Clan's Cynic Posted September 23, 2022 Share Posted September 23, 2022 22 hours ago, Ganigumo said: Gargants are really popular aren't they? They're pretty much THE timmy army in terms of aesthetic. Also I really hope they don't tie the subfactions to the general again. Even in the current book its barely justified since the benefits tend to focus on the mancrushers as much or more than the megas. Knights are popular too, but seeing full armies of them remains pretty rare due to perceptions (valid or not) of them being skew or unfun to play against. Quote Link to comment Share on other sites More sharing options...
novakai Posted September 23, 2022 Share Posted September 23, 2022 if you are in tournaments or events with 2000 pt you will see them a lot more but people playing smaller games it hard to field and play them. both because one mega/Knight skewed 500pt games but also a lot of the PtG/ Crusade battleplan are built to not favor them until they reach a certain point threshold. Quote Link to comment Share on other sites More sharing options...
novakai Posted September 23, 2022 Share Posted September 23, 2022 On 9/22/2022 at 3:27 AM, Holy_Diver said: So 4th tribe coming? I'm noticing little excitement in this thread...despite the new releases and the fact that the alliance continues to be in the top tier. they are not as many Destruction players on this Forum as there use to be, you're better off in a discord channel like AoS coaches Quote Link to comment Share on other sites More sharing options...
Holy_Diver Posted October 8, 2022 Share Posted October 8, 2022 So...here we are! have you read our new tome? It looks like we lost some DPS on the Mega, but gained on the Mancrushers. Quote Link to comment Share on other sites More sharing options...
Izotzuhure Posted October 8, 2022 Share Posted October 8, 2022 I think my new objective with this army is to suplex a Dread Saurian into the middle of my army for a good old fashioned beating. Also, the Gatebreaker's Pulverising Strike is stupid and I love it. Quote Link to comment Share on other sites More sharing options...
robotnik_taco Posted October 8, 2022 Share Posted October 8, 2022 I like the pseudo waaagh! that you can pull off if can combine Brodd's rend prayer and the Beastsmasha once per game +1 to hit artifact Quote Link to comment Share on other sites More sharing options...
novakai Posted October 8, 2022 Share Posted October 8, 2022 (edited) i seen some good stuff, Terror has improved that makes your Megas like NH, Brodds Prays are all pretty nice, Gatebreaker can choice to forgoes his flail attack for 4d6 MW on a 4+, some ways to get 3d6 charge outside of Kragnos no allies though which is a shame but i am not surprised probably the few tomes this edition that i am impress with the changes that book is worth the purchase Edited October 8, 2022 by novakai 1 Quote Link to comment Share on other sites More sharing options...
Holy_Diver Posted October 8, 2022 Share Posted October 8, 2022 I think the stomper tribe can see some space into the battlefields this time. I wanna try the 40 wounds Oak Warstomper, in a 3+3 list. Quote Link to comment Share on other sites More sharing options...
Ganigumo Posted October 8, 2022 Share Posted October 8, 2022 I think the new book is a step in the right direction but definitely had a couple big misses. Bosses of the stomp needed to change. They tried to make mancrushers more relevant then just left that battalion alone, when it was a major component of why mega spam was good. New mightier makes rightier is a bad direction. It disincentivizes fighting even more than previously. Overall its a step up though so I'm happy. Smasher tribe and brodd both look like fun to play with, and thankfully the BT & GS aren't trivial like tzeentch's were. 1 Quote Link to comment Share on other sites More sharing options...
Izotzuhure Posted October 8, 2022 Share Posted October 8, 2022 I'm liking Stomper tribe (3 megas + 3 babies) with Brodd, a Warstomper with Flaming weapons (this one likes 3s!) and, perhaps, a Smasha or even a Kraken for more objective control. Quote Link to comment Share on other sites More sharing options...
novakai Posted October 8, 2022 Share Posted October 8, 2022 yeah mightier makes rightier table and more swingy damage profiles seems to push gargant into the same playstyle pre-battletome just with more fun abilities to use if the occasion arrives. seems like too much specific abilities and bonus against monster (or kill a monster) like the rampages. though i see a lot of neat stuff like Terror, Brodds d3 heal prayer and ability to ignore rampages from other monster, the 4d6 MW on the gatebraker on 4+, ways to get 3d6 charges, Mancrusher at 150/450 is pretty cheap, deathgrip now a pesudo reroll against monsters i mean if the winrate goes down, less chance of getting nerf later on i guess lol Quote Link to comment Share on other sites More sharing options...
Scythian Posted October 8, 2022 Share Posted October 8, 2022 No Sons dice for sale??? Quote Link to comment Share on other sites More sharing options...
novakai Posted October 8, 2022 Share Posted October 8, 2022 (edited) 5 minutes ago, Scythian said: No Sons dice for sale??? they are delayed in the US they said it on the preview article last week at the bottom Edited October 8, 2022 by novakai Quote Link to comment Share on other sites More sharing options...
Scythian Posted October 9, 2022 Share Posted October 9, 2022 My Smasher Army List Tribe: Smasher Battalion: Bosses of the Stomp (Magnificent) General: Beast-Smasher Mega with Mantle of Tusks and Horns and Marrow and Horns and Marrow Drinker Beast-Smasher Mega with Arcane Tome Battalion: Footsloggas (Unified) King Brodd Mancrusher Mancrusher 1920 Total 1 Quote Link to comment Share on other sites More sharing options...
Holy_Diver Posted October 9, 2022 Share Posted October 9, 2022 (edited) 21 hours ago, novakai said: yeah mightier makes rightier table and more swingy damage profiles seems to push gargant into the same playstyle pre-battletome just with more fun abilities to use if the occasion arrives. seems like too much specific abilities and bonus against monster (or kill a monster) like the rampages. though i see a lot of neat stuff like Terror, Brodds d3 heal prayer and ability to ignore rampages from other monster, the 4d6 MW on the gatebraker on 4+, ways to get 3d6 charges, Mancrusher at 150/450 is pretty cheap, deathgrip now a pesudo reroll against monsters i mean if the winrate goes down, less chance of getting nerf later on i guess lol The question that I have not yet understood is: is it better to set the list more for DPS or tanking? There are several solutions at the moment and I doubt that the 4 Megas is convenient anymore, as half of the battle traits are dedicated to mancrushers. Edited October 9, 2022 by Holy_Diver Quote Link to comment Share on other sites More sharing options...
novakai Posted October 9, 2022 Share Posted October 9, 2022 2 hours ago, Holy_Diver said: The question that I have not yet understood is: is it better to set the list more for DPS or tanking? There are several solutions at the moment and I doubt that the 4 Megas is convenient anymore, as half of the battle traits are dedicated to mancrushers. We will see but Mancrusher have their own faults and problems, they might not be enticing either but are definitely stronger. their biggest benefit is that they are cheaper and with stomper tribe and the war stomper having the most Dps potential, you can probably build a rather agressive army with them. 1 Quote Link to comment Share on other sites More sharing options...
novakai Posted October 9, 2022 Share Posted October 9, 2022 this is probably the list i want to try out and see how good Mancrusher can be. Stomper tribe. Warstomper (General, Monsterously tough, Club of the First Oak) 450 King Brodd 580 2 Mancrusher Mob 900 (maybe one mob i will split into 3 seperate Mancrushers) Quote Link to comment Share on other sites More sharing options...
LiftForSwift Posted October 10, 2022 Share Posted October 10, 2022 They wanted to push babies (it seems, with all the traits and abilities) but they didn't buff their survivability at all and nerfed their damage by half. They made an already bad warscroll even worse IMO. Quote Link to comment Share on other sites More sharing options...
Holy_Diver Posted October 10, 2022 Share Posted October 10, 2022 4 hours ago, LiftForSwift said: They wanted to push babies (it seems, with all the traits and abilities) but they didn't buff their survivability at all and nerfed their damage by half. They made an already bad warscroll even worse IMO. In some sort they are better now, but you must elaborate the list around a mob. My diagnosis a few days after the new tome is that: Stomper for mobs or Smasher for single minis. Without forgetting that the minis do not degrade on "Mightier Makes Rightier". Quote Link to comment Share on other sites More sharing options...
Ganigumo Posted October 10, 2022 Share Posted October 10, 2022 5 hours ago, LiftForSwift said: They wanted to push babies (it seems, with all the traits and abilities) but they didn't buff their survivability at all and nerfed their damage by half. They made an already bad warscroll even worse IMO. They didn't nerf the damage by half. They went from 10 damage 1 attacks to 4 damage 2 attacks, but the unit captain gets +1 attack. thats only a 20% drop on the club attacks. 1 Quote Link to comment Share on other sites More sharing options...
Jaskier Posted October 10, 2022 Share Posted October 10, 2022 Mancrushers only really lose out if you were taking them in Stomper tribe before, where their 10 Attacks suddenly jumped to Damage 2 into the right targets. I think it's a fine trade-off though as the new Stomper tribe doesn't have a borked general, so it's suddenly much more appealing to run either with or without any Mancrushers - and the 'spreading' commands is a cool new gimmick for them. Quote Link to comment Share on other sites More sharing options...
Magnus The Blue Posted October 12, 2022 Share Posted October 12, 2022 I think Stomper tribe has some serious play now. 3D6 charge, combined with auto 6" run for all the Mancrushers and another mega with run and charge (artifact) means you can threaten most of the board turn 1, so even units that can deploy back of the board will think twice before giving you first turn. Quote Link to comment Share on other sites More sharing options...
Rors Posted October 12, 2022 Share Posted October 12, 2022 Double range on the taker artifact looks like it could be fun too since it doubles the range... Cast bridge from outside unbind range and yeet kragnos in someone's face from up to 60 inches away. Quote Link to comment Share on other sites More sharing options...
Magnus The Blue Posted October 12, 2022 Share Posted October 12, 2022 Playing with lists at the moment and these are my favourite two so far: Breaker Tribe: Idiots with Flags Gatebreaker General, Glowy Shield of Protectiveness, Monsterously Tough Gatebreaker, Amberbone Totem, Kraken Eater Mancrusha Mob One of each Gargant battalion for extra artefact and untied. Stomper Tribe: Stomper General, Eager for a Fight and Glowy Shield of Protectiveness Gatebreaker, Amberbone Totem King Brodd 3 * 1 Mancrushas Can't for the life of me decide between them, the Breaker Tribe feels like it's going to be better at winning games but the Stompier feels more fun. Might even be temped to switch the Gatebreaker for a Kraken Eater in the Stomper one, but I have leaving points unspent. Quote Link to comment Share on other sites More sharing options...
novakai Posted October 12, 2022 Share Posted October 12, 2022 I have found that a lot of the damage from Mancrusher mob seems to come from other sources of their MW charge, monsterous rampage, timber and the bag ability. combined with their regular attacks and that where I find great value from them. 1 Quote Link to comment Share on other sites More sharing options...
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