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PlasticCraic

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Everything posted by PlasticCraic

  1. For sure, he is not blaming anyone but himself. He's been the definition of grace about the whole thing from what I can see. Anyway...let's see some Beasthammer lists? Do you think the build could cope with the 2+ RR1s stuff (like a Stradrake for example)? How would you deal with Rend -1 Damage 1 spam (e.g. DOK)?
  2. It was because he used the Azyr app to build his list, which is not fit for purpose. FW points were not in there so he had to hand write the Hag on the bottom of his list, and put the old points down by mistake. I do not know the guy personally but I do believe it would be an easy mistake to make, since nobody podiumed anywhere in the world with the Hag under the old points (that I am aware of?), and all they did was make her warscroll worse, so it was a points hike out of the blue really and relatively easy to miss. Also it would have been really, really easy to tweak his list to come in under points (he had Endless Spells he could juggle for example), so I don't think he would risk a disqualification in those circumstances to come in 10 points over. If Azyr worked properly it would not have happened.
  3. Hi @Korvak welcome to the tribe! I actually think 1000 point is a better level for BCR than 2000 points for a few reasons. Your opponent can't usually fit in multiple big blocks of models, so you can often devastate their single key unit with your Stonehorn (if you had one). Also your opponents don't often have room for enough buffing heroes to exploit their superior tech, or for Batallions to win the Artefacts arms race. Basically we drag them down to our level and let the warscrolls do the talking. 1) You are correct on Everwinter's Master, that is the go-to because it helps to slightly mitigate our terrible Allegiance Abilities. 2) I don't understand this question, 2 packs of 6? 12 Mournfang is 960 points without a Leader and therefore is not legal at 1000 points? 3) Interesting one. I'd make him Ethereal personally. if you can get a wizard in there especially. Very few armies will have enough MW firepower to one shot you with Mortals alone, and you do have healing, so I'd say most games it's the death by a thousand cuts that would be the main risk you'd need to mitigate?
  4. Hi @PensivePanther, thanks for the comments! We did play last night and it was great fun. It was 3-way Triumph and Treachery, up against Stormcast and Khorne. Nobody took any Batallions (hard to fit into 1000 points these days) and the Stormcast player took the chamber that gives Hero Phase activations for a CP. Khorne was a Daemons list with a Wrath of Khorne Bloodthirster and a block of 30 Bloodletters. I had a couple of very enjoyable moments in the game. First up was when my Tyrant (Great Gutgouger, Ghyrstrike) took down the Bloodthirster in a single swing. The Stormcast player was checking what the Thirster would look like on his damage profiles as the Khorne player lifted him off the table… “I wasn’t expecting that to happen!” I was ? The other cool one was the Pendulum, quite late in the game I sent it slashing through the Stormcast ranks and through 6 different units. 19 Mortal Wounds the first time I ever cast it! FWIW it won me the game too, although it was only a casual game. I think you are right about not enough Ogors on the table. The Gargant could probably drop out of the list for 1000 points I think, which frees up a few points. In T&T specifically the Grots aren’t great (feeds your enemies too many kill points) but I do like hitting over the top of them in normal games. Glad to hear you are loving the Firebelly! He doesn’t see a lot of table time generally, so I’m glad he’s working for you.
  5. Doom and Darkness just recorded a Gutbusters video that some people might be interested in, and I was a guest on the show - we did try to cover all aspects of the faction (keeping it newcomer-friendly), so some of it might be quite basic for members of this forum, but if you are like me you will always be glad to see the Fat Lads getting some coverage! We wrapped up with a couple of lists and here is the link to the lists in full: https://docs.google.com/document/d/1H45ugncWxPEOjya7GXB6eVN_5-JQxbZvRj4AtCn1Hrk/edit
  6. The main stipulation is that I want at least 1 Endless Spell in there, because I'm really enjoying using them at the moment! This was my first draft, it is wide open to suggestions though:
  7. Got a 1000 point game tonight (Triumph and Treachery), what are people's 1000 point lists?
  8. We only ever had to be within 1". But the old rule was that to pile in, you had to end up closer to the nearest enemy model. Which is impossible if you were already 0" away (can't be closer than in contact) - so you could be "locked" in base to base, unable to pile in. Which could leave the guys at the back, out of 1" range, blocked out and unable to get closer. Whereas today, you only have to end up equally as close, or closer. Meaning you can start off in base to base contact, but still slide around (or even move out and back in) as long as you end up still in base to base. It just gives you a little bit more freedom to move in combat, and makes it a little bit less common that your models at the back will be locked out of 1" range.
  9. True, unless the Fungoid is your General ?
  10. Hi Panther, 1) Ironfists took a knock with 2.0, no doubt. You used to be able to stack positive modifiers (cover save and Mystic Shield) to more than offset most rend. Now Mystic Shield doesn't carry the same benefit it is much less viable. It might be worth considering on blocks of 3 which are much easier to get into cover. And remember that the Burning Skull (Endless Spell) can replicate the effects of the dual wielding if you like living (slightly) dangerously! But generally yes I think you will see a shift towards Dual Wielding, especially on big blocks. 2) Unfortunately not, because it is "any Bellowers". So no stacking, which is annoying when it comes to Mind Razor for example. 3) RAW you could absolutely fill out your unit with them. However in friendly games, most people would see that as a bit gamey. And in most tournament packs it will be banned. So you tend to find that in practice it has no place in the game, whatever kind of game you are playing. Welcome to the Tribe!
  11. Not sure about that...they come from slightly different parts of the game. Artefacts come from choosing your home Realm. Access to the spell lore (and Realmscape features) come from what Realm you are playing in. So it would be quite conceivable to rule for a tournament that everyone gets to choose a "home" Realm where they are from (and therefore accesses Artefacts). But you do not play in a Realm (so no Spells). In fact I think that will quite a common approach.
  12. Looks cool, but is 2x 20 Morr Boys the most efficient way to do things? I'd consider 1x30 and 1x10 maybe, to free up 60 points? Give yourself an immovable object and a screen. Also I'd say the Geminids are almost strictly better than the Jaws? They have to move across (not end within), but you get a massive 18" deploy range to help with that. And it means they can't be flung straight back at you once they're so far away. So you're almost getting the second one, with its amazing debuff, for free? Always love to see some Troggoths in there! It would be great to hear how they go. And finally - don't you want Brutal Beast Spirits in there? It's usually the second one I put in after Hand of Gork.
  13. What could be really nice is that a lot of people will probably make Hysh their go to because Banishment is so eye-catching, not realising how much Vengeful Illumination helps a Kunnin Rukk (especially since it is not phase specific). So you will probably be able to agree on Hysh a percentage of the time without even going to the 50:50 roll off.
  14. @Malakree I hope you're right (anything that gets through the ridiculous Stormcast armour saves is welcome in my eyes), but RAW I would have to say 3. and 4. do not apply. Moving the spell around / controlling it isn't casting it, and as far as I can see there is nothing in there making any stipulations about controlling it - only that the spell was cast by an enemy wizard, which in 1. and 2. it was, in 3. and 4. it wasn't. It's an unusual interaction and worth sending off to the FAQ team, but as it stands unfortunately I don't see that the rules for moving an Endless Spell after setup counteract the fact that an enemy wizard (yours) cast that spell. At least you could hurt them by moving their own Endless Spell back over them in this scenario (it wasn't cast by an enemy wizard).
  15. Interesting...I had assumed it would, because the Endless Spell was cast by a Wizard? But maybe they are going down the path that Spells and Endless Spells are as distinct as Wounds and Mortal Wounds. Probably worth emailing the FAQ team @broche?
  16. Ooooooh yeaaaahhhhh The Mask is my favourite thing about Bonesplitterz! My go to Realm currently is Hysh. Banishment is obviously nuts, and helps a LOT for a zero-rend army (just get rid of that unkillable Deathstar instead). But also the Light of Battle, an extra access to Battleshock immunity on those big blocks of Morr Boys / Arrow Boys if you are looking to triple bang the Command Abilities for extra attacks. Healing Glow can be nice on something like an allied Rogue Idol, and Vengeful Illumination stacks rather nicely with the classic Brutal Beast Spirits / Savage Big Boss CA combo. So if I win the roll off, we're playing in Hysh.
  17. The Geminids for several reasons: - 18" deploy range is completely out of whack with everything else - Not only can you hit them turn 1, you can deploy it too far forward to be moved back across you - 2x D3 damage is up there as one of the most damaging Endless Spells - The debuffs are both amazing: Ravenak only gets half of that for the same points Burning Head is excellent too, and is a legit choice in some armies, but for the reasons above I'd be going Geminids without a doubt if I could only pick one forever. @Malakree I do like the Pendulum too, I'm planning on using both with my Kopp Rukk.
  18. It's amazing, and very cheap at 40 points. If I had to pick just one spell to use all edition, it would be that one. But many of the others are far from useless.
  19. I really like this as an idea, but I'm not sure it works. Unfortunately the CA on Gordrakk's warscroll states that you roll 3 dice in the following Charge phase. So it wouldn't apply to the Brutefist's Hero Phase charge.
  20. I thjnk this is a big factor, I have not used the Grot wall much (too much effort splitting all those 8" range attacks!) but when I have, I have got greedy and charged it, wanting to get value out of the 180 attacks while I still have the numbers. I think you are right in saying that patience is the key, use them as a way of dictating terms rather than as an output unit. They could be a great tool used in that way. Re: your second point, my current thinking is that Gutbusters are just going to get worse and worse until they get dropped into the Compendium. I am playing them because I love them, they look cool on the table and they are a challenge. But I have given up on hoping for rules support for them. If you've really had enough I wouldn't blame you for moving on!
  21. Sorry @Skabnoze but I really don't think that will fly here in Australia. People have had Stardrakes removed from the table at CanCon for not being fully painted so I can't see the community settling for gaming tokens. If Realms are a thing, I think people will be expected to bring proper, fully painted, official GW or FW models here. They might actually be tricky to place on the 18" deployment Battleplans - No Man's Land is automatically out of the question if you're on the deployment line. Could be fun to space out 180 Grots so that both have to be set up in your opponent's deployment zone.
  22. Nice to see a couple of Magma Dragons at the 6 Nations! Hope that army does really well. With the points tweaks, my own Magma Dragon list can now fit in Chrono Cogs...not sure there is much else in the Realm stuff I'd change, what are everyone's thoughts? Any artefacts you'd take over Hammerblade in this list?
  23. Yep, they could also slow things down a fair bit at the start of the game.
  24. Sweeeeet! I'll get onto that at lunchtime.
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