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394 Celestant-Prime

About KillagoreFaceslasha

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    Dracothian Guard

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  1. On that front. We had another match him and I. Also part of the campaign. Only with 1300 vs 2000 in his favour. I did not win. I *wiped him*. Major victory by holding the key objective. 710 points lost vs 2000 destroyed. Today was a good day to be a greenskin.
  2. https://www.facebook.com/gasketgames/ By the way, this is their facebook page if anyone wants to chime in!
  3. https://forums.focus-home.com/topic/37406/focus-home-interactive-reveals-12-new-partnerships-at-what-s-next-2019?fbclid=IwAR18aykesYoal3vrnMVsNJXqjHCn4ipgxcW42irOP80tGm1jvZ1FjXdYamU RISE, INVADE, CONQUER!
  4. Let's assume a unit has 2 weapons. It charges and resolves weapon 1. The opponent removes models and says: "i am out of range for weapon 2, weapon 2 cannot attack." Is this correct?
  5. Yeah, bringing a gavriel bomb to a narrative campaign is truly laudable.
  6. So would you consider the following stunt that happened on me to be legal or not? Imagine a wall of 10'' of height., perfectly straight Two units of ardboyz close to it. One next to the wall's edge, blocking an evocator unit's path. Opponent says he climps 5'' of the wall and then starts going down the vertical surface to finish the move within contact of my two ardboy units. Yes, no?
  7. So a bit of an AAR. Today I did a match in an ongoing local league. Killagore's Ironjawz fought against the daughters of khaine. This was a special scenario where the victory dependend on the control of 3 objectives at the end of turn 5, positioned in a vertical line in the middle of the battlefield. Deployment was three triangles, one big triangle that would go from the middle of the board to a side's edges and another two triangles that would start on the opposite side's edges and would end at the middle of each quadrant (so a bit like a salient). The mission had two twists: Units would have +1 attack in CQC and they'd also gain +2'' of movement and +1 to their run and charge rolls. A scenario that favours meelee, to put it shortly. My list was as follows. Killagore Faceslasha (megaboss on mawkrusha). 440pts 2x warchangers, one with da goldentoof (+1 bravery for IJ, -1 for enemies within 18'') and and another with big boss pole (no battleshock within 12''). 160pts Gazzgor Skurrymarshal. Fungoidcaveshaman. 90pts. 3x10 units of ardboys with big choppas. 160ptsx3= 480pts. One unit of goregruntas for 140pts. An ironfist battallion. 180pts 1490pts. 1 additional CP and relic for the campaign. My opponent fielded the following. Bloodwrack medusa. 140pts. 2x slaughter queens. 200pts. Bloodwrack shrine general. 220pts. 20 witch aelfs. 200pts. 2x10 blood sisters. 560pts. 2x5 khinerai 160pts. 2x5 blood stalkers. 320pts. 1 avatar of khaine. 180pts. For 1980pts. 3 additional CPs for the campaign. You'll notice a bit of disparity in points. Rolls haven't been that kind to me and the match was 1500pts of ironjaws vs 2000pts of Daughters of Khaine. A bit of an uphill battle but I had a plan. I end up deployment first and do the reasonable thing. I go first. And this way you'll think I've gone insane, that I am giving up a game deciding factor. But both armies are pretty far away, as I've deployed pretty back within my lines and I do go even further back, forming a defensive ring with my ardboy units to protect the general and gruntas. Why I am doing this? Because his forces are split on two sides on the board. And one turn of movement will place them within the chokepoints of the middle board, where there's more scenery. Also my shaman plays a key role? This little ****** here? He gives a command point a turn on a 4+. He's worth 90pts, while CPs are priced at 50 each. And he farmed me 3 of them, one each round. Truly a godsend. Only two units manage to get within charge range. A bit more than a third of my army perishes in the meelee, though I swing back a few casualties and wounds against the witches and the avatar. Now it's my moment. Mass charges all over the board, my entire army is in CQC. I activate my command ability. Six times. Thanks to prophet of the WAAAGH! I rolled 3 sixes and 3 successes with 7 units. I got +9 attacks. I slaughter the avatar of khaine with tree ardboyz, triggering the ironjawz' special ability of skipping activation order a la 40k. A goregrunta fights and slaughters a medusa. At this point, it... it didn't feel right to just go and remove the enemy's army without interaction. And my opponent is a fairly neat guy. So I felt bad and backtracked a bit, striking a compromise. I had not spent 6 CP, but rather 3. I would keep the attacks made from the one unit and model that had already fought, but the remainder would count with only +2 attacks instead of +9. The fight keeps on, my Mawkrusha boss, even without those extra 7 attacks, wipes out the block of 10 blood sisters. My boss takes a pounding from bloodsisters and queen. The third turn begins with me getting the double turn. I organise another mass charge but only waaagh! once to keep things reasonable, despite having 4 CP. I commit the fatal mistake of splitting attacks. I fail to kill the queen with a single wound left. And she finishes my Megaboss. The fighting continues, casualties fly across the third turn. The khinerai descend and the two units combined finish of my wounded shaman, whom's taken 2 rounds of shooting from the two stalker units (seriously, that guy was amazeballs). I regroup and organize countercharges, I wipe the two khinerai units in combat and the stalkers (previous round mainly) save for a unit leader. At this point we are down in the single digits of models. But he still has the cauldron. Long story short? He wipes out my force as he's left with a single queen at 2 wounds and the cauldron with a single suffered wound. Having had the extra attacks would have cemented my victory, as both the other block of blood sisters and witches would have been wiped out in that round without any retaliation, but I still think I would have won otherwise had I concentrated attacks on the queen, rolled a bit better, or piled in differently back in the 2nd turn. Alas, I am too much of a softy.
  8. Yeah, I was thinking it matches the iconography in the glade guard unit. Thing is, it's not an incredibly complex symbol.
  9. So let me get timelines straight. The studio preview is on wednesday afternoon. Which means that it's on thursday morning for us living in europe, right?
  10. It's telling I cannot find the source comment of that aosg """"rumour"""" in dakkadakka.
  11. Just found this on TG, so take with metric tons of salt. Hi guys, some tasty Warcry leaks for you. No reason to believe me, I learnt about all this last night and thought it was too cool not to share. I'm from Bristol and several of my clubmates are old friends with the main rules designer on Warcry and have been testing the rules for ages and are talking pretty openly about the game now it has been announced.Warcry is exactly what people have guessed and pretty much fantasy Kill Team, warbands of 4-20 models, rules for narrative/campaign, matched and open and is set in the Eightpoints (series of realm gates to all different realms, some controlled by the good guys, some by Archaon, Shyish gate controlled by Nagash, Beasts gate by Destruction), all being fought over by the various sides. This is a cool setting because it allows boards from different realms to be combined, justified by huge f-off realm gates linking them up.Factions are not limited to just Chaos and the amount of avalible factions is pretty much everything avalible in AoS. It seems to differ from Kill Team in two major ways, the first being that Commanders are part of the core rules, not an expansion, and every force is built around and must contain one hero (no more, no less), with the narrative of the game being built around the retinues of mighty champions, and psychic powers (magic), not being in the core game, with no warband options for wizards or any other models able to cast spells. Expect the first main expansion to be magic flavoured with endless spells and full rules for every avalible wizard mini.The amount of models and factions avalible is staggering, with pretty much every non cavalry, monster or wizard/priest mini avalible in plastic listed for its faction (I didn't check thoroughly, but there were no Finecast options listed for skaven at least). Flyers like Kharadron endrinriggers and Stormcast prosecutors were available, and squig hoppers/boingrot bounders and skyfires seemed to be an exception to the cavalry rule. The factions I counted are:Khorne, Nurgle, Tzeentch, Slaanesh, Slaves to Darkness (marked StD troops can be included in god lists, to help out Tzeentch with their lack of non magic user heroes I guess), Beasts of Chaos, Skaven,Stormcast (interestingly for Order there are rules for a couple of Stormcast heroes leading warbands from other factions), Fyreslayers, Kharadron, Dispossessed, Free Peoples, Seraphon, DoK, Deepkin, Sylvaneth, Wanderers, Exiles and Highborn (these last two being grouped together names for the DE and HE mini-factions)Legions of Nagash, Nighthaunt, FECGloomspite Gitz, Ironjawz, Gutbusters, BonesplitterzInterestingly all the Shadespire/Underworlds warbands have unique profiles and rules, I think this is supposed to build on the popularity of Shadespire and tempt people who exculively play it to try Warcry.The starter set is apparently different from Kill Team in that it contains all new models, with a Darkoath warband lead by a Varanguard on foot taking on you guessed it, Stormcast. As these models are brand new, their rules were not being playtested, but the guy playtesting did seem to know about them. Expect the Stormcast to be lighter armoured and agile/gladiator looking. Interestingly it was mentioned that as Archaon's agent the Varanguard hero can lead any Chaos Warband, much like some Stormcast heroes being able to lead any Order one.Expect the range of boxed sets on launch to be huge, following the same model as KT, with a flood of warband and battlefield boxes using existing minis and scenery coming out with exclusive cards in them. One example of a warband box given was a Dispossed one, featuring a Warden King, Ironbreakers and Irondrakes, so potatosacks rejoice I guess.Anyway, beilve what you choose to, that's pretty much all I remember (I've never played KT so didn't ask specific rule stuff), I'll be back if I learn any more I guess
  12. So, our man Emmet did a bit of explanation and introduction (note this is still early in development). Body encapsulates anything physical, strength, speed, balance etc Mind is deductuve reasoning and awareness of surroundings. Book learning and street smarts Soul is your force of will, grit and determination, and strength of character minutiae is handled through skills, talents, and positive and negative traits So Soul + Intimidation (a skill) Or Body + Intimidation for a big bruiser Or Mind + Intimidation for a Hannibal-esque serial killer
  13. You mean the theory thoroughly debunked by Kelly in one of the twitch streams?
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