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Scotian Giant

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Posts posted by Scotian Giant

  1. So this is a thought I've had on my mind for a while now, but what if each army had like 2-5 unique units (effectively Regiments of Renown from TW;WH2)? For those who don't know, these are units that you can only ever have 1 of in the game, but are better than their standard unit variant, but cost more and have some special ability. For my interpretation of them in AoS, this would be two separate +1 bonus' to two different stats plus an added ability.

    So some ideas for units I've had are the follow (names not final);

    Skaven:

    Council Guard (Storm Vermin): +40pts

    +1 to save

    +1 to hit

    Ability: Whenever a friendly hero within 3" of this unit loses a wound, on a 4+ this unit takes that wound instead.

     

    Ogor Mawtribes:

    The Bruisers (Ironguts): +60pts

    +1 wound

    +1 to rend (so rend -2)

    Ability: Replace "Down to the Ironguts" with, Feast of Flesh. Once per battle you may choose this unit to heal one wound on a hit roll of 5 or 6 with its Gulping Bite attack.

     

    These are just two ideas for them that I've come up with, but I'd like to hear what other people think about this idea for RoR in AoS, and their ideas about something like this. I doubt it would ever happen but hey, you never know.

    • Like 5
  2. 2 minutes ago, Ganigumo said:

    What probably needs to happen for the army is for mancrushers to lose the horde discount, and just be 160 points, units of behemoths is a cool concept but you really need bodies I think. Dropping them down to 5 400 point slots, and opening up some potential allies would go a long way. I'm thinking maybe just allowing "Grot" keyword, which would allow some moonclan stuff and gnoblars.

    The army mostly suffers from the same issues as monsters in general though. Big bases are hard to maneuver, and they don't have the raw speed to make up for it (I have experience playing arachnaroks...), plus incredibly low model count and their damage is lower than you would expect for such expensive models.

    If I were to attempt to fix the army without changing warscrolls I would do this: 

    1. Every Mega can take an artifact, for free
    2. Megas can just walk into combat, they don't need to charge
    3. Megas can retreat with no penalties, they just walk out of combat
    4. Increased Pile in distance for Megas
    5. Mega Gargants can end their normal move on top of models with 4(3?) or less wounds if they do so all models in that unit may make a 5"(4"?) move, any models under the base after the move are slain
    6. Mancrushers 160/480 unit size 1-4

    Rules 5 and 6 would possibly make the army competitive to some extent, and 6 would definitely be a HUGE buff to stomper mobs, since you get extra gargants for free basically. 5 would need to play around with the restrictions, 130mm is 5.11 inches, so a 5" move would guarantee a few casualties in a vacuum, but could be devastating in a tight spot, since the models might not be able to move out of the way.


    I've already bought my army, and am gonna paint/play them regardless. I'll be happy as long as they don't get smashed in casual games, but it would be nice if they had a few tricks for competitive play.

    1. I agree with this. They are so limited with them as it is.

    2-4. This should have honostly been something they should have had to begin with. 6" pile-in and no penalty for leaving. These guys are absolute units, a single step is enough for them to get into or out of combat. Besides, if the Bonegrinder can have 6", these guys can aswell.

    5. I think this would work better overall if they killed any models that were left within 3" of them. 

    6. My only issue, doing this means that you have 0 reason to ever use a 3 man unit. As both 3 man and 4 man units cost the same amount. We seen how this worked with Heart Guard(?) in Fyre Slayers. I'd rather see the same points kept but give them something like +1 to hit on their clubs if they are in a full unit.

     

    A final bit I'd like to see added would be rules like the Ogor Tyrant Big Names. Let all of them have one of these buffs and maybe only the Megas of your tribes take artifacts each. Either way these guys need some help.

    100% will be playing with them though.

  3. Just now, Nezzhil said:

    What do you think about the army if the points were:

    - Mega-Gargant 400 pts

    - Mancrusher  140/400 pts

     

    I think that the principal problem after two games is a very low number of wounds for the survivability of the models in most of the games.

    Such a small change that would make a HUGE impact. Giving you an extra unit of Mancrushers or an entire extra Mega. I've yet to play them, but the idea of doing this sounds like it could be quite good.

  4. Just now, Marcvs said:

    There is still a possibility that not all the information were in the GHB2020. For instance, where are the points for the named version of the Gargants (the mercenaries)? At the end of today's article there this footnote

    image.png.607dfaf2e21ed0a0170b5b1623d060a5.png

    Now this might as well be them writing "as if" the tome had been released before the GHB2020 (as it should have been?) but who knows

    This is correct, but as for now I'm not expecting them to have any allies. Still holding out for battalions and named mega's points though

  5. 9 minutes ago, Equinox said:

    I am curious if you will be able to take any destruction factions as allies in a Sons list.  If I am doing the match correctly, the most expensive Sons (max models) build is 1950, which leaves enough to buy 1 CP.  The cheapest build (max models) is 1920.  It is not difficult to cut a mancrusher to open the list up to adding an allied wizard or a couple of chaff units.  

    I do like the mercenary rules, but the limitation on which mega-g a grand alliance can take is a bit annoying.  

    GHB 2020 showed us that Sons have no allies

  6. 6 minutes ago, Dankboss said:

    Considering that they are Heroes, I'm sure the customization options will be where they really shine. These are just base stats. I bet there's a trait that grants +1 damage on the club etc.

    Something to note, when fighting blocks of infantry, the Warstomper will always be making 10 attacks.

    This is a nice, and the additional attacks will really force opponents to only send hordes after him. as I dont see many characters or monsters that would want to face him on his own.

  7. 3 hours ago, a74xhx said:

    Take with large amounts of salt, but, 2nd hand rumor.... Latest Honest Wargamer video says the Megas are 35 wounds each.  (Not watched video myself to confirm as it's almost 2 hours). 

     

    I watched the video, at around 28min in, he says it multiple times. Here's hoping he is correct

    • Thanks 1
  8. So assuming those are correct, this makes the the Mega Gargants $206 CAD (the currency ill use for the rest of this), and the box of 2 Mancrushers $129. Lets round these off to $200 and $130 respectively.

    So with our known 3 of building a 2k army, here is what I came up with.

    1 mega, 9 crushers: Total cost is $850/495pound, while leaving 1 mancrusher at home. 

    2 mega, 6 crushers: Total cost is $790/445pound, nothing left over

    3 mega, 3 crushers: Total cost is $860/510pound, yet another mancrusher left out.

    I expected this to be roughly the cost, admittedly more than I would want, but compared to other armies, this is not all that bad. Surprisingly just buy 3 mega's is actually the most expensive route to 2k. Who would have thought that.

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