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Sinfullyvannila

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Posts 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. On 4/6/2023 at 7:27 AM, DerZauberer said:

    Huh, its 210 now. Still an auto include in my books.

    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. On 4/4/2023 at 11:34 PM, Lord Krungharr said:

    I just fought my friend's Gitz army with my all Undivided Cabalists StD, first tryout for each of us.  I was going for the Grand Strat of doing 4 StD Tactics...I had:

    Manticore Lord (general, Favored, Conq. crown, Flaming Weapon, Daemon Blade)

    Sorc on Manticore (D. Conduit, Vigour)

    2 foot Sorc (Conduit, Speed, Leadership of the Alpha...Damnation, Speed, Tunnel Master)

    Lord on D. Mount (Flaming Weapon)

    4x1 Chariots

    1x5 Knights w the Undivided Banner

    mercenary One Eyed Grunnock

    He had: Loonboss on big squig, Mangler Boss, 2 Fungoids, Squigboss, 24 Squigherd, 10 and 5 Bounderz, 5 Rockguts, 10 Spiders.  

    Position over power, he went first, failed a 5" charge on the squigherd.  So I charged them with my MantiLord, Gargant, MountLord w Knights and wiped them after Binding Damnation so I struck first there....got an objective w a chariot, and charged spiders and the tiny Bounderz unit, ended up wiping the Bounderz but not much to the Spiders.  Failed to get my MantiLord rolling on the table with Chaotic Conduit after my MantiSorc rolled 2 1s on the Draw Power for that.  So that sucked.

    I got the double turn and got into the Troggs w a chariot and the MantiLord, killed a Fungoid w another chariot, brought my gargant up over the center ruins and charged the Loonboss, charged the knights w Speed over into the Spiders (but the Lord couldn't make it with them).  He then brought the Bounderz straight into the Gargant and killed it in one round.  Then it fell onto the Loonboss and finished him off.  Spiders and Knights/Chariot were a tarpit, so was the Trogg battle.  

    Then he got the double turn and brought the Mangler Boss way over to my backfield and engaged my foot and MantiSorcerrers.  That was hopeless.  Bounderz went into my MantiLord took swift care of him and the chariot.  Knights eventually killed the Spiders, tried to run back to the center to maybe do a tactic of some sort, but then got Bounderzed themselves.  

    Unbelievable how fast and deadly the Gitz are, especially the boingy ones on the charge.  Chaos Knights on the other hand, really kinda suck!  Hitting on 4+?!?  How do grots hit on 3s, and Chaos Knights on 4s?  Sure I forgot about Daemonic Power but even so, they should be hitting like Stormcast guys.  Also Chariots need multiple impacts to do their work, no single piecemeal garbage except for weakling heroes.  Next time I'll use them like that, but otherwise they are pretty terrible, and I think I'll switch to flails instead of the Greatblade for at least some amount of possible hitting.  One-Eyed Grunnock is awful but I didn't have anything else put together yet and mine looks awesome.  Oh well, learning game.  

    Should I make 10 Chosen from my Chaos Dwarf Bloodbowl guys....or some Azgorh themed Varanguard with them?  Really can't decide which would be better.  They're gonna be some serious conversion work either way so I want to make the meanest unit(s) possible with them.  I have a Karkadrak in the works though, the Mount Lord is pretty meh.  Karkadrak seems certainly worth the extra 50 points.

    Boingrots and Hoppers also hit only hit on 4s. I think the only non-hero grots that hit on less are the Sporesplatta Fanatics.

    • Like 2
  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. On 2/22/2023 at 1:38 PM, Causalis said:

    It's... literally an ability on their warscroll?

    As for potential nerfs:

    Skragrott will probably go up in points, which is fine. But I worry that GW will nerf the Squig Herd. They are fine in my opinion. They have very clear weaknesses (Bravery 3, no commands, 6+ save, only hit on 4+, no reliable movement). So the moment they get charged, they'll just evaporate. They've got a high volume of attacks and good support synergie but so do other armies (Mortek Guard, With Aelves, Corsairs etc.) and we don't see them getting nerfed.

    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. On 2/19/2023 at 2:38 AM, Gitzdee said:

    I dont think the models are that bad to be honest. They suffer from needing to be rank and file but i could give them better poses with some greenstuff for sure. The arms and heads dont look that different from the other troggoths imho. I would rather see new sour or sulphur breath troggoths, they would fit well within the gitmob theme too.

    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.

    • Like 2
  9. 1 hour ago, Hannibal said:

    Hi,

     

    just a rules Question:

    Core Rules state:

    25.8 Allies

    Below a faction’s Pitched Battle profiles table, you will find a list of allies that can be taken in an army from that faction (see 27.1). The allies list will detail which factions you can take allied units from and any restrictions that apply to their use. Allied units cannot be generals.

    Beastmen are Allies to Slaves to Darkness.

    Does this mean, I can include a unit of Morghurite Chaos Spawn as allies within a StD army?

    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.

  10. 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.

  11. 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.

  12. 8 minutes ago, Myrdin said:

    You are targeting the enemy unit not your own.

    And if it worked only against other BoC then it would be pretty much useless.

    I guess what you meant to say is if its used by BoC army only, but sadly thats not how these rules work in AoS.

    "...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.

    • Like 1
  13. 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.

  14. 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.

  15. 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.

  16. 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.

  17. 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.

    • Like 3
  18. 1 hour ago, Ganigumo said:

    Only stuff without mounts benefits from bonds of battle.

    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.

  19. 4 hours ago, Ganigumo said:

    The buffs went from:

    Mortals on 5+ from LotBM, or the banner, or the grimscuttle command trait

    Double mortals: from arachnarok spell

    These buffs stacked multiplicitively. One would double your mortal output, both would quadruple it.

    To:

    Mortals on 5+ from LotBM, malevolent moon and skragrott

    +1 mortal on a 6 from arachnarok and banner

    These buffs stack additively. Spider riders can get up to triple their mortal output with both, but its far worse for arachnaroks since +1 is only a 33% increase, and the only thing spiders got to compensate was flat 3 damage instead of d3.

    Going from d3 to 3 is a +1 increase on the average, but it is more consistent.

    I've got the math for skitterstrands, they'll still struggle to even kill screens without buffs, and with only 4 bite attacks your damage will be super swingy.

    588870300_Screenshot_20230129-072008_AdblockBrowser.jpg.7ece27266494595b2acbd5e911297878.jpg

    You used to be able to pump up spider riders pretty well if the stars aligned but the 3e coherency rules make it tough to apply the damage.

    Spider riders continue to be fast gutrippaz with worse reach and base size. The scroll has been a running joke for a while now and remained unchanged.

    They reduced the power of the buff stacking but forgot the part where you needed to make the base warscroll good.

    Its also arguable that the buffs are harder to apply now, since our casting is worse outside of badsnatchers.

     

    Like spiderfang has some legitimately powerful tools, but you need damage to make them worthwhile. Its just like when grimscuttle first released, amazing rules and battalions that granted great utility but it never took off because the units just didn't do anything.

     

    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.

  20. 2 hours ago, Ganigumo said:

    Spiders gained some super good utility but unless I'm mistaken the spider venom still only applies to the bites?

    Going from d3 to 3 damage on the arachnaroks isn't nearly enough to fix the damage issues with spiderfang. Especially with their ability to buff the mortals actually getting weaker. They're all flash and no substance outside the webspinner on arachnarok. The scuttleboss might slap now but he is pretty fragile.

    I could see bringing skitterstrands, webspinners or maybe even a flinger into a mixed list though.

    Snarlfangs are cool but the lack of rend hurts them.

    I think the strongest list will probably just be something abusing the hell out of 4+ rally, clammy hand and King's Gitz. You can fit a ton of units into that build and make it work too.

    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.

     

    • Like 2
  21. 4 hours ago, Lord Krungharr said:

    I will most likely be taking Skraggrott in every list with my Troggs; the Goonhammer review made him sound really really good, a walking Bad Moon.  But they didn't mention the Fungoid Cave Shaman at all....is that not gonna be in the tome?!  That would suck cuz I bought 2.

    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.

    • Like 1
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