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Pitloze

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Everything posted by Pitloze

  1. Giants riding mammoths?... The shield does look like what is on the Stonehorns..
  2. I really like the way Bolt Action does it. You activate randomly by drawing dice from a dice bag. There is no IGYG. I just feel that in AoS there is too much weight on the priority roll. You can throw hundreds of dice during the game. But the three or four dice you roll for your turns have by order of magnitude waaaaaay more impact. That just feels off. With the Bolt Action way you can also be blessed or not by RNJesus. But it's spread over more dices. You spend hours painting this cool model. You finally get it on the table. You positioned it right. You got it into combat with the right unit. You had to move off the objective to try and hurt that unit. But that was a choice you made. And it swings and gets a big fat six. That feels good. And should feel good. You put time and effort into that risk and it payed off. Priority rolls cost nothing, but weigh a ton and do more for the outcome of the game than the description above does. And it comes down to rolling good on one dice. There is no thinking, no planning, no painting. Again, it feels off. After you get the priority there is some tactic involved of course. But getting there is what's the problem. I do feel that predatory endless spells help. Since you can at least move something around and have a little bit of a counter play. But now we have Endless prayers which the opponent can't move. And OSB have a predatory endless spell that the other play can't move. I don't like that trend. The person who wins ties chooses who goes first is a great start. But I would like to see more things players can actively do to try and secure a double turn. Maybe add certain side objectives or "plans" that if you complete them they will help you work towards a double turn, at a cost of course. It should have some risk and reward. Anything to get weight of that 2D6. But as someone already said in this thread. The priority role is a GW sanctioned mechanic. And GW loves locking stuff down. So I don't expect any drastic changes.
  3. Probably not. But they both have some points worth looking at.
  4. Well then you get to heal D3 guaranteed if you can manage to roll one 6 out of 3 hit dice. Not bad.
  5. I mean it works. I only loled at it because 50% of the wounds my Ironguts usually get come from the Tyrant passing it on to them. My Tyrant killed as many Ironguts as the people in my playgroup have done, as the true bully he is. Only thing I'm not sure about if the mortal wounds from the hammer counts as wounds in regards to splattercleaver activating. If it does it's really great. But so far I played it as that it needs actual wounds to activate.
  6. Having played with Tyrant's Gutguard quite a bit outside of Underguts I find it just not worth it. The Tyrant, although a very cool model, just whiffs too easily. And his command ability is kinda niche now that bravery is less of a thing for Ogors. And I only use MSU gnoblars so I don't get much use out of him there. His dmg is there but the attacks are just too few. I tried a few artefacts on him but the only one that was worth it I felt was the Bloodgullet artefact. So he can heal the dmg he causes to the ironguts lol. With the sky titan pistols he can clear out chaff. But meh. outside of Underguts (he's mandatory there) I'd rather take the Goremand/Butcher's band for the possibility at a 3 drop or less army.
  7. I got a Troggoth hag as a birthday gift. And since she apparently does not get the dankhold keyword I think I can better ask it over in here than in the Troggoth topic. 1. Any ideas for a fun 1k list with her at the center? I have the Hag, 6 rockguts (used them as proxies for Icefall Yhetee's) and Mollog. 2. Any tips for building her? Never worked with resin before. 3. Any tips for her on the tabletop? She has a lot of wounds but as an Ogor player I know that a lot of wounds and a 4+ safe is still pretty fragile. Is she more of a stay back and chill hero or do I need to be aggressive with her?
  8. Conspiracy theorist in my thinks they made Mournfang bad because the Beastclaw SCB is an amazing deal (maybe the best next to FEC) and they wanted to move more Gutbuster stuff. But that doesn't really hold true because the Glutton box is also a really good deal if you are comfy with kitbashing. I really don't see a reason why they left Mournfang in the dark like that. And it's not something they can change with a GHB because the points are not the problem. The warscroll is.
  9. Have you heard of our lord and savior Balewind Vortex? You get to sit next to the pot and still have the reach.
  10. Short answer. Get blood feast on them. If you can throw enough dice at something it will go down eventually. Especially with 2 dmg on every fail. There is also a spell that gives enemy units -1 to save. And multiple ways of dealing mortal wounds. Gluttons are A+ tier. You just faced the one army that can take the beating. In my game of yesterday I've had my 12 Gluttons beat an Megaboss on Mawcrusha (eventually) completely unbuffed. And another group of gluttons that was buffed to all hell left an 20 man group of Ardboyz on 6 models remaining. They are fragile though. But for their costs Gluttons are absolutely one of the best units we have (and maybe in Destruction as well).
  11. Ok, so I played a firebelly proxy yesterday and he performed like a champ. I still don't really want to buy the resin model. Any tips for a cool kitbash? I have a spare Ogor and a spare 50mm base so it's tempting to just. do. it. I have a couple of ideas but not sure how they will turn out: 1. Greenstuff little flames like the Great Mawpot has all over his body. 2. Give him glowing tattoos like Fyreslayers runes. 3. Give him ash warpaint and maybe glowing fire eyes? I thought about putting a couple of really big greenstuff flames all over him but then he'll just look like a chunky bightwizard lol.
  12. Boulderhead only gives other Monsters the extra movement. Thunderbellies is the "Mournfang" tribe. This is the fastest Mournfang setup I can think of: 1. Take Jorlbad and don't roll bad. 2. Go tribeless and take Touched by the Everwinter to make your Huskard on Stonehorn a priest and let him pray for the 3" extra movement. Also don't roll bad. 3. Get a butcher near the great mawpot to cast Chronomatic Cogs. Don't roll bad. Thunderbellies is kind of a trap. Wholly within 12" with a decent amount of terrain on the board makes it a lot harder to do than you think. Also, since Stonehorns lost run and charge they can actually outrun the Stonehorns. You don't want that. You want Both the Huskard AND the mournfang pack to impact at in the same turn so you can use the command ability for the Tusk damage. I would argue that point #2 is worse than taking boulderhead for the amazing artefact and decent command ability. A word of warning, don't put your whole army into their face turn 1 even though you can. Think in waves. Because you don't want to blow your turn fighting chaff.
  13. After playing with my Gutbusters for the first time I'm reconsidering my stance on Mournfangs. I thought they were okay. But Gluttons and Ironguts are so much better as a battleline units that it's not even funny. On the other hand. If they gave 3+ to hit across the board to Mournfang why would you ever take Ironguts? For 220 vs 280 you get 3 more inches of movement and two types of attacks. On the charge you would have gotten 24 3+/3+/-1/3 (assuming you had a Huskhorn nearby) attacks. Ironguts in groups of 4 only get 13 swings I think GW realized this and decided to keep the 4+ on the Mournfang on the "irongutsy" weapons so they don't take their role. But now we have a unit that simply won't get better with points drop. Because they are an elite battleline unit. So dropping the points so far that they are worth it is silly. I think Mournfang should have gotten monster charges from a spell/prayer/CA (if Rhinox can do it with a spell Mournfang should as well). And 1 extra inch of movement so it rounds out at 10 (12 out of combat) to compensate for the crappy hits.
  14. Gluttons can also one shot other 5+ battleline units. It's a battle of who swings first.
  15. With bloodgullet, the pot, and a balewind vortex you have good chance at playing the magic game. One butcher to stay at the pot on the vortex and one slaughtermaster/butcher to push along with the troops. You can also bring cogs instead of the vortex but I like the spell range increase more than the movement.
  16. Stonehorns running around capping objectives is also something people will need to deal with. I played a game vs Nurgle and I stole, and held, and objective over 10 blightkings with 1 Stonehorn and 1 Mournfang. I think on games where the objective is random they will be valuable. I really hope big blocks of Ogors are going to be a thing. playing 24 gluttons and 8 Ironguts seems fun.
  17. Sorry for the double post, Can't get the format right when I edit. But the difference here is that we have an actual tribe build towards the Ironblaster gameplay. So they intended it this way. Also 3+ to hit pales in comparison to what CoS can dish out at range. That trophy rack is also a genuine reason for a Tyrant to be included into a comp list. In any other list you'd rather have a Frostlord on Stonehorn for the second artefact I agree. I have to be honest I don't even want to play Underguts right now because I have 24 gluttons I bought and painted up that I haven't even got to see on the tabletop yet.
  18. We used to be 18" and then got to charge. It makes a difference.
  19. But that won't get fixed by nerfing us.
  20. That will kill all competitive potential Mawtribes have. It's the only reliable way we have at dealing with Slaanesh.
  21. Been building a lot of lists. BCR hasn't changed much tbh. They are not as bad as people make them out to be. But some armies can deal with them and some armies simply can't. BCR are decent at taking (back) objectives now. You probably want to give 1st turn away more often than before. Because as a whole BCR got a lot slower. I actually think the mawpot heal does more for BCR than it does for Gutbusters, maybe even gamechangingly so. Don't try and push everything in at once, since stonehorns lost run&charge it won't happen. But even in waves they can do a lot of damage. One wave of 4mournfang + Huskard on stonehorn that spends an CP can get really swingy. You have to bring one wizard to use the pot. And molten entrails can be insane if you get it off at the right time. Maybe thermal rider cloak is better than amulet now just to get that crazy assault in. But probably not. However, I'm actually a bit scared that Underguts might be the only legit competitive option we have. Ironguts, Gluttons, Frostlord on Stonehorn and Yeti's are good units. But in the current meta they might suffer since they can't apply their damage in a direct way. Either chaff gets in the way or we have to fight last. Gnoblars are also a must but I don't consider them "good". Any chaff that comes along just to to die and doesn't provide anything besides that (like bloodreavers giving blood tithe points) is just lame. Yet they do make the Tyrant useful, and 40/60 wounds is beefy enough. I don't really want to buy 20 leadbelchers though. I think Underguts might do okay with 10 leadbelchers and 12 gluttons. But 3/4 Ironblasters + trophy rack is a must (and luckily Ironblasters are actually affordable points and $$$ wise). What makes Underguts so great is that along with all that shooting you still get a decent melee profile and ability to hold and take objectives.
  22. I feel this is the only real list that can reliably take down slaanesh. Allegiance: Ogor Mawtribes - Mawtribe: Underguts LEADERS Tyrant (160) - General - Command Trait : Mass of Scars - Artefact : Gruesome Trophy Rack Slaughtermaster (140) - Artefact : Gnoblar Blast Keg - Lore of Gutmagic : Greasy Deluge UNITS 40 x Gnoblars (200) 10 x Leadbelchers (400) 10 x Leadbelchers (400) 1 x Ironblaster (120) 1 x Ironblaster (120) 1 x Ironblaster (120) 4 x Ironguts (220) BATTALIONS Tyrant's Gutguard (120) You can tinker with how many Ironblasters you want. But fewer than 3 and you won't one shot a keeper.
  23. Pretty excited to try this list out : Allegiance: Ogor Mawtribes - Mawtribe: Bloodgullet Mortal Realm: Shyish Frostlord on Stonehorn (400) - Artefact: Ethereal Amulet - Mount Trait: Black Clatterhorn Slaughtermaster (140) - General - Trait: Nice Drop of the Red Stuff! - Artefact: Splatter-cleaver - Lore of Gutmagic: Blood Feast Butcher (140) - Cleaver - Lore of Gutmagic: Molten Entrails 12 x Ogor Gluttons (400) - Clubs or Blades with Iron Fists 12 x Ogor Gluttons (400) - Clubs or Blades with Iron Fists 4 x Ironguts (220) 2 x Leadbelchers (80) Goremand (140) Chronomantic Cogs (80) Total: 2000 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 147 Could maybe switch out the cogs with 2 more leadbelchers or 4 cats. But with the pot we actually have a chance at getting endless spells off. Also thought about taking a balewind. Since our offensive spells are nice but 18 inch makes it a bit more limited.
  24. Does GW update official base sizes after every book release? Because as it stands now the Butcher officially comes on an 40mm base size. Yet in the book they placed him on a 50mm base (on the GW website he comes with a square base). 50mm bases are a pain to get. So if I can get away with putting him on a 40mm I will.
  25. Since Slaughtermasters have the Butcher keyword do they count as Butchers for the Bloodgullet mawtribe and the Butchers band battalion?
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