Jump to content

ccconner777

Members
  • Posts

    72
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

ccconner777's Achievements

Prosecutor

Prosecutor (3/10)

35

Reputation

  1. Id probably skip this considering a steam tank commander gives you this ability on his warscroll, just with one fewer unit benefiting, so you basically have like 1/2 to 2/3 of the greywater fastness ability already. One of the worst options for most cities armies I think but this might be the play for steam tank spam. Youll be doing a lot of charging and having more flexibility to retreat your tanks and reposition without losing all of their damage output could be really valuable.
  2. Agreed. At least if i had all the lore options available i was planning on still using him just for the flavor. But competitively, yeah if you want a fast flying bruiser, you get the marshal, and if you want magic youre way better off with 2 battlemages that can have +1 to cast or increased range on their spells and still have 50pts left over. The griffon mage doesnt do anything that other units dont do notably better. Just wish theyd have made him a double caster, given him the same magic trinkets that foot battlemages get and given him access to the full lore selection, even if he had to be higher points. Riding a griffon should be a mark of experience or office like with the marshal. A battlemage who gets the same mount as a general of the freeguild armies should probably have that priviledge because they are the cream of the crop of the battlemages, not just cause theyre from ghur and therefore a griffon just came with them to the college arcane i guess.
  3. I just got a delivery of 3d printed chaos dwarfs to use as a greywater fastness army. Especially excited about my bale taurus mounted overseer which i had custom edited from existing available STLs that ill be running as a freeguild marshall on griffon. Lots of challenges in listbuilding as i realized how poor the irondrakes were, replaced them with 20 fussiliers, dropping me below min battleline and requiring a list rewrite and then having the disappointment of realizing how restrictive the battlemage on griffon warscroll is (only gets access to one lore spell which only affects humans means my awesome lammasu model will probably be repurposed into a 2nd marshal or a statue terrain piece). models representing a hellcannon and an iron daemon (steam tank) round out my 3 shooting units and i have the options to pick up some bull centaur renders in the future to use as cavaliers in a different build of the army. My fingers are crossed for some points drops for the cannon and the irondrakes in the future. Frankly, removing every meaningful buff irondrakes could recieve and not giving them access to any of the shooting orders on top of fixing the cheesy shooting out of ambush in living city was huge overkill. Its gonna be so painful to have to explain what is "human" and what isnt every time i play with an army that is aesthetically all dwarfs
  4. Yep the 2" reach makes coherency only a minor annoyance. Even in the last book 10 brutes with 2 inch weapons were a scary block of death, but they were just overshadowed by ardboys efficiency i think. Now that they have more rend and invalidate 1 wound models on objectives im very excited to get them back on the table. Plus the ability to mighty destroyers multiple units is huge for brutes
  5. Agreed. I dont think we need triple all out attack or defence. Just being able to triple move in the hero phase is insanely valuable
  6. As for issuing all out command or defense to multiple units with the mawkrusha, i had to reread it multiple times, and i could see it go either way in an faq, but i think it works. The trigger that allows you to issue the command is your megaboss being picked as a target or to attack, and his ability just allows you to make 3 units recieve commands when he issues a command, so theres no issue with triggering. His ability to issue the command only needs to be triggered once, then his ability allows him to issue it to 3 units. However, those command abilities specifically state that the unit picked must recieve the command (your mawkrusha in this case). The question is, does that caveat mean that is the only unit that can recieve it, or that that unit has to recieve it and if for some reason more units can recieve it then go ahead as long as this one is included. As written im inclined to say it works. The command ability doesnt say that unit is the only unit that can recieve this command, it says "that unit must recieve the command", which in my mind doesnt prevent others from recieving the command. Its only the core rules limit that issuing a command normally just affects 1 unit that prevents it from going to other units normally, but the mawkrusha gets aroumd that. Obviously needs an faq.
  7. So I know its far from the competitive lists with big yellers that are mostly being discussed but I wanted to try something that plays a little more in your face and direct, and I love big monster models. The idea would be to stack durability buffs on 3 separate monsters and alpha strike all of them turn one to do a combination of early game damage and pinning the opponent's army in their deployment zone and throwing their units out of position. Here's the list: Skulbugz, 1990pts The alpha strike goon squad: Swampboss Skumdrek Killaboss on Vulcha, General, Amulet of Destiny, Fast un, Supa Sneaky Rogue Idol The support crew: Gobsprakk 3xGutrippaz x10 2xHobgrott Slittaz x10 The plan is to use supa sneaky to place Swampboss Skumdrek 9" away from the enemy army at the start of the 1st, battle round, and, if I have 1st turn (its a 3 drop so I'll have the choice fairly often but not always), use fast un to hero phase move the killaboss towards the enemy army and cast sneaky miasma on the rogue idol to move that 10" up the board too (gobsprakk will have +1 to cast standing next to the rogue idol). Then in the movement phase I can move all 3 of these units into very close charge range and most likely make charges with all 3. Each of them is a monster, so will have a 50% chance to be -1 to be hit in combat, I can have finest hour activated on one of the 3, and the killaboss allows using the same command ability on 2 different units, letting me use all out attack or all out defence twice, depending on what the situation dictates, or, if I really don't want to get hit back, just pop the kruleboyz waaagh immediately to have all 3 monters fight consecutively. If I end up with 2nd turn, skumdrekk is left out in the open, but I can still give him finest hour and all out defence to stack +2 to save to keep him alive and then just proceed with the plan in my turn, with a greater chance of getting a double turn. Maybe i could switch skumdrekk to the generic boss and give him amulet of destiny instead of the vulcha boss to help alleviate this risk. As for the dirty tricks, I can choose to either remove 1 or 2 screens or potential counter attack units with disappearing act to really open up my charge options (and force them to redeploy them awkwardly in the corner since I'll be zoning out the middle of their deployment zone with 3 big bases), or alternatively I can make my army -1 to be wounded for the first battle round for extra survivability on my monster squad. Gobsprakk mainly serves to toss out choking mist to give enemies -1 to their attacks characteristic, further improving my alpha strike team's survivability and counter magic with his unbind threat. He could also clean up some of the weak screen units that got redeployed from disappearing act if they wander close to my side of the board. The gutrippaz and hobgrotts obviously just run around and hop on objectives and screen gobsprakk from anything that gets around my alpha. I don't necessarily think its a killer competitive list... but also it doesn't seem bad. I've played a rogue idol mawkrusha alpha strike list with big waaagh and that can be a lot for opponents to deal with, but with the ability to double up on all out defence, be -1 to hit half the time and have 3 rather than just 2 monsters that can also fight consecutively once per battle, I think this could be an even tougher alpha strike to chew through, even if it's not as hard hitting. The run 3 units battle strategy will be an auto succeed on turn one or 2 with my objective grabbers and the unique orruks do 10 wounds without taking 10 wounds should be easy to achieve with the right target choice and/or use of the waaagh for consecutive activations, and having that many monsters should give ample opportunities to achieve the objective capturing or contesting with monsters battle tactics. Thoughts?
  8. Yeah thats what i suspected. Im definitely fun first, competition 2nd, but i do at least like to have close games. Blowouts arent much fun. With +1 to saves so plentiful now I worry that heroes like verminlords with just 1 rend are really going to struggle to do damage against anything with a decent save. At least the new generic master of magic command trait makes casting the warpseer's spell very reliable, assuming its not unbound 😆
  9. Good catch I forgot about that. Would have been quite fun to have had a teleporting abomination missile 😆
  10. Any thoughts on a quad verminlord list with the new update? With verminlords able to take generic spells now they wont be wasting casts each turn and the new monster and hero rules obviously dont hurt. I have a warpseer, a warpgnaw and a converted skreech, and ive got an idea for a deciever conversion id like to have an excuse to pull the trigger on... Was also bouncing around the idea of comboing a verminlord deciever with a hellpit abomination with the 7 inch move and charge moulder mutation to have a constant threat of a hellpit abomination teleporting anywhere 6 inches from the enemy with a guaranteed charge
  11. I have a rules question. Normally per the core rules a weapon type artifact can only affect a weapon of a hero and not the hero's mount attacks. However, since the twin stones artifact creates a bubble of +1 to hit for melee attacks by all friendly hallowheart units, it isnt really directly affecting an attack profile of the bearer as a normal weapon artifact. So, it would seem to me, since the artifact is creating an area buff that applies to all hallowheart units within the aoe, and not directly buffing the hero's attacks like a weapon artifact, this would bypass the normal mount restriction right? The +1 to hit would also apply to the griffin attacks on a freeguild general on griffin? I guess the same question could apply to the aggressive general and blood of the twelve command traits too. Since these command traits or artifacts create an aoe buff that affects all hallowheart units in range then the bearer of the artifact would have that effect applied not as a result of being the bearer of the artifact, but rather as a result of being a unit in range of that effect and therefore would be treated like any other unit? I figure this must be something that has been deliberated on and decided right? It would seem so odd if these aura buffs would apply to a nearby freeguild general's griffin but arbitrarily wouldnt apply to the griffin being ridden by the bearer just because they are the bearer. I feel like the core rule is intended for artifacts that are weapons and command traits that refer to the physicality or strength of the general themself as opposed to saying an aura of effect created by an artifact or command trait can't affect the bearer's mount. Would someone let me know if there is an faq or errata somewhere that answers this question? I see the core rules faq that says an artifact cant affect the bearer's mount. Its a very general statement, so i guess unless there is a more specific faq somewhere that says otherwise the answer to my questions is no. Just sems so bizarre to me that auras like that will affect all mounts except for the bearer's. Makes me want to throw an artefact like that on a fast moving cheap hero just to follow around a behemoth leader, but thats probably not worth it
  12. I have a box full of old S2D bits i got for a steal on ebay. Im sure i have an extra banner i could send you if you want.
  13. If nobody has already responded and told you this, the new sculpt chaos warrior holding the head in one hand has his weapon hand basically in the perfect position and height to cut it at the wrist and replace with an old chaos warrior banner hand.
  14. Good thoughts, thanks. yeah i do know id be better off with less reliance on brutes, but painting up another start collecting is just more of a project than im ready to take on as this is my best painted army, and any new additions need to match the quality. If i rewrote the list in big waaagh i would drop the battalion, 5 brutes, the 10 ardboys and the shaman and replace the mawkrusha with gordrak, and add 20 savage orruks, another warchanter and a wurgog prophet with the fly and move speed spell. All of these additions i have already or could easily convert. With the CA id be getting 14 waaagh points turn 1 and be up to 25 without using the CA battleround 2 or using the CA if one of my little heroes gets sniped. Then i can breath of gorkamorka the rogue idol into their army and if in range charge anything else and pop big waaagh for extra attacks if i get enough in. Or i could put the rogue idol in turn 1 cause he'll still have the +1 to hit and the 6+ aftersave and one of his sets of attacks wounds on 2+ anyway, then turn 2 id be free to breath the savage orruks to get them wherever they are most useful, then charge in gordrak and the gore gruntas and pop big waaagh in the 2nd battleround. Problem is the brutes might be too slow to get into combat with 2 turns of movement i suppose, still seems like that would be a lot of damage output even without them. Maybe thats fine.
  15. Putting together an Ironsunz list with the models i have. Kinda leaning towards an alpha strike strategy that relies on lots of movement shennanagins and teleports to make up for a lack of bodies. Mawkrusha +2 move mount trait and 1 less rend on hits taken ironsunz artifact Shaman general with teleport spell and +1 cast artifact and +1 to cast near rogue idol and +d3 command points command trait Warchanter with fixin beat Ironfist battalion 10 ardboys 15 brutes (battalion boss) 3 gore gruntas Rogue idol The idea is my mawkrusha can use MD CA to move 28" and the shaman with +2 to cast can reliably get the teleport off on the brutes. Then i still have 2-4 command points so i can reroll both charges if needed. Before teleporting the brutes they can use their free MD from ironfist battalion on the ardboys or gore gruntas to get them to an objective fast, or they can use it on themselves after the teleport to do a charge in hero phase, retreat and run in movement phase and get to do a 3" pile in because they charged to slingshot to where i need them or get into a better target. Of course everything is -1 to be hit in that first battleround because ironsunz, and i can charge at the end of the opponent's charge phase to reposition if needed Then battleround 2 i still probably have command points available for MD on the mawkrusha to fight or reposition and the free MD on the brutes to do the same, moving in the ballpark of 15-22" with the MD slingshot shenannigans and a CP spent for a 6" run roll if needed. And then i can keep up the pressure by teleporting the rogue idol into charge range of something, and might still have a cp available to reroll the charge. Obviously i have very few bodies to put on objectives but im thinking maybe the movement tricks available in the list will allow any of my big threats that actually survive the early game brawl to pull back towards objectives later on. Not sure how likely it is that they survive or can actually pull that off but thats the idea. Debating whether making the megaboss my general and going down to 1 extra cp on the command trait that id have to take for an ironsunz megaboss general instead of d3 with the shaman trait is worth having an 18" range on inspiring presence to protect those brutes from battleshock. Alternatively i could send in the rogue idol turn 1 instead. But then i lose his +1 to cast on the teleport in battle round 2. Not totally sure if the +2 move mount trait is necessary on the mawkrusha. Maybe 4+ spell ignore would be better to keep him alive, but the extra move feels important considering id be relying on him getting to where i need him.
×
×
  • Create New...