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TALegion

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Posts posted by TALegion

  1. 28 minutes ago, Floom said:

    I definitely think that Warclans has shifted IJ/BS away from the design space that Greenskinz now occupy, with one-use and wholly within command abilities, but at the same time... I don't think it would be a prevailing strategy or particularly overwhelming. There are so many command abilities in Warclans, even moreso in The Mighty Waaagh, that I can't imagine dumping them all into a Greenskinz Warboss is going to happen. +1 to hit, movement, 6s dealing two hits, re-rolling 1s to hit, re-rolling charges, bravery, etc, etc. 

    Greenskinz are really abusive with their command abilities in GA Destruction, with Skragrott as a general generating d3 per turn and as many fungoids as possible generating more. You can slide 30 Orrucks and a Warboss into Gloomspite as allies in 2k games and see how comical the command ability can get but neither of these are tourney winning strats. They're probably not even good. 

    Re-rolling wounds of 1 in an aura for 140pts is significant I guess, but you have to consider the worth of 140pts. A Warchanter can grant +1 damage and +1 to hit for 110pts, plus they generate 2 waaagh pts. 

    I think it's great Greenskinz are included by a probable oversight. 

    I'd really love to have Greenskinz in a Big Waaagh army just so they have a legitimate place to stay. Idk if it's completely OP, but a Big Waaagh army with:

    -Gordrakk

    -3 warchanters

    - 3 GG units in a Gorefist with Gore-Hackas

    - A greenskin boss

    - and 2 CP (used on Gordrakk's buff and 2 Waaaghs)

    is a likely turn-1 charge with 16 attacks at 2+/2+/-1/2 and 18 attacks at +2/+3/-/2 per unit (assuming they all get in). This averages 22 damage at rend -1 and 20 damage at rend -0 per unit. This could be super devastating turn 1, and turn 2 gets better for Big Waaagh armies because you'll be guaranteed to have 20 points for the permanent +1 to hit and +1 wound buffs.

    This is only like 1200 points total and can be buffed with either more GGs, more CP for more Waaaghs, weirdnobs, etc.

  2. 1 hour ago, Martijn de Bruin said:

    I'm trying to understand why the Megaboss is 10 points more expensive. It feels like he lost more then he gained. Unless the d6 moves from Big Waagh! Or Mad as Hell make him worthwhile?

     

    21 minutes ago, broche said:

    I don't think there is any justification, but i don't think it's really relevant either. I guess you were not seeing it much before, and you wont be seeing it more now. 

    Basically you can analyze if you're willing to sacrifice 5 brutes for him: obviously Brutes is more model, wound and damage but Megaboss will not descale (in fact h e'll scale) and is an extra character to use command ability.

    Strength from Victory got better and there are several useful artefacts now that can make a footboss threatening in a low-point game (Destroyer or Metalrippa's Klaw, mostly).  The other notable use that I can think of would be  to take the Ironsunz/Bloodtoof artefacts so that your Mawcrusha can have a more relevant/powerful one. But 150 is a pretty high tax for one artefact.

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  3. 1 hour ago, Scurvydog said:

    Remember +1 to hit is done in the combat phase now, so you cant give them +1 unless a megaboss is close enough, you could go Gordrakk though and a Gorefist as well, move gruntas up 18", use MD on gordrakk if needed and move up to 24" and teleport a blob of ardboyz, you now got an entire angry force in the face of the opponent right away. Use Gordrakk CP to buff all units with +1 hit and watch smashin and bashin do its job.

    Very true - I forgot that the megaboss's command ability was at the start of combat (As well as the warchanter's prayer). So, yes, the deepstrike option is best as part of the usual whole-army assault with the megaboss + the waaagh.

     

    1 hour ago, Jabbuk said:

    Just for kicks, is anyone a bit pissed that Jagged-Gore Hackas have become really good on GGs? I mean all my models have Pig Iron Choppas. Has anyone done any math to figure out if Jagged Gore-Hackas are always the best option to take?

    I don't think the difference is as substantial as many think. Assuming a full unit of 3 make it in to fight, Pig-Irons do 5.8 in all fights while Gore-Hacka's do 6.9 on the charge and 4.5 if they didn't charge, all at rend -1. So, over 2 turns of a combat (assuming the combat stays the same), they are pretty much even. They scale equally with +1 damage from warchanters, so they are even there. 

     

    I think gore-hackas may have a small tactical advantage in a real game, as you'd probably prefer to front-load damage on the charge if possible and the 2 inch range helps with bulky GG bases. But, that being said, I think the two are actually more equal than people have stated. They are at least close enough that no one should feel screwed-over that they modeled all of theirs with pig-irons up to now.

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  4. 2 hours ago, Scurvydog said:

    That is true, make the boss a Grunta boss then, stay outside 12, then move in 9 and enjoy +2 to charge. 6 gruntas with spears buffed by a warchanter avarages 28 damage and 3 mortal wounds on the charge against 4+ save models. that will make a mess out of anything if you can get them all into combat.

    It's either Goregruntas or a mob of ardboyz for the Hang of Gork, imo. Ardboyz also get the +2 charge from the drummer, making a 9 inch charge reasonably easy (6+ on 2d6 is a 72% chance, and over 90% if you reroll) - no Might Destroyers required. Buff up a unit of 15 well-placed boyz with +1 hit and +1 damage, and you're deepstriking an average of 33.4 damage at rend-1. Even if you only get 10 of them in, it's still 22.2 damage at rend-1, which is probably strong enough to also force painful morale tests on mobs of weaker units.

    These numbers aren't including a Waaagh, either, which would boost that damage by 50% if it fails (1-11) or double it if it succeeds (12+). It might be harder to Waaagh deepstriking units, though, since they now need to be wholly within 18in of the users (unless you use the command trait that makes it 24).

    • Like 1
  5. 3 minutes ago, Requizen said:

    From viewing the GMG video, it seems to say that Big Waaagh units must have Orruk, so currently Greenskinz are usable. We'll see what that means in the coming days, however.

    I have a hard time imagining that this will remain in place. There are so many +1 hit buffs that a 1CP attack multiplier just seems like it'd scale way too easily. There's a pretty good reason that the IJ's Waaagh is once per game and the Big Waaagh's Waaagh is very costly.

    It'd be great if they stayed, but they'd be as much of an auto-include as Warchanters - completely outclassing other options.

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