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Floom

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Posts posted by Floom

  1. It's weird that they returned: it felt like a very deliberate exclusion in the last GHB given an FAQ removed some legacy Gitmob stuff like the Gitboss. If it was just a mistake, it's weird that they ran with it instead of correcting it.
    I really hoped they were just removed to avoid an FAQ for conflicting unit names: Gitmob Grots -> Wolf Riders and Grotbag Sunclans -> Wolf Riders, or something. Shame, but I think a Gitmob expansion is bound to happen eventually, just maybe restricted to a Gloomspite subfaction. 

    • Like 1
  2. 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. 

     

    Spoiler

    Leaders
    Wardokk (80)
    - Allies
    Webspinner Shaman on Arachnarok Spider (280)
    - General
    - Artefact: Totem of the Spider God
    - Lore of the Spiderfangs: Venomous Spiderlings
    Webspinner Shaman on Arachnarok Spider (280)
    - Lore of the Spiderfangs: Sneaky Distraction
    Webspinner Shaman (80)
    - Lore of the Spiderfangs: Gift of da Spider God
    Webspinner Shaman (80)
    - Lore of the Spiderfangs: Curse of da Spider God
    Webspinner Shaman (80)
    - Lore of the Spiderfangs: Gift of da Spider God

    Battleline
    10 x Spider Riders (200)
    10 x Spider Riders (200)
    10 x Spider Riders (200)

    Units
    30 x Savage Orruks (300)
    - Stikkas
    - Allies

    Endless Spells / Terrain / CPs
    Scrapskuttle's Arachnacauldron (40)
    Scuttletide (30)
    Mork's Mighty Mushroom (90)
    Purple Sun of Shyish (50)

    Total: 1990 / 2000
    Extra Command Points: 0
    Allies: 380 / 400
    Wounds: 165

     

  3. 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. 

    • Confused 1
  4. 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. 

  5. 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. 

  6. 2 minutes ago, Kasper said:

    I'm not familiar with the Firestorm thing, but it now specifically says you add it to your army, where as it said to the batallion before. I read that as you get an extra unit added to your army that you can set up, however it isn't part of the batallion, hence you can't recycle if the new unit dies.

    I read "identical" as being the same size with the same equipment (irrelevant for Ardboyz) and same leadership troops etc. 

    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. 
    image.png.35368d8fb22200fbd4f28ce9e97890cc.png

  7. 15 hours ago, Kasper said:

    So it can no longer be spammed. Small units is being discouraged since a unit of 5 boyz can't suddenly turn into a 10 man unit. Also can't recycle infinitely since the new unit isn't added to the batallion, but to the army instead.

    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). 

  8. 1 hour ago, ryanguy88 said:

    +d3?   The command ability grants one.  You can stack it, so it's a bit more variable -- 

    Per Frost Saber, you'd have [ 1 + Round Number + (Round Number)D3 ]+3 attacks.   Or one less than that if you're going to give the re-roll 1s to hit.

    So, turn two, you could easily have 2+2d3+3 attacks per cat, re-rolling ones.  That's average of 9 attacks each, 4+ | 3+ | -1 | 1.    If you could get 10 cats in, I'd think 90 of those attacks could insta-gib a hero or monster.  (Estimated 40 wounding hits with -1 rend, 1 damage.)   

    But each cat gets 1+d3  (assuming you only use CP for the Hunter CA) each round you wait.   And you're only sitting aside 320 points for this -- so yeah, I think there's something to play with there.

    +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 

  9. 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 Mawtribes
    Mortal Realm: Ghur

    Leaders
    Icebrow Hunter (120)
    - General
    - Trait: Winter Ranger
    Butcher (140)
    - Cleaver
    - Artefact: Shrunken Priest Head
    Firebelly (120)
    Icebrow Hunter (120)

    Battleline
    10 x Frost Sabres (200)
    4 x Frost Sabres (80)
    4 x Frost Sabres (80)

    Units
    8 x Ironguts (440)
    8 x Ironguts (440)
    2 x Leadbelchers (80)
    2 x Leadbelchers (80)

    Battalions
    Skal (100)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 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

  10. On 10/19/2019 at 6:02 PM, merlin85 said:

    Thank you for the reply 🙂

    Whats the benefit og going 6 and 3 for the fellwaters and not just units of 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. 

  11. 42 minutes ago, Kramer said:

    At least he’s movement 5 now  😂

    for friendly games he already was ‘good’. It’s command ability is great fun. The slow  boy who gets into combat turn 4 but then absolutely smashes face. 
    don’t think it has competitive potential but super fun. 

    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. 

  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). 

     

    1 hour ago, Nezzhil said:

    All the tournaments that I played had the rule: the army list must be done with the Warscroll Builder. With that tool i cant include Orruks... 

    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. 

    • Like 1
  13. 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. 

  14. 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. 

  15. 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. 

  16. 11 hours ago, Lord Krungharr said:

    I was thinking a similar idea this weekend.  Was very close to ordering a Colossal Squig too, as they're -1 to hit.  While I agree the Troggs don't offer too much in body count, they certainly do a bunch of damage and can hang in there with the -1 to hit.  So perhaps later in the game they could take control of objectives.  I think the big monster of the Gitz are potent and also just fun to use!

    What's the Loonboss for?  Also, does Mollog have -1 to hit?  He seems pretty meh to me, though a great model(s).

    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. 

  17. 1 hour ago, tom_gore said:

    Yeah they can put out a decent amount of attacks, but with 32mm base and 1" melee range it's difficult to capitalize on that. 

    For their price, they sure are killy. 

     

    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. 

  18. 4 minutes ago, tom_gore said:

    What do you mean stacking? You can't stack save rolls because you only ever get one reroll for each roll, period.

    This also applies to forced rerolls. So for example if you have a rule that says you can reroll hit rolls of 1 and your enemy has a rule that says you have to reroll hit rolls of 6, you reroll all 1s and 6s just once, regardless of how they turn up after the reroll. (I.e. if you first roll 6 and then are forced to reroll, rolling a 1, you don't get to reroll that anymore).

     

    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. 

  19. 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. 

  20. 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 Gitz
    Mortal Realm: Ghur

    Leaders
    Dankhold Troggboss (270)
    - General
    - Trait: Mighty Blow 
    - Artefact: Gryph-feather Charm 
    Loonboss (70)
    Webspinner Shaman (80)
    - Lore of the Spiderfangs: Gift of da Spider God
    Webspinner Shaman on Arachnarok Spider (280)
    - Artefact: Headdress of Many Eyes 
    - Lore of the Spiderfangs: Sneaky Distraction
    Troggoth Hag (380)
    Mollog (170)

    Battleline
    3 x Fellwater Troggoths (150)
    3 x Fellwater Troggoths (150)
    3 x Fellwater Troggoths (150)

    Battalions
    Troggherd (180)

    Endless Spells / Terrain
    Balewind Vortex (40)
    Shards of Valagharr (40)
    Scrapskuttle's Arachnacauldron (40)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 95
     

    • Like 1
  21. 19 minutes ago, Ironbreaker said:

    Well lads, I did it. I guess it’s time for me to join our kin in the skies. 

    C64A629C-4936-4DE6-A363-CB4A76E261C1.jpeg

    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?

  22. 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. 

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