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PlasticCraic

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Everything posted by PlasticCraic

  1. It's an interesting question. About a year ago (?), following suggestions from WHW, Warcom printed an official list of documents that were Matched Play legal. This was a really good idea and at the time it removed things like Firestorm from the game. I can't find the pdf on the website any more, have they abandoned it? Or am I just not looking in the right places? AFAIK we've gone from having a definitive, unambiguous definition of what is official for Matched Play to having no such thing. Hmmm.
  2. My Overtyrant on Great Maw has built up his own Big Name, based on his exploits across the games I played with him: Bollgo Skysnacks the Everhungry, the Unzappable Dakkaproof Edgelord Eater, Dakkbad’s Ruin, Devourer of Ancestors and Quencher of the Flame I wrote an Anvil of Apotheosis scroll for Bollgo too, although in Matched Play I use him as the Frostlord on Stonehorn warscroll (same base size): https://plasticcraic.blog/2020/07/18/gh20-review-part-2-anvil-of-apotheosis/
  3. @AlvaroVGamer absolutely, Kragnos and the Squigs is great fun! I think I like the second list better (maybe even 2x 5 Bounderz), but I think you'll really enjoy running either version of the army. Have you thought about Artefacts and Command Traits yet? One thing I like doing is to give the Mangler Boss the Arcane Tome and then the Dodgy Character Command Trait (because he will be a Moonclan Wizard). It's really good for keeping him alive, then you get the second spell too (Hand of Gork plus Squig Lure are my choices)
  4. Absolutely, I run 36 - 12 - 12 in my own Squignos list. Downside is that the 36 don't tend to die so you're only summoning 6s back, but I run a Mangler Boss so I don't really invest in the summoning. The min unit coming back is occasionally handy for the late game scramble but it's not a big part of my strat. Would love to run two 36 blocks at some point (probably not with Kraggy, although you could). It's in the link above but it's basically Skitterstrand lists: Your army must include at least three Skitterstrand Arachnaroks Or include two Skitterstrand Arachnaroks as Allies into another faction Or one-drop Battle Regiments with a single Skitterstrand (to showcase their useful role in Battalion slots) Not sure if you've ran Skitters before? Deepstriking Monsters are automatically useful, and I think 180 points is decent for what they bring (although splashing 540 points on them is obviously a bit of an indulgence!). I've enjoyed allying them into Bonesplitterz so I wanted to see what other people can come up with.
  5. I really like that, taking the wee man for access to Clammy Hand is a good shout. Do you find the 3 Rockguts do a bit of work? I've always ran them in larger blocks, but I've seen more people going with minimum 3s recently. I was also keen to hear what thoughts you have on the new Challenge which is specific to Gits (Skitterstrands), so if you or anyone else has lists on that theme let me know 😁
  6. I've put up a List Buliding challenge for January on the blog, and this one is Gits-related....hmu if any of you have lists you want to submit! https://plasticcraic.blog/2022/01/14/your-kragnos-lists-plus-the-january-list-building-challenge/ Side note: I played a few games with Kragnos and Squigs on the weekend, was a lot of fun 👍 Gonna be running that for a little while now I think
  7. Can't speak for everyone but I think he's absolutely awful. The +1 to hit is only on him and his equally awful mates. You can get the same result from a spell or CP but they'll do nothing regardless. I'll admit that I'm slightly bitter that the dude with the claws and the one with the gigantic axe have a grand total of zero rend between them. Feels like an absolute insult tbh, so I am kinda biased against them. But I really just don't rate his chums at all: I think they're an awful combat unit and an even worse shooting unit. Their only value is as bodyguards to keep the wizard alive, but he's not really worth keeping alive because he does nothing for your army. Out of everything on his warscroll, I don't mind his spell - that'll occasionally be useful. But it's in no way comparable to the power of the Mask, so I'd take a generic Wurrgog over him every single time, personally. That being said, I bought the kit and it was still a really good purchase. The leader makes a great second sculpt for an extra Wurrgog (as you suggested), and the two combat dudes make great unit leaders or Savage Big Bosses if you're running multiples. The Freddy Krueger guy is quite an easy 32mm rebase, so I've been running him as a second Big Boss, and sometimes the axe man as a third. The models are great, and they can serve a good role in your army as the generic heroes, so the kit is still a great purchase imo.
  8. You totally could take a Fungoid, but I don't know that it's necessarily better than taking another Wardokk for a few points less (which is another contributor to a pregame move) or finding 5 points for a Maniak Weirdnob for access to his spell and mobility (especially with Fast Un). Up to you really, but the Fungoid is perfectly usable if you like him. Colossal Squig is hella fun, and I've ran mine a lot over the years, but I'm a bit down on him currently because his little trick of bursting into 5 models won't steal the objective from a Monster any more. He's still a lot of fun though, and it'll still work against non-Monster Heroes. My own preferences atm are Spider Riders (cheap mobile screens and BT scorers), Skitterstrand A-Rok (deep striking monsters are innately valuable, and he opens up some Battle Tactics) and Rippa's Snarlfangs (cheap and mobile, can score Battle Tactics, can lock multiple units in 2.9" away). I think any of them can improve the army, and Rippa's are seeing a lot of success in competitive play in several armies right now.
  9. Really interesting topic @Enoby ...and this one certainly seems to be coming up a lot as a popular theme in the threat. By contrast I noticed that external balance / overall power level of the top list(s) within the book wasn't one you (or many others) mentioned, but as a member of the noisy minority whose focus is tournaments, it is the biggest single factor for me. I personally like new books to be really good but not oppressive in a competitive setting - you want them to be good so they are relevant to the meta, which therefore keeps developing, but not so broken that they crush everything before them, which has happened before on occasion. Beyond that, I also like armies that do not lean on ranged mortal wound output or switching off your opponent's army mechanics for success - those are my own personal view of what constitutes NPE, and for that reason I wasn't super keen on Lumineth as a book for example. Even leaving aside point 'n' click Sentinels, which have certainly been talked about enough at this point, things like the Cathallar preventing your units from taking part in the game, and the various ways of stopping you from using Command Abilities are not something I particularly liked seeing. I would also second the points you and others have made about Subfactions - when the design team nails those, and makes the majority of them relevant and interesting, it can really make a book sing. It ties in the rules with the theme of the army, and it's what will keep you coming back to a book time and again as the list building ideas keep on flowing. The previous Warclans book might have been my favourite expression of that so far, but Ogor Mawtribes was pretty good in that respect too. For anyone interested, I did enjoy reading this article on the previous DOK book, which expands on the topic: https://www.strengthhammer.net/2019/05/battletome-banter-daughters-of-khaine.html
  10. Best result that I'm aware of is Ellis Priestley going 4-1 at a big UK event (I believe it was War in the Heartlands), and I understand that his one defeat came down to a priority roll His army was 2 Crocs, 2 Shammies, 2x 9 Boltboyz, 3 Boltboyz, 2x 20 Shootas Supa Sneaky / Mork's Eye Pebble / Fast Un on the General Croc, comes in at 1960 and 2 drops I don't know if this event publicized the scenarios ahead of the day, but it looks like it's set up well for contesting / dominating two objectives and largely ignoring the third. Could handle a lot of other missions by attrition I guess But yeah it's fair to say that their performance has been less than dominant so far
  11. I guess they keep the drops down slightly, if there's a Battle Regminent in there? But yeah I'd personally run em in 10s
  12. The rumour out there for Kraggy is: 6++ Ward 3D6" charge aura for all Destruction models Caps objectives as 30 models (this charts with damage) 800 points Rumours for Bonesplitterz are 10 points here and there, will be nice to have but nothing radical. Would love your suggestion for Wardokk to be a Priest @bonzai but no rumours of that AFAIK. You might end up getting a better Kragnos at around the same total points as now, which would be pretty interesting and worth experimenting with at least. Agree with this, his straight line speed should be exceptional. 10" is an insult.
  13. Yup, it's actually a really good business model - like you said, bundling and vouchers are a great workaround for sales. I also notice the vouchers are usually 10% deals, which is at the very lowest end of discounting - which means they are not undermining their own distributors by going below them. The Start Collecting boxes and similar lines also go through the distribution network, so all in all it's a great solution for offering back door "sales" without devaluing the product, while also supporting your distributors.
  14. I bought this one from Mierce, and it fits the scale nicely https://mierce-miniatures.com/index.php?act=pro&pre=mrm_blg_bnl_cha_050_000
  15. Between the Amulet of Everywhere and the Nurgle Daemons army I played against (plus the Phoenix Guard, Prime Time Cities list that I didn't play), Drakkfoot has jumped up the agenda again. Looking at this for a nice aggressive 2-drop option, with loads of threats and a decent amount of screens: 7 pregame moves and the thick end of 200 wounds, gonna give this a shot next 👍
  16. Played a few games over the weekend with the Shackles list: - Whupped Kruleboyz with Kragnos (the least competitive list I faced, because Kragnos) - Lost narrowly to the same Ironjawz list I wrote about earlier. This one was on me, because I forgot there were some Brutes hiding behind a building late on. My fault not the army's - Drew with Nurgle Archaon (an absolute cracker!) Winners Glowin' Wurggog was a star. Stared down a Sludgeraker croc with the Amulet of Protection, as well as a Maw Krusha from full to zero. Take it off! Losers Shackles were a complete waste of time. Against Ironjawz I already had insurance against him charging me thanks to the 3" reach on the Big Stabbas and the Wurggog. The one game it would have been amazing was against Archaon, because I can't kill him...but he has an auto dispel. Back on the shelf. Not sure The Skitterstrand was superb against the Kruleboyz, because he got into the dakka with a charge reroll. He killed a support hero per turn against Nurgle. But the point he bleeds out for dying really hurts in tight games. I wish we still had the old school Hand of Gork to get over screens and into the backfield, but without that he might be a necessary evil. Will keep experimenting.
  17. Yeah it could easily be 65 points down the drain! It will occasionally be game-defining too though, if you can cast it in the right matchups. It's a gamble but the risk-reward ratio feels about right I think.
  18. Kinda depends on the scenario, I want to use Riders as the main screen, for the reason you said and also because they are more throwaway than the Boarboys, but sometimes you need the pregame move to set up your shape which means you need the pigs up front. In practice it's a combination of both up front, maybe 2 pigs and one Riders on most scenarios. And if you end up going first, you can run and reorganise to put your Spiders up front. Yeah...I mean the Stabbas do still get 2 MWs on 6s, so it's not completely wasted. Also, that 3" range gets them regularly hitting on your opponent's turn without being hit themselves, so they get to throw a whole extra set of dice at it which is probably hard to factor in (won't get it if they get shot off for example)...but it does make life hard for your opponent. I'm mainly running them because I like them, and I agree that the army would be more efficient with more pigs and less Stabbas, but they're not a total liability. I would want to keep at least 4 as a counterpunch tool, but 12 is a bit of a luxury. Same with the Spiders tbh, the Skitter brings you a Monster and a deepstrike threat, but the Riders are just a cheaper version of what we already have in pigs. I find that a unit of 5 does a similar amount of damage to 5 unbuffed pigs, so given that you'll only be casting Green Tusks on one unit at a time, it can end up being quite efficient to have a small amount of them in the army even without the Icebone ability. What I do want to try is double Skitters, but that leaves you thin on screens, so you'd def want to sub out the Stabbas for more pigs at that point. The dispel needs a natural 8 though, right? It's not an easy dispel. I've been holding off from running it because I'm nervous about armies like Seraphon or Lumineth unbinding it (or shooting off your wizards), and then you've wasted your points. But they're not the armies you are really worried about charging you anyway. It's really useful against stuff like Ironjawz, who are very popular and strong right now - but they might be about to drop off dramatically if they points increases are correct! Savage Big Boss and the free 6" run are probably the smart choice, I just really want to try it and see how it goes. Mainly to keep him alive for my Grand Strategy, I'm trying one from the book. There's not much point taking a Regiment because I'd still be high drop, so I might as well take an artefact. I've tried a few things like Dokk Juice but nothing seems as good as an improved Ward, even though we're "paying" for a 6++ already. I'm open to suggestions if you think there's an artefact I'm sleeping on though? If I do end up dropping some Big Stabbas, that would let me beef up the Battleline and also help achieve the Waaagh Grand Strategy. I still don't think this "Screen and Counterpunch" style of list wants to be too low drop, because you need more than 5 units for multiple layers of screens, but you could potentially go the other way and shoot for double Regiment at two drops with a few cheap Big Bosses in there. Or even just 3 drops, with a Regiment and 2 extra units outside. It helps that the A-Rok fits too. Thanks mate!
  19. Thanks mate, let's go with that then NGL I'm temped to switch to Ironjawz and run Double Krusha while it's still good, but I've been painting up the spiders so I'll stick to my guns!
  20. Yup, I play Orruks loads and I wouldn't disagree. Competitively it was quite exciting when it first came out (when you were the one playing it), and hitting on 2s wasn't really a thing in the game at the time. I did well with it at events but the main thing was it was really interesting to write lists with - it united big parts of my collection (including Forgeworld) with overlapping buffs, and quality of life was sky high. It felt like writing Chaos lists. I think at this point Big Waaagh has run its course though. There is still some synergy (e.g. the Hand of Gork transports all Orruks), and there's some intrinsic appeal to uniting powerful combat with shooting support, but really it just feels tacked on. If they are determined to run with it, Big Waaagh would make a great home to really unleash Gordrakk / Kragnos / both and give you great reasons to run them. In practice they seem so terrified of unintended consequences that it feels flat and boring. For example Bonesplitterz (Savage Orruks especially) were too efficient in Big Waaagh previously, so in this book they've had the double-whammy of nerfs and points hikes, leaving Bonesplitterz in a bad way to keep Big Waaagh in check. At this point I'd honestly rather bin Big Waaagh entirely and just have the Orruk armies allowed to ally or coalition with one another.
  21. Which version do you guys prefer: Option A: Shackles Or Option B: Extra Savage Big Boss and a speedy Battalion ...or just stick with the second Wurggog?
  22. Oh yeah! It was an adaptation of the first list, so I just defaulted to chucking everything in the Regiment without double checking...oops! It'll be a little higher drops either way then, but good shout on the 10x Maniaks.
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