Jump to content

Kessler

Members
  • Posts

    151
  • Joined

  • Last visited

Everything posted by Kessler

  1. After long pause, after painting lots of Blood Bowl miniatures I bought new Feast of Bones box - ogor half of it. Plus Great Mawpot. I started painting them, converted some into Ironguts, Hunter and added Firebelly to the tribe. I painted Firebelly first, there is small upcoming painting contest and I wanted to try out object source lighting. It took some time and I cannot say I'm content with it, but it's best I could. As an additional remark - I haven't painted many finecast models, but this will be my last. Such a pain! Parts didn't fit together, a nightmare to cut it from the sprue and clean it, plus it had really uneven surface. Now new Tyrant, the Pot and some ogors to go.
  2. Thank you! No halflings yet, but until the wood elves arrive, I might give them a try.
  3. I've really been into Blood Bowl and played/painted AOS much less, so here are my teams so far (2 on them commission, not based). If the upcoming Wood Elves team is nice, that's my next project. Edit: and for the record I added my Wood Elves team as well. Finally a shot from little Street Bowl league with StreetBowl Cup:
  4. After having played mostly Gutbusters/Beastclaw in AOS, of course I had to try to play Ogre team in Blood Bowl! At first only online, but now I finally finished tabletop ogre team. I didn´t like any available ogre models, so I bought 5 regular human GW ogres plus Grak and Crumbleberry from ebay and kitbashed/converted them into different positions. Not much - I changed the heads and arm positions, also replaced one hand with Orc Thrower hand. Just minor changes, but overall look became quite different! Then I painted them in simple colour scheme, but added orange beards to pop out. Runts are mixture of Ogors gnoblars and 40K Gretchins. Both ogres and runts came out much better than I hoped!
  5. Yup, should try. In this case I have to leave huskard, but I guess that is fine.
  6. Here's a small battle report on Braggoth's Beast Hammer. My third try and first loss. List was Beasthammer plus Huskard and sabres. It was hard game, ironjaws are faster (!) and more powerful and more numerous than Beastclaw . Plus some stupid mistakes from my part and stupid dice . But fun game and fun battalion still! Forces of Caerbannog - Braggot's Beast Hammer battle report.
  7. Battleplan: Knife to the Heart Armies: Beasclaw vs Ironjaws Points: 2000 Ironjaws 1 Megaboss on Maw-Krusha (Ethereal Amulet) 1 Megaboss 1 Grot Shaman 10 Brutes 5 Brutes 3 Gore Gruntas 10 Ardboys 10 Ardboys +Redtooth and Brutefist or something battalions and Maw endless spell Beastclaw Raiders: Allegiance: Beastclaw Raiders (Shyish) Frostlord on Stonehorn (420) - Artefact: Ethereal Amulet Huskard on Thundertusk (360) - General - Trait: Everwinter's Master - Pelt of Charngar 4 x Mournfang Pack (320) - Gargant Hackers 2 x Mournfang Pack (160) - Gargant Hackers 3 x Orruk Gore Gruntas (140) 3 x Orruk Gore Gruntas (140) 2 x Mournfang Pack (160) 2 x Frost Sabres (40) Braggoth's Beast Hammer (230) Total: 1970 / 2000 Pre-battle strategy: Opponent left 20xArdboys and 5 Brutes to his objective and other units to the right. Seeing I had no chance to break through that 55 wound Save 4+ wall even with ALL my army attacking it, I went for minor victory. Put 2 non-battalion mournfangs to the left to bait the Brutes to charge and then counter charge and attack from the wings. 1st ROUND Beastclaw: had to go first. Did not do much, just moved some inches and used Huskard's bird. Ironjaws: Shaman Mystic Shielded Brutes and moved to the right with Gruntas, Brutes and both Megabosses. Others just huddled around the objective. 2nd ROUND Ironjaws: I won the initiative roll, but Beastclaw is too slow to get to charge range, so I gave initiative to orruks. Brutes, Gruntas and Megabosses moved forward, Brutes and Gruntas were close enough to make the charges. Brutes charged my two non-battalion Mournfang and blocked the from Gruntas. Brutes attacked, two guys with special weapons killed both Mournfang with ease. Brutes reroll all misses against Beastclaw. Beastclaw: Didn't get to re-roll wounds, moved 3" instead. Used a bird against Maw-Krusha, Huskard iced 1 Grunta - actually I wanted to kill Brutes, but just said the wrong unit name... Moved Frostsabres to block Grunta move to objective, 2 Mournfangs and 3 Beastclaw Gruntas charged Brutes, Frostlord charged Maw-Krusha, did 5 mortal wounds. Frostlord attacked, could not kill Maw-Krusha, regardless of +1 to hit and re-rolling 1s to wound. But finally killed him thanks to battalion one time power to attack once more. Brutes killed Mournfangs and wounded Gruntas. Megabosses attacked Frostlord, almost killed him due to my rolling seven 1s and two 2s. Great... My Gruntas kill two Brutes. 3rd ROUND Ironjaws: Didn't win priority. Ironjaws killed one Grunta with Maw endless spell, which left a hole for Brutes, who retreated to my objective and had more models than me around it, so MAJOR LOSS for Beastclaw. SUMMARY: Cannot really see how to win that battle plan with Beastclaw. Just not enough bodies and not enough damage output. Maybe just stay arounf my own objective and hope for kill points. My clear mistake was leaveng the hole for Brutes to retreat. Even 1 model would have blocked it, but my Huskard was just a bit too far away. Also half of my army was too far away and could not keep pace with Ironjaws - I know it sounds weird, but Beastclaw is not really fast army. 9 inch move is nice, but no boosting whatsoever, Ironjaws clearly outpaced them and in last game the Breyherd did the same. I think next time I might try to exchange Huskard and cats against second Frostlord. Or Troggoth Hag.
  8. I have toyed with the idea, but refrained from it due to the fact that pigs are harder to get their charges right and i think with 6 pigs battleshock might be an issue.
  9. Yes! I knew I was on right track with my Beasthammer battalion . But yeah, I can confirm that +1 is VERY nice to Beastclaw and makes Stonehorn great and more reliable. There was a mistake in the list though, Troggoth Hag is now 380 points... So no endless spell actually.
  10. Aleguzzler gargant is now 160 points, not 170. And thanks for keeping it!
  11. I just realized that usually we can ally in only 1 unit, because we generally don't have 8 units on the table... Aargh! So no double butchers... Edit: Unless unit number limit does not count in matched play. There is no mention of it in GHB. Maybe 400 points replaces the 1/4 rule.
  12. Thank you all, much appreciated! Interestingly, I didn't put that much conscious effort to the eyes, I had thought out how to do them and suddenly they were ready and just as I wanted them to be. Although I must admit that the eyes are quite big, so it's easier to paint than on smaller models.
  13. I finally finished my Troggoth Hag. Very nice model, but a pain to put together - lots of mold lines and hands didn't fit together at all, plus the joints left great gaps. I used a lot of greenstuff to fill in the gaps and make it okay to look at. But otherwise the model has many opportunities to try out different painting techniques and colour scemes. Blending the belly, trying to give everything slight greenish tinge was very challenging. Base is Deathworld Forest with Athonian Camoshade, drybrushed with Karak Stone and Ushabti Bone highlights. Slough is Averland Sunset plus Reikland Fleshshade, tipped with watered down Ushabti Bone. Bag is covered with several layers of green glaze. I'm pretty happy with scales - Sotek Green with Biel-tan Green shade and lightly drybrushed with Leadbelcher. The latter gives metallic shine to scales. It's not seen on pictures, but if you turn the model, then the shine "moves"; so that sometimes you don't see metallic at all and scales are greenish-blue, but at some places there is metallic shine.
  14. I used her against Khorne in 2500p game as a Gutbuster ally. Artifact was given to Tyrant General, and in this game she was hardly worth her points. Missed all her hit rolls, hit 1-2 times with vomit and couldn't cast her spell not even once. So give her some artifacts .
  15. There is an upcoming small 1000 point tournament, so no Braggoth Beast Hammer this time, but for a long time I have wanted to paint and play the Troggoth Hag. So I squeezed her into my 1000 points and had a couple of test games. Both against Ironjaws and with slightly different lists. First game we played the scoring wrong and it was a short game, second was bloodbath. No pictures, because Troggoth Hag has not arrived yet, so I used a proxy. Summary is at the end. 1st game Battleplan: Scorched Earth Armies: Destruction vs Ironjaws Points: 1000 Ironjaws: 1 Weirdnob Shaman 2 x Warchaner 10 x Brutes 20 x Ardboys Troggoth Hag Destruction: Allegiance: Destruction Troggoth Hag, general, Might is Right, Rockeye Grot Shaman 3 x Orruk Gore Gruntas 3 x Orruk Gore Gruntas 10 x Orruks 10 x Orruks 1 x Grot Rock Lobber Pre-battle strategy: use 1 unit of Orruks for holding an objective, put Rock Lobber on center objective to score points and bombard enemy heroes, be on the defence with line of Orruks and keep Troggoth behing them to stop first charge, the puke and pile in. Gore Grutas as mobile distraction/sacrificial units/small tarpits. I t was a rather short game: First round I moved a little, positioned my Orruks and Troggoth a bit, moved my Gruntas a bit. Ironjaws ran forward, except 20 Ardboys who were just sitting around due to Mystical terrain. Second round 10 Brutes charged my Gruntas, one was left standing. Troggoth's vomit was pretty good, but failed with all her casting rolls. Rock Lobber killed the Warchanter. Third round Troggoth killed some more Brutes, failed casting roll and at the end of the round it was clear that Ironjaws have lost pointwise. 2nd game was longer and the lists a bit different: Battleplan: Knife to the Heart Armies: Destruction vs Ironjaws Points: 1000 Ironjaws: 1 Weirdnob Shaman 1 x Warchaner 10 x Brutes 10 x Ardboys 4 x Ironskull's Boys 3 x Fellwater Troggoths (they really should be in MY list!) Troggoth Hag Destruction: Allegiance: Destruction Troggoth Hag, general, Might is Right, Rockeye 12 x Ogors with two clubs 3 x Ogors with two clubs 1 x Gorger 1 x Gorger Pre-battle strategy: try to get charge vs Brutes with my 12 Ogors, ambush and kill Weirdnob and Warchanter with Gorgers. As the battleplan requires 5 models to control the objective I had to table him - not enough models to score. 1st ROUND Ironjaws: I gave initiative to Ironjaws. They moved carefully forward, nothing special. Troggoth: Troggoth cast Mystic Shield on herself, Inspired 12 Ogors, but failed with Destruction move. Ogors moved on, Hag stayed right behind them. Gorgers came out of ambush. Gorgers failed with 12" charge, so did the Ogors, which put them dangerously close to Brutes. And initiative roll was 5 for both of us. And the 5 again for both of us. Then I rolled 2. 2nd ROUND Ironjaws: Fellwater Troggoths moved and vomited on 12 Ogors, killed one. Boys moved to defend heroes against Gorgers. Ardboys charged 3 Ogors, killed one. And Brutes charged 12 Ogors, killed 5. I think I saved one wound... Troggoth: 6 Ogors were dead and I was quite unimpressed with them. They hit back, but did 2 wounds. Other Ogors did no damage at all. Gorgers ran and charged, but even two of them couldn't kill the Weirdnob. Hag failed with a spell, but vomited and charged the Brutes, was extremely lucky and did 16 wounds. 3rd ROUND Ironjaws: From now on it was simply rolling the dice. Weirdnob retreated, Boys killed one Gorger. Brutes killed an Ogre, so did the troggoths. Ardboys killed 2 Ogors. Troggoth: Troggoth failed the casting roll, vomited on Fellwater Troggoths, killed one, killed Brutes (last one ran away). And we called it a day, because Ironjaws had no chance to win. SUMMARY: Troggoth Hag was super fun and good, but mostly due to command ability and artifact that gave +1 to hit and +1 to wound for melee rolls. Her spell is nice on paper, but hard to get, as it I failed ALL casting rolls with her, maximum I managed was 6. Her vomit is really really good against high armour opponents, in melee she's not that good, without artifacts just bad (4+ to hit and only few hits). 12 Ogors were nice tarpit, but offencively didn't perform - while damage 2 is good, the lack of rend and 4+ hit... don't know. Probably they need a Butcher to hope for that +1 to hit lucky dice roll. Also, the Iron Fists are also outdated and two clubs better, because it's rare to meet a unit without rend. I still have a feeling that I could get the same tarpit for 240 points with Savage Orruks. Gorgers were total waste of points, they weren't even a good distraction. Out of the two lists first was definitely more versatile and the other lacked units - it's too hard to play objective game with only 3 units. And while waiting for Troggoth Hag, here are my Gore Gruntas, just for illustration :
  16. Well, at that time I had no idea of "normal colours" . I painted it for pen and paper game and didn't know anything about Daughters of Khaine.
  17. Thanks! I added the warlock, last picture in the post. The paintjob is not that good, I painted it 2 years ago (but based for skirmish now) and it was my 5th model ever painted :).
  18. Thanks! Yes, I met 20 man strong Chaos with Exalted Hero, Chaos Knights, Reavers, Chaos Chosen and Chaos Warriors. It was looking grim for me, as it was mostly melee scrum-in-the-middle type of battleplan, but I was able to time my Knight Azyros's 8" Lantern Bomb (making d6 MWs to Chaos), which killed off most his knights and warriors and almost killed his general. And next round I killed the general and others ran away. Without the bomb I would have been in very hard situation.
  19. The skirmish campaign is at it's end - today will be the final battle. So far the Stormcast have been victorious: 1 minor and 4 major victories. As I planned, I mostly invested in high movement and ranged attacks. And after 5 games I can say that movement is one of the most important characteristics in skirmish battles. My warband's damage output is less than medicore, I won only one battle by wiping enemy out (and even there I just killed the general by dumb luck and others models ran away), otherwise I managed to kill one or two models. But I was able to keep away from the enemy, rarely lost any models and just fulfilled the objectives. For the last two games I took Vanguard-Palladors (love the models!) - their damage output is rather low, but 5 wounds, good save and good movement. So they are my tanky units. Today's the last game, we'll see, how it goes. Here's my final warband, 87 renown: Knight Azyros, general (converted from Prosecutor) Lord-Relictor (converted from Liberator) 2xVanguard-Pallador Liberator Judicator (converted from Vanguard-Hunter) Prosecutor Freeguild Handhunner Doomfire Warlock
  20. Thank you. It is from the Grot Scraplauncher scrap pile. Only the front part is visible from the pile, so there's a lot of cutting to do (https://i.ebayimg.com/images/g/tZ0AAOSwX0NZxSEQ/s-l1600.jpg).
  21. I was able to finish my heroes before the next game. Both of them converted - Knight Azyros from prosecutor and Lord Relictor from liberator. I tried to make them both as similar as possible, so very simple conversions, nothing fancy. I also painted one Paladin Retributor - I have 8 points spare from last minor victory and I am not sure, should I get Paladin now, or collect renown and then take Relictor for 16 points. I must say Stormcast are surprisingly interesting to paint - simple, but with many possibilities to make it more challenging.
  22. Thanks a lot! I took Azyros, mostly because of Lord Relictor's movement 4. Battleplan was clash at dawn and my opponent had fyreslayers with two heroes, so it was easy for my shooters and high movement guys to stay away and shoot.
  23. There is an upcoming Skirmish campaign in my local shop. I didn't plan to participate, but on the last moment I reconsidered. Which also meant I was in a hurry to get some models. I didn't want to play with my usual Destruction and I have always wanted to paint some Stormcast models. I asked from local community for spare Stormcast models and got few Liberators, two Paladins and two Prosecutors with hammers. I converted one Liberator to Lord-Relictor and one Prosecutor into Knight-Azyros, still WIP. I changed one Prosecutor's hammer to javelin, Liberator's Hammer to sword and added some existing models. I still don't know if I should take Relicttor or Azyros... Here's my 35 renown list: Knight-Azyros/Lord Relictor Liberator Prosecutors with Javelins Doomfire Warlock (old model that I rebased) Freeguild Handgunner, marksman with sniper (borrowed from a friend) I wanted to make the colour scheme similar to Handgunner (red-green) and the armor either battered steel or bronze. Steel didn't match well, bronze was better, although it still looks too much like gold. I hope to get Lord Relictor and Azyros ready this week.
  24. It's quite long battle report, but there is a summary at the end. Battleplan: Scorched Earth Armies: Beasclaw vs Slaves of Darkness Points: 2000 Slaves of Darkness 1 Mighty Lord of Khorne 1 Exalted Hero 1 Bloodsecrator 1 Hellcannon 1 Chaos Gargant 10 Chaos Hounds 15 Bloodreavers 5 Chaos Knights 15 Chaos Warriors 15 Chaos Warriors 5 Chaos Chosen Beastclaw Raiders: Allegiance: Beastclaw Raiders Frostlord on Stonehorn (460) - General - Trait: Everwinter's Master - Artefact: Tokens of the Everwinter Butcher (140) - Allies 4 x Mournfang Pack (320) - Gargant Hackers 2 x Mournfang Pack (160) - Gargant Hackers 3 x Orruk Gore Gruntas (140) 3 x Orruk Gore Gruntas (140) Thundertusk Beastriders (360) Braggoth's Beast Hammer (260) Total: 1980 / 2000 Allies: 140 / 400 Wounds: 98 Pre-battle strategy: Opponents hitting power was mostly on the left flank, so I decided to tank that side and destroy the other to get points by burning the objectives. 1st ROUND Slaves: I gave initiative to Slaves. They ran forward, quite close to me, player understated the damage ouput of buffed up Mournfangs and Stonehorn. Hellcannon bombarded Thundertusk and Stonehorn, missed Stonehorn, but giving 5 wounds to Thundertusk (and he dropped in damage table, making his Ice Blast damgage D3 and making him useless). Collected 0 points. Beastclaw: Butcher Mystic Shielded Stonehorn and took damage from cauldron. Stonehorn gave his command ability to reroll charges. Everwinter gave reroll saves of 1. Everybody charged forward. Stonehorn got +1 to hit for being close to Ironjaws, charged Chaos Knights, did 3 mortal wounds and killed them. 4 man unit of Mournfangs charged Chaos Hounds, did 20 wounds and almost killed the unit. +1 to hit from being close to Ironjaws helps a lot. Gruntas made 5 wounds to Gargant, Gargant killed one Grunta. On the other flank things didn't go that well. Gruntas didn't make the charge, but 2 man Mournfangs made a long one. That allowed them to stay within 6 inches of Gruntas, getting +1 to hit. I rolled pretty well, killing few Chaos Chosen, but one Mournfang died. Thundertusk missed with shooting, Vulture missed Hellcannon crew, Ice Blast did 3 wounds to Bloodsecrator. Collected 1 point with Butcher. 2nd ROUND Slaves: as is norm, I lost initiative roll (and all following rolls). Hellcannon bombarded Thundertusk and Stonehorn, who halved the damage and got only 2 mortal wounds. Gargant killed one Grunta, wounded the other. Chaos chosen killed lonley Mournfang, charged Thundertusk, who magically survived on 1 wound. They came too close to Gruntas, I piled in and killed one Chaos Warrior. Mighty Lord charged Stonehorn, did 2 damage (Mystic Shield helped a LOT). Stonehorn failed to kill him (yup, missed most his attacks, did 3 wounds). Fortunately the reality didn' split and Stonehorn remained on board. Collected 1 point. Beastclaw: On right flank this time Stonehorn managed to kill Mighty Lord. Mournfangs killed Gargant. On left flank Thundertusk Ice Blasted Bloodsecrator to death, killed one crew member from Hellcannon with Vulture, missed with crossbow. Gruntas killed some Chaos Warriors and even Thundertusk killed one. Collected 1 point. 3rd ROUND Slaves: Hellcannons fury couldn't be caged. Chaos Chosen and Exalted Hero charged Gruntas and killed them. Thundertusk was killed. Beastclaw: Butcher failed with Mystic Shield, but gave +1 to hit to Stonehorn. Which was VERY helpful, because later Stonehorn dropped on damage table, but due to getting +1 from Butcher and +1 from being close to Ironjaws mitigated that. On right flank Mournfangs burned an objective, collected 3 points. Gruntas burned another, collected 3 points. Stonehorn charged to left flank, but was still close to one Grunta and got +1 to hit. Made 1 mortal wound for charging, killed Chaos Chosen. Exalted Hero gave him many wounds, 6 remained (really missed the Mystic Shield). Now I used the once per battle ability from Battalion and piled in second time. Killed Exalted Hero and most Chaos Warriors. Collected 7 points this round. 4th ROUND Slaves: Chaos Warriors moved to my objective, Hellcannon bombarded Stonehorn, but missed one shot and made 2 wounds with the other. Chaos Warriors couldn't kill Stonehorn. And we called the game, as it was impossible for him to get enough points. Major victory to the Braggoth's Beast Hammer. SUMMARY: Interesting game, but I really benefited from killing opponent's weaker right flank. 6 points from this. Killing heroes was also very helpful. I like the battalion - keeping Ironjaws and Beastclaw within 6 inches is very restrictive, but +1 to hit is massive. IF you get the charges, Mournfangs with +1 to hit, mortal wounds from charge, damage 3 are simply great. However, 2 man unit actually underperforms even with +1 to hit, so keep the on 4s. The second pile in can be great - it's usually better to do it as soon as you have charged (because later you might not get to charge at all, but this time it was a bit pointless, as only Gruntas wound have attacked. And being able to do that later with Stonehorn was pretty decisive. Now Stonehorn is still not worth his points. 460 point monster who even with +1 to hit makes 3 wounds... what? Before the game I actually thought to take 2 additional Mournfangs instead of a Butcher, but he really is a must. Without Mystic Shield Stonehorn dies like a fly and little chance to get +1 is also useful. Especially late in the game, when Gruntas are dead and Beasclaw won't get +1 to hit. Gruntas felt quite unimpressive, but actually I rolled really bad with them - mostly 2s. So I just have to try them put more. Thundertusk was a waste. Almost complete waste of 360 points. They are great if opponent has no access to ranged weapons, but Hellcannon's range was 48". And he comes down on damage table so fast that you only get to Ice Blast for d3 mortal wounds. In melee he's bad. Missile weapons are bad. Vulture is nice to pick some annoying units, but that is also 50/50 chance. Probably next time I take additional Mournfangs to fill the battleline (or Stonehorn Beastriders), and yhetees to try them out. Maybe Hunter/Skal battalion is better to ambush warmachines. Or ally in Troggoth Hag (instead of Butcher and Thundertusk) or vanilla Ogors.
×
×
  • Create New...