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Melcar

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Everything posted by Melcar

  1. Thanks for the replies... I'm glad to see people are generally open towards weird lists. I used to play in a fairly competitive Rules as Written setting, and while it was fun, I got fed up trying to keep up with GWs constant rules and point changes... Like every 6 month I would have to change my list and often this included mothballing units/ models which I had spent time and money on. Also, their general marketing thing of always letting the newest army being the strongest then nerfing it over the next year was somthing that meant that after about 12 month after battletome release it would simply be overmatched by the constant powercreep of new armies. Therefore I'm simply considering ignoring all that and just playing some models which I like...
  2. Hi everyone So, ignoring that the following list is not pitched battle legal, how do you guys think it would do in the current meta? And would you allow a friend to play this list in friendly match ups?' Cheers Allegiance: Gloomspite Gitz - Gittish Horde: Glogg's Megamob - Grand Strategy: Protect da Shrine! - Triumphs: Inspired Leaders Troggoth Hag (405) - General - Command Trait: Alpha Trogg - Artefact: Amulet of Destiny (Universal Artefact) - Universal Spell Lore: Flaming Weapon Battleline Units 3 x Fellwater Troggoths (170) 3 x Fellwater Troggoths (170) 3 x Fellwater Troggoths (170) Behemoths Skitterstrand Arachnarok (180) Rogue Idol (430) Dread Maw (460) Total: 1985 / 2000 Reinforced Units: 0 / 4 Allies: 0 / 400 Wounds: 96 Drops: 7
  3. Hellow fellow gamers... So, this might be a stupid question, but I'm uncertain about the Wake of Fire ability. If I move my flamespyre phoenix and it crosses over multiple units, how many of them can I then apply the mortal wounds damage to in total? On the one hand the ability could be read as being applicable to a single unit only. On the other hand, it does not say how many times I can "pick 1 unit", which could then imply that multiple targets could be hit. So, I believe there is an argument to be made both ways. However, I wanted to know what is the accepted consensus on this... or perhaps if there are any FAQ or designers commentary that might clear this up. Thanks in advance Cheers!
  4. So what you're saying is that resolving the attack does not include dealing damage? I guess I take resolve to mean dealing damage also... but that happens in allocation, which is a separate thing handles after resolvement? I that what you mean? I don't think I've actually ever played that way... I think we have allocated wounds after each weapon... Which seems more logical to me... probably why we have always played that way...
  5. Ok, but the rules on the same page seems to specifically call out multiple weapons as being different. What I mean here is that is says, that multiple attack: "In order to resolve several attacks at once, all of the attacks must be made by models from the same unit, with the same type of weapon, and against the same target unit. If this is the case, make all of the hit rolls at the same time, then all of the wound rolls, and finally all of the save rolls." Would that not mean that between weapon types, you can heal? In your example, I would reason that specifically because its different weapons, you resolve the damage from one weapon type at a time? I can see how the same weapon, like if the unit only have one weapon, like skeleton warriors, but multiple wepons, like your example would seem to be resolved one weapon at a time?
  6. Would you not be able to heal wounds from the first weapons when getting hit by the second weapon? By then, if we assume you took damage from the first weapons, then would your 6s not heal you then? I would normally allocate wounds after each weapon? Is that not the way it goes? EDIT: After looking some more the rules say: "Attacks are resolved one at a time using the following attack sequence" It would seem that attack #2 is healable... Basically you take one at a time... take one save at a time and I guess as soon as damage has been taken, the next save you take is able to heal the wound from previous attacks... right?
  7. A followup question on the Jade Diadem: If I am uninjured, I roll lets say 6 saves, 3 goes through, I roll one 6. Does that then mean I take 3 dam or only 2 dam?
  8. Indeed.. But I want the Blizzard -1 to wound bobble and the board wide healing from he Living City...
  9. The Diadem does indeed go off on a 6+, thus being modifiable. Hadn't thought about the rend tho... still pretty nice... I'm going to try it out for sure. Maybe its just nice on paper!... Thank you.
  10. Thank you for your very clear answer. Probably the most well explained answer I've ever gotten. Thank you for that. Another question if I may: If my general - Anointed of Asuryan on Frostheart Phoenix - takes the "Ironoak Artisan" command trait, from Living City, and has his "Attuned to Magic" ability activated, and he wore the artifact "Jade Diadem", would it then be correct that my general would in fact heal 1 wound when he made a save roll of 4+? Cheers
  11. Real quick: Does taking the "One with Fire and Ice" Command Trait make your general a wizard? As in, will the casting of a spell, through the means of this command, trait activate the "Attuned to Magic" ability of the Phoenixes? Cheers!
  12. Hi friends I was just wondering if anyone had any leaks about like pointcosts, warscrolls or allegiance abilities? Or possible a release date? Cheers!
  13. Not a single point reduction for Troggoth!
  14. That is one true statement... I really like the part about the turds! Because if there is one thing that stinks to high heaven, its the Troggboss... But in all fairness, every single Troggoth model is overpriced at about 20% IMO! Problem for us might be, that we were not mentioned in the preview of GHB19 point reductions, but we'll know in a few days with leakes and all coming out. But an army wide 10% point reduction would still only give one unit more. Not enough to make any dent in the discrepancy between troggoth and FEC, Skaven, Slaaneth etc....
  15. I completly agree. I wound say they need about 20% point reduction on all troggoth models. That way the troggbass would cost 240, and the hag 300, rock- and fellwater would cost 130 and Mollog 140 and 180 for the dankhold trog. And yes, the battalion should cost no more than 120 points I sincerely hope GW will give them a substantial point reduction in GHB19...
  16. Cool... please let me know how the idol fared! And yes, it would be sweet if its buffs worked broader! Also, having the hag have the dankhold keyword would be nice as well - and the ability to make troggoth battleline in addition to the trogboss if general!
  17. Yeah, I believe its a fun list, and it has some hard hitting models and some spells, but it does not have many models at all. It however fits the dark forest/swamp/witcher 3 theme I want... Again, the primary reason for the rogue idol is the coolness factor, but it is quite good... question is whether its better than 6 fellwater/rockgut troggoth...
  18. My idea for a list was this: Allegiance: Gloomspite Gitz Mortal Realm: Ghur Leaders Dankhold Troggboss (300) - General - Trait: Tough as Rocks Troggoth Hag (380) - Artefact: Gryph-feather Charm Webspinner Shaman on Arachnarok Spider (300) - Lore of the Spiderfangs: Curse of da Spider God Fungoid Cave-Shaman (90) - Lore of the Moonclans: The Hand of Gork Battleline 3 x Fellwater Troggoths (160) 3 x Fellwater Troggoths (160) 3 x Fellwater Troggoths (160) Behemoths Rogue Idol (400) - Allies Endless Spells / Terrain Scrapskuttle's Arachnacauldron (50) Total: 2000 / 2000 Extra Command Points: 0 Allies: 400 / 400 Wounds: 98 Again, I see how that might just suck outright... I don't know to be honest!
  19. May I ask what lists you guys used? I have a hard time imagining what they can do, and the list I have in mind might be really poor, but its cool! Again the coolness factor is important, but some chance is a must for me to get into the army.
  20. So I'm coming in maybe too abruptly, but can this army win against anything? When looking at the very few abilities, no summon, to costly models, etc., I kind on wonder, could we win a 2k game against Ironjaws? And what about Disspossesed, or Freepeoples? The army seems beyond weak at this point. Now I understand that the army is cool, and not competitive, so that's not why you buy it, but seriously can any games be won? I'm not talking about taking on DoK, FEC, Skaven or Slaaneth, but other low tier armies... can we even take that? I'm all for rule of cool, but I want a fighting chance at least.... Like if you had to go head to head with Slaaneth how many extra points would we need 500 extra, 1k extra? PS: Here's me hoping for 25% point cost reduction in GHB19!
  21. So, it all boild down to the fact that I think its a super cool model. My idea is to make a dark swamped themed army (think Witcher 3) but still retain some elements of power, and so the rogue idol fits both the coolness aspect and the power aspect. So thats the reason. Same reason for the spider really... one of the coolest models in the game I think and it has some nice spellcasting. Any thoughts at this point are great! Cheers!
  22. So, I have thought about going a forest/ swamped themed Troggoth-heavy army. Therefore I have some questions. Firstly I would like to know whether its even possible to make a decsent list with troggoth? Secondly, I would like feedback on the following two suggestions LIST 1: Allegiance: Gloomspite Gitz Mortal Realm: Ghur Leaders Dankhold Troggboss (300) - General - Trait: Tough as Rocks - Artefact: Rockjaws Troggoth Hag (380) - Artefact: Gryph-feather Charm Battleline 6 x Fellwater Troggoths (320) 3 x Rockgut Troggoths (160) 3 x Rockgut Troggoths (160) Behemoths Rogue Idol (400) - Allies Battalions Troggherd (180) Total: 1900 / 2000 Extra Command Points: 3 Allies: 400 / 400 Wounds: 92 LIST 2: Allegiance: Gloomspite Gitz Mortal Realm: Ghur Leaders Dankhold Troggboss (300) - General - Trait: Tough as Rocks Troggoth Hag (380) - Artefact: Gryph-feather Charm Webspinner Shaman on Arachnarok Spider (300) - Lore of the Spiderfangs: Curse of da Spider God Fungoid Cave-Shaman (90) - Lore of the Moonclans: The Great Green Spite Battleline 3 x Fellwater Troggoths (160) 3 x Rockgut Troggoths (160) 3 x Rockgut Troggoths (160) Behemoths Rogue Idol (400) - Allies Total: 1950 / 2000 Extra Command Points: 1 Allies: 400 / 400 Wounds: 98 I really need some suggestions because I find this army really difficult to build! Cheers!
  23. I Firstly I think that the battletome needs to be balanced, in such a way, that the Bret player always has a fighting chance, even against a top tier army. Now that is dependent of multiple variables, but it generally mean have some of the same type of mechanics, units etc. on approximately the same level as the other armies. With that said, for a group to adopt a 3rd party product, it must ere on the side of caution in terms of the level of power of said mechanics. Which I think the latest version and revisions etc. does. I also believe, which is the case in my gaming group as well, that placing it somewhere around the middle of the level of power of the current armies is a good way to go. That way, there is less of a chance that it would be disallowed for being too powerful. Considering that 5 Grail Knight has the ability to theoretically deal 30 mortal wounds on a 4+ wound on a charge, is nothing to scuff about... just saying. Soon the beta will be released, and further testing will eventually lead to a final product, which I imagine will receive both FAQ, errata and running updates, to ensure that the fighting chance against all armies and all updates e.g. GHB18, will remain. Not saying your not right in your assessments of the current version, just that I think the cautionary approach is a good one.
  24. I would prefer not just to copy other factions abilities just because they are good. Yes its going to be difficult to not copy each other, but just copying Lords og Sacrement would be boring in my opinion. I think that each factions should have as much uniqueness as possible!
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