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Dankboss

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Posts posted by Dankboss

  1. I personally wouldn't get hung up on base sizes, especially this early in the game. It only really matters in tournaments. As it is, imo Old World gives off a casual, old warhammery laid back-ness vibe that used to encourage you to do your own thing (unlike say AoS where they give you a half-hearted thumbs up of approval but no one actually does).

    • Like 2
  2. 13 minutes ago, Bolfrig Bearhide said:

    There will be minor work, such as deciding on a specific number of stomp attacks for each monster, rather than the D6 thunderstomp they’d have in 8th, but on the whole it should be reasonably straight forward. 

    I want to use my Troll Hag so from what I can tell it'll be somewhat straight forward. I'm taking a very casual approach to Old World (like not rebasing my AoS Freeguild and Gloomspite).

  3. My prediction based on what we've seen is that their combat stats will remain largely the same, they'll be 4 wounds, 4+ save with the auto regen. Gaining +1 wound in Glogg's Megamob, meaning they're still great in other subfactions but if you want the most out of them you go Glogg's. Their move and bravery is probably still the same. 180 points.

    I suspect the Dankhold Troggboss still won't be a Monster, as this avoids a degrading statline (usually but not always like the Tauralons are monsters but don't degrade) however there'll be a Warlord Trait like the StoD Demon Prince for +2 wounds and gain the Monster Keyword. This could mean a 15 wound Troggboss at maximum due to Gloggs. I expect their attacks to be something like D3+2 damage. The Pet Gribbly Squished token makes me think that Troggbosses may come with Glowy Howsit in-built, though in this case the Gribbly is protecting him. The token is to signify when you've rolled a 1 and it breaks. Crushing Grip is probably the same and he probably has his reroll 1s to hit as an always on aura.

  4. 22 minutes ago, Gitzdee said:

    Still not enough? Troggbosses recover an eye-watering D6 wounds – and Glogg’s Megamob have it even better… "

    This makes me wonder if a we still get to include the 2 Kruleboyz Troggs.

     

    "* But not the Gitmobbers – a temporary truce has been formed between the grot tribes."

    Maybe at the end of the edition they will be getting their own tome with sun worshippers, frazzlegit or something they called it right? Gitmob and Grotbag? Grom?

    The Kruleboyz will almost certainly still be allies but they won't get any Gitz synergy. So long as nothing changes, the Sloggoth will still buff Gitz as it's friendly units it affects.

  5. I decided to have a go at redesigning the Troggoth units for AoS 3, to make them more in line with the current game. Even on release they were considered mediocre at best, and Rockguts didn't start being popular until much later on. Overall these are small but impactful changes I'd like to see in future updates, based on player feedback over the last 3 years I've heard and my own opinions.

    I haven't given too much thought about points as that requires full allegiance abilities, which I won't be doing. My brief thoughts would be 160-170 for the regular Troggs and 250 for the Boss.

    If I were to include an allegiance ability specifically for Troggoths, it would be the retreat and charge from the old Glogg's battalion.

    fellwater rewrite.png

    rockgut rewrite.png

     

  6. 3 hours ago, Brian Damage said:

    What's the deal with Fungoid Cave-Shamans not being able to take Gloomspite artefacts? It seems like a weird restriction when every other Hero unit can.

    It's to give the Madcap a niche; the Fungoid is clearly the superior Shaman, but the Madcap gets his own special toolkit to balance it out. Otherwise you'd almost never take the Madcap.

  7. 5 hours ago, Doko said:

    Lol you was who ask me for my opinion,i only wrote a short post saying as all this wasnt competitive and i didnt wanted write my tougth because i know this forum dont like negative opinion even if it is true.

    In short lets see in one month how many top 5 tournaments have citys list that have something of this wd.........

    You explained your opinion, twice. You never engaged with the points made by other people to explain why they’re wrong, or if you did you missed the point (and the retroactive emoji on an older post was petty retaliation).

    You might not have noticed, but banners held high doesn’t actually require you to control those objectives. I don’t think I need to explain how that’s good.

    Someone will score that at a tournament easily; I know my list can.

  8. 4 minutes ago, Doko said:

    General consensus are 3 or 4 persons of all citys playerbase???

    I can explain as these traits are bad? Sure.

    Black dragon doing 1 extra mortal each 6 models is bad because its a ad design,it does more mortals when unit is bigger but usually units with high number of models have low save so make mortal wounds are wasted,so sure this moujt trait upgrade a skill that is almost useless of a model that never have been used in any podium tournament list(melle dragon) and had one that got one win(sorceress) but you dont want her in melle due to save 5

    Gryffon in aos3 is useless because he does 10 damage for 300 points(as i said many times) but now he lost his battallion that was huge and a save of 4+1 when every other competitive monster have natural 3 makes him bad.

    And now this trait what gives us? In turn1\4 is useless because enemy only gonna kill him in next turn,and yes it is usefull for deny points in turn5.

    But it is a bad behemot with a mediocre or situational mount trait,so as entire aos3.0 competitive scene have been and gonna continue being useless

    They could have gave us something as reroll save of 1, reduce rend1,get extra attacks,(as other better behemots have as mount traits)even for black dragon a extra 3" to his breath wold have been so much better than this

     

    Also the tactics as the general consensus(as you said) said are useless\situational because are worse than generics.

    So as i said worse tactics than generics and bad\situational mont traits for allready bad behemots.

    So nothing here gonna be used in competitive and so as i said this wd can be skipped for tournaments,for casual play you can be happy because you got mount traits free for black dragon or gryfon 

    You've just repeated yourself without engaging what other people have presented. There is more to AoS discourse than TGA I'm afraid.

    In the past you've been, in my opinion, unreasonable in your arguments and have never conceded a point when presented with reasonable proof to the contrary, so I'm not interested in trying to convince you otherwise.

    What I will say is you misunderstand the applications of the Griffon's mount trait. It is not as simple as you make it out to be.

    • Like 1
  9. 3 minutes ago, Neil Arthur Hotep said:

    Yeah, obviously what the people really want are Steam Tank big names. Here's a selection for you:

     

    Ol' Reliable: Reroll More Presure! rolls.

    Sigmar's Hammer: 1d6 mortals on the charge instead of 1d3

    Lord Ordinator Ven Zeppel: Garrison up to 10 FREEGUILD models

     

    We could have them for Hurricanums and Luminarks, too. We already had the Beacon of Intellect (reroll Luminark beam rolls) in Broken Realms.

     

    You have my attention.
     

    If a tank could Garrison I'd put some greatswords in like a flash

    • LOVE IT! 1
  10. The battle tactic to get a banner within 1" of 2 different objectives outside of your territory is actually really good; it's a simple condition, similar to one of the existing ones, and gives you options in case you're struggling to score. Not sure if you need to hold the objectives or just get the banners there.

    The Griffon's trait is amazing and straight denies enemy Slay the Warlord, Bring it Down and the Monster point on a 2+. Kinda feel like this update was for Freeguild and Hammerhal, as they like their banners and their Griffons.

    • Confused 1
  11.  

    44 minutes ago, Nadurebaile said:

    Anybody know if the light of the bad moon effects allies if they have the proper keyword? Looks like our sloggoth and mire-brute might get super-regeneration?

    They can. They meet the requirements, and the Bad Moon affects units differently than most allegiance abilities because it also directly affects enemy units under the same conditions.

    • Like 1
  12. 7 minutes ago, Clan's Cynic said:

    I like Fyreslayers.

    I think any Freeguild update should keep the Not-Empire aesthetics to a degree. They've become too embedded in AoS artwork and descriptions at this point. Sure, Realmify them up (that's a word now) but I don't want them to be hugely different the way most people seem to want them to be. 

    I don't understand the want to change Freeguild. Just make a new human faction. Freeguild are a specific military order, and are only prevalent because there isn't anything else to fill that niche at the moment. Furthermore, very few people play/ collect Freeguild specifically (not just as stuff in CoS) yet many seem to have an opinion on how they should be changed to fit their view. I don't want my Freeguild to change by people without a vested interest.

    • Like 2
  13. Specific army centerpieces such as high leader units should be limited to 1 per army depending on context. It makes no sense that my army can field 2+ Freeguild GENERALS, Frostlords, Megabosses, Abhorrent Ghoul KINGS etc etc. That's not how power structures work in a functional army. It would also curb spamming. At least give sub-commander options like the Drakesworn Templar to his Lord Celestant on Stardrake. I know this is a high fantasy game but please let's just have some reality to bring it together...

    GW letting us build armies of all dragons is a mistake and only encourages spam. How many times have we seen a new army drop and the article tell you you can build a whole army of (insert efficient monster/ elite unit here)? The game is better when most army composition actually looks like an 'army' and not 3 Frostlords and the extras tacked on. Armies composed of a couple powerful monsters is infantile and lazy, making it look like I'm smashing my Transformers into your plastic soldiers. I know we're playing a game with models but there is nuance here. Sons of Behemat get a pass. Let's not pretend these armies are the thematic force of a steam tank company and their support, they're pick 3+ of the smashiest monster and throw it at your opponents face overarm. And this isn't even a 3.0 problem.

    GW's insistence on complete flexibility and freedom is detrimental to the game as it's open to abuse.

    Sorry not sorry.

    • Like 5
  14. I wanted to change the rider to a grot and maybe replace the head. As for the Sloggoth i snipped off the weird spiky growths on it, as they make no sense to me. As for the spears I made, I just took some Stabbas' spears and cut the blade off at the wrap and glued it to the catcher-poles to make long pikes.

  15. As an artist myself, I think the appealing thing about GW miniatures, is that they are technically impressive and detailed, while also being manageable from a hobby perspective. There's plenty of models that have overwhelming, impressive detail that GW doesn't do, and in a vacuum makes GW seem like childsplay, but in this context that's not the point. GW is a perfect balance of form and function, which is why I would say they are the best toy soldiers company.

    • Like 4
  16. 1 hour ago, BaylorCorvette said:

    As far as I can tell, an army can still take a Mega-Gargant Mercenary in Matched Play in 3.0 correct? What I am unsure about is, can they be given a universal enhancement such as an artefact? I see that they are technically not a named character even though each of the Grand Alliances have a name for the Mega-Gargant Mercs.

    Yes you can take a mega-merc, I believe the details for it are in the SoB book. They can't take artifacts as they are mercenary/ ally units. They're essentially pseudo-named characters for that reason.

    I actually use Grunnock with my Troggoth army and he's pretty good.

  17. I only use Freeguild Guard in 10s as screens and objective holders. I run 30 Greatswords protected by a Luminark as my main infantry unit. Really good as a mid-field objective holder and will annihilate almost everything that engages them. Much easier to protect now thanks to easy +1 saves and Rally. Ideally they'll be at -1 to hit, +1 save and 6+ ward, since they don't need +1 to hit thanks to a General being nearby.

    • Like 1
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