Goose madness
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Posts posted by Goose madness
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Hey people!
I'd like to show my latest projects.
I made my own loonboss on a squig (fellwater squig!) that I will use för my squig/troll army.
I want to use some squigs in the troll list and will try to make a few more for a herd.
There is also a fungoid shaman I kitbashed.
The rocks from the rockguts are excellent for bases lol.
Heres a raw look of the squig during building for inspiration, really cool for a troggoth army.
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Hey guys!
Anyone had any success with meeting engagement?
I have a small tournament coming up and would love a list that is working. I havent had any success with the ones Ive tried.
Thanks!
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Need some tips on how to counter a horde list.
I have trouble with list that has 100 rats for example.
I can use the mushroom endless spell but I feel that isnt enough.
I run 12 rockguts and 6 fellwaters in unit of 2x6 rockguts and 2x3 fellwaters.
I have some grots also but would like to try to figure out how to deal with them with only troggoths.
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This is the list I will try out:
QuoteAllegiance: Gloomspite Gitz
Mortal Realm: Ghyran
Leaders
Dankhold Troggboss (300)
- General
- Trait: Mighty Blow
- Artefact: Ghyrstrike
Madcap Shaman (80)
- Lore of the Moonclans: The Hand of Gork
Troggoth Hag (380)
Battleline
6 x Rockgut Troggoths (320)
6 x Rockgut Troggoths (320)
3 x Fellwater Troggoths (160)
Units
1 x Dankhold Troggoths (220)
1 x Dankhold Troggoths (220)
Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 112I think it can be fun and hit hard!
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Thermalrider Cloak on fotboss is really useful, +4 move and flying.
I use it all the time when I play smaller lists, he becomes a mini-mawkrusha.
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8 hours ago, Hankster said:
Hey, I have a noob question about the WAAGH!! ability. It says gives one extra attack on each mlee weapon. Does that include boar or grunta tusks? Or is it only for weapons like choppas?
I'm in the process of building my first army and I'm deciding how much synergy I can get between a warboss and gruntas or savage boars.
Waagh only affects melee weapons of Ironjawz units.
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10 hours ago, Malakree said:
Are you reading the ghb2018 ironjawz one?
Sorry my bad, I read the old rules, ghb2018 says otherwise, nevermind my post.
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6 hours ago, Malakree said:
Bloodtoofs with 100 points for 2 extra CP's so 4 in total. Engaged turn 2, with 6 CP's. Got up to 12 Waaagh! running and only rolled a single 6
The Broach is frankly disgusting.
You roll for each Ironjawz hero, you then trigger it on an applicable unit as @Superninja and @Oreaper84 said. This can stack multiple times on a single unit with careful movement.
There is also a fricking huge as loop hole that GW have left regarding running and the MD move. Specifically in the running section.
Why is this broken? Because it adds the run roll to your move CHARACTERISTIC for the rest of the phase. This has some disgusting ramifications with Bloodtoofs, Mighty Destroyers and At The Double.
- Trigger Mighty Destroyers on a unit of Ardboys.
- Run them.
- Make the Run Roll a 6.
- With Bloodtoofs this is now a 7.
- Your Ardboys now have a move characteristic of 11
- Move 11"
- Trigger a second Mighty Destroyers on the same unit
- Run them again
- Make the roll a 6 for 7 total
- Ardboys now have a move characteristic of 18"
- Do whatever you want because you just got 29" of movement on a unit of Ardboys during your hero phase.
*scratches head*
I am reading the rules of MD and it states that you cant run. Im missing something? ?
AoS 3 - Fyreslayers Discussion
in Order
Posted
I see a lot of posts saying battlesmiths are getting shot of the board turn 1.
I was thinking of using a Runesmiter to hide the BS outside the board and pop him down later in game when a rally was needed.
Not sure how effective that would be tho.