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The Last Guardsmen

Warlords
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Posts posted by The Last Guardsmen

  1. 14 hours ago, pretre said:

    The new plastic Steel Warriors? I could understand the resin miners, they're a bit buff, but not the SW.

    Just too high tech looking for my idea of Imperial Guard troopers. Might use em as storm troopers if at all.

    9 hours ago, andozane said:

    Krommlech has a line called Dvergr that are pretty cool looking.

    Otherwise, good luck in your quest....finding unpainted is very difficult.   I have been trying, but more so it is easier to find some that are basecoated.

    Be careful, this is a slippery slope....

     

    The Dvergr I could find seem a bit too goofy. As for me I'm a long time Imperial Guard player. My common sense has long since been eroded and replaced with more lasguns.

     

     

  2. 55 minutes ago, pretre said:

    If you don't mind non-GW, you might look into mantic. They have a great 'forge fathers' line inplastic, with vehicles and everything that would work well.

    Thanks for the recommendation. I might go there for some of the power armored units from the old Squats fluff. Sadly their lightly armored guys are a little too catachan for my taste and lack proper beards in most cases.

  3. So I've been forced to trade off my old Steel Legion infantry due to the little buggers killing my back on long trips. As such I need some grunts for my Imperial Guard army and have been wracking my brain for some time. SQUATS! They fit all my fluff needs. Only problem is the plastics seem real hard to find. Anyone who dose find me some will be rewarded handsomely. Ether by cash or with a portion of the treasure trove of bitz I've gathered over the years. As much as I'd like unpainted and unbuilt plastic figures I know that will be hard but I am willing to offer 25$ for each group of 5 such figures. Painted and built figures will be negotiated for via PM on favorable terms. Anyone who can offer me a whole fresh "Space Dwarves" Box will earn a substantial boon of their choice so long as it is within my power to grant it.

  4. 46 minutes ago, WestRider said:

     

     

    If you want to be really brutal, maybe change this to having them treated as if they're disembarking from a Destroyed Vehicle.

    I thought about it but I decided to ease up on it. The original draft of Ever Changing Landscape from 4th killed 1d6 models.

    • Like 2
  5. Hostile Battlefields

    A Set of House Rules By

    Barry Morganti

    Version 3.0

    Special Thanks:

    PumpkinHead

     

     

    So someone said something supremely unwise the other day when I mentioned some old house rules I'd cooked up for much earlier editions. And I quote: "Wow That sounds like a great Idea. You should update them." And that naive soul is who you have to thank for the return of these nightmarish modifiers. Welcome to the Hostile Battlefields of the 41st millennium. Grab a D6 and see what trouble you'll find yourself in....

     

     

                The Chart of Pain

    1. Vacuum-packed Mayhem 
    2. Extremely Hostile Environment
    3. Rumble On The Bayou
    4. Storm Warning
    5. Tunnel Fighting
    6. Land of Mist & Shadow

     

     

     

    Vacuum-packed Mayhem 
    Examples: Moons, Space Ship hulls & wrecks,  Space Station Exteriors

    Moonwalkin':
    When a unit moves it may add 1d3 to its Mv Value OR ignore the -1 BS penalty for heavy weapons

    Cold Hard Void:
    Against units with the Infantry keyword any weapon with -1AP or better may reroll wounds. 

    In Space There Is No Up Or Down:
     All players may have 1d3 units may enter play via deep strike.

     

    Extremely Hostile Environment
    Examples: Acid swamps, Magma Fields, Unstable Spacehulks 

    Volatile Terrain:
    Roll 1d6 for each unit that moves in the move phase and each unit that charges in the assault phase. on a roll of 1 the unit suffers 1d3 mortal wounds.

    Distractions & Debris: 
    All ranged attacks are resolved at -1 BS to a minimum of 5+.

    Ever Changing Landscape:
    For each piece of area terrain & blocking terrain on the table roll 1d6 at the start of round 3. 
    On a 1 swap that feature with another of the opposite type. I.E Blocking becomes area, and vice versa.
    Units in area terrain that changes type are treated as exiting a transport and suffer 1d3 mortal wounds.

     

    Rumble On The Bayou
    Examples: Swamps, Sumps, Corps Starch Processing Fields
     

    An Unpleasant Situation:
    All area terrain is clear terrain and all clear terrain is area terrain.

    Up To Your Chest In It:
    Units in area terrain ALWAYS receive  +1 to their armor saves & a minimum save of 6+. This cannot be negated.

    Slow Going:
    Units that advance must roll 2d6 and take the lowest. Charging units roll 3d6 and take the lowest.


    Storm Warning
    Examples: Blizzards, Sand Storms, Monsoons

    Can't See A Damn Thing:
    All ranged weapons suffer a -6 inch range penalty. Minimum range 12 inchs.

    Where The Boss?:
    Characters reduce the range of special abilities by 2 inchs.

    Trying To Stay Upright:
    Units cannot make more attacks than the number in their base profile.

     

    Tunnel Fighting
    Examples: Ship Interiors, Caves, Compact Hive Cities

    Yup That's The Roof:
    ALL attacks must have line of sight to their intended target.

    Someone Get Chad:
    Each player gets 3+1d3 Door/Barricade Tokens Which are ether Small(1-2 inchs across) or Large(up to 6 inchs) 
    They then take turns placing doors.The tokens block movement and LOS and can be removed with a successful Melee attack if S 5 or higher or if the unit attempting the removal action has grenades of some kind.

    Transporter Mishaps:
    Deep Striking units roll 1d6 per figure in the unit on a 1 that figure takes 1d3 mortal wounds.


     

    Land of Mist & Shadow
    Examples: Misty Moors, Dense Jungles, Anywhere REALLY Dark

    Easy To Get Lost:
    Units in reserve must subtract 1 from their Reserve Roll. 

    How'd We Get Here?: 
    Assign a number from 2 to 5 to each table edge when deploying reserves then roll 1d6. The unit arrives on the designated edge on a roll of 2-5. On a 1 the opponent places the unit, on a 6 the deploying player may choose an edge freely.

    Unseen Things:
    Roll 2d6 for each unit in play and reserve excluding units with the Character keyword. On a roll of 2 the unit suffers 1d6 mortal wounds.

     

    Urbes Mortis

    A Hostile Battlefields Expansion

    The concept of this little add on is simply Urban Warfare 8th Edition without going over board. It doesn't have to be used with The Chart of Pain but it'll really spice things up.

    Big Changes:

    Terrain

    Terrain is now broken down into the following types:

    • Impassable Ground
    • Impassable Structure
    • Light Cover
    • Heavy Cover

    Impassable Ground: The terrain cannot be crossed by units that lack the Fly keyword and dose not block line of sight.
    Examples: Pits, Molten Hot Craters, Chemical Spills

    Impassable Structure: The terrain is blocks line of sight and cannot be moved through.

    Examples: Monuments, Large Wrecked Vehicles, Plasma Reactors

    Light Cover: This area terrain provides a cover bonus of +1 to any unit that has at least 75% of its models occupying it.

    Examples: Ruins, Hastily Built Barricades, Fox Holes & Sandbags

    Heavy Cover: This area terrain provides a cover bonus of +2 to  any unit that has at least 75% of its models occupying it.

    Examples: Fortified Ruins, Solidly Built Barricades, Fortified Trenches

     

    Buildings

    A number of buildings will be placed on the table as determined by the Urban Density chart and their stats will be decided by the Structural Integrity Chart. These structures may have objective markers placed on them in the appropriate mission types and treat the unit occupying the building as holding the objective. As buildings function largely the same way as transports and bastions any unit occupying a building may not be fired upon unless the attacker is firing a flamer weapon in which case it is assumed that the weapon rolled maximum number of hits. Assaulting units in buildings is also possible. Units can be forced out of a building with an assault if the defenders lose sufficient numbers and fail their Morale Test. The defenders are forced out and the attacker takes their place. The units are no longer in hand to hand after the fight phase regardless of the outcome. 

     

    Urban Density Chart

    • 1-2 /===/2
    • 3-4 /===/4
    • 5-6 /===/6

    Structural Integrity Chart

    •   1   Unstable
    • 2-5 Solid
    •  6   Sturdy

    Building Stats

    Unstable Building

    T/6 W/10+d6 Sv./4+

    8+d6 Fire Points

    Solid Building

    T/7 W/12+d6 Sv./4+

    10 Fire Points

    Sturdy Building

    T/8 W/14+d6 Sv./+3

    8 Fire Points

     

    • Like 5
  6. Looking to round out my 30k style space marine force and would like to know if anyone wants to go 50/50 on a box of BoP. I'll be happy to buy just the marines off anyone who has them. Built or base coated works fine.

     

    EDIT: Got the guys 
    I needed. Thanks to ThatXboxGuy.

    • Like 1
  7. Hmmmm... I'll see what I can do. I know lots of folks who would be willing to toss some scenery your way. You are a great guy and I really hope you get a little help. Scenario concept for you: Shrunk down to the size of tiny action figures your army & your foes must navigate a cluttered desk to find the maguffen that'll return them to normal. Shame its only works once.

    • Like 2
  8. Who wants to paint some dudes for fabulous prizes?
     
    ~Prizes~
    There will be two prizes. The first prize will be 20$ in store credit for the winner of "Best Model". Second prize will be the "Most Liked Model" and will merit 10$ in store credit. 
     
    ~Rules~
    -Must be finished, submitted & in the display case at the store by the 24th.
    -Each submission must include a name and phone number.
    -Fantasy Models only. Age of Sigmar preferred.
    -Entry must painted by the person submitting it.
    -Three colors minimum will be enforced.
    -No time travel.
     
     
    EDIT: Oh bummer. I thought I had closed this. Well kudos to our very own PyreWarden for winning the contest.
    • Like 4
  9. 1 minute ago, paxmiles said:

    Nice!

    So, Do you think King Orcthur would be a more challenging foe if he'd had some ranged units?

    We house ruled that defenders got a ranged 'bow' attack when on the ramparts because he had no ranged units available. Arr' Boyz need to be available for Iron Jawz. Those are still in the game, right?

     

  10. 21 hours ago, paxmiles said:

    I suppose it's an army theme thing. Does King Orcthur have a base of opperations, or is he nomadic? If he has a base, can he afford to leave the base and attack an incoming enemy in melee, or does he need to have units that fire from the towers and ramparts of his base. Maybe he's nomadic, so it doesn't really matter if he leaves camp since the horde is coming with him. Or maybe he's just durable/fearless enough where the threat of being attacked at home just doesn't register. 

    Maybe the rank and file are mindless, for my undead, but I'd like to think the Death Wizards are pretty bright. I think they'd have a plan, or two, for most situations (even if the plan is simple, like sending even more zombies...).

    I can confirm that King Oocthur dose indeed have as castle. My Stormcast have layed siege to it over a bar tab.

    • Like 1
  11. @Ish@paxmiles The Mantic Zombies are a fantastic deal and if I didn't play Stormcast(Lawful Good Undead) I'd be all over that sort of deal.

    @Pyre Warden Dude at this rate I'm starting to wounder if you pay dues to some kind of necromancer's guild.

     

    I was going to post a WIP shot of Japino's tower but my phone wont even send stuff by wifi right now. Its being built off of a Pringels can. Special mini  on the 24th for the first person to guess what flavor.

    • Like 1
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