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Gecktron

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Everything posted by Gecktron

  1. Fantastic work! The wood and the lantern are doing a fantastic job in grounding the Ironsworn in fantasy and keeping it from being too 40k! The colors on the militia work quite nicely as well. The only thing im unsure about is the molotov cocktail carried by the chap on the right. I know, its really simple and doesnt require much technology but I always associated them with the 20th century, but maybe thats just me. Id say the Ironsides are a great fit. They could be a perfect link between the dirty and ragged Laborers and the nobility with their heraldic and banners. The axes on the Solar Auxillia are great but they are too much armored and high-tech for a more battleline-like unit with just a 5+ save. Maybe you could think about making the Ironsides rifles a bit longer to put more emphasis on their blackpowder weapon, instead of their armor, so they better fit in with the Welds theme.
  2. I dont see the conformation. They mention Greenskinz in the same way as Iron Jawz: "Worry not, Orruk fans – we’ve got some great models returning for you, too! The Black Orc Big Boss, Orc Great Shaman and Warboss on Wyvern will be returning – each a cracking addition to the collection of any Greenskinz or Ironjawz player."
  3. No idea but non-battletome armies would be pretty low priority. As far as we know the WD only introduces new sub-factions. Non-battletome armies dont have any subfactions, so there is no established framework to add a new faction into. They would have to create a whole system which would be outdated the moment a real battle tome comes out.
  4. He is right. GW has said so themselves on an Open Day, they plan to alternate between 40K (Space Marines but also other factions and Xenos) and AoS (beginning with Stormcasts). War-of-Sigmar already has the cover of the februar WD.
  5. Releasing a lot of codi without new models. 40K could get away with this because it has a huge amount of useable models and a established background. AoS cant do that. They have to redesign old models, update current ones (bigger box sizes, new bases), explain the factions place in the mortal realms and commission new artwork. The 40K treatment would also mean that people would have to buy a new battletome for their army in a year or so as GW wont release a new range of models without a new Battletome.
  6. First of all, great concept, as usual, I alway enjoy your different army ideas. The Ironweld Arsenal has a special place in my heart as a Ironweld themed force was my first AoS army (back in the dark age before the first GHB!) Now to your post. I agree with most of your analysis/thoughts. Only a few things I would disagree with. I don't think the Steam Tank needs an update. Being a mono-built only kit hurts, but its recent enough to not needing replacement. The current model still holds up pretty well. Id rather see a new steam tank adjacent unit. They can keep the Tank as a more standard behemoth (maybe adding a command tank/hero variant by using the commander bits in the kit?) and use the other kit for some more specialized variants. For example, a open topped artillery piece (like a mix between a Steamtank and the WW2 Mortar "Karl"), the other variant could replace the mortar with optics and telescopes and turn it into a spotter for the other pieces of artillery (this kit would also build a minor hero when building the mortar).
  7. Last year we got a big Nurgle Release, the Legions of Nagash Battletome, a mid-sized Daughters of Khaine release, a big Idoneth Deepkin release, a big Nighthaunt release and a big Stormcasts release, and all that in the first half of the year. New stuff for all three seems entirely plausible, in my opinion.
  8. I bet this will be similar to Tooth and Claw. A new Battletome and a few new kits for the Flesh Eaters and a few months later a big release for the skaven.
  9. I have thought about this recently when the topic of Duardin specific terrain came up before. Mine shafts, etc. are good ideas but the Dispossessed have another big problem, what's their niche? Whats their gimmick? We already have very resistant duardin in the form of Fyreslayers, firepower and vehicles are handled by the Kharadrons (and there is also the Ironweld Arsenal). So to combine these two, how about letting the Dispossessed build their own terrain? To limit the power of this ability and to allow for a variety of buildings these terrain pieces could cost a set amount of "Building-Points" (BP). And the duardin player can use BP to build a new piece of terrain within , lets say, 3" of a duardin unit. Well sure, this could lead to the problem already mentioned by @Shankelton and Dispossessed player start hiding in their deployment zone. This could be fixed by making it so that BP have to be earned in a rather aggressive way. Destroying enemy units (extra points for war machines, monsters and heroes), destroying terrain outside of your own deployment zone, having units in the enemies half of the battlefield. You get the idea. This could reenforce a theme of "What we have, we hold!" as in, Duardin are hard to get rid of once they are in your face. Another thing would be to focus more on buildings that generate buffs instead of bunkers or cannons. For example, an ancestor statue that gives units within 6" a buff to their bravery value.
  10. We heard "Fyreslayers soon" from that one french YouTuber back in October. Maybe it got pushed back?
  11. Yeah, thats what I said. People dont like Endless Spells because they are spells but because they give in-game abilities physical models.
  12. I think people are clamoring for endless spells because they like models representing specific abilities. So they don't have to necessary work like all the other endless spells as long as players get some new models to play around with. Sky-mines and torpedos were good suggestions. How about linking these "spells" to the airships. People like ships and making them "casters" would be something fitting the Kharadrons. What Im imagining is, you have a set of upgrades you can buy your ships which enables them to place the "spell" models on the field. One of these abilities could be a salvo of torpedos (12" move, fly, D6 MW when moved within 1" of a enemy unit), a set of sky-mines or a automated turret that could be dropped from a ship.
  13. Oh its perfectly fine to start with one or two sets of Arkanauts. I good strategy for starter is to just build one of each special weapons. So your first squat has 1 Skyhook, 1 Skypike and 1 Volley Gun. You do the same for your second squad and when you have your third you have 3 of each weapon. Even though the Skyhook is really good, you aren't doing anything wrong by building one Skypike and one Volleygun squad. Also, you can always say "This unit of 20 Arkanauts has 6 Skyhooks" even though you only have 2. Just mark 6 models and you should be fine when playing against almost everyone. Its not that the rules punish you, GW is just always a little stingy with putting special weapons in troop sets.
  14. You need to buy (with money) 3 sets of Arkanauts to get enough special weapon bits to give 1 squat the same special weapon three times. (Read 3 light skyhooks)
  15. Yeah, 10 bow shots are quite good now. The 4 attacks before were negligible. The Spider Boss can also buff their crude spears now (if I read that command ability right). 3 MW are good but forcing a unit to fight last can be really useful. But a 50% chance at best means one has to bring multiple spiders to pull that Off reliable.
  16. That was my first action. Checking on the different Arachnarok variants. Im super thrilled about how GW differentiated them. The Shaman had been the go-to variant. I like that even the unmounted spider has a place now.
  17. That has been GW modus operandi for quite some time now. This started way back during Kirbys time. Under Roundtree GW started moving away from that a bit.
  18. Its way too soon to argue about such a short and vague description. Wait for the full rules (reviews will be up on War-of-Sigmar this Saturday). We can get angry after we have seen the full picture.
  19. No. Mindrazor doesn't affect the Blood Sisters Crystal Touch ability in any way. The Mindrazor spell improves a close combat weapons rend and damage characteristics by one. Crystal Touch has neither, so there is nothing to improve.
  20. My local gaming store has the prices for the first wave: Fanatics 32,50€ Loon shrine 45€ Spells 25€ Squig Hoppers 40€ Skragrott 25€ Squig herd 35€
  21. Yes, they confirmed that in the interview. The troggboss will make at least one kind of Troggoths a Battleline unit.
  22. Kharadrons had to wait 10 months, Fyreslayers nearly two years. But I think a year after release seems like a good estimation.
  23. As others have said before, a focus on mining/craftsmanship and traditions seems likely. Rune crafting seems also likely, as no other duardin factions makes much use of them at the moment. I could see GW making a new re-designed miners set with pickaxes, bombs and special weapons, new rune smith heroes, a grudge-keeper hero (carrying the clans book of grudges into battle) and maybe a giant stone golem as a center piece model.
  24. So much this! ^^^ Thats what I love the most about the new Age of Sigmar stuff. Taking established stuff and putting a new spin on it! Thats also why I dont want GW to merge factions again, as all these mini factions have enormous potential for truly great armies! (Fire Bellies could become pacific islander themed fire cultists; Ironweld Arsenal could become a clockwork punk army similar to the Vinci from Rise of Legends; etc...)
  25. https://www.warhammer-community.com/2018/12/26/26th-dec-gloomspite-gitz-revealedgw-homepage-post-1/ Here there are. Enjoy! Edit: I like the two squigs carrying the Loon Kings cape!
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