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Dankboss

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Everything posted by Dankboss

  1. So I had my very first game of Warcry today, and was playing a pure Freeguild force vs Corvus Cabal. Guild Champion: 175 3 Freeguild Guard with Shields: 240 2 Freeguild Handgunners: 160 3 Freeguild Greatswords: 285 1 Freeguild Halberdier: 75 1 Freeguild Guard with Spear: 65 1000 points. I won the game, capturing both objectives with my high number of bodies. My Guild Champion scored 4 crits on the enemy leader and blew him up in one go. I didn't get any crits with my gunners despite using Volley of Shots a few times, so it was a bit of bad luck but they performed fine. A little bit of peel was good. The Shield Wall ability was pretty good at holding down my objective, while the Greatswords were pretty good frontline fighters. Reclaim for Sigmar was a really nice and cheap steroid to make sure all my normally mid-level fighters could compete with stronger enemies. The Halberdier did more than I was expecting. From what I could understand, Hammerhal are a comfy all-rounder force and I had good fun.
  2. A Madcap Shaman can comfortably hide behind a unit of Troggoths, and still use Moonface Mommet. Fellwaters in 3s will do, or a 6 of Rockguts will be plenty to hide him.
  3. Rockguts are really good at getting hit and then kicking the enemy's teeth in anyway.
  4. Oi, I'll have you know that Troggoths are graceful losers and never complain XD
  5. Well, if it's a picture of a troll then that's pretty much tells us what we need to know. I think white dwarf usually features new armies in the issue following their release, so I don't think it's related to Mega-gargants. If they come out in October, then they'll be featured in November iirc. Also, Glogg is a Troggoth-style name, in line with Mollog's Mob. It's a bit less sophisticated than Gargants, just by a little!
  6. Is it possible to take a picture of the preview?
  7. It could be a matter of the lore; if anything, Hammerhal is most likely to take the initiative and attack the Eight Points over the other cities, as the other cities have different focuses. Hammerhal's main focus is the destruction of chaos, while say Greywater Fastness are content keeping their city safe from Sylvaneth, and Anvilguard doing crime. Hammerhal seems the most proactive, and is also the most well established city in the Realms, so could likely spare the resources for distant campaigns.
  8. Now that Freeguild are in Warcry, I'm now going to start playing it. I'm told by my friends that the regular warbands are not comparable to most of the faction warbands in terms of balance, but Hammerhal is looking to shape up nicely. Even then, I'm not looking to build the most OP combo list possible, so am just sticking to my Freeguild with limitations on lots of shooting.
  9. I would say the regular Dankhold Troggoth, but it's really a matter of points cost. If they were 140-160 points and/or had a good horde discount, I'd be taking a unit of 3 in a flash; provided they were in the same range as 3 Rockguts or Fellwaters. Their rules are great in practice, but aren't viable at their current cost. I just want to rip units in half.
  10. Guild Champion is the Greatsword sergeant. Sounds like the intended leader of Freeguild warbands.
  11. Three drop I think, counting the Nurgle Daemon Prince.
  12. https://tsportsnetwork.com/live/super-series-genesis/super-series-genesis-gameday-1-round-1/
  13. I was very impressed at how Slaves to Darkness performed yesterday, as I play against that kind of list regularly and have no trouble beating it with Hammerhal or Troggherd. I'm wondering if it was matchup dependent or all skill on Ric's part, as I was a bit dubious about his list's odds. But going 2-1 is great, especially given the lack of a true hammer unit, as his 10 Knights were being used in an unorthodox way.
  14. Slaves to Darkness had a great outing in tSports Network's Super Series, beating Eel spam Idoneth and Daughters of Khaine.
  15. Super Series Genesis game 1 Bruces VS Trollslayers live now. https://www.twitch.tv/tsportsnetwork
  16. This week's list review is beginning shortly. https://www.twitch.tv/tsportsnetwork
  17. A thread to discuss the Super Series Genesis tsport event, from tSports Network. tSports Network Youtube Channel tSports Network Twitch Channel
  18. While I haven't used him yet, I believe the trick with the Prime is to deploy him in a way that reduces the enemy's ability to retaliate; he will kill whatever he's targeting if it's turn 3 and he's making 14 attacks with Ghal Maraz that phase. But in order to use him well, you'd need a primary threat (in my case it's Hammerhalian Lancers) that are even more dangerous than he is. That way attention is split. I use this logic for my Lancers; the unit of 30 Greatswords creates the breathing room necessary to work, as they can't be ignored and they require a serious response to destroy, and if they're ignored in favor of the Lancers, then there's 30 Greatswords getting into the frontline.
  19. Greatswords can fight in ranks of 2. You're usually getting 40 attacks out of a unit of 30 when piling in. They'll need a Freeguild Hero to give them their natural +1 to hit, although in my Hammerhal army I use Twinstone to give them +1 to hit when a Freeguild hero isn't nearby. Even then, they're still good unbuffed and their mortal wounds are great. They can do excellent damage; whatever they go into is probably dead. I reckon it's their self-reliance and not requiring active buffs to be used on them that makes them pretty good. I use them as my second/ backup threat in my Hammerhalian Lancers army. I reckon you could run 30 in a Stormcast army although I can't say what they might be doing there.
  20. I use Greatswords for my army core since their points drop.
  21. I tried a list using the 10 Shadow warriors; they scored a point and denied on Blades Edge early and tied up an enemy unit for a bit so they definitely had more of an impact than 10 gunners, so I reckon they can stay. As for the rest of the army, I had my Griffon and 5 Demigryph Knights go through: Chaos Lord on Manticore, Chaos Lord on Daemonic Mount (10 wounds), a Soulgrinder and 5 Chaos Knights in one round of combat for a total of 53 damage. The rolls were standard and the Griffon fought twice. As per my writeup, the second pile in let my Griffon move into the Soulgrinder, causing a chain reaction of destruction. That entire flank was removed in one combat phase. The 40 Marauders teleported behind my 30 Greatswords, but lost that fight badly.
  22. I'm going to try a list where I replace one 10 of Gunners with Shadow Warriors for utility, and to make use of that last 10 points. It doesn't increase my drops, decrease my banners or reduce my shooting capacity, while giving me a deepstrike.
  23. That's good; my post was about helping others to attain their perfected list using my experiences, so I'm glad you're creating your own variant. I could add some Shadow Warriors by removing 10 Gunners, but as a 10 I'm not sure what the remaining 10 are doing by themselves other than screen.
  24. Min sized Demigryph squads and the Griffon can easily fight twice, and they're the ones you want to be doing it anyway. If the Greatswords are, then your opponent has seriously messed up XD. More often than not, I'm not fighting twice because nothing's left to activate against. Wings of Fire can let a Demigryph squad hop a target to ensure the opportunity. And I'd love to fit the Prime in, but the numbers just don't quite add up in this list. The Luminark would be the thing to go, possibly, but I need the toolbox it provides and when I start moving things around, the list starts getting messy and strays from it's intended playstyle. But yeah, the Prime is excellent, but that would leave me with just one hero on the board for maybe 2 turns, which is risky. Although, the whole reason I can survive with just 2 in the first place is battleshock immunity.
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