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TheMuphinMan

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Posts 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. 

    • Like 1
  2. 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

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  3. 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.

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  4. 26 minutes ago, Gibs said:

    Marauders are looking badass and clearly the chosen infantry in this book!  

    Putting them to one side what are your thoughts on optimizing  Chaos Warriors and Knights given we have amazing new models for them?

     

     

     

     

    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.

  5. 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,

    • Like 1
    • Haha 4
  6.  

    55 minutes ago, alghero81 said:

    Right, read it wrong.

    And anyway Nagash can’t cast it so problem solved... now time to read the warscrolls

    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.

  7. 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.

  8. 55 minutes ago, AthelLoren said:

    You know what I love about CoS? I love that, instead of restricting us to a faction, it lets us run wild. We can convert Dark Elves with leaves and paint them up like living city warriors, we can convert Freeguild with leaves and paint them up like living city warriors, everqueen, we can even convert a STEAM TANK with leaves and paint it up like a living city STEAM TANK!

    On a less optimistic note, it's sad to see the Wanderers sculpt go. I had just gotten into the hobby and picked up a couple units of Wanderers to start - A Waywatcher and some Glade Guard - then got distracted with 40k for a while. I got a SC! Sylvaneth for christmas, and that got me back into things, and then CoS dropped and the Waystrider was gone. I love my Waywatcher, and was hoping to pick up a Wayfinder, but I absolutely adore the Waystrider sculpt. Too late to pick one up from GW, though I might try to find one on Ebay...

    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.

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  9. 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. 

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  10. 10 minutes ago, Skreech Verminking said:

    😂, yeah because the aelve and the duardin have a few little things to argue about.

    taking both of them would lead your warband to a stillstand, because the dwarf and the aelve can’t stop arguing about stuff like how weedier the grots were back then etc.

    Elgi_7a2f3c_6720257.jpg

  11. 1 hour ago, PiotrW said:

    Ah, so each player fights twice in a round? Once during their own combat phase and once during the opposing player's combat phase?

    Also: if Player A attacks Player B's unit, does Player B have to retaliate with this unit, or can he attack with another one and leave this one doing nothing?

    Ah, see, that's another thing I don't quite get. The rules state that I cannot move my unit closer than 3'' to an enemy unit... so, if I do so and my unit is exactly 3'' from the enemy unit, can it attack the enemy unit in the combat phase?

    So, when making an attack, do I have to declare which model of my unit attacks which model of the enemy unit?

    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.

  12. 54 minutes ago, Lior'Lec said:

         Hey all, was sent this pic in a message and asked if I knew anything about it. I have no idea whatsoever so figured I’d ask the community. Anyone have some insight? AoS RPG related? Book/novel? Fan supplement (doubtful)? Blood Warriors kicking their way into 40k and killing everyone so GW can focus on AoS properly (ok... maybe slightly less likely that a fan supplement)?

    0ADEAA65-0A57-4E9E-B602-8A33B5327E2C.jpeg

     

    at first i thought the slaughterpriest was a new chaos ogre

    i always forget how massive the heroes are compared to the average joe

  13. 11 minutes ago, Not-not-kenny said:

    Main Body requires 1 batteline.

    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

    • Haha 1
  14. 9 minutes ago, Not-not-kenny said:

    I'd say the fact that you have to divide the army into three parts with at least one unit in each severely limits how expensive a hero you can bring.

    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

  15. 14 minutes ago, ElectricPaladin said:

    I find it hard to imagine what they could add whole-cloth to Death that would still feel Death-y. And if anyone mentions werewolves, I'm going to eat my own ass, because as cool as a werewolf army might look there is no reason whatsoever outside of 30s horror films to associate werewolves with the dead/undead.

    that and chaos already has dibs on werewolves
    https://www.forgeworld.co.uk/en-US/Skin-Wolves

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