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Post by strutsagget on Jun 20, 2018 5:26:23 GMT
Nice swamp army!
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Post by knoffles on Jun 20, 2018 17:06:25 GMT
Dryads. Unit 2 of 2. Angry (Evil?) GreenWood Warriors. Paint job WIP; trying to get it done for this weekend. This will eventually be a unit of 10 dryads. Love the mix and match variety of the army and the scratch built models. I thought I’d highlight these as they seem to be missing the red claws 😉
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Post by wilsonthenarc on Jun 20, 2018 17:46:02 GMT
LOL. Furiously painting that exact unit last night so they'll be ready for tabletop action this Saturday afternoon.
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Post by wilsonthenarc on Jun 25, 2018 14:08:10 GMT
I was able to get two good games in this weekend. The FIRST EVER GAMES for the Druids of Direbog. Game 1 was a 2 on 3. 3 good guys at 2400 pts/ea versus 2 bad guys at 3600 pts/ea. The Druids of Direbog were on the Good Guy side and I lined up intermingled with the soldiers of The Empire. Here you can see my TreeMan. He played "strong safety" for most of the game, defending the back on our zone against interloping Chaos flying monsters. He did eventually run in to a combat with a Nurgle Lord on a Dragon. The dragon died, but the Nurgle lord on foot chopped down the tree eventually. Timbeeeeeeerrrrrrrrr.
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Post by wilsonthenarc on Jun 25, 2018 14:08:39 GMT
This was the extreme left edge of the Good Guy zone. I dropped my WayWatchers here early on in deployment. Turns out, 10 unit drops later, that Chaos didn't care aobut this side of the board at all. My WayWatchers spent the entire game shooting the bejesus out of a unit of 30 Demon Bloodletters. I mean, they did fine, but a very uneventful first outing for the Watchers in the Woods. The Wardancers defended (well, attempted to defend) the river's edge against those Khorny MI (Monstrous Infantry). IDK what're properly called, Chain Slaughter Blood Buddies? Smachy Mc Masters? Team Khorne smashed through team Elf that day. Like whoa. It would have been close, but.... I totally forgot the Wrathmongers do D3 impact hits each. Or maybe I never even knew that. In any event... they do, and they did, and it wrecked my Dancers something fierce, as impact hits happen before regular attacks, which minimized my ASF against the big dudes. Oh well.
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Post by wilsonthenarc on Jun 25, 2018 14:09:56 GMT
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Post by strutsagget on Jun 25, 2018 15:22:03 GMT
Looks like a hell of a fun game!
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Post by wilsonthenarc on Jul 5, 2018 17:10:40 GMT
I am using this image from another thread to show where in the world Fimirs are located. You'll note that they tend to be located on the River Ruin, as it approaches the Scalded Delta. Totally near where my Swamp Elves reside. The Fimir are our cranky neighbor two doors down! So, the question of the day is: Would a Swamp Elf be friends with a Fimir?The joke of the day, sans punchline: A High Elf, a Dark Elf, and a Fimir walk into a bar...[[punchline, please]]
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Post by grandmasterwang on Jul 6, 2018 12:17:50 GMT
I am using this image from another thread to show where in the world Fimirs are located. You'll note that they tend to be located on the River Ruin, as it approaches the Scalded Delta. Totally near where my Swamp Elves reside. The Fimir are our cranky neighbor two doors down! So, the question of the day is: Would a Swamp Elf be friends with a Fimir?The joke of the day, sans punchline: A High Elf, a Dark Elf, and a Fimir walk into a bar...[[punchline, please]] Haha, glad to see my map photo was of use. I actually edited it a bit to make it brighter and clearer than how it appears in the book. Happy with my photo taking skills there. Keep working on your bog army.. I'd say on a 4+ the Swamp elf would be friends with the Fimir. Fimir aren't a purely evil race imo. "A High Elf, a Dark Elf, and a Fimir walk into a bar..." ..... The Fimir was the only survivor due to having a Toughness of higher than 3.
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Post by wilsonthenarc on Jul 6, 2018 21:02:33 GMT
Getting a game in on Sunday. Here’s the current masterpiece. 2500 Pts. Wood Elves.
Monsters -Treeman Ancient (1#, 360 pts) General; Level 4 Wizard, The Lore of Life. -Treeman (1#, 225 pts)
** Fast Attack & Scouts -Spellweaver (1#, 270 pts) Level 4 Wizard, The Lore of Dark Magic. Asrai Longbow; Dispel Scroll. Elven Steed (Fast Cavalry; Swiftstride; Vanguard). Usually rides with… -9 Glade Riders (9#, 208 pts) Musician; Hand Weapon; Asrai Longbow; Asrai Spear; Trueflight Arrows. Ambushers; Fast Cavalry; Swiftstride; Vanguard. -15 Waywatchers (15#, 300 pts) Two Hand Weapons; Asrai Longbow; Hawk-eyed Archer; Scouts; Skirmishers. -15 Deepwood Scouts (15#, 270 pts) Musician; Standard Bearer; 1 Master Scout. Hand Weapon; Asrai Longbow; Hagbane Tips.
** Infantry Ground Pounders -23 Wildwood Rangers (23#, 283 pts) Musician; Standard Bearer; 1 Wildwood Warden. Great Weapon; Light Armour. -23 Eternal Guard (23#, 321 pts) Musician; Standard Bearer; 1 Eternal Warden. Hand Weapon; Asrai Spear; Light Armour; Shield. Standard of Discipline. -10 Dryads (10#, 110 pts) -Glade Captain (1#, 153 pts) Battle Standard Bearer. Hand Weapon; Asrai Longbow; Great Weapon; Light Armour; Swiftshiver Shards; Charmed Shield; Moonstone of the Hidden Ways. Usually marches with either Wildwood Rangers or Eternal Guard to turn them into a teleportation anvil....
Validation Report: Roster satisfies all enforced validation rules 2500/2500
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Post by strutsagget on Jul 7, 2018 7:03:07 GMT
Getting a game in on Sunday. Here’s the current masterpiece. 2500 Pts. Wood Elves. Monsters
-Treeman Ancient (1#, 360 pts) General; Level 4 Wizard, The Lore of Life. -Treeman (1#, 225 pts) ** Fast Attack & Scouts
-Spellweaver (1#, 270 pts) Level 4 Wizard, The Lore of Dark Magic. Asrai Longbow; Dispel Scroll. Elven Steed (Fast Cavalry; Swiftstride; Vanguard). Usually rides with…-9 Glade Riders (9#, 208 pts) Musician; Hand Weapon; Asrai Longbow; Asrai Spear; Trueflight Arrows. Ambushers; Fast Cavalry; Swiftstride; Vanguard. -15 Waywatchers (15#, 300 pts) Two Hand Weapons; Asrai Longbow; Hawk-eyed Archer; Scouts; Skirmishers. -15 Deepwood Scouts (15#, 270 pts) Musician; Standard Bearer; 1 Master Scout. Hand Weapon; Asrai Longbow; Hagbane Tips. ** Infantry Ground Pounders-23 Wildwood Rangers (23#, 283 pts) Musician; Standard Bearer; 1 Wildwood Warden. Great Weapon; Light Armour. -23 Eternal Guard (23#, 321 pts) Musician; Standard Bearer; 1 Eternal Warden. Hand Weapon; Asrai Spear; Light Armour; Shield. Standard of Discipline. -10 Dryads (10#, 110 pts) -Glade Captain (1#, 153 pts) Battle Standard Bearer. Hand Weapon; Asrai Longbow; Great Weapon; Light Armour; Swiftshiver Shards; Charmed Shield; Moonstone of the Hidden Ways. Usually marches with either Wildwood Rangers or Eternal Guard to turn them into a teleportation anvil....Validation Report: Roster satisfies all enforced validation rules 2500/2500 Looks like a fun list! Hope your riders enter fast enough. Not really fond of ambush rule.
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Post by wilsonthenarc on Jul 25, 2018 16:20:24 GMT
Just saw this as I was scrolling through Facebook... First off, I love these minis; they'd look right at home in any human cavalry unit on my shelf. Secondly, I just wanted to share the nod towards square bases (regardless of gaming system).
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Post by wilsonthenarc on Jul 25, 2018 17:37:04 GMT
Looks like a fun list! Hope your riders enter fast enough. Not really fond of ambush rule. Do you HAVE TO use the ambush rule? i.e. is it a must?? Let's assume pitched battle... I thought you could just deploy ambushers as a normal R&F unit in your deployment zone?
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Post by strutsagget on Jul 25, 2018 17:39:24 GMT
Looks like a fun list! Hope your riders enter fast enough. Not really fond of ambush rule. Do you HAVE TO use the ambush rule? i.e. is it a must?? Let's assume pitched battle... I thought you could just deploy ambushers as a normal R&F unit in your deployment zone? Unfortunate I think they have too. ”AMBUSHERS There are those troops who specialise in outflanking the foe, appearing from an unexpected quarter to wreak maximum damage. A unit with the Ambushers rule does not deploy at the start of the battle. Instead, from Turn 2 onwards, the controlling player rolls a dice at the start of the turn for each unit of his Ambushers that have yet to arrive. On a 1 or 2, the Ambushers have been delayed – but you’ll be able to roll for them again next turn. On a 3 or more, the unit of Ambushers arrives, and will enter the board during the Remaining Moves sub-phase. If the Ambushers do not turn up for the entire game, they are assumed to have got lost, and are treated as having fled the battle for the purposes of determining the victor. Arriving Ambushers enter the battlefield from any point on any battlefield edge, and move on using the rules for reinforcements (see the Movement chapter).”
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Post by sedge on Jul 25, 2018 17:50:31 GMT
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