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Sivyre

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Posts posted by Sivyre

  1. 1 hour ago, Beer & Pretzels Gamer said:

    Am I ever going to need a Murknob with Belcha-Banner?  Planning on using the banner from the one I got in my Dominion set to kitbash a Beastboss on Squiagasaur as I’ll be playing my Orks sooner than my Kruleboyz.  But they’re going cheap on eBay right now so would be easy to replace so if I’m gonna regret not having one later seems like now’s the time to lock in the replacement.

    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. 14 hours ago, Abstract_duck said:

    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

     

    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

    • Like 2
  3. 6 minutes ago, Acrozatarim said:

    Speaking of mount traits, while Fast 'Un seems so strong in general, my opinion of Mean 'Un went up a lot after my last battle. Consistently slamming in a larger number of mortal wounds before the enemy actually get to fight really helps even out poor dice rolls overall, and if you're rolling well, it turns the Sludgeraker into a bit of a bulldozer.

    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

  4. 5 minutes ago, Acrozatarim said:

    The section in the Warclans book about Mount Traits specifically says you only get to pick one hero to have one of the traits. I'm pretty sure the core then classifies them as an enhancement, ie you can get extras via the usual ways of adding enhancements through the relevant battalions.

    Ah yeah the battle time has the restriction core rules do not thanks

  5. 9 hours ago, W1tchhunter said:

    I think only one mount gets a mount trait, unless you 'buy' a second with Warlord.

    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

  6. 2 hours ago, Rachmani said:

    The Sludgeraker really is the difference here. That's why you'll either see him be the General with Egomaniak or getting the Amulet of Destiny. Once people realize how vital he is, they will throw stuff at him like there is no tomorrow. 

    On the Vulcha, on one hand he's super cheap, but on the other the Gutrippaz need a Killboss close. I've at first ignored both the one on foot and the Gnashtooth and both are growing on me fast. The footslogger with Egomaniac & a shield is super tanky for his points and the Gnashtooth with Smelly 'Un and Egomaniak is even more tanky (or just as tanky against shooting). I can imagine successful Kruleboys lists cutting the Vulcha as they need a Killboss close to the Gutrippaz (and the rest of the army) and the Gnashtooth is 70 points cheaper. Don't get me wrong, I'm not sold on it, but I wouldn't be surprised either.

    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 Weapon
    Killaboss on Corpse-Rippa Vulcha (240)*
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Mount Trait: Weird 'Un
    Breaka-Boss on Mirebrute Troggoth (180)**
    - Mount Trait: Fast 'Un
    Swampcalla Shaman with Pot-grot (105)**
    - Lore of the Swamp: Sneaky Miasma
    Swampcalla Shaman with Pot-grot (105)*
    - Lore of the Swamp: Nasty Hex
    Murknob with Belcha-banna (95)**
    20 x Gutrippaz (360)*
    - Reinforced x 1
    6 x Man-skewer Boltboyz (240)*
    - Reinforced x 1
    3 x Man-skewer Boltboyz (120)*
    10 x Hobgrot Slittaz (80)*
    10 x Hobgrot Slittaz (80)**
    10 x Hobgrot Slittaz (80)**
    *Battle Regiment
    **Warlord
    Artefact

    Total: 2000 / 2000
    Reinforced Units: 2 / 4
    Allies: 0 / 400
    Wounds: 146
    Drops: 6
     

    • Like 1
  7. 1 hour ago, Arkahn said:

    and loosing Big Yellers... what is the benefit to be in Big Waaagh as Kruleboyz ? +cast, we barely cast any spells... +1 hit&wound, we fish 5 & 6 to hit AND it doesnt works on ranged attacks... 

    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.

    • Like 1
  8. 7 hours ago, Malakree said:

    Been having a think about this, I'm wondering why you would use gutripperz over hobgrots in a big yellers army. Why wouldn't you just go for something like this instead.

      Hide contents

    Allegiance: Kruleboyz
    - Warclan: Big Yellers
    - Grand Strategy:
    - Triumphs:

    Leaders
    Snatchaboss on Sludgeraker Beast (315)
    Swampcalla Shaman with Pot-grot (105)

    Battleline
    6 x Man-skewer Boltboyz (240)
    - Reinforced x 1
    6 x Man-skewer Boltboyz (240)
    - Reinforced x 1
    6 x Man-skewer Boltboyz (240)
    - Reinforced x 1
    6 x Man-skewer Boltboyz (240)
    - Reinforced x 1

    Units
    10 x Hobgrot Slittaz (80)
    10 x Hobgrot Slittaz (80)
    10 x Hobgrot Slittaz (80)
    10 x Hobgrot Slittaz (80)
    10 x Hobgrot Slittaz (80)
    10 x Hobgrot Slittaz (80)

    Artillery
    Beast-skewer Killbow (130)

    Total: 1990 / 2000
    Reinforced Units: 4 / 4
    Allies: 0 / 400
    Wounds: 133
    Drops: 13

    Lean into the shooting aspect, The Hobgrots provide an amazing screen with 6 units of them and your ranged potential is terrifying. It seems to be that for a big yeller army 2 units of hobgrots at 160 points are better than 1 unit of gutripperz at 180 because you can just get your battleline out of the boltboyz instead.

    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…

  9. 8 hours ago, Jabbuk said:

    I see Gutrippaz in units of 10s and I also see lists with units of 20. What's the main advantage of running MSU vs reinforced unit. In both cases, I would use units of Hobgrots to screen and I would have a Killaboss for battleshock.

    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

    • Like 1
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  10. 20 minutes ago, Arzalyn said:

    The one that gives a 18" +1 to hit aura  to friendly units is the Marshcrawla Sloggoth, the Troggoth with the howdah. 150 points and should be+/- the same price of the Mirebrute. If you want to see its warscroll check the app, the warscrolls are free there (at least for now).

    The Shamans are really good for how much they cost, so if you have points for them two is probably the best option. If you change the second one on your list you would need a different hero with less than 10 wounds for the battalion. What would you put in his place? If you want to try this list with only one shaman I would suggest you change the Boltboyz to units of 9/3 and leave the shaman with the 9 unit for the poison.

    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 

  11. 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: Inspired

    Leaders
    Killaboss on Corpse-Rippa Vulcha (240)*
    - General
    - Command Trait: Supa Sneaky  
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Mount Trait: Loud 'Un
    Breaka-Boss on Mirebrute Troggoth (180)**
    - Mount Trait: Fast 'Un
    Snatchaboss on Sludgeraker Beast (315)*
    - Artefact: Arcane Tome (Universal Artefact)
    - Mount Trait: Weird 'Un
    - Universal Spell Lore: Flaming Weapon
    Swampcalla Shaman with Pot-grot (105)**
    Swampcalla Shaman with Pot-grot (105)**

    Battleline
    20 x Gutrippaz (360)*
    - Reinforced x 1
    6 x Man-skewer Boltboyz (240)*
    - Reinforced x 1
    6 x Man-skewer Boltboyz (240)*
    - Reinforced x 1

    Units
    10 x Hobgrot Slittaz (80)*
    10 x Hobgrot Slittaz (80)*

    Core Battalions
    *Battle Regiment
    **Command Entourage - Magnificent

    Additional Enhancements
    Artefact

    Total: 1945 / 2000
    Reinforced Units: 3 / 4
    Allies: 0 / 400
    Wounds: 136
    Drops: 4
     

    • Like 2
  12. 4 minutes ago, Jabbuk said:

    Damn, that's badass. I might build my model as him instead then.

    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

    • Like 1
  13. 7 minutes ago, Jabbuk said:

    That's what I was wondering, does he provide the battleshock immunity too?

    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

    • Like 2
  14. 36 minutes ago, Jabbuk said:

    Thats very interesting. Would you be more tempted to build him as. Killaboss on Vulcha then?

    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

    • Like 2
  15. 3 hours ago, Jabbuk said:

    So, I noticed that some of the lists you guys propose don't have any casters in it (I think the shaman doesn't count since he's in it for the potion). You guys are ok with that? I mean I always think I need some kind of magic in my lists at least. What's your rationale around building lists without casters?

    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.

    • Like 4
  16. 7 hours ago, Malakree said:

     

      Hide contents

    Allegiance: Kruleboyz
    - Warclan: Grinnin' Blades
    - Grand Strategy: Hold the Line
    - Triumphs:

    Leaders
    Killaboss on Corpse-Rippa Vulcha (240)
    - General
    - Command Trait: Supa Sneaky
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Mount Trait: Fast 'Un
    Swampcalla Shaman with Pot-grot (105)
    Swampcalla Shaman with Pot-grot (105)

    Battleline
    30 x Gutrippaz (540)
    - Reinforced x 2
    20 x Gutrippaz (360)
    - Reinforced x 1
    20 x Gutrippaz (360)
    - Reinforced x 1

    Units
    10 x Hobgrot Slittaz (80)
    10 x Hobgrot Slittaz (80)

    Artillery
    Beast-skewer Killbow (130)

    Total: 2000 / 2000
    Reinforced Units: 4 / 4
    Allies: 0 / 400
    Wounds: 191
    Drops: 1

    Why not something more like this. Focus on putting hard to shift wounds on the board with lots of infantry. It all goes in a battle regiment as well which means you're a 1 drop. Hobgrots for screening. Gutrippaz go on objectives and the beast-skewer is your answer for those pita things.

    The Supa Sneaky and Grinnin' Blades also combos really well for dumpstering the opponents hero phase if they are magic heavy.

    You’re hardcore to run that list in the current meta

  17. 15 minutes ago, Ganigumo said:

    1393146369_Screenshot_20210919-111636_AdblockBrowser.jpg.43b1a3690f946c3fa0572a959603c3ea.jpg

    Everything here is on +1 to hit except the 3 boltboyz (since you need to use a cp for it, rather than an faq'd sloggoth) boltboyz are using hasty shot and the mirebrute is getting the +2 attacks.

    the damage between them is pretty close, but the sludgeraker also has the added support benefit of buffing nearby unit's venom.

    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.

  18. 1 minute ago, Ganigumo said:

    Sludgeraker damage is high enough to function as a proper hammer, and for its points it seems very strong.

    With just a +1 to hit it does 15.85 vs a 4+, 11.07 vs a 2+ and 20.17 vs a 6+, plus they can take artifacts, mount traits, and the shaman buff (damage calculator wouldn't apply both the shamans buff and the sludgeraker one and I don't want to do the math on paper)

    10 gutrippas with a sludgeraker and shaman buff only do around 10.83 to a 4+ (honestly their non mortal damage is pretty negligible though) 

    2-3 sludgerakers is probably very viable, and might be the way to go competitively.

    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

  19. 33 minutes ago, Jabbuk said:

    Exactly this. I'm toying with lists and after I take everything I need I can't find a place for the Mirebrute, even though he's a really cool damage piece (+a nice model), I can't find a place for the Belcha banner, even though I know he's really useful, and I can only find a place for a Killaboss on foot to reduce battleshock ripples. And I got only one shaman.

    I guess this is a good problem because we have many good units in the army for synergies.. but I'd really like to have Gobsprakk, a sludgeraker, a marshcrawler, and THEN put other useful units (after putting battlelines, Boltboyz, etc.) I do have 2 Killbows in my list though. Maybe that's where I need to cut?

    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.

    • Like 1
  20. 16 minutes ago, Acrozatarim said:

    I'm not feeling so down on Gutrippaz - I think they are a bit overcosted, but not by a huge amount. VEW buffs from the shaman and sludgeraker synergise with them better than with Boltboyz for total MW output (with the obvious caveat that Gutrippaz dont have the same range), and I think a Killaboss is pretty much a must either way for Kruleboyz whether you're going Boltboy or Gutrippa heavy.

    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 

  21. 4 hours ago, Arzalyn said:

    I prefer the amulet. The outcome of them is the same, Egomaniak is easier to get with a 4+, but it needs units near it and if you are using it for the buffing bubble i doubt you want to get wounds on what he is buffing. I think Egomaniak is better for something that whats to go into combat with other units, like a mounter Killaboss or a Breaka-boss. The Killaboss seen specially good with it, as his help ignore the battleshock that the damage will inevitable cause.

    I agree with everything you said about our magic and Gobsprakk. I'm also having a hard time getting him in list other then the Big Yellers Boltboyz focused ones. He is more of a utility piece, damaging casters some times, letting we get more of some command abilities and some times getting some spells off. Against armies with normal casters he is a good bully, but he seems a little weak if you are facing lists with good casting/dispel bonuses, as he looses a good amount of his utility. In other factions you have 1440 points to work with for the rest of the list (560 are the minimum guttripaz tax) and when you factor other more reliable buff models + reinforcements it is hard to find the 300 points for a utility piece that some times isn't even reliable in its utility.

    The lack of casting bonus is a little sad looking at our spell lore, as it makes hard to plan anything around them. Big Wag should have a better time doing so with the +1 to cast from the points, but for a Kruleboyz allegiance all we have is the Master of Magic command trait. I do wonder if taking this trait would be a good idea if we want to make a better use of your good spell lore.

    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

  22. 36 minutes ago, Magnus The Blue said:

    I actually think Big Waaagh is the way to go for any Kruelboys army that isn't going for big yellas.  You lose the meh Waaagh, the ok Dirty Tricks and the (other than big yellas) situational and not great sub-factions.  In return you get universal +1to hit, wound, charge, cast and dispell once you hit mid game.  Seems like a bargain.

    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. 

  23. 13 minutes ago, Warbossironteef said:

    Plenty of ways to help the bravery if you're worried about it. Units of 9 get the added benefit of only need 1 CA to prevent running and getting most out of Shamans.

    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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