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  1. Earlier
  2. AOS Skirmish - Full Points List - Destruction

    Was chatting to a few of the guys on here about the Skirmish rules, and the topic came up that not much of the Destruction faction had been released points wise (renown) for the Skirmish list. It's easy to calculate them for home brew, but it's nice to have a pretty document! A cursory search of the Internet later and I found these beauties. They're available for most factions too. (From Rafal Maj at tga)
  3. Return! Skirmish/Mordheim ...

    I'm excited for skirmish as well. I'm picking through my armies looking for warband members.
  4. sergeant harker's squad: shadow war armageddon

    Yea I ment that thought it may of been thought I'd check. Cheers
  5. Jorlbad

    I love this battalion. It's a very scary thing to see being placed across the board, which in my opinion is half the battle. The true win condition in this battalion is actually the mournfang. Which can confuse some being that you have all these stonehorn models ( huskard and beastriders). This is because of the huskards line breaker ability! Which allows a mournfang unit to pile in and attack when he does. Thereby attacking at the same time. In addition, this battalion allows you to RUN AND CHARGE, which coupled with rampaging destroyers makes you faster than a toupee in a hurricane. I do this by taking the minimum requirement of mournfang units.. 2. But one unit is much larger ( 4-6) and I keep the other at only 2 mournfang. The 1-3 beastrider horns run off and play with the 2 model unit of fangs. Usually protecting a flank and squeezing the enemy. While your 'hammer' as it were, charges down the field at whatever your enemy holds sacred. Generally I target the biggest unit they have, and then pinch the rest of the army with the flanking force. How does it feel to play this battalion you ask? Well let me tell you. Have you ever been in a friends giant 4x4 truck and do donuts in a muddy schoolyard field? No?? Okay, well how about watching Adrian Peterson play running back against a group of 10 year old children. Ahhh, haven't seen that either? Well just go watch the movie Speed with Keanu Reeves, where if the bus goes below 100km/r the bus will explode so he's gotta just smash through things and ride buses off separated bridges to stay alive. That's the closest feeling you will get to playing this list, it's ride or die guys. Just throw this army on the table and your going to be in close combat faster than a speeding ticket. Cheers and beers!
  6. Skal

    Unless I've been playing it wrong, your can't get the extra move from everwinters blessing the turn you drop the skal. Blessing is rolled at beginning of hero phase. Skal drops during hero phase, I have to figure "start" of phase is before "during". I hope I'm wrong though since I usually use about 600 points of skal
  7. Double 1's on charge

    Pretty evil. Give it a go and let us know how it does. I like the list!
  8. Ironjawz Gargantuan Squiggoth

    How many points would this set you back to use in friendly games.
  9. Braggoth's Beast Hammer

    A newer trend among the Battletomes, Braggoth’s Beasthammer is a Warscroll Battalion that combines both Beastclaw Raiders, and Ironjawz. Braggoth himself is a Frostlord on Stonehorn, and he is accompanied by two units of Gore-gruntas, and two units of Mournfang. The special abilities of the Battalion grant an extra wound to Braggoth, any Beastclaw unit in the battalion gains +1 to hit so long as they’re within 6″ of an Ironjawz unit, and vice versa. Finally, and probably the biggest bonus is that once per game, you can call a stampede, which lets any unit that charged pile in and attack for a second time at the end of the combat phase. It is a bit weird running Gore-Gruntas in a Beastclaw army, but this is a pretty fun Battalion. The only downside is that you’ll still need an additional unit of Mournfang, or a Beastrider to fulfill your minimum Battleline requirement.
  10. Svard Alfrostun

    Essentially a self-written 2500 point army, and probably my preferred list for 2500 points, the Svard is a powerhouse of an army. Led by a Frostlord on Stonehorn, and also containing a Jorlbad with 3-9 Stonehorn, the Svard at minimum has 5 Stonehorn in the army. They only have one bonus ability, but it gives all of your Stonehorn models an additional wound, which combined with Massive Bulk can mean your Frostlord will have a whopping 15 to chew through (remember, that’s almost effectively 30 wounds). They do have their own bonus magic item, which gives a 5+ save against Mortal Wounds, but really, that’s not why you’re taking this, you’re taking this because you love Stonehorn.
  11. Olwyr Alfrostun

    The smallest of the combi-detachments, the Olwyr weighs in at a minimum 1940 points, making it actually usable in Matched play! The downside however is that you’re using a Frostlord on Thundertusk, as well as an Eurlbad (not Jorlbad), and have basically no options for list building (either stay 60 points under for the Triumph, or take 2 Frost Sabres). The bonuses you get are fairly interesting though, gaining a second Command Trait for your general, re-rolling 1′s to-hit for the Mournfang Tusks, and being able to re-roll run dice (though you can’t run and charge with Mournfang in the Eurlbad). Additionally, since you have 2 Warscroll Battalions, you’re generating 3 Artefacts, though only have 2 Heroes to put them on. Overall, I would pass on this in games of 2k, and most likely continue to pass in games of 2500 points.
  12. Alfrostun

    The generic combi-battalion of the Beastclaw, which you are unlikely to see in Matched Play, it consists of a Frostlord, Jorlbad, Eurlbad, Torrbad, and a Skal, and allows you to re-roll all to-wound rolls on the charge. It’s not bad, but really reserved for very high point games. Overall, I would rather run one of the two themed Alfrostun, they all gain the full benefits of the regular Alfrostun (when maxed out), but will just have to take a couple extra Stonehorn/Mournfang, and lets face it, if you're playing that big of a game, you probably don't need to conserve the points.
  13. Torrbad

    If you really, really like Thundertusks, then the Torrbad was made for you. Comprising of a Huskard on Thundertusk, 3-9 Thundertusk Beastriders, and 0-3 Icefall Yhetees, this wall of freezing fat and fur is bound to make some frowns among your friends. When you get up-close with the enemy, you make it so that they cannot retreat, additionally you roll a dice for each enemy unit within 3″ of a Torrbad unit, adding 1 for each additional Torrrbad unit within 3″ of the unit, if you roll a 6 or more, you’ll cause either a mortal wound, D3 mortal wounds, or even D6 mortal wounds. All of that freezing sounds nice, but if your Thundertusks are that close to the enemy, it does mean that you’re in combat, not exactly the ideal place for these snowball tossing behemoths.
  14. Eurlbad

    The second standard battalion, with an identical composition to the Jorlbad. These guys pack an even harder hitting punch than normal, causing additional mortal wounds to the enemy on any to-wound rolls of 6+ in the combat phase, and to take it a step further, the Huskard adds 1 damage to all of his melee weapons (not sure if this applies to the mount). Overall, a pretty solid battalion, and one of the more reliable sources of inflicting mortal wounds outside of a Thundertusk.
  15. Ravager command trait

    My understanding is that it's for the General and all units within 6" of him. Other Characters do not get the +2 for their rolls or units being activated by them.
  16. In that case I'll just edit our record here to include both names
  17. Thundertusk Beastriders

    The Thundertusk Beast Rider are your “entry level” Thundertusk option, and chief artillery unit, similar to the Stonehorn, it is taken as a Battleline choice, not Behemoth*. It’s riders are armed for ranged combat the same as the Stonehorn, the main feature of the Thundertusk is it’s Frost-wreathed Ice missile weapon, which causes a hefty 6 Mortal Wounds to an enemy unit in range (18″) on a 2+. The tricky thing however is that it’s damage quickly drops off after suffering a few wounds itself, going down to D6 after suffering 3 wounds, and D3 after suffering 5. In combat, it’s nowhere near it’s cousin, only having the Beast Rider attacks, and it’s own Crushing Blows (2″/4/3+/2+/-1/D3), meaning it shouldn’t be in combat unsupported, except against very weak/small units. Since most of it’s damage will come from it’s Frost-wreathed Ice attack, the Thundertusk is well suited as an alpha strike unit, causing crippling damage on an enemy behemoth, before it has the chance to close in on your lines.
  18. Stonehorn Beastriders

    The Stonehorn Beast Rider is a terrifying sight on the table, and in Beastclaw Raiders, they’re Battleline (and NOT Behemoth*)! Stonehorns are incredibly resilient, and rightfully feared by many players. Coming to the table with 12 wounds and a 4+ save, the Stonehorn’s Stone Skeleton halves the amount of damage and mortal wounds received by the model, calculated after all the attacks for the unit have finished! At range, the Stonehorn brings two ranged weapons, first a Harpoon Launcher, with decent stats (12″/1/4+/3+/-/3) and either a Chain Trap (12″/1/4+/3+/-/3) or a Blood Vulture, which can be used if you run, as it is not classified as a shooting attack (pick an enemy unit within 30″, enemy also picks one of their own units in range, roll a D6: 1-3 does a mortal wound to the unit your enemy picked, 4+ mortal wound to the unit you picked)… None of it’s ranged choices are mind blowing (though you should always go for the Blood Vulture), but lets face it, you took this thing to batter face in combat. This monster moves 12″ a turn (lower with damage), can run and charge, and after it completes it’s charge, causes D6 mortal wounds to a unit within 1″. Once in the fight, it has a pile of high damage attacks: Beast Rider (1″/6/4+/4+/-/1), Stonehorn’s Horns (2″/6/4+/3+/-2/3), Stonehorn’s Hooves (1″/D6/3+/2+/-1/D3), assuming it’s unharmed. For those that don’t want to do the math, here’s what that looks like on the charge, against a 4+ save unit: Chance of causing X wounds, the green band shows one standard deviation from average. That’s an expected output of 6-12 wounds, causing 9+ wounds about half of the time, and when it gets hit back, you’re halving the entire damage pool caused by your opponent. If you’re fighting a 5+ save unit, that’s going to jump to about 8-15 wounds in a single round. Avoid getting them bogged down in units with high numbers of models or are immune to Battleshock, whenever possible, Zombies can be a massive paint to chew through, and keep coming back. The Stonehorn is an ideal unit for crushing medium sized units and enemy monsters, and definitely worth it to fill a Battleline requirement. *The General’s Handbook says that they become Battleline, not “Battleline, Behemoth” as they do in every other instance of Leaders on Behemoths where they explicitly say they become “Leader, Behemoth.” Additionally, GW Customer Support on Facebook backs up that interpretation. The final nail in the argument is that the Azyr army builder in the official AOS app does not count them towards your Behemoth limit. I’d figure that if it was just the GW customer service and the General’s Handbook, I’d say it was a typo and a mistake by customer service, but all 3 points is enough to convince me.
  19. Savage Orruk Morboys

    Morboys! A hilarious damage-dealer unit with unconventionally two different melee weapons, both equally mediocre... but on second thought, is this really the case? They are a great unit in many ways: they get buffed when a monster dies, they have a way of inflicting mortal wounds on enemy monsters AND they are amazing when buffed correctly. You see, having two different melee weapons instead of one weapon with two attacks has pretty massive potential. When this unit gets a "+1 Attack to all of their melee weapons" -buff they actually get +2 Attacks (one for each weapon) whereas normal boyz (even regular orruks with twin-choppas) would only get that +1 Attack as they only have one melee weapon listed on their Warscroll. So get out there and buff these steroid-filled maniacs to kingdom come, watching your enemies take 4 punches to the face from each an every one of these gitafakas! Source for this buff could be, for example, an Orruk Warboss.
  20. Wurrgog Prophet

    Wurrgog Prophet is a caster and as such can't handle much hurt coming his way. There is a way to help it, however, and the tools for this come from the Bonesplitterz Battletome: Make him your general (of course) and give him Squirmy Warpaint -Command Trait for 4+ save against mortal wounds (no more dying to panic bolts!) and hand him the Artefact mask that lets him once per game start causing D3 mortal wounds on one unit within 12". After each D3 you roll a dice and on a 3+ he deals a further D3. Unfortunately if you roll a 1 or 2 at any point during this then his head explodes and he dies. Just hope that the unit does too! This is a murder many won't see coming until it's too late >:)
  21. Wurrzag, Da Great Green Prophet

    Another Old Skool character here and unfortunately suffers from the same sorts of issues that these types of units have. They tend to have one quirky special rule to define who they were and thats about it. In Wurrzag's case he is basically an Orruk Shaman with a shorter ranged spell that only effects Wizards and a mask that has 2D6 attacks hitting and wounding on 5's. I think if you want to use him, I would just use the model as a Wurrgog Prophet as you will probably has a load of Bonesplitters and want something to support them. If you want some Greenskin magic, I would get the Orruk Great Shaman. It's a real shame that these old characters didn't translate well but too be honest, they were part of a world that doesn't exist in the setting now and the ones who did manage to escape over have a place. Pros: Cool model Cons: Orruk Great Shaman or Wurrgog Prophet are better due to spells/stats/abilities His spell is too situational Summary If you want to use him, bring him to your narrative games. Anything else, he's not worth thinking about unless you have a burning need to field him.
  22. 30k iron warriors question

    The rules are in this Horus Heresy book I think: https://www.forgeworld.co.uk/en-GB/The-Horus-Heresy-Legiones-Astartes-Age-of-Darkness-Legions
  23. Golgfag Maneater

    wow, I saw it years ago in a Spanish Wiki. I didn't know you made it. Cool!
  24. Orruk Great Shaman

    In matched play, he's a very expensive mystic shield. He's twice the price and more than a Moonclan Shaman, and had a worse unique spell. He's not even that much more beefy for the points difference.
  25. Wardokk

    This dancing friend is a welcome addition to any Bonesplitterz army. He's maybe a little unreliable with his random dancing, and the Ju-Ju dance, with the horrible saves of all your Bonnespliterz orruks its a little weak, but nonetheless, this is a great magic support that can go behind your bosses or even Wurrzag to heal them and make it easier to use his Gorkamorka magic! Pros: He is a Wizard, so he can help you by buffing units or attacking your enemies. His dance maybe is a little random, but it's automatic every hero phase, so you have one guaranteed effect. All of his effects are better used on heroes, and the Weird Dance can only work with magic heroes. So the correct positioning of this Wardokk its crucial. Cons: He has 5 wounds, so can soak a bit of damage, but with his 6+ save he will die to a single round of shooting from an enemy unit. He isn't gonna kill anyone in melee. Maybe he is a Orruk... but he was born to dance, not fight! Like Billy Elliot. His dance is a little unreliable, so keeping him near valid targets for all of his dances is crucial.
  26. Mangler Squigs

    So how can you improve upon the humble Squig? Feed it until it becomes a giant Squig, then add some ball and chains to it, and then attach it to another giant Squig. Then just in case, have some Grots to ride it but this is mainly because you don't like those Grots. The Mangler Squig is a great unit if you can get over it's random move as it looks great and dishes out loads of damage. Anything insane enough to get into combat with it will face something which dishes out a lot of attacks which cause a lot of damage and have good rend values. Also if you are lucky with your charge rolls and roll a double, the Squig will hit on 3+ with it ball and chain attacks! The downside with the Mangler Squig is that it doesn't have a lot of wounds for a decent monster, not a great save, which causes us issues in the current meta of shooting. With only 10 wounds and a 5+ save, you will most likely see the Mangler Squig being shot off the board or damaged enough so it's not moving very far. Also in Matched Play games, it is quite expensive (240 points), so you will be looking at other options. Pros: Fantastic amount of attacks with high damage Good range if the dice are kind to you Cons Not a brilliant amount of wounds Poor save Expensive in Matched Play Summary If you like to take a risk and like to have a gamble, go for the Mangler Squig. You might get lucky with your dice rolls and get first turn, huge move roll and good charge roll. In reality, you will most likely see the poor couple shot to bits
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