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Miscast

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  1. Savages are generally better for anvil but have diminishing returns when they get whittled down, Morboys generally don't suffer from that.
  2. That is kinda like comparing apples to oranges. Two very different units that serves very different purposes.
  3. Anyone planning on a green horde style army? something like Allegiance: BonesplitterzWardokk (80)Wardokk (80)Savage Big Boss (100)Maniak Weirdnob (120)- GeneralSavage Big Boss (100)30 x Savage Orruks (300)- Stikkas30 x Savage Orruks (300)- Stikkas30 x Savage Orruks (300)- Stikkas20 x Savage Orruk Morboys (240)20 x Savage Orruk Morboys (240)Kop Rukk (140)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 288 That's alot of wounds to shift and everything is a lot more fighty now, also I like that the rukks are almost all the same cost so you can switch them and units quite easily as you see fit. i.e Kopp Rukk could easily be swapped for Brutal Rukk for more movement on the Anvil units, or the Morboys swapped out for Arrow boys and the Kunnin Rukk. P.S i have no way enough Savage Orruks to actually play this list
  4. I thought in the twitch stream they have relegated greenskinz to O&G legendary army status, which is why the Idol is getting new keywords.
  5. People need to calm down about the HGB's price until dice have actually been rolled, they were sub-par and meh before and now actually feel like an elite unit. Their output and sustain does look potentially scary but requires further points investments in bodies and heroes to it pull off. Also remember Duardin don't have natural free access to wizards and their potential MW output, so require it in other places. There is also no healing or summoning mechanic in the army so relying on +1 to saves is a form of sustain. The overall model count in going to be much less than before so taking the horde approach won't give your enough heroes and aura's required to make the army function in the same design as it did before. Also remember before you were paying 100 points for 5 wounds 120 for 10 seems more fair the 160-200 bracket usually applies to 3 wound models.
  6. Nice write up for your first two games, your boyz will take it on the chin and come back hungrier. Stick with the Boyz, I'd suggest dropping the Savage Orruks for Morboys but with a new Battletome looming around the corner at some point that could all change in the drop of a hat! One thing I would say is some big stabbas and the monster table will make short work of those gnarly dragons. Looking forward to reading more in the future.
  7. Give them both a try and let us know how it goes! I think the main issue with BS atm apart from having a god awful anvil/chaff/meh unit (Savages) is we pay a premium (300+ points) for the clans + battalions which make is hard to build fun lists with all the unit requirements just to access some fun play styles.
  8. I like the Drakkfoot Warclan list the most list I'd probably try and find a way to squeeze a sacrificial Gargant in somehow, all those boys betting +1 to hit is quite beefy especially with all the -1 to hit around these days. The problem with both lists though is they lack rend but at least with lots of wizards you have potential for a Mortal Wound hub.
  9. I like the CP farm but the wound count is quite low for a 6+ save army, there may be alot of potential attacks but not much sustain. Plus I don't think allies can take artifacts period.
  10. The list I want to try in the new edition with 40 points left over for endless spells. Allegiance: BonesplitterzWurrgog Prophet (140)- General- Trait: Prophet of da Waaagh! - Artefact: Glowin Tattooz - Lore of the Savage Waaagh: Squiggly CurseWardokk (100)- Artefact: Big Wurrgog Mask - Lore of the Savage Waaagh: Bone KrushaWardokk (100)- Artefact: Da Great Zappa Squiq - Lore of the Savage Waaagh: Kunnin' Beast SpiritsWardokk (100)- Lore of the Savage Waaagh: Brutal Beast SpiritsOrruk Warboss (140)- Great Waaagh Banner- Allies30 x Savage Orruk Morboys (300)30 x Savage Orruk Morboys (300)10 x Savage Boarboy Maniaks (280)Aleguzzler Gargant (160)- AlliesKop Rukk (200)Drakkfoot Warclan (140)Total: 1960 / 2000Allies: 300 / 400Wounds: 189
  11. The Wurrgog is never a bad choice for allies with the multiple spell usage and now has access to realm spells in allied lists.
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