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Ganigumo

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Everything posted by Ganigumo

  1. Nevermind about the arcane tome thing, i missed the part where you don't get a spell lore enhancement. I'm gonna miss the tome on my vulture.
  2. Ah nevermind, i missed the part where you can't take a lore spell.
  3. I thought about that previously as well. The problem with pointing skragrott is that he offers unique tools we can't get anywhere else. You either pay the tax to get the tools, or you don't get them. I agree he could be as high as the 300's and still show up in lots of lists. imo the overall battlescroll hits us super hard, definitely the hardest nerf we've seen in a long time, and I'm not sure if it was entirely justified. Also squig herd were barely touched, since they couldn't rally and only went up 10 points, despite being the worst offender. The rally change really ruins the incentives in the book, it encourages rallying quality wounds over quantity ones, which means a big shift away from hoppers (who are probably dead), and grots (which didn't seem out of line) into bounderz, who can play similarly to hoppers with a better save and hit harder.
  4. IMO the arcane tome change doesn't affect us much if at all. If Master of Magic was an option without effectively losing kruleboyz Waaagh! I might have played around with it, but giving a shaman an extra cast isn't really worth it imo. The way they talked in the video drove me up the wall though. It sounds like they're trying to get KB TO 45%, instead of pushing them up properly in a way that might get them to around 50%. They're also worried about reducing the points any further, because it might lead to overefficient wounds, but that seems to disregard the quality of those wounds. There's nothing wrong with wound sinks as anvils, they shouldn't be taxed heavier than save anvils. Like you'd probably need 30-40 gutrippaz to even come close to 10 nurgle warriors in terms of defense. The dirty tricks change is almost funny, I've had games where none of them were particularly good options and we're still stuck with randomly rolling. The gutrippa change is nice, but it would have been nice to have the hero and monster restriction removed as well. They're almost certainly still bad, its just too tough to find the points to invest in them above the bare minimum. Also we might be weaker overall after this change. One of our only top results in recent history was running skragrott who was arguably our best unit and he went up 50 points.
  5. You can still take arcane tome warchanter. They stopped you from taking it on Wizards, not non-wizards. Which seems backwards because in my experience most people were taking it on non-wizards to skip wizard taxes.
  6. I'm not a huge fan of the battlescroll. I don't think we've ever seen a nerf as heavy handed as what they've given to gitz here, and they barely touched the most problematic unit in the process (squig herd). The rally limit is actually huge, because what it really does is create a huge incentive to spam bounderz, because it exclusively incentivizes rallying quality wounds. Gitz aren't even overperforming by that much according to their stats (and not overperforming by a lot of other stats). I don't think this will drop Gitz below the b.ar, but I think it hits moonclan grots/hoppers hardest, and barely the squig herd which were way out of line. People will shift to bounderz over hoppers as well, which can be close to as durable (30W 4+ save vs 60W6+save) hit far harder, and are cheaper. The arcane tome change seems backwards to me, they talked about the master of magic/arcane tome/flaming weapon combos, but limited it to only non-wizards which seems like the way most people used it anyways? Just listening to them talk about the Kruleboyz, their problems and their goals drives me up the wall though. They mention kruleboyz are climbing up slowly and how close they are to the acceptable range, but it feels so wrong to be aiming for a 45% winrate with them, instead of using the fact their winrate is so low to be even slightly more aggressive with the buffs. They mention being worried about lowering the points any further, because you end up just spamming wounds on the table, but KB kind of need that because all their wounds are so low quality. They talk about boltboyz, who have never dropped in points, having good output and interesting counterplay, but the issue is they're the only shooting unit in the game with that counterplay and its massive weakness against anything that shoots. The double dirty tricks is cute, but they're such a low impact allegiance ability most of the time that I doubt this shifts the needle, most of them can still do nothing. The gutrippa change is nice, we don't need to play the stupid minigame or remember the timing anymore, but its still way too hard to build lists around them, as running anything but the minimum required amount just eats up way too many points for what they do. Also would it have killed them to just remove the hero and monster restriction from it as well? Edit: They also nerfed KB's best unit very hard with the 50 point increase to skragrott, who was responsible for one of the only top tournament results for KB. Double turn isn't really diminishing winrates because it goes both ways, statistically over enough games you'll win as many as you would have lost because of it, not that its a completely random mechanic either as good players are strategizing around it and keeping drops low gives you a lot of control over it.
  7. I could squeeze Gobsprakk in by doing something like this where I take out ravenak's and the maniaks: Or I could squeeze in ravenak's and the warchanter by taking out the maniaks and working an extra screen in on top (Rippa's here but it could be anything 110 or cheaper) Or I could cut the ravenak's and the extra screen to fit in a unit of 3 Gore gruntas. I like ravenak's for the ability to put pressure on screens, alongside the boltboyz and skragrott it can let me try to break open a castle if I get the first turn. Gobsprakk in exchange is a super useful utility piece who carries the extra utility spells a normal shaman wouldn't bring. Another possibility is instead of taking gobsprakk, I could bring a vulture boss with arcane tome, and cut out the warchanter again for the wierdnob. I lose some of gobsprakk's utility, but gain the ability to double up on commands (like double unleash hell), and get to keep the ravenak's. The gobsprakk utility is great, but double unleash hell gives me a strong anti-alpha tool.
  8. Arcane tome warchanter over the wierdnob is a good callout. I know the gutrippaz are pretty bad, but I want something to throw up with supa sneaky to alpha screen if I don't get the first turn, so I'd need to put in at least a unit of hobgrots to do that with. Gobsprakk is a good callout too, I'm more running the shaman for the spell than the buff, and I forgot gobsprakk can actually get a +1 to cast here in big waaagh. I'll play around with the points a bit to see if I can squeeze some of that in.
  9. I've got an event in a few weeks and I've been toying with Big Waaagh! so I can play with my kruleboyz models and build out a more balanced force. I threw this together: Allegiance: Big Waaagh!- Grand Strategy:- Triumphs:LeadersWurrgog Prophet (170)- Artefact: Glowin' Tattooz- Lore of the Savage Beast: Gorkamorka's War Cry- Aspect of the Champion: Fuelled by Ghurish RageOrruk Weirdnob Shaman (90)- Lore of the Weird: Da Great Big Green Hand of GorkBreaka-Boss on Mirebrute Troggoth (180)- Mount Trait: Fast 'UnSnatchaboss on Sludgeraker Beast (290)- General- Command Trait: Supa SneakySwampcalla Shaman with Pot-grot (100)- Lore of the Swamp: Nasty HexSkragrott, The Loonking (160)- AlliesBattleline5 x Orruk Ardboys (80)5 x Orruk Ardboys (80)10 x Gutrippaz (150)Units6 x Man-skewer Boltboyz (240)- Reinforced x 16 x Man-skewer Boltboyz (240)- Reinforced x 15 x Savage Boarboy Maniaks (150)Endless Spells & InvocationsRavenak's Gnashing Jaws (70)Total: 2000 / 2000Reinforced Units: 2 / 4Allies: 160 / 400Wounds: 130Drops: 12 It feels a bit low on bodies to me, but there are a ton of threats in the list that all come in at a pretty low price point. Wurrgog with glowin tats is great, and fuelled by ghurish rage can keep the rampage going. The boltboyz and skragrott offer great ranged pressure, and skragrott gives a bunch of CP over the course of the game as well. Ravenak's adds just a little extra ranged output, and the list has a bunch of wizards that could cast it. Mirebrute, Sludgeraker, & maniaks are pretty useful melee threats. Swampcalla buffs boltboyz and brings nasty hex. Supa sneaky lets me alpha deploy a unit of boltboyz or the mirebrute for alpha aggression, or alpha screen with the gutrippa unit. wierdnob shaman brings hand of gork, which is a fantastic positioning piece. I don't have the battalions but I think i'd probably try to squeeze into double battle reg. Not sure if any extra enhancements would be a big bonus to this list. Any thoughts suggestions? Lack of a warchanter will hurt my WP, but I struggled squeezing everything in and felt it didn't add enough to this list.
  10. If I have the ability to use unleash hell multiple times in the same phase can I do multiple unleash ****** from the same charge? As an example: If I have a unit of boltboyz standing 3" behind a unit of hobgrots, and the hobgrots get charged, could I use the Killaboss on Vulture's ability to issue a command even if its already been issues that phase, so I could unleash hell with both the boltboyz and the hobgrots against the unit that charged the hobgrots?
  11. I'd be happy to see spiderfang leave with gitmob if it meant new models and better rules. The new gitz book helped spiderfang, but they're still going to struggle if you try to play with just spiderfang. If GW wanted to bother with it I could see them do double duty, similar to stuff like tzaangor, since even in the gitz book they're mentioned to be the odd ones out.
  12. Actually a gobbapalooza style unit would be great for bonesplitterz as well. I can't speak for him, but from my perspective there's tons of issues with all aspects of the design. The models look great. The narrative is really cool. They don't mesh. At all. The narrative tells a story about sneaky and kunnin orruks that use things like poisons to be horrifically efficient killers. The models are a Greenskinz revamp, so its all massed infantry and heroes/hero monsters with some ranged support. No part of the model line actually fits the sneaky or kunnin narrative they've spun (From a unit role perspective). Then you get to the rules that tried to bridge the gap and did a terrible job of it while also having tons of unnecessary restrictions and hard leaning into lottery mechanics because Destruction & poison, which immediately kills any efficiency. I can kind of understand how this might've happened, a darker take on greenskinz with a swamp theme led to the model range, but then when it came time to write the narrative and rules they might have pushed in a different direction to differentiate them from Ironjawz/Bonesplitterz, plus a tight schedule for the warclans book ended with it feeling half baked (particularly KB and BS). I hope they get to take another crack at the KB nut though, I really love the models.
  13. I think the bonesplitterz plastic stuff is generally fine, I painted up an army of them in january (mostly pigs). Some plastic heroes would be good, but for brand new stuff they'd really appreciate a proper centerpiece, maybe a plastic rogue idol or some sort of of shaman channeling a powerful beast spirit and controlling its bones. A box of bonesplitter brutes would be cool, with options for melee weapons (maybe big stabbas) and greatbows.
  14. Gobsprakk only shares feet with the killaboss, so it wouldn't be too tough to put him onto a base if you can find a solution for the feet. Then season to taste with bits/headswaps/etc.
  15. It looked like 2 separate boxes to me as well. We already have rules for some of the underworlds warbands in Warcry (The latest white dwarf even had rules for the DoK one). Not sure if the mausoleum terrain is new either or just reboxed. Its probably a Warcry starter at a lower price point? That might've been covid delays at work too. It seemed like everything in their schedules was messed up except for those edition releases. Based on rumors, speculation, and the ghb the year of 9th it seemed like Gargants were supposed to be a late spring release, but didn't end up coming out until september. They got backed up trying to get psychic awakening out the door despite a few months of no releases, so 9th could launch on time and had to catch up on literally everything else. I think they had a similar problem around the AoS 3 release, but not as bad. They might not have the same problems this time around since distribution has calmed down, plus at least with this new edition they've got the index rules to sink their teeth into for a little bit so the wait shouldn't be as bad.
  16. IIRC Season of war thondia released shortly before the Gallet GHB, so there was some overlap. I imagine the mystery book book before the GHB is Season of War Gallet.
  17. The grenades are a bit worrying, since they look like they're sculpted onto the torsos, although maybe they're just a tiny bit that comes off, the rest of it seems like they could work in aos with different arms and heads.
  18. Important that its "Battletome & supplement" now. I bet one of these is season of war gallet.
  19. You can break out of strikes last, assuming its not the general who's afflicted by it, just like with ironjawz Smashin and Bashin
  20. Technically Gitz just got reprints of white dwarf battalions/subfactions, and the battalions were the biggest reason to take the subfactions in the first place.
  21. This just incentivizes rallying elite stuff over hordes, which probably won't actually fix any problems since most of the armies with access to a 4+ rally can rally the elite stuff anyway (Boinggrots, melusae, etc) I've been wondering if that's how they're going to manage healing in soulblight.
  22. Theoretically the 36 is good as a pseudo anvil? its a big wound sink, but I think hoppers are better at that job since they're faster and can take commands so they're a bit better as an alpha pinning unit.
  23. The slaanesh mechanic is interesting. You get tons of dice, since its 6 per turn. You can offer your opponent 6's if they attack your chaff screen, or if they fail a save against a terrible shooting attack or something. Euphoric killers is probably going to eat squigs alive, kill the unit once and get multiple keepers.
  24. It wouldn't be the first time something similar has happened, especially as of late where their release schedule seems to shift around a lot. Technically the GHB spoiled the points for lumineth and Tzeentch for example.
  25. For pretty much all of AoS GW has been dropping hints to new factions, subfactions, and cultures in the lore, this is mostly to leave their future options open and add mystery to the world, Sons of Behemat started as one of these. Some of them get pushed enough that it gets suspicious. Chaos dwarves are definitely one of these, hobgrots had 0 reason to be in kruleboyz outside of as a direct reference to chaos dwarves (They could've just used normal grots, like the ones that accompied old O&G and are all over the KB line as companions). Horns of hashut are also very relevant, as we don't have confirmation of any other "minor" chaos gods other than the great horned rat IIRC. I put Gitmob, shadow aelves, and kurnothi in the same situation.
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