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Snowl

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Everything posted by Snowl

  1. That's true, but you could effectively leapfrog the caster over the cauldron. Still only moving your total Mv value but the positions are swapped. So long as you adhere to the moment distance restriction, multi-part models don't need to stay in locked formation?
  2. Hey, I have a question surrounding the movement of a model that has summoned the Arachnocauldron. When moving the model, say you have 9" move, can you swap the positions of the cauldron and the caster during the movement (as long as you stick within the boundaries of the movement distance, so the back / front of the combined model only travel 9" total) OR is the formation of the caster / cauldron locked permanently after the summon? I can see situations where you could squeeze into a smaller gap to pile-in onto another model if the Cauldron was in front rather the the caster (assuming the caster was the Hag). Also potential benefits to having the caster in-front.
  3. I'd be interested to know what armies you fought and how you handled them? Also, are you not using the battalion?
  4. Completely forgot about the 6" on puke. Solid math though! Of the 3 allies you listed the latter 2 are the ones that stand out as potential options. The 60 Gitmob + shaman being the most optimal I think. currently re-looking at my Trogg list after my first outing, feels like adding a blob of something is the way to go. The bodycount of a Trogg army is it's main weakness =/
  5. That's a solid use of Rockguts, but it misses the main idea of being a primary Trogg army with some assists from allies. Might actually be better using Fellwater for that trick. You get an extra 6 ranged attacks in after the teleport and it puts each model up to 6 attacks. Yeah, Gloomspite as a whole is pretty well rounded. The problem i'm running in to is that there's very few ways of buffing between sub-factions. Moonclan buffs generally only affect Moonclan, same with Spiderfang. Be nice to see what our ally options look like when Destruction 2.0 is done, for now there's little option outside of our own Battletome. re: rogue Idol, it's a super nice model and has some good stuff but i don't know I could ever take that over the Hag (wouldn't want both, too many pts!).
  6. Yeah I came to the same conclusion. A trogg list is too tight points-wise to truly benefit from any allies. I've yet to find something from either the general detruction lists or Gloomspite Ally lists that has synergy with a trogg list and doesn't cost a ton. 760 is just too much for Gordrakk sadly =/
  7. Answered my own question, some rooting around in Battletomes gave me the answers.
  8. Cheers! What defines when it's placed then? There's nothing in the warscroll about it's placement order.
  9. Quick rule clarification because i'm a little unsure (and can't find offical ruling). When does army specific scenery get placed? what happens in the event both armies have scenery? Have an upcoming game against Sylvaneth so i want to make sure i understand how the placement of loonshrine / wyldwoods will go.
  10. Yeah I feel like the battalion is super necessary, annoying it costs so much though =/ 180 points is literally another unit of fellwater/rockgut. But the option to have an artefact on your boss and the hag is just a little too good not to pass up, plus you can make a realistic 4 drop army giving you some choice about who goes first. I do like the idea of the Glowy Howzit on a Hag but that 1 roll to break it is a little offputtinng. A flat -1 to hit for the entire game to me feels better, at least more consistent, as an option. If you can identify a key target and get her engaged with them, being -3 to hit is going to make most units literally unable to get damage in. Factor in the shade spell from Madcap shamn and she can be -3 to melee and ranged, which is just great. Troggboss artefact wise i'm still unsure what the best options are. Seems like it's a direct competition between Rageblade + Pulverising grip for a great chance at insta-removing 2 models from a unit per turn or going for artefacts/traits that buff his already strong hammer. Guess it depends what you're expecting to face? Again, erring on the side of consistancy RageGrip build is an almost guaranteed model removal tool against almost any battleline unit. Taking 2 sequitors out of a unit before even hitting them is a lovely idea... (not to mention if you have a Dankhold and a gargant as well, that's a potential 4 model removal per-round)
  11. Haha, whoops! I may jot steal it entirely but I'm definitely eyeing up my troggboss for alterations after seeing that. @TMS Thanks for that! There's a lot to digest from that. I'm sure I'll have more questions at somepoint but my main one for now is about the Hag. You mentioned sheds not as survivable as she seems which actually surprises me. Running her with gryph-feather charm and careful use of her Hag Curse would make her -3 to hit in a lot of cases. In my mind she looked to be one of the more durable units in the roster.
  12. Has anyone had games with their Troggoth lists? I'd be really interested to hear how they went. I know a pure Trogg army is a little fluffy so not expecting any tournament breaking synergies to appear but I haven't had a chance to run my list yet (or even finalise a list!) and I'm finding it hard to visualise how the games would go. Do we have enough models to contest objectives well? Are we killy enough to fight effectively? Are Troggs actually that durable? Is the Hag worth the points sink? Rockguts vs. Fellwaters, how does each fare? How do we utilise the bad moon / loonshrine? Is the ragegrip troggboss build as good as it sounds? So many questions!. Also, @Skabnoze That Troggboss is fantastic!
  13. This is the list i'm currently considering for a friendly tournament I've got coming up. LeadersDankhold Troggboss (300)- General- Trait: Pulverising Grip - Artefact: Rageblade Troggoth Hag (380)- Artefact: Gryph-feather Charm Fungoid Cave Shaman(90)- Spell: Hand of Gork Battleline3 x Rockgut Troggoths (320)3 x Rockgut Troggoths (320)3 x Fellwater Troggoths (160)3 x Fellwater Troggoths (160)1 x Dankhold Troggoth (220) BehemothsAleguzzler Gargant (160)BattalionsTroggherd (180) TOTAL: 1970/2000 EXTRA COMMAND POINTS: 1 WOUNDS: 102 The main thing i'm trying to work out at the moment is whether or not to drop the Dankhold Troggoth and the Gargant in favour of more battleline units / more casters / Endless spells (Gloomsite Cauldron).
  14. Has anyone found any useful ally potential for a pure Troggoth army? The ally keywords seem pretty limited and don't seem to contain anything that syncs well.
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