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Ganigumo

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Everything posted by Ganigumo

  1. I think egomaniak sludgeraker in grinnin blades is probably overkill. In terms of using Kruleboyz Waaagh! after using the sludgeraker I felt the vulture would be a much better initiator because of its mobility. The sludgeraker wants to be in the middle of your army, to spread the buff, only has an 8" move without fly, and you'll want to be screening it to protect it from shooting/charges. As a result its not always trivial to get him into combat depending on where your other units and the terrain is. Having 2-3 units fighting first can cripple an opposing army if you've got a good opportunity and the vulture is way better at finding those opportunities. Should be able to but I've already got a second. I'm planning on magnetizing this one though. The killaboss and gobsprakk only share their feet, other than that they're completely different models. When I magnetize the second bird I'm just going to give it the grot on the back, pick a bird head, and just magnetize the killaboss/gobsprakk
  2. The biggest reason I'm not using Gobsprakk is that I don't have him built/painted (I still need to finish painting my killaboss on vulture and 20 hobgrots for my list, I started painting the killaboss variant before I had decided I wanted to take KB to the event.) Gobsprakk is a good call out though, I've been wondering if I should put him in myself, the damage isn't that different between the two and he's a better wizard, but he's not a warmaster, so If I wanted him to be able to use kruleboyz Waaagh! I'd need to give up my command trait. He's not a phenomenal wizard, but even a once per game 3d6 unbind might help in the purple sun meta.
  3. I'd say you definitely want some amount of 'ardboyz and brutes, the only easy t1 BT requires having a GV unit, plus you might want something that can contest the proving ground. You might not need to bring a lot of them, but I wouldn't leave home without at least one or two GV units. If you're worried about bounty hunters just run them MSU so BH will be overkill. Hand of gork is worth considering as well, since being able to warp a GV unit onto the proving ground is a neat trick for stealing objectives.
  4. 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.
  5. I'm a bit sad its chaos v chaos again, having a nurgle warband is a slight variation, which is nice, but pretty soon the StD book will be nothing but warcry and underworlds kits. Having it set in ghur gives so many interesting alternatives too. I do like the scenery though, it'll go well with my thondia box so I can paint all of it up and have a pretty cool ghur themed table. Even the leakers don't care about our armies 😢
  6. 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.
  7. Got my first practice game in against nighthaunt, it was his first game with the new book, but it went pretty well. We played close to the heart. I could screen out well with the hobgrots and gutrippaz, and the bounty hunter rippaz melted any GVs they attacked. Boltboyz as always really brought the heat. A third shaman would've been nice, but I can't fit it in without cutting something useful. I also felt that maybe having the vulture as the general is the better choice, its easier to find opportunities to use kruleboyz waaagh!
  8. writing lore blurbs for stuff didn't save any of the forces/models that were squatted.
  9. Furies have been undivided daemons for ages. In some older editions they could even take marks IIRC. AoS lore still has plenty of room to fit the daemons of the ruinstorm in, you could easily rename it and reflavor it a bit for the aos scroll and they wouldn't need to be undivided. You could flavor them as half-princes, Champions who went mad during the final step to daemonhood, but they also look a bit like big bloodletters so you could flavor it as a unit of hard hitting khorne daemons. What I'm getting at is I could write an aos warscroll for those guys with a small lore blurb in an afternoon, so surely FW could too, and just the existence of that warscroll will increase the sales of that kit. The idea that they want to keep it "HH only" is what I mean by leaving money on the table, There aren't really any benefits of it. None of the aos FW models have ever been particularly meta, and I think thats a good thing, but there's a difference between "suboptimal but cool model", and making the models nearly impossible to play with by the game's rules. That difference is why things like the colossal squig and mourngul sell well enough to keep around, and why stuff like the magmawyrm and merwyrm didn't.
  10. I never understood why daemons of the ruinstorm never got an AOS warscroll. Literally all FW needed to do was write a scroll and they could sell those models to aos players in addition to heresy ones. Literally Leaving money on the table by not doing a very small amount of work, but that seems to be FW's MO at times, they did nearly the same thing by not bothering to put army keywords on the Fantasy/AOS warscrolls.
  11. Tzeentch herald on disc & blue scribes are resin too. In a potential daemon release they could also expand on "undivided" daemons a bit more, which would be an interesting direction. Furies already play in that space a little bit.
  12. Flamers and screamers could get an update I guess, they're the same sculpts from the 2000's they just converted the kit from metal to plastic (although I think both hold up well), and theres a whole whack of resin heroes.
  13. Ogors were nearly completely untouched with the GHB/battlescroll/errata, and gargants got a minor adjustment, because they're a bit of an oddball army, meanwhile Gitz got hefty buffs and changes (that while nice probably won't help much). Seems like circumstantial evidence that Gitz aren't getting a book as they generally don't give an army a big update like that if they know a book is coming.
  14. My initial thoughts on some of these before I play: Gutrippaz really benefit from bounty hunters, especially for scoring head-to-head, their mortals rip through most elite stuff, but big blobs of wounds could be a problem, bounty hunters helps with that immensely which makes the BT more achievable. If I was playing Big yellerz I might not bother bringing it, since boltboyz could score head-to-head pretty easily and I probably wouldn't bring a big block of gutrippaz. Low drops are still valuable, Outmuscle is much easier to score if you go second, also in the battleplan "The prize of Gallet" the player going second each battle round chooses which objectives activate, and they aren't worth anything before that. lack of expert conquerors is mostly just to keep the drops down, not sure how it'll pan out though. Egomaniak might be overkill in grinnin blades Vulture is the spice, although I've realized I could fit gobsprakk now, but I'm halfway through painting the killaboss variant, maybe I'll swap it if I get done painting quickly. Fast 'un + sneaky miasma gives me the option for 2 hero phase moves, on a fairly fast flying model, so its a neat tool if nothing else. I plan to get some practice games to see how it feels, running the vulture as the general with a different command trait is a bit tempting, but it probably doesn't have the output to score "This one's mine" reliably (it averages around 10 damage).
  15. I've got an event at the start of august and the battleplans were announced, In the presence of Idols, Close to the chest, the Nidus Paths, Won't back down, and the prize of Gallet. I'm thinking I might bring Kruleboyz. I threw this list together I tried to build it to the scenarios and new GHB. From my analysis of the battlepack boltboyz are going to steal the show again, both Outmuscle and an eye for an eye should be fairly easy to score with their ranged damage, and they're fantastic idol units for in the presence of idols for the same reason. Egomaniak sludgeraker is a pretty obvious pick, it keeps him safe and he's got better damage than the bird to score this one's mine. Grinnin blades should make things difficult for any opponents that are trying to use ranged output to score safe BT, as well as protect fragile things like boltboyz. Thoughts or suggestions on the list?
  16. The changes are good but I don't think they're enough to bring us up out of the depths. I do like that the loonshrine change lets us build a castle of wizards with +2 though. Also how does rally interact with returned units? I'm guessing it wouldn't let you rally more dead grots after you return it?
  17. Gluttons were fine before the coherency, unit size, and point increase triple whammy at the start of 3rd edition. Sure they weren't fantastic, but they were pretty much the benchmark for a fair warscroll and the game would've been better if more stuff looked like them. I don't know what to do about the unit size thing, other than changing the ogor charge rule to 6 models and/or changing glutton size to 3, but they desperately need a point drop if their job is being a wall of meat. In 2e it was like 400 points for 12, now its 500, 6 of them should definitely be closer to 200 points rather than the 250 they are now.
  18. Pretty much anything that could kill a mega would kill 20 gutrippaz, and that stuff already existed, there might be more of it now, but I don't think its a huge issue. BH is a good choice for gutrippaz, 20 with a shaman and sludgeraker go from 20MW to ~33, and the kinds of units gutrippaz struggle most with are blobs of wounds, which are usually infantry. I don't think the changes make gutrippaz good, but its probably a net positive for them.
  19. I think gutrippaz are a good pick for bounty hunters, in it they'll put out enough damage, mostly as mortals, to actually shred through big infantry blocks. 20 with a sludgeraker and a shaman will put out roughly 20 mortals, adding bounty hunters would take it to like 33-34 or something? I'm not too worried about the bulk, gutrippaz arent that durable anyways, they're just a pile of wounds so if there are dps check armies that are strong in the meta like gargants or nurgle big units of gutrippaz will end up going down fast regardless of bounty hunters.
  20. Dedicated hammers in weak books appreciate the boost,. Stuff like troggoths, squigs, bloodletters, skullcrushers, etc... A bunch of low tier armies really struggle with output, and its a big part of why they're so bad in 3.0. You need good damage to reliably score some of the BT, won't help against non-infantry stuff though. It could be good in nurgle as well. Nurgle's output isn't top tier, so throwing some blightkings/blightlords in there could be good.
  21. Mushroom is finally playable, I could literally never find the points to fit it into lists before.
  22. In a spiderfang list I've played before a 10 point drop to spider riders translates into a 70 point reduction in the list (the list had 35 spider riders), which is enough to squeeze something else in, or upgrade something that's already in the list. 10 points off grots could easily add up to 50-70 points, across the edition change they went from 130(120 with discount) to 150, which was like a 200 point increase in a grot heavy list, sure most things did go up, but this was actually one of the heftiest increases in the entire game, to a faction, and unit, that got nerfed by rules changes. Small increases or decreases to units that are taken in multiples really adds up in listbuilding, and its not something thats even been tried with gitz, on the units that matter. small increases or decreases on units that you only take 1-2 of make no difference.
  23. Stuff like spider riders, squig herd, squig hoppers, bounderz, and grots have literally not seen a single drop since the book released (with bounderz and grots actually going up). Its not like they lowered the points and are scared to drop them any further, they just never even tried.
  24. A weak army since it released, the weakest army, by a huge margin for all of aos3, and still one of the weakest (if not the weakest) before that in aos2 and they still can't get any point drops, its a ridiculous but about what I expected. The army barely even benefits from the new rules, since their infantry all had 2" reach or were on 25mm bases. Presumably they're one of the fall books, but its another 3-4 months of being absolutely abysmal before then.
  25. They also increased kairic acolytes, which were overcosted at 100 points when the book first released and nobody plays, again, despite not really being a unit that benefits from the new changes since they're a ranged infantry unit. Meanwhile Tzaangors, who benefit hugely from all the new changes stayed the same. Also the ogroid, that nobody really played, also went up. Screamers were untouched too, despite being GV in hosts arcanum that could be really effective counting as 3 models with their speed and fly.
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