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spenson

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Posts posted by spenson

  1. I've been trying something slightly different lately:

    Allegiance: Maggotkin of Nurgle
    - Subfaction: Befouling Host
    - Grand Strategy: Blessed Desecration
    - Triumphs: Inspired

    Leaders
    Rotbringer Sorcerer (140)**
    - General
    - Command Trait: Grandfather's Blessing
    - Lore of Malignance: Gift of Disease
    Orghotts Daemonspew (320)**
    Horticulous Slimux (200)*
    Sloppity Bilepiper, Herald of Nurgle (120)*
    - Artefact: Arcane Tome (Universal Artefact)

    Battleline
    1 x Beasts of Nurgle (100)**
    1 x Beasts of Nurgle (100)**
    1 x Beasts of Nurgle (100)**
    1 x Beasts of Nurgle (100)**
    1 x Beasts of Nurgle (100)**
    1 x Beasts of Nurgle (100)*
    1 x Beasts of Nurgle (100)*
    1 x Beasts of Nurgle (100)*
    1 x Beasts of Nurgle (100)*
    1 x Beasts of Nurgle (100)*

    Artillery
    Plagueclaw (100)**
    Plagueclaw (100)*

    Core Battalions
    *Battle Regiment
    **Battle Regiment

    Total: 1980 / 2000
    Reinforced Units: 0 / 4
    Allies: 0 / 400
    Wounds: 127
    Drops: 2

    The list is pretty fun to play but my first game was against LRL in a battleplan with very small deployment zones (Spring the Trap) and damn the AoE hurt (Storm of Searing White Light + Rune of Petrification + Malevolent Maelstrom every turn). 

    • Like 1
  2. As for the list this is what I'm going for at the moment

    Allegiance: Khorne
    - Slaughterhost: The Goretide
    - Grand Strategy: Take What's Theirs
    - Triumphs: Indomitable

    Leaders
    Slaughterpriest (110)*
    - General
    - Command Trait: High-priest of Khorne
    - Artefact: Gryph-feather Charm (Galletian Champion)
    - Prayer: Bronzed Flesh
    - Prayer: Blood Sacrifice
    Korghos Khul (160)*
    Realmgore Ritualist (100)*
    - Prayer: Killer Instinct
    - Prayer: Bloodbind
    Dromm, Wounder of Worlds (180)**
    - Prayer: Unholy Flames
    - Prayer: Killer Instinct
    Bloodsecrator (110)**
    - Artefact: The Crimson Plate
    - Aspect of the Champion: Leadership of the Alpha
    Skarr Bloodwrath (100)**

    Battleline
    20 x Blood Warriors (380)***
    - Goreaxes
    - 2x Goreglaives
    - Reinforced x 1
    20 x Blood Warriors (380)***
    - Goreaxes
    - 2x Goreglaives
    - Reinforced x 1
    8 x Claws of Karanak (100)***
    10 x Bloodreavers (80)
    - Reaver Blades

    Units
    5 x Garrek's Reavers (70)*
    3 x Magore's Fiends (0)**
    1 x Riptooth (120)
    2 x Gorechosen of Dromm (0)

    Endless Spells & Invocations
    Wrath-Axe (70)
    Bleeding Icon (40)

    Core Battalions
    *Warlord
    **Warlord
    ***Galletian Veterans

    Additional Enhancements
    Artefact
    Prayer

    Total: 2000 / 2000
    Reinforced Units: 2 / 4
    Allies: 0 / 400
    Wounds: 162
    Drops: 14

  3. I'm about to start converting my army to give them some Aztec flair like the new models (Dromm, Realmgore ritualist, Claws of Karanak). I plan to use mainly Seraphon bits, does anyone have any advice or other bits that could be used?

  4. 10 hours ago, Ganigumo said:

    Doing some thinking today and I think I figured out whats wrong with spiderfang.

    The book disincentivizes you from playing spiders.

    There are a bunch of little factors contributing to this, but the biggest is a lack of a hammer outside supa nasty venom.

    The new gitz book is all about buff stacking, and they have less buffs that affect or work well on spiderfang units than our other units. The buffs spiderfang do get are less consistent too.

    Spiderfang are the only ones that get a damage buff from the moon, and their other buff is a spell, or an artefact that doesnt affect the user.

    Because of the lack of other hammers you end up needing to dip into something else, but in order to make those pieces do enough work you're gonna need the support, which pulls you away from playing spiderfang.

    You could look to something like a gargant or kragnos instead, but they miss out on a lot of the value in the army.

    The book also pushes you to use stuff that can come back from the shrine, squigs, troggs, and moonclan can all get their best stuff, and their hammers back, but spiderfang can't. This is also a big part of what is disincentivizing dankhold troggoths and manglers right now

    I absolutely agree with you.

    Every time I start thinking about spiderfang lists I end up with something strictly inferior in every point to squigs and troggoths. Squigs actually deal way more MW than spiderfangs ever will at the moment, especially herds with a squigboss.

    The mangler was disappointing because it's a unit that can be removed by the opponent. Meanwhile squig herds, boingrotz, hoppers, troggoths, etc. can be rallied (or equivalent) and then come back via the terrain. This applies the same way to arachnaroks. The rampage is also meh at best, only the one with the shaman on it seems to be worth it.

  5. Just now, Ganigumo said:

    Anybody have any experience with Kings Gitz? I've got an event in a couple weeks and I've decided to take my gitz (I'm resisting the urge to bring my KB) but I'm still trying to figure out what want to play. I'm currently eyeing Kings Gitz, but I think it really needs clammy hand to get the most out of it. I was thinking of running a bunch of MSU Bounderz and Fellwaters with it, maybe a fungoid general with chase da moon who can hang out around the shrine all game. 

    If you have a mixed army then King's Gitz is the best. Clammy Hands is the best command trait of the army, I've never seen anyone take something else.

    If you have a lot of squigs then Jaws of Mork is way stronger. You won't have to use your terrain a lot if all the enemies are dead (I've tabled two IJ players turn 3). I think I've used the terrain ability maybe thrice in 4 games.

    The only "weakness" of the army (and I'm using some heavy quotes here) is that we can reinforce units only 4 times. It's essential to reinforce all the main units at least once to have a good lethality and it synergises with the terrain. I'd drop the battle regiments in a heartbeat to take more reinforcements if they were an enhancement.

  6. 6 minutes ago, Ganigumo said:

    I was listening to Coach's video with Irongutsman and I thought he put it pretty well, something along the lines of: The old book had a pretty steady tempo, and could play the long game, and even win fights despite the bad rules, they just struggled to score points while doing it. The new book fixed the scoring issue, but also buffed the damage hugely to frontload it, so now we've got an army with a strong start that can also play the long game, which makes it very tough to deal with.

    Also the army handles an enemy double turn surprisingly well. I got double turn T2-T3 by Idoneth and T1-T2 by IJ but still got a comfortable win.

  7. Just back home from my first tournaments with my squig list. It was a team tournament with some of the best teams in my country. I went 15/5, 20/0, 18/2 and 20/0 (unfortunately we had a bye). 

    This was pre battlescroll but that wouldn't change anything, the army is just way too strong at the moment. As long as one squigboss manages to survive until my turn 1, most armies can't recover. Other teams brought different lists such as 2x30 hoppers but the list is now way weaker with the changes to rally.

    Of course I wasn't put in one of the very unfavorable match(ups of the army (e.g. Thanquol, SCE with 3 vexillors + a celestant prime + the comet, StD in 1 drop with 2x6 varanguards, etc.) because the goal of the list if to score minimum 18 points each game. This means that while I can allow some battle tactics for my opponent, they must basically not score any objective of the whole game.

    I think the army has a warscroll issue, not a costing issue. Skragrott for example simply does way too many things way too well. The herds have so many things going for them, they really need to nerf at least one aspect of the unit. I didn't bring a Marshcrawla Sloggoth but it would have honestly been a bit overkill in most cases.

    The behemoth version of the mangler was a bit disappointing, I think I'll remove it from the list. Not having the 'totem' keyword limits how far you can send it when that's exactly what it's supposed to do.

    Finale sidenote, a 'Damned' terrain is the best friend of your squig herds. If I won the priority roll and there was one in a deployment zone I always tried to get it and put as many of my squig herds units in range of it. Getting +1 to hit is nice but having 66% chance to trigger a battleshock test even if your opponent doesn't kill any of your herds is strong.

    • Like 2
  8. I love the army and the new rules are very cool but I'm not a big fan of the old mortal models. The new mortals on the other hand look extraordinary. Does anyone know of bitz/alternative heads/parts to convert an army with a kind of Aztec theme?

  9. On 3/30/2023 at 8:06 AM, gnaleinad said:

    Wow. Does having two drops helps? Was that LRL similar to the one drop net list?

    I have tried Manglers in my list and found that even with all the buff I can give, their output cannot be compared to Boingrot.

    Have you tried Tunnel Master with Moonface Mommet? 

    I recommend for you to try a game without that Mangler, Scuttletide and Webspinner Shaman, and replace them with a Loonboss, Gobbapalooz, Fungoid Shaman and Malevolent Moon. 

     

    I lost against the LRL 1 drop net list with a freaking Soulsnare Shackles, Rune of Petrification and Umbral Spellportal in the Battleplan POSITION OVER POWER. 

    Going first, Teclis casted two spells Umbral Spellportal, Storm of Searing White Light thru the portal. There was very little place to hide from this spell in this map. 
    The Storm of Searing White Light killed a Squigboss and wounding many of my units, with my Loonboss and the last Squigboss on 1 wound each. 

    His Warden casted Soulsnare Shackles, the Cathallar cast Rune of Petrification and the Calligrave casted Speed of Hysh on the Windchargers. Next he shot my Squig Herd and Boingrot with Powered up Sentinels, the Windchargers flew 28" to the side of my Skragrott, shot killed him and charged and killed my last Squigboss who had Clammy Hand. In the returning melee the Windchargers were destroyed but the damage was done, I lost 3 very important heroes before my turn. 

    In my turn, I only manage to dispell the Spellportal and so I went for vp and tactics. So there was nothing much I can do as I cannot charge his main army. And then I had a double turn and I managed to dispell the Soulsnare Shackles, and I moved in for the kill. It was a big mistake as I should had also tried to dispell his Rune of Petrification as well. But I went for Hand of Gork and Squig Lure on my Squig Herd and failed my 9" charge later. Only my Boingrot went in with an awesome 12" charge, taking out his Wards and damaging his Sentinels.

    He had a double turn after that, and first it was Umbral Spellportal, Storm of Searing White Light, Transporting Vortex the Sentinels and Protection of Teclis. 
    I managed to block his Soulsnare Shackles with my Gobbapalooza but that Transporting Vortex spell costed me the game eventually. 

    Next in turn his double turn 3, he did Storm of Searing White Light, Living Fissure, Transporting Vortex another Sentinels and Protection of Teclis. All my character were dead by that, and that Rune of Petrification was super damaging to my Squig Herd. Luckily he failed Soulsnare Shackles and my Gobbapalooza unbinded both his Sentinels power up spells. 

    In my turn 3, my MVP Gobbapalooza dispelled Spellportal and Rune of Petrification. 

    I double turn in turn 4 & went first in turn 5, but it was just brutal combat and my army taking a lot of damage from shooting and spells. 

    Killing Teclis in turn 4 was the highlight of the match. 

    I lost the game 16 to 19 point, and I would had drew the game if I killed his last hero as his grand strategy was The Day is Ours, that is to have more Galletian Hero than your opponent at the end of the game.

    We both agree that POSITION OVER POWER was the hardest to play against LRL.

    Btw I am also a LRL player. I kinda taught my friend what to do during the game also hahaha.

     

    Basically I believe your list would had no chance against the one drop Teclis list with Soulsnare Shackles, Rune of Petrification and Umbral Spellportal. Especially if the same thing was done with Windchargers and killing your Skragrott before your turn. 

    And there is a high chance that a focus fire of 40 shots on your Mangler will kill it, dishing even more damage to your own forces before your turn. 

    There is just no where Skragrott can hide from a 28" move and 12" shooting that ignore ward saves. The board is only 44" x 60" now. 
    Even if your 4 wounds heroes survives the first Storm of Searing White Light, he just have to get rid of your remaining spider wizard and it is game over. If you cannot remove the Soulsnare Shackles there is no way to win.

    A melee armies that cannot charge? What will be the use of the Squigboss hero phase move? 

    With most, if not all, of your Heroes dead by turn two, even if you push for objective and tactics, the amount of spell + shooting damage is no joke, plus it is possible to recast the Rune of Petrification on an objective to destroy your army. Teclis can also teleport his units anywhere. 

    At least in my game I had a Gobbapalooza that can be replaced by King's Gitz at the Loonshrine and it was my MVP unit. Your list may really just be butchered.

    This is very different from my experience. I was playing against one drop teclis with the following list:

    Allegiance: Lumineth Realm-lords
    - Great Nation: Helon
    - Mortal Realm: Ghur
    - Grand Strategy: Take What's Theirs
    - Triumphs:


    LEADERS
    Archmage Teclis and Celennar, Spirit of Hysh (700)*
    Scinari Cathallar (110)*
    - Lore of Hysh: Speed of Hysh
    Hurakan Windmage (120)*
    - General
    - Command Trait: Grand Windrider
    - Artefact: Tuskhelm
    - Lore of the Winds: Howling Gale
    - Aspect of the Champion: Stubborn as a Rhinox


    UNITS
    5 x Hurakan Windchargers (130)*
    5 x Hurakan Windchargers (130)*
    5 x Hurakan Windchargers (130)*
    20 x Vanari Auralan Sentinels (300)*
    - Lore of Hysh: Speed of Hysh
    20 x Vanari Auralan Sentinels (300)*
    - Lore of Hysh: Speed of Hysh


    ENDLESS SPELLS & INVOCATIONS
    Umbral Spellportal (80)


    CORE BATTALIONS
    *Battle Regiment

    TOTAL: 2000/2000 WOUNDS: 96

    My friend is very experienced with the army and has won some tournaments with various lists.

    I have a few points regarding what you just said.

    I don't know the exact list your opponent played but I guess he didn't have a lot of models if almost 1200 points were invested in heroes and endless spells (probably 10 wardens, 20 sentinels and 2x5 windchargers?).

    The first one is that storm of searing white light can only target visible units. You can usually hide at least one character behind the faction terrain or another piece of terrain depending on your table, probably a squigboss. The Storm only has 1/6 chance to kill a 4 wound hero, way less if they have the 5++ ward and Fuelled by Ghurish Rage. I don't see how you can possibly have your general killed on turn one when the only damage he can take is maybe one storm.

    Then the shackles may be cast using deep thinker but you still have a decent chance to dispell it with a +1 (and maybe even a +2 if you have an arcane terrain). Then you have at least 33% chance to dispell it on your turn. With the army's mobility, the shackles can be dodged, they don't move and cover a specific area. Don't forget that squig herds can usually move 13+3d6 and then attempt a charge.

    The rune is nice but you can dodge it on turn one if you know it's coming and then it honestly doesn't do much against gloomspite.

    I absolutely use finest hour on skragrott specifically so that my opponent has to invest more strength if they want to kill him (4++ ward against the sentinels, -1 to hit from look out sir, +2 save from finest hour / all out defense). The windchargers alone may not kill it. Maybe he dies but then I get 2x5 windchargers for free and thus most of my opponent's ability to take objectives.

    There are so many other things. Lumineth don't have the dps to deal with 230 wounds + revives. I don't say you're all wrong but most points can be covered and you probably could've played it better.

    I played a few more games this week, won 12-8 against SoB on Realmstone cache because it's very hard to score early and then I won 20-0 against Morathi + 15 blood stalkers.

  10. I've played the army five times, training against other teammates for a big tournament and I'm expecting a lot of nerfs in the battlescroll next month.

    The list I was playing:

    Allegiance: Gloomspite Gitz
    - Gittish Horde: Jaws of Mork
    - Grand Strategy: Chasing the Moon
    - Triumphs: Indomitable

    LEADERS
    Squigboss with Gnasha-squig (80)*
    - General
    - Command Trait: The Clammy Hand
    - Artefact: Gryph-feather Charm
    - Aspect of the Champion: Fuelled by Ghurish Rage
    Skragrott, The Loonking (160)*
    - Lore of the Moonclans: Nikkit!Nikkit!
    Squigboss with Gnasha-squig (80)**
    Webspinner Shaman (65)**
    - Lore of the Spiderfang: Sneaky Distraction

    UNITS
    10 x Boingrot Bounderz (280)*
    24 x Squig Herd (240)*
    24 x Squig Herd (240)**
    24 x Squig Herd (240)**
    20 x Moonclan Stabbas (125)*
    6 x Sneaky Snufflers (110)**

    BEHEMOTHS
    Mangler Squigs (260)**

    ENDLESS SPELLS & INVOCATIONS
    Scuttletide (85)

    CORE BATTALIONS
    *Battle Regiment
    **Battle Regiment

    TOTAL: 1965/2000 WOUNDS: 228
    LEADERS: 4/6 BATTLELINES: 5 (3+) BEHEMOTHS: 1/4 ARTILLERY: 0/4
    ARTEFACTS: 1/1 ENDLESS SPELLS & INVOCATIONS: 1/3 ALLIES: 0/400
    REINFORCED UNITS: 4/4 DROPS: 2

    The army is very fun to play but it's just way too powerful as it is right now.

    Next week we'll try the army against SoB, it could be an ok counter to the army. We thought LRL could do good with Crippling Vertigo + Darkness of the Soul as it makes 2 units basically unable to move at all but even that wasn't enough.

    • Like 1
  11. Big nerf of the squig herds but we all expected it. They were the strongest unit in the game. Now they're "only" good.

    Losing one squig and dealing around 20-25MW distributed as you want to units within 9" was preeetty strong for 360 points.

  12. 7 hours ago, Gitzdee said:

    Why did u choose to include 2x 20 stabbas instead of a bigger tarpit or 1x40 shootas? 

    And why not lose them for something else like more bounders or snufflers?

    Just wondering what your thoughts are about this list.

    Depending on the matchup they can be used either as screens, objective holders or a way to protect the faction terrain. There are quite a few scenarios where the squigs will attempt to charge T1 so I need something to stay back. Sure, a single model killed will stop them from contesting objectives 9" away but this is not really the goal here. A single blob of 40 is less flexible.

    Bounderz are there just to provide a bit more punch in melee with the loonboss but the heavy lifting is done by the squig herds.

    Snuflers are interesting on a 72W unit but I didn't have enough points to include them in the army. Maybe instead of the bounderz. But I'll need to test it.

    • Thanks 1
  13. Starting to work on serious lists with the new book.

    Allegiance: Gloomspite Gitz
    - Gittish Horde: King's Gitz
    - Grand Strategy: Chasing the Moon
    - Triumphs: Indomitable

    Leaders
    Squigboss with Gnasha-squig (80)*
    - General
    - Command Trait: The Clammy Hand
    Skragrott, The Loonking (160)*
    - Lore of the Moonclans: Itchy Nuisance
    Madcap Shaman (70)*
    - Lore of the Moonclans: Itchy Nuisance
    Squigboss with Gnasha-squig (80)**
    - Aspect of the Champion: Tunnel Master
    Loonboss on Mangler Squigs (370)**
    - Artefact: Loonstone Teefcaps

    Battleline
    20 x Moonclan Stabbas (125)*
    20 x Moonclan Stabbas (125)*
    36 x Squig Herd (360)*
    - Reinforced x 2
    24 x Squig Herd (240)**
    - Reinforced x 1
    24 x Squig Herd (240)**
    - Reinforced x 1
    5 x Boingrot Bounderz (140)**

    Core Battalions
    *Battle Regiment
    **Battle Regiment

    Total: 1990 / 2000
    Reinforced Units: 4 / 4
    Allies: 0 / 400
    Wounds: 250
    Drops: 2

    Waiting for the FAQ to see if squig herds will be nerfed or not. Right now they are very very good. Maybe they'll remove the abuse of splitting one model away from your unit and making everything else flee to deal a massive amount of MW during the battleshock phase.

    • Thanks 1
  14. 1 hour ago, Ganigumo said:

    How do we feel about Zarbag? His retreat spell seems pretty useful for abusing 4+ rally. Positioning could be a problem, but we could use things like spellportal or lauchon to get him close enough.

    Unfortunately Rally is only at the start of the hero phase so there's no interaction here. However you can do this spell and then Hand of Gork. To be honest you probably won't cast his second spell too often because the first one is so good and you can always cast a spell from the domain or a mystic shield.

  15. 7 hours ago, Ganigumo said:

    The troggboss will control the spell if its predatory.

    Per the core rules:

    "A predatory endless spell within 30" of the model that summoned it is controlled by that model"

    No mention of wizards here except to limit the number of spells that can be controlled by a single wizard, but the troggboss can only cast one of those anyways.

    I imagine arcane tome won't stack to give you 2 casts. Its similar to the cabalists ruling, and also says "you can cast the spell". If you make the troggboss a wizard he still can cast the spell. Could go either way though.

     

    The trogg artefacts are all pretty solid so its not a big loss imo.

    But if it's not wild then RAW you can't move the endless spell since only wizards that control endless spells can move them and Loonskin only allows you to cast it as if you were a wizard.

    "After determining control of predatory endless spells, the player whose turn is taking place moves all of the predatory endless spells controlled by friendly Wizards."

    I think it'll need an errata that either also lets you control it or specifically state that it becomes wild.

    edit: the errata from the KO battletome says that you can't control the spell you cast using "Spell in a Bottle" so it may be the same.

    • Like 1
  16. What happens if you give an arcane tome to a Troggboss with loonskin? Does it only have 1 cast and at least the free endless spell won't go wild or do we get our normal spell from arcane tome (flaming weapon doesn't look too bad) + one free cast of that endless spell from loonskin?

    I only have access to summaries so I don't have the exact wording.

  17. On 1/20/2023 at 1:27 AM, Oldhat said:

    Well, adapting to changes got me this list:

    Allegiance: Ogor Mawtribes
    - Mawtribe: Underguts
    - Grand Strategy: Defend What's Ours
    - Triumphs: Bloodthirsty
    Tyrant (150)*
    - General
    - Command Trait: Reluctant Rabble-rouser
    - Artefact: Gruesome Trophy Rack
    - Big Name: Deathcheater
    Butcher (140)**
    - Tenderiser
    - Lore of Gutmagic: Blood Feast
    Firebelly (130)**
    - Lore of the Sun-Eater: Billowing Ash
    4 x Leadbelchers (170)**
    4 x Leadbelchers (170)**
    6 x Ogor Gluttons (260)**
    - Paired Ogor Clubs or Bluntblades
    6 x Ogor Gluttons (260)**
    - Paired Ogor Clubs or Bluntblades
    20 x Gnoblars (120)**
    Ironblaster (200)*
    Ironblaster (200)*
    Ironblaster (200)*
    *Grand Battery
    **Battle Regiment

    Total: 2000 / 2000
    Reinforced Units: 0 / 4
    Allies: 0 / 400
    Wounds: 149
    Drops: 5

    Obviously going pure Gutbusters by choice, but I think for that style, this will work. I hope.

    I have the exact same list except for a few minor details.

    The batallions are a command entourage to give an arcane tome to the butcher (who's also the general with Master of Magic), then a gallatian sharpshooter with the leadbelchers and gnoblars and finally a GV with the gluttons.

    Regarding the spells it may be up to personnal preference but I just really like Blubbergrub Stench with the 3 ironblasters. You're going to use the short range attacks from round 3, maybe round 2 sometimes and the ability to steal objectives (especially now that expert conqueror is gone) and the threat of a big amount of MW + rampages is not something most armies want to have to deal with.

    For the grand strategy I'm more of a fan of Take What’s Theirs or even The Day is Ours! but I feel like it's up to personnal preference.

    • Like 1
  18. We already knew for weeks that this was coming with all the leaks but I'm still sad they didn't reduce the cost of the Ironguts, maneaters, etc.

    I'll still take at least one unit of gnoblars because a screen with 25mm bases is very good (and the models are still pretty funny).

  19. On 12/18/2022 at 6:58 PM, Fellman said:

    Lost a thitg game vs
    Scinari Enlightener
    2x stonmages
    3x10 stongards
    2x cow
    endles spel of petricication

    thay ar hard to crack neded stonhorn + 12 glutons to kill one unit of stonguard

    320795638_967516340798298_486191271842540924_n.jpg

    320252662_1346979469387168_3528368572047520057_n.jpg

    320037631_561949118623702_7757905093591031650_n.jpg

    319840514_854796132232907_6644077313079551924_n.jpg

    319059928_878291389972412_7020904609388423578_n.jpg

    319290733_1275317013013849_7303589211757160896_n.jpg

    319530340_1174549713266430_497706527170007506_n.jpg

    Ymetrica is a very tough match up for a lot of armies. You really need your charges to work because Avalenor with a 0+ save and ignore -2 rend is hard to kill without the appropriate amount of MW (totally random example, didn't happen to face it a couple time).

    Even in thunderbellies your ironblasters end up with -1 rend at long range (stupid interaction on how rend increases work) so while each failed save will hurt, you won't deal a lot of damage.

    Just a note on your list, 1925 is extremely low, you could move a few thing around. Also you may consider Blubbergrub Stench even if you only have 3 rhinox in the army. That spell is so good it's crazy. Judging from your list you played a battle regiment. From my recent experience we don't really need it anymore and it's actually a disadvantage to set up our army first when we can handle an early enemy double turn pretty well.

    Your opponent's list was pretty good, I've seen it in tournament a couple times. Really looking forward to never face expert conqueror stoneguards anymore. I'm only surprised they didn't play the Cogs, they're so strong in every LRL list. Looks like they made quite a few mistakes with their deployment though. Even with speed of Hysh, the cows probably won't see combat before round 2-3. It'd be a shame to waste Avalenor when it can kill basically any unit in your army in 1 turn and Ogors hate any -1 to hit (even worse when you face a shining company + Avalenor).

    Final sidenote for future games, looks like the forest is too close to the central objective but it's a bit hard to tell from the picture.

    • Like 1
  20. Gutbusters do have some good units.

    The ironblaster will probably get hit very hard by the nerf bat as soon as GW can do it. I probably see it cost at least 200 points if not more. The trophy rack is also 100% likely to get a nerf to only have an effect on melee attacks. I considered getting a tyrant with deatcheater just to be wielder of the Gruesome Trophy Rack because it makes the canons so strong.

    All the wizards are pretty good. I'm glad they all have their pros and cons.

    Gluttons are one of our only sources of GV and they're not bad at doing exactly that. Having access to -1 rend makes them a bit better. If you only play beastclaw with no GV you may have some scoring issues in a few scenarios. This happened to me a few times playing only mournfangs as battlelines.

    Gnoblars unfortunately don't have a way to become GV so no conquerors for them but they're still a good screen at 100 points for 20 25mm bases.

    I agree that ironguts, leadbelchers and maneaters are too expensive but overall gutbusters are ok now. The new book gives a good incentive to mix both gutbusters and beastclaw raiders and that's a good thing.

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  21. 2 hours ago, Frowny said:

    Gluttons seem back on the menu. While they went up slightly, +rend,2 inch reach, the better charge, and +1 attack makes them way killier. For a 8% price increase or so, they gain +40% killiness or so, and the banners are way better too. 

    I still think most lists will have a single stonehorn. The -1 wound trait is great and you want something to carry your throat/artifact etc.

    Something like

    Kragnos

    Frostlord in stonehorns

    3*6 gluttons

    Might be interesting. I think that fits barely.

    I'm thinking about something a bit similar:

    Kragnos

    2 x Frostlord on Stonehorn

    Icebrow Hunter

    3 x 2 Frost Sabres

    This is not a serious list until I actually test it. The issue this kind of list usually have is that they can be stopped by overlapping a few cheap screens. Now they can do some really deadly stuff.

  22. 13 minutes ago, Rors said:

    I think despoilers soul grinders will be absolute nightmares. 20 wounds, healing 3 wounds a turn, and negative one to wound in combat (nurgle). That's living up to the name as they really will just grind. Back them up with some cheap 12 wound mindstealers..

    Anyone seen the vortex beast or slaughter brute. I'm waiting for the day when slaughterbrutes can shine.

    We've seen the mutalith. The only changes are +2W and you roll two dice instead of one within 9" of a Tzeentch wizard and keep one. It is a buff but I don't think it's enough considering it still doesn't do enough.

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  23. 7 hours ago, Magnus The Blue said:

    As someone who owns 3 Soul Grinders, I really hope this is viable but between their weak warscroll and the underwhelming Daemon Princes it's going to be an uphill battle.

    Daemon princes are ok when you give them a free command trait. At least two of them in a Despoilers list should be good (one bolstered by chaos for 14 wounds and another one with not to be denied). Two of the three trophies of conquest are also nice if you manage to take a warlord (maybe with 2 chaos sorcerer lords).

    The Soul grinder isn't as bad as you'd think but they're not as good as chaos warriors. The attacks being 4+ to hit make it very unreliable. On the other hand, taking 3 of them gives access to a decent amount of shooting.

    I'd take maybe 2 Nurgle Soul Grinders and 1 Khorne.

    • Like 1
  24.  

    Assuming that the chaos lord on manticore gets his 3+ save i was thinking about a fun Despoilers list:
    - chaos lord on manticore of Nurgle (idolater Lord)
    - Daemon Prince of Tzeentch (Not to be denied)
    - Daemon Prince of Nurgle (Bolstered by Chaos + Conqueror's crown)
    - 20 chaos warriors of Nurgle + banner
    - 2x8 Iron golems of Nurgle (chaos mark because of Idolater Lord)
    - 3 soulgrinders (1 of Nurgle, 2 of Khorne)

    The soulgrinders are in a linebreaker and the chaos warriors + iron golems are expert conquerors. Soulgrinders are not a very good unit but with +2 wounds and the new mark they look passable. This is more of a "fun" list and probably not something I'd bring to tournaments.

    A Krondspine could provide an aura of +1 to hit to the soulgrinders but there's not much room for it in the army.

    For more serious stuff, Archaon, a chaos sorcerer lord of Tzeentch and 20 warriors of nurgle with the banner seems like the good start for a Host of the Everchosen army.

  25. 2 hours ago, plavski said:

    Rotmire Creed:

    M5, S5+, B6, W1

    10 Models

    Leader gets 2 wounds

    Two weapon profiles:

    Range 14", A2, H4+, W3+, no rend, D1

    Melee 1", A2, H4+, W3+, no rend, D1

    Special ability

    Virulent Concoctions
    If the unit is included in a Maggotkin of Nurgle army, each time a disease point is given to an enemy unit from an attack or ability by this unit, each other enemy unit within 3" of that enemy unit is also given 1 disease point.

    125 points

    RAW they're currently one of the strongest unit in the game but it's obvious that RAI they don't intend for the Virulent Concoctions ability to be able to trigger itself. Basically currently RAW if you put even 1 disease token on a tightly packed army then all the units will get 7 disease tokens. The chain reaction and the infinite bounce is probably not intended, they just need to make it trigger on any "attack or other ability".

    RAI they're still a good unit but I don't know whether I'll be playing them in blessed sons or try to find them a spot in the drowned men list I'm currently playing.

    We finally have access to mortal screening/skirmish units and it feels great.

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