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Qrow's Achievements

Dracothian Guard

Dracothian Guard (7/10)



  1. Yeah, the trend does worry me as well. I'm getting 40k tyranid codex vibes, with the whole "jump through these hoops to get a weaker version of what other allegiances get for free" nature of the teased rules. Still, I'm hoping that they have just chosen poorly, extremely poorly, with what has been shown so far. I know I'm no longer planning to order the new models and battletome immediately however, and will now probably wait to see a couple battletome breakdowns first. I normally choose armies purely for aesthetic and lore reasons, but I would like my next army to actually stand up to some of newer battletomes while still being interesting to me.
  2. They said that the new app would be available before the new battetomes, so I'm waiting for that to be announced. The tomes will probably be up for preorder the same week the app goes live
  3. Gotta admit, as someone way more interested in the Kruleboyz than the Stormcast, I feel a small amount of salt reading the article. Kruleboyz: jump through these hoops for a small chance at getting another -1 to hit! We know it's only a small chance and that they don't properly stack, but now you have 3 whole ways to potentially give -1 to hit if you're lucky. I mean come on, these are the best teasers we have! Stormcast: want more mortals, here ya go, have a reroll for the damage while you're at it. How about tripling your ability to hold objectives? Sound good? Don't even roll for it mate, love ya. Exaggerated for effect obviously, but still. It was hard to get excited for the kruleboyz rules teaser, especially when 2 of the 4 kruleboyz rules shown were a second and third way to give -1 to hit. Alright, salt spent. hope we hear what the big beasties can do for kruleboyz soon, I already plan to get a sludgeraker regardless of the rules but I would like an idea of what it does beyond the streams hints, as an AoE poison buff would be massive for the kruleboys. Based on the images, what sized bases do you think the sludgeraker/sloggoth will be on? They look like 120x92mm to me, but I have seen people say they look smaller.
  4. My guesses would be: Musician- +1 to run and charge roles Banner- reroll bravery Champions- as seen in dominion, +1 attack and can use command abilities I find it's better to have boltboyz behind the gutrippaz, for a bundle of reasons. The boltboyz get a decent screen and the gutrippaz have a better chance of mitigating being charged if you unleash hell, additionally, the boltboyz are better at clearing out anything that the gutrippaz get in combat with. It also means if you keep a swampcalla near them then it has 2 good units to use its ability on, especially when the gutrippas get into combat and can't be given any poison/elixir. I have actually found the hobgrotz to be reasonable decent, especially in a group of 20. In my matches they have almost taken down Yndrasta while keeping her tied up almost all game, and they have the benefit of being completely underestimated. I've found if you run and shoot with them every turn while pushing up with the rest of your gutrippaz and boltboyz, then you opponent might just ignore them to focus on your more threatening orruk force; then you use the hobgrotz to take out their backline objective holders.
  5. The monstrous Arcanum (the 2020 version) and the legion of azgorh compendiums are no longer available to download from warhammer community. I figured the monstrous arcanum would be getting updated at some point given that it is still usable in competitive play, but I hope the legion of azgorh is at least being given a final update before we get officially put in the legends section.
  6. Boltboys are confirmed as conditional battleline in a Big Yellers allegiance
  7. At this stage, unless something changes with hobgrotz, Kruleboyz will only have two units: gutrippaz and boltboyz. That's a pretty terrible selection, I can't think of any other faction that's limited to only 2 units. It feels like there must be more coming, especially as the stream said that Kruleboyz were a horde style army. They are way to expensive to run as horde without major changes or more units to choose from. I'm honestly really confused by the kruleboyz right now, love the look of them and still plan to get a lot of them, but even the rules preview was disappointing. Of the few known abilities of the kruleboyz, 3 of them are just giving a -1 to hit which doesn't stack. I hope they give us a better idea of what to expect soon.
  8. My main issue with the skulbugz ability is that it doubles up on what the gutrippaz shields already do. It does make it far harder for the opponent to buff the unit though, as using a command point would still mean hitting at -1. Though I am concerned that 3 of our abilities so far seem to be a -1 to hit penalty and only in combat. For me personally, the look of the models and their playstyle is more important than their competitive ability. That being said, it would be nice to have an actually competitive army for once, because choosing base on liking the models and playstyle normally leaves me struggling in my local meta. So far the big yellers would be my preferred pick, but we only know 3 small parts of the battletome so we should at least try to stay open minded
  9. Big Yellers seem interesting, could just be how much I like the look of the crossbows and ballista though. This may be the build up to the release though, a week or two of this type of teaser content and then preorders. I'm hoping preorders next weekend, but I do worry this means that mounted hobgrotz were just a rumour.
  10. I could see 3 weeks of Monday reveals. Next week has been teased as Stormcast, maybe the following monday we get our first look at another infantry/cavalry option, then a last stormcast reveal The week after. Then possibly two weeks of preorders, with the battletomes and half the models the first week and the remainder the week after.
  11. While I agree, I think it's mostly a balance issue. I'll run 2 swampcallas in pretty much every list, buff him more and the overpowered argument might actually hold water. If any unit was going to get a buff based on what we have seen so far, I'd call for the murknob. Poor guy just doesn't do enough to justify taking him over anything else, for only 10 point more you get the swampcalla that can still dispell regards of using elixir/poison. I'm guessing he'll get some good artifacts or something in the battletome, but for now he is an awesome looking and not worth taking model.
  12. You can't improve a save by more than one. If you have multiple +1 to saves on a unit it just negates rend, so hobgrotz at best have a 5+ save and gutrippaz a 4+ save. While I do agree the swampcalla is great, you can't use spells if you use his poison or elixir and the restriction on who they can give their buffs to make them difficult to use. To give a unit the buffs they have to be within 3" of the swampcalla, more than 3" away from any enemy units and wholly within 12" of the swampcalla. It is difficult to fulfill this on most units after turn 1 or two. Honestly, swampcalla buffing boltboyz is underrated. Once units have met in the middle of the field, boltboyz basically wreck anything
  13. Not necessarily. The main issue is that their battletome hasn't been released yet, should be out in august; Until then we don't have their full ruleset. I dont think they'll be weak when the battletome is released and we have the rest of the kruleboyz units to play with.
  14. 3+ saves are amazing and the flail doesn't hit hard enough to justify losing it, plus that 3+ easily becomes a 2+ with a command point or swampcalla. I think I'll be taking the shield everytime
  15. I'm trying out 2 lists soon, both 2000 points List 1: Killaboss on gnashtooth 200 Shaman 125 Shaman 125 Murknob 115 20 gutrippaz 360 10 gutrippaz 180 10 gutrippaz 180 6 boltboyz 240 20 hobgrotz 190 10 hobgrotz 95 10 hobgrotz 95 Soulsnare Shackles 65 1970 List 2 Killaboss 140 Shaman 125 Shaman 125 20 gutrippaz 360 20 gutrippaz 360 10 gutrippaz 180 6 boltboyz 240 6 boltboyz 240 10 hobgrotz 95 10 hobgrotz 95 1960 Not sure how they will go, I feel a couple of hobgrotz are still good as objective holders and charge blockers, plus they help generate waaagh! points
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