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Sinfullyvannila

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Everything posted by Sinfullyvannila

  1. Am I the only one thinking that people are sleeping on the Tzeentch Daemon prince? He can cast 2, one of which is any Lore spell, on a 3+ save; if he had one less wound that would be an insane deal at 170. If you put him in a Cabalist list and have him follow around your Chaos Sorcerer Lord who can use Draw on Dark Power for him to mooch off. Then maybe put in and MSU Tzeentch Chaos Knights with a massive threat range and charge every turn you get the teleport spell off. I know that the Warscroll gets memed on and super underwhelming because they should be capable of being the pillar of your army; but I think this one has some genuine play. EDIT: NM, misunderstood some rules and of course you can't get the 2nd cast if you use Draw on Dark Power
  2. I'm gonna magnetize him anyway but any advice on the load out for Exalted Hero of Chaos? My guess is the axes are too low damage to justify losing the MW ward. I don't care about making it competitive. I just want to pretend I'm playing Tactics Ogre while I'm playing AOS.
  3. I got in an argument with someone because they thought he was too fragile for his points, and I told him Kairos was worse at his cost without providing nearly as much utility and he's basically always been an alt-staple. I honestly think Skgraggy is probably worth it at Kairos' price point even without an extra spell. Honestly our battleline is cheap enough that we can afford an utility anchor at any cost regardless.
  4. Boingrots and Hoppers also hit only hit on 4s. I think the only non-hero grots that hit on less are the Sporesplatta Fanatics.
  5. Yeah they shouldn't be pointed for their second ability. It's just there to gambit on an opponents mistake in a niche circumstance; get them in combat with 2 units and hope your opponent puts AoD on one and then punish the other.
  6. You have to do 60 damage with 360 points to make them evaporate. If you only hit them for like 50 damage, they'll swing back with 9 mortal wounds. And then next turn they can come back at half strength. Do lower than that and they'll hit you for more mortal wounds and come back with 6-18 squigs next turn from the handlers. Bravery isnt a weakness with squigs it's a strength. They're almost impossible to trade favorably against. Oh, by the way, you have to do that much damage with synergies that extend more than 9", otherwise you'll just straight up lose the buff vector to the squigs MW. Also, later comment; Troggbosses aren't pointed at 200 for their damage, they're pointed like that for their Enhancements. Nobody is bringing a barebones Trogboss into their list. If they get lowered or their damage increased it just makes Dankhold Troggoths a joke. Again.
  7. I think it is possible they just didn't know what to do with BoC in the narrative and it just takes so much quicker to write new lore than it does to incorporate new models into the lore.
  8. Gotta disagree; those crests have some of the most obnoxious gaps I've ever had to fill and the necks just look awful. You also pretty much have to do the basing before gluing it on because they are such shortstacks. Im actually considering cutting off the bases of the ones ive glued on so that I can debase them.
  9. Yeah, on reading through the lore on Shaggoths; its a really shame they don't leverage them more. There's a lot of potential to make a serious antagonist opposite Stormcast.
  10. Nope, Morghurite Spawn are only accessible by a sub faction ability, which is an allegiance ability. And allies have no access to allegiance abilities of either army.
  11. I think it affects the entire enemy unit though because it doesn't reference models in the ability text. The pronoun is pretty unclear though. For the Gors I was thinking 20 mostly because they only deal the strikes last on lower model counts. And AoD and rally on 5 should make the unit fairly resilient.
  12. I just got my first 2 boxes of Gors and I'm having analysis paralysis. I'm guessing it's better to build them both the same way so I have the option of running 20. Should I do shields or 2 weapons? I mostly have Tzaangors so I don't really have enough Gors/Ungors to benefit from Allherd and am probably mostly going to do Gavespawn.
  13. "...On a roll of +4 the target unit takes d3 mortal wounds and only scores hits on unmodified hit rolls of 6 when attacking Beasts of Chaos units until the end of this combat phase" That's what I mean. Not a clean rule but not even close to the floor GW will allow rules to be printed.
  14. They could change it so that the debuff only works "when targeting a beasts of chaos unit". Still super strong though unless the army is ranged skewed.
  15. Khorne cares not from where the blood flows so it would make sense he doesn't care if his Greatfray sucks. It foes hurt to lose the option but i don't think 2E being essentially a glorified soup sourcebook helped too much with the faction identity. Hopefully we get the other two gors and a leader piece for them and Slaangors. Also, IDK if its an oversight but Tzaangors cant be battleline anymore.
  16. What do you think of a Coalition Beasts of Chaos Chaos Gargant to provide Save debuff to support Tzaangors? They cost 5 points less than the Changecaster(id still probably take both though) and they just need a charge rolls to get off. They could also open up room for an endless spell by replacing Purple Sun.
  17. So here's my list for an upcoming. Escalation league: [b]++ **Pitched Battle GHB 2023** 1,000 (Destruction - Gloomspite Gitz) [970pts] ++[/b] [b]+ Core Battalion +[/b] [b]Core Battalion: Battle Regiment[/b] [b]+ Leader +[/b] [b]Dankhold Troggboss [200pts]:[/b] Battle Regiment - 1 Commander, General, Glowy Howzit, Loonskin [b]Fungoid Cave-Shaman [90pts]:[/b] Battle Regiment - 0-2 Sub-Commander, The Hand of Gork [b]+ Battleline +[/b] [b]Fellwater Troggoths [320pts]:[/b] 6 Fellwater Troggoths, Battle Regiment - 2-5 Troops, Reinforced [b]Rockgut Troggoths [160pts]:[/b] 3 Rockgut Troggoths, Battle Regiment - 2-5 Troops [b]+ Other +[/b] [b]Sneaky Snufflers [110pts]:[/b] 6 Sneaky Snufflers, Battle Regiment - 2-5 Troops [b]Sporesplatta Fanatics [90pts]:[/b] 5 Sporesplatta Fanatics, Battle Regiment - 2-5 Troops [b]+ Scenery +[/b] [b]Bad Moon Loonshrine[/b] [b]+ Allegiance +[/b] [b]Allegiance[/b] . Gloomspite Gitz: Glogg's Megamob [b]+ Game Options +[/b] [b]Game Type:[/b] 1000 Points - Vanguard [b]Grand Strategy:[/b] Chasing the Moon [b]++ Total: [970pts] ++[/b] Created with [url=https://battlescribe.net]BattleScribe[/url] The spell for the Loonskin would be Malevolent Moon. I didn't put Skragrott in for a few reasons. First off, I wouldnt be able to fit in a Galletian champ if I did. Secondly, the Escalation League is going to have some sort of character creation rules that im not sure I can do with Galletian Champs. Lastly, im just not comfortable losing the extra wounds and durability that the sneaky snufflers bring. Any C&C? The only thing I can really think of is that im wondering if the reinforced Troggs with Sporesplattas is overkill for a 1000 point game. I could put in spider riders for a more durable unit. In that case i could do 2x3 Rockguts and 1x3 Fellwaters.
  18. Man, im just super happy Sporesplattas arent keyword bingo anymore. Fanatics are my favorite kit and what pulled me into Glitz but I never had any interest in running bricks of Grots. Also picked up my second Dankhold kit to make a Troggoths and put in a preorder for the grot boss. I think I'd rather run the Snufflers with my Fellwaters at the moment. I have a 1000 point escalation league at the beginning of march so im super excited.
  19. We can still get the endless spell and have a different wizard cast it to cover the concern about the Predatory spell
  20. Yeah I feel the entire reason for Trogboss not getting buffs to his combat stats is the Loonskin and that he basically gets a free enhancement as long as you take a Dankhold Troggoth along.
  21. Oh yeah, forgot about that. IDK man, blocks of Mortal Wounds spam with several layers of reanimation mechanics can be really toxic. Look at how everyone is eating up Splintered Fang. Aren't spider riders like 75% as efficient as they are(half the attacks but twice the proc rate, don't have the points handy) just on the warscroll with the LotBM, with much better movement? Its also in an army where you don't get one drop most of the time so you don't have to concern yourself with running bricks. EDIT: NM, for some reason I thought they pushed Splintered Fang to 150 points for some reason. You still have to lean into exclusive subfactions or Archaon to get the most out of them though.
  22. I guess I forgot to explicitly make my point. Its just that buffing the big spiders with it is and always has been a trap. They chances for it to proc were too blow on 4 attacks. Even if it goes off, its the spell you use your opponent would always use their automatic unbind or stronger unbinds on; ironically, Skragrotts warscroll spells is a stealth buff on it because that's now a target for that. Scuttleboss or Spider Riders are what you use that spell on. Spider Riders also can benefit from Battle Bonds so damage shouldn't be an issue with them if you have a spiderfang general. We can't hang our hat on it, but every pillar in the community is pushing for that to be added in to 4E at the very least.
  23. I have a lot of experience playing against spiderfang in 2E, my buddy played them almost exclusively. Static mortals combined with multiple sources of LotBM is WAAAAAAAY stronger than double mortals on D3. Also don't forget their base damage also went to straight 3. The biggest problems with them was that you absolutely relied on the moon being on the right place and on that spell going off. Combined with the extra mortal on the Scuttleboss the spell it works out to more than double. You don't lose out on much with the Spider Riders, its still double when not under the light of the moon and 50% more when it is. The actual biggest problem with the Araknaroks is that they will be actually tough to get the the LotBM on the turns when its not in the middle. But for the Scuttleboss and Spider Riders, it should be really easy to benefit from it for the whole game if you take Skragrott.
  24. Its still in there. I'd imagine they are good for the casting subfaction. They are only 80 points IIRC and still have a chance to give you an extra command points.
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