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Posts posted by SirPug
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What do you guys think about he new Skullgrinder? Seems to lack purpose if you ask me. But its not like he was common sight before.
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Queston about the hammer of sigmar command ability.
May i use multiple command poinst to try get dead unit back and would i get to roll that dice and then choose to use another command point to try to return them if i fail the roll?
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Anyone else find it funny that troggoths cost same as bullgors?
Do the mortal wound ability of the bullgor make them in line damage wise with the troggoths or do troggoths just benefit from the new models GW wants to sell.
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Black pyrMid of nagash with undead enemies.
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1 hour ago, Skreech Verminking said:
Ah, so the stormcast faction still needs some extra units.😂
We could always use primaris stormcast (slightly larger stormcasts with less options than regular, but still.better in every way) and Sigmar who would give rerolls to everyone near him.....
Also why not just regular stormcasts but inside a stormcast, so double the fun, quadruple the monetary price! Everyone wins!
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Double post sorry...
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12 hours ago, SwampHeart said:
It is if you take Darkwalkers at all, it is if you take the Brayblast Trumpet as well. That's what I mean by opportunity cost - there are items that you can take to enhance or bolster ambush but if you play TC then those are lost opportunities (to take a better Fray or Artifact).
I'm really not sold on this concept - our available options to boost rend are: Tendrils, 12" range, Shaggoth Spell, Cast on a 7+, or Herdstone Aura, takes 3+ turns to reach opponent's side of the table where I'm fighting. Bestigors are good, they hit hard, I use them. They're not Eels or buffed (more reliably) witches. I also use Enlightened who punch very well and are super fast but I still don't rate our total offensive output on the same level as the true hammers of the edition.
I'd also like to be clear - I don't intend to attack or belittle your ideas. I see merit and understand where you're coming from and I enjoy the discussion. I know text doesn't carry tone so I just want to make it clear that I think you've got valid points, just ones that haven't worked out in my personal experience.
So I've played about 20 games (including 2 3 round tournaments) at this point and I've used a decent swathe of our units. My core building block is 30x Gors*, 2 units of 10x Bestigors, a Bray Shaman, and 5x Centigors. This fulfills basically every battalion I consider useful and then I can build from there. I've toyed around with big Ungor units (ambushing or otherwise), more MSU Bestigors, the Shaggoth, and quite a few other things. What I've found is I like a 2 Walls and 3 Towers setup - by this I mean 2 bulky units that can absorb the first charge/get in the mix of things and then 3 units that punch back. My current list (if you're interested) is:
Gavespawn
-Beastlord - Mutating Gnarlblade (with this artifact and his innate re-rolls I find this makes the BL a compact 90 point butcher)
-Great Bray Shaman - All Knowing Eye, General (Unravelling Aura) (I make him my general because he tends to be back further and allows me to Inspire better)
-Great Bray Shaman
-Tzaangor Shaman
-30x Gors - Shields
-10x Bestigors
-10x Bestigors
-10x Ungors (summoning snacks)
-20x Tzaangors
-6x Enlightened
-3x Enlightened on Disc
-5x Centigors
Phantasmagoria of Fate
-40 pts of various endless spells I'm tinkering with
*I prefer Gors over Ungors for the role because I find the 4+ save more valuable than the 10 extra bodies.Do you have much experience about bullgors? How do they fit the army as whole?
My upcoming list will lukely be like this
Doombul
Beastlord
2x Brayshamans
30gors
3x10bestigors
6 (or 2x3) greatweapon bullgors
3bullgors with shield or 2 hand weapons
2x10 ungors
2xghorghon (or 1 ghorghon and 1 cygor)
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On 10/16/2018 at 5:26 PM, Coyote said:
STILL take your battleshock anyway - on a roll of 1 add 1d6 Bloodletters.
I just learned after my first game weeks ago - Coyotes First Rule - Never ever give up in rolling Battleshock, even if “there’s no way to lose, what’s the point” the point is every 1/6 Battlehock rolls you add 1d6 Bloodletters.
Its faqed so that you cant take tests within the portals range.
I think the faq wording was something like, khorne ynits are not allowed to make battleshock test....
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Bestigors. If i intend to take 30 bestigors should i take them as 3 separate units or massive. I fear their bases make them bit unwieldy if i intend to use them as hammer instead of anvil.
I already intend to field 30 gors in single unit so i think 3 small units of bestigors would be better if for some god forsaken reason i need them to hold backline objective or charge in thw flank of units toed up by gors, i dont need to commit full 300 points to it.
Also i feel that I'm more likely to get all 10 to melee range. 30 sure would get loads of attack on charge but how many of them realisticly are getting 1 inch range from enemy?
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Do you guys think enlightened with disks might get point increase in the future?
They are 20 points cheaper than bullgores have 1 less wound but are way faster and can fly and also deal way more damage expecially if you charge them in behind ungors so that too many foes can not pile in.
I watched Doom and darkness battle report on youtube and they seemed absolutely busted.
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On 10/9/2018 at 7:29 PM, decker_cky said:
Against things with no save, AHW bullgors cause slightly more damage than AHW dragon ogres, and GW bullgors cause the same amount of damage as AHW dragon ogres (AHW dragon ogres, along with draconic crusher dragon ogres, cause the most damage).
Against things you are much more likely to see in the real world, bullgors cause much more damage. For example, against a 4+ save unit, a bullgors with GW causes 2.58 wounds per turn average, while the dragon ogre causes 1.58 wounds per turn.
How about sword and board bulls vs crusher dragon ogors. They both have similar save in melee. Im thinking of taking 6 bulls with great axes and 3 with shields but im atarting to think dg's would be better than 3 shield bulls since they also have 4 save but 1 more wound.
Here in Finland quite a lot of people seem to have night haunt. Great axes wont be best against them but dang do i love the look of great axe bulls.
Also thanks for the reply to the first queston.
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How do dragon ogors and bullgors compare damage wise?
Currently Dragon ogors are cheaper, faster and more durable and sliglty more accurate. Against rend ignoring things im sure they straight out win bullgors.
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Are bull heavy lists viable? Im currently thinking following.
Doombull
2xbray shamans
2x3bullgors with axe and shield
6 bullgors with great axes
20 bestigors
2x10ungors
2xghorghon
Thats 1600 points, by dropping shaman i can turn it into 1500 list but im uncertain what should i add for 2000
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Do bullgors have batallion focusing on them and is it any good?
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Does the book have any tools to help wih minotaurs to hit rolls? Valquble high rend and damage attacks but only 4+ to hit is kinda iffy, if enemy has -1 tools the bulss are having a bad bad day....
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How does the longbeards command ability grumble work now? Free use of a command ability for a nearby wardenking?
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Just now, Amradiel said:
I think it's rude that they said that the Idoneth deepkin battletome was designed for AoS 2 and yet they made such big changes. It really put me off because I have just finnished my unit of Ishlaen guard and now I don't even know if I want to use them anymore...
For me the fact that changes came so soon and unexpectedly is the worst part.
Even if the changes make my army stronger i feel that I dont really have solid ground under my feet and everything about my army could be changed again just in the snap of a finger.
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Im, bit confused, in my turn if i use kings new command ability to a unit that charges and i have some other unit also in combat does the unit with command ability get to fight first and do i then get to fight with the unit that does not have the ability or will my opponent get to fight with his unit first. If my opponent gets to fight after the hightide unit strikes but before i choose other unit to strike that command ability does nothing in my own turn.
Im bit sad that i got to only play one game before my army got so many changes?
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How is knight zephyros different from neave?
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Do any people think there might be point in having allopexes now that they benefit from cover? Or simply to hold back objectives? With fuetan or dhom-hain they would get some bonuses on combat even if they are isolated.
Why do you like your army?
in Age of Sigmar Discussions
Posted
I just love the endless narrative possibilities one can so with armies.
I have heavily converted/kitbashed Norse themed khorne mortal army.