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Hitch

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Posts posted by Hitch

  1. 4 minutes ago, Ekrund Oath Splitters said:

    His healing is a bit bad though... 4+ for D3 wounds back,,, maybe all trolls are dropping to a 4+ as they are currently a 2+.

    Remember the Bad Moon, though: 

    Troggoths can re-roll the dice to see if they regenerate wounds, or double the results of their first roll.

  2. 25 minutes ago, Malakree said:

    Oh baby stop, I can't handle all this madness. It's just to good.

    No you can't keep that ethereal amulet, yes you are going to be taking mortal wounds every battleround. Yes that is out of turn Morathi, go ****** yourself!

    The extra command points seem nuts. Never take battleshock for grots! 

  3. 2 minutes ago, Ekrund Oath Splitters said:

     Sneaky distractions + netters + fellwater trolls would make those dumb brutes really hard to land a hit on behind a 1 rank wall of gobbos!!!

    Might be fun to run a core like this alongside a bunch of high-variance, high-fun options and crazy spells. I hope that mushroom cloud-looking spell is nasty and ridiculous. 

  4. 3 minutes ago, FPC said:

    Negative rend always seems useful, and being able to basically hand out a -1 with the Moonface sounds really nice.  Assuming Grots will be able to get to hit and/or to wound buffs, they might be a quality little melee option.  Very curious to see what, if any buffs, come through warscrolls and spells.

    From what I remember from the battle report, the Gitz player was able to hand out extra attacks to two of his units via the Snufflers and some sort of effect from the leader. The 60-man unit of grots hit really hard, even after suffering from -1 to hit from the dryads unit it was attacking.

  5. Hey guys, what do you think of the following list? 

    The Glottkin: Blades of Putrefaction

    Verminlord Corruptor: General, Tome of a Thousand Poxes, Hulking Physique, Favoured Poxes

    Chaos Sorcerer Lord

     

    Chaos Mauraders x20

    2x Chaos Warriors x5

     

    2x Plague Monks x40 

    Plague Monks x10

    Chaos Gorebeast Chariots x3

    +1 CP 

    (quick question: does the CSL get to take a nurgle spell? It doesn't show up in Azyr, so does he pick after being assigned the Nurgle keyword during deployment?)

    This list just tries to hit the enemy in the face with Plague Monks.  On the first turn when they can charge, Glottkin and VC use CPs to give extra attacks to the monks, which take foetid blades and woe-staves. The Glottking's +1A brings their attacks on the charge to 4 for the foetid blades and 2 for the woe-staves, and the unit targeted by the VC's command ability adds another +1A, bringing the total to 5 and 3, respectively. The unit would have 200 attacks with foetid blades and 120 attacks with woe-staves. If Blades of Putrefaction was cast on the unit, it would deal 53 mortal wounds on average, before normal damage. 

    I think I would try to cast Blades first and then determine if I wanted to put any more buffs on that unit, depending on how the enemy were deployed. If I could engage multiple units, I'd then layer on the CSL's spell for the rerolls of 1 on hits and wounds, then add Glottkin's fleshy abundance to give them extra wounds. If the enemy were more spread, I'd likely split the buffs to avoid overkill. 

    The chariots I just added for durability and to go stick on an objective. After that there were enough points for another unit of 10 monks. Is there a better option with that part of the list?

    Thanks.

     

     

  6. 16 hours ago, Hitch said:

    ...

    Compared to 10 Blight Kings with no outside help:

    30 attacks at 3+ with exploding 6s= 37 hits; 3+ to wound= 24 wounds; 4+ armor= 12 wounds inflicted

    = 12 total wounds

    The math here is wrong, since you have to subtract the five 6s from the hit total, so it would be 32 hits on average, with 1 to 2 fewer total wounds as a result.

  7. I think 20 Centigors would still deal plenty of damage without Blades, right? Assuming they charged:

    41 spear attacks at 3+= 27 hits; rerollable 4+ to wound= 20 wounds; 4+ Armor = 10 wounds inflicted

    40 clawed forelimbs at 4+= 20 hits; 5+ to wound= 6 wounds; 4+ Armor= 3 wounds inflicted

    13 total wounds 

    Compared to 10 Blight Kings with no outside help:

    30 attacks at 3+ with exploding 6s= 37 hits; 3+ to wound= 24 wounds; 4+ armor= 12 wounds inflicted

    = 12 total wounds

    Obviously the BKs are more resilient, but the Centigors would have a 20" move on turn 1 with native run and charge. 

     

     

  8. Hey guys, 

    Just found this thread and am enjoying reading through and gathering insights. Haven't read through it all yet, so I apologize if someone's already come up with the list I'm about to share.

    I put together this list yesterday after reading up on ally battalions and confirming the Beasts of Chaos' Pestilent Throng can be included in a Nurgle list (check the BoC errata):

    All beastmen units in the list are in the battalion, which costs 200 points and gives them the Nurgle keyword and the ability that, upon the unit's death, causes a mortal would on a 2+ to all enemy units within 7".

    Great Bray-Shaman 

    Great Unclean One: General, Blade and Bell, Tome of a Thousand Poxes, Grandfather's Blessing, Favoured Poxes  

    Lord of Blights: Rustfang 

    Festus the Leechlord: Blades of Putrefaction

     

    10x Ungors

    10x Ungors

    10x Ungors

    10x Putrid Blight Kings

     

    20x Centigors 

    1x Tuskgor Chariots 

    1x Tuskgor Chariots

    1x Tuskgor Chariots

    1x Tuskgor Chariots

     

    Soulsnare Shackles

    Pestilent Throng

     

    Points: 2000

    Drops: 5

    Wounds: 169

     

    A few notes on how this works: The beastmen units all get +6" to their movement profiles if within range of the GB-S and the GUO, along with access to the Gnarlmaw. The strategy would be to try to charge all the chariots (who have rerolls to charge) on the first turn, pinning your opponent in place.  After doing some damage, they provide some  MWs upon death.

    The Centigors (who can run and charge) have an ability that gives them +1 to hit in exchange for being +1 to hit for opponents. The downside of that can be addressed by the Lord of Blight's command ability.  If BoP goes off, they do MWs on 5+ with 4 attacks each, for a total of 81 attacks that reroll wounds on a turn in which they charged, likely wiping out whatever they hit.  The Ungors are 60 pts for a unit of 10 and are needed for the battalion; they just try to screen and be annoying. 

    The GB-S can use his Devolve spell to move enemy units out of cover and into combat, if desired.

    The Blight Kings and LoB move into the thick of things and contest for central objectives. 

    What do you think? 

     

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