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

Floom

Members
  • Content Count

    37
  • Joined

  • Last visited

Community Reputation

7 Judicator

About Floom

  • Rank
    Judicator

Recent Profile Visitors

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

  1. I'm surprised so see such an emphasis on Spider Riders. My first thoughts was to maximise casting given the Webspinner on Arach' grants the +1 to cast aura and Webspinners on foot are a measly 80pts for what could be +2 casters under the bad moon. The spell lore is quite lacking, I guess. This is the list I'm currently working on painting up, but I'm not sure. I should probably drop a unit of riders for 20 Stabbas.
  2. Most anti-ardboy Ironjawz players hate the classic proportions and posture as well, so Bloodbowl Orcs are probably what you're looking for. ****** taste, honestly, and I wish GW didn't abandon much of the core aesthetic of a race that was there since 1st ed whfb.
  3. I thought "Legends" was just a cohesive place to find the warscrolls and points for stuff like Greenskinz, Bretonnia, etc. Not recommended for matched play, but still there and hopefully continually supported in the app/warscroll builder. 40k got as much. It's so weird that they would squat Gitmob but leave Greenskinz around. They even faq'd the GHB to purge the Gitboss and Gitboss on Chariot. I think it's indicative of an upcoming army and the removal was to avoid rules conflicts. Anyway, I think it would work really well as a proxy. You should consider the blacksmoke mercenary company, maybe a cannon or organ gun would be a nice alternative that's legal? If you're using GA there's the squig gobba too.
  4. I haven't even skimmed through the 154~ pages so maybe this is redundant, but has anyone had any luck with a stabba-recycling list? I'm in love with the image of a seemingly endless horde of grots rushing from the Loonshrine. The Clammy Hand is a must, but I'm not sure how to formulate a list. Turns without dead units result in a wasted trait, so it's probably good to have a few smaller units that die early for points efficiency? Maybe this is a tactic exclusive to msu Shoota-heavy lists lol.
  5. Yeah, it definitely needs an faq. Below was Firestorm's. I'm not sure how it was officially ruled as far as battalions go, but I always read it as it replicating everything about the unit's state. I just know the official ruling was the traits/artefacts were included in the "identical" part of it.
  6. I think "identical" would cover adding it to the battalion, no? I know the Destruction Firestorm allegiance had something similar and the "identical" part covered any traits/artefacts it had. Still... This is the worst possible edit. It's not even once per unit. I would have much rather had the GSG terrain rules but requiring a cp. If only Greenskinz returned, they'd have the best fit for Orruk summoning like the original second Ardfist. I still think it's useful, but definitely less engaging both to play and list build for (beyond like 1x30, 2x5 Ardboy lists and hoping you get really lucky on the 4+ roll for the 30 man unit).
  7. +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
  8. 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
  9. 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.
  10. 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.
  11. 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?
  12. 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.
  13. Does anyone know how existing battalions would work with CoS? Does the city's keyword overwrite the ability to use the Grudgebound War Throng and such?
  14. 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.
  15. 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.
×
×
  • Create New...