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Lightbox

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  1. Time for me to have some fun, celebrate that contrast paints will now mean my freeguild army can be back on the table of stuff to get done, and release blackpowder back into the world! By making a list:
     

    Alleigance: Greywater Fastness

    Heroes:
    Freeguild general on griffon - 280
    Gunmaster - 80

    Units:
    10x Freeguild Guard - 80
    10x Freeguild Guard - 80
    10x Freeguild Crossbowmen - 100
    Steam Tank - 240

    War Machines:
    Helstorm Rocket - 180
    Helstorm Rocket - 180
    Cannon - 140
    Cannon - 140

    Mercenaries:
    5 Blood Knights - 200
    5 Blood Knights - 200

    Gives me lots of guns and then the new allies lets me run rampant with some blood knights & griffon to take the fight to my enemy whilst my men screen my gunline. Alternate to the blood knights would be some demigryph knights which would be less punchy but probably hold up the enemy quite well whilst I shoot them apart. No magic protection is a bit of an issue. Also possibility of making some changes to free up room for a celestial hurricanum but that would probably mean no blood knights, reducing my melee presence for more accurate rockets & cannons.

    • Like 2
  2. Soulblight:

    -Charge our blood knights... no seriously these horsemen pack a wallop on the charge but are much much worse when they haven't charged.
    -Bring rend, a -1 rend reduces our blood knights to 5+ save, a rend of - gives us a 3+ save.
    -Try to position yourself so our lord on zombie dragon (and knights if a particular bloodline) can't just leap over your front lines to savage your support heroes.
    -Hit the zombie dragon before he hits you. He's a beast in combat but will worsen as he deteriorates, he's another unit who wants to charge you and not the other way around.
    -Bring hordes, we're a low model count army. Bog our knights down by charging them with chaff as it will take us time to kill them and meanwhile you can hold all the objectives with superior numbers.

     

    Everchosen:

    -Kill Archaon. He's a massive force multiplier for varanguard putting them to a 2+ instead of a 3+ to hit and being able to make them reroll charges (very nasty for fellspears where we want every one of those attacks hitting you on a charge)
    -Don't let the Varanguard charge you with fellspears, they will really hurt and their rend -2 on the charge will make the hurt even hurtier.
    -Don't rely on magic, archaon has 2 unbinds and he and all the varanguard have a 4+ ignore magic wounds. If it's my list there will also likely be a bloodsecrator making you reroll.
    -Bring hordes. We're even lower model count than soulblight, we can't hold objectives nor do varanguard have enough punch to get through proper tarpits, especially if they use inspiring presence. Lets not discuss the game where one spear unit got held up by 30 savage orruks for the entire match (after charging).
    -Block our movement, we're all fairly chunky bases (especially archaon) so good positioning will block us being able to get where we want to get.

     

    (Because obviously we gotta represent the underplayed factions in this who are easy to beat anyway ;)

     

    • Like 4
  3. 14 hours ago, oscisi said:

    I have double checked the footage and it is indeed strange. Is there any chance GW messed up and their real intention was to lower the helSTORM from 180 to 160? That sounds like a more reasonable change in my ears. 

    Now you're just getting me excited about possible cheaper fireworks... hopefully this may happen ;) 

     

    Which also reminds me I should really get some more helstorms

    • Haha 2
  4. On ‎6‎/‎15‎/‎2019 at 2:30 PM, oscisi said:

    Hello again!

    I’ve been playing other armies for the last year so haven’t really been as active in this thread as I was in the old one. I do, however, bring some news. For 2019 the points for Ironweld Arsenal units will stay the same, except for:

    Cannon: 140 points (20 point discount)

    Helblaster Volley Gun: 160 points (now 40 points more expensive)

    Steam Tank: 240 points (20 point discount)

    Unfortunately still no indication that the latter will become a battleline behemoth unit :P Cheaper Cannons are always nice though!

    160 for the helblaster? That seems like a really strange choice, especially as they've dropped cannons.

    Though cheaper cannons and steam tank will be really nice :) My greywater fastness is calling me again damnit! (And now I have contrast paints the idea of painting the freeguild bodies isn't horrific)

    • Like 2
  5. 6 hours ago, ilaxu 'Minute' said:

    Hmmm, this might be an option. Have you done anything modelling wise to display the difference?

    If I were to do this then I think I'd double base them, having a pair of knights represent one of the Demigryph Knights for the sake of clarity. 

     

      Hide contents

    Conceptual Heavy Hitters List

    Order: Hammerhal: Ulgu

    King on Hippogryph 400
    -General
    -Legendary Fighter
    -Sword of Judgement

    Enchantress 160

    Archmage on Aelven Steed 100

    10 x Freeguild Archers 100

    10 x Freeguild Archers 100

    10 x Freeguild Archers 100

    3 x Demigryph Knights with Lances 130

    3 x Demigryph Knights with Lances 130

    10 x Grail Knights 360

    10 x Grail Knights 360

     

    20 grail knights for the big oof!

     

    As someone who loves demigryph knights this looks like a list I'd be interested in trying out! Do let us know whether you get to test it out Ilaxu.

     

    On ‎6‎/‎15‎/‎2019 at 1:35 PM, ilaxu 'Minute' said:

    On an entirely different note, is anyone thinking about trying out the contrast paints for Bretonnians? I'm considering giving it a shot.

    I'm considering it since I've got the black contrast and some reds... though the real question is do I try and get some orange and do proper Mousillon scheme or go with my original idea of black and red. (Either way my brets will also make fine blood knight stand-ins)

  6. 3 hours ago, Drakilian said:

    In other news, the local area here does seasonal path to glory leagues. The guy in charge is making me a Bretonnian chart. Any ideas for me to send his way?

     

    58 minutes ago, ilaxu 'Minute' said:

     

     

    So I may have decided to randomly accept this challenge and built an entire thing from scratch... I've set the Generals list along with starting units (As well as a conceptual additional limiter, which limits how many units with the Nobility keyword each general option can have in their starting roster), the unit pool for te Retinue and the Champion/Retinue rewards. See in spoiler

    Hope this helps.

    Regards,
    The Amateur Game Designer,
    ~ilaxu

     below

      Reveal hidden contents

     

    BRETONNIAN PATH TO GLORY - AMATEUR CONCEPT VERSION 01 - ILAXU

    GENERALS:
    King on Hippogryph - 2 Units /                            2 Nobility Max (General Not Included)
    Sacred Protector - 3 Units /                                  2 Nobility Max (General Not Included)

    Enchantress - 3 Units /                                             2 Nobility Max (General Not Included)
    Bretonnian Lord - 4 Units /                                    3 Nobility Max (General Not Included)
    Damsel - 5 Units /                                                        2 Nobility Max (General Not Included)

    Noble Standard Bearer - 5 Units /                     3 Nobility Max (General Not Included)
    Noble Champion - 6 Units /                                   1 Nobility Max (General Not Included)

     

    RETINUES:
    Troops:
    1-2: 16 Men-At-Arms OR 16 Peasant Archers
    3: 6 Grail Pilgrims OR 1 Field Trebuchet
    4-5: 8 Knights Errant OR 8 Knights of the Realm OR 5 Mounted Yeomen
    6: 5 Questing Knights OR 5 Grail Knights OR 3 Pegasus Knights
    Heroes:
    1-2: Noble Champion OR Noble Standard Bearer
    4-5: Damsel OR Bretonnian Lord
    6: Enchantress OR Sacred Protector

    CHAMPION REWARDS:
    2: Unfaithful to the Lady: Your general has eternally lost the Lady’s Blessing. They lose the Bretonnian/Nobility Keyword and can no longer use spells or abilities that use the Bretonnian/Nobility keyword in their description.
    3: Scourge of the Realm: Your general gains +1 to hit and +1 to wound. Your general also loses the Nobility keyword from their description.
    4: Guide of the Masses: Friendly units with the Peasantry keyword within 10” may re-roll rolls of 1 to hit. This is increased to rolls of 1 or 2 if under the effects of Divine Favour.
    5: Blade of the Realm: Your general gains +1 attack with a single weapon.
    6: Defender of the Masses: Friendly units with the Peasantry keyword within 10” may re-roll rolls of 1 for save. This is increased to rolls of 1 or 2 if under the effects of Mystic Shield.
    7: Champion of Bretonnia: Your general gains +2 Bravery.
    8: Defender of the Nobility: Friendly units with the Nobility keyword within 10” add +1 to their armour save when charging.
    9: Shield of the Realm: Your general gains +1 to their save.
    10: Guide of the Nobility: Friendly units with the Nobility keyword within 10” may re-roll failed charge rolls.
    11: Guardian of the Realm: Your general gains +2 wounds.
    12: Paragon of Virtue: Your general has gained the Lady’s Eternal Blessing. They will always count as being under the effect of the spells Divine Favour and Divine Blessing which cannot be dispelled by any means.

    RETINUE REWARDS:
    1: Lost to the Lady: This unit may not roll from this table again.
    2: Strength of Bretonnia: Once per game this unit may re-roll saves.
    3: Steeds of Bretonnia: Once per game this unit may run and charge.
    4: Sons of Bretonnia: Once per game this unit may add +1 to hit.
    5: Saviours of Bretonnia: Once per game this unit may add +1 to wound.
    6: Blessing of the Lady: The unit will always count as being under the effect of the spell Divine Blessing which cannot be dispelled by any means.

     

     

    So I'd put together this so far recently using the ptg formula of 1 pick = 100 points (rounding to closest) which most ptg lists follow. Though brets may wanna be changed because they're overpriced when it comes to points. Hadn't done upgrades though so many have to pilfer ilaxus for my ptg campaign!

     

    https://docs.google.com/document/d/1bL8wFtZo_YkjZeGHTnXaLIM53wnqGX3TZZoeAkUR_HA/edit?usp=drivesdk

  7. 10 minutes ago, Fullbret said:

    What would a 1k list look like?  I've been trying to you with it and I keep going over.

    For a 1k list with the cogs I think the following could be an interesting shout:

    1 Enchantress - 160

    1 Damsel - 100

    10x Grail Knights - 360

    16x Men at arms - 120

    8x Knights Errant - 200

    Chronomantic Cogs - 60

    Points: 1000/1000

     

    You'd get a decent beatstick in the form of 10 grail knights with an enchantress at 1k levels along with cheap bodies to screen and the errant and damsel to take on weaker targets / nab objectives. The cogs would help give you that superiority in movement speed.

    • Like 1
  8. 5 hours ago, ilaxu 'Minute' said:

    You know, on the one hand I have to praise you for doing the mathematics behind that, and on the other I have to scold myself for not doing it. Damn it I'll have to start number crunching too.

    Personally I think the two mercenary options that will suit Bretonnians are the Mousillon options, that being the Blood Knights & Necromancer Mob.

    You mean painting fleur de lys on ogres and giants won't make them chivalrous and noble? Darn... 

    I do agree though. Those two are perfect for mousillon brets :)

     

    I also realised I already have the perfect stand in model for a shyishian king on (undead) hippogryph

    IMG_20190611_211225.jpg

    IMG_20190611_211238.jpg

     

    EDIT:

    Begun work on this project with my grail knights and will be posting future project updates on my blog!

     

    • LOVE IT! 1
  9. 1 hour ago, ilaxu 'Minute' said:

    The lords +1 to hit on charge is a CP ability, so you'll usually want some spare for that. But if you aren't going for a one turn rush then it should be manageable. 

    Ahhh that makes sense! But yeah I suppose it all depends on how you plan to run the armies etc. 

     

    Probably also worth noting that whilst they may wield cowardly guns that hurt our chivalric theme getting outriders/pistoliers as mercenaries (or just plain regular units with grand alliance order) gives us a potential good speedy and fairly cheap extra horsey unit we can send after objectives whilst our knights of the realm deal with the heavy lifting. But I'm looking forward to skellies & zombies for sure just to give extra cheap bodies for objectives / board coverage. Blood knights alternatively will give a nice alternative to grail knights as a powerful heavy cavalry.

  10. 21 minutes ago, zedatkinszed said:

    Agreed but I think GW has mishandled the allies system. It feels very arbitrary (especially in Order) and relies on too many World That Was associations that should  no longer apply.

    THANK YOU!!

    I've been annoyed since the dawn of the allies system that I couldn't take elf allies for a freeguild or vice versa as I loved the idea of the mixed free cities and these races generally working together and I'm not that big a fan of mixed order or a lot of the firestorm free city combinations. Also that even though the horned rat joined the pantheon my chaos warriors couldn't have skaven allies to be stabbed in the back by.

    I really like the fact they added in mercenaries because a lot of these armies have been referred to as mercenaries for ages and as the article stated in lore you have things like humans and undead coexisting in shyish so it was a shame to not be able to field death humans etc. I do really like that the companies have their own fluff and mini rule to them to make them feel pretty well integrated into the story of AoS :) great for inspiration too.

    • Like 1
  11. 2 hours ago, ilaxu 'Minute' said:

    On a different note, this was mentioned today/yesterday. 

    Generals Handbook Mercenary Companies

    Some possible options for Bretonnian armies... Hello Mousillon Blood Knights and Skeletons...

    Don't like the lose of a CP though...

    Honestly I don't feel like I'll use much CP with brets so I'm not too worried on that side. Though would be nice if we had a formation to bolster the CP reserves a bit. Alternatively just build 50 points short if you really need the extra cp you lose.

  12. On ‎5‎/‎21‎/‎2019 at 4:17 PM, Unit1126PLL said:

    So I have an interesting 2000-point list I'd like to run past you guys. I may have posted it earlier but I have a few games under my belt now, and it might contribute to some Ironweld Arsenal tactica or whatnot discussion. It'll have unit entries and then the description of their function. I will also organize it by unit importance / list cores, rather than the traditional way.

    List Core:
    3 Steam Tanks
    Use: These machines are basically the reason the list exists, both theme-wise (love my tanks) but also function wise. The vehicles offer hard-hitting combat power, anti-horde and anti-monster shooting on a single platform, and have great durability. The manner of use in games depends on my opponent's deployment of course, but if my opponent obliges the best-case scenario is deployment of all 3 tanks on one flank, supported by their support elements (to follow). I don't place them entirely on the flank - typically they straddle the central and flank thirds of the board - because I need their armored bulk to cover the rest of my squishy army from bad things. But concentrating them in a single off-center point allows me to avoid the worst enemy anti-behemoth units, while still offering the fairly long-ranged cannons the ability to engage the highest threat first.

    Threats: Typically, these tanks do not go down easily, even to traditional "threats." Of course, letting truly anti-behemoth things into combat is nasty (e.g. the 6-mw-doing Terrorgheist), but once that style of threat is identified, the tanks themselves are often their own best defense. They have a very powerful (if unreliable unbuffed) long-ranged attack in the Steam-Overpressured cannon. Indeed, I prefer to fire it at monsters rather than hordes; it is the only cannon in the game that can get a damage re-roll against single-model units due to its overpressure rule. Typically, if my opponent is running multiple behemoths, I will use the tanks to focus them down one at a time, with the rest of the list providing covering fire and charge intercepts/blocking from the others. The power of the tank cannons can mitigate threats very well if they are given buffs - between the high Wound, high Rend, and re-rollable d6 damage, they're devastating against single-model targets.

    Offense: The unbuffed Steam Tank is not reliable. It's got big numbers for the Wound and Rend values for its cannon, and a big number for the Wound value for its steam gun, but the parts of the statlines that are unreliable are the To-Hit for both weapons, the Damage for the cannon, and the Shots for the steam gun. The commander's long rifle is the only reliable shooting on the vehicle. Its close-combat is also unreliable, with its Wound value being alright, its Rend value being alright, and its Damage value being alright, but none really are ace. So what buffs would make the steam tank good, and how do we get them?

    Support: The Steam Tank goes from unreliable (and mediocre) to amazing if properly supported. In all of my games, my opponents have been completely flabbergasted at just how effective the steam-tanks are. Under their belt they have two Engines of the Gods, a Slaan, and a Bastilodon, Arkhan the Black and loads of undead (e.g. skeletons, chainrasps), a Great Unclean One and Nurgle Daemon Prince (as well as the plaguebearers on gigantic flies - the names of the unit escapes me), a Celestar Ballista and loads of Stormcast, and others besides. The needed buffs are To-Hit and Random Value Rerolls. Fortunately, the second buff is available on the steam-tank itself from the beginning of the game. Steam Overpressure makes the cannon re-roll its damage always (putting its damage in the Reliable category), makes its Steam Gun re-roll number of shots (putting it in the reliable category as well), and makes the Crushing Wheels and Ironclad Bulk re-roll its number of attacks. Automatically, the steam tank is slightly more reliable. However, as mentioned in the Offense discussion, the To-Hit is lacking. So? Lord Ordinator and Celestial Hurricanum are your friends.  Celestial Hurricanum is a war-machine, meaning it benefits from Greywater Fastness (which you were taking anyways right?) and puts out tons of mortal wounds with its shooting attack (especially if you get the 6 to shoot again in the Hero Phase). If my opponent obliges and allows me to deploy the 3 Steam Tanks together, I can stuff the Celestial Hurricanum and the Lord Ordinator behind them to get them to hit on a 2+ with all their weapons. That's the death-star that has surprised people before.

    Defense: The Steam Tank is one of the toughest behemoths in the game. Why? Two reasons: War Machine keyword and 3+ armour. There are, of course, tougher behemoths out there depending on buffs, but the unbuffed Steam Tank is a terror on the battlefield with it's 12 wounds (higher than most of the durability-focused behemoths like the Bastilodon). Why does the War Machine keyword help? Because so much stuff works on Monsters and Heroes but not on machines! Just to offer a few examples: the Slaanesh Hunter of Godbeasts command trait gives +1 damage against Monsters to all the Keeper of Secret's melee weapons. So useless against a Steam Tank. The Slayer of Kings on Archaon? Only kills Monsters and Heroes instantly. Your double-sixes against the Steam Tank mean nothing. There are plenty of examples of things that work on Monsters and Heroes which are utterly useless against the steam-tank and people typically take things in their anti-behemoth role that do this. I've surprised many opponents whose "anti-behemoth" mechanism was really just anti-monster. There are many more things that only work against Monsters than things that work only against War Machines. Furthermore, with the 3+ save on the tank, the things that do hit you are not reliable. Remember the Slayer of Kings that rolled 2 6s to wound from before? Not only does it not slay you instantly like it would almost every other behemoth, but you get an easy 4+ against them! Fail one and who cares? You've got 12 wounds. 3 damage is scary, but not nearly as bad as the re-rollable d6 you're doing back every turn, hitting on 2s and wounding on 2s with -2 rend! Gotta love putting that cannonball right through Archaon's chest.

    List Vital Support:
    Celestial Hurricanum with Battlemage
    Lord Ordinator

    Use: These two are the support elements. However, they offer some utility of their own in addition to making the Steam Tanks amazing. The Lord Ordinator offers considerable combat power to the tanks - 6 extra attacks with the ability to drop d3 Mortal Wounds isn't anything to sneeze at, and he can fit in the same combat as at least a couple of tanks, giving them the buff and contributing to their power. The Celestial Hurricanum is another beast entirely, considerably more useful than the Lord Ordinator (but with a price tag to match!). Beyond the obvious +1-to-hit aura, the uses I have for the Celestial Hurricanum is as a spell-bot for denying and casting Mystic Shield, a gun platform to deal loads of mortal wounds (seriously this guy can be terrifying with Greywater Fastness), and a durable General.

    Threats: Generally, anything. The Lord Ordinator can go down to a stiff breeze, and if the enemy can krump the Steam Tanks, the Celestial Hurricanum is not going to endure their attentions for long either. However, skirmish units, small flankers, battle-line shooting units, etc. are not really threats to these guys as you might expect, given their adequate saves and high wounds-count. Keep them behind the Steam Tanks if possible though, and use the wall of metal to endure the enemy melee attacks.

    Offense: Mediocre. The Lord Ordinator is adequate for needs in combat, but not dependable (can sometimes be funny with Meteoric Slam). The Celestial Hurricanum can be an unholy terror with Greywater Fastness, or it can be somewhat useless. However, it's important to note that it's a reliable source of mortal wounds, and this an be vital for stripping the final few wounds off of a badly hurt enemy who you wouldn't want to waste a re-rolling cannonball's damage on.

    Support: These guys are the support! However, it is important to screen them, preferably with the tanks, but battle-line units can work in a pinch.

    Defense: Fair. They can endure most enemy attacks capable of reaching out and touching them. Battle-line shooters aren't good against 4+ saves, typically, which both the Lord Ordinator and the Celestial Hurricanum have. Furthermore, I usually give the Hurricanum the Phoenix Stone artefact and the Tenacious command trait, which gives it 12 wounds to match the tanks and makes it a less attractive "shoot this first" option. Put them behind the tanks, who can absorb the worst of the enemy's storm, and use things like the Storm of Shemek from the Hurricanum to provide final protective fires if degraded-but-naughty enemy units come too close.

    List Fire Support:
    Ironweld Arsenal Cannon
    Ironweld Arsenal Cannon
    Gunmaster

    Use: These guys are the "long range fire support" (don't get too mad! I know they only barely outrange the tanks themselves, but bear with me). Typically, they are deployed behind my Battleline in the middle of the board, to the left or right of the tanks, in a little castle with the engineer in range of both cannons. In early turns, they might even benefit from the Hurricanum's +1 to-hit, though the Lord Ordinator is typically standing out of range by the tanks. At any rate, they provide a few useful tools to the list. Firstly, they can engage and soften up enemy hordes that approach the tanks to make them ripe for steam-gunning. Re-rolling damage against units of 10 or more means they're just as good as the steam tanks at long-range horde clearing, while the tanks are better at single-target damage with their always-on reroll. So let the tanks fire at enemy single-model units, and let the cannons handle the enemy infantry. Secondly, they provide another source of long-range damage. If the enemy brings too many behemoths, the tanks may not offer enough firepower alone to stop something scary from getting close - but with the range of these cannons, they can cover the tanks' flanks in a pinch. They may not get damage re-rolls, but they still pack enough output to give almost anyone less durable than Morathi pause. Thirdly, these guys are a distraction. Sorry to say it, but the tanks dramatically outperform them every game. Artillery, though, with its vulnerable crews, is easily rendered inert by enemy shooting, so things that would probably be better off shooting at or maneuvering around the tanks instead oftentimes gets hopelessly distracted trying to kill this artillery. If you want to spend 2 turns of a five-turn game ****** around with 400 points of artillery, be my guest, but I'm going to ram the steam-tanks down your throat while you do!

    Threats: Fast movers and enemy shooting. Fast movers will often try to work their way around the flanks of my very-compact battleline (or simply fly over it) to kill these guys. Enemy shooting can shoot over the battleline to kill these guys as well, and that happens commonly. Remember, though, that this is only 400 points. If it distracts two Bastiladons for 1 turn, or 1 for 2 turns, that's fine with me. That's nearly 600 points that could probably do a number on my Celestial Hurricanum, Lord Ordinator, or Steam Tanks who are instead faffing about trying to get in range of artillery that outranges them and can move away. Meanwhile, the Steam Tanks are in range of nearly everything as they move up the board and hit like a truck.

    Offense: Pretty good. They're not benefiting from the +1 to-hit auras like they typically would in other lists, but they have the Engineer stuffed between the cannons to give them re-rolls. Their output is fairly reliable, with the only point of failure being the damage, but firing at 10-model units or greater mitigates this as well, giving the guns re-rolls. Don't be afraid to fire them at anything and everything that looks at you funny. And if you drive the enemy to ground where you can't shoot them because of LOS blocking terrain? That's a win, because they are hiding instead of maneuvering to gain and advantage. Besides, you've got your own tanks to flush them out of cover...

    Support: None needed, really. The engineer is kind of his own self-contained little mini-support within this artillery battery, but just stick both cannons next to him and blast away from midboard.

    Defense: Pretty awful. The crews are horribly vulnerable, and there's not much to be done about that. Still, stick 'em behind a battleline to keep melee away and use their firepower and that of the tanks as a form of shield. Think of it as the enemy deserving to kill these guys if they can get through the shot and shell being flung their way!

    List Batteline:
    5 Liberators
    10 Freeguild Guard (swords and shields)

    10 Glade Guard

    Use: These guys are use for filling the mandatory battle-line slots in the list. No, really, that's they're primary function. However, they do offer some bit of utility in other ways! The Liberators exist solely for fluff reasons - the Lord Ordinator's not travelling alone. If you don't like fluff, bring more Freeguild or ... really anything. Even so, the Liberators are a durable battle-line that isn't afraid to get stuck in when necessary. The Freeguild Guard offer similar durability (at least in combat, with a 4+ and re-rolling 1s) but also have the incredibly useful countercharge ability which makes them excellent for protecting both the cannons and the tanks, depending on where you need them. This is especially useful with the tanks - typically, an enemy will use the "one big model" base to pile-in around it and do shenanigans like punching my poor innocent Celestial Hurricanum who was hiding behind his big tank brother. However! Do a d6 countercharge from near this tank and touch the enemy with one of your Freeguild and suddenly they find themselves pinned in place! Lastly, the Glade Guard offer what I call "chaff" shooting - they are fantastic at finishing off that one skink that lived through your steam guns, or using their 1/game -3 rend shot to take the last few wounds off a crippled enemy behemoth or the like. In other words, they're a way to put shots downrange that isn't as expensive as wasting an entire artillery shell.

    Threats: Both whatever, and irrelevant. None of these battle-lines are terribly more or less durable than any other, but they mostly exist to stand on objectives and die valiantly. The Glade Guard are more vulnerable than the others, but are also one of the most expendable parts of the list. Sure, they're not Skinks. Still, whenever my enemy fires at them or charges them specifically I can't help but smile at the time they're wasting, and this goes for all the battlelines in this list. They exist to be annoying and gum up enemy movement - if they want to gum up their shooting and spellcasting also by targeting them, be my guest.

    Offense: Pitiful, but useful for finishing off damaged units. Don't forget the one shot the Glade Guard get at -3 rend out to 20" - perfect for supporting the tanks who might have other priorities than a badly damaged behemoth or the like. Also remember that only one model must stand nearish to the Hurricanum to get the +1 to-hit buff.

    Support: Support? What support? Why bother investing much into what amounts to meat-shields? Sure, they can incidentally benefit from the Celestial Hurricanum, and the cannon fire from behind them can destroy some of the approaching threats, but there's no real support dedicated to these guys. Just remember you can spend a CP if your Gunmaster is near enough to them to keep them steady, and there's not a whole lot of use for CP in this army.

    Defense: The Liberators and Freeguild Guard are surprisingly durable for battle-line units. Their offense might not be worth much, but they excel at being meat to grind into the enemy. Even something like a Bastiladon or Engine of the Gods is unlikely to completely wipe-out the Freeguild or Liberators. And remember, simply by existing and attracting enemy attention, these units are succeeding. The Glade Guard are essentially helpless if something goes after them; remember, though, that if the opponent is dorking around with your lesser units, he's not stopping the wall of ANGERY IRON driving straight down his gullet.

    And that's it! The 2000 point Ironweld Arsenal list. Unconventional battle-line choices, with heavy weight towards Steam Tanks and making the Steam Tanks great (again?)!

    Guess I'm gonna need to build my hurricanum and get 2 more steam tanks sometime ;) This sounds like a pretty fun list.

  13. 18 minutes ago, ilaxu 'Minute' said:

    I must admit I know nothing about Path to Glory. What is it?

    It's a game style that started in the battletomes for AoS, it's basically where you start with a general and usually only a small handful of units and build up this 'warband' as you go. After games you earn glory points and picks which can be spent on extra units or upgrades for heroes/units (randomly rolled on 1 or 2d6 with a chance of being negative on a double 1! for the general at least) It usually forms a small campaign sort of thing with the winner being the one who achieves 10 glory points first and then wins a game (though you could always set alternative win parameters). GW did a path to glory booklet a couple of years back with updated tables for all armies (newer battletomes have more recent updates for their army) and full rules for a campaign. It's designed more as a fun narrative style of gaming instead of competitive and you can either pick your units or randomly roll them for more fun.

    I've also just noticed on my table the elites section has more than 6 rolls which makes it a big nuisance, and splitting the 4 heroes into a d6 roll would be a pain, unless I combine the two nobles into one roll where you pick either/or. I could split the peasant bowmen & trebuchet into their own table along with a 32 men at arms option as a peasant elites and the other table being nobility elites. 

  14. 21 minutes ago, ilaxu 'Minute' said:

    Yea, the Undead Bretonnians are quite fun. Personally I would LOVE to do a Mousillon army but I'd end up wanting to do some many complicated conversions that the price would be astronomical... 

    Blood Knights for Grail Knights,
    Hexwraith conversions for Questing Knights,
    Black Knight for Knights of the Realm,
    Nehekharan Cavalry for Yeomen,
    Skeletons/Zombies for Peasants,
    Ghouls for Grail Pilgrims...

    Hexwraiths as a questing knight basis? Interesting, alternatively give them robed legs and I could see them making good battle pilgrims as they'd have the robed fanatic look down already (May have to do that with my spares)

    I have considered also sticking spare knight errant helmets on black knights for making some knight errants that look appropriately different from my knights of the realm.

    Honestly I want so much for vampires and blood knights to get some plastic sculpts and if they did they'd be great to use for mousillon too! Well there's at least 1 new death army coming this year so hopefully that will give me more bits to work with for expanding my shyishian themes.

     

    I also want to look at seeing if I can work out how to make a path to glory table for bretonnians, I know that it's roughly 1 PTG pick per 100 points (rounding to closest hundred) and you start with 5 picks minus the cost for the general (Explained here, second to last post:)

    For upgrade tables I'd probably pilfer mostly from the free cities ones and other thematic looking things from other PtG lists and do name / flavour changes to make them thematic.

    I think the unit tables would probably look like:

    General:
    -King on Hippogryph - 1 pick
    -Sacred Protector - 3 picks
    -Enchantress - 3 picks
    -Bretonnian Lord - 4 picks
    -Damsel - 4 picks
    -Noble Champion - 4 picks
    -Noble Standard bearer - 4 picks
     

    Units: (1 pick)
    -16 Men at arms
    -6 Battle Pilgrims
    -5x Mounted Yeoman

    Elite units: (2 picks or 1 pick & 1 glory point)
    -8 Knights errant
    -8 Knights of the realm
    -16 Peasant Bowmen
    -3 Pegasus Knights
    -5 Questing Knights
    -5 Grail Knights
    -1 Field Trebuchet

    Heroes: (1 pick)
    -Noble Champion
    -Noble Standard Bearer
    -Damsel
    -Bretonnian Lord

  15. 5 minutes ago, ilaxu 'Minute' said:

    So I'm reading this as Mousillon Re-Reborn...

    I've just had to google to read into Mousillon as alas my time with fantasy started with AoS... I now really want to do them on swampy bases XD And also to now paint them more black than red to fit with Mousillon better.

  16. So with the new mercenaries coming in the generals handbook I will finally be able to properly do my Shyish-themed bretonnians with some undead friends to say hello (and give me some board control) so I'm looking forward to that! 

    I'm currently toying with the following idea for a 1000 point list (I've now finally started stripping my bret knights I have actually finally started this project! Hopefully may even make up some conversions later tonight)

    Alleigance: Order - Hammerhals
    Realm: Shyish

    -Enchantress: 160 - Inspiring (can't remember the generic order traits off the top of my head but this seems good for bravery esque helping), Wraithbow (I really want to a model a hero firing a spectral bow off the back of a horse tbh, and I'm not too fussed about being competitive)

    -Damsel: 100 (I had 100 points spare at the end)

    -Knights of the realm x16: 440 (Pretty decent cavalry and a good main battleline)

    -Grail Knights x5: 180 (Speaks for itself. Conversion wise planning to mount these boys on skeletal horses to make them stand out, and make a squad leader using the vampire dragon rider body with the grail to make him really stand out. Don't think I'll have enough bits for more than 5 alas so will have to at some point source more bodies if I can when I have money)

    -Men at arms x16: 120 (Needed another cheap battleline, the men at arms models I made into zombies will fit nicely in a shyish themed army!)

    Points:  1000/1000

    Colour scheme I'm planning to make use of a lot of black and red for their new undead status, with possibly blood tears coming from the helmet eye-slits. 

     

    I've also toyed with the idea of using some freeguild units in the bigger lists as I'm not sure I'll ever have enough pure bretonnians but it's nice to go as much bret as possible really. Thankfully mercenaries will help me fill out my points.

    • LOVE IT! 1
  17. 12 hours ago, Honk said:

    Chaos Knights, the Varanguards are cooler, but a bit too crazy

    Drakespawn looked good, if you play Dragon Warriors and like the mounts

    don‘t really dig the darkriders.

    there were the ?doom?rider darkelf wizards things, but they seem to be gone...

    Knights are possible but could take some work to look vampy and not too chaosy. Drakespawn could work but I'd want riders from something else though. The doomfire could work but are completely unarmoured unfortunately. Chaos knights may be my best bet, would need the vampire shields though and possibly a headswap (maybe dark eldar wrack heads, look like they'd make good knight helmets)

     

    Know if there's any pics of conversions? as I've heard those mentioned before. Mainly wanna see how they've de-chaosified the horses.

  18. Vampires on foot as a unit and thralls would honestly be my favourite thing! 

     

    I find myself considering remaking my blood knights and not using the dragon princes (they're so ruddy flimsy unfortunately) but I'm very much struggling to think on what cavalry to use as a base without going 3rd party for all of it (finding similar scaled stuff is a ******) I could try marauder horsemen but they unfortunately wear a lot of leather armour so be more ideal if I went pirate themed. Frankly I'd rather go witcher wild hunt themed which would be a lot of fun greenstuff additions and conversions but would likely suit a more heavy armoured base.

     

    What sort of units have people looked at for blood knights besides the dragon princes? I've considered stormcast palladors but they're such bulky blokes :(

    Demigryph knights have some lovely sized riders but rather large mounts (and would be an expensive option as it's 3 per box + bases on top)

  19. I wouldn't say I'm a bad painter, I can with the time and effort have a lot of fun making really nice models. But I am a slow painter and I definitely find doing it often to be a chore, I like the idea of the contrast paints to help me get through my backlog and get those battleline units out quick and easy because boy do I have a lot of unpainted models.

    I have to say I am in love with how the browns and reds come out with the contrast paints they look really nice, vibrant and deep. I'm also interested in the new whites as I find corax often comes out a bit grey for my liking at times and doesn't have the nicest texture. Will be interesting playing around with these when they come out, I honestly can't wait because it might finally help me get a finished army out on the table.

    • Like 5
  20. 1 hour ago, Bufkin said:

    Ive played a lot with mixed order with a healthy portion of aelves and my favorite units are:

    Reavers: amazing unit that snatch so many objectives. It’s the unit that probably singlehandedly won me the most games. I always tell my opponent how fast they are before the game, but they still quite often get surprised.

    White Lions: Undercosted 2hander with a 25mm base, one of the games best units.

    Dragonlords: They are not just for Order Draconis. Since I wont play for the alphastrike as you would with draconis I give them all shields, no horns, and just leverage reroll armor saves as much as possible. They are fairly flexible, really intimidating and if you bring more than one (I use three) even unreliable abilities like breath weapons becomes very usable.

    I'd been considering looking into white lions. Maybe I should sometime.

  21. 6 minutes ago, Thiagoma said:

    Maybe go for Idoneth army with a Medusa ally for example?

    Tree revenants heads in namarti heads look pretty cool.  Possibly gona work on the eel riders, but i am not sure.

    If you wanna go with more females, a Sorceress is a easy model to convert into any other caster on foot. Probably can find Witch Elves head/hair bits on ebay too.

    I seen Akhelian kings torso and up swapped by a sister of the thorn. Looked pretty cool.

     

    That said i would try to stick to the rules so your pretty army is also competitive.

    Cheers both of you and yeah I am definitely thinking going idoneth with medusa ally for a lot of proper games but it would be nice to go mixed aelves sometimes too for fun more casual games. I'll check out the idoneth thread too for that side of things and keep an eye on this one for more mixed stuff.

     

    Will try and give updates sometime on how I find units play too.

  22. So I'm thinking of putting together a mixed aelf army with the theme of 'sea aelves' so mermaids, blue palette and skin etc.

    Does anyone have any experience on how the deepkin units function outside of their book? I'm wanting to have some for the nautical theme but don't think I want to go whole hog into them (though the option to do deepkin or mixed could be cool)

    My set in stone idea is taking a medusa and converting her into a mermaid which would be a really cool hero.

    Because of the more undersea theme I'd ideally like to stay away from some of the pheonix guard or heavily armoured looking models. Though is this shooting myself in the foot too much?

  23. 16 minutes ago, Azamar said:

    Or you could do what @Lightbox and others have done and make a fancy scenic base attached directly to the ship, eliminating the need for the stand entirely. 

    Base for mine was super easy. Top half of the eldar webway portal to support it as well as a pin or two in the bottom for more support. Hidden with clouds made from toy stuffing.

    IMG_20190212_231729.jpg.272f941670aafcdb169c7e28d56068f7.jpg

    I didn't have a flight stand myself though, but things like rocks or pillars to attach to it as it flies over them are good for extra support. The azyrite ruins box could be good for that.

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