Articles Tagged with “ID”

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The latest issue of the 9th Scroll is here! You can read all about it in the news.

  • Finally started on one of the two ID units I do not currently have, so here are the first 10 of my Orc Slaves, using the Westwind Orc Sword Regiment, which I quite like.

    Looking nice and aggressive , rather more hunchbacked than GW orcs are, which fits well in their role as slaves here.

    Heads and weapon arms are separate and there's about 5 or 6 different bodies, witch makes for a good variety

    Quite heavily armoured as well, is scavenged plate and scale armour with some chain thrown in for good measure.
    I think they look heavy enough to be able to be used as Iron Orcs as well

    The pteruges on the leader are a nice touch.

    This one had perhaps the most impressive overbite I've seen on an Orc to this date

    The weapons are not overly large like GW ones tend to be, but nice and brutal in design

    The heads are all good, I like the hood on this one

    Two of them lack shields and instead have a armoured. clawed gauntlet, for some Wolverine-action

    Two of the more impressively armoured ones. Not the shields, they look almost as dangerous as the swords! Just as a Orc shield should!

    A small statuette on the helmet, likely stolen from a shrine somewhere

    They all look good and brutal

    The rarest of things; and Orc that understands the value of blocking!

    And the one I'll use as the leader: slightly bigger and bulkier with a nice fur on the shoulders.

    Quite the good set of models. Metal, all of them. At 14 for 10 of them, the price ain't bad either. [Read More]
  • Infernal Dwarves 1.00 Review :)

    So yeah, 1.00 has finally dropped and we've left the Beta behind us and no more big changes are planned until after ETC is done, so we've got at least half a year with this version.

    It's been a rocky road for us dwarves of the Infernal persuasion, a lot of changes, disappointments, changes of ABC members and finally with 0.12 we got something good, something useful, and the armybook has remained mostly unchanged since then and is in my opinion in a quite good place.

    We're not massively underpowered though we have some really obvious weaknesses and we're hardly overpowered though we have a few real power units which can really burn an opponent that isn't ready for them.

    With all that in mind, lets dive in and go thorugh the book, electronic cover to electronic cover.
    We'll also be making a few comparison with some other armybooks, mostly the Dwarven Holds, these are not meant to whine but to show the differences and similarities in the armies.
    I will also make some comparison with the of Legion Of Azgorh army from Warhammer, to show how much or little a unit has changed.

    Armywide Special Rules

    We have quite the number of these, though a lot of them concern the Kadim units and don't really effect anyone else.

    Relentless:This is a really good rule and is the single thing that allows us to actually build offensive armies that contains infantry.
    Allowing us to triple march brings us up to a effective Movement Value of 4.5, or 6 if we have the +1M banner.
    It was a boost given to all dwarf armies and a really needed one. While we don't have nearly the amount of movement tricks that the Dwarven Hold have and thus naturally a more defensive focus with our infantry, we can still give a good burst of speed from out stubby little legs when we need to. Amusingly enough it also means that our dwarven units are actually faster than our slave units, as these cannot triple march, despite having a higher Movement.
    Old Infernal Dwarf players should note that we have in the process lost the negative Legion of Azgorh rule Resolute, for which we are thankful. We can now catch and escape from even moderately speedy snails!
    However! We also lost the old version ofRelentless, which means that we once again need to test to march if someone is annoying us. But with a LD of 9 on most of the army, this is not a big deal.

    Sturdy:The second and last shared rule with the Dwarven Holds, this little beauty gives us +1S when we charge something and removes the Stand & Shoot penalty when something charges us.
    Less good for us that the Dwarven Holds for several reasons: We only really have the Citadel Guard and (maybe) the Infernal Guard who can really use it, while DH's have a wider variety of missile troops. Dwarven Holds also have a good defensive AWSR which we lack entirely, meaning that we have to be a bit more careful.
    Still, it's a nice rule for the Citadel Guard. And quite needed, since anything they can shoot at can probably attempt to charge them the next turn.

    Chosen Of Asharuk: With Leadership 9, this is mostly a fluffy rule but it's still nice to be able to just skip rolling fear tests forever and don't care at all if all the slaves die. So feel free to sacrifice those slave units to chaff and redirect all you want, no one important will care :)
    Part of this rule also existed in the Legion of Azgorh in form of theContempt rule. While I prefer the old name, the ability to mostly ignore fear is a clear upgrade.

    Daemonic Infusion: This is pretty obviously based on the old Legion of Azgorh Hellboundrule but is far less useful. No longer does it give +1W, +1T andfear. The daemons have apparently been greatly diluted and nowadays only gives the war machine magical attacksand gives a +1LD if the war machine managed to cause a panic test.
    The first part could theoretically be situationally useful on say, a Infernal Engine if you know that you're going to face of against the Vampire Covenant and their Etherealunits but otherwise it is not very useful.

    Volcanic Embrace: This is what happens if you bind a fire daemon into something. They get hot!
    This is and the following rule are essentially the new version of the old Legion of Azgorh rule Blazing Body, just split into two parts.
    This part give the model with it Flaming Attackson all of its attacks (yes, even the Special Close Combat Attacks! No longer can the Kadim Titan stomp on annoying Firebornannoyances).

    Shackles of Fire: This is the second part of the old Blazing Bodyrule. In its current incarnation it forces non-magical attacks to reroll to-wound rolls of ”6”. A nice bonus, especially for the Kadim Titan, which is only wounded on a ”6” anyway by S4 and lower attacks! It is of lesser use for the Kadim Incarnates and is a clear downgrade from Blazing Bodybut still nice to have.
    The less nice part about it is that it can cause our Kadim units to burn up and take wounds if they fail a LD test. Thankfully they only take a single wound as… [Read More]
  • So, I've had a request to get a beter look at the Kadim Titan I used in the batle report and I'm happy to comply :)
    The model itself is a Flame of Adramelech from Werewoolf miniatures and in my opinion it shares the throne with the Infernal Golem from TItan Forge for being the best Kadim Titan model available.
    The Summoner is just a FW ID hero model because I had one over.

    The beard made of chains and burning skulls is a nice touch, real homely.
    I like the burning eyebrows as well, really looks like a fire deamon summoned into a frame, built in the shape of a dwarf.

    The stance is also really niece; looming very large and ready to deliver a double-handed smash to whatever its summoner wishes dead.

    THe SUmmoner also turned out quite well, though I didn'tspend much time on him.
    His staff tends to break each time I take them anywhere, seriously considering replacing the top with a brass skull instead.

    Another nice touch is the iron ladder hanging of the back, in case the summoner wants a better vantage points. It also leads to...

    A cauldron of burning blood. Probably used the summon the entity into the metal body.
    It gives the very awesome visual of the summoner standig on this slate before the cauldron and doing his dark rites and the KAdi Titan rising up underneath him :)

    THe original plan was to have the sorceror stand here on the shoulder of the Titan but it turne out that the arms of the Titan are juuuust too low to accomodate any dwarf-sized model, so he hadto go on the base instead, commanding the Titan onward to destruction.

    The titan has been really good in every game I've played, both in 8th Ed and 9th Age. Changing him for a INfernal Engine in my next game will feel very awkward.
    But I'm up against Ogres, which would mean high S attacks everywhere and no good targets to Stomp on. C'est a v'ie. Time to try out the Murdertrain instead.

    [Read More]
  • Finally got the Disciples of Lugar done, looking forward to testing them out in a few weeks.

    Models are From Russian ALternative with a few WotDG and BH weaponswaps. The nekkid ladydorfs are from Hasslefree (where else? :) )

    Command group is somewhat converted. The Musician has a drum from another RA command group and a mace from a Wasteland Warriors set. The Champion got a axe and a lava arms from leftover bits of a RA hero and the Standard Bearer got his flagpole and hammer formthe Wasteland Warriors, his bannertop is from Puppetswar and the banner strips from a can of Fanta :)

    Hero, Nice and mutated/blessed

    Next prject in no particular order: ID unit filler mortar, INfernal Engine (melee variant), KoE Damsel on foot [Read More]