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OrcaLullaby

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  1. Imao the biggest strength of the new ardboys is in numbers. A double-reinforced unit with the ard boy boss around it could be pretty hard to crack. Yes, sure, before they were rallying at 4+ and they didn't need a dedicated cheerleader specific for themselves, but they used to come in units of 5 not 10. Is 760 points though
  2. It depends on how many big piggies you want to bring, It could be a thought fit but it will be fun indeed Another thing that can be pretty brutal is Zoggrok buffing a reinforced unit of small piggies with spears. According to the war scroll it says all the weapons so this means that also affects the tusks and hooves? If so we are talking about a maximum of 7 extra mortal wounds (realistic perhaps 4 to 5) on top of the mortal wounds that can pull at 2+ on the charge plus the regular damage that they might be able to pull. The problem is that Zoggrok is 160 points, but besides that, it could be another support weirdo alongside the war chanter. I'm already picturing them one at the side to the other making some sort of percussion ensemble, one hitting the anvil squig with the hammer and the other one hitting the bones stick together meanwhile singing "Wu ho! smash! Orruks gonna stomp! Wu ho! krush! Hummies bones chomp!"
  3. Oh boy. Even been metal, I miss the snotlings kit. It was really good fun to add them in the bases of other big fellows. I guess that they have become the destruction version of the squats 😔
  4. I would extend this to Big Whaagh bonuses. Consider that in AoS 3, is not possible to stack more than a +1 to hit, and there is no way to double shoot anymore, so at a base +5 to hit, they still look a bit lame to me. They have two attacks but with a +5 to hit, it will be roughly equivalent to hitting on a 4+ but having just one attack. A +1 to hit will make it equivalent to a +3 to hit, +4 to wound, no rend and one damage but with a single shoot.
  5. Yeah, I guess that's a point. If you want to bring a big unit of ardboyz you will need to use lots of reinforcements.
  6. In the beginning, I thought the same thing but then I realised that ardboyz has 3 attacks and the savage orruks 2. So even in this case, it would be 18 attacks from the ardboyz vs 20 of the savage orruks. If we consider that the ardboyz has +3 to wound and the savage orruks stikkas +4 then the ardboyz has more choppiness. At the moment unfortunately I don't see too much room for the naked boyz Nice graph by the way 😀
  7. I also still wondering how to make them work for both big whaagh and bonesplitterz. I think that the only situation that might have a place both as a battline filler and an anvil unit is in a pure bonesplitterz list that is not using any warclan. But if you go pure bonesplitterz there are no other reasons besides fluff wise to not pick a warclan. I think that the problem with savage orruks and Big Whaagh are the internal balance and the biggest one are the Ardboys. This is my rationale: I might be wrong but I think you don't need to use a reinforcement point. Just bring 2 units of 5. Better board control than 10 savage orruks and fills 2 battleline slots. Also, ardboys are arguably more thank efficient than savage orruks. They have also a ++6 ward save, to get a 4+ save they don't need to risk getting a 3+ dance from a squishy snipable hero that takes a hero slot and also they have the option to bring back slain models with a +4 instead of a +6 when issuing a rally command from a nearby warchanter. I think that the only advantage that savage orukks has over ardboys is that the spears are 2" long and that when charging they have +1 to wound when charging. But it kinda gets compensated with the extra attack and a +3 to wound that ardboyz packs in their warscroll. In conclusion in my opinion the ardboys are choppier, thankier, more reliable, has better control and list building potential than the savage orruks. All for an extra 5 points. An this is without considering what is need to make the savage orruks work. Because if we have to add a wardokk in the equation then is 245 for the savage orruks + wardokk vs the 170 points for 2 units of 5 ardboyz. I think the savage orruks needs a drastic decrease in points to make them work. And it will be good as is kinda fluffy and cool. We love the endless hordes of naked orruks choppin gitz with stone axes and stickin big'uns with bony spears.
  8. I see your point and I would agree that it could have some utility if the big charge bonus were to apply to any target. Multiply the value of 2 dices it give an average of 12.25 MW on the charge more and less. However, according the warscroll and unless I haven't missed anything, this is only applied if the target is a monster, otherwise it does 1D6 so is a bit of niche. I wish you were right and I have missed something from the warscroll.
  9. I agree with you. Also central pieces use to don't be so competitive unless the don't bring anything very special in terms of synergy (e.g. Teclis). There is some hope however with the battle tome. Think about gordrakk fist of gork. If you are running orruk warclans you can get 6 whaagh points from him instead of 1D6 from a regular orrukk warlord. This is a rule that appears in the orruk warlcans battletome and somehow is quite a boost. Who know perhaps he grants thing like to have bad moon bonuses, a zillion of whaagh points or some equivalent bonus for ogors mawtribes. Just speculating though so take it with a pinch of salt. Otherwise I see him just as a collection model or if someday just for the fun you want to bring the supreme lord of destruction and the earthquakes in a battle
  10. I think that to compare it with non heroes is not fair as non heroes units are always more point efficient. A correct thing to do will be to compare it with a similar center piece like for instance arhchaon. Let's see. Archaon is 800 points and what do we get with this extra 40 points? a similar stat ines. a 3+ save which is worst but a 20 wounds count which is better and can heal himself. Also it has far better mobility as it can fly and move 14" at full bracket. It does not mortal wounds on charge but it has a breath attack that causes mortal wounds and can heal himself. Also it has far better synergy. A +2 bravery aura which is twice as good as the Kragnos +1 aura. It has 2 command abilities and can cast and unbind 2 spells. Kragnos only beat him with magic protection but not for far as Archaon can auto dispel endless spells and can unbind 2 spells. Yes I do think that unless something really special happen in aos 3.0. he is over costed for good margin.
  11. My bet is for a sky-pirates grot faction. This sort of weird shield actually looks to me some sort of "squig skin" patches in a grot zeppelin balloon and the hanging ball is some sort of counterweight hanging from the zeppelin.
  12. I have question here. Perhaps I've understand it wrong but how do you get the regular save re rolls? I do get that big rukk gives a natural reroll of the 6+ tattoo shrug. I thought that the only regular save shenanigans that we got is wardokk +1 save dance stack to kunnin' beast spirit in a big blob of pigs or savage orruks. Just ask because I haven't tried bonesplitterz that much outside of big whaagh and I would like to know about all the available tools.
  13. They are rare to find indeed but they are a really useful hobby assets. In my opinion, which could be wrong, they are even better than a commercial magnetic tray, at least for storing if you don't need to display them. The reason is that in a thin box is possible to snap a model at the side of the box. This gives you an extra dimension to play with that also is extremely tall. For instance one of this Belgian chocolate thin I can fit easily a gargant, even if the model is quite a tall model, because I can snap it at the side of the box.
  14. In my case what i did is not glue the gobbo ramshackle structure in top. Then to store the single Arachanarock without it is much more easy. I've glued 3x2mm magnets in the bottom of the base. You can get them for pennies in many places like in the discount shop (https://www.waylandgames.co.uk/search?controller=search&orderby=position&orderway=desc&search_query=magnets&submit_search) or in amazon. Then I've found in the M&S supermarket a big box of Belgian chocolate cookies made of some sort of thin metal of 8.5"x11"x3.7" aprox. This more than enough to hold a big spider and a couple of scuttle bosses, grots, giant, etc... Probably 2 Arachnaroks if one is snap to the lid and the other one to the bottom of the box. So I treated my wife well with some chocolate cookies and after that I've got a nice box where to store my big spiders and the scuttle boss. She was happy and I was happy. Win win. The grots structure on top is the most troublesome. What it worked me the best is just a square box filled with towel paper that I carry aside. IMAO is too fragile, specially the gobbos on it, even for foam and this is what it worked the best. In the same supermarket I've also found a Scottish short bread thin box slightly shorter (8.5"x11"x2.5") which make them ideal for the small spiders. They can easily hold more than 25 spiders event with the banners and the spears. To store and carry my 1000 pts of spiders only takes me a Scottish shortbread box, a Belgian chocolate cookie box that they stack together quite nicely and strong due to the models magnets itself, plus a random small square box big enough to hold the grot structure.
  15. Snotlings and Ramshackle sky pirates gobbos to teach those KO who is more cunning nyi nyi nyi
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