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Lord Krungharr

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Everything posted by Lord Krungharr

  1. I mean wasn't there that Underworlds warband with shadow-aelves with glitchy capes? Those looked cool and very much what want Umbraneth to be.
  2. I really like having Battle Tactics as sometimes it coincides with the objectives-game, and other times it does not and demands different actions. This helps to make the games different each time you play even a same mission or same opponent-army. To be sure, the GHB ones are trash and really gear towards certain army builds, which I do not like, and also the battletome ones are often very unbalanced with respect to each other. It might be better to have a bunch that each type of unit could accomplish within the GHB or Core Rules (for example a hero without a mount can contest an objective that your opponent previously controlled, or an artillery unit can kill something, etc). The double turn is key to making AoS its own game and I would vote for it to stay (I think it will stay). BUT I absolutely do NOT think a tie for Priority Roll should be won by the person who went first last round. That is so dum. Roll off and tie ROLL AGAIN. I hate that with a passion. I'm on the fence about heroes joining units; if they go that route (I don't think they will) they'd need to make it like Horus Heresy and mounted units can only be joined by mounted heroes, monsters can't join units, flying units can only be joined by flying heroes, etc. I'd much rather they let non-monster heroes pick a unit to charge with, so you roll for the hero and pick a unit (even maybe use a CP for it) to use that hero's charge roll. This way the hero can 'lead' and have whatever it needs to use its hero buffs upon. Thematic and sensible I'd say. Heroic actions and Monstrous Rampages don't slow things much actually, and they let special units do special things without having each warscroll have extra stuff on it like the 40k of 9th edition had (at least from what I read, not a 40k player). Terrain rules have absolutely stunk thus far. The mysterious rolls are forgotten or ignored. Moving through/across terrain of any sort should impede movement by some amount. Some terrain should definitely be dangerous! Some should outright block line of sight regardless of wound count. I think at least being behind terrain provides cover now? Or am I imagining that? I also think there should be a rule of 3 like 40k. No more spamming 13 Allopexes....unless Doomwheels lose Behemoth and I can spam 13 of those. Then I'll forget about that
  3. I have been Squigged before a couple times. It's HORRIBLE. Best possible thing is to shooty them from a distance, and if you can snipe models from units somehow, get rid of those Grot guys who can bring them back that are included in the unit. Gotta snipe the Squigboss too. But it seems that the FEC model recursion should be at least as good as the Gitz have. Once Ushoran arrives, he will very likely be able to make many things strike last, which would really help in many cases. I could go on about Squigs and what they deserve, but I'll refrain until they get me again.
  4. Guess I was remembering the old Hammerers with the MW on 6s somehow. Rend-2/2dmg is pretty decent though. As cool as they look...Executioners look way cooler. Almost time to start painting my S'tanks. But first I have to figure out if I'm going to use oil paints on the big panels. I want them to look like Bob Ross landscapes, but of the Mortal Realms.
  5. Hammerers vs Executioners, which is a better investment, assuming they both have the support they need to be their best? Both get the MW on 6s to hit don't they? Executioners can get Tenebrael Shards going with them. Guess that potential rend -4 though on the Hammerers is basically all MW on most armor saves...but they lack speed and the strike-first possibility of Executioners. Who runs both?!?
  6. Gotta say, I'm considering getting at least 1 more Command Corps. 18 wound unit that does a variety of useful things and can actually somewhat fight!
  7. Whoa! Didn't realize that. Wasn't referring to what I wanted, but rather what the plural term 'unitS' (emphasis on the s) would imply in normal linguistical interpretation.
  8. Oh yeah, I always take the terrain since it's zero points. For the Roving Maw I would certainly take the Pit! Need more Gorgers and a couple more wizards, and 20 more Gnoblars to do that one.
  9. I don't forsee any Dark Aelves getting help at all....with Umbraneth almost certainly waiting patiently in the shadows for a release, they'll want us to buy new Dark Aelves. I definitely think the Warforger MW spell should be on a single unit, not a bubble; but my Steam Tanks are fine with the +1 save remaining a bubble 💯 Agree that all the monsters are too pricy for what they do, for sure the Griffon needs to be less. Command Corps do make sense to be 0-1, and not reinforceable. Apparently, some people are arguing that they can heal the same unit 3 times, which is nonsense, but a GW FAQ that makes it clear they cannot do that would probably help some consternation with them. With all the stuff squigs can do, the Hammerers and Executioners should be 100 points per 10!
  10. Hmmm, all good points on the Hurricanum. It does seem they are more limiting on the allies effects lately. The Marshcrawla Sloggoth affecting Gitz for example, that's just too good! Though it didn't go away with their tome updates/FAQs. Guess maybe I'll keep my Hurricanum then (was going to trade it to my friend for some bits)....I'll need some more mechanized chicken-walkers to pull it though to match my Luminarks.
  11. Nice win! Ossiarchs are tough, and my Slaves to Darkness were Katakros'd/Immortis'd hard one time. After I get through Ogors I aim to get back to the Cities. Hallowheart seems to be just a good all around City, as the spells are great and work with any style army, and getting them to work can be challenging without those buffs. Think the Hurricanum is worth it with S'tanks as opposed to just an allied Lord Ordinator?
  12. Looks like Gutrot Spume and 5 Blight Kings come in at 390 points. That would make a very meaty bunch to outflank to the enemy backfield edge. Is it correct we have to have a Pestilens General to take Maggotkin allies though? Guess a Plague Furnace is pretty solid. I like the Nurgling idea too though. They're super annoying!
  13. That's dedication! I did that to a bunch of Dark Aelves and it was....tricky. I ended up just using metal shears to cut the flat part of the old squares out and gluing that to rounds after shearing off a few feet. Then they get a 'tactical' rock to stand on. I'm gonna wait to build do more Skaven until the next tome in the summer this year. Who knows what it may bring?!?!
  14. I don't have the Roving Maw rules book, but I read somewhere they all have to be Gutbusters. This seems like good experimental fun: Allegiance: Ogor Mawtribes - Mawtribe: Roving Maw - Grand Strategy: - Triumphs: Butcher (140) - Cleaver Slaughtermaster (140) Slaughtermaster (140) 5 x Gorger Mawpack (220) 1 x Gorgers (80) 1 x Gorgers (80) 1 x Gorgers (80) 20 x Gnoblars (120) 20 x Gnoblars (120) Ironblaster (200) Ironblaster (200) Ironblaster (200) Ironblaster (200) Purple Sun of Shyish (80) Total: 2000 / 2000 Reinforced Units: 0 / 4 Allies: 0 / 400 Wounds: 140 Drops: 13
  15. Yeah, I like the idea of all tiny ninja powerlings running rampant...for at least 1 turn until they all die or run away. I'd bring them in to focus fire and finish things off as much as possible. Only way to run those guys.
  16. Thinking about the 1000 point event in March after the the 3000 point event (using Ogors for the 3K). Gotta limit my hobby time so was thinking my Clan Eshin is all done already...what about this? Allegiance: Skaven - Grand Strategy: Masters of Execution - Triumphs: Indomitable Deathmaster (110) - General - Command Trait: Shadowmaster - Artefact: Farskitter Cloak Deathmaster (110) - Artefact: Arcane Tome (Universal Artefact) Deathmaster (110) Slynk Skittershank (220) 5 x Gutter Runners (100) 5 x Gutter Runners (100) 5 x Gutter Runners (100) 5 x Gutter Runners (100) 4 x Skittershank's Clawpack (0) Vermintide (30) *Warlord Artefact Total: 980 / 2000 Reinforced Units: 0 / 4 Allies: 0 / 400 Wounds: 44 Drops: 9 Wasn't sure about battalions yet. Hard to fit a Deceiver or Warbringer or even a Warpseer in 1K (I only have 1 unit of Clan Rats, and unpainted, and my wife is complaining about too much time being spent on Warhammering, so trying to use what's painted). Could do this too but what CT and artefacts then?: Allegiance: Skaven - Grand Strategy: Masters of Execution - Triumphs: Indomitable Verminlord Warpseer (330) - General Deathmaster (110) - Artefact: Farskitter Cloak Deathmaster (110) Deathmaster (110) 5 x Gutter Runners (100) 5 x Gutter Runners (100) 5 x Gutter Runners (100) Vermintide (30) *Warlord Artefact Total: 990 / 2000 Reinforced Units: 0 / 4 Allies: 0 / 400 Wounds: 42 Drops: 7
  17. For a spare 160 points in a Kragnos and BCR army at 3,000 points.....should I add a Bloodpelt Hunter who can sneak to edges and around the MawPot to unleash the healing? Or should I add 2 lone Gorgers to deepstrike and help do Surround & Destroy, plus other assorted whatevers? Can't decide. Using Kragnos only because it's already painted and the wife says I'm spending too much time on Warhammer. So I'm like FiiiIIINNNE....I'll use a 720 point model instead of painting the Purple Sun, Slaughtermaster, Fellwater Troggoths, 2 Ironblasters, and a Tyrant, and maybe 20 Gnoblars. Also, if Gorgers, should I go with the MawPit instead, and plop that gigantic thing to jam the enemy up and funnel their movements to the big beasts? Haven't tried that thing yet.....I have to paint either terrain thing to use.
  18. That's wicked cool! I applaud it. And instead of the toothy sphincter eating people the giant skull could be animated by the Great Maw to eat people. That reminds me....anyone used the Roving Maw army of renown at all? I haven't tried it yet. Only Gutbusters allowed so I'd have to proxy some stuff....but Gnoblars and Ironblasters are Gutbusters, so I'd just need like 2 more Gorger Packs.
  19. I like the hero phase pretty much as-is. Endless spells cost points so they don't need to go away. I think they should be able to be dispelled by enemy wizards on the just the casting roll rather than beating the casting roll however, and maybe if you roll the exact casting roll without beating it, you can have a wiz-off on a D6. AoS needs to be a different game than 40k.
  20. There even used to be a Penumbral Engine piece of terrain. GW needs to bring back universally available terrain pieces instead of the battletome specific ones too. But that's for another thread....
  21. I among many am rooting hard for the 'finding' or recreation of Slaanesh this year. They can do a massive release with the Umbraneth and make MILLIONS!
  22. I think you probably could get 30-40 in range of even a unit like 6 Troggoths for example. If they're ranked 3x2, that's an outer rectangle of 20" if you can get them all around, and at 2" range the back row of 3 rows of Clanrats could spear to the front, thus all 60 could strike if they surround the Trogg-block. Another advantage to the big units are objective control and more economic use of buffs and abilities. Of course the converse is also possible, enemy debuffs and attacks going after 1 target instead. Oh, and a big one with Clanrats would be taking with a Warp Grinder, and hiding 6 weapon teams in 1 unit, SURPRISE! 6 Warp Fire Throwers or 6 Ratling Guns or combo (the Warp Fire doesn't work well vs Sons of Behemat 😛 )
  23. Keep the 10 Knights, but probably go with 2x5 instead of 1 unit of 10. I forgot about the Wildcorps Hunters too! For 170 points I think I might actually recommend some allied Tree Revenants or even a Knight Zephyros (for teleporting to far flung objectives and to help with Surround & Destroy) and an endless spell of some sort. But if you wanna stick to pure Cities, yeah a Battlemage and endless spell of some sort would be good too.
  24. I hope they made a whole bunch of Necrosphinxes, cuz at $75 each that's absurdly good! I might get 2; 1 to make into a pharoah-ish megagargant and call him Nephren-Ka.
  25. You'll have an excellent start with the humans then with that stuff. I think the cannon is definitely workable (similar weapons to the Ogor Ironblasters, and those can do nicely)...with the extra shooty stuff Greywater Fastness might be a good City for you. Or have a Hurricanum near your more slow guns. The Fusil-Major on Ogor is actually pretty solid I think. He's got 3 shots so I think that's like a 50/50 chance of doing a crack-shot. And he's less than 10 wounds so he can kinda hide next to units. Might be a really good hero to have Mastro Vivetti's Macroscope to increase the range of nearby units' shooting.
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