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Moonlightwolf

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136 Celestant-Prime

About Moonlightwolf

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  1. If you want an extremely balanced game you've got Underworlds (shadespire/nightvault/beastgrave) warcry is more balanced than necromunda but even reading the book narrative is still clearly the game's focus, the design isn't focused on balance as much as making the game compelling. Crits are compelling.
  2. Given that things often go unavailable a month or so before a re-box I really wouldn't take these as at risk, they are all plastic kits for one and free guild+ ironweald arsenal are almost certain to be getting a re-box to coincide with the cities of sigmar release. They've promised a list I just wish they'd hurry up and give it out since by this point the books will be at the printing stage and they definitely know whats getting dropped.
  3. King: I just had Hammerhal's ambassador for dinner. Courtier: Oh how was he? King: Delicious...
  4. I'm hoping this turns out to be the return of Krell and comes with a major update to deathrattle to make them more like a nagash following tomb kings army with Krell as their mortarch.
  5. At its simplest, my group tends to do open play by just matching points values but not worrying about unit restrictions. Its not balanced but can be a lot of fun. For example I'll bring a force consisting entirely of gargants which looks impressive and everyone gets afraid until they realise that the entire force is luck based, and two of my giants roll doubles on their charge and fall over whilst the others are decimated by a freeguild gunline. It definitely helps if your group is down for having fun more than seriously competing but its also far easier to accept a loss when everyone knows the forces aren't remotely balanced.
  6. Moonlightwolf

    Templar.jpg

    Love it
  7. This is such a good idea and presented so well makes me want to do something similar for my own armies.
  8. In the realmgate wars they encounter spirits including a banshee in chamon that appear as though formed of liquid metal, always thought that would be a neat paint scheme for LoN or nighthaunt.
  9. There really are not any problems with the current destruction lore. The different manifestations of their culture and worship of gorkamorka are all laid out to some extent in grand alliance destruction (apart from fimir) and all except the generic orruks and gitmob grots feel like they have a faction core that could be easily fleshed out. The idea that they are one dimensional is kind of misleading. Yes some destruction factions love to fight and eat but then you have grot factions which are more about survival or zealotry, Gutbusters have a symbiotic relationship between big ogors and small grots. Spiderfangs think that giant spiders are gods Even a 1 model faction like firebellies is given enough to inspire an entire army built around the suneater cult. It just takes time destruction will have its day just as the ghosts are having now.
  10. Beastclaw raiders already have a pretty well established identity in AoS so I can't see them being combined with others. A destruction book that contained multiple allegiances allowing some combinations would be fine but honestly I think all the destruction factions bar maneaters have the potential for fully fleshed out tomes, though perhaps a greenskins allegiance that brought them together with gitmob might be a good option for those who want that classic orks and goblins feel.
  11. I'm certain we'll get new order humans in time, I'm hoping they expanded the devoted of sigmar to look like the guys in the recent celestant prime art https://www.artstation.com/artwork/k0wlz a faction of fanatical human warriors with supporting witch hunters and warrior priests who are accompanied into battle by celestial cherubs bearing stormcast relics is exactly where I'd like to see that faction go.
  12. Love the lore for these and that colour scheme is really nice.
  13. I've had mixed experiences, first game I played, it got to power level 3 on turn 1 and then rolled 11 on the charge between the impact hits it gets from the power level and attacking twice it wiped out a unit of namarti without taking any damage. problem was that it then got surrounded by enemy units and I didn't retreat which was a big mistake. and it was destroyed turn 2. From my experience it needs either support, as in a line of hexwraiths to keep it from getting surrounded or to use a very hit hand run approach. The strat I'd like to test would be using the spectral summons command ability to pull it out of combat then potentially charge again that same turn. The key is definitely waiting on the power level to be at least 3 before charging. Every time I've rushed in before that the results have been underwhelming.
  14. where possible go small with markers but really most things are fine especially if models can happily stand on the marker with out much trouble. remember that for game purposes the marker is just the point at the very centre so it shouldn't be blocking line of sight or obstructing movement. If you don't mind other miniatures being placed on top of the marker then you can pretty much go with any size just make life easy for yourself and place a distinguishing feature right at the centre of the objective so you have a point to measure from.
  15. My main advice would be play smaller games to start with, 1000pts or even 500pts limits the amount of cheese that can be brought to the table and makes combos and battalions harder to pull off. A cheese list at 1000pts is usually dedicated to just one tactic and if you can spot it early enough you can often subvert it.
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