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sal4m4nd3r

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Posts posted by sal4m4nd3r

  1. So I have been pouring over this battletome while I build and paint up my force. I have a few thoughts:

    1. The loon boss on mangler squig is as good as the shaman on Arok. He damage potential is REALLY good. His command ability and an inate +1 to hit when charging makes all of his attacks hitting AND wounding on either 2s or 3s with some good rend and high damage attacks. Its a missile that does even more damage when he dies for the same points as Arok Shamen.. but a different role. I see him as a sledehammer with the arok shamen being more of scalpel unit.  I also love how his profile degrades as he gets hurt then goes back up to full by the end as he gets angry >_<

    2. I REALLY like the malevolent moon. Way more then the arok cauldron. -1/-2 casting and d3 mortal wounds for anything that it touches?! and it CANT POSSIBLY hurt gitz units! 50 points. That sound really good to me. Which leads me to my next point...

    3.... instead of the cauldron, why not bring a fungoid cave shamen, take the hand of gork spell (in my case I will take the squig lure to make LBoMS run and charge... our army is so fast teleport is nice.. but not exactly needed). and also generate 2-3 cp a game for free! And he gets a turn with 2 casts. There isnt really another CLEAR CUT winner for spells from the moonclan list except itchy nuisance. but I think you will get more utility from using the FCS instead of managing the cauldron. It only really works on the Arok shamen,  but a few turns of taking d3 mortal wounds plus enemy fire is going to severely gimp a damage dealer. 

    4. I wont be relying on the light of the bad moon for buffs. Taking squig lure to make sure the LBoMS can run and charge, and totem of the spider god to make sure Im getting some 5+ MW hits from the riders. If I double up, I double up but relying on the path of the moon to be perfectly timed with such crucial buffs is not something I want to leave to chance. 

    5. Scuttletide is so effing good for 30 points. 

    6. The low key buffs to spider riders as DOPE. +2 move base, and ESSENTIALLY +2 bravery base increase are great. With all the CP this army can generate though, inspiring presence doesnt seem like it will be hard to come "spam"

     

     

  2.  

    20 hours ago, JonnyTheKing said:

    Hi all, returning to Nurgle, what is in the meta currently regarding Nurgle?

    I've been running blightcyst with moderate success after PTWB was nuked from orbit. Came in 3rd at NOVA and runner up in competitive local RTTs. Regularly win friendly matches against competitive and smart players. 

    glotkin, gutrot, lord of blights, harbinger of decay, 20 marauders, 5 kings, 5 kings, 10 kings, warshrine, blight cyst.

    I'm actually thinking of keeping the warshrine undivided. Rather then RR all wounds, I like the idea of giving a unit of kings rr1s to hit and wound. The downside is he cannot be protected by the harbingers 5++ bubble, benefit from glotkins command ability or be affected by any nurgle specific trait or cycle of corruption. But I think its worth it.  hitting/wounding on 3s  RR1s is REALLY good. All I sacrifice is a bit of survivability on the warshrine itself.  The 6++ bubble is projects only specifies MORTAL unit. Doesnt have the match the god specific keyword so only the warshrine itself suffers and only marginally. 

     

    Thoughts?

    • Like 1
  3. So after watching the teaser for the new grot faction..I’m almost positive spiderfang are in gw new book!!!

    They speak of spiderfang beliefs of what the bad moon is (it’s actually a giant spider egg that will hatch and cover the world in spiders) and very clearly a arachnarok at the entrance to the cave and spider riders fighting along side grots in the animation. 

     

    70688BF7-05C0-488B-BB6A-EB6CBE0061AE.png

    4910DAEE-FE45-4CFC-B04F-68D05C231DC2.png

    6338D73F-8399-4547-8E6E-BBBE8A3EFCA0.png

  4. 5 hours ago, sorokyl said:

    Say I take Grandfather's Blessing trait (start of your hero phase, move cycle of corruption forward/back)

    As far as I know, you can resolve "start of your hero phase" abilities in any order you wish. Is that correct?

    Say at the start of the round, cycle advances to 6. (start of your hero phase, d3 enemies d3 wounds). First thing I do at the start of my hero phase is trigger that. I then use my trait to move the cycle forward. It is still the start of my hero phase. Now at the start of their hero phase (which it still is) nurgle units heal d3 wounds. 

    Is this legal? 


     

    Absolutely! I like to get the wheel to 6, make the mortal wounds rain, then switch back to 5 for the defensive buff. Then it goes to sick and try to cast foul regen to make it go back to 5. If not it ticks to 7 next turn for healing and again try to cast foul regen. Great use of the wheel! Even better with witherstave for enemy re-rolling 6s ot hit AND wound!!!

  5. 1 hour ago, Luke1705 said:

    Wish I could but the complete battleshock immunity (and -2/-2 to hit) plus 5+ FNP isn’t awful on 120 5+ save bodies.

    Also the PTWB can’t be nurgle (although I have a dream where the beastmen FAQ changes this, as some have hinted it might)

    DRAT! you are right! Where are you getting complete battleshock immunity from? Good source of battleshock immunity is Kazyk the befowled from Tamurkhans horde. Command is 14" BUBBLE of inspiring presence. 

  6. 11 hours ago, Luke1705 said:

    So here’s a thought for a list, basically an alpha bunker using GA: Chaos, but PTWB so I figure I’d toss it here. What do you guys think? Durable enough to negate the fact that it won’t kill much of anything?

    GA: Chaos

    Archaon - 660 (General)

    Blights - 140

    Blights - 140 (lens)

    Blights - 140

    Harbinger - 160 (crown of conquest)

     

    40 Marauders - 200

    40 Marauders - 200

    40 Marauders - 200

     

    PTWB - 160

     

    2000

    You need blades of putrefaction in this list and the marauders natural +1 to hit. So festus to sit behind/near archaeon for more healing and tossing out a blades on one of the units. 

  7. I cant see why spiderfang armies WOULDNT use the Fungoid shamen as the general. I mean for 80 points being able to run and charge is HUGE.. especially with a natural +2 to run (+3 with bellowing tyrant). I'm sorry for the constant post spamming. This is all new (and exciting for me).

    Decided on the realm of ghur for my army. Started making lots of over the top rocky bases to represent the harsh, spiteful landscape of the realm. Going to convert some trapdoor spiders by cutting the spider in half right where the grot sits. Keep the front legs and face with a greenstuff trap door over the top. I need to get a hold of a couple of the grots that are grasping at the ground from the 40k big mek shokk attack gun (pictured below) as if the spider decided to snack on his grot companion :D I figured I could use the back end of the spider diving head first into an open area as if it is burrowing into the ground! Most of the other spiders will be pinned almost mid air as if leaping from, onto, or over the rocky bases shown below. 30/45 done!

    41965063_10105723138012432_736314586042466304_n.jpg

    SAGMek1.jpg

    • Like 1
  8. Thanks @Lord_Skrolk for that information! I never bought the MalPo book. Well look at that! So In a SPIDERFANG army, the fungoid cave shamen CAN be the general, but wouldn't be able to take artefacts or command trait. We would lose out on a command trait as he has to be the general to use the command ability. But GBBoGS could still use his command ability. . but cant be given a command trait because he wouldn't be the general..

    So the question becomes is the fungoid cave shaman's command ability good enough to sacrifice the command traits available to us? I LOVE jumping into new armies and theory crafting :D (which I assume we use the GA destruction command traits... even though we arent allegiant to DESTRUCTION??)

    • Like 1
  9. 1 hour ago, novakai said:

    you could do it in a mixed destruction army thought since they are destruction battleline units

    Yes but at that point I would need 3 units of moonclan or other destruction battleline. That seems like a waste of points to me for a spiderfang army. 

    Thinking 40-60 spiders is going to be where I land for 2k so i will go with spiderfang allegiance and allies. 

  10. 23 hours ago, Sheriff said:

    Cogs gives the arachnarok a third spell as well as re-rolls o save, which is super strong when you have the ethereal trinket. Basically in the new edition it very efficient to have one arachnarok in your list when realm spells are in play, but the second one is far less points-efficient. I find that without an arachnarok in the list, no grot units really get much value out of artefacts like she does. 

    Spider riders are too reliant on stacks of buffs, and a smart player can just ruin the chain of buffs. Multiple dependencies is a recipe for frustration imho. I do plan to play with a screening list to help them perform though (with gordrakk)

    If I run a spiderfang grot allegiant army, do moonclan grots still count as battleline?

  11. 6 hours ago, Sheriff said:

    I've completely changed how I use spiders in 2nd edition. The arachnarok is now a general in a mixed destruction army that is a buff-machine with realm spells, that is also un-rendable and re-rolls saves, just a big anvil that is thrown at the rendiest unit the enemy has, and they can't ignore it due to its value in casting 3 spells a turn. 

    The little spiders are still awful unless you go full gordrakk build but it costs too many command points to be worth it. 

    How do you the A-rok to cast three a turn? And why are they awful? What problems do you run into with them?

  12. 2 hours ago, Henlkhyn said:

    Hi!

    First my apologies for my english if i made some mistake (i speak french ˆˆ)

    I would have your advices about my 2K army list of Nurgle rotbringers.

    Leader:

    The Glotkin
    Lord of blight
    Sorcerer
    Lord of Affliction

    Units:

    2x10 Putrids
    1x5 putrids

    Endless spells:

    Chronomantic cogs
    Soulsnare Shackles

    Blightcyst

    2000 pt

    What do you think? Can i be ok with only 3 units?
    I 'll have  to use some plaguebearers with the summmoning points to protect my territory and just walk through my "ennemy" with all the putrid buffed by the glotkin, the lords, spell and blightcyst.

    Thanks for your replies and your advies!

     

    Henlkhyn

    What is the role for the lord of afflictions? He is a great model, and can hold his own in combat. But I do think you would get more use with either some more infantry (marauders, warriors of plaguebearers) or even horticulous for a second "free" tree and REALLY ramp up the summoning points. Also He is a TANK and offers great target saturation when the blightkings charge in. Alternatively, by dropping the shakles, and the LoA you could add in a harbinger of decay and some infantry to really boost your survivability. 

     

    I like the LoA.. but I'm not sure he will have as big of an impact on this list as other choices. Hope this helps. 

    • Like 1
  13. 18 hours ago, Lord_Skrolk said:

    Idk, probably a lot of people think an almost all spider army is awesome and would rather have that then a more optimized list. And to those people I say rock on with all of your eight legged friends! 

    I agree that Spiderfang in a tournament setting is probably best with like ~1000 points of Spiderfang in a mixed Destruction army

    Without getting into exact point values, just general concepts that can be tweaked to preference, a Spiderfang based army probably needs: 

    Grot Shaman for the better chance to drop Cogs, these guys are so good with an almost guaranteed +2 to casting that bringing 2 is a fine strategy

    2x Rock Lobbers for ranged support (our bows are near useless, you'll get like 2 unarmoured models killed all game with them)

    Big blocks of Grots to screen and hold objectives 

    Thanks for the response! Yes with an army as cool as spiderfang and not necessarily as competitive (although, admittedly, that is one of the reasons I choose them to put this notion to the test).. the rule of cool prevails. I have not had much experience with Destruction.. really at all. Going through the warscrolls availed to us, It seems the warscrolls with the most synergy with spiderfang are really only the Fungoid cave shaman. The grot shamen is cool for casting endless spells and a source of ranged mortal wounds, while the bonegrinder gargant and rougue idol being beatsticks that take up every point of the 400 point ally limit. Moonclan grot sbeing good for objective campers as You pointed out. Anything else I am missing??

  14. Piggy backing on what @PlasticCraic said ...

    Why dont more Spiderfang players run a GA army to get around the 400 point ally limit? Maybe with one or 2 large blocks of spiders.  How do you guys deal with battleshock. My nurgle army is all but immune to morale with high bravery, hard to hit/kill multi wound units, and plethora of healing abilities.  Is it better to take MSU spider units to mitigate bravery.. but then the DOPE buffs are only one a couple models as opposed to a a large block of spiders!

    I bought 60 spider riders, an A-rok and a grot spider boss last year and am looking for a change of pace for a bit after playing Nurgle exclusively for 2-3 years, including a great finish at the NOVA GT this year..which saw me playing MANY practice games.. several per week. a tad spent on the nurgle front and I think spiderfang would be an awesome change-up!

    • Like 2
  15. 5 hours ago, ReAnimate Studios said:

    Ok I'll have a look at those instead :)

    Only thing is I will need to find 40 hand weapons (axes)  and shields?

    The poxwalkers have crude hand weapons (some wrenches with spikes wired to them, inoperable guns with axes tied to them, scythes, axes and hammers) so they work perfectly. I used shields from the skeleton kit as they are very old and degraded looking. Be sure to remove the chem tanks and maybe the firearm bits from some of them. That was the one requirement by the TOs for them to be allowed at adepticon this year.  

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