Dankboss Posted September 24, 2020 Share Posted September 24, 2020 Nice, it's good to have legitimacy, especially when I'm relying on Glogg's Megamob to improve Troggoths. After all, it can only be a buff to them! 3 Quote Link to comment Share on other sites More sharing options...
Malakithe Posted September 25, 2020 Share Posted September 25, 2020 10 hours ago, Dankboss said: Nice, it's good to have legitimacy, especially when I'm relying on Glogg's Megamob to improve Troggoths. After all, it can only be a buff to them! what is Glogg's Megamob? is that from the most recent WD? Quote Link to comment Share on other sites More sharing options...
SharkBait0ohHaha Posted September 25, 2020 Share Posted September 25, 2020 Work in progress 2000 point list, C&C welcome and appreciated! General: * Loonboss on Mangler Squigs: Fight Another Day, Loonstone Talisman Leaders: * Skragott, Da Loonking: The Hand of Gork * Fungoid Cave Shaman: Itchy Nuisance * Fungoid Cave Shaman: The Great Green Spite * Loonboss: Clamy Cowl Battleline: * 12x Squig Herd * 60x Stabbas: Pokin’ Spear, Gong Bashers, Banners * 60x Stabbas: Pokin’ Spear, Gong Bashers, Banners Other: * 6x Sneaky Snufflers Battalion: * Gobbapalooza Scenery: * Bad Moon Loonshrine My main concern is if I should split my Grots into 60/40/20 as my battline and ditch the Squig herd. Also, I’m wondering if I should make Skragott my general, but the only real perk is gaining command points which I’ll get from double Shaman, Light of The Bad Moon, and having a battalion. Plus, then Loon Boss on Mangler Squigs loses Fight Another Day which makes him not as worth it. Quote Link to comment Share on other sites More sharing options...
Dankboss Posted September 25, 2020 Share Posted September 25, 2020 4 hours ago, Malakithe said: what is Glogg's Megamob? is that from the most recent WD? Glogg's Megamob is previewed at the end of the most recent white dwarf, both its name, and the back cover is a picture of a Troggboss and friends. It's very clearly another Gitz subfaction. Quote Link to comment Share on other sites More sharing options...
Malakithe Posted September 25, 2020 Share Posted September 25, 2020 4 minutes ago, Dankboss said: Glogg's Megamob is previewed at the end of the most recent white dwarf, both its name, and the back cover is a picture of a Troggboss and friends. It's very clearly another Gitz subfaction. Oooh that sounds cool. Its not out yet? Quote Link to comment Share on other sites More sharing options...
Dankboss Posted September 25, 2020 Share Posted September 25, 2020 Just now, Malakithe said: Oooh that sounds cool. Its not out yet? It'll be out on the 16th of October, right around when we'll be getting Sons of Behemat I imagine. Quote Link to comment Share on other sites More sharing options...
Aelfric Posted September 27, 2020 Share Posted September 27, 2020 On 9/25/2020 at 3:05 AM, Dankboss said: It'll be out on the 16th of October, right around when we'll be getting Sons of Behemat I imagine. I am looking forward to this one. I built a Troggoth army last year (after wanting the possibility for years), but it could do with a bit of help and some sub-faction rules will be great. Hopefully, we'll also get a useful battalion - or at least a battalion that's pointed correctly. It may require buying more Troggoths, but there's always a price to pay. Quote Link to comment Share on other sites More sharing options...
Dankboss Posted September 27, 2020 Share Posted September 27, 2020 3 minutes ago, Aelfric said: I am looking forward to this one. I built a Troggoth army last year (after wanting the possibility for years), but it could do with a bit of help and some sub-faction rules will be great. Hopefully, we'll also get a useful battalion - or at least a battalion that's pointed correctly. It may require buying more Troggoths, but there's always a price to pay. Assuming it's a sub-faction, which I'm 99% certain it is, we'll get a Trogg-centric ability, command ability and artefact. We may also get a revised Troggherd, but even then, if the new abilities make them better, then the old Troggherd may work. Quote Link to comment Share on other sites More sharing options...
Aelfric Posted September 27, 2020 Share Posted September 27, 2020 6 minutes ago, Dankboss said: Assuming it's a sub-faction, which I'm 99% certain it is, we'll get a Trogg-centric ability, command ability and artefact. We may also get a revised Troggherd, but even then, if the new abilities make them better, then the old Troggherd may work. It can only be an improvement, surely. The one thing I would really like is for them to focus a bit more on the regenerative aspect of Troggoths; it is pretty much a core aspect of the species. Perhaps something akin to the Necron "I"ll be back" rule, with a chance of bringing back models that were slain the previous turn, but not those that flee. I hope, but without great expectation. Is there anything specific you would like to see for the Troggs? Quote Link to comment Share on other sites More sharing options...
Nezzhil Posted September 27, 2020 Share Posted September 27, 2020 Just now, Aelfric said: It can only be an improvement, surely. The one thing I would really like is for them to focus a bit more on the regenerative aspect of Troggoths; it is pretty much a core aspect of the species. Perhaps something akin to the Necron "I"ll be back" rule, with a chance of bringing back models that were slain the previous turn, but not those that flee. I hope, but without great expectation. Is there anything specific you would like to see for the Troggs? I prefer a +1 Wounds to all the Troggoths Quote Link to comment Share on other sites More sharing options...
Scythian Posted September 27, 2020 Share Posted September 27, 2020 The best possible rule for a Troggoth battalion would be immunity to battleshock. This would make Hand of Gork truly one of the most deadly spells in the game. Imagine dropping a 9 or 12 man Troggoth unit on your opponent’s flank without fear of battleshock. Not to divert into a wish list, but if Rockguts had the 4+ armor save that they should have, they would truly be one of the most incredible units in the game. I hope Glogg’s Megamob isn’t some kind of “meh” attempt to placate Troggoth players, but rather a serious attempt to make Troggoth armies an impactful force rather than a gimmicky or “fun army” on the table. 1 Quote Link to comment Share on other sites More sharing options...
Aelfric Posted September 27, 2020 Share Posted September 27, 2020 5 minutes ago, Nezzhil said: I prefer a +1 Wounds to all the Troggoths Extra wounds are always useful in game, but it wouldn't really add any Troggoth flavour to the army. I'd rather have rules that bring out the narrative and lore and thus help to distinuish this from other armies. Quote Link to comment Share on other sites More sharing options...
Dankboss Posted September 27, 2020 Share Posted September 27, 2020 2 minutes ago, Aelfric said: It can only be an improvement, surely. The one thing I would really like is for them to focus a bit more on the regenerative aspect of Troggoths; it is pretty much a core aspect of the species. Perhaps something akin to the Necron "I"ll be back" rule, with a chance of bringing back models that were slain the previous turn, but not those that flee. I hope, but without great expectation. Is there anything specific you would like to see for the Troggs? If I were to design Glogg's Megamob (off the top of my mind): Subfaction Trait: The Biggest and the Nastiest: Add 1 to the wounds characteristic of all Troggoth models. Command Trait: Gobbletrogg: if this model slays an enemy model with its crushing grip, at the end of the phase heal wounds equal to the wounds characteristic of the slain model. Artifact: Realmstone Gastroliths: this model can attempt to unbind one spell and dispel one endless spell per turn. Add 2 to the rolls. New Troggherd Battalion: Add 2 to charge rolls for Troggoth models in this battalion. (Makes them a better Hand of Gork target) This is just a quick look at the direction I would want to see. Quote Link to comment Share on other sites More sharing options...
Scythian Posted September 27, 2020 Share Posted September 27, 2020 Troggoths should and would be a terrible force to deal with for surface world armies. These are 12 foot brutes capable of killing most heroes with two successful hits. Now imagine an entire army of these lumbering fiends. These creatures would be a terrifying force to deal with if loosed upon the world. I want a battalion that reflects this on the table. All we need is immunity to battleshock. That way, Hand of Gork becomes the spell of spells to be feared. Quote Link to comment Share on other sites More sharing options...
Dankboss Posted September 27, 2020 Share Posted September 27, 2020 Just now, Scythian said: Troggoths should and would be a terrible force to deal with for surface world armies. These are 12 foot brutes capable of killing most heroes with two successful hits. Now imagine an entire army of these lumbering fiends. These creatures would be a terrifying force to deal with if loosed upon the world. I want a battalion that reflects this on the table. All we need is immunity to battleshock. That way, Hand of Gork becomes the spell of spells to be feared. Perhaps give them immunity when they destroy an enemy unit, because they're too distracted picking up the shiny things. They can and will meet that requirement all the time, without it being a blanket rule. Quote Link to comment Share on other sites More sharing options...
Aelfric Posted September 27, 2020 Share Posted September 27, 2020 It would be nice if the Dankhold's spell resistance could become an area effect, perhaps through an artifact or command trait. Both magic and missiles are becoming more powerful and widespread in the game. Quote Link to comment Share on other sites More sharing options...
Scythian Posted September 27, 2020 Share Posted September 27, 2020 I actually think the blanket rule of immune to battleshock covers most of our problems. I can get +2 to charge from Cogs, so I’m not worried about charges. Also, it is due to the fact that they’re too ravenously hungry to worry about battleshock. Fits their theme perfectly. Quote Link to comment Share on other sites More sharing options...
Dankboss Posted September 27, 2020 Share Posted September 27, 2020 1 minute ago, Scythian said: I actually think the blanket rule of immune to battleshock covers most of our problems. I can get +2 to charge from Cogs, so I’m not worried about charges. Also, it is due to the fact that they’re too ravenously hungry to worry about battleshock. Fits their theme perfectly. That feels more like ogres, and I'm not keen on undoing the built in weakness that a model inherently has. I think there could be better ways than yet another blanket battleshock immunity. That would also invalidate the Troggboss' +1/+2 bravery Quote Link to comment Share on other sites More sharing options...
Aelfric Posted September 27, 2020 Share Posted September 27, 2020 10 minutes ago, Dankboss said: If I were to design Glogg's Megamob (off the top of my mind): Subfaction Trait: The Biggest and the Nastiest: Add 1 to the wounds characteristic of all Troggoth models. Command Trait: Gobbletrogg: if this model slays an enemy model with its crushing grip, at the end of the phase heal wounds equal to the wounds characteristic of the slain model. Artifact: Realmstone Gastroliths: this model can attempt to unbind one spell and dispel one endless spell per turn. Add 2 to the rolls. New Troggherd Battalion: Add 2 to charge rolls for Troggoth models in this battalion. (Makes them a better Hand of Gork target) This is just a quick look at the direction I would want to see. I could live with that . 1 Quote Link to comment Share on other sites More sharing options...
Aelfric Posted September 27, 2020 Share Posted September 27, 2020 Also, given the Gitz ability to gain CP, battleshock has not been a real issue for me anyway. Quote Link to comment Share on other sites More sharing options...
Dankboss Posted September 27, 2020 Share Posted September 27, 2020 I'm sure I could make something even more thematic, but I'm working right now. Quote Link to comment Share on other sites More sharing options...
Scythian Posted September 27, 2020 Share Posted September 27, 2020 5 minutes ago, Dankboss said: That feels more like ogres, and I'm not keen on undoing the built in weakness that a model inherently has. I think there could be better ways than yet another blanket battleshock immunity. That would also invalidate the Troggboss' +1/+2 bravery The bravery would still come into play against attacks from terrorgheists, banshees, and other bravery leveled tests. I want battalion to actually mean something. 170 for the current herd is completely useless and my army is better without it. Quote Link to comment Share on other sites More sharing options...
Dankboss Posted September 27, 2020 Share Posted September 27, 2020 Here's a better battalion; something that enhances the flavor of the Troggoth: Dankhold: each time this model ignores a spell, +1 to its wounds characteristic. Fellwater: enemy models cannot retreat because smell. Rockguts: deepstrike via rock tunneling. 1 Quote Link to comment Share on other sites More sharing options...
Scythian Posted September 27, 2020 Share Posted September 27, 2020 Love the deepstrike suggestion, but once again, useless with a bravery of 5. They’d just break from battleshock. Now, I’d accept a +2 bravery for each unit in the battalion. Ok, that’s a compromise. I want Hand of Gork to be useful with my Troggoths. Quote Link to comment Share on other sites More sharing options...
Dankboss Posted September 27, 2020 Share Posted September 27, 2020 3 minutes ago, Scythian said: Love the deepstrike suggestion, but once again, useless with a bravery of 5. They’d just break from battleshock. Now, I’d accept a +2 bravery for each unit in the battalion. Ok, that’s a compromise. I want Hand of Gork to be useful with my Troggoths. That would give you room to Hand of Gork a hero to them. Quote Link to comment Share on other sites More sharing options...
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