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Fabbbio

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Posts posted by Fabbbio

  1. Hi guys, brand new troggoth player here.

    I started playing gitz Just in these days and i got some questions: i'm still trying some lists to make a viable main troggoth army. So, i tried the fellwater troggoths, i really like their ability to worse the save but i realized that with that low range and their slow movement, that's really hard to pull off. Even if i get in range of an enemy unit my opponent can Simply redeploy and that's it. How do you take the best out of them? Or you Just dont use them in a list? I love the durability of the rockgut and the DPS of the dankhold, but i still cant find a Role for the fellwater. Beside this, of you have any suggestion and tips, anything Is welcome 😬

  2. 2 hours ago, TechnoVampire said:

    I’m confused because the core rules state you can’t reroll anything more than once, so it wouldn’t work unless I’m missing something? 

    You can't reroll the same charge more than once, but you can definetly reroll 2 or more different charges in the same phase

  3. 3 hours ago, TechnoVampire said:

    Can you use bloodthirsty and forward to victory in the same phase?? 

    Of course yes, bloodthirsty has nothing to do with command abilities even if the effect is the same

     

    Edit: the most random of her abilities is the one that negates enemy CA. But imo its weakness is its relatively short range,meaning that if you use her more on the front line you will have also more chances to use that ability

  4. On 8/23/2022 at 7:48 AM, TechnoVampire said:

    I’m wondering what the general consensus on Lady O is so far? I love the model, but I’m not entirely sure what purpose she serves for the points. Aside from filling a role as a caster, I feel like the points would almost always be better spent on more bodies or cheaper support hero’s. What are other people’s thoughts/ experiences? 

    I love her. I use her with spectral tether and always put her in a threatening position with some deepstriking units and a dreadblade harrow. Those 2 + eventually the triumph means I can reroll charges 3 times. She's also very tough and this makes her fit for this role. Any opponent will have to choose if to focus on her or ignore her. Plus, she heals herself a lot and any opponent will overcommitt in trying to one shot her to not risk to have her back to full. And that usually means I can then kill all the stuff that is there exposed.

    • Like 1
  5. Just had a 2k game against a stormcast player (yndrasta, gardus, 2x20? Vindictors, dragon riders i dunno the name). We stopped at bottom turn 2 as the club was closing but it was going fairly well: my 1x20 rasps screen ate the 1st turn charge and ranged attacks of the dragons, and at bottom turn 2 I lost only krulghast, 20 rasps and some revs models (but no full units, and I could still resurrect em with lady o) while my opponent lost all his dragons for 900ish points of army. He was 3 points ahead of me tho, for his early charge as he got to more objectives turn 1 and I lost the tactic turn 2. So, victory wouldn't have been guaranteed but I had all the cards to do so. 

    Beside my list and anything else, wanted to make a small consideration

    We all know we are so strong in our turn. Well, I feel like we're more than that. When I charge and attacked the dragon troops they had so many - 1 save they were saving on 6+ and fighting last. The face of my opponent while I was rolling the charges was like mine while teclis dispels all my casts and then casts 4 spells at 10: oppressing 😅.

    But all in all it's just for that phase and I feel like he enjoyed the game as well. At least I hope so 😅

    • Like 1
  6. 2 hours ago, Boggler said:

    Here is the link to the battle reports I did Vlog style:

    Nighthaunt are super fun. I hope someone can find these useful.

    Thank you man, I really like how you explain the battle plans and what you do and why, for me it's really of help as I'm not getting to play very often

  7. What do you guys think about having an extra spell as enhancement for warlord batallion and giving spectral tether to lady O? Tried out a list in a tournament and it didn't work bad after all. I've found it's not for alpha strike, but works very well mid game to snipe a hero or unit/take an objective

  8. 46 minutes ago, Neck-Romantic said:

    So does the DB Harrow's general-echo ability cover just the universal commands, or their warcroll specific command abilities?

    Nvm I guess we dont have any of those. My bad.

    So the Harrow is most likely best used for handing out a second all out attack, rally or 5+ ward save command?

    We got the teleporting CA of the drowner, dunno I'd the DH can do that (at least thematically he could)

  9. 15 minutes ago, Squark said:

    An average 10 Mortal wounds and 1.7 unsaved wounds is not a reliable screen clearer. And that's if you can afford to use a Shaman on a 10-man unit and get a Sludgeraker in position.

    Tbh, as a nighthaunt player I always feel unconfortable when my troops are outside 12 inch range of heroes 🤣 btw, 10 mws is usually just what u need. An enemy 10 wounds unit might remain with 1 or 2 models but then you got the space u needed, and the opponent might choose to not use inspiring presence on them. Plus, as I said you got your 10 men gutrippaz where you needed and the enemy will charge with their more valuable unit.

    All in all it's always a matter of holding the chance to choose who fights even in the opp turn what makes the difference. 

  10. 12 minutes ago, Ganigumo said:

    @whispersofblood

     

    @dnusha 20 gutrippaz with full buffs do around 22.22 damage on average, Also charging them is nearly always the right decision. If you're a tarpit you can take the hit and deny the opponent their poisons in the next round of combat. If you're an actual hammer you can severely cripple the unit before it fights back. 20 Gutrippaz will die to any competitive hammers at the moment too. The "true bulk" of the unit (how many rend-0 wounds to kill it) is 53.3. Mega Gargants sit at 52.5 and are the unit everyone builds hammers to try to kill in a single round of combat, but even if the gutrippaz survive by a bit they "bracket" harder than the gargant does.

     

    That's why 10 man units come in hand. You can charge with em removing a screen, and in the opponent's turn they become the screen (and at 180 points for 20 wounds they're even a good screen). So then you get the initiative with the 20 men big unit. 10 men units are also easier to deploy and move, and despite the 2' range it's common to have men out of combat in a big unit (especially against msu). 

  11. 1 hour ago, zombiepiratexxx said:

    I always find it interesting that from a lore perspective Orruks are a race bred for war and love nothing better than having a big fight and krumping stuff, yet, from a rules point of view, the moment they get into a good fight they'll turn their tails and flee because someone has to have low Bravery to account for Death and Chaos Daemons, so lets just make Destruction the low Bravery faction. I know that fluff does not equal rules and I can understand gitz being likely to scarper if things don't go their way but I can't imagine a Brute running away with his tail between his legs because he got a bloody nose. 

    In my mind the archery pe for orcs are the barbarians of the late Roman Empire for how they were depicted: mean, dirty, speaking a weird unwritten language. Strong warriors but with no discipline. So it perfectly fits the low bravery of destruction

  12. 12 minutes ago, Ganigumo said:

    The current aos meta really rewards overwhelming damage, and 20W in a phase isn't enough to rip through the dps checks tarpits demand.

    Depends on the perspective. The damage output of gutrippaz is weird since it's almost all made of mws. It becomes overwhelming of units with low save. And even units with Ward will find it hard to pass all those rolls. Of course our unit finds harder to fight the cheapest hordes, but still i think we can work around it. Not focusing only on math but also battle tactics is key

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

     There really isn't any reason for it to not work in combat except specifically to make Gutrippaz awful at playing the attrition game, which is further enforced by their skareshields also not working if they're in melee.

    But if Gutrippaz aren't good at attrition, what's the point of them (in a competitive sense)?
     

     

    Take note, even poisons and elixirs can't be given if gutrippaz are in melee. I think this army requires some finesse and micromanagement, where you want to engage combat only at the right moment and with the right units. Your charging with everyone only if you planning a whaagh, but in the most common situations you want at leat a unit not being engaged in order to use the skareshields and the poisons later. With this in mind, battleshock is also easier to manage.

    Edit: and tbh, do we even need to make more that 20 W in a single phase to an enemy horde unit?

  14. 1 hour ago, Landohammer said:

    Quick update. Have played 11 games with Kruleboyz so far. Current record is 9-2.

    I honestly think the bolt boyz covered in mud carry the army. I usually bring a Mega as an ally but have experimented with a unit of 6 Fellwater Troggoths with some success. (check them out, they are solid). The Sludgeraker, Swampa calla, and at least 12 bolt boyz are an auto include IMHO. Big yellers are also the only subfaction I would ever consider.

    I did want to share a pretty rough game I had recently, as it does highlight some of our weaknesses in the meta. Happy for thoughts and feedback.

    The Vice. Kruleboyz vs LRL

    This was a long form deployment. He had Teclis and 30 sentinels, Scinari and some wardens, and I knew I was in trouble. He deployed his Sentinels literally on the short board edge behind a large rock. 

    He gives me first turn, I supa sneaky a Breakaboss and "Fast'un" double move a Vulcha boss and both make it into this Sentinels. This was a hail mary to try and do as much damage as I could to them. But between his -1 to hit, atherquartz, and all out defense from his Scinari, I only managed to kill about half the squad.

    Both of my models die next turn to shooting/magic and he casts Emerald Lifeswarm, and proceeds to roll nothing but 5+ and brings al the sentinels back in 2 turns. So basically my 420pt sacrifice meant nothing :(

    The rest of the game is me trying to move up the board while getting massacred by Sentinels and Tecnado. I never make it close enough to matter, and only kill Teclis because he double moves onto my objective to get conquer. 

    LRL win 25-21

    The score was a bit misleading because this game never felt close or winnable. Sentinels being able to deploy 42 inches away (behind a giant rock)  and delete units (with +6" range spell, power of hysh, and sometimes Lambent light casted through a spellportal) was really demoralizing. Also total eclipse was usually up meaning I didn't have the CP to keep inspiring presence up. His spells rarely failed, and when they did he rerolled with his terrain piece or aetherquartz.  

    I think the scenario combined with terrain had a lot to do with it. Sentinels getting a long form deployment and a giant rock to hide behind is the perfect storm.

    Anyone have any thoughts on how to counter LRL? I keep circling back to a Mega, since they are able to weather the shots and move fast enough to reach them. But they just feel like a crutch. 

     

     

    What about Supa sneaking 20 hobgrots close to them? If then you got turn 1 you can shoot and charge them, making the sentinels lose at least a turn of shooting. If he chooses instead to eliminate them taking turn 1, not only they lose a turn of shooting, but also you get the 2nd turn.

  15. Hi guys! I got yet to reach my 2k points, but I still got a big question:

    While list building, I find that my lists might all have the same problem: poor board control. My lists always are built around a snatchaboss, 2 units of gutrippaz (1 reinforced), a double reinforced unit of boltboyz and a shaman. The rest is fluff (hobgrots, troggoth...). With this setup I feel like we might struggle to cover the board and play the objective game. We got only a big bobble formed by the snatchaboss with like the 65-75% of the army around there. 

    Do you think this is a real issue for us? How do you face it? I don't have that much experience in Aos to know it

  16. 33 minutes ago, Tangjuicebox said:

    I agree with this, the wounds are still "suffered" before they are negated but FAQ is necessary for sure.

    No. A model suffers a wound or mortal wound after it is negated to it, so:

    - if you negate it, you don't suffer it so don't get the bonus

    -i think you actually have to skip any ward save but I'm not sure

    I know it cause, as a nighthaunt player as first army, I know that reikenor's ability works like this (it was faqed 1 year or more ago). 

    Hello BTW, new orruk player, mainly lurker to get new ideas from the hive mind😬

  17. Hi! Other noob here, I'll follow your post. In the while, my 2 cents:

    You can choose only 1 artifact in your whole list. If you add batallions you can add 1 extra artifact per batallion. In this case you have 1 batallion but 3 artifacts, you should remove 1 :)

    One clarification: when you write "4x5" do you mean 4 units of five or 1 of 20? I ask because you listed the grimghast separately instead. BTW if it's the latter then just write "1x20". Sorry for being a little detail focused but it was just to be sure xD

    Now to the meat (note that I'm a noob too, so I may be wrong) : I wouldn't give chill blade to Gos since he's not meant to stay in combat. Since it looks like u're using small units i think you won't need the beacon either. I think I would give him the wychlight lantern to reliable cast and soul cage as spell to block the enemy activation. 

    See ya!

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