Jump to content

TheMuphinMan

Members
  • Posts

    169
  • Joined

  • Last visited

Everything posted by TheMuphinMan

  1. I wish the subfactions were more like battalions where they reward you to sticking to a theme. If you meet these conditions in your listbuilding you qualify for this subfaction, kind of like ironjawz/bonesplitterz vs big waagh. Like if let's say you have a nurgle list with only nurglings, beasts, bilepipers, GUOs, and maybe Twiceborn unlock the "Plague Parade" or whatever subfaction giving the bilepiper prayer-like songs, beast/nurgling battleline, and Twiceborn gets some buff.
  2. so anyone else notice that the warcry start collecting for gloomspite has snufflers in it but snuffers don't have rules for warcry iirc? are they adding more units to warbands?
  3. my dream of them making stormverin versions of the pox riders to go with the wolf rats is dead
  4. kind of wish they did like a kickstarter-ish thing with the less popular molds. People could reserve a spot and once a threshold was reached, they announce a production run, last minute stragglers get a week or so to join then they make/send out the orders and the process resets. less stress on factories, and they could set like a X months guarentee for some of the more expensive so people aren't putting down, lets say, $610 for a Vorgaroth, that may or may not come in the next year
  5. Nurgle, Sylvaneth and Gloomspite all have trees/fungus/bug themes but they are completely distinct from another. The overlap even serves as a good intro of why they hate each other in Nurgle and Sylvaneth's case. Nurgle factions hates Sylvaneth because, while they claim to respect the cycle of life/death and growth/decay, they think they are above it and only Sylvaneth should live forever. On the other hand Sylvaneth hate Nurgle because they think Nurgle is a perversion of the cycle. The Gitz meanwhile, just like getting high off the mushrooms. To get back on topic, I feel like having another underwater themed force would do good to flesh out the Deepkin and to say where their theme begins and ends. Underwater civilization = Deepkin, nomadic pirates = Vampire Coast, raiders with a homeport = scourge privateers.
  6. warriors are 10pts a wound with good saves and the shields give a save against mortal wounds so they can sit on an objective pretty easily. If you go a warshrine and undivided they have two 6+ ward saves on top of that or go nurgle and shrine for a 3+ save with rerolls, then a single 6+ ward save if they stay in the bubble. Could use the shrine on a block of nurgle warriors, then use Sayl's spell or the mask of darkness spell to get them on a far objective early to set up shop. knights are more mobile and have a bigger footprint (if stretched lengthwise) so they could set up a screen/blockcade/escort for whatever hammer you are using and can block LoS for foot heroes.
  7. Would never play this because I'd probably never be able to face the person again but I call this Brannigan's List after the legendary Captain Zap Brannigan Allegiance: Host of the Everchosen Plaguetouched Warband (180) -Archaon the Everchosen (800) general Lore of the Damned: Mask of Darkness -Chaos Sorcerer Lord (110) Lore of the Damned:? -Chaos Marauders (150) x4 -Chaos Spawn (50) x2 Daemon Prince of Nurgle 210 2000pt/2000pt Each turn you send a wave of buffed chaos marauders at the enemy (mask of darkness to teleport 9" away then its only a 1/36 chance to fail charge), and try and tie up as many units as possible. Each 6 to hit against them is d3 mortals back (daemon prince) and each 6 to wound is 1 mortal back (battalion). Every time one dies it can pile in and fight (archaon's command ability). other options could be replace sorcerer lord for 2 spawns to allow one of the marauder units to go up to 40, or dropping the warband/spawns for more marauders or to add in sayl for an extra teleport attempt,
  8. so the skaven box is the old skaven box with the finecast units swapped for clanrats, and the gloomspite has fanatics with no way to get them on the field (if built by box art). Feels like the boxes didnt have much thought but into them.
  9. I figure it would come down to if you have a OBR wizard, it knows the endless spells, and anything a death wizard on the battlefield can cast, Nagash can cast.
  10. i think the biggest problem with ossiarchs is the base troop is too small for the "elite armor faction" chaos: chaos warriors on 32mm order: liberators on 32mm destruction: ardboys on 32mm death: bonemeal terracotta soldiers on 25mm if they beefed up the mortek guard to look like they could go toe to toe with the other 3 "marines" then they'd look awkward manning the catapults. I feel like they should of had a noncombat "worker" unit which would make sense as somebody needs to grind the bones to make the clay, shape it into the various pieces for the constructs, etc. So it kinda feels like a wasted opportunity.
  11. Remember, a warscroll getting retired (especially heroes) doesnt mean you can't use the model. Waystrider/spellweavers aren't gone, they are just nomad prince-sses and I doubt anyone would say otherwise as long as you aren't doing it to powergame.
  12. the command ability to move after shooting didnt seem to take into consideration the often forgoten extremis chamber. the dracoth guard units have a 12" shooting attack and the drakesworn templar can have a bow so both of those could get set up for a 3" charge on the first turn.
  13. so if they made a Sigmar model, what weapon would he use because the Celestant Prime is borrowing his hammer IIRC.
  14. we are getting the Ubersreik 5..er..uh 4. A warband consisting of 5 miniatured but you can only use 4 at once.
  15. you choose which unit you want to activate so if player A activates and a unit, unless that unit is providing a buff there is no point in attacking it when you could cripple a unit that hasnt activated yet. no, you have to end a move outside of 3 inches you attack with models against units. you declare all attacks with all weapons at the same time when you activate a unit so activation order pick unit, pile in each model in that unit up to 3" with each model ending either the same distance or closer to the nearest enemy model and the unit maintains 1" cohesion. all models that can attack choose which unit they are targeting with each attack. roll hit/ wound/saves for the attack. defending player chooses where the damage goes for each unit that took damage.
  16. at first i thought the slaughterpriest was a new chaos ogre i always forget how massive the heroes are compared to the average joe
  17. its obviously upside down fimir wearing a leather turtle neck and plate goatee
  18. the centaur aelves in beastgrave could be interesting. at least that's my guess of what was shown, Ghur aelves (with centaurs and mohawks) to seperate wood aelves from wooden aelves (sylvaneth)
  19. honestly a hysh warband of paladin-like chaos warriors that see Sigmar as the tyrantical BBEG that needs to be stopped could be interesting.
  20. grunta, brutes gordrakk, ironskull boys or weirdnob direwolves, nagash+chainrasp, direwolves. wouldnt run either of these because its seems against the spirit of the rules though
  21. well turn 1 anvil battleline, turn 2 big scary monster, turn 3 cheap battleline. so 3 gruntas, gordrak, unit of 6 gruntas or 2 dire wolf units, nagash, a chainrasp unit would be legal with the shown rules baring any point increases. still i like how the rules encourage the lesser ran elite units rather that are usually overshadowed by the 30-40 man blob units so grave guard and the likes might see play
  22. that and chaos already has dibs on werewolves https://www.forgeworld.co.uk/en-US/Skin-Wolves
×
×
  • Create New...