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Knight Scáthach of Fimm

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Posts posted by Knight Scáthach of Fimm

  1. Been playing a few games against Slaves to Darkness using my Swamp army. Merwyrm is just a tanky monster that does nothing, while the Fimir and trolls crack armor all day. The game I just played my Troggboss went up against a manticore lord. Only 2 wounds went through and rolled double 6s for the damage, then he found himself in the middle of 30 chaos warriors; he survived 4 combat phases and was left on 1 wound, only to regen to 4 and the game ended in a minor win. Rolled a lot of 1s for the Troggboss though, but the luck came through when he steel chair'ed the lord. Even though he's not as powerful outside of Gloomspite, he's still incredible (I don't get why people call him overcosted, other than that he's slow...) The Fimir cleaned up the 2nd manticore lord.

    The threat of Hand of Gork is a great deterrent against over committing, so I kept 10 chaos knights away from the fight just by the implication of a teleport. I forgot the game type but it's where you need to hold both objectives to win. I actually played aggressive in the face of 2 manticores and 20 chaos knights and won so a combination of forcing reserved play with Hand, decent staying power and high rend won the game. Also Fimir Noble with Bellowing Tyrant made my trolls a max of Bravery 10 which countered the bravery bombing from the chaos lords.

    It's currently 2-1 to the Fimir, although the loss was a disaster where every charge resulted in pathetic damage. Itchy Nuisanced 30 chaos warriors then charged with 12 Fimir and 3 Rockguts. Only 6-7 died to that, then a manticore lord's pile in move was done incorrectly and everything went down hill from there.

    The sheer amount of -2 rend and potential for high bravery means I reckon the outlook of future games will go similarly in my favor.

    All in all, it performs well; I may remove the Merwyrm given the chance and improve the list. The list I was up against was pretty solid too.

    • Like 3
  2. Free Peoples are my main force, but my other army is Fimir and Trolls, as individually they are more aesthetically pleasing to me than Free Peoples, but collectively Free Peoples are more aesthetically interesting and playing them is more fun.

    Free Peoples also function as a classical army and there's a lot to do with them; they have the means to tackle almost any opponent and put up a good fight, even if they aren't particularly strong. Their rules interactions are also fun to use, and I think the Greatsword kit and the heroes are excellent.

  3. 13 minutes ago, DestructionFranz said:

    Hey guys, 

    How the ability Throwin'Boulder of Rockgut works. 

    Do I roll one dice for every model? 

    So with 3 Rockgut I throw 3 dices? 

    And, do I have to count my models or the models in the target unit? 

    A unit of 3 trolls needs a 1, 2 or 3 to hit. You roll 1 dice.

    • Thanks 1
  4. 1 hour ago, DestructionFranz said:

    It sounds very cool to play...  🙂

    Do you think that the Freeguild is stronger than a mixed Destruction list? 

    Than my mixed Destruction list? Definitely, although it's such a broad army that it's hard to say about other army builds. My Freeguild are designed to hold their own against most armies, while my Destruction mainly has theme in mind before unit effectiveness (I sure as hell wouldn't use a Merwyrm if I was (I bought it before it got nerfed)). Freeguild are also way stronger than people give them credit for. One distinct advantage of my Destruction is they're easy to maneuver due to low model count, while hoards of infantry, while usually better, are really difficult to work with if it's not open terrain.

  5. Might as well post my swamp themed army list. Back in 1st edition my Fimir were terrors on the table, and I haven't really used them in 2nd all that much as they couldn't deal with hoards. Gloomspite changed the game for them though. They even smashed an old Skryre army with warpfire projectors everywhere.

    The strength of the army is their resistance to both magic and shooting, as I can easily get my Fimir to -2 to hit at range and a lot of the units have mortal wound saves or with the Dankboss an immunity save. I wanted to run a pure troll army, but money. Also I know that if I dropped my Fimir, Forgeworld would immediately release the Balefiend.

    They're relatively slow, although I do have access to Hand of Gork; but I have a monopoly on armor breaking and poke resistance so I can't have everything, after all this is just a standard non-competitive list. Stormcast cry when my Fimir drop.

    Multiple attacks on a Dankboss fist is hilarious, but in terms of efficiency, Ghyrstrike is better without access to command abilities, and my Noble has to be the general to access Fimir as Battleline.

    Another strength is the fact I won't really need to bother with Battleshock outside of modifiers, as I can easily have Bravery 10 trolls, and Fimir are 7at base. The grots are there to die anyway.

    The real fat in the list is the Merwyrm as apart from being deceptively tanky, it's pretty bad on the damage front; however this is a themed list that'll be taken to play at the local store/ friends etc. I'd play my Freeguild if it was somewhat competitive.

     

    Swamp Army

    Destruction

    Heroes:

    -Dankhold Troggboss: 300

    Blade of Hammerhal-Ghyra +1 attack on fist or Ghyrstrike +1 +1

    -Fimirach Noble: 140 General

    Bellowing Tyrant

    -Madcap Shaman: 80

     

    Battleline:

    -20 Stabbas: 130

    -6 Fimir: 280

    -6 Fimir: 280

     

    Other:

    -3 Rockgut Troggoths: 160

    -6 Fellwater Troggoths: 320

    -Merwyrm: 260

     

    Endless Spells:

    -Scrapskuttle’s Arachnacauldron: 50

     

     

    -2000 points

    • Like 2
  6. 1 hour ago, MrCharisma said:

    I'm thinking about bringing the Free People back with this list... would need to add artefacts, traits, blah blah. I mean... shooting is dead right 😉

    Allegiance: Free Peoples
    Lord-Ordinator (140)
    Freeguild General on Griffon (260)
    - Shield & Greathammer
    Freeguild General on Griffon (260)
    - Shield & Greathammer
    Freeguild General (100)
    - Stately War Banner
    30 x Freeguild Crossbowmen (300)
    40 x Freeguild Guard (280)
    - Swords and Shields
    30 x Freeguild Handgunners (300)
    Celestar Ballista (100)
    - Allies
    Celestar Ballista (100)
    - Allies
    Celestar Ballista (100)
    - Allies

    Total: 1940 / 2000
    Extra Command Points: 1
    Allies: 300 / 400
    Wounds: 157
     

    Is there anything that lets the Ordinator not take up allies points/ slots?

  7. I used a Dankboss with Blade of Hammerhal Ghyra and Pulverising Grip the other day, and he squished 6 Chaos knights with his fist and flattened the rest of the 10 man unit pretty much alone (so that was his points back through just damage, not factoring other trolls he buffs and bravery ((which saved a unit of gobbos))). I think his reroll 1s are actually massive, especially to Rockguts. I also think his small base-to-power ratio is a huge factor in his cost, he packs so much damage for such a small base that he can just get places that monsters can't. Also not being a monster is big, because cover and look out sir. Super hard to pick off; only point where he's as vulnerable as anything else is melee, but he can make sure smaller enemy models back the hell up by picking them up.

  8. 17 hours ago, xking said:

    I could be wrong, I just think Freeguild should and will have a new aesthetic.  To be it's own thing and not just the "Empire in the Age of Sigmar".   No more  codpieces and pantaloons please. And new minor races.

    They're all over the Black Library novels so the codpieces and poofy shirts are here to stay. Edit: saw that someone already posted examples.

  9. In terms of overall general damage, it seems like Mighty Blow + Ghyrstrike appears to be the most popular option. As I said before, even without Ghyrstrike I watched a dankboss wipe out an Exalted Keeper of Secrets instantly. He easily becomes the level of Durthu if not more, because he is practically impossible to pick off with spells or shooting (especially with Nightshroud) and the fact that Durthu constantly needs topping up to maintain his 6 damage attacks.

    The alternative (against elite armies only) would be granting him additional attacks, although I think this works better in a Destruction army where he can get Wild Fury for up to 4 grip attacks (with Ghyra/ Rage blade). Even then you could swap it from his fist to his club before battle and pound something with 7 club attacks which is still amazing. Or just pick his club each combat phase and go nuts with 6 club attacks (he will be getting those 3 wounds, and if your opponent chooses not to damage him to prevent the extra attack then so be it).

    Another is Loonskin + whatever flavor of artifact you want to rake in those command points.

    Then the 'wade into the middle of it' dankboss with Tough as Rocks and Glowy Howzit or Charm, or whatever durability item you want. I do like Howzit as just one phase where you have to roll 12 after saves will save him from an alpha strike etc. You will roll a 1, but I think it's difficult to poke him in order to try and trigger it prematurely, given his spell shield and look out sir! So a critical turn of a 4+ shrug save is spicy.

  10. 18 minutes ago, Fabuland said:

    I am a complete aos noob (only played a fair share of dropzone commander).

    Is it common in a non tournament setting to complain about a size difference like that (120mm oval vs 130mm round)? I would love to field the hag but resin turns me off big time.

    So long as it fits on the correct base size, and is extremely clear as to what it is, most people (including many tournaments) will allow it. Buy an extra 120mm base if you do it. If you watch Doom and Darkness, you'll see that Cancon allowed an almost 100% proxy army for some reason, so you may find things more relaxed than you might normally expect.

    • Thanks 1
  11. 1 hour ago, Kirjava13 said:

    It winds me up a bit that these things slip through while the writers are on their podcast talking about how in-depth their rules writing is and how much peer review there supposedly is. I know everyone involved is only man-things, just does nothing to dispel any cynicism.

    Honestly, if they can just crank out decent quality Battletomes for all the other factions at a good rate then I can stand even a dozen typos. It's not ideal but at this point in time I'd rather have something on par with modern AoS with mistakes, than wait another 3 years for something better.

  12. I think I watched Venomous Wargaming's Trolls vs Slaanesh, where an Exalted Greater Daemon of Slaanesh wailed on a Troggboss with a double attack sequence, dropping him to 2 wounds, only to get slapped in the face by his re-rolling damage and instantly killed.  He did exactly 15 damage and made the daemon look like a joke. He then subsequently healed 6 wounds.

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  13. 4 hours ago, Ironbreaker said:

    Unless they re-sculpt all the old models, I am very interested to hear if GW has any official explanation for why Freeguild carry the name of a dead emperor from another world on their armor. Especially when records from the World that Was are extremely rare and often indecipherable.

    Honestly, the easiest solution would be my idea. Sigmar probably mentioned him during the Age of Myth and just like any good story it got passed down. He'd be like King Arthur; a concept and an ideal more than an actual man who lived.

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  14. The Free Peoples/ Empire aesthetic is preserved in AoS, many of the novels feature similar style clothing albeit in uncommon colors; with the exception of one cover being the Red Hours.

    https://www.games-workshop.com/en-GB/Xmas-Novella-8-The-Red-Hours-pb-2018

    https://www.games-workshop.com/en-GB/Eight-Lamentations-Spear-Of-Shadows-Pb-2018

    https://www.games-workshop.com/en-GB/Eight-Lamantations-War-Claw-2018

    https://www.games-workshop.com/en-GB/Callis-Toll-The-Silver-Shard-hb-Eng-2018

    So don't worry, the Free Peoples aren't going anywhere. What will likely happen is that a (potential) Free Peoples release will focus on a different theme within the army, while preserving the current range. It would likely be something to do with the Cogforts and the steam-punk vibe. They'll be compatible either way, like how Devoted of Sigmar is essentially a subsection of the Free Peoples. If future human models have those puffy clothes and pantaloons then they won't look out of place; after all, it's literally written into the lore.

     

    On another note; I would be content with continuing Free Peoples as an ever-present allegiance in the General's Handbook. I would like to see a Malign Portents-style Freeguild hero release, something akin to a lieutenant, since they have everything bar enough support heroes. Hypothetically, some dude that grants +1 attack or something that GW just throws out there at almost no expense. One small change I'd like to see would be a rule within their allegiance abilities that allows them to choose allies from Ironweld, Collegiate and Devoted without the points restriction of allies, but that's a wild card.

     

    Looking at the recent trend of Skaven and Flesh Eaters, Flesh Eaters in particular, I can see a Free Peoples book that contains the aforementioned sub-factions being very likely, although not any time soon. Free Peoples literally have more going for them model wise than FEC, granted we can dive down the IP rabbit hole but I'd rather not. It seems GW has solidified their direction when it comes to generic period style aesthetics; it's staying.

     

    Now another Firestorm book seems to be people's general train of thought, and I'd agree to a point. That point being, if we rolled all the 'Free City' units into a new book, the book would be absolutely colossal. I think it won't happen (provided GW updates the warscrolls and doesn't just give allegiance abilities) simply due to what the product would entail. A Free Peoples book that contains all the old Empire range seems more likely.

    Hell if FEC can get another book with their limited range, even the Dispossessed can!

     

    One last note; I wish the Guard rules of Shield and Parry were swapped around; it makes more sense that a parry grants rerolls of 1 while a shield confers +1 save. This is just a somewhat realistic take on the matter, even though it would make Halberdiers much better.

    • Thanks 2
  15. Just now, JackStreicher said:

    Which will be an entire dwarves hold which covers half of the battlefield.

    this way the low dwarves movement is compensated by reducing the table to half its former site 🤣

    But it'll cost 0 points so you'll be missing out if you don't buy it.

  16. The only problem with this release is GW's forced attempt at cashing in on a captive audience by introducing yet another terrain piece that must be taken at 0 cost or you'll be missing out. Some armies it makes sense, like Sylvaneth and Beasts of Chaos, but this is a precedent that I don't like the sound of. I can't wait for my Freeguild to get the obligatory 'Tactical Farmhouse' terrain piece.

    • Like 2
  17. 1 hour ago, TeddyMadeMeDoIt said:

    @tea_wild_owl what a fantastic theme and group of conversions you've done there, hats off for getting the minis rolling into this thread

    @Scythian what an amazing horde!! Loonshrine turned out great

     

    I was looking for some artifacts for Troggboss, Ghyrstrike (+1 to hits and wounds) looked to be a given but then I was looking at Anraheir's Claw and Blade of endings , also in malign sorcery 

    These both say for every 6 on wound rolls (Claw) or hit rolls (blade) then add 2 damage the damage "characteristic"  of that weapon. Now Troggboss does does D3 damage for each success, now I've read these artifacts to add 2 to each of those D3 success rather that just D3 to the total damage done.

    Now I can also see the logic behind just adding 2 to whatever damage I'd done after all the D3 have been totalled up but as I said the first read through I didn't see it like that

    What's the take guys? If it is +2 to each D3 (so at least 3 damage each and 5 damage each max) either one would look like a good take, even over Ghyrstrike

    Troggboss is d6 damage with its club.

  18. 2 hours ago, 5kaven5lave said:

    Both really, my MSU Rockguts managed to get a couple of throws off but the 5+ initial save is too easily rended away. My unit of 6 Fellwaters got fed to a Stardrake unfortunately, it ate 2 or 3 and the rest were shot off by turn 3. I wanted first turn to control combat but I think if I went second I could Hand of Gork something of my own choosing into the Drake instead, probably the 60 Grots. 

    Were you using a madcap with Nightshroud?

  19. Just finished assembling my preorder. Just 3 rockguts and a Dankboss for now. The Rockguts get 9 different head variants and all torsos and arms seem compatible. As for my Dankboss (who will be running Blade of Hammerhal Ghyra and Wildfury on his hands, in my Swamp army) I tried out Peachy's greenstuff chain-mail tutorial, just to give his glutes a bit of privacy, and sculpted a nightcap for him since he likes a good nap. Said nightcap is actually a Squiggly Cap and has eyes. I can't wait for him to meet Stormcast.

    Edit: I chose the heads with the biggest, most outrageous noses for my trolls. Unfortunately can't get pictures.

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  20. 44 minutes ago, Mutton said:

    Eureka! This is a brilliant idea. Think I'll convert a troggoth to have a shaman on its shoulder and use that as the "Troggoth Hag." I despise the normal FW model, so this would be a great alternative.

    I was intending to convert a Dankhold into a Dankhold shaman myself, but that idea works.

    • Like 1
  21. Just now, Malakree said:

    Yeah, sadly Troggs don't have that much to spend CP's on. Definitely a good shout though.

    Only issue is when you get that double 6 and it's covering the whole board then gone :( 

    I can see it being a big deal in a more general Gloomspite Army. Means you don't need things like Skraggrott or Cave Shamans specifically for bonus CP. Depends on the direction you want to go of course.

  22. I heard Doom and Darkness going through the book and he noted something big. Loonskin means the troggboss is always affected by the bad moon, but doesn't specify that it's just for their Regeneration. That means he's also generating an extra command point as per the allegiance abilities.

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