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Pitloze

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Posts posted by Pitloze

  1. 6 minutes ago, Ragnar72 said:

    Anybody all the sizes ?

     

    yetees are now on 50mm as the gorgers.

    heros everybody on 50mm

    and the rest? Cannon ? Monsters? Cavalry?

    If you google Age of Sigmar base sizes you should find a big list. And nothing changed (as per specification by GW) when the book comes out.

  2. 1 hour ago, Lucank said:

    They didn`t change but Ironguts also hit on 3s now.

    I don`t see a reason to take maneaters over Ironguts (Maybe only if the 40 point differential opens up another combo you otherwise wouldn`t be able to do).

    But they are not too bad in a non competitive game.

    They are fine, I guess.

    Didn't they also hit on 4's before? I can't remember. They did get the gulping bite and they are the only unit in our army that can run&charge on their own now. Which might be huge since they can count for 6 models to cap an objective.

    I'm going to use them regardless because all my tyrants are basically demoted to maneaters haha.

  3. 11 hours ago, Frowny said:

    The challenge with it is yetis already do well in activation wars. You can retreat and leave them 5 inches out, to pile in from out of reach. And Frost sabres, while certainly interesting for their strike potential, but maybe more for assassination than for taking on main threats by themselves. 

    Apparently math says it takes 17 Frost sabers with the +1 wound artifact to average kill a keeper of secrets. Not totally impossible, but a bit unlikely. Not a terribly return on investment though I guess. 

    That being said, I think it might be good on your opponents turn. Prevents them from hitting you back.

    And now I'm taking myself into trying it.....

    That being said I think mawtribes will have a horrid matchup against slaanesh so it might not be worth planning around too much. All those 4 wound models....

    Hunter has a command ability to give +1 attack to cats. There is also a way for him to get D3 CP every turn he is not on the table. If you get lucky you can spend like 2 or 3 cp and get get a bunch of extra attacks for the cats. I have 10 cats myself so I'm going to try that out for sure.

  4. 8 minutes ago, Jmason said:

    This  sounds like it might combine well with a second FL on stonehorn with the doppelgänger’s cloak? Seems like a potential answer for the activation wars...?

    or you could drop a hunter and a big unit of cats and use the CP to fight a keeper or something. If something fights first while also having to fight last that just counteracts each other right?

  5. On 10/27/2019 at 4:37 AM, Fabint said:

    Don't sell the thundertusks short. The fight last ability on them is super strong, and if you run Winterbite the command ability lets you fight first (select one hero, and one unit of yetis and one unit of Sabres wholly within 12" of the hero. These three all fight first).

    I actually think Thundertusks are great if you use them with a fierce aggression. If you add the Stampede rolls to the snowball it actually turns into something decent. I also think the Frostlord on Thundertusk is actually a pretty good pick now with the enemy fight last mount trait. The frostlord himself might do enough damage to hurt the horde unit you are fighting bad enough that they can't hurt him on the swing back. I do think boulderhead is better if you bring two other thundertusk with you to support him.

    You do need to make sure you get both the snowball AND the charge in though. So extra movement is key here.

  6. Mournfang look great to me. +1 bravery means you need to lose 2 before you are in trouble. The tusks doing more dmg on the charge is huge because if they come in 4 you have 16 attacks doing -1 2dmg and we have already seen there are ways to boost the tusks even more. AND they also do the mortal wounds on the charge.

    I think Mournfangs are actually about the Mournfangs now. The Ogors on top are just extras.

    Edit:  If you get your positioning right and (hopefully), get your huskard on stonehorn in with the pack, get run & charge from Jorlbad to actually make that happen. You can have 3 DMG tusks.. Holy ******.

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  7. I'm happier that we got a terrain piece than endless spells. Terrain pieces had way more impact to the games I've played than endless spells. And we do have an incentive to actually try and dispel endless spells now anyway (Butcher). And there are a ton of actual endless spells to choose from, there we ere not really any terrain pieces worth placing for Ogors imo.

    • Like 2
  8. 1 hour ago, Galas said:

    Hasn't people realized that the Leadbelchers rule for double damage no longer has the "No enemies in 3""? So basically if you end up stuck one round in combat you can blast those fethers shotgun style. 

     

    So in a way, they are actually expected to move, charge, and then shoot with upgrade damage in combat.

    If there is a way to have them move in the hero phase destruction style you can do that, shoot and then charge and do damage. Sounds pretty good.

  9. 8 minutes ago, sandlemad said:

    Oh interesting, where did this come from?

    From the Mawtribes Facebook page. But the news itself apparently came from 4chan so take it as you will. People are calling it fake because of the mention of "Ogre" and not Ogor.

     

    71251527_10156467945652337_8218722875004157952_n.jpg

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  10. Does Gordrakks removal of cover ability stay? It doesn't say until end of turn. The "within" and "units" part is very important. It means that if you get lucky you can practically remove all the the cover on the table. Including garrisons.

    " In addition, after this model makes a charge move, you can pick 1 terrain feature within 1" of this model and roll a number of dice equal to the Massively Destructive Bulk value on this model’s damage table. If any of the dice are a 6, units no longer receive the cover modifier to their save rolls for being on or within that terrain feature. "

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