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Artobans Ghost

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Everything posted by Artobans Ghost

  1. Quote Modify GT 2 finally. All along the front, the Duardin advance. The longbeards and a doomseeker move into the residence on the south flank, make some tea and hunker down while a swarm of spear orks surrounded the house and started poking every opening with their pigstikkers. This downed one dwarf. The first pic is missing the longbeards and doomseeker by the objective. In hindsight, I should have left the doomseeker seeing how hard they are to hurt and should have defended the objective. Bad lack of Duardin fluff. The war boss came running around and stared disapprovingly at just the objective and no fight. A doomseeker made his way close enough to charge Shivertooth and does so. Meanwhile my general did nothing but die and the unit champ hacked some bits off the wyvern. The flame cannon added some fire but it burnt out quickly. All in all, Shivertooth was substantially hurt. 6 wounds out of 11 and only GT2. Oh well, better than the thane. An orruk mob charged the slayer and doomseeker who had moved up on the north flank and were surprised at their inability to be hurt. Battleshock and a not so surprising bundle of condensed anger that was unleashed on them decimated the mob. In the centre, the ardboys saw another doomseeker and gave him his wish. The thunderers dropped 2 of them. The ork archer boys tried to heat up the ensconced Duardin’s tea but failed again to set it alight. Daurdin round Orruk round
  2. And that quick rebalance near the end of the vid. Awesome! He does look downright pumped 😺
  3. Turn 1 - longbeards in the center move and charge the ardboys along with a doomseeker. Shivertooth charges in as well. Only the doomseeker with 2 wounds and the ardboy boss left and of course Shivertooth. Flame cannon got 2 wounds off on the ardboys. 1 intitial and 1 spread. Thunderers got 1 wound off on the same ardboys. mom hindsight, I should have left the longbeards to defend and maybe benefit from the arcane powers. The orruks moved up both flanks and failed to set the leading house on fire. Now the longbeards can move in at their pleasure 😺 also forgot the initial set up was with another 20 orruks so I threw in a few more.
  4. Since it’s mainly an infantry battle, mostly infantry. Except that flame cannon. In an old village. Firing flames. What could go wrong? Similar to the story as to why the fuel oil for the steam engine was taken away quickly. Also changed the layout. Steam engine is in the centre. - a trove of arcane glory. Using the shattered city , streets of death rules and battle plan. With arcane features. Shivertooth’s Miscreants The Lodge of the Maddening Whorl
  5. A more urbanized area. Decided that since it was Duardin’s defending, it may as well be defending the steam powered generator This is an actual steam engine. It used to take water in the boiler, heated by a tray with fuel oil in it and it powered a type of anvil with a conveyor belt that is now lost. This was the type of toy from my childhood (where it showed up for Christmas one year years ago (!). Yes , a toy with oil fire and steam. What could go wrong? Anyways, it’s now scenery on a table top. That large 40K type of building is a sub for ‘Fluffy LaTouche’s Tavern and Inn. Owned by the mother of General LaTouche that appeared in the last battle. That makes up the 3 names of my bloody cats that have shown up in the fluff. In descending order, fluffy LaTouche (aka mittens) , ruby (as in Rubyville) and Stanley (as in Fort Stanley). Original? Not very but I was desperate for fluff names.
  6. Sweet Jesus and this thing is real!!!! Roo’s are supposed to be adorable but JPjr is right. This has been playing with the mutation tables. Awesome! Kind of reminds me of that damion dog 😺
  7. Krasbog was really hurt. He was happy with the victory and thinking that he should expand his work. Time to bring in his good smashin buddy Shivertooth and his heavier fist while he healed and waited for the bulk of his Squig army to muster. His plan was dead cunnin. Let Shivertooth maul the Duardin force, bleed himself silly and maybe if he was lucky, find his head rolling down the gutter. Nottin simpler. The survivors of both armies would make a fine bbq while they moved in. The target area was a more densely urbanized section of Rubyville on its way to the Fort. Streets of Death should work here. I’m planning 1900 points each but also thinking that’s a bit much for this new scenario. May cut it to 1000-1500 instead. Using the Shattered City battle plan. 5 objectives. 1st player to reach 10 VP wins. 1-2 pts ahead minor victory, 3+ major. Each turn add up the wounds. Whoever has more wins 2 vp, if majority of objectives are owned, another 3 vp’s per turn. May not get to this until the weekend. Streets of Death rules. Duardin forces : Lodge of the Maddening Whorl - Order - 1420 pts Warden King - 1 Unforged - 1 Longbeards - 10 Longbeards - 10 Longbeards - 10 Longbeards - 10 Flame Cannon - 1 Thunderers - 10 Miners - 10 Doomseeker - 1 Doomseeker - 1 Doomseeker - 1 Doomseeker - 1 Orruk Shivertooth’s Streamroller - Big Waagh - 1490 pts War boss on a Wyvern Warchanter War boss Orruks - 10 Orruks - 10 Orruks - 10 Orruks - 10 Ardboys - 10 Ardboys - 10 Ardfist Battalion
  8. I had a meeting engagement with about 990 pts each of Gloomspite against CoS Krasbog is the Loonboss on a Squig and General LaTouche is the freeguild General on a griffon. Time for a proper (if not smaller) bashin. Don’t feel like using the Fort just yet. This will be a vanguard of the mushroom popping squigs of Krasbog. I’ll call it his welcoming committee. The Rubyville Auxiliaries are going out to meet them. Kind of on the outskirts of town. Some farms and what was a holy site that received the gentle attentions of our respectful local Gitz. Protagonists: Rubyville Auxiliaries Free guild General on a Griffon Hand gunners - 10 Swordsman - 10 Spear men - 10 Flagellants - 10 Longbeards - 10 Hellblaster Shadow warriors- 10 Antagonists : Krasbog’s Welcome Commitee Loonboss on a giant Squig Madcap Shaman Shootas - 20 Stabbas - 20 Squig herd - 6 Squig herd - 6 Squig herd - 6 Boingrots - 5 Boingrots - 5 Rockgut Trolls - 3 Both at 990 pts using the total conquest battle plan. The set up area of the field is divided from 0” to 24” on an angle along the 6’ length. Seeing as the Gitz have already renovated the holy building, they get to start in it. There are 4 objectives in roughly each corner. Time to fight it out. GT1 Shadow warriors used their ability and showed up behind the ruins. Took out a Squig herd and then received a full on Boingrot charge. Those guys on the charge hurt little elflings! Between their stomp equivalent, charge attacks and battle shock, the unit evaporated. The trolls came pounding out of the ruins into the swords men, reduced them to 2 guys. Overall, not a good start. Used the hand of gork to move some more Boingrots to within charge radius of the longbeards but they failed their charge thankfully. Moved my grot shootas up to take possession of the objective. Next! GT 2 Loonboss and the flagellants get into it. Both have taken major damage. Might retreat my boss outa there. 1 wound left. Charged my free guild general into the trolls after shooting them up a bit with the hand rifles. Oh ya, they mopped up the swordsmen first and allowed me to shoot em. The trolls are down to one guy. No wounds on my general. That battle area’s perspective is changed again. The Boingrots are coming up and that might change things. My shootas moved up to ping away at the longbeards but the hellblaster made the difference. Chancing 3 barrels, gave em 5 wounds. The other Boingrots smashed into the longbeards but they are a heck of a lot tougher than those elves. Took shooting, stomping, charge by Squig and rider and still 2 of them standing. Hand of gork went nowhere this time. It’s going to have to happen next turn though. GT -3 - Freeguild General with the aid of the last 3 flagellants, take out the troll and Krasbog runs away. Still alive, he figured he’s worth more alive at this point. The Boingrots charge in but after inflicting 9 wounds are driven of by the General in a horrible case of battle shock. Still not close enough to take possession of the objective yet. The last of the longbeards are laid low. And the Squig herd hiding behind the middle house makes a run for the hand gunners / objective. I think their fate is sealed as well. The madcap shaman having to use his ability, gets hand of gork off and teleports the other Squig herd behind the hellblaster. It’s torn between 3 targets but must choose the herd behind them. 3 barrels and a misfire later, it sits still on the field. The shootas knock off 3 wounds and the misfire counts for 4. Not good. The hand gunners wheel about and take a shot at the teleported squigs and down 2. Not enough even with battleshock. Score is Gitz 5 CoS 3 GT - 4 - Krasbog’s keeps running behind the scuttlings. Quite ok with them being tenderized by the flagellants. The shaman flubs his arcane bolt and the crew hides successfully behind the gun again but it will do them no good when the squigs rush in. Making them snacks, they redirect towards the well objective. The Boingrots slam into the spear men killing 4 and sending 4 packing. Thought that was it but the spearmen got one wound off, finished one Boingrot and the rest fled in battle shock by rolling a 6. You never know. Free guild general retreated to the most contested objective to wait out the battle and think about his near death experience. Going to call it there with both generals still living and getting a taste for the enemy. Solid victory for the smelly grots 7-4 bug Krasbog is near death as well. Time to recoup and regroup. I like the smaller groups I think and more objectives spread out the units. Doesn’t quite look like a metal mosh pit this time😺
  9. I am loving the Deepkin more and more. Adding them to my endless list of wishes 😺
  10. Your longbeards can dispel with the old grumblers 3rd grumble. With your first list you can have 3 dispels each hero phase. Just a little bonus
  11. Streets of Death - General Handbook 2019 page 24. Nice rules
  12. I feel stupid having to ask for the location of the rules for street to street fighting. I can’t remember where I read them but they sounded really good and I would like to try them out. Any help locating this would be great. Thanks!
  13. My Warcry warbands. Have the iron golems, the furies, and the other creatures made so far. Just the untamed beasts to finish. will try and have these painted up.
  14. Ha! That is part of my devoted army. love those models as well. Need to be rebased 😹
  15. Started to late this month. All I will get done is my Warcry bands. They will be incorporated into my chaos/skaven/beastmen army
  16. The first AoS army I started was a mixture of skaven and beastmen. Since acquiring Warcry, I can now add a chaos contingent. Matorea requires nothing less than many antagonists to test its metal over and over. Here will be 2490 pts of angry creatures ready to wallop the order forces and then each other when it’s done.
  17. Hunters are finally done. Time to bash some Gitz brain caps for some fun
  18. I got more done than I though last month. Still working on the van dusted hunters. will pledge them this month for sure.
  19. Up for painting. 5 evocators 10 vanguard hunters 10 shadow warriors I can only hope.
  20. Not as good as I hoped. Mostly built things but got a start on the shadow warriors and built the vanguards.
  21. Building is the part I hate. Yes hate. evocators built and based, shadow warriors same, started on the vanguard hunters. What’s depressing is that there are 9+ to go 😺
  22. Cellistar Ballista up! onward evocators I think
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