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Batch

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Everything posted by Batch

  1. What did they do to Gordrakks Command Ability....
  2. So you guys think this will be removing the waaah to give units extra attacks? It made more sense to make them hit with more attacks, not more precisely.
  3. Easy fix, just split a 6 into two units of 3.
  4. Thinking about how Gordrakk would work lately, may actually get one because Ive always wanted a Cabbage. Allegiance: DestructionMortal Realm: GhyranLeadersGordrakk the Fist of Gork (560)Orruk Warchanter (80)- Artefact: Wand of RestorationDankhold Troggboss (270)- General- Trait: Might is Right- Artefact: GhyrstrikeBattleline20 x Stabbas (130)- Pokin Spears & Moon Shields- 3x Barbed Nets- 1x Moonclan Flag Bearers20 x Stabbas (130)- Pokin Spears & Moon Shields- 3x Barbed Nets- 1x Moonclan Flag Bearers10 x Orruks (80)- Choppas & ShieldsUnits6 x Rockgut Troggoths (280)6 x Rockgut Troggoths (280)BattalionsTroggherd (180)Total: 1990 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 131 The idea here is simply, turn 2 usually go full blender (pulverizer) and hopefully finish their bulk with the Troggs, have Gord deal with the backline after that and cap points, try and have the Warchanter keep up to Gord and give him that extra buff. Not a serious list by any means because after its blown its steam if it hasnt done its job Ive probably lost. But it still looks fun, and I want a Cabbage.
  5. Rawr, havent posted any dudes in a while. Have a hag
  6. Theyre on the current general of AoS on /tg/ 4chan.
  7. Currently fiddling with my list and havent had a proper chance to use my Mighty Shroom yet, the local meta is quite Elite Armies, HoS and FEC, so the Shroom hasnt come into play yet. Though the thought of Tournaments bring Skaven and DoK to mind. So my question is this. Keep the Shroom in, just in case? Or swap it out for Fungoid Cave Sharman. Which instantly provides another spell (or two) and potentially another CP. Halp This is the list in question, of course the Shroom would then replace one of the Fungoids. Needless to say the list is generating quite a bit of CP, which means rerolls and battleshock immunity. Allegiance: Gloomspite GitzMortal Realm: GhurDankhold Troggboss (270)- General- Trait: Loonskin Troggoth Hag (380)- Artefact: Gryph-feather Charm Fungoid Cave-Shaman (90)- Lore of the Moonclans: The Hand of GorkFungoid Cave-Shaman (90)- Lore of the Moonclans: Itchy Nuisance6 x Rockgut Troggoths (280)6 x Rockgut Troggoths (280)3 x Fellwater Troggoths (150)3 x Fellwater Troggoths (150)20 x Stabbas (130)- Stabbas & Moon Shields- 3x Barbed Nets- 1x Moonclan Flag Bearers20 x Stabbas (130)- Stabbas & Moon Shields- 3x Barbed Nets- 1x Moonclan Flag BearersScrapskuttle's Arachnacauldron (40)Total: 1990 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 148
  8. First Rockgut done....he turned out a bit too dark skin wise, so he blends into the base a bit too much, not sure if I love it or hate it. But Ill do another in a lighter grey, should contrast a bit better. But Im still happy how he turned out.
  9. You put LEDs in your Loonshrine....boi thats rad.
  10. I do indeed, and very little needed to be taken away to achieve it and I dont need to drag any Troggs away from the Frontlines for baby sitting. Am I buying Grots now
  11. @Malakree Actually quite like that list, but until Ive given the Hag a few swings I wont remove her yet. But being able to remove the battalion and a Fungoid Im able to do this. Allegiance: Gloomspite GitzMortal Realm: GhyranLeadersDankhold Troggboss (270)- General- Trait: Mighty Blow - Artefact: Ghyrstrike Troggoth Hag (380)Fungoid Cave-Shaman (90)- Lore of the Moonclans: The Hand of GorkBattleline6 x Rockgut Troggoths (280)6 x Rockgut Troggoths (280)3 x Fellwater Troggoths (150)3 x Fellwater Troggoths (150)40 x Shootas (240)Endless Spells / TerrainMork's Mighty Mushroom (90)Scrapskuttle's Arachnacauldron (40)Scuttletide (30)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 144 So this trades out a CP, Artefact and Sharman for 40 wounds. The idea is then leave those grots at home base and secure any objectives while the big boys secure at leave one other objective for a turn or two. I could also swap the Scuttletide and Shootas for 40 Stabbas, but Im not sure if I want them in combat when theyre a better tarpit. Finally I could replace the Scuttle and 20 Shootas for 3 more Fellwaters. I do think the initial list is more solid, and obviously you could trade the Hag for another Sharman and more Rockguts but I want to see how she performs on the table first.
  12. @Malakree hey man appreciate the reply, was contemplating today over if the Artefact and CP was worth over 3 more Fellwaters which was my initial idea, which I will more then likely change. Given that I should be able to generate a fair amount of CP on my own. Although my only argument there is only being a 4 drop almost guarentees first turn due to the battalion, to either drop something hard on them while theyre cluttered or readily prepare, I would like to know your thoughts on this as well as your thoughts on the Hag. The list isnt here to be competitive but I will probably try. But I think the Hag does bring a lot to the table for a reasonable cost, be that in the case of defending objectives or the opposite. PS: No hostility involved, I just want some differing opinions to consider and reasoning for them, as you said I can bring in a lot of wounds besides the Hag.
  13. Im more inclined to Ghyrstrike but then what artefact does the Hag take, not sure what option is best there.
  14. Whew, put down the Skinks and decided to go back to my Trogg army, damn we got a lot of spare points. So Ive reconstructed my list, needless to say, I finally get to try out the overpriced battalion, while the ability doesnt look that great, another CP, artefact and super low drops give us a nice advantage. So... Allegiance: Gloomspite GitzMortal Realm: GhurLeadersDankhold Troggboss (270)- General- Trait: Mighty Blow - Artefact: Rageblade Troggoth Hag (380)- Artefact: Gryph-feather Charm Fungoid Cave-Shaman (90)- Lore of the Moonclans: The Hand of GorkFungoid Cave-Shaman (90)- Lore of the Moonclans: Itchy NuisanceBattleline6 x Rockgut Troggoths (280)6 x Rockgut Troggoths (280)3 x Fellwater Troggoths (150)3 x Fellwater Troggoths (150)BattalionsTroggherd (180)Endless Spells / TerrainScrapskuttle's Arachnacauldron (40)Mork's Mighty Mushroom (90)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 108 Alright, lets start with out Big Boss, extra attack and rerolling that damage, only missing on a 2 (which Im trying to weigh the difference in Gyrstrike) and rerolling those 1's because we will always be using his CA. We start with 2CP and if the Moon is kind another, then if the Fungoids are good we begin the battle with 5CP. GHB19 gave us some more generic CA options, so they wont be wasted. The Hag, teleport her somewhere with Arcane Terrain, hopefully it's close enough to 90 unsuspecting Witch Aelves and cast the Mushroom. You could also keep her with the Army, but giving the enemy something to think about straight away is always nice, in addition you can teleport her within 9" and funnily enough her missile attack is 10" so hit em before they can react, in addition Gryph Charm to make her -2 to hit, if she gets her spell off later on its -3, she pretty stanky. Two Fungoid Fun boys for that delicious CP, hand of Gork for Shenanigans and Itchy Nuisance to annoy any DoK or LoN player that really wanted to get their Deathstar in 2nd. Battleline is simple units of 6 Rocks to guarantee early rock throws and units of 3 Fellwaters to back them up or sit at home base if need be.
  15. Rightio, so been messing around with lists and even got to use one today, centering around a Bravery Bomb, got two lists, the first Ive given a try and the second which I may soon attempt as well as it kind of more fits the fluff. So Allegiance: Legion of GriefLady Olynder, Mortarch of Grief (220)- General- Spell: Shroud of TerrorArkhan the Black, Mortarch of Sacrament(340)- Spell: Shroud of TerrorNecromancer (130)- Spell: Dread WitheringKnight of Shrouds on Ethereal Steed (120)- Artefact: Grave-sand Gem Spirit Torment (120)20 x Chainrasp Horde (160)10 x Chainrasp Horde (80)10 x Chainrasp Horde (80)15 x Bladegheist Revenants (270)30 x Grimghast Reapers (420)Horrorghast (60)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 119 Rounded build, plenty of spells and healing for the spoops, potential of allegiance ability, shroud of terror and Horrorghast taking a max of -6 bravery, grimghast and Bladegheist to do plenty of damage with a Spirit Torment to accompany the Bladegheist for more potential. The main problem I found with this list, and LoG in general is that it needs more CP, but we have access to battalions so it becomes difficult and sparing, this being said the KoS didnt get to use his command ability for extra attacks so I may consider removing him for more bodies. Now fluffy list Allegiance: Legion of GriefMortal Realm: UlguLady Olynder, Mortarch of Grief (220)- General- Spell: Shroud of TerrorTomb Banshee (80)Tomb Banshee (80)Reikenor the Grimhailer (170)- Spell: Shroud of TerrorNecromancer (130)- Spell: Dread WitheringSpirit Torment (120)- Artefact: Betrayer's Crown 30 x Chainrasp Horde (240)10 x Chainrasp Horde (80)10 x Chainrasp Horde (80)30 x Grimghast Reapers (420)20 x Bladegheist Revenants (320)Horrorghast (60)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 132 Now this list looks really appealing actually, more bodies, Reikenor makes it easier to get the endless spell off but, the two +2 spell casts from Arkhan are missed, why do I take Shroud of Terror twice? I want to make sure somewhere on the field it will be cast, and both those heroes wont always be together. Now the fun of the army, well direct all the scare toward where ever lady O is, she will be accompanied by her two Banshees and here we have a potentially deadly shooting phase, if we're lucky we got an average of -5 bravery with all our debuffing abilities and spells, now it really depends on the opponent's army but Lady O will almost always get to takes D3 damage to all those units within 10" the banshees pick off heroes if possible because the damage potential from those, lets take Sylvaneth for example, hopefully Ive screened enough so he wont murder me, but his bravery should be around 4 at this stage, the max potential of mortal wounds each for the banshees is 8 MWs, perfect world yes but this cripples him like something else. Seems like a fun list that Ill give a go, but let me know what you guys think of em.
  16. Finally finished my Squad of 6 Fellwaters...kind of exhausting but it feels good to have them done.
  17. Awww....need help Dont want the battalion but feel like the Trogg Hag really needs that Gryph Feather charm. So which one is a better investment, that or Gyrestrike?
  18. Hey friend, so Im currently building this Allegiance: Gloomspite GitzMortal Realm: GhyranLeadersDankhold Troggboss (300)- General- Trait: Loonskin - Artefact: Ghyrstrike Fungoid Cave-Shaman (90)- Lore of the Moonclans: The Hand of GorkMadcap Shaman (80)- Lore of the Moonclans: Itchy NuisanceTroggoth Hag (380)Battleline6 x Fellwater Troggoths (320)6 x Rockgut Troggoths (320)6 x Rockgut Troggoths (320)Endless SpellsChronomantic Cogs (60)Mork's Mighty Mushroom (80)Scrapskuttle's Arachnacauldron (50)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 108  Of course if you dont want to build the Hag you can invest in another unit of 6 Fellwaters, both variations of Troggs are good for different jobs, so running both seems balanced. But honestly if you want to get a feel for what youre building buy a Dankboss and a unit of Rockguts and Fellwaters. Build them, paint them and see how you feel. All of those are staples to any Trogg army. The wizards are for extra utility and to move a unit of Troggs on the fly if necessary.
  19. Also decided to mess around with a colour scheme for my Fellwaters....not sure on it honestly, because the scales were meant to be darker then the skin but it looks like its blended together, but I also kind of like it.
  20. I like this for the shooting attack but the Hag doesnt get a second spell in the same turn, and I want to drop that big shroom before all the hordes start running away.
  21. I think it could be too many Dankholds, the endless spells we have available should be put to use, especially our low model count which will more then likely face hordes, Im building something very similar. Allegiance: Gloomspite GitzMortal Realm: GhyranLeadersDankhold Troggboss (300)- General- Trait: Loonskin - Artefact: Ghyrstrike Fungoid Cave-Shaman (90)- Lore of the Moonclans: The Hand of GorkMadcap Shaman (80)- Lore of the Moonclans: Itchy NuisanceTroggoth Hag (380)Battleline6 x Fellwater Troggoths (320)6 x Rockgut Troggoths (320)6 x Rockgut Troggoths (320)Endless SpellsChronomantic Cogs (60)Mork's Mighty Mushroom (80)Scrapskuttle's Arachnacauldron (50)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 108 Alright so the differences, Loonskin or might blow, well we want to keep our general alive for the most part, I will really need to try both but the option is either potentially huge damage which you could roll regardless (but I will need to play him first because those rerolls could be vital) or being healed extra and generating extra CP anywhere on the map. In addition the Fungoid Cave Sharman can also produce more CP, for charge rolls or perhaps saving our battleline from battleshock. Now the big one, endless spells, cogs make our boys a bit quicker, which they sorely need. The mushroom will destroy hordes which should be auto include and the Cauldron is the Hags, having access to all those spells is a huge boon, including the fact that the Cauldron also effectively increases the Hags base size, a blessing and a curse sure, but her presence is much bigger. My strat is turn one have a Sharman cast the Cogs and the Hag cast the Cauldron. Second turn Hand of Gork her into the enemy backlines. Place her next to whatever we want dead because she just got a lot of options, cast the Mighty Mushroom and know it will be in range, and her missile weapon is 10", so you should be in range to snipe something dead. The cogs help her charge and the Cauldron gives her extra length, forcing the opponent to deal with that huge blob of a problem which probably wont die. The rest should go smoothly, depending on how I go for objectives I may split the Fellwater into two units to hold objectives or just sit 3 next to the general for 'look out sir'. Very excited to try them out.
  22. Alright here we go, mind you I didnt actually wash the skin either it was pretty easy. Based sprayed Corax white, base coat of Incubi Darkness and dry brushed over certain sections with the Dry paint Lucius lilac. The mushrooms were based incubi darkness, wahed in Drakenhof Nightshade and dry brushed with both Naggaroth Night and a very very light skull white, in that order.
  23. Finished my Troggboss today, had a lot of fun with this guy.
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