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Dankboss

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Posts posted by Dankboss

  1. I had my first game of 3.0 yesterday. It took about 4 hours to get to grips with it.

    Troggoths (not Gloggs Megamob) vs Legion of the First Prince on the new Shifting Objectives.

    Straight off the bat the game was back and forth thanks to Battle Tactics, which is a great addition. The smaller table meant things happened faster, and I had no issue maneuvering my Troggs across the battlefield. All Out Defense helped keep everyone's models on the table for longer which is just a positive, although my Troggs have no issue breaking armor in general. Loads of CP on both sides and reactionary abilities made the game so much more engaging for both players. The game went surprisingly well for a first game and I won 25-24, which is remarkably close all things considered.

    When I first read about them I thought battle tactics were a bit meh, but having played them they're both easy enough to achieve and not intrusive to your playstyle that they're a welcome addition, and definitely lets an army that can't keep up on objectives to catch up, which in this case was Legion of the First Prince because Troggoths hitting on 2+ tear through everything.

    Grand Strategies are probably too easy to score and so cancel themselves out, although I nearly managed to stop my opponent's Prized Sorceries after assassinating a Gaunt Summoner with a teleporting Hag vomit and nearly killing Be'lakor, who escaped thanks to Heroic Recovery (which is another great addition to keep your Heroes in the thick of it, since everyone wants their toys staying on the table).

    Be'lakor can really put in work this edition and nearly took out my Hag immediately with +1 to hit and wound, although she just survived.

    For any Gloomspite players reading, I feel like Troggoths are the way to go this edition, if you don't already.

    Troggoths 3.png

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  2. 5 hours ago, Tali182 said:

    Nice! Mine whiffed completely and did 0 damage to some 'ardboys then died immediately 😅

    But despite that I loved my first go at 3.0 the troggs seem to benefit alot from all the new command abilities. I can see some good potential.

    Also using the moonshrine to garrison 20 stabbas so they are all on the objective and a bit harder to kill was nice, though you really need to protect it from monsters as a Maw Krusha blew mine up early in the game which cost me.

    He whiffed with All out Attack and/ or Finest Hour? Those are what makes him Battleboss again.

    Edit: I just read you run a different boss

  3. Just played my first game of 3.0 with my Troggs vs Legion of the First Prince. I played the new Shifting Objectives to start off simple. Game ended 25-24 in my favor; the new Battle Tactics is a great addition and made the game really interesting. Despite smashing a lot of his army, by being able to achieve Battle Tactics his hold and control playstyle was able to keep up despite losses. Battleboss defeated a Bloodthirster in mostly single combat (a lone rockgut contributed nothing); the thirster had reroll saves too.

    The ability to react to your enemy on their turn is an amazing addition. Despite being a slow game, since it was our first, I think 3.0 is going to be excellent.

    Be'lakor is the biggest ****** to kill and I nearly did, but Heroic Recovery kept him in it.

    • Like 5
  4. 11 hours ago, Aelfric said:

    I'm assuming that the Hag is no longer usable since there are no points for Her in the new GHB.  No points for any Forgeworld models.  (I'd like to be wrong).

    As Ganigumo said, she is currently legal under the Monstrous Arcanum document. I do expect to see it updated but if she was going to go away she'd have been removed from the webstore a while ago. 3.0 is now officially here so I highly doubt we'll see any FW models be dropped.

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  5. My first Gitz list for 3.0. Warscroll builder didn't seem to want to export to pdf so a screenshot will do. I'm feeling pretty hopeful about this one. I'm not taking Glogg's anymore as the main appeal is gone and the Loonshrine buff is separate. I'd rather have a Troggboss that can get stuck in than +1 to regen and a spell save. Heroic Recovery can makeup for the regen loss.

    Smash-Boss is back! And actually better since he's not relying on Ghyrstrike to get +1 to hit and wound.

    Normally I take Fellwaters in 3s, but a 6 man can utilize Unleash Hell way better and is a pretty big charge deterrent.

    One thing I did notice is that Alpha Trogg might be a decent pick as it improves Heroic Recovery while buffing bravery, and with IP being once per turn it's useful.

    Initially I was going to shelve my Gitz for the time being as the changes in 3.0 seemed a bit radical for Gitz but on second thoughts I think this list might end up being stronger than before. Troggs hitting on 2s with All out Attack is scary.

    Troggoths 3.png

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  6. 1 minute ago, Neil Arthur Hotep said:

    I really think with the introduction of Dawnbringer Crusades, we might see updated Freeguild sculpts in the near future. I will pass on the derpier Freeguild units for the time being, although they look pretty good mechanically right now.

    I hope something happens to the Steam Tank to make it viable, though. They were sort of on the cusp of playability before 3.0, but now they lost some of their buff stacking, they miss out on the new monster mechanics and they don't efficiently use the new command abilities if you take multiple.

    I think it would be neat if they were not Single units. I'd take a Steam Tank Commander and a squad of three tanks. That would be a juicy target for Unleash Hell or All Out Defense.

    If there were to be an update, Guard and Gunners/ Crossbows would definitely get it. Alongside a new General on foot sculpt and some hero on Demigryph I reckon. Probably not much more than that though.

  7. While Gunners, Guard and Crossbowmen look their age, they do hold up when looking at them ranked up in large units from above, particularly if they have a striking colourscheme. Individually though they are a bit on the derpy side.

    I think Freeguild look really good collectively, but those aforementioned models do stand out if on their own. If you really wanted to spend the cash you could take Greatswords and give them guns/ guard weapons.

  8. 1 minute ago, SpiritofHokuto said:

    Overall it's kind of a wash, whatever extra I spend on 20 instead of 15 Warriors almost gets negated by the fact that Marauders are only up to 30 now. And with not having warscroll battalions to spend on it frees things up somewhat. Plus certain things like Varanguard/Daemon Princes being untouched, and pretty much just 5-10 point bumps across the board except for  Archaon I think StD came out pretty alright. Pretty deep discounts on Chariots as well, although I still don't think they're worth the cost really. Still a cheaper Idolator Lord isn't anything to sniff at. And with all the extra utility Priests have now, I'm trying to think up an Idolator army.   

    My regular opponent always runs at least one chariot as a pinning piece; it's pretty decent at that.

    If one's army only stayed the same then they're buffed by proxy, as most other armies have gone up.

  9. Warriors with easy access to 3+ rerollable saves with a 5+ MW ward when we're seeing a general toning down of lethality due to coherency and general points increases is no joke.

    I know they can't kill anything but they don't need to when they won't budge.

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  10. My Freeguild army had any points increases absorbed by the loss of the battalions. Knights and Griffon down is great when compared to the rest of the game they could have gone up. Overall I'm very happy, my Freeguild are dancing over here, unscathed.

    I used guard to MSU screen so I'm not bothered by their change. Although, again, everyone else suffered the same. Still rocking my greatswords since as I said before, increases got ate by the loss of battalions.

  11. 13 minutes ago, Jagged Red Lines said:

    Yeah I'm almost certain Cities will get replaced by 'Dawnbringer Crusades', which primarily has the human freeguild stuff and maybe some new knights of azyr.

    Can see some parts of the range being broken up then, dwarf soup, some wanderers to kurnothi/sylvaneth and very possibly dark elves to umbraneth.

    Yndrasta specifically interacts with CoS, so I doubt they'd get rebranded. If anything I expect Dawnbringer Crusade to be a supplement to CoS, like Stormkeeps were.

    • Like 2
  12. 5 minutes ago, Hoseman said:

    Is it possible to see some remove of the keywords? I hate the impossibility of making a similar old sylvan aelfs army as every unit only synergies with darkling, shadowblades, serpentis, etc..

    0% I’m afraid.

    • Sad 2
  13. I use Greatswords as my back-up hammer and third threat, in case my demigryphs are compromised. They only got better in 3.0. They do need another workhorse on the field to draw heat away from them though. I Always take a unit of 30 to sure up my midfield.

  14. Just now, Tali182 said:

    Probably,  but the amulet is just listed as a 5+ ward save, it does not even mention wound or mortal wound, and the ward rule does not mention mortal wounds when describing what it is, but then says ward saves can be used against MWs later on in the text, so there is some uncertainty about it.  so we play the waiting game for the FAQs etc

    "14.3 WARDS Some abilities allow you to roll a dice to negate a wound before it is allocated to a model. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Up to 1 ward roll can be made for each wound or mortal wound before it is allocated to the model in question. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model."

    I think what we'll see is Ward be used for when they want to negate both, and whatever unique rules currently exist for MW only wards. I doubt the latter is going away, or if it is it'll take an extremely long time to phase them out and rebalance.

  15. 2 minutes ago, Tali182 said:

    Its good to have choices I guess, 

    If what I hear is true all current saves that are versions of wards will become the new ward so the hide will be the same as the amulet, but we will see if that is correct

    They're both wards, but the Amulet is against both MWs and Wounds while Hide is just MWs. I highly highly doubt they'd faq all wards to be the same, or StoD stonks are going to hit the stratosphere.

  16. While Troggoths came out the best out of the Gitz, I'm likely going to wait to see if we're getting a 3.0 book in the not too distant future, which I suspect we will. The loss of Megamob makes be reconsider taking the subfaction. A lot of 3.0 changes interfere with how Gitz as a whole plays, so I'm just going to wait and see before committing to them again. Rockguts hitting on 2s is great though, but I'm not sure if that's enough to carry the game.

    My Freeguild of Hammerhal army is absolutely loving 3.0. I'm losing Hammerhalian Lancers, but any potential points increases should get absorbed by the loss of the battalion. Easy access to +1 save should let my Demigryphs do the same damage over their lifespan as they do now. I regularly generate so many CPs I can't spend them all, which means most likely every single unit I have will be using them at every opportunity and maximizing their potential. The Griffon's CA also activates in the charge phase, so I can use other CAs in the combat phase too.

    Smaller board size will also help my infantry elements, and assuming nothing is stopping it, Handgunners can shoot twice in the charge phase. My army is also not affected by the new coherency nor reinforcement limits (aside from 25mm infantry being closer together) since my main list consists of 30 greatswords, 20 gunners and the rest MSU knights and guard.

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  17. Just now, SentinelGuy said:

    There aren't that many named spellcasters, they could easily supply an errata document for them on day of 3.0 release. 

    I don't think that's a healthy way to update battletomes, as more and more info is now spread out. Much easier to clarify one rule in the core rules than to update many.

    Also considering newer players or those with less online presence; if you're introducing someone to the game, you want all the rules in one place. Telling them to go fishing for this rule and that, isn't helpful.

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  18. 1 minute ago, SentinelGuy said:

    Or GW could just rewrite the scrolls for named heroes so that they know all the spells from a particular lore. The new Sylvaneth guy has that on his scroll. Wouldn't be surprised if the others don't get the same treatment.

    That is a much harder fix, all things considered. There'd be years where there are haves and have nots before the issue is corrected.

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