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Dankboss

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Everything posted by Dankboss

  1. I'm not surprised they got smashed. Rockguts are one of the few competitively priced Gitz units; if you put their rules into any other army they'd be like 180. My regular opponent struggles with 12 even when Be'lakor is stopping them.
  2. Well that's an obscene amount of Rockguts. How does it fair?
  3. That would give you room to Hand of Gork a hero to them.
  4. Here's a better battalion; something that enhances the flavor of the Troggoth: Dankhold: each time this model ignores a spell, +1 to its wounds characteristic. Fellwater: enemy models cannot retreat because smell. Rockguts: deepstrike via rock tunneling.
  5. I'm sure I could make something even more thematic, but I'm working right now.
  6. That feels more like ogres, and I'm not keen on undoing the built in weakness that a model inherently has. I think there could be better ways than yet another blanket battleshock immunity. That would also invalidate the Troggboss' +1/+2 bravery
  7. Perhaps give them immunity when they destroy an enemy unit, because they're too distracted picking up the shiny things. They can and will meet that requirement all the time, without it being a blanket rule.
  8. If I were to design Glogg's Megamob (off the top of my mind): Subfaction Trait: The Biggest and the Nastiest: Add 1 to the wounds characteristic of all Troggoth models. Command Trait: Gobbletrogg: if this model slays an enemy model with its crushing grip, at the end of the phase heal wounds equal to the wounds characteristic of the slain model. Artifact: Realmstone Gastroliths: this model can attempt to unbind one spell and dispel one endless spell per turn. Add 2 to the rolls. New Troggherd Battalion: Add 2 to charge rolls for Troggoth models in this battalion. (Makes them a better Hand of Gork target) This is just a quick look at the direction I would want to see.
  9. Assuming it's a sub-faction, which I'm 99% certain it is, we'll get a Trogg-centric ability, command ability and artefact. We may also get a revised Troggherd, but even then, if the new abilities make them better, then the old Troggherd may work.
  10. The Rockgut kit is super customizable like older kits, but goes together like a modern kit, so having Gargants be customizable is not out of the question.
  11. I heard someone say to buy a GW voucher for the required price to claim it, although I'm unsure myself. I got £20, so worth a try.
  12. It'll be out on the 16th of October, right around when we'll be getting Sons of Behemat I imagine.
  13. Glogg's Megamob is previewed at the end of the most recent white dwarf, both its name, and the back cover is a picture of a Troggboss and friends. It's very clearly another Gitz subfaction.
  14. Nice, it's good to have legitimacy, especially when I'm relying on Glogg's Megamob to improve Troggoths. After all, it can only be a buff to them!
  15. https://www.warhammer-community.com/2020/09/24/the-history-of-the-world-titan/
  16. My hag wears an apron and carries a giant spoon. I think she's fine in game, just finding the tactic that works for the situation can be a challenge. She has some good plays to be made, and her spell is great.
  17. Honestly, not really. She has no protection against ranged attacks/ magic and is among the easiest to pick off. The only time she's more durable is in melee. The monster keyword and big base makes a big difference. You can make a far tougher Troggboss. I factor in how easy a model is to protect into their durability, and the Troggboss is easy with a 60mm base.
  18. Don't worry about bringing a Troggboss unless you're running a lot of Troggoths. He's actually a very different unit to what is usually assumed, in that he's not just another ballistic missile monster, he's a super-heavy foot hero who's supposed to hold your own line and keep the rest of your army together, by virtue of being a tough Hero and a decent fighter. If you can keep him around until turn 3+, you'll find he comes into his own when every other unit on the board is wounded, where he can clean up at full efficiency. He's easy to keep safe with Look Out Sir, Cover and his 4+ spell save, so just make sure he's screened from melee. In the prevailing meta, small Heroes get removed extremely fast, and Gitz rely a lot on small heroes, so having someone who can take a hit in your core army is valuable, even as an Inspiring Presence platform. At the end of the day, he is our toughest Hero outside of stacking -1 to hit on an Arachnarok. But if you want to use him, the army needs to be built around him. I'm certain Glogg's Megamob will elevate him significantly from Ok to Good. It's difficult to pinpoint exactly how the meta shapes up due to the lack of games happening, but Gitz do have a few tools to deal with shooting.
  19. Yes, definitely. Is the Mangler Squigs a Loonboss?
  20. I reckon you could go Skragrott, Shaman, a 60 of Stabbas (just throw the shooters in if you don't have enough) and 6 Rockguts, then focus on the squigs for the remainder of your army. You'll then have a solid core and a fast threat. Jaws of Mork don't replace the moon. Edit: Gitz aren't bad, they're in the fat middle, but they suffer from bad Allegiance Abilities. Their warscrolls are actually really good. GW are remedying this with the Jaws of Mork and (assuming it's true) Glogg's Megamob, in next month's white dwarf. We don't know how big a buff Jaws of Mork have been yet, as the rules are a month old and hardly anyone's been able to play. Suffice to say, it is a buff, but how far it tips the scales is yet to be seen.
  21. To avoid stepping on the Dankhold's nasty toes, instead I'd prefer that when a Mega-Gargant moves within an inch of an endless spell, they can immediately move it by blowing it backwards, and have an unbind for regular spells.
  22. Are there any spellcasters in regular warbands? As for the troops, it's clear to me that they specifically chose which ones, as to avoid stepping on each other's toes, as is the case in CoS proper. They also chose which ones were appropriate for Hammerhal, hence the Freeguild focus. I'm sure we'll see other cities with other choices appear in future.
  23. Yeah, I thought so too. Comparing the Greatsword to the Ranger, the Greatsword is tougher, while the Ranger has 1 more weapon strength and movement. And even then, it's not an issue because of Reclaim for Sigmar being a cheap steroid, so any model can perform decently in contrast to each other.
  24. It can depend on the scenario, but the best thing to do is to force the Irondrakes to move. My regular opponent fields 40 of them. 16" is not very far, so keeping out of their double shot range is key. If they're only shooting you once then you can usually absorb it safely. I do aim my Luminark laser through them every turn as well. Once you pass turn 1, Tempest's Eye are fairly easy to dismantle if you have the means to break heavy armor and jump screens. If not, then they're not going anywhere. Soulscream Bridge is not a very reliable way to teleport, as it requires a massive setup. My lists tend to have multiple big threats, which make it difficult to focus down one unit without the knights beside them wiping the Irondrakes out in their next turn, now they're out of position. I also screen a lot. In Hammerhal, a Griffon can easily jump a screen, and power slide into multiple backfield units, compromising an entire core of shooting.
  25. Have you got the Jaws of Mork rules? They're found in last month's white dwarf. You can probably work with that and a unit of 60 grots as your base army.
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