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 Post subject: What to make...
PostPosted: Fri Jul 03, 2009 8:25 pm 
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So i decided to work on my stunty army expanding and the BFSP set with a battle force simply to make up the numbers.

But i dunno what to make, i know i want to use one of the minis to make an army BSB from a normal stand guy. However i am now sure whiether to make an organ gun or cannon, i am thinking organ gun as the read pretty cool and as my main oponent is a Dark elf the rate of fire might be good for taking out his hydra.

But out of the remaining troops i am wodoning. I have 30 men left to play with and all the spru seem the same.

I was thinking another unit of 10 thunders and then making the 12 warriors from BfSP up to 20 and making a unkit of lon beards but i am not sure.

he way i am thinking is this will be the rough list i have

Thane
BSB
Runesmith ( i will hopefully proxy the slayer as this)
10 thunders
10 quelers
20 warrior full command
20 long beard (great wepons, full command, run of curage)
8 miners
cannon
Organ gun

I think this leave me with 2 dwarfs to have a play with i think

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 Post subject:
PostPosted: Fri Jul 03, 2009 8:51 pm 
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As a starting list that is fine are you playing 1250 or 1500 pts there

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 Post subject:
PostPosted: Fri Jul 03, 2009 9:16 pm 
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its uasually about 1500 points my main oponents fielda

Master couls one hydra blade

2 sorceress

assassin

10 RxBs

20 warriors

20 cosairs

5 coldones

hydra

i'm notsure he can field 3 characters and an assassin though he probably can

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 Post subject:
PostPosted: Wed Jul 08, 2009 10:24 pm 
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Hmm i just noticed that the instruction sheets for the rang and warriors is missing does anyone happen to have ones the could scaning and post here please i can seem to find any on the net.

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 Post subject:
PostPosted: Wed Jul 08, 2009 11:53 pm 
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Location: Palmerston North, New Zealand
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Basics are

- You can upgrade 1 unit of Warriors/Longbeards OR Quarrellers armed with Great Weapons to Rangers for +1 pt per model
- Rangers can be equipped with Throwing Axes for an additional +1 per model
- Characters cannot be placed with ranger units unless the have the RO Brotherhood

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 Post subject:
PostPosted: Thu Jul 09, 2009 8:00 am 
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O.o

I meant the instruction on how to build the minis I have the one for the canon/organ gun but not warriors and thunders.

I made my Bsb i will try and post some pictures up on my blog at some point.

I also decided on a purple/white colour scene a bit brighter then my normal dark reds and blues

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 Post subject:
PostPosted: Thu Jul 09, 2009 12:16 pm 
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Location: Dunedin, New Zealand
Put them together so they fit. Cant really go wrong. Just dont put their heads in the arm socket... bad idea..

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 Post subject:
PostPosted: Thu Jul 09, 2009 1:19 pm 
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:O but that would look awesome!!!

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 Post subject:
PostPosted: Fri Jul 10, 2009 1:30 pm 
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put their head in the arm socket and presto! Mutated chaos dwarves.

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 Post subject:
PostPosted: Sun Jul 12, 2009 11:26 pm 
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Location: Palmerston North, New Zealand
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Build them in units, put legs and bodies onto bases then rank bases up before fitting arms and weapons to make sure they all fit together

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 Post subject:
PostPosted: Wed Jul 15, 2009 12:32 pm 
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weill i put together my 10 xbows last night they went together pretty weill i think, i need to GS a few cracks and i am thinking of putting some fur trimming around the arms. I gave them all the small bucklers and out them on their back. I am not sure about the Great weapons though or how i am goig to attach them.

I have a game on saturday again DE

Master
2 caster
10 RxB
20 warriors
20 corsairs
1 assassin
5 cold ones
1 hydra

looking at about 1500 points

i am going to be fielding

Thane
Thane (BSB)
Runesmith
10 thunderers
10 Xbows
20 warriors (not sure on the greatweapons. Might be needed for the hydra)
8 Miners
1 cannon
1 organ gun


i seem to be fielding alot more them him i might drop the miners tbh i haven't had much luck with them in BfSP fights. though they could be a good distraction or i could use them to come up being the RxBs in turns 2/3 leaving my ranged to targe his big blocks, as wirth the organ gun and the 2 units i think i can take out his warrioes but the corsair will be tought and i expect the assassing to be in that unit.

I'm putting the flame run on the cannon and going to try to take the hydra down as much as i can and use my warrior to take on his coldones

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 Post subject:
PostPosted: Wed Jul 15, 2009 9:23 pm 
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Location: Palmerston North, New Zealand
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Have fun mate and don't forget to post a report on the battle would love to see how you do. Just remember with Dark Elves you need to save your Dispel Dice for the spells that really hurt, DE mages can use as many dice as they like per spell so your opponent might set of a cheap one to draw out your dice then go for the big nasty

What upgrades are you giving your Dwarf units -

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 Post subject:
PostPosted: Wed Jul 15, 2009 11:14 pm 
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For the first thank i am thinking of going combat heavy rune of swiftness and 2 runs of fury and running him with a great wepon though i am tempted to try and take run of fire for taking on the hydra.

for the BSB i'm not sure on, possibly rune of courage(immune to fear and terror) or rune valaya (+2 to dispell) I have never field a BSB before

Runesmith possibly 3 rune of spell bring (dispell scroll) or spell eater rune(on a 4+ the wizzard looses this spell) and spellbring rune as the is a nasty spell the makes each madel take a Strenth test which useually kill 7-% ooh my elf units

Cannon would have rune of burning.

full command with the warrior and with the miners if i take them.
Leave the ranged naked apart from shields.

I'm hoping that i don't get first turn, simply becasue he wont be in range with his RxB and so long as he moves then i can shoot them with out having to move any of my force in turn one. but i dunno whether to waste a wound of shooting on his RXB of go other more dangerous things.

H will have assassing in the corsirs, a wizzard in the spearmen. and the other one with the master in the old ones. so either of those 3 target are my priority for my shooting.

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 Post subject:
PostPosted: Thu Jul 16, 2009 12:21 am 
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Kilidath wrote:
For the first thank i am thinking of going combat heavy rune of swiftness and 2 runs of fury and running him with a great wepon though i am tempted to try and take run of fire for taking on the hydra.


If you put a rune on a GW it becomes a HW so loses the +2. Better option would be GW, MR Kragg Grimm, RO Fire - S6 Flaming

Kilidath wrote:
for the BSB i'm not sure on, possibly rune of courage(immune to fear and terror) or rune valaya (+2 to dispell) I have never field a BSB before


If you take a unit of longbeards you can give RO Courage to them, allowing you to put MR Gromil on BSB giving him a 1+ AS. If you give him a Runic banner he loses everything else and goes in with a 4+ AS. RO Valaya is an interesting choice.

Kilidath wrote:
Runesmith possibly 3 rune of spell bring (dispell scroll) or spell eater rune(on a 4+ the wizzard looses this spell) and spellbring rune as the is a nasty spell the makes each madel take a Strenth test which useually kill 7-% ooh my elf units


2 x RO Spellbreaking would be enough, as you will have 5 DD - 4 for army +1 for Runesmith (only get +2 with a Runelord). Leaves you 25 pts to give Runesmith some protection and a runic weapon.

Kilidath wrote:
Cannon would have rune of burning.


You have to have the RO Forging on a cannon, and an Engineer. RO Forging is pretty much mandatory for any Dwarf Cannon

Kilidath wrote:
full command with the warrior and with the miners if i take them. Leave the ranged naked apart from shields.


Sweet, musicians with Ranged is a good idea can help them stick around longer.

Kilidath wrote:
I'm hoping that i don't get first turn, simply becasue he wont be in range with his RxB and so long as he moves then i can shoot them with out having to move any of my force in turn one. but i dunno whether to waste a wound of shooting on his RXB of go other more dangerous things.


If your worried about shooting how about putting MR Grungi on BSB gives you 5+ WS vs. Shooting.

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Current tournament record
P27 W6 L17 D4 - Best Finish 9th (Dwarves)


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 Post subject:
PostPosted: Thu Jul 16, 2009 7:44 am 
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well shooting dooesn't really bother me.

he has a range of 24 i think, strength 3, with if he move -3 to hit (-1 for moving, -1 for long range and -1 for multiple shots) or just minus 2. So that 5s to hit 5 to wound and 5+ saved so i am pretty safe.

Question about the organ gun. It says roll and artillery dice to determin the shots. i have 2 different types one that is 2, 4, 6 ,8 10 and one that is 5, 10 ,15, 20, 25. I am assuming its the one with a max of 10? and once you have the shots you have to roll to hit unit the crews BS right?

The long beards... yeah i wasn't sure on taking them but i think i will. he wont want to charge 20 guys ws 5 with GW. they may attack second but hes elves so he will be hitting on 4 wounding on 5s which doesn't worry me

and Oh i wasn't aware putting a rune removed the GW :s i missed that part. so what you suggest sounds good though i personally hope he doesn't get into combat with the hydra as its entirely possible it will tear him appart.

Yeha i noticed that unlike high elf BSB you can'tkit out a dwarf one so it was security v hitting power. and i know how damaging DE magic is i figured countering that almost removed his ablitiy to control the magic phase as i reckon i could get away with 1 DD per spell. this would give me control of shootign and magic pahse really leaveing me only lacking in the movement phase.

and my bad on the cannon didn't notice i could take more then one rune hehe

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