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Lord Krungharr

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Everything posted by Lord Krungharr

  1. I won't hold my breath for AOS Chaos Dwarves, but I'll blow up a balloon and pop it if that happens! I surgically removed Juggernaut riders and Theridon legs last night to start my Bull Centaurs. I also want to make a Juggernauty type of Great Taurus that can accomodate a removable Daemonsmith-Sorcerer (that old big hat metal guy with hammer and wand). Then I'll have all 3 types and they'll all be very very different but unified with basing, paint jobs, and awesomeness. For my forces the metal big hats and Forgeworld will be in positions of power for the most part. Because so many little ones are so very expensive mostly.
  2. Oh wow, Hobgrots! Those would be perfect, as IIRC they deal with the Chorfs in their lore to get weapons though I think it's a bit murky in detail? If I could put a Wyvern in my list with the other stuff I'd be a happy camper. How do I add a poll?!? I vote HATS
  3. Figured the wickedly bearded need their own section for the smattering of folks who have them. I'm still assembling/converting. -Irondrakes will be Fireglaives. -The old Shartor from Forgeworld will be a Sorcerer-Prophet on Bale Taurus after I put daemon prince wings on him. -Got an old Lammasu wizard and Hthark from Bloodbowl for a Tauruk. -Magma Cannon and Deathshrieker CHECK. Iron Daemon and Skull Cracker and 6 Bull-Centaurs in the works. -Foot Daemonsmith on the way. Hellcannon......apparently stinks so that could be a Dreadquake Mortar (found a metal one and the metal crew, figured might as well). Guess many people say Hobgoblins are good to have in there but just not feeling them right now, or finding any for a decent price. Trying to avoid 3D printing if I can. Perhaps some Black Orcs might be good? Apparently we invented those!
  4. What about Monstrous Cavalry, like Bull-Centaurs? I'm thinking maybe 6 in a line is the way to go? Looks like the Fireglaive Infernal Guard is best in 10-wide MSUs.
  5. The skill of our precious tabletop games is the way we can skew our uncertainties to our favor with choices of units, gear/upgrades, subfactions, movement and target priority. And the fun is when the matchup and/or mission throws all that out with the bathwater and must adapt to new permutations in the enemy forces!
  6. Hmm, hadn't heard about this card system. I wouldn't like that either, just one more bunch of thingies I have to carry around. Wondering what 'costs' there will be for taking a 2nd turn. Casting spells in the opponents' phase suggest they might categorize spells, like defensive, so a spell that grants a ward save or better armor might be like that?
  7. I am one who much prefers a physical book to having to bring a tablet (which I don't even own), or having to look things up on my phone which I have to unlock every time because I don't trust the world to keep it unlocked. That said, I guess I could just print stuff out but the warscrolls in the app are definitely NOT formed with printing on a normal sheet of paper in mind.
  8. It would be only fair for the risk/reward of delving into advanced technology. In the 4th edition trailer the guns hardly hit anything, so assuming that transfers to the rules and they only hit on a 4+, they should hit everything in 6" when they die.
  9. I am very hopeful that in the next iteration of we rat-folk that if/when we blow up, we take others with us like the golden-sky-men, or blood-red-maniacs do!
  10. Yeah that's true for MMWP. Better on either 15 Acolytes or a big old unit of Storm Fiends. But an Arch Warlock is just plain good...2 cast wizard w 3- armor and if you juice HIM up he can be a combat blender if you're lucky .
  11. I'd say a Warlock Engineer or Arch Warlock would be a must have for More-More-Warp-Power for the +1 hit/+1 wound AND then in the shooting phase use a Warpspark to give the Jezzails +1 damage. And IIRC the Warpspark for shooting can nominate up to 3 units to get +1 damage to their missile weapons. Been a while since I've used my Skaven.
  12. That's THE coolest model they've come out with in a while. I want one!
  13. You City-folk are very astute and correct to not reply... my previous query was in fact a duplicitous reconnaissance mission for my Ogors to find out how to beat that Cities army. Which they did anyways. The Steelhelm screens were lifted handily by the Frostlord on Stonehorn after being trampled. The Fusiliers did very little in their shooting (the Stank however did a bunch of damage with AOA...not so much in regular shooting without the CP available). The Cavaliers would have been more effective for my opponent, but at only 2 wounds each, even with a 3+ save, they got Trampled horribly on the right flank (because Stonehorns are fast), and the other unit with Cav Marshal got whittled down with unleash hell and stomp from a Thundertusk, then kinda whiffed with the icy -1 to hit in melee, then finished off with more icy breaths and stomps later. The Whisperblade did like 10 damage however to my Huskard on Stonehorn with his rapier after Engage the Foe. That was spicy! I'm in the midst of building my Cavalier forces...but not super sure how they are able to deal with big nasties, nor how those LVO champs won so big vs all those armies (other than genius generalship?). For sure I think investing in units that can zip around, evade combat, and nab backfield objectives is a must. They're one army that seems like they need allies for certain things. Yeah we have cheap monsters, but they're not great monsters, and will they even stick around after 4th ed. starts? That's why I'm loathe to get any more Dark Aelves for them, despite the chariots/Fleetmaster being a good anti monster unit, and the Tenebrael Shards, etc.
  14. Really seems like the only reason for the square/rectangle bases is because of the various 'arcs'. Those could be marked on a base with either paint or arrows/swords sticking out of the ground or something. I've attached a picture of what I mean. Make a tiny piece of terrain to accommodate the crew AND the rocket, not separately based from each other. Magnetize that piece of ground to go on either the round/oval for AOS and rectangle for TOW. Then you're 'legal' for both games. A piece of 2-3mm styrene plastic sheet, some scoring/pliers snapping and some wire-cutter nipping, it could either be like a mounded earth looking thing, or with a bit of carving using a utility or hobby knife or metal files, like a stony slab. Those dwarf bodies are to scale for Ironbreakers, so I think such a thing could certainly accomodate the smaller artillery pieces
  15. As much as I wish we could use round bases in TOW, I don't think organized events will like that. The best thing is to make a small scenic little platform thing on which to glue the cannon and crew, and magnetize that scenic platform to go onto both games' bases. More of a pain in the neck, but might actually make it cooler looking with the extra scenery.
  16. One of my old Stanks I had was Commanded by a Skull Pass Dwarf Lord; and the accompanying Hurricanum had a miniAnvil of Doom on there with whirling Irondrake horns above. I miss those models!
  17. Fellow Citieszens! I have a game on Sunday vs Ogors full of ice monsters. Here's my list....what must I do to max my chances of victory so my wife doesn't admonish me...again?
  18. I am somewhat very sadly anxiously hopeful and desparate for the Cogfort in AOS after seeing that Dwarf Tank!
  19. Do KO have a problem? I see them winning games quite a bit, and the Woehammer stats have them at very high win rates (I know everytime I play them I get spanked). They can go really far and then shoot like nobody else, or they can do that AND hop outta the boats and chop people up with their saws amazingly well too.
  20. I'm playing in a 1K tournie in a few weeks...I really really hope we see some Spiderfang on the tables! (using my Ogors). Last year I only saw Squigs, and more Squigs, and that was not nearly as fun. At least not for the opponents of the Squigs.
  21. In this case, the Nulsidian Icon would NOT prevent the effects, as the spell was cast onto the terrain, and thus the spell itself is not affecting the Fyreslayers, and they would not be able to retreat.
  22. Awesome report and well played! Glad the feeble mortals can hold their own. I must agree, the dual STC and Hurricanum looks like a great combo, and holding them back, especially the Hurricanum, lets it live until it can dish out many many D3s of MW in one go. What Mark of Chaos did he use on the Varanguard and Knights?
  23. I think I finally have all the dudes and monsters to make a full fledged Chaos Dwarves army now, at least 3K worth. Took the plunge and splurged on a Sorcerer on Lammasu, just too fun of a masterpiece to not have! All the infantry will be Dispossessed converted to big hats with sculpted thumbtacks and appropriate beards as needed. The Chorfs have a bit of speed options with the Bull Centaurs/Tauruks, and Taurus/Lammasu heroes. I think they can be run in a variety of ways and hold their own. Anyone used or faced them yet in TOW?
  24. Well, as it turns out, Steam Tank armies should probably always take the first turn if they have the option. Decided to face off vs a big stompy combat army instead of my Underguts, cuz that's really what the Stanks need to deal with in hard mode. So they fought Ogors/Winterbite w Kragnos, Big Drogg Fortkicka (Gatebreaker merc), Huskard on Stonehorn, Icebrow Hunter w 3x2 Frost Sabres. Mission was Towers in the Tundra which is a weird mission I've never done. I ended up changing it a bit with 2 Stank Commanders, Pontifex Zenestra, Warforger, Lord Ordinator, 3 Stanks, Command Corps. Cities gave Ogors turn 1, fearing a double turn. The Huskard blessed Big Drogg for a 6+ ward and the Icebrow Hunter with Arcane Tome cast Mystic Shield on him too. They moved up as far as they could, and then proceeded to roll 3 amazing 3D6 charges thanks to Kragnos 11" on the Huskard, then 13" for Drogg and 14" for Kragnos. At the bottom of turn 1 three of the Steam Tanks and the Command Corps were dead....in the Cities turn 1 after shooting Kragnos for Reprisal, the damage caused a Bellow of Rage from him that killed another Stank. I just cleaned up after that. I rolled after that just to see what the Stanks could have done IF they had gone first, and yes, they COULD have killed Big Drogg in one go. Kragnos and the Huskard could most certainly still have killed at least one tank had they gone 2nd, and either the Pontifex or the Command Corps, or maybe the Lord Ordinator with the Warforger. But woulda been a vastly different match. I'll give the Stanks some more practice, though I do feel like one less and getting some other units to go nab objectives would be good. They need the huddled support bubbles to really do their work and would have to move en masse, though they are definitely speedy when required. I missed the Tree Revenants.
  25. I can no longer effectively run my Steam Tanks AND my 3 Luminarks in the same list. So that's lame. Instead, today I'm going to see how this does vs my Ogors Underguts (with 4 Ironblasters and Big Drogg): Lethis/Slaughter of Sorcery/Bloodthirsty -Steam Tank Commander (High Priest, Curse, Mastro's Magnifiscope) -Steam Tank Commander (Heal) -Warforger -Mage on Hurricanum -3 Steam Tanks -Freeguild Command Corps -allied 5 Tree Revenants. 2 battle regiments for a 3-drop list. Not sure about Grand Strat yet, gotta take a look.
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