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Predien

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Everything posted by Predien

  1. I definitely get the confusion from his ability and that FAQ. The old warscroll is worded super weird. They use "set-up" when referring to deploying Gutrot and the unit during the deployment phase and when you bring him and the unit in from off the table. GW should have clarified that by making the distinction between the two but it's GW This was a good thing to bring up though. I really think Nurgle wants low drops and looking for ways to do that is beneficial.
  2. Your number of drops will always be determined by how your list is built and not deployment rules/warscrolls. I don't think this will get FAQ'd because it's always been this way.
  3. You could bring Rotigus and get around that rule. The wording on "Befouling Host" says you have to have a Daemon general in your army. Rotigus has the Warmaster trait making him a general even if he's not picked to be the general in a Maggotkin of Nurgle army. Just something to think about!
  4. Hey there! I'm into this list. I'm also stuck on Bloab or Orghott (going to buy another kit to run both of them at some point) but with how you've built this I'd go with Orghott for some hammer action. You've got 4 spells and 4 unbinds from the sorc's which is good. You've got a really tanky general and you've got some bodies on the table. I think it's worth play testing for sure. When you get a couple of reps in with it report back!
  5. I'm prepping for a teams tournament that's on the 18th so I'll be getting a rep or 2 in with this list this weekend and make changes. I'm stuck between this list and one with Gobsprakk. I'll let you know thoughts when I get some practice in!
  6. You got my brain turning this morning and I came up with this list based off of what you put that might be interesting to play with: Allegiance: Kruleboyz - Warclan: Big Yellers - Grand Strategy: - Triumphs: Snatchaboss on Sludgeraker Beast (315) - General - Command Trait: Supa Sneaky - Artefact: Amulet of Destiny (Universal Artefact) - Mount Trait: Mean 'Un Breaka-Boss on Mirebrute Troggoth (180) - Artefact: Arcane Tome (Universal Artefact) - Universal Spell Lore: Flaming Weapon Breaka-Boss on Mirebrute Troggoth (180) Swampcalla Shaman with Pot-grot (105) - Lore of the Swamp: Nasty Hex Swampcalla Shaman with Pot-grot (105) - Lore of the Swamp: Choking Mist 10 x Gutrippaz (180) 10 x Gutrippaz (180) 9 x Man-skewer Boltboyz (360) - Reinforced x 2 1 x Marshcrawla Sloggoth (150) 10 x Hobgrot Slittaz (80) 10 x Hobgrot Slittaz (80) 10 x Hobgrot Slittaz (80) Total: 1995 / 2000 Reinforced Units: 2 / 4 Allies: 0 / 400 Wounds: 150 Drops: 12 5 drop with a Warlord and 2 Battle Reg's. Could make it a 3 drop but I think you'd want the extra artefact. Effectively you have a hit squad consisting of the 2 breakabosses and a sloggoth. They'll all 3 have +1 to hit at all times the sloggoth is alive. You could put Mork's Eye Pebble on one of the Breakabosses to give a 5+ ward against shooting to the hit squad but not sure. I thought about putting Egomaniac on one of the Breaka's but you'd have to micromanage him a bit. Since saving the wounds doesn't give you the extra attacks, at the start of the combat phase you'd want to make sure you're 3.1" away from the unit you're going to throw wounds to. When you pile-in you'll then pile-in closer to that unit so when/if your general gets hit back you can throw the wounds off to. Just something to think about. You've got the Sludge and a unit of rippaz doing their thing. Then you've got your 9 boltz, ideally in cover with a shaman hiding near them to buff their MW output. Slittaz are taking side objectives, supporting the Breaka's with bodies/screens, etc. I think with some practice this could be a solid list!
  7. I've got a 2 Sludge list that I ran at a friendly local tournament and had a lot of fun with it. You can either have one sludge run around with 6/9 unit of boltboyz and then one run around with a unit of slittaz. Or you run a giant melee deathstar with both Sludges and some rippaz (or a breaka boss to make it even nastier but this is usually overkill lol). This looks like a fun list. I wouldn't bring more than 2 breakabosses becuase you want to somehow fit a Sludgeraker in there. Also, 20 man slittaz are just battleshock bait so think about running them in MSU. Their roles should be backfield objective holders or screens - they aren't super reliably as a dps unit. Also, I would consider combining those 3x3 boltboyz into a 6 man and 3 man unit. It'll make your Shaman's buffs go further and gives you another shaman to potentially run around with that unit of rippaz to buff them up or to cast a spell. Boltboyz are really good Broken Ranks targets since a stiff breeze can take out the entire unit so you'll need to be careful with that little 3 man unit. I'm also not sold on the Sloggoth in a KBz army. I think they have a spot as a Gitz ally or in Big Waagh so that they buff up IJ units, and possibly if you want one to run around with a couple of Breaka bosses so when you pop the Waagh they do well. Have you thought about putting Arcane Tome + Flaming Weapons on one of your Breaka Bosses for some extra unbind utility + damage? I've found it to be really nice.
  8. If they dropped to 160pts I'd be ok with them. I've had more luck with 10 man units than the 20 man blobs that people are swearing by, but I need more practice maneuvering them. I always seem to get them charged instead of controlling when they get into combat and that's my biggest issue. ran a list with 3 units of hob grots a couple of nights ago and they continue to do their job perfectly - which is being a speed bump/screen or holding some back objectives. I love those little guys.
  9. Hey everone! I ran this list at a small RT this weekend: Allegiance: Kruleboyz- Warclan: Big Yellers- Grand Strategy:- Triumphs:LeadersSnatchaboss on Sludgeraker Beast (315)- General- Command Trait: Slippery Skumbag- Artefact: Amulet of Destiny (Universal Artefact)Snatchaboss on Sludgeraker Beast (315)Breaka-Boss on Mirebrute Troggoth (180)- Artefact: Arcane Tome (Universal Artefact)- Mount Trait: Fast 'Un- Universal Spell Lore: Flaming WeaponBreaka-Boss on Mirebrute Troggoth (180)Swampcalla Shaman with Pot-grot (105)- Lore of the Swamp: Choking MistSwampcalla Shaman with Pot-grot (105)- Lore of the Swamp: Nasty HexBattleline9 x Man-skewer Boltboyz (360)- Reinforced x 210 x Gutrippaz (180)10 x Gutrippaz (180)Units10 x Hobgrot Slittaz (80)Total: 2000 / 2000Reinforced Units: 2 / 4Allies: 0 / 400Wounds: 132Drops: 10 (It was a 6 drop - not 10 - with a Command Entourage, 2 Battle Regiments, and 1 extra) Had a great time at the event. Went 1-2 with the win being against Seraphon Thunderlizards and the 2 losses being against a Dracothian Guard + Longstrike SCE list and a DoK list on Apex Predators (this game was not fun). I'm still getting practice in with the army and only have about 6 games under my belt (including the 3 I did at the event) with KBz. I did not like Slippery Skumbag as much as I was expecting so I plan on going back to Supa Sneaky for future games. Snatchaboss having a 10 man unit of rippaz entourage was pretty solid. Mirebrutes either make great pin cushions or dump out tons of damage on things - love them. I struggle with the army since it's very slow so I need to practice my early game movement and deployment so I'm getting into combat when I want to get into combat. I don't think this list is mega competitive but I had a blast piloting it. It seems to struggle toward the 2nd half of the game since when you get into combat you're not making a whole lot of saving rolls. Overall, I just need to get better with the army and get in more reps. Hope you all are having great luck with your lists!
  10. If you're running 2-3 Mirebrutes I could see the Sloggoth coming in handy but otherwise I don't see any pure KBz lists with him in it. Outside of the Mirebrute, most of the damage from this army is MW output and ranged, which the sloggoth does nothing to buff. It's a great model and it has it's play in Big Waaghs or if you wanted to ally in a Gargant or some Troggoths from Gitz but in pure KBz I think you'd want to spend your points elsewhere.
  11. I'm not sure I agree with you about most tournaments having all scenery being impassable...if that's the way your local events run I'm sorry. Remember, units get cover if they are behind walls and barricades, too. I really like covered in mud for my man- and beastskewerz.
  12. KBz are still new and there are a few lists floating around that are doing alright. You can't have a mount trait on Gobbsprakk, otherwise I think this is a solid foundation and I'm running a very similar list. Get a few games in against some different armies and let us know what your thoughts are!
  13. Range MW output is the bread and butter of a KBz army. Most are going to be running anywhere between 6-12 boltboyz and/or some beastskewerz. You'll need to deploy outside of 27" with your big guys and force the KBz to move. When the KBz units move their shooting profile gets a lot shorter. Also consider adding in some Unleash Hell fodder. Bats are quick and cheap. If you can get into the boltboyz you will absolutely destroy them in combat...you just have to get there.
  14. This is what I'm doing. Going to start with BB, a shaman, 10 rippaz and 3 boltboyz and then go from there! We are starting at 600pts and I wanted to focus on variety. Might do Skullbugz for fun.
  15. I actually don't think horrors have much of a spot in the current meta. They have the same save and wounds as flayers but and almost half their movement and 0 MW output. We aren't seeing a lot of 1w, low save horde units which is what you want the Horrors to be fighting. You need rend or MW output do do anything to a lot of things right now. They're just way too situational where as Flayers are all around solid. I just started goofing around with Kruleboyz and I do think horrors go into KB really well since their saves are garbage but against a lot of the other armies the horrors are going to struggle. My 2 cents.
  16. Literally have this same list in my AoS app right now. I'm going to run this as soon as I get my 2nd order in this weekend (fingers crossed). If you've run, this let me know your thoughts on it!
  17. I've got a doubles tournament this weekend and decided to bring SBLG to it since my partner is playing a board control list of LFP. Each person could only bring 1 monster so I wanted to try out Kastelai. This is what I'm bringing: Allegiance: Soulblight Gravelords - Lineage: Kastelai Dynasty - Grand Strategy: - Triumphs: Vampire Lord on Zombie Dragon (435) - General - Deathlance - Command Trait: Swift and Deadly - Artefact: Amulet of Destiny (Universal Artefact) - Universal Spell Lore: Flaming Weapon Radukar the Beast (315) 5 x Blood Knights (195) 5 x Blood Knights (195) 3 x Fell Bats (75) The Burning Head (20) Total: 1235 / 2000 Reinforced Units: 0 / 4 Allies: 0 / 400 Wounds: 65 Drops: 5 Will end up doing a Battle Regiment so it's only a 2 drop. Not sure what our grand strategy will be but I think this will pair nicely with my partner's list.
  18. What do your Avengorii lists look like? That's the dynasty I've been drawn to the most but haven't had much time to test out lists outside of a weird 2500pt event I went to before 3.0 came out and used them. What are your overall thoughts on Avengorii?
  19. Haven't seen an OBR SC box and they've been out for a while so there's no telling when a KB box would come out.
  20. You're right about the melee ones doing more damage but in this current meta we have things like Archaon, Morathi, and Megagargants running around that can easily delete a unit of melee Kurnoth Hunters in a turn. With a 35" threat range on bow hunters, besides teleports, not a lot of things can cover that distance in a turn. I don't love bow hunters as much either but I do think there's some play for them now compared to 2.0.
  21. I personally don't think a standard TG is that great. It's too swingy and you have to have something baby sit/buff it up otherwise it can drop really fast and that's easy VP for your opponent. The buffs you want to put on a standard TG will take you so much further on a GKonTG so you'd be wasting those buffs. However, it might play a good distraction role that our opponent will need to address. I would wait to make any list changes until you've tried he 2x6 flayer list 4-5 times on the table against different armies to see how it does and go from there. You might try Hollowmorne with your flayer list, too. You lose the +1 to cast and your GKonTG is less tanky but you can buff up that Vargulf and run a smashbat list effectively giving you 4 potential threats for your opponent to deal with.
  22. Agree with everything @Honk says. FEC have one of the best SC boxes because of the limited range (which is the only downside to FEC imo). Make sure to pick up the Charnel Throne terrain piece, too!
  23. I think 6man units are fine. You can get 4 into combat if you make 2 3man triangles with the unit. Once you lose one model you can then do whatever you want just be careful when you muster because of coherency.
  24. Great topic! I'm a collector of armies so I've got quite a few (Sylvaneth, FEC, Skaven, IJ, IDK, Seraphon and Khorne). Don't ask me how many are painted because the answer is not enough. Like @Landohammersaid above, I like to have multiple armies to rotate through so when we're practicing for tournaments I can provide a variety of armies to play against. Our local meta has a heavy chaos player (S2D, LOCA, Tzeentch, and Nurgle), we've got SCE, Ogors, NH and Slaanesh. A buddy who normally plays all Death just started to KO. I feel like we've got a great range of the high "meta" armies within our local group which makes our small tournaments a lot of fun. I'd love to focus more on narrative and "fun" games instead of try hard tournament scrimmages and such. I really hope with AoS 3.0 we get a nice revamp of Path to Glory because I'm really into the campaign style of things.
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