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Mokoshkana

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Everything posted by Mokoshkana

  1. Should be good. I think 3 is probably the max necessary
  2. Seems like she is better overall though. There will likely be some allegiance or glade command abilities to replace what was lost.
  3. Or look at an Icebrow Hunter with cats. It is the cheapest way to get BCR into a list and tick all of the requirements. Plus being able to ambush the hunter and a unit of cats can do things like auto complete the battle tactic that requires two units in an enemy deployment zone.
  4. That list is something else. I feel like it will struggle in objective game. I’d change out for a Butcher and a bunch of lead belchers. Less charge goodness, but more versatility and some shooting. Especially in underguts
  5. Per Kragnos she could have cast all the spells from Deepwood already. They basically nerfed her in a Grand Order army. Points are nice though.
  6. But we still have to abide by the 3" placement requirements, no?
  7. It is highly unlikely they reduce the squad size, as they just increased it. I think six has the potential to work, but they need to adjust one of two things in order to make it viable. One, gluttons get a 2" range allowing them to get full attacks from models in the back due to coherency, or two, they give gluttons a special rule that allows a unit of six models to act as though they only have five models with respect to coherency. Otherwise, they will remain practically unplayable to me. I'd rather have Leadbelchers or Ironguts than the current Glutton incarnation.
  8. Quick question regarding mournfang. I’ve always played two model units with a champion and a horn blower, but recently using battle scribe, it does not allow that option as it’s not a full four model unit. Is BattleScribe correct that horn blowers and standards are only viable in a four model unit or is my initial thought process correct?
  9. And if you tone it back, the faction will be completely trash. None of the other glades are remotely viable, and this glade only shines with the warsong. It is definitely viable without it, but it’s not a top tier army. This is where we all come together and say they need a new book, but then we’ll be right back where we started with an auto take glade and the rest being underwhelming.
  10. Refer to the allegiance ability in your battletome
  11. Gnarlroot with "All out attack" on a unit of six bows gives you hits on 3+ (2+ for leader) with rerolling one's and wounds on 3+ which isn't too shabby. Quick napkin math makes me think the unit would force an average of 7 or 8 saves with d3 damage per failure. That's not too shabby.
  12. I think Gnoblars are too expensive for what they provide. However if you decide to build some to flesh out the remaining eight you need, and you don't want to go with the generic ones from all of the Gutbuster kits, you can scratch build some the scraplauncher bits if you built a cannon. The seated Gnoblar looks pretty good one top of a treasure chest.
  13. This is just shoddy craftsmanship. Where is the QA on this? The warscroll has now changed thrice in three months, these last two have just been written in a manner that screams “it’s Friday and all I have to do before I leave is write the new Wyldwood warscroll, so I’m just going spit out something quick and hope for the best.” I have zero faith that it will get fixed in a way that doesn’t invalidate something else or create a whole new cluster of questions about an interaction that the devs/QA folks just ignored.
  14. More than one metal cruncher was always going to get removed. It was an oversight the first time. I still think boulderhead is viable with the right build. Dual Frostlord still works with Metalcruncher (gets Brand of the Svard) and Black Clatterhorn (takes a different artifact as needed). The Battleline versions will just be less effective. On that note, I have 1xFLoSH, 1xHoTT, and I have just built a normal Stonehorn beastrider to boost my force. I have another kit, and I was thinking about diversifying into a Thundertusk Beastrider or perhaps a second HoTT for the dual priest prayer boost as well as more mortal wound options. What are peoples thoughts on which way to go?
  15. Huskards are not battleline. When stonehorn beastriders are, they do not count towards the behemoth limit. So I’d say yes, they still have use.
  16. Let’s ignore the spell for a moment and just look at statistics. With its multi shot, it’s going to average 4 hits, then 2.66 wounds before saves with a rend -1. Probably doing about 2 damage per shooting phase with one before any ward saves enter the picture. As for melee, it hits on 4s so you’re averaging 1 hit and 0.66 wounds before saves. Assuming you charged, if the defender fails it’s save, you do an average of 3 damage. So I’m one shooting and combat save, you’re averaging 5 damage per cannon. That’s not great. You can add in the caster and take the chance on the spell, but why not just field a unit of iron guts instead that will be cheaper, hits harder, and most importantly counts for more bodies on an objective. Unfortunately the battletomes don’t have good internal balance, so we’re always going to have “better” and “worse” choices. However if you like cannons, give them a whirl and try your best to make them good 😎
  17. If you aren’t running underguts for double shots, it is a waste to take cannons at all I my opinion. With one shot, too much can go wrong (missed hit/wound, opponent makes save, or you roll low for damage). There are better options out there. Course, if you like the aesthetic and want to have fun, go nuts. Four scraplaunchers is not going to do well, but it will be fun to watch that goofy list get picked apart haha.
  18. I just believe It will get FAQ'd out for everyone. Outside of spells/prayers, no army can double up on enhancements like artifacts or command traits, Even when referring to spells/prayers, they may only be cast once per round, so there is still a singular restriction of sorts. Given all of that, it would not make sense for the designers to all something like mount traits to completely ignore the unique restriction of other enhancements. From a gameplay perspective, it would be horrible for the game as it allows armies with multiple mounts (which can take traits) to just abuse the best trait.
  19. You cannot double up on mount traits (I know RAW it currently works, but that is not RAI, and it will get killed in the next FAQ).
  20. The first sentence of the second paragraph under SET-UP: "This faction terrain feature consists of 3 scenery pieces." That is very clear. It does not say "up to" 3. As such, there is no wiggle room. You place three or you place zero.
  21. Yeah this is a definite nerf to Ogors. Here is to hoping that when a new battle tome comes out, they increase the base guys to counts as 3 instead of 2. The monters are still objectively better at 10.
  22. I don't think any rule could make that expensive finecast enticing to me haha
  23. I am allowed one and so is my opponent, hence the point of the question.
  24. I asked the question specifically because a friend and I had a battle of Kragnos. It’ll happen frequently enough over the course of time. Appreciate the response!
  25. So Kragnos ability “Bellow of Rage” takes place at the end of any phase. If Kragnos A is wounded in a phase and his bellow causes Kragnos B (who was not wounded in the phase) to a wound, would Kragnos B then get to trigger his Bellow of Rage? I didn’t see anything to suggest otherwise, but I wanted to ask as it’s one of those things that happens at the end of the phase. I wasn’t sure if there were a wonky rule that end of phase is not actually during the phase. Thanks!
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