Kruleboyz Unit Review
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- Опубликовано: 10 сен 2024
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Really sad that SCE gets Vexillor, LRL gets Bannerlord and Seraphon get Astrolith as sub-commanders but the Murknob can't join other heroes. Bad foot-heroes that aren't Wizards or Priests should've all been able to join other regiments~
Great video! Thanks! Just a reminder, Unbind is now a reaction, so don't consume "energy level". A Wizard (2) can cast 2 and unbind 2 every turn. Otherwise Banish consume a level stack.
37:15 the auto 6 for the killbow is 'once per turn army', so just one of yours is able to profit
I've played 2 games of 4e and can't seem to get the synergies right. They are fun, but I've noticed they have a high skill cap
kragnos seems good, he gets the most from dirty tricks out of any destro faction's allegiances, like he becomes a kragnos you can't charge, and he gets swamp shroud, and mork's cunning so you can't shoot him either.
I had a game yesterday. Only did 3 rounds due to time restrictions. Went with the light finga and that double sneaky sneaking won me the game. Monster killaz just slapped as they were my honour guard with +1 to hit, seemed like a lot of dice for 8 dudes. Did put the staff on the shaman and had gobsprakk just throwing out burning head and gnashing jaws. Stuck the swarm behind the mirebrute to totally tank him as he had 3 skaven shooters and their hero pooping at him till he got there. Was a fun army to use. Can't wait for Game 2.
By the way, what list did you use?
there is 7 of them? Grot is just a token.
@@kamiladamczyk2469 oops!🤣
@@brucesolomon1514 whos gonna count those 3 attacks, they would hit anyway xD
the matches i face so far I just notice a lot of mortal wounds (spells + manifestations) being thrown out especially to my big stacks of hobgrots (slumdrek build) and my normal build with a stack of 20 rippaz and sludgedraker. So having a 6+ ward doesnt sound to bad with the murknob. Any extra bodies that i can bring to the mid board doesnt sound too bad. Need to try more games with him tho
On the Sloggoth you could technically run and 3d6 charge Kragnos, a fully buffed unit of Gutripaz and another hero for instance the vulture or the Breakaboss. You could do noisy rackets on one ennemy unit, do a slipery skumbag heroic trait and then pile in after your activations so essentially giving yourself 3 activations in a row for some sort of a weird alpha strike. As there are less units on the table and the screens are generally smaller that could be surprising.
Aren't hit, wound and save rolls only being able to be modified by +1? So a 2+ Beast skewer is impossible? Just as a double stack of save rolls by the Shaman and a spell?
It's net 1 I believe. So you can't go 2 better, but if they have 2 rend you'll negate that.
My first game against OBR went horrible, lol. Their hard stats are so much better.
I don't have monstakillaz or mirebrute though, played 40 gutrippaz and some bolt boys (who did nothing except teleport for BTs), their DMG is gone
Why do you mention ijz and what they need so much, in a kb video? Couldnt care less
I cover Greenskinz.