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Andy2D6
Приєднався 2 чер 2012
Light-hearted wargaming content with a hard-hitting edge.
Warhammer The Old World Battle Report - Dwarfs vs Wood Elves
Warhammer The Old World Battle Report - Dwarfs vs Wood Elves
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Відео
Improving 20 Year Old Warhammer Paintjobs
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Getting My Dwarf Army OLD WORLD Ready
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The Ultimate IKEA Miniature Display Unit
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How I Learned To Stop Worrying & Love The Rod
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Dealing With Flying Individuals - KoW Wednesday #8
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Transporting KoW Armies - Kings of War Wednesday #2
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Which Spice Are Stormcast? Dominion - SPICY UNBOXING
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WHAT THE HELL IS THAT?! (Ep. 6) (Warhammer 40k Edition)
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How To Paint Board Game Miniatures FAST - 90 Second Painting Tutorials
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The Forest of Rem Season 2 (Complete Edition)
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Lesser Obsidian Golems - Abyssal Dwarfs
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No-Shooting Goblins vs Nature/Elves - KoW Battle Report
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This is the one thing I don't like about Warhammer in general... Most games are decided by characters, war engines, elite units, and magic instead of the clash of rank-and-file troops.
How on earth is sorcerer prophet toughness 8? And where did he get the regen from? Theres no regen item in chaos dwarfs arsenal If he got 2 mantles of stone to get to tough 8 (i doubt you can do that anyway) he can either go for 5+ armor 5+ward or 3+armor with no ward with the points left Anyways, if you get a rematch just focus fire him and remember that you dont have to worry about line of sight against large targets, and he had plenty of them, all your arty should had been behind your line where they could shoot just fine (I just rewatched the video)
@@Jimmyjazz1414 I'll ask for clarification on the combo of upgrades for the Sorcerer.
@@Jimmyjazz1414 2 Mantles of Stone. Armour of Silvered Steel. 3+ Ward only against flaming from the Taurus.
@@Andy2D6 Thanks for your effort asking! U should had gone bananas on him 😅 About mantle of stone, its ex.common so no question if you can take 2, BUT it gives 1T -1IN without having the "to a min of 1" keyword My understanding is that a sorcerer prophet (IN2) can have only one, because he just can't "pay" for -2IN since he will end up with 0 and you cant have a 0 characteristic, i believe thats the most logical interpertation and also goes by the spirit of the game Its not like it matters that much, its not an OP build or anything, +1T,3+AS,5+ward save is arguably a better build anyway (for the same cost) Just for the sake of rule understanding, what do you think about it? Btw, you should def have a rematch, i understand that you deployed that way for an arty duel but with your T7 arty you should had just ignored the deathshriekers, put your arty behind the lines nice and safe and keep targeting any of the 3 large targets thats not in combat, not corner camping or anything, just being more, how should i say it, compact? Chaos dwarfs are good but mainly cause of their very cost effective hobogobos, your army can def handle that list!!! I hope u don't think im smug or anything, its just my opinion, i can def be wrong, sometimes my use of the english language comes out more strict(?) than intented 😅
It felt like all the other big flyers with multiple saves and a lot of wounds. Very difficult for the Dwarfs to deal with.
@@Jimmyjazz1414Page 96, characteristics go from 0 to 10. Where are you seeing 1 ?
Deathskrieks kinda suck They are strength 6, so they ll be wounding on 4+ most of the time I really like the changes on your list, it gets better with every new video Ironbreakers are cool and all but not particularly useful When gyros are ready you ll be set! This game didn't go well, sorcerer prophet went solo mode, i think you shouldn't have gone so wide, and you gave deathshrieks more respect than they needed 😅,anvil got smoked so fast though... at least your hammerers finally performed as they should I think the charge on anvil was done right and yes you add crew wounds on unit strength for warmachines Thanks for the report!
Miners would have helped in this matchup I think. Could have maybe helped with the backfield threats to the rockets?
@TheJankmaster Maybe, but I guess the Hobgoblins would've been deployed to prevent Miners entering close to the war machines.
@@Andy2D6 possibly yes, but who’s to say what giving the something to think about from that direction changes the game. So far that has been the only real benefit of including harpies with my beastmen, but a min unit is almost an auto include for me.
Do you think that GW play tested the legacy armies, or just mailed it in for the “unsupported” lists?
There is some evidence to suggest less effort went into them. The VC scream attacks being implemented the way they were, Chaos Dwarf machines being a very rare example of D6 wounds in the game.
Curious how the Rangers get so far up the board Vanguard would do that? Or scouting?
Scouting
war machines don't pivot anymore in this edition, they just see and shoot at a 360 degree arc, makes it less weird when you have to move a war machine that is near other units or a terrain piece as you mentioned at the beginning
@federicoronchi725 The rules mention that they get to pivot, and it doesn't count as having moved.
Two tournaments in one weekend? You, Sir, are a possessed infernal wargaming machine!
@@subedai I can't be stopped... except by the dice.
Never play your Anvil without Rune of Preservation is a rule I follow, maybe you give it a try. One comment on the issue with the Pegasus Knights on your left flank: You anticipated the Charge into your Clan Warriors well, but your Rangers did not. So instead of turning them 180 you could have reformed them facing more into the direction of where the Pegasus Knights might be after the fight. They still can shoot then, so no difference there. Luckily the Pegs lost the fight and you saw them afterwards. I think that was not the most probable outcome!
I will definitely be trying that on the Anvil. The Rangers were concerned about keeping all the models facing the enemy to maximise shooting, and for a stand & shoot if the Pegasus Knights chose to charge them.
Good report as ever, great to see the Dwarfs get a win so give yourself a pat on the back! I'm still not convinced by the grudgethrower and there didn't seem to be too much here to change that - it just feels too inaccurate and that it's so much easier to hit things with cannons even if the damage is disappointing. Hoping it gets a rune to help with this when the book comes out. I realise Richey the dwarf player who keeps winning/doing well at tournaments in Nottingham had two in his most recent tournament list and so they obviously can work though I'm getting the impression he could run all sorts of things and still do well. Thought you could maybe have moved the Engineer while the pegasus knights were off the board to give them more difficult choices when they came back on. He was your general after all. That said I would probably have made the anvil the general in this list (can't believe it's not Ld10 to be honest) and that wouldn't have worked out too well. Bit disheartened that lots of Irondrakes really are looking like the way to go. I now have some models for them that I like and am happy to use (not painted yet of course) so that's good, but still would really like to be fielding as many more traditional troops as I can. Then again if I really enjoy painting them I might get more enthusiasm for them.
@ClydeMillerWynant I am confident we'll have more options when the book arrives. I can never own too many Dwarfs, so hopefully everything has a place.
👍👍
I'm pretty sure you can reform your rangers into open or skirmish formation, but then they count as having moved. Thanks for the report, great as always!
Could be useful in a future situation.
you can reform anytime to change from open order to skirmish or viceversa. just to confirm the matter
P. 100: Models with more than one such special rule may choose their formation during deployment, and may change it and adopt a different formation by reforming during the game
Those Irondrakes are dope! With the Gyrocopters at hand you have the best avaible!
Soon the Dwarfs will be unstoppable. Maybe.
Another fun report. Rune of Preservation seems pretty important for the Anvil.
I'm thinking that could be the way to go.
Can anyone tell me, what they think of the rules of the special character Lady Elise? Has anyone played with/against her? whats her rules like?
Love the bretonnia magic cards! do you know where they come from or where i can get them?thx
Apparently they're from Etsy.
A moderate buff to warmachines would just do so much for dwarves in terms getting aggro from your opponent. I dont want grudgethrowers to be oppressive, I just would like for them to be good enough to force an opponent to come and get them.
@walterdimmick653 Hopefully we get something in the Arcane Journal soon.
A perfect swansong to a pretty good edition! 😊 Thank you for casting ^^
Fun show - good to see Rem again after 5 months. There definitely seems to have been a hair swap during this time. I'm not playing ToW in tournaments, so I'm looking forward to getting a couple of old Dwarf units to have as allies for my generic medieval 'counts as Empire' army whenever GW get around to releasing them.
I better squeeze as much content out of Rem as possible, before he goes back on tour in a few months.
Turn 2 you got punished for your deployment, your army could have been completely be deployed on the left half.
I will be trying out a more compact deployment, and list designed to force the enemy to approach, this week.
Redressing is done evenly
That was my assumption, but I can't find anything in the rules for it.
No, it isn't. You are confusing it with casualty removal.
@@szczepankalisiak6527 in the book its clearly shown this way...
@@simoneengelleitner947 please quote the rule indicating it has to be done symetrically. There is none. The only occurence of this is in the casualty removal section, and it is clearly stated there.
The d3+1 on the Grudge thrower makes it the "strongest" warmachine. The Anvil turn one was perfect, what about the magic missile?
The magic missile did some wounds to one of the chariots, I believe.
a couple of gyros will make it in any list for me personally. they just give so much control over the movement. Even redirecting the wyvern or the huge chunky boar unit for a turn wouldve been huge. Easily able to smash flanking wolf riders, even if left alone behind the enemy lines, can put out quite a bit of hurt.
I hope to have them painted in the next few weeks.
Brilliant content again bud. Vs this list I would strongly consider deploying on your table edge... shamefully of course🤣🤣, buys you those extra shots (if you lose turn 1) which would be crucial. I know you are very mindful of not castling too much for better content but I hope I can speak for everyone watching... we all promise not to hold it against you if you deploy defensively vs a FULL SEND speed list 👀😂👊
I'm going to try some lists with the intent of forcing the issue, so I can be more comfortable staying back and compact.
Illegal units? Oh, the shame! May I suggest playing next year's tournament with an orange beard and mohawk.
Truly shocking.
That was a rough game, I think you're right that some expendable redirectors might help but playing dwarves doesn't give you a lot of options for that. Maybe if you had positioned units so the enemy had to charge you through terrain? Though the board was pretty empty. All things considered, that was a very rough matchup and I don't think you had many options. Good effort nonetheless, and at least it makes for a great battle report!
The deployment in your last report was flawless...😘
The joys of having a hill in the centre and no cover. Living the dream.
The left side was perfect for deployment
I didn't like the big blocking piece of terrain in the centre. However, I will be trying to use more compact deployments in future.
I do think you measure the guy at the back with the wheel there. Drilled gives you the reform for free, but no model can move further than double its movement value. So you reform for free then spend your actual movement to swing the back guy around.
Orc player cannot declare a charge versus 2 units. In this edition double charges can only happen on accident.
Don't think you could ever charge like this could you? Obviously you ordinarily wouldn't have wanted to with base to base mattering in all past editions. It didn't have much effect on the battle as the boar boys would have ended up killing the thunderers soon after anyway (and probably without having to cop a stand and shoot at all), but it did look all wrong.
This is incorrect. Look at page 130, there is a rule named "Multiple charge targets" that specifically says : "A unit may be unable to charge its intended target without making contact with other enemy units. In such cases, the charging unit must declare a charge against all of the enemy units it will contact, and each is able to declare its own charge reaction." So each of the two units can make a reaction in that case (if there is no way to charge a target without also charging another).
However, you are right to say that the orc player could have charged the unit in front of the terrain without charging the other unit, so it did not meet the criteria for a double charge.
Thanks for talking that one through with page references. Very complicated.
Any non dice movement (marching column excluded) can't be more than double the movement characteristic, so the wheel is not legal, apply this rule in any maneuver, need to be especially careful with dwarfs and their sad 6' max
Yes. Have to be careful with wheeling in future.
You could have increased the front of hammerers to the right before they charged the chariot, such way, so that they wouldn't be able to close the door because of the units in combat on the right. It would then count as disordered charge with the chariot closing the door. After winning the round of combat, you would be able to pursue and flank-charge the large combat and immediately strike with hammerers again after choosing the combat on your turn. The game could have been won with this sequence of charges.
Maybe add a second unit of rangers from the special slot? For redirect?
rangers are *rare* choices
@@Jewus19 ah, well as he has a lot of favored units in that slot, looks like rangers are stuck at one unit. 😊
Do you need to maintain the center when redressing ranks?
Ok you just said that.
I'm still looking into this. Haven't found a clear answer yet.
No you dont.
@@szczepankalisiak6527 I know how precarious this next statement is, but…based on the image in the book that accompanies the rule explanation…RAI might be that you do have to maintain the center. Not a hill I am going to die on, but just a thought.
I know it’s just a game mechanic, so applying “real life logic” is on its face stupid…but the fact that the anvil can move if it loses a round of combat, but can’t under any other circumstances. Feels odd. I would need to come up with a house rule that it can’t be pushed back even if it loses combat. Perhaps I’d even go as far as to say that the charge loses its impetus and no charge bonus for the enemy in subsequent combat rounds.
It's definitely an odd one. Not as wild as a Grudge Thrower pursuing and catching some wolves, though.
@@Andy2D6 the Weapons of War p197 stops war machines marching, charging or making pursuit moves
@@ed8930 Good to know.
Replace with the equally silly, but legal, war machine falling back 36 inches through friendly units.
@@Andy2D6 goblin hatred explains this one.
I know it’s just a game mechanic, so applying “real life logic” is on its face stupid…but the fact that the anvil can move if it loses a round of combat, but can’t under any other circumstances. Feels odd. I would need to come up with a house rule that it can’t be pushed back even if it loses combat. Perhaps I’d even go as far as to say that the charge loses its impetus and no charge bonus for the enemy in subsequent combat rounds.
😊
Quite a depressing one. Would have been a better game had you got first turn though very likely still something of a rout. I don't yet share your enthusiasm for the grudgethrower. D3+1 wounds is obviously a plus though it made no material difference here, but as it's more or less hitting on 5's as far as I can see it feels likely to end in disappointment. Runesmith with quarrelers like engineer with them doesn't look all that great on the maths front and these minimal extra kills seem to vanish into insignificance against hard hitting stuff from various opponents. I guess your positioning didn't work out in a few ways in this game and you don't get much chance to react to things against this sort of stuff - it looked pretty tough. Don't much like the gamey restrain and reform to get the extra charge distance with that chariot. Maybe clever with the rules as they are, but felt like it belonged in the category of just taking advantage of poorly written rules. The chariot ought to need a 3" straight line move to get its impact hits in my view (I understand that's not the case as things stand). Don't like his two standards on one chariot thing either - has this just come about because they couldn't be bothered to put separate entries for the chariot as a unit and the chariot as character mount in the arcane journal?
The black orc character can carry the BSB on the chariot so with war banner it +2 CR so not two seperate standards
He's definitely using two separate standards. He likes to tell us about it on his channel which he does a good job with aside from the various shenanigans involving black orc chariots... One of the standards might be a war banner as well right enough. I feel sorry for the orc on there who doesn't have a banner, must feel very left out.
I would say the thunders would close the door, but can’t say that I know for sure.
Wrong. The boarboyz charged illegaly, as they were able to complete the charge against either of units without accidentaly contacting the other.
@@szczepankalisiak6527 interesting to know, thanks
I see “enchantments” are back.
Thanks for the game Andy! One for the book of Grudges
I think this warrants a whole page.
There is some dispute over the back ranks moving that much. Some folks point to the rule that no model in the unit can move more than 2x its basic ma.
On the subject of the wheel with a 2 wide unit and how far you're allowed to move: Page 124 first paragraph states "Regardless of the maneuver performed, no model may travel more than twice it's movement characteristic"
So it's still viable, but there is a limit. Good to know.
P.124: "When a unit wheels, every model counts as having moved as far as the outside model." The outside model is the opposite to the one whose corner is the rotation axis, which means that when in narrow but long formation, the "tail" of a unit can virtually move further than the 2xM limit. The same is true for single models with bases longer than its width: when wheeling, the back of the base always travels further than front of the base.
@@szczepankalisiak6527 Interesting.
If you're looking for spicy lists to play around with, I've experimented a bit and my Stromni MSU list has been great and won a bunch already in local club games. Runesmith general, BSB with Master Rune of Stromni Redbeard, 3x dragonslayers, all running solo. 3x small units of warriors. Only 9-12 of them. Two of them drilled. 2x units of rangers. 10-ish strong. 3x gyros with steam guns. 2x units of drilled ironbreakers. 6-8 strong. Champ with hand grenades for fun. 3x units of 5-10 drakes. With torpedoes and hand grenades. You get so many early small drops that you own the deployment phase. So many shieldwall units to block a charge so you can countercharge with multiple things. Infinite combat res, that banner is so cracked. Very proactive way of playing dwarfs. Though right now I'm fooling around with fitting in a unit of 4 brimstone copters supported by an anvil. One scary fire and flee harassing unit that can also function as pseudo chariots later. Loving your reports
I'm definitely going to keep mixing things up, so an MSU list could well be on the cards.
😊
Spears? Are you insane? Have you lost your mind? Too much time on Reddit mate?
I can feel it. SPEARS.
I would call the ones you seem to be thinking of pikes. Now that would of course raise the thorny question of whether a short person's pike should count as a spear or a pike, but it might be that gw have got round that by not including pikes at all in tow, not sure. I do find it odd that marauder dwarfs were absent from the promised releases when along with perhaps the giant it's what marauder is best remembered for, but there we are - as you say some of them might resurface in any case.
Make Slayers skirmishers!! They get a -1 to hit from shooting AND they're way more manouevreable without any M4 nonsense
Not a bad start.
The leader of the nightmare legion is a pretty good model though I guess I would concede that the troopers are perhaps a bit messy. These days a charity shop would probably have put them on Ebay so you'd only be doing the same, you'd just have to make sure the money was used in a good cause...
You bet, it’ll be used to buy wood elf models or dwarves 🎉
Two of the finest causes, the other being orcs and goblins. Skaven would be another, but even if your nightmare legion is made out of gold it wouldn't get you enough of the best ones.
I am almost 100% certain that the first edition where Chaos Knights had 1+ saves (6th edition) included the rule of 1 always failing.
If it turns out to be false, my GW store were doing it wrong for a decent length of time. Maybe there was a period where rules had been updated but army books hadn't? Something along those lines.
@@Andy2D6 I mean, I might be wrong, but I was the nerd who read the rulebook cover to cover multiple times, and knew how all the manoeuvres that no one ever used worked 😄 I can understand why people would get that wrong though. At first glance, if a 1+ save failed on a 1 then it was just a 2+ save by any other name. Of course thinking about it a bit more tells you that the advantage is it remains a 2+ save against S4 attacks, rather than becoming a 3+ (for any younglings: in older editions of WHFB strength and AP were tied (largely) together: S4 was AP -1, S5 AP -2 and so on).
Very nice conversation, great to hear on the background while painting. Regarding ToW, I believe that the release schedule is being affected by a combination of end of cycle business reports and AoS 4 ed. Hopefully will start seeing more frequent releases as of mid-July
That would be nice. There is a lot of cool stuff begging to be brought back to life.
Nice job with the archers. Even though I am also a "purist" with my warhammer armies, the acceptance of 3d prints in the community means I get less push back on my conversions and new use of old miniatures. For example, I use the old chaos snake men for possessed and I am painting up an old chaos bull centaur whirlwind to use as a heavy chaos chariot. Is bugman on the pony-beer cart getting released for WHTOW or is it a generic dwarf leader?
The chap driving the cart is just a delivery driver not bugman himself. They may change that of course, but he doesn't look very 'heroic'. My version recently got accidentally kidnapped by a bunch of drunken beserkers in an invented game I play with my youngest called dwarf expedition. They got barred from their local and stole the beer cart with him asleep in the back. I hope that if they rerelease any bugmans rangers it's the 90s ones that I don't have rather than the 80s ones that I do. Andy might want it to be the other way round though!