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About Me

  1. Hi guys, so I’ve been contemplating on how I should convert my boingrot bounderz and squig herds, so far I’ve decided to add more mushrooms to the squig bodies and give one a litttle mushroom hat, any other ideas would be appreciated and we can just chat conversions in here!
  2. Ok then. The Arachnarock warscroll is one of GWs older ones and still has alot of the weird jankiness. The biggest issue afaik is that the hero upgrade that turns the whole unit into a hero lacks an attack for said hero. It leads to some awkwardness as to whether the whole unit (spider/shaman/dudes) is now a hero (in which case a singular buff effects everything) or whether the Shaman himself is the hero in which case there's suddenly lots of useless artifacts and traits since the hero has no attacks and any buffs for those cannot work. The mount (big spider) has attacks as does the various dudes on the howdah. For example - Sunderblade - Its a magic weapon, thus it should replace an ordinary weapon. The Shaman doesn't have a weapon though since ge had no attacks yet the Spider and the dudes do. Destruction Trait : Might makes right - you gain +1 to hit on all attacks. The trait is for the hero whom has no attacks, yet the spider and dudes do. Who gets the buff Battlebrew - Another one in the 'who gets the buff' category. Essentially any kind of buff or effect involving close combat becomes confusing since its not been clarified how the Arachnarok works in regards to mount/hero thing at least as far as I can tell. I feel GW could avoid this easily by giving the Shaman an attack but as is its confusing.
  3. Arygyl was a Sheppard, an ancient tradition of the old gargants. Herding and maintaining the food beasts his tribe depended on, but they never gave him and respect or thanks. Until he heard a voice, at the edge of the Deepwood, both a whisper and a scream it called to him. All day and all night he heard the voice, calling him into the dark. He gave in and went searching for the voice, determined to give it a good thumping. What he found changed him, more than he could have ever known. The great entity he calls the Many Eyed began to bargain with him, promising him greatness in the forms of physical strength and dark magics. Never being one of station the opportunity to rule over his own kingdom was too much to pass up and he accepted. As herald of the Many Eyed he began his reign of terror, those first victims were his former tribe, all perished in a night of darkness and slaughter. Arygyl the Sheppard is a Grot shaman for my spiderfang army Paint job still needs some work but he's getting there
  4. I absolutely love the Grot Scuttlings, the models are just amazing. I was wondering what faction do you think they fit the most? moonclan or spiderfang. I really hope gw builds on this idea and releases them as a full unit with an updated warscroll and of course points. They could be a great unit as they move fast, are annoying to kill due to those webs and could be brought in large numbers. Could they be a good ally for ironjawz? Like a vanguard unit sent ahead of the brutes and ardboys to secure objectives and harass the enemy with missile fire.
  5. Edit: Now there are complete allegiance abilities for all things green. Check out this post further down. That being said, the original Greenskinz allegiance abilities are also around for those who want to peruse those. Hi fellas, So I enjoy coming up with rules in my free time, and have particular love for the old world factions that have wallowed a bit in the muck for a while. I wrote some Free Peoples allegiance abilities a while ago that I never quite fully got out to the public (Apart from the battle trait part), in large part due to the work involved in 'prettyfying' them up. So I've taken a different approach, in a more mundane and boring document without all the prettiness that comes with official GW documents. So anyway, my most recent finished work is on the Greenskinz! I think it's a super shame that Destruction didn't get more allegiance abilities in the GHB2017, I think there are certainly a few candidate factions that easily have enough depth to have their own allegiance abilities. Hopefully that means they're coming soon! But for now, I've tackled the Greenskinz. This mainly is because I have an old 8th edition army that never really saw much play, and I loved the old 'Orcs and Goblins' look. Not Savage Orruks and Moonclan Grots, or Spiderfang Grots, but plain old Orruks and Grots. They never really took off for me, and certainly, I have thought about selling the army, but for some reason... every week I open up Warscroll Builder and write up some Greenskinz lists. Anyway, enough fluff. In the link below you'll find completely untested and 100% fanmade allegiance abilities and warscroll battalions for the Greenskinz. You'll find battle traits for clobbering your enemies, command traits to bulk up your Warboss, magical artefacts to help slay your foes, spells to make your enemies brains burst open with the power of the waaagh, and some warscroll battalions to make the greenskinz even tougher and meaner than before. Overall, please use them if you enjoy them. Feedback is 100% appreciated. Most numbers are pulled out of thin air (or similar warscrolls if I found them). The descriptions will likely be ******, English and creative writing were certainly not my favourite subjects at school. It is unlikely that I'll get to playtest them anytime soon, but who knows, maybe Greenskinz are on my painting horizon. Enough prattling, here's the link, go check it out and look forward to more homemade allegiance rules in future. https://docs.google.com/document/d/1NFxA98rO0g2xPS08y1f1BCHcWwGAj-a5HvlBeDo-gkY/edit?usp=sharing
  6. No such thread already so here it is. In GH2017 we have some interesting new options, and a mix of good news and bad news. The good news: The cost of riders has come down if you pick 30 together, saving a tasty 60 points. This then incentivizes using even more buffs (e.g. mystic shield) on this mega-unit in battle. The cost saving and allies change means a Moonclan Shaman for the buff can almost be afforded with the spare points from the monstrous regiment saving. The Destruction item 'Rockeye' is awesome on the Arachnarok, giving it +1 to hit and therefore much higher chance of dealing 4xD3 (sometimes D6) mortal wounds on the bites. The Boss general is still awesome value at 100 points, with 4+ re-rollable save and a huuuuge AOE buff for all spiders, doubling chance to mortally wound. Arm him with the Battered Talisman and Big and Bruttish for great tankiness. The spider riders now always hit on a 6, which is a decent boost to their shi77y likelihood of hurting things with their bows. Remember they get 2 shots each, so 60 shots per turn from that 30-model unit is pretty good considering they can move forward a lot in the first turn and darken the sky with arrows. Same for the guys on top of the Arachnarok(s). Awesome allies options, such as Moonclan Grots and Fanatics for extra map control and spiderbro protection, or if you want even more mortal wounds then consider some tanky trolls puking everywhere . And of course cheap-as-chips Moonclan Shamen for the buffs and yet more mortal wounds. Seems we might be seeing more monstrous hordes of low-save ghouls and rats etc., so the bow-spam of the spider riders might become more useful than before? The bad news: No longer got the +hit trait for your mortal wound bites. This means you need to use the above new tricks to make up for this loss. Does it all balance out? No longer got the huge Destruction movement boost in the hero phase. You can mitigate this with the monstrous spider regiment though, still using the new single-unit movement boost? Plus we have 8 inch movement anyway so movement nerfs don't effect us as bad as our orc cousins (and can move over obstacles effortlessly. Spiderbro goes where spiderbro wants). What might the future hold for Spiderfang? Our own allegiance abilities? Why not? Seems like its a matter of when, not if. New units to choose from? We don't even need new models, as the existing ones (e.g. the Arachnarok with catapult) could be made into new options. How cool would it be to lob blobs of sticky webs at our enemies and slow them down / blind them? On the other hand it seems that GW see Spiderfang as nothing more than a decent ally choice, as the new box of re-based spiders suggest. The new Firestorm thing has Spiderfang as part of a new allegiance (additive with general Destruction allegiance it seems) which is cool, giving more (random) boosts to us. Seems things are getting interesting, with more options, more tactics to consider, and therefore more FUN. Is there another force capable of this much movement and mortal wounds? And now with added toughness and defense! What other 2000 point army has the potential to have over 1500 legs scuttling over the battlefield? The future is bright, Spiderbros.
  7. Right so I know in the general's handbook there does not say there is but apparently there is/was a battlion for the spiderfang grots and I was wondering if it could still be used? if so what was in the battlion? How much does it cost? Etc
  8. Sheriff

    20171119_145346a.jpg

    WIP of my grot army.
  9. So I managed to get in a practice game the other day. The list I used was: Big boss on Gigantic spider - General - Ravager. Frostlord on stonehorn Gitmob shaman araknarok with Spider shrine 10 spider riders 5 spider riders 20 gitmob grots with bows 20 gitmob grots with bows His list from memory: Wightlord with black axe necromancer necrotect 10 skeleton swordsman * 2 20 graveguard with great weapons 30 skeletons with spears 5 black knights 2 skull catapults Death rattle formation We played the take and hold mission. So my opponent was able to deploy first due to the formation and chose to go first. He placed his catapults in the middle of the board, forcing me to deploy my spiders on the far flanks to avoid taking dmg in the first turn. He loaded his right flank heavily with 30 skeleton spearman and the 20 grave guard, his other flank composed of the swordsman and the black knights. I placed my stonelord down facing off against the skeleton spearman and graveguard, supported by my 10 man spider fang unit. my gitmob grots hung around my centre objective with the little gitmob shaman right on the back board edge. On my left I setup my 5 spider riders and big boss just out of range of his catapults with the araknarok setup on the 12inch line and within range of mystic shield for the stonelord. I knew that in order to have a chance of winning my stonehorn would need to wipe either the spearman or the graveguard. In my opponents turn everything moves forward using the death rattle formations free move, he then moves normally and had his catapults within range of my 10 man spider unit. Killing 6 of them with a combination of wounds and battle shock... OUCH! In my turn I buff the stonelord with mystic shield and one swig of battle brew and get the first turn charge off into my friends skeleton spearman. I didn't realise my friend had cleverly setup a wedge and absently moved the stonelord into the tip of the wedge, when I could have moved into a better position with the charge roll I managed. As a result I could only remove 5 skeletons and took 4 wounds in return. My opponent gets the next turn with 5 skeletons coming back to life thanks to his banner. He positions his black knights and wight king in position to charge my araknarok. His Necromancer casts van hels on his grave guard who also position themselves for a charge into my stonelord. Shooting saw 8 wounds being caused on my araknarok. The black knights manage to make it into the Araknarok, along with the wight king. In combat the graveguard only manage to push through 2 wounds with their first round of attacks on my stonelord who in return wipes the squad. The black knights manage to cause a wound on the araknarok in return the araknarok causes one wound on the wight king who does the same back in return. The skeletons manage to get the stonelord down to 5 wounds with their attacks. In my turn I shuffle everyone forward, pushing one unit of gitmob grots close enough to fire some support shots into the araknarok combat. I buff this same unit with the gitmob shamans spell giving them +1 to wound and rend -1. the stonelord takes a drink and the goblin big boss activates his command ability and stands behind his 5 meat shields(spider riders on the left flank), the other now 4 man unit of spider riders move up to take some pot shots at the necrotect. In shooting I manage to kill 3 black knights with the gitmob grots and cause a wound on the necrotect. In combat the araknarok does nothing and is brought down in return. The stonelord kills the skeletons suffering another wound bringing him down to 4 wounds. In the turn roll off I manage to get the double turn. I pop my command ability, fail to cast the git mob shaman spell, drink the battle brew and destruction my spiders forward with the big boss on spider in support. The 4 man unit gets into position to attempt a charge at the necotect. In the shooting phase I cause a wound on the wight king, bringing him down to 3 remaining. I charge my 5 man spider unit into his remaining black knights and wight king. The stonelord charges the crewmen for the catapults, the 4 man spider unit fails to charge. In combat the 5 spider riders are wiped after doing nothing in return. The catapult crew are wiped by the stonelord. My friend at this point pulls back his forces to try and kill the stonelord. He charges one of his 10 man skeleton units into my remaining 4 spider riders from the 10 man unit. In combat we each cause a few wounds to each other and stick. He also causes 3 mortal wounds with a bolt on the stonelord, bringing him down to 1 wound. We roll for the turn and I manage to get it. I drink my battle brew and send the stonelord into the wight king and necromancer. I also move one unit of gitmob grots up to pepper the 10 man skeleton unit picking on my remaining spider riders. In CC the stonelord wipes the wight king and the necromancer. The skeletons and spiders do nothing to each other and we call it at that point with neither of us able to get a major. Minor Victory to destruction thanks to frostlord on stonehorn haha. I made an error in this game pushing the Araknarok forward like I did. I just wanted to see what they could do and the dmg they can take. I had a feeling he might be a bit squishy and I was right haha. I'm tempted to not take the frostlord on stonehorn to the tournament at the end of this month. He's very good and reliable, but sometimes when he rolls well he takes a little bit of fun out of it for my opponent. So I may instead substitute him for a troll hag! Will see how I feel and whether I want to win or not
  10. Hey guys! So there is a tournament coming up the day before Christmas that I am considering going to. I recently managed to purchase a bunch of spider riders and stuff so I'm thinking the list will be: Goblin big boss on giant spider - General (Considering Ravager to ensure the stonehorn gets in turn one) Frostlord on stonehorn - Battle Brew Araknarok with spider shrine Git mob Grot shaman 10 Spider riders - full command 5 spider riders - full command 20 gitmob grots with champ and banner - Battle line 20 gitmob grots with champ and banner - Battle line The rounding out the list I'll throw in either 5 squigs, snotling pump wagon or Ork boar chariot :). The list will function a lot like my Ogre army. Where I will pump one unit up and throw it at the enemy. The bombs in this list are the stonehorn, 10 spider riders and if I'm desperate the Araknarok. In my experience once the enemy has dealt with the stonehorn they tend to be pretty maimed, especially at the 1500pts level. So if things are going well for me, the spiders will be enough to take out whatever key units the other army has. The other units in the army are there for morale support and grabbing objectives. The little grot shaman obviously makes one unit of gitmob grots 'OK' if he get his spell off, otherwise they tend to be rubbish at 20. Most of the time you can expect them to kill like one guy a turn haha. I'll get some painting progress pics up soon! I was cleaning my airbrush the other day and misplaced the tip... So just waiting on getting another. Crispy out!
  11. “In the dark fetid corners of Ghur you will find the Wyssan Wood. Dwelling amongst its primeval depths reside the Venomtongue Spiderfang grot tribes. These feather-bedecked grots have mastered all manner of webbed horrors: the stealthy, bone-armored Spinebacks, the lightning-fast striped Wolfhunters, and the bulbous Purple Skullbacks. Swarms of mottled spiderlings are prodded ahead of the creeping horde and mountainous Arachnaroks bring up the rear. But the horrors do not end there, for supporting their hordes are rickety weapons of war crafted from moss-covered stones, rotten boughs, and sticky webbing of the children of the Feaster from Beyond. Our scouts suggest that even greater horrors have yet to pour forth from the tangled depths of the Wyssan Wood! Woe be to the realms if the Venomtongue tribes of the Wyssan Wood ever unite with Spittlegit or even, blessed Azyr, the Ironjawz hordes of Gordrakk! May Sigmar never let it be!“ -Lord Castellant Rhemus of the Astral Templars This is an introduction to my Spiderfang Grot forces. I started these a couple years ago during 8th edition (hence the bases) and plan to take them back up again once the Spiderfang release drops (we know it is coming GW; just make it happen next week...please). I have tons of unpainted models but I'm only posting what I currently have done. A bit of background: Ever since coming upon the Arachnarok kit a couple years ago, I’ve fallen in love with the forest grot aesthetic. While initally saddened to find only 3 Spiderfang kits available, I realized that this was the perfect opportunity to build this force, using conversions, from the ground up. Back in 8th, it was a generic O&G force, and I used a bunch of models as counts-as to be able to field an effective army of all forest goblins. Currently, my completed models from this force are as follows: Arachnarok with a Shaman and a Catchweb Spidershrine Grot Chukka 10 Spineback Spider Riders (were my Deff Creepers in 8th) Doom Diver Lobba Rogue Idol of Gork (or Mork) 40+ Savage Grot Berserkers with Big Stabba (Counted as Savage Orks) 40+ Spider Swarm with Spider Herders (Counted as a Squig Herd with Handlers) Savage Grot Shaman A lot of this is harder to use with new synergies in AoS but I look forward to GW expanding their forces so I can return to this army. Enjoy the photos and I look forward to your feedback!
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