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DerZauberer

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DerZauberer last won the day on January 19 2020

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  1. Huh, its 210 now. Still an auto include in my books.
  2. Had an interessting discussion regarding Skragrott recently. Right now hes costed at 160 points which, to be honest, is way to cheap. And while we had our post battle discussion, we tried to make up a more appropiate cost for Skragrott in which i shortly realized, that, Skragrott is just an incredible must have piece which i simply can not point right. Mobile Moon Aura , good caster, every moonclan spell, absurd MW snipe spell, 2 free CP per round, moon manipulation. Each point is just so good and makes some unreliable mechanics reliable. Due to Skragrott i allways manage to have the moonlight where i need it to be and his mortal wound spell and all moonclan spells makes him just such an allrounder. Adding free CP on top makes him just incredible. I made a thought experiment and at 160 to 250 he would still be an auto include, at 260 - 300 points i would still think about including him. At 350 ill be more reserved - 400 would be too much? But maybe not? How do you price a piece which makes your whole faction more reliable, eliminating most random factors of your faction ability and identity? What are your thoughts?
  3. Okay, i get it. There's a difference in information after the first save or the fifth save roll. That makes the rule a bit clunky to use. Thanks for the explanation!
  4. Correct me if im wrong, but the D3 MW are done after all the attacks have been resolved. Save rolls are part of the attack sequence regarding the core rules. Means the information is still the same. Even if you tempt me to get 6 on my save, it still resolves after all saves are made and i know if my unit will survive or not. And as you only offer a maximum of one dice per unit per phase, it should not matter if you tempt me after all my save rolls are done or in between my roles.
  5. I think the Orruk Keyword is the real bummer here. Not getting Waaagh Points when in combat or the possibility to teleport them with hand of gork is huge.
  6. Why is there actually no talks about Hobgrots? 80 points seem fine for a 10 model unit to screen with. The space they can cover should be good and their range attacks seems quite ok. Run and shoot seems fine. The only problem seems to be the low bravery and low save - but they are made for dying, so who cares? Would be really interessting to compare 80 points hobgrots to 85 points of ardboyz.
  7. I agree with you that screenwise, the list has its weaknesses. It's tough to say how much value the swampcalla brings, on paper he doubles your chance for mortal wounds with a unit of boltboyz. Sometimes i casted with him nasty hex when in range and important or mystic shield when no targets for boltboyz. The thing with MSU boltboyz is (in my oppinion), they seem to be no real threat to most things, they merely chip away wounds of stuff they target, especially without buffs. A 6 man unit with swampcalla & snatchaboss buff and gobsprakk unleash hell did for me the two games ~10MW + a bunch of normal wounds - enough to stop several units from charging the ardboyz screening the boltboyz, gobsprakk, swampcalla snatchaboss. On paper without swampcalla, its just ~6MW, without the snatchaboss its ~4MW, MSU only 2 ~MW, as much as my mathhammer doesnt abbandon me. When i charge a screen of hobgrots or ardboyz with unbuffed MSU Boltboyz in unleash hell range, i would easily accept the trade and charge when the outcome brings me closer to my objective. But i agree that the swampcalla feels bad - he just sits there. My thought with the list was, to make three points of contact, the kruelboy ball with ardboy screen, the VF brutes and VF GGs - all points which hit very hard in melee (or unleash hell) and dont seem like juicy targets. The list crumbles tho without VF and all the kruelboyz buffs, i agree. Gobsprakk imo is great, he really benefits from the BW bonus to cast und dispell and there is always something usefull in the swamp lore to cast. Yeeting the snatchboss with sneaky miasma and fast un across the board can be key and i cant state enough how important the 6" reposition is in a cagey, defensive BW list. I've seen so many important repositions fail on the dice roll. Besides that, he is just a fun piece of anti-magic which often lead to people not use spells like mystic shield - something we greatly appreciate due to most of my stuff having -2 rend.
  8. Had some nice games over the weekend against Maggotkin and Stormcast and won both with following Big Waaagh List: I think it has a lot of unique options and takes good advantage of big waaagh with 4 spell casters. It pretty much has all the tools (gorkamorka warcry, hand of gork, nasty hex) and gobsprakk is a great utility piece here as well. You generate good Waaagh Points and have the neceserry redundant warchanters for BW. I played it slowly and cagey turn 1 and 2 as BW and the chosen units are inherintly slow. Gobsprakks reposition 6" here was very helpful. You pretty much have 3 major threats, the Brutes with Violent Fury, the Gore Gruntas with Violent Fury and your kruleboyz ball (snatchboss, swampcaller and boltboyz). The ardboyz are primarily for screening the boltboyz, snatchaboss and wizards. The Weirdnob is allways a certain threat with his mask, so thats nice as well. If you get to +1/+1 hit/wound, all the venom buffs etc. this list is very scary with all the buffing and debuffing going on, but i can imagine it crumbles to alphastrikes, as you can only cover little territory with unleash hell boltboyz (but if they can unleash hell, they are a major threat). Without violent fury and the venom buffs, the damage output of this list is very lackluster. It really shines when getting to 20 Waaagh Points. No MBMK is ofcourse sad, but i allways use him way to aggressive for BW lists, so skipping him was no big deal for me in BW. Another issue are command points - you need reposition and unleash hell, but also inspiring presence for your brutes and all out defence. Do you guys use the Ere we go Heroic action? Its easy on the first turn (but also gives just one point), but do you use it on the 2+ turn? I cant justify using the hereoic action as command points or finest hour are just to good in this list imo. Whats your oppinion on the list? Anything you miss?
  9. So i'm back at figuring out Big Waaagh! in the new book and i'm trying out some lists after playing mainly Ironjawz which - to be fair - are quite straight forward. Next weekend i'm trying this BW list out for example: I'm a big fan of gobsprakk and love the swamp lore. In my opinion having sneaky miasma and nasty hex at hand everytime i need it or debuffing with black pit or horde control with chocking mist is just great and he gives me the flexibility. I dont understand the hate he gets, he was great in my BW practice games yet. But to be fair, i'm in no overwhelmingly shooty meta, maybe thats why. Would love to hear why you guys think gobby is bad. Besides that MBMK is a must, warchantes are a must. Wurrgog is a fun piece which i don't dig that much for 150 points, but of course the BW points and the mask stare is great. Besides that, a 10 man Brute unit for the second warchanter buff and two units of 5 ardboys for objectives. And last 6 Boltboyz with Swampcalla Poison for hero sniping or other threat removal which benefits greatly of gobbsprakks better unleash heall. The only thing i see here is the low count of bodies - but on the other hand theres 4 threatining pieces which should be able to gold 2/3 of objectives mostly. Artefacts and command traits im still unsure about, also i think BW needs the one-drop battalion so you can go second. Which do you prefer with BW? Low drops or more artefacts? Some artefact im missing here?
  10. Releasing Spiral-Staplers in 2021-2023 for factions in A4 would be quite hilarious, why not even make them whole file folders for all the FAQs, White Ddwarfs, Campaigns etc. 😁 I love my bound battletomes with all the art and lore to browse through. Just make all rules digital and update or add to them in the digital space, its that easy. The route they are going with the codes in tomes for apps is a good one (another one would be a monthly subscription for all rules without the codes) - we just need good apps which are always up to date.
  11. Its such a hard investment to make just for the teleportation alone. I get that he offers tactical flexibility and a threat to the board by teleporting whole squads in benefitial postions, but on its own its unreliable. And giving him a artifact just to get +1 to make it less risky blocks up ironsunz and destiny trinket for example. We need the artifact slot somewhere else imo, ironsunz seem to be outright great in AoS3 as the command ability just went stronger on smaller boards and the CA changes. It makes battle round 1 so comfortable to go as ironsunz. But you need to get the "worse" artifact and a second megaboss to get for example the destiny trinket on our Mawkrusha. And here is where the Weirdnob is in direct competetion with a second megaboss. I guess lets wait and see what the new tome brings - my guess tho is that Big Waaagh will outshine IJ due to the lack of shooting and casting in IJ - and in Big Waaagh we should have plenty of good caster choices.
  12. Do you guys think IJ still needs a Weirdnob for Big Green Hand? In my AoS3 games i've had the feeling several times now that he's just not worth it.
  13. The new warscrolls for Gloomspite Spells are within their latest FAQ, https://www.warhammer-community.com/wp-content/uploads/2019/07/zlz7V5Cs5CzGDO8k.pdf
  14. I find Gloomspite Gits are really dependent on those reinforcement points, respectively the max number of times you can double/tripple your unit size. Theres several units who compete for bigger unit sizes - stabbas, boingrots, battleline troggoths, fanatics, squig herd... It will be difficult in a mixed gloomspite army i think, but if you go full grots (with all the buffs and stuffs) you should have one block of 60 as it is a huge force multiplier for several CA, like redeploy, +1hit, loonboss, battleshock immune etc.
  15. I've seen Emerald Lifeswarm do a heavy lifting last weekend, it was quite painful to watch as the Fyreslayer player had problems to dispell it. It brought back 10+ wounds on Belakor in one game. It's a really good power, even if you cast it only once and it gets dispelled afterwards it should be atleast 2D3 Heal.
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