June 20, 2018, 10:03:08 AM

Recent Posts

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[WM] Alternate settings and proxy armies / proxy ideas: Kislev
« Last post by Epic_ShawOff on Yesterday at 07:57:39 PM »
I recently purchased Polish Lancers (twin banners) from Pendraken.

They do not compare well with the GW minis which I would suggest are more 12mm then 10mm.

Maybe I’ll use them in units at the other side of the table so no one notices the scale difference.


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Warmaster Revolution / Re: [AL] Cathay
« Last post by empireaddict on June 18, 2018, 10:12:28 AM »
Since 2015 I have played a dozen games with Cathay using the 2009 Trial Armies list (still available on the Warmuster site).  And I am now playtesting them more intensively.  My overall impression is that the original list builders did a good job of reflecting the Ancient Chinese troop types but the army struggles to have an impact on opponents.  Yes, Rick's Warmaster site has lots of variants, but I've used the hardcopy published WMA Qin China list as my basic comparator.  Have posted this to give the community a sense of my initial thoughts with a view to feeding into the Rules Committee for consideration next year.

Crossbows | no change edit: same stats as Albion slingers, so ought to be 40 points?
[for fluff reasons the army needs compulsory low status troops]

Dagger Axes | no change
[as above and the Empire Halberdier profile consistent with WMA list]

Dishonoured | no change
[but I still need to playtest the 3 or 4 fanatics option in a 2,000 point list]

Tiger Guards | no change, but same profile as Norse Huscarls, so drop to 100 points.
[thought about increasing to 2 per 1,000 but as they are elite, 1 per 1,000 seems right]

Firelances | change to a 25-point upgrade for any Dagger Axe unit; each stand gains a 15cm shoot. 
[The current iteration is a copy of the Lizardmen Salamanders with 6+ armour for free.  But the problem is that (like Salamanders) the stand has to be in the right place to have any real effect.  And their close-combat attacks reflect Skink stats.  So they don't get used by any Lizardmen players that I know.  This solution is a simpler way of representing the fact that Chinese armies had firelances embedded within some of their infantry units.  And I have also ditched the 360 shoot for simplicity.]

Cavalry | recommend change to Pistolier stats with range 15cm/360 shoot which is consistent with the current 95 points cost.

Chariots | no change. And the current cavalry & chariots min/max are OK given that this needs to be an infantry heavy army.

Triple Bows | change to same stats as Goblin Spear Chukkas, no change to min/max or 65 point cost.

Rocket Launcher | no change to stats, but max 1 per 1,000.
[Suggesting this because 2 per 1,000 would be anomalous in comparison to other WMR armies]

General | no change.

Hero | no change.

Sorcerer | (new entry) 45 points, Cmd 7, no attacks, max 1 per 1,000 (Empire Wizard template).

Celestial Dragon | upgrade option for Sorcerer, 100 points, +3 attacks, becomes Cmd 8, flyer, causes terror, max 1 per 1,000.

Tiger | Delete.  Simplifies mount options.

Elephant | no change.

Chariot | no change.

Sage with Chariot | Recommend same price (30 points), but following change:  The general may have a great sage as an advisor, who rides along with him in his war chariot. The sage is thoroughly versed in the art of war and once per battle the general is allowed to re-roll a failed order with the same modifiers.  If successful, the order is issued and the general can continue ordering.  Additionally, the general's command value is increased to 10 until such time as he fails an order, after which his command value reverts to 9.
[This is similar to the WMA Rus command upgrade and it gives an otherwise unremarkable army a 'special something'.]

SPELLS | no change
Modeling & painting / Re: [WM][FW] Orc Village
« Last post by marell le fou on June 18, 2018, 04:29:13 AM »
Some few new advances last saturday.

I have sculpted (it's a too big word for my bad work) the widnows and door for the big house. It's bottom had been damaged during excavation operations. Still don't know building what it will become.

I have glued with Green Stuff and reduced the size of the front of the shaman house.

The shole roof was glued with GS again to a cider plug. It works well ! GS do not glue that much to cork but it's ok if you wet your tools. I have set-up a ring of GS on top of it and have gently pressed the roof above it. I could move it to the position i wanted easily, thanks to GS elasticity.

I have added a thin bottom to one of the two small towers, in order to start the not straight base. Goblin stuff shoudl never be straight. I have let it as is in order to add a metal wire inside.

And here is the beginning of the work on the big roof of the first floor of the workshop.

It should not stay that long, for it will not fitt properly, but for now i keep it as is. I will cut it later. And will probably add more roof part on the bottom.

Back to the shaman house.

I have worked on the base of the house. Added a zone where magic erupt, crackling the earth surface.

Added some more roof parts on the two sides of the façade.

Added some GS all over the wall of the house.

And here is a vision of what the shaman house should become within few hours work. It still lacks his two thin towers but you have an idea of what should be the and bottom of the building.

General Discussion / Re: SG stuff already going for silly prices on eBay?
« Last post by Irisado on June 17, 2018, 11:12:23 AM »
I have a feeling that they might be, but either way that price is way over the top.
Tainted reinforcements inbound!

Tainted Novan Elites Heavy Armour - £8.00

Each Tainted Heavy Elites set contains 40 x infantry figures.

Tainted Novan Elites Heavy Armour Command - £6.00

Each Heavy Elites Command set contains 18 x infantry figures 3 of each sculpt.

6 x officers,

3 x champion berzerker

3 x standard bearer

3 x Priest

3 x mystic

Tainted Hierarchs - £6.00

Set contains 6 x Hierarch figures
As before: I am very interested and I hope there will be at least one car-load from Eastern England.
Modeling & painting / Re: [WM] Tzeentch Horde
« Last post by Stormwind on June 15, 2018, 01:50:24 PM »
Really lovely scratch built stuff, good job!
Modeling & painting / Re: [WM][FW] Orc Village
« Last post by Stormwind on June 15, 2018, 01:49:27 PM »
I'm sure the results will be excellent!
Events / Re: CRISIS 2016 wargame convention (Belgium)
« Last post by toco on June 15, 2018, 08:00:24 AM »
Be there this year!
Modeling & painting / Re: [WM][FW] Orc Village
« Last post by marell le fou on June 14, 2018, 11:08:49 PM »
I had this recast orc boss hutt... I wanted to add some new parts to my already existing village...

So i have decided to go on and to scratch new hutts from this one. An orc village is not a true orc village without his goblin inventor, nor a hutt for his shaman !

As i wanted to change as much as possible the appearance of the hutt i had, i have decided to make things big.

So i have disced the first floor. And now have two separate new looking hutts.

But it was not sufficient, and i have also descided an exploded up would underline the dangerousity of a gob inventor workshop.

So i dig it out and make walls appear.

I plan to go more or less that way (everything is temporary).

A big hutt at first floor but with an open front. So it will be possible to look inside. And there will be a crane, hoist, ladders, etc.

And i think i will try to add a platform like that, on the right.

With probably a catapul on it. Yeah, a catapult. It looks agressive and mad. The sort of thing that will explode and crush everyting if ever someone use it. It's goblin stuff.

As for the shaman hutt, i have added for now a first batch of Green Stuff and will sculpt the rest of the walls soon.

I have duplicated with Blue Stuff the small hutt that goes on top of the Orc Boss hutt. And i plan to use it for high and thin weird towers. Gob shamans need weird towers.

And i have molded loads of parts of the roof, to be able to do what i want.

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