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TeddyMadeMeDoIt

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Everything posted by TeddyMadeMeDoIt

  1. I not one to get my hopes up for Chaos Dwarfs, not because I'm being negative just so used to nothing for an army for 15+ years does that to you, but damn! These endless spells are a lovely nod back to the old days of fantasy battle... Purple Sun. That find that @KevenM posted is the most hopeful that I've ever been this may be something new for us ... However it's hard to escape that the head is a plastic minotaur, it looks to be GW plastic kit like the other spells and Darkoath are on the cards. My money would go on them (but my heart says CHAOS DWARFS PLEEEEEEASE!) Also has anyone found out why @Ben was asking us about the Skullcraker yet....
  2. I'd certainly go for a Skullcraker (tell them everybody wants it back Ben ?) always on my list of to buys but not a chance now unless get lucky on eBay or such They remind me so much of the old Whirlwinds and Tenderisers of old, GW did a great job of adapting those and the dreaded Earthshaker I like the idea of running execution herd, may play about with a list or two to post tomorrow
  3. @Paul Buckler well congrats on the painting! Again it's an amazing army Always thought of them as part of an army like you said, A.Spider, Big Boss and a big unit running together amongst other Destruction... Hopefully that'll change soon though I bet they got loads of attention at Blackout too though? @froo that's a really great shout, haven't played with Soulsnare Shackles yet, I'm sure it's all in the placement but have you ever found yourself hampered by them after you've put them down? Gobbos is an interesting choice, I'm leaving the Riders off the spiders and was thinking putting them on same bases of their own, would work well with the theme of it all
  4. How did you get on from those 5 games at blackout by the way?
  5. Oh my days so that list I wrote being played in the Realm of death with 2 big bosses running about would have maximum of 40 attacks from the Spider Riders hitting mortal wounds on a 4+, 8 attacks from 2 big bosses mortal wounding on a 4+ and another 4 from Arachnarok potentially doing double damage on their 4+ I don't do the maths thing of working out averages but for a pretty dated army that's alot of output. I'm trying to work on the saves as they are pretty bad, as there's not so much you can do army wide I was concentrating on the Arachnarok as a general and thinking of using big and brutish to get extra wound and then Ethereal Amulet from the Malign sorcery book which ignores all modifiers for save rolls so keeps a respectable 4+ save throughout the game
  6. Oh so that +1 to hit means it will hit on 5s and 6s? Also on a seperate note does big and brutish still give +1 to wound characteristics in the new 2.0?
  7. Wouldn't that just effect their generic hit roll and not the venomous mortal wound hit? I don't there is anything that would specifically say to buff that mortal wound in a 6 rule apart from big Boss and Spider God spell... I'd love to be wrong... please prove me wrong
  8. Not for the Spider itself, a combination of the big boss ability and the gift of the Spider God (if it has a Shaman on its back) is the best we've got at the moment. Hits on 5s and 6s and does double mortal wounds of a d3 roll for those that hit. The weapons and artifacts I've seen (mainly from Malign sorcery) buff the general itself rather than the mount so even if you had a Shaman and put it as your general the venomous fangs still don't get a buff I'm very encouraged by the fact that Moonclan and Spiderfang don't have any Alliance abilities noted in the new 2.0 books as I hope it means we will be included in the new Moonclan book in some way when it comes out. Also the silver tower combo of Spider like Moonclan grots is very encouraging that we will have as many new combos and abilities as the NH and Stormcast do now I'm thinking I may run this list for the next battle... Arachnarok Shaman Big Boss Big Boss 10 Spider Riders 10 Spider Riders Malevolent Maelstrom 900/1000 - 2 command points After playing the last game I found the big boss buff was great, certainly more useful than the extra Shaman. So I wrote this to compliment the bits I think I learnt for that game (we'll find out in the next game). Idea being to have a unit of 10 Spider Riders running with a Big Boss on either flank throughout the game as rolling good to OK dice for the venomous fangs dice here can get big numbers. Also if I'm running he Arachnarok Shaman close enough to get a buff from one of the big bosses then unless it's a crucial combat the gift of the Spider will be cast on itself to benefit from the buffs I mentioned above. I'm thinking if I start the game with 2 command points then on turn 1 I'll have 3. So my plan would be actually not to get into combat in turn one so in turn 2 I'll have 4 command points, I can then give these command points out in turn 2 for both big bosses to give their buffs, turn 3 I'll have 3 command points to give out another 2 for that round with 1 remaining so by turn 4 I'll have 2 command points so again I get to give out both big Boss buffs. So I figure if I avoid combat/needing to use that buff in turn one I can actually give out these buffs for 3 straight rounds. So if I can keep 2 units of 10 that means in turn 2 there are a total of 40 attacks hitting mortal wounds on 5s and 6s and if the Spider Shaman is in range add another 4 attacks on 5s and 6s potentially doing up to 6 mortal wounds each if Gift of the Spider-God goes off. I know there's a lot of ifs and buts in this but that will always be the case with this game, I think it's a pretty solid plan to have for now, until the new rules come along...
  9. So this went really well against Nighthaunt. It's very easy to feel how NH are built for 2.0 and how much Spiderfang aren't, it feels like a very dated army because it is. However there were benefits to that as I'm still fairly new to actually playing games so it was easier to keep track of the limited buffs and abilities this list has, it was overwhelming to see all the different things NH had to keep track of. Played Destruction vs Death a couple of times now and each time it is a case can we cause enough damage to counter the healing they have (we haven't started playing objectives and things just yet) and so was this game too As you'd expect with Spiderfang there was huge Mortal wounds output when the buffs and spells went off (highlight was definitely a unit of Spider Riders taking out hexwraiths in one turn) but when they didn't it was average, very average which highlights the importance of positioning of key components like the big boss. I'm thinking I may drop Fungoid Shaman and a spell to get another big boss Unfortunately a unit of 6 spirit host got stuck straight into the Arachnarok taking it down to half the wounds before it even attacked as I was the first to move and got charged in his phase of turn one, so I'm still looking forward to seeing that at full strength Had some lovely moments in the game, whilst the Fungoid Cave Shaman was hanging out at the back playing with the cogs one of the new dreadblade harrows used their cool new movement trait to just appear behind him... caught red handed, unfortunately even with the rerolling saves he couldn't be saved After unfortunately missing moving the whole left flank of many army after getting distracted by a break in the game I didn't really get to see the full effect of the big boss in combat either so there's lots I can learn about Spiderfang with more games It was fairly close until he caught up with some of the new Alliance abilities they have, then I felt the full force of NH 2.0, it was still an absolute blast playing these guys and can't wait for the next game
  10. Ah I see I knew there would be something, the charge from the underworld you mentioned for dramatic effect, I thought you were referring to that roll 10 rule
  11. Ah yes, cracking spot, I could drop the cogs which would get me the extra command point Ah, a flaw in the plan, the Fungoid still needs to be the general to use his command ability - still unless I have an old warscroll? That's a bummer Also guys am I able to give my Arachnarok Shaman an Artifact? EDIT: Just downloaded it again and still says if he's the general so that's a no go for this list, have to stick themcogs back in and just use the command ability for 5+ mortal wounds all game On the plus side though I forgot about the whole once per battle cast and extra spell, so for one turn with the cogs as well I could cast 3 spells with him, wish I had more spells to choose from
  12. Isn't that for unmodified charge rolls? I feel like I've missed something here, thanks in advance
  13. Hi team, update on this list, decided to make this list from Ulgu the Realm of Shadows. Gave the traits and weapon to the general so he's now hiting on 3's and 3's. Can I also give my Shaman and Artifact? Big Boss on Spider (General - might is right, blade of folded shadow) Arachnarok Spider w/Shaman Fungoid Cave Shaman (Ally) 10 Spider Riders 10 Spider Riders Chronomatic Cogs  Aethervoid Pendulum  Ravenak's Gnashing Jaws 1000pts thinking that if I cast the cogs in first round can add 2 to move and charge and get into combat turn 1, also maybe use Fungoid command ability to add charge and run in turn 1 but not sure it's worth sacrificing get big Boss mortal wounds on a 5 or 6 for that first round of combat, suppose just go with what I need. Once there the plan will be to reek as much havoc as I can with both 5 and 6 to mortal wound doing double damage as a combo of Boss and Shaman kick in whilst casting Pendulum and Jaws turn to turn should have a fair amount of mortal wound output for 1000pts
  14. Thanks guys @kenshin620 that start collecting Bix is exactly what I'm eyeing up @Rekmeister thanks that's an amazing starting list, looks like it's fitly straight forward to play but with some nice synergies for him to learn before he gets heavy into magic. Build up to 2000pts then for Slann etc now if this was my Serephon army I would definitely go down the skink route, I think the Saurus minis could be so much better, but asquith most thing when I get my hands in them I'm sure I'll come around Thanks again guys, that's exactly the kind of advice I was looking for
  15. Hey guys, Looking for a but of advice as my 9yr old son and I are been playing some of the mini starter games Storm of Sigmar and he's really enjoying it, so I let him loose on the GW website and of course... He loves the dinosaurs! I told him how the giant frogs were some of the most powerful sorcerers in the game and now I can't see him being anything else I did give him a bit more actual lore too but hey, if giant frogs and dinosaurs get him in he's got plenty of time to discover the rest So I'm here to ask for the advice I mentioned, tend to play smaller games at the moment around 1000pts, want to make him a decent list that's not win at all costs but at the same time one he can have fun with, what do you guys think the best list to go with for him?
  16. These are really very beautiful indeed, always enjoy reading through your blog
  17. I like the synergy of Demonsmith buffing Artillery but also casting Soulsnare Shackles infront to limit the movement on those fast moving units looking to tie them up I noticed the Shackles half the movement characteristics of a unit but no mention of the charge, fluff wise it makes sense but is it too overpowered halfing charges too?
  18. @PlasticCraic so sorry, I meant tried writing the list, haven't played yet but fun was definitely the idea with this though can't wait to get a game in Also reading the Magic rules again on can only cast 1 endless spell per caster per turn so that 2 spells on the Shaman is still only 1 endless spell each turn. So I think I have too many endless spells as only him and the Fungoid dude can cast hem each turn This is the list I'm aiming towards right now though so hopefully I'll put a blog up soon Of guys think I should take less spells?
  19. Tried out a 1000pt list, magic heavy cause you know it's .2! Big Boss on Spider Arachnarok Spider w/Shaman Fungoid Cave Shaman (Ally) 10 Spider Riders 10 Spider Riders Chronomatic Cogs Aethervoid Pendulum Quicksilver swords Soulsnare Shackles 1000pts
  20. Ah OK, thanks for that, haven't got any of the new books. So no Ogor Ally either, that's a bit of a shame as I liked the Destruction Alliance theme but like you said it does make sense fluff wise... Are there new Warscrolls in these new books that update things like the Fungoid Cave Shamans command ability which still reads 'if he is your general' when you download it from the GW website?
  21. @Paul BucklerNot sure I'll have an army ready by then to come down but we'll see how it goes, I'll keep an eye on the tickets I was thinking of running something like this, Spiderfang has all its usual synergies with the addition of some very cool spells but then I though to combine the movement from Fungoid Cave Shaman with some heavy hitters like the GG's and Ard boy combo A.Spider Shaman A.Spider Shaman Grot Big Boss on Spider Fungoid Cave Shaman (Ally) 20 Spider Riders 10 Spider Riders 10 Spider Riders 10 Ard Boyz (Ally) 3 Gore Gruntas (Ally) Chronomatic Cogs Aethervoid Pendulum Ravenaks Gnashing Jawsa 2000pts
  22. Just a thought, apologies if the answer is obvious or already talked about but I haven't seen it, when a unit has 'fly' does it automatically fly when ever it moves or does the player choose when it flies ie; only to cover terrain or other units? As this is a pretty big buff for us if we all of a sudden get people walking their flying beast about the place it could really put a downer in it, my worry is it does give some negative effect that the could move over anything at all and have to follow terrain etc unless they do fly but if it's a choice between that or taking wounds... can people do it?
  23. @Paul Buckler wow that's incredible! I love the variety in that, I'm also a little scared to ask what the blue Spider is doing... If your in S.Wales be great to get a game in at some point too So does anyone are the new points lists for AoS 2.0? I asked GW and they had no idea when the were going to update the Warscroll builder in the community site, which was a bit surprising tbh, or if not can anyone tell me where to find them? Is it GH18?
  24. As a long, long time Chaos Dwarf player I am over the moon we have had an update like this and on the eve of the release of a new version, not as an afterthought months down the line. If any of the GW crew read anything here THANK YOU!!!!!! It's nice just to be involved after being so long out in the cold There is lots I love about this update, the Centaur Battalion is a nice unexpected surprise. For the fluff of it 'marked for death' is so cool, imagine these hulking monsters preparing for battle and singling out a single unit... "they are having it!". It may be a tad expensive but worth a test run or two I reckon I love the legion abilities, also by the way guys WE HAVE LEGION ABILITIES!! Again very thematic fluff wise, we bring the Dark clouds with us like at the Battle of Minis Tirith in LOTR and I think the ignore first wounds can be an absolute game changer, we always did make the best armour
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