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Davros

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  1. How about chewing through over 100 wounds with decent buffs? Zarbag - Hand of Gork Fungoid Cave-Shaman - itchy nucience 7 x Zarbag's Gitz 5 x Loonsmasha Fanatics 60 x Stabbas - Pokin Spears & Moon Shields 20 x Stabbas - Stabbas & Moon Shields 5 x Sporesplatta Fanatics All of this is exactly 1000points
  2. The only thing to remember with your lists is the orruk warboss can't have an artifact. But i really like both the Kopp Ruk and Snagga Ruk. If going for Drakfoot definitly look at some endless spells because of the number of casters you have as well as the ability to have the spells go off even if you roll snake eyes.
  3. If you do get a start collecting i would advise looking at the thundertusk, as the ability to take out small heros is something gutbusters have trouble with. If you do want the stonehorn build as a huskard, as it's ability to mess with the flow of combat is huge, just make sure you run the mournfang as one unit if doing so.
  4. The biggest problem with bonesplitters imo is the fact that they have so little access to rend. That coupled with the fact that their infantry is less effective than gitmob grots. Just a look at the base stats of mor boys and savage orruks and compare them to grots. Savage orruks are just as durrable but with half the attacks, and those attacks aren't too different. Morboys have the same number of attacks, but are much harder to get all the attacks in range and are still more expensive. And gitmob have easy access to rend as well. Bonesplitterz have a few more tricks up their sleave but i fail to see why they have no access to rend outside of big stabbas.
  5. For what they bring to the table i think they are good value. Great back feild unit or cheep screen for a bigger model. I think the best use for them is the second unit you want to hand of mork. First turn you do 60 grots with fanatics, second turn use the gitz to plug a small gap after they have done t1-2 screening for you. Being a smaller unit they are easier to fit into the gaps that apear after the first turn or 2. Think of them as a mooncap sham and a min squig herd (same price) they provide so much more utility.
  6. What are peoples thoughts on the loonking in a mixed destruction list. I know you loose out on his CA, but meh he generates an average 1cp a turn casts 2 spells and can use the cauldron for +2 for cast and unbind not to mention access to all the nice shiny new spells. Need a bit more time to work on a list i would be happy with but it sounds like a good starting point.
  7. What you have is the setup for a Olwyr Alfrostun Battalion, if you have 6 mournfang there is your 2000 point list. as to your question, they are all fine. The most optimal would probably be the oppisite of what you have but the margin isn't great. i love the huskard on stonehorn when used in combination with a big unit (4+) of mournfang as anything able to alter the order of combat is huge imo.
  8. Depending on the size of the wolf units they can do a bit with sneaky stabbing. But normal gitmob grots do really well as archers.
  9. I hope people realise i was having a go at GW with their wording and not @EddieWouldGo You have reached the conclusion that GW writes things as clear as mud.
  10. Fair enough, I missunderstood then. Didn't realise you had others already done. Also that bastilladon word work well as a butched with cauldron
  11. I love the conversions, but would of thought keeping things just as tyranids for mounts would of worked a bit better than adding in some other stuff. So for stonehorn gone for either the Toxicrene or the Mawloc/Trygon and for Mournfang going with Tyrant Guard, Raveners or Venomthropes. Would of been cool having all the Tentacles everywhere. That is my 2c and if you like your Idea stick with it because so far it looks really good, and the colours really look good for the Jungle theme, like the Light green markings on the Shell, maybe look at doing a few more.
  12. Ahh you see, this is where GW gets you. Unbinding happens when an opponent casts a spell in their hero phase, giving you a chance to negate it. But Dispelling is to remove an endless spell model off the table in your hero phase, this also costs the wizard doing it a spell cast attempt. So they can have different rules even if they are very similar. Should they be the same? Probably. Are they? Sadly No.
  13. With Endless spells/spells in general no line of sight is needed to unbind the cast just need to be withis 30inch. To use the cogs wizard needs to be within 9inch to alter time, no line of sight needed and effects the whole board until your next hero phase. To dispel the endless spell the wizard needs to be within 30inch and be able to see the spell.
  14. If you want to add variaty to Beastclaws, you need to look at the Beasthammer or go down the path @PlasticCraic is talking. When you go into mixed destruction path, i like to add a unit gitmob grot battleline with the normal ogors, gives lots of board control that beastclaws sometimes lack. I do find you can get a decent mix of units if you run an iceborn hunter as your general, makes 40 point frost sabres battleline and then easy to fit in more allies because of the new 1in4 rule.
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