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Magnus The Blue

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Posts posted by Magnus The Blue

  1. 4 minutes ago, JanGret said:

    Killaboss on Great Gnashtoof is 200 points. The Killaboss is quiker, while the Breaka is very slow with better survival and more damage output. I would guess around 250 points...

    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.

  2. 3 minutes ago, Ar-Pharazôn said:

    Kruleboyz will absolutely have ways to increase mobility, although I'm not sure why this one's movement is 5" and not 6" like the Dankhold.

    If you had to lugg a Orrk around on your back, I reckon you'd be slowed down a bit too!.

    4 minutes ago, PJetski said:

    Below average defensively.

    12 wounds, 4+ Save and regeneration: not sure how that is below average?

    • Like 1
  3. Just now, Iksdee said:

    Does this mean i can use the troggoth in a gloomspite gitz troggoth list? Dont know how this works in 3.0.

    If so i will buy him and replace the orruk with squighopper riders.
    (forgive me for only having access to paint at work)

    No 'Gloomspite Gits' keyword, so I don't think so.

  4. 1 minute ago, PJetski said:

    Troggoth bad

    Killbow good, but unreliable. Will probably be run as a 4x to try high rolling into mortal wounds on hit6

    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.

  5. 1 minute ago, Beliman said:

    I love everything about both warscrolls!

    Re-deploy is always good and hex is awesome, beware Gotrek players! 

    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.

  6. 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.

    OrrukWarscrolls Sep09 SupaSneaky

    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.

     

    OrrukWarscrolls Sep09 NastyHex

    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).

  7. 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!

  8. 3 minutes ago, annarborhawk said:

    When can expect rumors regarding the substance of the upcoming White Dwarf - Slaves to Darkness update?  Does that happen with White Dwarfs, or does Fortress GW prevent such leaks?

    We did have basically all the SoB rules before the celestial tomb came out.  

    • Like 1
  9. 6 hours ago, Lord Krungharr said:

    But if an ability specifies wounds and does not specify mortal wounds, then the ability will not work vs mortal wounds.  They specify wounds and mortal wounds in abilities very consistently now, if that was GW's intent.  I'm not an Orruks player (yet) but just caught the thread here.

    That bit on page 72 of the GHB2021 looks to be referring to the time and order of allocation of mortal wounds.

    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.

  10. 8 minutes ago, Iksdee said:

    Would that be the same case for arrowboyz?

    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. 

    • Like 1
  11. On 8/27/2021 at 10:00 AM, Lucyferiusz said:

    Remember guys that Darkkfoot's ability to ignore ward saves works against wounds and not mortal wounds.

    Wardokks seem too good to be left the same, but man can dream 🙂

     

    But mortal wounds are a type of wound.  The core rules even specify that they are treated as wounds for all rules purposes.

    1 hour ago, Iksdee said:

    What reason would someone have for playing a unit of 2x big stabbas over 10x savage orruks?  

    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.

     

    • Like 1
  12. 36 minutes ago, zombiepiratexxx said:

    In the IJ thread it's bee confirmed that it was fresh box out of the latest store deliveries with the new red box AoS livery on it, so definitely not an old box. I guess we'll find out in a few weeks once the book lands, or when the previews come out from streamers. 

    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.

  13. 2 hours ago, C0deb1ue said:

    Ardboys would have gained 1A and now have worse bravery, hit and no rend. Its a substantial nerf if true

    Litreally all brutes got was a single extra rend on one weapon profile.

    Not mega keen on them pushing Kruleboyz by internally nerfing the rest of the battletome.

     

    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.

  14. 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.

  15. On 8/27/2021 at 3:29 PM, cplhicks said:

    As per the new FAQ the Rogue Idol is still legal and has been bumped to 430 and picked up the Kruelboyz and Totem keywords.   I was worried they would become legends as I have 2 of them!

    Rocks are back on the menu boyz!

    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.

  16. 17 hours ago, Scurvydog said:

    Why oh why is there a nerf to Archaon but not to Gotrek 😛

    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).

    • Like 4
  17. 7 hours ago, Guui said:

    While i wont disagree after checking that out (also thanks for the correct wounds on the mega) I feel that mortals are more prevalent than you gave them credit for.

    Opportunity cost aside, any mega can be given a 3+ save (which we will assume is always a 3+ cause AoD, Mystic Shield and Finest Hour), the comparison should really be between rerolling the 3+ save and a 3+ save 5+ ward.

    Either way, we can make a tanky lad

    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.

  18. 17 hours ago, Guui said:

    As good as rerolling saves is, the amulet is a far better artifact. Without healing, and with 0 saves taken, it gives the 40w mega the equivalent of about 70ish wounds. And you cant get much tankier than a 3+ save, 40w 5+ ward model, thats healing.

    (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. 

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