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Malakree

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Everything posted by Malakree

  1. Saying "effective save" in the way you do is wildly misleading. 5+ ignoring 2 rend is world's away from 3+. That nomenclature only works with things which can actually have a 2+ save.
  2. Ok, so the rules changes with the GBH look pretty damn good for us. The GHB Grand Strategies are way harder to complete than before. This means our book based Grand Strategies don't look to bad now. The Bonesplitterz one especially is a solid option. Again the GHB Battletactics are much harder than they were last season, making the fact we have two extremely viable Book tactics a massive boon. There is a huge bonus on the battletactics for having Galletian Veterans units. This One's Mine is fantastic if you have a big monster as your general. Both new battalions are pretty amazing for us. Brute 1 wound objective suppression is even more amazing than it was before. The Bounty Hunters threat isn't great but it is limited to both Melee Weapons and Troops only, so all the shooty armies won't benefit from it. On the other hand Brutes with 3 damage base getting into any unit will blender everything. The two rank fighting is so good for us as all our units are on bases >1" I feel like Bonesplitterz and Brutes especially got a really nice boost.
  3. On the MW 6s to hit. Personally I think all 5/6 MW triggers should be on the wound roll not the hit roll. There are way less rerolls available on the wound roll and, more importantly, it requires that your attacks actually have to hit before you can even attempt to trigger mortals. It also means that -1 to hit becomes so much more impactful. On the wurrgog. If they have the glowy tattoos (4++) they should become a priority target.
  4. Not to mention that lumineth sentinals still ignore it since they don't need line of sight.
  5. I stopped playing the original bloodtoofs waaagh bomb because it was so uninteractive. Equally modern IJ feels the same because its all or nothing on that one turn. For me NPE is anything which removes player interactivity and/or prevents a player from having meaningful choices. Lumineth are easily the worst offenders but seraphon (flat -1 damage??) and dragons are also pretty bad. I always describe a game as a two hour conversation. Nobody likes a conversation where one person refuses to let the other talk.
  6. I think any points changes will be crucial, I'm hoping Brutes go down to 150 and gutripperz drop to around 160. As to the ability, I can see it being absolutely vital when combined with the Proving grounds special rule, allowing them to shut down hordes while at the same time monsters/mounts are unable to contest them. Another really important thing might be the bonds of battle special rule, it means that you can now take dual wielding brutes in units of 10/15 without the heavy penalty.
  7. Yes. The conditions are The unit has less than 5 wounds. The unit doesn't have mounts. The unit is battleline. The model is within 1/2" of another friendly model in it's own unit. The other friendly model is within 1/2" of an enemy unit. Basically infantry can now ALWAYS fight in 2 rows now.
  8. I think the two big things is that Ardboyz are way more survivable, with a 4+ and conditional 6++ it makes them incredibly tanky, less vulnerable to battleshock and also count for all the orruk keywords. That said the hobgrots being faster and having a shooting attack is a big bonus.
  9. I overwhelmingly agree with this, I'm just torn between keeping the Ardboys or maybe splashing some hobgrots.
  10. Maybe a grot faction who follows Kragnos. That could be interesting.
  11. Iirc they were generally considered overcosted and bad. That said the models are awesome and work really well as stand in for others. I use mine as both a fungoid and a spider wizard.
  12. @bonzai @Garrac Gitmob won't be, to much overlap with both Gloomspite and Kruelboys. Generic greenskins wont because they are generic and most of what they would do is covered by current warclans factions. Hobgrots will probably be in a new chaos dwarf faction. Fimir are gone, their historic lore makes them way to problematic in the current political/social climate. Potentially something Kragnos related, he previously had a racial keyword which was subsequently removed. That said he's supposed to be "the last of his kind". I agree it's probably Ogres and Gitz. We might see an addition or two to the range though.
  13. I find the 12" bubble around the WC is just way to restrictive. It limits positioning of your WC way to much and you'd much rather use the reinforce on a brute unit anyway. Personally I've stopped using them in anything above 5s.
  14. I mean for Big Waaagh it's really important because it means if the general you still get your CP/waaagh points for having general alive.
  15. Ahh fair enough, I know the weirdnob didn't have it but yeah if it's not there I missed since it's always had the damn useless keyword since we 2017 lol...
  16. Just noticed this comment. Command abilities can be given wholly within 12" normally. This extended to 18" for your general and units with the Totem keyword. Megabosses and warchanters all have the Totem keyword so big g being a 2nd general is irrelevant.
  17. He doesn't benifit from any of the bonuses, they are all Orruk.
  18. Yes this is it, you cannot give him a mount trait. @broche
  19. The other two issues are that the 2h are universally preferred atm, which are better in squads of 10. plus the buff range is quite small meaning you end up with clunky bubbles wandering around the board. I guess ideally you'd end up with a warchanter and 3 units of 5 man 2h units which is 600 points of restrictive waddling into the metas shooting walls. For the same price you can get a warchanter, an MK and have the amazing Ironsunz CA instead.
  20. Yes, every warchanter can use Violent Fury every turn. The army only works because Violent Fury is a thing otherwise our stuff is a bit overcosted for what it does.
  21. The idea is that the 3+ comes from the Rip-tooth fist which big G doesn't have. The one use I've found is that I run him in big waaagh and take a warchanter as my general with arcane tome/master of magic. Big G always being a general lets me have a more squishy general without having the massive risks normally associated with that. Ironically actually a minor buff to Big G since not only does he not give out the VP but he can also collect them, since you have to kill it with a none priority target to collect the extra VP. This can potentially swing very close games. I do wish Kunnin was for all Heroes and Smasha was for monster though, that would be such a massive buff it's unreal.
  22. I'm actually not to against it. killing a bastiladon feels like it should award extra vps with how much of a sod it is.
  23. I've used him, he's still bad. Maybe with the new Priority targets rule he's a bit better? Honestly though he's for niche specific circumstances.
  24. You could potentially drop the killbow/cogs for 10 gutripperz/savage orruks. Only thing you are missing is the BS wizard.
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