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PlasticCraic

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Posts posted by PlasticCraic

  1. 6 hours ago, Eldarain said:

    My first thoughts are mostly the 5 cloud shape with some of the strips.

    Would that work well in both games?

    I only use them in AOS (don't really play 40K although I'm keen to get into it more).  In AOS I would say that's bang on the money. 

    Clouds are the most consistently useful in my experience, but you'll want some strips in your toolkit too.

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  2. It's a good thing imo, I think it's healthy for everything to have a natural predator.

    If you want to talk "unfair" (or feel-bad for that matter), that damage mitigation stuff is the prime culprit.  Ironjawz spend plenty of points on rend and multiple damage that gets ignored by those units for one.

    If a niche within a niche within a niche now has an answer to that, then they can suck it up as far as I'm concerned.  

    • Like 3
  3. 1 hour ago, JackStreicher said:

    This begs the Question: can Drakkfoot units kill morathi within one turn? (As the Rules stand they could, which is absurd).

    Absolutely.  The Iron Heart is an Ability that negates wounds...or at least, it used to :D

    Good spot on Ethereal Amulet not actually giving you the Ethereal rule though, @Pitloze

    Gork giveth, Gork taketh away!

    • Like 1
  4. Yeah it's far too early to talk about nerfs.  We might have "Heroes / your General in an Ironjawz army know(s) the following Command Ability" as part of Ironjawz sub-allegiance.

    We might have access to extra attacks from the Waaagh! points that we know we're getting.

    There's all sorts of stuff that could make up for losing the existing Waaagh! spam, and hopefully improve upon it in terms of both power level and playing experience.

    • Like 1
  5. Which version of Bonegrinz do you guys like in the current meta?  Target is 4-1 at a 40 player event:

    Version A

    Spoiler
    Allegiance: Bonesplitterz
    Mortal Realm: Shyish
     
    Leaders
    Savage Big Boss (120)
    - General
    - Trait: Squirmy Warpaint
    - Artefact: The Ragged Cloak
    Maniak Weirdnob (120)
    - Artefact: Mystic Waaagh! Paint
    - Lore of the Savage Waaagh: Brutal Beast Spirits
    Maniak Weirdnob (120)
    - Lore of the Savage Waaagh: Hand of Gork or Mork
    Maniak Weirdnob (120)
    - Artefact: Big Wurrgog Mask
    - Lore of the Savage Waaagh: Kunnin' Beast Spirits
     
    Battleline
    30 x Savage Orruk Arrowboys (420)
    30 x Savage Orruk Arrowboys (420)
    10 x Savage Orruks (120)
    10 x Savage Orruks (120)
     
    Battalions
    Kunnin' Rukk (200)
    Bonegrinz Warclan (110)
     
    Endless Spells / Terrain
    Chronomantic Cogs (80)
     
    Total: 2000 / 2000
    Extra Command Points: 3
    Allies: 0 / 400
    Wounds: 184
     

    Advantages: Kunnin Beast Spirits is strong against a lot of the top units currently, extra reach (hitting the backboard turn 1 on the wide missions).  

     

    Version B

    Spoiler
    Allegiance: Bonesplitterz
    Mortal Realm: Shyish
     
    Leaders
    Savage Big Boss (120)
    - General
    - Trait: Squirmy Warpaint
    - Artefact: The Ragged Cloak
    Maniak Weirdnob (120)
    - Artefact: Mystic Waaagh! Paint
    - Lore of the Savage Waaagh: Brutal Beast Spirits
    Maniak Weirdnob (120)
    - Artefact: Big Wurrgog Mask
    - Lore of the Savage Waaagh: Hand of Gork or Mork
     
    Battleline
    30 x Savage Orruk Arrowboys (420)
    30 x Savage Orruk Arrowboys (420)
    10 x Savage Orruks (120)
    10 x Savage Orruks (120)
     
    Units
    4 x Savage Big Stabbas (200)
     
    Battalions
    Kunnin' Rukk (200)
    Bonegrinz Warclan (110)
     
    Total: 2000 / 2000
    Extra Command Points: 3
    Allies: 0 / 400
    Wounds: 194

     

     

    Advantages: Gives at least some combat threat and Mortal Wounds, and an extra summonable unit

    Tagging @svnvaldez but all opinions welcome!

  6. 13 hours ago, TalesOfSigmar said:

    Off to Facehammer and the GT Finals over the next two weekends and rocking the Squigalanche. Not expecting anything bar a few fun games. Looking forward to all that random movement!
     

    Love it!

    If you play Slaanesh, I wish you good luck :D But I'm sure you're aware that's the risk you take.

    Let us know how you get on?

  7. Plenty of the top armies have a degree of unpredictability: exploding 6s is the flavour of the month.  What makes something like Daemonettes (for example) viable despite that unpredictability is:

    1) It is manageable unpredictability.  In the case of Daemonettes you are managing it by throwing buckets of dice to smooth out the bumps.  Sometimes you will roll way over, sometimes way under, but most of the time it will come within a range, so that makes them attractive in a competitive dice game.

    2) Given their base Warscroll, Allegiance Abilities and available Batallions, Daemonettes are already quite good.  Exploding 6s just lifts them up another notch.  

    So manageable unpredictability, and baseline good / upside better, is absolutely an achievable goal.

    OP's suggestion is another way of achieving both of those things, and would be a good way to retain a level of diciness while making units baseline viable.

    • Like 3
  8. I think this a good idea @Eevika

    While it's true that unpredictability comes with the territory for Grots, the question is what is the correct level.  You could be way more or way less predictable than you are currently - there is no binary switch from current level of diciness to perfect predictability.

    The main units burdened by extreme randomness in their key characteristics are the Dankhold Trogboss, Gargants of all kinds, Boingrot Bounders and Fanatics.  The fact is you rarely see these units in Competitive lists, and when you do, they generally do badly.  On the rare occassions that Gloomspite does well, it is based around control Grots + buffed magic.

    The fact that these "fun" units are chronically under-represented and underperforming should tell you that the current level of baked-in variability is too far along the sliding scale.  It's too much risk for too little reward.

    I think your suggestion is therefore a sensible way to smooth out the bumps a little, and make those units less hamstrung.  In a world where a KOS does a straight 5 damage, a Dankhold Trogboss doing say 2 + D3 is in no way overpowered or overly predictable.  You're still paying the "fun" tax for playing Gloomspite, it's just slightly less crippling.

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  9. In order:

    Screens: Stabbas are better because although they're a similar cost per wound, Stabbas are way cheaper per base.   You can cover way more area with Stabbas, unit for unit.  Although a larger than minimum unit of Squigs can do this if needed.

    Objective Grabbers: Squigs are possibly slightly better.  Both are on 25mm bases.  Both have good bonuses for running onto objectives (Grots +2", Squigs reroll the run).  Grots have more sheer bodies, but if we're talking a large unit of Squigs, that should be plenty of bases within 6" anyway. 

    Where Squigs might arguably edge it slightly is that they can run and charge under Da Bad Moon (rerolling both), and reroll failed charges (so you can Hand of Gork them 9" away from a lightly-guarded objective and have a coin flip chance at making the charge).

    Tarpit: Grots are way better in this aspect.  Points per wound there's not much in it. but where the Grots become superior in a grind is their Nettas for -1 to hit (that already gives them daylight).  Also their bravery is less comically bad.  A big unit of Grots will stick around way more dependably.

    What's more, Stabbas can resurrect through the Loonshrine.  That's more bodies to steal objectives late game.  

    So for the role they are playing in your army, I think Stabbas are better overall.  I do like Squigs as a 3rd or 4th unit of bodies when you already have some Stabbas in there (so I like them in a Moonclan build); if you're only putting 1 or 2 units into a Troggoth army, I think Stabbas will give you more of what you want.

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  10. If you were GW, what would you push?

    Material (A) where you are a clear market leader.  Huge up-front costs, and low marginal costs of production, which further favours the market leader through economies of scale.  Very difficult to pirate.

    Material (B) where many competitors can produce at the same or higher standard.  Much lower up-front costs to deter competitors.  Piracy is rife.

    Hopefully FW keeps going long into the future, but in my opinion the long term future is more investment in plastic.  Partly because it's where GW have a strategic advantage, and partly because Chinacast. 

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  11. I'm not sure about the maths, but I find I do a little bit more than that, more like 15 maybe.  It's obviously very spiky, even with the rerolls....you hope to get all 4 dice through, often it's 3, and if you only get 2, you're cursing!

    As for the movement, I do find that if I run him Turn 1, he's usually in combat by Turn 2.  You will get shot off sometimes, that's just a fact of life unfortunately.  It does help that he doesn't chart at all (full output until he's dead), and can get cover saves on his way in (no Monster keyword).  So in practice I do usually get at least a turn of output from him.

    Using Hand of Gork to give your opponent a clear and present threat also helps while you move him up the board.  I like using Hand on the Hag, because she can teleport straight into range for her shooting and spell, and usually tank a turn unsupported.  

    Honestly he rarely earns his points back.  I have one-shotted Stardrakes with him before, but more often he kills about 15 Plague Monks and then gets murdered.  But that's #TroggLyf!

    • Haha 2
  12. On 8/30/2019 at 2:39 AM, broche said:

    The list it's more about control than oblitaration. The goal it's to make clever use of Geminid and Kunning beast spirit to mitigate current meta big hitter. It's both high wound and high model count. Since geminid is a big part of the list strategy i've taken the ironjawz Weirnob as an ally to increase casting constitency. I've also taken a squad of Fellwater troggoth as it's quite a cost-efficient units nowday. With the help of both geminid and kunning beast they can easily stall a Therrorgheist or Keeper or a squad of 30 deamonet, + they add some hitting power. Still not sure about trait and artefact to take tough

    Yeah I like that.  The MSU chaff lines of 100 point Boarboys have a role to play. 

    Totally agree on Kunnin Beast Spirits, it is low key one of the best spells in the game in the current meta! 

    I'd be really interested to hear how this goes.

  13. 9 hours ago, Wazzuli said:

    Cool!  I reckon we'll give that one a go.

    We're actually playing the other one tonight (Gitz vs Tzeentch, but we're doing it as Gitz vs Skaven cos nobody locally has a Tzeentch army).  I reckon we'll give this one a crack too.

    One thing that does jump out at me: isn't it impossible for a Maw Krusha to be wholly within 6" of a board edge, due to his base size?  Oops!  Might have to house rule that one, to let him jump off the edge if he's in contact with it.

    • Like 1
  14. 9 hours ago, annarborhawk said:

    The story seems to tie-in with the mercenary unit. So I don't think it hints at anything regarding what we might find in a new book. As much as I want it, I still dont see anything confirming that a Mawtribe book will happen at all, let alone what it will contain.  

    WHW said they confirmed it at Nova, you should check out their video on the subject (Vince was there).

  15. Yeah, another example would be the Grotbag Scuttlers making multilpe appearances in the webcomic, but not in the game.

    I do think Ogors will need more than one foot hero though.  If all the resin goes, we'd be down to just the new Tyrant, and the Stonehorn / Thundertusk options, right? 

    We'd be losing all the old Tyrants, the Firebelly, both Butchers and the Icebrow Hunter.  I think that's a bit thin to be honest.  They would need a plastic Butcher at a minimum in my opinion.

  16. 2 hours ago, Shankelton said:

    https://www.warhammer-community.com/2019/09/02/tales-of-forbidden-power-blood-tendergw-homepage-post-4/

    And here we have it, our first Ogor story.

    Interestingly enough, it mentioned a lot of the resin models in it. The Maneaters, but more importantly the Firebelly. Take that as you will, but might mean some of the resin is hanging around. 

     

    Thanks for sharing that!

    Hanging around....or being replaced?  We already know the resin Tyrant is being replaced, maybe there's more than that to come?

  17. Fyreslayers have been good before, Vulkite spam was a thing under GH17 and they were one of the top armies in the game at that time (probably second only to Vanguard Wing).

    Fyreslayers are good right now, and KO were good in between (and are decent again now).  Dwarves have actually had an on-meta army for the majority of AOS.

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