Txplays
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Posts posted by Txplays
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On 3/8/2019 at 8:24 AM, sal4m4nd3r said:
So I have been pouring over this battletome while I build and paint up my force. I have a few thoughts:
1. The loon boss on mangler squig is as good as the shaman on Arok. He damage potential is REALLY good. His command ability and an inate +1 to hit when charging makes all of his attacks hitting AND wounding on either 2s or 3s with some good rend and high damage attacks. Its a missile that does even more damage when he dies for the same points as Arok Shamen.. but a different role. I see him as a sledehammer with the arok shamen being more of scalpel unit. I also love how his profile degrades as he gets hurt then goes back up to full by the end as he gets angry >_<
2. I REALLY like the malevolent moon. Way more then the arok cauldron. -1/-2 casting and d3 mortal wounds for anything that it touches?! and it CANT POSSIBLY hurt gitz units! 50 points. That sound really good to me. Which leads me to my next point...
3.... instead of the cauldron, why not bring a fungoid cave shamen, take the hand of gork spell (in my case I will take the squig lure to make LBoMS run and charge... our army is so fast teleport is nice.. but not exactly needed). and also generate 2-3 cp a game for free! And he gets a turn with 2 casts. There isnt really another CLEAR CUT winner for spells from the moonclan list except itchy nuisance. but I think you will get more utility from using the FCS instead of managing the cauldron. It only really works on the Arok shamen, but a few turns of taking d3 mortal wounds plus enemy fire is going to severely gimp a damage dealer.
4. I wont be relying on the light of the bad moon for buffs. Taking squig lure to make sure the LBoMS can run and charge, and totem of the spider god to make sure Im getting some 5+ MW hits from the riders. If I double up, I double up but relying on the path of the moon to be perfectly timed with such crucial buffs is not something I want to leave to chance.
5. Scuttletide is so effing good for 30 points.
6. The low key buffs to spider riders as DOPE. +2 move base, and ESSENTIALLY +2 bravery base increase are great. With all the CP this army can generate though, inspiring presence doesnt seem like it will be hard to come "spam"
Perfect, now to put it all into a 2k list.
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A BoC player at the LVO placed 15th, name is Tony Pelowski, anyone seen his list?
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Thinking about running a Bloodtoofs with 1 or 2 drops so most likely will be able to pick 1st turn. My question is when should I go 1st and when should I go 2nd?
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Want to try my Hag with 2.0. List 1 or 2, any suggestions?
SpoilerAllegiance: Destruction
Megaboss on Maw-Krusha (440)
- General
- Trait: Ironclad
- Artefact: Daubing of Mork
Orruk Warchanter (80)
- Artefact: Armour of Gork
Troggoth Hag (380)
- Allies
10 x Orruk Ardboys (160)
5 x Orruk Brutes (180)
3 x Orruk Gore Gruntas (140)
5 x Orruk Brutes (180)
4 x Ironskull's Boyz (80)
Ironfist (180)
Bloodtoofs (120)
Chronomantic Cogs (60)
Total: 2000 / 2000
Extra Command Points: 2
Allies: 380 / 400
Wounds: 109
SpoilerAllegiance: Destruction
Megaboss on Maw-Krusha (440)
- General
- Trait: Ironclad
- Artefact: Daubing of Mork
Orruk Warchanter (80)
- Artefact: The Golden Toof
Orruk Weirdnob Shaman (120)
Troggoth Hag (380)
- Allies
10 x Orruk Ardboys (160)
5 x Orruk Brutes (180)
3 x Orruk Gore Gruntas (140)
5 x Orruk Brutes (180)
4 x Ironskull's Boyz (80)
Ironfist (180)
Chronomantic Cogs (60)
Total: 2000 / 2000
Extra Command Points: 1
Allies: 380 / 400
Wounds: 115
Warcry - Ironjawz discussion
in Warcry
Posted
With only a 3” inch base move, does that mean we cannot climb up to platforms and will be forced to use the ladders?