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Jmason

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Posts posted by Jmason

  1. 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 

  2. 7 hours ago, Walrustaco said:

    Screenshot_20191028-110142_Gallery.jpg.32547883878d3111b0038364af81187a.jpg

    Look at what it says: 

    "Pick 1 friendly Winterbite Hero. Friendly Winterbite Frost Sabres units and Winterbite Icefall Yhetees units wholly within 12" of that Winterbite Hero can fight at the start ..."

    It's just wilful misinterpretation to say otherwise.

    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...?

  3. 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...

  4. 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

  5. 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.

  6. 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

  7. 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. 

  8. 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:

     

    598E330F-1501-4388-894A-97690A85EDD1.jpeg

  9. 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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