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C0deb1ue

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Posts posted by C0deb1ue

  1.  

    12 minutes ago, Dankboss said:

    Well they barely detract, therefore they're a buff (to the appropriate army). Glogg's Megamob is certainly a buff; retreat and charge is incredibly powerful, especially in later turns, as is returning Troggoths; they become very efficient when you're getting around 100+ points back on a 4+.

    well quite frankly no, something that doesn't make you worse doesn't automatically make you better. It could just provide a choice of the same value as before (what I am trying to say). 

    As with all "fun things" the loonshrine/bad moon etc may do nothing at all, that's kind of one of the big problems. But hopefully it least gives some variation in playstyle.

  2. 1 minute ago, Dankboss said:

    There has been very few tournaments due to the current world situation, so it's not fair to say they're bad before they're properly tested. Regardless, that win was in one of the few that did take place.

    I didn't say it was bad. I said it wasn't a buff and the army needs some buffs >> more of the same leaves us in the same place (which is not a good place as per hundreds of games).

    These battalions could have taken a few more risks but really its more of the same.  Rigid sub-factions with limited choices and a bit of mathshammer adjustment.

     

  3. 1 hour ago, MarauderSquig said:

    Damn, I wish they had more artefacts/traits. I was presuming that would be the bulk of the book. Gargants are all about looted trophies so it's a bit jarring the artefact cap is 1 or 2 with a Krakeneater. 

    They're mostly uninspired too, very mathhammery. What a shame. I was hoping for 6/6/6 for each Mega then an equivalent to Mancrushers, like maybe a unit of 3 could unlock 1 for their "champion", and the usual subfaction stuff. 

    Pretty much.... this. They could have been really customisable, perhaps in ways that changed them mechanically rather than just adding some wounds etc. The worst thing about the release is how they have taken an incredible theme and made them so boring with so little options. 

    With effectively only two models to write rules for, I was expecting far more customisation and they literally didn't bother to make the one battleline model (50% of the armies models) customisable at all. Lazy money stuff but I shouldn't be surprised. 

    • Like 1
  4. Was just looking through and found this thread... SoB are unfortunately another "fun" (read uncompetitive) faction which has obviously been placed in destruction but was just meant to be an excuse to sell models to everyone. 

    very boring design and don't bring anything that destruction didn't have, or do anything they did better.... which is unfortunate

  5. 9 hours ago, Reuben Parker said:

    What don’t you like about the rules?

    The only thing I feel was missing was either a artifact/trait per mega Gargant or a cheap battalion to achieve the same end. 
     

    apart from that I like the 3 mega Gargants rules and the faction main and sub faction rules seem solid to me. 

    these guys hit like wet noodles but more importantly I think there is very little difference in how they will actually play.
     

    It’s a very small book with very few datascrolls and they are not really that meaningfully customisable at all.  Minimal effort on the rules for all the hype. It’s not even like there are any extra layers of customisation and you would think there would be slightly more for an army that essentially has 2 models with slightly different weapon profiles (Mega variants).
     

    I’ve already bought into the “fun” with squigs and it’s not that fun having an underpowered army no matter how pretty the models are. Worse if they are potentially boring to play.

    • Like 1
  6. 6 minutes ago, Guui said:

    My best guess is the ability to unbind a spell? But with no + to cast its really going to be hit or miss if you even get it off.

    There may be more in the book but that is  a very disappointing way to represent magic in the army. Like please try a bit harder GW

  7. I know everyone seems really excited about these rules but they are really not that great and don’t really fix much that was needed except slightly less random movement.

    Pros:
    the smaller battalion is good

    re-rolling movement is good

    Cons

    the artifact is really bad

    the command trait is really bad and quite redundant.

    (and you have to take both)

    niche ability for mangler squigs 

    the super-battalion is expensive for potentially 1 6inch move that you may not even want depending on the turn order . It’s also expensive in terms of basic points tax (mangler etc)

    Not sure the loonshrine is that applicable unless you are going to camp Squig herds next to it...  
     

    It’s lovely an fluffy but it’s barely a buff 🤷🏼‍♂️

    • Confused 1
  8. I’m really hoping there is a little bit more to it than what has been shown. 
     

    if the rules are not really good for the SoB then probably just add one to my gitz! Already quite worried about the rules they will have if every army can get them as that reduces the design space massively...

  9. Thanks for all the advice... made a list below (im playing super casual) but it feel like squigs and spells!

    Leader:

     Skagrott - Hand of Gork (General)

    Loonboss Mangler - ClammyCowl

    Madcap Shaman - squig lure/itchy nuisance) - Momet/Night shroud

    Battleline:

    Big Squig Herd 24                     (to maybe go up middle and stand next to arachnocauldron/snuffler buff)

    2x 6 Squig Herd                          (to screen etc maybe Hand of Gork)

    6x Snufflers                                    (buff and probs Hand of Gork)

    Battalion  =>> Squig Rider Stampede

    2x 10 Boingrots 

    Mangler Squig 

     

    Assorted endless spells:

    Scuttletide, ?Arachnocauldron, ?Geminids >Malevolent (spell denial) ?Aethervoid Pendulum.

     

    Knowing which endless spells is the most confusing and not sure about what to put on the madcap!

     

     

  10. More list advice....

    Sorry to add another list or two to advise on but not quite sure where to take my squigs at 2k .... going pure squigs at the mo with some magic (have access to malign sorcery  and faction endless....)

    >> havn't seen many net decks (boooo)  for squigs only as they don't seem very competitive but still want s decent list...

    2k

    Staple:

    Loonboss on Mangler + Loonboss on giant cave squig

    3 fungoids - itchy nuisance/hand of gork/squig lure  (3 too many?)

    2x 10 Boingrots

    Scuttletide

     

    Flex:

    Battleline: 3x 12 squig herd       vs           24/6/6

    >>>>whats better, small or big herds and how many bodies do I need in a 2k list for objectives..

     

    Behemoth: 2x Mangler Squigs (too many?)            Vs                 one mangler and more endless spells /sneaky snufflers/more squig herd or boingrots

    >>>> again really don't know what works better at 2k as only just started playing but dont want to buy a third mangler if it's just a terrible idea....

     

    I also was wondering what anti-range tech exists in the faction if anyone had easy answers? 

     

     any advice greatly appreciated!

     

     

     

     

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