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Aelfric

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Posts posted by Aelfric

  1. 1 hour ago, Sinfullyvannila said:

    Yeah I feel the entire reason for Trogboss not getting buffs to his combat stats is the Loonskin and that he basically gets a free enhancement as long as you take a Dankhold Troggoth along.

    I have found he differences between the two warscrolls in the new book to be quite intriguing. 

    The narrative part of me likes to think that it's because the Trogboss in the lore is seen by other Troggoths instinctually as the leader and therefore does not need to fight for their position at the head of the Herd.  Dankhold Troggoths, though are more likely to fight for their position within the Herd.

    The cynical part of me, on the other hand, thinks that the divergence of the warscrolls is intended to curtail the use of either model build to represent either warscroll and so increase the overall sales of the kit.

    Of course, both can be true.

  2. 6 hours ago, Boingrot Bouncer said:

    You can't sadly give Troggboss gryph feather charm since he is not Galletian Champion.

    Of course, wasn't thinking.  Thanks for pointing that out.  Just so eager to see it had returned, Isuppose.  Oh well, back to Glowy Howzit and rolling ones again.  It is more durable now, so maybe less frustrating.  ( other artifacts are available ).

  3. 49 minutes ago, Injuryprone said:

    At 1000 points, what should I spend my last 160 on?  I have a fungoid and madcap built but am wondering if something else would be better, like a marshcrawla, mollog, or skagrott.

    Trogboss

    6 Rockguts

    6 Fellwater

    Skraggrot now is really good and worth trying.  An alternative would be to split the Fellwaters into 2 units of 3, which would give you more board control.  You could have a Fungoid and a Webspinner on foot ( using the Madcap model ) and asign 1 to each unit.  If you take the Scuttletide endless spell via your General, the Webspinner can cast it with a +1.  Both spell lists have nice spells in them too.

  4. 50 minutes ago, Ganigumo said:

    I ran the math and the dankhold does outdamage rockguts now, the gap shrinks with the troggboss command but still favors the dankhold (roughly 2-2.5 more damage).

    1635387847_Screenshot_20230129-231739_AdblockBrowser.jpg.719b52cd6170b82f4698349b095b6e72.jpg

    Note: 1 dankhold vs 3 rockguts

     

    They certainly aren't trash like they used to be, I just wonder if they justify the extra points as rockguts hit plenty hard. Feels like they could be the same points as the other two. 5+ ward and -1 to hit are generally better defensively than a spell shrug and they all have the same save now. Plus you can't bring dankholds back through the shrine.

    They might get extra mileage in gloggs megamob though, where the extra wounds mean less will die.

    Well, I wasn't really expecting that!  I'm now wondering if they would make good distraction pieces as 2 singles rather than a unit of 2.  They can't be wittled down due to the healing, so will need concentration of fire and if they are ignored are still strong enough to do some damage. The added bonus of the new battalion giving an extra artifact is also nice.

  5. 40 minutes ago, Ganigumo said:

    I feel like you'll get more mileage by doing all the same buffs on a big unit of rockguts, although the snufflers won't really do much there.

    Fellwaters with a 5+ ward could be tough to shift though.

    I have 12 Rockguts and 9 Fellwaters painted and all but 3 Fellwaters in the list at the moment.  I have 3 Dankholds painted and would like to put them on the table - 1 as the General, but wondering whether the other two should be Bosses or Troggoths, or 1 of each.

  6. 1 hour ago, Malakree said:

    I feel like the troggoths got a massive boost especially since if you take one of each your troggboss gets the artefact for free.

    Ironically I'd say its more important the troggboss survives than deals damage because the +1 hit/attack is so good on troggs because they have high impact low volume attacks.

    Not to mention that loonskin is worth a minimum of 80 points depending on which endless spell you pick. So your troggboss general is actually only ~120 points.

    Lastly the troggboss heroic action has so nice potential for ****** with people if used properly. 

    I totally agree about the General Trogboss.  Make him as defensive as possible and take a free Mork's Mushroom ( I'll also take the Scuttletide and a Webspinner to cast it ).  I'm leaning towards the Gryph Feather Charm as I've been bitten by the Glowy Howzit once too often.  It's whether to take more Trogbosses or Troggoths that I am considering.  I have been using 2 Trogbosses before and have just painted up a 3rd hoping the Dankhold Troggoths would be worth taking over the Boss.  I feel like they are on first impression, but not completely sold at the moment.  I'll try them out in a game or two and see how they go.

  7. Given that the Dankhold Troggoth now has 4 attacks with damage 3+D3 wounding on 2s  and the the Trogboss 4 attacks damage D6 wounding on 3s, I'm beginning to think that they are going to be more reliable than the Boss.  In units of 2, they can be buffed by Snufflers or Gobbapalloza or CAs more efficiently and even have a (albeit 1 in 6) chance of rallying.  Yes, the Boss has 2 more wounds and better regeneration, but its damage is still so swingy and we've lost the reroll trait to boot.  With Galatian Heroes, I can have cheap heroes with every Trogg unit fairly easily.

    I'd appreciate thoughts, since the book hasn't even been released yet and I may be jumping the gun.

    Thanks.

  8. Troggoth unit champions would be nice for using Command Abilities.  For the Bad Moon, I'm hoping there's a little more consistancy; I don't mind a little bit of randomness - perhaps a roll to see how much of the battlefield is influenced or a Big Waaagh version of influencing the Moon.  Just so long as it's not overly complicated.  Sweet and simple.

    • Like 1
  9. I'm looking forward to seeing what they've done for sub-factions and how the Bad Moon works.  Given that Troggs with 5 wounds or less can be brought back, I'm sort of expecting some Troggs to actually have 5 wounds, which would be nice.  Really, all I hope is that there will be a variety of playable styles so I can use more of my models and have fun with them.

    • Like 4
  10. I'm just starting on my 2nd Dankhold Troggoth to make a unit of two.  Theoretically, you can have a unit of three but since they aren't Battleline this seems no longer possible.  Is there any errata or rule change that I've missed that does allow for a three-Trogg unit?  I don't hold out much hope, but thought I'd ask anyway, thanks.

  11. 10 hours ago, W1tchhunter said:

    That is beyond utterly lame :P

    Yes, I would love to bring her into Warclans, but sadly no longer possible.  I have a Troggoth army, so she does still have a home there at least and I can add the Mirebrute and Marshcrawler to them as well, so I can't really complain.

  12. 18 hours ago, Mutton said:

    My wishlist is for Dankholds to have 5 damage swings. Just look at those clubs they're carrying!

    My hope is at least for D3 + 3, a bit like the Sludgeraker profile.  I'm also wondering if Rockguts and/or Fellwaters will go to 5 wounds, given that the new Loonshrine rule brings back Troggoths with 5 wounds or less. That would also mean they count as 2 models on objectives.  6 Troggs with 30 wounds counting as 12 models would make quite a difference regardless of other changes.

    • Like 1
    • Thanks 1
  13. 25 minutes ago, azdimy said:

    Good news on boltboys becoming available as a kit next week. I m guessing this will bring back down the ebay price for those in the dominion box?

    Also glad they are variant sculpts to mix with my 6 dominion Boltboyz

  14. Hi, am currently painting up some Kruelboyz and already have an Ironjawz army.  I've been wondering whether two Killabosses on Vulcha would be better than one Mawcrusha in a Big Waaagh army and would appreciate your opinions. I feel that Big Waaagh is less Alpha and more a slow-build to victory and therefore having two lesser monsters would provide more utility, but that will mean having no really big hitter and loss of 3 Mighty Destroyers. I'm aiming for a roughly equal mix of Ironjawz and Kruelboyz, mainly shooting, with a Megaboss on foot for the 2 Mighty Destroyers. One Prophet for the Waaagh points and mask. One Warchanter and one Swampcalla Shaman and that is a full roster of Heroes for 990.  The rest will be some mix of Brutes, Aardboyz and Boltboyz (prob 6).

    Thanks.

  15. 3 hours ago, dnusha said:

    I'm starting to think about getting a Fungoid Cave Shaman (HQ 95 points) or two . He gives 1 CP on a roll of 4+ at the start of your hero phase. His spell is very close range (D6 range) and inflicts d3 MW  to all enemy units, and once per combat he can cast 2 times any spells he knows. Ah.. too bad we can't pick our allies Spell lore (some GSM spells are nuts) so he's stuck with mystic shield most of the time. He is also pretty tough 4W 6+ 4+ Ward also his model is awesome. 

     

     

    You could take the Arachnacauldron Endless Spell for another 50 pts.  Gives him an extra cast and unbind each turn  and access to the whole Moonclan spell lore.  It does do D3 MW automatic damage to a unit within 3" when set-up and start of your hero phase, but, as you say, Fungoid does have a 4+ ward and you can apply it to another friendly unit or an enemy unit if within reach.

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