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Aelfric

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Posts posted by Aelfric

  1. 5 hours ago, Charlo said:

    So here's one for you GITZ...

    Spiderfangs seem rather strong, however I am a TOTAL Aracnaphobe. The models seriously creep me out 😱

    So I need a different "theme" for the models... What do people think would be good? I considered Deep-kin, as the sea creatures could make for cool riders - its just more if the scale matches up?

    Any other thoughts?

    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. :) 

    • Like 1
  2. 1 minute ago, PUFNSTUF said:

    Sure but if you look at past factions terrain releases, they all do something for every part of your army. This would be the first one to have a restriction to two specific units.

    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.

  3. 9 hours ago, PUFNSTUF said:

    Hope the wording on the terrain piece doesn’t mean it’s worthless in an all troll or grot army.

    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.

  4. 1 hour ago, Gwill_of_the_Woods said:

    Just been on to the webstore, I'm going to call it that the "Aelves" get a battletome release. All of them in an Order style book.

    Also, Inferno2 with Prince Maesa is available for pre-order next week! \m/ 

    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.

  5. 15 hours ago, Saxon said:

    Ironclad rend modifier

    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.  

  6. 3 minutes ago, Saxon said:

    Thanks, I thought as much. My freeguild don't get general order abilities. 

    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.

  7. 15 minutes ago, Saxon said:

    Another question, do you get ironjawz abilities as well as the generic destruction abilities?

    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.)

    • Like 1
  8. 34 minutes ago, Gwendar said:

    @Aelfric If I could be convinced of the usefulness without using woods I would definitely go for it. The idea would basically just be the standard 30 GG and 20 SotW with 2 Waywatchers. Everything else coming in the form of a couple blocks of Dryads, Durthu/Treelord and Kurnoths. All in all, I guess it's really just the Dryads that would benefit so maybe it's worth it. I didn't plan on running the Wanderers battalion anyway.

    I know what you mean though, I've been building all 1k of Wanderers that I have the past 2 days and I find that I have to take 30 minute breaks between each group of 5 or I start to lose my mind. The plastic dust and glue probably don't help. 

    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.

  9. 1 hour ago, Gwendar said:

    As have I, but I think my biggest detractor in doing this is having to cart around woods and I keep all models\books contained to 1 bag. Suppose I could magnetize the trees to fit in the case and maybe the large front pouch is enough to hold the woods base. Just unsure if the deployment benefits are really worth it, though I would prefer to use (and paint) Dryads over EG so that alone could change my tune.

    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.

  10. 1 hour ago, Popisdead said:

    I have recently been posting and looking at the Living City to make an army more akin to what the classic Wood Elf army over the last 30 years.

    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.

  11. 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.

  12. 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!

    • Haha 1
  13. 6 hours ago, Boombatty80 said:

    Not sure how confident you are yet with conversions but you could do worse than looking at some of the older range. One of my megabosses is the old grimgor ironhide which I picked up on eBay before stripping - just gave him a more scenic base to make up for his size.

    Alternatively from the 40k Ork range check out Boss Snikrit or the big ass Weirdnob. It wouldn't take an awful lot to get them to fit right in - especially given how many weapons & bits of armour you'll have laying around on old sprues. 

    Hope that helps. 

    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.

  14. 3 hours ago, tom_gore said:

    I have this same problem. I hate carbon-copies, especially when it comes to characters. The MK model magnetized to act as a foot boss is an interesting idea and I might just go for it (as I am going to purchase the MK at some point anyway and probably would never want to run 2 foot bosses with it anyway).

    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. :) 

  15. 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.

  16. 6 hours ago, Malakree said:

    If we are reworking the Waaagh! it should be completely changed.

    1 CP 
    Map wide
    Once per Megaboss at the end of the charge phase.

    All Ironjawz gain +1 attack until the end of the following combat phase. In addition roll a d6 when you use it.

    • On a 2+ You may select an Ironjawz unit to gain an additional +1 attack.
    • On a 4+ That unit also gains +1 damage with all it's weapons.
    • On a 6+ That unit may also pile in and attack immediately as though it were the combat phase. A unit may only do this once per turn.

    Prophet of the Waaagh! - You may select 2 different Ironjawz units instead of just 1 to gain the extra bonuses from this characters Waaagh!

    Forces multiple Megabosses if you want to trigger multiple Waaagh! allows us to use it in the enemies turn and generally makes it more tactical for both players while presenting a huge potential threat. Removes the ridiculous positional and unit requirements as well, actually rewarding larger units rather than MSU.

    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.

  17. 1 hour ago, Martsb said:
    Because right now there isn't. It's a strange rules loophole. Right now, the core rules have a rule that says additional attacks can't generate new additional attacks. Easy enough. Unfortunately, there is also a rule, clarified in the FAQ, that individual warscrolls over rule the core rules. So since the warscroll doesn't have a limit on generating additional attacks and just says - this is what happens, it technically over writes the base warscroll. Again, it's a bit silly and they should fix this (there are others besides the waywatcher), but it's technically the case right now.
     
    I asked him, don't what to think.....
     
     
     
    Masquer les réponses
     

    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, 

     

  18. 10 hours ago, Mcprowlington said:

    Page 14, of the core rules:" Lastly, any extra attacks, hit rolls or wound rolls gained by the use of an ability cannot themselves generate extra attacks, hit rolls or wound rolls. For example, if a hit roll of 6 or more allows you to make 1 extra attack, this extra attack could not generate further attacks should you roll another 6+"

    This actually seems to have spawned a little argument in the wanderers group on facebook. Apparently some people always considered it possible to generate endless attacks due to the rule in the book that says warscrolls override core rules (yeah...i don't get it either)

    Seems clear as day to me. hits generated by the ability can not generate further hits.

    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. 

    • Like 1
  19. 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?

  20. 12 hours ago, GM_Monkey said:

    That's what I really miss about the stalker of the hidden path ways, taking 2 units of archers, a small eternal guard, waywatchers and the nomad prince to buff with the command ability meant you could start to attack the oponents while your wildriders, eternal guard and sister camped on some of your objectives.

    Now I either get caught with 1 unit too far up or it's a slow out of range slog to try and hit the enemy units. And I find myself out of position all the time.

    That's the reason why the Battalion has become more important.  It gives you that first round of ambush that the old ability gave you.  Once they're down, though, it becomes a bit of a slogfest, with only one unit to zip around.  We have to pick the right priorities and hope to do enough damage to blunt their offence enough.   Make them spread their units out then concentrate on one or two units.  Waywatchers are almost impossible to screen against along the back edge and with other units coming from the sides, they are less likely to charge them - nobody likes going backwards.  If the enemy have missile troops, take them out first.  It's Guerilla tactics all the way.  Easy to say, but hard to do but it's part of what makes them fun.  I tend to just park my EG on an objective and leave them there; they're hard enough to shift on their own.

    At 140 points for twenty, has anyone run multiple units of EG.  I only have 20 painted, but have been considering whether several 20-strong units would work for board control and redundancy.  Maybe multiple units of 10?  After all, even 10 units of 10 only comes to 700 points. It would be hard for any enemy to chew through that.

    • Like 1
  21. 3 hours ago, DionTheWanderer said:

    I find they're at their best ~8" behind a unit of 20 EG defending an objective, ideally in cover. For extra punch, have a spellweaver in range to replenish any casualties on the two units.  

    20 EG at 3/3/3+, rerolling 1s and 2s, causing mortal wounds on 4+ is bloody hard to shift. Add the sisters' javelins, and you'll be doing a reasonable amount of damage in return. 

    Plus, while they're mediocre in combat, 10 wounds of sisters (with a possibility of 2D3 being returned by a blessings of life spell) are a pain to get rid of, so if they do wipe out your eternal guard, you have a fallback unit that might stick around long enough to hold an objective on a final critical turn or two. 

    That means for 140+220+100 = 460 points, i.e. less than a quarter of your army you have a *very* stubborn defensive unit. This gives you a fulcrum around which you can either go for mobility, firepower, or a combination of the two. 

    *Disclaimer* - I'm a pretty new player, and don't exactly have a stellar record in matches, so more experienced players may have ways round this. 

    I agree that it is a good defensive plan for wanderers, augmented by the Shawl to help get those spells off.  Downside is it really only covers one objective and so many of the scenarios have far more than that.  If an opponent just ignores that objective, those units are not going to see much action.  A good strategy, though, if there are only 2 or 3 objectives.  If they are part of the Battalion, you really only need to put the EG down separately, which still leaves you on two drops to get first turn.

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