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Post by Darnok on Jan 7, 2023 5:54:23 GMT
Battle of the Empire V's. Volkmar or Valten? Volkmar. I came in at the cusp of fifth edition, buying 4th ed game but 5th ed magic supplement (14 year olds - right?) And Volkmar was in a lot of the art work. Valten just feels like a Storm Of Chaos Johnny-come-lately to an old grumbler like me.
Volkmar, for pretty much the same reasons.
I have warmed up to some of the Valten sculpts - the first two "levels", not the third one though - but his background remains odd and shallow to me. Not all of Volkmars background is stellar either, but he has a richer history and much better models.
Quarrelers or thunderers?
To me they both have strong points going for them.
Thunderers have proper guns (not those Empire boomsticks), and Dwarfs are at least in parts about fireweapons after all. They also had some excellent models over the years, and a distinct ingame function too.
Quarrelers have a strong "traditionalist Dwarf" background going for them, which I love. Their ingame function is also well defined. I just feel their models were never that great.
I like both, a lot. But in the end, if I had to choose: Thunderers.
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Post by wundapantz on Jan 7, 2023 9:00:29 GMT
Quarrelers or thunderers? And why is that thunderers are for boys, quarrelers are for men? Quarrellers. The 30/15" range/short range. You can deploy back from the front line and still shoot in turn 1 if you go first. You need a unit to place your runesmith in, and as he grants AP, he doesn't need to go in the shorter ranged thunderers... And they can take great weapons.
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Post by Grimfang Gogulk on Jan 7, 2023 10:26:41 GMT
Quarrelers or thunderers? And why is that thunderers are for boys, quarrelers are for men?
Tough choice.. Used to have 12x2 Thudnerers and 12 Crossbowmen in 6th Ed.. Liked both. But if I HAD to chose - Quarrelers. Range is nice, you will often get to shoot first turn when Thunderers might not. But best of all, they are traditional and I can play a War of vengeance list..  Suits my RIP Longbeard army better.
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Post by DiscoQing on Jan 7, 2023 10:59:25 GMT
wundapantz Runesmiths grant AP... But AP only effects close combat weapons, not ranged weapons. Handguns/Pistols etc, have the AP rule - so that's different.
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Post by wundapantz on Jan 7, 2023 14:58:43 GMT
wundapantz Runesmiths grant AP... But AP only effects close combat weapons, not ranged weapons. Handguns/Pistols etc, have the AP rule - so that's different. Life changing! Thanks discoking! I don't know how I had missed that.
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Post by DiscoQing on Jan 7, 2023 15:10:39 GMT
Oh how I wish it granted AP to all weapons! Hehe 😊
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Post by wundapantz on Jan 11, 2023 0:03:33 GMT
A)Two giants or B) a giant and an arachnarok
In an orc monster mash
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Post by wundapantz on Jan 11, 2023 0:05:55 GMT
A)Two giants or B) a giant and an arachnarok In an orc monster mash I'm inclined to prefer the two giants, however I think the giant is over costed but the Arok is about right.
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Post by grandmasterwang on Jan 11, 2023 6:31:14 GMT
Lorewise I prefer the quarallers (traditionalist). Model wise Thunderers get the edge.
Aracknarok and Giant. Best of both worlds. Also poison!
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Post by Grimfang Gogulk on Jan 11, 2023 10:33:26 GMT
A)Two giants or B) a giant and an arachnarok In an orc monster mash One of each fpr the looks and variation.
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Post by mottdon on Jan 20, 2023 14:55:42 GMT
Phew! Looks like I have a good bit of catching up to do!
So I'll start back a bit.
1) Longboards vs Iron breakers: Longbeards. They always make my lists. I love that they're core. BUT....and this is a huge BUT...IF they were a Special choice like Ironbreakers, I'd go with Ironbreakers every time. I love taking Ironbreakers, but when I do, I usually try to buff the heck outta them with a Thane on Oath Stone, and an Anvil of Doom backing them up and casting buffs on them. Not only that, but I also try to devise a way to "force" my opponent into engagement with them (i.e. - choke points, funnels, gunline ranges, railroading, etc.). Otherwise, opponents simply avoid them all game, which is easy to do against such a slow unit. Therefore, Longbeards usually make the "shield option" (defensive unit) cut for me.
2) Orcs vs Goblins - my tendency is to take Orcs with additional hand weapons to churn out the attacks, but still have things like the Choppaz rule at their use. Goblins are just fun to play though!
3) Quarrelers vs Thunderers - the real question here is range vs AP. I nearly always include a unit of Quarrelers in my lists due to getting in some offense turn one. Range is a huge deal for an army who struggles with movement, but once they inevitably get into CC, the fact that they can have GW to hit back, puts them over the top for me.
4) Volkmar vs Valten - I'm in the Valten camp. Nostalgia aside, he has some extremely unique rules. Makes for some fun game play. Volkmar is way overcoated for what he brings to the table anyway. I WANT to like him....but I just don't.
5) 2 Giants or 1 Arock - Arock. Giants are a tad overcoated for me. If they were more in the 150pt range, then I'd totally go 2 Giants.
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Post by mottdon on Jan 20, 2023 15:40:02 GMT
Skinks - Blowpipe or Javelin + Shield?
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Post by DiscoQing on Jan 20, 2023 19:07:06 GMT
J+s.
More versatile with the 5+ 6++ 🤣
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Post by Luigino on Jan 20, 2023 21:34:42 GMT
1) Longboards vs Iron breakersI'll say this, dwarfs with longboards would be absolutely overpowered. Imagine hammerers with movement 6!
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Post by wundapantz on Jan 21, 2023 20:42:36 GMT
Skinks - Blowpipe or Javelin + Shield? Javelin and shields for Quick to Fire. Move and shoot (and march and shoot) without penalty, stand and shoot at close range, extra armour, parry save in combat.
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