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EldritchX

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Everything posted by EldritchX

  1. This unfortunately isn't useful for a tournament, because you can't change lists after knowing your opponent. Also, from my experience so far, cats are terrible value, being unable to absorb much damage for their cost, nor hit hard enough against modest targets. The Hunter is also dead weight. They need to drop to 30 and 100 points to really be considered. An equivalent points value of Gnoblars/Yhetees/Gluttons do the job better. Seriously, if you dropped 12 cats, the Hunter and the Skal, you have enough for 12 Gluttons and change. Yhetees are brutal killers in Winterbite, and don't need to be fielded in units of 12 like Gluttons do. 3 or 6 Yhetees significantly outperform 3 or 6 Gluttons in a WB list. If you support them with some -to hit they're even harder to kill.
  2. Yes, sadly, although you can still use the BCR allegiance and abilities, you would have to use the updated Warscrolls, and wouldn't have the Mawtribe allegiance abilities. This means no Trampling Charge, Might Makes Right, Ravenous Brutes, etc. with generally nerfed Warscrolls. Stonehorns can't run and charge, cause no impact hits and only count as one model for objectives, for example. With the exception of maybe an entire force of Hunters and cats in a Skal, I can't see the old allegiance being effective anymore.
  3. That would explain why he'd go in with 36 of them, since it fixes their biggest problem. Sadly this means the data is useless for determining what kind of builds work well in tourneys
  4. The Stonehorn/Mournfang Thunderbellies list didn't do great, not BCR in general. The others did use quite a few Gluttons as well, even Bloodgullet, but they didn't have any Gnoblars or Hunter/cats.
  5. Interesting. The main thing that distinguishes his list from the other Mawtribes at 52nd and worse is really the 2 units of Gnoblars and a non-Skal Hunter with 6 cats. No Battalions at all! As for SH vs TT damage output, SH mount attacks average around 10 damage at rend -1 and -2 before saves, while TT mounts do about 4.5 at -1. After you factor in various types of saves, including cases of 3+ or 4+ unrendable, and the MW damage from the TTs, there's no clear leader. Also, don't equate TT to HoTT.
  6. Please note, after the change: Stonehorns gained 2" movement 2 Bravery in melee 5+++ And lost run and charge Half damage rounding up Thundertusks gained 2" movement 2 Bravery in melee 3.5 MW on charge 20% shooting dps against 20+ And lost 20% (only) shooting dps against 10-19 60% shooting dps against <10 SHs used to have a guaranteed 10" longer charge range than TTs with 1 CP, 7.5" on average. Now it's 4". TTs now move faster than cavalry from most other armies and outmatch SHs in MWs when they charge, if they shoot their target. Against heavily armored or hard to hit targets, the gap between their melee dps quickly closes. They are NOT slow, ranged support units, nor are they squishier than SHs in melee on average. If one persists in holding them back, of course they're going to look lackluster. Do the same with a SH and they'll look even worse. You just need to get out of the ranged TT mindset. Their range simply allows them to continue to contribute damage against the choicest target in range, whether they're in melee or holding an objective.
  7. As far as I can tell it's a mistake made with the Gutguard Battalion. You'll notice he only become available when you add a Gutguard to your list. Battalions allow units brought in if their keyword is listed under the organization. The Overtyrant has the TYRANT keyword, but Gutguard lists Tyrant as a name, not keyword, in it's organization, so it doesn't work, unfortunately.
  8. I would be more concerned that a single unit of chaff could hold up all of your charges and potentially cause you to get counter charged and never trample for the rest of the game.
  9. Ironblasters will likely never be optimal outside a full commitment build because you really need the double-fire thing. However, a fully buffed IB shooting averages 3.9 rend -2 wounds on a monster, and 2.9 rend -2 against a non-monster hero or unit of less than 10, compared to 3.3 and 2.7 of rend 0 from a fully buffed SL. Once you throw in armor the gap widens further.
  10. Ironblasters are a Hero/Monster sniping unit mainly, with high rend and damage that doesn't depend on size of target unit. The Ironblasters build fills the role vacated by Thundertusks. They can shoot at troops when there aren't other targets, but it's entirely balanced that Scraplaunchers are better at that.
  11. Uh that's exactly what he said in the section you quoted also...
  12. I might have been annoyed by a total rework if it changed the roles and functions of units a lot. I'm happy that BCR units largely remained unchanged but got improvements tacked on. I guess some people might be stuck on the idea of BCR being an army by itself, but I started when Ogres were a single book, so I'm glad that BCR units now have in-faction (buffed!) wizards once again, even if they aren't similarly themed. In fact, before release, I was a bit worried that the themed Allegiances would only apply to either GB or BCR keywords, so I was happy to see that wasn't the case. The improvements to BCR units seem to have mostly gone under the radar so far, but I believe they're more significant than many think at the moment. I guess we'll have to wait and see.
  13. No one seems to be noticing that Thundertusks gained 2 movement, 3.5 MWs on charge, 20% ranged damage output on large units, mount and allegiance traits, and greater objective holding ability (more relevant on units with ranged attacks) while dropping in cost. A charging TT averages 9.5 MWs on a large unit before any attacks are even made. They aren't even more squishy in melee when you factor in how their -1 to be hit stacks with the new -1 to be hit spells and better chances to get Geminids off.
  14. Apart from drops and combat activations, there are quite a number of good buffs among the Realm spells. Dropping -1 to be hit on 9-12 Yhetees is quite brutal, for example. Also, one of the less obvious advantages of the Skal battalion is that the deep strike happens in the hero phase, allowing for hero phase buffs (including spells). This assumes that you play with Realm rules as recommended and pick up at least 1 allied Wizard, of course - Fungoid Cave Shaman recommended.
  15. You would need 9 BCR units to bring 3 allied ones.
  16. Yea it does. You can also consider a Frostlord on Thundertusk instead of one of the Huskards if you want to further improve the odds of successfully charging (For both Yhetees and Frost Sabres). A Fungoid Cave Shaman ally with Emerald Lifeswarm can add more healing too. Throwing in Chronomantic Cogs on top will all but guarantee successful charges (and increase the likelihood of no-charge pile-ins for the Yhetees.
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