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The Jabber Tzeentch

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Posts posted by The Jabber Tzeentch

  1. 2 hours ago, Great Bray Tom said:

    I would make the Raiders one blob of 40 to ensure the 30+ models as long as possible. 

    Also I would take out the Gors, and instead of 30 Bestigor I’ve found that playing blobs of 20 works better for mobility. So maybe:

    Raiders into one unit of 40

    2x30 Bestigor become 20, 20 and 10

    Take out the Gors. You are now at 1930. And get another command point OR take out the Gorgon aswell and add a Chimera but I’m not sure if that screws up the chosen Battalion.

    i’ve found 10 Gors to be utterly useless and an extra CP with the new abilities might be better.

    Need the Gor for the battalion.

    List looks alright. I do agree that 30 besties can be difficult, 30 20 10 could be a good way to go. 

  2. 54 minutes ago, Maddpainting said:

    What do you think of the new Warcry for allies? like Furies? I think these guys are the best out of the 4. They can charge and instead of attack they can make a move action, a bit costly, but a unit of them with the Bull could be really good.
    https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//ENG_Warcry_AoS_Warscroll_Furies.pdf


    And then these guys 6" move start of battle, run and charge, 10 wounds, 1 out of 9 can shoot, i'd say they might be worth the 70pts for a scout/screen unit if you wanted to go 2nd.
    https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//ENG_Warcry_AoS_Warscroll_UntamedBeasts.pdf

    Finally https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//ENG_Warcry_AoS_Warscroll_IronGolems.pdf
    They are the though unit, basically Gors

    These guys are just Centigors with Fly and i'd rather have Centigors, they have less attacks than Centigors and less save, not good at all, leave these guys at home.
    https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//ENG_Warcry_AoS_Warscroll_Raptoryx.pdf


    I personally think 2 out of the 4 can be viable, but only 1 or 2 units at the most for a utility unit, tho i'd rather have Raiders for scouts, they are 10pts more thant he Warcry unit, and Furies are the ones that i see would have the most play.

    The furies are fantastic. You can use them to jump over enemy units weakly defending an objective to contest it safely out of harms way 

    • Like 1
  3. 1 minute ago, BobbyB said:

    I thought about doing something like this a while ago, not sure how it would play out in practice, but would be keen to see it tried out

    Yeah it’s by no means perfect, as the theoretical maximum VP is in reality very hard to achieve. But it’s a level playing field for everyone in each battleplan, it’s just the weighting between them is not completely balanced; that shouldn’t matter that much in theory though. 

  4. I’ve made a system to differentiate between players at a tournament by using the amount of Victory Points scored in each battleplan as the metric. 

    As each battleplan has different ways of scoring and therefore a different total VP available, each battleplan has had a weighting applied to it based off the maximum available VP one player could score if they held all objectives for all five turns.

    I feel this tiebreaker system represents player skill with less of the random opponent factor of Strength of Schedule for example. It is also more objective based than using Kill Points avoiding giving a bias to just wiping out an army.

    I have attached a spreadsheet to use if anyone is interested, simply input player VP scored under the battleplan and the Tournament Points for the W/L/D etc. Then use a sort on the total column each round to determine placing.

    Battleplan weightings:

    Blood and glory. 1 VP x50

    Escalation. 12 VP x4.17

    Border war. 45 VP x1.11

    Three places of power. 45 VP x1.11

    Gift from the heavens. 28 VP x1.79

    Take and hold. 1 VP x50

    Knife to the heart. 1 VP x50

    Total conquest. 40 VP x1.25

    Duality of death. 30 VP x1.67

    Battle for the pass. 45 VP  x1.11

    Starstrike. 40 VP x1.25

    Scorched earth. 50 VP x1

    Total commitment. 40 VP x1.25

    Focal points. 40 VP x1.25

    The better part of valour. 48 VP x1.04

    Shifting objectives. 25 VP x2

    Places of arcane power. 45 VP x1.11

    The relocation orb. 15 VP x3.33

    3F0A6DC6-EA2F-4E9C-AAFF-16CBDC8B7485.jpeg

    Stregth of Win.xlsx

  5. 10 minutes ago, Eevika said:

     

    Both of you seem to be missing the point that every top army relies on massive horde units to win. The one army that does not follow that formula is Gristlegore becouse its just so stupidly designed. I dont want hordes to become useless I want a balanced game where the game can be enjoyed competitively with low model count armies like BCR, and Troggoths. I think it would be a lot more fun seeing tables where massive hordes face great beasts and fight equally instead of massive hordes slaying everything in their path. 

    The problem with your argument is that you think 70+ models is a horde, which is probably more like the average model count of an army. Having two units of 30 as part of an army is hardly a horde. 

    When I go to tournaments or club night, I generally see a mix of armies, some horde, some monsters, all sorts. And they’re all having wins and loses not just the horde armies. 

    • Like 2
  6. 4 minutes ago, Knight Scáthach of Fimm said:

    Capture points using the accumulative wounds characteristic of eligible models? Hoards would still be superior but it just means you need 13 dudes to beat a standard monster.

    I agree with this wholeheartedly. I would even go for using wounds remaining to make things interesting. 

    • Like 1
  7. 4 minutes ago, Eevika said:

    Skaven is horde, DoK is horde, Fyreslayers to some extent, LoN relies on big units, Gloomspite best lists have 100+ grots. Slanesh is also large units of deamonettes. Even shooty armies like KO rely on 40 blocks of arkanauts to do good

    I don’t really know what you want from these armies though? These are armies that are heavily based around units of infantry/hordes which are supported by other larger units, not the other way around. 

  8. I haven’t seen gloomspite horde armies doing that well in tournaments. I wouldn’t say the general meta is even horde biased at the moment. 

    We’re regularly seeing bloodthirster, keeper, GUO, GKoT, heavy lists in the top of tourneys and outside of that it’s a very good mix of factions and builds. 

    So I don’t think there needs to be a fix for a horde meta as in general there isn’t one.  The internal balance of gloomspite may be a bit off though as troggoths aren’t that competitive but can still do okay.  They may even get a points change in the latest July update for new battletomes so wait for that. 

    Anecdotally I play with multiple ghorgons in my BoC army and generally do alright and have a great time with them. 

    • Like 10
    • Sad 1
  9. 1. Mildly annoying, probably more so as you’re used to fatmats. You could use a felt dice box though  

    2. Very solid, don’t tend to break. 

    3.  Pretty well, the camps are pretty solid too. 

    4. Yeah it can do, but some coats of  varnish should stop it really. 

    It does look super awesome, I think the downsides are outweighed by the upsides. 

    • Like 1
  10. I’d also like to add that if there are any relevant rumours that people want on the first post, tag me in a comment and I’ll do it. I do try to read this thread aand pick up anything new but its so full of general chitchat I’ll miss stuff. 

    • Like 3
  11. 2 hours ago, Overread said:

    only @The Jabber Tzeentch could do that as he's got the first post.  Or a passing mod could edit it as well.

    It's the most viable solution since banning all other talk would make this thread move so slow we'd forget it was here with the currnet pace of rumours; esp if limited to just AoS rumours. 

    I do occasionally update the first post but most stuff these days isn’t rumours it’s more vague detail from GW. Which I don’t count. 

    Bottom line is most stuff is either kept close to GWs chest or is released at their discression, not really rumours in my eyes. 

    Bottom line is anything said by GW isn’t a rumour and all info comes from GW now, so I rarely update the first post. 

    • Like 1
  12. On 11/16/2018 at 7:02 PM, Clanan said:

    What do people think of Plague Squall versus the other two options? I love the flavor but not rolling any 6s is so painful.

    It’s terrible in my experience. High casting roll, reasonable chance of doing nothing, unlikely to get the exceptional roll you really want. 

    I would always take something more reliable. 

    However it has its uses, the unlimited range and potential (albeit unlikely) for damage  it’s scary for opponents and they will try to dispel it most times. This can allow you to get your next spell through if they don’t have many unbinds. 

    Magnificent Buboes is my mortal spell of choice, decent range and with multiple debuffs it’s usable in almost any battle. 

  13. 22 hours ago, Kaleb Daark said:

    Of all the characters to make a return to the realms he morghur and Malagor would probably be most likely candidates - the brass bull after all was infused with daemon essence after biting the head off the bloodletter champion, and more importantly in him we have a khorne hero who is a combat machine - as they should be - also (for me selfishly)  he could lead a full blown khorne army.

    Now that thanquol is back (curtesy of the new gotrek audio book) anything is possible.

    I also think I heard right that the old beastmen khorngors and pestigors were coming up in the next round last chance to buy.

    Maybe try the spoiler filter next time! I e only just started listening lol

  14. I’m just getting in to the new BoC and was hoping for some input on this style of list:

    Darkwalkers allegiance

    Doombull, Nomadic Leader, Desolate shard
    Doombull, Herdstone shard
    Great Bray Shaman, spell: Titanic Fury

    3x3 bullgor
    20 ungor

    2 Ghorgon
    2 Cygor

    Brass Despoilers 
    Chronomantic Cogs
    1950
    +2 CP

    Plan is to ambush both ghorgon a doombull and some bullgor, use the Cygors to weaken wizards namely alariel, Nagash, arkhan etc ungor for throwing in the fire, probably just to summon more ungor for objectives.

    Use cogs for charge bonus on ambushing units and 2CP for charge rerolls. Once everything is in combat pop the one use reroll wounds and +1 to wound and hope for good hit rolls!

  15. 12 hours ago, quina2525 said:

    Hi guys

    I can't seem to get a clear answer here. 

    If I run a tamurkhan list. Can I actually take a maggotkin unique character. 

     

    It says they can't get the TAMURKHANS HORDE key word, but the way it says "all units with the keyword benefit from the command traits" etc. Implying that they can be there without the keyword. Any also in the designers notes that ANY maggotkin unit can be taken in the army. 

     

    Thoughts? 

     

    Apologies if this has already been discussed, I'm only on page 12 of 59 and wanted to ask! 

     

    Cheers ?

     

    Screenshot_20181024-231129.jpg

    Yes you definitely can still take unique characters but they won’t benifit from the tamurkhan bonuses 

    • Like 1
  16. 2 hours ago, sal4m4nd3r said:

    That’s where he shines! To small of a game to use another larger point sink model. And he is the best maggot lords, IMO. He needs a chaperon unit though. His debuff aura is procs in hero phase,  so he needs to survive a combat phase or two to get use of it. I like to screen him with a unit of kings or plague bearers. Something a bit Tanky. Then when your turn rolls around you can unleash the flies! Charge him in when the unit is weakened to finish it off with his mounts surprisingly decent combat profile!

    something I have always wanted to do is combo him and his dope spell with beasts of Nurgle and do damage in the movement phase! 

    You can use stenchplate artefact to do it as well ??

    • Like 1
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