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Dankboss

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Posts 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.

    • Like 3
  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)

    • Like 5
  3. 44 minutes ago, Bozgum said:

    ...and one more artefact for the Hag... maybe give the Aetherquartz studded hide to her, the Glowy Howzit to the general and the dankhold boss a more fighty weapon like aqshy's exploding 6's or Chamon's re-roll 1 to W? Good combo with dankholdd boss ability me thinks.

    Any thoughts/remarks/changes to the list?

    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. 2 minutes ago, Jmason said:

    Thanks! This looks pretty close to what I would like to field. Although I’ll need to switch out the hag for a webspinner shaman on aracnarok. 

    Do remember that the Hag can be returned via the Loonshrine, which makes her a genuine contender for the Shaman's spot.

  5. 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.

    • Like 3
  6. 25 minutes ago, CeleFAZE said:

    Are lances a decent choice for this? It seems like exploding hits and rerolls on basically everything when buffed would lend itself to a pretty devastating charge.

    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.

  7. 1 hour ago, CeleFAZE said:

    Is there a good way to run a mono-Slaanesh S2D army? With the new releases impending for Slaanesh mortals I'm looking at ways to still utilize my current slaves mortals, as I'm not sure they'll really still have a solid place in that allegiance.

    Slaanesh lends itself to cavalry builds thanks to free charge rerolls and exploding hits for the knights.

  8. 1 hour ago, FunTreeCake said:

    Oh you are right. But he becomes a leader. So he can be the General (Without the Aura and the Commandabilities)

    I have 6 Chariots. How World you use or build them?

    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.

  9. 1 hour ago, Archion89 said:

    So the Karkadrak isn't any more "killy" than the CLoM, and I may be better served with an extra unit on the field.  I just feel like the CLoM seems less "tanky" though.

    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.

  10. 1 hour ago, Archion89 said:

    How much better is the Chaos Lord on Karkadrak over the Chaos Lord on Daemonic Mount?  I'm looking at two versions of a 1k list for Ruinbringer Battalion.  If I bring the Karkadrak Lord I can only fit 2 knights and 2 chariots.  If I go with Daemonic Mount Lord, I can fit a third chariot.

    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.

    • Like 2
  11. 16 hours ago, FunTreeCake said:
    
    Hi Guys,
    I've only read along for many months now. But now with the Broken Realm book, I have a couple of questions.
    I bought the Rokar Gresh box and now I want to build an Idolator army.
    First of all, do I see it correctly: The Warshrine becomes a hero with the Idolators and can be used as a general?
    (He also counts as an Idolators priest and can choose a command trait?)
    
    Since the Idolators have no artifacts, can I only buy the Realm Artifacts? That would be stupid with Gresh's Iron Reapers Battalion.
    What would your hero choices look like on an Idolator list?
    
    regards
    René

    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.

  12. 48 minutes ago, The Nameless One said:

    I’ve just ordered two Daemon Princes as I work through painting my first 1,000pts of Slaves and it got me wondering, how often will I need them for an Eye of the Gods of 11 or 12? 
     

    So my question to those experienced generals, how often has it happened to you? And any memorable stories when it did?

    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.

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  13. 10 hours ago, Dingding123 said:

    I'm looking to buy a budget 2k list for Gitz by sometime before summer next year.  So far I've assembled 1k points worth of Gitz and allies, consisting of Skraggrot as general, Zarbag's Gitz, a Squig Herd, allied Savage Boarboy Maniaks, a Fungoid Cave Shaman and a Loonboss on a Cave Squig.  I'm thrilled that it was all fairly cheap to get (especially the Boarboys!) so I'm attempting to keep the finished 2k list cheap as well while also keeping it fairly competitive. 

    If I could get the rest for ~$300 that would be amazing.  So far my plans are to get the Start Collecting box and use all the models it comes with and also use all of the Gitz Endless Spells that I may or may not be getting from my brother for Xmas.  The rest is fairly up in the air.

    I have a few ideas for filling the remaining pts that don't involve removing everything trying to go all-in on a synergy.  I could cut half of the Maniaks and maybe Mork's Mighty Mushroom for 3 Spiderfang Arachnaroks w/War Parties plus their Battalion bonus.  They'd need to stick together for their bonus and wouldn't be particularly mobile but would offer a non-negligible amount of bow attacks as well as a pretty devastating charge and a hefty 14 wounds per model.  Another idea (possibly my favorite) is adding a unit of 2 Dankhold Troggoths and a unit of 20 Shootas so I don't have to spread out Squigs to fill battleline reqs and have access to more netters beyond the one in Zarbag's Gitz, which will be Skraggrot's entourage.  Finally I could cave and get a wall of 60 Stabbas to fill the battleline plus a mage or two.

    What would y'all suggest?  I know Dankhold Troggoths get some flak but I do appreciate how strong they are per model for their point value and that one won't normally be affected by Battleshock if the other dies.  To make Mork's Mushroom much stronger I could get my hands on a Balewind Vortex for Skragrott to cast on top of as well, increasing the range for his spells to match or even exceed his ranged attack.  While 60 Stabbas seems boring to me I wouldn't be terribly disappointed if my list included them.

    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.

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  14. 4 hours ago, Archion89 said:

    Seems regular chariots are the overall/general/cost effective best pick?  I see they have 3" higher movement, along with their ability to run and charge in the same turn once per battle, which would seem they have a better chance of getting charges off over the Gorebeasts.  I'm not sure the Gorebeast pros are worth the extra 30 points? 

    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.

  15. 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.

  16. 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.

    21 minutes ago, C0deb1ue said:

    with terrible bravery

    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.

    • Like 2
  17. 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.

    • Like 4
  18. 7 hours ago, C0deb1ue said:

    Are you bring sarcastic?

    it’s two completely different armies in a box... one is squigs, the other is troggs... and they don’t synergise at all... unless you  count the bad moon!

    I guess at least there isn’t a random moonclan loonboss like the beginner set.

    I think everyone else answered for me lol

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