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Abstract_duck

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Posts posted by Abstract_duck

  1. 15 hours ago, vHeatv said:

    I've been playing with MSU Boltboyz options... Without a shaman, and the math-hammer is surprising. 4 units of 3 Boltboyz (remembering each unit gets +1 attack from the leader) @480 points almost always has better damage output than 1 unit of 9 with a shaman for poison. (@465pts

     

    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. 

  2. On 3/17/2022 at 9:46 PM, NinthMusketeer said:

    It is so strange to me to see NH being labelled as bad when they did so well in my local community.

    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

    • Thanks 1
  3. On 3/10/2022 at 12:34 AM, Sangfroid said:

    Hey guys, @Abstract_duck the marshcrawler is actually not bad for 150 pts his main role is to stand close to snatchaboss so I can bounce the egomaniak wounds on to him (Then hope to heal some back) he is also great for buffing the breakaboss, snatchaboss and vulcha attacks as these guys do nicely benefit from the +1 to hit. Lastly he can tank a few things if needed and his snipe is pretty usefull too now with command points. A bit niche but people sometimes get sloppy with character placement and if you snipe out the champ then no command abilities unless in range of another hero. If he also got VW then would be very good for 150 I think (Weird why the whole army doesn’t just get it it!) 

    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! 

    • Like 1
  4. 1 hour ago, Sangfroid said:

     

    all of the games were down to the wire and could have gone either way at the end for 3 of them so could have been 5-0 or 3-2 which is one of the problems I think with KB they are very glass canon and a bad priority or a spike in lucky and they suffer

    How was the Marschcrawler for you? 

    Anyways, it sounds like part of the fun of Kruleboyz; your choices matter a lot! 

  5. 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. 

  6. 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. 

  7. 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.

     

    • Like 2
  8. 55 minutes ago, Arzalyn said:

    I think its a little to expensive to try this list. Just putting Kragnos + 20 Guttripaz + Sludgeraker is 1395 points. If you add the shaman and go Big-Yellers for 2x3 boltboy to fill battleline (as they are cheaper them guttripaz) you are at 1740 points already. If you want to Capitalize on kragnos charge buff, using multiple Breakabosses are probably more effective than using a big Guttripaz block, as they cost the same and don't require as much support as the Guttripaz do.

    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.

  9. 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 

  10. 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. 

  11. 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 

  12. 1 hour ago, Squark said:

    Does anyone who's worked with the Corpse-rippa Vulcha kit know how practical it is to magnetize the rider so it can be run as either Gobbsprakk or a Killaboss?

    Very easy for the Boss and Gobsprakk, I didn't even need to magnetize. It fits recently regardless.

    The bird head might be harder if you want to go all the way, since it is hollow.

     

  13. 41 minutes ago, Aakkxxzz said:

     

    My best guess:

    Drake spam is going to be a consistent 4-1 army with occasional 5-0s. They have some rough matchups but they can dumpster any armies that aren't built to handle them.

    This, in itself, would be a big problem IMO. Competitive is all about the meta, and making lists that interact well with the meta. But, having lists which are auto-win or auto-losses against certain other factors, be it other lists or objectives, is bad for the game. Even if you are playing non-competitively. Even more so, if you play non-competitively. Especially in a game as long as AOS If my MTG deck get's wrecked by RDW, it's 10 minutes of my life. In AOS, with its long setup, it might be your game of the week or month that is ruined. 

    • Like 3
  14. Wait, I don't get it: isn't exploding 6s always better then reroll 1? Chances on 1 and 6 are equal, and the reroll only gives a chance at a hit, while the exploding 6 doubles it.  Unless another rule is incoming.. 

    And, yeah, welcome back reroll to hits. 

  15. 18 minutes ago, Maogrim said:

    Thank you guys so much. This is a really friendly and helpful subforum. :)

    Bonus question(s): Is the Arch Revenant any good? I really like the model! Same goes for Yltharis Guardians..

    How do you actually use Revenants? Their teleport looks great but they seem awfully squishy with just 1 wound each. Especially as people seem to play them as MSUs. 

    Don't see the arch revenant in many lists, probably because the Kurnoth hunters fell out of favor, and if I remember correctly, the arch rev has overlap with heartwood - the kurnoth glade. I've seen arguments for using the attack buff of the arch revenant on tree-revenant's though . I think that was some time ago in this forum, and before the new cohesion rules which invalidate bigger units to stack the buff. 

    The revenants are mostly useful as cheap battleline, so you can focus your points on bigger units, and as a decent screen for your hero's, or as objective getters if they make it to the lategame. In regards to that last point: If they live until the lategame, then your opponent is basically forced to keep units on objectives, or give them away to your teleports. 

  16. 1 hour ago, Orbei said:

    The idea itself that dragons need a fluffy spam list option seems dumb to me in the first place. Why do these ultra rare dragons, a species only recently returned to the realms, get an option to be spammed as battleline in the first place? If dragons of all things can be battleline what is the point of battleline restrictions. Just let people play whatever they want because there's no reason 11 dragons is more fluffy than 13 doomwheels or 7 GUOs. 

    @Skreech Verminking incoming

    • Haha 2
  17.  I do believe we've had sufficient topics and discussions about gargants, snakes, LotFP and wardens to justify a discussion about dragons, if people feel like they are problematic. Especially considering that dragons stack a few known (possible) issues: too strong of an alpha strike, mobility, ranged. Honestly, I've felt that, in comparison to other factions, SCE players (as a group, not talking about individuals) are very quick to feel victimized - approaching discussion about them possibly being too strong with shock and hostility, and discussing 4-1 and 5-0 tournament results with utmost neutrality as if that is how things should be. I completely understand wanting to discussion the dragons in another environment than the SCE discussion thread with that in mind.  

    • Like 7
  18. 4 hours ago, Squark said:

    So, is the general consensus we're better off building our Sluderakers as a generic Snatchaboss instead of as Scumdrekk? I finally picked one up, and I'm debating how to assemble him. Are the rider's torso parts relatively interchangeable? I'd kind of like to mix and match, to be honest. I love Scummdrek's helmet and weapons, but I prefer the generic's armor.

    Usually, the generic seems better. Main reason is that you can give in the Amulet of destiny, so he's quite a bit more tanky, or you can give him the Egomaniak command trait for the same reason. Though, I think most people opt for Supa Sneaky instead. On top of that: the mount traits are good - especially fast 'un, in my opinion.

    Generally, Skummdrek seems a bit stronger for just 5 points if you're unable to give items/traits to your Sludgeraker. Generally though, if you take a sludgeraker, you want to put the ward item/traits on it since it's a key piece in the army's damage output. 

    That said, if you want to put traits and items on other units, for whatever reason, Skumdrek seems better. Or, if you are able to put two Sludgerakers in the army, the secopnd might as wel be Skumdrek - unless you want to put the amulet on one of them, and Egomaniak on the other. 

    Magnetizing them to use both is very easy; only their torso's differ. If i recall correctly, magnetizing the Sludgeraker head is a bit harder because the piece are hollow, so you can't just drill out some plastic to put a magnet in it. But, I might be wrong there.

  19. Really would've wished I could vote Sylvaneth on the basis of the models, and what seems to be the intended playstyle. But, with rules mess, and all the wyldwood FAQ's and just general issues with actually using the wyldwoods, I've tuned out of them game-wise. It's just too frustrating to play with the faction - I figure I'll wait until a new book drops.

    Luckily, I also really like Kruleboyz, on the one hand their aesthetic, and on the other hand I love all the one-shot and pick&choose abilities. It makes you feel like you earn the win.

     

     

  20. So, there's been a lot of discussion here about Stormcast & their power level.

    I've thought a bit about it, and concluded that classic melee style stormcast simply aren't going to be balanced for a simple reason: Balance is judged from both a casual & competitive perspective. The basic tenets of Stormcast units: Elite units with a high save is antithetical to them being balanced in both of these domains. On the one hand, too high saves are quite quickly problematic when the stormcasts are put in a casual context. If saves are too high, games are too quickly decided in the list-building part of the game. E.g.: many lists simply not being able to deal with all-round good saves.  Not much of a problem in competitive, but very much so in a casual context where people want to play lists that they like. 

    Now, In a competitive context, Stormcast might have to be stronger to be viable. However, since competitive is a game of listbuilding & countering the meta, Stormcast are always at the risk that the moment they become a top contender, they are quite easily halted by high quality damage sources - which, in a sense, seems to be the current meta. Now, we could balance Stormcasts against such a meta. For instance by handing out more or better wards without conditions such as having a squishy Gardus around, or, by giving them more health. Perhaps even by making their set-up abilities better so that they have an easier time to strike the opponent before they are destroyed by high-quality damage. But making them decent within such a meta, would - I believe - simply lead to a situation where they are too strong & easy to play in a casual context as long as Stormcasts fit in the niche of heavy tanks. This would be problematic for any faction, but especially for the 'entry level' faction of the game. 

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  21. Question for a friend: He enjoys Anvilgard & classic Dark Elves a lot. Up until now, however, battles have been quite lopsided. At this moment, I'm playing Kruleboyz Big Yellerz, but we had the same issue when I played Sylvaneth back in 2.0. 

    Any decent lists for anvilgard in 3.0? Or at least Dark Elf units? I've looked around a lot, but not much I can find. He's especially fond of the monsters like Hydra's, Black Dragons & Drakespawn knights - although I reckon these are risky because of the Mortal Wound output of Kruleboyz. I'd be fine with switching to Sylvaneth (Though, with Sylvaneth the problem was that I consistently out-regenerated any damage other than from the Vitriolic spray combo) or Stormcast for a game so he can play the anvilgard monsters without getting tabled in turn 2. 

    • Like 1
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