Jump to content

Latty

Members
  • Posts

    44
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Latty's Achievements

Judicator

Judicator (2/10)

35

Reputation

  1. They're eligible to fight within 6", meaning they don't have to charge if they end their movement within 6", and can't be selected as a target until you pile in with them.
  2. There's over a hundred things listed as 'sold out' on FW right now, so I'm guessing it's a website issue that they're too lazy to fix.
  3. The name of the game is objectives. A single mega counting as 30 models means that the opponent, in almost all situations, has to kill the giant to take the objective. You can build around survivability or damage, but they won't help win objectives.
  4. It may be an error but items are hopping around to Temporarily Out of Stock instead of Sold Out.
  5. My list of victories with 3 megas is as follows: Versus Daughters of Khaine, pre-Morathi buff, Taker tribe, absolutely crushed the opponent, tabled by round 2 Versus SCE, Breaker tribe (Shiny' uns) twice, also overwhelming victories Versus Bonereapers, Breaker tribe (idiots with flags), decisive victory, this was the standard Praetorians with 2 catapults list, so I hold that as my standard for SoB in competitive play. A considerably close match won by carefully avoiding the blob of mortek guard and focus-firing catapults with all my shooting. Versus Tzeentch, Taker tribe, overwhelming victory. Versus Hallowheart Freeguild, twice, both Taker tribe, decisive victories by playing keep-away with objectives and outrunning large blobs of handgunners. Versus Beasts of Chaos, Breaker tribe (idiots with flags), close victory. Barely won this one with a lone Mancrusher capping a rear objective to clinch enough points for victory. Versus Khorne, Breaker tribe (Bossy pants and clever clogs), overwhelming victory, this was a match just for fun versus a 4 bloodthirster list. My losses, with Kraken-eater, Gatebreaker, 1x3 and 3x1 mancrushers: Versus Daughters of Khaine post-Morathi buff, Taker tribe, a close match until Morathi managed to take my Gatebreaker from 35 to 0 in a single combat phase. A mere 8 witch aelves cleared my unit of 3 mancrushers as well, DoK is just a disgusting army now anyways. Match ended in a tie. Versus Beasts of Chaos, Breaker tribe (Shiny 'uns), a weird Bloodcrusher/Bullgor list, just too much firepower for anything to stand up against it. Almost won by running the lone Mancrushers around to cap objectives until he was able to summon Bloodletters onto one. Versus Legion of Azgorh, Breaker tribe (Shiny 'uns), I don't really count this one as my opponent took an extra turn (he took first turn in round 3, then claimed I did after my turn), but due to it being a friendly event I didn't make too much of a fuss about it. Versus Kharadron Overlords, Breaker tribe (Shiny 'uns), a close match, I took out his Ironclad in a single attack phase in round 2, but still couldn't keep up with his deepstriking to pick off lone megas, and he was able to dominate the board after that. It felt a lot better than playing other armies against KO and I think I could beat him next time.
  6. Taker/Breaker tribe, with Kraken-eater, Gatebreaker and in games with 3 megas, Bonegrinder.
  7. Just a little anecdotal evidence but out of the 15 or so games I've played with SoB so far I've won every game with 3 megas/3 mancrushers and lost or tied every game with 2 megas/6 mancrushers. So far I'm leaning on 3/3.
  8. I collected three more wins today with SoB, same list I played last time, only as Breaker tribe. It did feel a lot stronger than Taker, but I played against some goofy lists so I don't think it was good enough to gauge the performance of the army. The interesting thing to point out is each game lasted only around half an hour. I have yet to play against any of the meta top players yet, though.
  9. Honestly I brought the Bonegrinder just as filler, a second Gatebreaker would get almost identical performance. I don't think two kraken eaters are worth it, I felt like a lot of it's power came from the bonuses to the one that wouldn't apply to a second.
  10. Played a couple of games yesterday, here's my report and what I think so far. For starters, I played the following list: Kraken-eater (General, Strong Right Foot, Krakenskin Sandals) Gatebreaker Bonegrinder 3 Mancrushers First match I played DoK in Total Conquest. He played the usual Hag Narr list. He beat me in drops and took first turn. I made the mistake of deploying too close, and he got his blob of witch aelves on my Gatebreaker turn 1. Due to the small footprint, he could only get half of the unit in combat, and the Gatebreaker tanked 20 wounds. My bonegrinder and Mancrushers ran up the board together to take the neutral objective and engage 30 more aelves, Morathi, and the blood cauldron. My Kraken-eater kicked up my objective and stayed on it the whole time, engaging the first 30 witch aelves while my Gatebreaker retreated to capture the other neutral objective. A couple bloody combat phases later, only one Mancrusher had died while Daughters was almost completely tabled. Called the match in round 3 for SoB. Second match I played against Cities of Sigmar, a hallowheart Freeguild shooting list, Places of Arcane Power. I took first turn this round and ran my Bonegrinder into his hammer unit of Greatswords. I killed about 20, but in the subsequent turn he focused his shooting on the Bonegrinder to take him out. My Gatebreaker took one of the side objectives while my Mancrushers screened for him. Opponent used Soulscream bridge to drop 30 handgunners in shooting range of my Kraken Eater. He survived the first volley and it went to my turn. I ran him away taking the objective with him, and before long I was too far up on points for my opponent to come back. I think Taker is the way to go if you're playing 3 mega gargants, as the Mancrusher buffs from the other tribe don't go far when you've only got one unit. The tribe turned my Kraken Eater into a capable fighter, and the 3d6 kick made playing keep-away super strong. Counting as 30 models didn't really come into play save for once in the DoK game when the witch aelves engaged my Kraken Eater. I may try a different tribe with more Mancrushers in the future. Overall they felt very solid to play, plenty durable, and monsters at the objective game.
  11. This one is pretty clear, it says the general cannot use any other command abilities. The tribe abilities are upgrades of the universals anyway.
  12. That reads like they absolutely are able to take the mercenary. Probably another FAQ point.
  13. Is that how it ends up working out? Yes. Was it intentional? This is GW we're talking about, so absolutely not, but they'll claim it was.
×
×
  • Create New...