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Melcar

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Posts 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...

    • Like 2
  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!

    • Confused 1
  4. 6 minutes ago, EMMachine said:

    So, the wounds are still not allocated to a model.

    The Rule mulitple attacks only means the following. I have a unit with 3 different Weapons.

    • I have 4 Model with Weapon 1  that has 3 Attacks, Hitting on 3+, Wounding on 4+, having Rend -1 and D3 Damage
    • I have 3 Models wiht Weapon 2 that has 3 Attacks, Hitting on 3+, Wounding on 4+, having Rend -1 and 1 Damage
    • I have 5 Models wiht Weapon 3 that has 4 Attacks, Hitting on 4+, Wounding on 4+, having Rend -1 and 2 Damage

    With the normal rules for the Attackseqence you you make every attack separatly

    • Weapon 1 attack 1, Hit, Wound, Save, Damage (if all successful add to the damagepool)
    • Weapon 1 attack 2, Hit, Wound, Save, Damage (if all successful add to the damagepool)
    • ...
    • Weapon 1 attack 12, Hit, Wound, Save, Damage (if all successful add to the damagepool)
    • Weapon 2 attack 1, Hit, Wound, Save, Damage (if all successful add to the damagepool)
    • ...
    • Weapon 2 attack 9, Hit, Wound, Save, Damage (if all successful add to the damagepool)
    • Weapon 3 attack 1, Hit, Wound, Save, Damage (if all successful add to the damagepool)
    • Weapon 3 attack 2, Hit, Wound, Save, Damage (if all successful add to the damagepool)
    • ...
    • Weapon 3 attack 20, Hit, Wound, Save, Damage (if all successful add to the damagepool)

    The rule for rolling multiple attacks does only mean in that case that you can roll 12 Dice for Weapon 1 add once because all have the save values, that 9 Dice for Weapon 2 and than 20 Dice for Weapon 3. There is noting allocated to a model when the Attacksequence for Weapon 3 is resolved. All 41 Dice of that Example must have been resolved (Hit Roll, Wound Roll, Save Roll, Damage Roll) before a single wound from the pool is allocated to the model.

    You can see the first sentence for this example as the following.

    This is the meaning of all of the unit's attacks.

    If this wouldn't be the case the sentence in the corerules should have said the following

     


    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. 17 minutes ago, EMMachine said:

    The part you referred to is only the attack sequence Page 7, which is called "Making Attacks" in the rules (To Hit, To Wound, Saveroll and Damage). If you have 20 Attacks you have 20 Attack sequences. Allocating wounds is not part of the Attack Sequence itself.

    When we look at allocating Wounds page 7

    "Once after all of the unit's attacks have been resolved". So you have rolled Hit Rolls, Wound Rolls, Save Rolls and Damage of all three Weapons, only after them the wounds get allocated.

    You can't heal the wounds of Weapon 1 because the model has still 0 allocated wounds at that point

    1. For example Weapon 1 makes 2 Damage, you have 0 allocated wounds and 2 wounds in the wound pool
    2. Weapon 2 makes 1 Damage, you still have 0 allocated wounds and 3 wounds in the would pool
    3. Weapon 3 you roll a save of 6 and would heal an allocated wound (they are still 0 so you can't heal wounds) after the weapon did no damage the woundpool is 3
    4. All attacks of the unit have been resolved and the wounds get allocated, after that your model has 3 wounds allocated.

    If the model would have allocated 1 wound before the attack, that wound would be healed and after that the model would get the 3 wounds allocated.

    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. 12 minutes ago, EMMachine said:

    You take 3 Damage.

    The point is allocating wounds is not at the same time as healing the wounds with the Diadem.

    Lets say you are attacked by 3 different weapons from one unit.

    • You make Hit Rolls, Wound Rolls, Save Rolls (you heal wounds on the Diadem on 6 if wounds are allocated) and Damage Rolls for Weapon 1, the Damage that is caused goes into a Woundpool
    • You make Hit Rolls, Wound Rolls, Save Rolls (you heal wounds on the Diadem on 6 if wounds are allocated) and Damage Rolls for Weapon 2, the Damage that is caused goes into a Woundpool
    • You make Hit Rolls, Wound Rolls, Save Rolls (you heal wounds on the Diadem on 6 if wounds are allocated) and Damage Rolls for Weapon 3, the Damage that is caused goes into a Woundpool

    Now after all Three Weapons are rolled, you allocate the wounds from the woundpool one at the time to the model. After the Model hasn't allocated wounds when the save rolls were made there is no allocated wound healed, it doesn't reduce the wounds that are in the pool for later allocation.

    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. 9 minutes ago, Aelfric said:

    I know - caught me out too.  It's probably for the best, though.  2+ save healing on 4+ is probably a tad too much.  If you want a hard -to-kill Phoenix,  you could always go Anvilguard.  The Drakescale cloak gives a 5+ DPR on wounds and Mortal wounds, giving your Phoenix a possible 3+, 4++, 5+++ - take a Flamespire and it comes back on a 4+.

    Indeed.. But I want the Blizzard -1 to wound bobble and the board wide healing from he Living City...

  8. 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

    • Like 1
  9. On 6/13/2019 at 7:00 PM, Malakree said:

    The issue with the Troggboss is that he's on a 4+ with no after saves, his damage output is really random for his points level, he can't fly so he gets screened hard and the 6" move makes him way to slow to be a realistic threat. On the spell example, you can get a bloodthirster with a 2+ spell ignore that flies, moves faster and does way more damage for the same points.

    Sure you can make him faster or fly but if you do that his damage is mediocre, you can make his damage really solid but then he gets screened and kited, you can make him a reasonable buff bot but then he's both slow and his damage sucks. Essentially you can pick one area to make him competitive in and then he's sub-par in the others, compare him to the Footboss in Ironjawz. For the same cost I can get him with SoJ and 2 warchanters giving him 6 attacks that do d6 mortals on a 4+ to hit.  

    Realistically the only time you take him is as a buff bot for your Troggs. If you're looking at taking a Dankhold in a list without Troggs you take Mollog instead, he has the bravery buff, brings a bunch of utility, is just as tanky and is 130 points cheaper.

    EDIT: 

    In a war fought by gods a single mortal is worthless.

    What you're calling Broken is actually just strong, the stuff which can fight that Broken stuff is balanced, everything else is underpowered. A beastclaw raider looks at his stonehorn and goes "this is balanced" then looks at a Dragonlord and says "this is broken". 

    Saying "no, no I'm the one whose balanced the rest of you are just underpowered or overpowered" is a meaningless statement. You're either competitive or not. Right now the Troggboss is not a competitive pick because of his cost, that means he's underpowered, maybe not as bad as the Mawkrusha, but that's like looking at two turds and saying this one smells worse.

    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....

  10. 1 hour ago, Eevika said:

    Troggboss needs to drop about 60-80 points to be good and the regular should drop 60. They arent slightly over costed they are massively over costed. Troggherd should go down to a 100 points as the bonus it gives is so minimal. 

    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...

  11. 10 minutes ago, ShaneHobbes said:

    I haven't played my Idol in awhile. I think I'll break it out this weekend along with a Hag and a couple of Gargants so thanks for that lol

    I dont think itll be better than trogs thoughbut I guess we'll find out. I wish its +1 casting worked on the Hag.

    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!

  12. 12 hours ago, ShaneHobbes said:

    It looks fun at the very least lol. I dont think I'd bring the Rogue Idol but that with the Hag and Arach-Wizard looks funny as hell.

    Honestly my answer to fix anything would just be "Add more Rockguts!"

    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...

  13. 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!

  14. 13 minutes ago, ShaneHobbes said:

    I got second place in a local tournament, went 2-1 and I made a couple of stupid mistakes in the loss that I've been mentally berating myself about. 

    Lost to Nurgle

    Won against DoK and Seraphon

    I've also beaten slaanesh and skaven in non tournaments.  Maybe my opponents aren't good or I've just been getting lucky but I have been winning more often than not.

     

    13 minutes ago, Calebexnihilo said:

    Trolls are decent, not anywhere close to top teir... But they can hold their own in mid teir matchups.

    They hit incredibly hard. Decent survivability. Good spells. Some teleporting with Hand of Gork. Can force an AGKoTG to fight last with Itchy Nuisance. 

    I recently beat SCE and took FEC with 4 TGs down to the final round.

    If they drastically reduce Troggherd price and maybe drop DankBoss or trolls 10-20 points, we will be in a good spot.


    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.

  15. 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! :D

  16. 40 minutes ago, DestructionFranz said:

    Why do you wnat to use the Rogue Idol? Is there any sinergy with the Troggoth?

    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!

  17. 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!

  18. 1 hour ago, Nielspeterdejong said:

    You are most welcome :) However, with all the (very fun!) new strong factions coming out, I once again wish to stress that you should not be too afraid to make them powerful. Remember, all the other factions are getting updates as well (such as undead), meaning that it's best to compare them to the newer factions, and not the currently weaker older ones.

     

    In fact, we looked at the new Daughters of Khaine Allegiance traits, and realized that our 4 Bretonnian traits were basically weaker versions of theirs, and that we could even amp them up a little bit and also make them simpler. The other ideas we had in this page, and which we hope you will consider using, stay the same though:

     

    Protection of the Spirits: The Gheist are long dead spirits of noble champions, come to aid the Bretons in their times of need. They are especially drawn to noble champions, but are willing to aid the peasantry through the guide of a Damsel as well. Whenever a Nobility unit suffers a Wound or Mortal Wound you may roll a dice. On a 6 or more the Wound is negated. Peasantry units may gain this boon as well provided they are within 6" of a friendly Damsel Hero

    The lady Wills it!: Stays the same.

    The Lady's Favor: Unless specified otherwise, you must choose to spend a Favor token before making the related rolls: 1) Reroll ALL save rolls 2) Reroll ALL hit rolls 3) You may choose to reroll failed charge rolls AFTER charging 4) The target unit does not have to roll for battle shock results this turn 6) Nobility mounted units may and must both retreat and charge in the same turn (provided you also add the change to the Revivification spell that I posted a few comments back). 

    Finest of Bretonnia: You may now choose one of 3 options: 1) Exceptional Steeds:  All your mounted Heroes may gain one of the exceptional steed traits, as listed in the PDF.  2) Banner of the Lady: You may choose one Paladin Standard Bearer (you must field one in order to gain this boon), and grant it a free banner Artifact. However, you may not field any more Paladin Standard Bearers as the Banner of the Lady must shine brightest and uncontested.  3) Chosen of the Fey: One damsel in your army may be a chosen of the Fey. This Damsel may deploy a Blessed Lake in the set up phase, free of cost. However, you may not field any additional Blessed Lakes. The Chosen of the Fey Damsel knows and may cast the "Sons of Bretonnia" spell from a Blessed Lake, towards enemies within 18" of it. You may choose a standard Terrain feature, and declare that it is a Blessed Lake. 

     

    The first Battle Trait is a weaker version of the Daughters of Khaine Battle trait, as only Nobility units are able to move independently. While Peasantry units only gain this boon if they are within a specific type of Hero, not all Heroes, making it a weaker version of the Undead Battle Trait.

    Taken into account that The Lady Wills it Battle Traits only helps the Breton untis in a charge, and the Lady's Favor is only for one unit for one turn, and you only start with 1 Token per Hero that you field, as well as that Finest of Bretonnia gives you the option to choose one of 3 situational boons, this would seem fair. Keep in mind that these Battle traits are more limited, but in exchange allow for more unique options. 

    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. :)

  19. 14 hours ago, Nielspeterdejong said:

    Perhaps you could add two more battalions: *One that is a copy of the Lords of Sacrement but with the Enchantress and Damsels instead of Arkhan and Necromancers. The conduit can then be a Battle Pilgrims unit with the grail relecue, as they are the remains of a exceptional champion (One of the Original Grail Knights?) Or a special Grail Knights unit which consist of Ancient and exceptional powerful Grail Knights. Maybe referred to as Grail Guardians?

    *The second one could be a more martial battalion, featuring the Bretonnian King/King Louen Leoncouer. 

     

    Also we talked it over, and we like how Battletrait 4 could give you a blessed lake. These would be our suggested battletraits:

    1) Protection of the Spirits: The Gheists protect all Bretonnians, but those of Heroic and Noble characters are exceptionally strong. Nobility units may ignore Wounds and Mortal wounds on a dice roll of 6 or higher per wound in the Hero and Shooting phases. Peasantry units may receive this boon while within 6" of a Nobility Hero. All Breton units within 10" of a Damsel Hero may receive this boon in all phases.

    2) The Lady Wills it! (stays the same)

    3) The Lady's Favor (stays the same)

    4) Choose one boon out of 3 options: A) Gain Exceptional Steeds, B ) Gain one free Banner item for a Paladin on Horse (however you may then only choose one banner total), or finally C) One Damsel Hero may know the "Sons of Bretonnia" spell. This spell is a reworked version of Foot of Gork (D6 mortal wounds, roll a dice, if 4+ roll again etc: each roll deals an additional D6 mortal wounds). But with some extra lore: http://warhammerfantasy.wikia.com/wiki/Sons_of_Bretonnia With the Damsel summoning the magical Knights of the Lady as they come crashing down upon Bretonnian’s foes. This spell may only target enemies within 18” of a blessed lake. The Damsel must cast this spell on a 10+ cast. However, when casting each Peasantry unit within your army may pray. On a 3+ they grant the Damsel a +1 on the spellcast for this spell. But if the Damsel fails casting the spell she will suffer D3 Mortal Wounds due to the backlash. In addition your Army receives a Blessed Lake for free, but may only have one.

     

    Battle trait 4 could have one of 3 themes: 1) This armies mounts are of legendary breed, 2) This Army fields a Sacred and blessed banner, and 3) This army could have a exceptionally powerful Damsel who excels at turning once tainted (by either Chaos or Death) lands back into tranquil scenery. Even planting a blessed lake on the spot. The “Sons of Bretonnia” spell is a nice bonus, as it is restricted to being cast from a Blessed lake, and you may only field 1 with this option. This means that your Blessed Lake gains a form of area control, but only if you succeed at keeping your unique Damsel safe and if you field enough peasants to be able to pull that cast off.

     

    Thoughts?

     

    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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