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1
Projects Blog / Re: Killersquid's Projects
« Last post by Dread on Yesterday at 02:50:42 PM »
Wolves go with the sisters of silencereally good. I can't wait to see one painted.
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Projects Blog / Re: Killersquid's Projects
« Last post by Killersquid on Yesterday at 12:39:48 PM »
Maybe. I might paint a test mini I'm both schemes and see which I like more.

But, I'm leaning towards the wolves ha ha.
3
Thanks dude! He did turn out particularly 'viking' ;)

He's not the leader though. That's this guy:





The jarl towered over his followers. You could certainly see how he came to power. The man was a mountain. People say his mother was an ettin...and looking at him I could almost believe it.



Dead pleased with this guy. I bought the chieftain a while ago and made a jarl out of him, but just wasn't pleased with how he turned out. Turns out a head swap to something more inhuman, toning down the warpbeast pauldron and giving him some heads to hold was all it took to bring him up to scratch!

Hope you like him!

High res
High res
High res
4
Projects Blog / Re: Killersquid's Projects
« Last post by Ynneadwraith on Yesterday at 12:22:55 PM »
A lot of those Wolfy bits can be repurposed as Mongolian bits if you still want to do White Scars ;)
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Projects Blog / Re: Killersquid's Projects
« Last post by Killersquid on Yesterday at 11:44:09 AM »
So, I found a load of space wolf bits in my bits-box, so I'm doing space Wolves lol.

Currently building 50mk3 power armour marines, and some Tartoros terminators. I am waiting for an eBay bits order of close combat arms and bare space wolf heads, so I won't be able to finish building until then.
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Projects Blog / Re: Killersquid's Projects
« Last post by Ynneadwraith on Yesterday at 04:28:32 AM »
Yeah the world needs more White Scars too ;) looking forward to what you come up with!
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Eldar / Re: Aspect warrior list for review: 2000pts
« Last post by Partninja on November 15, 2018, 10:33:05 PM »
The problem with Warp Spiders is they don't synergize well. Due to their short range (or if you reserve them) Alaitoc is wasted. The only other really useful trait is Ulthwe for some added durability.

Now let's compare them to Windriders with shuriken cannons. Essentially the same weapon but an extra shot and double the range. Combine that with a model that can move a reliable distance and they can easily reach whatever target they like so don't need to be kept in reserves. Can more easily take advantage of Alaitoc trait or even Biel-tan if you want to be more aggressive. A unit of 6 riders is two less total shots but a good amount of points less. Some pros and cons when comparing durability.

I've been recently trying vanilla Windriders with their twin-catapults in aggressive Biel-tan detachments. 5-man units is just as powerful as 10 guardians or Avengers but don't require a transport. You do need to get closer but threat range is decent. When taking maxed out squads you can put out quite a bit of damage...the weight of fire makes up for the strength difference between the cannon and catapult. Also saves a good chunk of points.

Something to consider when looking at your Warp Spiders
8
Eldar / Re: Aspect warrior list for review: 2000pts
« Last post by nevaenuffbass on November 15, 2018, 09:38:37 PM »
Thank you both for your suggestions. They are great.

I played the list, and surprised myself with an easy win.

Your comments about making the shining spears Biel tan is excellent and I hadn't considered it.

The reason for fire Avengers in minimum units are:
1 - less of a commitment to score objectives
2 - fills out core slots for double battalion
3 - it is slightly more points efficient, 64 points can get an exarch with 2 shuricats and 4 Avengers, which is the same wounds and output as 6 Avengers.
4 - units of 5 are easier to hide from LOS.

Any how, the Avengers were great. S4 shuriken fire seems more useful than ever, wounding T7 on 5s and that all important -3 AP on 6s. If mounted or on for the extra range over guardians is important.

Asurman and his buff, well, the first change is make is to drop asurman for warlocks, and is consider the same about the autarch.
4++ is not really that useful, I found, at least not in infantry. Asurman is also kinda slow.

The benefit of warp spiders, I found, was that T2 / T3 alpha strike can consist of 2 units in the webway and the spiders. The same can be achieved with war Walkers, which give a comparable number of S6 shots of you take shuricannons.

Guide is a useful power, although probably not on the same harder as doom.
I used it on crimson Hunter (who was down to two wounds, hampering its accuracy), dark reapers and shining spears. I'm all cases, it provided an effective boost to firepower, be and allowed me to take down a second target (the first being the doomed one).
In future I'll have one farseer with guide / fortune who will probably stay back. The second will take doom and executioner.

I still wonder if doom is worth taking twice, even if it can only be cast once.... In any army that relies on S4/6 shuriken weapons, it is pretty integral to the army's effectiveness.

I'm on the fence regarding the autarch.
His buff, combined with the Warlord trait of ignoring morale tests (bubble) is really good for Biel tan guardians.

I doubt that I'd take ulthwe over alaitoc.the latter trait's effect on wave serpents and the crimson hunters (and Rangers if I took them) ads considerably to their ability to withstand a round of firepower.

Regarding the wave serpents, in this game they carried dire Avengers. But that was because there was some good LOS blocking terrain in my deployment zone allowing me to use the fire and fade stratagem on my dark reapers.
Otherwise, that's probably have ridden in a serpent.

In my next post I'll provide my amended list for your interest.


Post Merge: November 15, 2018, 10:24:42 PM
In the future, please use the modify button. Double posting is against the forum rules, and for that reason, the system merged your posts.

New proposed list, for your consideration.

Howling banshees are there to tie something up for a turn, or remove the Overwatch from whatever the shining spears want to charge.

Advice on Warlord trait and pets is very welcome.


Game plan will generally be about the T2 / 3 strike, where guardians (and maybe shining spears) come from webway, and war Walkers come from reserve. Crimson Hunter is a likely beneficiary of the -1 to hit stratagem, dark reapers will hopefully for and fade.




++ Battalion Detachment +5CP (Aeldari - Craftworlds) [49 PL, 976pts] ++

+ No Force Org Slot +

Craftworld Attribute: Biel-Tan: Swordwind

+ HQ +

Farseer Skyrunner [7 PL, 135pts]: 2. Doom, 4. Executioner, 6: Seer of the Shifting Vector, Craftworlds Warlord, Shuriken Pistol, Twin Shuriken Catapult, Witchblade

Warlock [2 PL, 55pts]: 4. Protect/Jinx, Shuriken Pistol, Witchblade

+ Troops +

Dire Avengers [3 PL, 64pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Dire Avengers [3 PL, 64pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Guardian Defenders [9 PL, 190pts]: 20x Guardian Defender
. Guardian Heavy Weapons Platform: Shuriken Cannon
. Guardian Heavy Weapons Platform: Shuriken Cannon

+ Elites +

Howling Banshees [3 PL, 70pts]
. 4x Howling Banshee: 4x Power Sword
. Howling Banshee Exarch: Shuriken Pistol & Triskele (INDEX)

+ Fast Attack +

Shining Spears [10 PL, 188pts]
. 5x Shining Spear: 5x Laser Lance, 5x Twin Shuriken Catapult
. Shining Spear Exarch: Star Lance, Twin Shuriken Catapult

+ Heavy Support +

War Walkers [8 PL, 140pts]
. War Walker: Shuriken Cannon, Shuriken Cannon
. War Walker: Shuriken Cannon, Shuriken Cannon

War Walkers [4 PL, 70pts]
. War Walker: Shuriken Cannon, Shuriken Cannon

++ Battalion Detachment +5CP (Aeldari - Craftworlds) [53 PL, 1024pts] ++

+ No Force Org Slot +

Craftworld Attribute: Alaitoc: Fieldcraft

+ HQ +

Farseer [6 PL, 110pts]: 1. Guide, 3. Fortune, Faolchu's Wing, Shuriken Pistol, Witchblade

Warlock Skyrunner [4 PL, 70pts]: 5. Quicken/Restrain, Shuriken Pistol, Twin Shuriken Catapult, Witchblade

+ Troops +

Dire Avengers [3 PL, 64pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Dire Avengers [3 PL, 64pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult
. Dire Avenger Exarch: Two Avenger Shuriken Catapults

Rangers [3 PL, 60pts]: 5x Ranger

+ Heavy Support +

Dark Reapers [7 PL, 173pts]
. 4x Dark Reaper: 4x Reaper Launcher
. Dark Reaper Exarch: Aeldari Missile Launcher

+ Flyer +

Crimson Hunter Exarch [9 PL, 175pts]: Two Bright Lances

+ Dedicated Transport +

Wave Serpent [9 PL, 154pts]: Shuriken Cannon, Spirit Stones, Twin Shuriken Cannon, Vectored Engines

Wave Serpent [9 PL, 154pts]: Shuriken Cannon, Spirit Stones, Twin Shuriken Cannon, Vectored Engines

++ Total: [102 PL, 2000pts] ++

Excessive stats and rules descriptions removed in accordance with forum rule 1.  Link to forum building software also removed (please see forum rule 6 for details) - Iris.
9
Age of Sigmar / Re: AoS Shadespire / Nightvault Deck Builder and Forum Guidelines
« Last post by Killersquid on November 15, 2018, 09:18:22 PM »

You're exactly right.

When building your decks,

Objectives has to have 12 cards.

Your power deck has to have at least as many gambits as upgrades. You need at least 20 cards in that deck, but you can have more, but you can't take more gambits than upgrades. Gambits are both ploys and ganbit spells.

If I take 13 gambits, I need at least 13 upgrades.
10
Age of Sigmar / Re: AoS Shadespire / Nightvault Deck Builder and Forum Guidelines
« Last post by Myen'Tal on November 15, 2018, 08:53:41 PM »
Good tips, Squid, will go back to the drawing board on the Stormies. Also I just forgot to write down the Ploys in my post, I actually had some included in the deck. Also, I'm a little puzzled by this deckbuilder. So, if you take a certain number of ploys, the upgrades/gambits you have to take increases?
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