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W1tchhunter

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Posts posted by W1tchhunter

  1. 10 hours ago, Rachmani said:

    So, book‘s out for a bit now. 
    Are you guys happy with how the krulest of bois perform so far? Who overperformed, who underperformed so far? Any new findings during playtesting?

    I‘ll start with bolt boys hurt but die like flies.

    Gutrippaz are… strange. It‘s like their perfect use slips through my fingers every time I almost got them figured out. Still like them, still too expensive.

    mirebrute hurts more than I thought it would.

    The Killaboss on foot (and sometimes on gnashtooth) overperform all in all.

    Swampcallers can be a trap, but rock in the right dosis.
     

    I despise LRL aka Sentinels the army.

    I hate that boltboyz are the most obvious focus of army. Our sub factions are also terrible. And Gobsprakk is 10/10 garbage 😛 I used him at 300 points but even 280 I wouldn't think twice, he's a ****** wizard and an even ****** combatant 5up save, seriously.

    That being said I think outside of tournaments were you're setting yourself up to lose if you don't take 18 boltboyz. There's is lots fun to be had playing with friends. I'm currently trying lots of different melee builds but just the 3 sets of 3 boltboyz (purely for battleline) and even a cheeky skitterstrand...

    One of the best moments I've had was when I set up the sneaky traps against my friend, he moved his corpse cart next to some terrain and the C4 exploded dealing 6 mortals and just eviscerating the cart it was great.

    The mirebrutes are amazing and super fun to use, the sludgerakers also hit like trucks. My favourite model in the range is the Gnashtoof by far I try and include him in all my lists.

    • Like 3
  2. 15 minutes ago, wolyhammer said:

    Yeah, I really like the idea of Skullbugz and I can imagine you could make a fun list which has some fellwater Troggoth's and spiders. Maybe as a path to glory list.

    I have a fun looking list planned out for next year which has a skitterstrand arachnarok in it. But due to the price of gutrippaz I have to take big yellers 😛 Tis a joke

  3. 11 minutes ago, wolyhammer said:

    I can live with the Gutrippas staying at 180, I'm getting more Boltboyz over Christmas so I'll be looking to run a reinforced unit of Gutrippas and two units of 6 Boltboyz as the backbone of my list.

    But I think a point reduction wouldn't save us that much, would be more beneficial if Grinning Blades allowed Hobgrotz as Battleline and Skullbugz made a some type of imaginary monster or swamp troggoth that we don't have Battleline.

    I agree with the subfactions, big yellers is the only one worth taking by a country mile.

  4. 18 hours ago, Malakree said:

    It's similar to what I'd want to run actually.

    The big bosses are weird though, what did you use them for? Actually they are really good for filling out the extra warlord aren't they.

    Well they are only 65 points each. They were both part of the christmas present so wanted to use them. Tbf they pack quite quite the punch when you get the Waagh points for +1 to hit and wound. Because they can both activate at the same time they ended up killing a Wight King on horse, a terrorghiest and half a unit of graveguard before they died.

    • Like 2
  5. 4 hours ago, Malakree said:

    God that is one of the most unreadable lists I've ever seen, apparently the app wasn't designed with usability in mind.

    ****** your not wrong O.o Thought it would be the same as the website one. Redone on the website sorry dude.

  6. Played a game today, I usually play kruleboyz but my friends bought me some other orruks as a Christmas present so decided to try a big waaaagh. Was super fun! Definitely will be trying it again.

    Allegiance: Big Waaagh!  - Grand Strategy: Beast Master  

    LEADERS

    Gordrakk the Fist of Gork (560)*

    Orruk Weirdnob Shaman (90)**-General- Command Trait: Master of Magic  - Artefact: Arcane Tome - Lore of the Weird: Foot of Gork, Great Green Hand

    Savage Big Boss (65)*

    Savage Big Boss (65)*

    Swampcalla Shaman with Pot-grot (105)**- Artefact:  Spiker Seeds  - Lore of the Swamp: Nasty Hex

    Wurrgog Prophet (150)**- Artefact:  Dokk Juice  - Lore of the Savage Beast: Gorkamorka's War Cry

    UNITS

    3 x Man-skewer Boltboyz (120)*

    5 x Orruk Ardboys (85)*

    5 x Orruk Ardboys (85)** 

    5x Orruk Ardboys (85)** 

    5x Orruk Brutes (160)**

    BEHEMOTHS

    Rogue Idol (430)**

    CORE BATTALIONS

    *Warlord

    **Warlord

    ADDITIONAL ENHANCEMENTS Artefact Artefact

     

  7. 41 minutes ago, zombiepiratexxx said:

    You can't take more than one Hunters battalions btw, Battle packs ones are single use only. 

    That's why I needs experts (insert Ali G Gif :P) I forgot about that, wouldn't make much difference. Just kick dobz out and place the rippaz with the hobbos.

  8. 28 minutes ago, Predien said:

    You got my brain turning this morning and I came up with this list based off of what you put that might be interesting to play with:

    Allegiance: Kruleboyz
    - Warclan: Big Yellers
    - Grand Strategy:
    - Triumphs:


    Snatchaboss on Sludgeraker Beast (315)
    - General
    - Command Trait: Supa Sneaky
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Mount Trait: Mean 'Un
    Breaka-Boss on Mirebrute Troggoth (180)
    - Artefact: Arcane Tome (Universal Artefact)
    - Universal Spell Lore: Flaming Weapon
    Breaka-Boss on Mirebrute Troggoth (180)
    Swampcalla Shaman with Pot-grot (105)
    - Lore of the Swamp: Nasty Hex
    Swampcalla Shaman with Pot-grot (105)
    - Lore of the Swamp: Choking Mist
    10 x Gutrippaz (180)
    10 x Gutrippaz (180)
    9 x Man-skewer Boltboyz (360)
    - Reinforced x 2
    1 x Marshcrawla Sloggoth (150)
    10 x Hobgrot Slittaz (80)
    10 x Hobgrot Slittaz (80)
    10 x Hobgrot Slittaz (80)

    Total: 1995 / 2000
    Reinforced Units: 2 / 4
    Allies: 0 / 400
    Wounds: 150
    Drops: 12


    5 drop with a Warlord and 2 Battle Reg's. Could make it a 3 drop but I think you'd want the extra artefact. Effectively you have a hit squad consisting of the 2 breakabosses and a sloggoth. They'll all 3 have +1 to hit at all times the sloggoth is alive. You could put Mork's Eye Pebble on one of the Breakabosses to give a 5+ ward against shooting to the hit squad but not sure. I thought about putting Egomaniac on one of the Breaka's but you'd have to micromanage him a bit. Since saving the wounds doesn't give you the extra attacks, at the start of the combat phase you'd want to make sure you're 3.1" away from the unit you're going to throw wounds to. When you pile-in you'll then pile-in closer to that unit so when/if your general gets hit back you can throw the wounds off to. Just something to think about.

    You've got the Sludge and a unit of rippaz doing their thing. Then you've got your 9 boltz, ideally in cover with a shaman hiding near them to buff their MW output. Slittaz are taking side objectives, supporting the Breaka's with bodies/screens, etc. I think with some practice this could be a solid list!

    Yeah that also looks great! My groups super chill so we don't mind using proxies for trying stuff like this. If you do have any games lemme know how it goes :D

     

    Also for the eye pebble i think your better off with an extra mount trait. They seem just much better than any of our artefacts.

  9. 3 hours ago, Predien said:

    I've got a 2 Sludge list that I ran at a friendly local tournament and had a lot of fun with it. You can either have one sludge run around with 6/9 unit of boltboyz and then one run around with a unit of slittaz. Or you run a giant melee deathstar with both Sludges and some rippaz (or a breaka boss to make it even nastier but this is usually overkill lol).

     

    This looks like a fun list. I wouldn't bring more than 2 breakabosses becuase you want to somehow fit a Sludgeraker in there. Also, 20 man slittaz are just battleshock bait so think about running them in MSU. Their roles should be backfield objective holders or screens - they aren't super reliably as a dps unit. Also, I would consider combining those 3x3 boltboyz into a 6 man and 3 man unit. It'll make your Shaman's buffs go further and gives you another shaman to potentially run around with that unit of rippaz to buff them up or to cast a spell. Boltboyz are really good Broken Ranks targets since a stiff breeze can take out the entire unit so you'll need to be careful with that little 3 man unit. I'm also not sold on the Sloggoth in a KBz army. I think they have a spot as a Gitz ally or in Big Waagh so that they buff up IJ units, and possibly if you want one to run around with a couple of Breaka bosses so when you pop the Waagh they do well. Have you thought about putting Arcane Tome + Flaming Weapons on one of your Breaka Bosses for some extra unbind utility + damage? I've found it to be really nice.

    Yeah I do miss the sludgeraker in the list for sure. But I wanted the troggs to just run hogwild which is why i thought the sloggoth might be good so they are all hitting on 2s, wounding on 2s for the general using the manticore Venom and 2s with finest hour.

    Definitely will alter the ratios though regarding the bolt boysz just figured the hobbos would be good for egomaniak keeping the general around longer.

    I do agree about the Arcane Tome but I always fail or have Flaming Weapon unbound haha, so not using that is more of a spite thing 😛

    Biggest thing I wanna experience is 3 breaker bosses popping off on a waaagh 😛

     

     

  10. Any experts around? How's this look. I love the trogs and think they hit hard enough to base an army around. Would love to play this but don't wanna fork out for 3 breakabosses if it's terrible haha.

     

    Allegiance: Kruleboyz  - Warclan: Big Yellers  - Grand Strategy: Hold the Line  - Triumphs: Inspired

    LEADERS Breaka-Boss on Mirebrute Troggoth (180)*- General- Command Trait: Egomaniak  - Artefact: Vial of Manticore Venom - Mount Trait: Smelly 'Un

    Breaka-Boss on Mirebrute Troggoth (180)- Mount Trait: Fast 'Un

    Breaka-Boss on Mirebrute Troggoth (180)

    Killaboss with Stab-grot (110)**

    Swampcalla Shaman with Pot-grot (105)*

    Swampcalla Shaman with Pot-grot (105)*

    UNITS 20 x Gutrippaz (360)****

    20 x Hobgrot Slittaz (160)***

    10 x Hobgrot Slittaz (80)***

    3 x Man-skewer Boltboyz (120)*

    3 x Man-skewer Boltboyz (120)*

    3 x Man-skewer Boltboyz (120)**

    1 x Marshcrawla Sloggoth (150)****

    CORE BATTALIONS

    *Warlord **Vanguard ***Hunters of the Heartlands ****Hunters of the Heartlands

    ADDITIONAL ENHANCEMENTS Mount Trait

    TOTAL: 1970/2000     WOUNDS: 154 LEADERS: 6/6    BATTLELINES: 4 (3+)    BEHEMOTHS: 0/4    ARTILLERY: 0/4 ARTEFACTS: 1/1    ENDLESS SPELLS & INVOCATIONS: 0/3    ALLIES: 0/400 REINFORCED UNITS: 2/4    DROPS: 13

  11. 50 minutes ago, Phasteon said:

    LRL are pretty expensive for what they do. 

    You can just counter them by putting cheap wounds on objectives or by wards. 

    Kruleboyz are an extremely gimmicky army, with their biggest trick being blocking LOS and high MW alphastrike with 27“ range shooters. 

    We are in no position to call LRL overpowered because in every other match up (ignoring LOS being the sentinel thing hardcountering our main strategy) we come out on top.

    I disagree, lumineth have an answer for absolutely everything.

    Because of the low model count of the boltboyz once your opponent gets to them they are toast. And 12 inches isn't that hard to get to for a semi decent army, anything that has a range attack will likely destroy the unit in one volley anyway due to a 5 up save probably going to a 6. Covered in mud relies on 4s AND cover so unless the game board has terrain in your favour you might even have to move the boltboyz onto cover which ruins there range for a turn, which is bad because alot of decent shooters outrange us already.

    And for subfaction with the cannot see within 12 inches (can't remember the name) that's only the first turn. This is decent but your losing big yellers which means your now having to spend points on more gutrippers and even more units now outrange the boltboyz 😛

    Across our whole army its fairly hard to screen unless you have alot of hobgrots, which are useless except as a road bump.

    In the games I've played I've found board presence to be fairly difficult due to needing my sludgeraker near enough to the bolt Boyz, gutrippaz and killa bow. Then the shamans need to be near them as well and then you need the killaboss near the gutrippaz. I've found playing the objective game difficult with them.

  12. 33 minutes ago, Beliman said:

    Yep. Cover just give you +1 to saves when a condition is met:

    • When you are behind a terrain feature (to know if you are "behind", just imagine an stright line from the attacking model to any part of your unit base, if this line must pass over a terrain before touching any of your models, they are behind).
        Hide contents

      image.png.d176851207976f9c772580a08a1e0a70.png

      Zombies are going to recieve a Cover bonus if they recieve any attack from the Bottom-left boltboy. But they can't use any Cover bonus for attacks made by Top-Left Boltboy

    • When you are wholly on a terrain feature
        Hide contents

      image.png.ddbead22f0e15ef2c32e04b4c18bff99.png

      Plague Lord is not wholly on the tarrain set, but the Idoneth will recieve the Cover bonus no matter what.
      Remember that Sigmar Temples, stairs, etc... count as a Terrain Feature, so just positioning a bunch of Covered in Mud Boltboyz over that flat Sigmar temple  means that they are going to be invisible for any ranged attack (they can be charged or targeted by abilities that don't need any LoS btw...)

    Remember that units with 10+wounds can't recieve any Cover bonus and if any of your units charge, they lose any possible Cover bonus. Another thing to take in mind is that Garrisoning a Defensible Terrain Feature will not grand Cover, instead, your unit will recieve +1save/-1 to be hit that has nothing to do with Cover bonus (that's diferent from AoS 2.0).

    Wow thanks alot for that! Very easy to understand 😌

    • Like 1
  13. 13 hours ago, Predien said:

    I'm not sure I agree with you about most tournaments having all scenery being impassable...if that's the way your local events run I'm sorry. Remember, units get cover if they are behind walls and barricades, too. I really like covered in mud for my man- and beastskewerz.

    I don't really get cover, so if a unit is behind a piece of terrain. So let's say a wall that covers the model up to the waist as an example. That unit counts as in cover even though it's perfectly visible by the enemy units?

    Alternatively what about if the wall is taller than the model? Can they still shoot even though there's a wall in front of them?

    Finally 😛 If the model was to stand on the wall, providing they can do so without the base falling off, does that count as cover?
     

    Cheers haha

  14. 33 minutes ago, JackStreicher said:

    A Khorne Ravager Karkadrak with Eternal Vendetta and the amulet of destiny slaughtered 1k points of Stormcast the other day xD 

    I used to love putting the artefact that you could pick a weapon and give it -3 rend, this it was a Chamon choice, on his axe. He used to absolutely ruin everything 😛

  15. 37 minutes ago, Beliman said:

    You should do the same number of mortal wounds as the dmg of that attack. Just follow the Skewered ability to know the dmg characteristic of your attack and voilá! Lot's of mortal wounds I hope!

    What so even on a 6 it does 2 MW and you then still roll the x dice by x wounds :o

  16. Had my first two games with Kruleboyz today. Won both games but the mortal wound output seriously felt ****** on my part, felt like I was cheating.

     

    Also am i missing something on the ballista, when it hits it is good but I kept getting sixes to hit, I wasn't sure how the mortal wounds worked with it so I just said it was 2 mortals. Is that right? If so it definitely hinders it a tad, I was shooting at a lord of change which has 14 wounds so a flat 2 felt bad haha.

    • Thanks 1
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