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Abstract_duck

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Everything posted by Abstract_duck

  1. I'm starting to realise how Sylvaneth players are ultimate gentlemen after seeing them deal with all their army & wildwood issues, compared to all of this.
  2. I've noticed the gutrippa's don't have nipples.. Proof that there are no female orruks? or.. that orruks don't have a sex?
  3. Let's address the elephant in the room - Doomwheels should be battleline
  4. This seems fun! Although I would worry about the powerlevel of certain units. Say, a Sneaky'd in group of 9 bolt Boyz sniping you out right away. Or, even more likely, Sentinels being sentinels. More to the point, I'd try this if ranged units are very limited both in numbers and potential. So.. seems awesome in the right matchups!
  5. mostly out of interest, I don't think I would play it. But, anyone having experience with Kragnos in Kruleboyz lists? Furthermore, what is your experiences on reliability of Kruleboyz? At first, I figured they might be quite unreliable on the damage front, since they mostly require 6's (or 5's) for their mortal wounds. But, more and more, I feel like you are also paying for a certain reliability in their damage. While you are fishing for 6's, the damage output generally doesn't depend on the opponent you are fighting against, since you aren't dealing with saves and the like. It doesn't matter if you are fighting a clanrat or an annihilator with shield, you know what you are capable of.
  6. Here is one: bravery shouldn't (just) be about fleeing after losing units. Instead, the charge rule should have an overhaul. Also, the charge itself shouldn't be this random dice roll based on distance. Whether units charge, should depend on their bravery characteristic, being modified by whether the target unit is a monster, elite or just chaff and perhaps even hero's or other units being close by. This would also give units like the kahrybdis an interesting niche; perhaps being relatively weak but hard to charge.
  7. I'd disagree. I think the point of the elixers is that the Kruleboyz are all about timing: strong bonusses, even guaranteed under the right circumstances, but only under certain conditions. in this case, on the (counter-)charge. The bonusses themselves are quite insane if you get them off.
  8. The VP score of your game makes me wonder: did the LRL player not try to score too much, or was he having a decently hard time to score despite ruining your alpha strike? I feel like losing with just 4 points implies that it might've helped to just ignore the sentinels during the start, and instead using the bird and troll to score points. I get that getting tabled feels unwinnable, but unless the LRL player went easy on you in regards to scoring points, it seems like you might've tried to focus on VP, even if you'd get tabled. I'd think that Kruleboyz have plenty of wounds to survive MW spam.
  9. Do you mean the mire-brute? That one averages less then 2 Mortal Wounds, right? The mount doesn't have VEW.
  10. Do you think it'd work to combine a fast 'un breakaboss or perhaps even Sludgeraker, with a super sneaky'd in gutrippa group? Or, if you don't really need the extra damage/bravery save, just the gutrippa's. Best case scenario you might even let some units disappear to get to their weak spots with a raker, troggoth or bird right away. or perhaps even a group of hobgrots to sneak into the back range and steal a few VP's, forcing the opponent to your side to make up the VP's. the bad side would be that you have to use it the first turn. Other than that, I feel like the Kruleboyz are very much a counter-charge faction, mostly using strong one shot abilities to set the counter up, or forcing the opponent's hand via ranged power (which, of course, isn't going to work against factions with stronger range)
  11. Yeah, it's bad. But, they're easy to proxy. I used spare hobgrot horns and banners for the gutrippaz. I'd reckon they are cooler: you can give them the spear, and strap the banner on their back. Now they don't uselessly stand around with just the banner
  12. My views would be pretty close to this. That said, I'd say that magic should be the source of damage that does mortal wounds from the perspective that magic should circumvent ordinary armor - even if d3 mortal wounds is a bit boring
  13. Well, I guess dryads make a decent proxy for the boltboyz. That price is just crazy - and that's coming from a guy who has the vulture
  14. I'd love to hear why! And, more in general: Enjoying the thread, by the way!
  15. What's your (seemingly) unpopular Age of Sigmar Opinion? I'll start: I actually like armies with a small roster, including armies that have few battleline options. Not all armies need light-medium-heavy infantry with 3 weapon options. I think it gives armies a niche and specific playstyle.
  16. Hey guys, I'd love to have some feedback on a list, if you have any. I am considering changing the Beast-skewer for 3 more boltboyz. I'd like for the list to have some power and options, without it being way to strong. Let's say that I'm aiming for a power level of 7 out of 10 Allegiance: Kruleboyz - Warclan: Big Yellers LEADERS Snatchaboss on Sludgeraker Beast (315)** - General - Command Trait: Supa Sneaky - Artefact: Amulet of Destiny Gobsprakk, The Mouth of Mork (300)* - Mount Trait: Mean 'Un Swampcalla Shaman with Pot-grot (105)* Killaboss with Stab-grot (110)* - Artefact: Mork's Eye Pebble UNITS 20 x Gutrippaz (360)** 20 x Gutrippaz (360)** 6 x Man-skewer Boltboyz (240)* 10 x Hobgrot Slittaz (80)** ARTILLERY Beast-skewer Killbow (130)** CORE BATTALIONS *Warlord **Battle Regiment ADDITIONAL ENHANCEMENTS Artefact TOTAL: 2000/2000 WOUNDS: 147
  17. It's been silent here since the revert to 1-3 woods rules, while, during Be'lakor, people seemed quite optimistic about these rules for the woods. What's the experience with sylvaneth & the current rules? what has been the influence on list building compared to the 3x woods per cast? No more Durthu? TLA still worth it for the command?
  18. I disagree with the general sentiment from the last few posts. On the one hand, I don't think competing with current S tier armies should be the goal. That's just rooting for power creep. On the other hand, I don't think viability of units within a battletome ought to be equal across the board. Stormcast, like other armies, should fill a certain niche. Part of stormcasts niche might be flexibility. Yet still, I believe the functions of some units isn't to be viable under all circumstances. Instead, the role of a unit might be to (1) give some possibilities in a department of a faction, even if the power level is limited, or (2) prevent certain meta's from forming because they might hardcounter such meta's. In the sense of the last statement, a unit doesn't have to be played to be part of the meta.
  19. Thanks! Also noticed a goonhammer article is up about the battletome
  20. The scroll doesn't state 'tips must touch' anymore. Don't get me wrong, I wouldn't use 4-6.. But I'd say it depends on your definition of a circle. We can at least assume that a perfect circle is not implied, since even 3 is not a perfect circle. Especially 6 is an interpretation of a circle. In that sense, I'd say an argument can be made. Especially if you take in consideration that the 'tips must touch' have been there, but also have been removed. That said, I'd follow RAI, which seems quite clear.
  21. Is it legal to have models standing like in this picture? So, if it is wedged because it is only partly standing on a building/terrain piece? Any rule to read/refer to here?
  22. I would somewhat understand GW being unhappy about the mobility ability of the sylvaneth. It's hard to balance as it is because of the uncertainty of the amount of forests you'll have in 1 game. Furthermore, I still feel like it doesn't completely fit. In a sense, it fit's a growth theme, but it doesn't really fit with the notion of ancient forests and the like. I'd love if woods were stronger, and you, for instance, would place 1 or 2 woods at the start of the game, perhaps even on objectives if you want to (displacing other scenery pieces if necessary). Id imagine a playstyle of having a decently strong and protectable 'home-base/territory' + hit and run style attacking outside our territory would fit the sylvaneth a lot. Here, for instance, it'd be cool if some units like treelord could return to the forests from where-ever they are... or even transport dryads and the like with them as an ability. That'd really push an ability to hit at one side of the field & quickly return to protect the forests. It seems more fitting then a map wide teleport contingent on whether you get your spells of or not. Of course, warscrolls would need to be rebalanced quite a bit.
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