In fairness, though, it would get confusing if this unit modelled with hackers are armed with hackers, but that unit modelled with hackers are armed with clubs.
If all of them have clubs, even though they're modelled with hackers, that shouldn't confuse anyone.
wysiwyg is garbage and exists almost entirely to get you to spend more money
When I really first ran into someone/ a group of people that insisted on wysiwyg was in Nercomunda and how various members of my gang were rough that I needed to either chop them up {I had them fully painted at this time} to reflect some of them were blind in a eye or had cyber limbs I first thought and argued hell no I just finished painting them then it turned into I am not buying another gang {the shop I played at the time really did not carry the escher gang but the owner was a silly goose} nor could I get cyber limbs but they kept it up for weeks on end which was one of the reasons I kind of stopped going there
Yeah that's a pretty good reason to find a new place to play.
I built a Warhammer table for my apartment just in case my shop ever gets shitty and I decide to bail on it. Haven't actually had the chance to use it yet though.
I know nothing about AoS but god damn do I want to build goblins.
Someone tell me if this list would be viable
Skagrott
Loonboss on Mangler
Loonboss on Mangler (Fight another day trait, clammy cowl relic)
10 Squig hoppers
10 Squig hoppers
5 Squig hoppers
15 boinggrotz bounders
15 boinggrotz bounders
Squigalanche battalion.
I mainly like the idea of an all Squig army. Skaggrott is there so I can keep the run and charge up on Squigs for as long as possible. I wanted themeatic but from my amateur reading this list seems like it’s also fairly decent? The he mortal wound output is pretty high, everything flies and bosses on manglers seem pretty insane. (With the command trait a charging Mangler has 7 attacks hitting on 2’s wounding on 2’s -2 rend and d3 damage from its chains alone)
Halos Nach TariffCan you blame me?I'm too famous.Registered Userregular
From my limited knowledge of the new Grot book I feel that Squig heavy is a perfectly valid way to go, for sure. Mangler Squigs seem great, and you can use Skagrott's command ability to guarantee the Bad Moon for a turn 2 charge with a bunch of stuff if you want. Fight another day is a killer command trait that's going to see a lot of use I think. Don't forget you get to choose a second artefact when you take a battalion too, so you can kit out the second Loonboss with something nice.
From my limited knowledge of the new Grot book I feel that Squig heavy is a perfectly valid way to go, for sure. Mangler Squigs seem great, and you can use Skagrott's command ability to guarantee the Bad Moon for a turn 2 charge with a bunch of stuff if you want. Fight another day is a killer command trait that's going to see a lot of use I think. Don't forget you get to choose a second artefact when you take a battalion too, so you can kit out the second Loonboss with something nice.
Awsome. Am I right in thinking I can move a squig unit to within 6” of a target and then use the squigalance bonus to “walk” into combat and guaurntee me Squigs Strike first?
Halos Nach TariffCan you blame me?I'm too famous.Registered Userregular
I haven't read the battalion text specifically, but so long as it permits your units to pile in even when outside of 3" of an enemy model then your read is correct, yes.
I haven't read the battalion text specifically, but so long as it permits your units to pile in even when outside of 3" of an enemy model then your read is correct, yes.
Yeah it allows you to chose a unit within 6” to fight, it also increases pile in to 6”.
Still better to charge because of the mortal wounds but it’s a pretty big advantage.
I'm surprised people aren't nerd grumping about them being non-perfect cubes and thus clearly non-perfectly random. Which I know is mostly nonsense, but people on the internet, y'know?
+1
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Golden YakBurnished BovineThe sunny beaches of CanadaRegistered Userregular
I probably would be that guy and complain if someone used those in a competitive game, but mostly because those numbers look incredibly hard to read at a glance.
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Mr_Rose83 Blue Ridge Protects the HolyRegistered Userregular
Hm, I see it a bit in 3 and 4 but honestly, 1,2,5&6 are pretty easy to differentiate in person. Six especially.
I would be that guy simply because I saw someone try to use these and because they’re some kind of rubber they basically go flying when you roll them and he was constantly losing dice and knocking over models.
So I was sure I had a goblin model or two someone where deep in my shed in one of my many old minis boxes.
An hour later and I found
An entire battle for skull pass army
60 Stabbas
20 Shooters
10 spider riders
Loonboss
Madcap shaman
I also found
6 fanatics
The special character who’s now the boss with a squig on a leash.
That’s 980 points of grots.
I also found the crew for a bolt thrower (no idea what to do with these) and a metal goblin character of some kind. I think he’s from a wolf rider chariot as I found some bits of one, thinking if I can’t find a suitable big mount for him I can use him as a loonboss on giant squig.
I would be that guy simply because I saw someone try to use these and because they’re some kind of rubber they basically go flying when you roll them and he was constantly losing dice and knocking over models.
They're the orkiest dice ever.
+5
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Halos Nach TariffCan you blame me?I'm too famous.Registered Userregular
The bouncy squig dice are fun, though I have been hearing internet tales of the yellow paint rubbing off the spots? Could just be hyperbole or a bad batch, but something to perhaps be aware of if you're planning on using picking some up.
The Admech models are probably the most intricate 40k models there are.
Most other 40k stuff is actually more in line with the Sormcast, I'd say. Traditionally Warhammer Fantasy mdels felt more detailed than their 40k counterparts. At least from my experience with Elves and Eldar. But also there the Ynnari triumvirate is a bit of a departure from the cleean smoothness of the Craftworlds.
The downside to the Admech models is cleaning them up for assembly. They have an ungodly amount of ridges with mouldlines on them.
+1
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Halos Nach TariffCan you blame me?I'm too famous.Registered Userregular
Yeah, they should probably stop using doubling effects on damage, it doesn't come up often but every time it does it makes a mess, just make it +1 damage instead, that would still be fine! For now I think you would do the multiplication first and then the addition, but I don't actually have a source for that on hand, it might be something covered in an FAQ with any luck, but, hey, maybe they intended for a Scuttleboss to be able to hit for 44 mortals per combat round, who knows!
Yeah, they should probably stop using doubling effects on damage, it doesn't come up often but every time it does it makes a mess, just make it +1 damage instead, that would still be fine! For now I think you would do the multiplication first and then the addition, but I don't actually have a source for that on hand, it might be something covered in an FAQ with any luck, but, hey, maybe they intended for a Scuttleboss to be able to hit for 44 mortals per combat round, who knows!
Normally I would agree but Black Fang (which adds d3) specifically mentions improves the existing ability if they have one.
Rules text for all the relevant abilities
The Black Fang: Pick one of the bearers Melee weapons. If the unmodified hit roll for an attack made with the weapon is 6, that attack inflicts d3 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll). If the weapon already inflicts mortal wounds on a roll of 6, add d3 to the number of mortal wounds it inflicts instead.
Monstrous Mount: Double the number of mortal wounds that are inflicted by this generals spider venom ability
Venom of the spider god: Venom of the spider god has a casting value of 6. If successfully cast, pick 1 friendly Spiderfang unit wholly within 16” of the caster and visible to them. Until your next hero phase, double the number of mortal wounds inflicted by that units spider venom ability. If the casting roll is 10 or more, pick up to d3 different friendly Spiderfang units instead of 1.
For extra confusion you can add in the ability to increase spider venom to be a 5+
There used to be a rule in 40k that you multiply then add.
So a powerfist that was affected by a +1 str. ended on 7 str. on a guardsman and 9 on a marine.
I haven't read the AoS rules in a long time, so don't know if it's the same here.
On fire
.
Island. Being on fire.
+1
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PiptheFairFrequently not in boats.Registered Userregular
Yeah, they should probably stop using doubling effects on damage, it doesn't come up often but every time it does it makes a mess, just make it +1 damage instead, that would still be fine! For now I think you would do the multiplication first and then the addition, but I don't actually have a source for that on hand, it might be something covered in an FAQ with any luck, but, hey, maybe they intended for a Scuttleboss to be able to hit for 44 mortals per combat round, who knows!
Normally I would agree but Black Fang (which adds d3) specifically mentions improves the existing ability if they have one.
Rules text for all the relevant abilities
The Black Fang: Pick one of the bearers Melee weapons. If the unmodified hit roll for an attack made with the weapon is 6, that attack inflicts d3 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll). If the weapon already inflicts mortal wounds on a roll of 6, add d3 to the number of mortal wounds it inflicts instead.
Monstrous Mount: Double the number of mortal wounds that are inflicted by this generals spider venom ability
Venom of the spider god: Venom of the spider god has a casting value of 6. If successfully cast, pick 1 friendly Spiderfang unit wholly within 16” of the caster and visible to them. Until your next hero phase, double the number of mortal wounds inflicted by that units spider venom ability. If the casting roll is 10 or more, pick up to d3 different friendly Spiderfang units instead of 1.
For extra confusion you can add in the ability to increase spider venom to be a 5+
oh geeze that is messy wording that better get an faq real quick
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Dr_KeenbeanDumb as a buttPlanet Express ShipRegistered Userregular
Q: Sometimes a dice roll will trigger an effect. For example,
a weapon might have a rule that says a hit roll of 6 causes
two hits on the target instead of 1. What happens if another
effect applies to the same roll? For example, the weapon from
the previous example might have a rule that says it inflicts
D6 mortal wounds on a hit roll of 6 and the attack sequence
ends – would I get to inflict two hits that each inflicted D6
mortal wounds?
A: When a dice roll triggers more than one effect, each
effect is triggered once. For this example, this means
that the hit roll would cause two hits, but only one of
the hits would inflict D6 mortal wounds (you would
carry out the rest of the attack procedure for the other
hit normally).
This is the closest thing I could find. Email GW and ask.
There used to be a rule in 40k that you multiply then add.
So a powerfist that was affected by a +1 str. ended on 7 str. on a guardsman and 9 on a marine.
I haven't read the AoS rules in a long time, so don't know if it's the same here.
It's different now in 40k. First you multiply then add for your strength characteristic than you apply weapon modifier. But with the difference of how the characteristics work in 40k and AoS that doesn't help here either.
Just from reading the descriptions, I'd say the +d3 comes last. So x2, x2, +d3
I was just using what I owned, but a I can tell a list playing a Moonclan Skrap is going to be pretty good, huge blobs if immune to morale grots that come back is pretty crazy.
I also had a lot of fun going turn one hand of gork, drop a unit 9.1” away from the front lines, deploy fanatics 3” and then charge the fanatics in.
Edit: Morale is also such a non-issue for grots it’s crazy. Skagrott generated more than enough to just auto pass them which I didn’t even need to use because of the shrine. The thing is massive. Across the widest point it’s seven inches across. The bubble it projects is huge.
I’ve also played tzeentch twice and using skagrott to put the moon in the middle turn two shuts them down pretty hard. All thier wizards are at -1 to cast and unbind and you’re at +1 which is a massive swing in the chances of unbinding. Goblin wizards honestly feel incredibly strong. (Along with a loonboss doing his best wizard impression with the relic that rolls one dice for every unit with more than 5 models within 12 and does d3 mortal wounds on a 5+. Painfully easy to get 4-6 dice with it)
Posts
If all of them have clubs, even though they're modelled with hackers, that shouldn't confuse anyone.
When I really first ran into someone/ a group of people that insisted on wysiwyg was in Nercomunda and how various members of my gang were rough that I needed to either chop them up {I had them fully painted at this time} to reflect some of them were blind in a eye or had cyber limbs I first thought and argued hell no I just finished painting them then it turned into I am not buying another gang {the shop I played at the time really did not carry the escher gang but the owner was a silly goose} nor could I get cyber limbs but they kept it up for weeks on end which was one of the reasons I kind of stopped going there
I built a Warhammer table for my apartment just in case my shop ever gets shitty and I decide to bail on it. Haven't actually had the chance to use it yet though.
Someone tell me if this list would be viable
Skagrott
Loonboss on Mangler
Loonboss on Mangler (Fight another day trait, clammy cowl relic)
10 Squig hoppers
10 Squig hoppers
5 Squig hoppers
15 boinggrotz bounders
15 boinggrotz bounders
Squigalanche battalion.
I mainly like the idea of an all Squig army. Skaggrott is there so I can keep the run and charge up on Squigs for as long as possible. I wanted themeatic but from my amateur reading this list seems like it’s also fairly decent? The he mortal wound output is pretty high, everything flies and bosses on manglers seem pretty insane. (With the command trait a charging Mangler has 7 attacks hitting on 2’s wounding on 2’s -2 rend and d3 damage from its chains alone)
Awsome. Am I right in thinking I can move a squig unit to within 6” of a target and then use the squigalance bonus to “walk” into combat and guaurntee me Squigs Strike first?
Yeah it allows you to chose a unit within 6” to fight, it also increases pile in to 6”.
Still better to charge because of the mortal wounds but it’s a pretty big advantage.
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
They are? I was thinking about them just because of the look of them
Yes, they’re actually tiny cuboid squigs. No idea how they managed to breed them without feet though.
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
The brilliance of the Old Ones is a thing to behold. They really thought of everything the orks would need.
Edit - Wait, shit, wrong orks. Orruks. Maybe? Did the Old Ones make them in both settings? I don't know, that whole thing is screwy.
Weirdly enough, the set does have the 40k logo on the back, unlike all the other AoS dice sets I’ve seen…
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
Weird
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
Glad to see they're as cool as expected... Gonna have to have my local shop set aside a pack for me.
Gamertag - Khraul
PSN - Razide6
An hour later and I found
An entire battle for skull pass army
60 Stabbas
20 Shooters
10 spider riders
Loonboss
Madcap shaman
I also found
6 fanatics
The special character who’s now the boss with a squig on a leash.
That’s 980 points of grots.
I also found the crew for a bolt thrower (no idea what to do with these) and a metal goblin character of some kind. I think he’s from a wolf rider chariot as I found some bits of one, thinking if I can’t find a suitable big mount for him I can use him as a loonboss on giant squig.
They're the orkiest dice ever.
A scuttleboss deals a mortal wound on. 6 to hit. Taking the black fang relic makes it 1+d3 mortal wounds. With spells and auras.
With monstrous mount he doubles his spider venom mortal wounds
The venom of the spider god spell doubles the mortal wounds dealt by spider venom.
How many mortal wounds does it the scuttleboss deal on a 6?
Work out the mortal wounds caused by venom then double it.
3DS: 1650-8480-6786
Switch: SW-0653-8208-4705
In this specific example it’s being doubled twice though, which although doing an average of 12 mortal wounds on a six, seems wrong.
the base damage is what is used in the formula NORMALLY
this might be one of the occasions where a faq is needed though
I just got the kill team starter set and compared the adeptus mechanicus to the stormcast.
The admech are so much smaller and in such higher detail than the stormcast, it's ridiculous.
Most other 40k stuff is actually more in line with the Sormcast, I'd say. Traditionally Warhammer Fantasy mdels felt more detailed than their 40k counterparts. At least from my experience with Elves and Eldar. But also there the Ynnari triumvirate is a bit of a departure from the cleean smoothness of the Craftworlds.
But I see what you mean. After looking up other 40k models, the AdMech are definitely very intricate.
They're also just smaller models. 25mm bases for these AdMech rangers/vanguard vs 40mm for most Stormcast.
Normally I would agree but Black Fang (which adds d3) specifically mentions improves the existing ability if they have one.
Rules text for all the relevant abilities
Monstrous Mount: Double the number of mortal wounds that are inflicted by this generals spider venom ability
Venom of the spider god: Venom of the spider god has a casting value of 6. If successfully cast, pick 1 friendly Spiderfang unit wholly within 16” of the caster and visible to them. Until your next hero phase, double the number of mortal wounds inflicted by that units spider venom ability. If the casting roll is 10 or more, pick up to d3 different friendly Spiderfang units instead of 1.
For extra confusion you can add in the ability to increase spider venom to be a 5+
So a powerfist that was affected by a +1 str. ended on 7 str. on a guardsman and 9 on a marine.
I haven't read the AoS rules in a long time, so don't know if it's the same here.
.
Island. Being on fire.
oh geeze that is messy wording that better get an faq real quick
This is the closest thing I could find. Email GW and ask.
3DS: 1650-8480-6786
Switch: SW-0653-8208-4705
It's different now in 40k. First you multiply then add for your strength characteristic than you apply weapon modifier. But with the difference of how the characteristics work in 40k and AoS that doesn't help here either.
Just from reading the descriptions, I'd say the +d3 comes last. So x2, x2, +d3
I was just using what I owned, but a I can tell a list playing a Moonclan Skrap is going to be pretty good, huge blobs if immune to morale grots that come back is pretty crazy.
I also had a lot of fun going turn one hand of gork, drop a unit 9.1” away from the front lines, deploy fanatics 3” and then charge the fanatics in.
Edit: Morale is also such a non-issue for grots it’s crazy. Skagrott generated more than enough to just auto pass them which I didn’t even need to use because of the shrine. The thing is massive. Across the widest point it’s seven inches across. The bubble it projects is huge.
I’ve also played tzeentch twice and using skagrott to put the moon in the middle turn two shuts them down pretty hard. All thier wizards are at -1 to cast and unbind and you’re at +1 which is a massive swing in the chances of unbinding. Goblin wizards honestly feel incredibly strong. (Along with a loonboss doing his best wizard impression with the relic that rolls one dice for every unit with more than 5 models within 12 and does d3 mortal wounds on a 5+. Painfully easy to get 4-6 dice with it)