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Malakree

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Everything posted by Malakree

  1. So couple of things to start with. My reason for this thread is simple, the Gloomspite Gitz thread is going to be ridiculously congested with at least 4 separate discussions going on. Anyone who has been following the Gloomspite thread knows that it's gained something like 10 pages in the past few days making it impossible to keep track of things. As a result I've decided to start this thread up in order to create a unique thread purely for the discussion of heavy Troggoth lists. Obviously they are still Gloomspite and can freely take from the allegiance so it's not quite it's own but I think it will help compartmentalise the discussions into much more managable areas. The second and most important reason is that for the first time we can now field a 100% Troggoth army and this needs to be celebrated! Ground Rules As this is a bit of a unique case for the destruction forums I'm going to layout a few basic things as to what sort of lists go here and what goes in the main Gloomspite thread. This thread is for Troggoth focused armies and the units/options available. Broader Gloomspite units can be included but treat them more like easy to obtain allies. Discussions of lists which don't have Dankhold Troggbosses as generals or all the Troggoth battleline are fine. As long as the list itself is trogg focused. if it's not at least 50% Troggoths it should probably be in the main Gloomspite thread. So what does all that mean, well here's a quick example to try and help you understand. With all of that said, I'm not going to be "enforcing" any of this it's more to make sure this isn't detracting from the primary Gloomspite thread, instead being reserved for the much more focused Dankhold style lists. So without further ado. Below are the points costs for the various Troggoth units. This means that the minimum size force for a pure Troggoth force is 780 leaving 1220 points spare Any questions etc. just ask.
  2. Malakree

    AoS 2 - Gloomspite Gitz Discussion

    No, it's so that vertical distance becomes irrelevant when measuring to the objective. One question would be, does an objective move up if there is terrain ontop of it or is it always on the "board" level? If it's always on board level then I just need a piece of terrain which is a semi-sphere 6.1" in radius and that objective is now impossible to control. If it's place ontop of terrain then a small 20" high mountain with a plateau on the top over one of my objectives and it would add nearly an extra tables distance between you and my objective while I sit a unit on-top of it. Essentially claiming the objective for free. Having it as a cylinder prevents all those problems and makes it almost impossible to game the system in those sorts of ways and just makes everything a lot smoother.
  3. Malakree

    AoS 2 - Gloomspite Gitz Discussion

    This would be why I've always assumed objectives to be a cylinder rather than a sphere.
  4. Malakree

    AoS 2 - Gloomspite Gitz Discussion

    Fairly sure the only way to resolve it as a Grot would be challenge for stabbas at dawn then spend the night before the duel trying to make sure make sure your opponent doesn't wake in the morning!
  5. Malakree

    AoS2 - Dankhold Troggoth Discussion

    Yeah, sadly Troggs don't have that much to spend CP's on. Definitely a good shout though. Only issue is when you get that double 6 and it's covering the whole board then gone
  6. Malakree

    AoS 2 - Ironjawz Discussion

    @Totengraber 2 start collecting boxes then a cabbage. That will give you 30 ardboys and 6 ggs along with the 2 warchanters. Having 30 ardboys, 10-25 brutes (I have 15 so can't go super brute heavy) and 6 goregruntas will let you run the vast majority of ironjawz lists. Meanwhile the cabbage is basically mandatory at 2k for a huge number of reasons and the overwhelming majority of lists will run 1 or 2 warchanters. After that it recommend a balewind vortex In case you want to mess about with a weirdfist finally a second cabbage for the double cabbage option. Finally whatever you want. It's really just picking up what you like from that point.
  7. Malakree

    Noob ironjawz question. need help

    Oh in that list you don't have any choice. For an Ironjawz list you must have a general who has the Ironjawz keyword.
  8. Malakree

    AoS2 - Dankhold Troggoth Discussion

    I think the Troggboss must have an artefact and probably wants to be the general as well, otherwise he is to expensive (same is true of the Manglerboss). Without them you take normal version Dankholds/Manglers. The Troggboss has 2 uses (as opposed to the 1 a Manglerboss has) you either kit him with a Trait/Artefact to make him one of the most killy heroes in the game or you take a defensive artefact and use him to control objectives which require a Wizard or Hero with an Artefact. For anyone wondering, the Manglerboss is just the killy side of things. I don't think that's necessarily true. More importantly I think Troggboss is arguably one of the best Ghyrstrike carriers in the game, competing with the likes of Spirit of Durthu, since he doesn't degrade gets an extra attack on Durthu and can reroll the d6 damage roll. If you aren't going to take a trait/artefact on your Themebosses then just take the none boss version.
  9. Malakree

    AoS 2 - Gloomspite Gitz Discussion

    Fellwater are for grinding down hordes, things like massive skele units etc. Rockguts are for hero sniping and killing things which high rerollable saves.
  10. Malakree

    Noob ironjawz question. need help

    At 1k go for the golden toof, Brutes are notorious for fleeing if someone sneezes. Have you got no other heroes who can carry it? A spare warchanter.
  11. Malakree

    AoS2 - Dankhold Troggoth Discussion

    I'm not 100% sure on the Troggboss. His abilities are to varied and situational to properly get a read on him. Like the fact he just dumps a mortal wound on any hero within 3" of him at the start of the combat phase, or he can potentially just eat people. I think I'd probably put him at 240-280 range myself, then the normal dankhold 160-200. One dankhold isn't to far from 3 Fellwater or Rockgut on paper. I also want them to have a dankhold massive regiment discount, as it stands right now I can't see why you would take them in anything more than 1s.
  12. Malakree

    AoS 2 - Gloomspite Gitz Discussion

    Two choices on how to build a Gloomspite army. Get a bunch of Grots, start adding stuff onto the grots till you find something you like then go with that. Pick a theme and build around the theme, then get some grots and add them on till you can hit option 1 for the others. Seriously 60 Stabbas, other than that imo everything is usable. The 60 stabbas are the core of the Gloomspite force.
  13. Malakree

    AoS 2 - Gloomspite Gitz Discussion

    Oh right, when you said "big unit" I thought you meant 9/12. For fellwaters 6 seems to be the average size.
  14. Malakree

    AoS 2 - Gloomspite Gitz Discussion

    A unit of 60 Stabbas does the same thing at half the price. At 720 points a unit of 12 Fellwater is the basis of an army, not an addition to it
  15. Malakree

    AoS 2 - Ironjawz Discussion

    Daubing of Mork on your General. Metal Rippers Klaw on the other one.
  16. Malakree

    AoS 2 - Gloomspite Gitz Discussion

    Given that loonsmashas are listed as 150 its not the only error.
  17. Malakree

    AoS 2 - Gloomspite Gitz Discussion

    Because the rule for them requires you roll equal or less than the number of models in the unit to get the +1 attack hence you need 6 to guarantee you get the buff. If anything I suspect it's the unit size of 5 which is a mistake.
  18. Malakree

    AoS2 - Dankhold Troggoth Discussion

    Yeah I think either of the two aggressive options is hilarious. If you take the artefact on the Hag then if go for a more defensive/utility trait on the troggboss.
  19. Malakree

    AoS2 - Dankhold Troggoth Discussion

    Personally I would drop the gryphfeather on the Hag for putting an artefact on the troggboss. I think that's because I personally over value some aspects of listbuilding compared to most other people so I'd say you're fine.
  20. Malakree

    AoS 2 - Gloomspite Gitz Discussion

    There is the option to build a ton of synergy but each of the elements has things which are just good in them. Couple of examples. Boingrot Bounderz are just great for adding some punch to a grot list. Fellwater troggoths are amazing when combined with netters putting your opponent at -2 to hit them in melee. Webspinner on arachnarok gives you a large beefy wizard with access to the spiderfang lore. Unless you are giving them an artefact take the generic types. The points increases to leaders are to high outside of using them for their synergies. It also how many points you want to invest and what exactly you are after. The mangler is a combat monster with no utility outside of that while the dankhold is a bravery buff which a much more technical toolkit. Lastly each of the arachnarok spiders brings something slightly different to the army. All of them are solid options.
  21. Malakree

    AoS 2 - Ironjawz Discussion

    Us dude and yes sylvaneth are gross atm. It's one of the reasons I am sorely tempted to put skragrott into my ironjawz lists. It's also why I value -2 rend so much.
  22. Malakree

    AoS 2 - Gloomspite Gitz Discussion

    Yes. The only change was +2 wounds on the hag and the ability to spawn 5 Squig Herders from the Colossal Squig!
  23. Malakree

    AoS 2 - Gloomspite Gitz Discussion

    So the Skitterstrand Nest gives you +1 to charge for each model from the battalion setup that turn. This has an intresting combination with Hand of Gork in that casting the spell removes then sets the model up again. You could also Hand of Gork a Webspinner on Arachnarok next to them and then imediately cast Venom of the Spider God on it. Combined with the Light of the Bad Moon and your spider is now inflicting (d3)x2 on a 5 or 6 to hit. That's going to ruin most foot heroes and can do quite a bit of damage against a lot of monster heroes. If the Skitterstrand is bouncing then it's either being mistargeted or you aren't making your opponent choose between mitigating it vs dealing with your main force. It's hard to explain online because I don't know whether I'm transmitting my point poorly or you're getting it and disagreeing. The reason it's good, in a vacuum, is because it poses a threat to anything your opponent leaves poorly guarded. Celestial Balistas, Warchanters, Necromancers, Hag Queens all the stuff which sits behind your opponents lines and doesn't get in combat is what you're threatening with it. This forces your opponent to defend those pieces, thus weakening him elsewhere on the board, or letting your 260 point monster gouge his backline. Against good players the Skitterstrand WON'T do anything itself, it will give you opportunities that otherwise wouldn't have presented themselves. I think it's less a design choice and more a consequence of the game state as a whole. 60 Stabbas put a ton of wounds on the board for their price and let you zone so hard it's unreal. Ok no I take that back, there is one thing which actually show you to be right. The Loonshrine letting you bring them back is a massive issue which I would say makes it hard to not grab at least 40 basic grots (either as 60 stabbas or 20x20 Shootas). It's why even though I'm building a Troggoth list I'm struggling with whether I want just 60 Stabbas or 20x20 Shootas as well.
  24. Malakree

    AoS 2 - Gloomspite Gitz Discussion

    https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Shootas.pdf They get +1 to hit with bows while at 15+ models. The +1/2 to wound is actually only on their melee weapons. No idea where the wounding on 4+ comes from?
  25. Malakree

    AoS 2 - Gloomspite Gitz Discussion

    I think right now we are still sperging over the book itself. Give us time, we haven't yet recovered from getting the first destruction battletome in about 2 years! EDIT: Look mommy, we're a real grand alliance now! EDIT2: And it turns out we still just die to Daughters 🤣😭
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