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Requete

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Posts posted by Requete

  1. Two questions guys:

    1. I don't see Skragrott in many lists here. I know that he can't be general for a Troggoth army, but he's still pretty amazing right? Carries a hand cannon, casts an amazing spell, pretty solid, etc. Does he not seem worth the points as a good casting hero?

    2.  Do you think 5 fanatics for the block of 60 stabbas is redundant given how much punch we already have in the army? Probably not worth as much as 3 Rockguts?

     

  2. On 5/17/2019 at 1:59 PM, Plotter said:

    So new to Troggs. Reading through this thread, I came up with this and would like some feedback on it (as well as competitive level of it):

    Allegiance: Gloomspite Gitz
    Mortal Realm: Ghur

    Leaders
    Dankhold Troggboss (300)
    - General
    - Trait: Mighty Blow 
    - Artefact: Glowy Howzit 
    Troggoth Hag (380)
    - Artefact: Gryph-feather Charm 
    Fungoid Cave-Shaman (90)
    - Lore of the Moonclans: The Hand of Gork

    Battleline
    3 x Fellwater Troggoths (160)
    3 x Fellwater Troggoths (160)
    3 x Rockgut Troggoths (160)
    3 x Rockgut Troggoths (160)

    Units
    5 x Squig Hoppers (90)
    5 x Squig Hoppers (90)

    Behemoths
    Mangler Squigs (240)

    Battalions
    Squig Rider Stampede (140)

    Endless Spells
    Quicksilver Swords (20)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 112
     

    Thoughts on the list:

    • Squigs are there for the movement and battalion. This gives me some re-rollable movement with some destruction with the mangler. I just can't see the benefit of the Troggherd at that point level but still want the CP.
    • I could go with the Rage blade/Pulverising Grip and might switch to that after some games. Just thought the Glowy Howzits provides more survivability which is important to buff the Trogg lines
    • I'm torn between gylph charm on the hag or Boss with mightyblow / ghyrstrike. I figured I want the boss more survivable for the buff.
    • Should I combine the Rock gut unit into 6 vs 2/at 3? Will decrease my drops and hit with rocks more. Would be a good Hand of Gork unit but worried about Battleshock then.
    • Really wanted to take the Cauldron but can't fit in the pts. Didn't like Scuttletide and the other are more than 30pts. Thought about gravetide or Prismatic Palisade to provide some cover while the Troggs advance. That would be a decision post playing the list a few times.

     

    Rather than the Swords, why not upgrade your squigs to Boingrot Bounders? They're way better for only 10 points more.

    • Like 1
  3. 6 hours ago, Freejack02 said:

    I personally don't think the Hailstorm Battery gives any good return on the investment, so I would cut it. I would also drop the Castigators all together, which allows you to bump one of the Sequitor squads from 5 up to 20. Or if that doesn't appeal to you, I would take a couple more Ballistas to capitalize on having a LO already present. I have a low opinion of Castigators all around, and the Hailstorm Battery to me doesn't warrant 120 points. 

    Isn't really  "70 points + 1 CP" though? So for 70 you get an extra artefact and the reroll? That seems pretty cheap, assuming you want to have the units anyways.
     

  4. 19 hours ago, DanielFM said:

    Nope. They are objectively worse than Evocators.

    GW messed this time, hard. Ideal world, they would lower their points in a FAQ/GHB. If we get unlucky, they will up Evocators and leave us with not one but two overpriced units ?

    If they improved the save on the older Paladins to 3+, they would be amazing.

    Or if they just gave them the Redeemer keyword....

    • Like 1
  5. 3 minutes ago, ledha said:

    in each of the stormhost page

    Hmm, OK, I think I get it. The "extra abilities" on p. 117 under "Stormhosts" are the "Abilities" and "Command Abilities" in column one of the boxes at the bottom of pp. 126-33.  The powers in column two of those boxes are things that have mandatory replacement.

    Sorry, still figuring out which words mean what. Thanks for your help.

  6. I'm not convinced that Stormhost abilities and artifacts replace your other abilities; the text of the Stormhost power says that these are "extra" abilities and implies that everyone is going to take one. It reads to me as though you get your regular warlord trait, artefact, etc. as well as what the Stormhost gives you.

    Does someone have a text citation that shows otherwise? Rather than just stating the contrary opinion, pretend that I need to be convinced. Thanks!

  7. 5 hours ago, chord said:

    Agreed I was interested in AoS and stormcast for the good guy shining armor aspect.  It's like GW keeps changing everything I liked about AoS.

    The fact that some Stormcast can take a darker turn legitimizes the virtue of your Stormcast which have remained totally pure.

    I like it because Good is not always nice. Sometimes Good is downright scary.

    • Like 3
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