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Jgroover

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Everything posted by Jgroover

  1. Please let spiderfang be rolled in with the new moonclan. Such cool models but no good way to use them.
  2. I don't think you need to change anything, in your own words sounds like you got some lucky charges and things went pretty perfect. In small games that's just something that happens. I actually think Ironjawz are pretty bad in real low point games so versus most armies there is no need to handicap.
  3. @Gobsmakka Looks pretty good for a non-mawkrusha list. I like the big number of wounds relative to most IJ lists. Two thoughts on the artefacts though. As of the new FAQ you can't take artefacts on allies so the brooch will have to be given to someone else. Also since you are in Hysh already you might as well take the lens of refraction or mirrored cuirass on the Megaboss since they are better than daubing.
  4. How did you get 8 waaagh rolls with 3 command points?
  5. The last four of these were from the June errata so nothing changed there. As far as I can tell the only Ironjawz specific update this time is confirming Waaaghs stack.
  6. I probably just need to play it myself to understand, but just looking at it, I can't understand how the Weirdfist could be any good. Could someone share how it has been successful for them? So much hinges on that foot of gork roll, which is still a hard cast at 8 with the bonuses and you have to keep 20 bodies within range of the shaman to even get that. The bonus range is nice but by turn 2 they could get dispellers in range too making it harder. What am I missing?
  7. What does one have to do with the other? I don't get it.
  8. I tried but they put it right in my only path so I had no option to avoid it. Game three was maybe winnable, but I don't think so. Even if I went first, I don't think I could have reached and killed arkhan and the rest of the casters, and as soon as geminids and the other debuffs come out it is quite frankly over.
  9. Hate to report but it went terribly. I ended up getting last place out of six participants. Game 1 vs. Legions of Nagash Result: Draw His army: Nagash, 2 necromancers, 40 skeletons, 30 grave guard and some dire wolves This one actually didn't go that badly and I would have won but I left a unit of brutes .1 inches away from claiming a home objective because I am stupid. I threw everything at his skeletons and necromancer and ignored nagash and the graveguard the whole game while being battered with 9 spells a turn. Game 2 vs. Seraphon Result: Major Loss His army: 80 saurus, slann, carnosaur, various other BS. This one sucked, I feel like I played it right but feel there is absolutely no way to compete with that many bodies with that many attacks while they are being constantly reinforced and teleporting everywhere. It was over fast. Seraphon just feel stupid. Game 3 vs. Legions of Nagash Result: Major Loss His army: 60 skeletons, arkhan, mortis engine, 10 grimghast reapers, 2 morghast This one I played HORRIBLY. I let him go first and he proceeded to kill my weirdnob with pendulum, severely wound my warboss and debuff my mawkrusha with 4 different things. Then he blocked me with palisade and shackles. On my turn 2, with halved movement on the maw krusha I was only able to get it in range of 4 units for waagh, which I did 5 times and only one of them passed the roll. The rest of the game was just me running around trying to steal objectives while dying to spells. All in all, I feel like I played terribly. I also feel like my list does not have what it takes to compete against these armies, and I am not sure that Ironjawz has any answer for either Seraphon or spell spam. I will say that the two defensive artefacts from hysh were incredible. Every single army picked hysh just to take them and I don't see much reason to stray from it. I am feeling decently deflated after feeling positive about Ironjawz going into this.
  10. Bringing this list to a tournament tomorrow. First place gets a Soul Wars box so bringing the best of what I have. Would love to bring Bloodtoofs instead but don't have a realmgate model yet. Will update with how it goes: Allegiance: IronjawzMortal Realm: HyshLeadersMegaboss on Maw-Krusha (440)- General- Trait: Ironclad - Artefact: Mirrored Cuirass Orruk Megaboss (140)- Artefact: Lens of Refraction Orruk Warchanter (80)Orruk Weirdnob Shaman (120)- Artefact: Aetherquartz Brooch Battleline10 x Orruk Ardboys (160)5 x Orruk Brutes (180)3 x Orruk Gore Gruntas (140)5 x Orruk Brutes (180)3 x Orruk Gore Gruntas (140)BattalionsIronfist (180)Ironsunz (120)Endless SpellsChronomantic Cogs (60)Total: 1940 / 2000Extra Command Points: 3Allies: 0 / 400Wounds: 113
  11. @Lord_Cabbage I ran that list on release day, only difference was I had a weirdnob instead of the grot, but I do think grot is better. I think you will enjoy it. I played it just how you laid it out and it worked incredibly well. If you pick your targets right you will start a smashing and bashing avalanche. Make sure you set up your grot out of range of any dispellers, the cogs going off is critical.
  12. @Skabnoze Good point. Here are the numbers with 1 and 2 warchanters buffing the unit. Brutes have severe diminishing returns and don't improve past ~5 wounds at -1 rend and 1.33 wounds at -2 rend with any combination of buffs. This seems to indicate that the best target of our battleline for warchanters is two handed Ardboys. One Warchanter buffing the unit: Ardboys x10 5.98 Wounds, 2-hander units get -1 rend Gore Gruntas x3 1.94 Wounds -1 rend from riders+.1.33 Wound 0 rend from boarsor2.67 Wounds 0 rend from boars if Grunta Charging Two Warchanters buffing the unit: Ardboys x10 6.48 Wounds, 2-hander units get -1 rend Gore Gruntas x3 1.94 Wounds -1 rend from riders+.1.46Wound 0 rend from boarsor2.92 Wounds 0 rend from boars if Grunta Charging
  13. Just ran some quick numbers to see which of our battleline units gets the most out of each waaagh. Here are those results. Brutes end up pulling ahead, and by quite a bit if they get their exclusive buffs. I was excited about the Gore Gruntas but it turns out they don't get as much out of it as I expected. Ardboys with 2-handers actually get quite a lot per waaagh as well. Dual Wield Ardboys x10 3.44 Wounds 0 rend 2-Hander Ardboys x10 3.44 Wounds -1 rend Gore Gruntas x3 1.33 Wounds -1 rend from riders + .75 Wound 0 rend from boars or 1.5 Wounds 0 rend from boars if Grunta Charging Brutes x5 with Boss Klaw + Smasha and a Gore Choppa 2.67 Wounds at -1 rend + .67 at -2 rend if Boss Klaw gets no hits or 1.33 at -2 rend if Boss Klaw gets any hits Brutes x5 with Boss Klaw + Smasha and a Gore Choppa w/ Megaboss Rerolling 1s 3.12 Wounds at -1 rend + .78 at -2 rend if Boss Klaw gets no hits or 1.33 at -2 rend if Boss Klaw gets any hits Brutes x5 with Boss Klaw + Smasha and a Gore Choppa against 4+ Wound Target 3.78 Wounds at -1 rend + .1 at -2 rend if Boss Klaw gets no hits or 1.33 at -2 rend if Boss Klaw gets any hits
  14. Oops, should have meant that, I did play it as 16 with cogs but that isn't right. I think I glanced at the wounds when checking movement. I don't think it would have made a difference but I'll let my opponent know. I also had the gryph feather charm but forgot to add that movement the whole game. Still that mighty destroyers change is sweet with krusha, makes me want to try running two.
  15. Just played my first game of 2.0 against Nighthaunt and it was a major victory. Mighty Destroyers went off multiple times giving the Maw Krusha a bunch of free 16 inch moves that let him zone in on key heroes. A 4 Waaagh combat took out about 60% of their army. Cogs was unbelievable, I got it off on turn one deep in my deployment zone so he couldn't counterspell and was able to move fast enough to tie up most of his units right away so they got no benefit from it. Jaws was taken just for fun and never got successfully cast. I really love all of the changes and can't wait to experiment more with the new artifacts. Gore gruntas are great because the waaaghs give more attacks to the riders and the pigs which ended up as a ton of extra damage especially with how easy it is to land the 8" charge in bloodtoofs. LeadersMegaboss on Maw-KrushaOrruk Warchanter Orruk Megaboss Orruk Weirdnob ShamanBattleline10 x Orruk Ardboys5 x Orruk Brutes 5 x Orruk Brutes 3 x Orruk Gore Gruntas 3 x Orruk Gore Gruntas BattalionsIronfist Bloodtoofs Chronomantic Cogs Ravenaks Gnashing Jaws
  16. Where does it say that? Haven't seen it anywhere.
  17. Thats awesome, kind of a relative buff for us compared with armies that got their command abilities limited.
  18. I just got my generals handbook and as far as I can see there is nothing in there limiting use of command abilities. It really seems like we can waaagh as many times as we want from the same megaboss and have them stack. I feel like I have to be missing something or this game is going to be insane.
  19. We really need to get the same treatment Nighthaunt got after being neglected this long. I'm talking a dozen new units like they got and a bunch of fancy rules. Kind of bitter. That said my handbook and malign sorcery just showed up today so at least excited for a little added spice.
  20. Doesn't look like anything has changed with the wording besides limiting it to the end of that turn so they should continue to operate as they have in the past.
  21. Gorefist List Gordrakk Warboss on Boar w/ Waaagh Banner w/Feather charm Fungoid Cave Shaman Moonclan Shaman Gore Gruntas x6 Gore Gruntas x6 Gore Gruntas x6 Umbral Spellportal Soulsnare Shackles Total: 2000pts Shamans stay hidden and cast spells into portal while Gorefist does Gorefist stuff. I feel like this could be a really hard hitting alpha strike with the new Smashing and Bashing rules. Shackles could make it harder for enemy to run or reinforce. Any ideas to make it better?
  22. That smaller bird skull on the right is used a few times in ironjawz sculpts. It appears on the weirdnob shaman's necklace, and the warchanter's sword. I agree that it is probably a grot shaman. It is pretty clear that it is a very close up shot so it is likely going to be for a smaller model based on the thickness of the rope lines.
  23. I think my first go at a Bloodtoofs list is going to be: Megaboss on Maw Krusha w/ironclad, gargant bone dice Megaboss w/ghur feather Weirdnob Shaman Warchanter w/boss skewer Brutes x5 Brutes x5 Gore Gruntas x3 Gore Gruntas x3 Ardboys x10 Ironfist Bloodtoofs Cogs Totals in at 1940 for an extra command point. Wanted to bring a third brute squad instead of Ardboys but command point seems worth dropping down. Could also fit them in by changing out weirdnob for fungoid cave shaman but then it is a two drop army instead of one. Would probably need to spend a turn getting into position, and then charge everything and Waaagh 5 times on turn two.
  24. Look at the upper right corner of the image. The diamond grip pattern starts again. This pretty much rules out a bike handle, looks to be a flamethrower, chemical sprayer, or power weapon of some kind and the upper portion is where the opposite hand grips.
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