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Floom

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6 Judicator

About Floom

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  1. I definitely think that Warclans has shifted IJ/BS away from the design space that Greenskinz now occupy, with one-use and wholly within command abilities, but at the same time... I don't think it would be a prevailing strategy or particularly overwhelming. There are so many command abilities in Warclans, even moreso in The Mighty Waaagh, that I can't imagine dumping them all into a Greenskinz Warboss is going to happen. +1 to hit, movement, 6s dealing two hits, re-rolling 1s to hit, re-rolling charges, bravery, etc, etc. Greenskinz are really abusive with their command abilities in GA Destruction, with Skragrott as a general generating d3 per turn and as many fungoids as possible generating more. You can slide 30 Orrucks and a Warboss into Gloomspite as allies in 2k games and see how comical the command ability can get but neither of these are tourney winning strats. They're probably not even good. Re-rolling wounds of 1 in an aura for 140pts is significant I guess, but you have to consider the worth of 140pts. A Warchanter can grant +1 damage and +1 to hit for 110pts, plus they generate 2 waaagh pts. I think it's great Greenskinz are included by a probable oversight.
  2. Wow, the great waaagh is applicable to Greenskinz units. I think the negligence opens a lot of interesting tactical considerations. The Greenskinz CA isn't as restrictive as the Megaboss's, the totem aura of the Warboss with a Banner is significant and of course: cheap 10 boyz for 80pts can really help generate Waaaghs via charging them. You can guarantee turn 1 20+ waaagh points if you spam a bunch of Greenskinz Orrucks at min size with Gordrakk. Pretty comical.
  3. As unlikely as it seems, I'm hoping The Great Waaagh allegiance is a lowkey parallel to CoS with an improved Stoneklaw Gutstompa's allegiance. I doubt it, but that would include both Ironjawz and Bonesplitterz together and the fact it comes out alongside CoS is an incredible coincidence. I'd love to see Greenskinz buffed, especially now that the Megaboss's command ability seems to be +1 to hit rather than stacking extra attacks.
  4. Is the Ardfist as worthless as it seems? 160pts for 280 to 420pts back in recycling but that's a lot of "ifs". I guess hand of gork helps ensure a unit is in combat but I dunno...
  5. Oh, I never noticed that with the Colossal Squig! The Loonboss was just points filler, but coincidentally he also has -1 to hit. Mollog has 2 -1 to hit effects, actually. Not the most optimal choice given that one is for models wounded by the single 4+/4+ shooting attack and another the other a 5+ for an enemy within 3". I just liked the model, really, but two extra chances for -1 to hit seemed fun, although another unit of Fellwater Troggoths is probably better.
  6. For sure, especially with spears. You lose re-rolling 1s to hit for 2", but the new generic command ability covers that. Less CP, but it would be worth it. I just focus on positioning and the threat of having the enemy engaged in combat with however many get in for a few rounds given killing the backline.
  7. Ahh, my bad. I meant using the warbosses command ability multiple times, for +N attacks. The megabosses have a similar command ability, but you're dealing with smaller mobs. I think Greenskinz really rewarded positioning and the threat of having 2+x 40 blobs with 5+ attacks each is game changing. With a totem boss and double choppas they're 4+/4+ re-rolling 1s in both too.
  8. It is odd they didn't outright squat Greenskinz entirely, like Gitmob. The warboss is still popular internally as a totem or cross-orruck-faction synergy I guess. Orrucks were great objective holders at 80pts and an impossible to shift anvil with 40 for 280pts. 5+, re-rolling failed saves, maybe stacking with the generic command trait for re-rolling 1s as well. Pretty tanky. It was always a goal of mine to spam the board with Greenskinz orrucks and stacking waaghs. 120+ and lots of wishful dice rolls. It's a shame they're pretty much dead in the water at this point.
  9. Any thoughts on this list? I was thinking of maximising -1 to hit stuff given how common it is in GG but I'm not sure about the number of bodies. Still, that's a lot of -1 to hit... Seems like a fun gimmick at least. Allegiance: Gloomspite GitzMortal Realm: GhurLeadersDankhold Troggboss (270)- General- Trait: Mighty Blow - Artefact: Gryph-feather Charm Loonboss (70)Webspinner Shaman (80)- Lore of the Spiderfangs: Gift of da Spider GodWebspinner Shaman on Arachnarok Spider (280)- Artefact: Headdress of Many Eyes - Lore of the Spiderfangs: Sneaky DistractionTroggoth Hag (380)Mollog (170)Battleline3 x Fellwater Troggoths (150)3 x Fellwater Troggoths (150)3 x Fellwater Troggoths (150)BattalionsTroggherd (180)Endless Spells / TerrainBalewind Vortex (40)Shards of Valagharr (40)Scrapskuttle's Arachnacauldron (40)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 95
  10. Both Grungni and GW have abandoned us, brother. Go for it. Honestly pissed I'm going to have to forego fluff and synergies to use warriors as guards and thunderers as handgunners or something. I really don't see why an army can't exist with multiple range unit options and such. Stormcast does it EN MASSE. Warriors have shieldwall, thunderers have dispossessed synergies, rend and mass shots compared to drakes. Wouldn't irondrakes clash with Grundstok thunderers more?
  11. Are Greenskinz Orrucks worth using in Ironjawz? I was thinking of using two blobs of 10 (80pts) to sit on objectives, but I wonder if bigger blobs would be useful. Maybe Megabosses will have their waaghs affect Orrucks given the new soup tome.
  12. If both the gain contagion points and Horticulous's spawn a gnarlmaw ability happen "at the start of the hero phase", can I summon one before gaining points or is there some overriding rule I'm missing?
  13. I think the fact that Gitmob are gone indicates that a new army is in the works, probably to be released shortly. They included legacy and FW units in the GHB alongside Greenskinz, which went OOP the same time Gitmob did. It may be Grotbag Scuttler, sky-pirate Grots, or a classic Orcs and Goblins Greenskinz-Gitmob merger. It's a shame, though. I know this will invalidate matched play for some groups despite the old points being easily sourced. It's really annoying that they were removed from the app/warscroll builder; on-the-fly list building is difficult now. Really bad gesture towards the community. Gitmob are hard to source so sending them to OOP was offensive enough. The least they could do is work on some Firestorm centric allegiances to buff legacy armies and those lacking tomes right now, but I think that Firestorm has proven that GW doesn't care about supporting them. They could very easily have buffed Dispossessed or Wanderers a bit by including them in Lethisian Defenders, but decided merge four armies with tomes instead (poor KO, but their tome is better than anything Lethisian offers anyway).
  14. I wonder if you can use mercenaries within their respective armies for a minor buff? I.e. Blacksmoke in an Ironweld army. I mean, there's nothing to say that the forbidden power mercs can't be taken like this. I guess it's a fair trade off considering you're removing the option for real allies at this point.
  15. Does Ash Storm stack? The warscroll is a bit vague.
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