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sporadicMike

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  1. Event Title: Circle City Clash Event Author: sporadicMike Calendar: Events USA Event Date: 10/05/2019 08:00 AM to 10/06/2019 12:00 AM 2,000 point 4 person team event For more information please visit the Facebook group https://www.facebook.com/groups/2116529778424591/ Circle City Clash
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    2,000 point 4 person team event For more information please visit the Facebook group https://www.facebook.com/groups/2116529778424591/
  3. Fungoid lost his command ability but generates a new command point on a 4+ seems like a good trade to me as an ally.
  4. How many points would big G cost? This opens the door to him being in a lot of mega battalion lists, throwing his command ability around. Followed up by a mbmk waaagh. It would not be a fun experience for most armies against IJ. For whatever reason, I'm not sure the powers that be are ready for a MBMK as an ally in other armies. So maybe we can make him 401, 😆
  5. It says at the start of the combat phase of the turn. Not your turn, the turn. I know others have been sent emails to faq so we can only hope for a clear ruling at some point. I can say this not a single opponent complained about this interpretation. Command point was spent, attacks were made, and that was that. Not like it lasted till my next hero phase.
  6. So this all stemmed from a discussion on the IJ whatsApp group. I also felt it was in your own hero phase. But better players than me convinced me it could be interpreted both ways. As such I posed the question to the organizer at Midwest Meltdown. I was lucky enough to have him decide it could be used at the start of any combat phase. By no means am official ruling outside that tournament. Another tournament with another TO and it could be different. Just sharing my own experience. This was very helpful to me throughout the games. Turn one I got charged by a VLOZD he killed a couple brutes and my war boss on boar. However, I was able to attack back with +1 attacks and finish him off. Not to mention the fact you are now able to wait and see how many charges you get off before deciding whether or not to spend the command point. Btw, sword of judgement on a mega boss with +4 attacks from Waaagghhh! and +2 to hit is amazing! Every boss needs to experience this sensation at least once.
  7. I've been doing the same thing. Ran a similar list to this the other night. The megaboss was able to kill a lord on manticore before being destroyed by spells. Really fun when you can use sword of judgement on 6 dice with +2 to hit! Same as you I'd probably add cogs at some point. King Slayer Allegiance: Ironjawz Mortal Realm: Ulgu Leaders Orruk Megaboss (140) - Artefact: Doppelganger Cloak Orruk Megaboss (140) - Artefact: Sword of Judgement Orruk Warchanter (80) Orruk Warchanter (80) Fungoid Cave-Shaman (80) - General - Allies Orruk Warboss (140) - Waaaaggh Banner - Allies Battleline 10 x Orruk Brutes (360) - 1x Gore Choppas 5 x Orruk Brutes (180) - 1x Gore Choppas 5 x Orruk Brutes (180) - 1x Gore Choppas 3 x Orruk Gore Gruntas (140) 3 x Orruk Gore Gruntas (140) Units 20 x Orruks (160) - Choppas & Shields - Allies Battalions Ironfist (180) Total: 2000 / 2000 Extra Command Points: 1 Allies: 380 / 400 Wounds: 146
  8. My feeling is you are only gonna get the move the first turn and only then if you get the first turn. After that you will have enemy units within 12" and be forced to charge. So you can make fungoid the general and set him next to the mbmk and get turn one 24" move. I'm torn because I like Iron clad so much but have had times where the fungoid command ability helped reposition.
  9. Was coming here to post this same question. I loved it in the original ghb when I was able to get a 4 up mortal wound save.
  10. Yes but it's by no means a guaranteed thing. Old rules I'd be lucky to trigger it once or twice per game. Now with a little effort to keep your buffs in line. You can easily trigger it 4 or 5 times in the round you spend all your command points.
  11. Yes with stacking the mbmk command ability we will have that one round to be killy. Honestly, though before that round we are foot slogging it. Getting shot and spell spammed trying to get there. After that round it's hold on deary cause you don't have any command points left. Smashing and bashing is no different than deepkin turn 3 high tide. But they also get an army wide buff every round. Also to pull this trick off you are likely ignoring objectives. Lots of armies have deepstrike or teleporting to snag your objectives. Hammerstrike will probably be a thing again. Good opponents will know to screen their army against IJ and our big round of combat will not do any real harm. Then a lot can summon replacement units. Better opponents will focus fire and kill the mbmk before you make it into combat. I'm just excited at the possibility of winning 2 or 3 games in a 5 game tournament. I love that the destruction community is considerate to their opponents but at the same time I'll take what I can get. WAAAAGGGGHHHH!
  12. To be fair, it's essentially gonna be a once per game ability. Turn 2 or 3 spend all your command points waggghhhhh! Then subsequent turns maybe use IP. So i think it makes sense we can stack it. No different than deepkin fighting first turn 3. Trick for us will be getting everyone into position and having mbmk still alive to use his command ability. I'm trying to decide between golden toof or boss secure for my MBMK.
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