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Weazel

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  1. Well he only had 3 Archers, but my speed kinda surprised him and I managed to take down Durthu with my Mangler Boss on first turn. The mission was Scorched Earth and the speed really helped me reach his lines. I couldn't really touch his Kurnoth Hunters though, those guys are just absolute beasts. Focusing doesn't really work in the game because of how combat order works: I can attack with one unit and the other unit that didn't attack yet is going to get destroyed. I much prefer 40k style of all chargers fight first, where you actually gain a substantial advantage from charging. Not sure how that would affect the dynamic of AoS, but if would make dealing with said DoK and Hearthguard at least a theoretical possibility.
  2. I have been eyeballing (and admittedly drooling at) the SC! Slaves to Darkness box for a while now. Now I could just buy the box for my painting pleasures, but I wonder if StD have any viability on the tabletop? I don't play any grand tournaments or anything, so just looking for something fun with a reasonable chance at winning some games as well. I currently play Gitz and their performance isn't exactly stellar, but are StD better? And do they have a "meta"? I'm inclined toward Khorne if that makes a difference.
  3. Played in a friendly tournament over the weekend and went 2-1-2. Had a Jaws of Mork list with both battalions (I posted the list a while back). The list is crazy fast (and consistently fast with the reroll for moves). I was on the opponents face on turn 1 every game. However the problem is that we really don't have anything that hits hard enough to destroy enough enemies to not die horribly in retaliation. For example 30 buffed DoK witches or 20 buffed Hearthguard are just impossible to shift. Managed to tie against Fyreslayers though since the mission didn't allow his battleline to leave their deployment (you needed BL to hold objectives). If it was a proper battle I wouldn't have had no chance. Threw 2 mangler squigs, cave squig loonboss and 10 bounders at them and managed to kill about 5 and lost everything in retaliation. Against DoK I was effectively tabled by end of second round. Won against Sylvaneth and Stormcast. The balance of this game is just so out of whack really. Could be that I'm just missing something or Gitz are truly only a fun (read: bad) army.
  4. Okay so I have a friendly tournament coming next week, so this WD update is worth considering (the magazine is available next weekend, right?) I confirmed with the TO that it's OK to use these rules. This is the list I came up with: Allegiance: Gloomspite Gitz Fungoid Cave-Shaman (90) - Lore of the Moonclans: Squig Lure 6 x Sneaky Snufflers (70) Moon-Biter Squigalanche (90) Loonboss on Mangler Squigs (280) - General - Artefact: The Clammy cowl Loonboss on Giant Cave Squig (110) - Moonclan Stabba - Artefact: Syari Screamersquig Mangler Squigs (240) 6 x Squig Herd (70) 6 x Squig Herd (70) Moon-Jumper Stampede (140) 10 x Boingrot Bounderz (200) 10 x Boingrot Bounderz (200) 10 x Squig Hoppers (180) Loonshrine (0) Total: 1740 / 1750 Extra Command Points: 2 Allies: 0 / 400 Wounds: 130 I have dreamed of a full squig list for quite some time but the random movement has been an issue. With rerolls it still might be but probably less so. What do you think? Unfortunately I don't have any more Herds and no interest in buying more models at this time...
  5. Ok thanks, I'll consider building towards that eventually maybe. But which Fanatics would you add first? Say if you were strapped for points and had to choose only one or the other.
  6. Going to try a 'Grot Bomb', so basically 40 Stabbas with Sneaky Snufflers and a Loonboss. So I have a box of Fanatics unassembled, and I'm kinda undecided which ones to build. Sporesplattas would further buff the Grots with +1A and give some LoS blocking as well if needed. However Loonsmashas' damage looks so tempting and they would be a pretty sweet charge deterrent.. which ones would you build? Also, do you roll the number of attacks for Fanatics just once for the whole unit, or for each model separately?
  7. If I have a unit of 20 Stabbas with a Flag Carrier, a Gong Basher and 3 Netters and I bring them back from the Loonshrine do I get to bring any Flag Carriers, Gong Bashers or Netters with them since the unit size is now 10 ? They are limited as 1 in every 20 models or 3 in every 20 models.
  8. Where does it say when random stats are determined? I.e. when do you actually roll the move distance? Start of the movement phase or when you actually decide that a unit is going to move (i.e. is rolling the distance for movement part of the move in itself)? I get that you roll running when you decide to move but there's a bit of confusion about the timing of things.
  9. FWIW you don't run in the shooting phase in 40k for a while now. It's called advancing and it's done in the movement phase. I guess I'm kinda interested about this topic: is the rolling of dice to determine the movement stat already considered moving? I mean if you roll to see the distance and decide not to move, has the unit remained stationary or does it count as having moved? If it's the former, then I suppose you can declare that you decide to run after seeing the result since you haven't initiated any movement yet. If it's the latter (i.e. rolling to determine move stat is considered movement) then you would have to decide about running before rolling for movement.
  10. I have one "official" model and my other Fungoid is Zarbag. And I suppose there are good Fungoid proxies in the Gobbapalooza set.
  11. With any glue less is more, especially so if you don't want to get any glue on your paint job. When you add glue it's going to be more of a droplet than a thin film, so when you press the pieces together it compresses the droplet and all the excess is going to spill over. However you don't want to skimp on it either. You kinda develop a feel for it once you start using plastic glue/cement, but I recommend practicing with unpainted models first.
  12. Okay cool, thanks. The problem was I didn't really know Durthu was that strong and kinda rushed on him. My casters were left behind a wyldwood and couldn't see him at all to cast the spell on him. He just trashed my units one by one. Wasn't much of a problem for him to kill 4-6 Rockguts per combat phase. Next time I'll stay out of them woods, lol.
  13. Any handy basic tips to keep in mind when playing Troggoths? I've yet to play many games (of AoS overall, long time 40k player tho), and seems I'm getting pummeled. Last game Durthu basically killed my whole list alone...
  14. Seems like my memory is not what it used to be. For some reason I remembered 'Mighty Blow' did that, but alas it's just a reroll for damage.
  15. Well you can always have your Troggboss do straight up 6 damage via trait if you really want him to hit like a truck. But that's going to cost you a few CPs along the way which has the potential of being a Very Bad Thing. As much as I love my Gitz even in their current state, I don't think a slight decrease in variance of certain stats would really break the game nor make Gitz overpowered. A value range of 2-12 in an absolutely key stat (Boingrot Bounders movement) is a bit too much. I already own a horde army (in 40k) so not really going to spam Stabbas any time soon.
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