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Grugg

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Posts posted by Grugg

  1. Currently building and painting up the core list suggested above.

    Have found a couple of proxies to try out gobsprakk and sludgeraker before committing.

    I've seen a few pictures of people allying in large blocks of gits shootas or stabbas.

    What's the logic behind this? What role do they fill that hobgrotz don't for example?

    Thanks

  2. Thanks both for the thoughts.

    I think the core of the army list (below) would be easy/cheap to get and useful for all lists.

    Gobsprakk seems really strong, just a high cost investment initially which is a pain.

    I do have a skragrott, so could include him, just trying to get a reasonable 2k list without too much monetary investment while I decide how much I'll play kruelboyz.

    Leader
    Killaboss on Great Gnashtoof (120)
    Swampcalla Shaman with Pot-grot (100)
    Swampcalla Shaman with Pot-grot (100)

    Battleline
    10 x Gutrippaz (150)
    10 x Gutrippaz (150)
    10 x Hobgrot Slittaz (80)

    Units
    6 x Man-skewer Boltboyz (240)
    - Reinforced x 1
    6 x Man-skewer Boltboyz (240)
    - Reinforced x 1

  3. Hey all, any advice for a kruelboyz list - building on the Dominion models?

    I know there's a list based around boltboyz, and was thinking of using them as the 'hammer' along with some casters?

    Any gitz units worth taking as allies?

    Usually play ogors so would like something a bit different and lost my cities of sigmar army in the refresh (I played with lots of stormcast and sylvaneth coalition).

  4. Hi All,

     

    Recently got given a Skragrott the Loonking as part of a secret santa. This brings my Gitz models to:

    Skragrott
    Troggoth Hag
    Boss on Squig
    Shaman
    Shaman on Arachnarok

    I'm really interested in building a gitz force now. Can anyone suggest a viable route to go down? is there a decent magic list I have the makings of?

    I know the spider lads are their own force thematically so not fussed if i cant use  everything in one list - i just dont want to buy and paint 80 stabbas to find out i shouldve been going squigs the whole time!

     

    - Grugg
     

    • Like 2
  5. Hi all, bit new to tzeentch coming from an ogor mawtribes background.

    Picked up some models and looking to make a 1k list for a small friendly tournament.

    Models I have:

    Changeling 

    ogroid thaumaturge

    Fateskimmer chariot

    Change caster on foot

    10 pink, 20 blue, 20 brimstone horrors.

    Exalted flamer.

    Anything I should add to make a legal/decent List?

     

    Thanks

  6. Hello all,

     

    I recently played a 2 games against a Soulblight list including nagash and there were a few rules interactions that we had difficulty resolving.

    1. When damage or mortal wounds get through to a character they roll a ward save for each damage. E.g a unit has 2 attacks go through to it each doing 3 damage- they roll 6 ward saves, one for each wound that would be applied to the unit. Is this correct?

    2. Armour of templehoff states 'the first wound or mortal wound allocated to this model in each phase is negated'. Is a wound allocated before or after the ward save? For example Manfred has 3 mortal wounds allocated to him, armour of templehoff blocks 1 so he rolls 2 ward saves. Or is it he rolls all his ward saves, and the first unsaved wound gets blocked by the armour?

    I feel it should be the first explanation otherwise it's in essence 2 saves against the same wound and I thought you could only do 1 ward save.

    3. Nagash has access to morikan

    'Roll a dice each time you allocate a mortal wound to this model. On a 1-3, nothing happens. On a 4-5, that mortal wound is negated. On a 6, that mortal wound is negated and the attacking unit suffers 1 mortal wound'

    But also access to deathless minion 

    'Roll a dice each time you allocate a wound or mortal wound to a friendly SOULBLIGHT GRAVELORDS unit wholly within 12" of a friendly SOULBLIGHT GRAVELORDS HERO or gravesite. On a 6+, that wound or mortal wound is negated.'

    Am I correct in thinking you must choose which of these to apply? You cannot use morikan and then deathless for any unsaved wounds?

    Thanks

     

  7. 18 hours ago, Popisdead said:

    When that aussie CoS player Simon on the HWG he talked about the same thing.  Gotrek right now having a good solid place in LC.  I think there is a 6" auto-run ability (tbh I always forget this).  Overcome his limitations by having him shoot up halfway the board in one turn.

    Yea this is what I ended up doing with him. That plus heroic recovery was amazing.

    I think I needed more threats than just gotrek, he could still get kited around objectives. Didn't help that nagash was throwing out lots of spells that hindered movement (doesn't move on a 5+, takes mortal wounds on the charge) but gotrek was still great.

    Also i thought the irondrakes would do more to nagash, but he has a 2+ save rerolling 1's. Should have just foscussed on deleting the other heros and units and ignored nagash.

    Tempted to run drycha instead of durthu, or spend the points on some khainite shadow stalkers and tree revenants for TP shenanigans.

  8. Played against soulblight - nagash, Arkan, a necromancer and some skeletons.

     

    Nagash is a big problem. 8 spells a turn is just oppressive. I teleported in the 20 irondrakes hurricanum and durthu figuring I could start chipping him down. All those shooting attacks and zero wounds got through.

    He has some command ability where everything gets reroll 1's, and on a 2 up save with all out defense -1 rend doesn't cut it.

    Gotrek was slow but when in combat he ate Arkan in one turn doing 24 wounds.

    MVP: iron drake's - despite not chipping down nagash the first time they were able to kill the necromancer general and keep nagash tied up for 2 full turns.

    Least valuable - durthu - for the points I would've rather had more irondrakes or some mobile units.

    Dwarf Infantry are so slow, I think the list needs either more units to allow teleporting, or faster units on the board.

    Anyone have any experience for dealing with big threats like nagash or morathi yet?

     

  9. Yea he would, but the way that wild form is worded is just 'friendly' unit/model, youre correct about the 1 wound a turn though from living city allegiance... So he is less good than I previously thought.

     

    Going to try a list tonight with a core of dwarves:

      

    Allegiance: Cities of Sigmar
    - City: Living City
    - Mortal Realm: Ghyran
    - Grand Strategy: Hold the Line
    - Triumphs:

    Leaders
    Celestial Hurricanum with Celestial Battlemage (280)
    - Lore of Leaves: Ironoak Skin
    Battlemage (115)
    - City Role: General's Adjutant
    - Mortal Realm: Ghur
    - Lore of Leaves: Cage of Thorns
    Runelord (100)
    - General
    - Command Trait: Ironoak Artisan
    Gotrek Gurnisson (435)
    - Allies
    Spirit of Durthu (340)
    - Artefact: Spear of the Hunt

    Battleline
    20 x Irondrakes (320)
    - Reinforced x 1
    20 x Ironbreakers (230)
    - City Role: Honoured Retinue (Must be 5-20 models)
    - Reinforced x 1
    10 x Longbeards (105)
    - Ancestral Weapons & Shields

    Endless Spells & Invocations
    Emerald Lifeswarm (60)

    Total: 1985 / 2000
    Reinforced Units: 2 / 4
    Allies: 435 / 400
    Wounds: 91

    I figure gotrek and the dwarves march up the Field with durthu, irondeqkes and hurricanum deep striking in.

  10. Has anyone tried fitting gotrek into a living city army? The free heal each turn is worth a lot on him (each wound on gotrek is worth so much), plus the ability to do more healing through spell lore.

    Add a Ghur battle mage for the wildform spell.

    Then maybe a rune Lord and some iron drake's?

     

    Not sure what else to fill out the list with. Any thoughts?

     

  11. 3 hours ago, Unter said:

    cool post. did you have any challenges with coherency for the ironguts?

    Not massively. As they have 2 inch reach they can attack over their first rank, I generally ran them in 2 lines of 4.

    However, due to terrain causing coherency issues I often had to forgoe getting 3 or 4 in combat, but 4 or 5 of them still shred.

    Overall I would say coherency is a big deal for the larger units, it was a bit of a pain for my 9 man glutton unit.

    My opponent had real trouble getting his 10 direwolf squad to get more than 3 or 4 into combat with coherency + terrain.

    Certainly nits something you need to consider.

     

  12. Hello all, had my first game of 3.0 last night against soul blight.

    We used the 2.0 points, but all other 3.0 rules where possible.

    We only used core battalions (assuming that battle tome battalions won't be match play legal) and the reenforecment rules for list building.

    Reenforecment rules massively changed they way I built my standard list. I was only able to get gluttons to a unit of 9 (not 12) and had to run more minimum units where I would normally have larger units.

    Edit: I should add this meant I was unable to have ogor uunits doing crushing bulk on 4+ besides my FLoSH

    The changes to objective holding affected my opponent more (he had 2 monsters) so was able to contest objectives a bit better - however the ogor rules are still great.

    My MVP was definitely iron guts. Ran them 'reenforced' as a unit of 8, they shredded everything they touched and held the central objective all game.

    We only had time to play 4 out of the 5 rounds and were tied for points. The resummoning of death minions was valuable for encroaching in from the edges and he was able to throw them at me to clog up my units whilst he used a Vampire lord on zombie dragon and Manfred to eat units.

    FLoSH was able to shred the VLoZD, but my ironguts weren't able to get to Vlad to turn him into mince meat.

    Another weakness I found was a spell he used (something like winds of death, it had winds in the name) that does hits based on the amount of units near the Target and goes off twice on a casting roll of 9+. That spell was able to finish off my FLoSH before he could heal up and kill my slaughter master from full health in a turn.

    Maybe I should've taken a second slaughter master instead of a tyrant? Also tempted by emerald lifeswarm as I feel I could've done with more healing for sure.

    Does anyone have any thoughts on playing the new rules yet?

    List below if anyone has any comments:

    Allegiance: Ogor Mawtribes
    - Mawtribe: Bloodgullet

    Leaders
    Frostlord on Stonehorn (400)
    - Artefact: Splatter-cleaver
    - Mount Trait: Black Clatterhorn
    Slaughtermaster (140)
    - General
    - Command Trait: Nice Drop of the Red Stuff!
    - Lore of Gutmagic: Blood Feast
    - Bloodgullet 2nd Spell: Ribcracker
    Tyrant (160)
    - Big Name: Fateseeker

    Battleline
    8 x Ironguts (440)
    9 x Ogor Gluttons (360)
    - Pairs of Clubs or Blades
    3 x Ogor Gluttons (120)
    - Clubs or Blades with Iron Fists
    4 x Leadbelchers (160)

    Units
    2 x Leadbelchers (80)
    2 x Leadbelchers (80)
    2 x Frost Sabres (40)

    Total: 1980 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 144

     
  13. Zib, decay thanks for the replies.

    Yea I can see from the warsrcoll it would be better to use something other than steamtanks!

    Last year I got a 3d printer and have been printing up my cities army. I found some files I really like for the tanks and thought why not? I understand it will be a bit lack-luster rules wise but it's pretty cheap to print (only a few quid per tank) and it's a low model count army (by cities standards - no horses of dwarves, freeguild, or pistoliers.... Yet!!)

    So fingers crossed I can get the army printed, painted and based for when my area is allowed to game in person again (fingers crossed should be about a month or so).

     

    I appreciate the gunhauler suggestion, and I managed to get one cheap on ebay.

     

    Thoughts on the following list? I'm not trying to be too competitive with this. Happy to mess around with units if people have good suggestions... But gonna stick with the core tank spam for now!

     

    Allegiance: Cities of Sigmar
    - City: Tempest's Eye

    Leaders
    Steam Tank with Commander (230)
    - General
    - Command Trait: Hawk-eyed
    - Artefact: Patrician's Helm
    Celestial Hurricanum with Celestial Battlemage (280)
    - Lore of Eagles: Strike of Eagles
    Knight-Azyros (100)

    Battleline
    5 x Freeguild Pistoliers (100)
    5 x Freeguild Pistoliers (100)
    Steam Tank (180)
    Steam Tank (180)
    Steam Tank (180)

    Units
    20 x Irondrakes (300)
    10 x Phoenix Guard (160)
    1 x Grundstok Gunhauler (130)

    Endless Spells / Terrain / CPs
    Extra Command Point (50)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 124

     
  14. 8 hours ago, zilberfrid said:

    I remember them losing the behemoth and restriction.

    Edit: checked on warscroll builder, and when the steam tank commander is general, the regular taks lose behemoth.

    Cheers zilb, I had a look and you're correct.

    The reason I was asking is that in the army book it doesn't say anything to that effect. Just 'becomes battle line'.

    Is there a general rule in the core rules that says that if a unit becomes battleline it loses other designations? Or maybe in an FAQ?

    Seems a bit of an oversight not to include the rules clarification in the army books.

    • Like 1
  15. Hi all, quick rules question.

    I am building a steam tank based Tempest Eye force.

    Having the tank commander as general unlocks tanks as battle line. So do they retain the behemoth keyword and the restrictions?

    I want S tank commander, 3 S tanks, and a hurricanum but this brings me to 5 behemoths so would need to drop 1 tank.

     

    Thanks

  16. Hi folks,

    My main army is ogors: mostly just a charge and smash in play style.

    Want a change and was thinking of cities (as I have quite a few 28mm historicals which can be repurposed) and tempest eye as I can include some fantasy elements (keen on some KO and stormcast models). Seems to offer some fun with shooting, magic, and movement shenanigans.

    So far I have come up with the current list based on models I own or am going to get regardless.

    Any thoughts for how to finish it off?

    Allegiance: Cities of Sigmar
    - City: Tempest's Eye

    Leaders
    Celestial Hurricanum with Celestial Battlemage (280)
    Knight-Azyros (100)
    Endrinmaster with Dirigible Suit (190)

    Battleline
    10 x Freeguild Pistoliers (200)
    10 x Freeguild Pistoliers (200)
    10 x Freeguild Pistoliers (200)

    Units
    6 x Endrinriggers (200)
    - 1x Aethermatic Volley Guns
    - 1x Skyhooks
    - 1x Grapnel Launchers
    1 x Grundstok Gunhauler (130)

    Total: 1500 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 104

  17. 9 hours ago, Lord Krungharr said:

    I better go reread the rules.  That makes a battalion ever more worth taking!

    Charly is right!! I never noticed it either but:

    Page 78 - ogor mawtribes book:

    You can choose one extra hero to have a mount trait for each warscroll battalion in your army.

  18. 2 hours ago, Arcce said:

    Monster Mash is the goal for any BCR player. Just so strong. I have been trying all types of variations of lists, trying to get that take on all-comers feel.

    This is what I will run next I think

    Allegiance: Ogor Mawtribes
    - Mawtribe: Bloodgullet
    Mortal Realm: Chamon

    Leaders
    Icebrow Hunter (120)
    - General
    - Command Trait: Nice Drop of the Red Stuff!
    Slaughtermaster (140)
    - Lore of Gutmagic: Molten Entrails
    - Bloodgullet 2nd Spell: Ribcracker
    Slaughtermaster (140)
    - Lore of Gutmagic: Ribcracker
    - Bloodgullet 2nd Spell: Greasy Deluge
    Frostlord on Stonehorn (400)
    - Artefact: Splatter-cleaver
    - Mount Trait: Black Clatterhorn
    Frostlord on Stonehorn (400)
    - Artefact: Plate of Perfect Protection
    - Mount Trait: Metalcruncher
    Huskard on Thundertusk (300)
    - Blood Vulture
    - Prayer: Pulverising Hailstorm

    Battleline
    6 x Frost Sabres (120)
    2 x Frost Sabres (40)
    2 x Frost Sabres (40)

    Battalions
    Skal (100)

    Endless Spells / Terrain / CPs
    Chronomantic Cogs (80)
    Emerald Lifeswarm (50)
    Umbral Spellportal (70)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 79
     

    I really like this list, I think the potential healing from bloodgullet is strong - the splatter cleaver on FL on SH is such good value for keeping it in the fight.

    I'd be really interested to see how the endless spells work in the list. I've been thinking of using cogs and lifeswarm in my own lists. Have you found yourself able to cast them with the potential for oppressive magic (slaan/croak and archan in my local game group with bonus to unbind)?

  19. Sorry - relatively new player still.
    Played against a death army using VHDM spell.

    His army has an ability where if a spell is cast on a 9+(I believe) it triggers twice.

    With VHDM we ruled it as having no extra effect. The spell states a unit can pile in and attatck twice.

    Having this go off twice still means they can pile in and attatck twice.

    Conversley if the spell said 'can pile in and attatck an additional time' then this would work as it's adding to an existing number.

    Is this the correct interpretation of the rule?

     

    Thanks

     

  20. I'm also interested in this idea.

    Have a few FW monsters from when they were available.

    How does it work in terms of abilities?

    For example if I bring 3 x 3 ogors as battle line do they only get their warscroll rules or do they still get the 'MW on the charge' and 'count as 2 for objective' rules?

     

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