Wednesday, April 24, 2013

Themed Warhammer Fantasy army? Heresy! *Blam* (2000 points)

A good read so far

Today, I want to talk about my Vampire Counts Fantasy army.  It is a themed army. Everything is grave based. It is based of the Idea of the army from the book Dead Winter. I haven't finished reading the book yet, but I know the general idea of what was in the army. Pretty much, the army is made up of zombiefied people who have died from the black plague, a skaven born disease that killed pretty much everybody it could in an attempt to weaken the empire for a rumble from down under. Everything in the army has been modeled to use some aspect of some other army zombified in order to go more with the theme. I can tell you about it all day long, which some people have been hearing about it for years with little to no work done on the army.  Here is the end result.

2000 points!

No black nights, but I need a second group of Crypt Horrors


Lord & Heros!

The Trio
These guys are the trio. Lord choice is the very priest of morrish, Henrich Kemmler. Fluff wise, he will play the role of Fredrick Van Hal. This man was such a potent caster that he has his own spell caster. He has to be the Level 4 caster with lore master. Usually, these guys die like no ones bushiness.  Kemmler helps here in the fact that he is actually ethereal. Anyone who can kill him will murder him, but anyone who could kill him will murder Master Necromancer I care to use as a general. Hero choices are a pretty standard. The fighty character that goes with Kemmler at 2000 points is a Wight king. His gear is simple. Enchanted shield, sword of striking. Hits on a 3+ which is nasty with killing blow, has a 3+ save, is really at T5 with 3 wounds all for 105 points. I don't have a picture of him, but my old school Krell Model will work nicely for him. Now, for my extra caster I decided to do something nifty. The guy in purple is a level 2 necromancer with a dispel scroll or Book of Akhan with death magic. I love death magic. It has all the serious punch the guy needs. Debuffs work wonders or the casting that dreaded Purple Sun and go for the irresistible force. He is only level 2 so blowing him up isn't to bad. I have blasted purple sun through my own zombies (mulching the unit) to net me tons of power dice. The choice between dispel scroll and book are simple. A magic heavy opponent can have a whole magic phase shut down if you dispel scroll at a good time. If the opponent isn't magic heavy, the book casts Fredrick Van Hals signature spell Vanhal's Danse Macrabe as a bound spell. Great Surprise from the death wizard. It moves anyone 8 inches and allows them to reroll to hit until their next phase. This makes even the skeletons nasty.

Core! (and the problem)
The three groups in front.
  Three groups of 30 skeletons with spears, shields, light armor, standard and champion. They don't look like it, but that is how I want to run them. Everyone hates playing against zombies because they don't do anything and just bog everything down. I hate them. Opponents hate them. Bad choice all around. It is bad enough that I don't want to run them. I could run crypt ghouls, but at 10 points a piece and no way to raise past starting value, they really degrade the horde feel of the army. I have goblins that are wysiwyg with spears and shields and light armor, but they just feel out of place as skeletons. I want to use these guys to represent core because they feel better for the role. The build allows for an avalanche feel. Tons of attacks from everyone. The armor adds to toughness of the core section.  Fluff wise, these guys are basic plague zombies. They are numerous, tough, and ferocious. Skeletons work better for that than the other 2 core choices. Zombies are stupid. They just derp across the battle field and bang their foreheads into people until they are dead. Ghouls are great, but they cost such an incredible amount that they can't really be horded. A good horde unit will take up your entire core section quickly. Also, on the subject of raising more, here is more.
Here is an extra 50 guys for summoning fun.


Special!

2x 6 Crypt Horrors
 These guys are nasty. 6 guys that all have toughness 5, 3 attacks with poison, 3 wounds, stomp, movement 6 and a 5+ regeneration. That is 18 attacks and a wall of flesh to stay in combat. They will put the hurt on people and all for the low cost of 200 something points. They are good, but with magical support, they are beasts. They will hurt anything with their poison and will survive most hits back. Also, they are fast enough to be important. I could run them as verghiest, but glass cannon<Hammerish anvil.


Rare!

Terrorgheist
The start of this section is the dreaded Terrogheist. This guy has the scream from hell. He hunts monsters and war machines. High toughness doesn't matter as it is wounds+2d6 against an opponents leadership with no armor save. Often , this will put things like war machines and monsters on their asses fast. A double 6 often sees any monster dead as 8 wounds minimum is tough to save though as often the only save will be regeneration. Kills heavy cavalry dead. He isn't a slouch in combat either. 4 attacks isn't all that good, but d6 thunder stomps and a flank charge with a few extra things can be good. He flies... Jumping spiders I guess....
Mortis Engine!
This is my favorite model I have ever owned. It is the original Black coach model. I love this chariot, but I really want something more fitting in theme. I am running it as a mortis engine with a black tome. This adds +2 to cast my spells, +1 to any regeneration save I have or gives a 6+ regeneration to anyone within 2d6+the number of turns if it is friendly and does d6 hits with strength equal to the number of turns and has a banshee's scream. What all does that mean? It means that my skeletons will have a 6+ regeneration save after a 5+ armor save, my crypt horrors will have a 4+ regeneration save and my general will actually have a save past being ethereal. This really helps with the army's lack of survivability. They are both chariots so it is ok.

Conclusion!

Hopefully, this list will be fun and fluffy.  The list is tough, but not double terrorghiest/graveguard spam tough. It is based almost entirely on the idea of fluff. I am actually quite proud of it. Magically, it is as caster as vampire count lists often get. +6 to cast and knowing every spell in the army is great for the feel of Fredrick Van Hal I will begin painting it soon. The scheme is black and brown for the common zombies while Fredrick will get painted like a Priest of Morr/Amethyst wizard.  Tell me what you guys think.
 

Monday, April 22, 2013

Here is one of my Bruiser Buses of crypt horrors and a monster I have been working on.


Here is what I have been working on as of late. Every model has a story

The Thumper

The Terroghiest.
I don't like the Terrorgheist model. I got this one to use as one instead. 

The Jowls

Mr. Fisty Cuffs

"Pillow" hands
 This guy is one of my favorites. He has live goblins for hands.
Here is the bus in all its glory. This is a single squad with the two additional guys from earlier in the blog. 

This is just a little bit. All I need is another box of ogres for my second squad and that should be all I need for my 2400 point Full Themed army that is pretty fluffy and decently good. Tons of tough units and even a few hammer units. I just really hope people want to start playing fantasy as it is a really great game. Imagine all the fun parts of warhammer 40k with less importants on shooting, more importants on combat, suitable psyker(magic) defense for everyone even without anything psyker, and almost no annoying And They Shall Know No Fear!.

Friday, April 12, 2013

OOOOOOOOOOOOOOOOOOOOOOOOOOOOO YEEEAAAH!!

The real reason the rapture didn't happen.
   I want to talk about an idea I had for a Duengons and Dragons character. I usually play a decently powerful cleric. This character is usually Lawful evil and a real bad ass. They often have the ability to break the game or turn deadly encounters into a cake walk. I often don't go all CoDZilla on people, but still stay powerful.  I will admit that at times, I have gone Over Powered when playing with a group I have never played with  before because I would rather be Tough and not need it than need to be tough and unable to be tough.  Today, I want to discuss a character that I want to play that is new, fluffy, and fun from what is considered one of the most useless classes in the handbook.

How do you make a grappler?
You need a character with a decent attack bonus for grapple and doesn't have alot of required stats. Size is needed so you don't get -4 on grapple. A spiked gauntlet is needed to do lethal damage. Eventually, you will want Enlarge person permanent spell cast on you.  Not alot is needed for a good grappler.

The useless bard
Start with a bard. Decent attack bonus, tons of skills (for fun moments with skills), good utility spells and ok feats. The perfect grappler. Anything the bard can't grapple down, he has the ability to spell out.  On top of this, he has use of the Perform (Oratory) skill. Means you don't need in instrument to use your skills which is great when both of your hands are wrestling someone to the ground.  Combine all of this together and what do we get?
The Macho Man Randy Savage!!!
     You have a grappler who has perform speech, doesn't wear lots of armor, doesn't need to be muscular, but is absolutely massive and is larger than life. He can grapple down people quite easily and keep them down.  This kind of character is really fun. Climb atop a tree and elbow drop on to someone. Use intimidate and perform oratory to explain to your enemies how you are go break every bone in their pathetic little bodies. Woop some ass.  Have fun. Enjoy.

Wednesday, April 10, 2013

Goblins everywhere!!!

Look what I got!
     So after a bit of a break from playing, I have decided to pull my fantasy set out again. Last time I started playing, I picked up the vampire counts. It was a fun army, but it is really static and hardly ever plays differently save when the winds of magic crap on you. So instead, I have decided to pull something out of the closet that I have had for a good while. A long time ago, I traded my Tau army for a much larger and more valuable  Orcs and Goblins army. It comes to about 2500 points of orcs for roughly 1750 points of tau.  I wrote a little something up and I think it will be fun to play with and against.
Chariots and artillery!

    Ok, so that is 1000 points worth of orcs and goblins (minus the orc chariot)

Lord

Night goblin warboss: Fencers blades, Glittering scales, potion of stength

This guy is a murderous hurricane. He hits on 3's at int 5 and can wound most things on a 2 for one round. To hit him back, he is WS 10 and has -1 to hit him. He is a dualist type lord. It will be hard for anyone to hit him back for the most part. I may try to switch him out for something else, but for 130 points, he is pretty kick ass.

Core

50 night goblins: Standard, Boss, Musician, 3 fantatics

This one unit is my core. Big block of guys is nice, but the real points in them is the 3 fanatics. Those 3 guys will do 3d6 s5 armor piercing hits to anyone who gets within 8 inches. Really, the core for an all goblin army isn't that good. Sure, I can drop some goblins and take spider riders instead, but they aren't gonna do much better. They won't stand with steadfast and really, they aren't meant to.

Special

6 spear chukka's

3 Wolf chariots

This section is a fun one. The six spear chukka will put a serious hurt on people. Sure, they won't hit alot needing 5's to hit past 24 inches, but with six of them, They should do some work. The wolf chariots are there to hit hard and run. Tons of impact hits and a decent attack, these guys can kill quite a few people. They also bait really well. The only thing I don't know about is do I run these guys. A single unit will see these guys hurt people. 3 separate units can see multiple targets engaged as well as more feints and run away from more fights and try and bait into the fanatics. The downside to fleeing is that with a ld 7 on the general, they might not rally.

Rare

2 Doom divers

2 snotling pump wagons

   These guys are some nasty customers. The pump wagons do 2d6 impact hits. They are really nice for 45 points. They move 3d6 random distance. This means they charge 5d6 inches (I believe). Cheap, effective, fast. The doom divers are only 80 points and they are nasty. They fire as a stone thrower so scatter 2-10 inches unless they roll a hit. The doom divers can than correct their shot d6 inches. They than do d6 hits at S6 with no armor saves allowed. Drop Knights like a champ. Anyone that needs an armor save will fear these guys, but because of the massive reach of the divers, you really can't avoid them.


Theme!

   Ok, so by now, you might understand the theme of the army. Quick and Hits like a sledge hammer. Even the immobile targets have a range of 48 inches+.  the list comes to 8 war machines and 5 chariots. I may try to fit in more speed and guns instead of that horde night goblins. I do have 30 spider riders that will make for a fun little core. What do you guys think?