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TheArborealWalrus

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  1. The dragon broke my will. He’s not done, especially not the dragon, but the big man himself is just about ready. Say hello to Burg Star Breaker, the leader of my stomp. I thought about having dudes riding him into battle but I thought it would make him too busy. Plus after the chaos dwarves, no little one is clambering on him. Needs some more work on the club, but he’s otherwise ready. The dragon however is just too skinny, so I’m taking a break before I bulk him up. That scaly monster was horrible to build and I’ve been wanting to share Burg for a while now. Not sure if I should add anything to the belt or leave it. the club is meant to have a shattered chaos Star on the top representing the additional damage. I’m not a fan of the flail we have, so Burg has a morning star instead.(also lets him be the others if I want) Hope y’all get some inspiration from this, enjoy. For Behemat!
  2. Well, bestigor are your hammers, gors and ungors are your shields (chaff). At 1,000pts a gavespawn beastlord is terrifying. Otherwise, I'd say your army lacks punch to go against tougher foes and doesn't have the bodies to objective swarm. I've been told that all herd is powerful at 1,000pts because of the summoning potential. I personally have never used them so I can't really comment. The taurus is pretty good spell, it lets you control the flow of battle. It can hit you too though. The marauding brayherd and desolating brayherd are both excellent battalions. I often used my beasts of chaos in my Khorne army. If you wish more on the specifics on that, I'd say click on my profile and go to my Blades of Khorne posts. (searching through the pages there would be more challenging) The only problem with the khorne battalion is that it doesn't let you take a bray shaman in it. If you plan on using lots of the normal gor unit types, you'll probably want at least one of those. With the current warscroll the shields are better on gors. They're not going to wipe out anything and they lack the bravery/wounds for grinding. The 4+ in combat is their best feature. Warherd would help add to your punching power. Centigors are good, there's plenty of posts that talk about this army's strengths. (including from myself) Good luck and welcome to the herd! For Morghur!!
  3. Alright, another battle report. This time vs Lumineth. I thought his list was rather weak, but it had the basic core of one of the net lists. We'll see how long until he decides to embrace the meta. Fluff: "Some of dem pointy ears says we's gonna break d'ere magic circle. Sumfii'n about fancy rocks. Alls I knows is dey is gonna make good eatin!" My list: Breaker tribe - idiots with flags. 6 drops, 142 wounds My opponent's list: Great nation - Syar, 7 drops, lots of spells I don't remember Deployment/setup: So the mission was starstrike on a jungle mat. A smattering of forests and ruins covered the board. The only piece of terrain that effected anything was a volcanic wall in the center of my opponent's deployment zone. I had a commanding one by me. We were fighting in the realm of light so everything got mystical as well. The mystical actually had very little impact on the game. I think it saved 3 wounds total from either side. My opponent put his spearmen in front with shining company and the archers did likewise behind them. In between the 2 groups was Teclis with the spirit acting as his shield. I did my standard thing and picked a roughly middle terrain piece and put a mega on either side. The 3 man unit went on the left hoping to snag a charge onto his slightly more exposed archers. Two of the lone crushers babysat the table edges while the third hung out in the middle. Turn 1: I finished setting up and got to decide. My opponent had deployed as far back as possible and couldn't get into range first turn, so I made him go first in the hopes of a double turn. Interestingly instead of moving up he stayed exactly put and cast some protective spells. Then he gave it back to me. My entire center moved up, only the lone gargants on the edges stayed put. Everybody else ran or otherwise moved forward. Only the spears or the ethereal mountain spirit could get hit so I crushed 4 of them and called my turn. Turn 2: Big roll off, I was in range of all the debuff and attack spells so it would hurt if he went next. Fortunately for me I won the roll off. It did mean the cow was still ethereal, but I had a plan for that. Sort of. Volcanic went off and did 2 wounds to big T and 1 to the mountain. Both my megas moved up andmissed their shots as did the little gargant. Charge phase time. The 3 man unit failed 2 6 inch charges in a row while the Boss rammed straight into Teclis, wifey reached the archers(when she piled in). The charges killed all but 1 spear elf and did 2 wounds to Teclis and 1 to the rock cow. Teclis had to die so I put everything from my general into him. Boss man did 18 wounds to Teclis and slew him. In vengeance the cow did 17 wounds back to him. 18 archers got smashed to bits from wifey. Then came his turn, The spell that makes you roll 2d6 and hope to get below your bravery rather hurt my unwounded mega gargant. She was basically out of the game from here on in. He also moved his general behind the last 2 archers to prevent my general from fighting. Rude. The other archers took 6 wounds from my little gargant that had grabbed the first meteor and with some lucky saves, the cow only brought my general to 26 damage taken. Turn 3: We tied on the roll off and thus I won it. Volcanic did 2 wounds to both of us. Not wanting to lose the boss man I took the turn. Both meteors dropped in places easily taken by me and I had lone gargants go and grab them. My general retreated and the 3 man unit charged the archers and the cow. A lone mancrusher (elfcrusher?) smacked into the other spear unit and wiped them out after they had broken formation. The cow was headbutted to death as the archers got stuffed into a sack. He had his general and 20 archers surrounded by my mostly healthy giants. At best he'd kill one with no hope for taking the objectives so we called it. That was a rough match up for my opponent. (I was initially worried about facing the lumineth) Once again his army was counting on that -1 to be hit. Without it they were just too squishy. The +1 to hit vs heroes also proved very useful and almost everything in the game has a command model, meaning that the idiots with flags was useful as always. The lumineth just didn't have the staying power or damage to deal with my army. Maybe that lumineth horde build could work but I don't know. I feel like Sons are just going to be rough on them. Fast and don't care about their targeted hero removal. Well, I hope you enjoyed the battle report (even if I think it went too smoothly for any real lessons), and stay safe out there. For Behemat!
  4. Got a question regarding the painting of the megas. Should they be done in sub assemblies or put together as a whole model? I was initially thinking of doing Burg up in 3 pieces. The torso, the legs, and the base. Are there alternate configurations people recommend? Should I keep him as a solid piece? The main reason I'm tempted by that option is that my re-posing has left a gap at his waist that needs filling. My life would be much easier if I glued him in place and then filled the gap. I could do it the other way, but that would be a big pain. Thanks for any advice from those who have done it. I should have pictures of my first mega (and soon after his partner) in the not too distant future. Cheers, For Behemat!
  5. I've played 2 games as them and 3 against them. As the sons, 1 was against a lesser tournament Tzeentch list (lots of horrors in front of flamers), while the other was against a nurgle daemons army (hordes of plague bearers with an unclean one). I played a 2 mega breaker tribe. (both of them breakers) with a 3 gargant unit and 3 individuals. The tzeentch battle was reported earlier in this thread. My assessment is as such: 1: If our opponent can kill a mega in one turn it's basically over already. (neither of my foes did so. One could have but I sabotaged that. 2: The individual gargants are very important to our strategies. I haven't faced any alpha strikes yet, but against an alpha melee build they'll be what saves us. (or at least gives us a chance) Likewise, they're critical for missions with many objectives. 3: I haven't played with them, but looking at the other megas, they looked fairly *meh*. Not terribly high damage. Not bad by any means, but they won't be wiping out whole 30 man units in one go. Except with battleshock assistance. I think about 10-18 damage on average. Not bad, but not doing their points in damage. I like the gate breaker, but likewise, I'd say that they need to be getting the +1 to hit to be putting work in. Both armies I fought were reliant on out grinding me with -1s to hit. Fortunately with "Idiots with flags" I was getting a +1 to hit for most of it. I think it would have been very rough if my opponents had decided to remove their commands from the units during the grind. My breakers swung wildly (the buffs/de-buffs canceling out), going anywhere from 6-32 damage. Shooting is for softening or sniping, and not to be relied on for sure. I used it to take out/soften squishy hammers. Not going to wipe out much unless you spike on a 3 man unit. 4: Megas are indeed are not terribly durable. I rarely resisted damage and was definetly reliant on the wound count and the 6++ shrug artifact. There's a lot of units that can wipe out a mega reliably. It's why positioning is very important with this army. Kind of like imperial knights when they first came out. Half your game was positioning and the other half was target priority. Sons of behemat are somewhat similar I believe. I'll need to find a more serious army to fight to see if it holds up. Knowing when to mass and when to spread will be key (I think). 5: We're surprisingly fast. A warstomper tribe especially can get a turn 1 charge easily. 6: Fast gameplay and simple concepts. The phrase "easy to learn, but hard to master" applies I believe. There's a lot of nuance to the very simple strategy of the sons. I like it. Fast and as in depth as you want it. 7: They are indeed pretty models. Especially when painted. They leave an impression on the field.
  6. I've got this as my lore so far. (Mind you, I don't have all the models mentioned) The stomp is a breaker tribe lead by Burgg Star breaker and his mate, Aela the huntress. (names work in progress) The tribe started in the realm of beasts until an unending tide of daemons drove them from their hunting grounds. Scattered and in disarray, Burgg (beast smasha at the time)was attacked by chaos dwarves seeking to repeat the stories they heard of their kin taming gargants, only they would do them one better! They would tame a mega! Aela went looking for her mate with the tribe and his brother, after all, a dead gargant leaves signs, as does one being dragged. The tribe followed the trail into chammon and picked up some more gargants along the way. They were told of their kin being taken by the hateful little beardlings and banded together with the locals to take them down. The newly expanded tribe found stormcast eternals were also planning an attack and at Aela's urging, struck an accord. Between the two forces the chaos dwarves never stood a chance. Burgg was freed with many other gargants. Burning with hatred for the forces of chaos, Burgg took the name Star Breaker. In honor of their alliance (and the gargant's newfound hatred of their enemies) the stormcast gifted the tribe with some armor, "reforging" them to fight chaos. Most of the tribe chose not to reforge, but some joined Burgg in doing so. Mission accomplished, the tribe moved on. They moved from realm to realm for a while, picking up gargants along the way until they stumbled through a malfunctioning realm gate into a desert of the realm of fire. Now trapped, the tribe sacked caravans and hunted great scaly beasts until they came across a city. There they extorted protection supplies out of the city and would occasionally drive away some marauders. That was until the city of anvilgard was sacked. The enemies of order took this as a sign that it was their time to attack. Suddenly the city was grateful for its protectors, Especially when forces from the newly christened Har Kuron Declared the city to be under their protection. Now the stomp is embroiled in a siege with the dark elves whilst chaos no doubt lurks in the shadows. Our Cast (so far):
  7. My first thought was crypt horrors, but then I'm thinking they're closer to minotaur sized. The thinner wrists could still make them work, but they have the bone wielding hand that you could replace the bone of. I'd say with pinning. Also more muscular if you wanted to go that way. The hand claws could also fit aesthetically. Dragon ogre arms might work for replacements as well. That's presuming them both to be of similar size however. If they're more stormcast paladin sized, then I've got 2 ideas. 1: Stormcast models themselves. The normal ones ae still bulkier than most humans, but the hands might be a bit small (don't have enough data regarding size) but you can usually get away with slight size discrepancies. Regardless, they serve as an armored option for the hands/arms if you want to go that way. My last suggestion would be skullreapers for this size bracket. They come with extra torsos that could be used. They're muscular and have many weapon options (that are covered in khorne symbols though) to pick from. I actually used spares from them on my slaanesh chosen. I'd post pictures, but they don't fit here. If they're extra smaller than I think than tzangors' or blood reavers' arms could work. I'd like to have 1 claw arm and 1 "normal" arm per slaangor, which is why I'm hoping for the option from GW. It's part of why I'm just going to sit and wait for the sprue before judging it. We don't have enough data. Although theorizing can be fun. Somewhat unrelated, but I think the blissbarb archers could serve as raider conversions for those of the slaanesh beastmen persuasion. Might need to change the feet/head, but they are themed.
  8. Kind of unusual, but this could be a story based decision, started a while ago. Unfortunately for us, it would be rather challenging to get a release for the non slaanesh factions when the plot is revolving around the god's awakening. We could see an idoneth type update for us in conjunction with the story book, but I'm not holding my breath. I like them personally. I don't have any plans to expand my slaanesh mortals at this time but I don't have a problem with them. They looked a bit too similar to the direchasm model for me, but that's probably a good thing. As far as posing goes, I'm not going to judge it until we have the sprue. I do get not liking the claw(s), they aren't for everyone. Hopefully it will not need to break into the bits bin to work them out. I'm seeing several minor heroes being released. It'd be real nice if we got stuff but , I'd settle for just the one unit. Any love is better than the none we've been getting. Overall I'm taking the sit and wait approach. Too many good GW modeles ruined by bad paint schemes We'll see how they stack up when they're finally released.
  9. It's challenging if you have very little experience and/or few tools. The tools that I used are 1 - exact0 knife: Your general purpose tool, useful in most converting situations. 2 - Clippers: You aren't going to want to use the exact0 to cut through sprue or other solid pieces. Depending on quality can be used to get a flat edge too. 3 - Hobby saw: Useful for large scale cuts, like those found on cutting apart giant's limbs. Could you use an exacto0? Yes, but the challenge of getting it to be flat and not wasting material would be rather steep. 4 - Drill: One of those small drills. Something that you can use to pin a limb in position. What size of drill will rather depend on the pin you're using. Don't use an actual sewing pin as many are hard enough to damage the clipper that cuts them. I usually use paper clips and just straighten them out beforehand. 5 - Modeling epoxy: I usually use green stuff, but there are many kinds. This is how you finish up details, objects and smooth out shapes. Usually. 6 - Glue: You're building miniatures, you'll need glue For this I usually use a quick dry, heavy super glue. Very thick nd viscous. 7 - Scrap plastic: It doesn't have to be plastic, but something to fill in the gaps for hollow models and generally fill out the shapes of the conversion. This cuts down on needed modeling epoxy. Up to you if you want it. As for how I did it, it obviously depends on the pose. Let's take Punty for example. 1 - Deciding on how to go about the pose: I wanted to get the kick pose and thought that I could just use the leg position as is. The mancrushers are hollow so pins won't be usable. Likewise, The other leg is too close to the body to function as a realistic brace, (unless you want him to look like he's falling over), so I needed to cut it too. For deciding on what works for the pose you may wish to mime out the action yourself. Look at what you're doing/what needs to be done to the model. 2 - Cut the legs: Assemble the legs/body to be cut. Then use your hobby saw (preferably) to cut the legs off at the joint. If you've ever seen the process of drawing a character, then you will mostly get it. You're going to be cutting at the inner thigh, leaving the body with just the crotch. Obviously where/how you cut depends on the pose you're going for, but I'm going to focus o Punty. 3 - Attach the leg(s): This is the tricky bit. Other steps require more technique, but here is where it can get frustrating. You need to line up the limb about where you want it and then glue it in place using the scrap material as the foundation. Now I don't mean filling the hollow shell of the crusher, I mean the gap between the leg and the crotch/torso. Assuming you've got your brace scrap down, let it dry for a bit. (which is why I use the quick dry) You won't need anything annoying like 24 hours. Then you start at the edges and work you way towards the brace/large end. If you want, you can wait after each piece of scrap, but I'm impatient. Repeat for the other leg. 4 - Clean up the scrap; Here's where you wait for the 24 hours. You don't want anything coming apart here as you'll be applying the most force. Presuming that you're not amazing and got all the scrap to line up in a rough approximation of how you want the model to look, you'll need to cut away the stuff that is sticking out. References of bodies in motion can be useful here, but I usually go for just a smooth surface at this point. Up to you. 5 - Sculpting/Covering: There's not a lot I can say here except to remember your anatomy and generally try to use the existing work. A tip is to keep your blade wet if you don't want the epoxy to stick to it. The back of the blade gives wider, softer lines too. This final one is about reposing solid parts. If you're worried about something coming unstuck, pin it. I used this extensively on weapon swaps and solid limbs. You cut it like the other, but with pinning how you cut it is the determining factor. Angles and all that. Cut apart the limb pieces, once again, stick to joints if possible. It's how the human body works, so follow it's lead. Dry fitting will help get the feel of the pose. Use the drill (more positioning is important stuff) You can also use the pin as the brace in gap filling if you want to. Hope this helps, For Behemat!
  10. So, I'm looking for some inspiration. Each of my giants has a "theme" that defines them. Dragons, sigmarite knights, and the tortures he suffered. I have ideas for the other smaller giants and the general, but the other megas are giving me trouble. I got the mantic giant and it's so skinny that I thought that I'd turn it into a female giant. (Of course that means that I have to make the general taller, but its easier than making her shorter). There is like 1 sentence in the book that mentions them that I'm drawing on, but what is her theme? They're all in a burning desert, but they existed out before the desert, which is why most of them are only paying lip service to the heat. ( I haven't sculpted any turbans or the like yet) So what is her "thing"? She's been with the tribe since the beginning, (beasts to metal, through shadow, into life, into fire) she also led the rescue of her mate from the chaos dwarves. (not quite sure how couples work in gargant tribes, not too important though) I'm not really coming up with anything. Hoping someone else has some ideas. Preferably something that might let me cover her face as I have yet to learn how to sculpt feminine faces. Plus the mantic giant heads are hideous. (part of their charm?) Thanks for any help on the matter lads/lasses. For Behemat!
  11. 2 more mancrushers done. The kneeling one is Grumpy and the other is Punty. I’ve got two more on the way, Stealy and Lazy. For future reference, should I hide most of the pictures so that it doesn’t take up a quarter of the page? Regardless, it’s been a blast creating these guys. I’m looking forward to when I’ve saved up enough to get some Megas. (Been borrowing a friend’s when I use them) I know about mantic’s, but I’d like at least 1 of the GW ones. Want to do the enslaved by chaos dwarves story line. Grumpy and Punty are both actually ex slaves with different responses to their treatment.
  12. Thanks! No recourse save our own shooting! My opponent had a great many horrors that he was hiding behind, but there is no hiding when the gargants come out to play. (we're reasonably fast with decent range and pretty good shooting profiles) If he had out dropped me I'd have been in quite the dilemma. Basically lose my first turn to deny his shooting or get stuck in right away. (His double turn then might have ruined me)If he could have alpha struck me with all his flamers turn 1 I would've been done for. Fortunately I was in range to neuter his attacks a fair bit. Taking out 4 flamers turn 1 was pretty big. I don't think I would have had a real chance in this match without the generalized +1 to hit his units. Neutralized the -1 nicely. I was concerned about exalteds for this match, but my thought was to just snipe them with the gatebreakers. They have 4 wounds so one boulder would do it. Hitting on 4s with no possible +1 would have been bad though. (counting the -1) As said earlier in the thread, sons struggle against anything that can kill a mega quickly. We're tanky but also not. Also struggle with alpha strikes rather a lot. The flamers behind horrors is the net list nowadays. Difficult to deal with. If they didn't have that -1 to be hit aura they wouldn't be so bad. If you're not a melee death machine, super fast, or also good at shooting you can't really compete against them. The more flamers they have, the less horrors they get. It's a delicate balance for them.
  13. Alright, got my first game in with Sons today. It was total conquest (battle for the pass but from the long board edges) on my friend's jungle mat vs his tournament Tzeentch army in the realm of beasts. (my head cannon had us in the realm of life because of the mat but...) 2,000pts I was breaker tribe and he was the eternal conflagration. Impactful scenery was as follows: An overgrown stone henge in the center right hand side of the mat and a mystical road running down the center left of the map.. There were other pieces but they did nothing but create 2 big corridors up the center. There was a 2 1/2 hour time limit as well. Tournament prep was he name of the game (for him, I just wanted to play giants). My Army: My opponent's army Deployment: I put the 3 giant block in the center flanked by the gate breakers, the general on the right. 2 of the singles deployed to grab the side objectives with the last hanging back to grab my own if I went first. In my opponent's center he had a double line of horrors in front of the flamers, blue scribes and fatemaster.. On the left was the changeling and another horror unit while the right was the chariot and the last horrors. Turn 1: I finished deploying first and since he wasn't in range I didn't want to give him a free round of shooting and I gave him first turn. Knowing he was out of range, he moved up somewhat cautiously, maintaining formations. Only a handful of models made it onto each objective. My turn I sent the lone mancrushers to take the flank's objectives. The general and the rear giant went right while the other mega went left and the 3 giants went center. I used the hurl rocks on the 3 mancrushers who got 2 wounds through that were saved by destiny dice. The 2 gate breakers killed 4 flamers to hamper his shooting. Both megas made their charges with one little one into the left. Unfortunately the 3 man unit failed its 8 inch charge with a re-roll. Oh well. The general killed the chariot and 4 pinks while the other mega tagged 2 units and killed 14 or so wounds of horrors. The little one killed something like 5 more. (enemy casualties are going to be far from exact. I have a rough total at the end but the turns are kind of guesses) My opponent lost 2 blues to battleshock and I took like 3 wounds in return on the left mega. (I just realized that I forgot the terrify special rule. Whoops) He used another destiny dice to resurrect the 4 pinks lost. Surprisingly the horrors got more dangerous in melee the more I killed. I'd say the megas rolled below average and the mancrusher kind of whiffed. Turn 2: We rolled off and my opponent won it. (there's a mild competition to see who can lose more initiative tests in a "season" Currently he's ahead, but I'm gaining) He took it and mostly stayed put. After all, I was already in his face. Fold reality revived 4 pinks on the left and all the horrors that could got their spell off. He forgot to activate the re-roll aura from the fatemaster this turn, but to end it quickly, the left mancrusher died (RIP Scaly) and the mega took 10 wounds and the general took 4. Not that bad honestly. The flamers whiffed (except against scaly) and the horrors did pretty well. In combat 12 wounds for 4 on the general with 3 wounds on the left mega for ... something like another 9. My boys did not roll spectacularly (general whiffed pretty bad for his +1 to hit being active) this turn, but it is a dice game after all. Of note, the expanding blue horde took the left objective from me with their increasing numbers. Nothing notable in battleshock. I think like 2 fled or something. My turn I could have moved the 3 giants to secure the left objective like a smart boy, but I wanted more dead flamers and kept them on the middle to shoot and hope for a good charge roll (something like a 9). The megas both whiffed shooting, but 2 more flamers ate rocks from the mancrushers. The 2 singles on the right moved to support the boss and then we charged. The singles made it in and the block made a 6 inch charge. Only enough to reach the center. Darn. 5 pinks died in the center and 5 horrors popped on the right from impact hits. In combat the mega killed 23 for 7 in return on the left unit and the mancrushers rolled spectacularily poorly and killed 11 from the center unit alongside a flamer that strayed too close. On the right the general got 9 through and the singles did a total of 11 for 3 in return on the general. A command point saw none flee from the left unit and 4 fled from the right. My opponent claimed that fleeing gave him the downgraded version, but I remember the opposite being true. I didn't really care however and we moved on. Turn 3: I won the roll off and took the turn. Probably a mistake but I wanted to try and save the mega on the left. I was all locked up so no movement. The rocks killed a total of 10 from the respective units. A total of 12 died on the right for 2 wounds on the general ( I whiffed again), the mega did 6 on the left unit and the center got it's act together and killed 19 horrors. The mega took 4 in return. A command point save the center from battleshock. His turn saw 5 pinks returned to the center from fold reality and none of the horrors getting their spells off. The fatemaster zipped over to my objective and the untouched pinks guarded the right flank only to be reinforced by 10 summoned blues. Shooting saw my mega on the left finished off with extreme pregiduce and 3 wounds on the central giant unit. The right flank took 23 causalities and lost the remainder to battleshock, freeing the 2 gargants and my general. The central horrors took 21 wounds for 2 in return. His last command point saved them. Turn 4: I won the roll off and finally saw sense. The 3 mancrushers retreated onto the left objective and the general made his way towards the back. Not wanting a repeat fly by, the last single stayed on the right objective. rocks killed 2 horrors and 2 flamers. If my general got a high enough charge roll he could take my opponent's objective with longshanks (I think that's how it works), so of course he didn't. Still, he did 10 wounds between the 2 horror units he did catch. The lone crusher took back my objective and did 2 mortals. I knew I couldn't reach his objective and let the dice decide who my general fought. It came up with the "untouched unit." The general at 12 wounds had apparently had enough of all these horrors and spiked his dice. 34 damage to the unit (18 from the flail, 12 from his other attacks, and 4 from impact hits). Wow. Needless to say, without a command point the rest fled. Unfortunately the lone mancrusher had the opposite results and did 2 to the fate master. He still took the objective back. With only 20 minutes left and being down by 2 before my opponent's turn, I called it. Conclusions: Wow! That was pretty fun (except a brief argument about my mega being in range to reach the changeling. He wasn't, so if I had charged a bit to the left I might have killed him and removed the -1 to hit from the left. Oh well)! I made a few small yet critical mistakes that cost me the game, but my opponent made a couple of big blunders too. Mind you, I could have still pulled out a win in the 5th turn. He was unlikely to take out my general and had a total of 35 or so horrors left between 3 units with 3 flamers and his heroes. Not exactly a murderous horde. All my objectives were well protected from his available counter attacks. If he won the roll off with a double turn he could have recovered, but I was in a good place. We also wasted 15 or so minutes, so I could have won with the time limit, but I was in this for the joy of Behemat. I must say, the breaker tribe saved me from the annoying -1 to be hit bubble the daemon heroes give off. Hit on normals most of the game. Against other armies, the +1 would have been very deadly. I also forgot it a couple of times as well as completely forgetting the "stuff 'em in me bag" rule. Oh well. I'm not sure about the portcullis, it's not bad, but not great either (the others aren't either, but still) Not sure if I should shake up the command trait/artifact. The + vs heroes is rather nice for dealing with enemy centerpieces, so I'm inclined to keep it. The overall strategy of killing the things that get buffed over the well protected buffers seemed to work. Against a slower, not flying army, it likely would have worked out fine, but I needed to keep in mind the mobility. Lessons for next time. Now, for the ridiculous total of the game Points: SoB - 16, DoT - 19 (If we had completed the turn) and *drum roll* Kills: DoT - 1 mega, 1 gargant. SoB - around 180 horrors, 9 flamers, 1 chariot Who says the sons are a low damage army? Geeze. Admittedly I was in combat every turn for the whole game, but still... (I know the numbers don't match up, but between 200 wounds of horrors and all the respawns and summons, I figure it's close to that) Hope you enjoyed! - For Behemat!
  14. My first finished mancrusher. I’m rather proud of him. I call him scaley.
  15. No, the models are merely confirmed to exist. We do have the direchasm slaangor to extrapolate the profile from however. Also a picture of some slaanesh beastman hero in war cry. Unsure if it will be a full hero model. Probably not on account of the existing warbands not including any. (that I know of) I get it. They're monsters of chaos without the keyword so we can't even ally them in. Tis sad. There is a fundamental design difference however. The warcry bands are designed to supplement the slaves to darkness. I think it was an oversight, but you'd think they'd have faq'ed it by now. *shrug* Tzaangors were supplementing the arcanites until they updated our book and set the precedent that they also belong to us. The slaangor will be supplementing us as well. Unless of course the world loses its mind again. (Always a possibility) It is a touch odd for them to hit on 4s, but perhaps there is some buff that would have been too powerful on 3s. They'll likely be pretty good damage dealers for slaanesh. A good alternative to minotaurs ... probably Cheers, For Morhgur!
  16. While they've made some dogs, I think it's more because we're not supposed to have those mortals rather than us getting to claim them because of 1 slaangor. Yeah, it was on the hero side of the selection so possibly a doombull of slaanesh. Mighty cool stuff. *sad Khorne noises* We probably won't get any khorngors for quite some time. Although I thought we wouldn't get any slaangors either, so what do I know? Still excited, even if I'm giving the beasts a break. Nice to see the herd expanding. For Morghur!
  17. Where did you get the stats from? Last I had seen was the pictures and names. Or is this the stats on the direchasm guy? If it's just 2 attacks with no other profiles, it feels a bit weak. Sitting in an awkward place. Like not bad damage, but not standing out in any real way. With a second okay profile they could do work. I don't remember, but maybe slaanesh needs more rend? If so, they fit the bill. Regardless I like the idea of Slaangors getting worshiped as avatars of their god. (*insert furry joke here*) Feels in theme with stuff like the pretenders running around. The "snipping off heads" mentioned sounds like some sort of mortal wound output. I'd guess they're reasonably fast. In the realm of 7-9 inches plus run and charge. By your description they sound like elite relatively durable damage dealers for slaanesh. Like somewhere between chaos warriors and fiends. If I weren't creating a giants army I'd be interested in adding some of the new slaanesh stuff. I know it was likely a leader, but the picture on the right looked like a slaanbull to me. (referring to the warhammer community page article.) That should be spicy. Beyond that? Color me excited for fighting new slaanesh! Regardless of their new tricks, They will fall to the true children of chaos!! For Morghur!!
  18. I personally use the khorne battalion for the same reasons. You won't get the healing, but you can get everything but the shaggoths in it. It would mean another hero though. Up to you. You could switch the raiders for ungors to make up the points from the battalion swap. I'm not sure what their role in the army is. Perhaps their pre-game move is vital to the strategy. With the bulls the trade in rend and damage for re-roll and an additional attack doesn't seem worth it to me, but I rarely get my opponents into the herdstone's range until the game is mostly decided. I personally am not a fan of the glaives, they do give you the possibility of 2 ranks attacking, but the lesser damage has consistently underperformed when I used them. Getting to rend 3 is nice, but the only time my glaives felt useful was fighting 1 wound infantry blobs. From experience you can get away with double stacking on a spell for the shaggoths as their generic one is good too. I often doubled down on sundering blades, but I rather like that spell.(doesn't have to be on dragon ogres either! Anyone is game.) I likewise was a fan of minimum sized squads for board control and bogging my opponents down. *shrug* I didn't have any smaller infantry in my list though. Drogres had to meat shield it up. I posted up battle reports on my experiences with a dragon ogre based list on here if you want to check it out. I am curious about the strategy of this list though. It feels a little unfocused. There aren't really clear roles defined by your list. It feels like a rush forwards list but lacks the damage or board control to really pull it off.. It seems like it might be easy to get shut down with the size of a 6 drogre unit's bases. All this being said, 1: I'm facing rather competitive players frequently so mileage will vary. and 2: I love any drogre/big guy based lists. Good to see them getting some use. I wish you luck in your beastly procession! For Morghur!!!
  19. Yes, it is perfectly legal for you to do that. Technically your base artifact would have to be the incandescent blade because the extra artifact is only taker tribe ones. The wording is a little funky, making it sound like both are meant to be from the taker tribe, but since the faq didn't touch this and base rules say you can take realm artfacts, I think you're in the clear. I haven't, but I've been eying it up for that. Watching someone else build it showed me it's all pieces meant to fit neatly into each other. Altering any one piece would require gap filling (like milimeters to centimeters of filling depending on the position) to get the new pose, followed by likely extensive re-sculpting. This combined with it being hollow (great for weight, bad for filling in holes) would make changing the leg positions a very difficult task. Not for the feint of heart I'd say. Doable, but challenging. Lots of great looking gargants stomping around!
  20. So, lower middle tier? That puts them about where I was thinking. I'm not really going for competitive with this army, I don't like the competitively suggested list options for cities except the hammerhal lancers. The desert boys are pure theme based army though. While the executioners are undoubtedly better, I don't see them as a city's levy of joe shmoe troops. Elite guards of the caliph? Sure. Fodder? No (even if GW seems to be pushing them that way). If folks have a better idea for the bog standard troops, I'm all ears. I was using the old points values for my last list, so here is my changed list. - 1810pts - Anvilguard - deciding on what to do with the last 190pts. I'm not really sure what to do with the spare 190pts. An endless spell? A unit of sisters of the thorn? Demigryphs? Dupes to be sacrificed for spell bonusses? Lots of individual units available that could go with a spell. I'm just not sure. Demigryphs would be djin, sisters as magic carpet riders, just want to keep a Arabian nights theme going with whatever I pick. Effectiveness is a secondary concern to being thematically awesome. Thanks for your help guys, For Sigmar!
  21. Yes. It's not a command ability and it doesn't say that you need one to activate it. You however won't be able to sacrifice models without a hero near the herdstone and thus will be relying on the passive 1 per turn.
  22. Has anyone had success with the black ark corsairs? Thematically they fit the desert raiders I had in mind best, but they feel like a unit in an awkward place. Mixed purpose. How do you use them? Slap a max brick of dual swords by a fleetmaster for a bunch of attacks? Small units of hand crossbows grabbing side objectives? Does the loadout matter too much? Should you keep a kharybdiss close by? How much support do they need? Can they actually kill anything or are they like free guild guard who are just meat shields? 1d4 chan has a nice start, but I'm hoping for some real world experiences with them. Thanks for any help, For Sigmar!
  23. Out of curiosity, what tribe(s) were you playing? Having played against SoB multiple times with my other armies, I feel that the matchups/enemy composition matter greatly for success. My minotaurs could kill a mega in one combat phase and I tabled my opponent pretty easily with them. My other beastmen army, based more on numbers and chipping the megas down, had no answer to their destructive might. They merely died piece meal. Likewise the mission will decide how well 3 megas do. They hardcore struggled in missions where there are many objectives. They simply couldn't defend their own and take mine. Even having more mancrushers, it was hard for my opponent, especially when his giants were under legitimate threat of being killed. Mind you this is 8 games against them vs 15 as them. The megas are very hard to kill, so I could definitely see an enemy without proper(ly protected) hammers consistently getting the floor wiped with them by 3 megas. My current theoretical list is: breaker tribe with 2 gate breakers, 1x3 mancrushers, and 3x1 mancrushers. Gatebreakers hit hard and the tribe benefits both units in the army. Obviously the singles defend the home objectives/screen while the rest go for the enemy. I think they'll struggle vs powerful monsters and castles, but I'm hoping the balls out damage of the gatebreakers will handle such threats. I'm leaning towards the "idiots with flags" hatred because most units have a command section, so the most possible benefit. I do like the idea of sniping enemy heroes with rocks however. Although, personally I hate it when that happens to me, so I probably won't. I kind of like the second hatred for the general so he can go handle the nasty monsters/heroes, but as a proud khorne player the + 2 attacks is tasty. Probably the portcullis for the artifact (fits the idea I had for the general too) unless I really want to do the whole hero sniping thing. This next bit is just fluff so feel free to skip. The general will have been ensorcrolled by chaos dwarfs and then his tribe declared war on the stunties. (not sure what gargants call dwarves) The idea is too cool not to try, so now I have to see if anyone by me has chaos knight parts. Interestingly the book mentions female gargants, so I might also try my hand at making one of those. The tribe started in ghur before being driven out by another tribe, which is when the chaos dwarves stole the chieftain. Angered, they followed the dwarves into chammon where they eventually freed the chief from enslavement. The dwarves had heard of what happened in shysh and thought to try it on a mega. Turned out to be harder than they thought to keep their pet. The tribe likewise managed to free a couple of mancrushers while they were at it. From there they went through ulgu into ghyran where they lived "peacefully" for a time. The slyvaneth eventually drove them out into a burning desert of Aqshy where they forcibly hired themselves out to a city that they had been using the trade shipments of to survive. Now Morathy happened and Aqshy is on fire with troubles. Suddenly happy for their "protectors" the two have formed a real alliance. We shall see how long the oasis in the burning sea can keep it's protectors fed or if their plans to dispose of the gargants need to come to fruition. Enough rambling, however! In Behemat's name!
  24. Mind you, I am still converting mine and haven't gotten to play, but I feel like 2 megas and 6 mancrushers is a good number. Different tribes will prefer different numbers of course. Stomper tribes benefit mancrushers more than megas so prefer larger numbers of them. Breaker tribes benefit the megas (gatebreaker only) the most, so probably more for them. Kraken is an awkward bit. The sandal makes them good for damage, but the army doesn't quite seem to need the benefit from the ability. Maybe more megas to take advantage of the additional artifact? I'm not sure what they seem designed for. *shrug* Good luck with your stompening!
  25. Not bad idea, but maybe something more like if you take an objective from your opponent score an additional point. Or maybe the ability to convert terrain features into despoiled terrain. Like the beasts get some sort of buff by such terrain and can activate something in the hero phase to turn pieces into it. Combined with the ambush rule, it could make it feel like an encroaching destabilizing influence, coming from all sides. Could do despoiled objectives instead. Just replace terrain with objective. Ideas for possible bonuses: 1: + attack or hit rolls by despoiled terrain. - pretty powerful, makes our mediocre troops dangerous near terrain. Wildwoods beware. 2: Mini herdstone auras in a small radius around the terrain. - Probably too good, easily unbalanced against certain armies or ends up being lame (might just neutralize the cover). 3: 6s to hit generate additional attacks or mortals, or something else on 6s. - Not super great. Easily countered or forgotten. You have to despoil it first to get benefit, so not always helpful. 4: Enemies treat it as dangerous terrain. - not overly impactful, but could swing some games. Kind of lame though. 5: Bravery buff and/or increased speed? - Softens a weakness and/or makes us even better at something. - situationally powerful, more defensive. Alright, that's enough theory hammer. Off to bed! For Morghur!!
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