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Kessler

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  1. Braggoth's Beast Hammer progress 2

    Thanks! Yep, the chaintrap is my favourite as well.
  2. Braggoth's Beast Hammer progress 2

    While the forum was down I managed to get converted mournfangs painted. I like the outcome, the poses are quite natural. I usually don't like banner bearer models, so I made my own that is much cooler than the "official" one. I started with gore gruntas, but it's summer and there has been a very long pause. So I have only one painted. I wanted to make him brown skinned like my bonesplitterz, but the is would have been just one big brown model. I am not entirely happy with the colour scheme, but I really can't think of anything better. Especially because I want to keep its metal parts "metal", not painted. Also, I haven't had time to play with Braggoth's battalion, I hope to do it before GHB 2: in case there are too many changes in points that makes this battalion impossible to play in 2000 point game.
  3. Braggoth Beast Hammer in progress

    Just a small update of my Braggoth Beast Hammer progression. From the pictures the gore gruntas riders were nice, but mounts' pose was too relaxed. I wanted to make gore grunta mounts a bit more dynamic, like I did with mournfangs, but it is VERY hard to convert these models. Therefore I settled with grunta riders instead, giving one Brute's left hand and other mournfangs leader weapon and changing their head position a bit. I really like the one with two weapons myself. Here's the idea I wanted to make one of them: And the final result:
  4. Tournament Battle Report

    Today was my first tournament ever. So far I have only played against bretonnians/free people and twice against chaos demons. Therefore I was really looking forward to it. Battleplan: Take and Hold. Armies: 1000 points My list: Savage Big Boss, general (Bellowing Tyrant, I used it with his command trait giving additional hit rolls on hit rolls of 6) 20 Savage Arrow Boys 3 Ogors 3 Ogors 5 Savage Boarboys Huskard on Thundertusk First game First opponent was Sylvaneth. I was fortunate to get a table with lots of scenery, so he had trouble to fit his wildwoods. He had Ancient Treelord, 3 Kurnoth Hunters with Bows, 10 Dryads and 5 Tree Revenants. He had first turn, did not do much, but killed few Arrowboys. I moved closer, hoped a double turn. Killed one Kurnoth, Boarboys charged 14" and killed all revenants. Then I double turned and moved closer, but did not charge. In his turn he teleported behind my Arrowboys with Treelord, but failed to charge with snake eyes. In my turn I saw I can win by killing one hero and move to opponents objective. That I did and was already feeling victorious, but after remeasuring it turned out that one dryad was 5.5 inches away... Then it turned all bad. Arrowboys shot Treelord, but he was -1 to hit and immune to rend, so they didn't do much. And charging into wildwoods was a mistake, I should have retreated. Most my guys got killed, and then I was saved by time limit and I won a minor victory with kill points. Mostly because he had killed on one whole unit and I two, altogether he killed definitely more. But still, a minor victory. Second game, Blood and Glory Against death list: Vampire on Zombie Dragon, Vampire on Abyssal Terror, and 40 skeletons. Seemed like easy match, no shooting. How very wrong I was! He took first turn, moved closer. In my turn I charged VLoZD with Ogors, who got killed. The power was surprising for me, so I shot him with Arrowboys and 6 mortal wounds from Huskard. He was left on 4 wounds. And then it was over. In his turn VLoZD healed and attacked my Arrowboys, killed 12. 24 wounds... And when I thought it is over, he just smiled and used his command trait that allowed him to attack again! So my Arrowboys were wiped out. Then he cast a spell that doubled skeletons' movement and attacked my Huskard and Ogors. 30 skeletons, 90 something attacks... Huskard was left on 1 wound, one Ogor also. In my turn Huskard failed to heal himself, VLoZD killed the Boss and the game ended. It took 30 min. A loss. Third game, Border Wars Last opponent was my "usual" playing partner with Bretonnians/Free People. I had the first turn, killed his general and handgunners. Then he didn't get a double turn and I took off his grail knights and other knights. Pretty much like on our "training" games, we had the same lists. Major victory. Summary: I could see that my list was good against my usual opponent's list, but struggled with others. Mostly because I didn't know what opposing units could do, the lack of rend and overall poor saves. But it was fun and altogether I got third place, after this VLoZD player and Sylvaneth player, both my previous opponents. I think it's great, as other players were old WHFB veterans, 40k tournament players etc.
  5. Mournfang conversion WIP

    I'm in the process of making a Braggoth Hammer battalion. I already had 4 mournfangs, so I wanted to make next models a bit different to get some variety. Currently I have 3 gore gruntas, but when I get the other 3, I'll make something similar with them. If the result turns out okay. I want to make some of them in rearing position, although repositioning their legs is much harder than it seemed. But repositioning the riders is even more difficult, because if a mount rears you lean forward. And I cannot turn them so, their gutplate gets in the way. I haven't found a solution for that yet. Otherwise I just kitbashed a lot: saddles and weapons from Stonehorn, something from gore gruntas etc.
  6. Wurrgog Prophet painted

    I finally finished Wurrgog Prophet. I like the model very much, great details and very enjoyable to paint. I don't really need it for games, I just wanted to paint it. However, I messed it up a bit: tried out new glaze medium, which worked fine at first, but left paint very glossy after painting. Then I soaked it in denaturated alcohol to get the paint off, but it is finecast model (?) and it went soft and I lost small details. Also I could not get the primer out from the smallest cracks. But now it's painted and I am quite happy with it. After giving some thoughts what to paint next, I ordered Mournfang pack and Orruk gore gruntas, I'll try to make Braggoth's Beast Hammer battalion. Mournfangs are my favourite models, I already have four of them and with next ones I have some small conversion ideas as well.
  7. Ironjawz List Help

    I haven't played with ironjaws myself, but a friend of mine does decently well with them. I have understood that gore gruntas under perform and brutes over perform. Their battalions are also great. I have played with beastclaws and savage orruks myself. I like them a lot, Thundertusk and Stonehorn are great, mournfangs are not (aside from models). Adding Thundertusk gives you great missile weapon that ironjaws lack. The same goes for Arrowboys, but you need to invest quite a lot to them to be effective: at least 20+ models and Big Boss is helpful, plus during game they really need +1 to hit: from Bellowing Tyrant, so other units don't get that buff. The downside of mixing is that you lose many good battlelines - none of ironjaws are battleline without ironjaws allegiance. So in addition to Thundertusk you have to take at least 3 units of savage orruks/Ogors/ etc. And that makes it almost half non-ironjaws army... Personally I would play ironjaws, they seem such a fun army. I will try at some time braggoths beast hammer battalion: beastclaws mixed with ironjaws' gore gruntas.
  8. Tournament preparation battle report 2

    Our small tournament will be in the end of May, so we tried some more lists. I exchanged Butcher and Tyrant for Huskard on Thundertusk, Bretonnians came with the same list. We played two games, Blood and Glory and Escalation. First game: Battleplan: Blood and Glory Armies: Points: 1000 Bretonnian army: 5 Grail Knights 8 Knights of the Realm 5 Freeguild Outriders 10 Freeguild Handgunners 1 Empire General (general) 1 Paladin 1 Paladin Standard Bearer 1 Battlemage Orc army: 3 Ogors with ironfist 3 Ogors with ironfist 20 Savage Arrowboys 1 Huskard on Thundertusk (Battle Brew) 1 Savage Big Boss (general) 5 Savage Boarboys Both had exactly 1000 points, no Triumph Table. Pre-battle strategy: I put Arrowboys and Boss on the right, Huskard in the middle and both Ogors to the left flank, Boarboys far right. Bretonnians put most of their cavalry units to their left, against my Arrowboys, and quite near the edge. 1st ROUND Turn 1: Orcs started - I didn't want Outiders to reach my Arrowboys. Arrowboys moved forward with Boss, Boss gave them +1 with Bellowing Tyrant plus special Command Ability that allows extra attacks on roll of 6 (due to +1 to hit I got rerolls on 5 and 6). Others did not move much, not to give Bretonnians a chance to charge. Arrowboys shot Outriders, killed 4 and last one fled. I left 20 Arrowboys in the middle to stop charging Bretonnians. Turn 2: Handgunners gunned my Arrowboys, some died, many fled. Cavalry moved forward, did not get charges, but hoped for double turn. 2nd ROUND Turn 1: Double turn for orcs. Lucky me. Arrowboys shot, killed 7 Knights of the Realm, last one fled. Incredible luck with dice, I think most rolls were 5 or 6 and I rolled lots additional attacks. And Knights failed with their 4+ Saves. Huskard blasted with ice, 3 Grail Knights died. Some Arrowboys shot Handgunners, some died. And here we ended the game, there wasn't much Bretonnians left. SUMMARY: Arrowboys with Big Boss' +1 to hit and Command Ability are rather devastating. But my rolls were incredibly good, mostly sixes and fives, I won initiative etc. And Bretonnian dice just hated him. Second game: Battleplan: Escalation Armies: Points: 1000 Bretonnian army: 5 Grail Knights 8 Knights of the Realm 5 Freeguild Outriders 10 Freeguild Handgunners 1 Empire General (general) 1 Paladin 1 Paladin Standard Bearer 1 Battlemage Orc army: 3 Ogors with ironfist 3 Ogors with ironfist 20 Savage Arrowboys 1 Huskard on Thundertusk (Battle Brew) 1 Savage Big Boss (general) 5 Savage Boarboys Both had exactly 1000 points, no Triumph Table. Pre-battle strategy: I deployed Ogors on the left and Ogors on the right. Bretonnia put Handgunners to the left with General, Knights of the Realm to the middle. I wanted to put Arrowboys to the middle next round and overwhelm the objective, while holding right objective and fighting for left objective. 1st ROUND Turn 1: Bretonnia started. Did not move. Turn 2: Orcs held their ground. There was no points to get and I wanted to stay away in case Bretonnia gets the initiative. 2nd ROUND Turn 1: Double turn for orcs. Lucky me. Again. Arrowboys arrived with Big Boss who gave them +1 with Bellowing Tyrant plus special Command Ability that allows extra attacks on roll of 6 (due to +1 to hit I got rerolls on 5 and 6). Moved to middle objective and claimed it. Then last battle repeated itself: Arrowboys shot, killed 7 Knights of the Realm, last one fled. Incredible luck with dice (AGAIN!), most my rolls were 5 or 6, lots of additional attacks. Ogors on the right got to the objective, on the left they didn't. Turn 2: Bretonnia put Paladin next to Handgunners, Outriders to cover close to Ogors and left objective, Battlemage next to Handgunners. Handgunners shot Ogors, Paladin charged Ogors, one died, Ogors didn't do any damage against the Paladin. General moved to get Victory Points. 3rd ROUND Turn 1: Orc won initiative again. Huskard arrived with Boarboys. I deployed all to the left side. Huskard killed the General with ice blast, Boarboys forgot to move. And lost a Victory Point with that. Ogors fought instead of retreating and lost a Victory Point due to that, didn't do any damage, Paladin killed one. Arrowboys shot Handgunners and Outriders. AGAIN, incredible dice rolls, all Outriders die, some Handgunners as well. Turn 2: Bretonnia put Grail Knights and Paladin Standard Bearer in the middle, charged Arrowboys. Didn't do very well, but 6 Arrowboys died. I rolled for Battleshock and got 1, so no-one fled either... my luck just didn't seem to stop. Paladin Standardbearer killed the Big Boss. And Arrowboys were zero after that. I think they did 2 wounds after that. Paladin on foot missed ALL 5 attacks (1s and 2s...). Ogor did some damage to Paladin. 4th ROUND Turn 1: Orcs won again. Huskard moved to the middle and ice blasted 3 Grail Knights, Boarboys forgot to move, but opponent generously let the do it later, so they charged to Paladin and killed it. Before that Paladin missed all 5 hits (again!). After that Bretonnia only had 2 Grails, handful of Handgunners, 2 wounded characters and no chance to get enough points for 5th round to beat the orcs. SUMMARY: My dice rolled incredibly well. Opponents dice incredibly bad. I would like to say that Arrowboys are crazy good with Big Boss even in unit of 20, but actually was just very lucky, I rolled mostly 5s and 6s and their victims mostly 1s, so actually I don't know. I could not really try Boarboys with their cool retreat and attack ability. As I hindsight I feel that Bretonnians actually deployed badly: their second reinforcments should have been Grail Knights to kick some ... before Huskard arrived. Second deployment had Outriders and two heroes, so he played all the time understrength. Altogether I liked the scenario a lot, much more different than others. Although 1000 points on normal sized table kind of forced us to fight for 2 objectives and "forget" the third. The list itself seems very powerful. Weak side is Saves: all have either 5+ or 6+, only Huskard has 4+. No magic users to give +1 to Save. Against rending units it can be awful. Maybe it would be good to change boarboys for wardokk to get some spells and probably triumph roll. But otherwise: first round the Arrowboys shoot at their full power and delete one unit from afar. If they are lucky, they kill another next time. After that, when there is more combat, they serve as great chaff: there are usually less of them and/or Boss has died, so they suck at killing, but 40 wounds is hard to kill even if there is no save. Huskard snipes characters or kills elite units with good save. Ogors take objectives, fast Boarboys support them where needed. However, it is probably much weaker against armies that can alpha strike etc. Our Bretonnians don't have really competitive and tuned army, the player has mostly just bunch of cool models that he uses. We could see the winner in the second round both times, so I would not use it again in normal friendly games. But I have no idea what kind of gamers/lists come to the tournament, so I think I'll stick to that. And as a side note: I have no idea, how people play these games so fast: we had 1000 points, last game we played only 3 rounds and it took us 3 hours...
  9. Well, for killy game without objectives there are no units better than stonehorn. I really want to try out Huskard on Stonehorn once.
  10. Beastclaw have nicer models, but ogors have more models and units. I think tactical movement with different units is fun part of the game, so some mix is nice: thundertusk with ogors for example?
  11. Savage Big Boss and Wardokk conversions

    I had some leftovers from Savage Boarboys, so I made Savage Big Boss and Wardokk from spare legs/bodies. I have Wurrgog to paint, then I think I'll stop painting bonesplitterz - as it turns out, horde armies are not my favourite to paint, I tend to get bored and therefore hurry to finish the models. Currently I cannot imagine that painting another 20 savage orruks could be very interesting. Single models are more like it. Big Boss has body/legs from boarboy, hands from Big Stabbas. I stretched out one boarboy leg to give him charging pose and filled the gaps with greenstuff. Wardokk has greenskins legs, boarboy body and Big Stabba hands, a bit repositioned.
  12. Good write up! I'm waiting for your 1000p game to see how ogors fare.
  13. Tournament preparation battle report 1

    Yes, I'll put a reminder for myself next time :). I am really in-between, what to take: 1000p means very few bodies and Leaders for Ogors. Lack of rend with generally bad to-hit ratio is reallt bad. I think I will try either fit in 6 ironguts for rend/damage, or replace heavy-hitters/arrowboys with 6-9 Leadbelchers for rend. But I really liked how Arrowboys were stuck in the middle of the board, but I could still pick out few knights here or there with 18" range.
  14. Tournament preparation battle report 1

    We made some changes to our campaign. There will be first small tournament in our area at the end of May with 1000p armies. So we wanted to try out some 1000p armies for the tournament and play with matched play rules and battleplans. Therefore we used no special abilites received in the campaign. Battleplan: we started from the first: Take and Hold: if you have 5 models close to enemy and your own objective, you get major victory. Armies: Points: 1000 Bretonnian army: 5 Grail Knights 8 Knights od the Realm 5 Freeguild Outriders 10 Freeguild Handgunners 1 Empire General (general) 1 Paladin 1 Paladin Standard Bearer 1 Battlemage Orc army: 1 Golgfag (masterwork pistol) 3 Maneaters (reroll 1s to hit and reroll 1 to wound from Golgfag) 3 Ogors with ironfist 3 Ogors with ironfist 20 Savage Arrowboys (general, Bellowing Tyrant) 1 Butcher (Talisman of Protection) Orcs put down some points less, rolled on Triumph Table and got to reroll wounds. And I forgot it. Pre-battle strategy: as I had less units, I wanted to go second, then move closer, shoot with arrowboys and then hope for double turn and charge into knights to keep them from charging. It seems the only reasonable strategy agains Bretonnians. 1st ROUND Turn 1: Orcs gave initiative to Bretonnia. Bretonnian Outriders are fast as birds - they moved 12, ran 6, shot my arrowboys and failed the charge by 2. Killed 2 arrowboys and 3 more fled. Other units moved forward just a bit. Freeguild Handgunner's chief missed with his 30" gun. Turn 2: Arrowboys tried to move to cover, but Outriders blocked them, so all 15 could not fit into cover. All ogres moved forward with Rampaging Destroyers, then ran closer to enemy, putting all hopes on double turn. Arrowboys shot and killed one Grail Knight and one Knight of the Realm. Then charged into Outriders. 2nd ROUND Turn 1: Double turn for orcs! Arrowboys shot, killed one Knights of the Realm, and with awful luck of dice 5 handgunners, then battled with Outriders. Butcher gave +1 to Ogors with cauldron and Mystic Shield. All Ogors moved closer with Rampaging Destroyers and Move, missed all their Shooting, then succeeded all charges. 1 unit charged to Knights of the Realm, second boosted Ogors to Grail Knights and finally Maneaters to Paladin Standard Bearer. Then it turned all sour. Ogors missed most hits as always (despite having +1 to hit), those that hit were Saved. So they killed altogether 1 Knight of the Realm, 1 Grail Knight, and Paladin Standard Bearer. And lost 1 Ogor and one Maneater, second Maneater and Ogor were left to 1 wound. And during battleshock it turned better again - Knights of the Realm lost 4 models to Battleshock, leaving only one (unfortunately the player forgot to reroll battleshock...), also the remaining Handgunners fled. Turn 2: Bretonnians had no other choice than to carry on fighting. General charged into Golgfag but made only two wounds and got killed. Paladin killed Maneaters, Knights killed two Ogors. If I remember correctly Ogors could not kill even one lonely Knight of the Realm. Things were brightening up for Bretonnians. 3rd ROUND Turn 1: Orcs won initiative again. Golgfag charged to Battle Mage, failed to kill him, Ogors missed most, but with arrowboys killed 2 Grail Knights. The lonely Knight of the Realm still survived, against 2 Ogors. Turn 2: Battle Mage tried to heal Paladin, but failed. Grail Knights charged to Golgfag, leaving him on 1 wound. Paladin charged to Golgfag. Golgfag made 6 attacks, dividing attacks between 1 wound Paladin and two Grail Kinghts. And rolled five 1s! But one hit got through and killed the Paladin. 4th ROUND Turn 1: Orcs won initiative. Killed Outriders, Golgfag shot 2 Grail Knights. Here we called the game. Only later we realised, that it wasn't clear if orcs won minor or major victory, I didn't have 5 models around enemy objective. So I should have retreated from the only 1 wound Battle Mage, ran towards the objective with arrowboys and then killed the Mage. SUMMARY: The problem from my side was lack of rend - Free Peoples Saves were all 4s or 3s. Ironfists were okay, I think I did altogether 2 mortal wounds. Maneaters were a disappointment - even hit/wound on 3s and rerolling 1s on both, they missed quite a lot and their Save 5 makes them a bit glass cannon. Arrowboys have more potential, but only with lot of boosting. The arrowboys should have been more in the back to avoid Outriders. BATTLE BONUS: -
  15. Savage Arrowboys

    The Arrowboys are slowly getting their paints on. I kept the reddish-brown skin tone, green-gold aztec style and still couldn't manage with obsidian weapons. But I used GW green glaze for the frst time and liked it a lot - the "emerald" earrings are made with white base and green glaze. For savage orruk heroes I try to make some glazes myself and paint only with these.
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