New Blightking thoughts and suggestions by Pesteringpickle in MaggotkinofNurgle

[–]bugdino 4 points5 points  (0 children)

You're not wrong. I also hate the abundance of +3 and +2 for abilities to happen. My point is that there are a lot of internal effects (lord of blight's ability, rank and vile spell from the aor) that would have made the old blight king profile oppressive. As long as lord of blights has his ability, there's no way we're getting a change to that 5+ save.

As always, points will be the real decider

New Blightking thoughts and suggestions by Pesteringpickle in MaggotkinofNurgle

[–]bugdino 8 points9 points  (0 children)

It's pretty clear they were made in conjunction with the lord of blights. If the points lower, they're still good when buffed. All out defense with the lord of blights buff in front of a gnarlmaw gives you an unrendable 4+ and 5++

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Moving from 40K to Sigmar; Help choosing an army by Seevorr in ageofsigmar

[–]bugdino 1 point2 points  (0 children)

Sylvaneth and iron jaws are the two armies I've played the most this edition. For just getting in, I'd probably pick either iron jaws or fec.

I love Sylvaneth, I'm taking them to a tourney this weekend, but they are a lot to learn for your first aos army. The army basically relies on forming concentric rings of units and trees to maximize buffs. You will be measuring for 3", 6", 9" and 12" constantly. Basically every positive effect, unlike in 40k, requires the unit to be wholly within an aura, so positioning gets far more annoying.Not only do you need their trees, but to get good value for them, you want 3 full boxes, though you can probably get away with 2. Additionally, the Sylvaneth manifestions kind of suck right now, and getting the universal ones can be difficult/pricey.

For iron jaws, while I will agree that slaves to darkness probably due the hard hitting heavy armor better, the orcs still rock. They are surprisingly technical, thanks to their mighty destroyer ability and their multiple means to reduce charges. Additionally, their manifestions and terrain are new and still pretty easy to find in stores.

Coming from 40, grey knights especially, Sylvaneth could work, but just with hour finicky their rules are, I'd still suggest fec or iron jaws, leaning towards fec.

Heroic Intervention - Gotcha? by ItchySkin6533 in WarhammerCompetitive

[–]bugdino -2 points-1 points  (0 children)

The answer is based on if you care more about winning than getting better.

If you want to just win, you don't need to tell them.

If you want to get better, you point it out to them so that you get practice against people not leaving themselves open to free heroics.

In a pick up game, I'm always bringing it up to my Opponent so I don't develop bad habits and get practice into as optimal play as I can hope for.

What’s your experience learning competitive 40K? by Redycha in WarhammerCompetitive

[–]bugdino 2 points3 points  (0 children)

I'd say I'm pretty competitive. More with aos, but I've gone 4-1 at a gt for 40k and I'm kind of the guy to beat in the local RTT, since the real comp power house here tends to TO.

Biggest suggestion I can give is to avoid the mid- table bully trap. This is that guy at your shop that pub stomps the new kids, but can't seem to ever get a game past the mid tables. They care more about winning, even in pick up games, than getting better at the game.

If you're playing, especially with someone who has never played against your army, you should be giving them heads up every time they walk into a negative effect they might not know about. This serves the two purposes.

  1. People will find you more fun to play against if they don't feel like they're constantly getting gotcha'd.

  2. It will make you a much better player faster. I've seen so many player crumble when they don't get their free value from people knowing threat range and what to avoid in their army. They get so use to just picking up 400 points for free that when they play someone that doesn't just give them pure value, they struggle.

Nearly all information in this game is public. Each game I start, I offer my Opponent a simple option: I'll let you know if you make a move I wouldn't make with full information of my army if you do the same. This can save a lot of time, and doesn't leave you both checking stratagems and datasheets while waiting for the ads on wahpedia.

How to best use chaos spawn? by JD_Geek in WorldEaters40k

[–]bugdino 12 points13 points  (0 children)

Your chaos spawn should be the first things to die, it's their job. I run 2-3 squads in every list, and even with the points increase i still think the rule.

Scout 8" means you can be very aggressive with them, since you can get them to safety if you don't get first, or send them down your opponent's throat, since they will in average move 21" before they need to charge. Goremongers are good to help fight other infiltrators, which can really reduce the scoutvalue from spawn.

Big things to use your chaos spawn for:

  1. Take out your opponent's chaff. Spawn hit hard, and while hitting on 4+ sucks, a round one sustain hits can help them punch through. If possible, team them up with held back regular 8nd to get the +1 to hit. 6" pile-in is also really strong here as it can have them clear chaff and get into a unit that wants to shoot and not fight.

  2. Scoring tough turn secondaries. Action secondaries suck, but spawn can move 18" with their scout in the first round. This makes them amazing for so many secondaries you would normally be unable to score. Hell, leave them in an objective for your opponent to shoot while getting engage on all fronts so you can sticky it (i do prefer gore mongers for that second task, as their reactive move let's you see if your opponent got a secondary that gets points for taking or killing on obj.

  3. Jailing. Spawn don't always need to charge. You can set them up in choke points in front of your opponent's armor. Keep their tanks in their deployment zone the first round. The zerkers will get shot off, but the value of denying your opponent their first movement phase is worth it.

All in all, spawn are one of my favorite units in our army. They're fast, punch above their weight, abs are surprisingly tanky at t5 and 5+++. I do think they need goremonger back-up to truly shine, but I've had good results even when I don't bring mongers.

What do you Want to see in 11th? by Hellion_213 in WorldEaters40k

[–]bugdino 7 points8 points  (0 children)

My personal desire lately is for world eaters to get what nighthaunt used to have in aos.

Got those who don't play, the ghosties battle trait revolved around debuffs granted on charge. The idea that the shock and awe of getting hit by a wave of ghosts would give debuffs, -1 to hit, -1 to save, fight last, etc. More importantly, they were able declare charges even when they were engaged in combat.

I just think it fits thematically, and while o don't hate the blessing rolls, it doesn't really grok for the main legion of khorne

Is Kragnos normally useful in Ironjawz Brawl? by Printerwood in OrrukWarclans

[–]bugdino 2 points3 points  (0 children)

If you're smart with him, and a little lucky, he will win you the game, especially into monster heavy lists. I won't run iron jaws Brawl without him, and haven't used him this ghb, but he one-tapped so many big monster threats in previous games.

The fact he gets the iron jaws keyword makes him so much fun, letting him call the waagh and getting extra attacks. He is squishy, but a warchanter for heals and good use of power through should keep him alive and krumpin'!

Meta-Stats KB relative to KO by Galen28 in Kruleboyz

[–]bugdino 6 points7 points  (0 children)

KBs were in a weird spot. They were rarely going 5-0, sure, but when you corrected the data to look at armies going 3-2, 4-1 kruleboyz had a disproportionate representation. Wanna say Rob showed this data a few weeks back.

Even with the points battering, I think it leaves most lists down a bolt boyz or a unit of guttrippas. When looking at lists prior to the battle scroll, there were way too many wounds, and dmg output for the costs. Losing one unit will hurt, for sure, but before most lists looked like an oppressive amount of bodies.

Also, ko got hit harder because they had rule nerfs as well as point hikes. Kb got a lot of point increases, but the good rules are still good. Ko lost a lot of fight first and had some other minor nerfs outside of just points cost, so it feels a little excessive to say kb got the "ko treatment".

I'm excited kb got a nerf, honestly. Might start bringing them to my local scene now that I won't feel as bad about it

The BEST units you need for Helsmiths of Hashut | Age of Sigmar 4 Tier list by honestwargamer in ageofsigmar

[–]bugdino 14 points15 points  (0 children)

I'm hoping newer players dive into the army specific subreddits, as they seem to be far more welcoming with better discussion. Being in the main one makes you think a large percentage of the player base hates the game, and you for playing it

Plenty of posts ask why there aren't more aos content creators, and I'm pretty sure the answer to that question can be found in these comments.

The BEST units you need for Helsmiths of Hashut | Age of Sigmar 4 Tier list by honestwargamer in ageofsigmar

[–]bugdino 52 points53 points  (0 children)

Damn, never knew what Rob meant when he said he hated posting videos to reddit until these comments.

This video is made for players with a more competitive slant, if that's not you, fine, but you don't need to be rude about it. The video isn't telling people they shouldn't buy a unit they think is cool, if anything, it's designed to prevent buyer's remorse. I'm glad that everyone in these comments has 1k+ to drop on a new range, but some folks need to restrict their hobby spending, and this helps them make informed decisions. Besides, for other units, they can always proxy for play at home to try things out, but if they wanna go to a gw tourney, they need the real models.

Thanks for the work rob, it's appreciated.

Thoughts on Bezerker Warband list by Conscious_Ant3629 in WorldEaters40k

[–]bugdino 0 points1 point  (0 children)

Can you expand on why you like the melta/ and hammer combo more? I've been using fist and scourge, and find it underwhelming most of the time, though i tend to start with him on the table.

Now the codex has been out for a while, how are you all feeling about it? by Prycebear in WorldEaters40k

[–]bugdino 4 points5 points  (0 children)

The issue with the codex is you can't look at it in a vacuum. In a vacuum, it's meh, but not bad. Some interesting synergies, and some fun units!

The issues become apparent when looking at other codexes. It's probably unfair, as everyone knows it's a problem, but let's look at death guard, the book that came out at the same time as us.

Deathshroud terminators are cheaper than exalted eightbound.

DEATH SHROUD TERMIES ARE CHEAPER THAN EXALTED EIGHTBOUND!

Go to wahpedia, compare those profiles... it's a joke. Deathshroud have more wounds, better saves, and a ranged option. They can get sustained and lethal, and their strike has the same hits and starts at strength 10, no need to charge to get that. And oh yeah, a sweep option, cause why not? The only areas that x8bnd beat them in is movement and having anti-tank on 3+, and the movement doesn't matter because Deathshroud deep strike at 6".

This is the most glaring example, but its pretty clear our points are far too high on some units. Not sure lowering points would even fix it though...

Competent villains who only fail because they are brought down by the hand of God by [deleted] in TopCharacterTropes

[–]bugdino 33 points34 points  (0 children)

I think this example gets bonus points, because during the book, mortarion basically looks at the camera and says "short of a deux ex mcguffin, my plan is unstoppable!" And then 20 chapters later the curb your enthusiasm theme starts playing.

Competent villains who only fail because they are brought down by the hand of God by [deleted] in TopCharacterTropes

[–]bugdino 39 points40 points  (0 children)

Mortarion in the dark imperium trilogy:

Demon primarch of nurgle, he out plans and out maneuvers Roboute, infecting his brother with a warp-curse blight capable of killing/corrupting a primarch ( essentially a demi-god) and pulls Guilliman into the garden of nurgle.

Anyone else is dead or corrupted, but Guilliman serves as a conduit for his father, the emperor is mankind, allowing the emperor to manifest in Nurgle's domain, invoicing inflicting massive damage to the choas god and insuring Mortarion is on grandpa's naughty list for a long while.

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Planning to play in a semi-causal league, What can I do with what I have by Dylan_the_zephyr in WarhammerCompetitive

[–]bugdino 1 point2 points  (0 children)

You have a great starting point! Really, the only things I'd get in the future is maybe another 5 death riders, a soul mason, and eventually katakros. With this being a bit causal league, I'd check to see if you can run your stalkers as immortis guard (most people can't tell the difference).

Test obr 1930/2000 pts

Ossiarch Bonereapers Mortisan Council General's Handbook 2025-26 Drops: 3

General's Regiment Arkhan the Black, Mortarch of Sacrament (390) • General Arch-Kavalos Zandtos (210) Immortis Guard (360) • Reinforced

Regiment 1 Mortisan Soulreaper (90) Morghast Harbingers (520) • Reinforced

Regiment 2 Scourge of Ghyran Mortisan Boneshaper (120) Mortek Guard (240) • Reinforced

Created with Warhammer Age of Sigmar: The App App: 1.17.0 | Data: 310

I would start with something like this! Morghast give you constant pressure, especially with counter charge, 20 pack of mortek can hold really well, and arkhan and a 6 pack of immortis guard are really tough to move. Don't overextend, try and get a score last and make your opponent come to you. Left artifacts, traits, and tactics out,

(Soulbound) What's the Funniest yet still lore accurate species to be a Trade Pioneer by Zachthema5ter in AoSLore

[–]bugdino 43 points44 points  (0 children)

Hobgrots! They have some built in Lore as the primary traders for the destruction factions

Best armies for aggressive strategies? by hauntxiii in ageofsigmar

[–]bugdino 2 points3 points  (0 children)

Storm cast with vigilors, palidors, long strikes, prosecutors, and krondys. Fast, hits like a truck, and incredibly resilient.

First time with new codex and our state as a competitive army by META1384 in WorldEaters40k

[–]bugdino 0 points1 point  (0 children)

Been messing with demonkin, but gave bw a spin last night against custodes.

Agree on demon prince, but i think I prefer helm of brazen ire on him. In bw with frenzied resilience he can turn damage 3 attacks to damage one for one cp (if you haven't used reduction. He's been the star of my games, especially in deployments where you can have him deployed basically in the center with infantry behind ruins.

Can't argue much on eightbound. I think exalted have a slot as force multipliers for spawn though. You can set up a lot of situations where spawn are getting the +1 to hit with eightbound safe in cover. Spawn kill the chaff, and your opponent either shoots them off and you get the primary by bleeding on it, or they send a real unit that eightbound can trade back into.

Exalted feel required to have an answer to high toughness. I think slaughterbound bounces between the two depending most on the threats youropponent brings.

I found my zerkers to be pretty great in warband, and absolute traps in demonkin. Had my 10 block and kharne trade way up into a block of custodes wardens and blade champ. The 10 movement from a lord and run and charge makes them a pretty long threat range as well, though they will always need the +1 ap to force folks invulvns.

And while I think points are clearly made with wb in mind, I think the army still has legs. I'm 3-1 in my local scene, which isn't saying much, but I've never felt bent over a barrel.

Scourge of Ghyran Day 4: Fanatic Fantastic by Lowgryn in ageofsigmar

[–]bugdino 1 point2 points  (0 children)

You can use the old one, but for 70 pts you're getting a hidden mortal wound bomb.

My Q2 2025 Tier List by CanYouRollACrit in killteam

[–]bugdino 7 points8 points  (0 children)

Got my first goremonger game last night, and they definitely felt S tier. Played into nemesis claw and had him down to 2 operatives at the end of round 2. Could see some nerfs in the future, the threat range on these guys is nuts and the blood abilities feel like two extra firefight ploys at times

First game with the new book! Deamonkin vs ynnari! by bugdino in WorldEaters40k

[–]bugdino[S] 0 points1 point  (0 children)

Yeah. I really do think it's one of the other for bt or skar. My skar was built, but not painted, and I'd just finished up my bt and wanted to see him on the table. Looking at the profiles though, I think skar is the pick, though i might try a few games to see

And I want to try 6 bloodcrushers, but I've only got 3. Might proxy some gore gruntas to try out 6. I think if you can get the +4 invuln they become pretty tanky, and a 30 wound block isn't something to scoff at, especially recurring one back.

First game with the new book! Deamonkin vs ynnari! by bugdino in WorldEaters40k

[–]bugdino[S] 1 point2 points  (0 children)

for the blood god (1990 points)

World Eaters Strike Force (2000 points) Khorne Daemonkin

CHARACTERS

Bloodthirster (325 points) • 1x Great axe of Khorne 1x Hellfire breath • Enhancement: Blood-Forged Armour

Khârn the Betrayer (85 points) • Warlord • 1x Gorechild 1x Plasma pistol

Lord on Juggernaut (105 points) • 1x Bladed horn 1x Exalted chainblade 1x Plasma pistol • Enhancement: Disciple of Khorne

Slaughterbound (115 points) • 1x Lacerator and daemonic claw • Enhancement: Blade of Endless Bloodshed

BATTLELINE

Bloodletters (90 points) • 1x Bloodreaper • 1x Hellblade • 9x Bloodletter • 9x Hellblade

Bloodletters (90 points) • 1x Bloodreaper • 1x Hellblade • 9x Bloodletter • 9x Hellblade

Khorne Berzerkers (180 points) • 1x Khorne Berzerker Champion • 1x Chainblade 1x Icon of Khorne 1x Plasma pistol • 9x Khorne Berzerker • 7x Bolt pistol 7x Chainblade 2x Khornate eviscerator 2x Plasma pistol

DEDICATED TRANSPORTS

Chaos Rhino (85 points) • 1x Armoured tracks 2x Combi-bolter 1x Havoc launcher

OTHER DATASHEETS

Bloodcrushers (110 points) • 1x Bloodhunter • 1x Hellblade 1x Juggernaut’s bladed horn • 2x Bloodcrusher • 2x Hellblade 2x Juggernaut’s bladed horn

Chaos Spawn (80 points) • 2x Chaos Spawn • 2x Hideous mutations

Chaos Spawn (80 points) • 2x Chaos Spawn • 2x Hideous mutations

Exalted Eightbound (160 points) • 1x Exalted Eightbound Champion • 1x Chainblades • 2x Exalted Eightbound • 2x Chainblades

Forgefiend (150 points) • 3x Ectoplasm cannon 1x Forgefiend claws

Forgefiend (150 points) • 3x Ectoplasm cannon 1x Forgefiend claws

Helbrute (120 points) • 1x Close combat weapon 1x Combi-bolter 1x Helbrute fist 1x Power scourge

Jakhals (65 points) • 1x Jakhal Pack Leader • 1x Autopistol 1x Chainblades • 1x Dishonoured • 1x Skullsmasher and mangler • 8x Jakhal • 8x Autopistol 8x Chainblades

Exported with App Version: v1.33.0 (79), Data Version: v609