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Magnus The Blue

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Everything posted by Magnus The Blue

  1. Initial impression is that we are a bit worse. Are units are generally better but more expensive (especially in Icebone) but heros are worse but cheaper. Video I saw wasn't clear, am I right that normal Savage Orruks are up to 165 points for 10??!? On the plus side we have a hilarious combo: Waggog Prophet with Glowing Tatoos (+2 ward). Activate bonesplittas Waaagh and the Mask and nuke basically any unit in the game off the board. On average you do about 50 mortal wounds before melting your brains out
  2. Not surprising really, usually only in the book of the warband is already released.
  3. Very interested to see the relative points between Breaker Boss and Stormstrike chariot. Chariot is +1Sv and 12" move but about half the damage output. (similarly Killabow Vs Knight-judicator).
  4. 12" range and 7+ to cast. I don't fancy getting that close to Gotrek with a Wizards to maybe remove his ward
  5. I'd say survival is comparable (if anything Killa boss is more survivable with 3+ save) and Killaboss has a great anti-battleshock buff. So in my mind they should be similar points.
  6. If you had to lugg a Orrk around on your back, I reckon you'd be slowed down a bit too!. 12 wounds, 4+ Save and regeneration: not sure how that is below average?
  7. Up to 10 attacked (on the Trog), it gets +2A per wound it takes.
  8. All depends on the points cost for the Troggoth, it's slow and not a monster but deals some serious damage (averages 12.5 wounds against 4+ armour). If points cost is closer to 200 than 300, I think it'll see play. Can't argue with the Killbow in the current meta, but still unless your playing against prime targets (15W+) it's damage output is similar 3 Boltboyz and it is less flexible. The thought of 4 Vs a Sons army is tasty though.
  9. They do look good and I love the love the redeploy but Hexing Gotrek is going to be tough with 12" range and 7+ to cast. Get the feeling our magic will be like Ogors: some great spells but hard to cast and not much to boost casting rolls.
  10. https://www.warhammer-community.com/2021/09/09/these-warscrolls-show-how-dangerous-the-kruleboyz-are-at-all-ranges/ Some more rules and 2 warscrolls.
  11. Yay. Trog-Boss is interesting at least, the possibility of 10 R2 D3 attacks is a scary. A shame his weapon is so lack luster (1" range, it looks 3" long?!?!), will just be fishing for 6s with that. Killbow doesn't seem to OTT (depending on points costs): 100 points and it's great, 200 and it's trash. The extra stuff revealed is also interesting. Amazing if you have choice of first turn. Makes any unit in the army able to Alpha strike. Shame it's command trait as that means you won't be able to use it with sub-factions. Not so convinced on this one. Potentially great but 12" range and 7 to cast means it's only Gobsprakk who's going to reliably use it (are other wizards don't want to be near the battleline).
  12. Is anyone else worried about what's going to happen to Arrow Boyz in the new tomb? In 3.0 they are probably our biggest winners, Unleash hell is amazing with Brutal Beast Spirits and All out attack can make a full unit bring some serious pain. But so far the few things we know about Savages Orruks 3.0 aren't looking good for them. The bonus attack seems to be locked into Bonegrins (so no more Drakkfoot or Icebone arrow fun) and brutal Beast spirits looks to be replaced with Power of the Were-boar, which stops you using missile weapons. Feels like our shooting game is going the way of the Dodo!
  13. We did have basically all the SoB rules before the celestial tomb came out.
  14. I'm not sure where you are getting this ambiguity from, the only reference I can find in the rules about the relationship between wound and mortal wounds is p16 of the core rules (also on p72 of the GHB21): "Mortal wounds are allocated in the same way as wounds and treated in the same manner as wounds for rules purposes". Seems very clear to me. While it's true that they tend to call out mortal wounds specifically, the rules as written are clear. Rules as intended are anyone's guess as it could be there is a mistake in the core rules (mortal wounds should not be treated as wounds) or a mistake in the Orruk Warclans book (they forgot to call out mortal wounds specifically), but it's just guess work suggesting it's one or the other. Hopefully the new book with squash any hint of ambiguity.
  15. As long as you have 20 of them (to get the extra shot) Arrowboyz are in a better position than normal Orruks as the ranged attacks let you choose squishy targets more easily and the conditional -1 rend is really handy with the amount of monster around. They are also less impacted by the change in coherency rules that reduces the effectiveness of Morboyz and normal Orruks.
  16. But mortal wounds are a type of wound. The core rules even specify that they are treated as wounds for all rules purposes. Completely different units. 10 Savage Orruks is hard to move but poor damage output (especially with all the sill saves around at the moment). Big Stabbas are easier to kill but also cheaper, faster (run and charge), have 3" range, one of our few sources of rend and excel in a monster heavy meta. On the table they are the best answer we have to a lot problematic units (Archeon, Naggash, Mawcrushas, Stonehorns etc). Personally I prefer units of 4 to make sure they kill what they hit (and mimise losses) but if properly protected, units of 2 can do some work.
  17. Fair enough, quite the departure in that case. Would have been an OK change for 2.0, but in 3.0 losing that point of rend is a massive blow. They'd want to get a bit points drop or some cool ability to stay competitive.
  18. I believe that Ardboy rumour has been revealed to be non-sense: they got the stats from a really old box, not a new one.
  19. Has anyone tried out exploiting Cogs with Bonesplittas? We have a lot of good spells and wizards, so it seems silly not too. I'm thinking something along the lines of Prophet Weirdnob 2 Wardocs Rogue Idol 30 Arrow boys 30 Stabba boys 2* 5 Boarboys Cogs Command Entourage (Spell enhancement) Battle Regiment So 4 drops, 3 big units to buffs and throwing out up to 9 spells a turn. Could even go clanless for Master of Magic and Boney Bits on the Prophet. Obviously will suffer against Naggash, Teclis or Tzeentch, but should hold it's own against other magic heavy armies.
  20. Personally I'd go for Sandels over Jaws, but otherwise looks solid.
  21. Yeah Kruelboys is now suprise but totem is a nice little boost. (Mainly ability is issue orders to itself and big stabbas). With the new Kruelboys spell a rogue idol can theoretical go flying 40" before charging (breath of Mork + bonus move). Great for hammering the back line turn 1.
  22. I actually think the change to Archeon is nothing about power level and just about the old eye rules not working with the new '6s can only trigger one effect' rule. Since the active player chooses which ability to activate, the old eye only ever worked on your own turn (if your opponent has 6s to hit do something rules).
  23. Yup, that's the comparison I was making 3+ with reroll takes half as much damage as 3+ then 5+. But yes there are a lot of Mortal wounds in the meta right now, so that can't be ignored.
  24. Drakkfoot + curse is a very nasty combo, if you get the 4+ payer the target is well and truely doomed. Do get the sneaking suspicious that both Drakkfoot and Wardoks are going to get seriously changed in the new tomb though.
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