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Docthe3rd

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Posts posted by Docthe3rd

  1. To answer your questions in order...

    1) Yes! If one person is doing champion mode, everyone must. 

    2) Yes you may - every person's campaign quest is different, so some people can choose "normal" ones and some can choose fated ones. 

    3) Not sure about ladders, but stairs you can definitely end your movement on. I'm pretty sure you can for ladders as well (at least, that's how we've played it in my group). 

    4) That is accurate. To figure out who controls an objective, you count the numbers of models within 3" in all directions vertically and horizontally of the objective, so if there's a way to be underneath the objective, you can contest it. 

    • Like 1
  2. 46 minutes ago, DrShan said:

    Congratulations 🎊! Was it the bad investment campaign? What's my options for using glory options?? Dominating territory seems like a bit of a waste. 🤷🏻‍♂️ 

    Having a hard time staying out of mele range of the dam loomboss on his giant squig. They have the most OP quad!! Hate that add value of dice non sense. 

    We were doing one from the Tome of Champions (the big, 3 month one), but it plays the same as a normal one. When I got extra glory, I just added in some more heroes, mostly. The Endrinmaster with the dirigible suit is expensive, but can really be useful in terms of getting around and messing with people, but the other endrinmaster (the one on foot) is equally good. He has a double (I believe) that gives him an extra attack and basically means you'll hit any target on 3s and deal a good chunk of damage. 

    • Like 1
  3. 9 minutes ago, DrShan said:

    Cheers Tinniez. I ended up picking up an old army of someone and so I have heaps of units. Also the magnets turned out to be a real pain. 

    my current band of brothers is: 

    Khemist (L) - For the extra shots

    Mizzenmaster (H) - for the mobility

    3 x Arkanaut w/Volley guns - for the pew pew

    2 x Arkanaut w/ pistol & cutter (might swap to spear)

    1 x Thunderer w/ mortar.

     

    I play against gloomspite gitz mainly (only have 1 friend who plays) and he kicks my behind. he has 1 hoppa, 1 boss & a Trogott as a thrall which I hate. Any suggestions or tips would be amazing!! 

     

    So I actually just finished a campaign with KO that I got lucky enough to win with, so here are some suggestions:

    1) use the Leader's Triple (fight for profit, I think it's called) as often as you can. If you can keep your volley guns near your leader and stay 3" away from the Gitz, each volley gun can pump out 14 shots a turn (assuming you shoot with both actions), which will shred most things (especially the smaller Gitz stuff)

    2) similarly, try to make use of the double that gets you a free disengage to keep stuff out of range.

    3) If you can, swap the arkanauts with a pistol and cutter to the ones with spears - they're SO good. Over my campaign my one guy with a spear would regularly take out stuff much bigger than itself.

    4) I love my thunderer with an aethercannon, since it would regularly delete stuff in one or two actions. Try to fit one in if you can. 

     

    As for actually playing, the keys are going to be to stay out of melee, and to try to get as many shots off as possible. If you can work it where everything is fighting the Troggoth once it lumbers over to you versus having to take on everything AND the Troggoth, it gets much simpler. My go-to was to, essentially, focus fire on one target at a time in order to make sure the things died before they could cause too much trouble. 

     

    Hope this helps!

    • Like 1
  4. 34 minutes ago, Nezzhil said:

    They never said "all the factions gets rules". 

    They said "Every major faction will be getting some attention"

    Normally I would say that that seems like an overly nit-picky distinction... but then again, this is GW

  5. 11 minutes ago, Ganigumo said:

    The twins, Kroak, and the Witch hunters (CoS) are all already confirmed for Kragnos.

    Ah, I missed that one - thanks for the heads-up. 

    12 minutes ago, Ganigumo said:

    My speculation has been that destruction won't show up at all

    I feel like that won't be the case, ONLY because when they first announced Broken Realms they announced that "every faction would get rules", which to me means they'll get something...

    12 minutes ago, Ganigumo said:

    From a narrative standpoint destruction is united (in cause and location) so it would be hard to just put a single faction into a book.

    That being said, as soon as I posted my response above I thought of this as well. We could get something like Defenders of Lethis from Forbidden Power, but for Destruction and that's how they get around "every factions gets rules" without having to, y'know, actually give every faction rules. 

    • Like 1
  6. 29 minutes ago, Dreddships said:

    The Ghal Maraz coin and Grave Guard seems a definite that Saturday is the big '3.0' announcement with SBGL coming May right?

    Guess we ain't getting a fifth BR book if they're aiming for 3.0 to launch in June and beginning the 'big hype' in May? 

    Wonder if the Ghal Maraz might be a mad-lad move for GW to give us a Sigmar miniature? 

    I mean, we have Nagash, Morathi and Teclis? Why not have He-Man himself?

    The only other idea would be 'suprise TOW is coming in a month', which seems very unlikely all things considered. 

    I feel like we'll get 2 more books - Kragnos, another one that I feel like will be Slaanesh and then 3.0 releasing - at the earliest - in late June. What am I basing this on? Nothing, other than that there are 10 factions that haven't gotten any rules in a BR book. Now, 2 of these (Legions of Nagash and Sons of Behemat) might not get their own rules, but that still leaves 8 factions that need rules in a books, along with CoS getting something new (source: the new witch hunters) and the new Kroak model. Plus, they can't keep hyping up Slaanesh  potentially breaking free and not do anything with it

  7. On 4/13/2021 at 11:46 AM, Vasshpit said:

    @Aelfric If the rumors are true then we will be seeing a gitmob refresh in the next starter set then these glory days may be right around the corner again.

    🤞

    I've never wanted a rumor to be more true... Dwarves and Goblins are my jam, so getting half of that in a starter set is dope

    • Like 1
  8. 10 hours ago, KrrNiGit said:

    @Docthe3rd

    You can squeeze in a squig herd for your second battleline and run pretty much the same thing. 

     

    252FC58A-BC99-4D5A-A667-0A8F6A5CD0B8.jpeg

    You're a saint, although I have a quick question - you have an Endless Spell in there, but not the battalion for the Gobbapalooza. Is that an oversight? Or did you change it in order to fit in the extra battle line?

  9. Hey all, 

    So after dabbling with Squigs and Troggs for a while, I want to put together a Grot-exclusive list, but don't really know where to start with it. Anyone have any good 1000-point lists? I found one on this thread earlier from @KrrNiGit, but I don't think it works for 1000 point games due to Battleline constraints... 

    Thanks for the help!

  10. 1 hour ago, Salyx said:

    My Suggestion would be to include a Slaughterpriest and a unit of Skullreapers, which would be 1000 points on the nose. Alternative, you could push the Bloodwarriors to a 10 men squad and include Skullreapers. However, the Slaughterpriest variant is stronger. 

    Thanks! I've actually been looking at picking up a Slaughter Priest for Warcry purposes, so now I have justification to do that!

  11. Hey everyone,

    So I'm hoping for a little help (keeping in mind I'm not a Khorne player, so don't really know what I'm talking about):

    I run a games club at the school where I work, and am putting together 1000 point forces built around the various Age of Sigmar starter sets (namely, the original one and the Soul Wars box), so I'm working on expanding the Khorne half of the original box, with the idea to make it a sort of board game for people to play with during club meetings. As a reminder, here's the list of that:

    Mighty Lord of Khorne (or Khorgus Khul)

    Bloodsecrator

    Bloodstoker

    Khorgorath

    5x Blood Warriors

    20x Bloodreavers

     

    So as it stands, I have 720 points if I run the Mighty Lord of Khorne as Khorgus Khul (which I'm leaning towards since I have Vandus Hammerhand in the Stormcast half) or 680 points if I run it as an unnamed version. So my question for you becomes this: where do I go from here? I'm not really going for hardcore competitive, but I don't really know where to expand it from what is included in the box. My one rule for suggestions is that everything above NEEDS to be in the final list, but I don't mind buying other models that aren't listed above to add some cool new stuff to the list (that is, feel free to suggest other units from the Khorne range)

     

    Thanks!

  12. 2 hours ago, Thanos-se said:

    I am struggling with the same issue. I currently play 1k - 1250 pts, I play the sequitors in general, 10 or 5, and a unit of evocators intead of paladins. Except those heroes you mentioned I include also a knight-incantor. I would keep the prosecutors for the mocement, better proxy them with javelin and shield. I think go with evocators as a next box.

    Yeah - I can see that, but I'm admittedly going more for theme than the "strictly best" option, but I do have more evacuators planned when I tackle the Soul Wars box. 

     

    1 hour ago, baiardo said:

    5xProtectors for 170pt 

    Awesome! Having never played them (but looking over their war scrolls), are they basically just retributions on steroids?

     

  13. Hey everyone!

    So I'm a school teacher that runs a games club, and am working on making 1000 point forces for Age of Sigmar for my students to use, based off of the starter sets available. I'm starting with the original one, and am not sure how to expand it that extra 180 points (or more if I don't used the Celestant on Dracoth as Vandus Hammerhand. Here's what I got so far:

    LEADERS:

    Vandus Hammerhand (General)

    Lord-Relictor

    BATTLELINE:

    5x Liberators w/ hammer and shield

    5x Liberators w/ hammer and shield

    UNITS:

    5x Retributors

    3x Prosecutors (with whatever they're armed with in the starter box)

     

    So if I build it that way, I have 180 points left, which I could (in theory) use to just double the numbers of Liberators. That being said, I don't mind buying a box of, say, judicators or another hero if folks think that that would be a better use of the points (and, as always, I could just not run Vandus as Vandus, he could be a normal Lord-Celestant on Dracoth). 

     

    Thanks in advance for your help! The goal of it is to keep all of the stuff from the box in the army and just add stuff, and it would act as sort of a board game against the Khorne forces that come in it, so any help is appreciated!

     

  14. So I'm one week into the Soroth Kor Campaign from the new Tome of Champions, and the KO are doing pretty well. I'm currently using this list:

    Gunnery Sergeant

    Thunderer w/ Aethercannon

    Arkanaut w/ skypike

    Arkanaut w/ volleygun

    2x Skywardens w/ skypike and pistol

     

    And while they aren't encountering any problems so far (I'm 3-0, and over the course of the games have only lost 3 models total), it feels like it could all fall apart at any moment... what suggestions do folks have for expanding outwards as the campaign goes on (for example, I can currently field up to 1150 points/game, but still only have these guys). Are the endrinriggers that good? They've accounted for most of my losses (literally they go in, they die, they perma-die during injury rolls). Should I just go for more bodies and get more arkanauts with special weapons? Should I spring for a warden/rigger with a volley gun? My problem is, as nothing has technically gone wrong yet, I don't REALLY know what holes I need to shore up. Thanks!

  15. 19 hours ago, LuminethMage said:

    10 Sentinels won’t do much though. They get better when you add more. Still good to have them in the list.

     

    Thanks for all your advice! So, in your opinion, is it worth trying to fit in another 10 sentinels? Or should I just make do with having 10 until I expand out another 1000 points?

  16. Hey all,

    So I'm getting started with the realm lords, and am looking at starting with a 1000 point army, with the goal of expanding it to a 2000 point Teclis-less list. Knowing that, how does this look for getting started?

    Scinari Cathallar (General)

    Light of Eltharion

    10x Vanari Auralan Wardens

    10x Vanari Auralan Wardens

    10x Vanari Auralan Wardens

    10x Vanari Auralan Sentinels

    5x Vanari Dawnriders

     

    Similarly, how would you guys recommend expanding out from there? Just throwing more units of wardens/sentinels/dawnriders in there? Get over my distaste for the Alarith models and use them?

    Thanks!

  17. Hey all,

    So I'm looking at making a 1000 point list for an upcoming campaign, and am looking for input. It's currently my old Meeting Engagement list, but I want to adapt it into a "normal" 1000 point list, if changes are needed:

    KO Meeting Engagement

    Skyport: Barak-Zon

     

    Leaders

    Aether Khemist

     

    Endrinmaster w/ Dirigible Suit (General)

    -        Bearer of the Ironstar

    -        Aethersped Hammer

    Battleline

     10x Arkanaut Company

                -1x Aethermatic Volleygun

                -1x Light Skyhook

                -1x Skypike

    10x Arkanaut Company

                 -1x Aethermatic Volleygun

                -1x Light Skyhook

                -1x Skypike

     6x Skywardens

    -        2x Aethermatic Volley Gun

    -        2x Skyhook

     6x Skywardens

    -        1 Skyhook

    Other Units:

    Grundstok Gunhauler

    -        Sky Cannon

    -        Coalbeard’s Collapsible Compartments

     

    Any and all changes are ok, since I'm planning on getting some more anyway - I never really know when I should put in the bigger airships, but have been meaning to buy one for a while now. 

    Thanks for the help!

  18. On 11/2/2020 at 6:18 AM, Lucentia said:

    I did notice that the box is a little flimsier than usual from GW, a little bit annoying cos I want to use the box for storage, we'll see how it holds up

    Yeah, I noticed that too - it's more like the boxes they use for battle-boxes and such than the ones they use for their "games"... which I guess makes sense if you look at this as more of an expansion than a base game but still, real disappointing. 

  19. I'm remaining cautiously optimistic about these, but will probably buy them one at a time instead of all of them at once. Warcry is my main game at this point, so any new content is good for me, but I worry about a potential "good stuff war band" list...

  20. 3 hours ago, Walkirriox said:

    @Docthe3rd

    Some thoughts:

    1- Squig herds were almost useless, they are too slow to even reach anything. I think that they need hand of gork, but that means no squig lure (which prooved to be usefull).

    2-Moon was useless, it even skipped the center... and the only benefit I had was the 1d3 mw to one enemy unit, only once.

    3-The reroll movement of jaws of Mork is nuts, it helps a lot to solve the randomness from squigs.

    4-Loonboss on mangler was THE MVP, he anhihilated everything he charged to (also his command ability is helpful).

    5-Fungoid is a must, I was lucky and got an extra CP every turn. I used all of them and some rerolls were decisive, so I like your idea to spent 50p on one extra CP.

    6-I couldn't play the bounderz as they where removed when they appeared, but if I had another unit of them, it would have been great

    Glad to hear it worked out! I agree with most of these points - the first 2 ME games I played with my list (when the Squig Herd was still in it) I think I just got lucky since I could camp them on the objectives near the deployment zone... so I never had an issue there, but they definitely are wicked slow when you don't get the random movement. The Loonboss on Mangler is killer in ME... with even roughly normal die rolls for charges it can get rid of most units, you just have to make sure it can consistently get there. And I feel you on the Bounderz... they're definitely glass cannon-y, you can either get there and wreck everyone or they don't even get to do anything, which is why I usually take 2 units of 10 as basically the entirety of my rearguard (I don't have the Loonboss on GCS). Keep on hopping!

    • Like 1
  21. 1 hour ago, Walkirriox said:

    I don't expect them to survive any charge, actually dok will destroy anything they charge, so my intention is just put them there as a cheap screen so they soak the charge and get destroyed, while the next turn I have good positioning to counter charge and hopefully destroy them with mangler/boingrots. My thoughts are that whoever charges first and remove the key units, will win. If I spend 70p (the cheapest unit) to protect my mangler/boingrots, and I'm successful, that's almost a win. 

    You aren't wrong - but when I used them, they never even got to screen a charge. Someone would throw a ranged attack their way and they'd run, so they never really had the intended effect of screening a charge. For me, spending the extra 40 points (20 each for the units of squig hoppers) was worth it to maybe make the stick around bit longer. 

    1 hour ago, Walkirriox said:

    The extra CP is interesting as this playstyle seems hard CP consuming. May consider this but I don't know what should I remove, maybe the unit of herds from main body, because now I have hoppers there

    I'm not sure how CP consuming it actually is versus how it is because of my luck rolling dice... I find myself using a lot of CP to re-roll 1's to hit for Bounderz/Mangler Squigs to really make sure that thing goes down. Plus, there's nothing for 50 points in Gitz.

    A possibility that I'm considering but I'm not 100% sold on is to have 2 units of cave Squigs and a unit of hoppers instead of the 2 units of hoppers, but I don't know if that that'll be too many light-hitting units 

  22. I, in keeping with the way that I usually play games, went full-aggro, using hoppers to screen somewhat and hold onto objectives. My first turn is usually spent using the Cave Shaman to camp on an objective (the one closest to my territory) and then squig lure-ing the hoppers to get another one. Then when the other stuff comes in, just charging in as much as I can. 

    My bounderz are in the rearguard almost by necessity - since they're double sized, non-battleline units, they have to be in the rearguard, but the ability to deal upwards of 10 mortal wounds on a charge is (to me) too good to pass up. I'd have to test them out in units of 5 to see how they work before mixing up their placement, but how I've usually played I deploy them with the rear guard (usually in range of the Cave Shaman), pray that I can hit both of them with squig lure, and then get close enough to cause damage. The mortal wounds and +1 to wound after a charge have really been helping me out recently, especially against ME-sized units. 

    I've never played against DoK, so I can't really help there... but I've run over Ogor Mawtribes, Seraphon, and Cities of Sigmar lists with the one I did above... the Loonboss on Mangler Squigs can absolute wreck ME-sized units (I had multiple situations over those last 3 games where I didn't even get to finish all of the attacks since they killed the unit before I got there). But in my (admittedly somewhat limited experience), the Cave Squigs don't stick around long enough to really act like a screen - I've been finding that at a minimum sized unit, 2-3 will get killed in combat and then the rest book it as soon as Battleshock tests comes around, so I switched to the Squig Hoppers. We'll see how long they stick around, though, since I'm still in the testing stages with them. I also, admittedly, don't go much for competitive play in my playgroup,  since I figured the army will either win or lose REALLY quickly... so I think someone else can probably help out in that aspect. 

     

    EDIT: Also, I forgot to mention - I also buy an extra command point, since the models themselves only total to 950 points. 

     

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