Jump to content

Aztok

Members
  • Posts

    48
  • Joined

  • Last visited

Posts posted by Aztok

  1. On 2/20/2022 at 2:38 PM, Aztok said:

    Can I speculate? I'd be surprised if we didn't get a magmadroth variant as Battleline in the new Fyreslaers book. I'd imagine the Runeson on Magmadrith can be taken as Battleline at least once, in Lofnir. I'm imagining a Runefather and his eleven powerful sons sprinting up the board.

    I CALLED IT.

    • Like 10
    • Thanks 1
    • Haha 1
  2. Can I speculate? I'd be surprised if we didn't get a magmadroth variant as Battleline in the new Fyreslaers book. I'd imagine the Runeson on Magmadrith can be taken as Battleline at least once, in Lofnir. I'm imagining a Runefather and his eleven powerful sons sprinting up the board.

  3. Honestly the range of archers should never, ever be higher than 24", and I say this as a Kruleboyz player.  Most archers should have the Man-Skewer shooting profile too, where they're more accurate and longer range if they stay still, but lose those bonuses if they move.

    Artillery could be the only unit type that can gain more than +1 to hit, and they get inherent bonuses for the following, possibly depending on the type of artillery they are:

    +1 to hit for units with 11+ models (catapult, cannon)

    +1 to hit for units with 21+ models (catapult)

    +1 to hit against Monsters/Behemoths (Bolt Thrower, cannon)

    +1 to wound against Monsters/Behemoths (Bolt Thrower)

    That sort of thing. Ultimately I think what normally axes artillery from people's lists is that the game's quite fast, and having enemies in your frontline turn 1 is pretty likely for a lot of matchups. In such a situation, a slow or possibly immobile artillery piece isn't as likely to help a ton.

    Also, archers probably should never be able to ignore terrain or LoS. That should be an artillery-only sort of thing. I don't care how many thousands of years your archers have had their job, if I'm behind a twenty foot solid stone wall your arrows should just plink off harmlessly. You're not Tyranid Hive Guard.

  4. 2 hours ago, Neil Arthur Hotep said:

    But who has Sons of Behemat as their primary army? That's the army you get after you already have another army because that way you get a different play style and only have to paint four models.

    Also, Legion of the First Prince is not real and can't hurt you.

    It was my main for a while. After Gloomspite Gitz fell into the Dan Hibiki pit I floundered around until I decided to go hard on Sons of Behemat, and I enjoyed it for a good year before I got tired, right around the time the new Warclans book came out. "Primary army" is a weird question to nail down, I'm willing to bet that SoB is a lit of people's current primary army, but maybe not necessarily their first or only love.

    • Like 1
  5. 2 hours ago, wolyhammer said:

    Arcane Terrain is a good idea, I'll make sure we roll for those.

    Only 6 Boltboyz is more so I can fit in everything else I want to take. I also know I'm going up against Sylvaneth so there will be woods everywhere blocking LoS.

    I'll have to try a 3x Gutrippaz list next.

     

    You know, Levitation is a good spell for Boltboyz because if they can't see something through terrain, a single cast fixes that issue. If I'm correct, it let's you see over the forest and shoot anything behind it, but maybe not within. I'll have to look it up, but I like it for my 2x6 boltboy lists.

    Edit: I can't seem to find where it says flying units can see through terrain, I could be completely wrong! Hope someone can come along and help, otherwise I'll make a thread and ask about it tomorrow in the rules section.

  6. On 2/13/2022 at 2:27 PM, wolyhammer said:

    Quite a hero heavy list for my next game. I normally run 9 or two units of 6 Boltboyz, just having one unit of 6 is more so I can fit all the heroes in. Gobsprakk's on the list as I recently used the Killaboss so I'm up for having some fan with magic.

    One thought I'm having is how many standard units is best to run to get on objectives?

    I'm a huge fan of 2-3 10man gutrippa squads for running around and holding objectives, with Hobgrots in the backline to prevent deepstrike or teleports. The choice for 1 squad of Boltboyz is interesting, I'm curious to see how it goes!

    Old Gobbsprakk could be great, depending on what you're fighting and/or/if you get some Arcane Terrain he can huddle near, the +1 to dispel is enormous for him. Definitely want to hear how he does for you.

    I'm always a big fan of Mirebrutes, and two is a great choice. Is one of them getting your mount trait?

  7. Thank all of you guys for the replies! This is some great info.

    On 2/15/2022 at 12:45 AM, zilberfrid said:

    UV resin is an option, but I think just pouring acrylic water might work better in the long run, unpainted UV resin can become brittle or change colour over a long time.

    I have some brown coloring, I'm not super worried about it changing color, the pools are very small, and with the coloring they'll look like brown muddy water.

    I'll definitely look into the supplies and channels you folks recommend. Thanks again!

  8. I'm planning a somewhat simple modeling job of gentle hills and slopes for a swamp-themed basing system. I have both green stuff and brown stuff available to me, but waaaaay more brown stuff. The idea was to form gentle dips, troughs and slopes with corkboard, before softening the edges with the green or brown stuff, before painting over it with mud texture paint and then using UV resin for the water. Do you guys have any good advice for using green or brown stuff as terrain modeling? I can't find Modpodge anywhere near me, or I'd try using that first.

  9. Had another game against Maggotkin, and I'm going to split up my 20block of Gutrippaz. Every game I spread out my guts a little bit more. Now I'm running 2 10man squads and 2 10man Hobgrots as chaff to protect my power units. I just wish Gutrippaz were like 10 or 14l5 points cheaper.

    • Like 1
  10. I should restructure my list so you guys can see what I'm thinking, sorry for not doing so earlier:

     

    Warlord Battalion:

    Sludgeraker (General: Egomaniak)(Relic:Arcane Tome)

    Swampcalla

    Swampcalla

    6 Boltboyz (reinforced)

    Battle Regiment:

    Mirebrute Troggoth (Fast 'un)

    20 Gutrippaz (Wicked Stikkaz, Banner, Musician, reinforced)

    6 Boltboyz (Reinforced)

    Rippa's Snarlfangs

    Chaff

    Chaff

    Chaff

    No Battalion:

    Mirebrute Troggoth OR Killaboss on Great Gnashtoof

    Honestly I don't think I should bother with a battle Regiment, I'm a defensive army so I'm not particularly worried about going first or second unless it's corner deployment, and even then I get to bunker up hard. What has been your guy's experience with Battle Regiments?

  11. 29 minutes ago, Tomplex said:

    What battalions are you thinking of? Because if you're worried about drops a second mirebrute would push you out of a 2 drop with 2 battle regiments. If that's not a concern, the mirebrute is a great pick.

     

    Shootas also favor lower drops while equivalent points of hobgrots can spread out better. 2 units of hobbos will speed bump 4 fulminators twice as long as 1 unit of 20 shootas would. 

     

    Beyond that I always try to include a killaboss somewhere if I'm bringing 20 Gutrippaz, but it's always hard to find the points. 

    I'm not really thinking about battle Regiment honestly, I don't have enough space for two regiments without throwing two more sub commanders in, and that's a LOT of points in heroes that are quite small. I was mostly thinking about warlord detachment and then having a brute or two just sitting outside of battalion range.

  12. I'm going to a tournament on the 26th, it's a big event, and I wanted some advice about what to bring. There's some wiggle room, but here's the stuff I probably won't change (partially because it's stuff I already have painted, partially because it's what i know works for me):

     

    Snatchaboss on Sludgeraker Beast 315

    Swampcalla Shaman x2 210

    Breaka-Boss on Mirebrute Troggoth 180

    20 Gutrippaz 360 (Although I have considered dropping them down to 10)

    6 Man-Skewer Boltboyz x2 480

    Rippa's Snarlfangs (Allied) 70

    This puts me at 1615 points, and I have a strong leaning to taking another Mirebrute because of how well they've performed in the past. I'm mostly thinking more Chaff at this point to protect and bubble wrap my stuff. My main choices are a block of 20 GSG Shootas for 140, and 10man squads of Hobgrot Slittaz for 80. I'm curious what you guys think about the list, and what to add in.

  13. Can't believe that the Vulkites aren't at LEAST 2 attacks base. Gutrippaz will beat them every single time and they cost 10 points more, and I still think Gutrippaz are mediocre. In what world is a 2 wound model only getting one attack base? That's real silly.

  14. 26 minutes ago, Zorki said:

    Hi

    What is the best dommage dealer between (without swampcalla shaman) 2x3 Boltboyz / 1x6 Boltboyz plz ? I think it's the 2x3 because of the Boltboyz boss +1 att right ? 

     

    Do you think it's interesting to go with something like 1 big 1x9 Boltboyz + 2x3 Boltboyz msu ? I was trying to play with only 1 swampcalla shaman.

    I'd say it can work but it will be a bit swingy. You're getting an extra attack but with so few dice involved your shots can be a lot less effective. Overall a big unit of 9 is a massive, massive target that everyone and their grandma will be gunning for, so plan appropriately. Otherwise 2 units of 6 will be a slightly safer bet, as the Swampcalla buff isn't necessary on Boltboyz, but it's nice.

  15. Just to add on a few more thoughts:

    If his unique prayer (if he has one) is decent then the rune power is a nice bonus, otherwise he's just a solid priest with an upside. His combat's probably not amazing but he's a priest, so it's not a main priority.

    The fact that one of his rune abilities is "fights on death" is overlapping with an existing ability that Vulkites have, meaning that it's likely that Vulkites lose that ability, either bringing their points down or gaining a new ability in their place. Who knows what anything'll do in the new book?

    One more defense of the rune ability, it's good to have a plan because you'll be losing models regardless, if I'm going to lose 5 mohawks I'll take a buff of my choice in the combat phase, sure!

  16. I'm going to err on the side of positivity here. Based on the existing Fyreslayer book this isn't going to take any spots, but in theory a block of 20 vulkites plus this dude is a tough to shift block that also has a decent damage potential. The picks could be damage 2 and rend 1, which is decent overall, or if you're receiving a big charge, spend the buff to fight on death and you'll get your damage while also rebuilding your stacks towardstl the next combat phase.

    This guy could be a better frontline priest than the Runemaster, and if he's a little tougher thanks to his cloak then his role's pretty obvious. Our other priests are a little squishy so if he can take a punch and he's not like, 150 points then he's worth considering.

  17. Had another game where I lost because I followed ABC too much. Instead of Always Be Charging, i should have played it safe even if it meant losing the forward initiative a bit. My Sludgeraker and pack of Gutrippaz charged into some fulminators and I did a grand total of 5 damage, what a disappointment. I even spent my poison buff on my Sludgeraker too and he couldn't do anything, after rolling nine 1s across his various attacks.

    My damage against the dragons was great, I was knocking them over left and right, but I was falling behind on objectives so I tried pushing forward. Oh well, lesson learned.

  18.  They're pretty strong. Some armies can set up to fight them relatively alright (as a Kruleboyz player I can defend myself well from dragons, but it means playing mega defensive), but most armies have little they can do except pillowcase all their important stuff and hope it's enough. With a double turn it usually isn't.

    That being said, they are alright damage and pretty expensive. It's pretty swingy with their shooting attacks but their melee has a pretty limited upper number, which makes them not amazing against hordes, but them being able to do 20ish damage is still pretty nuts. I'm not qualified to say they're broken yet having only fought them twice, but both times I was very lucky.

  19. 10 minutes ago, W1tchhunter said:

    I played some games last week using a skitterstrand ally. The arachnaroks suck in general but they are damn fine looking models. The rules for them may suck but it still makes your opponent think twice leaving a space in there backline for a spooky spider to crawl out of a realmgate. I found her very helpful for stealing objectives which would have been otherwise impossible for me to grab.

    Sounds like a cool idea, what was the rest if your list like? The teleporting monster is awesome but a little pricey for me, but I'm curious.

  20. So I'm in Santa Barbara, California, and any players either in SB, Santa Maria, Ventura, Oxnard or anywhere else, are always welcome to send me a message. I'm trying to re-unite the wargame players in the area as best I can. Even if you're just passing through or up for the weekend from LA, let me know, always happy to game with new people.

  21. Also just had another thought, though that goes for every opponent rather than just DoK or shooting armies: about 60% of victory, sometimes more, comes from sheer positioning, and Kruleboyz are more finicky about this than most of not all other factions. Against strong shooting armies you need to play aggressive because you can't outmaneuver them, against deepstrike heavy armies or ironjawz and other turn 1 megachargers you have to build a perfect castle, and so on. I find when I'm playing Kruleboyz, the time I take on my turn goes like this:

    Hero phase: 10%

    Movement phase: 50%

    Shooting phase: 15%

    Charging phase: 15%

    Combat phase: 10%

    Morale phase: 5%

    The footwork of any given game is absolutely crucial and understanding both your and your opponent's limits on speed and such are equally so. It's a little rote to say that AoS is a game of positioning, but it really really is, especially when you're playing the delicate game of 9" blocking.

    Even against shooting armies you have to keep ranges in mind when fighting them. Against blood stalkers, which have an effective 32" reach, you're outranged, and you really can't do anything about that except play with cover for the things that matter. Try and get aggressive when you can, which is admittedly hard considering our godawful speed.

    Lastly, I'd consider Kruleboyz a super hardcore castle faction, that slowly walks its bunker up the board to the position it wants (hopefully on turn 2 if possible) and stay there, praying that the objectives don't suddenly move away from under the castle. Master that defensive style by setting up bunkers on your own and practicing movement with them to maintain coherency and properly setting up chump blockers so the enemy can't easily charge around and then pile into your Boltboyz. Maybe I'll make some crappy MS paint diagrams to show what I mean, after work. I hope at least some of my rambling is helpful to you guys!

    • Like 1
    • Thanks 4
×
×
  • Create New...