Jump to content

Artobans Ghost

Members
  • Posts

    372
  • Joined

  • Last visited

Everything posted by Artobans Ghost

  1. This isn’t a GW model but he was cheap and available to become my Beast Lord. As my beastmen army is aready a conglomeration of beast masters and GW, he fits the bill 😺 Not sure if he was on the things to do list.
  2. Actually glad to hear this is happening all over. I’ll stop worrying about it. Probably just a settings issue that needs adjustment by administrators. I’ll wait for an update because this really takes away from the site.
  3. Exact same question. Since about mid day today. No avatars of the new reply’s and no notification board.
  4. The Iron Golems are ready. The new Slaves to Darkness grows.
  5. Iron golems wip. it’s happening at a snails pace 😺
  6. Forgot to mention the soul grinders. Unmarked so I added a mix of all the gods. Finished them up finally and even bought bases that were a little small for them. The Chaos continues 😺
  7. Only half of the warcry done but have started the iron golems. These are the first chaos bunch I have ever painted between wfb,AoS, 40K I 16 years of the hobby. Have to take the plunge some time 😺 will try for the golems and untamed beasts this month
  8. Too much on the go the last couple of months. Going to try to get back on the wagon with some stuff from warcry.
  9. I really like that flesh colour. What is the combination? I want to do a mawtribes as well but I have to get thru a slaves to Darkness army first
  10. And that quick rebalance near the end of the vid. Awesome! He does look downright pumped 😺
  11. 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.
  12. 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
  13. 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.
  14. 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 😺
  15. 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
  16. 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😺
  17. I am loving the Deepkin more and more. Adding them to my endless list of wishes 😺
  18. 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
  19. Streets of Death - General Handbook 2019 page 24. Nice rules
  20. 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!
×
×
  • Create New...