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PlasticCraic

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Posts posted by PlasticCraic

  1. On 1/17/2022 at 5:05 PM, yukishiro1 said:

    I mean, maybe that's wrong. But I don't think boxes are official sources of rules that update the rules of the game on their own until they're incorporated in some sort of printed document. 

    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.

    • Like 1
  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/

    Bollgo.jpg

    • Like 2
    • LOVE IT! 1
  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)

    • Like 1
  4. 51 minutes ago, Chumphammer said:

    The squigs can be a pain in the ****** to clear, especially in range of the Gloomshrine. I went for bodies over Boingrots

    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).

    55 minutes ago, Chumphammer said:

    Which is the gits challange?

    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.

    • Like 1
  5. 4 hours ago, Chumphammer said:

    @PlasticCraicsure this is my list I have been having some traction with (as in its 3-0 so far)

     

    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. 8 hours ago, Lord Krungharr said:

    Is the Hedkrakka worth taking with his mob?  The easy +1 to hit seems pretty good, though he lacks the mask of doom.  I got the set in my army lot but I guess he could just be a Wurrgog.  Might be even-Steven on damage output.  

    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.

    20220114_232304.jpg

    • Like 3
    • Thanks 1
  7. 1 hour ago, Lord Krungharr said:

    Thinking about some potential Gloomspite allies....would a Fungoid Cave Shaman or two be worth taking, for extra CP generation and a Mystic Shield and Levitate?  Then any Wurgogg or Wardokk can do their stuff without having to think.  

    I was also looking at a Colossal Squig, but partially just because I like the looks of that model.  Might pair up nicely with a Rogue Idol.  Of course that's a whole bunch less boyz.

    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.

    • Thanks 1
  8. Really interesting topic @Enoby

    10 hours ago, Enoby said:

    - for me, the most important thing is that the battletome feels narratively consistent with the faction - e.g. a Mighty Lord of Khorne should hit like a truck compared to being a 'lead from the back' sort of guy 

    ...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

    • Like 3
  9. 3 hours ago, JCar09 said:

     

    I would like to see a list that has won an important tournament. I am new to this army and the truth is that I have not seen any good position yet :(

    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

  10. On 12/29/2021 at 5:58 AM, NauticalSoup said:

    @Warbossironteef I gotta ask, what is the rationale behind a reinforced unit of hobgoblins? I would think they would be strictly more effective in separate units since 20 screens about as well as 10, and dies at nearly the same speed.

    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

  11. 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.

    5 hours ago, broche said:

    However, his biggest problem will stay: his movement. 10'' and no flying for a 700pts model is very low. If he had a better movement you would already see him in some list.

    Agree with this, his straight line speed should be exceptional.  10" is an insult.

    • Haha 1
  12. On 12/7/2021 at 10:33 PM, Overread said:

    GW has an issue with that because their products might last 10 or more years in the market. They don't want customers waiting for a sale. At the same time I think they've slowly realised that things like vouchers can be used to generate sale conditions without devaluing specific products. Furthermore they do have a rough 10-25% range to play with on their own store because that's where the prices are in 3rd parties. So it doesn't devalue because anyone who wants those prices normally just goes through the 3rd party system. GW can still set those prices on their own store from time to time and still make more profit than going through 3rd parties. 

    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.

    • Like 1
  13. 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:

    Spoiler

    Allegiance: Bonesplitterz
    - Warclan: Drakkfoot
    - Grand Strategy: Waaagh!
    - Triumphs: Inspired

    Leaders
    Savage Big Boss (65)
    - General
    - Command Trait: Great Hunter
    Wurrgog Prophet (150)
    - Artefact: Glowin' Tattooz
    Wurrgog Prophet (150)
    Savage Big Boss (65)
    Savage Big Boss (65)
    Savage Big Boss (65)

    Battleline
    10 x Savage Orruk Morboys (155)
    10 x Savage Orruk Morboys (155)
    10 x Savage Orruk Morboys (155)

    Units
    10 x Savage Boarboy Maniaks (290)
    - Reinforced x 1
    4 x Savage Big Stabbas (160)
    - Reinforced x 1
    4 x Savage Big Stabbas (160)
    - Reinforced x 1
    4 x Savage Big Stabbas (160)
    - Reinforced x 1
    5 x Spider Riders (100)
    5 x Spider Riders (100)

    Core Battalions
    *Battle Regiment
    **Battle Regiment

    Total: 1995 / 2000
    Reinforced Units: 4 / 4
    Allies: 0 / 400
    Wounds: 196
    Drops: 2

    7 pregame moves and the thick end of 200 wounds, gonna give this a shot next 👍

    • Like 4
  14. 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.

    • Like 1
  15. 13 minutes ago, broche said:

    My bad, i tought it was a 5 to cast lol. I'm getting old my memory is failing haha. In that case it's not bad (but hard to cast your you too so it's unclear).

    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.

  16. 4 hours ago, broche said:

    @PlasticCraic I'm curious, i'm guessing you use the spider rider as your main screen? Not a bad idea considering you deny an easy battle tactic for your opponent. 

    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.

    4 hours ago, broche said:

    Like mentionned in my post, i'm not a big fan of the big stabbas in Icebone. I would personnaly favour more pigs / morboys. Between the 12 big stabbas and spiders, it's almost 900 pts that don't benefit much from Clans ability. 

    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.

    4 hours ago, broche said:

    About Shackle, each time I read it i like the ability. Then I realize it will just get dispel almost every time and move to something else so I guess i'm voting for option B lol.

    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.

    4 hours ago, broche said:

    I'm also dubious about amulet on the Big boss, doesn't seem that usefull?

    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.

    4 hours ago, broche said:

    Good luck :) 

    Thanks mate!

    • Like 1
  17. 10 minutes ago, Garuun said:

    @PlasticCraic I think I prefer the second one, though that's probably just me being leery of needing an endless spell to go off, and I like the idea of savage bosses just being a little mini squad with each other, 12 attacks in a single activation, not mention if you got a third squad lined up within 3" of the second guy sounds pretty groovy to me.

     

    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!

  18. 6 hours ago, Enoby said:

    A bit off topic, but I play against Big Waagh Ironjawz almost all the time and I'm not sure if I'm alone in the feeling that they're a very boring subfaction? Maybe not to play, but when playing against them their army's on 2s and 2s all the time - I can still beat them, it just seems a bit dull to have pretty much all attacks hit and wound with very little luck involved.

    This is Big Waagh rather than Ironjawz (allegiance), so I'm not sure how large the gap is, but the design does seem a bit too blunt even for orks. 

    Was mostly wondering if this was a common perception or just a me issue 😛 

    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.

    • Like 4
    • Thanks 1
  19. Which version do you guys prefer:

    Option A: Shackles

    Spoiler

    Allegiance: Bonesplitterz
    - Warclan: Icebone
    - Grand Strategy: Waaagh!
    - Triumphs: Inspired

    Leaders
    Savage Big Boss (65)*
    - General
    - Command Trait: Great Hunter
    - Artefact: Amulet of Destiny (Universal Artefact)
    Wurrgog Prophet (150)*
    - Artefact: Glowin' Tattooz
    - Lore of the Savage Beast: Gorkamorka's War Cry
    Maniak Weirdnob (100)*
    - Mount Trait: Fast 'Un
    - Lore of the Savage Beast: Glowy Green Tusks

    Battleline
    5 x Savage Boarboys (140)
    - Chompas
    5 x Savage Boarboys (140)
    - Chompas
    5 x Savage Boarboys (140)
    - Chompas

    Units
    10 x Savage Orruk Morboys (155)*
    10 x Savage Orruk Morboys (155)*
    4 x Savage Big Stabbas (160)**
    - Reinforced x 1
    4 x Savage Big Stabbas (160)**
    - Reinforced x 1
    4 x Savage Big Stabbas (160)**
    - Reinforced x 1
    5 x Spider Riders (100)
    5 x Spider Riders (100)

    Behemoths
    Skitterstrand Arachnarok (200)
    - Allies

    Endless Spells & Invocations
    Soulsnare Shackles (65)

    Core Battalions
    *Warlord
    **Hunters of the Heartlands

    Additional Enhancements
    Artefact

    Total: 1990 / 2000
    Reinforced Units: 3 / 4
    Allies: 200 / 400
    Wounds: 186
    Drops: 14

    Or Option B: Extra Savage Big Boss and a speedy Battalion

    Spoiler

    Allegiance: Bonesplitterz
    - Warclan: Icebone
    - Grand Strategy: Waaagh!
    - Triumphs: Inspired

    Leaders
    Savage Big Boss (65)*
    - General
    - Command Trait: Great Hunter
    - Artefact: Amulet of Destiny (Universal Artefact)
    Wurrgog Prophet (150)*
    - Artefact: Glowin' Tattooz
    - Lore of the Savage Beast: Gorkamorka's War Cry
    Maniak Weirdnob (100)*
    - Mount Trait: Fast 'Un
    - Lore of the Savage Beast: Glowy Green Tusks
    Savage Big Boss (65)***

    Battleline
    5 x Savage Boarboys (140)***
    - Chompas
    5 x Savage Boarboys (140)***
    - Chompas
    5 x Savage Boarboys (140)***
    - Chompas

    Units
    10 x Savage Orruk Morboys (155)***
    10 x Savage Orruk Morboys (155)***
    4 x Savage Big Stabbas (160)**
    - Reinforced x 1
    4 x Savage Big Stabbas (160)**
    - Reinforced x 1
    4 x Savage Big Stabbas (160)**
    - Reinforced x 1
    5 x Spider Riders (100)*
    5 x Spider Riders (100)*

    Behemoths
    Skitterstrand Arachnarok (200)
    - Allies

    Core Battalions
    *Warlord
    **Hunters of the Heartlands
    ***Bonesplitterz Rukk

    Additional Enhancements
    Artefact

    Total: 1990 / 2000
    Reinforced Units: 3 / 4
    Allies: 200 / 400
    Wounds: 192
    Drops: 15

    ...or just stick with the second Wurggog?

  20. 22 minutes ago, Shirtripper said:

    Now you're talking!

    I'm going to proxy this and test it. Since it'll be a 2 drop due to the units, I'd probably trade out the two boarboys with 10x maniaks. They do SO much work.

    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.

    • Like 1
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