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Malakree

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Posts posted by Malakree

  1. 1 hour ago, Dingding123 said:

    Naturally Grots have a 6+ save.

    Warscroll shields give them 5+ vs. melee

    Mystic Shield an effective 4+ vs 1 rend

    All-Out Defence effective  3+ vs 2 rend

     

    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.

    • Like 5
  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.

    • Like 3
  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.

    • Like 7
  4. 34 minutes ago, NauticalSoup said:

    I think it's an exaggeration to say they wreck melee armies. I'd rather play into Kruleboys than almost any other shoot-heavy army. It's definitely better than it was though.

    Not to mention that lumineth sentinals still ignore it since they don't need line of sight.

    • Like 1
  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.

    • Like 4
  6. On 6/16/2022 at 3:04 PM, broche said:

    i've the impression that the Brutes ability might become better too (direct counter to Expert Conqueror)

    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. 3 hours ago, Iksdee said:

    Question, do our battleline sword (or other 1 inch melee weapon) units get better with these new rules? Thinking about Morboys here.

    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. 1 hour ago, DerZauberer said:

    Why is there actually no talks about Hobgrots?

    80 points seem fine for a 10 model unit to screen with. The space they can cover should be good and their range attacks seems quite ok. Run and shoot seems fine. The only problem seems to be the low bravery and low save - but they are made for dying, so who cares?

    Would be really interessting to compare 80 points hobgrots to 85 points of ardboyz.

    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.

    • Thanks 1
  9. 5 hours ago, Smash said:

    I realy value the screens when I am waiting to get my waaagh points going. 

    I overwhelmingly agree with this, I'm just torn between keeping the Ardboys or maybe splashing some hobgrots.

  10. 20 minutes ago, Garrac said:

    Um, throwing ideas. If the kruelboyz are supposed to be orruks that follow Mork... what about an army of grots that follow Gork? Like, some grots that are more brutal and less cunning. That would be interesting I think

    Maybe a grot faction who follows Kragnos. That could be interesting.

  11. On 4/27/2022 at 11:30 PM, Garrac said:

    Only one thing more, how is Gobbapalooza? The models are really awesome, but i don't know if the grots and the boyz benefit a lot from their pressence

    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.

    • Like 1
  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.

     

    • Like 1
  13. 2 hours ago, dzATL said:

    How's everyone's experience been so far with reinforced units of Ardboyz? Are you finding it's worth it for units of 10-15? 

    The Rally on 4+ ability is cool, but I'm struggling to justify only 7 boyz in combat realistically instead of just running them as units of 5. Especially with 4+/3+. That said, maybe I'm missing something. 

    Would love some opinions on this! 

    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. 58 minutes ago, PlasticCraic said:

    Even leaving aside the Totem thing, having an extra General would still be useful for the extra CP, right?

    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.

    • Like 1
  15. 41 minutes ago, NauticalSoup said:

    It's not anymore. It was in 2.0 though so that's probably where the confusion is from.

    It's sort of a weird change tbh, they're like... exactly what you'd expect the totem keyword to be used for.

    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. On 3/16/2022 at 2:09 PM, broche said:

    I've found that the extra general was actually worth something (allow you to split your force and keep 2 18'' bubble for CP).

    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. 13 minutes ago, broche said:

    @NCFCpaul Kragnos isn't a bad model but i don't feel he fit that well in big waaagh (720 that will not benefit of the +1 to wound for example). Also one of the big buff of BW is magic with the +1/+1 cast/dispel. For example, your list have just the Swampcalla who will rarely cast spell. 

    I think a Maw Krusha with an arcane tome would bring you much more value for a cheaper cost, and allow you to drop Megaboss for a wurgog (extra waaagh point per turn and big mortal output potential)

    He doesn't benifit from any of the bonuses, they are all Orruk.

  18. 20 minutes ago, Jabbuk said:

    So at 27.3 of the Core Rules Book, it says that enhancements cannot be given to Unique characters (27.3.1). Mount Trait is listed in the enhancement and is thus considered, an enhancement. As of today Gordrakk has the Unique keyword on his warscroll in the app. 

    I would tend to think he cannot have any sort of enhancement on him.

    Yes this is it, you cannot give him a mount trait. @broche

    • Thanks 1
  19. 2 hours ago, Underworld40k said:

    Its a very stong ability but Da Choppas dont see overwhelming play as Gruntas and Mawkrushas are often considered a better pick for VF targets and Bloodtooths and Ironsunz are seemingly preferred for army composition. Also warchanters are rather squishy at 6w and 4+ with no ward so they can be sniped easily enough in a lot of cases.

    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.

    • Like 1
  20. 1 hour ago, Inu said:

    Hi everyone. Somewhat new player to AoS here, with Ironjawz army and less than 10 games played.

    In short: With more than one Warchanter in army, can I use Violent Fury with all of them in the same phase?

    Why I'm asking: A recent game with Da Choppas and 2 Warchanters made me and my opponent feel like we're missing some rule. I know that command abilities can only be played once per turn, but as far as I know, Violent Fury is not a command ability. So, with more than one Warchanter, can I really use Violent Fury multiple times? With 2 Warchanters and Da Choppas, this means I can give 6 units a bonus of +1 damage to all melee attacks, effectively multiplying the strength of my army -- completely free (no command point costs etc.).

    Da Choppas bonus (target 3 units instead of just one) only affects brutes and ardboyz, but still seems a bit much, since both of them mostly do only 1 damage per attack, so +1 bonus doubles their effectiveness. We both thought that's kinda over-powering, when applied to 6 units at a time, but couldn't find a rule (or even forum discussion) that would state a limit for Violent Fury's usage (other than a unit can only have one Violent Fury bonus at the time).

    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. 8 hours ago, Lanoss said:

    Can anyone relay as reason why Godrakk DOESNT have a 3+ save or even a built-in ward, and is still more expensive than Megaboss on MawKrusha?

    it really doesn’t make sense to me. Do we see him possibly getting a change (or equal points) in the future?

    The idea is that the 3+ comes from the Rip-tooth fist which big G doesn't have.

    1 hour ago, Underworld40k said:

    In theory Godrakk has decent mortal wound output and a slightly more flexible command ability. In reality the command ability is pointless outside of big waaagh and his mortal wound output is hot trash as the things it might kill reliably are going to be turned into paste by the mawkrusha anyway.

    I struggle to find a niche use for him in any list where i don't just think a regular cheaper krusha is a better option. 

    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.

    1 hour ago, Underworld40k said:

    I like the idea of the new VP system but its gone about it a bit backwards - the weak armies aren't likely to kill the big/good things to start with and i dont think they are losing by 1-2 vps. That said it is an innovation and i think they should be applauded for trying something new. We all know that points are a great balancing tool but we also know that for people to really take/ stop taking particular units they have to get pointed to the extreme whether that is up or down (definitely true for the units that are considered very strong)  

    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.

    • Like 1
  22. 8 minutes ago, NauticalSoup said:

    New PDF punishes you for taking the best units lol, you hand out a few free VPs when they get killed by other units. 

    The worst armies get an extra VP thrown on top. It's... a weird new balance lever. Not sure I'm a fan tbh

    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. 1 hour ago, broche said:

    Anyone had any success with Gordrack so far? I hate the fact that he is base 4+, but I do like the fact that he act as an extra general. With the nerf to amulet the Maw krusha have lost a lot of survivability anyway, and i've had some issue with leadership bubble in some games. 

    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. 3 hours ago, Jabbuk said:

    I feel like the list has several fast threats (GGs, MK), potentially cool spells, some nice shooting and some long range threat with the Killbow for potential swingy Monster hunting. Some screening with ardboys, I got the Warchanter with Teleport spell and arcane tome, and it all fits into 1945 points.i finished it up with Cogs because it made the more sense to me.

    You could potentially drop the killbow/cogs for 10 gutripperz/savage orruks. Only thing you are missing is the BS wizard.

    • Like 1
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