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Dankboss

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Everything posted by Dankboss

  1. So I've been playing against StoD, which is using One Eyed Grunnock as a merc, and I think he might be a decent choice from my experience so far. He brings a lot of rend to an army that otherwise relies on knights charging, which makes him so much more reliable, and his earthquake for -1 to hit makes him pair really well with a block of 40 Marauders running beside him. It's an effective double whammy, as he's drawing heat and dealing damage, for the otherwise squishy marauders. His presence gives the rest of the army room to breathe, and having a fighty hero in the thick of it is proving to be very useful, since StoD, outside of Archaon, don't really have someone who can just get stuck in. If you've got him, I'd suggest giving him a go. The -1 CP hasn't come up as an issue either.
  2. Played another game against a different StoD list but still with Grunnock. Shifting Objectives. I lost 21-22, although my opponent did double turn me, win every Battle Round and kept the primary on the same objective twice, so I call it a win in my books XD I returned the Hag and 3 Rockguts, which was important for retaking the center objective. My Rockguts gave Grunnock a good bonking, while my Hag killed off a unit of Knights with her giant spoon by herself in one attack. I may consider splitting my 40 stabbas into 2 for better coverage. Troggboss ate his Howsit first time, but did deal with the Marauders either way; all my luck this game went into a fat double 6 on damage. I made the mistake of putting my Loonshrine too far to the left, which did have an impact on taking the right objective late game, as I could have taken it if it was closer. Overall, despite the setbacks, the Troggs performed well, and again they feel a lot better to play than before. Also, I turned my nose up at the +1 to regen initially as a meh ability, but I rolled a lot of 3s to regen so... (Just a note that the previous StoD list was technically illegal as the battalion was 1 unit short)
  3. The general consensus on Aetherquartz Studded Hide seems to be putting it on the Hag, as before she didn't have any viable options, and is actually good on her.
  4. Do remember that the Hag can be returned via the Loonshrine, which makes her a genuine contender for the Shaman's spot.
  5. Oh my bad, that has a Madcap, not a Fungoid. I thought the total was off. Gloggsmegamob02.pdf
  6. His list had the mega, not mine. GloggsMegamob01.pdf StoDGrunnock.pdf
  7. Had my first game with Glogg's Megamob today vs StoD with One Eyed Grunnock (who is actually a decent pick for them). I felt it gave me a lot of freedom in my decisions, as being able to return Troggoths let me be more aggressive and risky, while retreat and charge actually let a lone Rockgut go and tie up a unit of Chaos Knights for a turn. The game was called turn 4 and I returned 3 Rockguts; I didn't have another fully destroyed unit at the time for my second attempt. Troggoths definitely felt better with these new rules. On another note, my Hag killed a Mega Gargant with her 'Crushing Bulk'.... Edit: it was Focal Points and I did win.
  8. It depends on your other sources of -2 rend, as StoD struggle with that. If you don't have much then lances are good, but I think swords tend to get taken more often.
  9. Slaanesh lends itself to cavalry builds thanks to free charge rerolls and exploding hits for the knights.
  10. I would run at most 3, personally, maybe 4 depending on how you use your Chariot Lord. The horse chariot is better due to its speed, which is what makes it useful as a pinning tool to hold things down for your Chaos Knights. The impact hits are also better from my experience; In Ruinbringer Warband they can quite easily do 4-5 mortal wounds on the charge, which is really good against elite armies and monsters. Make them Slaanesh and they can be rerolling their charges for free with the general nearby, so you can fish for a better roll if need be. You could make your Chariot Lord a Gorebeast for the extra wound, as he won't be in the thick of it as much, so doesn't need to be as fast. I think the usefulness of the Idolator prayers is that you have the flexibility to not take the Warshrine if you don't want to.
  11. The underworlds warband for Gitz previewed what the new Squig profile would be, so I think it's fair to say the Slaangor is indicative of what they'll be like.
  12. The Karkadrak is still a bit more dangerous and tough, but it's a 60 point difference. I would probably take the chariot, all things considered.
  13. Back when the Karkadrak had access to -3 rend on his axe, it was an easy choice, but now I think it's apt to say you can go either. They both fill the same role.
  14. The Warshrine does not become a Hero. In my mind, (granted not with experience doing it), the best way to run Idolators would be to play a Ruinbringer Warband, as your Chariots can fit in, and one of them becomes another Hero. You'll need to go with realm artifacts too, so unfortunately you'll have 1 spare.
  15. I recall my regular opponent pulling it off once in a year. Problem is, StoD heroes aren't really going to be in a position to kill enemy Heroes. Maybe the Karkadrak and Manticore lord, assuming they have it? In fact, the most notable time for Eye of the Gods was when it was late game, and my Troggboss was on like 1 wound left minding his own business, and this chaos lord jumps him from behind a wall. He turned into a spawn for his trouble.
  16. I'd get the new Gitz battleforce for a big discount. You'd be better off building the Dankhold as a boss, as he's always useful as just a big hero. Then you get an ideal amount of Rockguts and a load of Boingrots/ Hoppers. Then you could get those stabbas, so now your army will have a section of Grots with Skragrott, Troggoths with a Dankboss, and Squigs with a Loonboss on Squig.
  17. Throgg beating him then peeing on his body is the same as how we got handsome Squidward
  18. I've played against a Ruinbringer list with 3 horse chariots numerous times and honestly they're pretty good if your positioning game is on point. Particularly good against elite armies, where their MW output (often 4+ per chariot) can take out whole models on the charge and badly wound monsters. I felt it when I was losing demigryphs on the charge against them, and they tie units up by tagging them on corners for chaos knights to then move in. While I was often playing similar cavalry builds myself, it was often a deciding factor when a chariot started tagging key units early and throwing a spanner in the works.
  19. I was going to say, instead of doubling down on the venomous bites, I would have preferred to see a CA that lets you apply spider venom to weapons, for 6+ to hit does 1 MW. I think that'd make the Scuttleboss' CA relevant if you so wanted, but also means you remember to bother to roll the spears.
  20. If I were to fix some of the original Gitz rules, I would make the moon move once per turn, meaning Skragrott is still useful to boost or stop it. This would simply let us know where our rules are running off to. I know it's meant to be erratic, but if we're being realistic, it's a whole moon shining on a tiny battlefield; we can see it XD I would change Sneaky Snufflers to affect all Gitz units; they'd be flying off the shelf if they made this change. It would benefit everyone, while not breaking the balance. I know Dankholds would potentially be viable if you could boost their attacks to 12 d6 attacks and 6 grips. I think the Tome Celestials have addressed many of the other problems, so those two would be my ideas for rules rewrites. Other than that, it'd be a few points changes but nothing major. I would never address an inherent defining weakness as a problem that needs to be fixed; we've seen narrative dissonance with things like Nurgle's speed or DoK's durability, they're harmful for the game as a whole. As it is, we can deal with bravery issues with CP. Sure, that's a clunky way of doing it, but we're talking about goblins and trolls here, their weakness is their lack of bravery, or in the case of trolls, intelligence.
  21. Damn haha, just as I thought we weren't getting another. Where'd you hear it?
  22. You could go with Christmas Nighthaunt with the Black Coach as the focus. Ghosts can take many paint schemes.
  23. It's focused because it contains strong concise elements to build an army with; Rockguts and Boingrots are found in numerable Gitz armies and you get a good amount of each, while it has two heroes that facilitate building said army. Glogg's Megamob and Jaws of Mork aren't the only way people play, and even then I would still consider some hoppers in a trogg army or a unit of 6 Rockguts in Jaws. I guarantee that there's many people who are thrilled with this box, as it allows them a discount for an army of functional models that they may otherwise not have been able to afford.
  24. I think everyone else answered for me lol
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