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MexicanNinja

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Posts posted by MexicanNinja

  1. 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.

  2. 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.

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  3. 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.

  4. 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.

    • Like 1
  5. Movement trays, movement trays, movement trays.... I hate them....

    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.

  6. 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!

  7. 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.

  8. 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?

  9. You will lose the look out Sir roll as soon as one Cold one is dead as you need 5 rank and file to count for the chance to role.

    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

  10. 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.

  11. Trading? I don't bother with trading, I just take what I want.

     

    And as for Malekith he has been encouraging Dreadlords to scheme and backstab each other since the Sundering. As long as the competition weeds out the weak and doesn't effect his plans he enjoys it.

     

    Sleep well tonight, you 'should' wake up in the morning. ;)

     

    (I forsee myself getting a butt whooping sometime soon. :D)

    Oops, I meant traitor.  We're on to your plots and schemes.

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