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Aelfric

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Everything posted by Aelfric

  1. I've just been working on a list using Skragrott, based mainly on models already painted. The list I'm currently considering is:- Realm - Hysh Skragrott - General Warboss on Wyvern - Aetherquartz Brooch Gitmob Grot Shaman Megaboss 40 Orruks 2 choppas (BL) 60 Gitmob Grots with bows (BL) 20 Gitmob Grots spears and shields (BL) 10 Ardboyz 10 Ardboyz 3 Goregruntas 3 Fellwater Troggoths This is exactly 2000 points. Looking to farm CPs mainly for the Waaaghs. Also taking the Arachnacauldron gives you access to the Moonclan spells. This allows you to teleport the Troggoths pretty much anywhere (or the Loonking onto an objective). Itchy nuisance and Call Da Moon are also pretty useful. All I need is Skragrott himself and 3 fellwater Troggoths (I only have 1 metal one from the days when you could take them singly). I have 2 Warchanters, another Meagaboss and 5Brutes available, but went with the Megaboss rather than Warchanter to have 2 heroes with the Waaagh ability. I know that Skragrott's CP ability is a bit hit and miss, but that's the Green Tide for you and the Brooch will help. What do you think? Any advice happily received. Will probably be slowly building up a Gloomspite collection, but in the meantime I can get this on the table relatively quickly.
  2. Just a question; although the Sourbreath Troggoths do not appear in the Gloomspite Gitz book, they do still have a warscroll and points, so are they still a legitimate unit in game, simply without the Gloomspite Gitz keyword.
  3. Well, a long time ago in the world that was, way before the End Times (3rd ed fantasy), Dwarven wizards did exist, skilled in many different branches of magic. Who knows if a dwarf will be born in the new world, attuned to the ancient arts of the Forefathers and restore the practice of magic and conjuration to his or her people.
  4. Have a look at the Tyranid range for 40k. Grots riding Hormagaunts might work for Spider-riders and pretty much any of the larger monsters would do as an Arachnarock - a maleceptor perhaps? They are more insectoid than arachnid, so hoping insects are ok.
  5. Well, we don't yet know everything it can do. Most terrain pieces seem to have a mortal wound output of some kind, for example. The summoning aspect is just one function and other things might be able to come out of the cave other than standard Grots. All I'm saying is that it has value just as a terrain piece that you are allowed to place on the board and therefore is still worth taking even if it serves no other purpose. It's a glass half-full situation.
  6. It's a great big terrain piece that costs zero points. Even if you can't use the special rules, it will still have use to block LOS or as a barrier on open ground. It will never be worthless.
  7. I could see the old Aelven factions apart from Darkling Covens and Wanderers being combined, but those two have their own abilities at least and it would be a bit sad for them to lose their distinctiveness. I would prefer a book of our own, but I won't look a gift horse in the mouth if we end up as part of a compendium. Will definitely be getting Inferno 2 when it comes out. They need to know we care and hopefully the stories will be good.
  8. We are all conspiracy theorists
  9. It is possible, having thought about it, that he has interpreted the -1 rend as +1 save; ie adding it to his armour save rather than reducing the rend of your attacks. This sort of has the same effect against rend attacks but disadvantages attacks without rend. If he got into the habit of doing this before Malign Sorcery came out, then adding the Ethereal Amulet would get you to a 2+save ignoring rend. It's a bit convoluted I know, but feasible.
  10. There are Free Peoples Allegiance abilities, command traits and artefacts on page 106 of the General's Handbook. You can always choose General Order allegiance if you wish, but if your army fulfils all the requirements of a Free Peoples army I would go with that allegiance as the abilities are so much better. Apologies in advance if you already know this.
  11. No, you either have Ironjawz allegiance, which gives you access to Ironjawz abilities, or General Destruction allegiance, which gives you access to General Destruction abilities. You cannot have both or mix and match; it is one or the other. Also, to fulfil Ironjawz allegiance, you need to fulfil the requirements and restrictions in terms of battleline and allies, etc. (Battleline isn't difficult as all 3 troop units are battleline.)
  12. If I were to go this route I probably would take woods, maybe just one, to make use of the Branchwraith spell to summon Dryads. She's 80 points compared to 100 for 10 Dryads, but you need woods to summon next to. However, the opportunity to summon 10 Dryads a turn seems like a good deal. They're not as good in tens, but then you're not paying for them, which leaves more points for other stuff. If you don't want the hassle of woods, why not take the free spirits battalion - Spirit of Durthu plus 3 units of Kurnoths - for 120 points. Free movement in the hero phase plus an artefact and command point seems a fair price.
  13. Yea, the carting of woods around is an issue. I have 20 EG painted and that is enough for me at the moment. It would be nice to flood the board with 10 units of 10 for 700 points, but not at the expense of my sanity. I can see painting Dryads as being easier en mass; Spray brown, wash, drybrush, highlight, add eyes and done. At the moment I'm concentrating my painting on Ironjawz, but am thinking of painting up another 20 SotW the next time I need a change. I tend to drift a bit as I get bored doing too much repetitive hobby.
  14. I've been considering this route as well. I haven't taken it further mainly because I don't own the Firestorm campaign and, although I have the gist of the rules. I don't have the actual wording. Also, without the book, I have nothing to show an opponent as confirmation. £40 is a big investment for a few lines of rules; I doubt I would ever use the actual campaign material.
  15. Just checking the Greenskinz out under the new listings at GW and noticed a Greenskinz army offer that includes 20 Moonclan Grots. Is this new and does it imply that generic Orruks might be in any new Grot battletome? I'm trying not to be excited. Also includes 3 Grot fanatics.
  16. Ah rmemba when ah was nee igh t' grasshopper them rumahs was like gold dust. All we ad were crumbs and stale crust and were grateful for aeach litl morsel. Nowadase, we get spoonfed all the fings we want to ear right as soon as we wants. It just ain't fair, the youf of today ave no idea, ...... mumble, mumble ...NURSE!
  17. I use general building sand that I dry out. It may be a bit coarse, but if so you could sieve it with a fine sieve or mesh until it matches. It's certainly a lot cheaper.
  18. Thanks for the suggestions. I'll have to look at the 40K ork bosses next time I'm in the shop. It's really the size that counts. It won't feel right, to me, if my Warboss is smaller than my Brutes or even Warchanter. The Grimgor model is lovely, but alas he is just too small now for my tastes. I have done a bit of conversion work, on a minor scale. Perhaps I ought to challenge myself and convert a standard footboss to a different pose without the big skull. After all, what's the worst that can happen? By the way, nice looking photos. I can't help but be struck by the similarities between the Stormcast head and C3 PO, or is it just me.
  19. I agree. I have looked at other GW models, even 40k, but nothing seems to stand out as a good basis for conversion. I know there are other model ranges out there, but I'd rather keep the Aesthetic consistent throughout the army. I've painted just under 1000 points of Ironjaws thus far, so wasn't planning to get a Mawcrusha just yet, but when I do it seems I'll have to start learning how to magnetise.
  20. I have just painted up a Megaboss on foot (lovely model!) and would like to paint up a second. However, when duplicating heroes, I like to try to kitbash an alternative build for variety (this was fine for my Wanderers, being Aelves). Does anyone have some good suggestions using other GW models? I considered using a Warchanter as a base, but that would probably be confusing on the table with real Warchanters around and it is a little smaller. The Megaboss model itself doesn't seem to lend itself to being altered much. Any advice would be much appreciated. I have ironjaws bits from the other kits to add on if required. It's the size that's the tricky bit.
  21. Why not change the Waaagh to - for each Ironjaws unit in your army that is on the battlefield gain one extra attack. These attacks can be distributed to any Ironjaws unit in any combination. So if you have 7 units, you gain 7 extra attacks. You could then decide to give all 7 to 1 unit or split them between several units. It also offers options for both msu and large units. You get more extra attacks with msu, but the extra attacks could be more effective if put onto larger units. It would also be in keeping with the fluff of the Waaagh energy and a Bosses ability to control it. Meant to add that this should be non-stackable, which I suspect is going to happen anyway.
  22. I'm sorry but I can't see the technicality at all. The wording seems clear enough. The Waywatcher warscroll allows extra hits on hit rolls of 6 or more; the basic rule says if an ability allows you to gain an extra attack, this attack cannot generate extra attacks. There is no wording on the Waywatcher warscroll that overides the basic core rule. You cannot simply say it does because it doesn't say you can't. For a warscroll ability to override the core rules, it has to have specific wording that tells you it does, such as this unit can run and charge in the same turn. That's what override means. All the Waywatcher is allowed to do is generate extra hits from his Fast Shots, that's it: after that the core rule applies. I could also argue that the Waywatcher ability only applies to fast shots and, technically, any extra attacks generated are not classified as fast shots, simply attacks, and therefore are not eligible to generate extra attacks themselves. It really doesn't need an FAQ,
  23. Thanks. I was pretty sure it was there and have always played the rule, just wanted to double-check following the implication on Warhammer Weekly. There's no wording on the Waywatcher warscroll that overrides the rule, so I'm not sure how people can interpret it any other way. Confusion over, back to normality.
  24. I just watched the latest "Warhammer Weekly" show and towards the end Wanderers came up and Vince seemed to suggest that there is no limit on the number of attacks a Waywatcher can generate. I immediately pored over the Core rulebook and the Handbook and can find nothing equivalent to the old rule of one. Is it there and I just can't find it or can the Waywatcher generate extra hits from the extra hits now?
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