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Magnus The Blue

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Posts posted by Magnus The Blue

  1. In case anyone has not seen it, some more spoilers in the Warhammer+ battle report.

    Cygors keep 2 dispels but do 1 mortal to an enemy wizard within 30" successfully casts a spell (poor Naggash).

    BrayblastTrumpet is a free summon of 10 Gors, Ungors or Raiders. Roll a dice, on a 1 they are delayed for a turn.

    Centigors ignore the first two wounds per combat phase and ignore battleshock loses on 2+.

    Herdstone is now extra 1 rend from turn 2 and 2 rend from turn 4.

    Tendrils of Atrophy: 12" range, 7+ cast, all attacks against the target are +1 damage until your next hero phase!

     

    All sounds promising.

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  2. On 1/9/2023 at 3:06 PM, NauticalSoup said:

    It would be effectively impossible to be worse off so it's a pretty low bar at the moment. KB are a long way from a good place, lots of core issues with their book that can't really be fixed easily outside of some staggering points drops.

    A year ago we were in a much worse place.  Grinning blades is now viable, Hobgrots as conditional battleline, Swampcallers cast+potions, and points reductions for almost every unit.  We're not setting the world on fire, but definately climbing to the middle of the pack.

    I agree that we have some core issues that these tweeks haven't resolved: Dirty tricks is my main bug bear, but things have got MUCH better.

  3. 42 minutes ago, Smash said:

    I actually think the new rules are good for us. I agree with your point about boltboyz, but our gutrippaz I think will fare fine with spears. The new command to sacrifice pile in for 1 extra attack, seems pretty good with spear range and mortal wound fishing. With this point decrease gutrippaz are similar to ard boyz in wounds per point. We already have galletian heroes included in our list, which is a bonus. 

    That said I think Chaos who can summon in galletian heroes gonna have a big edge regards to completing battle tactics this season. And Kruelboyz will not be a strong faction, but I do think we are a bit better off than last season at least!

    Completely agree, we're in a reasonable position for the new GHB, not crippled to take some champions and not overly dependant on G Vets.  With harder Battle Tactics I think were we'll suffer is with limited faction tactics that are realistically achievable.  We get our one Kruelboy specific one but that's about it, means we've got to focus on the (mostly) difficult GHB ones.

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  4. 3 hours ago, Ganigumo said:

    Imo these changes arent going to do much.

    None of the good stuff got buffed, but a bunch of weak stuff did, but not really in a way that will help. Like the gnashtoof is cheap now, but would you use one of your leader slots on it instead of sonething like a mirebrute?

    I suspect its intentional though, since they probably want to see how KB do in the new season before making more big changes.

    I don't think we're a big winner with the new rules though. We lost the ability to snipe heroes without ruining our drops, our champs are very slow, and even without bounty hunters and at 150 points I doubt gutrippaz will make a splash. Their warscroll is basically only good as chaff, which we have better options for.  

    This update was clearly focused on internal balance and other armies got similar boosts to less played units.  With that in mind we did quite well out of it.  

    Personally I think the Gnashtooth compares very well to the mirebrute now, less killy but faster, a lot cheaper, arguably tougher and a decent aura to help with battle shock.

  5. Not sure if people have see already but leaked GHB is saying Gutrippas are down another 10 points, Gnashtooth down 20, killaboss on foot down 10, Shaman down 5 and Killabow Down 10.

    At 130 the Gnashtooth is starting to look really tasty and with G Champs the foot Killaboss isn't too shabby either.  

    150 Gutrippas are at last starting to look like a solid unit .

  6. 2 minutes ago, Ganigumo said:

    I think the vulture-boss is very good, I liked it at the old points.
    The gnashtoof one is just awful. We have so many better units fighting for those leader slots that he's not even in the conversation. If you're abandoning low drops you're better off spamming sludgerakers, vultures and mirebrutes.
    I could see bringing the foot one if you're running big units of gutrippaz, but big units of gutrippaz aren't much of a competitive pick at the moment, especially in the world of bounty hunters.

    Thanks for all that.  Can I ask why you find the Vulture so good (compared to the Gnashtooth)?  They seem comparible on paper, unless your getting a lot of use from the multi-commands.

    Also, any thoughts on the Rogue Idol.  Feels like a solid option.

     

  7. Being playing with ideas for optimising my Melee focused Grinning Blades and looking for some thoughts from the community:

    Do people rate the now cheaper Killa-Bosses?  They seem like reasonably good value on paper and the amount of Inspiring Presence denying abilities about means "All Part of the Plan" is very useful to have, but is that enough to squeeze their way into competitive lists (outside the obvious Corpserippa for double unleash hell in shooting lists)?

    Is a Sloggoth essential, nice to have or only worth it unless you're using a lot of monsters? Small impact across lots of units and lack of synergy with poisoned weapons makes it hard for me to judge in the few games I've had.

  8. Hey,

    That second picture is a group of my Savage Orruk Wolf/Boar boys, happy to provide some inspiration :)

    I've been pondering expanding into some Thunderwolf-Goregrunta Iron-Jaws and maybe a chariot Maw crusha, and have be thinking about similar issues.  Those Thunderwolf bionic looking out of place.  For me, the whole army is primitive, so I'd really have to do some sculpting to cover up the tech, but if you embraced it and made sure similar stuff was on display throughout your army, it'd be great and very thematic for engineering obsessed Orruks. 

    From a gaming perspective, worth saving that Boneslittas really get the short straw in Big Waaagh.  Losing Spirit of Gorka-morka, the brilliant Waaagh ability, tireless trackers and Icebone removes all the stuff that makes them good.  The casters and big-stabbas are solid but everything else really struggles without their sub-allegiance abilities.

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  9. 2 minutes ago, Ganigumo said:

    If you're not using screens you just get blown up because we're so slow.
    Finesse armies are usually very mobile, because without mobility you can't pick your engagements.
    The vulture is fast, and I love it as a piece, but it generally fails as a damage piece because the damage is way too swingy.

    I'm not saying no screens at all.  Definitely a fine balance.

  10. 23 hours ago, Ganigumo said:

    I've found myself relying on lots of screens instead of bodies, usually 4-5 of them in some combination of hobgrots, spider riders, and rippa's snarlfangs. Plus the gitz allies actually have decent movement so you can rush up and create some distance, or grab an uncontested objective.

    It would be really nice if some of our monster had a bit more rend though, they don't throw as many dice around so its far easier for them to whiff.

    Yeah, I'm not a fan of too many points used on screens when we already have to spend a lot of points on buff pieces (Sloggoth, Shamans and Swapraker).  Feels you end up with very points left to spend on actually trying to kill the other army. We are a finesse army but I still want to have plenty of Gutrippas/Killabosses/Breakabosses to do the heavy lifting. 

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  11. 6 hours ago, Beliman said:

    Most of the games that I saw were from tournament players. Some of them ended at the end of turn 2 or a double turn on 3.

    Maybe it was bad luck vs good rolls, I don't know. I expect to see a few more games this weekend.

    As others have elluded, gunline Orgors are good but somewhat luck dependant.  The problem comes with hybrid Ogor armies, 4 Iron blasters and a trophy-rack means your outshooting almost every army out there and leaves you with plenty of points for a solid combat force which opponents will have to run towards to avoid being mowed down at range.  This is where it starts being problematic.

  12. The game went well last night.  Against some reasonably competitive Lumineth (Focused on Cow/Stoneguard) and won it quite comfortably in the end.  The combination of a super sneaky Troggoth, expert conquer Grots, my shooting and Grinning blades forced him forwards so I was able to engage away from objectives he held (so no mortal wound save), then the Gut rippas went to work.  Highlight has to be 25 mortals from 10 Gutrippas (fully buffed plus bounty hunters, 5 5s and 5 6s, nice) and lowlight a Swampraker doing 0 damage to the big cow.

    Really liking the faction so far, not easy to use effectively and very swinging damage, but that makes for fun games.  

    For next time, I'm tempted to go down to 1 Egomanic Swampraker to get some more warm bodies in.  The army feels so fragile when your spending so much on heros and Bolt-boys.

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  13. 18 hours ago, Ganigumo said:

    If you're not planning on using the poison on the boltboyz running them 2x3 might be better.
    Also you've got a pretty melee heavy list, running a swampcalla general with arcane tome and master of magic wouldn't be a bad option. It would help you get off the warscroll spell for +1 to charge armywide, but you'd need to give up the supa-sneaky redeploy.

    Yeah, I like the option to poison the Boltboys and planning on playing them quite aggressively to get some short ranged rapid fire when possible.

    Swampcaller general is definitely tempting mainly to get Choking mist off, which is potentially game winning in some match-ups.  I just worry some armies will be any to use indirect weapons to easily snipe off a 6 wound general, even in Grimming blades.  Might give it a bash though as it lets me be more aggressive with two Sludgerakers.

  14. Planning on trying something like this tomorrow nights:

    Grinning Blades

    Snatchaboss: General (Arcane Tomb, Sneaky Miasma, Supa-Sneaky, Fast-Un)

    Skumdrekk

    Swampcalla (Chocking Mist)

    Swampcalla (Nasty Hex)

    Break-Boss (Smelly'Un)

    20 Gutruppaz (Bounty Hunters)

    10 Gutruppaz (Bounty Hunters)

    10 Hobgrots (Expert Conquerors)

    10 Hobgrots (Expert Conquerors)

    6 Boltboyz

    Masrchcrawla Sloggoth

     

    Any thoughts on tweaks or advice on how to play it? (PS, not interested in spamming boltboys)  Going to be against Cow and Hammer Lumineth.

  15. 5 hours ago, Wraith said:

     Not sure why we lost the bravery debuffs, though. Why aren't people scared of us any more? Perhaps Archaeon launched a public relationships campaign to persuade the people of the Mortal Realms that we aren't really that evil and it is all really just Sigmarite propaganda that Slaves to Darkness are the bad guys? 😜

    They have been replaced (sparingly) with anti rally/inspiring presence counters (the same happened to Sons), these are generally more useful and also require less book keeping.  Happy days. 

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  16. Now we have a (more) reasonable cost for Gutrippas, is something more horde-y possible?

    Thinking 50+ Rippas with the usual 1+ Swampracker and 2+ Swampcallers.

    30 Alpha Striking Super-Sneaky Gutrippas is more tempting now too.  Against a anyone who isn't screening enough is in for a nasty surprise, throwing a 60 wound unit that is dishing out dozens of mortal wounds is not something may armies can handle. Even more so if you are using them in Grinning Blades and toss them into a flank to minimise the damage coming back at them.

  17. 1 minute ago, Ganigumo said:

    Its roughly 1 mortal per charge actually, or closer to 2 with kragnos.
    average roll on 2d6 is 7, so you'll roll 7 dice so there's a good chance a 3 will show up.

    Sorry, did some crazy in my head maths there. Your right about 1.12MW per charge. I still think the rend is better if your investing seriously in the shooting. 

  18. 10 hours ago, Frowny said:

    One thing I wonder about for the shooty list is if you are still better off in one of the other tribes rather than the shooty one? The guns are fine as is on the warscroll and +1 on the charge mortals is sweet, and hitting someone with 8d6 mortals on 3+ with the spell if they get close is brutal. Should average to like... 18 or so? It also helps the stonehorn you are probably running.

    All depends on how deep you are going into Ironblasters/Lead Belchers.  That extra point of rend is game-changing in some matchups. EDIT: ignore this bit: {and that +1 is only one extra mortal per 3 charges, so maybe 3-6 across the game. }

  19. Tried out the new book last night with a 4 Ironblaster underguts list against a competitive Thunderlizards lis.. The Orgors just brutalised the lizards.  Underguts Ironblasters plus Trophy-rack is just devastating.  Effective range 39" with 8 3+/2+ R:-3 D:3+d3 shots just took the monsters apart, supported by a Stonehorn and 12 Ledbelchers the game was basically over turn one.  Combined with a Thundertusks being basically unscreenable now means I can see LOTS of event wins for shooty Ogors. 

    Had a chat afterwards with some top players and we couldn't think of any reliable counters to to them.  They aren't unbeatable but I feel like they could be sitting on a Tier of there own.

  20. 38 minutes ago, SpiritofHokuto said:

    I can see a Despoilers "Monster Mash" with Soul Grinders having some success. 20 Wounds and a potential 3 wound heal is pretty beefy, plus Mark of Khorne giving them 3 extra attacks on the charge or Slaanesh meaning they can run, shoot and charge.

    As someone who owns 3 Soul Grinders, I really hope this is viable but between their weak warscroll and the underwhelming Daemon Princes it's going to be an uphill battle.

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  21. See a few more photos of the new book, so I thought I'd post here for anyone who hasn't see them.

    Soul Grinder: up to 18 wounds and Piston driven legs up to damage 2.  Otherwise unchanged.  Better but still Meh.

    Chaos Marauders: lost the cool charge rule and bonuses to hit/rend for having lots of them.  Now just get +1 to hit on the turn they charge.  Axe + shield is 5+ save but 1 4+/4+ attack.  Flail is 2 3+/4+ attacks.  They are now as bad as their models :(

    Chaos Marauder Horsemen: weapon profiles look the same to me. Special rules are now: retreat and shoot/charge, +1 to hit the turn they retreat and -1 to wound for missile weapons targeting them.

    Ogroid Myrmidon: basically unchanged.

    Exalted hero of Chaos: Blade and shield (3+ save, 5+ mortal save, 4 attacks 3+/3+ R1 D2).  Duel Axes (4+ save, 8 attacks 4+/4+ R1 D2).  Free Eye of the Gods Role after deployment. +1A if withing 3" of an enemy hero/monster.

     

    Exalted hero is very interesting.  If undivided they have a 20% change to start the game as a Daemon Prince (60% change of getting a good roll: rend, wizard, 5+ ward or Daemon Prince). In cabalists they are a wizard and with the Shield they are very tough for a 100 point model.  Can definitely see some play in spamming them, especially undivided cabalists.

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  22. Played my Son's in a local 1-dayer yesterday.  Had a blast and even won the event.  Really loving the new book, feels slightly less powerful but much more fun.

    My list:

     - Army Faction: Sons of Behemat
         - Army Type: Stomper Tribe
         - Grand Strategy: Make the Land Tremble!
         - Triumph: Bloodthirsty
    LEADERS
    Warstomper (450)*
         - General
         - Command Traits: Eager for the Fight
         - Artefacts of Power: Glowy Shield of Protectiness
    King Brodd (580)*
    Kraken-Eater (490)*
         - Artefacts of Power: Amberbone Totem
    BATTLELINE
    Mancrusher Gargant (150)**
    Mancrusher Gargant (150)**
    Mancrusher Gargant (150)**
    CORE BATTALIONS
    *Bosses of the Stomp
         - Magnificent

    **Bounty Hunters
    TOTAL POINTS: 1970/2000
    Created with Warhammer Age of Sigmar: The App

     

    I played Stormcast, Khorne with Incarnate and Seraphon with Kroak (the event didn't use the new points).  Every game I was left with 20-30 wounds on the table but nearly wiping out opponent and pulling ahead on VPs turn 4-5.  One thing that surprised me was how useful the Collosal Slam was, must have used it 5 time over the three game to great effect. Repositioning enemy monster is just so useful for breaking auras, forcing advantageous matchups and creating charging lines.

    PXL_20221031_100327238.jpg

    PXL_20221031_100400959.jpg

    PXL_20221031_100407376.jpg

    PXL_20221031_100417398.jpg

    PXL_20221030_203730541.jpg

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  23. 1 hour ago, Enoby said:

     

    Tzeentch: 6+ spell ignore.

    Spell: CV 6, range 9. Teleport a Tzeentch unit out of 9" of an enemy.

    I'd say all bar Tzeentch are pretty good. 

    Don't be fooled by Tzeetch, that spell is Crazy good.  You target any Tzeentch unit in LoS (infinite range), then put them within 9" of the caster (but outside 9" of any enemies).  The kicker is that as written it doesn't stop you moving after being teleported!  Assuming this is as intended, WOW.

    Also a few things that suck out to me and have't been mentioned:

    -2 unique heroic actions  One helps with Eye of the Gods rolls (situationally good if combined with other effects ) but the other lets a wizard cast on 3D6 for the turn (2 or more 1s still miscast).  Very powerful, especially for that tasty Tzeetch spell.

    -Cabalists make ALL your heroes wizards (if already wizard, get an extra casts) and lets multiple heros use the 3D6 cast heroic action (every one that is within 3" of the one that first uses it).  So you can easily through out 6+ casts, all on 3D6.  Spell lore isn't amazing, so it's not OTT but what a cool subfaction.

    -Command ability that makes any (mortal) hero a priest. 

    -Ravengers gives you a heroic actions to bring back a destroyed unit of cultists, marauders, horse marauders or Dark Oath at 50% strength. Not ambushing though, must appear within 12" of the hero. 

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  24. Playing with lists at the moment and these are my favourite two so far:

    Breaker Tribe: Idiots with Flags

    Gatebreaker General, Glowy Shield of Protectiveness, Monsterously Tough

    Gatebreaker, Amberbone Totem,

    Kraken Eater

    Mancrusha Mob

    One of each Gargant battalion for extra artefact and untied.

    Stomper Tribe:

    Stomper General, Eager for a Fight and Glowy Shield of Protectiveness

    Gatebreaker, Amberbone Totem

    King Brodd

    3 * 1 Mancrushas

     

    Can't for the life of me decide between them, the Breaker Tribe feels like it's going to be better at winning games but the Stompier feels more fun.  Might even be temped to switch the Gatebreaker for a Kraken Eater in the Stomper one, but I have leaving points unspent.

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