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Abstract_duck

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  1. Very strong, it seems: Charge in, deal damage & fade away.
  2. Very interesting, Especially if you consider that it's easier to not overkill units by too big of a margin - since you can activate them one by one instead of all models at the same time.
  3. The SoD makes me interested in the artefacts the Sylvaneth will have. While the Lady seems better at this point.. Let's not forget that artefacts can be game-changing!
  4. I think it's easy to underestimate the mobility of army-wide flying. Most tierlists focus on the strength/toughness/damage/speed statistics. But, those don't necessarily always mean all too much in objective play
  5. Interesting! I hadn't considered that the Crawler is a good target for Egomaniak - especially because it doesnt lose it's functions such as the buff & grab if it loses a few wounds, while other units such as gutrippa's do.. I'm, going to have to consider the crawler a bit more in my lists!
  6. How was the Marschcrawler for you? Anyways, it sounds like part of the fun of Kruleboyz; your choices matter a lot!
  7. I've played some Kruleboyz, and I was interested in trying out Ironjawz, mainly because I've gotten a hold on Kragnos. But, I was wondering how interesting Ironjawz are to play (at least, for me.. Different people have different preferences). I'd rather not mindlessly charge, and are more interested in the tactically interesting factions. How would Ironjawz measure up, compared to say Kruleboyz or just other factions in general.
  8. I think Sylvaneth would need quite the rewrite - especially in regards to the woods. It makes sense that sylvaneth is focussed on the faction terrain, but the teleport is seemingly too hard to balance. The new BoC rules made me think of a nice idea. The new herdstone increases it's effective radius. Why not let the sylvaneth have one starting wood, and let them add 1 tree to the circle every battleround, perhaps two if they get off a spell, or have a TLA. Then, the woods could displace other scenery, and it'd signify the growth of the forests. Here, the sylvaneth could go from defensive to aggressive during the game. Perhaps sylvaneth could then freely teleport within the forest area, or they'd have completely different bonusses, and just give tree revenants the teleport within the forest area. Monstrous rampage could remove a tree from the circle, instead of completely destroying the tree.
  9. I'd say artillery needs to be qualitatively different from other ranged units, not just quantitatively. Some ideas: - artillery is stronger but can't shoot into melee combat /has minimum range - artillery can't be look out sir'd - no dodging a cannonball - artillery is way stronger but has 'setup time', and can't shoot right away - more artillery like the Kruleboyz; the wound characteristic is very interesting - artillery is stronger, but shooting it into units in combat means also hitting your own units in that combat - signifying the lesser accuracy or artillery. All simple, but it might make artillery feel different from ranged units, which it seems to lack right now (other than the beastskewer, that's nice) give me a call, GW.
  10. Fair point about the breaka bosses -if you are willing to give up battle regiment. I'd see a possibility in a list with a mirebrute fast un, and doby for the bonus on Mire and Kragnos, with supa sneaky on the Doby (or another mire) for an alpha charge with kragnos, Mire and Doby using krule waagh to minimize losses. Seems like a decent alpha list to me, especially if you can manage to cram in some crossbow+shaman backup by going big yellers. with interesting combat tricks with noisy racket against other alpha strike lists or just because, and disappearance act to get straight to the important units.
  11. Any experience or thoughts on Kragnos + Gutrippaz? Generally, the consensus, of course, is to go crossbows. But, I figured that Gutrippaz might benefit more from the 18'' charge then you'd expect: One of the key problems is that shamans can't buff them when they are in combat. But, with Kragnos+Slugderaker (although perhaps too expensive)+a unit of 20 Gutrippaz+Shaman, you get to deal 20 mortal wounds with your gutrippaz quite reliably, since the charge becomes so much better. Now, that might not be perfect, but throw in supa sneaky, and you might be able to fit in a mirebrute.. you'd have to be able to break through the weaker barrier units like that somewhere.. this might also open up the grinnin' blades; but that might become too expensive for the battleline if you want shamans
  12. Doesn't Gardus' Ward disable the bodyguard rule? I recall there being a lot of discussion about this before it was FAQ'd All in all; no experience with praetors I can help with. I'd think the general challenge with them would be that the heroes you'd want them to protect are too quick, and that they are very expensive for a low amount of wounds if the opponent can just target them with attacks first. And, the slower hero's on foot are generally in the backline regardless. Here, the praetors might protect them from ranged mortal wound output from for instance lumineth or kruleboyz, but Stormcast are probably too weak against mortal wound output to compensate.
  13. I'd be interested how that goes! It'd be one of the few situations in which I can see a good use to Doby!
  14. Anyone have any experience on using the mirebrute without Sneaking it in with Supa sneaky, or giving it Fast 'un? Is it worth it, or is the brute too slow?
  15. There was some argument about using them in groups of 10, because their damage output stays better for longer if they take chip damage. That said, since you're usually buffing them for extra mortals on a 6, or even with a shaman, for the 5+ mortals wounds, I'd say the situations are too niche and specific to warrant the hand weapons indeed
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