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woolf

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Posts posted by woolf

  1. 8 minutes ago, EntMan said:

    How do I find man-reads-book? Is that the guy's name on YouTube?

    When I search YouTube for 'man reads book Warhammer' it comes up with a channel/person called Glass Half Dead, is that the one?

    guerilla miniatures i think

    • Thanks 1
  2. Imo (and I think we have discussed here before) the main thing they should do is make the army play much more impactful in line with their identity, i.e. give them some ambush rules, makes the traps have actual impact (e.g. through utility debuffs such as prevent charges etc). Im kinda fine with Gutrippaz being ****** in general as long as they have some way to be good when playing on their own terms (attacking trapped units, attacking out of ambush etc)... And also having main dmg come from boltboyz shooting out of ambush seems in line with what the KB tactics should be.

    To just make the army more competitive I suppose dropping points in particular on gutrippaz will do quite a lot, but ofc risk just becoming body spam. so to make them good while also fun and thematic, a pretty significant re-write would seem to be needed. in other words, lets just do a "night haunt" and huddle down for this edition, crossing our fingers for the next one 😂

    • Like 2
  3. 34 minutes ago, Beliman said:

    I don't know about DoT, but Lumineths seems to have been updated with 3.0 and having better gameplay overall: easy Shinning Company for all Vanari units, better Deep thinkers for Scinari, and rumors about better Alarith traits.

    The only think that I see is that all NPE experience seems to be fixe'd (ignore LoS and the rumor about removing Fox's movement in enemies movement phase).

    I'm not a Lumineth Player but everything seems to be good.

    ye good changes to streamline and open more counterplay. let's see the full book but dawnriders at 160, sentinels at 165 and bladelords at 145 does all seem a bit overcosted 

  4. 3 hours ago, Rors said:

    Lauchon mirebrute wizard is a cool idea. It certainly helps with the lack of mobility, which is definitely where the mirebrute has a weakness

    ok so one with tome and one with fast'un, I think we are getting somewhere! Also, I really like how we all are making an effort to make our book work guys 😂😂 lets keep it up!

    • Like 1
  5. I actually tried a list with 2 mirebrute, dobby, 3 rockguts and a troggboss and yes they slapped pretty hard. challenge I found was only delivery given how slow they are. Played a casual game vs a soulbligth list.

    also wrt to Dobby I think he is underrated, we focus so much on boltboyz and mortals so he kinda gets forgotten. But for sludgeraker, mirebrutes and even gutrippaz I think the hit bonus does help quite a bit and it stacks up. in particular going against things such as NH when weigth of dice is important

    • Like 1
  6. @Ganigumo thx for sharing the report! sounds a bit rough but the NH book is just head n shoulders above us so quite a bit uphill. I would just give it another go probably before changing too much. Big Yellers migth be a good call as shooting armies are less prominent now and just focusing on tearing melee apart is probably best course even if expectation is likely 3-2 at best

  7. Also agree with a lot of what they discussed, dirty tricks should be d3+1, same as Nighthaunt got with emerald host, just compare that to our traps.. lol..

    speaking of traps they could make so much out of that, eg make them have real utility effect such as stopping a trapped unit to charge or make it so that a KB unit that is close to a unit which spring a trap can teleport away (call it a trap door or decoy unit or something). traps could also be debuffs as penalties to save to make target easier to kill, feels to me that is truly the space KB should play in and would be supercool if opponent really must think hard about what unit to send near terrain to not be caught in a nasty trap and neutralised

    • Like 1
  8. 50 minutes ago, Ganigumo said:

    The issue with not playing grinnin blades and going big yellers is that you nearly auto-lose to any kind of long range shooting, since boltboyz are so fragile, so you're basically just hoping you don't go up against it.

    fully agree, it's basically hoping there won't be too much shooting, but I feel that is probably an ok bet as the new rules and to some degree tomes seem to promote melee a bit more. you will likely not go 5-0 with our book anyways so probably strongest strategy is to lean in heavy and autolose 1-2 games but maximise chance of winning the others. and with some luck in matchups maybe push a bit further too

  9. 1 hour ago, Arzalyn said:

    Yeah I'm getting the same impression with my tests so far. Bounty Hunters just wreck Gutrippaz. Before they used to last some attacks at least, but every game I got on the new GHB they just melt once a bounty hunter gets near them. The visibility effect of grinning blades is good, but it it be all or nothing in the matches I played (or it really do work or it changes nothing cause the opponent don't have long range shooting/spells). I'm not sure yet it is worth the tax of having to take 2x Gutrippaz for the battleline.

    I'm in the same camp as u, I think unless we are in heavy shooting meta (which I don't think will be dominating under this GHB), I believe we are better off with min GVs in form of boltboyz and let the enemy BH overkill them (still pretty cheap after all). then counterpunch with breakabosses, I'd probably rather go low drop than waste drops on BH since we anyways have no real good unit to place in that battallion

  10. 6 hours ago, broche said:

    kind of overlap with the +1 to hit from BW allegience, so meh

    yeah that was what I was concerned about, at same time figured he migth be worth as u likely won't reach 16pts without being in combat? 

  11. 2 hours ago, Ganigumo said:

    Not sure how KB units fare, but I'm curious if Hacka gutrippaz would be any good, hitting on 3s and wounding on 2s with mortals on 6s but no rend. The big waaagh! bonus attack is a big deal on kruleboyz models, since its more opportunities to fish for mortals, but I think they might struggle to get there.

    was thinking something like this maybe

     - Army Faction: Orruk Warclans
         - Army Type: Big Waaagh!
         - Grand Strategy: Waaagh!
         - Triumph: Inspired
    LEADERS
    Orruk Warchanter (115)*
    Wurrgog Prophet (150)*
         - Artefacts of Power: Glowin’ Tattooz
    Gobsprakk (280)*
         - Spells: Choking Mist
    Snatchaboss on Sludgeraker Beast (315)****
         - General
         - Artefacts of Power: Arcane Tome
         - Spells: Flaming Weapon
    BATTLELINE
    Gutrippaz (180)**
         - Gutrippa Banner Bearer
         - Gutrippa Hornblower
         - Gutrippa Boss
         - Wicked Hacka
    Orruk Ardboys (85)***
         - Gorkamorka Glyph Bearer
         - Waaagh! Drummer
         - Ardboy Boss
         - 2 x Orruk-forged Shield
    Orruk Ardboys (85)***
         - Gorkamorka Glyph Bearer
         - Waaagh! Drummer
         - Ardboy Boss
         - 2 x Orruk-forged Shield
    Gutrippaz (180)****
         - Gutrippa Banner Bearer
         - Gutrippa Drummer
         - Gutrippa Boss
         - Wicked Hacka
    OTHER
    Orruk Gore-gruntas (170)**
         - Gore-grunta Boss
         - Jagged Gore-hacka
    Orruk Gore-gruntas (170)**
         - Gore-grunta Boss
         - Jagged Gore-hacka
    Man-skewer Boltboyz (120)****
    Marshcrawla Sloggoth (150)****
    CORE BATTALIONS
    *Command Entourage
         - Magnificent

    **Bounty Hunters
    ***Expert Conquerors
    ****Battle Regiment
    TOTAL POINTS: 2000/2000
    Created with Warhammer Age of Sigmar: The App

  12. slightly change of topic but have u guys considered moving to Big Waagh, while leaning into KB still (since hey models are frakking awesome obv)

    was thinking goregruntas should be good as takers for BH, which we kinda lack in KB. and also we only give up waagh (and tricks but I always found those pretty marginal), and get the waagh table for it...

    Happy to hear ppls thoughts!

  13. 27 minutes ago, Arzalyn said:

    Are you using the Waaagh a lot to justify giving up the trait? I imagine that egomaniak would be pretty important for keeping the sludgraker alive vs lists more shooting/magic heavy opponents (although grinning blades should already help against those lists). Our Waaagh is pretty good, but I'm not sure it's worth warping your list too much around it.

    yeah and also with sludgeraker general it's not like you never get opportunity for waagh, the list had him already as general after all

  14. 18 minutes ago, Sonnenspeer said:

    Are you able to magnetise Gobsprakk/Killaboss so that you can switch between the two without buying the model twice?

    I'm yet to buy that model myself and had the same thought, it was fairly easy with the sludgeraker but I think Gobsprakk/Killaboss looks quite challenging to do a perfect swap on. that said if u just make the vulture head magnetised and try to fit shield and maybe spear it should be perfectly fine I think

  15. 19 hours ago, Ganigumo said:

    It was a challenge to get into hasty shot range at times, but I didn't have trouble finding something to shoot at, even if I was using aimed shots.
    It might be a challenge against less aggressive armies though.

    what do you think about using Gobsprakk instead of killaboss vulture? given that the dmg is low anyways, would perhaps add even more utility

  16. 1 hour ago, Ganigumo said:

    Grinnin blades ability did nothing, he was playing nighthaunt and didn't really have anything in the list that cared about vision at range.
    The 20 bounty hunter gutrippaz really put out a lot of damage against anything that was GV, they stuck around for a while but if I had positioned a bit worse they could've died very easily. They easily deleted 2 units (my opponent conceded before my 3rd turn at the bottom of BR 3).
    The vulture didn't really impress me, but it wasn't dead weight either, I used its speed to nab objectives and dispel purple sun from arcane terrain, and it triple fought alongside the sludgeraker and gutrippaz. It failed to kill 20 chainrasps in one combat, but thats not very surprising as it only averages like 10 damage. I'll need to play with it a bit more but I could see it being a useful piece as its our fastest unit, by a pretty significant margin. I'm toying with making it the general instead of the sludgeraker because when you castle up the sludgeraker it can be tough to maneuver it into combat sometimes, and in order to use kruleboyz waaagh! the general needs to fight. The vulture can easily get where you need it to be so you can get the most out of the ability.
    I think the biggest thing that led to my success though was being able to choose to go second. My castle protected me from alpha strikes, I got extra CP, and had full control over any double turns. Even when you're against alpha shooting the grinnin blades ability will protect your key pieces inside the castle.

    thx for sharing! did u feel pain from missing out extra bolt boy range? eg forced to stand and shoot rather than move or something like that?

  17. On 6/30/2022 at 9:19 PM, MotherGoose said:

    I can't remember where I saw it, but there was a mention of what goes into points for units, and allegiance abilities and ability access goes into points decisions too - also don't forget gutrippaz have 2" range so always fight in 2 ranks minimum (big nerf with the new ghb with the 0.5 inch attacking in 2 ranks thing, but still 2 inch range is/has been great).

    Before the new ghb dire wolves would find it extremely difficult to get more than 5 or 6 attacking without breaking cohesion, gutrippaz didn't care.

    Dire wolves do f all in the save stacking meta, gutrippaz don't care.

    The downside to gutrippaz for me is that they don't really fulfil a role that the army needs. You can build around them to be absolute glass cannons, but you already have boltboyz etc. For mortal wound output and heroes for hammers.

    I can't see them reducing their cost without removing/changing access to mortals on 5s and 2 mortals on 6s etc.

    Off topic a bit...

    yeah I dunno, for me it's a bit of a neg that the army has such a ****** unit for battleline. I def dont think the 6s do mortal allegiance compensate them enough to motivate the point cost of that warscroll, also the rest of KB allegiance is pretty ****** compared to most other armies. 

    and sure I get it that u can buff them but poison is very restrictive in how u can apply and you also pay points for sludgeraker and shaman so I dont think it's fair to add in cost to gutrippaz with motivation of them can receive buffs.. if so there is no way skinks should clock in at 75pts given how much u can buff those guys...

    agree with u on the role though, they dont add much apart from battleline tax... at least now we can use hobgrots as well :)

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