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MexicanNinja

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Everything posted by MexicanNinja

  1. Run units of 10 handgunners, they aren't worth the points to attempt to protect war machines. They don't hit often and only have 24" range.
  2. Yup, I missed the top section that says apply them to the hand weapon. Time to rethink the weapon build. I am going with the engineer because I can still re-roll a roll of 2 or 4 to try to get more shots. I went with iron breakers over hammers for survivability. I can use the longbeards to counter charge. It will be extremely hard to shift stubborn 10 with a 3+/5+ parry.
  3. I've been reading the Dwarf book and have found myself wanting to start a Dwarf army soon. I am thinking about starting to slowly build up my 2.5k army (I'm still all about the Dark Elves) to have something different to play here and there. Here is the list I am building: Lord w/great weapon, shield bearers, master rune of smiting, rune of stone, 3 runes of warding Thane w/BSB, great weapon, oath stone, rune of striking, master run of gromil, 2 runes of warding Master Engineer Runesmith w/rune of spellbreaking Runesmith w/2 runes of spellbreaking 20 Longbeards w/musician, standard, rune of slowness, great weapons 20 Long beards w/musician, standard, great weapons 30 Iron Breakers w/full command, rune of stoicism 5 Slayers Cannon w/master rune of immolation, rune of forging Grudge Thrower w/rune of penetrating, rune of accuracy, rune of forging Organ Gun w/rune of forging Organ Gun w/rune of forging, rune of burning This is a pretty straight forward list. I shoot at you while you advance and then slam the Iron Breakers in when I need to keep a unit in place. One runesmith joins the iron breakers and one will join a unit of longbeards. The lord and thane both join the iron breakers. Since the shield bearers take up to models in the unit, I can keep the thane and runesmith in the second rank. The thane allows me to parry on flanks and the rear of the unit (the unit special rule is 5+ parry save). The runesmith also adds AP for the unit (not that great for the unit but with the lord having 4 S6 attacks and cause D6 wounds each if they wound means that the AS is going to be at -4. The master engineer is to give either the cannon or grudge thrower hard cover and to sit near an organ gun so that I can use BS4 for hte shots, re-roll an artillery dice as well as benefit from re-rolling a misfire from the rune of forging. In the off chance of when I roll 2 misfires, I can re-roll both of them (once for the master engineer and once for the rune). The runesmiths are scroll caddies, add AP to two units, and one of the runesmiths gets rid of the spell he dispells with the rune on a 4+. The slayers are there to protect my cannon and or grudge thrower, if I deploy them away from the rest of the army. The war machines are there to obviously soften up enemy units before the grind happens. All of them can re-roll the artillery die, if a misfire is rolled. If I am facing a list with a strong unit with regeneration then I can open up with the organ gun with flaming attacks and let the rest wreck face. Organ guns are amazing, 30" range S5 AP hits! At any rate, this is going to be the final result of my list.
  4. After reading the book, there's not much change to them. I'm sure you'll be fine. I do have a completely different list though. I had to make a list based around the scenarios for Broadside. I will say, there's no cold one knights and the Black Guard are back in. Also, there's no Dragon or Manticore.
  5. Nurgle isn't that scary to me. Tzeentch and Slaanesh bring things most people aren't ready to deal with. You can do LD bombs on units. The magic is awesome for both Tzeentch and Slaanesh. If I were to play Daemons, I'd start with either Tzeentch or Slaanesh and then look to the other Gods for some support options. Nurgle is just too common and most of us understand how to play against them effectively.
  6. I would suggest archers. Handgunners are hit and miss. With archers, you can skirmish and move and shoot. In my experience with Empire, if the handgunners don't get it done and get charged, they normally lose and run away. However, if they are taken as a detachment and placed to protect warmachines that way, they get steadfast off the parent unit.
  7. Awesome, I can't wait to see them in action! Also, congrats on winning the overall champion for BSB!
  8. As much fun as T&T sounds, I have an army to prep for Broadside Bash. I'll be brining a 2.5k list with me for some practice and list tweaks.
  9. Eric, are you bringing Dwarfs? I'm planning on attending Broadside Bash GT in San Diego and have a list I would like to test. If you are willing, I'd like to test it against your Dwarfs. It would be 2.5k points.
  10. I don't know why people always jump to nurgle. Tzeentch is great as well, you can even take things to altar the outcome of the roll in the daemon book for the winds of magic effect. Don't discredit tzeentch. I think a main force tzeentch with some additions from Nurgle (beasts), and Khorne (cannons) is a scary list. Most players in our area seem to have hard-ons for nurgle though.
  11. I am sad to say that I will need to drop from this. However, I will still be providing terrain as my entry fee. I originally signed up for the event and I will still honor the buy-in.
  12. Great event, great people, great armies, great games. I think we also conviced a new team to show up for OFCC from SoCAL.
  13. I would say that as along as you provided a copy of the rules for the units to give to your opponent, they should be fine.
  14. Glad to see I wasn't the only one with a late night or early morning. I finally put my paints away at 1:30! First fully painted fantasy army in 9 years!
  15. Dante's Inferno was a very well done game. The story is solid, I really enjoyed the graphics, and the fights were just incredible.
  16. Pfft, good thing I only need the front ranks of my units on these things. Actually, I don't even think I have sides on my movement trays. I just cut the plastic to the correct size of my front ranks. I just don't like how the movement trays mess with measuring distance to and from units.
  17. The first model I did took the longest. However, I put the 30 of them in a conga line and did the following: Horsemen: Put the base colors on, then hit the entire model with Agrax Earthshade. Once the ink dried (I've only highlighted a few models, at this time) I then hit them with a highlight. BAM, they were done to my standard Base colors used: Bugmans Glow (flesh) Mournfang Brown (leather) Dryad Bark (pants) Red (I cannot remember the exact name) for the left shoulder pad and shield (representing mark of khorne) Bloodletter Red Glaze on helmet, left shoulder plat, and shield Abbadon Black (boots) Boltgun (metal) Horses: Put the base colors on, then hit the entire model with Agrax Earthshade. I need to add some highlights to these still (this won't be done for the brawl, however). Base Colors used: Abbadon Black (horses) Mournfang Brown (leather) Boltgun (metal parts) Dryad Bark (mouthpiece) Red (eyess) The process wasn't that long, considering I knocked out 30 of them in roughly 2 days time. Last night, I knocked out 2 Horsemen in roughly 10 minutes. I painted the horsemen first and the horses last. This allowed me to feel better once I started to glue all the riders onto the horses. I'm hoping I give my opponents some good games this weekend!
  18. I finished the 30 Maruader Horsemen last night. Well, I have highlighting to do, but that will wait for another day. I have them done for the standards for this weekend. Even without the highlights, they look pretty good to me. I also painted and washed the horses for my Warlocks lastnight. Tonight I will be finishing the following: Dreadlord Master w/BSB Dark Steed for Sorceress 2 Cold One Knights 5 Warlocks I am looking forward to the great event this weekend. This will be a blast.
  19. Thank you for the clarification. I was just wondering on what everyone else though about this extremely rare situation. Do I need it? No, I do not, I was just curious.
  20. So, I've been thinking about a few rules. I'm pretty sure I know the answer to the first but I would like to hear what the rest of you think about the second. 1) If you are in a challenge and opt to use a breath weapon wounds can only be directed at the character or unit champion in a challenge, correct? 2) This one is going to be a rare occurance, but I have to ask. If you are in combat with my Black Dragon and I use the breath weapon you are -1 WS and BS unit the end of the next combat. Now, during the next round of combat you fail your fear test which puts you at WS 1. You now stack the -1 from the specail ability from the breath weapon. This now makes you WS0. This is how I put the two rules together. Does anyone see a different outcome? I guess that main question is, which special rule takes effect first?
  21. You can pass the "Look out sir" roll to another character. I'm working on taking out the unit champ. I am thinking about droping the cauldron as well. That thing will be a cannon magnet. I really don't want the model either. Here's what I'm working on adding: Master with same Cold One Build Sorceress w/level 2, lore of metal Possibly another unit of Warlocks
  22. I was going to do that, but the idea was not to give my enemy a "solo" target. All the characters in the unit have a "Look Out Sir" roll. That, and I've tried the master w/DPeg and CoT and didn't get the results it looks like it should. I had him bounce more than kill. That cloak does wonders for a level 4 flying around on a DPeg though.
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