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Magnus The Blue

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Everything posted by Magnus The Blue

  1. (actually the equivalent to exactly 60 wounds, on average) The Amulet is great, but only superior to the Cestus against Mortal wounds and net rend 2 or better. Given the number of +Saves about (Finest Hour, All Out Defence and Mystic Shield) and very little rend 3, Cestus is usually only worse against mortal wounds. When your saving on 3+ the Cestus Mega-Gargant is literally twice as durable than Amulet Mega-Gargant. Naturally their is an opportunity cost to the Cestus (Stompier tribe is otherwise undoubtable the weakest Tribe), but I still think it's a viable option.
  2. Offensively, Manticore Venom definitely feels better, but a wizard give you access to Mystic Shield (which can be applied to the Gargant in the thickest fighting) and give you both an unbind and the option of a dispell (without using up a heroic action), so feels like a better all round choice given the flexibility.
  3. Looks like it's just Win Rate multiplied by the meta %.
  4. Thinking about using a Mega-Tank list, basically making a very defensive mega-gargant that can charge onto you're opponents home objective turn one and sit there as long as possible soaking up damage. My First list idea was Stompier Tribe: Hold the Line Bosses of the Swap Battalion (extra artifact): Warstomper (General): Monsteriously Tough, Ironweld Cestus Gatebreaker: Arcane Tomb (flaming weapon) Footsloggas Battalion(Unified) Kraken Eater 3*1 Mancrushers So the basic plan is the Gatebreaker stays reasonably near the Warstomper to toss Mystic Shielf and All out defence on him, giving you (hopefully) +2 save to go with full rerolls, thus near unkillable General who goes right into the enemy lines turn 1 to cause havok. I also like that Stompier Tribe gives those Mancrushers more bite if they can get into big units, but worry that losing the General's normal command abilities is too high a price to pay for that (and access to the Cestus). So two questions for the community: 1) Is the core idea a good one? 2) Is there a better way of doing it?
  5. Had my first game with my Underguts in AoS 3 last night (been playing my way through all my armies since AoS3 dropped) and they are still a force to be reckoned with. I used Tyrant (General with Scars, Longstrider, Trophy Rack) Firebelly (Ash Cloud) FLoSH (Mental Cruncher, 4,4,8 Lead Belchers 4 Iron Blasters Hold the line, Hunters in the Heartlands (all the battleline), Command Entourage (Artefact enhancement, all the heros) , Bloodthirsty. I'll do a full battle report when I get a chance, but some key take-homes: -FLoSH is a beast (no one is suprised), he took down a good 800 points of stuff without breaking a sweat. With mystic shield and all out defence he can tank almost anyting while dishing out pain left right and centre. -Lead belchers are strong. The threat of Unleashing hell with the unit of 8 is a great way to control the board, equally no one want to be stuck in combat with them where you can dump out 8D6 3+/3+/-1 shots (with all out attack), the units of 4 can quickly clear away chaff and they are still solid in combat. The Ironblasters are still very swingy but with more monsters about means they won't struggle to find Trophy Rack friendly targets and 8 * 3+/2+/-2/D6 shots scares anything without a 1+ save (although these are more common). The 24" range also means you can usually switch targets effectively if your opponent pops all out defence against your first pair of shots.
  6. With the new Celestial Tomb, Sons are just going to get better!
  7. That definitely feels like the way the wind is blowing but all it takes is a few Dirty tricks or core battalions with a Melee focus to completely change the balance.
  8. Would be nice , but I suspect it's next weekend.
  9. Both core battalions sound interesting. Faster regular Gargants is only good and extra artefact opens up all sorts of options. Two Wizards and still get 5+ ward on one of them is particularly tasty.
  10. New SoB rules incoming! https://www.warhammer-community.com/2021/08/12/the-sons-of-behemat-receive-a-gargantuan-battletome-update-in-this-months-white-dwarf/?fbclid=IwAR09nF_ZjZaVQ7CTGn-vRUa3pStwgPTsFtGJFWvbwqmWHKgIx7ckrnlbyH4 The new battle tactics and grand strategies are unnecessary, but new core battalions will be great. Also more path to glory rules, happy days!
  11. Yup, would need an enhancement (or second wizard).
  12. Hey all, After a good few games and lots of conversions with other (events and casual) it's clear to me that 3.0 takes significantly longer to play (more so than just normal delay due to learning a new edition). In addition to this the fact that later turns seem to be important in more games (used to be possible to call the winner after turn 3 70%+ of the time). Combined these present a real issue for running events. If you don't have longer game times, lots of games will not get to the last turns or even make an educated call about how they will go. So to me time limits HAVE to be increased or risk pushing the mega even more towards God-character/monster mash armies (as they are more likely to actually finish the game). The problem comes when you move to say 3 hour games (seems about right to me), fitting 3 in a day is a stretch and 6 over two days seems unmanageable. So will we see some events going to 4 games (or 6 game weekenders going to 5 games)? Either way it's going to get harder to meaningfully separate players for larger events. Or will we see smaller events popping up? 1500 seems reasonable with the new smaller boards. What do others think? Am I just getting slow in my old age or is the tournament scene going to have to adapt?
  13. Anyone else notice the nice little combo in the latest sneak peak. Gobsprakk can Sneaky Miasma himself to move 14" in the hero phase, making him nicely in range for The Black Pit.
  14. Yeah, very strange. I'm hopping the other clans also get some count as battleline!
  15. Yup, that's m understanding of how it works.
  16. I just hope they fix the 100 small ways the our rules clash with 3.0: Icebone really hate the limit on 6s triggering one ability. Bonegrins and Big Boss command ability is basically worthless, all the +1 saves are useless except on a Rogue idol....
  17. Another clue that we're going to be heavily monster focused. That spell is solid until we know more about the monsters themselves we're basically still as clueless.
  18. Honestly, I'd be amazed of Wardoks didn't get nerfed, spell, pray and dance is too good for 85 points.
  19. Different events have different rules, but I can't see anyone stopping you playing a conversion that's so heavily modelled off the official model. For GW events the conversation should use GW bits for most of it. Other than that, go mad!
  20. I think it's only really a problem on models that both have damage reduction abilities (ward saves, good armour and other tricks) AND are tough enough to survive a significant attack. Gotrek is probably the best (worst?) example, amazing damage migration and tough enough that few units can kill him in one turn (also high bravery). On Mega Gargants, not big deal as they are 4+ save only and meh bravery.
  21. Completely agree and feels like Gotrek is the only hard counter (sure can't usually solo a gargant in 1 round, but once you consider the rest of the army I think we'll struggle with him). On an unrelated note, has anyone had a go a repositioning Mega-garagnt legs to make them less mono-pose. Hate having 3+ standing the same way but don't know where to start for repositioning.
  22. The max modier you can get is +1 but the FAQ clarified that this is after rend (so+3 save cancelled -2 rend and still gives you the max +1, but against rendless attacks is still giving you only +1 on the actual roll).
  23. They stop rend. Although in fairness 3 is enough in Petrefex who ignore 1 rend already. "Idiots with Flags" Gatebreakers are just amazing. The ability to toss a 2+/2+/-3/4 rock should not be underestimated. Makes it even hard to play the objective game against us.
  24. It was fine, the smaller battlefield (and large bases) made it feel like could take the centre and then pop on all the objectives at will, so didn't really miss booting them around.
  25. Played my first 2 3.0 games with SoB last night. Simple 4 Mega list Gatebreaker Tribe, Idiots with Flags Gatebreaker: General, 5+ Ward, Louder than Words Gatebreaker War Stomper War Stomper Played against a mixed Celestial Vindicators list with some Dominion stuff and a range of solid traditional units. I'll do full reports later, but basically it was a complete whitewash. At no point in either games did I feel like there was much chance of winning. The 5+ Ward generic artefact is crazy good, we're amazing at missions, the command abilities, hero abilities and monster abilities cover up a lot of our short comings. First game I was 20 VPs ahead and winning the fighting by the end of turn 2. Second game I auto won turn 3. Bare in mind this was my first game of 3rd against a good opponent who has played a few games. 3rd is definitely SoBs time to shine (except against Gotrek, )
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