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Milford

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Everything posted by Milford

  1. Say no to Sigmarite propaganda. The skaven are the good guys
  2. I finally feel represented in model form
  3. I like that they're using colours to help people, but as someone severely colour blind, I hope being able to distinguish colours won't be necessary to quickly read rules 😄
  4. Leave my beautiful old night runners alone!
  5. Beautiful work @JackStreicher I'm a fan of the circle on square base action!
  6. Some really helpful suggestions. Thanks, guys
  7. Thanks for the reply @Lord Krungharr. Could you expand on your suggested approach? That each of the four models should have a small flat magnetised base, then (i) (for AoS) all of these attach to the magnetised 90mm round, and (ii) (for TOW) each crew member attaches to a 25mm square and the cannon to a 75x50? I did have this in mind, but it will be a pain trying to get the mini flat bases and the proper bases to look seamless together.
  8. Hi, all. I have a question about basing artillery in TOW. I'm currently in the process of building an Empire army that I'm hoping to use in both AoS and TOW. Basing infantry to meet this requirement is pretty straightforward: I can put infantry models on 25mm round bases. For TOW, I use magnetised trays. For AoS, my swordsmen straightforwardly work as steelhelms, and my missle state troops work as fusiliers by slotting into 28mm round base converters. However, I have a couple of cannons that I'm unsure how to base. I did initially try to magnetise each crew member and the cannon itself, then use a magnetised 90mm round base for AoS and the relevant size magnetised bases for TOW. However, I found it very fiddly to correctly magnetise the crew members independently of a base and then get them to sit flush on scenic bases. I'm now at the point where I'm just considering glueing the models down to a 90mm round base. I think this is the most aesthetic choice and it's the correct size for AoS. Further, for TOW, I notice that on page 222, the devs specifically allow basing artillery pieces and crew members together on a single base larger than the artillery piece's base. My worries here are that (i) this comment might work for larger rectangular bases, but not round ones (but then I can treat the base as a 90mm square?), and (ii) a single larger base might not be allowed for tournaments even with the dev comment on page 222. What do you guys think? Do you think basing a cannon and its crew all on a 90mm round is TOW tournament acceptable? What would you do instead? Cheers
  9. Hi, all. I haven't been following news updates on The Old World. Have there been any mentions on whether End Times kits will receive rules ingame? If not, do you think they will? As a skaven player, I'm particularly interested in stormfiends and verminlords. My worry with stormfiends is that lore wise they're meant to have been a late stage skaven development, so may be excluded from TOW given it's set in an earlier period.
  10. @fishwaffle2232 @Lord Krungharr Thanks for the comments. My main motivation for the list was just that I love stormfiend models (suitably converted) and (unpopular opinion) the old 2002 night runner models (and Eshin in general). I have about 80 of those models that I got when they released! (As an aside, I also dislike the new clan rat models and their lore. Much prefer the Jes Goodwin sculpts and the lore that they're at least somewhat competent and ordered fighters. But that's another story 😛 ) My plan was to keep the night runners to screen the storm fiends, but maybe clan rats or storm vermin would be better for the job. I wonder whether it's even worth investing in the three eshin hero buff if my only serious eshin troops are 10 gutter runners. Perhaps it is worth it for those guys and the heroes alone. Also, I did think about dropping Devious Adversary for Unrivalled Killer, allowing me to keep the buff and drop a death master, but I'm not sure that's worth it.
  11. Here's my current list (I'm very much a noob when it comes to actually *playing* the game):
  12. Hi, Gwendar. The Warpseer is, of course, the general in that kernel. It read that way to you as I put a paragraph break in the wrong place (will now edit that). I agree on the strength of night runners, hence in my kernel the minimum amount is taken in order to meet the Slinktalon requirements. I also prefer running gutter runners at max strength. Although I think there is room for some units of 10s. On drop count, we have 4 gutter runner unit slots, and 8 night runner unit slots available per slinktalon, so that is no problem. Perhaps in a 2k eshin list there is even scope for running two slinktalons. On its own, I think an eshin force has quite a diverse toolkit. A toolkit good enough to be somewhat competitive. There is room to draw from other clans to augment our weaknesses, if we really need to. But I don't think we need to resign ourselves to mixed lists just yet.
  13. Greetings, fellow Skaven players! I'm hoping to spark more discussion on the objectively best clan: Eshin. It seems to me that the standard kernel for an Eshin-based force is the following (coming in at 1380 points): Allegiance: Skaventide LEADERS Verminlord Warpseer (260) [General] Verminlord Deceiver (300) Deathmaster (100) UNITS 20 x Gutter Runners (200) 20 x Gutter Runners (200) 10 x Night Runners (80) 10 x Night Runners (80) BATTALIONS Slinktalon (160) Some variations: (i) We take a deceiver as the general, to take advantage of an Eshin-only command trait. (ii) We take smaller units of gutter runners. (iii) We take larger units of night runners. (iv) We drop the second unit of gutter runners. Given this kernel (perhaps with one or more of the above variations), the main question is: how do we expand this force into a 2k army? First, it seems to me that there are good reasons to add a second deceiver to the list. To start, this gives us a third masters of murder target. And beyond this, it gives us much more flexibility: with two candidates to cast dreaded skitterleap / lord of assassins, we have a lot more options with regards to what we do with the deceivers. Second, given this Eshin kernel (or perhaps a reduced one which drops the warpseer / second gutter runner unit), would it ever be worth taking units from outside of Eshin? Of course, to do this requires at least a 360 point tax (for 3x20 clan rats). But perhaps this is worth it. For example, alongside some clan rats we take 2 WLCs with an engineer or two. Or, my preferred option, we pick up some jezzails (as an aside, it is still a sore point for me that we cannot ally in jezzails to an Eshin force!).
  14. Has anyone considered an Eshin list? (Forgive me if this is not the right place to add this!) I was thinking of something like: Allegiance: Eshin LEADERS Verminlord Deceiver (300) Verminlord Deceiver (300) Skaven Assassin (100) - Fighting Claws Plague Priest (80) - Allies Arch Warlock (140) - Allies UNITS 20 x Gutter Runners (200) 20 x Gutter Runners (200) 40 x Night Runners (360) WAR MACHINES Warp Lightning Cannon (180) - Allies ENDLESS SPELLS Balewind Vortex (40) Emerald Lifeswarm (60) Soulsnare Shackles (20) TOTAL: 1980/2000 EXTRA COMMAND POINTS: 0 WOUNDS: 126 LEADERS: 5/6 BATTLELINES: 3 (3+) BEHEMOTHS: 2/4 ARTILLERY: 1/4 ARTEFACTS: 0/1 ALLIES: 400/400
  15. Hi, Honk. Thanks for the response so far. I should stress to everyone that I am a complete beginner when it comes to *playing* warhammer (that is, I have yet to play a game!). So forgive me if what I write seems naive. This list was my first attempt at expanding my small army of 15 blood knights and one vampire lord (on nightmare). I wanted to develop the army in a way that was tactically interesting and not so one dimensional (as to whether I achieved that, or if idd it can be achieved, is another question). First, the straightforward: Reikenor is there to, amongst some other things, guarantee that cogs go off with his Corpse Candle ability; the dire wolves are there as screens and fast objective cappers; and the bats are there to respond to shooting threats. Next, the dreadblades are there primarily for their Phantasmal Discorporation: "If this model is more than 3" from any enemy models at the start of your movement phase, instead of making a normal move, you can remove it from the battlefield and then set it up anywhere on the battlefield" I like the threat that this poses to the opponent, and the flexibility it gives to the list. Lastly, I included a 40 man blob of chainrasps (accompanied by a necromancer) for board presence. Some worries: - If anything, I was least sure about the inclusion of the rasps. Perhaps it would be better if I included multiple smaller units of them to camp objectives? - I was also unsure about the direwolves as screens. I'm tempted to take hexwraiths instead (still meeting battline reqs some way), given their ability to fly.
  16. What do you chaps think of the following schema for a list? Allegiance: Legion of Blood LEADERS Vampire Lord (140) Necromancer (110) Reikenor the Grimhailer (180) - Allies Dreadblade Harrow (100) - Allies Dreadblade Harrow (100) - Allies UNITS 5 x Blood Knights (240) 5 x Blood Knights (240) 5 x Blood Knights (240) 2 x Bat Swarms (80) 2 x Bat Swarms (80) 40 x Chainrasp Horde (280) 5 x Dire Wolves (60) 5 x Dire Wolves (60) ENDLESS SPELLS Chronomantic Cogs (60) TOTAL: 1970/2000 EXTRA COMMAND POINTS: 0 WOUNDS: 152 LEADERS: 5/6 BATTLELINES: 3 (3+) BEHEMOTHS: 0/4 ARTILLERY: 0/4 ARTEFACTS: 0/1 ALLIES: 380/400
  17. Milford

    A vampire army

    Nice. I really like the idea of capturing different tiers of Bretonnian knights with different death cavalry units.
  18. Milford

    A vampire army

    Thanks for the suggestions so far, guys! Glad to see other people are working on similar projects. I think the expansion of the nighthaunt roster is especially exciting, as I imagine a large part of the WHFB/AoS range will be convertible into one of the new nighthaunt units (by, amongst other things, painting the models in an ethereal fashion). For example, I could use old bretonnian men-at-arms as basic night haunt units in the army alongside my ex-enchantress Vampire Lord and ex-grail-knight Blood Knights. The fluff being that the men-at-arms are still serving their grail knight masters, but now from beyond the grave.
  19. Milford

    A vampire army

    Hi all, I'm really interested in building a knightly, vampire themed 2k point army. Currently, I have 15 grail knight models and an old Morgiana Le Fay model which I'm converting into 15 blood knights and a vampire lord. I want the centre of this army to be the hard hitting vampire knights. But I'm not sure which direction to go from this 920 point centre. I want the army to be competitive, but I also don't want to break too much from the knightly aesthetic. And I'm not really a fan of the current death models available. I really have two main questions: (i) do you guys have any suggestions of how I could expand the army? (ii) do you guys have any model conversion suggestions? I've got a couple of ideas at the moment. First, I was thinking of adding a vampire lord on zombie dragon as my general, but instead of the skeletal dragon model, using the old dragonlord model (suitably converted!). Second, I was thinking of adding one or two infantry units, but instead of using the death models available, converting either chaos warriors or freeguild guard. What do you guys reckon?
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