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Dankboss

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Everything posted by Dankboss

  1. It's cool, but I know it'll only be redundant by the next GHB, as it is with all White Dwarf supplements.
  2. Just to explain what happened: The 40 Marauders teleported to one of my objectives that was only protected by a screen of 20 Grots and the 3 Fellwaters. They charged in and deleted the Grots; Fellwaters piled in, killed 12. CP spent to keep Marauders from fleeing. My turn, Vomit kills 5 more, then my combat kills another 12 exactly. Lose 1 Fellwater in return. No more CP for the Marauders so they run from 17 casualties. So the Fellwaters killed 29 themselves. 10 Grots then came back.
  3. If anyone needs cheering up, know I just had 3 Fellwater Troggoths beat 40 fully buffed Chaos Marauders.
  4. Inspiring Presence should use the Bravery of the Hero for that phase. You could even make it a universal rule instead of a command ability, that wholly within 12" of a Hero, that unit can elect to use their Bravery instead. Right now, the only unit I can think of that can have some real effect in the Bravery department, is the Dreadsaurian whose threat merely forces a command point being spent, as opposed to having its ability work. Bare in mind that I'm a Troggoth player, so this isn't in my interest. Granted, with the aforementioned rules, I'd still be pretty much fine. Gitz also has a Bravery 10 Hero.
  5. This is what I've always been in favor for. It gives you some battleshock protection while ensuring you take part in it.
  6. If they are within 3" of an enemy unit, or have made a charge move in the same turn, they can pile in, and then, if their weapons are in range of an enemy unit, they must attack. If not, and your opponent removes models before it's the Rider's turn to attack, they cannot pile in and attack as they no longer have a valid target within 3". If the unit fights with multiple weapons, the opponent cannot deny one set of weapons by removing models as they're removed after all attacks have been made.
  7. I prefer the hard borders between factions. It prevents it from becoming true soup, which I dislike. I much prefer the modicum of structure it gives. Personally, I never stopped playing Freeguild, just because they got rolled into a book with others. There's more than enough generic buffs in the book as it is, primarily in the city rules. I don't want to see everything blend together. Realistically speaking, a Freeguild General shouldn't be versed in the tactics of Wanderers and vice versa. That really makes no sense. I know they share a city, and GW says you can do what you like in theory, but it's pretty clear that each city promotes one of the factions and in essence is a replacement for their allegiance abilities. Freeguild in Hammerhal, Wanderers in Living City, Dwarfs in Greywater, Dark Elves in Anvilguard, Phoenix Temple in Phoenicium, and with Tempest's Eye and Hallowheart being more mixed.
  8. The Troggboss, as I doubt you'll ever be taking a regular one. The Troggboss' value has gone up in this new magic/shooting/ high armor meta.
  9. I think 2 Generals are too many; sure you'll be able to get the Greatswords with +1 to hit more often, but that's really it. I find the game moves too fast for Hold the Line normally, yet alone 6 uses of it. I would drop 1 General and 1 unit of guard for 20 Handgunners/ Crossbows. If your Stardrake takes Twinstone then he can grant the +1 to hit for the Greatswords anyway; I do this with a Luminark.
  10. Honestly, I've used Hold the Line like 2-3 times since the book came out; the game moves too fast for it. All out Attack or just having a Freeguild General nearby is enough buffing for Greatswords.
  11. I'm using a block of 30 Greatswords again in my Hammerhal army, and with some protection they performed really well; especially when I can get them fighting twice. They paired well with Demigryphs, as while there's no synergy between them, splitting threats across the army reduced my opponent's focus on them. At 30, they're 120 for 10 which is where they should be. I ran a Luminark beside them for a -1 to hit 6+ ward which was enough to get them into combat vs shooty Tempest's Eye. On another note, I had 2 unbuffed Demigryph Knights off 20 Ironbreakers; killing 11 and then rolled a 6 for battleshock.
  12. I've lost a game to Furies, as they just wait around until the last few turns then hop skip and jump over an objective. Their lack of save doesn't matter, as even if they had a 5+ they'd still be falling over to a stiff breeze. Sphiranx is probably considered the best 100 point option overall, but that's primarily combat focused as opposed to objective play. Fomoroid I think is not bad, especially on tables with lots of terrain; and much like how I use Dankholds, they have some decent pinning potential for other units that you want to protect from pile ins.
  13. Nighthaunt already get that as part of their kit. At the end of the day, it's entirely decided by the players, so if I see someone with their Ethereal Grot with a stick and a plank of wood, I'm going to turn it down. Things like being a fire daemon, a spirit or creature made from stone, I would likely be fine with, since there's a genuine reason why they are; as opposed to this is Ethereal because.
  14. I would take the Pet Gribbly if I were to put an artifact on the Troggboss; if he gets charged by (insert generic fast monster here) then they're taking 1+d3 mortal wounds as payment for their attack. It's not going to cripple them, but it's not nothing, and there may be times when you get alpha'd and kicking them back is the best you can do. Still, I would take Moonface Mommet for my 1 choice.
  15. The Mighty Mogg is here! Edit: so I created a skeleton out of armature wire, and then applied greenstuff to shape him; adding the plastic parts on after that. A pretty simple bit of sculpting, since he's the shape of a dumpling. He's currently in a Path to Glory against the Slaves to Darkness and their hero, currently 6-7 to StoD, but Mogg is getting the upper hand.
  16. Knowing GW, he'd already have been sued if it was an issue. If you want to present it to GW, use their template.
  17. What I'm doing is using Runebrush's app to work out the scroll, and then when my custom hero is ready, use the official warscoll to create his final version.
  18. I know, it's just the intention of the Anvil is to create thematic characters, and I'm questioning the design choices. It just looks like all the powerful choices were taken. Of course they can create whatever they like, it's just it seems so unlike the real colossal squig.
  19. Where did the 3+ Ethereal come from? A colossal squig has a 5+
  20. So I'm playing path to glory using The Mighty Mogg, and my opponent using his 20DP StoD hero. I think it's probably the best use for custom heroes, and you just use the hero that is appropriate for deciding followers etc, so Mogg counted as a Loonboss. Mogg's Mates got stepped on twice before gaining some Fellwater Troggoths that turned the tide for a win. It's looking a bit brighter for Mogg, but we'll have to see. Somehow this obese grot scored Nimble for his reward and so gained a -1 to hit. Don't ask why he suddenly picked up the pace, only that he did.
  21. Working on an obese Grot warlord for Path to Glory. The model is currently drying, since it's mostly greenstuff, so I'll post him when he's finished.
  22. Can't say I ever thought we relied on realm artifacts. It was basically Gryph Feather Charm as far as I know, but it's not like Gitz are hurting for -1 to hit. Do tell me if there were others. I took Ghyrstrike on my Troggboss, but I'm fine with it. Now I take Moonface Mommet on my Madcap Shaman.
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