Jmason
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Posts posted by Jmason
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15 hours ago, NinjaBadger7 said:
@rosa This is the start of my Butcher
I'm going to add more cleavers, meat etc once I get the BCR SC box to use the extras that come with it.
Are these comparable in size to the older ogor models?
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Do the Abilities from the Bloodgullet Mawtribe apply to both Butchers and Slaughter Masters?
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3 minutes ago, ccconner777 said:
Hey all, I have a conversion question. I want to use the 2 hand weapons from my Mournfang kit combined with foot ogor bodies from the glutton kit (that i dont have yet) to convert 4 ironguts. However the arm bits that go with the 2 handed weapons in the mournfang kit are needed to build the one handed mournfang models, so my question is has anyone done this conversion or knows if there are arms in the standard ogor kit that are compatible with the 2 handed mournfang weapons? Like, are the same arms that will connect properly with those 2 hand weapons in both kits? If not, i'll have to save the mournfang kit arms for the conversion and just use one hand weapon arms from the ogor kit on the mournfang.
The arms of the 2 kits are interchangeable, your idea should work
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I might be thinking about this wrong but if you have 2 FLSHs , use the command ability on one and the cloak on the second. Use the command ability first on a target, then the one with the cloak second.
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7 hours ago, Walrustaco said:
This sounds like it might combine well with a second FL on stonehorn with the doppelgänger’s cloak? Seems like a potential answer for the activation wars...?
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Ironguts hitting on 3!
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15 hours ago, Luzgurbel said:
For any reason, GW doesnt want endless spells for Destruction armis bar from Gloomspite
In lieu of their own I’m going with Ravenak’s Gnashing Jaws! Maybe they’ll be able to cast that one boosted like the Cities book...
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Does match play rules allow for Slaves to Darkness battalions to be taken as part of a Nurgle allegiance army?
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I recently acquired a start collecting box. What is the recommended build for the Magmadroth?
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I ignore iron fists and go paired weapons. Anything with rend will shut off the MWs of the iron fists. As far a icons I’d include the flag with lookout grot before including the skull
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Any advice for playing against FEC at 1K ( not using meeting engagement rules)? My list:
HOD
sorcerer with blades of putrifacftion
2 units of Blightkings
40 marauders
warshrine
suffocating gravetide
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Maybe they will serve a similar role as griff hounds? Or Aetherwings? Or maybe you’ll be able to allocate wounds to them(if they are included with a unit of ogors)?
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2 hours ago, MKsmash said:
Wait, so Grand Alliances can now combine?
Only for a very limited amount of choices, I haven’t picked up those new rules yet so I don’t know the details.
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1 hour ago, MKsmash said:
@Skipsalajan Nice! What does the FEC stand for?
Flesh Eaters Courts, new mercenary rules... forbidden power I think
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35 minutes ago, Sovereign said:
Anyone have any interesting alternatives for Tyrants and Butchers? Avatars of War has models that would make cool Tyrants, but I'm having a hard time finding a suitable Butcher.
I really don't want to deal with finecast.
Scibor has some options
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3 hours ago, ryanguy88 said:
@Jmason Depends on what you mean by "Gloomspite spells". If you mean the Gloomspite Gitz allegiance spells, then I believe you need a gloomspite allegiance for those (check their battletome). If, however, you mean gloomspite endless spells -- then yes,
Thanks ryanguy88
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Can you use Gloomspite spells while playing in the Gutbuster allegiance?
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1 hour ago, Dead_Duardin said:
Yup I knew the points, it was to give me a min 3 cps turn one for auto 6 runs and/or charge rerolls.... And on 4 + an extra one
What armies did you match up against? What worked well, what didn’t?
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1 hour ago, Floom said:
Maybe a damage orientated artefact is better with two Frostlords?
Since you’re running a butcher and the life swarm for potential heals you might want consider the Ethereal Amulet on your FL, where as the pelt can only be used in your hero phase the amulet will ignore rend always. In the end it will more than likely prevent your FL from taking more wounds than the pelt will heal.
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4 hours ago, That Guy said:
but why not just run more yhetees and frost sabres. Get there faster and actually bring the hurt?
I agree with you’re assessment, it’s probably better to go all in on the allegiance abilities. Where I have struggled is protecting my objectives after I’ve rushed my army up the board
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47 minutes ago, That Guy said:
And slow in a fast army. Also at least ally in the good troggoths, which are the fellwater ones. Superior melee power, superior abilities. Can puke. Doesn’t have a suckish throw ability that starts of at 50% hit chance on MSU and drops to 1/3rd chance after the first troggoth dies. Also zero synergies whatsoever. We don’t lack rend either.
Agreed 2+ to hit puke attack is better, and no synergies is less optimized. My thought was to use the rockguts 5+ save 5+ ignore to add some survivability.
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8 hours ago, heywoah_twitch said:
I play very cautiously with my thundertusks most of the time. Possibly too cautiously, but who knows. Maybe I'm too aware of how few guys we have so I'm over protective. What you say is true, however. Our guys are outclassed, so if you enter a fair fight points-wise we'll lose. And spreading out tends to make for fair fights. I have 2 tusks using the buddy system near smaller units and the third off supporting a bigger unit.
Though at dragonfall I ran a frostlord on thundertusk with thermalrider (to shoot over citadel woods/wyldwoods since it was an event you could bring your own terrain to) and I played him pretty aggressively. Mostly because he isn't necessarily screwed if he moves out of position to fire, as he can then charge in to do some frost spear attacks to clean up an objective.
The rest of the time I've found over-extending to snipe a hero ends up getting your thundertusk killed on the very next turn - and then you traded 340 for 120/160 or whatever which is not a good return.
I use them as mobile artillery behind units of yetis to supplement their combat damage with mortal wound fire into whatever they're fighting. This tends to oblige the opponent to make a hard choice - and many times they will keep their buff heroes in awkardly far/out of los positions to keep them safe, but generally their buffs require them to stay close to the unit so a turn afterwards they often fight unbuffed. Other times they decide it's worth it and I shoot the guy in the brain. I like giving my opponents hard choices, as that's the kind of angle shooting we have to do with the options we have.
I should say that at the end of the day I decided that thundertusk spam itself just isn't a very viable strat in this meta. Too much mortal wound protection and hordes for already overcosted guys that chart too quickly and can't fight their way out of a paper bag for being a 300+ point behemoth. 1 is fine to unlock yeti battleline, but the real star of bcr is a frostlord with ethereal.
Thanks for the advice. I did recently use the ethereal amulet on my Frost lord and it massively improved his staying power. I’ll definitely try to keep in smaller groups going forward.
Has anyone considered allying in 2 units of troggoths to help add some additional melee support? Compared to mournfang( they are both 160 pets) They seem to have more damage potential than what we have access to:
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What is your target priority or strategy for these thundertusk heavy lists?
The trouble I have experienced when playing the objective based scenarios is that my army tends to get too spread out to do any significant damage. It’s also at this point that my army gets dissected unit by unit....
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AoS 2 - Ogor Mawtribe Discussion
in Destruction
Posted · Edited by Jmason
How many gnoblars are included in a box of ogors?