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AoS2 - Dankhold Troggoth Discussion


Malakree

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  • 4 weeks later...
On 1/29/2021 at 2:55 AM, Dankboss said:

Thinking about it, there's a lot of design directions they could go with designing a new multi-kit hag, akin to the treelord or GuO kit. Named character could also be a thing; there is one in the lore.

Might be heretical, but I would like if she shrunk a little if she went into plastic. Still want a massive troggoth lady, but imagine if she was Dankhold Troggoth or Fomoroid Crusher sized, and they used the rest of her big base size for a cool witch-y mount? Like a chariot with a big hag's cauldron pulled by squigs or spiders? Or like Baba Yaga's hut, but with spider legs and mushroom monsters.

I think Total War did a perfect job making her big enough to be imposing and awesome, but small enough that she doesn't stand out that majorly from other river trolls (merely twice the size instead of four times bigger).

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On 1/28/2021 at 1:33 PM, Dankboss said:

Thanks for your insights.

 

I winder why is this army a 4-5 drop?  I do not know the rules for the battalion, this might be the answer.

In addition: is the Troll Hag really needed? What does she exceptionally well do?

There is a very similar list I like to run but without a Hag and instead some Fanatics as well as a second Fungoid Cave Shaman.

 

Thanks in advance!

Edited by Hannibal
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37 minutes ago, Hannibal said:

Thanks for your insights.

 

I winder why is this army a 4-5 drop?  I do not know the rules for the battalion, this might be the answer.

In addition: is the Troll Hag really needed? What does she exceptionally well do?

There is a very similar list I like to run but without a Hag and instead some Fanatics as well as a second Fungoid Cave Shaman.

 

Thanks in advance!

All of the trolls bar the hag can go into the battalion, leaving the grot units out. I like to run 2 units of 20 as screens, but it can be played as a 4 drop with a unit of 40.

The Hag is a tough Hero, which is important for an army with low bravery. She is good at pinning targets, and Hag Curse is incredibly powerful when it goes off. Ideally she'd have Scrapskuttles' Arachnacauldron but this list doesn't have the points. That said, she is still overall mediocre, but what nets her a place in this list is her ability to take the mandatory artefact, so the Trogg Boss can get Glowy Howsit, and because she can be returned via the Loonshrine.

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  • 3 weeks later...

Troggoth Hag has gone “out of stock” which hasn’t been a good thing lately for AoS FW models.  Will have to wait until GH21 to see if they get squatted/sent to Legends but given how many at risk models already have had been reluctant even before that to invest in Hag.  Know the preference here is pure Hag lists but with a Troggboss, regular Dankhold and now 12x Rockgut trying to figure out viability of a path to 2K sans Hag?  Points wise doesn’t make up much ground but already have Fungoid to add in some spell casting. E87E93D1-D1DE-4DA7-9757-025101A8F2DB.jpeg.2f34c0f32fe6b3063670e86c3c0eb605.jpeg

Or are these bad boys destined to be just allies or Automata?

Edited by Beer & Pretzels Gamer
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The Hag appears to be available here in the UK, at least for the time being. She did appear in the Glogg's Megamob article, namedropped, discussed and had lore for her, however that's no guarantee that she won't become out of production. I reckon the current curated FW selection will stick around; otherwise even Vorgarroth and Skalok are at risk (though the Fimir Noble had a lifespan of 3 years). If anything I'd have expected the Bonegrinder to be long gone, but FW's methods are an enigma so...

Saying that, there's usually at least a year of a OOP model still being legal in the GHB. I recall the OOP Fimir being around for a year before the GHB removed them.

I don't think I'll be that sad if she does go, at least means I won't have to wonder if she's sticking around or not.

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On 3/23/2021 at 6:48 AM, Beer & Pretzels Gamer said:

Know the preference here is pure Hag lists but with a Troggboss, regular Dankhold and now 12x Rockgut trying to figure out viability of a path to 2K sans Hag?  Points wise doesn’t make up much ground but already have Fungoid to add in some spell casting. 

Or are these bad boys destined to be just allies or Automata?

I can't speak for everyone, but I run the Hag mainly because I like her, rather than her being insanely good.  You absolutely could do a list based around Fellwaters and Rockguts, and what's more, it'll probably be more competitive.

If you want to play Troggs but you're nervous about the Hag's future, I wouldn't let that be what stops you.

Here's an example of something I'd be perfectly happy to take to an event:

Spoiler

Allegiance: Gloomspite Gitz

Leaders
Dankhold Troggboss (250)
- General
- Command Trait: Shepard of Idiotic Destruction
- Artefact: Aetherquartz-studded Hide
Fungoid Cave-Shaman (90)
- Lore of the Moonclans: The Hand of Gork
Madcap Shaman (80)
- Artefact: Moonface Mommet
- Lore of the Moonclans: Itchy Nuisance

Battleline
9 x Rockgut Troggoths (420)
9 x Rockgut Troggoths (420)
6 x Fellwater Troggoths (300)
3 x Fellwater Troggoths (150)
20 x Stabbas (130)
- Stabbas & Moon Shields

Battalions
Stomping Megamob (160)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 148

That feels like a decent 3-2 list to me, and you'd be "in" most games even at a tournament.  Plus you'll get those big exciting moments where you're trying to rezz the big blocks.

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On 3/22/2021 at 3:48 PM, Beer & Pretzels Gamer said:

Troggoth Hag has gone “out of stock” which hasn’t been a good thing lately for AoS FW models.  Will have to wait until GH21 to see if they get squatted/sent to Legends but given how many at risk models already have had been reluctant even before that to invest in Hag.  Know the preference here is pure Hag lists but with a Troggboss, regular Dankhold and now 12x Rockgut trying to figure out viability of a path to 2K sans Hag?  Points wise doesn’t make up much ground but already have Fungoid to add in some spell casting. E87E93D1-D1DE-4DA7-9757-025101A8F2DB.jpeg.2f34c0f32fe6b3063670e86c3c0eb605.jpeg

Or are these bad boys destined to be just allies or Automata?

Forgeworld models have always scared me, and this is exactly why. I started playing 40k in 7th edition, and the Forgeworld catalogue for 40k and AoS has been shrinking since I started. Unless you played 30k, Necromunda, or Custodes the catalogue is constantly shrinking. Entire FW ranges have been silently discontinued without a weeks warning. I don't want to spend 100$ on a Hag or Rogue Idol if it's going to be a paperweight in a month.

I don't think the Hag is disappearing this week, but the uncertainty of it makes me wary. Even with my Troggs I am just doubling up on Fungoids instead since I am a huge coward. It's why my biggest hope for a Gloomspite update would be a plastic Hag.

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Thanks @PlasticCraic.  Definitely something to build too.  Think Fellwaters clearly the obvious “next”.

If I fielded everything I currently have for the Gitz it would look something like this.  

Allegiance: Gloomspite Gitz
Dankhold Troggboss (250)
- General
- Command Trait: Sheperd of Idiotic Destruction  
- Artefact: Aetherquartz-studded Hide  
Fungoid Cave-Shaman (90)
6 x Rockgut Troggoths (280)
3 x Rockgut Troggoths (140)
3 x Rockgut Troggoths (140)
1 x Dankhold Troggoths (190)
Colossal Squig (300)
Squig Gobba (160)
Stomping Megamob (160)

Total: 1710 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 95

Still well shy of 2K and I really don’t think either of the Squig options are great (heck, even decent) options.  What are your thoughts on adding Skragrott instead of the Madcap?

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2 minutes ago, dirkdragonslayer said:

I don't think the Hag is disappearing this week, but the uncertainty of it makes me wary. Even with my Troggs I am just doubling up on Fungoids instead since I am a huge coward. It's why my biggest hope for a Gloomspite update would be a plastic Hag.

Yeah, I’ve been getting burned hard by FW of late.  Troggoths are basically what I’ve been reinvesting Legion of Azgorh sell off into.  Got a Rogue Idol that we love that we’re trying to play as much with before it loses its points now that it is gone.  As seen in my list above I’m sitting on the other two FW Gitz options and looking for excuses to play them while I fill in my Troggoths.

Would ask same question of whether double Fungoid a better way to go than say Skragrott?

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17 hours ago, Beer & Pretzels Gamer said:

Would ask same question of whether double Fungoid a better way to go than say Skragrott?

Depends on if you're looking for a good caster or looking for CP, if Skragrott isn't your general he's mostly just a double caster with a +1 since most of his abilities only work when he is the general.
2 fungoids are 180 points, will cast 2 spells, and generate ~1 CP per turn.
Skragrott costs 220 points, and will cast 2 spells on a +1.

It depends on how much you want to commit to magic really, the two fungoids have the benefit of always contributing something thanks to generating CP and being able to escort units to use inspiring presence on. 

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If the Hag disappears I was planning on replacing her with a Webspinner shaman on Arachnarok  & Scrapskuttle’s Arachnacauldron with sneaky distraction spell and headdress of many eyes relic to give a -1 to hit bubble (and -1 for himself)

But TBH its would 90% because of the rule of cool 😎

Edited by Tali182
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  • 3 weeks later...

Allegiance: Gloomspite Gitz
Fungoid Cave-Shaman (90)
- Lore of the Moonclans: The Hand of Gork
Dankhold Troggboss (250)
- General
- Command Trait: Sheperd of Idiotic Destruction  
- Artefact: Aetherquartz-studded Hide  
Madcap Shaman (80)
- Artefact: Moonface Mommet  
- Lore of the Moonclans: Itchy Nuisance
Mollog (170)
6 x Rockgut Troggoths (280)
3 x Rockgut Troggoths (140)
3 x Rockgut Troggoths (140)
1 x Dankhold Troggoths (190)
Colossal Squig (300)
Squig Gobba (160)
Stomping Megamob (160)
Balewind Vortex (40)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 107

Ran this the other night in Battle for the Pass against a BCR list running a double Icebrow Skal & Eurlbad with Frostlord and Butcher list.  Net-net new to the army played too conservatively in the first round, even after a nice set up when my opponent (even with rerolls) failed all their charges) and then overcompensated when I did get the double turn allowing myself to get out of position.  That lead to me not having enough oomph where I needed it to finish the job, leaving 7nits I needed somewhere else pinned in combats they needed to finish (reducing the value of the ability to retreat and charge).  Thus even though I was able to take his objective and rack up some points in R2 I ultimately struggled to protect my own objective and by R4 was too far behind.

Squig Gobba, as expected unfortunately, was worthless.  Maybe did 1 Damage given the decent Saves and Shrugs of key targets.  Even as a speed bump for screening really didn’t work, though admittedly I could’ve positioned better.

Mollog a nice looking model and theoretically fun war scroll but ultimately too hard to get value from.

Both candidates to replace when I run the core of the list against Nurgle next week.

Colossal Squig almost MVP nearly one shooting Frostlord but then, once degraded just couldn’t do much.  In death though was able to position the cave Squigs exploding out of him to take objective in North from my opponent.  Will leave in for another go.

Enjoyed playing army and with loss seeming to come mainly from my not fully leveraging the capabilities first time out actually came away from loss more encouraged than discouraged.  With a few tweaks and better play on my part think there’s something there.

These guys came close to finishing off Frostlord my first turn but couldn’t get job done.  When he dug deep his heels killed the Dank and severely degraded Colossal, who was a lot less effective on lower profiles...

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Had stolen this objective on the double turn after a failed charge on Hand of Gork unit.  Failed the spell second turn so no reinforcements but at least it forced my opponent to use both their ambushes to retake, and they held out for a turn.

AED1D87F-9E9A-4C10-BF0B-E6E13AC51273.jpeg.b670339b5159b12fde35d6fb25b1dc97.jpeg

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THIS... IS... SPARTROGG!!!

75C66B61-E952-481C-9C2A-57575350515F.jpeg.bf7816b52b8654da921100d6c0ce4acd.jpeg

Played Battle for the Pass again, this time against a PBK centered Nurgle list.  Continue to evolve my list, dropping the Squig Gobba and Mollog to add a Loonboss on Mangler Squig and an extra CP.

Allegiance: Gloomspite Gitz
Dankhold Troggboss (250)
- General
- Command Trait: Sheperd of Idiotic Destruction  
- Artefact: Aetherquartz-studded Hide  
Fungoid Cave-Shaman (90)
- Lore of the Moonclans: The Hand of Gork
Madcap Shaman (80)
- Artefact: Moonface Mommet  
- Lore of the Moonclans: Itchy Nuisance
Loonboss on Mangler Squigs (280)
6 x Rockgut Troggoths (280)
3 x Rockgut Troggoths (140)
3 x Rockgut Troggoths (140)
1 x Dankhold Troggoths (190)
Colossal Squig (300)
Stomping Megamob (160)
Extra Command Point (50)
Balewind Vortex (40)

Total: 2000 / 2000
Extra Command Points: 2
Allies: 0 / 400
Wounds: 106

Basic plan was to use the Rockguts as an Anvil, bringing the Squigs out as a Hammer as necessary.  Meant accepting that I’d go down on points early and have to make it up in last couple of Rounds.  Things kind of went to plan but required a lot of luck (of the bad variety for my opponent) to pull out a Victory on the last turn of R5.

Round One

We were both 5 drops and I won initiative and chose to have him go first.  Gutrot and the Slime Fleet w/10x PBKs landed to the North of my objective while the other two blocks of 10x PBKs moved onto the two middle objectives.  I was a little surprised by this as I’d thought they’d use the Pusgoyles and Lord of Afflictions (proxied by Plague Drones) as forward deployment leaving one of the PBK blocks on their objective but they were left as defenders (which would have late game implications).

48B0C19D-5D4A-4F25-8B70-0ACA401C37BB.jpeg.06a84a18e3780fc27410ff889bc14ccb.jpeg

He made his charges but I weathered his attacks only losing 2 out of the 3 Rockguts in the North, conveniently clearing space for my Colossal Squig to pile in (had made sure any charges would bring him within 3” to activate).  Couldn’t chew threw the entire block of PBKs in a single Combat Phase though and at end of their turn my opponent up 5-0.

In my turn got off the killer combo of Itchy Nuissance on the remaining PBKs, which I would hit with Moonface Mommet in the Combat Phase as well.  This Combo was my basic key to victory in my Combat Phases throughout game.  Unfortunately Hand of Gork did NOT go off and I rolled low on Mangler Squig’s 3d6” movement so couldn’t challenge other objectives.  Focused on repelling Slime Fleet killing Gutrot and then the remaining PBKs.

End R1 I was down 5-1...

Round 2

Lost initiative this time and Nurgle took their turn.  This was unfortunate as it meant at worst they were going to be add 5 more points to their total.  Nothing I could do though and my opponent decided to move up their two blocks of PBKs.  Got lucky in that the Southern unit rolled a lower charge and once the Northern unit of 10x was stuck in they weren’t going to be able to pile-in too many.

07161ED2-A842-4C84-90AE-FFFA19BA6FB8.jpeg.f774659ae756a7cf24f4762bed280fa2.jpeg

But again I’d forced them to activate the Colossal Squig.  So after I’d weathered their first attack, losing 3 out of 6 Rockguts but again opening space up for the Colossal to pile in, they tried to remove PBKs from the North to get out of activation range when I swung back with my surviving Rockguts.  They failed to lose enough to achieve that but that meant the ones in the South were still cut off and could only pile in 3x splitting attacks against the surviving three and the Southern 3x.

Again, I couldn’t chew through a full block of 10x, leaving 3x survivors in the North and only killed 1x from the Southern block but again got off the combo of Itchy Nuissance and Moonface Mommet on the Southern Block and easily took care of the remaining 3x survivors in the North.  Would leave 4x survivors in the South though as my Mangker Squig rolled poorly again in both move and charge and thus just missed piling in close enough to attack Southern by ~1/2”.

Fortunately before that in the prior turn my Colossal Squig had killed enough to be out of combat and rolled well on his 4d6 to Challenge for the Northern Central objective held by the Lord of Blights and Lord of Plagues. Unfortunately would kill the former but the latter would survive my Trampling Feet...

Similarly Hand of Gorked the surviving 3x Rockguts to challenge Southern objective held by Harbringer of Decay but they failed charge...

End of R2 I was down 10-2.

Round Three

This time I did win initiative though.  You guessed it Itchy Nuissance and Moonface Mommet on Southern survivors so I can ignore them early.  Move up the 3x Rockguts to get a 3” Charge into Harbringer.  Mangler joins them.   I do Hand of Gork my Troggboss to go after my opponent’s objective in the West and they make their charge.

In South it is a pillow fight as neither the Rockguts & Mangler kill Harbringer.  Degraded Colossal fails to kill Plagues, only doing 5 Damage.  Troggboss comes up 1 wound shy of killing a Pusgoyle and then is killed off.  Clear out the last of the PBKs.  All that gets me... 3 VP.  Ugh.

My opponent uses their turn to summon 5x Plaguebearers onto their objective and moves the Pusgoyles up to charge my Collossal, retreats Plague further onto Northern objective, and positions Afflictions to Charge my Mangler Squig.  Afflictions makes it but... Pusgoyles fail a 3” Charge and are out of range for a CP reroll!  Mangler Squig just barely survives.

End R3 I’m down 13-5.

Round Four

I win initiative.  Hand of Gork the 2x surviving Rockguts on my objective to 9” of Plaguebearers on his objective but they’ll fail charge.

Itchy Nuissance and Moonface Mommet Afflictions (though the later means moving Madcap off my objective to get in range which almost costs me game...).  Use Charge into Afflictions to get one Rockgut just a little closer to their objective.  Will kill him.

Colossal charges Plagues and finally kills him.

Score 5 VP and think I’m in okay position to win in final round.  But my opponent summons 5x more Plaguebearers onto objective and skips Colossal Squig to run to far side of Northern objective with Pusgoyles.

End R4 I am still down 16-10.

Round Five

I lose initiative and realize I’ve screwed up big time.  His Pusgoyles are only 9.5” from my objective so he just needs to roll a 2 on his run to tag my objective and put game away.  I get super lucky as they roll a 1.  No Heroes left to CP.  But Feculent Gnarlmaw there to allow a run & charge and they make the charge into my Fungoid who is up on Balewind.  Game will come down to whether he can survive and do 1 Damage to kill a Pusgoyle...  Bad rolls for my opponent.  Good saves and wound negation rolls for Fungoid means he survives with 1 wound.  Then does exactly 1 in return.

In my final turn I need to score enough to overcome a 17-10 deficit.  Basically I need to end with all the objectives in my control.

Secure my own objective by dropping Fungoid off Balewind and fir good measure bringing Madcap back.  Colossal finally secures North.  Mangler, 1x and 2x Rockguts make charges onto opponent’s objective.  Mangler kills one set of Plaguebearers.  Solo Rockgut whiffs their attacks though.  With my last rolls of the game my last 2x Rockguts clear the last unit of Plaguebearers.

Score 9 VP on final turn to win 19-16.

Conclusion

Loonboss on Mangler Squig definitely an upgrade over Squig Gobba and Mollog.  Very fun army but still feel like I need more tweaks.  Want to get some Fellwater Troggoths in next time.  Regular Dankhold Troggoth doesn’t feel like he’s justifying points.  We’ll see where we go next time with this list but foundation is at least fun to play with, even if I needed a lot of luck to pull out the win.

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  • 4 weeks later...

In the end I couldn’t overcome two things:

1) Hand of Gork Failed Four Times. Just failed mind you.  Not unbound, just couldn’t roll the darn 7+.  Not even close.  Without this I struggled to get units towards the further NE objective in Places of Arcane Power (I had the NW deployment zone) to challenge the Savage Big Boss my opponent managed to run onto it their first turn.  The points they wracked up there put game away by end of 4th round and even had the spell gone off in R5 it was too late.

2) With Glowin Tattooz and Big Rukk Rerolls Too Two Turns and 30+ Damage to Kill Maniak Weirdnob and Claim SE Objective.  Had I managed to kill one turn earlier I might have been in position to clawback a victory.

All that said, against a Drakkfoot Big Rukk that took away my shrugs while giving them two tries to negate each point of Damage I got through (plenty as my Rend meant regular saves were largely unavailable to the Bonesplitterz units I was attacking) I was pretty happy with the list I used.

Allegiance: Gloomspite Gitz

Leaders
Dankhold Troggboss (250)
- General
- Command Trait: Shepard of Idiotic Destruction 
- Artefact: Aetherquartz-studded Hide  
Loonboss on Mangler Squigs (280)
Fungoid Cave-Shaman (90)
- Lore of the Moonclans: The Hand of Gork
Madcap Shaman (80)
- Artefact: Moonface Mommet  
- Lore of the Moonclans: Itchy Nuisance

Battleline
3 x Fellwater Troggoths (150)
6 x Rockgut Troggoths (280)
3 x Rockgut Troggoths (140)
3 x Rockgut Troggoths (140)

Units
1 x Dankhold Troggoths (190)

Behemoths
Mangler Squigs (240)

Battalions
Stomping Megamob (160)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 114
 

Dropping Colossal Squig for regular Mangler Squig and the Balewind Vortex + Extra CP from last list let me add in Fellwater Trolls for first time.  The Fellwater’s -1 to Hit in Melee handy this match up where a Rockgut shrug unavailable.  Felt like the regular Mangler Squig did enough of what Colossal did that FLY upgrade makes up for a lot of the differences that are arguably downgrades.  But, as with the Loonboss on Mangler Squig a huge part of appeal is getting back to top profile as you take more & more damage. Loonboss was MVP as, after surviving with only 1 wound an early combat phase on later turns controlling who I charged and activating first had him shredding enemy units.

After three matches playing and many more matches where he was part of the Automata for one of our Zoom League tournaments though I just can’t continue to justify the regular Dankhold Troggoth.  Think his points are better invested in another 3x Fellwaters + Balewind.  With that move think list pretty solid until Kragnos enables or 3.0 forces another adjustment.

While I lost on VP the list had enough oomph and resiliency (even absent the shrugs) to still have firepower on table at end of R4 when all my opponent had was the one Savage Big Boss.  Again, with my units out of position all they needed but a little better play on my part and a little better casting rolls even this arguably tougher match plays out better.

On positive note Loonshrine finally started paying out, bringing back 3x and 2x models.

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On 3/5/2021 at 1:20 PM, Dankboss said:

All of the trolls bar the hag can go into the battalion, leaving the grot units out. I like to run 2 units of 20 as screens, but it can be played as a 4 drop with a unit of 40.

The Hag is a tough Hero, which is important for an army with low bravery. She is good at pinning targets, and Hag Curse is incredibly powerful when it goes off. Ideally she'd have Scrapskuttles' Arachnacauldron but this list doesn't have the points. That said, she is still overall mediocre, but what nets her a place in this list is her ability to take the mandatory artefact, so the Trogg Boss can get Glowy Howsit, and because she can be returned via the Loonshrine.

How can she be returned by loonshrine? .... Pretty sure my book specifies stabbas or shootas? Have I missed summint?

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14 minutes ago, CarkFish said:

How can she be returned by loonshrine? .... Pretty sure my book specifies stabbas or shootas? Have I missed summint?

Have you seen the Glogg's Megamob sub allegiance from White Dwarf? One of the rules is that you can return FELLWATER or ROCKGUT units at half strength, and the Hag qualifies by having the correct keywords, and half of 1 rounding up is 1. It's pretty good but no better than other army's summoning; she doesn't tend to die until later on in the game so returning her is less likely and less impactful then.

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Just now, Dankboss said:

Have you seen the Glogg's Megamob sub allegiance from White Dwarf? One of the rules is that you can return FELLWATER or ROCKGUT units at half strength, and the Hag qualifies by having the correct keywords, and half of 1 rounding up is 1. It's pretty good but no better than other army's summoning; she doesn't tend to die until later on in the game so returning her is less likely and less impactful then.

AHH ok thank you 😃 ... I didn't realise white dwarf rules where "match play" allowed, never mind viable .. always assumed more fluffy I guess

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On 5/15/2021 at 9:37 AM, CarkFish said:

AHH ok thank you 😃 ... I didn't realise white dwarf rules where "match play" allowed, never mind viable .. always assumed more fluffy I guess

GW released a document confirming their legality. They're also pretty decent, certainly made Troggoths and Squigs better. Not sure about Spiderfang.

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On 5/15/2021 at 6:37 PM, CarkFish said:

AHH ok thank you 😃 ... I didn't realise white dwarf rules where "match play" allowed, never mind viable .. always assumed more fluffy I guess

Further to @Dankboss's reply, you can see the full list here:

https://www.warhammer-community.com/wp-content/uploads/2020/08/nzMn8tlOdmZ7E7lY.pdf

It's very clear that they are Matched Play legal.

And FWIW, the Spiderfang WD rules are in and of themselves really good, but the army is still a house built on sand because Spider Riders are irredeemably awful at 100 points for 5.

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48 minutes ago, PlasticCraic said:

And FWIW, the Spiderfang WD rules are in and of themselves really good, but the army is still a house built on sand because Spider Riders are irredeemably awful at 100 points for 5.

Had a lot of fun with Spiderfang in a narrative we ran when we first started but sold them when it was clear nobody in our group wanted to run them in regular matches…

In contrast, the new Trogs I’ve been running have garnered interest with the new WD stuff making them pretty user friendly.

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Should the time come, one could stick big spider legs onto the Hag and make her into an Arachnarok Shaman of sorts....or an allied Kraken-eater with that net and on top of a palanquin carried by Fellwaters.

Hag is pretty awesome, both in sculpt and gameplay.  Her vomit attack is really handy.  Her model just wasn't very easy to put together but that's par for Forgeworld.

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