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tom_gore

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Everything posted by tom_gore

  1. Not to mention the new battletome will very likely bring new Endless Spells and faction terrain.
  2. @TalunusLike I said, these are the models I have painted (and built) at the moment and I don't intend to try to speed paint any more before the tournament. So while suggestions of adding/replacing models into this list are welcome, they have no impact on the list for this particular tournament. Lucur, thanks for the suggestion. I'll definitely consider swapping the Phalanx out for the Battery. Unfortunately ballistae cannot still be fielded at more than 1 per unit, so that leaves the other ballista out of the battalion.
  3. Going to a small 3-round tournament this weekend. The list below is constructed according to what models I have painted, so I cannot really change them. I would have wanted to replace the castigators and the battalion with more bodies, but as said, it's not an option at the moment. I usually put the ballistas, castigators and lord-ordinator into celestial realm to get them into a good firing position on round one. On top of that I usually leave the third unit of sequitors (that is not in the battalion) in reserve too, to force the opponent to leave units to his backlines to protect the objective(s) there. What do you think of the Artefact/Trait/Spell choices? What about swapping the Phalanx to the Battery? What kind of "general strategy" would you use with this list? Allegiance: Stormcast EternalsMortal Realm: GhurLord-Arcanum on Gryph-Charger (220)- General- Trait: Staunch Defender - Artefact: Gryph-feather Charm - Spell: Azyrite Halo- Mount Trait: Wind RunnerKnight-Incantor (140)- Scrolls of Power (Artefact): Scroll of Condemnation- Spell: Chain LightningKnight-Incantor (140)- Spell: StormcallerLord-Ordinator (140)5 x Sequitors (130)- Stormsmite Mauls and Soulshields- 2x Stormsmite Greatmaces5 x Sequitors (130)- Stormsmite Mauls and Soulshields- 2x Stormsmite Greatmaces5 x Sequitors (130)- Stormsmite Mauls and Soulshields- 2x Stormsmite Greatmaces5 x Evocators (220)- 2x Grandstaves- Lore of Invigoration: Celestial Blades5 x Evocators (220)- 2x Grandstaves- Lore of Invigoration: Celestial Blades6 x Castigators (160)Celestar Ballista (110)Celestar Ballista (110)Cleansing Phalanx (120)Quicksilver Swords (30)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 108
  4. Most likely moved to Legends with the new battletome, along with the other Greenskins and Gitmob units.
  5. A grunta riding hero would be sweet indeed.
  6. How hard it is to get the punch to align with the print accurately?
  7. Thanks for the tips @PlasticCraic ! Will keep that in mind if GW fails to deliver anything new I'm not troubled by the sculpts, just that Finecast as a material is not my thing. I hate having to straighten up all sticks and blades, and there's usually a lot more flash and mould lines than GW's current plastic models.
  8. Yeah I'm pretty sure Greenskinz and Gitmob are gone for good. Sadly, since I have about 100 painted orcs in my cabinets. Perhaps it's finally time to sell them to the 9th Age / KoW players (which I will most likely never be). On more predictions, I actually believe they will remove Waaagh as a command ability and instead make it part of the allegiance ability. So you accumulate Waaagh energy by playing and then unleash it as a full-scale, boardwide Waaagh. That would further remove the need to bank those command points and/or release them for other uses. The way Waaagh energy is accumulated I think will be closest to how Nurgle works, so there are several different ways to gather it. One is most likely the faction terrain generating it, another one is probably having units in melee and/or fighting with them. Some endless spells and perhaps command traits might generate it too. I don't think we're getting any new models, but I'm secretly wishing for a plastic hero or two for the Bonesplitters so I don't have to work with finecast.
  9. You rarely need that much sideboard models with Khorne as you can throw your daemons first in the fray and as they die, summon them right back. I believe the same happens with Orruks (since I don't think Waaagh energy accumulates if there is no fightin' and dyin').
  10. So much this. I've been sidelining my IJs for a while now and playing with SCE instead. Time to put the shiny lightning boyz in the back burner and bring out da WAAAGH!!!
  11. Think about it this way. The battle you're playing is just one part of a grander campaign. Even if the opposition died to the last warrior, they still managed to hold your army back long enough, spoiled your plan to use the power of a powerful artifact, etc. There are examples of this in real life too, where one side in a battle was wiped out but still managed to do enough good so that their side eventually won the campaign or the whole war.
  12. I'm happy with this. I've always wanted to build a Bonesplitters army too, but felt they had too few options (as if the IJ doesn't). Now that I can mix and match, the deal is sealed (and I just went and ordered a box of Savage Orruks to get started - via a Warcry warband of course). Mechanics wise, here are my predictions (well more like a wishlist): Waaagh! spamming will be over. It'll be more reliable, but cannot be stacked anymore. Most likely will also carry over to the next hero phase. Gore-gruntas will have their 8" limitation removed and they will just get a flat bonus on the turn they charge. Gruntas will get -1 rend to their attacks. 'Ardboyz will finally get the "armed to da teef" rule, allowing them to choose their weapon loadout at the beginning of the combat phase two choppas for +1 attacks, big choppas for -1 rend or shields for a save reroll (of 1). Warchanter's buff will persist until next hero phase. Weirdnob shaman will get 5+ "feel no pain" save. Brutes will get more rend on their weapons or some other way to increase their damage output while not increasing their already impressive amount of attacks.
  13. This is exactly what I'm thinking too. GW clearly is trying to keep campaign games interesting for all players until the end. Mordheim and Necromunda are wonderful games, but I dare anyone to find a campaign where all players were still able to compete (or even playing at all) in the last games.
  14. Aren't those the same guys who bashed AoS when it launched as too simple and not having longevity, too?
  15. First I'll have to try to resist the urge to swap the heart-eaters axe into an electric guitar. After that, I'll probably go for a one-box solution with as many different looking and -equipped models as possible. I always choose diversity over efficiency when building my models.
  16. Or even split the box for two warbands with a mate. Depending on their points costs of course.
  17. A lot of Escher's weakness against the Goliaths in the base box was due how the scenarios play and their low (or high) Cool values. What I mean is that most scenarios in Necromunda favor the brute strength approach a lot more than a fast and agile one. I'm hoping the victory cards are more balanced in that sense, giving faster warbands an edge in some scenarios and touger warbands in others.
  18. I think you're misinterpreting. It's 1 dice per model in the Boingrot unit, not the target unit. A bit like Evocators, but happening after the charge move and not after the Evocators have fought (but Evocators roll 2 dice per model).
  19. The missing MONSTER keyword is a bit baffling to be honest. Has it been confirmed by the devs it's not just a mistake?
  20. Finally finished my Cursebreakers. Had a bit of a painter's lull and these took over a month to paint! They follow the same theme as the rest of my Sacrosanct Chamber (named "Celestial Crusaders" and using the Celestial Warbringers stormhost rules).
  21. Ironjawz already are a reboot of fantasy orks, just bigger and meaner. Might aswell fill out the range
  22. Grot sky pirates... oh dear. My wallet would never recover.
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