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Mayple

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Posts posted by Mayple

  1. On 1/28/2019 at 9:58 PM, mmmbbb3 said:

    The "New" orcs and goblins stuff has some buffs that just taget GROTS that would mean it works for spiderfang right? The grot warboss gives +1 attack! Would that not be pretty good or am i missing something

    Where did you find that? I just looked at the Legends document and they only mention "Goblins" of different kinds (and a Goblin Warboss, as opposed to a Grot Warboss). The Orcs and Goblins section of the app has the "Gitboss", but he has no ability to buff, so what am I missing here? :P

  2. 23 minutes ago, a74xhx said:

    I like the idea of using snufflers, Gobbapalooza and fanatics to boost my grots .... but those are for putting grots on the frontline, instead of using them to grab objective (I think).

    Or both ;)

    24 minutes ago, a74xhx said:

    Squigs are the cavalry, which I won't really be getting elsewhere if I drop them. So I'm wondering if this leaves me with more of a defensive destruction list, if such a thing is remotely possible.

    Stabbas are some of the most defensive units available :)  Don't mistake them for a glass cannon, as they're far more of an immovable wall of mud than a hard-hitting/weak-hitting squishy unit. Assuming you go at least 60 or 40 of them, of course. 

  3. 8 minutes ago, a74xhx said:

    (Without wanting to offend all the Squig lovers) Is anyone here considering Squig free lists? I'd like to do just Grots, Magic, Trolls and Spiders. Am I kicking just myself in the face for thinking this? Or are there some Squig units that are essential?

    Bounderz + Loonboss on cave squig is the closest thing to essential you come with squigs :) I run three units of 10 bounderz myself, alongside a grot/troggoth army lead by a cunning  (loonskin) Troggboss. I could definitely see it working out when scaling down the squigs for more grots/troggoths/magic, so go for it :) hard to go wrong with more bodies anyway, if you're up for that.

  4. Whoop! Finally got my much delayed order :D Squigs for days! 

    The loonshrine is massive! You could also (hilariously) hide your entire support cast of grot shamans and gobbapalooza inside it's little cave, for whatever purpose. Going to have plenty of fun with this :)

  5. 1 hour ago, Thenord said:

    i should mention the games are preperation for a tournament next weekend (he's going) so it's gonna be pretty optimised lists he's runnig :)

     

    My list was:

    Cabbage boss; ironclad, gildenbane

    footboss: golden toof

    wierdnob

    2x warchanter

    10 brutes- jagged hakas

    20 ard boys

    2x3 pigs

    ironfist

     

    Mission.  Knife to the heart
    Realm feature was: Only units with fly can run (pretty handy for him and pretty bad for my haha)

     

    Deployment: I had pigs on opposit flank, cabbage boss left, ard boys on my objective with a chanter and wierdnob mixed in, brutes, footboss and other chanter on right flank behind pigs.  :)

    Ouch! 

    Yeah, I can see why you lost that one :P The scenario heavily favours his army, and you got absolutely destroyed by that realm feature. 

    That being said, you'll generally benefit a lot from either splitting your 'ard boys into 2x10, or settling for their sweet discount at 30. Anything in-between is both detrimental for your positioning (can't split it up, so you can be outmaneuvered. 30 works around this by covering a much larger area effectively), and eats into your point efficiency (those final 10 boys are extremely cheap) - Your brutes would also benefit from splitting up. You'd get one extra brute boss, and flexibility in maneuvering. Jagged hakkas are a fine choice, as that allows them to stand behind their smaller ard boys cousins and smack the enemy) - I'm also of the opinion that you've brought a warchanter too many to the battle, but that's pure preference, so don't worry too much about it ;) Also note that splitting up your units means more units counted for the purpose of the Waagh roll.

    As a sort of specific step to take against LoN in particular; consider the Ardfist battalion over the Ironfist. You'll benefit greatly from the ability to come back from a bad fight, and your troops are generally much tougher than whatever the LoN player can throw at you, meaning the power of getting them back from the dead tilts in your favour. Mind that I'm not saying it is better in general (although I do think so) - but that it could help you bridge the gap in this matchup and allow you compete more evenly. 

     

    List shenanigans aside, the only thing/strategy I see that you would be forced to employ during the knife to the heart/no running battle would be to tank it up for two rounds, and try to cheese him on round three by going on an all out hail mary offense in a bid to get both of the objectives on your turn, winning you the game. That means you'd position yourself around your own objective (probably a bit forwards), keep your Mawcrusha chaffed off as a way to force the opponent to keep his vampire lord on zombie dragon in reserve (your mawcrusha would surely eat that guy for breakfast) - let your 'ardboys absorb whatever he throws at you (30 works great for this, but you only had 20, so I don't know if they could withstand it, to be honest) - and then use your infantry - i.e; whatever remains of your 'ardboyz + brutes to focus-fire the reapers, and then the mournghul (in that order, even if they're both up-close) ---- If that leaves the reapers weakened but not dead, great, but you'd be looking to get a small breather in the time it takes the reapers to re-enter the fight after ressurecting. Your Gore-gruntas would in theory be free to roam along the flanks to bait out his Vampire lord//wait for their moment of glory at that comes at round 3. Waaghing out as much as you can would be the name of the game here, since you're taking the fight stationary, and thus perfectly positioned for the golden toof battleshock immunity, so you don't need the CP for anything else. The time to go -all out- with this would probably be round two, to free yourself up for a round three charge.

    You'd form a giant moshpit, in other words, and keep it slugging until you break it open on the third turn onwards.

    If the vampire lord had exposed himself at any point during all of that, your mawcrusha has one job, and that's the one. No vampire lord (general) = no ressurection - but it is generally safest to assume you'll be unable to get him out of the game, as the LoN player knows how valuable he is. 

    Come round three, you'd either be dead, or have your one shot at glory. If your opponent is clever, he'll anticipate your hail mary, and play more defensively himself, but that still leaves you with the initiative. And at the end of the day, your Orruks got to have a big brawl, so you technically win regardless ;)


    But that is pretty much a losing fight. A combination of realm feature (major), scenario (minor), and lack of staying power in your list (minor) adds up to a seriously tough uphill struggle :P So I don't think you should be too dismayed by that loss. You'll find a much more even fight when the odds aren't stacked against you before you even put your models down. 

  6. 9 hours ago, Thenord said:

    got a re-match on wednsday against a LoN list. Last time he brought a vamp lord on dragon, two necros, 30 reapers, 2-3x 10 skellies,  10  hexwraiths and a mournghoul.. I got absolutely blasted. Killed the 30 reapers he threw at me turn one. Buuuuuuut then they just came back from one of his graves in his turn. 
    Maw krusha boss got tied up with the mournghoul and blasted with debuffs (- to hit/wound and damage) ..

     

    Anyone got some advise on what I can do. I just wanna last a little longer than bottom or turn three and actulla put up a fight..

    What was your list? What scenario did you play?

    Advice aside, you can try asking the Lon player to use a suboptimal (not bad) list against you so that you can more easily identify how to pick apart that faction. For learning purposes, essentially. He'd benefit too, since it gives him more of a challenge.

    But I'll see what I can do for you anyway when I know your list and the scenario :) I don't think you shouldn't play against Lon. That won't help you figure out how to beat it at all :)

  7. 10 hours ago, 5kaven5lave said:

    Brief BatRep vs. Balanced Stormcast:

    Battleline Troggs do melt away vs. shooting but hit like a truck in combat. The Batallion actually did some work for me today so that was cool. Hag with Gryph-Feather is godlike and the Rage-Grip combo on the Boss helped me take down 2 Dracothian Guard in one combat which was immense. Won Shifting Objectives by the end of Turn 4 but by that point only the Hag was left standing. The Cauldron is great and an excellent source of MW on enemies too once you get her stuck in. A blob of 60 Stabbas really helped in the end. 

    Which type of Troggoth melted away? :)

  8. 8 hours ago, Ekrund Oath Splitters said:

    We could debate this all night and i fully respect your views on the Dankhold Troggboss, but me and many others in my gaming group see him as a weaker hero as a whole when viewing our options in context.

    Sure, but irrelevant. I was arguing that he is the tankiest of the three. Which he is. Anything beyond that is debating usefullness, which I have no intention of getting into.

    8 hours ago, Ekrund Oath Splitters said:

    I on the otherhand am not one to go off statistics. I like to mathammer like everyone else but when it comes down to it ingame experience trumps theoryhammer. 

    I agree with this, and I'm not a mathhammer person myself (you haven't seen me throw up a graph yet, and probably never will ;)

    But facts are facts, and sometimes statistics show a truth you can't argue with using ingame experience; Troggboss is tankier (superior defensively, not equal) than Mangler Squig and Webspinner Arachnarock. The Troggboss has access to defensive stats that the other two can never achieve on account of being monsters, or not having access to the same traits, while also having a notably smaller footprint, making it easier to screen.

    This is the argument. Talking about anything else, i.e usefulness, or best choice, is not relevant, because I'm not making any claims about those. My views are not represented, because this is an objective truth: Troggboss is the tankiest of the three. 

    Also, your playgroup could be the top 10 players in the world, and I'd still have to tell you that their positioning is off if they get their Troggboss murdered in scenarios that you first described (with the squigs) - Status or number of people does not equal a better argument. The argument itself is the only factor. 

    Or we could start throwing our accomplishments around, if that's how you want to back up statements. Not my cup of tea; I've never lost a tournament. My friends are highly competitive - Which is irrelevant to the argument, so you should disregard it, as will I yours.

    So if we're going to debate more, please keep it strictly to the actual statement ;)

  9. 8 minutes ago, Ekrund Oath Splitters said:

    Having watched his 3 games he lost his Troggboss vs myself and the Daughters in a single round of combat. And in respond to his positioning it was fairly good, but when you have 20 hoppers leaping over your 6 fellwater screen turn 2 it hurts (12 MWs i did, won who gets to position the Bad Moon, put it on his quarter, turn 2 my hoppers go 4d6 of which one unit got 18" and the other with a CP 6" run got a 20" move, thats 3 dead Trolls and then my boss moved 17" and charged 6", squeezed through the gap my hoppers made in the movement phase by leaping from 2 different angles to get all models over his unit).

    Really shouldn't use this as any kind of proof. It will skew your insight. Your friend had no screen units. His prerogative, but his general was never going to survive, regardless of what model he used. Assume proper positioning when talking hypothetically, or we might as well write them all off as bad heroes that will die instantly to any hard-hitting combat focused unit in the game. 

    16 minutes ago, Ekrund Oath Splitters said:

    So in light of what ive said before i just dont see him being an anvil

    He is. Not by himself just standing out in the open, but that goes for any unit. Nothing exists in a vacuum. Things work in correlation with each-other beyond simple number crunching combo synergies. A hero that refuses to go away if given even the barest notion of support is one heck of a useful tool. 

    25 minutes ago, Ekrund Oath Splitters said:

    Its not that he is hes less tanky than his counterparts its that he is equal to that tankiness with a Manglerboss during combat but with Fight another Day the MB ignores retaliation entirely meaning he suffers 0 damage during that combat. It is only if he heals that he gains the advantage over the MB

    If you ignore access to cover and look out sir, yes. If you account for them, no. Statistically superior to defensively, not equal to. 

    28 minutes ago, Ekrund Oath Splitters said:

    An anvil is like a VLoZD with the Ethereal Amulet, Stardrake with all the bells and whistles, Sequitors with all there defensive combos active, a Bastiladon with Celestial Rites.

    Seeing as how they're not available to Gloomspite Gitz, have wildly different roles, and exist within different armies (i.e: different faction playstyles and weaknesses) entirely. I can't really do much with that comparison. Arkhan is a better caster than Skragrot. Still using Skragrot 😛

    35 minutes ago, Ekrund Oath Splitters said:

    An 8 may be a hard cast but arcane terrain can help boost that, the moon also and the cauldron as well. He is always getting his +1 to cast native so on average he is getting it off.

    And on average, the double regeneration goes off too ;) Statistics are nice like that.  Additionally, regeneration can not be dispelled. 

    39 minutes ago, Ekrund Oath Splitters said:

    maybe because i dont really see him benefitting my army or play style in any way shape or form.

    Right on. Don't let that subjectivity cloud your perceptions though. 

    • Like 1
  10. @Ekrund Oath Splitters

    Anything a Webspinner Shaman can do defensively, a Troggboss can do better. Any buff or combo that adds to survivability can also be applied to the Troggboss. The only thing unique to the webspinner is the healing spell, and that casting value 8 is one tough cookie. Different flavours, different purposes, but you're way off course if you claim that the Troggboss is -less- tanky than its counterparts. It is the one area where it actually shines 😛

    Also whoever let you run a mangler squig at it should work on their positioning. 60mm is not difficult to protect. Anything in the game can die instantly if positioned poorly. 

    Mangler squig is the nuke

    Webspinner Spider is the utility

    Troggboss is the anvil

     

    Different tools, different jobs. Out of the three, he'd be the one I'd bring if I wanted my general to survive the duration of the battle while fighting just behind the front line. 

    If I wanted to do something else, well, then I'd use something else 😛

  11. 1 hour ago, Malakithe said:

    I liked the first one better too just cuz of the big Troggboss. So how would you rearrange my first list? 

    Allegiance: Gloomspite Gitz
    Mortal Realm: Aqshy
    Loonboss on Giant Cave Squig (110)
    - General
    - Moonclan Stabba
    - Trait: Tough 'n' Leathery 
    Webspinner Shaman on Arachnarok Spider (300)
    - Lore of the Spiderfangs: Curse of da Spider God
    Madcap Shaman (80)
    - Lore of the Moonclans: Squig Lure
    Dankhold Troggboss (300)
    - Artefact: Thermalrider Cloak 
    18 x Squig Herd (210)
    12 x Squig Herd (140)
    6 x Squig Herd (70)
    10 x Boingrot Bounderz (200)
    10 x Boingrot Bounderz (200)
    10 x Boingrot Bounderz (200)
    Squig Rider Stampede (140)
    Scrapskuttle's Arachnacauldron (50)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 168

    ;) I suppose this is your "If I bring a Troggboss" alternative then.  Thermalrider cloak to have him follow the rest of your army, but whatever you prefer works. Very flexible leader, that one.

  12. @Malakithe I kind of liked your first list better, especially since you could remove 10 hoppers, and swap 6 squig herds over from the other unit to have your battleline covered in exchange for 10 more bounders. 

    As for this one, I think 5 less hoppers for any type of shaman will support you quite well. Hand of Gork might be an idea on that one for tactical flexibility. 

    Artifact might as well go on your general here. Clammy cowl is a safe pick :)

  13. 9 minutes ago, GunslingerOy said:

    If this is an inappropriate place to post this please chase me away.  2019 goal is to build my first Age of Sigmar army. Pulled between FeC, a Squig heavy Gloomspite list, or a Trogg heavy list. Not looking for top competitive play but I don't want to make a gag army that cannot win.  Looking at the attached as a start. Any super glaring issues that someone new to the game wouldn't notice? Not enough bodies to claim objectives?

    Side question: I am getting the squig herd models because they look great but is the point of the herd to sacrifice/tie up units? Value generated from the fleeing mortal wounds? Will squig herds make it into competitive lists?  

    SquigList1000.pdf

    It is the most appropriate place to post it :) have no fear.

    Your list not bad at all. There are things you can do to "optimize" it more. For example the Loonboss with cave squig has no real purpose alongside all those squigs and troggoths, and could easily be replaced by a wizard, giving you more spellpower. Alternatively, swapping that Loonboss with cave squig and Rockguts out would enable you to bring a mangler squig and a 40-point endless spell. 

    Not to say that Rockguts aren't good, but its good to know your options.

    Overral your list has punch, but no staying power for your own objectives beyond the Rockguts. It might therefore be wise to double down on what the list does well (fast movement, hard punch), by bringing the mangler and taking the fight to the enemy. It will be entertaining for both sides, at the very least, and would quite capable of pulling its weight. Defense through offense would be your rule of thumb for both your original list and the mangler squig alternative.

     

    If you want defense through defense, you'd need grots, and many of them. 

     

    Squig herds are really nice. For 280 points you get 24 bodies on 25mm bases (so they fight in two ranks, which squig hoppers/bounderz can not) with 48 wounds and plenty of solid attacks. They're a viable horde alternative to regular grots, and as tiny cheap minimum units for battleline tax like you've done. Hard to go wrong :)

    • Like 1
  14. 4 hours ago, Ekrund Oath Splitters said:

    The Troggboss isnt the tankiest in the range, i would say the Webspinner Shaman on Arok is the toughest. With a 4+ save and only 12 wounds he has the same durability as a Loonboss on Mangler,

    But the Troggboss has one massive advantage over his counterparts: he is not a monster.

    So all in all, he..

    - Benefits from look out sir

    - Benefits from cover (putting him at a 3+ save)

    - Ignores harmfull spell effects on a 4+

    - access to command traits as general, which the webspinner does not. This can give him a whole bunch of stuff, but notable options for durability is Loonskin (always affected by bad moon until it leaves the map, giving an extra command point each round, and doubling/re-rolling his regeneration) and Tough as rocks (+2 wounds)

    - Access to a high risk/high reward artifact that gives him a 4+ ward save until he rolls a 1. Or instead, he can pick a realm artifact that gives him the same benefits as headdress of many eyes, so that is not exclusive to the webspinner. 

    - Edit: benefits from defensive spells just as much as the webspinner. The healing is the only exclusive part of it, and the Troggboss matches that with his own healing. Worse healing on his own, matched with Loonskin.

     

     

    So, without artifacts:

    - Troggboss is the tankiest, because he's not a monster.

    With artifacts/traits:

    - Still tankiest. Becomes almost impossible to nuke with some luck. An extra command point each round is nothing to sneeze at. (hilarious how that translates to a tactical genius Troggboss slogging around the battlefield!)

  15. 6 minutes ago, Fuzzwyr said:

    Provided I will only play an army of Troggoths, without any Goblins - Troggoth Hag is our lonely Wizard, right?

    So, there is now way to use spells of the Battletome?  Only her own spell, permanent spells and spells form the realm the army comes from, right? 

     

    If you don't bring any goblins, then the Scrapskuttle's Arachnacauldron is the only way to g-

    @Malakree !

  16. @Malakithe - Really depends. Since your general doesn't really want to get involved in the fighting himself, but will want to use his command ability more or less every single round, it is probably a solid bet to go for either "Dead Shouty" to keep that machine rolling on its own, while you can safely spend your command points for other things (re-rolling charge rolls, battleshock, etc) - or "Fight Another day/Tough n Leathery" for survivability. Fight another day is really nice if you don't want to get locked down with your boss, and essentially turns him into Seraphon skinks, except he gets to attack before he runs away. Only go that route if you imagine he'll ever be in a vulnerable position to enemy close combat though, since "tough n leathery" will be your best lead-from-the-back style survival trait, and helps much better against shooting/magic. 

    Personally I'd go for dead shouty. It just compliments your list really well. If it was a mangler, then I'd probably consider "fight another day" as a way to increase the threat level. 

    Cunning plan does nothing for you. You know you'll be using his command ability anyway, so the dead shouty is just as good, and then surpasses it several times depending on how many rounds the boss stays alive. 

     


    Edit: Mind that I would go dead shouty because I trust myself to keep him alive for at least one round, regardless of what my opponent tries to do (alpha striking shenanigans and such). If you doubt his ability to survive the first round, then tough n leathery will be your best option, since killing your loonboss before your first turn will put a serious speed bump (pun intended) on your squig assault. 

  17. @Malakithe Hard to go wrong throwing an artifact on the Troggboss :) You're already investing some points into him. Might as well make him able to capture objectives on certain scenarios, and be even more of a problem to deal with. Be it Ghyrstrike (making him 2+/2+), Glowy Howzit (4+ save after save until you roll a 1), thermalri-..


    Gosh darn it @Malakree! FOILED AGAIN! 

  18. 20 minutes ago, Batch said:

    I just noticed that too, thankfully I have the book and will go by that until I see something official,  dont trust the app most of the times anyway. Also...why would the boss hit worse then an underling? Didnt make sense.

    Yeah. Was thinking the same thing :) Fingers crossed that they just messed up. Gonna go by the battletome until they faq it if it was intentional.

    Also interesting, but not Troggoth related, the loonboss on cave squig has a double damage ability on the app, but not in the book. That one, at least, seems intentional.

  19. 34 minutes ago, 5kaven5lave said:

    Hmmm, the app can be unreliable sometimes. 

    While we’re on about the boss, how are we gonna paint that bad mutha if we want to keep the pale skin. Spray white, purple(?) wash and dry brush it up with something like Pallid Wych?

    I'm not a big fan of the white/pale Troggboss look myself, so I'll be looking to push him more towards the more traditional purple dankhold look with some personal touches, but I think you're spot on with Pallid Wych Flesh :)

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