ShaneHobbes
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Posts posted by ShaneHobbes
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16 minutes ago, Nezzhil said:
Only Rockgut and Fellwater. The Dankhold only gets the +1 regeneration and the battalion ability.
Of course, the Hag is outside for all the rules... She only can get the artifact and the trait if she is the general.
The lack of attention for the Hag in anything Gloomspite related really grinds my gears. I love the model but its such a point sink
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6 minutes ago, Dankboss said:
Retreat and charge is among the most powerful abilities in the game
I'd love it for my Ironjawz but I've never been in any situation with Trogs where I wished I could do that. Ill have to play with it I guess.
Usually my trogs are surrounded by skinks and have no where to retreat anyway
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1 minute ago, Sauriv said:
Ok nice, i read that wrongly 👍 then this is is very nice 👍 😁
No problem! Honestly I'm not too impressed by the battalion but it is 20 pts cheaper than our only other alternative if we want a low drop count us another artifact so there's that.
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1 minute ago, Sauriv said:
Hmm im concerned about the requirements of 3 dankholds, that's 570p that you want to spend on big trogg units instead which you might return.
Retreat and shoot is only really useful for fellwater, cuz rockgut shooting is an ability. Fellwaters' have a short range shooting of 6" so after a retreat they will at most reach the unit just beside the first fight.
Retreat and charge is very nice but our troggs are slow and you can't run-retreat" and later charge. This gives you a total of 6" to reposition and you have to be outside of combat. So i feel that retreat and charge another unit will be hard. BUT this ability enable us some neat tricks against the unit we are fighting! Say that only a few of your models can fight (due to range) because the enemy just tagged your unit in the flank, usually we only have the 3" pile to get more models in range, now you can retreat and make a broader front and charge again. This enables us to manage bigger units with more ease, which in this case have a chance of returning.
I believe the return mechanic is rounded to our advantage so 3 would return 2 and the one I'm more curious about 9 that return 5.
I'm pretty sure it meant 3-9 of the three trog types in any combination, not 3 dankholds. That would be horrible
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Son of a biscuit.. This is the absolute worst news.
GW is finally going to get me to buy the damn Loonshrine.
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1 hour ago, Hannibal said:
Where´s the point?
You´ll still get your armour save, then your "feel no pain" save. Is there any additional "feel no pain" roll possible in Gloomspite Gitz?
I'm dumb and interpreted it wrong
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Friend of mine whose been getting pictures taken out of the GH and sharing them with me from a source was told that KO points wont be in the GH but in the faq.
Obviously dont have any proof just what was told from a secondhand source but has a tone else heard this?
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Out of curiosity how do people build their Endrinriggers? I'm thinking of using a squad of 6 for most of my lists and I can't decide if I want to give them the special weapons for extra range while keeping with the airships or keep them basic as I also like the idea of having them as a threat in melee with those saws.
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Anyone ever tried 4+ Gunhaulers with drill cannons and a Lord Ordinator, sniping off characters/monsters?
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Correct me if I'm wrong but I thought the bound rule for Seraphon only works for endless spells that Seraphon players bring themselves.
Why would it matter for Spell in a Bottle then?
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1 hour ago, Skumbaagh said:
Big waagh scales really nice in 2500p games indeed!
Something to consider when removing the teleport is the threat of it. Especially in big waagh when you can add to your casting roll. Your opponent must cover his flanks at all times which is costly.
That's a good point! I think I'll keep him just for that alone. The tournament is actually an Escalation one so first round is 1500, next 2000 and last 2500. 1500 round is gonna be rough.
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Have a tournament this Saturday and thought about trying this out. After reading some posts decided to try out the Orruk Warboss.
Allegiance: Big Waaagh!
Leaders
Wurrgog Prophet (160)
- General
- Trait: Master of the Weird
- Artefact: Mork's Boney Bitz
- Lore of the Savage Beast: Gorkamorka's War Cry
Orruk Weirdnob Shaman (110)
- Artefact: Shamanic Skullcape
- Lore of the Weird: Da Great Big Green Hand of Gork
Orruk Warboss (140)
- Great Waaagh Banner
Orruk Warchanter (110)
- Warbeat: Fixin' Beat
Orruk Warchanter (110)
- Warbeat: Fixin' Beat
Orruk Warchanter (110)
Battleline
30 x Orruk Ardboys (540)
10 x Orruk Brutes (280)
- Pair of Brute Choppas
10 x Orruk Brutes (280)
- Pair of Brute Choppas
10 x Orruk Brutes (280)
- Pair of Brute Choppas
3 x Orruk Gore-gruntas (160)
- Pig-iron Choppas
Battalions
Ironfist (160)
Endless Spells / Terrain / CPs
Extra Command Point (50)
Total: 2490 / 2500
Extra Command Points: 2
Allies: 0 / 500
Wounds: 202
This will give me 13 Waaagh points even before the D6 roll.
I actually own more Brutes than Ardboyz. I'd like more GGs but the 3 pigs is mostly for objective grabbing and throwing out MD.
I figure a 30 block of boyz will be hard to ignore giving time for 3x10 unit of Brutes to move up. Either way any of those with Warchant buff should do some work.
I actually thought about dropping the extra command point for Emerald Lifestream. Theres a 1/3 chance to bring back a Brute and 1/2 for an Ardboy.
Or even dropping the Weirdknob for 3 more pigs. Losing the teleport sucks but I do have the GGs for mobility and I like to keep my army together.
I'm also trying to decide between this list and one with double MK.
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So I kind'a want to run a skitterstrand arachnarok now that they're 40 pts cheaper. With two MBMK and 9 gore gruntas.
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14 minutes ago, Gibs said:
Was passing my local store today and noticed a bunch of well painted Brutes in the window. Makes me want to further fresh out my collection.
don’t have the new book but how viable are blocks of Brutes in a more elite style army?
Brutes are... okay. They're not the worst. I play them often because I'm one who likes to play what's cool than what is the most effective.
Basically as long as you dont mind that Ardboyz and Gore-Gruntas almost completely overshadow them.
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I'm thinking of trying something a bit more Zappy for my next tournament in December.
Allegiance: Big Waaagh!
Leaders
Wurrgog Prophet (160)
- General
- Trait: Master of the Weird
- Artefact: Mork's Boney Bitz
- Lore of the Savage Beast: Gorkamorka's War Cry
Orruk Weirdnob Shaman (110)
- Artefact: Shamanic Skullcape
- Lore of the Weird: Wrath of Gork
Orruk Weirdnob Shaman (110)
- Lore of the Weird: Mighty 'Eadbutt
Orruk Warchanter (110)
Orruk Warchanter (110)
Battleline
10 x Orruk Ardboys (180)
5 x Orruk Brutes (140)
- Pair of Brute Choppas
5 x Orruk Brutes (140)
- Pair of Brute Choppas
Units
5 x Orruk Ardboys (90)
5 x Orruk Ardboys (90)
5 x Orruk Ardboys (90)
5 x Orruk Ardboys (90)
Behemoths
Rogue Idol (400)
Battalions
Ardfist (120)
Endless Spells / Terrain / CPs
Balewind Vortex (40)
Total: 1980 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 137
I wish I had more than 30 Ardboyz. Also I really wish I had a Warrdok for this list.
I'm also debating between War Cry or the +1 save spell on the Wurrgog for the Idol.
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11 hours ago, Warmill said:
I've been testing a 2 cabbage army recently, mostly for fun but it's proving to be a hell of a lot of fun and putting up a good showing against our local fec and dok players. Only a few games in but I think there's some good potential with it. I will say that I've been running them as big waagh as I've been finding the 2+2+ a big help to reduce those moments when the krushas completely whiff, and the 6++ has been an absolute godsend. 2 free MDs seems to be more than enough so I just end up using CPs for rr1s.
My list currently is;
Allegiance: Big Waaagh!
Mortal Realm: Shyish
Leaders
Megaboss on Maw-Krusha (460)
- General
- Boss Choppa and Rip-tooth fist
- Trait: Brutish Cunning
- Artefact: Ethereal Amulet
- Mount Trait: Weird 'Un
Megaboss on Maw-Krusha (460)
- Boss Gore-hacka and Choppa
- Artefact: Metalrippa's Klaw
- Mount Trait: Fast 'Un
Orruk Warchanter (110)
- Warbeat: Fixin' Beat
Orruk Warchanter (110)
- Warbeat: Fixin' Beat
Battleline
10 x Orruk Ardboys (180)
10 x Orruk Ardboys (180)
3 x Orruk Gore-gruntas (160)
- Pig-iron Choppas
3 x Orruk Gore-gruntas (160)
- Jagged Gore-hackas
Battalions
Ironfist (160)
Total: 1980 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 112
Once I've got some more ardboyz built I'm going to try swapping one unit of pigs for 2 x 5 ardboyz for backfield objective holding. The extra 2" from fast un is awesome for getting the glass cannon where he needs to be, I'm also testing swapping a chanter for a weirdnob but to he honest the extra damage feels way better, and even in a game of scorched earth last night I didn't feel like I needed hand of gork. There's no denying that I'm short on bodies and objective play is tough but you know, waaagh and all that! 🤣
As someone whose also a fan of Big Waagh I think I'll try this out or something similar, thanks for the feedback
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Ahh! That is sweet, think I'm gonna order myself one.
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Any chance anyone knows of a 3rd party alternative to the Wardokk? I remember forever ago seeing one with a tiki mask but cant find it.
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11 minutes ago, Malakree said:
I did, it's awkward but not terrible. Gordrakk is amazing so if you run him as your secondary cabbage it gives you access to his vastly superior CA as well as his much better combat potential.
It's definitely tricky but doable.
Did you run a battalion? Warchanters? I have a tournament in a couple weeks and I'm trying to see if i can work in two maw krushas into a list.
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Is it viable to run two MBMK in a 2k game anymore?
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6 hours ago, DestructionFranz said:
The +1 or +2 to cast is just for that turn or for the whole game?
For one spell cast. If you can cast multiple spells and want the bonus casting for every spell youll have to use the ability for each spell cast.
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AoS2 - Dankhold Troggoth Discussion
in Destruction
Posted
Would 2x20 Stabbas be better for board control/screening? I'm trying to decide between that or the 40 block