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Knight Scáthach of Fimm

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Everything posted by Knight Scáthach of Fimm

  1. It's the killing 2 sequitors or evocators instantly part that's the best I think. A bonkers army idea would be a unit of 3 danks with Gordrakk's command ability to make 9 crushing hands attacks, erasing infantry with 1 wound and a similar number of 2 wound models. That's roughly a whole unit of Evocators dead before they even attack, where they'd erase the next unit too with 15 attacks with their clubs. Combo with a full trogg herd and itchy nuisance, I can see a one turn kill on some armies if positioning is good.
  2. He's good if you want to sneak in a Dankhold for their bravery buff when you can't pay for a full dankboi. He's also slightly more durable.
  3. Mollog's mates count as a single model I'm afraid.
  4. I'm glad someone else caught onto the 'Hands' build for a dankboss using +1 attack artifacts.
  5. Personally I don't think Mollog is all that great; I know he essentially has 11 wounds and that his attacks deal mortal wounds, but on average it's something like 2 mortal wounds.
  6. Well, witch elves always kill what they hit unless it's 60 goblins or something like that. Itchy Nuisance a bomb unit then charge them with fellwaters.
  7. Rockguts and Dankholds are really resistant to magic. You can make a Dankboss almost immune to magic using a command trait.
  8. Having teleported a Treelord Ancient next to Arkhan a while ago and insta-killing him, I can say with confidence that a teleporting Troggboss will make someone drop a proverbial brick.
  9. Normal dankbois will be good for normal Gloomspite armies that don't have other trolls, since the boss would be losing out on his command ability; a reasonably cheap monster that buffs bravery for goblins? Sounds solid to me. As for Rockguts, as I said, there'll be some units that will require mortal wounds and high-rend to crack. I can see Fellwaters being the 'battleline' of the army where Rockguts will be the nut-crackers, since while the puke is good, it is random damage so may not do enough. We also need to factor in durability here; Rockguts essentially have a 5+ rerollable against non-rend attacks which is better than a 4+, while always getting a save no matter what. Fellwaters only get their added durability in combat, so it's really a question of which troll for the job? I'd always bring a Shaman to use Nightshroud as the trolls need cover while they advance up the board. Also let's not forget the prospect of teleporting trolls with Hand of Mork.
  10. Fellwaters will mince infantry but up against Sequitors it's the Rockguts that will do work.
  11. They would benefit most from the enhanced regeneration which is one advantage, but as it stands a unit of 3 Rockguts should be doing more damage in total than one dankboi due to more attacks and consistent damage. Saying that, 3 fist attacks can split a unit apart. My Troggboss is going to be taking the Blade of Hammerhal Gyra to get +1 attack on his fist; totally for fun, although against Stormcast it's going to be amazing (I'd take the +2 wounds normally unless going up against an Elite army where he'd take the re-roll grip attacks to crush entire Dracoths with reasonable effectiveness). I'm thinking his name will be Hands.
  12. Also remember that the sacrifice is at the start of the hero phase while her regeneration is during the hero phase, so she can basically get away without issue.
  13. In terms of mass maybe, we haven't seen them side by side; I reckon they'll be roughly similar heights. Provided it's on the same base and clearly shows what it is it'll be fine, assuming the danktroll is big enough.
  14. The troll hag is cool as a model, but not exactly something I want to paint or field as it's a bit rank (which is impressive for a miniature), so what I'd likely do is get a Dankhold and get converting; I'm thinking of a hood over its face that covers its eyes and some shamanistic additions. Along with a 120mm base of course. Not a case of it might be cheaper, it's just the aesthetics. I'm still torn on what exactly I'll be doing since I have a swamp themed Fimir army, but never had any Fellwaters as they were just bad by comparison. Now they're good, so at 2k points I can see myself running 1k points of trolls and 1k points of Fimir as GA Destruction; Arachnacauldron getting those juicy spells out of allegiance. At 1k I'd go Gloomspite. There's always the possibility that I'd go 2k with all trolls but that's too expensive for an immediate buy. As for the battalion, even at 2k it's too expensive, even if you factor in that 50 points of Command Point. The extra item is cool, but again I'd rather have more trolls as they'll be doing more damage than natural 6s to wound ever will provide.
  15. That's not true at all. Rogue Idol and Troll Hag see plenty of play, particularly in Iron Jaws. War mammoth is a very very desirable choice for Chaos. The Dread Saurian is definitely usable, and so is a lot of the Destruction monsters if you're running generic Destruction; especially the Magma Dragon. I have an army of mixed Destruction, with lots of Fimir and a Merwyrm and they do just fine. Let's not start on the mayhem a Colossal Squig brings in a Moonclan army. The Exalted Keeper of Secrets is another great pick for Slaanesh, and the Mourngul still sees play in Nighthaunt lists though is usually beaten out by a Black Coach.
  16. I wouldn't say they're better than Bestigors. Sure, they have 2 wounds but Bestigors are 120 points for 10 4+ save models with greatsword profiles. Not to mention their ambush potential, the ability to pile in 4 inches (which is a big deal as both units are on 32mm bases). Their greatest strength imo is board control and numbers which Tzaangors don't have. Outside of Tzeentch, Bestigors all the way (until we know more details).
  17. Knight Argrave is the leader of the Knights of Argrave, a Fimirach Fianna from Spitewood Fens. Their faction has no Meargh Matriarch and so they are unable to replenish their numbers. At most, 200 Fimirach live in the fens and so any death is a great loss. Fortunately, Fimir are among the hardest creatures to slay, even surpassing Trolls in their ability to regenerate. Argrave is clad in spell-forged bronze armor and wields the signature Baleglyph Maul of the Fimm warriors. He also carries a sword from a fallen Tree Revenant on his belt. A magical Gnoblar named Bentnose accompanies him often, especially on his frequent raiding parties to gather supplies. This little Grot wishes to one day be a Knight like his master and so Argrave has given him the chance to prove himself worthy. Of all the Fimir of Spitewood and among all Fimir kind, Argrave is one of the most intelligent. He has many trade agreements in place, such as with the human citizens of Little Ballahast to the south. In exchange for protection from the nearby Savage Orruks, the humans supply Argrave with metals that are acquired in their regular trades with other townships. The presence of the Fimir is also handy in that it wards off any Witchunters that may come snooping. One of the reasons Argrave refuses to raid Little Ballahast is so that it acts as a fallback plan, just in case supplies run low in the future... The area of Ghur where the lands of Spitewood cover is relatively peaceful in contrast to the rest of the Realm of Beasts and so there are the odd, civilized, human settlements. Little Ballahast is able to trade with the citizens of Ghyran through a realm-rift located in the eastern sea, a shard of a realm gate. Unlike his appearance suggests, Argrave does not enjoy killing but he is sure not to impose his morals or conscience on his fellow knights lest they falter. He stopped enjoying it millennia ago yet he does what he must. Trivia: -Argrave is many thousands of years old. -He hangs a lantern from the stag's antlers that adorn his helmet to lure those lost in the fog to him with the false sense of security. -He has survived being 90% decapitated by an Ogor. -Argrave strangled that Ogor. -Argrave has traveled as far as Chamon and Aqshy where he tamed Cinderquake. -He has many human and inhuman acquaintances. -He is the only Fimir to frequent human taverns. -In Aqshy, Argrave once glimpsed Archaon the Everchosen in the skies. Fortunately his magical fog made his presence undetectable to the chaos lord. -Argrave once won a pub brawl against 8 men and a horse. They were very xenophobic. -Argrave likes baths. -Argrave has eaten the odd human. -The brother of the Ogor that nearly killed him, Skall, is now his trusted treasurer. Skall doesn't care that Argrave strangled his brother to death. Knight Argrave of Spitewood Fens: Age: Born sometime in the Age of Myth. Virtually ageless. Height: Between 6 and 8 feet depending on how hunched he is. (10 feet if he stands up straight but this hurts his back). Weight: 280kg Likes: Carving effigies out of Sylvaneth, human/ dwarven ale, late night patrols. Dislikes: Having to raid settlements, the sun. Weapons: Baleglyph Maul, Sylvaneth Sword, his hooked tail. Pets: Cinderquake the Magma Dragon. Home: Argrave's Last Hold, northern Spitewood Fens.
  18. This is a WiP of my Ogor treasurer, question is should I use him to replace Paladin Bentnose the Grot Shaman or add him as a chaos Ogor to the chaos warband I'm building for my Brother. I'd add a Gnoblar spotter on his back for my Fimir warband otherwise. What do you think I should do?
  19. It's a website called Inkarnate. I forgot who first posted about it. Fortunately the Fimir's backstory has changed from indecent kidnappers to just another species of being which is the only reason I started playing them. Something people don't realize is that the Fimm Nobles make up a Fianna, traveling Knights from ancient Ireland. They aren't just beasts, unlike everything else in Ghur.
  20. Thank you! Unfortunately Grots are not easy to convert given how small they are. He started as a mascot for Argrave. I do have some bits from the Ironblaster kit so I can remake Bentnose. As for the Fimir the way their model is made makes heavy conversion nigh impossible. Argrave just has antlers and a Tree Revenant's sword really.
  21. My raiding warband for Hinterlands. (Apologies for poor quality pictures) The Knights of Argrave are a fully fledged army originating from Spitewood Fens, a calm and remote area in the Realm of Beasts. This military order of Fimirach Fianna contests these ancient lands with the Sylvaneth of Spitewood, the dense forest that borders the fens. In order to fuel their war against the upstart tree spirits, the cyclopean Fimir must supply their army with resources not found in the fens therefore Knight Argrave regularly takes a raiding party with him to gather supplies elsewhere. The Fimir themselves are the only professional soldiers to be found in the forces of Destruction, unlike the savage Ironjaws or gluttonous Ogres. This can be seen through the well crafted magical bronze armor they wear and impressive bravery although this may not seem apparent at a glance of their tusked jaws and single eye. This warband consists of: -Knight Argrave, the leader of the Knights of Argrave. (Fimirach Noble in Hinterlands/ Ogre Tyrant in AoS). -Knight Gringat (name not mine) his second in command. A Fimirach Warrior. -Paladin Bentnose, the magical Gnoblar (Grot Shaman). -The 6 assorted and replaceable Gnoblars: Whimzy the Cheese Thief, Swigz, Percy, Mr Sneak, Chumly and Groob the Groinbiter. 150 gold. The full 1000/1500 point AoS army includes: -Knight Argrave (Ogre Tyrant with Great Gutgouger to simulate a Fimir hero). -6 Fimir warriors. -3 Fimir Warriors. -3 Fimir Warriors. -20 Gnoblars. -20 Gnoblars. -1 Gnoblar Scraplauncher. -1 Magma Dragon (in swamp theme) (1500 point list only). Lore: The old fortress of Spitewood Fens is at the center of the war fought by the Knights of Argrave and the Sylvaneth of Spitewood. This fortress was carved from solid rock by the ancient Fimirach, including Argrave himself. The Fimir, being nigh immortal, remember those times well; times when they could keep to themselves and did not have to raid human settlements for resources otherwise contested by the Sylvaneth. After the War of Life bloomed in Ghyran and spread to many parts of the Mortal Realms, the Fimirach found themselves pushed out by the strange and powerful Sylvaneth and so they were forced to abandon their old fortress home, out of shock more than anything; the Fimir are no fools to newcomers. The Duke of Spitewood, Grand Hickorium and his guardian Spirit of Durthu were eager to finish what they started just weeks prior and so they marched on the last holding of the Fimir at the northern edge of the fens. However, the Sylvaneth had never before faced the baleful Fimirach and so were caught off guard by the sudden appearance of every Knight of Argrave from the shrouding mists. Fighting on their home turf, the Knights turned the tide faster than the Sylvaneth could grow a bud. The Duke's spirit was broken when Knight Argrave suddenly appeared from the fog and slew the Spirit of Durthu before him, his sundering Baleglyph Maul splintering the spirit's legs before the malign energies killed his very soul. Enraged at the loss of their protector, the Duke's Brother took up the fallen Guardian Sword and drove Argrave back, however the battle was lost and the Sylvaneth of Spitewood were forced to retreat to their forest groves. Nowadays, the Sylvaneth control the southern fens closest to their home of Spitewood while the embittered Fimir hold much of the northern territory including the hotly contested old Fimm Fortress where the corpse of the Spirit of Durthu still lies, now a glorious bed of new life. The odd skirmish happens regularly but no full blown war has been fought in recent times due to the threat of Argrave's pet Magma Dragon, Cinderquake, from the Realm of Fire. Only when the Duke's Brother has mastered the use of the Guardian Sword shall they finally take up arms against their arch-nemesis and claim Spitewood Fens for the Everqueen. The only time a mutual peace has ever settled between the two factions is when an Ironjaw WAAAGH passed through Spitewood Fens, unknowing of those who lurk there. The Fimirach appeared from the fog to the north while the Sylvaneth burst up from the peaty soil to the south and utterly annihilated the sudden threat together. Brute fought Fimir, Treelord fought giant and Knight Argrave, riding Cinderquake, battled the Megaboss Gitchucka atop his Mawkrusha.
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