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Zogwort’s Runtherders



Zogwort’s Runtherders

Zogwort’s Runtherders


Type: 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
Recent Decks Using This Card:
Want to build a deck using this card? Check out the Warhammer 40,000: Conquest Deck Builder!


38 Comments

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LordVampire
Mar 07 2015 05:18 PM

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?.

 

It's exactly as jocke says interupt triggers first then he's destroyed.
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Adrenicider
Mar 07 2015 10:30 PM

good synergy with ork kannon

Yes, interrupt means you'll get the snotling regardless.

 

Despite this, the unit clearly isn't worth 3.

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?

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.

Nice, thanks guys. Makes more sense. But still, would be better with cost 2, as mentioned before... :/

    • Killax likes this

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.

Pretty sure its not the case but if your runtherder takes 2 damages from one source do you spawn 1 snot for each damage taken (aka 2) or only 1 because of the lone source? If it's one each this squad becomes a bit more interesting for its cost.

One token per "takes damage" step. (Not one token per damage counter taken.)

Thx ktom. Too bad though. That would have been a reason for players to play this weak warlord. I guess Nazdreg will stay the boss for a long time.

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! :D
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 ^^

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dnapolitano
Sep 24 2015 08:30 PM

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.

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FightingWalloon
Oct 29 2015 05:18 AM
Sorry for a repeat question of sorts. So a gleeful plague beast triggers at a planet hitting a runtherder. The snotling that gets popped out does not also get hit by the gpb does it? When I tried to follow the link in Asklepios' comment it came up that I did not have permission to view it.
It doesn't get hit, no.

These guys love Rune Armour btw.
    • Asklepios likes this

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

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MightyToenail
Oct 29 2015 04:14 PM

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

You mean chaos, right?
Cause Zog is an Ork

snip (i need to learn to read). :P