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FPC

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Everything posted by FPC

  1. 12 is nice for the discount. I’m wondering if a few 9s will be ok too. Gets the 4+ charge mortals, is less unwieldy, and they don’t need 10 for wound rerolls. EDIT: however...thinking about it more, targeted buffs are better on 12, ie. the very good Bloodgullet CA.
  2. Definitely thinking Bloodgullet looks very strong. Extra spells and casting, reroll wounds for Gluttons as a CA, 6” pile ins, and healing if a butcher does wounds in combat. Thinking Glutton horde. Also really think the indifference to the warscroll/point changes is a bit misplaced. Ogors of all kinds are now patently better. Not on the warscrolls mind you, but the potential for mortals on the charge, hungry/eating buffs, some GREAT spells, actual allegiance abilities and subfactions, bite attack, and, all cheaper for the most part across the board. A buddy of mine made the point that Sylvaneth saw few major warscroll changes, but was much improved due to all the peripheral stuff. Ogors probably don’t depose Slaanesh/Skaven/DoK anytime soon, but I don’t think any Destruction factions generally will.
  3. So let’s see....while some of the warscrolls remain underwhelming, we have in spells: -a nice flat +1 attack -a hero sniping d6 mortals (that also adds +1 to their attacks, but for wizards/support heroes I like it) -a “subtract 1 from a units attack characteristic” debuff -a -1 to hit us aura -a 12” Gaunt Summoner-esque spell that does mortals on 4+ 😮 -a +1 damage to mounts (Stornhorns??) Not that these are guaranteed or anything but these are REALLY solid spells. It does seem weird that both butchers cost the same..
  4. Two community articles have shown the +1 to casting within 1” and “empty” the pot to heal d3 to all units within 36”. Unlikely that there’s more but maybe.
  5. The healing certainly does seem to be there in a meaningful way. I wonder if this will encourage a more MSU style, or just some large blocks of Ogor goodness that are impossible to shift?
  6. Do we know yet whether or not you must take a specific Mawtribe? Like in Cities of Sigmar where you must pick a city? I'm still curious if going "tribeless" will have it's benefits. I'm mostly thinking as a former SCE player and how, if you wanted the amazing command ability Staunch Defender, you didn't use a named Stormhost. If we have a similarly amazing CA, artifact, etc. that is an overwhelmingly good force multiplier, it might be something to consider. While I doubt this will be the case, too much is still unknown. For example, Bloodgullet says it boosts the ¨natural abilities of Ogor Gluttons with re-rolls.¨ Is that to hit? wound? both? all or just 1s? Too much still unknown to call. Underguts could be great, but not if Ironblasters go unchanged. EDIT - A nice bonus to casters from the Mawpot. Making the +1 to attacks that Butchers can take a little more reasonable, if still unreliable.
  7. I be happy to see evidence that these were rushed but I haven’t heard that straight from GW. Again, lack of “newness” doesn’t mean they were rushed. Several factions received nothing but endless spells and maybe a hero. There is a similar window between Mawtribes announcement and release and they’re getting a new model. And either way, like others said, if the results were good, why does development time matter? GW have spent years developing SCE and they’ve ranged from top-tier competitive to their current state (1-2 solid builds, lots of junk, everything in between). Time of development isn’t always a good indicator of quality as far as GW is concerned. Also wasn’t one of the first studio interviews with one of the Cities devs who basically said this project had been his masterpiece, and maybe even that it had been a long time coming? Heck there have been rumors of an Empire revive since at least early 2019.
  8. Given than Trampling Charge gets its bonus at 8 models, I wonder if Gluttons Bull Charge will as well? Would make getting those wound rerolls a bit easier and might incentivize taking 9 Ogor units.
  9. Agreed. Cities has a lot to be positive about, doesn’t appear outwardly broken but has some good power/synergy. All of the Cities save for maybe 1 or 2 are decent if not strong. The wide ranging option allows most (sorry high elves) people with old WHFB armies that made the change over to keep playing. Only a few units seem patently weak (or, really, just over-costed). A lot of thought clearly went into each city’s abilities, spells, etc. I can’t really speak to Orruks bc I know almost nothing about them.
  10. Eh, I guess that’s possible. I think Cities is a solid book and wouldn’t call it rushed. They was a decent sized gap between its announcement and release. BoC also seemed pretty ad hoc and they got spells. Maybe GW just doesn’t like Destruction!
  11. Maybe they haven’t been as profitable as they hoped and they’re moving away. Cities also didn’t get them. I guess it could be any number of reasons since OBR are getting them...
  12. Yep...those are Gnoblars. They were renamed Grots for some reason during the AoS change over. Seems they’ve decided to go back 🤷🏽‍♂️
  13. Anyone have thoughts on if the 2 remaining Ogre Kingdoms units will stick around? Highly doubt it but there was the claim that “no cuts” were made.
  14. Also, what’s up with the reference to Rhinox in the Trampling Charge ability? They making a comeback?
  15. I think they made passing reference to Gluttons getting 3+ to hit. So...yay!
  16. I was just pointing this out bc your original comment suggested you thought the poll was on the power level of the new Mawtribes.
  17. They’re voting on what tier they are PRE-BATTLETOME. Currently as a non-battletome faction and a faction lacking a 2.0 tome I can’t see much argument that Ogors all together are currently anything but low tier.
  18. Well...the FAQ gives a nice little bump to GF Gyrocopter. The steam gun now benefits from the +3" range. Against a nice, densely packed horde, that could be devastating.
  19. Hey everyone, Since Cities of Sigmar has finally dropped, I've decided to try and move some of my Dwarves. I was planning on using these as "counts as" Freeguild for the most part, but I've decided against that in the long run. So...I'm hoping someone out there had the same idea and is looking to add to their Dwarf force (or start a new one!). I am primarily looking to sell, however I would be willing to trade for empire state troops (crossbow, handguns, halberds, or sword/shield). I STRONGLY prefer the OLDER oop state troops. Just don't like the new models very much. I would take the current sculpts tho, as I'm sure there's more of them out there. ASKING PRICE - $175 Full list, to the best of my knowledge. Some stuff is definitely from boxed sets (Skull Pass maybe?), but not sure exact proportions: 15 oop metal hammerers 11 warriors with great axe 36 warriors hw/shield 14 quarrelers 28 thunderers 7 warrior/quarreler/thunder generic standards Runelord Warden king Metal battle standard bearer? A dozen or so other metal characters/musicians/etc. (I can probably provide round bases for everything if interested) Wants: Empire State troops (Older oop preferred, new sculpts ok. No Militia or Spearmen) Possibly Ogor Kingdoms models However, MOST interested in selling. Honestly no idea how to value this all, as they aren't technically current models/warscrolls, but some might be interested in the, as stand-ins. So, I'm going to start with an asking price of $175. However, very open to offers/negotiations and open to cash/trade combos.
  20. I don’t really play in a competitive environment so drop count hardly factors into my considerations. And either way I already said, larger units are my preference.
  21. I've been thinking irondrakes would be better in 10 man units so you can get more grudgehammer torpedoes for monster sniping mini-cannons on. Less efficient for runelord -1 rend buff, but hawk-eyed, hurricanum and longbeard buffs are all AOE so multiple units isn't a problem there. Is there something I'm missing? Nope, not missing anything. Was just making a point about their usefulness and it seems fair to look at what a max unit can put out. Also, the Runelord bit is a big part of why I myself would likely run larger units. A few extra Grudgehammer shots certainly would be nice, but in all honestly if I NEED a monster dead, I will be contributing more than just 2-3 torpedoes.
  22. Nah just 30 more points, 480 to 450. Either way the big takeaway is...either unit is scary!
  23. Sure that’s my point. Sisters with those buffs are going to average around 20 wounds on a 4+ sv unit, plus probably an additional ~6 mw. I’m not counting the additional 30 from overwatch bc there’s no guarantee they get charged and if so that they’ll all still be alive. They also have 1 less save. I didn’t factor into my math the free Grudgehammer you’re sure to take, not to mention you could also have -1 further rend from a Runelord. Sisters are 30 more points. I’d say pretty inconsequential differences.
  24. Yea I like Irondrakes + Hawk Eyed a lot. 30 is a bit pricey, but you’re looking at 60 shots if they stand still, at 3+/2+/-1/1. Against a 4+ save with nothing special like rerolls, you will be averaging just about 22 wounds. Are there things that’ll put out more than that for 400 pts? Sure. But that’s still pretty solid.
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