Jump to content

Dankboss

Members
  • Posts

    462
  • Joined

  • Last visited

Posts posted by Dankboss

  1. 8 hours ago, Vasshpit said:

    Squiggoth transport / monster model. 

    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.

    • Like 2
  2. 5 minutes ago, Doko said:

    As i said the first sentence,they arent useless,the title was a clickbait.

    But karl franz with the battalilion are 320+140(the batallion) to do 17 damage when others behemots as the idoneths turtle for only a unbufed 340 points do 21 damage allready and moreover bringing a +1 save aura.

    As i said he isnt bad but even buffed with a battallion he is a joke vs others behemots.

     

    Per example if we add buffs to others behemots,the seraphon trex can skyrocket to some as 30+ damage or the triceraptos to 40+ damage with the insane buffs stacking of seraphons and cost 210 points....

     

    Our behemots arent useless,but really need a boost(a HUGE boost in case of our mage behemots) to be comparable to every other behemots.

    I think after look other behemots only the magmadroths are so bad as our city behemots

    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.

    • Thanks 1
  3. 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.

     

  4. 7 hours ago, Yoid said:

    Im reading the leaks and Oh My God. Summoning builds revolving around shooting and tanking are gonna be broken. As it reads you generate DP at the end of the battleshock phase (Both yours and the enemy) 1 point for each unit (both your and your enemy) that suffered a wound or mortal wound or have less models than at the start of the turn.

    6pts to summon 10 Daemonettes

    10pts to summon 20 Daemonettes

    12pts to summon 30 Daemonettes or a Keeper of Secrets.

    It is so hard to wound (and not completely remove) 6 enemy units with Blissbarb Archers and Infernal Enrapturess and Seeker Chariots charging in a turn? Because that mean you can easily summon a Keeper of Secrets each turn, you just need some tank frontline to survive until the points are banked, and if they hit your frontline you get even more points now.

    The numbers seems... broken. I can foresee a future nerf to the values same history as our old Battletome.

    But, the good thing is hero hammer is gone for good. In fact probably big heroes are gonna underperform in the Depravity system ¿400pts to generate just 2DP one from you and one from your enemy? Nah, 4 MSU of 100pts to generate 8 seem way better. Of course most MSU are gonna explode if the enemy retaliate or charge.

    Still exploding 6s go to triple hit when you are at 20+ models, but MSU is better for Depravity Point generation now. Different lists, different playstyles. Maybe MSU and then summon blobs of 30 daemonettes. I don't know, is so exciting!

    Why warhammer community didn't hyped this? Where they mad?

    Locus goes in a 4+ in regular heroes (and 3+ in the Keeper) but now only prevent the pile in move. I like the change, i was mad about locus being useless in small heroes, now it got a good use, you can avoid a big chunck of retaliate with it, but the other player will probably enjoy the fight too.

    The change to depravity does give it clear counter play fortunately, if you can focus down a unit to prevent points.

  5. 7 hours ago, Vasshpit said:

    As popular as she is Gdubs should really make a plastic kit. 😍

    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.

    • Like 1
  6. 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

    • Like 2
    • LOVE IT! 2
  7. 1 hour ago, Nezzhil said:

    Ok, we are the protagonist of the last Broken Realm story but, the point, the most important point is the entrance of a SNARLFANG.

    Oh my!, I expected them in a future Gitmob army. What if the Gitmob would be integrated inside the GSG like a Glareface Subfaction, like it happens with the Bonesplitterz and the Ironjawz in the Orruk Warclans book?

    Glareface Frazzlegitz sounds about right for a revamped Gitmob army.

  8. 2 hours ago, kore5022 said:

    How much worse are lances on knights compared to 1h weps?
    Im making an empty throne army atm but the lances just look so damn cool on the new models 

    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.

    • Like 1
  9. 45 minutes ago, Dingding123 said:

    I think Fellwaters seem rad too; mainly what I've noticed about Gitz is if there's not a big block of Stabbas or at least a half dozen troggs they sort of crumble to an actual frontline so those would go a long way towards solving that.  While Bounderz and Arachnaroks are tougher than most Gitz units they aren't fine-tuned enough towards going wound-for-wound with other units to justify not having a core tarpit/frontline.  Having some more durable melees to play around plus those double Arachnarok Webspinners should make the list way more sturdy in general.

    I've noticed a trend, starting this year, of units of 6-9 Rockguts being taken more often in regular Gitz lists.

  10. 10 hours ago, Aelfric said:

    Would have had my first game with the new rules today had it not been for tier 4, but its good to hear that the sub-faction has mileage.  It's also nice to know that others are getting games in and thank you for sharing them with us.

    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

    • Like 1
  11. 4 hours ago, Injuryprone said:

    So far all I have is a dankhold, 3 rockguts, and a fungoid.  I'm trying to price out a list that will take me to 1000.  Bummer that the felwater are better at this value, as their sculpts don't really do anything for me.

    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.

  12. 13 minutes ago, ACBelMutie said:

    The ability "Ranks of Mischievous Mirages" (Tzeentch subfaction THE HOSTS DUPLICITOUS) says " Enemy units within 3" of a HOSTS DUPLICITOUS unit cannot retreat."

    The ability "Rally Back" (Ossiarch Bonereapers subfaction STALLIARCH LORDS) says " You can use this command ability in your movement phase. If you do so, pick 1 friendly STALLIARCH LORDS unit that has a mount and either is wholly within 6" of a friendly Mortek Hekatos or is wholly within 12" of a friendly STALLIARCH LORDS HERO. That unit  can retreat in that phase and still charge later in the same turn, as long as it did not run."

    So, if I play Tzeench versus an Ossiarch player with Stalliarch Lords subfaction, can he reatreat using 1 CP because his ability says he can retreat even if my rul says he can't?

    Greetings

    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.

    • Thanks 1
  13. 13 minutes ago, Ganigumo said:

    The damage just isn't there for spiders at the moment. Here's the math:

    Spider Riders

    spider bow .06

    crooked spear 0.08 damage each  (5 attacking would do .40, 8 would do  .64,10 would do .80)
    spider bite .25 (per attack) (5 attacking would do 2.5, 10 would do 5)
    with mortals on 5+  0.373 (5 attacking would do 3.73, 10 would do 7.46)
    with mortals on 5+ and double mortals  .707 (5 attacking would do 7.07, 10 would do 14.14)
    with double mortals  .413 (5 attacking would do 3.13, 10 would do 6.26)

    Arachnarok (depending on the variant they get 0,8, or 10 crooked spears)

    arachnarok bite 3.7 (4 attacks)
    with mortals on 5+ 1.78 + 2.667 =4.447
    with mortals on 5+ and double mortals 1.78 + 5.333 =7.113
    with double mortals 2.37 + 2.667 =5.037

    arachnarok legs 1.78 (8 attacks)

     

    Scuttleboss 2.37

    Mortals on 5s 3.187

    double mortals 3.7

    double mortals & mortals on 5s 5.854

    quadruple mortals 6.364

    quadruple mortals & mortals on 5s 11.696

    Black Fang + 1.333 damage

    the only scenario in which these guys do any damage is spider riders with both buffs active putting out ~15 wounds against a 4+, arachnaroks don't even break 10 damage with full buffs (although the shaman variant might since his attack profile is better than most of the other profiles....). The scuttleboss is a pretty good contender as well, especially since he can do damage while being mostly self sufficient.

     

    I figured as much. I'm struggling to figure out what Spiders want to be.

  14. 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.

    • Like 1
  15. 2 hours ago, Charlo said:

    This is really interesting and some great insight!

    Any info on what the rest of the list looked like, the damned legion used, marks & units etc?

    He changes his list a lot, but it usually has Ruinbringer Warband and as Ravagers for the extra bodies.

    • Like 1
×
×
  • Create New...