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Reuben Parker

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Posts posted by Reuben Parker

  1. On 2/5/2021 at 7:27 AM, Drazhoath said:

    Sry but with only 4 Warscrolls Theres no real divesion for talking about tournament lists 😂

    Also I think the chances to loose or win depends on the Opponents armie very strong. If you want to be very good at killing hordes, you need many Mancrusher in a Stomper Tribe. But that’s a bad list against many elite MSU armies. It’s very hard for SoB to build an Allrounder List.

    I guess taker could be seen as more the all rounder as it doesn’t care so much about the opponents army and wants to play objectives and quite probably is the most flexible in build.   Rarely see lists with duplicate megas in taker and split between 2 big 6 small or 3 big 3 small and then also splits as to if people want to run 3 solo small gargants to try to really leverage the counts as 15 rule. 
     

    stomper tribe has most potential damage output but will face armies where the damage buff never triggers and due to its rules the warstomper and 9 small build feels the best to me. IMHO though there are a couple of valid trait artifact combos though for some variety

    then breaker my fav I see a few different builds for. I personally like the triple gatebreaker and unit of 3 with +1 vs heroes / wizards as it’s the list with the most sniping potential and I’ve always found killing key buff heroes is great for objective play armies as it tends to heavily drop the enemies damage output and lower the chances they can table you. Also can give some counter play vs the top lists which focus on shooting. 

    • Like 1
  2. My other issue with Taker tribe is that I think it has anti synergies. 
     

    You want to play objectives and double down on that with solo gargants and probably strong right foot for the 3d6 kick. This can be very powerful on certain battle plans. However it increases the drop count which ups the chance the opponent makes you play first. When the kraken eater really wants to play second so he can control the objective in your opponents turn 1 then kick in your turn 1 hero phase. 

    Also not sure about other people but I don’t see running any item except the sandals it’s such a big  damage boost from average 4 potential dmg at -2 on a good profile to 9 potential dmg at -3  

    however that’s just a thought in my mind maybe I need to go and look at common meta builds and see if many fit into the 4-6 drop range and if the increase drops really makes a difference in many matchups. 

    • Like 1
  3. On 2/1/2021 at 4:52 AM, kozokus said:

    I see a lot of love for the taker tribe in tournament lists.

    Is there a perticular reason for this?

    If making a mega tanky is the point, isn't the stomper tribe cestus a better call?

    Apart from that, the breaker tribe seems more dangerous than the others for me.

    I agree I think breaker with +1 vs heroes and wizards is best. Horses for courses though if others prefer taker. The other comment above is correct 20-30 isn’t that meaningful but 10-15 can be. However I think breaker ability to snipe key buff heroes swings it. If you kill more and they’re doing you less damage then that aids winning as well. 
     

    • Like 1
  4. I just finished  painting a sons of behemat and now onto  another more theme and “fun” style army of pure Alarith temple. With the lockdown still going on here in Canada I’ve been more relaxed in my hobbying and just working on models and lists I like rather than worrying about how competitive. 

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    • Like 3
  5. 3rd mega on the way  for my tomb king destroying tribe. I don’t like the club the kraken eater has both in look and it being a useless weapon underwater. Swapped for a spear / harpoon made from a necrosphinx. I did want a trident but it was a bit too unstable. 

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    • Like 3
  6. 3 hours ago, Drazhoath said:

    Hey guys!

    After a few games with all three different tribes I will make a resume:

    1. I love how short the Command phase and Movement phase are! The shooting though.

    2. The full painted models look great on the table! Even my enemies are frightened in the first moments. But after every game they will not because:

    3. Our damage output is mediocre at best. If someone or something debuffs is with -1 to hit its devastating.

    4. Even with 35 wounds our Megas die really fast. There are so many hard hitting heroes or monsters out there which can kill one mega in one turn.

    Whats your experience with them and which armies you faced so far?

    Yet to play with lockdowns :(  

    but I can see from battle reports and just the warscrolls the issues you mention. Kind of why I’m thinking my favourite build will be triple gatebreaker mega and 3 mancrushers in one unit. +1 to hit vs characters/wizards  

     

    at least that build has the most counter play in terms of chance to determine first turn (normally want to play second) and the best ranged sniping game. Try to blunt the most powerful hitters / combo pieces early and then the army can do its primary function of having 35 wound counts as 20 all the way to the last wound models winning on objectives. 
     

    without some form of control anything can be deleted in AoS. Not the scariest thing at high level play but the easiest example is Skarbrand with normal support in reapers he averages 56 mortal wounds and 22 at -2 with the other axe.

     

    • Like 1
  7. 6 hours ago, KingBrodd said:

    So what is everyones Stomps Lore!?

    Mine are three Gargant Brothers, a Warstomper, Gatebreaker and Kraken Eater respectively.

    Björn Oakbreaker - Warstomper.

    Lödd Tower Smasher - Gatebreaker.

    Hünd Village Flooder - Kraken Eater.

    I've yet to add any Mancrushers but the Stomp will grow as more Gargants are brought into the fold.

    The brothers live in a forest on the edge of a small town in either Ghur or Ghyran, I've yet to decide. I'm imagining a more thriving version of the Village as seen in the film 13th Warrior.

    The brothers have an alliance with the town folk which consists mainly of Human, Dispossessed and a small force of Lumineth Realm Lords which are out burning sigils and using the town as a Garrison.

    The Gargants hunt the beasts of the forest and Hünd fishes in the large lake near its border, they trade these goods with the village folk in exchange for Bugmans XXXXXXX which is delivered to the local Freeguild regiment monthly by a Kharadron trading ship. 

    The Brothers hate the taint of Chaos and actively hunt the Beastmen that sometimes foray into their domain, with Lödd taking righteous joy in crushing any Herdstones that he finds. 

    Word has reached the Town and that of the Stomp that a rise in Slaanesh activity has been noticed with many farmers from the surrounding countryside being taken in the night. 

    More work to be done but this is my start!!

    I haven’t worked out all of mine but in general they’re a breaker tribe contracted by Nagash to wipe out the last enclaves of Tomb Kings who survived from the world that was 

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    • LOVE IT! 2
  8. 4 hours ago, BrocknerTheBear said:

    @Reuben Parker the warstomper ability can be used at any point in the combat phase during your activation.

    However it cannot happen before abilities that trigger at the start of the combat phase due to how the phases themselves are broken down :

    Start of the combat phase 

    Combat phase

    End of combat phase.

     

    That also would be my assumption. 
     

    it is complicated though by the fact logically start of the phase is also part of the combat phase. If a unit says it gets +1 save in the combat phase they get that against attacks at the start of the phase. 
     

    annoyingly I can’t see any clear answer for his ability and “start of the phase” in the faq. 

  9. On 12/29/2020 at 5:46 PM, Scythian said:

    To be honest, I’m just fine with my Sons army as it is. A Tome Celestial would’ve been fun, but ultimately, we already have what we need.

    Soon I will have everything that I need :)  

    gatebreaker, warstomper and 6 mancrushers painted. Have a kraken eater on order. I’m also making the stomper amd kraken dual builds as breakers. 
     

    meaning I can run a lot of different builds including 3 gatebreaker breaker tribe which I’m excited to try. 
     

    after the 3rd mega is done I’ll probably buy 4 more mancrushers so I can run the 9 mancrusher stomper build and the spare 10th may even come in handy if SoB get some points shaved off next GHB. 

    • Like 1
  10. Out of curiosity how are people interpreting the war stomper pickup attack. It’s worded differently to mancrusher and kraken eater which do it after pile in. 
     

    stomper just says during the combat phase. So by the wording it appears you can do it outside of normal combat sequences. Also could you use it before something that triggers at the start of the phase? Pickup a lumineth warden champion before he gets to do d3 mortal wounds??? Faq didn’t seem to address it. 

  11. Shame I was trying to muse on what the new rules could be. Was hoping for either a global rule or maybe some battalions.

     

    plus side I did come up with a nice idea for a trident Kraken eater today but 6-8 inch tridents don’t seem readily available online. My friend says he’s going to try making one from a vermin lord kit so fingers crossed it comes out well. 

    • Like 1
  12. In honour of the nice faq love 6 (7) mancrushers done, now onto the megas. Adding some flavour with tomb kings pieces. Rumour has it that their breaker tribe was hired by Nagash to erase the last tomb king enclaves surviving from the world that was.  

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    • Like 3
  13. 1 hour ago, Lord Krungharr said:

    My FLGS has still not gotten in my Mega-Gargant after 4 weeks.  Anyone else having trouble getting one locally?  I want to support my local store whenever possible.  I think I still have a week or two of ManCrusher Gargants to paint in the mean time :)

     

    Yeah I’m just painting my 6th then onto the two Megas. 

  14. 19 hours ago, W1tchhunter said:

    This sounds like my dream army, never say Sharks aren't the way to go 😛

    I haven’t had the chance to play as only have 3 sharks but I think it could be surprisingly strong. As long as sharks get a 4th bite (easy with the shooting) they put out very similar damage to spear eels charging and massively better in non charge combats. 
     

    2 spear eels cost slightly more than 1 shark on the charge both have 4 attacks 3+3+-2 2dmg, eels an average of 8 no rend damage compared to the sharks 6. Once you add in fuethan giving re rolls on the bites and the shooting sharks actually have better damage output even in charge turns. 
     

    to be clear I’m not saying sharks should always replace spear eels as they have command models and the once per game MW. However I do think the two units now have advantages over one another. 
     

    you could also run the same list with 6 sharks and an aspect of storm as he gets great utility from the cloud of midnight, scoring in hero missions and makes the shark bites 2+ rr1s to wound. 

  15. Saying this won’t change competitive pay is a silly until things are tried. Considering IDK can do things now like.

    fuethan reverse tides 

    caster

    2 scryer 

    3x10 thrall / reaver 
    2x3 shield eels

    9 sharks 

    can be 36 quality shots to thin out casters and or mortal wound spammers whilst still being very good in melee (their output is exceedingly close to spear eels as long as you get the 4th bite) Double scryer allows reserves and long bomb charges. 
     

    yes most likely a whole army of sharks isn’t the way to go but still it’s an example. 

  16.  

    based on what your going to have I would probably go. 

    King -1 to hit trait, born from agony & cloud of midnight 

    2x2 sharks (one set with launchers one set with nets)

    3 spear eel 

    3 shield eel 

    will be 980 so a shot at a triumph and gives a bit of a mixture. I don’t Volt is really worth it at 1k losing out on cloud of midnight would be pretty huge. 

    • Like 2
  17. 2 hours ago, W1tchhunter said:

    Honestly the sharks and leviadon being usable now really has me interested in this army now. I maaaay have bought the new box...

     

    I like the idea you just posted have you got a list sorted? And if so would you mind posting it.

    Yeah something like this. Can also wrap 30 thralls in one unit drop lotaan and run another shark as an alternative. 
     

    quite different to most lists currently so maybe a nice switchup. I might tweak things to get a second soulscryer as I’ve always found mass thralls really benefit from double scryer. 

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  18. I know some people are still on the fence for sharks but I really like the new warscroll. I do think they now compete with spear eels as long as your getting the 4th bite which is pretty easy with their own shooting. A bit less damage output compared when eels charge but way better when charged or ongoing combat and only lose damage output every 8 wounds. Losing the monster keyword as long as that’s correct is what really brings them up though. 
     

    sharks in reverse tide fuethan and an aspect of storm is something I’m excited to try. Something we couldn’t say prior to this change. 

  19. 2 hours ago, Kasper said:

    Yeah the +1 vs heroes/wizards is neat. I have thought a lot about it in a double GB Breaker list, so you can attempt to snipe enemy heroes like Skink Priests, Warchanters etc. It would nullify Look-Out Sir. 

    After playing some games Im not too keen on building for more damage. I feel the damage is "ok" and you are probably better off building for staying power to live another turn to secure VPs, rather than dealing a little more damage. I really like the idea of the Kraken-Eater with  Extremely Intimidating (-1 to hit in melee) and the Chamon realm artefact (ignore rend 1 attacks), which will ultimately keep him around for longer.  

    I feel like our bad matchups extra damage will not matter since they will likely take you off the board, whereas our good matchups extra damage isnt needed at all. In both cases being more tanky is IMO the way to go so far.

    The tanky side may well be best again though doesn’t breaker do that better? If you go breaker +5 wounds and 6+++ shrug it takes 48 unsaved wounds statistically to kill him. 
     

    Also KE & taker have the lowest damage output so the less you kill the more damage your taking in subsequent turns. 
     

    From what I’ve seen no SoB players are struggling to hold objectives if their models are alive. They struggle when models die so a focus on living longer and blunting the opponents high damage dealers would seem to be the most favourable setups. 

    • Like 1
  20. Indeed the +1 vs heroes and wizards seems to be generally the best. Also breaker has a good trait in plus 2 attacks and ok item. 
     

    The other thing with breaker I noted previously is that they essentially have the rule “opponents don’t get +1 save from cover” as people don’t want to give you +1 damage. This is something that your always passively getting which a lot of the time may go unnoticed. Most armies want to sit smaller heroes or elite units in cover. 
     

    Then it all combines together. Breaker Mega has great ranged attack with +1 to hit vs heroes and that hero doesn’t want to use cover to boost their save.

  21. I think realm lords will actually be an incredibly bad matchup normally. They have two spells that cause units to test bravery anytime they want to perform an action and multiple ways to lower bravery. Meaning 50% of a SoB army will often not be reliably doing stuff. To move then charge then swing you need to make and pass 3 checks at most likely bravery -2. 

  22. 2 hours ago, Riff_Raff_Rascal said:

    Recently finished a game with Taker Tribe, KE + WS and 2x3 MC's. Cant say too much in a short space but my buddy super meta'd me and played Bonesplittaz of all things. Monster hunting ork tribes was unfair. Still fun. Lemme tell you Big Stabbas put a whoopin on Gargants. Was not ready for that.

    Deepkin Dom-Hain will be similar with the re roll all wounds vs monsters for eels. 

  23. 10 hours ago, Kasper said:

    From my own experience the KE is just not very impressive. You really rely on spiking high on the kick roll. So far I dont feel like he is worth it at all outside of Taker where he gets to do 3D6, which makes it a lot more reliable to get a reasonable distance and something you can actually rely on. Sure, the 1 hero + 9 MC lineup is gonna have trouble on Places of Arcane Power. A lot of armies dont have strong heroes, so you can probably aim to kill those while your WS sits and accumilates more and more VP each round. Otherwise it might just be a single battleplan you will have to give up for an overall (imo) stronger list. It is not really different than armies not purposely building to have stronger battleline units for Better Part of Valor.

    Agreed
     

    Also in taker he gets the sandals which massively boost his damage output. From average 4 at -2 on a 3+3+ to 9 at -3. 
     

    In general I’m not sold that KE taker is the way to go but if you have him then it feels like you need him as the focus to make him worthwhile. 

  24. 9 hours ago, Scythian said:

    So, this Saturday I have 3 games lined up for my first battles with my Sons. One is a Fangs of Sotek army. The second is Beastmen. Finally, the third is against Big Waaagh. I’ll provide all of the spooky results on that night of Halloween 🎃 Horrors. Can’t think of a better night to introduce my Sons army to my group. 

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    Stomper tribe or takers?

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