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About Me

Found 14 results

  1. Chris Tomlin

    Megaboss on Maw-krusha

    Commission job to match my Black Sunz colour scheme. Full army pics in my thread (search “The Black Sunz”).
  2. Chris Tomlin

    Megaboss on Maw-krusha

    Commission job to match my Black Sunz colour scheme. Full army pics in my thread (search “The Black Sunz”).
  3. Chris Tomlin

    Megaboss on Maw-krusha

    Commission job to match my Black Sunz colour scheme. Full army pics in my thread (search “The Black Sunz”).
  4. Chris Tomlin

    Megaboss on Maw-krusha

    Commission job to match my Black Sunz colour scheme. Full army pics in my thread (search “The Black Sunz”).
  5. WIP on my Megaboss on Maw-krusha. Megaboss needs a bit more work to be finished up, and then basing will happen at some point. Not sure exactly how I want to base it right now, but it'll happen one day. Colors used on the Maw-krusha are as follows. All colors are GW colors. basecoat in Steel Legion Drab Zandri Dust for the lower belly and wings Skrag Brown for the "armored" bits of the scaly hide Mournfang Brown for the raised parts of the scaly hide Rakarth Flesh for the spines, claws, and hooves XV-88 for the leather straps Screaming Skull for the teeth Leadbelcher for the metal bits Joekaro Orange for the eyes Agrax Earthshade EVERYTHING medium drybrush of Zandru dust on everything light drybrush of Rakarth Flesh on everything, medium-heavy drybrush on wings Layer Rakarth flesh on spines, claws, and hooves again Joekaro Orange and black for the eyes. In the course of painting this, I found that Mournfang Brown and Skrag brown go together REALLY well. Without any wet blending or fancy techniques, those two colors work together right out of the pot in a warm, natural way. I'll have to remember that for any other creature I paint in this color scheme.
  6. BunkhouseBuster

    Maw-krusha

    Side picture of my Maw-krusha. I based the color scheme on a species of snake native to my home state. I hope the flash on my phone's camera is not too overpowering, but the lighting in my painting room is not good for pictures, and the flash actually showed the details better.
  7. BunkhouseBuster

    Maw-krusha

    Side picture of my Maw-krusha. I based the color scheme on a species of snake native to my home state. I hope the flash on my phone's camera is not too overpowering, but the lighting in my painting room is not good for pictures, and the flash actually showed the details better.
  8. Malin

    Gordrakk

    Gordrakk on Maw Krusha, painted for a friend
  9. Malin

    Gordrakk

    Gordrakk on Maw Krusha, painted for a friend
  10. Malin

    Gordrakk

    Gordrakk on Maw Krusha, painted for a friend
  11. Malin

    Gordrakk

    Gordrakk on Maw Krusha, painted for a friend
  12. Malin

    Gordrakk

    Gordrakk on Maw Krusha, painted for a friend
  13. Have anyone use him in a game of AoS yet? I was bored after reading about how Ironjaw can beat Nagash so I tried him out. I kill Nagash(with one mystic shield) 2 out of 3 tries!!!! Personally I find that if I boost him with a Warchanter and have a Orruk Warboss with WAAAGH! Banner boosting him, he is a freaking monster!!! Should he use his command ability on himself I find that it is just too scary! Anyone with actual battlefield usage?
  14. I am pretty pleased that the Ironjawz are the first released faction that can reliably beat Nagash in every game. How you ask? Well simple, the obvious advantage is Gordrakk. He is a hero and wizard killer at its finest. Moves fast, charges far, attacks many times with Mortal wounds. Unfortunately, he alone isn't reliably strong enough to take out Nagash. You basically get one turn to kill this God of death before he self heals and instant kills whatever is near him. The real secret of the Ironjawz is their new formation. The Weirdnob's fist formation. The Weirdnob shaman is ridiculously powerful. It gets the foot of gork spell, which has a casting value of 10, range of 18'' and does D6 mortal wounds. Then on a roll of 4 or more, it does D6 more mortal wounds to the same unit. This repeats infinitely until 4 is failed to reach or the unit dies. Normally no one has a chance in heck to cast a spell near Nagash with his unbinding godliness. However in the new formation, which requires a Weirdnob and 3-5 Ironjawz units of any kind. For each unit near a Weirdnob he rolls a dice when casting a spell. On a 1, 2, 3 the spell increases in RANGE by 6'' and for every 4, 5, 6 it does an additional mortal wound for every foot of gork that lands, including the additional ones from a 4+. Now if you are fighting Nagash, the death user is overconfident because Nagash never loses. Summoning is usually limited. I use www.ageofbalance.com which requires a player to pay for summons. Rumors say even with the point systems being added soon you will have to pay full for summons, making summon similar to Deep Strike reserves in 40k. So... here's how you bring the beast down. Spend turn one moving the Weirdnob and Godrakk closer. Then when Godrakk is at around 20'' pop his command ability on himself giving him plenty of extra attacks and unload your Weirdnob. On optimal conditions, the Weirdnob will get +6'' making his range extend past Nagash's unbinding. Then +4 mortal wounds. This is D6+4 mortal wounds for every 4+ you roll. Nagash does have a 4+ vulnerable save, but then Godrakk charges with his HERO and WIZARD killing weapons, high rend, mortal wounds and your chances of taking him down in one round is high. Once Nagash falls, the rest of the army should pose no threat since Nagash is a bucket of points. I have yet to lose to a single Nagash yet, all thanks to Ironjawz.
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