Tagged Content

Showing all content tagged 'Army Lists'.

This feed auto-updates   

  1. Today
  2. Okay so I went to a 9th age team tournament last weekend with my ogres, we finished 4th out of 8 teams, so not that bad My games were: First day 1º Won 11-9 against ogres, pretty much the same list that I played 2º Lost 14-6 against another ogre, more combat focussed 3º Lost 12-8 against Khemri, agreed outcome with the opponent, since my list was kinda useless against his Second day 4º Draw 10-10 against ogres, similar list to mine, I didn't wanted to take any risk since the team only needed me to score a draw 5º Won 15-5 against high elves, turn 1 to 3 were all hits with my scratapult on his swordmasters, and both eagles were dead on turn 2 also, so GG My list: Great Shaman: General, Rottenjaw, Lv 4, Alchemy, Talisman of Greater Shielding, Demon Heart. 335 Khan: BSB, Iron Fist, Yeti Furs, Dragonskin Banner. 195 Shaman: Lv 1, Fire, Great Weapon, Dispell Scroll. 146 1x 14 Tribesmen: FCG, Banner of Discipline, Iron Fist, Heavy Armour. 553 2x 15 Scrapling: Standard Bearer, Short bows. 2x 50 1x 8 Mercenary Veterans: FCG, Flaming Standard, +1 Ballistic Skill, Poisoned Attacks, Brace of Ogre Pistols. 500 2x 1 Sabretooth Tigers. 2x 40 2x 2 Yetis. 2x 80 2x Thunder Cannon. 2x 150 1x Scratapult. 130 Total: 2499 And now... The (almost) finished boys! 3 bombardiers and a cannon 14 tribesmen, main unit BSB Great shaman, general A Khan, Great Khan, or whatever I feel like fielding him as Fire Shaman And family pic! Missing the scratapult (Not even started gluing it), scraplings (To be painted) and a close-up on the mercenaries :hat off
  3. Last week
  4. No worries, I've now added it to the resource links up above so others can find it in future. Let us know how you get on with it
  5. Frostlord on Stonehorn is a bit of a powerhouse, very solid choice. Get him stuck in and wrecking as much face as possible The Butcher can be an interesting model to field, although as he's there to buff Ogors I'd consider switching to the Clubs and Blades on the big unit of Ogors and have him tag around with them - if you're lucky and get that +1 to hit on them with the cauldron that would mean 3+ to hit re-rolling 1s. When it comes to Grots, they can come in handy for objectives due to their numbers, in what is otherwise a low model count force. I personally like the Gitmob variety with bows, especially when buffed by a Grot Shaman (in a large unit, their bows can then hit on 3s, wound on 4s, with -1 rend). As for the Gnoblar variety, I feel the traps are unreliable but the attack output of a large unit is pretty high (even though they're statistically pretty poor attacks - plenty of dice rolling though!). I like your 40/20 split. Gitmob Grots can deal damage at longer range though...they could afford to hang back a bit more while the Ogors get up close and personal. Plus, unlike Gnoblars, Gitmobs help towards satisfying the Battleline requirement which would open up more options for your other units, such as maybe adding one of those units of 3 Ogors to the bigger unit, unlocking the chance to re-roll all failed to wound rolls on the charge. Understandable though if you can't run them as Gitmobs due to wysiwyg.
  6. Earlier
  7. When the grots of the Raggedy Moon Clan descended from their foothill caves to raid a duardin caravan heading to Greywater Fastness, Zeller Bullfungo and his fellow greenskins were expecting to find precious gemstones and metals. Instead, when all the stunty guards were slaughtered or chased off and the canvases thrown off the carts, to their dismay, all they found were wooden barrels. Barrels upon barrels upon barrels. Most of the clan turned back in disappointment: there were no shiny trinkets here to trade with the other clans and no greenskin was interested in the disgusting brew of the more 'civilised' races. Zeller Bullfungo, the clan's shaman, however, had an idea - quite possibly his first and to this date his best... Whilst the other grots returned to their caves, Zeller returned to the caravan with a pack of squigs and some willing (or intimidated) herders. Together they dragged the barrels (most of them) and returned (most of them) back to the clan's stronghold. Upon returning, Zeller sealed himself in his shamanic chamber, feverishly setting to work; cracking open the kegs and manically throwing in all sorts of strange, colourful fungi. For days, strange chants and magical crackles (and booms) could be heard from outside the cave and just when a small mob of grots were ready to break in and batter Zeller's brains out, he emerged; wide eyed and cackling. What he had created would come to be known as 'moonbrew' and it would forever change the fortunes of the Raggedy Moon Clan. Now addicted to moonbrew, the grots of the Raggedy Moon Clan launched ever daring raids on both human and duardin caravans - throwing away the useless gems and arcane books, seeking only the discusting ales that Zeller could use as a base for his moonbrew. Within months, word of the moonbrew had spread across the hills and surrounding areas, attracting more and more grots to the cause, swelling the clan's numbers. But news of the raids had also drawn the attention of a greedy tribe of ogors - the Tightfists. One fateful night, the Tightfist clan strode in to the moonclan camp, kicking grots aside, raiding the larders and proceeding to guzzle barrels of the famous moonbrew. Tensions rose and a standoff ensued between the huge ogors and the swarms of grots as well as packs of squigs (who were ready to eat anyone from either side). A parlay however, between the Tightfist tyrant, Ugrok Man-masher and Zeller resulted in the formation of 'The Madcap Moonbrew Co.' The terms of the partnership were simple: Zeller would step up production of moonbrew, in order to satisfy both the grots and ogors and the Tightfists would, in exchange, give 'protection' to the grots and enable bigger and bolder raids. The Madcap Moonbrew Co. has continued to grow as a loose coalition of moonclan grots, ogors and even an aleguzzler gargant who together, through their mutual love (or addiction) of moonbrew, launch raids upon the caravans and breweries of the free peoples of Ghyran. Zeller now has has aspirations to go 'international' - setting up moonbrew breweries throughout the mortal realms, adding new exotic flavours of fungi to his recipe. So, in the words of Zeller, 'We'z commin' fer yoo an' we'z takin' yer brew!' Currently painted are: Zeller Bullfungo - Grot Shaman 40 Moonclan Grots 10 Squig Hoppers 6 Ogors 6 Ironguts 2 Mournfangs Butcher Ugrok Man-Masher - Tyrant In the pipeline: Alieguzzler Gargant More Squig Hoppers Squig Herders Gallery can be viewed here:
  8. The Stronghold Thunderhorde is a marauding mix of brutal Ogors and savage Orruks, all mounted on a variety of monstrous creatures. With a thunderous roar they ride forth from their vast mountain home, looting and pillaging across the Realms. This highly mobile stampede of destruction tramples all who would dare stand against it. Stronghold Ogors and Orruks alike adorn themselves with the remains of their foes, having eaten the meat from the bones first of course. Rather than using drums or horns, they instead prefer to bellow their war cry as they charge into battle. If you can hear the thundering of the Stronghold, it's too late to run! The Thunderhorde is currently under construction, when complete it will be made up of the following units: Orruk Warboss on Wyvern (Thunderlord Tuffgit Fugkrusha on White Manticore) Frostlord on Stonehorn (Morgut the Mighty) Huskard on Thundertusk (Gizard Thunderbelly) Grimhorn Rhinox Riders (lead the Mournfang Pack) - 2 models Mournfang Pack - 10 models Frost Sabres (Fenrisian Wolves) - 10 models Orruk Gore-gruntas (led by Grimfang 'Eadsmasha) - 6 models Savage Boarboy Maniaks - 20 models Icefall Yhetees (Thunderwolves) - 3 models
  9. Awesome i did try and look for it. Its worded a little odd to me but make sense after a few re reads. Cheers Zolas.
  10. FLUFF: The Blackfang Wolfboyz are a band of opportunistic raiders, living between all along the caves and forest paths of the Rockbrow Mountains. In times of idleness, they stalk travellers who divert from the paths, silently creeping on the unsuspecting upon their wolf mounts; but when they march to war they ravage the lands around in great packs, hungry for food and loot. The tribe worship Gorkamorka as The Great Big Wolf, a form both cunning (as it circles its prey and isolates them from their allies) and brutal (as it savages its prey with its sharp teeth and claws). Using whatever means at their disposal, every Grot in the tribe must tame a wolf to ride upon when embarking on raids. Whether this is by coercion or force is no matter, but those who fail are invariably watched with amusement by the rest of their brethren as their green flesh is stripped from their bones by the outraged canine. The Blackfang tribe are led by a strangely militaristic Grot by the name of Skumtoof da Archgit. Supposedly, his courage and strength-of-arms are legendary (at least among his Gitmob). This is likely less of some kind of cultural shift and more due to the sheer size and hunger of his gigantic wolf mount Big Bitey, who towers above the rest of her kin and bows her head to nobody, save from Skumtoof himself. Never far from his side is his trusty (a term used loosely) Shaman, Griksnab. While a shifty git with more than a few tricks up his sleeve, Griksnab is smart enough to know that even if he did kill his boss and become the next Archgit, he'd be quickly isolated and gutted by the rest of the tribe without something like Skumtoof's wolf as a trump card. When not aiding Skumtoof in his rule or on the battlefield, he spends his time sneakily trying to sway Big Bitey into becoming his own mount with gifts and simpering tones. Griksnab quickly lost three fingers and switched to bullying Snotlings into doing it for him, with limited success. CRUNCH: 1000PTS ALLEGIANCE - GITMOB ALLEGIANCE ABILITY - BIG AND BRUTISH LEADER: - (GENERAL) - Goblin Warboss on Giant Wolf w/ Git-cutta and Git Shield (BATTLE BREW) - 60pts - Grot Shaman on Giant Wolf - 80pts BATTLELINE: - 10 x Grot Wolf Riders w/ Pokin' Spears and Raidin' Shields - 200pts - 10 x Grot Wolf Riders w/ Pokin' Spears and Raidin' Shields - 200pts - 10 x Grot Wolf Riders w/ Wolf Bows and Raidin' Shields - 200pts - 5 x Grot Wolf Riders w/ Wolf Bows and Raidin' Shields - 100pts OTHER: - 2 x Grot Wolf Chariots - 80pts - 2 x Grot Wolf Chariots - 80pts
  11. Cool man, for starters good luck. Second point, is that if you are playing by GHB rules, you'll need a second battleline unit. Boarboyz don't cut it as you're not a pure Greenskinz allegiance. What grot shamans? Are they moonclan or gitmob? The moonclan have a really great spell, and are cheaper for some reason. If they're moonclan, bring them both. The Wyvern is great to take as well, but at 1000pts a tyrant might be a little more appropriate. I don't recommend the warboss on the boar, as you don't have enough orruks to make that beneficial - he won't hold up in combat, and if he's not buffing, there are better things to spend points on. The spearchukkas are freaking great though. So, you might want to drop the boar boys and the warboss on boar. Maybe take 40 moonclan grots, and a fanatic or two if you can, and/or those Shaman. That's cover battle line and magic damage. The ogors will be your slightly-less effective beefcake unit, while your Wyvern (whom you will give battlebrew) will fly around laying waste to anything it wants to. That is just one option, though (and not even my favourite - which would be 40 orruk boys supported by a General Warboss with a banner). You've got a lot to work with!
  12. Hey guys, what do you guys think about this list as a first army? I would like to play something that is somewhat competitive, and i really like the orc/orruk theme. Any suggestions/conformation would be much appreciated! Orruk warboss 20 orruks choppa/shield 10 savage arrow boys Butcher 6 ogors Aleguzzler gargant.
  13. You have a solid list here that would be good for a local tournament (depending on the meta) and would't get outright crushed at a larger one. If you are aiming for the top end of competitive lists, however, ogres simply aren't going to cut it because they aren't overpowered enough. The top end destruction lists right now are Bonesplittaz or Beastclaw heroes with grot troops. However, if you aren't quite looking to go to that level then I think this could do reasonably well. My only recommendation would be to swap the leadbelchers for a Thundertusk, since the latter will give you a harder hit at longer range that you'll need to take out support models.
  14. The 2 artifacts i can change when ever, so the talismans i would use against stormfiends etc and battlebrews against any army with low mortal wound output. The boys do die fast but there usually just sat in my deployment on an objective so dont get attacked that much and 20 wounds for 100 points is probably the best im gunna get. Im just not sure if its worth adding the boss and formation just for an extra battlebrew?
  15. Good luck! Provide reports!
  16. Afternoon Stronghold, I've received a private message about how to use Lamekh'sOnlineCodex. Just in case anyone else is having any problems, here is some info to help out: You will need the following: 1) An up to date version of Java, I'm currently running "Java 8 update 11"; &# 2) A program to open .jar files. I downloaded a program called "jarfix.exe", which can be downloaded from here: https://johann.loefflmann.net/en/software/jarfix/index.html Good luck! Badmarsh
  17. Blackfang Wolfboyz Leader: Skumtoof da Archgit War Cry: "For da Great Big Wolf!" Faction: Gitmob Grots Realm: The Realm of Beasts (Ghur) FLUFF: The Blackfang Wolfboyz are a band of opportunistic raiders, living between all along the caves and forest paths of the Rockbrow Mountains. In times of idleness, they stalk travellers who divert from the paths, silently creeping on the unsuspecting upon their wolf mounts; but when they march to war they ravage the lands around in great packs, hungry for food and loot. The tribe worship Gorkamorka as The Great Big Wolf, a form both cunning (as it circles its prey and isolates them from their allies) and brutal (as it savages its prey with its sharp teeth and claws). Using whatever means at their disposal, every Grot in the tribe must tame a wolf to ride upon when embarking on raids. Whether this is by coercion or force is no matter, but those who fail are invariably watched with amusement by the rest of their brethren as their green flesh is stripped from their bones by the outraged canine. The Blackfang tribe are led by a strangely militaristic Grot by the name of Skumtoof da Archgit. Supposedly, his courage and strength-of-arms are legendary (at least among his Gitmob). This is likely less of some kind of cultural shift and more due to the sheer size and hunger of his gigantic wolf mount Big Bitey, who towers above the rest of her kin and bows her head to nobody, save from Skumtoof himself. Never far from his side is his trusty (a term used loosely) Shaman, Griksnab. While a shifty git with more than a few tricks up his sleeve, Griksnab is smart enough to know that even if he did kill his boss and become the next Archgit, he'd be quickly isolated and gutted by the rest of the tribe without something like Skumtoof's wolf as a trump card. When not aiding Skumtoof in his rule or on the battlefield, he spends his time sneakily trying to sway Big Bitey into becoming his own mount with gifts and simpering tones. Griksnab quickly lost three fingers and switched to bullying Snotlings into doing it for him, with limited success. CRUNCH: 1000PTS ALLEGIANCE - GITMOB ALLEGIANCE ABILITY - BIG AND BRUTISH LEADER: - (GENERAL) - Goblin Warboss on Giant Wolf w/ Git-cutta and Git Shield (BATTLE BREW) - 60pts - Grot Shaman on Giant Wolf - 80pts BATTLELINE: - 10 x Grot Wolf Riders w/ Pokin' Spears and Raidin' Shields - 200pts - 10 x Grot Wolf Riders w/ Pokin' Spears and Raidin' Shields - 200pts - 10 x Grot Wolf Riders w/ Wolf Bows and Raidin' Shields - 200pts - 5 x Grot Wolf Riders w/ Wolf Bows and Raidin' Shields - 100pts OTHER: - 2 x Grot Wolf Chariots - 80pts - 2 x Grot Wolf Chariots - 80pts View Tribe Page
  18. He will also be fielding at least 3 stormfiends. Common folks!
  19. It's November! That means it is time for the Underworld Cup!! Due to work obligations I have not been able to attend since Coach FlyingDingle took on hosting the event with new rules. But this year is different! I can finally bring my Ogres into a potentially competitive environment for them with plenty of build gold and a nice boost in development at the early stages of the tournament. You can find rules for the event here. Essentially you start with a 1.2 Million GP build and get to add 90k in skills and extras each round. Each player can only get one upgrade per round. Outside of that you are pretty much free to do what you want! My Ogres start with an extra 100k for their build (so 1.3) plus an additional 50k to spend on skills before Round 1 (so 140k total). After a few botched attempts at roster creation here is what I settled on for Round 1: Click to embigify First thought it... was do Ogres love? Being strong! So +ST is a must. Also they like to hit stuff and help each other hit stuff so we needed some hitting skills and a bit of Guard tossed in. Snotlings don't need anything but to get in the way and not get stomped. Unless you bring a Chainsaw to the field... in which case you probably won't get eaten (right away). So what does Round 2 look like? See for yourself: Push button make big Gonna need to be able to hit people better! Also maybe we'll try and pick up the ball? Then it is on to Round 3: You can do it! Click here! Hitting things is fun but what we really want is dead things (to hit and eat)! Ogres!! Let's fall on em!? We get up in Round 4: Don't make me type things here... We get up and we also get tricksy with a bit of Side Step to go with our Frenzy. Oh yeah and we can also move around a bit more with some Break Tackle in there for funsies. Round 5 it all goes to pot: More +ST!! More movement!! More crushing skulls rarrrggh!!? And there you have it. My goals with these rosters and upgrades is simply one of having fun playing with my Ogres. Nothing fancy. If I can win a game or two and get a bunch of CAS in the process I would be a very happy Irongut. What will become of the matches?! Perhaps I will let you know the next time I update..
  20. The half orcs on Crimson Rock were essential for both sides. The battles on the borders were decisive. Battleplan: The Border Wars (points collected by having most units around the objectives). Armies: Points: 2000 Bretonnian army: 5 Grail knights 5 Grail knights 8 Knights of the Realm 1 Field Trebuchet 5 Freeguild Outriders 5 Mounted Yeoman 20 Peasant Bowmen 12 Freeguild Greatswords 10 Freeguild Handgunners 1 Empire General (general) 1 Paladin 1 Battlemage 1 Damsel of the Lady Orc army: 1 Frostlord on Stonehorn (Brew, General, Ravager) 1 Huskard on Thundertusk (Brew) 2 Mournfang Pack 2 Mournfang Pack 10 Savage Orruks 10 Savage Orruks 10 Savage Orruks 1 Icebrow Hunter (Brew) 2 Frostsabre 2 Frostsabre Beastclaw Avalanche Skal Orcs put down some points less, so he rolled on Triumph Table and got to reroll saves. Pre-battle strategy: put all on one card, get first round, cross 24" and charge into Grail Knights and deny their charge. Appear close to Trebuchet with the Hunter and Frostsabres, shoot down the crew and charge into Bowmen to deny the Arrowstorm and some hero. Move close with the Thundertusk and kill the General with Ice Blast and use Vulture to get the Bowmen under 20 models to deny x4 arrowstorm. Move to objectives with savage orruks and keep Bretonnian units busy until orcs have enough points to win. 1st ROUND Shock and Awe. Turn 1: 5 Mounted Yeomen moved close to objective with their special ability. Orcs took the initiative. The Hunter appeared and drank two swigs of the Brew. I figured he'll die anyway next round. Frostlord used his General's ability for rerolling charges for Beastclaw units. Frostlord ran forth, others moved. Huskard moved and blasted the general away with Ice Blast, Hunter shot but managed to hit with only one in spite of +2 to hit and wound. Killed two crew from the Trebuchet. Mournfangs shot, killed one Grail Knight and Blood Vulture killed a Twohander. Savage orruks made a lucky charge to Mounted Yeomen and got more models around the objective. All Beastclaws charged and made ton of mortal wounds: only 1 from battalion, 4 from Stonehorn charge, 2 from Mournfangs. Frostlord attacked first and deleted 4 Grail Knights and 7 Knights of the Realm. And he did not roll very well. Terrible. Mournfangs did not do well, Hunter attacked the Bowmen, Frostsabres the Damsel and Trebuchet crew. Trebuchet was eliminated as were most Grail Knights and all Knights of the Realm with Battleshock. At the end of the combat round orcs had dealt 58 wounds and lost one Mournfang and one Frostsabre. I think orcs got altogether 10 wounds. Orcs: 5 VPs Turn 2: Bretonnia could use general's powers, cast some spells. No arrowstorm due to the units within 3", Bretonnian shooters got -1 to hit due to Avalanche's charge and could not kill anyone. In combat round orcs got some wounds and one Frostsabre was killed. Mournfangs missed basically all attacks and failed miserably as always. Stonehorn saved with mostly sixes and rolled mostly 1s to hit and killed Paladin and no-one else. Bretonnia: 1 VP 2nd ROUND Orcs won priority roll and there we decided to end the game as Bretonnia was mostly killed and orcs having most army intact. Orcs claimed major victory. SUMMARY: Well... I'm afraid it was a boring game for my partner. So I won't be using that list again. 18" charge range together with Destruction Alliance Ability is rather terrible. The alfa strike was thrice as bad as I had thought. But it was nice to try it out. Frostlord's fist attack was terrible. And such a pity Mournfangs are so weak - they are my favourite models and therefore will probably be in my list in the future as well. The tactics work well: killing the General, eliminating the Trebuchet and denying Grails' charges and Bowmen's arrowstorm were decisive, killing so many Grails etc at the first round was a bonus. Sending in Stonehorn/Mournfangs as multi-wound tanks to keep enemy busy and take the objectives worked also well. BATTLE BONUS: increase the range of all generals command abilities and traits by 6“. 3 points from major victory.
  21. I only have a game under my belt and my local store is holding a tournament this weekend. I could use the help building a list. The tournament is 2000 points. The models I have to use are as follows: 4 Stonehorn/Thundertusks (magnatized to be either and be either riders or lord/huskard) 1 Tyrant 2 Hunters 8 Mournfangs 10 Yhetees 8 Frost Sabers 2 Butchers 1 Gorger 6 Lead Belchers 12 Ogers 6 Ironguts 1 Iron Blaster 1 Scrap Launcer 70ish Gnoblers ------- Was thinking of taking all the stonehorns/thundertusks, a 4-pack of Mournfangs...and filling the rest with what ever fits.
  22. You should! I love a good giant! Or even a bad one! G_H
  23. Earlier this week I acquired yet MORE models for my ever growing destruction collection. My favourites being a set of three stone trolls (ahem, rockgut troggoths). This brought me up to a total of a thousand points just of trolls alone! (Hag, 6 Fellwater trolls and three rockgut trolls). Which brought me to think, how much stuff do I actually have now? So I organised it all and cpu yes it up! Between ten factions, I have 12870 points by the generals handbook! 😨 # for painted units. Destruction (12870) # 700-Gordrakk Fist of Gork 520-Megaboss Mawcrusha 160-Megaboss 140-Grimgor Ironhide 140-Wierdnob Shaman 1660 Ironjawz 460-Frostlord Stonehorn # 420-Frosrlord Thundertusk # 380-Huskard Stonehorn # 160-Icebrow Hunter 360-Stonehorn Beastriders # 800-8 Mourn fangs 400-4 Rhinox Riders # 120-4 Frost-sabres 3100 Beastclaw Raiders 160-Tyrant # 160-Tyrant 140-Butcher Cauldron 140-Butcher # 660-Iron Guts # 360-Ogors 1420 Gut Busters # 400-Troll Hag 400-6 Fellwater Troggoths 200-3 Rockgut Troggoths 1000 Troggoths #360-Bonegrinder Gargant 1080-6 Aleguzzler Gargants 1440-Gargants # 280-Arachnarok Spidershrine 200-20 Spider Riders 480-Spiderfang Grots 100-Skarsnik 160-2 Grot Warboss 180-3 Grot Shaman 600-100 Grots 90-3 Fanatics 60-Cave Squigs 40-4 Squig Herders 480-2 Mangler Squigs 2310 Moonclan Grots 140-Wurrgog Prophet 100-Maniak Wierdnob 240-8 Savage Boarboys 480-Bonesplitters 140-Golfag Maneater 660-9 Maneaters 800 Maneaters # 140-Firebelly 140-Firebellies 300-30 Orc Boys 100-10 Arrer Boys 240-9 Boar Boys 640-Greenskins Applogies for the list! Hoping to have the whole lot complete before my birthday (9th Jan) where this collection started!
  24. Absolutely. I think they've designed them with that in mind for maximum appeal. Obviously the characters from ProsperI don't work and would need heavy conversion work. Otherwise you're golden! BB
  25. It's a bit late to answer, but maybe it helps: 1) Battletomes and Grand Alliance titles -If I understand correctly the listed units and characters in the battalions are the minimum requirement? I think it's both minimum and maximum, ie. you have to meet the requirements exactly. 3) Nominating the general Am I correct that one could choose any model to be the general? Have 60 Ruglud's Armored Orcs and field these as a force, by having Ruglud as the general - according to GH, I could only deploy 30 total, but it's still almost 1000pts. How about Golgfag as a general leading a Maneater force? -Yes, any model. Golgfag can also be a general, but I think he is "named character", ie. you do not get command trait nor artifact. 5) Terrain rules -Have I missed these or is what's in the 4 page rules it, excluding the warscroll pdf? I'm looking for structure points, as is I'd have to kill everyone in a building via shooting with a warmachine, instead of demolishing it. How about different materials giving different cover bonuses - a fence vs a stone wall? How about movement penalties for ditches, streams, bogs and rivers? No, nothing of the kind. You just get +1 to Save for being in cover and whole unit has to be inside the terrain feature to get the bonus.
  26. Very nice lore, I like how you shook things up from the norm!
  27. @Belchfist Beastkiller that's me tickets aren't still available! £99 per pair of your interested Youve hit the nail on the head as far as the plan goes, I'm good cop wills bad cop haha! Ive also got the troll hag for punch and will has some spawn for randomness so should he. Good laugh
  28. I like this, I think I will use it!
  1. Load more activity
  • RSS Feed  Twitter  YouTube  Facebook  Facebook Group  Instagram
  • Stronghold Tweets

  • Stronghold TV