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PlasticCraic

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  1. @DestructionFranz thanks for your kind words and feedback! Skragrott vs Double Fungoid is an interesting debate. If Skragrott is undercosted (which I think he might be), then he could theoretically be an efficient choice even if you're not using every aspect of his warscroll. I think there are a few things to consider: 1) It's 2 casts and 2 unbinds in total either way, but Fungoids can cast an extra spell for one turn. This is important because you will often want to do the combo of cast Archnacauldron + cast Hand of Gork on the same turn, and you obviously don't have access to Hand until after you have cast the cauldron. So the extra spell for one turn keeps that combo alive. Under any pack where you have access to Realm spells, this turn with the extra cast can be huge. Preference: Double Fungoid 2) Skragrott has +1 to cast and +1 to unbind native. So you are getting 2 spells and 2 unbinds at +2 each with Skragrott, making the Cauldron exponentially more useful and giving you a true power caster. Preference: Skraggrot 3) The flipside of not being concentrated: If one Fungoid dies, you still have one left; also Fungoids can spread out and pressure different areas of the board. Again this is more useful if you have access to Realm spells, or multiple Endless Spells in your list, so the Fungoids have a purpose. Preference: Double Fungoid 4) Skragrott's hand cannon is a decent bit of shooting, with long range and ongoing bleed out. Preference: Skraggrot 5) Skragrott's warscroll spell is excellent, especially casting at +2 from the cauldron (+3 if you can get Arcane). Preference: Skraggrot 6) Command Points: I think that mathematically, the average is the same? But with Fungoids you are rolling more dice for fewer CPs each time, so the curve is flatter: you are more likely to get at least one in earlier turns, when you need them more. Fungoid wins here. Preference: Double Fungoid 7) Cost: Double Fungoid is 40 points cheaper, so you get something like Pendulum for "free", or even Balewind Vortex to make his warscroll spell better. Preference: Double Fungoid So I think both options have their strengths and weaknesses...it maybe comes down to dealer's choice? You could maybe lean more to Double Fungoid if you have a pack using Realm Spells, more to Skragrott if there are no Realm Spells (since Fungoid's warscroll spell is weaker). Just to complicate things further...you could also put the Webspinner on Arachnarok in the mix, for his buffed casting! But you probably need at least one Fungoid in there alongside him too, for CP generation.
  2. No need to concentrate on a single aspect, pieces like an Arachnarok are very useful in any list really. Technically you do have a legal army, because you can split out the Squigs and make a Moonclan Leader your General, or split out the Spiders and make the Arachnarok your General. Realistically you will want some Stabbas eventually, partly because they're really good, partly because they are Battleline with every General (so you can keep some big blocks of your other units in place). The main synergies you have in that list currently are that the A-Rok can cast his spell on himself or the other spiders and make them a lot more deadly. You can double down on this by taking an artefact on him that makes the Mortal Wounds pop on a 5+, or make your Scuttleboss general and turn him into a little hand grenade with the Monstrous Mount Command Trait (doubles up with the A-Rok spell). The Loonboss on Foot has a really good Command Ability to use on Stabbas, and likewise the Snufflers are good on them, so that would be another way your army can potentially support each other (and another reason to invest in some Stabbas). As for Skraggy, it's hard to use him badly, other than by flinging him into combat (don't do that). His hand cannon has really good range and makes enemies bleed out over a few turns. His Warscroll spell is excellent, especially if you cast Arachnacauldron first. And he will hopefully generate a lot of CPs for you. I like to invest in Arachnacauldron as early as possible with him or the A-Rok, personally.
  3. They've mentioned a few times that the cost is no CP generated round 1. They haven't explicitly stated that you don't pay anything else, but I'd be surprised if that were the case given the communication so far. I would also have expected any other costs to be introduced with the Forbidden Power mercenaries that we already have, when the no-CP thing was introduced. So based on what we know, it's fair to expect no explicit points cost. If you want a CP turn 1, you have to start 50 points down, so you could argue that this is the cost - it's essentially a 50-point Batallion which comes with a Batallion bonus, but doesn't come with an artefact or reduced drops. Which kind of makes sense, since that was the kind of points range that the old Batallions were in under the first GH, and GW explicitly acknowledged that Batallions were underpointed at that time because they hadn't really taken into account the impact of the artefact and reduced drops.
  4. Day 2 Game 4: I drew a pretty strong Nurgle list on Focal Points. He had 2 blocks of 30x Plague Bearers and 10x Blight Kings, as well as 40x Plague Monks, backed up by Glottkin and a GUO. Plague Bearers would be a pain due to -2 to hit in shooting and -1 in combat, for a largely shooting army! He outdrops me, so I was expecting him to go first and set up camp with his 3x immovable objects on the centre objectives, sending off his Plague Monks as a death squad. That is exactly what happened, with the minor variation being that he was from Ulgu so he backboarded the Monks to teleport them rather than running them forward. My strategy was to focus everything into one 30x block at a time. It would be frustrating for a turn or two, but once you start chipping the numbers down, they lose their debuffs and you can smash through them. I zoned out my backlines with Grots and Orruks and flung everything at one unit, slowly chipping it down. I was also able to cast Banishment on a second unit (woo hoo!) and nick the centre objective. Turn 2 I was able to crack the unit I was focussing into, so Sparky was no longer debuffed in combat, and I was able to punch through them. That freed up the Gitmob to shoot off Glottkin. On the other hand, he had teleported his Plague Monks into my backfield, and although they could only kill my 20x Grots the Banished Plague Bearers were starting to move back into contention too. The Blight Kings were smashing through the 60x Archers and we had a game on our hands. The turning point was getting Geminids out, which switched off his Blight Kings. I retreated my surviving Archers from that combat (+2 to run is so useful on Grots!) to steal the Objective on that side, and pivoted my Magma Dragon and Troggoth Hag back to the Plague Monks. They don’t have a whole lot of defence! By this stage I was way ahead on the scenario and he was only able to hold one Objective with the Plague Monks leaving me the other four. This was a really interesting game, lots of running and retreating onto Objectives to go with the slaughter, and ended up with a handy amount of VPs from the scenario for me. Game 5: Went into this one at 3-1 and there were plenty of sharks swimming around in that bracket: FEC, LON all the sort of stuff you’d expect. I was well aware that Mixed Destruction would be the army that they would all want to be drawn against! I actually got Legion of Azgorh, which meant we should have a decent game on our hands. I really enjoy playing against them because they are a combined arms force with both some decent shooting (2x Magma Cannons and the Battleline dudes) and some melee (a big unit of 10x K’Daii, the Pain Train and two Bull Centaur heroes). The Scenario was Total Commitment (janky deployment zones). I outdropped him and unlike other games, I wasn’t keen on getting Sparky shot off turn one, because I felt like I would be outgunned if that happened. His K’Daii and other melee units would most likely mince my army and his artillery is straight better than mine. You are quite close on this one, so I felt like my best chance would be to go first and remove a lot of his output. One of his two Objectives was unguarded, with the K’Daii nearby but not on it and ready to run at my Orruks. So the plan was to Hand of Gork my Hag over there and put out Geminids into the K’Daii, vomit into them and get onto the Objective. They would have to come back to claim it back, but given that a few would already be dead and they’d be -2 to hit, I’d back her to grind them off. That means my humble Orruks can hold theirs for the whole game and I would hopefully end up with his in that corner for most of it too. Meanwhile I aimed to hit up his Magma Cannons and Pain Train with the Magma Dragon (they were deployed prominently to be in range) and pump the Breath attacks into the one large 30x Battleline unit he had. By shooting them up too with my Grots and artillery, I could pop them or at least cripple them. Flinging my Magma Dragon forward was of course risky, but he wasn’t debuffed at all and if I just sat him back, he’d get zapped by the shooting anyway, and I’d lose the opportunity to steal a march on him. It started well by getting Arachnacauldron off, then I rolled a 9 for Hand of Gork (being an 11 at +2 to cast). My opponent unbound it on a 12. I honestly think I would have won the game if that didn’t happen, because of the impact the Hag in that far corner would have on the whole shape of the scenario…but it did happen! There was no point in sitting back and getting shot off, a good round of shooting and combat could still decimate him and get me back in the game. Shooting went pretty poorly (had also failed Sneaky Stabbing) but I was still able to bludgeon through a good number of his troops. I needed Sparky to roll well and blow up the Magma Cannon and Pain Train, but he whiffed. I did get the Magma Cannon but did literally nothing to the Pain Train with my rend -3 attacks and from that point on I was kinda sunk. He did 10 damage with the Pain Train’s attacks then shot me off, so I was really trying to bob and weave as many Victory Points from Objectives, and Kill Points, as I could to boost my overall finish. I was able to score quite a few Objective points regardless, by tying him up with my Battleline units away from Objectives, but once he’d gotten through my army he capped them all back for 2 VPs each and he did it early enough to overtake me. As well as stalling him away from the Objectives, I was concentrating on killing his Heroes and finishing off the big block of shooters for max Kill Points. Reasonably close in the end but he did get there and I finished up with a Major Loss. For this game in particular, I’m very open to suggestions about how other people would have approached it? I could definitely have won the game in this manner if things had gone my way, but I’m also conscious that “Rush him and hope you don’t roll bad” is a gameplan that is risky by nature! I’m sure there would be alternative approaches I could have taken, but I’m just not sure what they are currently. All ideas are welcome! Wrap Up I finished 8th overall and picked up the medal for Best Destruction, which I was very pleased with! Especially since there was some good competition from Gloomspite – maximising the Objectives in my wins, and playing to steal as many as I could in defeat in that last game, got me the edge I needed. I really enjoy using this army and the Magma Dragon definitely draws people’s attention, both during and in between games! My MVP over the event was Geminids, best 40 points you can spend. Probably the best unit available to Destruction in my opinion, it’s nice to have access to something that isn’t worse and more expensive than what other GAs get. Second best unit in the army was Gitmob Archers, they are crazy good for 270 points. There were a couple of times when they got blown up in one go, but more times when their output exponentially exceeded what I was hoping for. Troggoth Hag did really well, Skraggy was decent if not amazing for his points, minimum Battleline were minimum Battleline. Artillery was swingy and fragile as you’d expect, but they do freak your opponents out and I liked them overall. The Magma Dragon I’m not sure about. He probably owes me a bit in the sense that he generally did pretty poorly in combat. His breath attack is consistently useful, because most opponents will have a centrepiece 30-block of infantry that they really don’t want to have 2D6 mortal wounds pumped into, and he is fast. Overall I felt like he was good, but not quite 540 points good. I have another GT in 2 weeks (Lord of War in Melbourne, ran by the Dwellers Below) and I’ll definitely be running a similar army. I’m currently weighing up the following options: Sparky + 2 Spear Chukkas Or Frosty + 3 Spear Chukkas I'm currently leaning Sparky, partly because I want to give him another chance, and partly because the pack favours him (spread out Battleplans and no Heros cap mission). Thoughts and opinions welcome!
  5. Yeah it was good thanks @DestructionFranz! The Event Bit of an unusual pack this one, but very interesting. Victory Points (for capping objectives) made up a part of your actual tournament score, along with the usual major / minor wins, sports and painting. So being competitive on the scenario was rewarded. Also when you choose which Realm you come from, you not only got to choose artefacts from that Realm, but also had access to the Realmscape Command Ability, and your Wizards could choose one spell from that Realm’s Spell Lore instead of their own spell lore (if any). This opens up quite a few possibilities, and I went with Hysh, mainly for Banishment but also for the ASF Command Ability. Hysh was a popular pick generally, as was Ulgu for the teleporting. Obviously if you choose one of those, you are foregoing things like Ethereal – you have to take Shyish if you want that. So it was a fun list building challenge, and pretty good for Mixed Destruction with some decent spell casters! My goal was to win Best in GA Destruction, and my competition would most likely be Gloomspite Gits. There were a couple of them, a couple of BCR (including a Braggoth’s Beast Hammer list), and another Mixed Destro list (with Firestorm). Day 1 Game 1: Faced off against Mixed Order on Battle for the Pass. Some popular Mixed Order picks like Endrinriggers, some kind of Dragon in there, as well as some unusual ones like Reavers as Battleline. Those things have a high volume of zero-rend attacks, so they were pretty good against me with my weak armour saves. They were moving up, shooting me, and moving away again onto the objectives. He also had some Duardin artillery. I deployed with Sparky and the Orcs on my left, the Gitmob Archers on my right, and the Spear Chukkas surrounded by Gitmob on my home objective. Turn 1 he shot up Sparky and put quite a few wounds on him, and got on the middle objectives. I retaliated by casting Hand of Gork onto the Troggoth Hag who vomited all over his artillery crew, and I blasted him off one middle objective with the Archers. Sparky was fighting some of the units on my left objective and then went up the middle to engage the core of his army. The Orcs just ran onto the right objective and outnumbered the remaining Reavers there. I got the double and the Hag pumped out Geminids into his backfield – and after that I was well on the front foot. The Archers were free to step forward and support the Hag as she cleaned his Dragon. Sparky was having fun against the -1 to hit Endrinriggers. By turn 3, I was on all 4 Objectives and he was down to a single unit of Reavers – we called it there. Major Victory and plenty of Victory and Kill Points in the bag. Game 2: My reward was Hagg Nar on Escalation! My plan was to put my Magma Dragon, Troggoth Hag and Spear Chukkas down in the middle, to lure my opponent into loading up the centre. Then because the Magma Dragon is so fast, the Chukkas have such long range, and the Hag can teleport, I would switch away from the centre and apply pressure to both flanks, letting him have the centre, which he would have overcommitted to. He did deploy exactly as I wanted him to. I put 20 Gitmob opposite one flank and put the Hand of Gorked Hag and 60 Gitmob up to the other one, hoping that the 20 Gitmob could hold out for a turn or two against the Khinerai when they came down, in a way the Orcs wouldn’t have been able to. Holding it for a turn or two would hopefuly give the Spear Chukkas and Skragrott (plus a few chip wounds from the Gitmob themselves) time to knock over the Khinerai, securing me that one. However that wasn’t to be: the Khinerai both rolled hot with their shooting, both got off their 4+ move, and then rolled hot again in combat. I was left with only half a dozen Grots there, and as we will see my shooting wasn’t enough to chip him down fast enough to get it back. In the centre I was obviously up against it. I knew I was in for a tough game when Sparky rolled a 1 on his first breath attack into the big block of Witch Aelves. With his second one he only rolled a 4 on 2D6, so at that point I’d rolled a total of 4 on what was hopefully 4D6. These things happen of course, but I really couldn’t afford for it to happen in this game – you just don’t have that margin of error against an army that is so strong. I never expected to win that battle in the centre, but it did mean he went through my middle a turn or two quicker than I needed him to, so he was into my Heroes and artillery before they could give me the support fire I needed on the flanks. So the failure to clinch the left Objective against the Khinerai was essentially a knock on effect of underperforming with Sparky. There were also a few small things like failing to cast Geminids the whole game at +2, and against these things happen, I just had no wiggle room for them to happen here! The Hag and Grots did have a strong position on the right Objective because there were only 10 Sisters up there. By this stage the Grots on that flank had been blown up and he had 30 Sisters in my backfield. I Banished the Sisters which meant they went over to the side the Hag was on, and got that back, and it had all got away from me by that point. I am still happy with my approach to this one – I think I had the right strategy in terms of giving myself the best percentage chance of winning, but when you are overmatched like this, you need things to go your way and it just didn’t today. I think if we had a straight rematch I would probably approach it in a very similar way. My opponent here went on to win the event, and at least he had the decency to buy me a beer! A heavy major loss in the end, but looking at the bigger picture for the event: if you’re going to get smashed, it might as well be on a Scenario where there are very few VPs up for grabs anyway. Game 3: Back down to the mid tables, and a much more manageable one against KO on Starstrike. My opponent had a huge Arkanaut deathstar and a hero giving them rerolls, as well as some allied Evocators and some Endrin Riggers. I actually threw Sparky to the dogs in this one: I front lined him to tempt my opponent into doing the same with his Arkanauts. He duly took first turn and shot off the big fella, but his whole army was in range of retaliation now, and he’d used his only CP on the rerolls. I cast Hand on the Hag and pumped out Geminids in his backfield. Between those splash MWs, shooting from the Hag, shooting from Chukkas, shooting from Skragrott and melee from the Hag, I blew up a big chunk of his Arkanauts meaning the rest automatically Battleshocked away. My Gitmob had shot into his other Battleline. At that point we’d basically traded a similar number of points, but I was happy with that overall because I was on for the double, and I felt like my Hag was in a good position, I’d got Geminids out and most of his army was in range and on weak armour saves. Sparky for me is useful but pretty modular – the rest of my army can function fine without him. My opponent actually won the priority, but Geminids bullied him out of taking it. I’m not sure I’d have done the same, but forcing those decisions is one of the reasons Geminids are so powerful! I pretty much blasted him off the board after – he had a unit of 10 Thunderers left and we called it at that point. Another big win in terms of Victory and Kill Points. Overall I was happy with how Day 1 went. Casting Banishment on the Sisters was a mistake in Game 2, but if you’re going to make a clanger, it might as well be in a game that is already lost! I’d got quite a bit of value out of my 2 wins, so I was in a decent position going into Day 2.
  6. Haven't listened to that latest episode yet, but the GG one was excellent. I'm a big fan of the show generally, definitely my favourite competitive podcast currently. They do a great job. I particularly like the Battletome reviews, because they are more focused on analysis and adding value than reading the book out to you from cover to cover which is a trap others can sometimes fall into. Side note: are there any plans for WSD to start putting out content @svnvaldez? I'd love to hear Frank behind a mic! As for the rankings, I think that's a fair spot for GG? Difficult to argue that the armies they have above us aren't in a stronger position overall currently. (I'd also have Nurgle slightly higher than they do, up with the likes of SCE and Sylvaneth, but that's a different matter).
  7. From going through that process, starting out with a preference for A, I think I've almost convinced myself that I prefer B. A at first looks like the smart choice, because you have extra flexbility, but it's actually got its own risks. Because you can't deploy straight onto 2 of the 3 central Objectives, you are potentially putting yourself up against it if you don't get your recycled Grots back until late game. I think it will come down to your specific build and how the enemy deploys, but in a lot of cases it might be beneficial to choose one side and have a plan for the other, than set up in the middle and leave yourself depending on recycling early enough to benefit....Since it's 4 objectives that are in scope either way? Either way, I love your work @dasnation!
  8. Yeah I'd be leaning A...have you figured out how many Grots you can deploy straight into the window on your two side Objectives with 2.75" to play with? Must be at least half a dozen, which gets you straight into nicking the objective from a 5-man enemy unit? How about the two centre objectives with B's 3" window - would that be much more? It's not quite a no-brainer, because you are talking about deploying straight onto 4 Objectives either way. With A, you are effectively giving up any chance of deploying straight onto 2 of the 3 centre Objectives. The upside being that you can have more flexibility to pressure any objective thereafter. The other thing to consider is that you can set up the Shrine on one side, deploy around it for Battleshock protection, then Hand of Gork or run one or more large units across to the other side of the board in the first couple of turns. So you have proactively covered one side with bodies, and reactively covered one side with the shrine. With A you can completely dominate 1 of your 3, have some chance of your the other 2 of your 3, and have a very good chance of 1 of the central 3 -> With flexibility to challenge all 6 if you recycle early enough With B you can completely dominate 2 of your 3, and have a decent chance at 2 of the central 3 -> With flexibility to dominate 4 of the 6 even if you recycle late So I think it boils down to: - Will you be losing your units early enough in the game for the extra flexibility from A to matter (so you at least get the chance to move them after recycling them). i.e. do you have at least one unit of 20 Grots, or a unit of 40 that you will be flinging away unsupported? - How many extra models can you get in the slightly larger 3" bubbles in B - will this help you auto-steal in enough circumstances where the 2.75" bubble would not?
  9. Sparky does have his upsides. I usually use the 18" breath attack to smash up their elite units with 2D6 Mortal Wounds, but it's also useful for chipping the last couple of wounds off a support hero if the Spear Chukkas don't quite get there. And the splash back Mortal Wounds in combat kind of make up for the relatively soft armour save, although those are very expensive wounds you're trading away. But yeah, overall I think that's a smart suggestion...Frosty rides again! The lack of focus on the combat phase is deliberate, trying to play around Activation Wars by not engaging with them. Other than a single heavy hitter which I can support with Itchy Nuisance (via the Arachnacauldron) if needed, most of my output comes from shooting. The Gitmob Archers will do a bit in combat too at a stretch, but generally my aim is to avoid combat other than devastating one unit at a time with Sparky, tying people up with the Hag and tagging the ends of units with my Battleline. Whether it works is another matter :-) Looking forward to finding out.
  10. Yeah I don't disagree, it would probably be better with a Frostlord + 3rd spear chukka. I might even do that for my next event (Lord of War in Melbourne later in June). I'll be honest, part of the reason I'm using the Magma Dragon is because I own one and want to get more use out of it!
  11. Submitted my list for Badgacon next weekend, it's an unusual pack with access to all the Realm rules for your chosen Realm (instead of playing in a Realm). So you choose to be from a Realm, and that gives you access to the spell lore, Command Ability and artefacts from that Realm (as opposed to just the artefacts). This is what I went with...I'm expecting a lot of on-meta armies there, so it'll be tough, but I'm hoping to get a couple of wins out of it.
  12. I guess the thing with Teef Rukk (and Wurggog) is that it gives you a play around Activation Wars, i.e. you will actually get an opportunity to activate your units. Another one is the Drakkfoot, which can also lift your magic quite a bit - but those Batallions are so expensive, it really locks in your whole build. It's kinda crazy when you think about it, Drakkfoot + Kopp Rukk is more points than Bonegrinz + Kunnin Rukk. A huge points drop for Drakkfoot would be the short term band aid I'd like to see in the GH while we wait for an updated book, in terms of opening up alternate playstyles to Kunnin Rukk.
  13. Agree with this, one thing I would say is that you can get through the mechanics of rolling it out it way quicker once you've had some experience with it. I have a decent technique which I've been meaning to put up on YouTube for a while - if any of you happen to listen to Heralds of War, I played against both Mick (Failed Charge) and Clint at SAGT, and they were both quite complimentary about how quickly we got through the dice rolling in their tournament review episode. DOK with rerolls and Hero Phase pile ins is just as bad in terms of pure dice rolling - I think the larger issue is the second one you touched on, i.e. the lack of counter play against shooting-based armies. One thing I would say there is that in the current edition it's less bad (tagging a unit now is the equivalent of chaff screening - you dictate that they have to waste their output overkilling garbage). But it's still an issue, no doubt. I've also played a lot of Ironjawz, right through the Aetherstrike / Skyfires era, so I have been on the other side enough times to know that it's not a great experience if you don't have an army that can absorb it!
  14. Yeah I'd agree with most of that Novakai. I have heard rumours that the Kunnin Rukk may be gone completely, or at least completely hollowed out in the way that Vanguard Wing was. I think they'll have to throw us a few bones in other ways if that's the case, which hopefully they will. One other thing I'd like to see is boosted to magic. Casting from (mostly) scratch doesn't hack it for a magic army these days unfortunately. The only reason I can get so much mileage out of Kunnin Rukk is because the buffs are "within", so you can cast from out of unbind range. A sideways pivot away from arrow boy spam to more balanced melee and magic forces, with shooting support, would actually be great - as long as we get the support in those other areas. With regards to Big Stabbas, I agree...trying to build a melee army with the poor baseline stats and absence of rend in all combat units other than Big Stabbas is a major weakness, and hopefully one that can be addressed. I love Big Stabbas but I'd like to see some of the other core units get a lift in effectiveness. Maybe something like a spell, prayer or batallion that gives rend to units, and another that gives impact mortal wounds on the charge for cavalry (like an improved Snagga Rukk).
  15. I wouldn't be that shocked, personally. One of their main aspects in the lore is that they are devoutly religious - I think it makes sense thematically?
  16. Yeah I much prefer that one, personally! I think it's a lot tighter. I think it's a good core that you can move forward with, and is hopefully relatively future proof too (with the possible exception of the Warboss whose days may be numbered!)
  17. I don't agree with that Mogwai Man, I know for a fact that we can still compete against more modern Battletomes because I do it regularly. I've taken Bonesplitterz to 3 events this year, and gone Podium - 1st - Best Destruction. All 3 armies had the Kunnin Rukk: for the first event it was a minimum Kunnin Rukk in a mixed arms force (lots of Boarboy Maniaks and Big Stabbas). The other two events were maximum Kunnin Rukks (Bonegrinz). Something to bear in mind: we have a few legacy rules that play massively in our favour. Specifcally: - exploding attacks on modifiable 6+s...with access to bonuses to hit - spammable command abilities - loosey goosey phases in which our bonuses apply (rerolls and extra attacks in Hero Phase, Shooting Phase and Combat Phase) And at the same time we have access to some of the better 2nd ed tech, specifically free summoning via Bonegrinz. Now, you might say Kunnin Rukk is boring, and I wouldn't disagree (although as a minimum Rukk to support a combined arms force, it can actually be a really engaging army). But that's a different conversation. In my experiance, we can still mix it with the big boys and girls.
  18. With the usual proviso that everything will change when they get around to updating our Battletome, I would have the following comments: - It's generally a solid core - You have the points to bump your Morr Boys up to a 30, so I would do that - Unless it's because you only want to buy one box of 20...in which case you won't be able to assemble the Big Stabbas. 2 bases uses up 4 Boyz, leaving you with 16 - Big Stabbas are better in larger groups, because they are dicey. I'd recommend taking the plunge and buying 2 kits, and making 30 Boyz, 4 Big Stabbas and that leaves 2 spare for conversions / Big Stabba arbitrage against future boxes you will purchase - Ravenak's Gnashing Jaws, I presume that's because you like the model? It's WAY worse than Geminids or Pendulum at the same points The other thing I would say is that I like 2 wizards minimum in every army. One for Brutal Beast Spirits, one for Hand of Gork. I'd possibly drop the Big Stabbas from this army until you are playing at bigger points levels and have room (and models) for more of them, in favour of a second wizard.
  19. I really like him, don't underestimate his sneaky surprise! Dumping the little baby squigs when he corks it is really quite a strong tool. Pretty solid warscroll imo, there's maybe a little bit too much randomness (especially the movement) but he's a useful tool in your arsenal.
  20. Can confirm that mini mag trays are THE BOMB. Got mine sent over to Australia, they arrived super quick and excellent customer service. I don't know Sedge personally so I have no skin in the game here, just a very satisfied customer. One thing to point out that might not be obvious at first glance: you can also use the 25mm straight 3 wide formation as a straight 5 tight formation. i.e. a 25mm base fits perfectly along the row, in between the circles. So it's invisible with 5 on there, and super flexible (can be used for both tight or spaced out formations). It's the kind of thing that improves your gaming experience so much that you will never go back. Once you've got them, you've got them for life. I can use them for my Moonclan if I'm playing Gloomspite, or 60 Gitmob archers if I'm playing Mixed Destruction. Then if I decide to do a Squig-heavy fun build, I can use them for that too. You will get so much play out of these. I only have the 25mms currently, but I will be going back for the 32mms soon enough. And again I can use them for blocks of Arrow boys / Morr boys with my Bonesplitters, or Ardboyz with my Ironjawz, and on and on. 10/10 cannot recommend highly enough, seriously. Love them.
  21. That's actually a really good way of looking at it.
  22. I would just add to that - he cannot be in a batallion for 2000 point matched play. He can be part of Bloodtoofs or Ironsunz from the GH (they include any Ironjawz unit), but he doesn't fit in the points with the minimum batallion requirements (comes to 2020 minimum). You can quite easily fit him in a Bloodtoofs or Ironsunz at 2500 points, if you're playing at that level.
  23. I know @Nico was running a big block each of spiders and squigs in his Gloomspite army - not sure how it went, or if he is still running them together?
  24. That would be my one great wish for the army, that you could summon back all Battleline units. I do think it's an example of them going out of their way to make sure the army wasn't too good, but by the same token I don't think it was necessary. Other armies can summon their entire range of Daemons, so you're talking free Keeper of Secrets. What's the problem with a few Troggs in that context? They're only Troggs! They'll kill stuff and die, it's fine. They are in no way a problematic unit. If anything, the one thing we can summon back is a huge fun sponge. Swarms of table blocking, debuffing garbage. A handful of free Troggoths would surely be better for your opponent to deal with than that.
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