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Bozgum

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Posts posted by Bozgum

  1. We're having quite the (unnecessary because it's "minimum" and "recommended") talk about battlefield sizes for the conquest of general's battlepack.

    So how do you guys read the table for recommended minimum batlefield size for 1000pts (or 2000).

    1. Some in the group say it's read from left to right (so 1000pts would be 30x44");
    2. others read it like 1000 is in between so you can choose 30x40" or 44x60";
    3. others read it like in the pitched battle battlepack (written in the middle for both 1000 and 2000): it's actually written in the middle for 1000-1500-2000 pts so it's 44x60.

    Or someone has another take on this? I would go for 2 or most likely 3. 1 is unlikely for imo.

  2. On 7/3/2021 at 11:27 PM, Drazhoath said:

    There is sth curious:

    When this model makes a move, it can ignore models, endless spells, invocations and terrain features that are less than 4" tall at their highest point.’
     

    Bo wording of a NORMAL move. So we can walk over units in the charge phase or/and When piling in?

    Yes they changed it to all moves and 4" everything , but now when you retreat you cannot run anymore (8.3 Core rules sidenote) so taking objectives behind enemy lines will take 1 more turn 🙂, or not, the table size is a tad smaller after all.

  3. Hi everybody, I have a question concerning the Stomper Tribes Big Shouts:

    afbeelding.png.38ecdbcb14b93362ac2b698ac6c16787.png

    So all the good stuff is unavailable for the General?

    Shouldn't they have faqed the Big Shouts to match the new generic CA's? +1 to save/hit is far better than re-rolling 1's right? And especially the timing for when you want to give an ability is crucial ("at the start of xxx phase" versus "when you pick a unit to yyy")

    Also the Realm CA from the battlepack pitched battles 2021 (Feral Roar) is unavailable to the general?

    I ask because I have a 1000pts battle coming up and planned to field 1 WarstomperMG + 3 crushers...

     

     

  4. On 4/19/2021 at 10:45 PM, boombyeyeah said:

    Just imagine a Zylinder that goes from the edge of the base up high to the headheight of the model and measure from the closest point to the other model, thats how my group plays it, how a big event played it and how basically anyone i know or have known played it.

    This seems like a good idea, i will suggest it to my group! Thanks!

     

    On 4/19/2021 at 8:30 AM, zilberfrid said:

    Oh, I do prefer bases, but that only works until a unit can really enter a terrain piece.

    OP could just bring a hammer and flatten the terrain piece to simulate a gargant stepping on it to get it placed, but somehow I think not everyone would like that.

    Yes I also like to use bases for movement and ranged attacks. And indeed I also use self made terrain where the bases would not always fit, even if the “ feet” of the model could fit in between without any problem, or in case of the mega gargants just destroy the plants/trees/ stalagmites on their way, I don’t think the MG will think “oh no, I cannot fit between these trees, let’s go around it!” ...but that’s maybe just fluff. 

  5. 2 hours ago, zilberfrid said:

    If something is garrissonned, you measure to the terrain piece instead of the model on it, right?

    Yes, but when a model is not garrisoned, like on a throne, or altar, or azyrite ruin, then you measure the distance between the bases if i am to believe the core rules:

    image.png

    image.png

  6. Hi, I had a remark about measuring distances for combat between vertical levels.

     You have to measure the attacks from base to base. So the 1” and 2” attacks from the gargant wouldn’t reach units on terrain except if I would awkwardly  position the base of the gargant diagonally against the terrain.  This seems so absurd, more so with gargants... you would think due to their size they could eadbut a Ghoul King on Charnel throne, for example. I don't like to balance my gargants on a “twig” for reach. 

    even more so if when reading the garrison rule:  a grot wants to hit a unit garrisoned on the fifth level of a tower, he can reach them from the front door...

    Am I seeing this wrong or did I mis something here?

  7. Fee fi fo fum,

    I have a 1500pts battle coming up and want to try the Taker soccer team tribe. So 2 Kraken eater MG's, which leaves space for 1 x 3man unit. here's the list:

    Spoiler

    Allegiance: Sons of Behemat
    - Tribe: Taker Tribe
    Mortal Realm: Ghur

    Leaders
    Kraken-eater Mega-Gargant (490)
    - General
    - Command Trait: Very Acquisitive - Krakenskin Sandals
    Kraken-eater Mega-Gargant (490)
    - Artefact: Glowy Lantern

    Battleline
    3 x Mancrusher Gargants (480)

    Endless Spells / Terrain / CPs
    Ravenak's Gnashing Jaws (30)

    Total: 1490 / 1500
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 106

    I was thinking to try to field two MG's for 1500pts, instead of my usual (more painted) list:
     

    Spoiler
    Allegiance: Sons of Behemat
    - Tribe: Stomper Tribe
    Mortal Realm: Ghur

    Leaders
    Warstomper Mega-Gargant (480)
    - General
    - Command Trait: Eager for the Fight
    - Artefact: Ironweld Cestus

    Battleline
    3 x Mancrusher Gargants (480)
    1 x Mancrusher Gargants (180)
    1 x Mancrusher Gargants (180)
    1 x Mancrusher Gargants (180)

    Total: 1500 / 1500
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 107

     

    Any thoughts/experience with 2 krakens?

    Probably it'll depend on what my opponent will field...

  8. 17 hours ago, Nezzhil said:

    The Mommet Moonface brights when you think that almost all the units of the game save at 4+/5+, so in the most of the cases you're allocating mortal wounds to the unit affected by the artefact. Another point is that it isn't a -1 rend so you ignore all the "ignore -1 rend" that are very commons in these days.

    ...I wouldn't go as far as saying it's allocating MW to the affected unit, still need quite some variables to get to make the wounds, but normally the charge is not a problem with squigs, hitting and wounding in combat depends on the dice so nothing to say here. I just read it is in "the" combat phase and not "your", that's a big help!

    So maybe take out the snufflers for a Fungoid? Having more leaders is always helpful (also for leader specific battleplans). and the additional spell/CP are always welcome.

     

  9. 17 minutes ago, Ganigumo said:

    Madcaps can also cast a second spell once per game, although there is a chance they will take some wounds back, plus their spell is a useful defensive one, giving a unit -1 to be hit from shooting.

    True, never used that spell though, I always think they'll just shoot at something else... But I'll give it a try, I don't know against which army I'm about to play so you never know if it'll be useful or not 🙂

  10. Playing a 1250pts game tonight and wanted to try out the Jawz of Mork.

    Allegiance: Gloomspite Gitz

    Leaders
    Loonboss on Mangler Squigs (280)
    - General
    - Command Trait: Envoy of the Overbounder
    - Artefact: Syari Screamersquig
    Madcap Shaman (80)
    - Artefact: Moonface Mommet
    - Lore of the Moonclans: Squig Lure

    Battleline
    12 x Squig Herd (140)
    12 x Squig Herd (140)
    5 x Squig Hoppers (90)
    5 x Squig Hoppers (90)

    Units
    10 x Boingrot Bounderz (200)
    6 x Sneaky Snufflers (70)

    Battalions
    Moon-Jumper Stampede (140)

    Total: 1230 / 1500
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 116

    I only have 10 (painted) Boingrots so can't take more atm. Depending on the battleplan, the idea is to put the hoppers behind the herds and fly over the enemy when in combat with respective herd then charge in the back. Keeping the general+boingrots not too far for ability and using the snufflers/shaman for buff/debuff.

    It's only the second time I use the mommet artefact, even though you can find this item on most GG lists and most of the GG players say this item is one of the best in the book imo the range is not enough and the 10 pts more for potential CP, negate wounds and free once per battle extra spell from the Fungoid...

    Are the snufflers that handy because they will be able to use their ability once and then the stampede will be out of range since they can't move when using their abilty? So maybe more herds/fungoid?

    Probably this has been discussed before but what is your take on it in this specific build? Or should I drop 2 herds , make one of 18 and take the fungoid in addition?

     

     

  11. So, before Covid (and a few unpainted models) allows me to play the 3000 Trogg GMM battle, I will try out the Grimscuttle tonight. Although only for 1000pts so without any of the new battalions. I've just finished my webspinner on arachnarok (pic for those interested) so it's mainly for that that I will try them out:

    Allegiance: Gloomspite Gitz
    Webspinner Shaman on Arachnarok Spider (280)
    - General
    -Grimscuttle tribes artefact/Command trait
    - Lore of the Spiderfangs: Sneaky Distraction
    Webspinner Shaman (80)
    - Lore of the Spiderfangs: Curse of da Spider God ??
    10 x Spider Riders (200)
    10 x Spider Riders (200)
    Skitterstrand Arachnarok (200) with cool reroll Hits against wizards/priests
    Scuttletide (30)

    Total: 990 / 1000
    Extra Command Points: 0
    Allies: 0 / 200
    Wounds: 72

     
    I'm hesitating for the second spell, maybe I should take the gift of da SG to heal the general and skitterstrand if in range...
    Oh yeah, I also don't know against which army I will play..
     
    E62663CE-44DB-4938-8283-49EB85B624A4.JPG.6746da902819f8649d40b006bbcdb791.JPG
    • Like 2
  12. 13 hours ago, Ganigumo said:

    I'll do a text version since I'm unsure if we're allowed to post the images.
    Traits:
    Spiderfang units ignore spells and endless spells on a 5+

    Skitterstrands rerolls hits against wizards and priests

    Command Trait:
    Webspinner only: once per battle activate the bad moon effect for spiderfang mapwide

    Artifact:

    Spiderfang Hero: -1 bravery aura for enemies within 6, +1 bravery aura for allies wholly within 12

     

    Loonshhrine Update for spider riders with a spiderfange general
    Battalions:

    Spider Cluster: 2-4 Arachnarok Spider

    Add 1 to hit rolls for melee attacks

     

    Skitterswarm:

    0-1 Scuttleboss or Webspinner Shaman

    3+ Spider Riders

    At the start of the first battle round, before the first turn redeploy d3 units from the battalion within 6" of a board edge and more than 9" away from enemies

     

    Grimscuttle Nest:

    2-3 Skitterstrand Arachnarok

    Instead of moving models from the battalion can redeploy anywhere more than 9" away from enemy units.

    Are the battalions also updates from existing ones (same names if I'm not mistaken? Except Grimscuttle nest) or just for Grimscuttle Tribes?

    Either way I like what I see! - Only the Artefact is meh.

    What about battalion pts?

    Edit: Glogg's MM rules have been added in Warscroll builder

  13. 10 hours ago, Aelfric said:

    Wouldn't it make more sense to have two Stomping MM battalions, since the battalion ability is so much better?

    Well, part of it is fluff. But honestly, I like the variation and to deal out even more damage with the few attacks the Rockguts have, even if the +1 Damage is only on 6's to W.
    But technically two Stomping MM could be also fun and saves those extra 10pts to get the arachnacouldron for the Hag instead of the scuttletide.

    • Like 1
  14. ...and one more artefact for the Hag... maybe give the Aetherquartz studded hide to her, the Glowy Howzit to the general and the dankhold boss a more fighty weapon like aqshy's exploding 6's or Chamon's re-roll 1 to W? Good combo with dankholdd boss ability me thinks.

    Any thoughts/remarks/changes to the list?

  15. Great! So this Army list would be legal? I know I could drop Mollog and take fungoid + madcap or arachnacouldron/other ES instead, but full troggoth seems a thing to do as 3000pts battles don't happen that often 🙂

    Allegiance: Gloomspite Gitz - Glogg's Megamob

    Leaders
    Dankhold Troggboss (250) in Stomping MM
    - General

    - Shepherd of Idiotic Destruction

    - Aetherquartz-studded Hide
    Dankhold Troggboss (250) in Troggherd

    - Glowy Howzit


    Mollog (170)
    Troggoth Hag (380)

    - Hand of Gork

    Battleline
    6 x Fellwater Troggoths (300) Stomping MM
    6 x Fellwater Troggoths (300) Stomping MM
    3 x Fellwater Troggoths (150) Stomping MM
    6 x Rockgut Troggoths (280) Troggherd
    6 x Rockgut Troggoths (280) Troggherd
    6 x Rockgut Troggoths (280) Troggherd

    Battalions
    Troggherd (170)

    Stomping Megamob (160)

    Endless Spells / Terrain / CPs
    Scuttletide (30)

    Total: 3000 / 3000
    Extra Command Points: 2
    Allies: 0 / 500
    Wounds: 180

  16. Hi guys, is it possible to field Glogg's Megamob, including the warscroll Stomping Megamob AND the generic Gloomspite Gitz Troggherd?

    In de WD introduction of Glogg's MM I read use these Allegiance abilities "in addition" to the Gloomspite gitz one. But on the next Warscoll battalion page I read the keywords in the necessary units for the Stomping MM.

    So could it be like; you can make a Glogg's MM with in it the Stomping Megamob AND Troggherd. But (obviously ) not a Gloomspite Gitz trogg army with the Troggherd AND the Stompin MM , because the lack of GMM keywords.

    Or is there any way to field both warscrolls without needing to make two separate armies? 😅

    btw, as i read it, the Loonshrine updates are not only for the white dwarf armies, but for all gloomspite gitz armies : by including a specific type of general you can use the loonshrine ability on certain type of units. Hopefully a new faq will come out soon.

    And hurray for the upcoming spidertribes!

    • Like 1
  17. Hi guys, new SoB player here. Probably this has been discussed but I didn't find it in the thread; The glowy lantern doesn't let you cast endless spells right? You can cast and unbind in the same manner as a WIZARD, so it's not like your kraken-eater  becomes a wizard (and gets that keyword).  While p53 of malign sorcery book says;  If you have an endless spell model and its warscroll, all WIZARDS  in your army know that spell in addition to any other spells they know.

    Your thoughts on this (or link to previous discussion)?

     

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