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Latty

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Posts posted by Latty

  1. 2 minutes ago, Drazhoath said:

    Sry for asking but I dont understand the advantage of the Seeker Calvacade🤔

    I mean, for charges I must reach the target unit in  1/2 inch.

    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.

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  2. 7 hours ago, kozokus said:

    I see a lot of love for the taker tribe in tournament lists.

    Is there a perticular reason for this?

    If making a mega tanky is the point, isn't the stomper tribe cestus a better call?

    Apart from that, the breaker tribe seems more dangerous than the others for me.

    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.

  3. 6 minutes ago, TheArborealWalrus said:

    Out of curiosity, what tribe(s) were you playing?

    Having played against SoB multiple times with my other armies, I feel that the matchups/enemy composition matter greatly for success. My minotaurs could kill a mega in one combat phase and I tabled my opponent pretty easily with them. My other beastmen army, based more on numbers and chipping the megas down, had no answer to their destructive might. They merely died piece meal. Likewise the mission will decide how well 3 megas do. They hardcore struggled in missions where there are many objectives. They simply couldn't defend their own and take mine. Even having more mancrushers, it was hard for my opponent, especially when his giants were under legitimate threat of being killed.  Mind you this is 8 games against them vs 15 as them. The megas are very hard to kill, so I could definitely see an enemy without proper(ly protected) hammers consistently getting the floor wiped with them by 3 megas.

    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.

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  4. 50 minutes ago, Drazhoath said:

    I guest your point...Mancrusher have a 5+ Save and an unit which loose 12 wounds (1 Mancrusher) looses 1/3 of its punch. A Mega Gargant which loose 12 Wounds is just a bit weaker. Which Tribe you tried?🤔

    Taker/Breaker tribe, with Kraken-eater, Gatebreaker and in games with 3 megas, Bonegrinder.

  5. On 11/21/2020 at 1:48 PM, Drazhoath said:

    I feel a bit divided:

    I know it depends on the tribe but are 3 Mancrusher enough or its better to play with 3 Mega Gargants at 2000 points? Or better 6 Mancrusher?

    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.

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  6. 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.

  7. 1 hour ago, Lord Krungharr said:

    Thanks for the reports!  Sounds like Taker Tribe is a soccer team :)  I'm gonna be making the triple-mega style army.  Without a Bonegrinder, would it make sense in a Taker Tribe to have 2 Kraken-Eaters then, or are 2 Gatebreakers viable in either that or a Breaker Tribe?  Seems like we always want at least one Kraken-Eater, except for perhaps a Stomper Tribe.  I'm making 5 ManCrushers but sounds like Stomper Tribe wants 9 of them and 1 Warstomper.

    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.

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  8. 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.

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  9. 1 hour ago, Ganigumo said:

    Can a warstomper general use Universal command abilities like 'On the double' or 'Forward to Victory

    This one is pretty clear, it says the general cannot use any other command abilities. The tribe abilities are upgrades of the universals anyway.

    • Like 1
  10. 25 minutes ago, a74xhx said:

    Complaints about Longshanks not working: I might have missed this, but have people considered that it might be designed to be of use when taking as a mercenary? Allows you to walk over your own chaff screens.

    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.

    • Like 1
  11. 1 hour ago, Lord Krungharr said:

    Anyone have plans to make a mercenary Mega-Gargant K'Daai Destroyer?  Seems like that might be a decent boon to LoA.  Sure it's 25% of an army, but I think they can do more damage than anything in the army, attract the enemy heavy hitters, and let the magma cannons and fireglaives to snipe heroes whilst the infantry gets mopped up by the Mega. 

    Thoughts?

    Not sure about the future of LoA of course but to get them a little more mileage could be something worth trying.

    It depends on what they end up costing, as I feel so points-starved with Chorfs that it seems hard to make room for one. If it ends up costing 480 as its nameless variant I might swap out the usual 12 k'daai against more elite armies where I need the rend.

  12. 1 minute ago, Lord Krungharr said:

    I must admit I was very very tempted to get into the Sons of Behemat; but after reading many people's thoughts and preliminary experiences with them, I think I'm just gonna stick with Mawtribes.  Defeating them will feed us for a week  :D

    Picked up 10 more Leadbelchers and bashed together 8 more Ironguts with bits; wondering if I should use the remaining bodies and bits for some Maneaters to give the Gutbusters a speedy bumrush unit (as opposed to Mournfangs with my BCRs).

    Regarding Butchers, is it ever worth taking one of them over another Slaughtermaster?  I do like their warscroll spell; but with a Bloodgullet army, seems like the Slaughtermaster is more useful overall.  Anybody have any specifically better uses for the Butcher besides babysitting the Mawpot and his really cool spell?

    Generally I've found it to be more beneficial to have the butcher for, as you said, sitting at the pot, as you waste the second Slaughtermaster's cauldron if you put him on pot duty, and with a Vortex you still have a pretty good range to throw out Hunger of the Great Maw.

    • Like 1
  13. 3 hours ago, Reuben Parker said:

    however I will push back on saying they hit like wet noodles. On page 42 someone has done a breakdown of their expected damage vs 4+ saves. In summary 

    kraken 9.27

    stomper 12.3

    breaker 13.34

    maneater 5.03

    and they compared to FLoSH (a feared hero on monster and sees competitive play) 12.82

     

    Good breakdown. I think a bigger problem to consider is their durability, especially how they could stand up against heavy shooting builds like flamer spam. Suffice it to say it doesn't look great.

     

  14. 8 minutes ago, Moogypies said:

    Possibly may be worth using Emerald Lifeswarm with a caster giant to have some ok recovery added, or burning head for rerolls of 1 to hit?

     

    Both of those were what I thought of immediately as well; I think I'd like to try to pull of some shenanigans with the Suffocating Gravetide, since with 3" range you'd be able to attack over it while keeping your giants from being hit.

    • Like 1
  15. On 10/6/2020 at 9:15 AM, Grim Beasties said:

    So this is a continuation of the SoB price conversation that was in the rumor thread. I've been in this for most of my life, but these prices are getting to the point where I just can't anymore. If anyone has any ideas on how to help spend less for models please let me know, I don't want to leave this hobby but at this rate I might not have a choice.

    Befriend store owners who will get you under the table prices

  16. Selling the following Sylvaneth and CoS armies

    Sylvaneth:

    Arch Revenant

    Alarielle

    3 Kurnoth Hunters fully magnetized

    3 Kurnoth Hunters NiB

    5 Tree Revenants

    5 NiB Revenants

    Treelord

    Treelord Ancient

    Treelord NoS

    2 Branchwychs

    1 Branchwraith (metal)

    1 NoS Branchwych

    Drycha Hamadreth

    80 Dryads

    Optional: 3 old style Wyldwoods NoS. These take up a lot of space for shipping purposes. If you want them I will include them.

    I'm giving a fairly hefty discount on these, asking $500 shipped without the Wyldwoods, $575 with them. I may split large amounts of these if you are interested.

     

    Cities of Sigmar (Phoenix Temple):

    2 Frostheart Phoenixes

    2 Flameheart Phoenixes

    40 Phoenix Guard

    1 Dark Elf Sorceress

    Phoenixes are built in subassemblies. Please note that in the pictures, they are only primed on one side with Corax White and will need to be finished. One flight stand is missing.

    Asking $300 for this army, I will not split these, sorry.

     

    Thanks for reading.

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  17. I've played with a Bonegrinder in Ogors and Gitz for a while, and his performance is pretty terrible for his points. I'd like to see a warscroll re-write or a points drop for him, but judging from their history with Forgeworld models that's a pretty slim chance.

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