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Zogwort’s Runtherders
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Zogwort’s RuntherdersType: Army Unit Faction: Orks Cost: 3 Attack Value: 1 Hit Points: 3 Command Icons: 1 Signature/Loyalty: Signature Icon Traits: Oddboy. Interrupt: When this unit takes damage, put a Snotlings token into play at this planet. Set: Zogwort's Curse Number: 68 Quantity: 4 Illustrator: Jeff Porter |
Other Cards in Signature Squad 011 | |
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38 Comments
Can anyone verify this unit will "spawn" a snotling, even when the Runtherder dies? As it is an interrupt, I'm assuming the snotling is put into play after the Runtherder takes damage, but before the Runtherder actually dies, right?
Well I'm not sure on the exact details but common sense tells me that a unit must be damaged in orde to be destroyed and when it takes damage you should be able to use the interupt ability right?.
good synergy with ork kannon
Yes, interrupt means you'll get the snotling regardless.
Despite this, the unit clearly isn't worth 3.
I fully agree with that. I really wish these where costed 2 instead of 3. It just feels too much considering Zogwort's own forced reaction and the ATK these Boyz come with.
In a way these could have been the "opposite" Tactical Squad Cardinis. At cost 2 I wouldnt have mind these stats and effect at all. In fact it would be quite good.
2/5, unfortunatly.
If this is hit by a warpstorm, does the Interrupt mean that the token will enter play before damage is assigned or after it is placed on all units except the newly arrived Snotling?
"When this unit takes damage" thus after.
In short, Snotlings will show up with mass damage aswell. Dakka Dakka Dakka! In the same set up also allows for Tokens to show up.
For reference:
http://www.cardgamed...rs/#entry157025
Nice, thanks guys. Makes more sense. But still, would be better with cost 2, as mentioned before... :/
Id go even further on that and say Zogwort would be a pretty awesome Warlord if these guys where costed 2.
Now, half of his signature cards are a bit sad. Overcosted for no real reason. I feel it might be designed before they put the forced reaction on Zogwort... For some reason then their cost would be more reasonable.
One token per "takes damage" step. (Not one token per damage counter taken.)
I think you're probably right, but my advice would be not to draw conclusions till you've tested him.
Something really fun about this warlord is how he can throw an opponent off his game because it gets difficult to keep track of what you need to do in a battle with all these extra Snotlings showing up. This is a lot more pronounced with the Hovel adding the "if I attack it, he gets another unit" of the Runtherders to the warlord.
If Snotlings had another pip of attack somehow (as Khymerae do, or as Guardsmen do when Straken's around) they might have the opportunity to mess up combat math more. As it is, one damage at a time is rarely enough to remove a unit.
I agree it makes the calculations a little harder, but as this is an on-table rather than surprise effect, its not arduous to work out whether a battle is winnable or not.
And that´s why you have Launch da snotlig and Waaaaaghh!
Get´s me every time when you have a couple of snotlings and POW! they all have 3/1 or one just superpunch the enemy warlord into oblivion
A bad card without tools for make it shine. Ork Kannons combines perfectly with them. Looking for oddboy synergy cards in the future ^^
In my experience, Kustom Field Generator and Hostile Environment Gear are the two tools that make this shine and get the most value from this unit.
These guys love Rune Armour btw.
they also love hostile env gear.
does anyone run zogwort with ork allies? i've never personally tried. suppressive fire is just so good with zoggy
Cause Zog is an Ork
snip (i need to learn to read).