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Fisherdwarf's Achievements


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  1. A bunch of really cool ideas here! Love what you did with neave, might grab one myself.
  2. I would say Flesh-Eater Courts would be a fairly similar army. Tons of swarming ghouls, some big and scary monsters as well as medium sized, hard-hitting horrors. They're basically only melee with magic support, but otherwise they could pretty much be proxied by tyranids on the tabetop, if that's what you're looking for.
  3. Cool idea, I was thinking of doing something similar, at least where the spells are concerned. Your link seems to lead me to my own profile, though, so you might want to find an alternative URL that directs to your stuff.
  4. Well, it very much depends on the situation for me. Damage-wise, my Guard with GW are so much more efficient that the difference between the Warrior loadouts becomes inconsequential. They're there to be in the way and take damage, mainly. I run 2 swords and 1 spear in my current campaign, adding another spear for next time. I find myself putting the spear within 1" more often than not despite his range - forcing a disengage or 1 or 2 attacks on a Warrior is more valuable than a few points of damage. In this aspect, I think the swords are more useful, technically putting in a tiny bit of extra value with slightly higher damage output. However, when I have an opportunity to use a layered formation, a spear in the back poking over the swords has several uses: extra damage without providing another target, the intimidating factor discouraging contest, and last but not least an opportunity to move fairly freely to tie up enemies who manage to get past the main line. All in all, I basically use both loadouts to tie up enemies until my Big Boy Skeletons can shamble over and actually do damage. For some reference, what I've been playing: Necro, Seneschal, Champion, 5 GGwGW, 2 Swords, 1 Spear
  5. Wow! The very earthy and "real" tones of the gobbos combined with the clear and almost cartoony shield emblems create an amazing image. You've got a very striking and distinct style with a lot of personality. This is, honestly, the best goblins I've seen.
  6. Very nice! It feels a bit clunky but I'm sure I'll get used to it.
  7. Sorry, how do you figure? I must admit I'm not entirely clear on the rules, but it appears only the necromancer has the actual leader runemark (the one referenced in Shambling Horde and Chosen Champion abilities), while the seneschal and champion runemarks are slightly different. I find clicking the image to open it shows a slightly better resolution. On the other hand, if they are all leaders, how would you play both the champion and the seneschal in the same warband? I agree on your tactical approach though, movement and positioning will be absolutely vital. The low speed of the skeletons will be a factor, but hopefully a large amount of activations will allow us to play in a flexible manner, often getting the "last word in" in a round, so to speak.
  8. Yes, I think the sheer amount of activations will allow you to react to your opponent's moves with a big advantage. Then add the quad and you'll have even more.
  9. The cards: Seems like it's possible to play a few variants of this warband, ranging from a more elite grave guard to a mass of skeletons. While I'm personally leaning towards a healthy mix, I can't but imagine what can be done with Vanhel's and a blob of warriors. Another interesting point is Necrotic Siphon. I might not have fully grasped the whole wild dice mechanic, but getting a fairly high triple doesn't seem that rare. Having guaranteed damage should let you play more conservative in that combat phase, even if it's just 3-4. Obviously, the ressurrect can be very situational, but bringing back a grave guard with 2h-weapon next to a juicy target might outshine the Siphon. Really looking forward to trying these guys out. Worried about the low speed, but I feel it might be manageable with some creative ability shenanigans.
  10. Finally opened my Tomb Kings Battallion, making a converted and personalized LoN warband. Got a Khalida on the way for some real dope necromancer shenanigans.
  11. A lot of this info can be found in the End Times storyline. I'd look up a synopsis online as the books might be fairly difficult to find/expensive. I read a fan-made one with a very comedic commentator-style spin, but if that's not what you're looking for I'm sure there are more sombre versions out there.
  12. Loved the humans for a long time, but what really got me was when I tried playing Freeguild in a small narrative campaign at the local GW. The other factions fought for control of realmgates, ancient artefacts and the fate of the realms. My guys were caught in the middle, leaving me with objectives such as "keep the enemy out of the village until the people can evacuate" and "secure and defend this small caravan of refugees fleeing the khorne army". Hell, at one point I risked losing a game to save the last pistolier, who'd gotten stuck behind the Ironjawz lines. At the end, the remnants of the Salzunde Cityguard held a realmgate desperately, keeping it open for as long as possible, every second another soldier's child saved. The last to fall saw the realmgate flicker and close as the Change-magos corrupted it, but they died without regret. The city was already empty, their families looking down on them from Azyr. The Tzeentch player won the campaign, achieving his final objective. I, however, won what I'd been playing all along: the B-plot filled with all the heart you'd ever need. Stuck with the brave souls ever since.
  13. Love the variety of colours, I bet this looks amazing together on the table. The only thing lacking slightly for me is the spider swarm. With everything else so characterful and vibrant, the dark grey spiders feel fairly umderwhelming.
  14. Very nice, this will help me a lot. Still trying to figure which ones to get for my darkoath and this makes it easy to compare and visualize. Thanks for posting!
  15. Against Free Peoples, you want to be mobile and play for objectives. We usually have to set up formations of units in order to get any use of our synergies like Great Companies and Hold the Line. This makes the army very static, and it is difficult for me to take defended positions effectively. Force me to charge you: I lose most of my buffs and synergies. Fear the Griffon. With a good threat range and powerful offense as a base, it's a heavy hammer to smash you against the infantry anvil. With an artefact (gets a 2+ save) and a CP (+1 to hit and charge), it will munch your general/behemoth. If it runs Broken Shackles artefact it will retreat into your backline and end your fun. No defense against MWs, though, so try and slip some through before it gets to you. Kill the Freeguild General(s). Hold the Line is an incredible power multiplier that affects large portions of the army. They can get strong saves with cover and traits, but at 5 wounds they're fairly vulnerable. Get them with magic or accurate shooting asap. Do not underestimate Hold the Line. +1 to hit AND wound for THREE units. Yeah, I can't move, but if you charge me that's not a problem. Big blocks of swordsmen are also a lot tankier than you think, making sure I get to hit you back. I've heard Free Peoples being compared to a sturdy shield that, when struck, turns into a cannon. Also, Hold the Line is all attacks, making handgunners and crossbowmen deadly. Always try to remember my charge reactions. Those unit formations are there for a reason. Unless I make a mistake, you can't charge any of my units without getting shot doing it. Look up the rules and restrictions in the GHB and try to figure out a way to work around it. Or take the damage and hope for the best.
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