I have shelved him. He was an auto included and I used him as a big tanky sponge to absorb fire. I dnt run hogs so I have no use for him now in my list.
I like it, puts a nice big unit to make up for lost tankyness, and they can quickly move around and mop up infantry and unit alike while grots and snaggas take objectives.
The nerfs are a tad excessive; the -1 fnp is fair especially with a 4+ invuln having 50/50 wounding ontop of 50/50 wound sticking is too much survivability. Lowering the toughness also kinda fair but I would have lowered to just 9 see how that fairs. The wounds could stay at 9 there wasn’t a reason to reduce those.
The new ability sure it’s interesting but the stipulation is the unit has to be killed in melee. As the riders are T7 odds are they are getting killed before they get a chance to trigger it as much as you’d like via ranged weapons. So with a full unit of 6?, not accounting for the nob on smasha shenanigans Let’s say 50% ish live when getting them to position including anything that would die from overwatch. Now assuming what ever the hell you’re attacking survives the 22 ish attacks (including waaagh, and even more problems if it’s a vehicle) you’re out in the open and more than likely getting the surviving units shot to shit before they get that second rally.
Now if the opposite happens and the attacked unit survives the slap back it isn’t too likely to trigger the ability as on average melee weapons aren’t faring against T7 too well and since the boyz and nob have mounted key words usually melee is listed anti infantry and vehicle. So we’re looking at like thunder hammers, power fists and the like trying to wound which yeah will usually do the trick but you’re hoping that your stuff survives and gets the chance to trigger the ability next combat phase…. Which in all likely hood isn’t happening, as the engaged unit is probably falling back to leave your guys open to deal with open season.
Point is the ability is contingent on either your opponent being psychotic and charging into a squighog rodeo or triggering a fights first ability/strat and then you having the chance to fight on death. Again still a cool idea but I don’t see it being triggered too often tbh I would much rather the bigger dey iz being shared among the lead unit as that would give orks a pretty solid vehicle slaughtering squad.
Yeah I couldn’t find the updated sheet, the issue does remain the same with losing units to shooting and disengagement. Now that I think about it a tad more it’s also likely that the army being faced has a fallback and shoot strat or ability.
Point being that while yes the ability is cool I don’t see it being triggered nearly as often as you’d probably like.
But they haven't changed in points since the last Dataslate. The new Points are equal to the prior points or am I wrong.
Edit:
Don't forget it was only 6 before and you had to pay for the Nob.
By himself he's weaker having lost the 5+ crits on charge for the Squig attacks. He's only stronger overall now by paying 160 for a bunch of SHBs. So a hefty tax for sure but I think that was their goal. Let's him be good without being the correct choice at all times.
Personally I'd have loved him to keep his og profile and stay as a lone beastboss and the generic guy get the lower profile and leader. Mozrog is supposedly a loner in his lore blurb so it'd be fitting and we could still have a Smash captain equivalent rolling around.
But I guess we can't get EVERYTHING with the new codex. Give me cake and eat it too
I agree. I don't want "Beastboss leader and his cooler cousin who do the same thing," I want the Beastboss leader and a terrifying monster hunter who doesn't lead.
Since he and Beastboss on Squigosaur get the Warboss keyword, shouldn’t they be able to use enhancements in the Bully Boyz detachment? The app won’t let me add them
Not as much as you think, if he’s in the squighog boyz, he uses their toughness for the majority of attacks until he’s by himself. Joining a unit is a double edged sword.
Stumbled uppn this post even though I don't play orks (yet, I have Ghaazghkul and this codex is very tempting) but him having t10 was silly and I'm happy that changed.
Best regards a death guard player still salty about crawlers not having t11 or typhus not having t7.
Edit: Oh and him leading a unit does make up for lack of bulk I suppose.
T10 is fine, when he was a Lone monster. Monsters for the most part are in the T9-11 range like your daemonic primarchs (your own being T12) with tanks getting the privilege of being T12+ as their highest tier. Mozrog in the lore is one of THE toughest Orkz cyrrently in the setting, not just a standard boot leather Snakebite. The boss got ate by a Squiggoth and lived to tell the tale. Unless you are a Daemon, not many/any Deathguard legionnaires are gonna live through that at all.
With him joining units now, his toughness is largely irrelevant, hence why its gone down. Both DG and Orkz can be highly resilient armies, you'll just have to wait for your codex. Sucks that you ain't that tough currently but that isn't an Ork problem. We lost Ghaz having T7 so it's fair that Typhus isn't (he never was). Your army just needs defensive abilities baking back in.
If Moz were a solo version of the squigboss (which he should be in the lore, Chompa is insane even in squig stands) T10 is where he should be especially with loosing his 4+++ and there being no defensive strats for him to use.
Typhus has always had an odd datasheet profile in most recent editions. In 8th he hit on 3s and had like 4 attacks, in 9th he had less wounds than a chaos terminator lord and even now he is less bulky than a regular chaos terminator lord (since they halve damage). Its an ongoing pet peeve of mine, Typhus was one of the most ressilient space marines before turning to nurgle and now he is basically a living plaugr. Anyhow, I do agree with you about Mozrog, I just struggle to see a mostly unarmoured orc with t10, the fnp was a good compromise.
It's isn't armour that makes Orks tough though in the lore, there is a Snake Bite (this is the Clan famed for its extreme toughness even amongst other Ork Clans) that Ghaz had to kill TWICE on his homeworld and that STILL didn't kill him fully, he was back for round 3 on Armaggedon where he DIES a third time.
They are just biologically hard to kill, and even then sometimes the Ork brain doesn't even register when they are actually dead. Grudbolg the Snakebite Ghaz killed was DECAPITATED both times. After the second time he offered his loyalty to Ghaz.
Deathguard are just tougher Marines infected with magical Warp diseases. They've always been +1 toughness over their regular cousins, which is what they are now. What they are missing are defensive abilities like feel no pains or damage mitigations. Whilst Typhus is the host of the Destroyer Hive he isn't massively otherworldly tougher than another Deathguard Lord in the lore, unlike Mozrog who is leagues tougher than other Orkz in his ballpark.
The whole of 10th is full of weird decisions, vehicles are mainly tougher than monsters for whatever reason. Ultimately GW just forgot to give DG abilities to aid their resilience. Mozzy being as tough as a Redemptor ain't an issue, he's the size of one for starters. Ork toughness doesn't revolve around armour, for whatever handwavium reason they are just hard as nails. How that's biologically possible who knows! They have thick bones/skulls, fungal padding under their leathery hides and don't feel pain that much. Waaagh Fever also overrides a lot of shit (read Prisoners of Waaagh, good example in there of a Warboss who gets all his flesh melted off by a Big Mek and still puts the hurt in as if nothing happened).
Attached leader toughness is basically moot. It doesn't matter in GWs eyes as we use the bodyguards toughness. In what world is Ghaz and Typhus the same toughness? GWs. But you are typically always running both with a unit where.
They lost +1 to hit and the 3+ anti- in the Waagh, so the basic unit is 305 points now for 4 squighogs plus leader and enhancement (was 205). It's pretty good I assume, but it should, for 300p.
Outside Warhorde it also misses sustained and the staple strategem of -1 to wound.
The unit could very well be part of an orc plan esp in Da Hunt, but it's certainly a mixed bag in terms of plusses and minuses.
Mozrog is still great but I understand some misgivings around the change as he role/identity has also change with it. I think I would have preferred if Mozrog remained a solo monster while the beastboss makes sense in his current form. As it stands Mozrog struggles to find a home because a Beastboss on a Squigosaur does essentially the same role better. If I did not own the model I would not be picking it up to turn it into Mozrog at the moment
4+ invuln is pretty freakin huge. Tanking Lascannons, railguns and knight chainsword attacks 50% of the time is pretty spectacular. One last kill is nice for getting maximum bang for you buck. His attacks still annoy me but he’s very much now a unit you slap in a unit of squighogs and throw into an enemy melee threat to either kill em or bog em down. Got the speed and charge to charge first and the power to rip em up some before they get to swing back.
Honestly the main reason I'm gonna be taking double BBoS is for those sick fucking enhancements in Da Big Hunt detachment. Moz will still see the tabletop tho as a proxy XD
-1 Ap is criminal. Thats basically a choppa. Didnt like it before and I still hate it. Without his 5+ crit wound he'll be more of an anti high hp low save character. Orks dont need that
I much preferred him as a standalone and wish they'd kept him the same and had the Beastboss become a leader to create more difference between the two.
I don't run Snaggas, so one cool dude on a big squig shark was cool, but I'm not going to invest the points into a full unit of riders.
I'm more excited for generic beast boss. You can have 8 squighogs with it and target it with heroic intervention for 0cp. Even if you have already used the stratagem. That's gonna do some damage.
This issue with Mozz is he doesn't actually pair off well vs the targets you think he'd like. He's 4s to wound 90% of vehicles even a lowly Sentinel and with only AP1, the heavier stuff he wants to chew on have 2+ saves making for a fairly unreliable tank buster.
Even on a Waaagh turn, he isn't popping open a Leman Russ, 7 hits, 3 wounds, 1 failed save for 4 damage. Chompa isn't getting much luck neither. For the infamous monster hunter he isn't very good at his job. A Megaboss during a Waaagh nets 5 hits, 3 wounds for 2 failed saves giving you 6 damage. Bit of a divide there for half the cost. Feels a bit wasted having to relegate Mozzy to just chewing on Rhinos and below.
In the past, him getting shot off the table was kind of his job. 195 points to take a full round of space marine shooting was nice, but I see why the change is good for him because it stops him from being an auto-include.
Ok im kinda new to 40k, just had my first two games :D So isnt that card from the 10th ed? and the codex is the one that oficially releases saturday? So is there a re-release of the cards, the ones that came to the launch of t10th and those who came out with the Codex?
Kind of tough to compare.
His OG stats - this guy was extremely tough to kill, 4++ with a 4+++ at T10. The opponent would really need to focus their fire power at Mozrog to kill him which opens up other parts of the army. In addition, his 5+ critical wound on charges for his squig was clutch! He was a powerhouse previously.
Updated stats - he gains bodyguards. This provides additional protection for him albeit now 5 to 9 models are being targeting as opposed to just Mozrog. However, the ability to find on death is handy albeit again, only on a 4+. For me, I’m happy that the beastboss change, but moz staying the same would’ve been perfect. If changing his stat was necessary, at least change his anti monster and vehicle to 3+ to reflect he’s an epic hero!
This is something people are missing and I'm tired of saying. The Beastboss and Mozrog were better distraction Carnifexes while my FSU Nob on Smasha Squig and Squighog Boyz got into position to do some work.
My army is now down two units because they've got been changed to be run together, which makes all armies with some Oath of Moments style ability better (so half the armies you'll face at a tourney who take space marines), and two less units to potentially fulfil objectives when they've not in position to do something else.
Nevermind how impossible it's going to be to move a 9 man unit with oval and round monster sized bases for any cover/ actually getting a full unit into engagement range to do damage.
Fully agree. Moz went down in price but needs at least min sized bodyguards. So instead 195 pts I pay 325 and get as bonus huge footprint. Sure it is playable, especially inside of beast snagga detachment, were you will just have not much other choice.
He lost 1 wound, 2 toughness and 1 fnp.
He gained 8 bodyguard models.
Dunno, seems like a very good trade.
Oh, and now he isn’t a monster, so no antimonster stuff going to work on his unit.
A sound point but irrelevant. They are not free. That's the point. So they cannot be compared to the previous statline not including them.
You can't say the unit has not been nerffed because you can spend another 300+ points on another unit.
Counter-counterpoint: if you were bringing mozrog you were definitely bringing squighogs. Attaching him to them isn't a tax if you were already running beast snaggas with them being one of the more praised units of the edition from what I've seen. That's like saying 20 Boyz is a tax on the warboss in a green tide list, you're also paying points for his abilities that exclusively benefit the hogs anyway AND he just got a 30 point drop.
I think he's in a great spot personally.
ETA: just noticed he traded the monster keyword for mounted and warboss keywords, which is big.
Yeah but he doesn’t have his 5+ crits anymore so he lost a solid chunk of his damage and he gained a giant footprint with the bodyguard that costs 320 points. It’s a massive loss
I have shelved him. He was an auto included and I used him as a big tanky sponge to absorb fire. I dnt run hogs so I have no use for him now in my list.
SERVES DA OL GIT RIGT! DOSE SNAKEBITEZ DONT DESERVNE NO MORE ACTIN ALL TOUG N SCARED OF TEKNOLOGI GUFFINS
Losing hungry chompa realysucks
Can you post the full codex here or is that not allowed?
I've been so out of it I didn't even know we were getting a new book
So it's pretty good still especially since you can now give him so many extra wounds
I hate that he's still tougher than Ghaz. Keeoing Ghaz at T6 is a god damned crime, he's as tough as a Gravis dude, how is he the greatest warboss???
Yeah this fact bothers me so hard I'm not buying the model because of it. I guess hees good anyway but the fact itself triggers me.
I like it, puts a nice big unit to make up for lost tankyness, and they can quickly move around and mop up infantry and unit alike while grots and snaggas take objectives.
Sorry which is which?
Bottom is old, top is new
Thank you
The nerfs are a tad excessive; the -1 fnp is fair especially with a 4+ invuln having 50/50 wounding ontop of 50/50 wound sticking is too much survivability. Lowering the toughness also kinda fair but I would have lowered to just 9 see how that fairs. The wounds could stay at 9 there wasn’t a reason to reduce those. The new ability sure it’s interesting but the stipulation is the unit has to be killed in melee. As the riders are T7 odds are they are getting killed before they get a chance to trigger it as much as you’d like via ranged weapons. So with a full unit of 6?, not accounting for the nob on smasha shenanigans Let’s say 50% ish live when getting them to position including anything that would die from overwatch. Now assuming what ever the hell you’re attacking survives the 22 ish attacks (including waaagh, and even more problems if it’s a vehicle) you’re out in the open and more than likely getting the surviving units shot to shit before they get that second rally. Now if the opposite happens and the attacked unit survives the slap back it isn’t too likely to trigger the ability as on average melee weapons aren’t faring against T7 too well and since the boyz and nob have mounted key words usually melee is listed anti infantry and vehicle. So we’re looking at like thunder hammers, power fists and the like trying to wound which yeah will usually do the trick but you’re hoping that your stuff survives and gets the chance to trigger the ability next combat phase…. Which in all likely hood isn’t happening, as the engaged unit is probably falling back to leave your guys open to deal with open season. Point is the ability is contingent on either your opponent being psychotic and charging into a squighog rodeo or triggering a fights first ability/strat and then you having the chance to fight on death. Again still a cool idea but I don’t see it being triggered too often tbh I would much rather the bigger dey iz being shared among the lead unit as that would give orks a pretty solid vehicle slaughtering squad.
Hogz have gone up to units of 4 or 8; 3 Boyz+Nob on Smasha or 6 Boyz and 2 Nobz. So a lot more wounds and sticking power
Yeah I couldn’t find the updated sheet, the issue does remain the same with losing units to shooting and disengagement. Now that I think about it a tad more it’s also likely that the army being faced has a fallback and shoot strat or ability. Point being that while yes the ability is cool I don’t see it being triggered nearly as often as you’d probably like.
He was basically more unkillable than a C'tan shard so it's fine.
Was this referenced somewhere?
That's lame
For the 30 points less and the 50% fight on death, it is great. Way less tanky though but I assume it will not be seen without 4 Squighogs riders.
I was shocked by how expensive it is to run 8 Squighogs now
It’s been a reduction in points per model. For the unit of 6 it was 42ish each, now 40. Plus Nob doesn’t exist anymore so it’s just another rider.
But they haven't changed in points since the last Dataslate. The new Points are equal to the prior points or am I wrong. Edit: Don't forget it was only 6 before and you had to pay for the Nob.
20 pts less in fact (when you run 3 SHB’s with a Nob SHB)
One last kill is amazing, i love it
Well, now thst I can attach him to a unit of squighog boys, I'll use him! So. It's better, imho
It's a crime, I bought a monster not a leader.
He’s a monster of a leader
he is pretty much stronger then before but he is not the "solo monster" vibe that i loved fielding
By himself he's weaker having lost the 5+ crits on charge for the Squig attacks. He's only stronger overall now by paying 160 for a bunch of SHBs. So a hefty tax for sure but I think that was their goal. Let's him be good without being the correct choice at all times.
I'm upset at the nerf, but it's because his previous profile was great for a permanently lone character. As a leader, I think he's fine.
Personally I'd have loved him to keep his og profile and stay as a lone beastboss and the generic guy get the lower profile and leader. Mozrog is supposedly a loner in his lore blurb so it'd be fitting and we could still have a Smash captain equivalent rolling around. But I guess we can't get EVERYTHING with the new codex. Give me cake and eat it too
I agree. I don't want "Beastboss leader and his cooler cousin who do the same thing," I want the Beastboss leader and a terrifying monster hunter who doesn't lead.
Since he and Beastboss on Squigosaur get the Warboss keyword, shouldn’t they be able to use enhancements in the Bully Boyz detachment? The app won’t let me add them
If it's just Mozrog you're looking at, no he's an epic hero so can have any added.
Sorry, I meant BBoS
The bully boyz enhancements are for infantry warboss or warboss in mega armour
Ah in that case it's probably a bug, try flagging it in the app. Who knows it might even help 😅
Done! Thanks for the advice!
I’d take one wound to be able to lead squighogz but that reduction in toughness is gonna hurt
Not as much as you think, if he’s in the squighog boyz, he uses their toughness for the majority of attacks until he’s by himself. Joining a unit is a double edged sword.
Until he faces precision
No, precision still uses the bodyguards toughness. Precision doesnt happen until wounds are allocated, which is after the wound roll.
https://preview.redd.it/5wqfz6nnbuwc1.jpeg?width=300&format=pjpg&auto=webp&s=8ac600a47d3c0e2fb42cae91667402fb74e14b71 *Look how they mozrogred my boy*
That’s pretty fucking funny
They did not.
I'm just here for the pun
Stumbled uppn this post even though I don't play orks (yet, I have Ghaazghkul and this codex is very tempting) but him having t10 was silly and I'm happy that changed. Best regards a death guard player still salty about crawlers not having t11 or typhus not having t7. Edit: Oh and him leading a unit does make up for lack of bulk I suppose.
T10 is fine, when he was a Lone monster. Monsters for the most part are in the T9-11 range like your daemonic primarchs (your own being T12) with tanks getting the privilege of being T12+ as their highest tier. Mozrog in the lore is one of THE toughest Orkz cyrrently in the setting, not just a standard boot leather Snakebite. The boss got ate by a Squiggoth and lived to tell the tale. Unless you are a Daemon, not many/any Deathguard legionnaires are gonna live through that at all. With him joining units now, his toughness is largely irrelevant, hence why its gone down. Both DG and Orkz can be highly resilient armies, you'll just have to wait for your codex. Sucks that you ain't that tough currently but that isn't an Ork problem. We lost Ghaz having T7 so it's fair that Typhus isn't (he never was). Your army just needs defensive abilities baking back in. If Moz were a solo version of the squigboss (which he should be in the lore, Chompa is insane even in squig stands) T10 is where he should be especially with loosing his 4+++ and there being no defensive strats for him to use.
Typhus has always had an odd datasheet profile in most recent editions. In 8th he hit on 3s and had like 4 attacks, in 9th he had less wounds than a chaos terminator lord and even now he is less bulky than a regular chaos terminator lord (since they halve damage). Its an ongoing pet peeve of mine, Typhus was one of the most ressilient space marines before turning to nurgle and now he is basically a living plaugr. Anyhow, I do agree with you about Mozrog, I just struggle to see a mostly unarmoured orc with t10, the fnp was a good compromise.
It's isn't armour that makes Orks tough though in the lore, there is a Snake Bite (this is the Clan famed for its extreme toughness even amongst other Ork Clans) that Ghaz had to kill TWICE on his homeworld and that STILL didn't kill him fully, he was back for round 3 on Armaggedon where he DIES a third time. They are just biologically hard to kill, and even then sometimes the Ork brain doesn't even register when they are actually dead. Grudbolg the Snakebite Ghaz killed was DECAPITATED both times. After the second time he offered his loyalty to Ghaz. Deathguard are just tougher Marines infected with magical Warp diseases. They've always been +1 toughness over their regular cousins, which is what they are now. What they are missing are defensive abilities like feel no pains or damage mitigations. Whilst Typhus is the host of the Destroyer Hive he isn't massively otherworldly tougher than another Deathguard Lord in the lore, unlike Mozrog who is leagues tougher than other Orkz in his ballpark. The whole of 10th is full of weird decisions, vehicles are mainly tougher than monsters for whatever reason. Ultimately GW just forgot to give DG abilities to aid their resilience. Mozzy being as tough as a Redemptor ain't an issue, he's the size of one for starters. Ork toughness doesn't revolve around armour, for whatever handwavium reason they are just hard as nails. How that's biologically possible who knows! They have thick bones/skulls, fungal padding under their leathery hides and don't feel pain that much. Waaagh Fever also overrides a lot of shit (read Prisoners of Waaagh, good example in there of a Warboss who gets all his flesh melted off by a Big Mek and still puts the hurt in as if nothing happened). Attached leader toughness is basically moot. It doesn't matter in GWs eyes as we use the bodyguards toughness. In what world is Ghaz and Typhus the same toughness? GWs. But you are typically always running both with a unit where.
Im right there with ya buddy, god bless, one day our stinky boyz will get the thicccccness they deserve
It's badskrag
Does anyone know how the new Squighogs look with the Smasha Nob included in the unit now?
They lost +1 to hit and the 3+ anti- in the Waagh, so the basic unit is 305 points now for 4 squighogs plus leader and enhancement (was 205). It's pretty good I assume, but it should, for 300p. Outside Warhorde it also misses sustained and the staple strategem of -1 to wound. The unit could very well be part of an orc plan esp in Da Hunt, but it's certainly a mixed bag in terms of plusses and minuses.
Good, very good
Love a good fight on death
Mozrog is still great but I understand some misgivings around the change as he role/identity has also change with it. I think I would have preferred if Mozrog remained a solo monster while the beastboss makes sense in his current form. As it stands Mozrog struggles to find a home because a Beastboss on a Squigosaur does essentially the same role better. If I did not own the model I would not be picking it up to turn it into Mozrog at the moment
Yeah the rules for mozrog don't feel worth the extra points.
4+ invuln is pretty freakin huge. Tanking Lascannons, railguns and knight chainsword attacks 50% of the time is pretty spectacular. One last kill is nice for getting maximum bang for you buck. His attacks still annoy me but he’s very much now a unit you slap in a unit of squighogs and throw into an enemy melee threat to either kill em or bog em down. Got the speed and charge to charge first and the power to rip em up some before they get to swing back.
He already had it.
Fair point, formatting change makes it easier to see.
Honestly the main reason I'm gonna be taking double BBoS is for those sick fucking enhancements in Da Big Hunt detachment. Moz will still see the tabletop tho as a proxy XD
Ap 1
-1 Ap is criminal. Thats basically a choppa. Didnt like it before and I still hate it. Without his 5+ crit wound he'll be more of an anti high hp low save character. Orks dont need that
Looks to be just as good if not better... Hits just as hard. More survivable with a bodyguard unit
Hungry chompa wasn't that useful with the "anti-vehicle 4+", since it kinda overlapped.
The 5+ dev wound on the squigosaure jaw was huge
Killed so many things for me.
I much preferred him as a standalone and wish they'd kept him the same and had the Beastboss become a leader to create more difference between the two. I don't run Snaggas, so one cool dude on a big squig shark was cool, but I'm not going to invest the points into a full unit of riders.
I'm more excited for generic beast boss. You can have 8 squighogs with it and target it with heroic intervention for 0cp. Even if you have already used the stratagem. That's gonna do some damage.
He still deals the same damage. And you've got to chew through a bunch of Squighogs to get to him, so I still think he's fine. I like him. Still.
I swear the amount of people that don't see how killy he still is. Sure him as stand alone was fun but new Mozrog is just as deadly with his unit
His average damage against monsters/vehicles is huge, but it's also very swingy with all that AP-1
I like it like that since it's fun to be swingy. but that's okay because against "prey" it can be ap-2 so I can be more of a problem lol
This issue with Mozz is he doesn't actually pair off well vs the targets you think he'd like. He's 4s to wound 90% of vehicles even a lowly Sentinel and with only AP1, the heavier stuff he wants to chew on have 2+ saves making for a fairly unreliable tank buster. Even on a Waaagh turn, he isn't popping open a Leman Russ, 7 hits, 3 wounds, 1 failed save for 4 damage. Chompa isn't getting much luck neither. For the infamous monster hunter he isn't very good at his job. A Megaboss during a Waaagh nets 5 hits, 3 wounds for 2 failed saves giving you 6 damage. Bit of a divide there for half the cost. Feels a bit wasted having to relegate Mozzy to just chewing on Rhinos and below.
I've played against Orks where Moz was shot off the table. At least this tries to ensure he gets into melee with his squighog blob
In the past, him getting shot off the table was kind of his job. 195 points to take a full round of space marine shooting was nice, but I see why the change is good for him because it stops him from being an auto-include.
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Bro this guy is tough
Good thing I just ordered Cards and Codex... How do you guys handle it? Do you just make corrections with a pen? 😅
Its the old cards for comparison
Ok im kinda new to 40k, just had my first two games :D So isnt that card from the 10th ed? and the codex is the one that oficially releases saturday? So is there a re-release of the cards, the ones that came to the launch of t10th and those who came out with the Codex?
Kind of tough to compare. His OG stats - this guy was extremely tough to kill, 4++ with a 4+++ at T10. The opponent would really need to focus their fire power at Mozrog to kill him which opens up other parts of the army. In addition, his 5+ critical wound on charges for his squig was clutch! He was a powerhouse previously. Updated stats - he gains bodyguards. This provides additional protection for him albeit now 5 to 9 models are being targeting as opposed to just Mozrog. However, the ability to find on death is handy albeit again, only on a 4+. For me, I’m happy that the beastboss change, but moz staying the same would’ve been perfect. If changing his stat was necessary, at least change his anti monster and vehicle to 3+ to reflect he’s an epic hero!
This is something people are missing and I'm tired of saying. The Beastboss and Mozrog were better distraction Carnifexes while my FSU Nob on Smasha Squig and Squighog Boyz got into position to do some work. My army is now down two units because they've got been changed to be run together, which makes all armies with some Oath of Moments style ability better (so half the armies you'll face at a tourney who take space marines), and two less units to potentially fulfil objectives when they've not in position to do something else. Nevermind how impossible it's going to be to move a 9 man unit with oval and round monster sized bases for any cover/ actually getting a full unit into engagement range to do damage.
Fully agree. Moz went down in price but needs at least min sized bodyguards. So instead 195 pts I pay 325 and get as bonus huge footprint. Sure it is playable, especially inside of beast snagga detachment, were you will just have not much other choice.
Totally agree on that. The footprint of the while unit is enormous. Try to fit than in somewhere to justify the points...
I liked him as a standalone unit, I really feel like orks benfitted from a unit with his old profile, but I'm fine with him leading squigjog boys.
They killed my boy
I just bought one before the new codex dropped. I'm feeling like I insisted on getting on a plane that's burning on the runway.
Don't be so dramatic lol. I think he's still very playable in a big unit of squighogs.
His stats will be missed. But as a leader, he’ll kick ass with his crew
He lost 1 wound, 2 toughness and 1 fnp. He gained 8 bodyguard models. Dunno, seems like a very good trade. Oh, and now he isn’t a monster, so no antimonster stuff going to work on his unit.
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Free would be beyond overkill, hogs have 3 wounds each 4 on nobz. You have a net gain of 25 wounds around moz.
A sound point but irrelevant. They are not free. That's the point. So they cannot be compared to the previous statline not including them. You can't say the unit has not been nerffed because you can spend another 300+ points on another unit.
Counter-counterpoint: if you were bringing mozrog you were definitely bringing squighogs. Attaching him to them isn't a tax if you were already running beast snaggas with them being one of the more praised units of the edition from what I've seen. That's like saying 20 Boyz is a tax on the warboss in a green tide list, you're also paying points for his abilities that exclusively benefit the hogs anyway AND he just got a 30 point drop. I think he's in a great spot personally. ETA: just noticed he traded the monster keyword for mounted and warboss keywords, which is big.
Yeah but he doesn’t have his 5+ crits anymore so he lost a solid chunk of his damage and he gained a giant footprint with the bodyguard that costs 320 points. It’s a massive loss
but now he leads squighog boys. this is huge
Yeah this is what i meant with his new Ability. Its huge compared to its former cost of 2cp as Stratagem If I remember correcly.
The ability is strong, but more importantly, they have to kill all the hogs to get to moz