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Lord Krungharr

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Everything posted by Lord Krungharr

  1. Yeah, the Squigherd needs a total rewrite for fairness' sake. The Bounderz are also absurdly good, probably equally good. One unit of 10 wiped out stuff in my StD army turn after turn after turn. The Squigherd would have done so had they not failed a 5" charge turn 1. I'm trying out the Trogg Megamob this weekend one way or another. I think vs Ironjawz but we'll see who can make it to the FLGS.
  2. Yeah they do seem like that. I'd be an Iron Golem, cuz I like to make stuff out of metal. And I'm slow. Maybe some of the old Dwarf slayers would work for the Untamed look. I'd have to figure out all the different base sizes and get dog in there. Easier with that unit than the Splintered Fang or Corvus Cabal for sure. Speaking of, anyone tried out masses of Splintered Fangs or have a battle report they can link to for them? Really want to know if that's even a usable viable army at all.
  3. Is it feasible to run an army with 4 of the Verminlords? And in what combo would be most effective at say...taking on 4 Bloodthirsters? Just a silly notion, that I may or may not delve into....I have a Deceiver already. I think he, with Flaming Weapon and Devious Adversary, could take out Skarbrand with the Masters of Murder trait. Warbringer is pretty good, seems like Skreech Verminking might be useful though the Warpseer's Dreaded Warpgale would also be good vs big scary Daemons like that. Corruptor could be good but his attack profile is so swingy. Verminlords should be battleline if Skreech Verminking is the general!
  4. Untamed Beasts, eh? I've seen some other people touting the Corvus Cabal. The cultist units sure seem useful....I'm just struggling with how do I make a Chaos Dwarf version of these units?! Gotta stick with my theme.
  5. Bless you! I am wanting to try out my Troggs next week (nothing painted yet). Mine has just one Boss and one Danky, but 2 Fungoids and Skragrott...though with the newest Battlescroll I think I'll only be able to fit in the Marshcrawla ally instead of some Brutes as well. I've been hammered horribly by Squiggly armies a couple times lately, so eager to see what the Troggs can do (my buddy's Rockguts were super tanky though). The higher resilience seems promising, and they can certainly put out the damage. I have good feelings about them, and I'm trying to figure out what to sell off to be able to keep them (big tax bill hurt my wallet). Still trying to sell my Sylvaneth, all old metal tree guys.
  6. I agree, GW really missed the boat with the recent Battlescroll, and the Squigherd shoulda been Errata'd to change the 2+ MW battleshock thing to 4+, and the MW mushroom buff to on wound rolls not hit rolls.
  7. I just fought my friend's Gitz army with my all Undivided Cabalists StD, first tryout for each of us. I was going for the Grand Strat of doing 4 StD Tactics...I had: Manticore Lord (general, Favored, Conq. crown, Flaming Weapon, Daemon Blade) Sorc on Manticore (D. Conduit, Vigour) 2 foot Sorc (Conduit, Speed, Leadership of the Alpha...Damnation, Speed, Tunnel Master) Lord on D. Mount (Flaming Weapon) 4x1 Chariots 1x5 Knights w the Undivided Banner mercenary One Eyed Grunnock He had: Loonboss on big squig, Mangler Boss, 2 Fungoids, Squigboss, 24 Squigherd, 10 and 5 Bounderz, 5 Rockguts, 10 Spiders. Position over power, he went first, failed a 5" charge on the squigherd. So I charged them with my MantiLord, Gargant, MountLord w Knights and wiped them after Binding Damnation so I struck first there....got an objective w a chariot, and charged spiders and the tiny Bounderz unit, ended up wiping the Bounderz but not much to the Spiders. Failed to get my MantiLord rolling on the table with Chaotic Conduit after my MantiSorc rolled 2 1s on the Draw Power for that. So that sucked. I got the double turn and got into the Troggs w a chariot and the MantiLord, killed a Fungoid w another chariot, brought my gargant up over the center ruins and charged the Loonboss, charged the knights w Speed over into the Spiders (but the Lord couldn't make it with them). He then brought the Bounderz straight into the Gargant and killed it in one round. Then it fell onto the Loonboss and finished him off. Spiders and Knights/Chariot were a tarpit, so was the Trogg battle. Then he got the double turn and brought the Mangler Boss way over to my backfield and engaged my foot and MantiSorcerrers. That was hopeless. Bounderz went into my MantiLord took swift care of him and the chariot. Knights eventually killed the Spiders, tried to run back to the center to maybe do a tactic of some sort, but then got Bounderzed themselves. Unbelievable how fast and deadly the Gitz are, especially the boingy ones on the charge. Chaos Knights on the other hand, really kinda suck! Hitting on 4+?!? How do grots hit on 3s, and Chaos Knights on 4s? Sure I forgot about Daemonic Power but even so, they should be hitting like Stormcast guys. Also Chariots need multiple impacts to do their work, no single piecemeal garbage except for weakling heroes. Next time I'll use them like that, but otherwise they are pretty terrible, and I think I'll switch to flails instead of the Greatblade for at least some amount of possible hitting. One-Eyed Grunnock is awful but I didn't have anything else put together yet and mine looks awesome. Oh well, learning game. Should I make 10 Chosen from my Chaos Dwarf Bloodbowl guys....or some Azgorh themed Varanguard with them? Really can't decide which would be better. They're gonna be some serious conversion work either way so I want to make the meanest unit(s) possible with them. I have a Karkadrak in the works though, the Mount Lord is pretty meh. Karkadrak seems certainly worth the extra 50 points.
  8. If they're on the proper size base and you add some stuff to make it fancier and a bit taller, I wouldn't see a problem with that. If you have the models, you should be able to use them if on the right base size. Old Kroak is the same size as the new one for the most part aside from all the floaty stone circle bits (the old one had a flying stand already, so most of the height is there). Old metal Teclis...well just get a Kragnos with wings and a Keeper of Secrets face, that'll work.
  9. Oh man, that would solve SOOOO many problems for the rat-men! I endorse it.
  10. That sounds like a great fun! You'll be giving ppl a 1-2-3 punch all over the place, multiple times.
  11. Ugh, I feel your pain with regards to the squigs....and actually both those other armies. I loathe the fancy newer Aelves (the old Cities ones don't bother me as much). It does indeed seem like we don't have a current battletome; did it come out right at the beginning of 3rd edition? Always bad to be the first book in a new edition. They took away our bravery in numbers thing, that really stinks. Even our lightning cannons can fail miserably AND still blow themselves up. If we blew ourselves up, and it also caused area damage too, that would be fair. I mean tons of other armies have units that fight when they die, or even explode like Stormcast. We just explode ourselves. The Bravery thing though IMHO is what really hampers the rats. Sure they should be cowardly, but I kinda think instead of models outright fleeing in droves in the Battleshock Phase, we should get a thing like on a 4+ instead of models fleeing the unit can immediately retreat and counts as having retreated in their next movement phase unless a friendly hero is within 6" of them. If a hero is within 6" of them maybe make the scurry roll on a 3+ or something. That would enable the hordes to have some more staying power, as they're already feebly armored.
  12. One of those armies that I would love to paint...aside from the 60 Clanrats. All old metal Deathmasters too, all different. I'd take 6, but the Arch Warlock is an awesome old model, and beefs up the output of the Ratling Guns so nicely, plus a wizard. All too good to pass up.
  13. Khorne was never just a rage and smash god, but more martial prowess guided by rage. So the rules-tech is good, makes 'em think a bit, unlike the green fungus amongus
  14. I'm thinking I like a nearly complete null deploy rather than artillery. What about something like this to take out a massive squig herd and assorted heroes? Allegiance: Skaven- Grand Strategy: Masters of Execution- Triumphs:LeadersArch-Warlock (150)*- Artefact: Nightflyer Cloak (Galletian Champion)- Lore of Warpvolt Galvanism: Chain Warp LightningDeathmaster (140)*- General- Command Trait: Skilled LeaderDeathmaster (140)*- Aspect of the Champion: Tunnel MasterDeathmaster (140)**- Artefact: Nightflyer Cloak (Galletian Champion)Deathmaster (140)**- Artefact: Farskitter CloakDeathmaster (140)**- Artefact: GnawbombBattleline10 x Gutter Runners (200)***- Reinforced x 110 x Gutter Runners (200)***- Reinforced x 160 x Clanrats (300)- Rusty Spear- Reinforced x 2Units1 x Warp-Grinder (60)1 x Ratling Gun (60)***1 x Ratling Gun (60)1 x Ratling Gun (60)1 x Warpfire Thrower (70)1 x Warpfire Thrower (70)1 x Warp-Grinder (60)Core Battalions*Warlord**Warlord***Galletian SharpshootersTotal: 1990 / 2000Reinforced Units: 4 / 4Allies: 0 / 400Wounds: 132Drops: 16
  15. Aw dang it. Well, that's much much more limiting that I realized. This was an event geared more towards noobs...and I'm definitely a Stormcast noob. Oh well, it probably would have changed a couple things, like in the last game having those Fulminators get a charge off on my Desolators earlier. But I think I'd still have won based on all the other carnage wrought by my army. Didn't come into play vs the Ogors. I think the Lord of Pain actually did do an exact amount of wounds to kill my Draconis game 1 though, so I guess I did that one correctly I won a Dominion box in the prize raffle. The Annhilators are pretty neat, and the Lord Imperatant seems useful. I might keep those, possibly the Knight Vexillor but change the banner to a Meteoric Standard and the sword to a hammer. Kruleboyz are 😛
  16. I went 3-1 with my Dracoth heavy 1K list yesterday at the Adepticon Dawnbringer event...I think we had about 50 players in that one, really good crowd with a wide array of armies. I had: Knight Draconis (general, Celestial Instincts, Celestial Menageries trait), Lord Arcanum on Gryph (Arcane Tome, Celestial Blades), Knight-Zephyros (Tuskhelm, Leadership of the Alpha), 2 Tempestors and 2 Desolators (for my battleline in Hammers of Sigmar). Fought the Hedonites of Slaanesh in the table quarters mission, tabled them turn 4 I think. I tried and failed to alpha strike his Blissbarbs to death, but he kinda bounced off when charging in with the Painbringers, and the other Blissbarbs shooting didn't do too much. The Lord of Pain did slay my Draconis....but Cycle of the Storm! That was great denying him his Battle Tactic Then fought the Underguts Ogors, that was closer and I eeked out a 1 point victory that went all the way to turn 5; this was the mission with disappearing objectives (Jaws of Gallet?). I had to be cagey to avoid the Leadbelchers and Ironblaster, and tried to use some woods to hide. But I went too aggro turn 1 running and charging (Steadfast March) w my Desolators to kill his Bloodpelt Hunter general....then they ended getting Tyranted and Leadbelched. But I weathered their storm and circled around to the center with my Zephyros zipping back and forth to score stuff. In the end I had the Draconis and 1 Tempestor and Zephyros lived to finish off the last Leadbelchers. Hammers of Sigmar and Cycle of the Storm really saved me this game with a couple key ward save successes. Game 3 I got tabled in turn 3 vs a massive herd of Squigs and assorted squig riders. Managed to at least get 3 battle tactics scored, but WOW the squigherd is waaaay O.P. and needs some Errata'ing. Game woulda been over turn 1 with almost any other army I've ever used, even Sons of Behemat I think. StD might have weathered since they often have 5+ wards vs MW, but doubtful. Game 4 was against another Stormcast army w 2x2 Fulminators, Zephyros as the general w Arcane Tome, Vanquishers, Vindictors, 3 shield Annhilators. I think that was the first mission in the book where the objectives get progressively activated. He gave me first turn and scored his own objective, so I threw away United Offense, scored nothing, but moved up onto 3 different objectives for later. He brought up his Fulminators, dropped his Annilators.....and praise be to Sigmar forgot to do their MW bomb effect! They and both units of Fulminators all failed their charges. I then got rid of the left unit, and charged my Desolators with Steadfast March into his back center Vindictors, and eventually got rid of them. My Zephyros went to the right to Desecrate his Lands near the other Fulminators, and I should have put him behind the rock, so he got charged, slain.....and then Cycle of the Storm! No slain. He then did it again next round! Then he teleported outta there. In the end the Fulminators decided to go ballz to the wall and see what they could kill since it was a losing battle, and they did indeed slay both my Tempestors, and then barely got slain in return, but it was enough. I checked with the TO about the Cycle of the Storm rule to make sure I did it correctly, and he concluded with the council and rulebooks that indeed, it's a super ridiculously awesome rule. I'd almost put another Lord Arcanum on Gryph in the army. It works so well if the unit being slain is being attacked only by one enemy unit. Since all the unit's attacks are simultaneous, and each wound is technically allocated 1 by 1, and all excess wounds are lost after it's slain, the Cycle works to restore the slain model with 1 wound and really annoy people over and over again. I also love the Hammers of Sigmar ward save near objectives, and love the zip-zap teleporting of the Zephyros and Lord Arcanum on Gryphcharger. Can't wait to upscale my army to 2k with some more Dracoths, some other hero or 2, Liberators maybe, and some allied Tree Revenants perhaps if they fit.
  17. I think you might do even better at 1K. Many armies scale differently-better, but I think the damage put out by Ratling Guns will go that extra mile vs smaller forces. Conversely when I used my Sons of Behemat (old version of the tome) at 3K it did way worse!
  18. Ah, yes-yes, now I see. That makes excellent sense. Less for me to buy too 🤑
  19. My next crazy list idea: Null deploy EVERYTHING. I didn't realize the Warpfyre Throwers could increase their range and MW rolls. That's HOT-HOT! Allegiance: Skaven- Grand Strategy: Take What's Theirs- Triumphs: IndomitableLeadersDeathmaster (140)**- General- Command Trait: Devious Adversary- Artefact: Tuskhelm (Galletian Champion)- Aspect of the Champion: Leadership of the AlphaDeathmaster (140)**- Aspect of the Champion: Tunnel MasterDeathmaster (140)**Battleline40 x Clanrats (200)- Rusty Blade- 2x Standard Bearers- 2x Standard Bell Ringers- Reinforced x 140 x Clanrats (200)- Rusty Blade- 2x Standard Bearers- 2x Standard Bell Ringers- Reinforced x 140 x Clanrats (200)- Rusty Blade- 2x Standard Bearers- 2x Standard Bell Ringers- Reinforced x 1Units1 x Warp-Grinder (60)1 x Warp-Grinder (60)1 x Warp-Grinder (60)1 x Warpfire Thrower (70)***1 x Ratling Gun (60)*1 x Warpfire Thrower (70)***1 x Ratling Gun (60)*1 x Warpfire Thrower (70)***1 x Ratling Gun (60)*1 x Warpfire Thrower (70)*****1 x Ratling Gun (60)****1 x Warpfire Thrower (70)*****1 x Ratling Gun (60)****1 x Warpfire Thrower (70)*****1 x Ratling Gun (60)****Core Battalions*Galletian Sharpshooters**Command Entourage - Magnificent***Galletian Sharpshooters****Galletian Sharpshooters*****Galletian SharpshootersAdditional EnhancementsAspect of the ChampionTotal: 1980 / 2000Reinforced Units: 3 / 4Allies: 0 / 400Wounds: 180Drops: 21
  20. That is a crackin' force! Oh how I miss really old Daemons army full of the Bloodcrushers. For your alternate Skull Cannon, how about an Ironblaster, but with a Juggernaut and Blood letter or Khorne-masked Ogor pilot? I always thought the motorcycle thing was just a really strange design choice too. I would probably make one more like a mechanized Blood Slaughterer/mini-Lord of Skulls with Juggernaut legs and a wheel in the back (like a tripod), and then whirling blades on the sides to be like the Bloodletter crew.
  21. Anyone think Steam Tank armies will still be possible and exist in the next Cities tome with the Dawnbringers? I thought I had read that the Ironweld Arsenal units will remain but not sure if I should load up on Steam Tanks or not. The Living City route currently is pretty fun, running 6 Commanders who would all heal D3+1 wounds in their hero phases. Not sure if the Commanders will 1) still exist, 2) still heal themselves, 3) make other S'tanks battleline if general 4) if there will be a Living City.
  22. Gnawhole placement has also vexed me a bit. Good advice! Nurgle shut down both of my Gnawholes right away in that last game, and they are that Elite type. But he did keep a whole unit of Blight Kings and his general back the whole game....but I should have placed that hole not near the objective.
  23. Skullcrushers will be super tanks then! That's interesting; I find myself enjoying more elite and heavy cavalry armies lately. Guess it's just less to transport that I enjoy maybe?
  24. I was wondering if mobs of Bloodletters might be viable again. Hoping they get 2 attacks base, but not holding my breath. I like those old 2nd edition ones and also the 3rd edition goat looking ones. More keen on getting daemons, but the mortal models are super cheap!
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