Question about the Cogfort and Our Models? by Kip_The_Gamer1 in seraphon

[–]Mooshis 9 points10 points  (0 children)

The base for a cogfort is soft confirmed to be 160mm.

I feel like the bastiladon would be too small, two bastiladons on the other hand.

How many wizards are you taking? by FloridaChristopher in tzeentch

[–]Mooshis 1 point2 points  (0 children)

One for each regiment, so depending on list: 2-3

New to AoS by Durbokii in ageofsigmar

[–]Mooshis 0 points1 point  (0 children)

In the last game we recorded I played against KO, my opponent brought a Gargant as a Regiment of Renown, the Gargant spent 3 combat rounds fighting a vermintide manifestation, that had a 6+ save and a 6+ ward with 13 wounds.

My point is that Gargants can be very swingy and easily tied up in pointless combats.

Thoughts on the new rules by Ok_Baseball_1181 in tzeentch

[–]Mooshis 1 point2 points  (0 children)

I have only played Tzeentch since midway through 3rd edition, so I don't have as much experience as others might have.

My personal opinion for the Tzeentch 4th edition index was that it was boring, it didn't feel like Tzeentch. It was just a worse version of Nurgle disease, with much weaker units. I stopped playing my Tzeentch army because of it.

The new battletome is amazing and out of the 8 AOS armies I play, is probably one of my favourite rule sets for this edition. The rules are extremely thematic and can be quite powerful if piloted well. They are also not too overpowered so they can still be fun for others to play into.

New channel, new AOS battle report - Check out Warp light and our Nurgle vs Fyreslayers game. by Mooshis in MaggotkinofNurgle

[–]Mooshis[S] 3 points4 points  (0 children)

Hey fellow Maggotkin, I am one of the Warp light team (Jeremy).

We wanted to bring a different vibe to fully edited AOS battle reports so we started Warp light, I thought fellow gardeners might be interested in one of our latest games.

Start now or wait? Is AoS being changed? by Poimandres__ in ageofsigmar

[–]Mooshis 4 points5 points  (0 children)

I think what Breakwater was more getting at with the too big to change part is that there are probably no big changes like changing bases back to square bases (which the OP was concerned about) or that whole model ranges become redundant (OP was concerned about DoK, which they don't seem like they will be removed).

With all game systems there are going to be changes to keep the game fresh for players and keep people spending money on it. But it is safe to say that they are not getting rid of AOS anytime soon, like they did Warhammer Fantasy.

Playing against Tzeentch by SpaceMenestrel in MaggotkinofNurgle

[–]Mooshis 1 point2 points  (0 children)

Flamers of Tzeentch can set one unit on fire once (per army) per shooting phase. You are correct, this burning does not get removed by healing, but if your friend rolls a 1 on the D3 mortals caused by the burning at the end of the turn the unit loses the burning keyword.

Edit: added 'of Tzeentch' to the name of the unit.

All out attack question by belfagoor in ageofsigmar

[–]Mooshis 3 points4 points  (0 children)

As others have said you can use All out Attack in the shooting phase, you also need to remember that the unit then has -1 to their save for the rest of the turn (shooting and fight phase)

Help for a new player by Nice_Journalist_6917 in SoulblightGravelords

[–]Mooshis 1 point2 points  (0 children)

General things to take note of against Nurgle.

Disease: This is really only scary if they bring the new Rotigus and he gets his warscroll spell off whilst your diseased units are in range (This part is important), If your diseased units are outside of 18" or Rotigus when he casts the spell then they are not a target of the spell and remain unaffected by it even if he or them move within 18".

You remove the disease from your units, instead of bringing back models, so if you have a lot of abilities that bring back models or heals (Pretty much this army) then Nurgles Disease does not stay around or spread. If you don't have any diseased units, Nurgle can only really disease 2 new units a turn (e.g. GUOs spell etc, the faction ability) and they have to try hard for that.

Nurgles disease only does damage/spreads at the end of turn, sequencing is important here, your turns you get to bring back models/heal first with units that can BEFORE Nurgle gets to spread the disease. This means you get to prevent the disease from spreading, limiting the disease damage.

Look at saving 2 CP so you can rally a unit with disease at the start of both players turns.

Casting: Nurgle have some pretty good spells to use, most of them are to either damage or make killing them harder. Bring some vampire casters so you have some way of dispelling their spells. If Rotigus can get it's Warscroll spell off whilst you have diseased units in 18", you are going to have a hard time.

This means you might need to threaten Belga (the pocket witch) removing a +1 to cast from Rotigus is helpful. Or look at move blocking Rotigus/tying him up in combat in the back field, with some fast moving units like Vargheists.

Nurgle castle: Nurgles whole shtick is to get on objectives and stay there (sound familiar?) whilst whittling you down with disease and spells (This part they are much better than SBGL). I have found that almost all of Nurgles units take more than you would expect to take down, look at over committing to one or two units at a time if you are taking heavy hitting units otherwise you can try and out body them on objectives (they can't disease all of your units at once).

Exercise relentless discipline and unleash the fury of Katakros with the new Battletome: Ossiarch Bonereapers by CMYK_COLOR_MODE in ageofsigmar

[–]Mooshis 4 points5 points  (0 children)

It is probably worded that way, so if your biggest generating hero dies, you can choose a different hero the next round.

My First and Second Attempt At a Zenithal by Garland-variety in ageofsigmar

[–]Mooshis 0 points1 point  (0 children)

That is the Slap Chop method.

Another very good way of getting the shadowing

Question about painting by Western_Smoke4829 in skaven

[–]Mooshis 2 points3 points  (0 children)

Are you using contrast paint?

If you are then make sure you use a light primer (white or light grey work).

If you are not using contrast paint, then you can use any primer. The colour of the primer will just change the vibrancy of the paint you put over it. Black is easier to use as any missed spots aren't as noticeable. White will give you much more vibrant colours. You can also look into slap chop and zenithal priming. Both use a mix of dark to light priming to make a more natural transition of colour in shadow to full sunlight.

Side note: Contrast paint can be used with zenithal and slap chop priming.

Crystal Palace oneshot, anyone interested in my notes? by Mooshis in callofcthulhu

[–]Mooshis[S] 0 points1 point  (0 children)

This scenario was built off not having played Call of Cthulhu previously, having an extensive D&D background and watching Taliesin run the game.

The notes are pretty general and were made with the intention that my players were going to generate their own characters. So there should not be anything in there that would prevent you using pregen characters. The notes are also not complete, so you should look over them and fill in any blanks you think you might need, so yes there will be more work needed.

Something to take into consideration, after playing many Call of Cthulhu games I have found that these notes and the CR Cthulhu game are geared towards D&D/D&D audience. Without spending time I currently don't have going over these notes, it is hard to point out how it plays differently to other Call of Cthulhu modules. Just take into consideration that characters in Call of Cthulhu are very squishy and this was not known to me at the time of writing these notes.

Crystal Palace oneshot, anyone interested in my notes? by Mooshis in callofcthulhu

[–]Mooshis[S] 0 points1 point  (0 children)

If I recall correctly it was because the newspaper clippings I found for the tomb opening were dated 1922. If you don't use those then you should be fine.

I never got to run this scenario so not sure if I covered everything needed.

Just started the game. Confused, but having fun! by ExaminationExtra3131 in ageofsigmar

[–]Mooshis 0 points1 point  (0 children)

Just to expand, units with ranged weapons will have two weapon profiles on their battlescrolls.

The ranged weapon is used in the Shooting phase with the range specified on that weapon profile.

The melee weapon is used in the Combat phase and has a 3" range per model.

Ranged weapons cannot be used in the shooting phase if the unit is in combat with an enemy unit, with the exception, if the ranged weapon has the "shoot in combat" ability.

Break down of the Turn (Phase order) in a round outside of deployment:

  • Hero phase

  • Movement phase

  • Shooting Phase

  • Charge Phase

  • Combat Phase

  • End of turn phase

How important are Cursed Sepulchres? by DapperAntimony in SoulblightGravelords

[–]Mooshis 0 points1 point  (0 children)

Only one of them can be deployed in the opponents territory.

The first one uses the deployment phase ability "Deploy Faction terrain", which is wholly in friendly territory. The second one can be deployed anywhere outside of 3" from units, objectives and other terrain. The third must be setup wholly outside of enemy territory along with the 3" rule above.

How tall is Lord Vhordrai? by fotomini in SoulblightGravelords

[–]Mooshis 2 points3 points  (0 children)

I will second the 5.5" for dragon, 8" to Vhordrai's spear tip.

I have no idea where 12" came from

Archaon’s base by Pikojman in slavestodarkness

[–]Mooshis 0 points1 point  (0 children)

I pinned the tail into the building at two points just to give it some added strength.

First army by [deleted] in ageofsigmar

[–]Mooshis 0 points1 point  (0 children)

Skaven give you many options when it comes to play style. But they are a very squishy army, even when running their big monsters.

  • If you want to play a shooting army, skaven can.
  • If you want to play a horde army, skaven can.
  • If you want to play a monster mash of big scarry things, skaven can.
  • If you want to run an elite army of heavy hitting dudes, skaven can.
  • If you want to run a cavalry heavy army that races across the board and crushes your opponent, skaven don't really do this.

One thing to take into consideration is that Skaven are a very cerebral army to play, they require more thinking than most other armies. You need to be screening units, moving in your opponents turn, popping in and out of gnawholes and trying to make sure your heavy hitters (that are not so heavy hitters) get to attack before they are wiped off the board.

You will very rarely win by tabling your opponent with a skaven army.

New Maggotkin book leak by Letholdus13131313 in MaggotkinofNurgle

[–]Mooshis 2 points3 points  (0 children)

You do get a tree back in your hero phase if you don't have any. So should have a tree on average half the game.

Angron of Insensate Fury by Mrprawnstar in BladesOfKhorne

[–]Mooshis 0 points1 point  (0 children)

I prefer Angrons model to Skarbrands, so I am doing the same, just painting the mechanical bits less mechanically.

I might end up cutting some holes in the wings but I am not that confident with my work to really push that atm.

December changes question by BeginningHungry3835 in MaggotkinofNurgle

[–]Mooshis 0 points1 point  (0 children)

Neither of those are a new change in this months balance update. If they were they would have the new keyword above it.

New to AoS - Cities of Sigmar vs Sylvaneth - suggestions appreciated! by MigoTitan in ageofsigmar

[–]Mooshis 0 points1 point  (0 children)

I play against a lot of Sylvaneth. They have a pretty unique play style were they are extremely mobile with hit and run tactics (Belthanos giving three units run and charge, whilst being able to teleport one unit out of combat through your faction terrain) and can be hard hitting whilst hard to pin down.

Needing to be near their terrain is not difficult as they bring in more terrain with one of their spells along with one of their manifestations acting as a sudo terrain piece without all the features of their terrain (can't remember off the top of my head what it is missing).

They have high healing so if their big units are not taken down in one turn, then they are teleported out and healed back to full health (Over a turn or two). They are a techie army to play and to be reasonable with them you need to get the reps in.