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Dankboss

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Everything posted by Dankboss

  1. Since they're a one drop, I'd split the Fellwaters up into 3s, that way you get 2 Fellwaters back on a 4+ per unit. You also have very few units, so more ground covered is probably a good idea.
  2. Well they barely detract, therefore they're a buff (to the appropriate army). Glogg's Megamob is certainly a buff; retreat and charge is incredibly powerful, especially in later turns, as is returning Troggoths; they become very efficient when you're getting around 100+ points back on a 4+.
  3. There has been very few tournaments due to the current world situation, so it's not fair to say they're bad before they're properly tested. Regardless, that win was in one of the few that did take place.
  4. Jaws literally went and won a tournament after they were released XD
  5. After giving some thought on the new abilities, here's what I think: Monstrous Regeneration: Cool? I guess. Oblivious to Sorcery: Matchup dependent but you'll be thankful you have it against spell doms, especially in this prevailing meta. Command Trait: It takes the sting off the loss of Loonskin, as does the +1 to regen. You get half of what it was offering, but isn't on a timer at least. A fair tradeoff for the new rules. Artifact: At first glance it's junk, however, it is something the Troggboss needed, or potentially better, the Trogg Hag. Assuming you're taking the battalion, it's fine and I'll likely take it. That way both your big trogg heroes can have ward saves of some kind. Does mean I need to reconsider Moonface Mommet. It's easy to overlook a 5+ against just mortals, but really not that many units actually get that, and in a world of mortal wound spam, I think it's worth a look. Loonshrine: this is great; at minimum, you're statistically getting 200 or so points back a game (example being 2 units of 3 Fellwaters, each returning 2) or a lot more if used for big units. Of course, it's on a 4+ so sometimes it might not happen, but at the same time it might happen every time. This is quite a powerful ability when it goes off, especially in the late game when 3+ Rockguts come back when you need them. It does mean you can take bigger risks. Battalion: this allows us to feasibly aim for an easy 4 drop (mine is 5 drop) which nets a decent chance at dictating the first turn. Obviously, you can push this lower but I wouldn't. Retreat and charge is a rule that wins games, straight up. The ability to not get bogged down and slingshot over to objectives shouldn't be ignored, as a lot of ground can be covered quickly over 2 turns. 160 is a fair price for such a good ability. Overall, this is a straight buff; the only thing we're really losing is Loonskin, and as I said, the new traits mitigate this somewhat. Now, this isn't suddenly a competitive army, however there is room to net some wins against the current meta, and a good Trogg player can win often enough anyway. Does it bump them up a whole tier? Probably not, but it does move them up in regards to other armies of equal tier, at least, from my own analysis.
  6. Retreat and charge is among the most powerful abilities in the game
  7. You round up the number of models regained from the loonshrine, right? Because then 3 man trogg units sound more appealing, as you'd get 2 back. Edit: Holdup, does it specify battline Troggoths? Because 3 Dankolds returning 2 just got interesting.
  8. Retreat and charge is absolutely nuts for Rockguts holy Did you get your copy early?
  9. I want to say 2 and 6, as you still want Heroes, and 1 won't be enough.
  10. Sometimes I Hand of Gork a line of 20 grots right in front of the enemy's line and wait. It give my Troggoths time to move up, while the enemy goes around or kills them.
  11. If this is the intended use, and it could be, Mega Gargants just got a whole lot better.
  12. I don't think 'In combat' is actually a game state, the model is either within 3" or it isn't. Granted, GW have written wonky rules that they assumed everyone would understand, such as wounding on 1s and the Bastiladon's 1+ save. As I said, I expect it to be FAQ'ed, but it could well be as intended.
  13. RAW, I'm going to say yes, however I would expect an FAQ to say it can't, but I'd be in favor of keeping it, as it's not all that ambiguous.
  14. Huh. I think you're on to something. Might be an FAQ point, but considering the low unit count of this army, it could well be a feature to make them more maneuverable.
  15. I think if they kept the counts as 20 rule for the mercs, they'd be showing up in most armies just because of their ability to bully units off objectives and/ or move them. Considering that it's all about the objective game, breaking the rules the way Mega Gargants do would be too strong for Order/ Destruction to have to themselves. Even then, I wouldn't want to see them become a must take.
  16. I reckon a Mega Gargant will be a good pick for Gitz; having a 35 wound Hero is a big deal in an army that really needs Heros alive. I'm going to build a Warstomper and see how it plays (although I've mainly bought it for my brother's StoD). He can capitalize on the Gitz' love of -1 to hit with his mercenary rules, and it's a massive area he's projecting it over to protect other units. He also doesn't lose much damage, or none vs infantry as he'll always be making 10 attacks.
  17. There's also their charge damage to consider.
  18. Got a Mega and a can of wraithbone. Fortunately I had birthday money to spend, so I don't feel too bad about that £120 price tag.
  19. I think early game kicking your own objectives backwards will be more effective. Edit: Or go giga big brain mode and set up a trap by kicking it forwards.
  20. Now the warscrolls are out, I'm fairly certain they're going to be good. Longshanks makes a massive difference, and I'm glad they gave it nuance as to not be a fly rule.
  21. I forgot about the Jaws, so just the Caestus and to a lesser extent the Lantern. It's a good piece of tech to have access to regardless. I'd still take the Caestus.
  22. The only one that's junk is the Gatebreaker one imo
  23. I think the Ironweld Caestus is really good, rerollable saves is great. The mortal wounds are forgettable, but you're normally making a rerollable 4+ or 5+ which is a big deal, especially on someone with 35 wounds.
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