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Oldhat

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Posts posted by Oldhat

  1. Well, adapting to changes got me this list:

    Allegiance: Ogor Mawtribes
    - Mawtribe: Underguts
    - Grand Strategy: Defend What's Ours
    - Triumphs: Bloodthirsty
    Tyrant (150)*
    - General
    - Command Trait: Reluctant Rabble-rouser
    - Artefact: Gruesome Trophy Rack
    - Big Name: Deathcheater
    Butcher (140)**
    - Tenderiser
    - Lore of Gutmagic: Blood Feast
    Firebelly (130)**
    - Lore of the Sun-Eater: Billowing Ash
    4 x Leadbelchers (170)**
    4 x Leadbelchers (170)**
    6 x Ogor Gluttons (260)**
    - Paired Ogor Clubs or Bluntblades
    6 x Ogor Gluttons (260)**
    - Paired Ogor Clubs or Bluntblades
    20 x Gnoblars (120)**
    Ironblaster (200)*
    Ironblaster (200)*
    Ironblaster (200)*
    *Grand Battery
    **Battle Regiment

    Total: 2000 / 2000
    Reinforced Units: 0 / 4
    Allies: 0 / 400
    Wounds: 149
    Drops: 5

    Obviously going pure Gutbusters by choice, but I think for that style, this will work. I hope.

  2. 1 hour ago, 5kaven5lave said:

    Are people painting HGBs in 5s or 10s? Thinking of taking on 10s but don’t want to lose the will to live.

    Aw, they're not that bad. Better to have too many than not enough right? My goal is 30 total.

  3. So Greyfyrd does seem the way to go unless running a bunch of Droths. I redid the list, keeping the core concept similar:

    Hold the Line, Bloodthirsty

    Runefather on Droth
    General, Fury, AoD, Coal-heart

    Auric Runeson w/ WSJ, Axe of Grimnir

    Auric Runeson w/ WSJ, Daemon Slayer

    Auric Runesmiter w/ Forge Key, Curse

    15x Auric HG

    10x HGB w/ Poleaxe

    10x HGB w/ Poleaxe

    10x HGB w/ Broadaxe

    Same Warlord/HotH set-up for Battalions. I didn't pick an Enhancement for the Warlord perk yet. Not sure what would really be most beneficial. The +2 artifacts plus the base one eats up all the good stuff available. I guess Arcane Tome? Thoughts? I'd love some feedback on this list, especially since I have all but I think the Runesons and 5 AHG built, so I can get this on the table pretty quick (lmao not really, because I got to paint everything).

  4. 13 hours ago, DwarfsOnly said:

    Your list, Oldhat, is actually not valid. While people don't always enforce it or know, you can't take Endless spells if by taking an arcane tome. Now, you could ally in a wizard from SCE or CoS to remedy this, such as a Battlemage. But I'm not sure Gravetide is the best option. Lifeswarm seems like the more obvious go-to. I would say you'd be better off getting rid of it for an invocation, though. All of them are decent.

    I'd also rethink Lofnir if you're not using Runesons on droths, it seems like you'd perform better as Greyfyrd. 

    I know you didn't ask for feedback, but I thought you'd want it anyway.

    I definitely want feedback. And with the rules bloat across so many games, I forget basics far too often. It's honestly gotten to a point where I'm tempted to cut a game or two from my rotation just to free up brain space. 

  5. Well, I had put everything on hold waiting for this book with high hopes. What a shame they basically gutted my initial choice (Hermdar) and now I am left kinda using the same list but just overall less effective.

    Right now, I am going to be trying this out:

    Allegiance: Fyreslayers
    - Lodge: Lofnir
    - Grand Strategy: Hold the Line (maybe the new Lineage one?)
    - Triumphs: Bloodthirsty
    LEADERS
    Auric Runefather on Magmadroth (360)*
    - General
    - Command Trait: Fury of the Fyreslayers
    - Artefact: Amulet of Destiny
    - Magmadroth Trait: Coal-heart Ancient
    Auric Runesmiter on Magmadroth (340)*
    - Runic Iron
    - Magmadroth Trait: Lava-tongue Adult
    - Universal Prayer Scripture: Heal
    Auric Runeson (80)*
    - Wyrmslayer Javelins
    - Artefact: Magnetised Runes
    Auric Runeson (80)*
    - Wyrmslayer Javelins
    Auric Runesmiter (135)*
    - Forge Key
    - Universal Prayer Scripture: Curse
    UNITS
    5 x Auric Hearthguard (125)*
    10 x Hearthguard Berzerkers (320)**
    - Poleaxes
    10 x Hearthguard Berzerkers (320)**
    - Broadaxes
    10 x Vulkite Berzerkers with Bladed Slingshields (160)**
    ENDLESS SPELLS & INVOCATIONS
    Suffocating Gravetide (50)
    CORE BATTALIONS
    *Warlord
    **Hunters of the Heartlands
    ADDITIONAL ENHANCEMENTS
    Artefact
    TOTAL: 1970/2000 WOUNDS: 117

    Runesons escort the two HGB units, since they can be kept alive and will keep them at their 4+, which basically feels like a tax now for those units to have their save. The VB squad camps - as an anvil, but albeit a less than stellar one give its size (so many compromises!). The foot Smiter brings in the AHG unit via tunnel to shoot stuff, which... with only 5 dudes won't be impressive and I am debating cutting this gimmick OR leaning into it harder with a unit size increase. Two Droth leaders go in and stompy stomp. I thought the idea of the Gravetide as an inhibitor for the VBs or AHG would be useful... but doubtful. Just an awkward point gap that AoS locked-in unit sizes creates.

    As you can see, it is a bunch of compromises to keep the strategies I had before.

    Thankfully, with our very limited model range, it isn't like we can't refine down what works and what doesn't quickly lmao.

  6. 13 hours ago, Kadeton said:

    Based on those books, what kind of changes are you expecting?

    It will be interesting to see whether GW continues down the path of simplified/streamlined warscrolls with minimal special rules, or whether that's mainly a Stormcast thing as the "starter" army. Ogor warscrolls already aren't especially complex, for the most part.

    I'm really happy with where the Beastclaws are in the meta at the moment, so there's not much I'd like to see changed. But I certainly wouldn't be surprised by Mournfangs going to a minimum unit size of 4 (since that's what comes in the box, which seems to be the trend). I'd prefer if they also counted as more than two models for objectives, and got +1 when rolling for impact hits, but that's just wishlisting. It would also be nice if the Huskard on Stonehorn got something to make him a more worthwhile choice, but I also wouldn't be shocked if Frostlords got knocked down to a 4+ save.

    I'm a Gutbuster player so I'd want to see Gluttons go to unit size three for starters. Not sure what else really needs a major shakeup but that is a major point since six is just ridiculous. 

    • Like 1
  7. 4 hours ago, Lord Krungharr said:

    I have yet to experience the Fyreslayers.  The Duardin might be my Order army assuming they get a unified tome someday.  

    After my Sons of Behemat events coming up, I'll give a FLoSH with those Runes a try.  Timing is such a nuanced skill in gaming and life in general.  

    Dude, I think we play the same armies. Fyreslayers, Ogors and Sons of Behemat! 

  8. For the Gutbuster purists, what mileage are folks getting out of Trophy + Ironblasters and larger squads of Leadbelchers in Underguts?

    I'm working on my Underguts and have a few lists I'm going to try once they're all painted up (and hopefully by then COVID is under control so I can even play!). 

  9. 1 hour ago, Schauer said:

    Theres worse offenders too than this. 

     

    GK on a Terrorgheist with the right load out gets a save and then 3 separate opportunities to shake wounds. Now, Im not sure if it is THAT big of a deal, but this ruling is a weird step GW has taken with their rules when atleast I thought that the idea was to simplify these ward saves so that they are all under the same blanket. 

     

     

    I'd guess the post-Ward save options will be singular. So once allocated after a failed Ward you get the one chance to stop it. Not multiple instances. That would help streamline without removing the perk entirely. 

  10. 4 hours ago, Scurvydog said:

    It is a great great artifact and with less hordes, taker tribes loses a bit of value. I am now thinking perhaps a stomper tribe with 1 of each mega and 3 single man crushers got some play. Cestus and 3d6 charge on stomper and amulet on breaker. For 1 CP you can auto run all 3 single mancrushers into good positions turn 1.the little guys can also assist in clearing any potential hordes much more easily. 

    3d6 charge is good against the many khorne demon princes popping up lately and with Cestus and amulet there are 2 super tank gargants. 

    On looking back at Stomper options, you can do a Caestus Stomper & Amulet Gatebreaker (Bosses) with a single triple MCG unit (no battalion) and three singles (Footsloggas) to really maximize the umph of the Stompa Big Shouts. "Getting stuck in" won't matter as often with big units less common now, though.

  11. Current list I'm considering building. The goal would be to heavily convert everyone to have a cowl so cement the Breaker theme. Haven't had any table time with 3.0, so I'm hoping y'all have some thoughts.

    Breaker Tribe - Shiny 'Uns

    GS: Beast Master

    Bosses of the Stomp

    Gatebreaker w/ Amulet, Extremely Bitter: Wannabes

    Kraken-eater w/ Arcane Time

    Footsloggas (Swift)

    Warstomper

    3x solo Gargants

    1995pts 141W

    Swift specifically for the freebie Command Ability. Boosted run or reroll charge seemed useful. List still features Amulet for GBG and the ability to toss Shield via Kraken-eater.

    Any thoughts?

  12. 9 minutes ago, Guui said:

    As it is now, taker is the go to, since there are a plethora of ways to get +1 to hit, and since they dont stack, the extra models on objectives are useful

    I can only think of "All Out Attack" off the top of my head. With MSU as the default for a lot of lists now thanks to coherency, is the extra models that worthwhile? Has it been that clutch for anyone?

  13. Yeah, with the limit on leaders and all our 'Droths being leaders it's tough to fit in the minimum subcommanders to unlock the artifacts.

    HitH is a solid pick for the troops to give them a boost. 

    Let me know how the Runesons do. They seem underwhelming, but I admit I am no expert. Still too new to Sigmar and 3.0 especially so. 

  14. 6 hours ago, Forehead said:

    Ok, so 5th Magmadroth has been purchased and is on its way ready for some Lofnir nonsense. Please can someone confirm if I can duplicate MD traits across each MD? I can't find anything that confirms if this is allowed/disallowed.

    Having 4/5 MDs ignore rend 1 with the other MD behind dishing out reroll saves of 1 seems like a potential build choice but I don't want to spend more time thinking about it if it's not legal.

    I don't see any language limiting you from taking the same trait for each 'Droth. Not in the FAQ or in the original language. I hear other armies are taking the same one multiple times, so I think it's currently allowed until otherwise FAQd.

  15. Allegiance: Ogor Mawtribes

     - Mawtribe: Bloodgullet

     - Grand Strategy: Predator's Domain

     - Triumphs: Indomitable

    LEADERS

    Tyrant (160)* 

    - General

    - Command Trait: Nice Drop of the Red Stuff!

    - Artefact: Amulet of Destiny

    - Big Name: Fateseeker

    Butcher (135)*

    - Cleaver

    - Artefact: Splatter-cleaver

    - Bloodgullet 2nd Spell: Blood Feast

    - Lore of Gutmagic: Greasy Deluge

    Butcher (135)*** 

    - Tenderiser

    - Bloodgullet 2nd Spell: Blood Feast

    - Lore of Gutmagic: Ribcracker

    Frostlord on Stonehorn (430)*

    - Mount Trait: Metalcruncher

    UNITS

    3 x Maneaters (180)*** 

    4 x Ironguts (245)** 

    4 x Ironguts (245)** 

    4 x Ironguts (245)**

    4 x Leadbelchers (180)*

    ENDLESS SPELLS & INVOCATIONS

    Chronomantic Cogs (45)

    CORE BATTALIONS

    *Warlord

    **Hunters of the Heartlands

    ***Vanguard

    Tinkering with non-Undergut lists. I figured this mostly non-shooty list might work. I have most of it already, so it would just require some Maneaters I was already planning on converting for fun anyhow. 

    Thoughts?

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