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Lord Krungharr

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Everything posted by Lord Krungharr

  1. Designing some Gargant dice, trying to get quotes on 19mm size. Anyone know of any good affordable custom dice makers? I tried customdice.com but the cheapest they're quoting me is like $3 per unless I order a couple hundred (only really want like 10).
  2. I think Arrowboyz should hit Monsters on a +1 anyways, cuz Monsters are bigga! Thus easier to hit, like the broadside of a barn. A spell or CA to make them more rendy (perhaps from an Arrowboy hero or priest?) would be more sensible. Designing some Bonesplitterz dice, trying to get quotes on 16mm size. Anyone know of any good affordable custom dice makers? I tried customdice.com but the cheapest they're quoting me is like $3 per unless I order a couple thousand (only really want like 40-60). That's a broken bone for the 6 and teef for da pipz.
  3. Wow, I didn't know about the Thryng thing. I learned (the hard way) about something for an Ironclad called The Last Word, and apparently an artefact that inhibits enemy charges too. KO could be another interesting all dwarven force then to explore. But in the mean time I'll give this a try when my Gyrocopters arrive:
  4. Alright, I figured Dwarves and Dragons probably don't get along very well, so opted for a different allied airforce. I'll give this a try next time.
  5. Anyone tried Krondys with Flaming Weapon on his tail vs hordes of goblins or Bloodreavers yet? Sounds like an amazing experience!
  6. Crud, didn't see that part. Well maybe a few more Gyrocopters are in my future; gotta compare to those Grundstok Gunhaulers and Frigates maybe.
  7. Is this a lore friendly army list maybe? - Army Faction: Fyreslayers - Grand Strategy: Hold the Line - Triumph: Inspired LEADERS Auric Runesmiter on Magmadroth (275)* Salamander Cloak and Curse Auric Runesmiter (120)** Searing Heat Auric Runefather on Magmadroth (285)** - General w Spirit of Grimnir and Amulet of Destiny Auric Runemaster (115)** Prayer of Ash BATTLELINE 10 x Vulkite Berzerkers (160)* all 30 w shields 10 x Vulkite Berzerkers (160)* 10 x Vulkite Berzerkers (160)* 10 x Hearthguard Berzerkers (250)** w poleaxes OTHER 2 x Dracothian Guard Fulminators (230)* 1 x Stormdrake Guard (Single) (170)* ENDLESS SPELLS & INVOCATIONS 1 x Molten Infernoth (75) CORE BATTALIONS - *Battle Regiment - **Warlord TOTAL POINTS: 2000/2000 Created with Warhammer Age of Sigmar: The App Gonna have to get a box of Draconiths though.
  8. I'm considering chopping off the dragon gun barrels from my Auric HGs and gluing on the Broadaxe and Poleaxe-chain heads now. Or maybe 2x5 Broadaxe heads. The rend-1 and always 2 damage is nice, especially with Awakened Steel, especially with the Enhanced Effect. Pretty much love the Spirit of Grimnir CT. Though maybe 1 unit of Aurics is good for slowing down that special enemy unit....the cumulative -1" to charge up to half is still somewhat decent (though we'll miss the old additional -1 to hit effect). But I have some KO and Dispossessed for shooty dwarves. Meh, gotta give it some time to digest. I'll go build some spiders in the mean time.
  9. I just bought my FS army in December....at least it was a really good 2nd hand model sale? Can't think of why they felt the need to do these nerfs, HGBs weren't really breaking the game even with a 6++/4++ within range of heroes; they're slow! At least the pole-axes still do MW 😛 The Auric nerf is stupid, I agree they'll probably get some subfactional buffs. IF they are gearing up for a United Duardin tome with these nerfs, I imagine there will be a unit like the Anvil of Doom, plus Grungni and Gotrek, to dish out auras to augment their well-crafted gear (like Magmapikes). Glad my 2x10 Vulkites have the shields, just bought them like that. And to those who say they've been Bonesplittered, how dare you sir or madam! Bonesplitterz RULE!
  10. Guess I need to brush up on my reading, misunderstood the part about 'this unit' hitting better. Yeah, PASS, but extra Wurrgog for sure! Love those other Savage Big Boss looking guys too; they'll get play when I try using 4 of them for the pain-train idea. Saw the article about using an allied Arachnarok for deepstriking terror shock, and Spider Riders for screens. Those are great ideas and certainly do seems as savage and wild as the naked Orruks. I think if I play my buddy's Nurgle army (for his Adepticon training), I'll use Drakkfoot to see how Nurgle fairs without their precious Chaos gifts.
  11. Not sure if the new model would've helped me out in tonight's game or not. We don't have enough of a horde army to make this really worthwhile....unless points come down for Vulkites? I fought the KO, with Thryng?, and he had the giant ballon Baron named guy, Endringuy with balloon, Ironclad w gatling, 2 gunhaulers w drills, 2x3 skywardens and 2x3 endrins, 10 grundstok thunderers and 10 arkanauts. I had Mission: Savage Gains, he went first and killed my Runesmiter on Droth right off the bat, took his whole army to do it though. Those drill cannons hit on 6s a lucky 4/ 6 shots! And they're rend-3 when normally hitting. My Vulkites moved up to charge the Arkanuts, whilst my two footy Runesmiters deepstruck with the HGBs and Aurics. Aurics pegged a few Grundys, and the HGBs got in and killed the big Baron. 7 points for me, 5 for KO since he killed my monster. Turn 2 was me taking priority for the super awesome double turn! Went up to charge a gunhauler on the left but he redeployed a lucky 6 so no charge available there. Aurics tried to shoot and charge the Grundys but did you know the Ironclad can take something called The Last Word? It lets it shoot stuff when stuff gets charged within however far....in addition to the Unleash Hell from the Grundys, who apparently get amazing when stuff is within 3"! So Aurics fell hard, that sucked. HGBs continued to tarpit stuff in the center. I got another 7 (14), and he got another 5 (10). Then turn 3, he regained priority (as he would for the rest of the game) the HGBs fell to a big mass shooting effort as his stuff flew to the center. He didn't want me to get 4 points there. I burned the right objective though the Vulkites there fell too. Last Magmadroth fell as well though he stood strong with Coal Heart Ancient and All Out Defense. Never got to charge I got Ferocious Advance with my last Vulkites, a really fast Warden King and the Longbeards. Me another 5 (23), him another 4 (14). Turn 4 it was over, he ran a lucky 6 and CPd a 6 to run the last Arkanuts and Grundys over the border to get Savage Spearhead, and got his 3 points for objectives, and took care of the Warden King and Vulkites. I could not achieve Broken Ranks without leaving the objective so I opted for Slay the Warlord but of course couldn't, so just 1 point me (24), 5 for him (19). After this on turn 5 he shot up most of the Longbeards (they did well in cover and with All Out Defense), and made a 12" charge with the Endrinmaster AND the Ironclad and POOF, 9 more points for him plus the Grand Strategy for 31 to my 24. Super tight exciting game. Not sure Magmic Tunneling is always the right move. I really missed the Runic Empowerment and other prayers turn 1. And I'm wondering if tunneling my Runefather back there would have helped. Also it was stupid to take the Arcane Tome, dwarves hate magic (and the brainfog was kicking in: I just plain forgot he had it; I also forgot to the Flamespitter every turn except turn 2!). Amulet every time, need those ward saves. Longbeards did their job well, however I think having fast Stormcast allies might be very much more desirable, as they'd let the Runesmiters not have to tunnel. Have to check some out. No fast Dispossessed besides the Gyrocopters, and not really sure they cut the mustard.
  12. Hmmm, haven't heard of Rippa's Snarlfangs before. Sure do like the giant spider too! Saw one tonight at the FLGS. Next time I might have to pick that up Got a blister of 2 old metal Goblin Shaman tonight...I'll slap a big mushroom on one of their heads for the Fungoid. Adepticon is coming soon; there might be a Colossal Squig or legit Rogue Idol for sale somewhere there. Is the Hedkrakka worth taking with his mob? The easy +1 to hit seems pretty good, though he lacks the mask of doom. I got the set in my army lot but I guess he could just be a Wurrgog. Might be even-Steven on damage output.
  13. Thinking about some potential Gloomspite allies....would a Fungoid Cave Shaman or two be worth taking, for extra CP generation and a Mystic Shield and Levitate? Then any Wurgogg or Wardokk can do their stuff without having to think. I was also looking at a Colossal Squig, but partially just because I like the looks of that model. Might pair up nicely with a Rogue Idol. Of course that's a whole bunch less boyz.
  14. Guess I should get a Runemaster, I just have 2 foot Runesmiters and another on the Magmadroth. Haven't gotten or tried a Battlesmith yet either. Seems like the latter might be highly situational, but I guess there's almost always a 'let's sit on an objective' situation? Looking foward to using the legit authentic Fyreslayers dice today!
  15. Maybe it'll be good for a big unit of Vulkites? I mean, 20 of them getting extra damage on their attacks, with the Rune of Awakened Steel going off, perhaps vs a Cursed enemy.... could be spicy.
  16. I'll be fighting a big old 'grudge' match vs Kharadron Overlords tomorrow night. Never fought them before with any army; and I'm a complete noob at Fyreslayers, should be amazing! Here's what I'm bringing, no lodge: Depending on the mission/deployment and what he has, I might even tunnel in the magmadroths behind him. I mean for a first turn Savage Spearhead with monsters, that's a nice 3 points. I almost forsee not having too much trouble to get into combat, as don't the airships go pretty fast? He might have to get closer just to shoot me with some stuff. Or not, not really sure. I mean, they're not Lumineth right?
  17. Looking forward to fighting these so-called dragons with my Sons of Behemat......and also my Bonesplitterz. They must have some good potent marrow in dem bonez!
  18. Thanks! I like doing them. Good point on the lower drops. I think for faster armies especially choosing to go first can pay off big time. Another thing I liked about the many Kraken Eaters in this game is they can usually snuff out a few tiny models every turn when they pile in from their nets. And if they're lucky, maybe some Stormcast sized models. Getting rid of banners or special weapons right away can pay off later a bit.
  19. Yeah I was thinking about that perfect points lineup now. So symmetrical! I think with the hit bonuses the Mobs are probably better than a pair of Warstompers. With a Breaker Tribe we definitely want at least 2 Gatebreakers. 3 with 2 Mancrushers works but leaves points unused, except for an almost guaranteed Triumph. I fought my 4 Megas using Taker Tribe yesterday vs Living City, just to try out my Cities for the first time. Of course the Sons were victorious but I do see potential for even the shortest of units to do some real pain to the tallest. It was Taker Tribe, Beastmaster, 2 Bosses battalions, Kraken Eater (Sandals, extremely intimidating), Gatebreaker (Amulet of Destiny), KE w Vial of Manticore Venom, and another KE. Cities had Frostheart Phoenix (Ironoak Artisan, Spear of the Hunt), Lord-Arcanum on Gryph (Arcane Tome, Ironoak Skin spell), Runelord, Runelord, 3x10 Longbeards w great axe, 1x20 Irondrakes, allied Runesmiter and 10 Auric Hearthguards, 2 Fulminators. Mission: Power Struggle. Sort of a weird mission. You have to control the objective 2 of your consecutive turns to start scoring. Does that mean you can still move off of them? Seems like yes but I guess people can pop up to steal them if one moves from them. -Behemats go first, kick objective to center, get Ferocius Advance, and kill a Longbeard with a rock. 3 points for the Sons. -Bottom of 1: Going for Slay the Gargant Warlord...Lord Arcanum casts Ironoak Skin and Mystic Shield on the Phoenix, who moves to go after either the KE general or center KE who has no artefacts. Fulminators on the left move to shoot the center KE but then move again to go after the left rear KE (that was a mistake). Irondrakes flank right whilst the Aurics pop up behind the general KE; after all that only 12 wounds go on him. Fulminators only get 6 wounds on their rear KE but lose a whole model in return, whilst the Phoenix adds 8 damage to the general KE and takes 3 wounds in return (the Phoenix is at +3 to saves negating 2 rend, and also at -2 to wound! Very frustrating unit to kill). 0 points for the City. -Top of 2: Cities goes first with Bring It Down....Phoenix heroicly recovers all lost wounds, gets juiced up by the Lord Arcanum again. Irondrakes go rend-2 from the Runelord with them and take out the general KE just barely and timberrrr falls the other way. Phoenix fails the charge to the center KE (which is bad news for the City folk). Aurics actually are in range of the Gatebreaker and do 4 damage to him. The last Fulminator goes down doing nothing in return. 5 points for the City. -Bottom of 2: Broken Ranks for the Gargants......The Gatebreaker that got damaged by the Aurics had his movement halved, and thus failed to charge them, and also whiffed with his boulder 😛 The far left KE that had been fighting Fulminators kicked the objective forward then moved to go after some feeble Longbeards, they redeployed, which mattered not as he made that 8" charge because redeploy has been so far WORTHLESS. The center barebones KE charged forth into the corner mob of Duardin, taking out the poor old Runelord and his Gyrobomber friend, and a few Longbeards. Lord Arcanum is engaged and does a couple wounds to the KE in return, as do the remaining Longbeards. 5 points to the Sons for 10 total. -Top of 3: Sons go first for Conquer.....Cities burns the objective on their own right side preventing the KE there from controlling it 2 consecutive of their turns (not that it made much difference at that point)....Gatebreaker moves up and kills 2 Aurics with the rock, kills 3 more with a perfect Trampling Charge, and then wipes them out with the flail, etc. (me thinks Hearthguard Berzerkers might be a better unit to ally with the City folk for their ward save next to a Runesmiter). KE in center kills some more Longbeards but kinda whiffs, takes a few wounds from the Lord Arcanum though. 5 more points to the Sons for 15 total now -Bottom of 3: Cities go for Broken Ranks....Phoenix gets its magic vitamins and flies over to intercept the Gatebreaker. Lord Arcanum heals 3 wounds to himself with Heroic Recovery and 1 from Living City rules, then high-tails it out of there with Ride the Winds Aetheric to over behind the skull tower by 2 objectives (not far enough from the KE over there). Irondrakes go Rend-2 and do 16 damage to the Gatebreaker. But not to worry as the Phoenix charges in and doing 12 damage to it, which unfortunately leaves it with a few wounds to spare....FAIL. 0 points to the Cities for a total of 5. -Top of 4: Gargants for Monstrous Takeover....KE goes into the Lord Arcanum and takes care of him, whilst the Phoenix kills off the Gatebreaker and suffers no Timberrrrrr. 5 more points to the Sons for 20 and game is called. Great practice/learning match. Sometimes we gotta test our tiny well-crafted metals vs the hard stuff to see who gets painted first. So far the Fyreslayers are in front....once I get my new Bonesplitterz they get to fight the Sons, and we'll see if the greenskinz or redhairs go on deck. In the mean time Archaon's Gatebreaker will be finished because Adepticon is just around the corner and 4 megagargants is just so easy to play with! Sorry for the rotated pictures. I saved them properly aligned but they're not staying that way when I post them.
  20. I found this Earth Elemental Lord at my FLGS, from some game called Pathfinder. Probably a bit smaller in bulk than the FW Rogue Idol, but it's over 15 cm to the top of the raised boulder. For $25 (including the plastic card to make the giant oval base) I won't complain; I think with bunch of savage bits all over and a nice basing job it'll work. Just need to make that Orruky mask.
  21. You're both right, I'll keep everything! Too fun to try things out. My first game with them will be vs Beasts of Chaos to see who is more savage 🐗vs🐮
  22. Definitely! It'll be a really fun crazy and random army too. The Manglers are great and people will underestimate the squigs for sure. You'll want a Loonshrine for sure though. An allied Rogue Idol (I think the Gitz can still take that as an ally?) for even better spell casting plus massive monster threat would be fun too, but not a must have.
  23. I've bought an army (still in transit) that has 14 Savage Big Stabbas. Is that more than I'll ever need, or just enough?! Comparing it say a Rogue Idol and a Wardokk points/function-wise....not sure if I should sell off some, or give that many a go. Low drop deployment seems pretty important for Bonesplitterz with their crappy armor (warpaint is good and all but not that durable overall). Then I'm thinking maybe the Big Stabbas are perhaps better used in Drakkfoot instead of Icebone; seems almost every army has something with half-decent bonez hiding withing a ward save. For Icebone I will have 2x10 Boarboyz available + 1x10 Boarboy Maniaks, and 60 Stikka Orruks. I'll have 30 Arrowboyz too but honestly, don't want this to be my shooting army (that's what my Dwarves are for). Think I'll sell them off for sure. Seems like they coulda attached ice-arrowheads to the shafts but alas, the rules for Icebone don't pan out for them. Too high-tech probably Forgeworld is out of stock on the Rogue Idol, seems like a decent price if it was in stock. But I found an Orc Stone Golem file on Thingiverse for a proxy. Anyone know how tall the Rogue Idol is supposed to be? I want to make sure it's the right scale. I see the base is a 170x105mm size on the January 2021 FAQ. Is that correct? Cuz that's HUGE!
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