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Turragor

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Posts posted by Turragor

  1. 1 hour ago, Kronos said:

    Waking up at 6 was most definitely worth it just to see this beaut revealed. Detailed Forgeworld monster are very much my hobby passion (The wife still asleep and the dog doesn’t understand my frantic joy).

    On the flip side, these Battle boxes are killing the hobby for me. I honestly zone out when I see one now no matter how cool the characters. 

     

     

    2A803777-20E9-4339-A1B8-32DBC445F46B.png

    A1F161FD-09E1-4700-B84C-839D27B97EBA.png

    9A9E9CED-065F-4F6D-952B-AECA78D14647.png

    this is the stupidest wing pose I have ever seen, so much so that I used my pro image edit skills to FIX this monstrosity:

    image.png.29ee71de41a81d30fd264761939e43cc.png

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  2. This confuses me a bit but I think the only change ("other") means Horticulus can setup the tree within 3" of himself. Or do they mean the tree itself can be within 3" of itself? Whatever, it's not a big change :D

    Page 90 – Horticulous Slimux, Cultivating the Garden of Nurgle
    Change to:
    ‘Once per battle, at the start of your hero phase, you can set up 1
    Feculent Gnarlmaw within 7" of this unit, more than 7" from all
    other Feculent Gnarlmaws and more than 3" from all other models,
    objectives, other terrain features, endless spells and invocations and
    add it to your army.’

     

  3. 13 minutes ago, Greasygeek said:

    FAQs up… well not that it made much of a difference.

    I beg to differ on the tactic (but only that):

    Page 82 – Battle Tactics, Gifts of Nurgle
    Change to:
    ‘You complete this tactic if 3 or more friendly Maggotkin of
    Nurgle units are within 3" of the same enemy unit at the end of
    this turn.’

  4. 11 hours ago, Causalis said:

    So, after a few games with the new book I want to give my impression of it.

    Overall I really like the book's internal balance and feel. I also played with the old book and it always felt really weird that Nurgle of all things would be one of the fastest armies out there. 

    Subfactions:

    Previously these were list- and game-defining. But tbh one mostly just saw Munificent Wanderers. Now these are vastly less powerful - a theme that seems to be the new trend in this edition. I'm ok with this. It opens up the listbuilding a bit more.

     

    Army rules:

    Yay, mortals finally get DR! I am a big fan of the Diseased mechanic. I know people cry a bit that its "strictly worse than 6s to hit MWs" we had before. But actually it's not. Let me explain: Previously one would buff a blob of Plaguebearers or some Flies with extra attacks, cast Blades on them and use AoA to get mortal wounds on 5s to hit. That was often enough to delete a unit or do some serious damage. This, indeed, is gone. Instead, the army now does MORE mortal wounds but spread out over several units and over more turns. In essence, we went from a laser to a wide spread.

     

    Units:

    GUO:

    The big boy himself had a drastic change in his role! Previously almost exclusively a buff-piece, he is now a combat monster. He really packs a punch and is incredibly tanky, especially if you take the Emerald Lifeswarm with him. While I'm a big fan, I also think that almost 500p is a bit too much atm. The GUO's warscroll spell is utter rubbish! It is a worse version of Gift of Disease in every way. And whilst he does good damage in combat he has to compete against e.g. Orghotts who does comparable damage and is also almost as tanky. So the question arises why you would take the GUO over the Maggoth Lord since he simply doesn't bring 200p of extra goodness to the table.

     

    Maggoth Lords:

    These 3 guys are all fantastic now! Orghotts is probably the best since he hits quite hard and can give a free command each round, right on his heels comes Bloab who has a nice debuff aura and a great spell. Lastly Morbidex who is overshadowed by the other two.

     

    Sloppity/Scrivener:

    They stayed almost exactly the same. Still good for buffing. Moving on.

     

    Blightkings:

    My fat meatbags are actually good now! The thing I like the most about them is that they are really independent. Best picked in units off 5 since they'll struggle with coherency otherwise.

     

    Pusgoyles:

    The new hotness right now! Just like their brethren on foot they act well independently of a hero. But I feel like you need to ram either 2x2 or a 4 man unit into a target to delete it. Just two Pusgoyles often don't cut it. 

     

    Plaguebearers:

    Oh, how the mighty have fallen! Previously they had a 5+ save, +1 save (locus), could worsen rend and were harder to hit in melee AND shooting. They lost all that to gain an additional wound, which is nice but they aren't as tough as they were before. And since there is almost no way of stacking attacks on them, they simply deal no damage at all. I often just bring them to have bodies on objectives or to buff them with Fleshy Abundance which makes them a nice tarpit.

     

    Plague Drones:

    I still like these guys. They are fast and essentially shotguns with their missile weapons. Sure, we see not many hordes these days but there still are enough 5 to 10 men units out there that they can generate a lot of shots. 

    Beast of Nurgle:

    A hidden gem if you ask me! I highly recommend taking one or two of these in every list. Their goal is simply to be reaaaally annoying by tying up enemy units. Charge those Fulminators or other units that get a bonus for charging or ping-pong them around the board. Any damage they deal is just gravy on top. Use them like mobile speed-bumps and don't forget that their impact hits ALL enemy units within 1", not just ONE enemy unit!

     

    Nurglings:

    Love these little troublemakers. I try to take one squad in each list just to have them appear in the enemy territory to generate extra summoning points. In almost all my games my opponent either diverted way more ressources than necessary to deal with them or ignored them and they gave me CP all game long.

     

    Gnarlmaw:

    Oh it's bad, it's so bad. It essencially just gives 1 CP and maybe coughs on some nearby enemies. I have no idea why it would be so expensive to summon since it hardly does anything. And I fully expect the exponential stacking to get FAQd. 

    Gnarlmaws  - I think in befouling host (and maybe with horticulus) you are getting use out of them. You've 3 on the board r1 and that adds up.

    If you only have one on the table all game, it's kind of super meh.

    So for me personally, I'm drawn to befouling host for that reason (you also get battleline beasts iirc)

  5. 12 hours ago, Drujeful said:

    Very nice, thanks! I like the idea of a summoning army that’s super thematic. I like Pusgoyle Blightlords a lot, so maybe there’s something of a little bit of a mix with them instead of Drones if the points work out. 
     

    As far as summoning goes, what do you usually have on hand? Do you keep a varied spread of stuff so you can choose what to summon at any given moment or do you usually just have like an extra unit of Nurglings, Plaguebearers, and a Beast or two?

    I am painting up my bilepiper and scrivener as I think they'll be excellent additions (dont need to be in the list r1 but you can get them in r2 for engagements) when things are going well and you need more damage.

    I also prefer a beast for attempted damage (unless I'd summoned a scrivener / bilepiper in previous rounds) and a bit of 'mobility' with slimux for hit bonus.

    For the most part 10 plaguebearers are going to be a staple summon imo. You could probably have 30 plague bearers summoned over the course of the game, keeping objectives pretty secure.

  6. Sure! I had 3 great games:

    (The Vice) Ogor Mawtribes. Major Win.

    (Survival of the Fittest) Nighthaunt Olynder & Nagash. Major Loss.

    (Power Struggle) Seraphon Dracothians Tail, skinks, slann and Gotrek. Major Win.

    Though I lost the 2nd (Nagash is not a good matchup into a disease/contagion point approach I found) I did well on tactics and obj control, amassing 22 pts versus 30 pts.

    In broad terms I dropped Slimux's gnarlmaw r1. I'd have 3 trees r1 and (with bell) 8 or so contagion points. I aimed to pop up nurgling unit r1 and they always survived (even v 10 hexwraiths) to give me 3 extra CP r2. I'd already have enough for 10 replacement plaguebearers if a screen was lost.

    R2 I'd bring in Gutrot and the bks for savage spearhead/to ensure the nurglings were ignored or irrelevant in terms of gaining 3 CP for opponents territory. They'd try a long charge but that was just a bonus (as was the case game 1 when they tagged some yhetees preventing them threatening obj on my right side. They then ping ponged into a stonehorn and killed it (with disease and masses of attacks) the turns after. Most of the time, though, they threatened opponents home obj and gave me spearhead/ contagion points.

    If I didn't summon pbs, I summoned beasts of nurgle because I painted them the night before. But they come in units of max 1. So it was a bit underwhelming for summoning. They would benefit (my main change in a new, similar list I think) from starting with slimux instead of 10 x pbs.

    I think 3 drones would also be easily attainable r2 which would be a big deal in some matchups.

    So that's it really, the idea is to get summoning points and stack disease points.

    I was very satisfied with each game! And this is from someone who otherwise plays stormcast and is painting 9 stormdrake guard. I really like how nurgle play right now. You won't have ppl claiming your meta chasing (though this might change in a month or two). You have a lot of options for builds. You've interesting and thematic mechanics and these mechanics aren't super reliant on direct damage output or taking the double turn.

    It's a resilient, inexorable play style

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  7. Played this at a small tourney, was really satisfied and found it pretty engaging (if a lot of book-keeping):

    Allegiance: Maggotkin of Nurgle
    - Subfaction: Befouling Host
    - Grand Strategy: Hold the Line
    - Triumphs:
    Great Unclean One (495)*
    - General: Nurgling Infestation
    - Witherstave
    - Fleshy Abundance
    - Bell & blade
    Gutrot Spume (170)*
    Horticulous Slimux (225)**
    10 x Plaguebearers (150)*
    10 x Plaguebearers (150)**
    5 x Putrid Blightkings (250)*
    5 x Putrid Blightkings (250)**
    3 x Nurglings (105)**
    3 x Plague Drones (200)*
    *Battle Regiment
    **Battle Regiment
    Total: 1995 / 2000
    Reinforced Units: 0 / 4
    Allies: 0 / 400
    Wounds: 143
    Drops: 2
    • Like 1
  8. Hoping the disease counters have other effects. It's a very strange mw mechanic otherwise. I imagine it'll have other juicy benefits.

    The first 7 x 6s (on a single unit) are all that count for a 50% chance of 1 mw before battleshock.

     

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  9. 47 minutes ago, Scurvydog said:

    the instant kill mechanics of both. These work in a similar manner, the Stardrake can simply do this 3 times, which can be a big difference in output when outright slaying blightkings or troggoths on a 5+.

    would just note that even though you're not comparing them, it can be useful to acknowledge that the drakes version 'cavernous jaws' is so, so much better than the knight draconis 'dragged into the tempest'

    Jaws - you choose x 3

    Knight draconis - opponent chooses x 1

    The choosing party is what makes or breaks this imo

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  10. 9 minutes ago, readercolin said:

    That being said, I'm not sure that you can actually viably take both of them in a list.  This is mostly because I'm not sure you can count on Thunderbolt Volley unless you can guarantee you can shoot first, which would require taking the one-drop battalion. 

    This is my main consideration for taking the Lord Commander and running Hammers. I just think that's going to be so powerful once ppl start adapting to what SCE are bringing for opening salvo shooting.

  11. 4 hours ago, Colgado said:

    What about a more pressure oriented list? Something like this that gets in the opponents face and does tons of splash MWs.

     

    Krondys (chain lightning)

    Incantor (menagerie trait, lightning blast)

    2x5 vindictors

    2x3 Annihilators

    2x3 Annihilators with hammers

    Everblaze comet

     

    Between the spells and annihilator MWs on drop and charge a lot of smaller units and heroes will crumple turn 1. The Annihilators and Krondys are no slouches in combat either. This would be in KE for the bonus + battle line too.

    I like it, starcast but the stars are ppls

  12. 13 minutes ago, jeanfluflu said:

    I think if you want to bring the comet having a stardrake at your side could be a solid choice, you have the +1 to cast AND the great shooting attack from the drake to finish off the buffer characters that have been wounded in your heroe phase, and he's a dragon!

    Yea it was a nobrainer of a combo when rain of stars was unlimited range mw... I think there's space to try an older list out and forgetting the stormdrake guard.

    Right now I'm interested in the triple efficiency threat list, the "hallowstrike" list from Pjetski and trying out the new dragons.

    I also like the idea of Krondys as the everblaze comet caster ... :)

  13. 55 minutes ago, Malakithe said:

    Why bring the comet now? It doesnt pulse. Its just lands and sits there doing nothing. Not sure a single MW impact is worth 100pts

    The gameplan would be casting every hero phase. You can dispel an endless spell in the opponents hero phase.

  14. 58 minutes ago, jeanfluflu said:

    but could you be in range for these 6 dragons to shoot anyway (it's only 12" reach).

    This is a good point!

     

    59 minutes ago, jeanfluflu said:

    knight draconis
    knight incantor
    lord relictor
    4 stormdrakes
    1 stormdrake (or 5 hunters)
    5 hunters
    6 vanguard raptors
    and the comet

    I like this a lot too, I think this is better even.

    I would just wonder how would we prioritise the opening 'salvo'?

    I'm not sure its possible to get both wrath and volley in the 1st hero phase? It's another part of the puzzle I'm thinking of solving.

  15. Ok so I've thought about it, and there are other ways to do it (the classic way - vexillor, prime, comet, slann ally) but I really like this 3.0 version of Starcast. I'll be getting this number of dragons probably so I may even try it out (but there is a LOT of good stuff to try out, I'm psyched :D)

    Allegiance: Stormcast Eternals
    - Stormhost: Hammers of Sigmar
    - Grand Strategy: Prized Sorcery
    - Triumphs:
    Knight-Draconis (255)*
    - General
    - Command Trait: Master of the Celestial Menagerie
    - Artefact: Drakescale Armour
    - Mount Trait: Celestial Instincts
    Knight-Incantor (125)*
    - Spell: Lightning Blast
    Lord-Relictor (145)*
    - Artefact: Arcane Tome (Universal Artefact)
    - Spell: Celestial Blades
    - Prayer: Translocation
    6 x Stormdrake Guard (855)**
    - Reinforced x 2
    10 x Judicators with Skybolt Bows (400)*
    - Reinforced x 1
    5 x Liberators (115)**
    - Heavens-wrought Weapon and Shield
    Everblaze Comet (100)
    *Warlord
    **Hunters of the Heartlands
    Holy Command: Thunderbolt Volley

    Total: 1995 / 2000
    Reinforced Units: 3 / 4
    Allies: 0 / 400
    Wounds: 106
    Drops: 6

    The design here is something I thought was cool in that you don't necessarily need to go first, it's better to let the opponent move, position yourself and try for a double. That's not like Starcast at all.

    The big weaknesses here are meeting another alphastriking army - in that sense you'd be best keeping the key pieces in the sky.

    If you don't know who will go first it can be a mind game (this is one of the reasons I'm looking into Bastian in a lot of lists right now).

  16. 6 minutes ago, PJetski said:

    I disagree, Drakes don't do enough damage to justify being in every list.

    They will be popular because dragons are cool and most people don't care about being competitive. 

    Annihilators with Grandhammers are definitely the thing that will be spammed in competitive games. They are high impact, easy to use, and deal absurd amounts of damage. You can run 2x6 Grandhammers + Imperatant + Relictor for 1280 points and cripple an opponent on the first turn.

    OK I see what you mean, not all SCE armies will find them useful going forward.

    But if you are keen on running a drake army archetype for as long as competitively possible - would you always include the drakes (up to a certain points per model ceiling?)

     

  17. 1 hour ago, Yondaime said:

    Does anyone know the base sizes?

    i'd love to try some lists before selling a kidney

    I honestly think that even post points hike (months away - I dunno, it depends) most SCE armies will run 4.

    I'm buying 6-7 boxes and maybe a big Dragon. Even when 3-4 Drakes are always on the shelf that shelf will be the coolest shelf for miles around.

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  18. Here's how its going to pan out.

    It's going to be drakecast - until that (and this is hard to foresee at the moment) puts SCE as 1st place and another 2 spots in the top 5 in a major tournament and a plethora of 5-0 streaks at a large mix of tournament sizes.

    I'm predicting this as while Im a slow painter, these drakes are going to be easy to paint for a lot of competent players and you need 4 - 8 or something (with hero and bonus lizards) to be a really strong Dragon oriented list. So a critical mass of fully painted Dragon armies is only a few weeks out from when these kits are released. It's actually frightening, if beautiful. I don't think GW have done this before?

    Stonehorns and SoB are the nearest comparison and I think our wing after wing of sexy dragon lists will be better than those.

    EVEN SO, the meta will start to adjust and these lists will start going to 4-1 and top 3 at a handful of tournaments. They are not unstoppable warscrolls right? Do we really think some of the strong lists out there now are going to fear dragons? I hope so, I really want what I wrote earlier to come true...

    However, I don't think we've got a 40k Drukhari situation on our hands here, far from it.

    EVEN SO, they Drakes will be nerfed by a points cost bump (say 300 per 2) that brings drakes down to a 4-1 under a good player, until newer releases and evolving competitions make it a 3-2 (4-1 in outstandingly lucky matchups).

    At that point the SCE community will feel lightened - freed - from the beautiful tyrrany of unstoppable dragons and we'll be able to explore other options in the book. I know many are saying it's thin on options but I think the warscroll range we have between scions and keeps should make things very tinker-friendly.

    At that point enough books and options will be out that we're all a bit upset by what theyve done with the first true 3.0 tome and we'll need a reboot to compete apart from some special, interesting builds that do something hella odd. Like "Stormcast The Fast and The Furious Azyr Chariot Drift" with just chariots and Lord Relictors or something...

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  19. I see discussion over taking 2 x 2 or just 1 x 4 Stormdrakes (the latter being a bit wary of Belakor or any other strong debuff) - then the rest of the list will consist of the "Stormcast standard" selection. Some of the most pure 'Drakecast' lists will be only Dragons so don't need to worry about what to take but rather what does the same unit in different sizes (1, 2, 4) do on the field?

    A unit of 4 needs to make a real impact for the cost - what do you do with it? 2 x 2 seems more flexible ofc, but what does flexible mean? What does 1 dragon do alone (with their rider)? No NSFW suggestions please!

    Broadly speaking a unit does limited things on the battlefield -

    A) hold objectives - Unless we're playing an all dragon list, we'd prefer something else to stand and hold (especially in our board half) 

    B) trade against multiple expensive enemy units - the damage discussion above is interesting as it may be that comparably priced enemy units may survive against 2 Stormdrakes, which isn't always ideal. But it is a classic Stormcast problem, not a great trading army.

    C) achieve battle tactics - with the monster keyword, speed, and respectable (if not unstoppable) hitting power, this might be the key?

    D) synergise with another unit that then does A-C better. In a dragon list the Knight Draconis has a touch of this I guess.

    E) prevent the enemy from doing A-D... often this was my bread and butter in a Starcast list, removing buff pieces (D) or tying up a dangerous unit with an unkillable Lord Celestant on Stardrake preventing that unit from performing (B).

    What do you think? Building only on my experience with Starcast I feel like a unit of 2 are a bit like a Prime/Stardrake cross and a unit like that would be something I use to perform in the C) category.

    I think its early to know what they'll excel at but they seem to have a tool kit to potentially excel at multiple things.

     

  20. When I created the Starcast thread (quite some time ago now) I wanted to do a few things:

    • Play a truly elite Stormcast army
    • Play with Stardrakes (much overlooked then) and Dracothian Guard
    • Use the Celestant Prime (my own guilty pleasure, srsly you can read my rant about him on the Honest Wargamer - and he's even better now!)
    • Use the obscene amount of very long range mw chip damage SC had access to to mess with some popular meta builds

    This wasn't really what matched AoS wanted a successful Stormcast list to be for a long time - maybe ever. So I kind of made it like a madman in a desert prison (yes I'm referencing Ironman) and escaped with mediocre results in my tournaments... which I swear are just because I'm an average player at best :D the idea behind the approach to SCE list building was sound!

    I want to continue playing this way and I think the desire to do so - long suppressed by poor warscrolls and synergies - is finally blooming in A LOT of Sigmar's true soldiers.

    I can't lay claim to the idea of creating "Drakecast" (it looks to be as simple as - 'take all the dragon units') or even picking that as the nom de guerre for this style of list building but I already see lists emerging in the larger thread.

    I'm a fan of having all lists of a certain archetype in one place so, for any who feel the same, share your lists that are Dragon Heavy (but not necessarily dragon only) here!

    In the spirit of not letting go of things for sentimental reasons, and without a full grasp of the new book until it launches, I'm focusing on the following units (removed structured list until book releases):

    Celestant-Prime, Krondys, Knight-Draconis, Lord Celestant on Stardrake, Stormdrake Guard, Dracothian Guard.

    _______________________________

    Stay classy Dragon lovers

    image.png.a075c913f9879e79a7fea48edd4f4b5b.png

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  21. Duplicate mount traits are gone:

    27.3 – Enhancements
    Add the following rule:
    27.3.8 MOUNT TRAITS
    Some sets of allegiance abilities include mount traits. Each time you
    take a mount trait enhancement, you can pick 1 mount trait and give
    it to an eligible Hero in your army. A Hero cannot have more than
    1 mount trait and an army cannot include duplicates of the same
    mount trait.’

     
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