Jump to content
Search In
  • More options...
Find results that contain...
Find results in...


  • Content Count

  • Joined

  • Last visited

Community Reputation

7 Judicator

About Floom

  • Rank

Recent Profile Visitors

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

  1. +d3 as in: all the cp generated from Winter Ranger would be used on it. I was thinking moreso of holding the general in reserve while everything else is on the board (deepstriked earlier than he would appear for sure). He's just a cp generator and surprise
  2. Are there any grounds for a Frost Sabre-Icebrow heavy list? The +1 attack command ability on a unit of 10 only generates 2-3~ish extra wounds on a 4+ save (turned 5+ with rend), but with Winter Ranger as the command trait you could build up a lot with a background Icebrow just there for cp gen and a late-game ambush (moreso alongside some Frost Sabres on the board than ones held in ambush with him). I was thinking of this list: Allegiance: Ogor MawtribesMortal Realm: GhurLeadersIcebrow Hunter (120)- General- Trait: Winter RangerButcher (140)- Cleaver- Artefact: Shrunken Priest HeadFirebelly (120)Icebrow Hunter (120)Battleline10 x Frost Sabres (200)4 x Frost Sabres (80)4 x Frost Sabres (80)Units8 x Ironguts (440)8 x Ironguts (440)2 x Leadbelchers (80)2 x Leadbelchers (80)BattalionsSkal (100)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 144 Leadbelchers for sitting on an objective, Ironguts as a beefy attack force and then 10 Frost Sabres to Deepstrike with one of the Hunters. +d3 attacks with re-rolling 1s on the deepstriked Sabres
  3. They're bravery 5, so losing a few to battleshock is likely enough at higher unit sizes. Bigger unit sizes are great for command abilities, but the Dankhold Troggboss's is an aura, so there really isn't much point imo. Smaller units mean more regen (as it's per unit, not model) and easier positioning given their big base sizes (3" pile-in on 6+ models vs 3" pile-in on two units of 3 charging in different angles). Smaller units mean split attacks, which means overkill or underkill is more likely, which means you can swing back. Plus, you really need to worry about positioning with a Trogg-heavy list and having a unit that can retreat to capture an objective while another stays in combat is priceless imo. Then again, Troggoths are all 5+ save so mystic shield really helps as an emergency for when -1 to hit spells don't go off. I think the Troggherd is underrated and helps you slide a Madcap shaman with the Moonface mommet in, if you really want to confirm a unit is dead with -2/-3 rend or count some +1 to save buffs. With a Fellwater heavy list, I'd run a Webspinner shaman for sure to get a chance at the -1 to hit aura. On foot is fine as long as you make sure he's behind your Troggoths and appropriately screened. Mollog is your friend, he has a tonne of -1 to hit abilities. Rockguts don't really play nice with Fellwaters, I think. You're better exploiting -1 to hit, but I guess they can do their own thing and dish out MW outside of the shooting phase (so not being locked in combat or suffering from Look out sir). Units of 6 are ideal for guaranteed MW, but if you're playing Troggoths you're probably not after guarantees, so minimum sized units are fine. 2x 50% chance at d3 mw > 1 100% of d3 mw to me, but that's moreso considering it as 4x vs 2x and regeneration per unit.
  4. The Overtyrant is deadly, but random, with 4 d6 damage attacks and -1 to hit for a cp. I can see some comical turns with him, the -1 to hit spells Mawtribes has and a Troggoth Hag ally. The Overtyrant isn't legal, though, not until he gets a Mawtribes keyword. Orruks, Nurgle, etc all stated that what could be included that wasn't within the tome itself. It'd be a shame if they didn't update the warscroll for funsies but CoS sets a precedent.
  5. Does anyone know if the Braggoth's Battalion is still legal? Unlike other battalions, it wasn't remade, and the other contentious aspect of it is the Beastclaw Raiders keyword above it, but doesn't Mawtribes count for that?
  6. Interesting. Greenskinz are still legal within the Big Waaagh allegiance, based on the Orruk keyword, and this is promoted by a simultaneous edit to their warscroll: changing the Warboss's Waaagh command ability to once per unit, per turn, and wholly within adjustments all for both it and the totem. I wish they clarified if they were battleline, though, because that would allow for a pure Greenskinz list in the big waaagh (forfeiting command traits/tome artefacts). The Warscroll Builder isn't anything close to an accurate representation of the rules. There isn't even a validity check that the Azyr app has. Sounds comical to me.
  7. 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.
  8. 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.
  9. 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.
  10. 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...
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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
  • Create New...