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PlasticCraic

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Everything posted by PlasticCraic

  1. If you're dead set on the Rockies (and they are a decent unit), then I think you have to drop the Squigs down to 6 unfortunately You can dump the Jaws of Mork artefact on the Shaman. There are no restrictions on who takes that one.
  2. Second option would be 1x 40 Stabbas and 2x 20 Shootas, wouldn't it? Which works quite well, because it's putting all 80 Grots you own on the table. Being a Boss does help a lot, because: 1) He can take an artefact (-1 to be hit) 2) He can use Command Abilities (put out Inspiring Presence, make run rolls into 6" and reroll charges are probably the most useful in this army, in that order) 3) He can score bonus VPs on Leader missions It does add quite a lot of utility for an extra 40 points
  3. If you're on exactly 2000, the Loonboss on GCS should free up 110 points, and there's two ways you can leverage that; 1) The horde discount on Stabbas (taking them up to 60 only costs 100 extra points) 2) You could swap out 20 Stabbas for 2x 20 Shootas (240 points total either way) You could even trade out him and the 6 Rockies for 60 Stabbas and a Loonboss. That would put you on 120 Grots which is a pretty healthy number, depends how many models you have available?
  4. @Pombar I would rarely throw the Rogue Idol forward turn 1 personally. You're giving away the +1 to cast, and you're putting him outside of range of the Warchanter and Wardokk healing. He's not all that efficient at just pounding away at chaff screens. There's other stuff that is much better for throwing under the bus. All kinds of pigs can blow up chaff screens more reliably and at a lower cost. Also Arrow Boys can plant their feet in the middle of the table and shoot some stuff up. Pebbles is adding value to that through buffing the magic that makes them effective, and maybe even getting the Wurggog Prophet to hit a jacked up 10+ cast on his warscroll spell. I think you need to be patient for at least a turn or two with him in most games, and then strike at something elite or a Hero when it will be decisive, and he won't just get swamped in volume of attacks. There are other tools in the army that can scratch that turn 1 aggro itch more effectively.
  5. I'm gonna disagree with @Dankboss here and say that yes, Gits are bad. They're not so bad that nobody can possibly win any game, ever - we don't have to lurch to extremes - but I would put them well below halfway (if they are in the fat middle, they are skulking right around the bottom end of it). Just to substantiate that a little, JP's ELO rating has them right near the bottom under the current GH. No set of stats is ever definitive but it does demonstrate that across thousands of games all over the world, you are by no means alone in finding them difficult to win games with: Where I do agree with Dankboss is that their Warscrolls are good, they are just lacking in extra rules. But that's a huge deal. No other book is playing off their Warscrolls to the same extent as Gits and if they did, I think they'd find life a lot harder. But it's obviously been noticed by GW and Jaws of Mork was an excellent update, and hopefully the incoming Troggoth rules are just as good. So hopefully that will encourage you to keep persevering. The reality is you're playing on hard mode but if you're up for the challenge, Gits aren't that far behind the others, and you should be able to get back into the game. I'd say so. It is "free" rules in the sense that you just layer it on top of Da Bad Moon, but it does come with its own trade-offs. Specifically it locks you into a Command Trait (not an issue if you're taking Skraggy) and artefact (quite important, because it means that you miss out on some good ones from the book). The Battalion benefit is superb in its own right, and it gets you a second artefact (so you can keep the Clammy Cowl on your Manglers). Putting him on neg 1 to be hit is quite important and the double-damage Boingrots are nuts (I've played with the new rules). One thing to note is that your General does not have the Squig keyword, so you'll be recycling Grots through the Shrine (unless you make the Mangler Boss your General). I would personally want more Grots in an army like this. Biggest thing I'd be asking myself is how I will win games. Classically Grots have won by getting on objectives and staying there, but that doesn't look like your strategy (you'd need a lot more bodies and stacking negatives to hit). And that playstyle isn't fun, and has a hard ceiling anyway, so I can get with trying to kill stuff instead. So the question then becomes, how will you get the Boingrots into them? They really need to charge, for the Mortal Wounds, for the +1 to wound, and for the extra damage from the Battalion. Also they are the classic glass hammer: they will either murder stuff or die horribly, there is little middle ground. Broadly, there are two ways to do that: either build for speed, and ram everything down their throats turn 1, or send a distraction into them, set up screens and then charge out from behind them. There is already an example of someone have great success with an alpha-strike Squigs army: What you will notice here is that Adam's strategy leans into two elements: low drops, and all-out speed. He is using Hoppers for the 3D6" movement, since they are a lot faster than the Bounders and still hit hard (rend -1 damage 2 on the jaws attacks). Similarly he has multiple Manglers, all with that 3D6" rerollable movement, and keeping his drops down to 1 in the Battalion. He has the big battalion for the extra 6" move, and the Loonboss on GCS for the extra 3". It all works because you have loads of units with that kind of movement: if one unit doesn't roll hot, another one will, and he's almost guaranteed to get multiple, hard-hitting units where he needs them every time. I don't think your list can execute that strategy. You are going to be way higher drops, and you don't have that critical mass of speed boosts to get where you need to go reliably. You have a little bit of speed that's still only partly reliable, some hard-hitting but slow units that can't really take a punch, so scoring units but not that many. In the real world you'll often end up being made to go first, stringing a few units out in the middle of the board, and then they'll just get picked apart. But that's ok, there's other ways to play this army. I think you're in the position of "playing Warhammer", developing the board, and pouncing when the time is right. Honestly, that's got its own problems in a shooting meta, but if your local games aren't too competitive you should be able to achieve it. The good news is, you have Cave Squigs, which natively reroll charges. I love throwing them forward with Hand of Gork and chewing up something on a lightly guarded objective, or just boxing them in behind their own chaff screens. It means that if your opponent makes you go first, you are unlikely to completely waste a turn. What I'd suggest is dropping the Loonboss on GCS and putting more Grots in there. Run forward and set up camp with your Rockguts hitting over the top of Grots on an objective (with a view to advancing them once holes start appearing), harass your opponent early with Squig Herd, and tee up big charges with Boingrots flying over the top of your screens. It'll still need a lot practice to make this kind of army work, but if your opponent's aren't playing too competitively, I reckon you'll get there with perseverance!
  6. Agreed, there's loads of competitive lists that have done really well with the Prime (often as an ally, but that's more a reflection of the state of Stormcast in general than the Prime in particular). He's also pretty handy for grabbing Auxiliaries - overall I'd say he's in a really good spot.
  7. It's not a bad idea, their base is >6" so they can still be targeted by the Crawlers, but they are good on a lot of scenarios now too. That base can get the gold on two objectives simultaneously on Focal Points for example. I also like Squigs, because they reroll charges natively. So they are good for teleporting and making the 9" charge, and once they're in the Crawler can't shoot anything. If you're doing Realms, Wildform (from Ghur) really plays into that too (+2" to charge).
  8. Let us know how you go! EDIT: FWIW I'd probably take the clubs over the hackers in that build.
  9. You can fit in a Hunter with the Eurlbad if you want that deepstrike (as long as you're not using him for damage output with the Skaal): I don't think that's a bad little army.
  10. It's an allegiance trait: they can choose Coalesced or Starborne. Coalesced gets Scaly Skin as part of the package, which makes Ogors look pretty sad. But Starborne is more popular and the competitive go-to. They're both amazing, but Starborne gives them free teleports every turn, and summoning. As well as a CA within one of the Starborne tribes that lets Skinks fire overwatch after you charge, and then retreat.
  11. I wish Morboyz even just had rend -1, then they'd have something of a role within the army.
  12. I've seen some very nice conversions based on Fimir (by Benjamin Savva), although they themselves are hard to come by these days! I've seen them done with Brutes brandishing the big spears too, not naked enough to be Bonesplitterz for my money but it's pretty clear what they are.
  13. Very interesting list @kozokus, good luck! Come back and give us some batreps too please 😃
  14. Bonesplitterz are money against Fyreslayers, check out this article for how I set up to one-shot a unit of Hearthguard with Big Stabbas: https://plasticcraic.blog/2020/02/27/summer-smash-tournament-review-big-wins-for-the-big-waaagh/ Note that this list is no longer tournament legal (Warboss is now Compendium) but you could easily adapt it. Your bigger issue will be fitting Gordrakk and Big Stabbas in the same list from a points perspective. Nah Brutes are ok since the points got shuffled around. I can see myself putting them in lists now, maybe one unit of 5 or 10. The biggest thing for me is the +2" to charge on Ardboyz, which Brutes really miss. But you could definitely work them into a list.
  15. You kinda want a mixture of unit sizes for S&B, because you do need that big hammer to crack something and guarantee a cascade. But you already have that here in Gordrakk / MBMK and your 6 pigs. The reason you've got a few medium sized Ardboyz in these lists is more to allow you to contest objectives in different areas of the board, and also because you only have so many points! Ironfist is also a very good Battalion, I'm leaning Ardfist here because I think it gives you a win condition against FS (lose your units and pop up again to contest an objective miles away from their HGB). But never rule Ironfist out. I built those lists around Ironsunz as you can see from the CT and artefact, because I think it's the most fun (the countercharge is always interesting tool to use), the artefact is useful, plus it gets you an extra CP to fuel your Ardfist and absence of Ironfist. You certainly could go no Clan, but at that point I would look closely at Big Waaagh, maybe even with Gordrakk as general for the 6 Waaagh points and an Ironfist for back door access to Mighty Waaagh
  16. Yeah I'd have to agree with @Magnus The Blue I'm afraid, especially if you're set on running Gordrakk which I see as sub-optimal. IJ have some neat tricks against Slaanesh, specifically: - Smashing and Bashing circumvents Locus. So if you charge multiple units and kill something soft first, you'll get to hit their Keeper - You can Hero phase charge with Mighty Destroyers, retreat back out in the movement phase, then pile in (because you completed a charge earlier that turn) You still have to be super careful because they're summoning can get out of hand quickly against multi-wound models. In practice that means killing their Heroes at the first opportunity, and having models around their Heroes to close down the 9" summoning zones. Against Fyreslayers you're going to be banging your head against the wall a lot of the time. They Mighty D retreat thing will still work around Hermdar fight first. Without any way to snipe out their Heroes, you're looking at playing the scenario, but if your opponent is good he will be favoured in the matchup. The good news is, they don't have much in the way of shooting, which means your Warchanters will be safe; and they don't have dominant magic, so a Shaman will be usable. I do think this list would be a lot tighter if you ran a Maw Krusha instead of Gordrakk and a Megaboss: Maybe with a BWV instead of the extra CP, so you can have some fun teleporting the Shaman to where your summoned Boyz come on the table and double-banging Green Puke with extended range.
  17. Thanks for the reply @RuneBrush. I'd love to think that applications from women would be strongly encouraged next time the team expands or someone retires / moves on.
  18. Some very good points here @Enoby and I think this one is worth emphasising. It was an eye-opener for me the first time I went to a store tournament at an FLGS and there was a Yu Gi Oh event happening at the same team. Our players were all male but around 50% of the TCG players were women, and that would not be unusual from what I've seen since. It seems to be the same with RPGs...the same kind of "guys online" might try to explain that away as being more cooperative and more about story-telling, but I think the fact that card games (which are just as adversarial as wargaming) have so many more women playing really highlights that miniature wargaming is the odd one out, and could be so much better. This is also a really important point I think, and has got me wondering why that would be the case. To give one example, the short story in the Fyreslayers White Dwarf issue was explicitly about female leadership and female empowerment. And yet there are zero female Fyreslayers on the tabletop. So the recognition of the issue, and the will to improve positive female representation, does seem to be there. But if it's not making its way through to the tabletop in the same way that it does in the lore, why would that be the case? I guess there's a few reasons: time delays being a big one (GW can turn out fiction, especially short stories, more regularly than they can update every model range). Even then, while the newer ranges do tend to have more women than the older model ranges, it's nowhere near parity. One possible factor is that the creative team (perhaps subconsciously) are cautious about how they model females without being reductive. DOK for example are basically a teenage boy's fantasy and not something that I believe would represent the hobby well to a woman who was new to the game (happy to be told I'm wrong if women reading this disagree). The classic boobplate is less egregious but still (rightly) draws criticism, and maybe it's just easier in that context to stick to what they know? I'd be interested to know how many women are involved at GW in conceptualizing and designing the miniatures. Hopefully someone can turn around and tell me that there are loads of women already employed in that area, but if not, it's something that could probably be looked at in the future as vacancies are created.
  19. Couldn't agree more! I'm genuinely tempted to buy a heap more Hoppers now.
  20. Hey @Gutlord what are your goals? Is this meant to be a tournament army, or something for casual games with mates? Just want to understand your expectations before I chime in!
  21. Yes I'd say it's still worth playing pure IJ under Big Waaagh. Their own allegiance is good too, but you could totally take a pure IJ army and enjoy the benefits of that. Truth is, both IJ (particularly Ironsunz) and BW are fun to play. So is Bonesplitterz. If you're drawn to IJ, you can buy the models and use them in either or both allegiances and they'll operate perfectly well.
  22. Depending on what you mean by viable, I could see myself taking this to an event. It's not the best or most efficient Warclans army (imo) but I think you could reliably go 3-2 with something like this: You're generating loads of Waaagh every turn with that little Heroes and the high body count (so you can buff your casting and unbinding even further). You can stack +2 to save on your Savage Orruks or Arrow Boys, with enough casts to give them a Mystic Shield too, so they're a real pita (60 wounds on 3+ RR1s, 6++). Warchanter generates loads of Waaagh and can buff your Gruntas, then Pebbles. We have the BWV as described above so between Green Puke, Fists of Gork and the Dakka, you have scope to do damage across multiple phases. It's a pretty balanced army so you should be in most games, but it does lack a couple of things: you will really miss a Megaboss for access to Mighty D, and you might be better off with a CP for Turn 0 Battleshock protection rather than the BWV for the magic high jinks. Not cutting edge competitive, but I would call it viable.
  23. One thing I'd really like in here is the Balewind Vortex: Early game it gives you a Turn 0 threat with the Prophet's warscroll spell If we're investing in +s to cast he has a great chance of cracking that 10+, and it gives him approx 36" range (24" + 1" BWV placement + 5" BWV diameter + 6" BWV extension) If you are careful with deployment you might even get to cast it from out of unbind range and still hit a big unit Then if the situation dictates, you can dispel it and cast again with the Weirdnob Shaman He can start banging out double Green Puke with extended range, teleporting himself around if needs be A pretty good tool for 40 points I think, especially with the dual use. So if one wizard goes down, or you've zapped their only big unit, you have a secondary purpose for it.
  24. I agree in general @Nezzhil, playing Grots will be a pretty bleak experience most of the time, because they do have lots of bad matchups and most of them are on-meta power armies. Most trending armies will shoot off your Heroes, switch off your magic or probably both. And then you're left with a rabble that will Battleshock off the table in two turns. Seraphon for example have better movement, better magic, better combat and better shooting. Good luck. I do think mixed / Grot heavy lists still have a few good matchups (although they're definitely behind the curve overall). Negs to hit are still great against Stonehorns for example, and you should be able to get Blightking spam hitting on 5s or 6s, then outscore them on the scenario while you slowly get tabled. Even Fyreslayers might have trouble getting around your Endless Spells and working through your bodies in time. They also have a couple of good Battleplans: the pie-plate A-Rok can get the gold on Focal Points (being within 6" of multiple objectives simultaneously), and even Scorched Earth for that matter. It also helps that Grot Battleline is decent for missions like Better Part of Valour and Shifting Objectives. I guess I'm just being devil's advocate really, because I do believe they are struggling and already need a new book (the current one was really a failed experiment), but I wouldn't completely rule out taking them to a 2-dayer until I'd seen the pack. Next question: What do you think are the best matchups for Squigs? And are you thinking full alpha-strike big Batallion here?
  25. Might be worth checking out Adam Slovak's Squig list, he's been doing quite well with it. He posted the link on Twitter below: Adam went 4-1 at this event, and did a write-up on the list: https://www.twitlonger.com/show/n_1srcf1i He's also gone 3-0 at a one-dayer since, so it's worth a second look!
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