitz: I’ve played with this warband a half-dozen times. They’re super fun and hilarious to play. I’ll also talk a wee bit about using fluorescent paint and OSL. Something I briefly touched on when talking about my Disc. of Tzneetch army a few pages back in the thread. Firstly, the family shot: As you can see, lots of pointed use of fluorescent paint and localized OSL. The reason I’m highlighting my use of OSL here is a lot of what I’m using and how I’m using it changes from miniature to miniature. When I started using fluorescent paint a couple of years ago, I’ve gradually changed how I work with it. For the most part, the application is similar, in that it starts with a high-value (light) high-chroma (strongly colored) basecoat, and then the fluorescent paint is applied over the basecoat in 2-3 layers. The light source always gets the lightest basecoat and the rest is feathered out so it gradually becomes whatever the background color is. When the fluorescent paint is applied, it gets an even coat so there’s no need to worry about working it thicker or thinner, or blending it, because the underlying basecoat provides all that: This is partially because the fluorescent paint has a really heavy body (i.e. its very thick) but it’s also very transparent (it doesn’t coat well) So its very time consuming to build it up from scratch, and when you do, it very difficult to get any sort of evenness in color. Working with it this way means I get all the control of regular paint, while being able to reaalllyy turn the color up up to 11 in a very localized way. This way the mini is super eye-catching, but not overwhelming (which is a risk when using a color with a higher than average chroma): You can see in the photos above and below, I’m actually using 3 fluorescents variously throughout the army, green, orange and magenta. The blue isn’t a true fluorescent, but it does a nice job of introducing a a lower-chroma OSL, to give some variation: you can see a bit on the mushroom near Dibz foot: True metallics throughout, But shaded as if they were NMM (This is a technique I’ve called “Demi-metal”, as in not quite TMP or NMM). The metals are less exaggerated in this warband, but it will appear again later in various places. The checks around the hoods are also freehand, a nice little addition that wasn’t too terribly difficult. Also the ground is painted with a mix of blue-greys, which both helps the OSL stand out and also makes a rough approximation of stone in low-light a conditions (i.e. Inside a cave or cavern). This was my first attempt to use this color combination on basework, something I revisited later with my Skaven warband, (which I’ll get up as soon as I get pictures). More to follow in the next few days as I do the thing with the camera. Happy painting! -F
  8. Hi all. The next few posts will be mix of hobby updates, but first some (rare for me) personal musings. I’ve not been very active in this thread for a while, and I have huge backlog of stuff I’ve been completed and it’s going to take some time to sort through it. As I said in my last post, I’d much rather be painting than fiddling with photography, but I’ve got to start sometime and somewhere. So over the next few weeks I’m going to make a concerted effort to document some of what I’ve been working on. I hope to get most everything up and current by the end of the year. I’ll be perfectly honest. This time of the year is rough for me. Part of it is my daughter has started public kindergarten so my schedule has been mercilessly upended. What with the constant barrage of “kindergerms” (everyone in the house has been ill for last 3 weeks on and off) and end of the year scheduling issues, it seems everything is apt to change at a moments notice. (For example, my daughter woke up at 2 am this morning vomiting for 3 hours, before setting down and going back to sleep around 5am). Thankfully, being that I essentially work for home I have some flexibility, but I’m finding that such disruptions and changes do NOT jive well with my personality. What’s more than that, I’m having a real crisis of conscience when it comes to painting. Sometimes I question privately to myself (and other times openly to what few close friends I have) why I even bother painting. This includes both my miniature painting, and my larger oil paintings. Sometimes it seems as though I’ve spent my entire life in the studio and having nothing tangible to show for it; other than a few hundred miniatures, and maybe half as many oil paintings of various sizes. Every time I pick up a brush I wonder if I’m spending my time wisely; should i be working on my “serious” paintings? Should I finish some of the portraits and figure work, or should I finish my Sigmar stuff? should I be drawing more? should I be working through my Underworlds warbands? Should i just shelve all my miniatures and sell everything off and find something else to do with my time? I have no answers for these questions. For a long time I did, now it seems those reasons just don't seem good enough or applicable anymore. In real life, I really, really struggle with letting people know what I’m thinking or feeling. I prefer as a matter of course to be as opaque as possible, because I like to present solutions, not problems. My problems are mine, and mine alone. I have been told that sharing your problems or struggles makes such things easier, but that‘s not been my experience. I don‘t react well to sympathy (it tends to make me angry), I don‘t find solace in shared struggle (I don’t commiserate). So, why share here? While I dont have a solid answer, it might stem from the fact that nobody here knows me, but if your reading this thread you’re at least interested in the work I’m producing; for whatever value it possesses. I have no idea what that value is, or why it’s important to continue make this type (or any type of work.) I dont have any answers and it positively tortures me. But for whatever reason, every morning after dropping my kid off at a school, I finish my coffee ‘round 9:30 (sometimes earlier), and then I paint for 5 hours. I do this nearly every day, which means I paint for around 30-40 hours a week, sometimes more (depending on my energy level). Perhaps if there anything to gain from this, it’s this: I have almost 20 years of painting experience in various mediums. My work sells for thousands of dollars, and I’ve sold at galleries, shows, and museums over the years. Perhaps the only thing I’ve really learned in that time is that crippling self doubt, personal judgements of lack of skill or ability, and feelings of worthlessness never really disappear. There is no level of skill you will achieve where you wont ever have to deal with those feelings again. And, as such, those feelings are not a good reason to stop working. The work is independent of my feelings about it. So, for what it’s worth, never stop painting. The struggle is real and it is hard, but struggle anyway. This is me struggling: 40 hours at a time. -F
  9. Slaanesh generates summoning point by wounding, but not killing models. So 1 wound models (T-revs, dryads and spites) don’t generate summoning points for them if they die. These will be your models of choice when facing his units. Anything he has that has multi-wounds (KoS, Feinds, or minor characters) you really want to kill in a single round of combat, preferably before they can wound you back and generate a bunch of summoning points. If I were you, I’d break up that 6 man scythe hunter unit into two groups of 3, each bubble-wrapped by 10 drayds. Your scythes can attack over them and you want have to worry about him generating depravity points since dryads are single wound models. Since Slaanesh is pretty fast, There’s a good chance he’ll be charging you, so set your hunters up 2.5” back from the dryads. The only thing that will be able to reach them and really is a KoS. That way your hunters can chop whatever gets stuck on the dryads, and probably wont have to worry about swinging last. Otherwise, play the objective game and don't get sucked into unnecessary fights. It’s likely he’ll be able to pick when combat happens (since they’re pretty fast) but that means you’ll likely get to where combat happens (since you’ll be the one getting charged). So when you end your movement phase, make sure your happy with your placement, and always expect a charge next turn.
  10. Your English is fine! no need to apologize. Previous FAQ has said you can teleport out of combat and still shoot/charge as long as you remove the unit from the tabletop and set it up somewhere else. You cannot do a “regular move” and retreat, but you can teleport either via wyldwoods or some other ability.
  11. It’s funny that you mention how how exploding 6’s were overkill, because in the games I’ve played with the new book, I’ve noticed the same thing. In the last game I played, I probably forgot that 6’s explode in 25% of the combats, and still had no problem taking entire units off the board with Drycha and 6 scythe hunters. My reasoning for taking 6 hunters was mostly for the wound pool, as its much more difficult to take 30 wounds off table in two rounds of combat than 2 groups of 15. The ability to swing with all six hunters at once (rather than in alternating activations), is also really helpful, but with that much firepower concentrated in a single unit I’ve found I didn’t really need the extra attacks. Call me a heretic, but I’m wondering in this case if perhaps 6 scythe hunters aren’t the “most optimum” choice for a Winterleaf warglade. Yes, they can easily take stuff off the board, but as I said above, they don’t really need Winterleaf to do that; especially if Archy is there to give extra attacks and RR 1’s to hit (possibly doubling up with Alarielle giving RR 1’s to wound). I say this because I noticed was after the hunters murder whatever it is they are supposed to murder, they are often stuck in place for at least a turn, and it often takes at least another turn to get them into combat somewhere else. That means unless you get them into and out of combat early (by turn 2-3) they won’t be able to close the gap to affect other area of the board. In my game, I’ll admit I was a bit lucky, since I summoned a forest within 6”, then landed a 9” charge with an 11. If I had failed the spell, had it unbound, didn’t have a place to put the wood (or ran out of wood models), didn’t have a useful teleport destination, was screened out by enemy units, failed the charge, only just made it by rolling a 9, I would have lost the game. I needed 3-4 rolls to go my way to get the hunters somewhere useful and if i had failed any of those critical rolls, they would have been dead in the water. This makes me thing that 6 scythe hunters might be best served in a Dreadwood wargrove, since I can spend a CP to just put them were I need them and archy is fairly mobile between fly and 12 inch move. While Winterleaf might be best utilized on units that could really benefit from the extra attacks on 6’s. 6 scythe hunters is 400 pts. For that price you can get 25 Tree revenants. It sounds like bad trade, but if you consider the fact that they do nearly the same amount of damage (25 T-revs (unbuffed) do ~17 wounds at -1 rend before saves; Hunters (unbuffed) do ~17 wounds at -2 rend before saves). T-revs will benefit a lot more from Winterleafs exploding sixes, because 25 T-revs put out 50 attacks; 75 if buffed by an archy. With average rolls thats 12 6’s as opposed to hunters 2 6’s. Before you ask if you can get all 25 T-revs into combat, remember that T-revs have a 6” pile in, and can RR 1 dice in the charge phase making a “wrap around” very possible. Even if you don’t get every T-rev into combat, the damage is pretty comparable. So you sacrifice 1 point of save and 1 point of rend, for the ability to literally threaten any unit on the board at any time. Waypipes also mean your can teleport out of combat and still charge, they are battleline units (meaning you can capture objectives with them in BP’s like Duality of Death which hunters cannot). Gun line units can’t touch them as they can set up easily out of range at deployment and then charge artillery fairly easily thanks to being able to RR 1 charge die without spending a CP. They are also good candidates for fighting outside of “placers of power” since they would be bravery 8 and can RR battleshock tests. That doesn’t mean hunters don't have a place in Winterleaf lists, but it might be more efficient to take say 1 unit of sword hunters and 1 unit of 15 T-revs. That way you have a much bigger threat range and stand a good chance of combo-charging a bunkered unit that is being supported by a back-line hero. Hunters + Archy charge from the front, t-revs teleport and charge from the rear. Activate T-revs first and buff them with the Archy and they’ll be able to put ~15 rend -1 wounds into that backline hero who cannot now buff the enemy. Likely he’ll opt to attack the hunters who haven’t attacked yet and who are more survivable anyway. If the hunters were already in combat that’s even better, since they’ll be able to RR saves. I think in the next couple matches I’m going to experiment with using large t-rev units this way. I really like the 6 hunter set up, but putting 20 wounds into a 10 wound unit isn’t the best use of points, especially if it means thats the only combat they can get to without spending another 2 turns trying to get across the board. I also find it very frustrating when 6 scythe hunters take 8 models out of a 10 man unit that would flee from battleshock but don’t because a backline hero spends a CP on inspiring presence.
  12. Hey all, So another truncated report from my last AoS game. I won’t do a full blow-by-blow battle report here for time a space considerations bu tI thought I would just touch on a few things learned, noticed and decided regarding the game. Played a Winterleaf vs a Sequitor and shooting-heavy Stormcast list on duality of death. From what I remember my opponent took 2 x 10 Sequitors 1 x 5 Sequitors 1 x 5 Evocators 1 x 5 castigators (battalion) 2 Ballistas (battalion) 1 Lord Aquillor 1 Lord ordinator 1 additional caster (dont remember exactly which) meteor dias I took TLA (vesperal gem, with verdurous harmony) Arch Rev (general with kernel) Drycha Branchwraith 20 drayds 5 tree revs 3 x 5 spites 6 x scythe hunters TL We used the terrain set-up rules from the errated GHB. I took 3 Wyldwoods as my 3 major terrain pieces while my opponent took 3 unique features which we generated traits for. Due to placement, the unique rules never really came into play. Battleplan was Duality of Death (objectives) can only be held by battleline/hero units within 3” of an objective, and cant be held if you move away), VP’s scored at the end of your turn depending on how long you’ve controlled the objective. His set up his entire shooty battalion in the sky, as well as the 5 Evocators. 1 unit of 10 sequitors and the Aquillor on my right, and the 10 Sequitors, 5 sequitors and caster on my left. I had my TLA, TL, revs on my left, and drycha, hunters, archy and wraith on my right all screened by a wood. Dryads and spites off the board. In my matches so far, I’ve been planning on taking second turn. I don’t think we are as heavily dependent on getting first turn as we were in the past, and I’ve been testing this. In this scenario however, I was gunning for first turn, and as such positioned my woods aggressively with the intention of getting on the objectives first, bunkering (like the good old days) and waiting out the storm(cast) scoring VP’s. Unfortunately, I paid the price for my agressive deployment. He won first turn, ran his sequitors on both sides onto the objectives (one which could be held while in cover). Dropped his entire shooty battalion onto the board and took my TL off in a single round of shooting. This made the rest of the match a serious uphill battle for me. Not only did I begin my first turn down 200pts (thanks to my lost TL) but I had nothing on my left flank to challenge the sequitors holding the objective. He already controlled both objectives before the end of the first turn, and to have a chance I needed to take at least 1 objective by the end of the second turn, and would have to take the other by the end of the 3rd. So I changed my strategy. I dropped the TLA’s free wood on my left and sent him across the board to one of the forests dropped during terrain placement (more on this later) on my right. I also brought in the dryads around the newly positioned TLA and brought the hunters up to threaten the sequitors on my right. Drycha also switched sides, taking the TLA’s place to threaten the objective on my left. I’m normally a cautious player, and prefer to hold once per battle abilities till the middle or end game when I Reeeaalllyy need to break a key unit. But since objectives are worth more Vp’s the longer they are held: ain’t nobody got time for that. I failed a 4” charge on my hunters, paid a CP to reroll and made the charge. I forgot a battlalion grants an extra CP, so I didn’t use archy’s Ability (which would have made a substantial difference) . Even attacking twice from the kernel it took 3 whole rounds of combat to remove those sequitors (3+ armor saves, rerolling failed, and 2 wounds apiece are no joke). I lost 3 hunters in the process (he brought the evocators down top of turn 2) but since the TLA was there, I was able to bring back 2 by the bottom of round 3. Meanwhile, drycha was able to wrestle control of the other objective by top of round 3. One of the terrain drop woods was just to the right of that objective, effectively screening her from the ballistas and casigators. She only held the objective for a single turn, but it was enough to keep him from snowballing VP’s at least and reset the counter. Turn 4 second half. The score is currently 9-7. He pretty solidly holds the left objective and I solidly hold the right. My hunters are 30” or so away, and my dryads or TLA need to stay there to hold the objective. I have nothing on my left to take the objective, and he has 4 sequitors, his caster (3 wounds left) and 5 castigors. He will score 3 points in his next turn if he controls it, and I will score 4 holding mine. (Giving him a victory 12-11). So I attempted a Hail Mary pass. TLA brought back a hunter (making the unit 6 models again) wraith summoned a wood so the hunters were within 6”. Both the TLA and hunters teleported to the right side of the board. Both the TLA and the hunters made their 9” charges. The TLA pretty efficiently locked down one of the ballistas, preventing it from shooting next turn. My goal in charging the hunters was to take out his sequitors and hero so I could bring in some dryads and take the objective next turn. Unfortunately he had positioned his castigators between the hunters and the sequitors in order to take Drycha out the previous turn. Thankfully I had rolled an 11” charge. It wasn't enough to get the hunters within range of the sequitors by itself, but thanks to some clever positioning, I was able to get at least the huntsmaster within 2” after pile-in. Combat saw the the hunters wipe out the castigators completely and the sequitors down to 1 man. He still controlled the objective however and used a CP to keep the last guy from running. Since it was my turn, he did not score any VP’s. Top of turn 5 he took the initiative. He attempted to shoot the hunters out, but only managed to kill 2 since the other ballista was still locked down fighting the TLA. Hunters wiped everything out in the combat phase. I couldn’t score the objective since it wasn’t my turn and I had no battleline units, but neither could he since he had no heroes or BL units within 3”. He conceded since the store was closing. Final score 9-11 with a major victory for me The game was a bit sloppy since I was tired and we both forgot some buffs and rules. But neither of us really felt those mistakes influence the game all that much. A couple of things were pretty clear: Scythes statistically aren’t as good as swords on paper. But in practice that 2” reach is a significant advantage. 10 sequitors in cover have a 3+ save RR failed makes scythes a really effective choice, especially since rr happen before modifiers turning rolls of 4 into wounds regardless of rr’s. Drycha is pure murder. -2 rend is something to worry about however. Winterleaf is super brutal with a hunter group that big, and having Archy nearby makes them that much more effective. Losing 1 hunter means losing 3 attacks base, but 5 hunters get an extra 5 dice effectively making the unit hit at just above full strength. Also the change to stomp is really really good. Not having to have every hunter in range makes a big difference when your spread out fighting 2-3 units and you really need to pull 2-3 wounds off a final stubborn model. The other thing I want to mention is that since we used the matched play terrain rules with “wyldwoods” as ”awakened wyldwoods”, by the end of the game the field had 6 woods on it (old models). Of those woods, only 1 of the “terrain woods” was especially useful. We never actually fought in the woods so the roused to wrath never really came into play. Only 1 time during the game were there any units within 1” during the charge phase and both rolls of 6+ failed. It certainly gave me more movement options, but of the 6 woods on the board only 3 where very useful and 1 was summoned later game (a critical wood, but only in that turn). I’m fairly confident that I could gotten the critical woods out even without the matched play terrain rules (TLA’s drop was used frequently, the faction wood could have subbed in for 1 of the terrain pieces and the other 2 could have been summoned instead of the other spells I chose to cast. (There were a couple of spells that were cast that turned out not to be particularly useful: the worm for instance did nothing this match.)) It was interesting to play a match that required I be aggressive before I was ready to be. Usually I take turn 1, and maybe 1/2 of turn 2 to set up my positions to really make things happen in turns 3-5. But snowballing VP’s aren’t something you can afford to do that with. I’m very interested in playing some of the other wargroves, specifically Gnarlroot and Dreadwood but I’m still building/painting the models for that (since I really try not to play with unpainted models), so it might be a few weeks. I did manage to get my hands on the last copy of looncurse in my FLGS. So super pumped for that. More to come as I get more games in.
  13. We used 6 very large pieces of terrain, so I’m fairly convinced that the footprint of said terrain was similar enough to the footprint of terrain in the GHB matched play rules that I feel comfortable saying it was “comparable”. Notice that I did say that I wasn’t always able to get my woods exactly where I wanted them. 3 times out of the 5 I had to put the wood down in a way that wasn’t immediately useful. What I did find was that those “non-optimum” wood drops got more useful as the game moved along; Some units moved around and the general balance of power on the board generally shifted. Seems to me to that the basic approach of, “I have no more useful spells to cast so I might as well get some woods on the table” is the best way to approach getting the woods out. Sure throwing down a wood at the edge of the board isn’t immediately helpful, but in the last 2 turns they might provide you with the mobility needed to lock down an objective or take out a key support unit. -2 rend is nothing to sneeze at. It also helps that scythes usually travel in groups greater than 3. Between 6 scythes, arch rev’s command ability and the rr 1’s aura, and winterleaf adding hits on 6’s, my 6 hunters were regularly dishing out 20-25 wounds at -2 rend. Sure sword hunters might put out a bit more, but I was using old woods, which means positioning hunters around the trees. While the new woods have a much more flexible footprint, the trees on the old forests are still super useful for denying your opponent base 2 base contact. Here 2” reach on the scythes really shine: you can limit your unit to unit contact to a handful of models, still get your full (or nearly so) number of attacks and deny your opponent half of his attacks. They are powerful enough together I’m considering using both types of forests in future battles.
  14. So I finally got my chance to start putting the book through its paces this last week. A lot of the things I noticed have already been commented on. Drycha is a beast, and kills all of the things. Spites are fairly killy and also fairly fragile. The Wyldwood changes to a D6 in the charge phase did pretty much nothing all game. All fo this more to less jives with everyone else’s experience so I won’t overrun them here. What I did want to highlight are a few areas that I haven’t seen talked about. I was playing an “untuned” skaven list. My list was fairly untuned as well, (somewhat limited by what I had on hand and what I could proxy) I So I felt we were more less evenly matched list-wise. I took a Drycha/TLA hybrid Winterleaf list with a single unit 6x Scythe hunters and the warm endless spell. We played the Total Conquest BP from the GHB 2019. I out-dropped him, so to treat the viability of going second I chose to give him first turn. The first turn as about what you’d expect, positioning to take objectives, hold what you could and prepare for combat turn 2. I was only using the old woods models, which I think actually put me at a bit of handicap. while imminently useable, the old woods are a bit cumbersome in how they are placed because of drop restrictions. There were several times during the match that I would have liked to place forest somewhere, but the old wood footprint was just too large and I had to pick a slightly less optimum spot. If I had been using the new models (bought, but still in the box) I would have been able to put them right where I needed them. That being said I was able to have 3 out by the end of my first turn, and they proved to be a massive headache for my opponent. Shutting down LoS alone is almost worth the loss of that dangerous terrain check they used to provide. The inability to see through the forests meant that he had to push up to set himself up for charges, only to be either countercharged next turn, or forced to fight a bunch of stubborn dryads in the woods which largely went nowhere. Throughout he course of the match, I was absolutely stunned at the level of board control we have. I put up about 2 woods in the third and 4th turn, making 5 on the board in total. Between teleports, summoning and units with relatively high movement speed, there wasn’t anything I couldn’t reach in a turn, turn and a half anywhere on the board. That made it very easy for me to isolate and destroy dangerous units without posing much risk to my army as a whole. I ended up just about tabling him in the top of the 5th, when he conceded. Over the course of the match, i lost 3 units of 5x spites and 1 unit of t-revs. Maybe 3-4 drayds and 1 hunter. The games outcome really only was fought over 2 objectives (despite their being 4 on the board). Those two objectives changed hands 2-3 times between them, with the final steal coming from T-revs turn 3 which ended up being the score needed to push me ahead for the rest of the game 9have I mentioned how much I love T-revs?). Combat-wise I took everything he had off the board and won handily when my opponent conceded turn 5: 13-10. Then entire match was pretty much a textbook account of what makes us so difficult to fight. I was able to dictate when and where I got into combat, only picking fights I knew I could easily win (i.e. drycha frozen kernel-ing a unit of 40 clan rats was pretty funny). Screened Scythe hunters backed by an Archy is also no joke. Tree’s attacking when spells are cast works as well as it ever did, dealing a significant amount of damage throughout the course of the game. Likewise, having the worm function as a roving MW generator, blocking access to forest made life pretty rough for his Stormfeinds. They couldn’t shoot into the forest since they were LoS blocked, and they couldn’t really charge being blocked by the endless spell. Winterleaf’s trait is also very satisfying to play with, and also fairly intmidating. Having extra hits on 6’s made up for the hunters only have 3 attacks, (having the archy buff helped a lot too). All in all I’m really pleased with how the book performed. It was a friendly game on both sides, but entirely taking an army of 160 or so models off the table is nothing to sneeze at even in a friendly game.
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