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tom_gore

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Posts posted by tom_gore

  1. @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.

  2. 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 Eternals
    Mortal Realm: Ghur
    Lord-Arcanum on Gryph-Charger (220)
    - General
    - Trait: Staunch Defender 
    - Artefact: Gryph-feather Charm 
    - Spell: Azyrite Halo
    - Mount Trait: Wind Runner
    Knight-Incantor (140)
    - Scrolls of Power (Artefact): Scroll of Condemnation
    - Spell: Chain Lightning
    Knight-Incantor (140)
    - Spell: Stormcaller
    Lord-Ordinator (140)
    5 x Sequitors (130)
    - Stormsmite Mauls and Soulshields
    - 2x Stormsmite Greatmaces
    5 x Sequitors (130)
    - Stormsmite Mauls and Soulshields
    - 2x Stormsmite Greatmaces
    5 x Sequitors (130)
    - Stormsmite Mauls and Soulshields
    - 2x Stormsmite Greatmaces
    5 x Evocators (220)
    - 2x Grandstaves
    - Lore of Invigoration: Celestial Blades
    5 x Evocators (220)
    - 2x Grandstaves
    - Lore of Invigoration: Celestial Blades
    6 x Castigators (160)
    Celestar Ballista (110)
    Celestar Ballista (110)
    Cleansing Phalanx (120)
    Quicksilver Swords (30)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 108
     

    • Like 1
  3. On 2/21/2019 at 1:10 AM, froo said:

    For tokens, I make my own by designing tokens in whatever image program you prefer and printing them out. I've used a ton of different things (even buying acrylic tokens for other game systems) - this is a good long term solution.

    As for their actual construction, I use a 1 inch circle punch and 1 inch coin capsules to encapsulate them. You can make coin tokens double sided and they're both extremely durable, but you can swap out the designs on the inside if you want.

    The punch is only a couple of dollars at a craft store, the capsules you can find on dozens of eBay sellers for around $1 for 10.

     

    I've just taken a photo so you can see what I mean. Please note, I'm no design genius, I have just gone for contrast.

    IMG_0037.jpeg

    How hard it is to get the punch to align with the print accurately?

  4. 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.

    • Like 2
  5. 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.

     

    • Like 1
  6. Just now, Scurvydog said:

    Aw really, yes summoning is strong, but it feels like they introduce it everywhere and the pessimist voice in me says that this is an indirect way to have everyone not just buy a 2k army, but also a 500-1000 pts sideboard to summon in as well, makes good business sense. 

    But just look at Khorne, where blood tithe is both effects and summoning, and the way the game is played, getting more models on the board is nearly always best, which is a bit of a shame. I'd like the Whaag energy to empower shaman spells, or make the boyz way more dangerous.

    Oh well, I guess anything is better than the current stacking in a blob "mechanic" but summoning will be a disappontment to me regardless if true, I'd prefer different options to manipulate the battlefield. I guess I am looking a gift horse in the mouth though ;)

    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').

  7. 35 minutes ago, Killamike said:

    Ultra keen to crush all before us in a tide of ork muscle. 

    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!!!

    • Like 1
  8. 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.

     

  9. 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.
  10. 5 hours ago, soak314 said:


    IMO the trickiest thing with campaigns is the progression.

    Progression gives campaigns their tremendous mystique, it's the siren's call that can pull even the stodgiest of tourney players into the wondrous realms of narrative play.

    But it's also a campaign system's biggest failing. Progression will always result in someone snowballing, and the losing players carrying on losing. It's why you'll start a campaign with 23 people and end it with 8: statistically most of the participants are just gonna get shafted, left to lose interest and eventually wander off to other games.

    The basic Warcry campaign hasn't dealt with how progression can hurt a campaign, but also hasn't given the players a progression toybox as seen in necromunda or mordheim.

    I've got a few ideas for how to try and curb this, but nothing solid yet.

    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.

    • Like 2
  11. 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.

     

  12. 23 hours ago, Mikeymajq said:

    At least on paper it looks like a more even fight. At least I hope so because Escher was so underwhelming against Goliath (especially before they got an extended armoury from FW). 

    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.

  13. 1 minute ago, Malakree said:

    AoSGloomspiteUnits-Jan4-BoingrotWarscrol

    Jebus that MW charge roll. It's like a Cabbage on steroids. Doesn't even require the models to be within in 1" just one of them.

    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).

    • Like 5
  14. 15 hours ago, sorokyl said:

    You have to remember that minis are not designed based on competitive play gaps  / warscroll gaps/ etc. 
    They design the coolest minis they can and the rules team has to work with it.   
    These suggestions sound like they're trying to turn Ironjawz into a reboot of fantasy orks which is kind of uninspired and I hope they don't do that. 

    Ironjawz already are a reboot of fantasy orks, just bigger and meaner. Might aswell fill out the range :)

  15. 8 minutes ago, cofaxest said:

    Irongrots?

    Ironjaws artillery?

    Ironjaws engineer as irongrot/warmachine support character hero? 

     

    I'm not sure if artillery would be a bit "un-ironjawzy". Having artillery as an allied option works better fluff-wise I think.

    Grots are about as "un-ironjawzy" as it gets :D

    • Like 2
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