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Zolas last won the day on January 28

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  1. Have to agree with you here. Hopefully a head swap would be doable with an ogre or ogryn head. £12 is pretty decent.
  2. Warscroll

    So the Huskard on Stonehorn. Sporting the the crazy mount that is the Stonehorn who's damage and ridiculous speed and reviews in the Beastriders Stonehorn here: You replace your 2 riders with 1 Huskard who comes with 3+ to hit with close combat and either a chain trap, harpoon launcher or a blood vulture. As in my other review I recommend the vulture for mortal wounds and ability to run and still fire. Often the Huskard on Stonehorn will be overlooked for a Huskard on Thundertusk for the ability to heal along with high mortal wound damage at range. What makes this guy really shine is the line breaker ability. This allows the Huskard once he has attacked to select a mournfang unit with 10" to immediately pile in and attack assuming they have not attacked. This is brutal to be blunt giving you a truly bully tactic as you hit with 2 units in close combat before you opponent attacks with 1. This can be used in any close combat phase and is just utterly painful. Mournfang units of 4 models work batter with this as you active more models. Your main problem will be getting the mournfang to keep up with the Stonehorn. I know this sounds funny coming from Beastclaws destruction army but remember those Stonehorns are just so gosh darn fast! I have shocked opponents with this ability as the sheer damage coming into their units is just nasty. When I last done I killed 5 of 6 Kurnoth hunters with scyths (getting re-roll saves) who foolishly tried to kill my Huskard before the mourfangs got their without support. This ability alone is just amazing. If you go for either and Jorlbad or Eurlbad battalion you suddenly get some other nasty abilities to add more punch to this combination. A Jorlbad allowing you to run and charge with all models in the battalion allowing your Mournfangs to keep better pace with the stone horns and re-roll failed battle shock. The Eurlbad allows wound rolls of 6 to inflict additional mortal wounds to the damage caused giving your models even more punch while also the Huskard gets 1+ damage to his melee attacks. I favour the Eurlbad personally. Finally being a character allows the Huskard to get items. If going destruction allegiance talisman of protection is a no brainer for extra saves against mortal wound. If Beastclaws allegiance go for the pelt of Charngar for healing 1 wound per heros phase or a D3 on a 4+ roll on D6. Both will keep your Huskard in the game with that amazing ability as you bully your way around the board. I give the Huskard on Stonehorn 5/5. Line breaker is an amazing and overlooked ability. Give it a go and watch your ogres and angry Stonehorn dish out the pain in a truly face smash way! Kind regards Zolas.
  3. Warscroll

    STONEHORNS! Always one of my favourite models without doubt. Just that huge angry face makes me smile and when ever I'm having inner rage this is the face I think of! That aside I am utterly glad to see these guys (and other variants) become the true monsters that they deserve to be. First they are FAST. Un wounded they are 12" move loosing 2" per stage drop. Not only that they can charge even if they have ran. Though they are compelled to charge which is just what you want from them. This coupled with grand destruction move ability and ravager general trait makes this guys so fast it just isn't funny. Bear in mind even going Beastclaw allegiance does also have a possible extra 3" move too. As said above turn one charge is very possible. Shooting wise (assuming you don't run) the chain trap and crossbow are ok though lack rend. You do have th option to swap the chain trap for a blood vulture which is a must in my book. Unlike your normal missile weapons though have more damage potential, your blood vulture will certainly cause 1 mortal wound but specifically to who you want. It's important to note the blood vulture is an ability and not a missile weapon and thus can be used even if you have ran (you ran your stonehorn right?!!!) So you have moved ran and charge and suddenly if 1" from an enemy unit you can cause D6 mortal wounds to a unit within 1". Ouch and this is on completion of the charge so before combat double ouch! So once combat is on the go there are plenty of attacks. 6 rider kicks and punches which are average for 4+/4+ no rend and 1 damage. Stonehorns Horns are just nasty having a 2" range you start with 6 attacks un-wounded with 4+ to hit, 3+ -2 rend and 3 damage per hit. Assuming you hit this is plain pain. Just to top off he can stamp you into the ground with D6 3+ to hit and 2+ to wound which does drop with damage taken. Each wound giving D3 damage at -1 rend. Aside from the typical 50% hitting rate this guy hit's like the truck he is. What makes the monster really and truly amazing is his Stone skeleton which halfs damage and mortal wounds rounding up. This makes the stonehorn extremely durable with his respectable 4+ save and 12 wounds. Charging him into terrain as mention above can improve his save next turn assuming he hasn't wrecked what was there. As a little tip of the iceburg this guy can even be a battleline unit if completely Beastclaw raiders allegiance. I give the Stonehorn a healthy 4.5/5 He doesn't get the full 5 as the Frostlord and Huskard on Stonehorn are just even more nasty. More on them later! Kind regards Zolas.
  4. Really like the Gutbuster Guide. It basically echo's my own thoughts on them in our own warscroll discussions. Though I'm sure his grammar ans sentence building is far superior as I'am appalling at such things.
  5. Warscroll

    Would that howl ability work agaubst hero's? Could potentially 1shot low bravery hero's if so. Thoughts?
  6. 30 pieces thats mental! As well as fiddly
  7. It would be nice as it seems a little silly to have them outside of the group. But who knows what GW has planned. I would expect them to be updated at some point but since we have had the Beastclaws I think a Gutbuster update would be fairly far away. I hopefully am wrong with any luck! Cheers Zolas.
  8. 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.
  9. Oh one last thing don't forget if you haven't maxed out on points you may qualify for triumphs with pitched battles. (Page 109 GHB) Useful once per game thing if you remember it. Good luck at the tourney.
  10. Well I have seen a beastclaw army using destruction allegiance at Warhammer world on Twitch TV not 2-3 weeks (The Grand Tournament) ago on GW's on channel. It was full beastclaw and none of the beastclaw units are battleline without the allegiance as you say. But I am certain I seen it as it was a very 1 sided fight against Sylvaneth. The tournament didn't seem to have a problem with it then. Nor did the GW chaps who even did a replay of how they would have done things differently. All I'm saying is it might be worth checking with your tournament organizer and that it's an issue that need clarification. Either way the example list shift have enough battleline units without the blechers in it. Cheers Zolas.
  11. True it does. But since Gutbusters come with no special rules so they can only use those rules if they went destruction allegiance. In which case they will never get access to the leadbelchers as battleline without handicapping themselves. I conundrum I think. Could do with an FAQ.
  12. You would get that even with the allegiance. So if you went destruction allegiance you get the rules benefits. But if all your army is Gutbuster then Belchers become battleline. Same reason as Beastclaw get mournfang as battleline if all beastclaw but must beastclaw generals will take the destruction rules over the beastclaw raider rules. Cheers Tony
  13. Tyrant with battle brew and Gut gorger is just awesome. Double wounds on 5+ instead of 6. 4+ if you double swig and your hitting on 2's. Just pure pain. Give him bellowing Tyrant for +1 to hit for units. And stay in the middle of what ever unit his 3" range will do the rest. If Maw has been shackled I would ogres with Ironfists so you can mystic shield them. A nice unit of 6 is good for this for tar pitting. 20 Gnoblars/grots for take and hold mission which is really hard without numbers 1 unit of belchers is nice support with the butcher. Thats your battline filled. Plus a butcher and Tyrant. Thats 800pts leaving you with 700 left. So Ironguts are just brutal and are a must a unit of 6 is nice as 1 big unit of split up depending on your play style. You can go 9 guts here but I find another 2 units of Normal ogres or 1 unit of ogres and another butcher would be good. Give the ogres 2 weapons for that re-roll of 1's. Make sure your butcher both have cauldrons. You have a chance at some nice buffs including +1 to hit really nice for ogres of all types. Keep the Tyrant with the standard ogres he can give them that +1 to hit always and really adds that extra punch. The guts can take care them selves with 1 butcher with them to shield if need be. The last butcher stays with the belchers and buffs throws magic damage as needed. I hope this helps. Bear in mind if you go maneaters at all lead belchers will not be battleline. This is the only reason I don't have them in this example. Kind regards Zolas.
  14. Really like the dwarf. His purple cloth undrneath works well.
  15. Cool bat reps. Remember battles even 2 days after is a tricky business. I enjoyed then. 2 wins of 3 is good. Grats. Look forward to more. Kind regards Zolas.