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Crispen

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About Crispen

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  1. Yep Agreed. That would have been very nice against his setup and also on this table. Will try it next time they do an aos tournament there.
  2. For Ogor tactics and also an idea on how well they can go, check out Doom and Darkness' channel on youtube: https://www.youtube.com/user/michaelbeven1 he's taken them to 1 day events and gone 4 and 1 and took them to cancon where he went 4 and 2 I believe, possibly 3 1 and 2. He's also got a long tactics video in the archive there too purely for gutbusters. I ran them a lot last year as battleline in my mixed destruction and for that purpose I found min squads of 3 to be good or if you wanted them to do something then go squads of 12. I would run the unit of 12 bulls (sometimes it would be 6) + 6 ironguts with the intention of trying to trigger some of the bulls to flee. That way you can use the "down to the ironguts" ability and pretty much murder whatever you want as long as it doesn't have negatives to hit. 2 butchers with cauldrons is also a must if you go heavy on the gutbusters. Hope that helps!
  3. Hi guys! So I've been working on trying to design an army that incorporates spiders and Troggoths and still have an edge. The playstyle I enjoy is having a solid front for an enemy to hit and then to try and pick them off with shooting and monsters. After some play testing the list I came up with was: Scuttleboss - General, monstrous mount, the black fang Troggoth hag - gryph feather charm Arachnarok with spidershrine - gift of da spider god madcap shaman - hand of gork Gitmob shaman - allies 3*5 spider rider units 2*3 fellwater troggoths 60 gitmob grots with bows and slashas - Allies Spider rider skitterswarm battalion Comes to 1950 8 drops The army does well in games like take and hold and border war as there is less movement involved and I'm generally able to move up either behind a spider screen or grot screen and shoot and bash things to death as they try to take the objectives off of me. This isn't really the army build to run the scuttleboss with the load out I have, you'd really want to take the totem artifact as well on the arachnarok to make his mortals go off on 5s. The scuttleboss' purpose is to make the spiders battleline and to be a target, as most people want to kill him once you let them know his potential. I went to a tournament yesterday, but unfortunately we had a lot of no shows and the event didn't go ahead. I did manage to get a game in though against the new blades of khorne! His list from memory: Bloodthirster with flail and the item that allows him to strike first in combat 2 slaughter priests 1 blood secrator 2 x 10 blood reavers 1x10 blood warriors 2 x 5 wrath mongers 2 x 2 skull cannons wrath axe judgement and the skulls judgement (not sure their name) the new piece of terrain. He was also using the tribe that allows him to re-roll 1s to wound against heroes and monsters for daemons... Super good against me cause I have a lot of both haha. Mission was relocation orb - Also another tough one for me as my army is a little static, but I do have hand of gork to make up for that. So I've never faced khorne before and this is a new book on top of it. I roughly knew what dmg and save most things had just because I've heard people talk about them or from a general sense due to playing the game for a while. I underestimated the skull cannons though, with wrath mongers + killing frenzy + bloodthirster buff + tribe buff they're getting 2 shots each, hitting on 2s re-rolling ones, wounding on 3s re-rolling ones against monsters and heroes. Here is a pic of our deployment. One mistake you can see here is I place my gitmob in the middle, blocked completely by those little houses from shooting anything haha Here is khorne deployment, he places the skull cannons on either flank so they can freely shoot most of my army I deployed first and gave him first turn, since the orb was in the middle of the houses and his guys are slow. I felt reasonably confident he'd get less than 10 in range of the objective and we'd agreed that the rooftops weren't impassable, so my spiders can end their movement on them. In his turn he deals 9 wounds to the troll hag thanks to me luckily saving one D6 worth of damage. At this point I thought that maybe I was dead in the water haha. Picture above is my turn 1. I run 2 units of 5 spiders in and around the buildings to grab the objectives, the 5th spider from the unit on the roof is actually on the side of the building to maintain coherency, the bluetac just wouldn't keep him there. I get the double mortals on the scuttleboss and try to make a play by hand of gorking him behind enemy lines. I was originally aiming for the bloodthirster and then Keith reminded me that the blood thirster strikes first... So I change targets to the blood secrator. I fail the 9inch re-rollable charge unfortunately. Score Khorne: 1 Gloomspite: 3 We roll for the turn and I take it to try and save the failed assassinate by the scuttleboss haha. The orb moves over to the right into no mans land. I decide to hand of gork my arach to grab the objective and then as I'm placing my model decide to go for the stupid play and place him to support the scuttleboss haha. I try for double mortals on the scuttleboss, but its easily shutdown by the blood thirster who has +2 to dispel Sorry for the pic, is a bit blurry haha. But this is how the charge ends up. I also get sneaky stabbin off on my gitmob, mystic shield on the hag and thanks to the moon moving onto my quarter I heal 4 on the hag. My spiders on the roof and around the buildings sprint over to no mans land and nab me that objective. In combat the scuttleboss only hits twice from himself and the spider with no mortals proc'd, in return he's eaten by the skullcannons who then are able to shoot and kill the arachnarok before it gets to strike (16 dmg caused!) We go into Khorne turn 2 and he basically stays put except sending some blood reavers in the the spiders on the left in the picture above, and some more blood reavers into what was left of my 10 spiders after the wrath axe + bloodboil was done with them. We kill a bunch of reavers, but not enough and khorne are able to score. Score Khorne: 4 gloomspite: 4 I unfortunately can't quite recall the events that happen from this point. I believe khorne take the turn leading into 3 and you can see above the objective is on the far right. He retreats out his blood reavers to grab it and charges his wrath mongers to kill the 3 spiders chilling next to the wrath axe. His cannons on the right take out 28 gitmob this turn with a combination of shooting and battleshock. I've missed turn 3 pic for my turn, but above is the beginning of turn 4. You can see in turn 3 I tried to hand of gork my madcap shaman onto the objective, but I couldn't place him within 6, so I had to burn a command point to auto run my gitmob shaman to capture the objective. Score was : Khorne: 5 gloomspite:7 Going into turn 5 he wins the roll off and goes first. The orb moves into the middle of his army... At that point the dream of winning on points was dead. So khorne have the major victory. He wins the roll off and I can't do much except to start shifting the trolls around the outside of the building towards the objective. In his turn he flaps the bloodthirster over and above you can see he's looking at a gap where my troll hag used to be. He did 12 dmg with the flail and took her off. He didn't bother with the charge on the troggoths as he strikes first and had killing frenzy on him, thus ignoring my -1 effectively. My gitmob took 5 mortals from the wrath axe and would have fled due to battleshock. In the end I had my moonclan shaman and gitmob shaman left and he had most of his army. Was a fun game though and Keith was great to play against. If you're interested he put a short form battle report here: https://www.youtube.com/watch?v=B1HvHUvuAUA I think I might have still had a chance if I kept my arachnarok and scuttleboss back and if in turn 5 the orb moved out of the middle of his army. Its a lot of maybes though and his skull cannons may have just dealt with those two units in any case. My take aways from the game were: - My army doesn't do enough damage and isn't taking advantage of the tricks gloomspite have, like the overlaying modifiers to hit. - The spider riders in the battalion are worth it. 10 inch move ignoring terrain for the purposes of movement is huge in objective play. 5 of them aren't that easy to remove either and with the large base size are perfect for screening. - Scuttleboss is not so good without totem or moon support - gift of da spider god possibly a waste on the arach, should have gone with something that effected the enemy. - Wrath Axe is pretty good! Killed 10 spider riders and about 15 or so gitmob Thanks for reading! I'll head back to the drawing board and see what I can come up with... I am mighty tempted to go Slaanesh and try and get some vengeance on these khorne fellows... Crispy out.
  4. Thanks Fellow troggboss! May your glowy howzit forever be uneaten by yourself.
  5. Thanks dude! Should have a bunch more done this weekend to share.
  6. So with the release of the gloomspite gitz battletome my beloved troggs got some loving. I managed to run a pure trogg list at a team tournament a few months back. Here are some snips of the action My team mate was running a deathrattle list, in the picture above we came up against a fairly nasty nighthaunt legion of sacrement combo. Managed to win a minor on kill points. Trogg boss nearly died from 4 myremourn banshees, he got some revenge by strangling one them (didnt kill anything else before the game ended). In the picture above I moved up aggresively with the trolls and ended up beating the snot out of the opposing spiderfang. Unfortunately we forgot to cap the objective on the far right (near the ruins and lost by 1 point! My list was: Realm: Ghur Troggboss - General, Loonskin - 300pts Troggoth hag - Gryph feather charm - 380pts 2 X 3 fellwater troggoths - 320pts (battleline) Total Points: 1000pts. The next list I'm working on is Realm: Ghur Scuttleboss - Blackfang, Monstrous mount, General Madcap shaman - hand of gork spell Webspinner shaman on Arachnarok - Scuttling terrors spell Troggoth hag - Gryph feather charm - 380pts Gitmob shaman - Allies 3 * 5 spider riders - Battleline 2 X 3 fellwater troggoths - 320pts (battleline) 60 gitmob archers - allies Battalions - Spider rider skitterswarm So far I've faced off against a wanderers list (using their battalion) with a dragon ally and managed to pull off a win in the better part of valor. Was mostly due to my friend rolling badly on his waywatchers in the first turn and not using his teleport shenanigans enough against me. Still a wins a win! I'll post some updates as I go on the blog. Here are some pics of my scuttleboss and my trogg boss (both WIP) Crispen out
  7. I imagine he was surprised by the winterleaf shenanigans pulled on him haha. Still 20min game gives you plenty of time to drink in the atmosphere and gloat more as your team wins.
  8. Yep, totally agree. I think it might be an alright option as allies for gloomspite too, 350pts for an alright screening unit (if you need it) and if not some decent shooting. Till the troggboss dropped I was running 160 gitmob with a few shamans, troll hag and a few units of fellwater trolls. It would do well against most things, except sylvaneth rekt it pretty hard. I'll have to see how it goes now the trolls are super killy. Had 3 fellwater troggoths just chew through 30 plague bearers the other day at a 1k team tournament. So much better than what they were. I saw your video with Doom and Darkness, have you tried captain smash yet? Someone was trying him at the tournament I was at and the best he did is delete a unit of 3 goregruntas
  9. Excellent! Thanks for the reply man! The gordrakk thing sounds pretty tasty. I was more thinking of just taking the skitterswarm (think thats what its called, with the scuttleboss and 3 units of riders) + my stonelord and maybe some gitmob to fill in the battleline requirements.
  10. Hi Guys, I did some searching on the internet and saw on reddit some chaos players saying you could take battalions in mixed chaos. Just wondering if you can take battalions in a grand alliance army? I took a look in the handbook and couldn't see anything saying you couldn't, but I'm assuming I've missed something. Thanks in advance for the help.
  11. Sweet, thanks for that Eevika!
  12. Thanks man :), will post up finished picks when done and also any info on games I play!
  13. Hey guys! With the release of the gloomspite gitz I decided to revamp my fellwater trolls and paint my giants. Heres a WIP shot of the gang, still got the details on the giants and fellwater fellows to go. Troll hag I just did some more plants on her base to make it look more swampy. As for my list, my local GW does 1500pt tournaments and as soon as they drop the troggboss I'll be taking: Troggboss - amberglaive, general, tough and leathery troll hag - gryph feather charm 3*3 fellwater troggoths 1 giant Troggherd battalion Comes to 1500pts and is a 2 drop list. The idea behind keeping the drops low and the purchase of the battalion is I want to have the choice between first and second. Since the army is relatively slow, I'm hoping to bait the enemy into positive early charges for myself. The amberglaive gives the troggboss +1 to hit and an extra inch reach so he can potentially strike over the fellwater troggoths with his club. I decided not to give him the grygh feather charm, since he's not a monster and can benefit from lookout sir. I've been running troggoths for ages with gitmob allies (since aos 1 haha) and always loved them, but been pretty much universally creamed. So looking forward to seeing how they go with the additional +1 to hit on their clubs and vomits. Might just be enough to net me 2 and 1 instead of 1 and 2 at the tournament (though not likely since I got rid of the useful bodies and replaced them with awesome sauce!)
  14. Hey guys! I thought I would share my thoughts after running beasts of chaos at a 74 player event in Aus where I went 0 and 5 with it. Allegiance: Beasts of Chaos Greatfray: Dark Walkers Mortal Realm: Ulgu (Shadow) Leaders Crispen the old(180) Dragon Ogor Shaggoth -General -Savage encirclement command trait -Hailstorm spell The Pale Bull(120) Doombull -Doppelganger cloak -Slaughterer's Axe Thacnor (100) Great Bray Shaman -the desolate Shard -Tendrils of Atrophy spell Serpenthide(100) Great Bray Shaman -Vicious Stranglethorns spell Units 30 x Gors(210) - Two Gor-Blades 10 x Gors(80) - Two Gor-Blades 10 x Gors(80) - Two Gor-Blades 30 x Bestigors(300) 10 x Ungor(60) - Mauls & Half-Shields 10 x Ungor Raiders(80) - bows 6 Bullgors(320) -Great Axes Behemoths Ghorgon(200) Battalions Desolating Beastherd(150) Scenary Herdstone Total: 1980 Extra Command Points: 1 Wounds: 166 Leaders: 4 Battlelines:3 Behemoths: 1/4 Artillery:0/4 Artefacts:2/2 Allies:0/400 I found stranglethrons was really good thanks to the tournament requiring each player to bring 3 pieces of terrain. tendrils of atrophy was really hard to get off (never got it off). Its hard to be 12 away in your hero phase I found with the beasts as you can't take a charge, you're too squishy. In one game I was in a good position, but when my turn rolled around the only model left was the shaman haha. 30 gor and 20 bestigor wiped off in a tomb king charge (settra with red fury, 6 carrion, 6 chariots). I think if you ran like 60 bestigor and 30 tzaangor this spell could be great as you'd have the staying power to form a frontline. hailstorm is great and I was able to use it to shutdown 40 skeletons in one game and slow 10 black knights in another. I nuked my doombull and 6 bullgor on the first turn pretty much every game, they did really well. I think the unit could be dropped to three though cause you only get 2-3 in anyway due to the large bases and they only last a turn due to squishyness. the battalion makes these guy pretty reliable. ghorgon did really well thanks to the new bloodgreed ability and killed 4 morghasts over mine and my opponents turn in one game, 3 bull tauroks in another. I screened him with gor and made use of his 3 inch reach a lot of the time. He's not so good ambushed on. Summoning on a cockatrice is not worth it haha. I used him in 3 games and in all 3 I summoned him on twice and he just doesn't do anything. I found a razorgor or 10 gor to be better (razorgor was great for tagging big units on the side with the re-roll charges). I summoned on a ghorgon in one game as well and that was pretty good too, though more bodies would have served me better and got me my secondary and 9 tournament pts Gor are I'm afraid to say not very good. I own 100 of them, but they just bounce off pretty much everything. The extra pile in does mitigate the large bases a little, but its hard to get enough in to do much. Bestigor are amazing, if you're looking to start a beasts army with no Tzaangor I would suggest running these. Doppleganger cloak is no good on the doombull as he's not meaningful enough to make proper use for it. The dark walkers shard is pretty tough to get off Ungor raiders are very good in the battalion when ambushing into the enemy territory. Dark walkers command ability is not as good as I thought it would be, but does have some nice synergies with the bray shamans devolve spell. Pull a unit off ab objective and then if they move far enough you can place your own unit down to capture the now vacant objective (happened once haha). The command ability is also good to use to escape. The summoning is nice and you basically get 140pts extra if you're using 10 ungor for it. My hardest games were ones with mobile strong characters. I struggled against Arkhan, the vamp lord ignoring rend (amethyst broach?), Settra with amethyst broach and a frost lord on stonehorn with amethyst broach. That's my thoughts thus far! Hopefully you guys find it helpful!
  15. If you take the catapults consider taking the whippy dude (can't remember his name off the top of my head(necrotect?)) to make them fire twice. My mate does that to me all the time. It sucks to verse haha
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