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Snowl

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Posts posted by Snowl

  1. 5 minutes ago, Malakree said:

    So the exact ruling is that no part of the models base may travel more than the required distance. It means that realistically it's bloody hard to do.

    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. 3 hours ago, Seanwise23 said:

    I just went 4-1 at Adepticon 2k champs and placed #23 overall, 2 points under for Best Destruction with my Trogg army.

    Troggboss: Mighty blow, Glowy Howzit

    Fungoid Shaman: Itchy Nuisance

    Fungoid Shaman: Hand of Gork

    9x Rockguts

    6x Rockguts

    3x Felwater

    3x Felwater

    3x Felwater

    3x Felwater

    Mork's Mighty Musroom 

     

     

    I'd be interested to know what armies you fought and how you handled them?

    Also, are you not using the battalion?

  4. 1 minute ago, Malakree said:

    Fellwater puke is 6" so not in range. The reason you use Rockguts is because they benefit more from extra attacks.

    6 attacks at 3/3/-1/2
    graph.php?q=r:335:36:2:m000&f=isrv&s=


    4 attacks at 3/3/-2/3
    graph.php?q=r:336:24:3:m000&f=isrv&s=

    So yeah, Rockguts are way better for that combo because their stats per individual attack is better than Fellwaters. So adding 2 onto the Rockguts is better.

    Aye I'm topically responding to The Big G trogg synergy saying that IMO that's the only place you would use it. 

    Honestly I can only think of 3 Allies choices for Gloomspite because of how expansive the book is.

    1. Rogue Idol. For Wizard/Bravery support.
    2. Gitmob Artillery, because the Squig Gobba is mediocre.
    3. 60 Gitmob Archers + Gitmob Shaman, because for 350 points it's still good.

    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. 16 minutes ago, Malakree said:

    There's a pretty good Ironjawz list which uses it. You take a unit of 6 Rockguts, a Madcap shaman and the Scrapscuttle Arachnocauldron.

    Have the Madcap cast the Arachnocauldron, use Voice of Gork on the Rockguts then Shroom and cast Hand of Gork. Puts 6 Rockguts at 9" with a 3dice charge and +2 attacks. That's about all I could come up with to abuse the synergy in a reasonable fashion.

    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.

    13 minutes ago, Skabnoze said:

    To be fair, I think you can really apply that to Gloomspite as a whole.  There is little call for allies in a Gloomspite force other than the various subfactions within Gloomspite - and those are not allies since they are under the same main army umbrella.  I think it is a combination of Destruction as a whole not being overly fleshed out as a Grand Alliance and also Gloomspite being a fairly large army.  Gloomspite is currently the only AoS 2.0 battletome.  The only ally options that are even somewhat compelling I think are the Gitmob artillery or the Rogue Idol.  You certainly don't need it, but they do serve a role that you can't fill from within Gloomspite itself.  The Rogue Idol is a good monster, but Gloomspite already has access to some of the best big Forgeworld Monsters available to Destruction armies.  It seems to me that the Rogue Idol fits well into a very specific niche build - where you are trying to maximise spell casting buffs.  Outside of that there is not much reason to use the Idol instead of a Colossal Squig, Bonegrinder Gargant, or Troggoth Hag.

    I think that as other destruction factions get updated to fit into AoS 2.0 we may see allies become more compelling as units start to get unique abilities & roles.

    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. On 3/28/2019 at 12:27 PM, Quahog said:

    While it is a brilliant idea and well done, since Gordrakk can't die  sacrificing 760 pts is a helluva lot. You basically have an army of 9 admittedly very  offensively overpowered Troggoths. But they will get avoided and shot. 

    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. 1 minute ago, Malakree said:

    It depends on when it's placed. Some scenary is placed before sides are determined, ie. the nurgle tree. Others, like our Loonshrine, are placed after sides are picked but before deployment.

    In the case of both players having terrain which deploys at the same time you roll off and the winner places theirs first.

    Cheers!

    What defines when it's placed then? There's nothing in the warscroll about it's placement order. 

  8. 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. 

  9. 4 hours ago, TMS said:

    @Snowl, the Hag didn't have the Gryph-feather Charm, which  I agree would be a great pick. The Dankhold Troggboss instead had the Ghyrstrike for his club, which I don't entirely agree with. The 4+ extra save scares me much more, like I said, and the Charm on the Hag would as well. I think running the Troggherd battalion to get access to a second artefact could be a good idea.

    The Hag got on the bad end of my Vampire Lord on Zombie Dragon, fully buffed up. The breath attack took away 6 wounds before charging in, and with the Lord's own Dread Knight command ability (re-rolling all misses for himself and the dragon - such a good command trait for the model to have for itself) the remaining wounds went away rather fast. Some lucky rolling was involved, of course, but the lack of an extra save is really noticeable when you compare Stoneguts (or that 4+ artefact) to other Trogs. Two chances to remove incoming wounds really is that good.

    As you can see below, it wasn't the nicest of situations for the Hag.

    Image of the Hag about to have a bad time.

    *Is there anyway to get this site to not shrink images you upload?

    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)

     

  10. 17 minutes ago, Skabnoze said:

    Thanks, but that is not mine.  The pic in my post was simply quoted.  Direct your praise to @Mayple and then blatantly steal the idea since that is the best form of hobby flattery.

    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. 

  11. 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!

  12. This is the list i'm currently considering for a friendly tournament I've got coming up. 

     

    Leaders
    Dankhold Troggboss (300)
    - General
    - Trait: Pulverising Grip 
    - Artefact: Rageblade 
    Troggoth Hag (380)
    - Artefact: Gryph-feather Charm 

    Fungoid Cave Shaman(90)
    - Spell: Hand of Gork


    Battleline
    3 x Rockgut Troggoths (320)
    3 x Rockgut Troggoths (320)
    3 x Fellwater Troggoths (160)
    3 x Fellwater Troggoths (160)
    1 x Dankhold Troggoth (220)


    Behemoths
    Aleguzzler Gargant (160)


    Battalions
    Troggherd (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). 

     


     

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