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Abstract_duck

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Posts posted by Abstract_duck

  1. 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. 

  2. 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. 

    • Like 5
  3. 2 hours ago, Ganigumo said:

    Yeah the poisons and elixirs requirements seem designed specifically to hurt gutrippaz, plus the wierdness with their shields and the point cost all make it feel like they don't want you to play them.

    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.  

    • Like 3
  4. 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.

     

  5. 17 hours ago, Sivyre said:

    troggoth averages 12.11 MW and mannok averages 9.01 MW before taking into account its missile attacks. It’s a lot of threat for only 350 combined points.

    Do you mean the mire-brute? That one averages less then 2 Mortal Wounds, right? The mount doesn't have VEW.

    • Like 1
  6. 43 minutes ago, Scurvydog said:

    So I tried a game against a Nagash and blood knights list with a list inspired by the plasticcraig article, with perhaps a bit less minmax:

    Sludgeraker, Breakaboss, 2xshamans, 2x20 rippaz, 9 boltboyz, 10 hobgrots, 1 killbow.

    I got to say I rolled rather well, but damn the output this can do. Spiking rolls can be horrifying and even though Nagash put a -1 attacks on my center rippaz group, I somehow rolled 5 6s out of 8 attacks on a unit of bloodknights to deal 10 MW's thanks to the Sludgeraker. I guess the look of dispair in your opponents eyes at that point is what Kruleboyz are all about.

    The Boltboyz did a lot of work and had the room to do it, thanks to the big blocks of Rippaz. The Mirebrute held a flank rather well, for 180 pts he is awesome. While the Sludgeraker called the Waaagh to annihilate just about everything between himself and the 2 bugged units of rippaz, even if one was debuffed and the other had lost 8 from the first attacks and spells from Nagash.

    Won the game quite confidently, however as I was quickly sort of boxed in, if the counter punch had not been so devastating, the list would be hard pressed to push out, like a pseudo Teclis castle, with cool hobos instead of poncy elves. 

    My main concern was exactly that, mobility and also bravery, with 2 units fighting, usually 1 needed inpsiring presence to not take a lot of expensive losses. Due to this, I think a Boss on bird could be good, although I am not sure exactly how to fit him. I do not really want to ditch my breaka boss, but if I take him and a bird, I will sit at a 3 drop instead... a bird boss would however sort of solve some mobility and bravery issues. Sacrificing the single killbow for a boss on foot might be worth it, but not sure...

    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) 

  7. 11 hours ago, Vastianos said:

    I used the dominion boxes to get 1x9 boltboyz and 2x20 gutrippaz, however the new boltboyz box has a banner for the leader that the dominion boltboyz don't have and I am now worried that the gutrippaz will release special models to represent the musicians and banner in the gutrippaz units that they don't have in the dominion box. I feel more then a little cheated about this.

    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

  8. 47 minutes ago, yukishiro1 said:

    I honestly don't know whether this one is unpopular or not:

    Mortal Wounds are just a bad mechanic. They shouldn't exist. Just give stuff high rend if you want it to go through armor saves, or even let it ignore armor saves entirely. MWs in 40k sorta make sense because you have a toughness stat, they don't make sense in AOS. Spells should just deal x amount of normal wounds at x rend. It would give you a lot more room to work with in that space too, instead of having practically every damage spell be "yeah, you guessed it, this one does d3 mortal wounds too!" 

     

    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  

    • Like 2
  9. 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. 

    • Like 10
    • Thanks 1
  10. 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

     

    • Like 2
  11. 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? 

  12. 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. 

     

    • Like 2
  13. 9 hours ago, Walkirriox said:

    1-2-3 are legal, 4-5-6 are not.

    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.

  14. 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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