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Sivyre

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Everything posted by Sivyre

  1. I use my belcha banna in my list, many don’t use him because while many want him it can be hard to fit the 95 point cost, but a 5+ spell ward is quite decent. You are right though, this model is very cheap seen the thing as low as $4 so to replace it or buy simply just for the conversion is probably no sweat off your back.
  2. I love the idea of the 2nd 20 block of guttripaz, it was something I would like to have done, but I couldn’t bring myself to ignore the mirebrute and small screens of grotts. if you get the chance to play this list be sure to report your thoughts on its performance because I am sure many are curious to know how it plays
  3. Haha how hard was it to fit the ghoul?
  4. My choices would have to be either mean’un or smelly’un one of which would be on the sludgeraker since he’s the one in the thick of it, as for the troggoth having to just be slow puts a damper on things
  5. Ah yeah the battle time has the restriction core rules do not thanks
  6. I cannot find a ruling in the core rules that states that - can you point me in the right direction 27.3.8 only mentions no duplicates but nothing of a limit to the number you can take across the army just a limit to each applicable model
  7. The importance of the sludgeraker is the very reason I modified my intended list to the below. Including the murknob brings a ward against spells so a little added protection and an additional unit of hobgrotts to feed into his egomaniak. The 2nd shaman is probably not required but needed something to fill the warlord requirements, but may find some spell casting after the first round once guttrippaz are no longer a target doesn’t feel necessary to cast poison on a boltboyz MSU but who knows. Can’t choose smelly’un (not added yet) but would probably go that route and give the vulcha loud’un. Unfortunatly the list is a 6 drop so may not necessarily always get the 2nd turn for the counter punch and early double turn. Allegiance: Kruleboyz- Warclan: Big Yellers- Grand Strategy: Hold the Line- Triumphs: Snatchaboss on Sludgeraker Beast (315)*- General- Command Trait: Egomaniak - Artefact: Arcane Tome (Universal Artefact)- Mount Trait: Loud 'Un- Universal Spell Lore: Flaming WeaponKillaboss on Corpse-Rippa Vulcha (240)*- Artefact: Amulet of Destiny (Universal Artefact)- Mount Trait: Weird 'UnBreaka-Boss on Mirebrute Troggoth (180)**- Mount Trait: Fast 'UnSwampcalla Shaman with Pot-grot (105)**- Lore of the Swamp: Sneaky MiasmaSwampcalla Shaman with Pot-grot (105)*- Lore of the Swamp: Nasty HexMurknob with Belcha-banna (95)**20 x Gutrippaz (360)*- Reinforced x 16 x Man-skewer Boltboyz (240)*- Reinforced x 13 x Man-skewer Boltboyz (120)*10 x Hobgrot Slittaz (80)*10 x Hobgrot Slittaz (80)**10 x Hobgrot Slittaz (80)***Battle Regiment**WarlordArtefactTotal: 2000 / 2000Reinforced Units: 2 / 4Allies: 0 / 400Wounds: 146Drops: 6
  8. you do understand that in a big waaagh you have access to better units who benefit from those bonuses right? Sure boltboyz don’t care, but your mawcrusha, ardboyz and brutes sure do. The OP mentioned gutrippaz and even they would like the benefits, though if going big waaagh I would settle on the IJ foot troops because they’re more punchy and more survivable/resilient but o digress, heck even the kruleboyz monsters sure like those benefits too. So while boltboyz themselves specifically don’t care plenty of unit in the orruk range do.
  9. Your bravery 4 hobgrotts with no battle shock immunity without a kb will flee in droves and by turn 2 maybe 3 you have no table presence especially vs other ranged armies that can simply dive all their focus onto your ranged. your boltboyz with an equally poor save and bravery will fall rather quickly to just about any army that can shoot or do magic. hobgrotts have no combat prowess so there just a minor speed bump made less effective without a kb and your likely not going to use cp on them to stop the fleeing because your boltboyz will be needing that…
  10. Units of 10 are likely seen as to run off and grab/hold objectives or even act as screens themselves, same reason you see units of 10 hobgrotts. guttrippaz in bodies of 20 there roll changes to essential body anything on the center objective where the game tends to see most play. 40 wounds is hard to move and with a sludgeraker present the shear weight of dice will fish those 6’s and the extra 1 dmg on a 6 from the support puts your opponent psychologically in a hard place. Stuff like AoD and mystic shield makes it harder to move them and your support from sludgeraker, KB, and boltboyz suddenly could swing your opponents priorities but it’s not an easy choice for them. And this is all before the fact you have a 2” reach wall where if you wrap units all your attacks are getting in for the most part with no issues from coherrancy hard to charge into them too with boltboyz ready to lay waste even further reducing whatever what’s to crash into them. ive played 10 and 20 unit gutrippaz and 20 is a magic number for these guys 10 they don’t do anything 30 is way over kill and your missing attacks and of course these “wholly within” but 20 is juuuuust right - like the bowl of porridge. of course with all that it’s your preference and your strategy that will make either work and for me maybe I failed to make 10 and 30 work but I had a lot of success with 20
  11. I’ve been thinking the list over quite a bit in my head, if I were to drop a shaman probably a belcher banner for the 5++ spell aura he provides for 95 pts but I unno if I’m even fond of that idea, my draft has this weird imbalance of points. 1945 is kinda yikes cause well triumphs are kinda not that good
  12. So this is what I have in mind for a list I’ve been pondering but I’m torn between the shamans; to include or not to include that is the question. they feel quite necessary but at the same time they also feel like a bait how do you folks feel about them because I tentatively have 2 in the list and I am back and forth on whether to keep them or drop them. Allegiance: Kruleboyz- Warclan: Big Yellers- Grand Strategy: - Triumphs: InspiredLeadersKillaboss on Corpse-Rippa Vulcha (240)*- General- Command Trait: Supa Sneaky - Artefact: Amulet of Destiny (Universal Artefact)- Mount Trait: Loud 'UnBreaka-Boss on Mirebrute Troggoth (180)**- Mount Trait: Fast 'UnSnatchaboss on Sludgeraker Beast (315)*- Artefact: Arcane Tome (Universal Artefact)- Mount Trait: Weird 'Un- Universal Spell Lore: Flaming WeaponSwampcalla Shaman with Pot-grot (105)**Swampcalla Shaman with Pot-grot (105)**Battleline20 x Gutrippaz (360)*- Reinforced x 16 x Man-skewer Boltboyz (240)*- Reinforced x 16 x Man-skewer Boltboyz (240)*- Reinforced x 1Units10 x Hobgrot Slittaz (80)*10 x Hobgrot Slittaz (80)*Core Battalions*Battle Regiment**Command Entourage - MagnificentAdditional EnhancementsArtefactTotal: 1945 / 2000Reinforced Units: 3 / 4Allies: 0 / 400Wounds: 136Drops: 4
  13. Well you build the model you want in the end, while I will be doing KB on vulcha I plan to magnetize the riders because GW as we all know like to be goofs and sure gobs not so good now but down the road he could get beefed up
  14. Yuppers, he has all the same features as with the other KB’s but for 70 points more from the gnashtooth you gain more movement, more wounds, fly, mount has the allegiance rule (venom encrusted weapons) and the ability to issue another CA that has been previously used. not to mention it has a marginally better save then our gobsprakk friend (4+ vs gobs 5+) and it can have an artifact. I would argue that for most lists this model is auto include along side sludgeraker
  15. I am 100% building KB on the vulcha because the ability to issue a previously used CA alone is worth his 240 points, 2 blocks of boltboyz using unleash hell is no laughing matter. Other armies that have this ability pay a lot more in points. The armies that don’t have this ability wished they did. Odds are you’re already including a KB for the battle shock protection… so might aswell get the best of the 3 KB options with a stellar ability
  16. 300 points support utility piece that can cast 2 dispel 2 with nearly all spell lores having a CV of 7+ with no +1 to cast and an abysmal save of 5+ 6++… you will see very few successful casts and an equally amount of successful unbinds vs you. there’s a reason many aren't including this expensive $$$ model in their lists, sure it does well vs an army with equally poor magic. But Even then are you even concerned about their magic? The armies that do have good magic this model isn’t going to do anything for you. all in all this thing is far too situational. Great model, janky warscroll destruction as a whole suffers when it comes to magic without easy access to cheaper wizards or any easy access to +1 to casts. Things get widely unreliable when your trying to cast a 7+ spell and especially into your opponents +values. So players find it better to exclude this thought, save the points and invest into the other more apparent more reliable strengths of the army. 300 points for gobsprakk or 315 for what probably is a 2nd sludgeraker for example.
  17. You’re hardcore to run that list in the current meta
  18. Thanks mate! The numbers are very comparable indeed. I have 1 sludge and 1 mire in my planned to be list, but after I drop gobsprakk I will do either a 2nd mirebrute and 3 more boltboyz for a total of 15 or a 2nd sludgeraker. There’s arguments to be made for either choice and I think both are going to prove more worthy than gobsprakk.
  19. Need the math on mirebrute + 3 boltboyz because this is the alternative to sludgeraker in tweaks of functionality and points don’t know how you folks do the number crunching but I always love reading them haha
  20. Wait what on earth do you plan for a list?? Like a metric ton of gutrippaz because the models you can’t field you should have the space for… currently planned tentatively I have the following gobsprakk. 300 KB on vulcha. 240 mirebrute 180 sludgeraker. 315 swampcall. 105 gutrippaz x20 360 boltboyz x 6. 240 boltboyz x 6. 240 total 1980 debating droping gobsprakk for another sludgraker. Notentirely sold on the warscroll. Lame save, no + casts HCV spell lore leads to unreliability so we have this 300 point utility support piece that’s looking very situational.
  21. I agree with you on gutrippaz to an extent, in bodies of 10 they are meh in bodies of 20 they are actually darn good but that said you need to auto include a shaman and a killaboss (pick your poison as to which) to baby sit, which adds more points to your list building to make them functional
  22. This is what breaks my heart about the model, I was disappointed that the warscroll never got +1to cast especially given his lore so as badly as I want to field it, it is honestly not going to prove viable. The spells are great, but have a high casting value so you are most likely to see failed results let alone unbinds and the points are so comparable to the sludgeraker that you always question yourself to take gobsprakk, or take the combat prowess and aura from the sludgeraker. You will certainly always take 1 but drop gobsprakk and now you can field 2. I do appreciate the mork sez no but again no + 1 so you are less likely to see this vs an army who’s rolling better than us with their casting bonuses
  23. And I think you’re right, and it’s what I believe as well I am just to lazy to go look 🤣
  24. I have to agree with this, just gaining access alone to better battle line options is appealing and at 12 waaagh points the +1 to casting is very good for gobsprakk. brutes, ardboyz and maaaaybe gore gruntas (not sure if they’re bl in BW) to replace our singular option of gutrippaz (if not big yellers) is definitely worth consideration but again you get whacky interactions like do you want to take skundrekk who isn’t going to idle near boltboyz but there ability does apply to themselves... or do I drop him for MBoMK or if your more ambitious do I attempt to get gordrakk in the mix. either way kruleboyz being as fragile as they are, going into BW can get you something more bashy and more tanky. Especially those brutes, my they look good and at 160pts that’s far better than our 180gutrippaz. You may lose 5 wounds from the unit but you do gain a 4+ save, still keep the 2” range but you get 3/3-2/1 and don’t care about fishing for 6’s. you can than drop killaboss and shaman if you want to get back even more points.
  25. And that is partially the issue you face with gutrippaz, your certainly going to use a CA on the boltboyz so to prevent mass fleeing means the killaboss needs to come play to prevent your gutrippaz from running away in droves. Which than has you point to big yellers to avoid this battle line option. I do hope down the road gutrippaz drop a bit in points because we all know 180 is a bit much. it’s a strange situation because 20 gutrippaz in a single unit does actually feel good but you will likely want a killa boss to follow them. Using CA on boltboyz if they should take losses from those pesky sentinels or bow snakes it could just be that my limited play testing is skewing my view on the gutrippaz but unfortunately thus far I’m looking to other options for my kruleboyz with a lean into big waagh atm I wasn’t sure what I was looking for with the book but I don’t think I’ve found it for them
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