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Satyrical Sophist

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Everything posted by Satyrical Sophist

  1. Not the person you asked, but can give a brief description. You charge an enemy with ungors (the screen) and Enlightened. Imagine they line up like this. O O O O O O u u u u u u u E E E E E E. Only one enlightened is within range of the enemy unit. They have "clipped" it. So you can attack first with the ungor, they swing back, with only one or two being able to target the Enlightened, Ungor take the hits, Enlightened pile in (and can attack over the top of the ungor if any survive), getting their rerolls without taking too much damage. You need to clip the unit to complete the charge, since the enlightened need to end the charge with at least one within half an inch.
  2. I'm not a KO player, but love the look and flavour. I have way too many projects on to start a new army right now, so fine to wait for a new tome/updates. That said, fyreslayers are apparently going to 2 wounds each, which opens up the possibility for KO as well. If they did up the sound count on troops it seems like they might end up making KO more elite overall. Any thoughts? If it was just a wound increase, what kind of points increase would follow?
  3. Yeah, there are some definite issues. Kinda disagree on the BoC front though. I played Tzeentch before BoC and have to say I'm really impressed with how they handled BoC. Tzaangors are good, bit have definite downsides. Enlightened are too cheap, would be a main point I'd make. They should probably flip the points cost of Bullgor and Enlightened. That said? Internal balance is pretty good I have to say. The old beastmen hold up very well, and are definitely not invalidated by Tzaangor. There are a couple of units that could do with a tweak. -Gor are a little bit misbegotten. They suffer in comparison with a fair few other units, with centigor actually showing them up the worst. That said, they do represent unconditional battle line that's fast and reasonably durable in combat. I've definitely seen them used well -Warhounds are also shown up by centigors. Centigors are just so much faster. Warhounds get to auto run 16 inches, which is very fast. Centigors run 16-21 and can still charge, while fighting better and having a much better save. I love the fluffy guys, but they really could do with being battle line, or just something. -Monsters. Monsters are in such a weird place balance wise. I think it's one of the weakest areas of AoS in general.
  4. I've been pretty impressed with the 2.0 roll out. It seems like the 2.0 books all play well together, with a few 1.0 books placing well on occasion. (I am including DoK, Deepkin, Nagash and Nurgle as 2.0). The main issues with 1.0 books is that they seem to have less internal balance than the 2.0, leading to a shortage of choices. The 2.0 lists have been pretty varied as well, some smaller factions and some huge factions. Even the less tournament successful ones seem fun at least, I know I enjoy gloom spite, and wouldn't be surprised if we start seeing it place better as new things are tried.
  5. I've made a Dracoth Ogroid Thaumaturge Shaggoth. Those pieces work together. Bullgors are so much chunkier I'd be really worried about being top heavy.
  6. Need to take some better photos, but here are some of my centigors, along with some of my other BoC, including Elkhead Mooselord, my beast lord.
  7. There are some other cool interactions that I want to try. Cygors give Tzeentch a good use for 4s and 3s, also Dragon Ogors are pretty tough. Nurgle gets centigors for blades shenanigans (Bestigor and Ungor raiders work well with them as well), and just fast units in general. I also like the mortal wound chariots. They don't benefit from some nurgle synergies though, since a fair few things call for Mortal or Daemon or Rotbringer. Khorne has some of the same problems, though not too bad. While everything benefits from extra attacks, Bullgors and Ghorgons get the biggest benefit. Plus chariots are one of the cheapest ways to get bloodtithe points in the game (spawn are cheaper, but damn are they unreliable and not very tough) and Centigors are also a pretty good source. Slaanesh has less synergies in general, being more limited overall, but I do want to try the pretender shaggoth. I think you could get a depravity generating monster with him. The other thing to note about them is that they are very flexible battalions. I love taking cheap throw away units, and the god battalions are a great way to do that without having a million drops.
  8. Yup. I actually quite like the way it works, though I wish BoC units gained access to traits and a spell lore if you did it. (Slaanesh still allows traits because it's not got a battle tome. You can make a frankly brutal doombull or shaggoth leader). So if you want a blood stoker, you are running a Khorne army, it might contain almost entirely BoC units, but it's a Khorne army and everything has the mark of Khorne. They clarified that the BoC units are not counted as allies, theoretically you could run a Khorne army that contains only BoC units.
  9. Reroll ones is deceptively powerful honestly. Given blood letters are 3 up to wound that improves their wound rate to 78% from 67%. An 11% damage buff is nothing to sniff at.
  10. Got a fair bit more to add, but I'm pretty sure raider arrows can work with blades of p. If you have a full unit they end up getting 2/9 of their hits as bonus mortals (22%) as opposed to 17%. A unit of 40 will put out 9 mortals at range and in melee as well. Edit. Bestigor also benefit Vs big units.
  11. I'm actually kind of fine that Razorgors don't fit in battalions. It would be cool if they did, but I can see it being super annoying to play vs. Other than drop count running MSU is kind of amazing.
  12. I'll try and get some photos of mine up. I do love using them. I need to get back to the goat mines, been sidetracked by gloomspite. I can even try to do a how-to. Original ones I did were rescue ones from some pretty battered and already assembled sisters of the thorn. Hopefully the next batch are easier. Wasn't too had kitbashing them. Need to do chariots and pigs next. I have elaborate chariot plans, but not sure that they'll work. I have some gore gruntas that I am wondering about converting into Razorgors. Might be better as chariots. PS. Warhounds... Yeah, I still can't believe how slow they are compared to centigors. They go 16 when running. Assuming you have the banner still alive that is the MINIMUM run possible for centigors.
  13. You've got a lot. Looks like a warherd list is possible pretty much immediately. That said Myrdin is right, the stuff you are missing is the fast disposable stuff. I personally love centigors and am working on converting more. Got 5 stag ones done, another 5 stags to do, and another ...35? Horse based ones. One of the big advantages of BoC is just how mobile you are, and centigors are really good at harassing backfield objectives. I've run warhounnds, but honestly next to centigors they are disappointing. Wish they were battle line. I'd also try some ungor, at least for sacrifices.
  14. I love squig herd honestly. They have done really well for me. With a moon clan general (so unless you are troggoth based or spider based, pretty likely) they represent your cheapest battleline by far. 70 points gets you 12 wounds, which works out at 5.8 points a wound, cheaper than discounted stabbas. They also have a tiny imprint and can fight in two ranks. I love setting them up like this. SS SSS H. That gets you a tiny front facing area, all squigs attacking. They are really handy for charging into flanks and being a pain to dislodge. They can also fight reasonably well. Most flanking units are going to have an issue with them unless they considerably out point them, so they are handy backfield holders. Plus I just love the reroll run and charges.
  15. Thermal rider cloak gives some guaranteed movement. It's kind of painful when you roll a 4 for movement or something.
  16. The shaman spiders intrinsic spell is so good. Ran the artifact that triggers venom on 5+. Cast spell. Did 14 mortals in one combat. I've done the shaman first. (In general gloom spite, slightly squig focused). My second will probably be warparty. Especially since you can just have the howdah removable and run as skitterstrand too.
  17. Had a funny small game Vs a Trogherd yesterday. Won 33 to 22, but the kill point difference was astonishing. In a 1k I killed 400 points. He killed 1200 points.
  18. You are mistaken. Bestigor are battle line with either beastlord or great bray shaman as general. All the BoC hero choices unlock additional battle line if they are the general.
  19. The current Tzeentch book is ... not accurate. It doesn't contain the new summoning rules, and almost every warscroll has had a lot of errata. I think Kairic Acolytes might legitimately be the only unchanged warscroll (and that's only because they should have been and I think GW forgot). Maybe the blue scribes? Several traits don't do what the book says anymore, same with spells.
  20. I've been playing it something like this. One thing I have been doing differently is rolling them separately. You can command ability the run result into a 6. So I declare my bounders are going to run. Roll for their movement. Then roll for the run dice. Once I've declared that they are running I'm locked in, even if they rolled high enough that I wouldn't choose to run them. Another way would be a different coloured run dice.
  21. Then their damage numbers fall. Dropping to 2 for a 4+ and 2.43 to a 5+. Bullgors are definitely 160. I don't think I've ever seen anyone running them with shields though (not saying it's wrong, just don't tend to see it).
  22. Lot of that isn't quite right. I play BoC. They have the same (not better) save. They have a much more situational heal. Sure it's nice when you get it off, but they need to wipe out a unit while injured. Damage wise they can be quite effective, but Vs a 4+ save they are doing an expected 2.25 wounds each to a 4+. (2.66 to a 5+). That's factoring in the mortals. The horrors are a pain to work out, but they get about 1.67 to 4+ and 2.2 to a 5+. ( I may be straight up wrong on working that out, the 3 damage on a 6 to wound is odd). Are horrors more than 160 now? I haven't got my book yet
  23. I'm struggling to assemble the squig herds. A lot of them have details in the mouth that look impossible to paint while fully assembled, but you also look like you want to assemble the model in order to have less visible gaps using the plastic glue.
  24. Anyone know the cauldron base size? Because a doofy idea occurred. If you teleport an A-Rok shaman to within 9, then cast the cauldron. You are 9 away, the cauldron is now 1" ahead of the shaman as close to an enemy unit as it can get. If the base is 5" long, then you can get the cauldron and therefore the spider within 3, do the mortal wounds, and be in combat.
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