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Dankboss

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Everything posted by Dankboss

  1. A plastic Squiggoth would be a slam-dunk, as it could be designed for both AoS and 40k. They're also famously the Ork monster, and their lack of appearance in fantasy is a shame and a wasted opportunity as they fit perfectly.
  2. I'm selling off my Fimir collection via Ebay; https://www.ebay.co.uk/itm/12-Fimir-Warriors-and-1-Noble-Warhammer-Age-of-Sigmar-Forgeworld/224371315488?hash=item343d929320:g:A10AAOSwWelgPlV1 Follower the link for details.
  3. To kill a Karkadrak and 10 warriors in one combat my griffon had to do 29 damage minimum. He can fight twice remember. CoS is also a different army, and inherently relies on its infantry. It's just how the book is designed. Comparing outside of allegiance is not an ideal indicator of a model's performance.
  4. I mean, I play Hammerhalian Lancers and the other day my Griffon ate a Manticore, then went on to eat a Karkadrak and 10 chaos warriors in the space of 2 combats. He's great when built in Hammerhal. His 320 points cost is likely to prevent the ballistic missile monster meta of a few years back. I'd say he's a 300 point monster but that's hardly an issue. His sheer accuracy is unlike that of almost any other monster. Sure, he may not do the most damage but he's resistant to whiffing his attacks.
  5. The change to depravity does give it clear counter play fortunately, if you can focus down a unit to prevent points.
  6. The Old Lady of the Bog is named in the Glogg's Megamob article. She trades with Sylvaneth.
  7. Thinking about it, there's a lot of design directions they could go with designing a new multi-kit hag, akin to the treelord or GuO kit. Named character could also be a thing; there is one in the lore.
  8. So I've now had a while to practice with Glogg's Megamob; so far I've had about 10 games, against either Tempest's Eye or StoD. The significant units I face regularly are Be'lakor, 40 Irondrakes, Gotrek, 40 Marauders and One-Eyed Grunnock. Iirc I've won 8/10 of those games (up from about 5-6/10), so I thought I'd revise my initial thoughts on the new allegiance abilities, based on my experience so far. It's a decent spread of playstyles and opposing units to get a grasp of how Glogg's performs. Bare in mind we play Semi-competitively to Competitively. Unfortunately, I can't play against other armies right now, but I am considering the shooting/ magic meta in my analysis. Monstrous Regeneration: C Initially I thought it was forgettable, but I actually roll a lot more successes because of it, and the healing does add up. Other than that, it's meh. Oblivious to Sorcery: A/C depending on matchup While I don't have many chances to use it, as my opponent is often magic light, this situational rule will be a godsend against magic armies, since we can't exactly compete with them in other ways, we might as well just ignore the magic. Best placed on your Rockgut bricks to stave off magic, or make them undesirable targets. Often a unit with a 4+ spell save is ignored in favor of easier targets. We also have the CP generation to liberally apply this ability. Shepherd of Idiotic Destruction: B I actually kinda prefer this over Loonskin, since I can still chase the moon to get the bonus CP and still generate more; often on turn 2 I can have 6 CP. Regardless of how you look at it, it's still part of Loonskin's effect, so not much of a tradeoff. Aetherquartz Studded Hide: B The best way to kill a Troggoth Hag is with Mortal Wounds. Good thing we got given a new artifact to give to the Hag to combat this. This combined with the ability to return her, makes her a valid pick again imo. It's also good as it lets you keep Glowy Howsit on your boss, so they both have a ward save. Hidden Troggholes: A Returning Troggoths lets me play far more aggressively, as I know statistically I will return at least one unit during the game, and if I'm not, it's more likely that I haven't lost any units yet. I've won a few games because of this rule, and it also increases the points efficiency of Troggoth units in general. I've started throwing units of 3 Fellwaters out early games on the deep flanks, or just teleporting them behind enemy lines as a distraction, as they're difficult to ignore. Returning the Hag survived the FAQ, which is good because she's a decent choice to return. I've done this twice now; once to stop a rampaging Mega Gargant, and another to stop a rampaging Gotrek; both times she succeeded in stopping them in time to win, as if she comes back chances are it'll be late game. Also, being able to return a Hero in general is just a win. Stomping Megamob: A+ Imo, Stomping Megamob makes or breaks a Troggoth list, as it's just so good. A good portion of my wins have been because of retreat and charge, either onto an objective, or into a problem unit (like Irondrakes) that I couldn't reach before. This rule is especially deadly on the double turn, and if you get it, it really comes into its own to maximize that double potential. My army feels more fluid and maneuverable, as I can dodge tarpits and slingshot units to important fights etc. This forces your opponent to focus down individual units, as if they can't bog them down, they have to destroy them, and if they destroy them, they might come back. Overall, this is a game winning factor, and I reckon it gives Glogg's Megamob a place in the fat middle of army tiers, up from rock bottom. I've linked my standard army list. It can be played as either a 4 drop or a 5 drop, depending on how I run the grots. I do prefer 2 units of 20 myself. I was hoping to get the points to include Scrapskuttles again from the FAQ. If piloted by a pro, I reckon Glogg's can potentially be a 3/2 army. Glogg'sMegamob03.pdf
  9. Gloomspite Gitz' Madcap Shaman has a spell that gives -1 to hit from shooting attacks, and it affects friendly units, not keyworded. Might be worth allying in for 80 points.
  10. https://www.warhammer-community.com/2021/01/25/has-your-army-changed-in-the-warhammer-age-of-sigmar-january-faq/ No points changes.
  11. Glareface Frazzlegit is the name the grots give to Hysh, iirc.
  12. Glareface Frazzlegitz sounds about right for a revamped Gitmob army.
  13. https://www.warhammer-community.com/2021/01/19/new-lumineth-and-soulblight-models-revealed-and-shot-on-a-non-terrible-camera/#gallery-1 New post addressing the leaks.
  14. They fill different roles, although lances need more buffs on them. StoD does not have much rend 2, so that's where lances are important. For self-reliant units, the swords are better since they don't need as many buffs.
  15. I think a dedicated ranged troll could be the way to go. As for heroes, i'd like to see a Rockgut hero that can be made with the current kit. Like a Boulderbrain or something.
  16. Sulphurbreath Troggoths are a thing. The only issue would be how they are different from the current Troggoths.
  17. I've noticed a trend, starting this year, of units of 6-9 Rockguts being taken more often in regular Gitz lists.
  18. Fortunately I have a brother with StoD and Tempest's Eye, so I have a good army dynamic to test against. I was waiting months for him to get back from uni XD
  19. Scored a win in Knife to the Heart today vs StoD thanks to the battalion's retreat and charge. I sling shot 6 rockguts to the objective, so definitely don't sleep on the battalion's potential.
  20. They aren't inherently better, as in being superior, it's just they can perform in an environment that rockguts aren't so suited for; by that I mean Rockguts need to be in 6s+ to be effective, but at 1k that's pretty much overkill, and there's no sweet spot, which is where Fellwaters come in. I would go 6 Rockguts and 2 units of 3 Fellwaters. So it's not a matter of one being better than the other, but finding the balance appropriate to the points level, to avoid overkilling and wasting resources. Both will perform just fine, it's simply resource management.
  21. You may find Fellwaters performing better at 1000, due to less powerful units from the enemy. At smaller scale, the Fellwater's significantly high damage-point ratio becomes much more apparent.
  22. What that rule means is that they can retreat and still charge later, not that he 'can' retreat or not, as normally that's always allowed, so the Tzeentch rule would prevent them from retreating. It's rules language that sets up the condition of retreating, so normally you can't retreat and then charge, but this rule is saying that you can retreat and charge.
  23. I figured as much. I'm struggling to figure out what Spiders want to be.
  24. I think one of the primary issues is the complete reliance on a bubble of -1 to hit to keep spiders safe, as they're made of paper otherwise, and slapping a 5+ spell save does not fix it in the slightest. Slaanesh can work as a glass cannon because it can disrupt the ability for the enemy to fight reliably, but Spiderfang would needs flingers and itchy nuisance to do this, which are nowhere near as good, while also not having the damage of a glass cannon, since it's all fishing for 5+/6+s. Jaws of Mork can just deal flat damage in contrast, which is why they can compete in the glass cannon niche. I'm not really seeing anything spiders can do that squigs can't do better, besides mortal wounds. Now I think the way spiders are played will have a real shakeup, maybe leaning towards an alpha ambush type playstyle, which will net some wins. But their consistency is a real issue from what I can see. Furthermore, returning 3-6 spiders pales in comparison to 10, 20 or 30 grots, however many squigs or 2/3/5 Troggoths, so they can't rely on that to take risky plays that the loonshrine opens up.
  25. He changes his list a lot, but it usually has Ruinbringer Warband and as Ravagers for the extra bodies.
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