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Aegisgrimm

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Everything posted by Aegisgrimm

  1. Can anyone tell me if I can easily attach Saurus arms and heads onto Temple Guard bodies? I am pondering another skirmish warband and was thinking of buying a temple Guard box for the majority of it, and just making most of the Temple Guard as Saurus by swapping separately bought arm/head bits onto the bodies. From a quick look both kits look like they use the same size flat join, but I thought I would ask around to see if I can get help from those with more experience with Seraphon/Lizardman kits.
  2. Yeah, I always felt that Fyreslayers needed some options that weren't just "more Fyreslayers". It always seemed to be cool to me if they got some sort of rune/stone golems the size of Ogors or trolls. To add flavor to my skirmish games I had been thinking of painting up a pair of Runewars Rune Golems to use with Kurnoth stats, or even just some repainted Sylvaneth as charred wood.
  3. I've always been a fan of retractable snap-off blade knives. Easier to keep a sharp point as you can just quickly snap off the dull bit and keep working. I always have a problem with exacto knife blades being too fragile, so the points last about two cuts.
  4. Definitely. It's a gut reaction to immediately apply Matched Play mentalities and mechanics to any GW game, but Skirmish is definitely not one of them. Warcry, maybe, but not 1.0 or 2.0 Skirmish. There are certain units/characters- that even though they are mechanically possible to take-are not appropriate in any way because they will mulch enemies with zero effort in a skirmish setting. The kind where you have to wonder why rolling dice is even worth the effort, because they are meant to be attacking whole units, not lone no-name defenders. (Like a Knight Incantor in Skirmish games without the "Rules of Three" from Hinterlands. Spirit Flasks causing automatic 1-3 Mortal wounds applied to any unit within 3" at the start of the Combat Phase, and a spell giving a Mortal Wound to every enemy unit (which in Skirmish make it every single enemy MODEL) within 18"......that's how one model kills whole warbands in one or two turns.) It's things like that which require the sensibilities of two players who are there to have a good time together.
  5. All I know is that the rules limitations that Hinterlands puts into place are HUGE considering mortal wounds. Otherwise many characters or special abilities are about as fun in Skirmish as repeated groin kicks in how badly they break the game. It also adds many rules for campaign warband growth/injuries that I consider absolute necessities when doing skirmish campaigns. I am as big a fan of Mordheim as the next (old) guy, but both that and Warcry are extremely limited in the selection of warbands that are appropriate for either game. Whereas Age of Fantasy Skirmish and Age of Sigmar Skirmish (either through Hinterlands or even just with the 1.0 rules and the Forgotten Heroes fan supplement) use nearly the entire selection of Age of Sigmar models a player might have. Either game is kind of like back in the days of Warhammer: Skirmish, where every WHFB faction could be fielded. Hell, for that matter Age of Fantasy even just got updated with rules to use all the Warcry warbands, so there's no reason to play Warcry unless you are in love with the rules (they're not for me).
  6. I've dabbled in the Skirmish 1.0 rules (plus the Forgotten Heroes fan expansion), and found that even with the changes that Skirmish 2.0 made, Hinterlands is still a superior ruleset for AoS skirmishing if you are interested in using units with AoS Warscrolls. The new rules restrictions it puts in place (especially the one restricting a unit to 3 mortal wounds inflicted at a time, all extra MW inflicted are changed to standard saveable wounds)) stop powerful units from breaking skirmish games by killing an entire enemy force in one activation. Or if you are already willing to play a game that does not use strict AoS rules, try One Page Rules and their not-40k and not-AoS games. They are a completely different ruleset, but both their army-scale and skirmish-scale games have an analogue (just named differently for IP reasons) to every AoS model/unit, plus they both use the same core rules. So while it's not a GW ruleset in anyway (which unfortunately tends to turn lots of people off), it allows players to use every AoS model in their collection. Plus, it's also completely free so it's easy to try out. For instance my Skaven warband for skirmish has everything from a Grey Seer,to Clanrats, to a Stormfiend with warpfire throwers. Jezzails, Globadiers, unit wargear options etc. Plus the rules go through pretty impressive playtesting for a free ruleset. If you are willing to donate to their Patreon (I am debating on it) you also gain access to Advanced Rules and a Unit Creation ruleset.
  7. I think they have the potential to be cool. If anything, it's nice to see that an army that's kind of "Death's answer to the Stormcast" isn't just spikey Stormcast, as well as the fact that "evil Stormcast" are being done by a Death Faction rather than just being "Chaos Stormcast". Really, with many of the factions wagin war in AoS getting enhanced soldiers of some kind, this is Nagash's way of entering the arms race and making a non-ethereal army that is not just simple skeletons and zombies- those kinds of things fit right in on the Old World, but seems kinda pedestrian when faced with the battlefields of the Mortal Realms. But these guys don't.
  8. I would say keep it simple just like on our planet, at least as far as the Discworld-style realms are concerned. Imagine everything in the red dotted line was a continent the size of the entire landmass of Aqshy, centered over something functioning like our North Pole. North is towards the center. South is towards the edge. East is Counterclockwise, West is Clockwise. As large as the supposed realms are, the problem of a place on the other side of the center from you technically being both North and South of you should never be a problem in a human lifetime/travel scale, because according to AoS maps just the red cross on that image is probably larger than North America, maybe even Asia.
  9. If you want to stick with pure AoS mechanics, I suggest using the Hinterlands rules posted here on the boards. I have personally been adding some of the tables from Skirmish to them (and I use Forgotten Heroes and the old renown system), and going with that, but it makes for lots of rules spread across several sources to flip between. Now, if you are already fine about using non-AoS mechanics for small games (as Warcry uses pretty different mechanics) why not try Age of Fantasy or Age of Fantasy: Skirmish by One Page Rules? It uses a completely different ruleset as a core (and is free), but is really cool in that it is meant to be used with GW models- so much so that every 40k and AoS army is represented, just with name changes to avoid copyright issues. For example, a person with a Stormcast army would be able to use every one of their models (and in their intended roles) from AoS, other than special named characters, just by comparing them to the "Eternal Wardens" army list. With Age of Fantasy: Skirmish, I tend to get the most mileage out of fielding larger skirmish warbands at about 300pts on a 3x4 table. That way you get a pretty sizeable force for other armies than Stormcast, but everything is an individual, and plus the One Page rules games use an alternating activation system instead. https://onepagerules.com/
  10. Well, heh, I have been lurking here for awhile. Plus with really small kids I spend more time pondering rulesets than actually digging in and assembling and painting lately.
  11. Moldek I definitely know about Age of Fantasy: Skirmish, it's been my usual skirmishing game when using GW minis (also Grimdark Future and GF: Skirmish). Such an awesome ruleset for a free indie game! But I was just thinking of delving into AoS Skirmishing for some mechanical variety (as other than the 10 dollar skirmish booklet it's basically free, too). I do know that using Hinterlands for the core of the gameplay will make Heroes much more balanced, as two of the Rules of Three in Hinterlands are that a single model cannot affect more than three models with any attack or ability, and each player's warband can only inflict three Mortal Wounds in a turn (the rest are normal "1" damage attacks with "-" Rend) So that there stops thinkgs like the Knight Incantor from killing an entire warband in one magic casting, lol. I also remember there being a house rule put forth by players in the most recent WD Skirmish rules, where it was +5pts to upgrade a unit Champion to a Hero to lead the warband, so warbands felt more intimate, rather than having a full-on general or warlord leading 5 guys. BUT...I always thought that taxed cheap models too much, though, so I was thinking that if I use Renown from Shirmish 2017, it will be double the Renown to upgrade a Champion to be a Hero (So you could have a Liberator Prime lead your warband and they would cost 8 Renown, instead of 4. Then I would let them have a roll on both the Command Ability and Artifact tables from Skirmish. I'm not really interested in Warcry because it seems a bit bland for non-Chaos (as they are the focus). Like for instance, Stormcast look like they will have a combination of Vanguard Hunters and Raptors, and Gryph-Hounds - that's it. Whereas in Skirmish or Hinterlands because it's just limited to Grand Alliance, you can have a warband that is a Liberator Prime with a faithful Gryph-Hound leading some Freeguild Guards. A Namarti Reaver ends up with them after they set out (recruited a couple games into the campaign), but probably has her own shadowy agenda.
  12. So I have been having the urge lately to get into some AoS skirmish-level gaming, mostly for home games. What are people's opinions on the best way to enjoy doing it? Here's the options I have on the table that I have been thinking about: -AoS: Warbands -Hinterlands by itself -Combining the rules from Hinterlands and the 2017 Skirmish booklet, so it's basically Hinterlands but with the Command Abilities, Artifacts of Power, Mysterious Terrain and Shadespire Campaign pages from the Skirmish booklet. I'm still on the hedge about using Hinterlands-style points values, or using the Renown costs and the Forgotten Heroes fan supplement. I don't have the updated Skirmish stuff from Jan/Feb White Dwarf, but it seems like any of the three options above work better than the limited update the rules really got over 2017 (plus the effort to track down each of the copies of WD) Opinions?
  13. I've always thought that AoS and 40k could have worked much better since the beginning if GW just threw out the IGOUGO mechanics and made everything alternating. First dice for Deployment, followed by alternating deployments. Then dice for Initiative, and alternate activating units. From second turn onwards, the player that finished activating first in the previous turn has Initiative for this turn. Eliminates anything dealing with the double turn, removes all downtime so your opponent isn't just standing there as you go through your turn. One Page Rules does this with their Grimdark Future and Age of Fantasy games (indie rulesets to use GW minis with), and it works great.
  14. Luckily you still only need one Warpthrower Stormfiend in a Skirmish Warband to completely gut other forces by pretty much killing one model per turn without even rolling, as long as you can get in range. I feel too guilty to even do it, lol.
  15. I think that it's the warriors and thunderers that really need the update; they still look like starter set models from the old days. I personally think everything else has a nice, solid visual aesthetic, from Ironbreakers to Gyrocopters to artillery.
  16. How would humans be less surviveable in a Mortal Realm than say, Night Goblins? Humans just need an armor and uniform rehab to not look so "War of the Roses' era. This is a setting where, after some fluff reinvention, the standard Human knight could be a Demigryph knight rather than a simple horseman. Remember that humans are who keep Azyr and the base level of Stormcast settlements running. They could have a pretty epic level of control of faith and mysticism compared to WHFB humans. In the second book of the Realmgate novels there was a description of human 'chronomancers' actually reversing the effect of Chaos on the land of Chamon with their magic, as well as human artizans rebuilding ruins to occupy.
  17. Oh, the pain I also feel..... Right now my goals are two-fold, at least for the Fantasy side of things. -Paint the remaining three Shadespire Orruks, a Gore Grunta, and three Savage boyz for my Orruk skirmish collection to be completely painted, even though I can already field a good size force that's fully-painted. -In the same vein, paint three Stormvermin, a Grey Seer, an Ogre (a mercenary addition), and maybe a trio of Gutter Runners to make my Skaven warband collection field-able as a fully-painted force, even though there are some half-dozen Clanrats and an Ogre Leadbelcher also waiting in the wings for the same force but they are not assembled yet.
  18. No, but they are quite large analogues of each other. on another note, it was interesting to hear the tidbit about Darkoath, when before it had been wondered if they were a separate faction somehow caught between human and full-Chaos, when now it seems they are maybe replacements for Marauders? AND they have no problem using normal ranged weapons!
  19. Awesome skin tones! I like the idea of Fyreslayers not just looking like extra-fancy-helmed WHFB Slayers. It makes them more unique, and ties them into their Undermountains-Lava setting better.
  20. Sounds like Gitmob Grots might take the Wolf Riders aesthetic and go full -on Mongolian/old school Warhammer Hobgoblins?
  21. You could try giving the crystals and hourglasses a blue glow, and then keep onlookers' eyes moving around the model by giving them a blue glow deep in the eye sockets to tie it together? You could also use the same glow on the recessed detail of the weapons, making them look magically empowered. I like your use of bare metal, though! I did the same thing; I think it makes them look less glaring than gold. [/url]
  22. Yeah, but Chaos warriors aren't pulled apart and remade, arriving into battle on bolts of lightning, and on death being released as pure magic to ascend to the heavens and then be reassembled. Space Marines from 40k are closer to normal humans than Stormcast, who are really more like the current Seraphon are, but in the shape of humans, at least as far as I (someone relatively new to AoS) am concerned.
  23. My spirit is willing, but not my body. Having two kids under 4 seriously kills doing something each day, every day. I had a project where I wanted to paint a Stormcast skirmish warband by doing one figure a day, and that lasted three glorious days. Now it's been 6 months and the last figure isnt even started yet.
  24. I still kind of think I'll finally get into Skirmish by picking up one of the original Skirmish books and coupling it with Hinterlands, rather than getting all the White Dwarfs. The two stores I frequent still have a couple of copies, so maybe I'll just wait until the White Dwarf ones get printed on their own. Unless the scenarios are absolutely stellar, so far it just sounds like a reprint plus some slight changes, and not even some of the decently major changes that were truly needed, at that (like limiting mortal wounds in such a small-scale game, so otherwise cool models like the Knight-Incantor don't immediately break the game with one successful casting). I mean, everyone here seemed to be having a blast with the fan mods added to the old rules, so I figure I'll give it a try.
  25. Ok, fine. Maybe he's a smart Grot who made the largest Orruk in the bunch his pet....just gotta avoid being sat on.
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