Yay! They didn't ruin night goblins! Have been waiting 10 years now for plastic squig herds/hoppers. Can finally make some progress on that Skull Pass Night Goblin army I started sooo long ago. (It was my first hobby project). Love all the new kits, excited to see more coming too.
Voss wrote: I'd hope they take this as an opportunity to add more forest goblins, given the merger and the sheer amount of spider theming going on. A cav unit, a character and a big monster really isn't enough to go on.
The night gobbo kit is still pretty solid, but it'd be nice if the silver tower chaos grots did show up.
they are the perfect blend of moonclan grots and spiders
All looks very awesome. Won't be doing the army, but will certainly pick up the book and a couple of bits as painting projects. But now we need to see if they'll finish off the quartet and we'll get the Darkoaths/Slave to Darkness as the next release. Considering it's the only Malign Portents herald that hasn't seen the full release yet. And they got a Christmas army box.
auticus wrote: White dwarf skirmish rules is a bit underwhelming IMO. They need to give it a proper release like Killteam has.
But do they really? A few pages of core rules in jan WD and then a campaign in feb WD sounds like it could well be quite enough. I'm gonna hold out hope at least until I've actually read it.
Plus lets face it by being in WD at present skirmish is ideally being revamped to attract and interest existing fans. Then in a year or so would be the ideal time to release Skirmish book 2.0 for when GW has then updated many of the core armies with Battletomes. Making it into the ideal intro product for new gamers who might want to pick up many of those factions like Free Peoples, who currently have no Battletome.
There's no sense in GW pushing Skirmish toward new gamers at this stage when there's such a high chance of them starting an army in skirmish that has no real expansion into AoS proper.
auticus wrote: White dwarf skirmish rules is a bit underwhelming IMO. They need to give it a proper release like Killteam has.
But do they really? A few pages of core rules in jan WD and then a campaign in feb WD sounds like it could well be quite enough. I'm gonna hold out hope at least until I've actually read it.
To have my attention yes. The super stripped down super simple systems are great but keep my attention for about a day. I don't think everything needs to be super simple and super stripped down. THey can keep a super simple super stripped down version for people that like that, but it would be great if they'd put some more into their systems for those that would like more in their systems.
The more I see of this release.. the more I want it all, it's like a dream slowly coming true. ;-; High hopes for the Troggoths when they show! Curious if out of this we'll see any new Spiderfang units or if they're just updating their Warscrolls and chucking them in.
auticus wrote: White dwarf skirmish rules is a bit underwhelming IMO. They need to give it a proper release like Killteam has.
But do they really? A few pages of core rules in jan WD and then a campaign in feb WD sounds like it could well be quite enough. I'm gonna hold out hope at least until I've actually read it.
I'm wondering if maybe Skirmish here was originally going to be a release like the original pamphlet. In deciding that White Dwarf needed more content, they could've decided to break the rules up into multiple WD issues with the potential of launching a Skirmish Almanac at the end of the year that collects everything into a full release.
I don't think AoS Skirmish requires a massive product line like Kill Team. The different factions already have sort of starter sets from the Shadespire line (the models were made available separately). The models are not as customizable, so a single warscroll would suffice instead of requiring custom data cards. AoS doesn't currently have enough terrain to justify Killzone releases. The things that Skirmish would really benefit from are things like points, specialists, tactics, and scenarios - all things that could be included in White Dwarf over the following year.
However, a big AoS Skirmish core box and Killzone boxes would be amazing. Also, if they are going to start including this kind of stuff in White Dwarf, then my issues need to arrive a lot closer to release date. I've been getting them over two weeks late for the past year.
Yeah, one of the things that NEEDs to be a part of the core skirmish rules are at least halfway decent terrain rules. Terrain plays a much bigger role in a skirmish level game. So far even simple house rules for terrain works better than what exists. And I don't mean having warscrolls for every little random officially produced terrain item, just generic features like water, forests, rough terrain, etc.
AegisGrimm wrote: Yeah, one of the things that NEEDs to be a part of the core skirmish rules are at least halfway decent terrain rules. Terrain plays a much bigger role in a skirmish level game. So far even simple house rules for terrain works better than what exists. And I don't mean having warscrolls for every little random officially produced terrain item, just generic features like water, forests, rough terrain, etc.
I agree. Part of what made Mordheim so great was the terrain. They made the right move by changing the setting: instead of armies on a battlefield, it was warbands in a ruined city.
The same thing needs to happen for Skirmish AoS. It's easy enough to say they fight in a ruined citadel somewhere (something that matches their current terrain kits), and add corresponding rules.
rtb02 wrote: Apart from all the rules we've got for scenery of course...
There are no terrain rules other than a forest now. Which I am extremely thankful for that they made forests somewhat matter again. But we have hills, rivers, lakes, all things that make up a normal battlefield that really do nothing in game unless its specifically a citadel scenery piece. Age of Sigmar and 40k are the only tabletop wargames that I know of in the history of wargaming that have no rules for those type of things, and while it certainly makes things simpler it goes a bit too far in the simpler category.
Obstacles and garrisons have rules as well, tbf. I'm also dissapointed by a lack of generic terrain rules. I don't like the default mystical rules either--when everything gets a random special rule it becomes a chore and dilutes the impact so it isn't.fun anymore. I would prefer those rules being only associated with specific pieces (as the warscrolls in the GHB) and maybe being a bit stronger for some (deadly/inspiring/sinister are kinda meh imo). The lack of something for water features is also particularly glaring to me.
I like the look, it's a distinct take on a troll that very much says 'troll' in aesthetic. If I was shown that image with no context and asked what I thought it was I would immediately think troll.
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oomiestompa wrote: Those ears are hanging low. Do they wobble to and fro?
NinthMusketeer wrote: Obstacles and garrisons have rules as well, tbf. I'm also dissapointed by a lack of generic terrain rules. I don't like the default mystical rules either--when everything gets a random special rule it becomes a chore and dilutes the impact so it isn't.fun anymore. I would prefer those rules being only associated with specific pieces (as the warscrolls in the GHB) and maybe being a bit stronger for some (deadly/inspiring/sinister are kinda meh imo). The lack of something for water features is also particularly glaring to me.
Saddest part is that one of the big issues with Kharadron could be solved by their airships getting "Garrison" as a bit for the embarked units.
Have playtested it quite a bit and it makes a huge difference.
I think these models would look better if they ditched the black for the robes. It really doesn't work with the colourful shroomy look. Those squig knights in particular would look better in bright and vivid livery.
Crimson wrote: I think these models would look better if they ditched the black for the robes. It really doesn't work with the colourful shroomy look. Those squig knights in particular would look better in bright and vivid livery.
I think it might be used as a contrast against all the crazy bright colors that make up the rest of the army. It might make the bright colors stand out more and make the different parts of the model more easily identifiable at arm's length.
I think in the fluff the leaders tend to go for flashier colors, but I might be rembering that wrong.
I was thinking about painting mine up more of a burgundy color, but I want to wait and see if there's any background fluff about different colors before doing that. It might make everything too same-y if I paint the squigs red, but I think I might loot all the squigs for my 40k orks anyway.
Crimson wrote: I think these models would look better if they ditched the black for the robes. It really doesn't work with the colourful shroomy look. Those squig knights in particular would look better in bright and vivid livery.
Can't agree there, I think they would look even more cartoony with another added set of colors. The contrast is already there with the red squigs and green grot skin, if you add in another color to stand out they will just look like a mess. The dark robes let this color scheme work imo. The spot colors are also there with the yellow markings and purple shrooms.
Future War Cultist wrote: I don’t think that their robes have to necessarily be black, but they probably should be at least dark in tone. Most of the time anyway.
A helpful tip is to add a bit of Rhinox Hide or Mournfang Brown to Abaddon Black when painting. There's a bit of extra depth added and it makes a noticeable shift that won't ruin the overall 'theme'.
Future War Cultist wrote: I don’t think that their robes have to necessarily be black, but they probably should be at least dark in tone. Most of the time anyway.
A helpful tip is to add a bit of Rhinox Hide or Mournfang Brown to Abaddon Black when painting. There's a bit of extra depth added and it makes a noticeable shift that won't ruin the overall 'theme'.
When I paint something that's intended to be black, I usually paint it dark grey (Eshin Grey), then use 2-3 coats of a black wash (Nuln Oil).
Other than a boatload of squigs I'll probably wait on having a look at the book for the rest.
Interested in seeing the terrain rules as it's been odd how the army specific terrain is mostly crap in 40k while being almost universally awesome in AoS.
Future War Cultist wrote: I don’t think that their robes have to necessarily be black, but they probably should be at least dark in tone. Most of the time anyway.
A helpful tip is to add a bit of Rhinox Hide or Mournfang Brown to Abaddon Black when painting. There's a bit of extra depth added and it makes a noticeable shift that won't ruin the overall 'theme'.
When I paint something that's intended to be black, I usually paint it dark grey (Eshin Grey), then use 2-3 coats of a black wash (Nuln Oil).
This is generally my go to as well for painting black. Except hair, I usually actually paint hair black, then hit it with a blue wash.
As an aside, I would love it if with these new Squig Hoppers they rereleased the old rules for Squig Hopper racing. That was always a bit of stupid fun.
Tamereth wrote: Loving these, they are close enough to the old model range to fit in with my night goblin army while also having a new dynamic to them due to the poses. Will be getting one of everything show so far bar the magic spells.
Mangler squibs and trolls will be icing on the cake. Just need some square bases to fit them on.
Manglers and fanatics can go on round bases as they don't need to rank up. In WHFB they had round bases as well
NinthMusketeer wrote: White robes on night goblins might fly overseas but here in the states it would be in pretty bad taste. The hoods at least should be non-white.
The one to the left below doesn't look too bad and shouldn't remind people of a certain group...
NinthMusketeer wrote: White robes on night goblins might fly overseas but here in the states it would be in pretty bad taste. The hoods at least should be non-white.
I don't know. Crouched, ugly and cowardly gnomes with green skin hiding in caves, feasting on psychodelic mushrooms and wearing white robes should only offend a certain group of people.
Switching gears a bit here but does anyone think it's possible that Juan Diaz daemonettes may go back on made to order with the incoming slannesh release?
I really hope so because I didn't buy nearly enough last time around and wasn't sure if I'd want to do slannesh demons in the future until I saw the new fiends and decent rules/costs.
The cost for them on eBay is back up to previous ridiculous prices, and GW has a golden opportunity to make bank on another well timed made to order release.
As i've commented elsewhere this image has been posted, note the top right Mangler's description says "Loonboss (i think?!) on mangler squigs" so it seems confirmed we can put a hero on Manglers now! Reason the other two manglers in the images the top one looks slightly different, guessing they're the regular Mangler Squig build.
Edit: Also this been posted on FB, Dankhold Troggboss!
Also been commented if you look at the Dankhold Troggboss image and the bottom left image of the manglers leak, they mention SNEAKY SNUFFLERS and there is some new night gobbo unit with scythes holding on to little squig hounds?!
GenRifDrake wrote: As i've commented elsewhere this image has been posted, note the top right Mangler's description says "Loonboss (i think?!) on mangler squigs" so it seems confirmed we can put a hero on Manglers now! Reason the other two manglers in the images the top one looks slightly different, guessing they're the regular Mangler Squig build.
Edit: Also this been posted on FB, Dankhold Troggboss!
OH MY GOD I NEED TROLLS.
Also, it's good to see that it appears the Dankhold Troggboss is its own kit compared to the Dankhold Troggoths.
What the hell is that weird thing in the middle of the force in that bottom left picture? I can't make it out. Looks like some weird tentacle thing with a heap of heads but I'm almost 100% sure that's not what it is haha
What the hell is that weird thing in the middle of the force in that bottom left picture? I can't make it out. Looks like some weird tentacle thing with a heap of heads but I'm almost 100% sure that's not what it is haha
Its a funny angle( I think from the side) of the Ophidian Archway.
GenRifDrake wrote: As i've commented elsewhere this image has been posted, note the top right Mangler's description says "Loonboss (i think?!) on mangler squigs" so it seems confirmed we can put a hero on Manglers now! Reason the other two manglers in the images the top one looks slightly different, guessing they're the regular Mangler Squig build.
Edit: Also this been posted on FB, Dankhold Troggboss!
Obligatory very expensive giant monster kit. At least one with every new army release.
Just noticed Goblin Wolfriders are no longer available in the US online store. Hmm....reboxing with oval bases, or being removed from the game?
Has anyone noticed that the new Rockguts have the same poses and expressions as the old metals? I like that. It’s a fitting tribute to those venerable minis.
Personally meh about the Goblins and Squigs, but the Trolls are lovely. Might have to get a few just to use in those battleplans with wandering monsters.
Damnit! I have LOTR trolls, PP Trolls, old GW trolls, RBG trolls, Descent trolls, Dungeons and Dragons trolls...
I don't need more trolls, do I? *bites fingernails*
If someone does want their old resin Mangler Squigs - I will take them. MAN, do these new ones look hideous.
Trolls are nice. Too bad, old metal trolls will be so much off scale.
I love how beautifully old school fantasy this army is. Trolls, goblins, funky creatures (squigs), mushrooms, caves, robes, shamanistic magic. Ah, it's so good.
...there’s tiny little mushroom people running around on top of the ‘shroom spider...I might need to sell my car to raise all the funds I need for these.
I can totally imagine that troll smashing people with the big rock then rising it back over his head shaking it so bits of enemy drop down to feed the baby bird.
I like that they have strapped rocks to themselves as armor.
I also like that the terrain piece has a recycle mechanic for swarmy units. I always like that sort of mechanic as it allows an army to fulfill the horde role without the practical difficulties of assembling/painting/gaming with literally hundreds of models at once.
I was originally hyped for the release when we saw the first squig kits.
Now though? I'm selling off some armies on eBay to free up cash lol.
Love all the little details and extra character they added to these guys.
Nice to see they kept an amusing vibe rather than trying to make them look serious.
I need all of these kits in my life now, there isn't a single model so far that I dislike.
Just hoping skarsnik gets a rework (the forecast model is a monstrosity)
I was really worried that GW would redesign the Rock Trolls into something unrecognisable, especially when you look at the cartoonish nonsense that is this miniature.
Thank both Gork & Mork that the new Trolls look the way they do. They're fantastic, IMO. Shame that those are 100% going to be the only possible poses/weapon combos, but the aesthetics are gorgeous (in a hideous kinda way).
I gotta say that this new Goblin release has been basically one hit after another. Some of the Gobbopalloza minis aren't my favs (though I love the Shaman with the spiral eyes - he's great!), but this is just a fantastic and inspired re-do of Squigs, and everything is in plastic. And I can stop trying to find the Warhammer starterset Rock Troll, as these new ones will do just fine for Quest.
The only part that really grates on me is how the basic fungi on every model are just cut and pasted on. They don't blend onto the model at all, just a cylindrical stem attached against a rounded surface, rather than a join where it looks like they are growing there. Especially on the big guys like the Shadespire troll it's just hideously obvious to me.
Actually I kind of like the troll above. Can you buy him on the GW site? He would look good as a rock troll leader.
It's this Dankhold Troggoth that was in your link to the Age of Sigmar Facebok page. Mollog's Mob was revealed at Spiel 2018 back around Halloween.
I'd venture to say that Mollog is going to be too small to be a substitute for the Dankhold Troggoth but all of the Underworlds kits come with warscrolls for use in Age of Sigmar.
Kanluwen wrote:Mollog could just be a 'young' Dankhold Troggoth.
Galas wrote:Or a very old and mutated one.
Considering Shadespire's Nightvault is described as part prison and part laboratory, that's more then enough reason why Mollog might not be as big as a normal Dankhold Troggoth.
A lot of this stuff doesn't do it for me, but that's mainly because it's not aimed at me - I actually quite liked the more sinister turn Gobbos took in WHFB, while these are firmly aimed at fans of the 110% whacky oldschool style.
The squigs and herders remain lovely, and the basic squig hoppers are great. Some of the character models are awesome(I want that chubby head from the Brewgit). The trolls are OK, but I'll need to see their actual size and what they look like with a less cartoony paintjob. Don't care for the manglers, but I didn't particularly care for the FW version either - give me a plain old Giant Squig any day.
It's a solid execution of the concept and I'm happy folk who play something other than Stormcast in AoS are getting a full-scale army release.
Agreed with yohdrin that they are a bit too goofy and not sinister enough, but fhe release is still pretty great. Shame about the diving fanatic though. I really like the redesigned fanatics but this one pose is so idiotic that it makes me like the kit a lot less
I wonder if other Gobbo stuff will be in this battletome, too. Things like the Wolf Riders are suddenly unavailable online, and I cant believe they'd be Squatting them?
AegisGrimm wrote: I wonder if other Gobbo stuff will be in this battletome, too. Things like the Wolf Riders are suddenly unavailable online, and I cant believe they'd be Squatting them?
Wolf chariot, nasty skulkers, snotling pump wagon.. all are no longer availeable... curious..
Do you imagine that the next renovation is pirate goblins with the normal goblins?
Yeah its a crazy idea.. but.. this year they renewed 2 elves followed..
I was curious about the ‘common’ goblins as well. The pump wagon & doom diver seem like they’d fit well into the Gloomspite army, but they seem to have not carried over stuff like the wolf riders & spear chukka. Hopefully the latter two can continue to stay with their hobgoblin cousins in a chaos dwarf army reboot. But since the evil stuntys are living in the middle of an ocean apparently, I’m guessing they’ll go for more of a demonic-war machine pirates theme instead.
Either way, these new grots are fabulous! I really hope you can field entire units of grot sorcerers, I want all those new ones, but I have so many old RT metal ones, it would be amazing to see them all fielded as a unit.
Anyone know if the FW troggoth hag will be usable with these grots? She’s big enough to be a troll boss I’d guess?
Ghaz wrote: If they were going to discontinue the 'classic' Orcs and Goblins altogether, why did they only discontinue certain kits?
Different levels of stock, perhaps. Certain kits were produced in greater quantities and are taking longer to sell out.
Just speculation, though.
Then there's also the 'Last Chance to Buy' category for kits that they know are being discontinued. Currently only the 40K 30th Anniversary Intercessor Sergeant is in that category.
Would it be fitting to post a run down on AoS Skirmish in here? I did so already in the WD one but thought might be more relevent and more people would be interested here.
GenRifDrake wrote: Would it be fitting to post a run down on AoS Skirmish in here? I did so already in the WD one but thought might be more relevent and more people would be interested here.
I’d like to see regular goblins change their emphasis to focus on their contraptions, maybe rolling in that sky-pirate business hinted at in the Kharadron book too…
Imagine a Snotling pump-skiff, sailing across the battlefield, powered by the wind blowing into the sail from the giant fan cranked by the snots?
Doom divers as boarders and modified harpoon chukkas to reel in the enemy vessels?
Plus all of that can be dismounted to serve on the battlefield easily enough.
GenRifDrake wrote: Would it be fitting to post a run down on AoS Skirmish in here? I did so already in the WD one but thought might be more relevent and more people would be interested here.
Yes please
Alrighty, well to copy and paste from my post in the WD:
To give a brief run down on Skirmish, it's basically rules for playing AoS in the 250-500 points/Reknown or so mark, you can go for more or less but that's about the range they recommend. It uses same rules as AoS just there are some adjustments for Warscrolls and points cost or what they call Reknown. To find a unit's Reknown you basically work out the cost of what 1 model would be, so min unit size cost divided by min unit size. There is a restriction that each Warscroll can only be included once in a Warband, but you are free to ignore Min unit sizes, and also you can mix and match any wargear and upgrade options that Warscroll has, though still sticking to any "every 1 in 5" etc rules. You must also take a minimum of 3 Warscrolls and at the very least 1 of them must be a Hero, as you are still required to bring a General. Also each model in Skirmish is it's own individual unit and do not have any coherency rules. So despite you might buy say add 10 Chainrasp to your Nighthaunt Warband as part of taking on a Chainrasp Horde Warscroll choice, they do not function as a 10 man unit but are 10 individual units/models now and are all free to function individually from what I gathered.
You must have at least 1 Hero unit and pick one of your Hero units to be your general as stated earlier, but you ignore battletome Command Trait and Artifact tables. Instead everyone must use these new Skirmish Command Trait and Artifact choices for Skirmish games and you ignore any Allegiance abilities too, there is instead one generic Allegiance ability for each Grand Alliance you choose. CP and Command Abilities function as normal. In addition there is no Endless Spells allowed either and any abilities/spells/traits etc that add models or new units to your warband cannot be used once the battle begins also.
The WD has 7 missions for you to play around with, but that is the basic run down, skipping out on a lot of other details but that should be enough to give a general idea how it'll play out? They said next issue will have rules for playing AoS: Skirmish Campaigns too.
The basic rules are as they were in the original Skirmish supplement, with a couple of significant changes (some of which have already been summarised):
- Leaders of units get the CHAMPION keyword, which is used in some other rules, scenarios, etc.
- You get an allegiance ability based on your grand alliance (Chaos models that die can attack again on a 6+, Death models get Deathless Minions but don't need to be near a HERO to trigger it, Destruction can pick another model to fight on a 5+ at the end of the combat phase and Order can re-roll battleshock)
- There's a list of special command traits and artefacts and these are the only ones you can use
- The rules clarify that command abilities and command points work as they do normally, except that you can't use any command ability that affects battleshock tests in any way
- The biggest change is to the way Renown works; instead of a specific list derived from an opaque formula, they just give you the maths and it's points/model based on the points/unit in the General's Handbook (or, presumably, the battletome, but oddly it does specifically mention the GHB...)
- Models from a warscroll with a specific upgrade (and CHAMPIONS) have a flat increase to their Renown
- 7 new battleplans
Campaign rules are coming next issue. Given the length of this article, I'd expect them to be fairly detailed compared to the ones in the original supplement.
I'd imagine so yep, all it says is when making your Warband you must choose a Grand Alliance for it to hail from, and all your warscrolls must come from that Grand Alliance.
I'm doing similar, with some Duardin. I bought a two pack of the Rune Golems from Runewars, and I plan on using them as a pair of counts-as Kurnoth Hunters (with Greatswords) in a warband otherwise made of primarily Ironbreakers and Irondrakes led by a Runelord. The Kurnoth warscroll seemed to fit such big stone golems the best as they fit right onto 50mm bases. I think they look awesomely Dwarven, and should give my Duardin some cool monsters for Skirmish.
The only bummer to the WD Skirmish rules is requiring the GHB to figure out Renown costs, as it's yet another purchase for me just to play skirmish when I don't have any intention of playing AoS at full-scale, so as far as I can tell the GHB is otherwise useless to me (personally). I wonder, as I will primarily be playing games with friends who don't even have the Skirmish rules, if I just use the awesome full list using original-style renown costs from the Grand Alliance forums, but otherwise use the WD rules for everything else, as it sounds like the new formula just uses the way to calculate renown, but stopping short of dividing by five.
I wonder how much of the new rules were written or collaborated with Bottle from Hinterlands? The new way to calculate values already sounds like the "gold coins" value from Hinterlands, and the generic allegiance abilities also sound like what warbands would use from Hinterlands. Hopefully the campaign rules also have Hinterlands-styles injury/advancement for models.
I like the sound of Champions and/or specialists costing a bit more than generic troopers, as it just plain makes sense.
So the game-breaking balance issues were not addressed at all?
For example; when the leader of a Kharadron Thunderer unit is charged he rolls a dice and on a 2+ does a mortal wound to the charger. Since every model is its own unit, 5/6 models to charge him will suffer a mortal wound. He can also retreat instead of fighting in melee so only one model will be able to attack him before he runs away unless he is completely surrounded, and he shoots 4 shots a turn. So basically this one unit champion can solo entire warbands by himself, minus the enemy hero.
Or a plague monk unit champion that has an item with a 1/game use that rolls a dice for every unit within 13" dealing a mortal wound on a 4+ (Nurgle units only affected on a 6) so a single unit champion can wipe out a huge chunk of an enemy warband with little effort.
Or a Grimwrath Berzerker, who upon suffering a wound or mortal wound rolls a dice and adds one for each enemy unit within 3" and ignores it on a 6+ (so have 5 models in range and he now cannot be slain except by instant death effects).
Or a Knight-Azyros who has a once per game ability that does an automatic d3 mortal wounds to each enemy unit within 8".
I could go on for some time, but the point is that there is a plentiful amount of completely game-breaking options with how the skirmish rules are currently designed and I am really hoping they did something about that for the new skirmish else it will die almost as fast as the first.
The only bummer to the WD Skirmish rules is requiring the GHB to figure out Renown costs, as it's yet another purchase for me just to play skirmish when I don't have any intention of playing AoS at full-scale.
All Aos points are available for free on warscrolls builder, which you can find on the warhammer community site, so you don't need to buy the ghb.
NinthMusketeer wrote: So the game-breaking balance issues were not addressed at all?
For example; when the leader of a Kharadron Thunderer unit is charged he rolls a dice and on a 2+ does a mortal wound to the charger. Since every model is its own unit, 5/6 models to charge him will suffer a mortal wound. He can also retreat instead of fighting in melee so only one model will be able to attack him before he runs away unless he is completely surrounded, and he shoots 4 shots a turn. So basically this one unit champion can solo entire warbands by himself, minus the enemy hero.
Or a plague monk unit champion that has an item with a 1/game use that rolls a dice for every unit within 13" dealing a mortal wound on a 4+ (Nurgle units only affected on a 6) so a single unit champion can wipe out a huge chunk of an enemy warband with little effort.
Or a Grimwrath Berzerker, who upon suffering a wound or mortal wound rolls a dice and adds one for each enemy unit within 3" and ignores it on a 6+ (so have 5 models in range and he now cannot be slain except by instant death effects).
Or a Knight-Azyros who has a once per game ability that does an automatic d3 mortal wounds to each enemy unit within 8".
I could go on for some time, but the point is that there is a plentiful amount of completely game-breaking options with how the skirmish rules are currently designed and I am really hoping they did something about that for the new skirmish else it will die almost as fast as the first.
Maybe it has the rule like both Hinterlands and Forgotten Heroes (two fan expansions) where a model can only do 3 mortal wounds in a turn, with the rest becoming 1 wound with "-" Rend. Both also have/had a rule where a unit's attack or special ability can't be targetted against more than 3 models- the rest are lost. Massively balances the examples above.
@Chikout: Thanks for the info on points. I hadn't checked out the builder yet. I'm a bit behind when it comes to technology instead of books, lol. *After checking it out, hopefully they expand the selection of available Skirmish units when/if they update renown to eliminate having to do all the renown conversions manually.
I’ve converted the GBP prices based on the latest releases which is why stuff like the Endless Spells arent £20 like the earlier ones so GBP prices may vary a little.
I’ve converted the GBP prices based on the latest releases which is why stuff like the Endless Spells arent £20 like the earlier ones so GBP prices may vary a little.
I’ve converted the GBP prices based on the latest releases which is why stuff like the Endless Spells arent £20 like the earlier ones so GBP prices may vary a little.
Is that a box of 5 or 10 Squighoppers?
Still unknown... Preview showed 10 in a pic, the pre orders for next week post showed 5.
For their cost... Hoping a box of 10 otherwise this could get v expensive
NinthMusketeer wrote: So the game-breaking balance issues were not addressed at all?
For example; when the leader of a Kharadron Thunderer unit is charged he rolls a dice and on a 2+ does a mortal wound to the charger. Since every model is its own unit, 5/6 models to charge him will suffer a mortal wound. He can also retreat instead of fighting in melee so only one model will be able to attack him before he runs away unless he is completely surrounded, and he shoots 4 shots a turn. So basically this one unit champion can solo entire warbands by himself, minus the enemy hero.
Or a plague monk unit champion that has an item with a 1/game use that rolls a dice for every unit within 13" dealing a mortal wound on a 4+ (Nurgle units only affected on a 6) so a single unit champion can wipe out a huge chunk of an enemy warband with little effort.
Or a Grimwrath Berzerker, who upon suffering a wound or mortal wound rolls a dice and adds one for each enemy unit within 3" and ignores it on a 6+ (so have 5 models in range and he now cannot be slain except by instant death effects).
Or a Knight-Azyros who has a once per game ability that does an automatic d3 mortal wounds to each enemy unit within 8".
I could go on for some time, but the point is that there is a plentiful amount of completely game-breaking options with how the skirmish rules are currently designed and I am really hoping they did something about that for the new skirmish else it will die almost as fast as the first.
There's nothing specific like that - the core rules are literally four pages, and a lot of that is artefacts and stuff. What they do have is a boxout entitled "Can I Take Nagash?" which basically says you're free to do what you want within the confines of renown (so Nagash wouldn't work for the intended game size anyway...) but some stuff is going to be too powerful outside of special scenarios.
Maybe the campaign rules next issue will restrict certain choices, but the way these rules are written it's more aimed at casual play anyway. The recommended renown levels are supposed to give you games you can complete in under an hour. Anything broken for this format should reveal itself pretty quickly!
It's also worth pointing out that there's no reference whatsoever to the previous supplement. It's treated like a whole new thing. So don't expect it to errata anything that came before.
I’ve converted the GBP prices based on the latest releases which is why stuff like the Endless Spells arent £20 like the earlier ones so GBP prices may vary a little.
Is that a box of 5 or 10 Squighoppers?
Still unknown... Preview showed 10 in a pic, the pre orders for next week post showed 5.
For their cost... Hoping a box of 10 otherwise this could get v expensive
I'm hoping it's 10.
Otherwise it puts them at a higher cost than the failcast ones.
As someone who wants 100+ hoppers, this will be the make or break for me.
Don't mind buying 10 sets, but 20 is too much at that price.
Also going to guess that the manglers get the "big kit price" so easily £50+
Looking at the prices and popularity, this is essentially printing money for them.
Why are the squigs standing on mushrooms - almost launching off their spores. Was this explained or is it just basing to add height / etc? Love the grot riders with lances!
I'm thinking about converting that huuuuge Dankhold Troggoth to use in Warhammer Underworlds to count as Mollog . But it will depend on if he can fit in a hex (even if rebased). Do we know what base size he is shown on?
RiTides wrote: Why are the squigs standing on mushrooms - almost launching off their spores. Was this explained or is it just basing to add height / etc? Love the grot riders with lances!
I'm thinking about converting that huuuuge Dankhold Troggoth to use in Warhammer Underworlds to count as Mollog . But it will depend on if he can fit in a hex (even if rebased). Do we know what base size he is shown on?
It’s just showing them bouncing around - the spores etc are the way they’ve chosen to attach them to the base.
RiTides wrote: Why are the squigs standing on mushrooms - almost launching off their spores. Was this explained or is it just basing to add height / etc? Love the grot riders with lances!
Because in GW's world anything that jumps or flies needs to launch off of its own personal rock. And since personal rocks can't be any old rocks and consistent throughout all the ranges, they need to be specifically themed to the army. Even if that means they're no longer rocks.
I don't know exactly when this epidemic started, but we have early examples of this as far back as 3rd ed 40k Raptors.
RiTides wrote: I'm thinking about converting that huuuuge Dankhold Troggoth to use in Warhammer Underworlds to count as Mollog . But it will depend on if he can fit in a hex (even if rebased). Do we know what base size he is shown on?
From the picture posted three pages ago (see spoiler) I get the impression it's on a 60mm round base. That's a golin on 25mm base right next to it.
I can't decide whether to pick up a small force of these adorable green scamps, or if I should wait for Tyrion's Aelves and save my money...
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Ghaz wrote: Yeah, the base for the Dankhold Troggoth is at least 60mm if not larger.
Yeah, isn't the Grot right next to him one of those mushroom sniffer Squig herder bros? Looks more like a 32mm on him so the base on the troggoth seems slightly bigger than a 60mm
I think we can be pretty sure that it's either 60mm or 80mm, and with that stance it's probably going to fit on a 50mm base like Mollog.
Not sure I'd compare the new troll to a giant. The giant used to fill its 75mm x 50mm base because of its striding pose. The new troll doesn't need that much space. It's just standing there.
Geifer wrote: I think we can be pretty sure that it's either 60mm or 80mm, and with that stance it's probably going to fit on a 50mm base like Mollog.
Not sure I'd compare the new troll to a giant. The giant used to fill its 75mm x 50mm base because of its striding pose. The new troll doesn't need that much space. It's just standing there.
That's what I'm hoping! He seems like the Creature Caster models - really tall but not too wide. I'll have to see how it looks though
RiTides wrote: I found a size comparison video on facebook, looks like a 60mm assuming the other trolls shown are on 40mm (swamp troll) and 50mm (stone troll):
Geifer wrote: I think we can be pretty sure that it's either 60mm or 80mm, and with that stance it's probably going to fit on a 50mm base like Mollog.
Not sure I'd compare the new troll to a giant. The giant used to fill its 75mm x 50mm base because of its striding pose. The new troll doesn't need that much space. It's just standing there.
That's what I'm hoping! He seems like the Creature Caster models - really tall but not too wide. I'll have to see how it looks though
Confirmed more Slaanesh releases and thus likely a Battletome. Confirmed more endless spells for all armies and more in general (might mean Idoneth and daughters of Khaine getting theirs).
Knight wrote: Aside from endless spells for factions, I don't feel we need more of them.
Nice that they're going to continue with the story, although I do hope we get something else than Sigmar vs Nagash.
Well, Slaanesh is coming. And will surely be Nagash's fault. They don't give the poor guy a break.
Keep in mind that anything concrete in the top five things to look forward to in 2019 is exclusively focused on the next three months, with the sole exception of Sisters (special case, that one). GW just won't preview anything beyond that time frame. There's probably a lot to look forward to in the other nine months.
Unless there's a duplicate sprue in a box I'm assuming they're boxes of 5.
Looking at the ten there are duplicates in there even though the riders and squig faces are different. As such I'm betting a box of 5 at this stage ...
Ghaz - Whoops, you're right, the swamp and stone trolls are both on 50mm!
Stormboy - Thanks for the info! $5 per squig hopper (at full retail) is honestly pretty darn good for how excellent those sculpts are! They should sell tons of them
10 a box would be bearable so I really hope your rep is right. 5 to a box would be a big no from me until a SC or Battleforce includes them and other stuff I'd want to turn my Skull Pass buggers into a 1000 points force now that a proper O&G army is pretty bad.
I might just get the squig herd for tankbusta bomb squigs for now.
And ALL the crazy little character gobbos if I fail my willpower test
Unless there's a duplicate sprue in a box I'm assuming they're boxes of 5.
Looking at the ten there are duplicates in there even though the riders and squig faces are different. As such I'm betting a box of 5 at this stage ...
It’s not uncommon for there to be repeats to bodies in a kit.
I was under the same assumption that it’s a repeat, but still assumed 10 in a box.
I think also, the community page always showcases unit pictures as the size you get. Can’t think of one that doesn’t looking back..
More than not uncommon, it's the norm. I'd say the majority of boxes are two duplicate sprues or sets of sprues, unless there is a very small unit size (3 or 5).
At that point duplication is obscured slightly by arm and head swaps.
Looking at that Squig picture there are 5 bodies, three duplicated faces, and 4 unique faces. Not sure how that'll pan out on the sprues unless you get 2x5 bodies and 2x7 faces.
H.B.M.C. wrote: Looking at that Squig picture there are 5 bodies, three duplicated faces, and 4 unique faces. Not sure how that'll pan out on the sprues unless you get 2x5 bodies and 2x7 faces.
They did mention in one of the community posts that the squigs have a heap of faces to choose from
If only the faces of the Hopper Squigs and the Herd Squigs were interchangeable.
They probably won't be but that would be awesome.
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Davor wrote: 20 pounds for the squig dice? So since GW charges Canadians double what UK people buy, that would mean $40 Canadian. Dice were $25, but now $40?
I really hope that is a misprint or we are getting a crap load of dice in that.
The picture shows 20 dice.
They look fun, but close up they unfortunately also look to be bad quality with mould lines, little brambles and flakey paint all over.
TBD wrote: If only the faces of the Hopper Squigs and the Herd Squigs were interchangeable.
They probably won't be but that would be awesome.
I think its likely that they're interchangeable
I'd agree.
Would be much like the pink horror kit in that regard.
My only issue now is waiting.
Managed to free up a chunk of cash for the first wave but I live 5 mins from a GW, so the temptation is real lol.
Interesting, it sounds overpowered, but because it appears to be corner to corner and divides the battlefield into 4 segments it might be that only 2 segments ever get coverage from the Bad Moon - so 50% of the battlefield over the course of the entire game. That leaves 50% free of the Bad Moon's effect, even though of that 50% only half of it (1/4 of the table) will be the opponents side.
So overall strong, but not too broken, though of course this is without any real numbers behind things (eg like damage).
I'm torn. I finally got all my seraphon and legion of nagash done but an army of squigs and squig hoppers seems so sweet. I'm holding firm on waiting for the book and to see how much an army would cost but man, so silly and fun!
Overread wrote: Interesting, it sounds overpowered, but because it appears to be corner to corner and divides the battlefield into 4 segments it might be that only 2 segments ever get coverage from the Bad Moon - so 50% of the battlefield over the course of the entire game. That leaves 50% free of the Bad Moon's effect, even though of that 50% only half of it (1/4 of the table) will be the opponents side.
So overall strong, but not too broken, though of course this is without any real numbers behind things (eg like damage).
The way I read GW's explanation, the Gitz player picks a corner for the Bad Moon to start in for turn 1, the Bad Moon affects the quarter of the board that includes that corner, then starting in turn 2 the Bad Moon moves to an adjacent corner, it's not clear to me if it moves clockwise or counterclockwise, so both players know where the Bad Moon is going to be and which board quarter will be affected so then it becomes a contest to see how each player can maneuver their units to maximize or minimize the impact of the Bad Moon effects on their forces.
Overread wrote: Interesting, it sounds overpowered, but because it appears to be corner to corner and divides the battlefield into 4 segments it might be that only 2 segments ever get coverage from the Bad Moon - so 50% of the battlefield over the course of the entire game. That leaves 50% free of the Bad Moon's effect, even though of that 50% only half of it (1/4 of the table) will be the opponents side.
So overall strong, but not too broken, though of course this is without any real numbers behind things (eg like damage).
The way I read GW's explanation, the Gitz player picks a corner for the Bad Moon to start in for turn 1, the Bad Moon affects the quarter of the board that includes that corner, then starting in turn 2 the Bad Moon moves to an adjacent corner, it's not clear to me if it moves clockwise or counterclockwise, so both players know where the Bad Moon is going to be and which board quarter will be affected so then it becomes a contest to see how each player can maneuver their units to maximize or minimize the impact of the Bad Moon effects on their forces.
Judging by the diagram and text, you pick a corner.
Round 1: picked corner
Round 2: centre of the quarter table
Round 3: centre of table, might affect the whole board?
Round 4: centre of the opposite corner quarter table
Round 5: opposite corner
Overread wrote: Interesting, it sounds overpowered, but because it appears to be corner to corner and divides the battlefield into 4 segments it might be that only 2 segments ever get coverage from the Bad Moon - so 50% of the battlefield over the course of the entire game. That leaves 50% free of the Bad Moon's effect, even though of that 50% only half of it (1/4 of the table) will be the opponents side.
So overall strong, but not too broken, though of course this is without any real numbers behind things (eg like damage).
The way I read GW's explanation, the Gitz player picks a corner for the Bad Moon to start in for turn 1, the Bad Moon affects the quarter of the board that includes that corner, then starting in turn 2 the Bad Moon moves to an adjacent corner, it's not clear to me if it moves clockwise or counterclockwise, so both players know where the Bad Moon is going to be and which board quarter will be affected so then it becomes a contest to see how each player can maneuver their units to maximize or minimize the impact of the Bad Moon effects on their forces.
Judging by the diagram and text, you pick a corner.
Round 1: picked corner
Round 2: centre of the quarter table
Round 3: centre of table, might affect the whole board?
Round 4: centre of the opposite corner quarter table
Round 5: opposite corner
At the start of the game, you’ll pick a corner of the board for the Bad Moon to start in. Starting from the second battle round, it’ll begin to move from one corner to another – offering enhancements to Gloomspite Gitz units that are wholly within the board segment it’s currently shining on.
To me that seems clear that the Bad Moon moves from 1 corner to another corner around the board each turn and affecting the board quarter that includes the corner. The Diagram shows how the corner placement of the Bad Moon affects the respective board quarter. I don't think the Bad Moon ever moves out of a corner it just changes corners.
Overread wrote: Interesting, it sounds overpowered, but because it appears to be corner to corner and divides the battlefield into 4 segments it might be that only 2 segments ever get coverage from the Bad Moon - so 50% of the battlefield over the course of the entire game. That leaves 50% free of the Bad Moon's effect, even though of that 50% only half of it (1/4 of the table) will be the opponents side.
So overall strong, but not too broken, though of course this is without any real numbers behind things (eg like damage).
The way I read GW's explanation, the Gitz player picks a corner for the Bad Moon to start in for turn 1, the Bad Moon affects the quarter of the board that includes that corner, then starting in turn 2 the Bad Moon moves to an adjacent corner, it's not clear to me if it moves clockwise or counterclockwise, so both players know where the Bad Moon is going to be and which board quarter will be affected so then it becomes a contest to see how each player can maneuver their units to maximize or minimize the impact of the Bad Moon effects on their forces.
Judging by the diagram and text, you pick a corner.
Round 1: picked corner
Round 2: centre of the quarter table
Round 3: centre of table, might affect the whole board?
Round 4: centre of the opposite corner quarter table
Round 5: opposite corner
This is a bit easier to explain with the diagram:
Spoiler:
Assuming that Game Start location is the upper left corner:
Battle Round 1: Upper left corner
Battle Round 2: Upper right corner
Battle Round 3: Lower right corner
Battle Round 4: Lower left corner
Their explanation is that it affects moves from corner to corner.
That thing in the center? That's likely meant to represent a Loonshrine.
The effects are limited solely to Gloomspite Gitz that are "wholly within" the board segment that is being 'shone on'--barring the fragments thing which apparently affects enemy units anywhere on the battlefield(I'm thinking there is more to it than that but they didn't want to give away everything).
It lines up with the Idoneth mechanism that is 4 rounds and then 'resets'.
rtb02 wrote: I haven't seen but according to someone on twitch they've confirmed hoppers are boxes of 5s...
There's a fella doing leaks on youtube who also says they're $50 for a box of 5 and the wizardy/general model is $35USD---again, according to this fella.
https://www.youtube.com/watch?v=UkFRuUiup5I
Not sure what that guy's track record is for accuracy.
His Master's Voice wrote: The preview images on WC are generally store page images, right? Those show the product 'as is', so 5 a box it should be.
The problem is we've also seen this image...
Spoiler:
Hum... most of the models are duplicates, just with interchanged weapons and squigs.
Which is no different to many kits these days, Grimghast Reapers and Dreadscythe Harridans follow the duplicate sprue model, as does the entire Necromunda range and the majority of Primaris units. I'd expect it to be the norm for the most part.
His Master's Voice wrote: The preview images on WC are generally store page images, right? Those show the product 'as is', so 5 a box it should be.
The problem is we've also seen this image...
Spoiler:
Hum... most of the models are duplicates, just with interchanged weapons and squigs.
Which is no different to many kits these days, Grimghast Reapers and Dreadscythe Harridans follow the duplicate sprue model, as does the entire Necromunda range and the majority of Primaris units. I'd expect it to be the norm for the most part.
Yes, I'd put my money on a box of ten too - even more so when looking at the noble Goblyn Knights. With just five models it would be a colossal bitz grave. But who knows....
After the Chainrasp Hordes release I agree. I guess it's just hope for the best but expect the worst.
It's funny, they still haven't figured out what to do as a way to address that. They were mentioning back in September or thereabouts that they had something "down the line" to address the Chainrasp issue.
Im so excited for this release its just beautiful.
What is Skragrott standing on? I hope it's a huge mount. It's probably just a giant mushroom. It looks like the back of something though. My excitement is making me delusional.
Im so excited for this release its just beautiful.
What is Skragrott standing on? I hope it's a huge mount. It's probably just a giant mushroom. It looks like the back of something though. My excitement is making me delusional.
Just looks like a conveniently placed cliff rock to me.
Im so excited for this release its just beautiful.
What is Skragrott standing on? I hope it's a huge mount. It's probably just a giant mushroom. It looks like the back of something though. My excitement is making me delusional.
Just looks like a conveniently placed cliff rock to me.
Convenient!? Do you know how long he spent scheming and orchestrating the battle at this exact spot, at this exact time, with the armies coming in from those exact angles!? It was a HUGE amount of effort so he could pose appropriately and I think he wouldn't appreciate you disregarding it out of hand.
For a lot of people the difference between 5 or 10 in the box will probably be buying zero boxes/only one for hobby purposes, as opposed to an actual little army of them, so if GW goes cheap on us here they likely shoot themselves in the foot.
Looking at how small these mini's are in the Nightvault kit the price tag for 5 would be absolutely terrible regardless of all the options. I guess we will find out in two days.
I wasn't interested in this guy until I knew about the new GW grot stuff. He seems like an interesting basis for a Grot Boss on Spider proxy. Could probably use a weapon swap, but I think the lizard makes a fine substitute. Even could still be venomous!
rtb02 wrote: Sorry but the mantic models look terrible next to the gw models. :(
Depends on what you want from Goblins, the new over the top Comic style from GW does not appeal to everyone
If the those Squighoppers with medicore looking models are really just 5 for 50 I won't get them as it is too expensive for something I don't like and need to convert before I put them on the table.
For a Box of 10 I may get them if I can sell of 5 of them as more are looking too silly and I hate duplicates on large/dominate models
I like it. The troggoth eating his artefact is amazing. Hand of Gork seems fun and useful, and some interesting relics for the gobbos, unique too. Looking good so far, excited to see the warscrolls
Yodhrin wrote: I have to say, that art really drives home how much of a miss the actual troll models are for me - the basic concept looks great there.
How so? I love the new troll models
The artwork is a rendering of the concept that is good, the models are - IMO obviously - a rendering of the concept that is not. The proportions are more extreme on the models, the details too sharp, the transitions too stark. And I get why they are, it's a result of the medium and to make them easier to get a solid tabletop paintjob on, but it just doesn't work for me - the version in the artwork is a modernised update of the charming but outdated classic Stone Trolls, it loses some of the charm but does a good job of updating the aesthetic, but the models have a toy-like/cartoonish quality to them.
Yodhrin wrote: I have to say, that art really drives home how much of a miss the actual troll models are for me - the basic concept looks great there.
How so? I love the new troll models
The artwork is a rendering of the concept that is good, the models are - IMO obviously - a rendering of the concept that is not. The proportions are more extreme on the models, the details too sharp, the transitions too stark. And I get why they are, it's a result of the medium and to make them easier to get a solid tabletop paintjob on, but it just doesn't work for me - the version in the artwork is a modernised update of the charming but outdated classic Stone Trolls, it loses some of the charm but does a good job of updating the aesthetic, but the models have a toy-like/cartoonish quality to them.
Yeah that's fair, they have a stylised look to them. I quite like it personally but it's definitely not that old school gritty look. I'm sure you could get a lot of that back in there though with how you paint them, GW's ones are a little too clean for me, I'd like to see them roughed up a lot more
Yeah I think I'm going to try to buy as many variations as I can to try to make the army look more diverse. Not sure that'll look good or bad though. I'll see I guess. I already have one from the old Battle for Skull Pass box set.
Crimson wrote: I like the details on the trolls, but the proportions are a tad too cartoony for my liking.
same for me, will avoid the new ones and use hag and fellwater which I like
The Dankholds are specifically called out as eating a kind of fungus that grows within seams of Realmstone and causes their unnatural size compared to other Troggoths.
That art came with the river troll plastic kit when it came out, iirc (or was heavily reused at that point). That kit hasn't gone away, and things like the skull 'axe' and the vomit are part of the kit.
Don't forget a lot of the "cartoony" can come down to painting style. Nurgle models show this really well and the same model can be equally the stuff of pure nightmare or cartoony. GW tends to err toward the latter in their display photos.
I think this is partly because they are formally advertising the model and thus was the greatest potential appeal to parents and kids as well as adults; but I also think its because many of the more brutal and gruesome and "real" painting methods are often more advanced and complex. On the surface I think GW aims to achieve a studio scheme that isn't too far into the advanced regions that basic beginners can't mimic. Because chances are those studio schemes are what many first time players and collectors are going to choose to paint.
Part of their paint choices also revolve around how well things photograph.
They want to show off details in the photos, as that's the main advertising vector (the grey sprues sealed in a box don't attract the same kind of attention).
Voss wrote: Part of their paint choices also revolve around how well things photograph.
They want to show off details in the photos, as that's the main advertising vector (the grey sprues sealed in a box don't attract the same kind of attention).
Aye its something I wish a lot of other model companies would cotton onto. There are loads who don't even bother to show an actual model today and show a 3D sculpt. That's fine for a pre-release, but once you've got actual models i'd far rather see marketing material with actual photos of actual models and ideally painted ones. There is no denying if you put two websites up - one with nothing or only 3D previews and another with clear well taken photos of painted minis the latter is going to look and likely sell better
Aye its something I wish a lot of other model companies would cotton onto. There are loads who don't even bother to show an actual model today and show a 3D sculpt. That's fine for a pre-release, but once you've got actual models i'd far rather see marketing material with actual photos of actual models and ideally painted ones. There is no denying if you put two websites up - one with nothing or only 3D previews and another with clear well taken photos of painted minis the latter is going to look and likely sell better
This is a problem. To this day, I don't think I've ever seen an official picture of what Malifaux would look like on the table. Also, I'd like Infinity to use paint schemes that us mortals have a chance of pulling off.
Aye its something I wish a lot of other model companies would cotton onto. There are loads who don't even bother to show an actual model today and show a 3D sculpt. That's fine for a pre-release, but once you've got actual models i'd far rather see marketing material with actual photos of actual models and ideally painted ones. There is no denying if you put two websites up - one with nothing or only 3D previews and another with clear well taken photos of painted minis the latter is going to look and likely sell better
This is a problem. To this day, I don't think I've ever seen an official picture of what Malifaux would look like on the table. Also, I'd like Infinity to use paint schemes that us mortals have a chance of pulling off.
Especially since Infinity models are very thin and small to start with! Their photography and product display is great, but yeah its a range I'd honestly say is well aimed at the experienced rather than the novice.
Especially since Infinity models are very thin and small to start with! Their photography and product display is great, but yeah its a range I'd honestly say is well aimed at the experienced rather than the novice.
It's also worth mentioning that a large amount of the detail for faces and things like that isn't actually there and is painted on. It's crazy at times.
I think the Fellwater Troggoths have that general appearance but they're also very fat looking. I think a slimmer Fellwater Troggoth model would look much better.
Considering they all could've ended up like the Underworlds Troggoth, this is a great result that's nostalgic for the original Rock Trolls (which were no less goofy!).
Crimson wrote: I like the details on the trolls, but the proportions are a tad too cartoony for my liking.
same for me, will avoid the new ones and use hag and fellwater which I like
I mean, too each their own but it always seems weird to me when people take issue with stuff in 40k/AoS/WHFB being 'cartoony'. The whole setting's cartoony and over the top. Cartoonish-nesh is to Warhammer what keeping television shows running long after all of the ideas have dried up is to the CW.
Jjohnso11 wrote: I think the Fellwater Troggoths have that general appearance but they're also very fat looking. I think a slimmer Fellwater Troggoth model would look much better.
I think the current river trolls fellwater troggoths were a mix of the earlier mentioned art piece from 6th edition and the classic metal models (which were also rather chubby).
The 3rd preview is late! Please be soon or I'll have to *grimaces* sleep before reading it and that'd be preposterous! I need to sleep to the sweet info fix!
So 10 boingrot bounders on charge should do around 5 mortal wounds from their impact, then 40 attacks (wounding on 3s for first turn) which could go to wounding on 2s with loonboss on mangler buff. Truly Bretonnia has returned.
Yep I'm happy with how they're looking. Also love the Loonboss on Mangler Squigs. His visor covering his eyes, and the other Grot holding onto him, the snotling trying to bail and leap off. The coolness is too much. Also the rules look sweet
RiTides wrote: The Trogboss looks like it will be a dual kit with the normal Dankhold Troggoth, right?
Spoiler:
I like the paint scheme on the Dankhold Troggoth wayyyyy better, but it might be awesome to mix and match the different kit options shown
It looks like his thumbs are sinking into his fingers. Like the sculptor just closed up an open hand in CAD and didn't amend the anatomy. If the finished kit is actually like that I won't be buying one.
RiTides wrote: The Trogboss looks like it will be a dual kit with the normal Dankhold Troggoth, right?
I like the paint scheme on the Dankhold Troggoth wayyyyy better, but it might be awesome to mix and match the different kit options shown
Yeah, looks mainly like an arm and head swap, as well as some details like his back bits and crushing a centipede instead of holding the hammer and all that. I think I much prefer the composition of the normal one's pose more, I'm not a big fan of this alternate build. Luckily I'm gunna use something else as da boss so I'll be happy building him as a normal Dank Meem Troll
The arm that is held low on both models is identical (looking at the barnacles / etc) so I guess the joint is either at the wrist or the weapon itself?
The other arm is interesting because the shoulder barnacles are different - I can't tell if it's the same arm just assembled differently, or a different arm, and where the shoulder joint is...
Absolutely amazing stuff... Have a soft spot for gobbos, Skarsnick and a few others were the first models I ever felt I painted well when I was a kid, these are tempting me...
I do not like the style of the trolls at all. And yeah, the thumb phasing through the fingers looks really bad. I don't know how that made it into production like that. Seems really sloppy.
I can't wait for the plethora of mushrooms to hit all the bits sellers.
Fungus! Fungus as far as the eye can see!
Not a huge fan of the tiny torso/ elongated limbs look, but the big troll is still pretty cool.
They're such a fantasy staple I imagine even if I don't use a pure Goblin force in Sigmar I can get a lot of traction out of this release!
The thumb isn't passing through the fingers - it's just got big, swollen knuckles. Look at the other fingers. The thumb is sitting in the groove formed by the knuckles.
After the Chainrasp Hordes release I agree. I guess it's just hope for the best but expect the worst.
You lost your bet.
Confirmed box of 10 squig hoppers from GW Website
This set builds 10 Squig Hoppers or 10 Boingrot Bounderz, and includes a huge variety of options for customisation. Heads, weapons, riders and squigs are all interchangeable, meaning that no two models need look alike, even in the hugest of hordes.
This kit is supplied in 140 components and contains 10 x 32mm round bases.
On the rules preview front, the faction looks like an absolute powerhouse, depending on points costs of course.
It will be interesting to see how hard they made it to separate the Mangler Squigs, as I'm sure it was actually part of the design brief to make it harder than it needs to be.
Automatically Appended Next Post: Hold up... can someone tell me what in the bad moon is up with the Mangler Squig's damage table?
On the rules preview front, the faction looks like an absolute powerhouse, depending on points costs of course.
It will be interesting to see how hard they made it to separate the Mangler Squigs, as I'm sure it was actually part of the design brief to make it harder than it needs to be.
Automatically Appended Next Post: Hold up... can someone tell me what in the bad moon is up with the Mangler Squig's damage table?
Given you can pose them in two different ways it's probably very easy.
RiTides wrote: The arm that is held low on both models is identical (looking at the barnacles / etc) so I guess the joint is either at the wrist or the weapon itself?
The other arm is interesting because the shoulder barnacles are different - I can't tell if it's the same arm just assembled differently, or a different arm, and where the shoulder joint is...
At the wrist.
The hand is different in detailing.
The right arm, perhaps two different arms entirely yeah.
Maybe even a third right option, or a second left arm.
Though likely just at the wrists for them too..
Squig herd got a slight nurf(?) by the look of it. 2 attacks, but no d3 dmg anymore. And the Squig herders got a nurf as they no longer buff the unit as much but got a buff to be hidden within the unit. I think I prefer them to how they were, works with the logic of the bounders too, doing the same attacks instead of being different.
Hold up... can someone tell me what in the bad moon is up with the Mangler Squig's damage table?
I liked that touch a lot as well, a sort of "boomerang" or U-shaped damage profile. If I'm trying to guess their intention it was to give it a sort of "berserk frenzy" death. The idea of a "reversed" damage profile has been sorta under-explored up to this point, but it adds some interesting possibilities
I don't know the old ones, any change besides adding the GG keyword?
The command ability changed (used to be mortal wounds on a 5 within 8"), morale buff on Arachnarok is new, shaman on foot is new (wasn't an option before), more attacks on the spears and bows on the aracknarok, the Flinger rules have changed, off the top of my head.