Thanks, guys! Maybe I’ll try a different skin tone for some of the guys then.
I think it would help to introduce the red as a spot colour elsewhere.
Perhaps the occasional triangle upwards from the bottom of the robes.
I know it goes against the ninja vibe to be more visible
I’m conflicted too about the ninjaness. But perhaps it’s just silly to think in terms of any realism. I mean, we’re after all playing with little toys. ![]()
I came down with a proper mancold, so in between coughes, sneezes, and feeling sorry for myself, I painted some minis:
The perfect cure, hope you feel better soon bud, women have no idea how bad man flu can be, more awareness should be raised on the subject for sure ![]()
These look great in red, hopefully you’ll feel better soon finishing the unit
Thanks man! In the meantime I will do HA-SHUT, HA-SHUT so it’s not too bad, I guess ![]()
Sneaky gits ![]()
It has been fun painting these using no contrast paints. However it was tedious to paint all the mantle crests. I’m considering them for an upcoming mini-tournament because I imagine they can harass baggage trains and be nuisance for a low points cost. Also, would you drop the Wolf riders when bringing the Sneaky gits? Right now I’m considering bringing both.
Last night I finally rounded up some half-finished projects, so here are my strategic locations for TOW:
Abother small project are these unit fillers. I will need them if I want to field hw/s hobgoblins in an upcoming GT. Unfortunately it came to a halt as I’ve run out of black primer.
(Yes, I do feel bad for the little guy…)
This unit filler, or possibly baggage train, is now ready for the two-day tournament this coming weekend. Wish me luck!
I played a practice game at the club tonight against Khorne Daemons. I thought I was screwed but I ended up killing his entire army, plus getting a large share of the objective points. I almost cannot believe it. The dice were not on his side though, to be fair.
Flesh hounds getting charged on turn 1 after harassing me.
One Iron Daemon tanking a Bloodthirster while the Ironsworn, the second Iron Daemon and my general battle his second (!) Bloodthirster and Soul grinder.
I just came back from the tournament. I had fun games against very nice people and I managed to score 8th out of 38, which I am very happy with!
17 - 3 vs Empire
10 - 10 vs Tomb Kings
8 - 12 vs Errantry Crusade
9 - 11 vs Expeditionary Force
14 - 6 vs Daemons
(W/D/L/L/W)
My deployment in the first game. The scenario was King of the Hill (although there was no actual hill in the center). My opponent focused his fire on my big pieces while being hesitant to advance his state troops, enabling me to score the maximum amount of objective points. The Khan was an absolute beast this game. After having his unit obliterated by a Helblaster Volley Gun, he still managed to get a charge off into the war machines, killing them off one by one before they could finish off my big pieces.
Infernal Castellan and Taur’ruk fighting hard in my last game, which was a rematch against the Daemon player I met previously this week.How did you get on vs Tomb King’s, what did you feel worked and whay did you struggle against?
Tomb Kings are probably my most frustrating matchup.
I actually have a picture of our deployment:
As you can see, I was facing a very defensive list, probably made to deny VPs while capturing objectives using mainly small ambushing skeleton units. The objective in this round, however, besides the baggage trains, was to kill scoring units. So 72 points of hobgoblins were now worth 272 VPs. So I made a mistake putting them in front during deployment.
My strategy then was to go for the baggage train with my wolves, to go for the Ushabti with my Castellan, and to guard my right flank against the Carrion and ambushers with the Taur’ruk, while moving up the midboard with the heavy stuff. The first part would prove to be another mistake; although the wolves were eventually able to move past the Necrosphinx, they were badly hurt by a magic missile and FBIGO:d off the board. The other aspects of my strategy worked rather well, however, but not without obstacles: he summoned a Scorpion to threat my Castellan, should he decide to attack the Ushabti. I took a gamble and charged it (it has the monster slayer rule). I didn’t one-shot it so I was quite nervous when he rolled three hits when attacking me back. No 6:s to wound though - a huge relief! The scorpion then crumbled to dust and I was able to have the Castellan fight and kill the Ushabti. The Taur’ruk fought and killed the Carrion, and the hobgoblins eventually killed off the ambushing skeletons.
Then, late in the game, I make yet another mistake when feeling brave and deciding to charge the Tomb Guards with my Ironsworn. They take significant losses but eventually make it out alive with a little bit of luck, but at the cost of exposing my hobbos, who were then munched up easily.
Make of this what you want, because I still haven’t figured this out. I was quite happy with the result, however - I expected much worse!
Appreciate the write up. My main issue is one of my main opponents is undead, so the issues are common. But Tomb King’s are potentially a bit more killy in combat compared to the scream lists.
Doesn’t sound like you made mistakes, just luck wasn’t with you this time ![]()
Any maybe a little too gung ho at the end lol.
I don’t know about TK compared to VC. Those Grave Guards seem to also cause a lot of frustration these days but I haven’t played much into them myself yet.
One thing I forgot to mention, that I knew from the beginning that I would have to utilize, is that they cannot flee as a charge reaction. More mobile armies benefit more from this, but we can use it too!
I find you have to hit tomb kings hard or not at all (they will only regenerate). Chaos dwarfs are great at this with ironsworn and the tank. They can resurrect their champions again and again so watch out for your flyers being made useless.
I dont take artillery against them as the scorpions or carrion or fast cav get them far too fast. I go for the stuff away from the characters that wont be able to regenerate.
Watch out for those annoying archers always hitting on a 5+
Thankfully since the 1.5 FAQ those archer blocks are less of a nuisance. Always hitting on 5+ though (or 4+ for Ushabti), who came up with that rule? Do you know if they had that in previous editions? It honestly pisses me off a bit
Sure, ignoring psychology, resurrecting models, regeneration, etc. makes sense lore-wise, but ignoring cover, using leadership to do loads of stuff, re-rolling with BSB… it just never ends with these guys.
Present since before recorded history my friend
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