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Garuun

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Everything posted by Garuun

  1. Had a doubles event this past weekend and managed to bring home a third place running this list for 4 of my 5 games, only dropping a game against a Pretrifex Nagash/Arkhan list. Allegiance: Gloomspite Gitz- Grand Strategy: Prized Sorcery- Triumphs: InspiredLeadersLoonboss on Mangler Squigs (310)*- General- Command Trait: Dodgy Character- Artefact: Arcane Tome (Universal Artefact)- Lore of the Moonclans: Itchy NuisanceWebspinner Shaman on Arachnarok Spider (295)**- Artefact: Web-strung Cloak- Lore of the Spiderfangs: Sneaky DistractionWebspinner Shaman (85)**- Lore of the Spiderfangs: Gift of da Spider GodFungoid Cave-Shaman (95)**- Lore of the Moonclans: The Hand of GorkBattleline20 x Stabbas (150)*- Stabbas & Moon Shields- 3x Barbed Nets- 1x Moonclan Flag Bearers- 1x Badmoon Icon Bearers20 x Stabbas (150)*- Stabbas & Moon Shields- 3x Barbed Nets- 1x Moonclan Flag Bearers- 1x Badmoon Icon Bearers10 x Squig Hoppers (180)***Units10 x Loonsmasha Fanatics (290)***- Reinforced x 1BehemothsMangler Squigs (275)*Endless Spells & InvocationsEmerald Lifeswarm (60)Scrapskuttle's Arachnacauldron (50)The Burning Head (20)Core Battalions*Battle Regiment**Command Entourage - Magnificent***Hunters of the HeartlandsAdditional EnhancementsArtefactTotal: 1960 / 2000Reinforced Units: 1 / 4Allies: 0 / 400Wounds: 116Drops: 6 Having pretty easy access to -1 to hit and -2 rend feels pretty good currently, and fanatics doubled their points almost every game. Matchups were; Bloodtoof Double Krushas, Nighthaunt, Squig Heavy Gloomspite and Petrifex Nagash/Arkhan. Couldve won the Petrifex game if I'd been a bit less consevative with my deployment, but that's what you get from having your first 5 AoS3 games of gloomspite at an event.
  2. @PlasticCraic I think I prefer the second one, though that's probably just me being leery of needing an endless spell to go off, and I like the idea of savage bosses just being a little mini squad with each other, 12 attacks in a single activation, not mention if you got a third squad lined up within 3" of the second guy sounds pretty groovy to me.
  3. @PlasticCraic IJ did okay in the teams event, lost to a mad man running fanatics and squigs .
  4. I'm gonna echo alot of what was said here, i will also add goregruntas into the suggestions as well as a change to an ironfist, you can use the hero combat to help you chew through the resilient units. Also being able to target things at range that support the resilience, like fyreslayers heroes, would be beneficial to you as well. But it's definitely gonna be a case of mixing and matching until you hit the sweet spot.
  5. There is a bonesplittas weirdnob as well, which may have caused the confusion?
  6. Trust me the mega boss on foot is not a tax, he’s the one hidden threat of the list, can drop a horror unit on his own, it is also another source of +1 to hit for the list to fight around debuffing armies. I’ve tried to fit in a maw boss but then I’m stuck giving the cabbage my artefact and dropping my arrow boys to make room, sure it would make the obr match up slightly easier but between the idol, arrows and wurrgogs warscroll spell I typically can fight my way through mortek guard walls. Tl;dr foot boss is fine, maw krusha boss requires gutting the list, though the I like the maw/idol list, it’s identical to the one I wrote myself in release, though I’ve swapped the Brutes for some arrow boys just so I can leave them at home and still have some input later in the game. Also on the subject of the arrowboyz, while they aren’t the all conquering point, click and delete unit they used to be what they are useful for is utilising another phase to do damage, freeing up your melee units getting around combat phase defensive buffs (mortek guard) and threatening heroes for the hero centric missions and match ups (fyreslayers and changehost)
  7. Joel took Kunnin Beast Spirits on his wardokk, I did Brutal Beast Spirit on Wurrgog, Kunnin on my wardokk and Breath of Gorkamorka on the maniak weirdnob on mine, we got to pick spells every game but I didn’t really need to play in the activation wars in my match ups
  8. Arrows behind spears and keep stuff within 18” of the general and within buffing range of the casters
  9. This was the list @PlasticCraic played against; Allegiance: Big Waaagh! Orruk Megaboss (150) - General - Trait: Brutish Cunning Maniak Weirdnob (120) - Lore of the Savage Beast: Breath of Gorkamorka Orruk Warchanter (110) - Warbeat: Fixin' Beat Wardokk (80) - Lore of the Savage Beast: Kunnin' Beast Spirits Wurrgog Prophet (160) - Artefact: Mork's Boney Bitz - Lore of the Savage Beast: Brutal Beast Spirits 6 x Orruk Gore-gruntas (320) - Pig-iron Choppas 30 x Savage Orruk Arrowboys (360) 30 x Savage Orruks (300) - Stikkas Rogue Idol (400) Total: 2000 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 197
  10. But we are the mawkrusha meta where we are... But I agree, you'll want sheer weight of dice to pull down Ethereal Mawkrushas
  11. I find that my idol runs out off buff range pretty quick, I also have it to up the range on the wurrgog warscroll spell so I can control more of the board, also can help me on the hero missions, getting s wurrgog down to a 2+ save is funny. we had a much smaller field than we usually do, considering we just ran our tournament for the year the weekend prior, so we had Big Waaagh!, Ironjawz and then Trog heavy Gloomspite then a Greywater Fastness gunline, a legion of night death army and a Slaves to Darkness army that was flinging a mammoth around. I played the IJ and Gloomspite and the death army. now I’m not saying I was against the strongest lists available, we just had a weekend of that so we played fun/experimental lists more than anything. But the sheer output of the idol and the mawkrusha was staggering, and the two wrecking balls in the list having 2+ saves and damage prevention rolls seems like the type of ****** that can square up to the likes of keepers of secrets and terrorgeists, which I suppose I’ll see how they’ll go when I help a club mate practise for Aus Masters
  12. Two seperate rules providing the effects, so each wound that gets through saves would trigger both, then you resolve the triggers
  13. Speaking of the Rogue Idol, I ran this at my clubs monthly 2k event; Allegiance: Big Waaagh! Mortal Realm: Aqshy Leaders Megaboss on Maw-Krusha (460) - General - Boss Gore-hacka and Choppa - Trait: Ironclad - Artefact: Ignax's Scales - Mount Trait: Mean 'Un Wardokk (80) - Lore of the Savage Beast: Breath of Gorkamorka Wurrgog Prophet (160) - Lore of the Savage Beast: Kunnin' Beast Spirits Orruk Warchanter (110) - Warbeat: Fixin' Beat Battleline 30 x Savage Orruks (300) - Stikkas 30 x Savage Orruks (300) - Stikkas 5 x Orruk Brutes (140) - Pair of Brute Choppas - 1x Gore Choppas Behemoths Rogue Idol (400) Endless Spells / Terrain / CPs Balewind Vortex (40) Total: 1990 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 184 Ended up going 3-0, tabled all my opponents and only lost the Idol and the brutes once over three games
  14. +++ Mod Edit +++ Try using movement trays as you can buy them online (or use the 40k apocalypse ones).
  15. Gee that list looks awful familiar, you wouldnt happen to be going to a town in Victoria, Australia to play
  16. Page 55 ghb, you only get one general sorry bud
  17. My bad, you pick on and roll for it, still till every turn though
  18. you roll at the end of every turn for each destroyed unit, as per the loonshrine warscroll
  19. @Skabnoze grots aren’t there to be damage dealers, sure I could drop a cheap hero in, but 90% of their job is to either lock people out of objectives or combo with the anvil units, but I’ll see what shuffling of points I can do, because giving the squigs +1 to wound feels pretty important when I play in a meta of players that are big on debuffing the ****** out of each other peoples units. Also I have one big unit of grots just to have something that I can recycle into a reasonable amount of bodies when it inevitably dies
  20. I’m already worried I’m not going to have enough punch to take stuff that needs to be dead in a turn, plus having a bunch of CP to be able to play away from the shrine is nice. And you are damn right about Frank, but he will have his day!
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