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Gdead909

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Posts posted by Gdead909

  1. So has anyone else noticed there is a lot of negativity floating around the net about this faction. Not so much on TGA but man FB people are losing their minds. I don’t remember nighthaunt or the deepkin being this polarizing

     

    Do you think it’s fueled by the tomb king players that wanted new tomb king stuff?

  2. On 8/28/2019 at 9:23 AM, Karragon said:

    It might have, but it would also have meant they could shoot me for an extra round so YMMV. It's an artifact I don't often consider as 4+ is fairly hit and miss and if I wasn't taking ragged I'd have taken doppelganger instead for the inevitable slaanesh match up.

    Good luck with the list, it's great fun and the horrors will hopefully surprise both you and your opponent

    Rocked some ironjawz tonight. The two units of horrors were a wrecking ball. 

    • Like 1
  3. On 8/26/2019 at 9:25 AM, Karragon said:

    @XReN thank you muchly, it was a tough field but very enjoyable event. 

    Spectral Host is good for getting a first turn charge with the GKoTG or for letting the horrors move over the unit of ghouls screening them (or anything else for that matter).

    Blood feast I never cast because I can't think of a time when I'd ever want to not cast unholy vitality but that's the most likely of the unlikely spells to use so I take it any way.

    Given how little the GKoTG degrades and his healing + chalice I don't find Monstrous Vigour overly useful for this setup, I tend to take it more often when I've got a zombie dragon in the list.

    Deranged Transformation would let me move quickly but leave my character support behind so I don't tend to go for that.

    I wonder whether I should have been more aggressive against the shootcast, if I could cripple them T1 it wouldn't matter if I wasn't capping objectives, they wouldn't be either and then just try to score a late game point...more practice is required!

    Would the ethereal amulet have made a difference? Shootcast seems to rely on rend so making them have to get through 4+5+6+ seems like a good idea. Also I am borrowing this list for a test drive next week

  4. 3 hours ago, decker_cky said:

    Nothing wrong with Ghorgons.  If you take a couple ghorgons (might as well, since you get them in your start collecting boxes), then I'd strongly consider babysitting them with a doombull, who can give them +1 to wound on key turns. A bray shaman with titanic fury is a good idea in a list like that too. 

    In terms of summoning, you're generally talking about a turn 3 summon for any of the big monsters, which limits their impact. If you want a similar setup that impacts the table earlier, consider dark walkers greatfray which would allow you to ambush monsters on turn 1 or 2 (and later redeploy them). 

    Hmmm then maybe take the chaos spawn to give them extra attacks. Then they just need a screen. Ungors are our cheap bow chaff right. 

     

    Thanks starting To see a list coming together

  5. 1 hour ago, decker_cky said:

    A couple start collecting sets is a great deal, though you won't often be using the monsters. Bestigors and ungors are units you will use often (you'll often want more than 20 of each), and shamans are mainstay units (I often use 2, rarely use more). Beyond start collecting, it comes down to what you like about the army. Are there any units that really speak to you?

    Honestly I really love the look of the gorgan. He is such a cool looking giant bull man. I have seen some bullgors done up really nice. 

    Does the summoning in monsters have any game in the competitive scene?

     

  6. 2 hours ago, Scurvydog said:

    I like the Live to Fight trait, it is very important for the MK to wreck whatever it charges which also rolls into smashin and bashin, we want the MK to lead a charge, utterly destroy something and then instantly attack with something else, that is the ideal scenario and I feel live to fight adds the most damage which will allow this to happen.

    Yes d3 mortals on the charge can also be nice, and help trigger rampage, but that will still be rare and the average damage is lower than live to fight. It does help though if your intend is to not fight first with the MK and deal damage before the combat phase. 

    Hysh seems so important for the brooch now I can hardly see me picking anything else, other than for fun. Mirrored curiass will be a good idea at any time for the MK, but a super offensive build could also be fun, especially in an ironsunz battalion, giving the boss choppa metal rippas klaw could be good, as he starts with d3 additional attacks, so will have 5-7 attacks with that weapon. 

    You can get the best if both worlds. Give him the D3 damage trait and just cast bash em ladz. 

  7. 5 hours ago, Malakree said:

    I think the rules are fine they are just incredibly overcosted.

    They should be 160 for the 5 and 80 for the battalion. Still niche but 240 for them and the cp/artefact is way more reasonable.

    Ya your right if they were costed like that they would be worthwhile. They are not points efficient as They stand.

  8. 6 hours ago, Skabnoze said:

    Gobbapalooza was a massive miss for me with this book.  It is a shame too because the models are amazing.  It makes me very sad.

    But I have played this army for 25+ years now, so it is not like I am not used to waiting a bit for a unit to get better rules.

    I am using them as a cave shaman, a web spinner shaman, and a madcap shaman. The models are amazing........the rules........not so much lol

    • Like 1
  9. 2 minutes ago, dasnation said:

    I think that is a solid list that should get you comfortable with the army and all its primary rules. You will have plenty of command points with Skragrott and two Fungoids. I would maybe consider taking some endless spells. 

    I plan on trying this list out next with my squigs:
    Allegiance: Gloomspite Gitz
    Mortal Realm: Aqshy
    Skragrott, The Loonking (220)
    - General
    - Lore of the Moonclans: Itchy Nuisance
    Fungoid Cave-Shaman (90)
    - Lore of the Moonclans: Squig Lure
    Loonboss on Mangler Squigs (300)
    - Artefact: Ignax's Scales 
    Loonboss on Giant Cave Squig (110)
    - Moon-cutta
    24 x Squig Herd (280)
    18 x Squig Herd (210)
    6 x Squig Herd (70)
    10 x Boingrot Bounderz (200)
    10 x Boingrot Bounderz (200)
    Grot Spear Chukka (120)
    - Allies
    Grot Spear Chukka (120)
    - Allies
    Mork's Mighty Mushroom (80)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 240 / 400
    Wounds: 178
     

    As far as squigs and trolls go, I have not tried a list with them. I would maybe consider getting rid of some boingrots because I don't think you could use both.

    Is the loonking worth not having fight another day on the mangler?

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