Jump to content

Fabint

Members
  • Posts

    35
  • Joined

  • Last visited

Posts posted by Fabint

  1. 5 hours ago, Jabbuk said:

    That's a really cool list. I gotta say, I'm an Ironjawz player and I'm really on the verge of getting into Mawtribes. After watching Doom's review and TheHonestWargamer (which completely put me down about the faction btw) I really don't know where to stand about the units. On one side, you have Doom and HeyWoah who say that Gluttons are king and BCR has really get hit, on the other hand you have HonestWargamer who pushes the Gnoblars as being necessary to screen, and pushes leadbealchers as being really good. The Ironblasters though, listening to Doom, really seemed bad, unfortunately. What is your thinking behind taking them in? 

    I really like your list btw, it seems thematic and strong, however it doesn't have the Gluttons who, after watching Doom's game on his channel vs IJ (and completely wiped the floor with them), have such staying power on the board, they really seem like a key component of a Mawtribes army. Please feel free to enlighten me.

    Honestly I like Mournfang over Gluttons, and own a ton of them already which makes them hard to justify picking up. What I'm going for is a strong shooting list (4x Ironblasters, Thundertusk, 12x Leadbelchers) that want you to come on in.

     

    The Frostlord can take point thanks to his amulet and mount trait, making him have a 3+ save and if he gets charged your opponent fights last. Kinda using him as a screen for all the guns, to help deal with Idoneth and Slaanesh.

    The Ironblasters can all keep double shooting until melee, at which point the Slaughtermaster makes them count as monsters for trampling damage.

    While 4x double tapping ironblasters can't theoretically kill a KoS reliably, adding in a dozen leadbelchers and a Thundertusk certainly helps.

    I'm not using the trophy rack because... well honestly I felt like the ethereal amulet anchor on the Frostlord was necessary to make him anything more than a waste of points. 

     

    This is all theory, though. Right now I'm running a mostly BCR army that I'm loving on the table. I'm also super curious to see what people will pull off with Winterbite. I think between Yeti pile in moves, command ability fight first, and the Thundertusk fight last power they might actually end up being a powerhouse. Unfortunately I can't imagine buying enough yetis and cats for that.

    20191103_144428.jpg

    • Like 1
  2. So I've played BCR for awhile, but the new release has me looking to expand into more Ogors. I'm really intrigued by some of the gun line options available now, and would love feedback on what I'm looking to build up to!

     

    Allegiance: Ogor Mawtribes
    - Mortal Realm: Shyish
    - Mawtribe: Underguts
    LEADERS
    Tyrant (160)
    - General
    - Command Trait : Mass of Scars
    - Artefact : Gnoblar Blast Keg
    Slaughtermaster (140)
    - Lore of Gutmagic : Blubbergrub Stench
    Frostlord on Thundertusk (390)
    - Artefact : Ethereal Amulet
    - Mount Trait : Alvagr Ancient
    UNITS
    4 x Ironguts (220)
    6 x Leadbelchers (240)

    6 x Leadbelchers (240)

    1 x Ironblaster (120)

    1 x Ironblaster (120)

    1 x Ironblaster (120)

    1 x Ironblaster (120)

    BATTALIONS

    Tyrant's Gutguard (120)

     

    It feels like a lot of drops, but going second is what I prefer 90% of the time, anyway.  I'm hoping that the Frostlord on Thundertusk can work as a front line that no one wants to engage with thanks to the mount trait and... well being a Frostlord. 

    • Like 1
  3. 7 minutes ago, FPC said:

    Honest question....outside of battalions that require them, does anyone actually see a reason go take a Butcher as opposed to a Slaughtermaster?  I don’t think either of their spells are better than lore spells, and the Butcher lacking cauldron abilities for the same cost just seems silly. Am I missing something?

    I thought maybe in Bloodgullet for the bonuses but I believe that’s keyword BUTCHER so it applies to both.

    Thinking about getting big ovals that are Slaughtermaster size and boring out a Butcher sized hole, adding a cauldron, and calling it a day. That way if I do want to run a Butcher I still can.

    I've seen a lot of back and forth on Slaughter vs Butcher.

     

    I'm mainly a BCR player, though, and I'm considering running a Goremand for the double cauldron and to gain an artefact.  I don't see any reason to not pick one up (all the models in it are great), and some of the artifacts for butchers are great (I assume Slaughtermasters can take those?).

  4. Don't sell the thundertusks short. The fight last ability on them is super strong, and if you run Winterbite the command ability lets you fight first (select one hero, and one unit of yetis and one unit of Sabres wholly within 12" of the hero. These three all fight first).

  5. Little more typing out for those who can't watch the videos

    Battalions
    Gutbuster warglut
    -Gut guard
    -Goreband
    -Butcher Band
    -Junk Mob

    Roll a d6 for each model at the start of your hero phase, move that far.


    Gut Guard
    Tyrant
    1-3 units of ironguts
    Blasters
    4+ tyrant passes damage to Ironguts

    Goremand
    1 Slaughter Masters
    1-3 Gluttons
    1 Unit of Ironguts

    Slaughter Masters can use their cauldron twice

    Butcher Band
    Butcher
    1-3 Lead Belcher
    1-3 Gluttons
    1 Ironguts

    Start of hero phase heal 1 damage to units within 12" of the Butcher

    Junk Mob
    1-3 Gnoblars
    1-3 Scrap Launchers

    Add 1 to attacks of scrap launchers when near Gnoblars

    BCR
    Alfrostun
    FLoXX
    -Urlbad
    -Jorlbad
    -Torrbad
    Makes the grip of winter damage go off easier by 1

    Jorlbad
    Huskard SH
    1-3 beastriders SH
    2-4 Mournfang
    Start of hero phase in the first battle round move D6

    Eurlbad
    Huskard on SH
    1-3 SH Beastriders
    2-4 Mournfang Packs
    If hit roll is 6 does 1 mortal on top of normal damage

    Torrbad
    Huskard on TT
    3-9 TT Beastriders
    0-3 Yetis
    Start of hero phase roll a d6 for any enemies within 3" of a unit in this battalion
    On a 2+ take a mortal wound


    Skal
    1-6 Icebrow Hunters
    2-10 sabers
    +1 to charge rolls when within 10" of another unit in this battalion
     

    • Like 1
    • Thanks 1
  6. Tried to quickly crib these from the GMG video before I have to duck out this morning.
    Mount traits!
    Stonehorn

    +1 to hit rolls with horns

    d6 mortals to an enemy with a 4 or better save

    Treat rolls under 7 for charge as a 7 to determine dice to roll for mortal wounds

    Rend of crushing hooves +1

    +1 wound

    Add 1 to charge rolls for stonehorn and mournfangs within 12"


    Thundertusks

    Reroll dice when making charge rolls

    When eating can heal a wound

    +1 save vs rend

    +1 wound

    +1 to charge rolls for thundertusks

    If didn't charge, start of combat phase enemy models within 3" fight last
    !!!!

  7. 4 hours ago, Walrustaco said:

    Command Traits

    Tyrant
    1. Furious Guzzler: at the start of your hero phase you can heal d3 wounds to your general if they're eating
    2. Prodigious Girth: add 2 to general's wounds characteristic
    3. Killer Reputation: general can take a 2nd big name. No duplicates.
    4. Mighty Bellower: enemy units who fail battleshock within 6" of this general, an additional d3 models flee.
    5. An Eye for Loot: the one previewed. RR hits and wounds in melee vs enemy w/ artefact
    6. Crushing Bulk: general is treated as a monster for Trampling Charge

    Butcher
    1. Questionable Hygiene: subtract 1 for hit rolls for enemies within 6" of this general
    2. Herald of the Gulping God: whilst this general is eating, friendly units wholly within 12" dont need to take battleshock tests.
    3. Growling Stomach: subtract 2 from enemy bravery within 12" of this general whilst they are hungry.
    4. Gastromancer: this general knows all spells from the Lore of Gutmagic
    5. Rolls of Fat: add 2 to general's wounds characteristic
    6. Spell-eater: previewed one where you can get an extra spell for dispelling endless spells

    These are the ones I could be bothered to type out. Not so fussed on the BCR stuff but it's in the pic

    Screenshot_20191026-122013_YouTube.jpg

    Thanks for this. Decided to add on with the BCR rules I could grab before I have to head out this morning. Have some Command Traits for BCR, all artefacts, BCR prayers, and the mount traits (So good)

     

    Allegiance

    Charge, roll dice rule for mortal wounds

    Grasp of the everwinter
    Roll for each thing within 3" of each BCR model...
    Objective control rule
    Hungry or Eating rule

    Everwinter Prayers
    Each priest knows 1 prayer....
    Can chant a prayer each turn, only once per turn per prayer


    BCR
    Command Traits

    Huskard and Frostlords
    Nomadic Raider
    Reroll wound rolls when fully in enemy territory

    Voice of the avalanche
    -Use command ability on warscroll without CP once per turn

    Frostfell Aura
    -Units within 3" cannot retreat

    Master of Mournfangs
    -No shock tests for Mournfangs within 18"

    Skillful rider
    -Halve the number of wounds when determining were you are on the damage table

    Touched by everwinter
    -Becomes a priest or knows an extra spell


    Hunters
    Winter Ranger
    -If in ambush gain d3 command points
    ?!

    Eye of the Blizard
     -1 to hit

    BLood vulture gaze
    Add 1 to hit and wound rolls for issile weapons for this general

    Frost breath hits d3 enemies instead of 1

    Raised by yhetees
    Add 1 to attacks of yhetees

    Skal packmaster
    Up to 2 units can join in ambush


    Artefacts

    Tyrants
    Headsmash
    damage 4 

    +4" move when hungry

    Trophy Rack
    Add 1 to hit rolls for friendly gutbusters in 12" if targeting monster or hero

    Flask of blood
    Once per... 4+ FNP

    Skytitan scatter pistols
    Attack 6 on pistol

    Fang of Ghur
    Glaive characteristic is -3


    Butcher
    Butchers vitals

    Dracoline heart
    1/battle, pick one mawpot in 6", becomes full

    Shrunken head
    5+ FNP vs mortal wounds

    Apron
    Cast an additional spell each hero phase

    +2 to roll when unbind  or dispellendless spells

    Tusks
    +1 to charge rolls for friendly monters within 9

    Spores
    1/battle, pick enemy unit within 6", roll a die per model in the unit, 6+ is a mortal wound.


    Relics of the Everwinter

    Rhymeshroud
    Reroll hit rolls of 6 for attacks vs the bearer

    Blade of allfrost
    When this deals wounds to a model, if the model isn't slain subtract -1 to hit and wound rolls.

    Carvalox flank
    Yhetees get +2 movement

    Alvager
    1/battle until start of next hero phase reroll hit and wound rolls and save rolls

    Dragar
    1/battle unbind spells as a wizard, auto works

    Elixer of frostwyrm
    Pick an enemy unit within 9, enemy unit takes d6 mortal wounds and bearer takes d3

    Hunter
    Pelt
    Heal d3 mortal wounds in your hero phase

    Browplate
    +1 to save rolls, gain +1 command point at start of hero phase

    Bolts
    Crossbow does d3 mortals on unmodified hit rolls of 6


    Prayers
    Pulverizing Hailstorm
    4+
    If answered pick a point in 18, each unit within 3 roll, on a 3+ d3 mortal wounds

    Keening gail
    4+
    Pick mosnter or mournfang, gain 3 to their move (wholly within 18")

    Call of blizzard
    4+
    Return 1 slain yheti


    Mount traits!
    Stonehorn

    +1 to hit rolls with horns

    d6 mortals to an enemy with a 4 or better save

    Treat rolls under 7 for charge as a 7 to determine dice to roll for mortal wounds

    Rend of crushing hooves +1

    +1 wound

    Add 1 to charge rolls for stonehorn and mournfangs within 12"


    Thundertusks

    Reroll dice when making charge rolls

    When eating can heal a wound

    +1 save vs rend

    +1 wound

    +1 to charge rolls for thundertusks

    If didn't charge, start of combat phase enemy models within 3" fight last
    !!!!


    Mawpot, anywhere more than 1" from terrain, 12" from enemy territory, 6" from objective
    +1 to casting within 1"
    Starts full
    Heal d3 to each within 36'
    When an enemy within 6" dies, pot becomes full

    • Like 6
  8. 24 minutes ago, Walrustaco said:

    Super excited to see what our battalions do, and also dont forget, we still have bits from our mawtribes that we haven't seen yet: artefacts, command abilities. There should even be generic gutbusters and BCR artefacts.

    Theres mount traits, which should salvage the monsters. Also unseen command traits and our 2 spell lores!

    I also suspect we'll see a list of prayers for the Huskard, beyond just the two on his scroll.

  9. I'm selling off my Flesh-Eater courts army on ebay, right now, to try and raise money to help a sick kitten I'm fostering. The prognosis is bad, but I'm too stubborn to give up. That said, the first round of an experimental medicine is going to cost a few hundred, and I'm hoping I can sell some things to offset the costs. So, need an extensive FEC army ready to go? Want to help a kitten? Great! Check out the link below!

    http://www.ebay.com/itm/323952299374

  10. 4 minutes ago, Charleston said:

    Maybe sniffed out by Necroquake? I am also quite interested if Mawtribes allows us to expect different tribe rules, having tribes from different regions and with different traditions and behaviours (and therefore rules)

    I didn't consider multiple Tribes as a possibility, would be super cool to see!

  11. On 8/18/2019 at 1:17 AM, KriticalKhan said:

    Does anyone have experience magnetizing the arms on Frostlords/huskarls? I've got the rest of the monster done, but I have no idea how to approach the actual ogre.

    Hoard o Bits sometimes sells bodies with legs and no head/arms for  cheap. I bought 6 extra sets, and just made extra guys using the arms you would otherwise need to magnetize. Check eBay for em and you will probably get lucky.

  12. Riding the hype, trying to get more games in. Played into Legions of Nagash yesterday, with my opponent running Nagash himself vs me running a Jorlbad (1 beastriders, 8 and 2 mournfang) + Frostlord on Stonehorn. I got some turn 1 charges off and knocked Nagash down to 1 wound, killed a unit of screening zombies, and dropped a character. From there it was a pretty handy route, while I lost one Huskard and 2 Mournfang models while tabling his army by the end of round 3. I love this army.

  13. 1 hour ago, Lethargicadversary said:

    Scrag the slaughterer was metal, he was part of the original WHFB release, If i remember right.

    Weird, I picked one up second hand and didn't even think about it being all metal, down to the base. 

  14. On 6/25/2019 at 2:45 PM, Reuben Parker said:

    Yeah as long as you have a CP in your pocket to auto make the run a six if it’s needed, Yhetees have an automatic 21” threat range (9+6run+6pilein) whilst still being able to use activation order shenanigans.  The one down side is that as your not charging you don’t get to make use of the re roll 1s to wound. 

    Correct me if I'm wrong, but with the new GHB isn't the 6" auto run gone?

  15. So played a game today running new points on a new scenario, not sure which one (I didn't grab the book). The objectives worked such that once you got a battleline to them uncontested they held it until they left or were killed (numbers didn't matter).

    I ran a Jorlbad with 2x6 Mournfang, 2x Stonehorn, and a Huskard on Stonehorn. Got the mournfangs onto objectives first thing and held them until the end of the game, playing vs a Khorne mix of daemons and mortals. Was a bit of a route with the new command abilities stopping my opponent from auto-passing morale and being unable to use bodies to take my objective. 

  16. 1 hour ago, Kaz said:

    I've been an Ogre Kingdoms player for, well, a really long time.
     

    What that has me curious is the way Ogors have NEVER got allegiance abilities whatsoever, but are mentioned a lot in other books. Gloomspite Gitz goes into finer points of what Destruction factions are about, including beastclaws, while other books occasionally mention Ogors quite explicitly. Generally, I'm very sure the Gutbusters are sticking around, but we have to see what will happen. Personally, I do believe that Gutbusters would get merged with Beastclaws, as well as Maneaters and Firebellies, mostly because it would 1)sell more since we'd have no ally restrictions to keep both sides apart, especially with all us old timer ogre kingdoms players, and 2)solve issues for beastclaws, which is having cheap bodies. I'm thinking about this because of the skaven release. 1 plastic model, theen a bunch of spells and terrain, but ALL thee clans get merged. Personally, I would NOT mind if they didn't update all the kits (If they did then yay), but I mainly just want a book in general. Especially one to combine all the Ogors into a single allegiance, Skaven style.  The Masterclan consists of 2 models and they still got an allegiance ability, so Firebellies can get that treatment.

    Sorry for the long rant, just that my stomach's still empty, and I'm hungry for a new tome... 

    Gloomspite did the same combining thing, yeah. I'm really hoping we see Ogors in a single force in that same style, or really just modernized Ogor rules anywhere.  

  17. On 2/24/2019 at 3:55 PM, Stunt said:

    I haven't seen any talk about the Royal Mordants battalion, although it is one of the few battalion to have received a buff in the new book. I have played it twice now in Blisterskin and I must say 40 Ghouls moving 16" is pretty dope !

    The only downside is it seems I cannot bring up one of the knights unit from the battalion to 6 without removing anything else essential from the list... Having hard choices to make is the sign internal balance is quite good I guess :)

    Any other Mordant fans around there ?

    I'm a huge fan of Royal Mordants in Blisterskin, though it looks like I took a different angle than you. Been playing with a pile of horrors and only a token force of ghouls. The redeploy CA makes it super easy to keep my Vargulf with my army, and when summoning one in they can be relevant much faster. Putting the artefact on the Vargulf to get -2 to hit him after look out sir is also pretty fantastic. 

  18. 15 hours ago, kenshin620 said:

    Maybe just use Skavenblight Scramblers?

    They look Eshin enough, even got Punch Daggers/Claws. The only issue I think is all the balls they have (they're smoke bombs! Warpstone smokebombs!)

     

    99120906001_SkavenBBTeam01.jpg

    Hah, they actually call them out as gutter runners. And those models are way cooler, anyway. Thanks man!

×
×
  • Create New...