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Sivyre

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  1. Mostly for fun, it’s a good model but far from a must take. Personally it’s over costed just like the rest of those forge world models but unlike the others it’s actually good. Up to you if you want to play with it or not but you should never feel like you need one.
  2. I cut the axe away from the shaft and on a spare bit cut the spear away from the gripping hand and boom my banner holds a spear in their left hand now. dominion box I don’t believe has spare bits but the regular box has 2 or 3 if my memory serves me well so you could very well do the same
  3. I know we all wanted that thing to be something other then an anniversary model but the fool that I am will still buy it
  4. Some cat went 5-0 no more than a month ago. Would have to find the video rob (Honest Wargamer) did with the guy on the interview and the winner discusses the winning list.
  5. Morks eye pebble and arcane tome with smelly’un are the enhancements/trait I use. Before the change the arcane tome was substituted for the amulet.
  6. Agreed shamans average to dmg jumps when poison is applied to units of 9 to an average of 5 MW. This is when they are most efficient in terms of their points. 105 points adds more MW output than 120 points (3 boltboyz) I think the issue with an army of nothing but bolt boyz is the staying power, I believe it would quite challenging to hold objectives and can only screen for so long before you’re in melee combat.
  7. I wouldn’t say they are lacking without the shaman. Shaman on average only adds 3MW to a unit of 6 boltboyz. and adding 3 bolt boyz to a group adds 3MW on average so your virtually not hurting yourself in terms of MW output. Shaman just makes it easier to spike your damage. I have played several games without the shaman and nothing is really lost or feels out of place. Probably would if the shaman could cast a spell and give out its poison. So at the end of the day the only thing you lose is the unbind and maybe that once in every 25 games spell cast, but gain 105 points to put else where.
  8. That amulet of destiny needed to change, and it’s for the best. Arcanes tome has always been a good choice and still remains so. Morks eye pebble is still a good choice but was always over shadowed by amulet of destiny’s existence. unleash hell was honestly a good nerf, it was grossly too powerful and wildly unhealthy for many armies. This change however now does have this odd dynamic to it because to be in range may put your boltboyz in range to other shooting but, the same applies for your opponent. Im sure this was by design because it feels some thought was behind the change and we may not see much use of unleashed hell going forward from many armies.
  9. FAQ is out and guttrippaz are still guttrippaz for now:( Our favourite amulet of destiny is t what it used to be, probably for the best and definitely not auto pick now. Unleash hell is another big change and I’m not sure how I feel about this. Other armies are for sure feeling this change but KB given the castle play style can still make it work. Another yucky change is heroic recovery More interestingly gobsprakk is now 280 points probably still not worth the inclusion. At least it’s easier to fit into a list of you so wish too. Kragnos got a warscroll change and is more interesting with his new abilities and ward save. https://www.warhammer-community.com/faqs/ points PDF https://www.warhammer-community.com/wp-content/uploads/2021/12/XTPR7PzBSVcNAAOd.pdf
  10. My list doesn’t play a KB, the army isn’t heavy on command abilities so you can just use CP to prevent battle shock, so saving those points helps me to play 2 mirebrutes and mannok da kunnin on a 4 drop. Mannok, since this 15 wound block has every single buff your army can be givin is self sustainable with missile attacks play the side obj with a mirebrute along with bolt boyz positioned to support them or the castle. In my experience it’s difficult for opponents to chew through mannok and a mirebrute with boltboyz support when you consider it’s only 350 point on the side. model count in 3.0 is low so I tend to find only my groups SGBL player will challenge this given that they can summon back what’s lost later on. But he finds he has to commit to much and still has difficulty taking it back. They have yet to beat me but they continue to try new tactics as right now I am their kryptonite. 2nd mirebrute is deployed where I think I will need him along with the grotts. Screen/area denial/ with the castle/ etc. mire brute doesn’t ever take buffs from the army except from a sludgeraker on a limited scale so I don’t care if I miss this buff and grotts are just fodder and they go where I need them to go die. If I could fit a 2nd group of grotts I would, I used to play 2 x 10 and it felt good to have 2 screens. At times it’s not necessary but the points arnt lost, and I don’t think I would ever go more than that. 10 can spread across a good bit of tabletop using the dumbbell method which is why losing my second screen isn’t terrible. sorry for big post, just trying to share some of my experiences and tendencies I’ve come across.
  11. Sometimes I do but it’s not very frequently. If you know your opponent has deep strike you need to kind of bait it, our points are quite high so it’s difficult to prevent it by fanning our units and stop it from happening, so what I have done is used the grotts to limit their preferred deployment site and positioned the shamans in a way that they would be the targets. Shaman on average only adds 3 MW with their buff on 6 bolt boyz so to have to sac one to save your boltboyz is almost always the play. You can than just remove them from play in subsequent turns. This is one benefit to playing a 2nd mirebrute is this one goofball can usually single handedly remove the threat while the 2nd one is still doing what you need from it.
  12. Guttripaz is what drags down the KB, far to much points with too little output without all the synergies needed to make them great. When you have all the buffs there fantastic but the fact they have a goofy scare tactic rule drives me mad. Also how I wish shamans would get the same treatment as hag queens. I would much rather have to roll for the buff than have a restriction because of range. It’s this restriction that makes guttrippaz horrible to use and makes you want to lean into boltboyz because it’s just a given for them. I’ve had success, lots of success in fact with my lists. I run a single block of 20 guttrippaz and lean into 12-15 boltboyz, but I’ve been using 2 mirebrute because they are just so good at 180pts. It took a lot of rejigging my lists before I found one I was happy with and my early lists ran more guttripaz, that is until the unsettling realization that they just are not want the army needs/wants. For now I pray the winter faq drops there points, I would be content with them being how they are if they were properly costed because as it is now, they feel like a tax. There real viability is just in the fact they are a block of wounds, but zombies are too for a heck of a lot less and can reanimate or be summoned back
  13. This is my exact list. Except I use mannok da kunnin instead of a killaboss and a unit of grotts. Before I got my harrows deep I used your very list but because of the ranges of mannok and the dirty boys, it makes it easy to support the mirebrute whilst putting out a fair bit of damage and staying behind the brute plus the little missiles attacks can soften up stuff a bit and better help hold the side obj. it’s plenty of bodies seeing KB play a castle style game. in my case mannok and a mirebrute play the side objective and I screen with a unit of grotts for the castle and support the side group/obj with boltboyz if need be. Supa sneaky is great, but I use it to disrupt charges or protect boltboyz. im sure some love to do it (sneaky, fast’un a mirebrute) but it feels like a wasted investment to only throw away a hero. Fast’un is great but I prefer the smelly’un on the sludgraker to add survivability to our key piece. I’ve played maybe 1 game with the sneaky and fast’un on a mirebrute and was far from impressed with that sort of investment. For me it’s better to either sneaky grotts for a cheeky screen or sneaky boltboyz to save em from some sort of cheeky strat usually in the case of moving them closer to my edge of the board to put them out of harms way from something or other. Now with that said you can be cheeky yourself because by having fast’un on a mirebrute doesn’t mean you have to go all in with it. What I mean is by having this option, it may cause your table mate to deploy differently (screening or fanning out deployment) to prevent such an instance and you can merely use your fast’un later when needed in the game and having the option to quickly move one somewhere else on the table is quite good in itself given their slow nature.
  14. Has anyone here try playing 2 mirebrute troggoths? I'm pondering buying a 2nd to run but hesitant to do so and figure I would ask what your thoughts are…
  15. I agree, but even than it’s probably better to simply exclude the sloggoth and spend those points on fellwater troggoths as an ally for 155 or rockgut troggoths for 145. Dobby seems to be a better support for big waagh or gitz than dobby is in KB. Armies that don’t go fishing want the hit modifier bonus.
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