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Tidings last won the day on November 17 2017

Tidings had the most liked content!

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503 Celestant-Prime

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About Tidings

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    Dracothian Guard

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  1. Wow I missed that somehow, thanks for pointing that out!
  2. Because he's dirt cheap, can dispel lifeswarm with +2, can unbind enemy magic with +2, and is a 3rd hero with for some scenarios is really important. 2 isn't enough. On top of that, he can give the gyro bonus to rend. In TE it's really easy for even a lone Gyro to get a nice shooting phase off on the first turn and be in the way - but that's just something to do in certain situations. EDIT: I was wrong, the Runelord can't use his prayer on a Gyro! Sad days. Still, I think the previous reasons are enough to make a case for him.
  3. I've been writing Ironclad lists, here's probably my favorite so far that I'll test on Saturday. Phoenix and PG are the main combat body that play in the most dangerous spot. Handgunners and Gyro tag objectives either separately, or as one element with the Hurricanum. Ironclad carries Arka Co and, if possible, stays near the Hurricanum for as many shooting phases as possible. In later turns, Gyro will speed off to tag objectives and Ironclad will dump Arka Co on an objective. Hurricanum casts Lifeswarm for Ironclad/Phoenix/PG as necessary, next turn Runelord dispels it and Hurricanum recasts it.
  4. Sure, but it's another thing that they have to deploy and position around until you drop it. The more problems you can add for your opponent, the better. Another Gunhauler doesn't add anything more for them to consider. It's not THAT short. You land 9" away and drop the first part 4" into their army. The other two corners go 7" more, meaning he needs to screen a full 12" to be safe from the immediate effect, then he still has go all the way around it. You don't have to use it right away either, so even just holding it on the first turn can be good since now he has to worry about screening all the way through till turn 2. Now you can drop it on the objective he's decided to prioritize. How can it be easily countered? It literally can not be stopped when you use it, screening it is a pain, and it needs a 9+ to unbind. That's not EASY except for a couple very specific lists. Yes it affects you too, but as long as you choose where to use it well, it should literally never be an issue for you. Drop it where they are deployed, or on an objective you don't care about until the later part of the game. If it forces him off an objective, you can drop a Gunhauler on it and happily take his objective at the cost of a few mortals (that you will easily repair).
  5. Warp Lightning Vortex immediately wrecks your opponent's plans just by existing. There's nothing they can do to stop it, so they have to either deploy completely differently than they want, or take the first turn to spread out, or suffer the insane damage and movement penalties. That's so much more value than a single Gunhauler, of which you should already have 1 or 2. You're not adding anything new to your list with +1 Gunhauler, and the damage output from 1 over the course of a game is still less than a well-used Warp Lightning Vortex.
  6. Thanks a lot! Glad you like it. If you are talking about the red leaves on the base, I think those are the "orange" leaf scatter from Greenstuffworld. I've made a blend of leaf scatter from Basecrafts (the autumn kit) and Greenstuffworld (plain leaves and orange leaves). I also use some "autumn scatter" from Basecrafts to make some areas a stronger reddish brown. When I get home tonight I'll double check the lids of the pots to see if I forgot something.
  7. I've got a Tempest's Eye army (or sometimes Hallowheart) that is my desperate attempt to keep the old Wood Elf / Wanderer aesthetic alive. It's a mix of basic conversions and reasonable proxies. Here's my Hurricanum that I finally got around to finishing today. I built it several years ago lol
  8. Just my opinion, but KO should be a better shooting army than Tzeentch. Tzeentch is a faction that gets to be the best at trickey shenanigans and magic. We have literally no magic, and the only trickery we have is teleporting at the predictable and screenable 9" mark. KO's whole theme is GUNS. And Tzeentch does that better than us too. #alittlesaltybutstillloveKO
  9. Possibly some people thought it was a way to get around the restrictions of putting an artifact on a named hero? Not that we have any real selection of named heroes, but still... who knows.
  10. I think everything you said is fair, and I agree. I don't want to be busted, but I want to be a bit more than barely relevant. Sad that there wasn't even a single KO army placing top three in any of the last slew of tournaments. Happy to give it time though; we don't master a new tome overnight and the meta needs time to evolve.
  11. Just curious, are you giving the bonus to ALL the special weapons or just one of them? I just reread the rule and it looks like it’s just a single special weapon that gets a bonus. Hopefully I’m wrong.
  12. This is where I’m hung up as well. I think I need to play a dozen games or so to get an idea of which way I prefer playing them. Generally not a fan of magnetizing minis arms and weapons.
  13. I tried to give this a love reaction but I can't "react" anymore today hahaha
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