Beliman Posted October 2, 2021 Share Posted October 2, 2021 Not sure if it's intended and how easy it will be to do that trick, but some people is trying to use a pseudo-attack first with Mighty Destroyers that seesm totally legal at the moment: Charge using Mighty Destroyer with Big MawCrusha (that's the hard part of the strategy). Retreat in you movement phase to be 3.1" from the enemy. Pile In in the combat phase and attack the enemy. Unless the enemy have an abilility to activate and Pile In 6", the Ironjawz player is going to attack first. Quote Link to comment Share on other sites More sharing options...
5kaven5lave Posted October 2, 2021 Share Posted October 2, 2021 Can chime in with the MBoMK chat, had my rematch the other night and he died very quickly for the second game in a row having done a disappointing amount of damage. Do think splashing a bit of Kruleboyz in BW has some legs, the Killbow has been mainly disappointing but I think Gobby brings a lot, the -1 attack and no ward spells are supreme if you can get them off and he spiked 9MW in one combat phase. Managed to lose again btw vs. Stormcast dragons, think I need to send the MBoMK off against smaller units rather than the big daddies. Quote Link to comment Share on other sites More sharing options...
Malakree Posted October 2, 2021 Share Posted October 2, 2021 1 hour ago, Beliman said: Not sure if it's intended and how easy it will be to do that trick, but some people is trying to use a pseudo-attack first with Mighty Destroyers that seesm totally legal at the moment: Charge using Mighty Destroyer with Big MawCrusha (that's the hard part of the strategy). Retreat in you movement phase to be 3.1" from the enemy. Pile In in the combat phase and attack the enemy. Unless the enemy have an abilility to activate and Pile In 6", the Ironjawz player is going to attack first. It's been legal for ages. Just have to be careful of a redeploy on the retreat. Quote Link to comment Share on other sites More sharing options...
Icetea Posted October 2, 2021 Share Posted October 2, 2021 7 hours ago, Beliman said: Not sure if it's intended and how easy it will be to do that trick, but some people is trying to use a pseudo-attack first with Mighty Destroyers that seesm totally legal at the moment: Charge using Mighty Destroyer with Big MawCrusha (that's the hard part of the strategy). Retreat in you movement phase to be 3.1" from the enemy. Pile In in the combat phase and attack the enemy. Unless the enemy have an abilility to activate and Pile In 6", the Ironjawz player is going to attack first. I’ve always been curious how this works? How can you pile in when you’re further than 3”? Quote Link to comment Share on other sites More sharing options...
Boar Posted October 2, 2021 Share Posted October 2, 2021 25 minutes ago, Icetea said: I’ve always been curious how this works? How can you pile in when you’re further than 3”? Because you charged succesfully earlier in same turn, and this allows you to pile-in 2 Quote Link to comment Share on other sites More sharing options...
Boggler Posted October 3, 2021 Share Posted October 3, 2021 I just went 2-1 in a local tournament. Well, not local for me. I drove 3 hours from Montreal to Quebec City and back to play! Here are my thoughts. I was robbed of a 3-0 and the title. I am of the opinion that the MBMK can't issue AAA and AAD 3 times and I will play it this way until I get a FAQ, with that I could see multiple instances of when giving 3 orders of AAA or AAD would have been crazy good and maybe OP good. 3 units Inspiring Presence was MVP because Orruks leadership sucks now, big time sucks. With the right matchups you can go 4-1 with some skill. 5-0 will be hard. I am not sure how to get the output to take down Gargants. Get'Em on a 3+ much love. Ardboys are now wet noodle smackers. I will probably replace a unit of 10 with Morgog's and Ironskulls. They did their job, but those Underworlds specialists will do it better. Here was my list. Skilled Leader rolled me zero CP's in all my games. I didn't have any use for Mega Bossy or Waaaaghiest whatever either as I never failed a charge.. 1970pts gave me the triumph in every game, which I forgot to use. Did I mention I was robbed, I meant I blew it with my own stupidity! Spoiler Allegiance: Ironjawz - Warclan: Bloodtoofs- Mortal Realm: Ulgu- Grand Strategy: Hold the Line- Triumphs: InspiredLeadersMegaboss on Maw-Krusha (480)*- General- Boss Choppa and Rip-tooth fist- Command Trait: Skilled Leader- Artefact: Amulet of Destiny (Universal Artefact)- Mount Trait: Fast 'UnOrruk Warchanter (115)*- Warbeat: Get 'Em BeatOrruk Warchanter (115)*- Warbeat: Get 'Em BeatBattleline3 x Orruk Gore-gruntas (150)*- Jagged Gore-hackas3 x Orruk Gore-gruntas (150)*- Jagged Gore-hackas6 x Orruk Gore-gruntas (300)- Jagged Gore-hackas- Reinforced x 110 x Orruk Brutes (320)*- Jagged Gore-hackas- 2x Gore Choppas- Reinforced x 110 x Orruk Ardboys (170)*- 2x Gorkamorka Banner Bearers- Reinforced x 110 x Orruk Ardboys (170)*- 2x Gorkamorka Banner Bearers- Reinforced x 1Core Battalions*Battle RegimentTotal: 1970 / 2000Reinforced Units: 4 / 4Allies: 0 / 400Wounds: 160Drops: 2 Game 1 vs Lumineth - Feral Foray - 30 Sentinels, Teclis Spoiler Army Faction: Lumineth Realm-lordsSubfaction: ZaitrecBattlepack: Pitched BattlesPoints Limit: 2000 ptsGeneral: Hurakan WindmageGrand Strategy: Prized SorceryTriumph: InspiredCore BattalionsBattle RegimentArchmage TeclisBattalion Slot Filled: CommanderBattlefield Role: Behemoth, LeaderPoints Cost: 740 ptsHurakan Windmage (General)Battalion Slot Filled: Sub-commanderBattlefield Role: LeaderCommand Traits: Fast LearnerArtefacts of Power: Gift of CelennarPoints Cost: 120 ptsVanari Auralan WardensBattalion Slot Filled: TroopsBattlefield Role: BattlelineSpells: Speed of HyshPoints Cost: 145 ptsVanari Auralan WardensBattalion Slot Filled: TroopsBattlefield Role: BattlelineSpells: Speed of HyshPoints Cost: 145 ptsHurakan WindchargersBattalion Slot Filled: TroopsBattlefield Role: OtherReinforced: OncePoints Cost: 310 ptsVanari Auralan SentinelsBattalion Slot Filled: TroopsBattlefield Role: BattlelineReinforced: TwiceSpells: Speed of HyshPoints Cost: 450 ptsEndless Spells/InvocationsUmbral SpellportalPoints Cost: 70 ptsFaction TerrainShrine LuminorTotal Points: 1980 pts He castled, I castled. I give him. T1. I have no Wizard so he does whatever magic he wants. Portal, half move on MBMK, Voice -2 bravery, ugh. Thank you Inspiring Presence MBMK! I escape the turn only losing a unit of 3 pigs. My T1 I move up my castle to the middle. My 6 GG's take out the Windchargers. I win prio and its game over. Best day ever for the MBMK, Mighty Destroyers for the 3 GG's and the Brutes. I used Fast Un (still on half move debuff) and then moved to make it 18" across the board and snuck in to a corner of the Sentinels. Waaaagh used. The MBMK took 9 wounds going in to the Sentinels and then did enough damage to kill 40 of them. The other Orcs smashed their targets. There was only Teclis left at the end of the turn. In his turn Teclis did 13 MW's from Searing but I had MBMK Inspiring Presence. Ferrocious Advance -> Conquer -> Broken Ranks Game Two vs Beastclaw Raiders - First Blood I felt really good going in to this matchup. I had just used speed to dismantle a very tough Lumineth list and I knew that I was faster than BCR and that they had no shooting or spells to worry about. Spoiler Allegiance: Ogor Mawtribes- Mawtribe: Boulderhead- Grand Strategy: Beast Master- Triumphs: BloodthirstyLeadersHuskard on Thundertusk (335)- Blood Vulture- Mount Trait: Alvagr Ancient- Prayer: Pulverising HailstormFrostlord on Stonehorn (430)- General- Command Trait: Lord of Beasts- Artefact: Brand of the Svard- Mount Trait: MetalcruncherFrostlord on Stonehorn (430)*- Mount Trait: Black ClatterhornBattleline2 x Mournfang Pack (160)- Gargant HackersStonehorn Beastriders (320)*- Weapon: Blood VultureStonehorn Beastriders (320)*- Weapon: Blood VultureCore Battalions*Battle RegimentTotal: 1995 / 2000Reinforced Units: 0 / 4Allies: 0 / 400Wounds: 74Drops: 4 I deployed to threaten him T1 and he deployed conservatively so this wouldn't happen. I had prio and took first turn. I ran a unit of Ardboys over to one objective as bait. His turn he took the bait and moved his army up. I used MD to move up 6 GG's and the two 3 GG's and the MBMK in to charge range, like 3" charges. He spiked a 6 on his redeploy for one of his Frostlord on Stonehorn. Lucky I made my 3+ Get'Em wioth the 6 GG's. Waaaaaagh turn, everything smashed in to combat. 6 GG's with MD vs the Frostlord. 3GG with MD vs a Stonehorn Beastriders. MBMK and 3 GG's vs another Stonehorn. The MBMK went first and took out the Beastriders, Smashing and Bashing in to the 6 GG's who left the Frostlorf on 1 wound!. Noooooooo! That's game. The Beastriders did 8 damage to the unit of 3 GG's who fought back and left them on 2 wounds! OMG! The other 3 GG's piled in to another Frostlord and did 4-5 damage but they lost a pig in return. I was in shock. The perfect setup failed because of 1 wound! Oh well. This is where if I could use AAA on 3 units it would have been amazing. The rest of the game played out closely and the Frostlord healed back up to 4 wounds and then I brought him back down to 1 again... The Ten Brutes did eventually charge his general Frostlord but they completely failed to do anything. In return he did something like 24 damage to them and they were gone. lol! In the end I lost a close game but I really felt it shouldn't have been close at all. I had set up my turn perfectly and used Waaaagh to maximum benefit. Oh well. Did I mention the 1 wound part. zzz Aggressive Expansion -> Ferrocious Adv - > Conquer - > Broken Ranks Fail This loss was painfull. as the winner went on to play this list: Spoiler Allegiance: Legion of the First Prince- Grand Strategy: Prized Sorcery- Triumphs: BloodthirstyBe'Lakor, the Dark Master (360)*- Lore of Ruinous Sorcery: The Master's CommandKairos Fateweaver (435)- Lore of Ruinous Sorcery: The Master's CommandSlaves to Darkness Daemon Prince (210)*- Sword- Mark of Chaos: KhorneBloodthirster of Insensate Rage (280)- General- Command Trait: Ruinous Aura- Artefact: Armour of the Pact10 x Pink Horrors of Tzeentch (215)*10 x Pink Horrors of Tzeentch (215)*10 x Plaguebearers (110)Emerald Lifeswarm (60)Umbral Spellportal (70)*Battle RegimentTotal: 1955 / 2000Reinforced Units: 0 / 4Allies: 0 / 400Wounds: 80Drops: 4 Which I felt that I matched up well against. The Brutes ability vs pinks is so good and another reason I will probably drop 10 Ardboys for 5 Brutes sometime. Game Three vs Sylvaneth - The Vice - Damn I hate this deployment Spoiler Allegiance: Sylvaneth- Glade: Gnarlroot- Grand Strategy: Prized Sorcery - Triumphs: InspiredLEADERSAlarielle the Everqueen (740)**- Deepwood Spell: RegrowthWarsong Revenant (275)*- General- Command Trait: Nurtured by Magic - Artefact: Chalice of Nectar- Deepwood Spell: Throne of VinesSpirit of Durthu (340)*- Artefact: The Oaken ArmourBranchwraith (95)*- Deepwood Spell: Verdurous HarmonyUNITS5 x Tree-Revenants (80)**5 x Tree-Revenants (80)**5 x Tree-Revenants (80)**3 x Kurnoth Hunters with Kurnoth Greatswords (225)** ENDLESS SPELLS & INVOCATIONSUmbral Spellportal (70)CORE BATTALIONS*Command Entourage - Magnificent **Battle RegimentLEADERS: 4/6ARTEFACTS: 2/1 ENDLESS SPELLS & INVOCATIONS: 1/3REINFORCED UNITS: 0/4TOTAL: 1985/2000WOUNDS: 70BATTLELINES: 3 (3+)BEHEMOTHS: 2/4ARTILLERY: 0/4 ALLIES: 0/400 Long deploy. He put the Warsong in the back corner. We are 24" apart. He has his Tree Revenants to screen. I gave him first turn because I knew I could peel his screens with my 2+ mortals and somehow smash in to the Kurnoths. I can't do much about the Warsong and I don't want a piece of either Durthu or Alarielle. The flat 6 damage has killed many a pig! He was a smart player, he did his Ferrocious Advance on Durthu Alarielle and the wizard lady he used the monster spell on to get a bonus point. I was like ok. ummmm, game on! He did his hero phase in French and I had no idea what was going on or what the spells were. The joke is on him because I had no Wizard to dispell so it made it much easier, I just listened for "mortals" and rolled my dice. I did Ferrocious -> Broken -> Conquer -> Savage T2 I charged the 6 GG's and some Ardboys into his zone to kill chaff and get in the way while taking his objective. T3 I charged the Brutes in to take his objective on the other side. At this point I was up on points and I was enjoying just getting in his way and running from Durthu and Alarrielle, he didn't have much else left. End of turn 4 it was 18-14 for me. He won the prio and could only get 3pts. It was an 18-17 win. I did Ferrocious - > Broken -> Conquer -> Savage (Here is where I felt I made a mistake. I should have done Monstrous Takeover and kept Savage for T5. I had 2 units of 3 GG's that were roaming the board.) T5 I had 2 GG's and a warchanter left meaning I didn't give up Hold the Line. He had Durthu, Alarrielle and that Warsong who had like 10+ to cast at that point. Did I mention that I failed to kill the Frostlord on Stonehorn and left him on 1 wound twice in my previous game? Oh well. He went on to win the event. Three great games. All three completely different. I am really happy with how the army performed and I am excited for the FAQ. Sadly, I don't see myself playing these guys much after this. I spent a huge chunk of the last two lockdowns hobbying an Ossiarch Bonereapers army. Honestly I have 3k pts painted and I have never played them! If you see me in the Death forums say "Hi" Thank for you much for reading this mess of words. Play games. Read! Experiment! 2 3 1 Quote Link to comment Share on other sites More sharing options...
Carnith Posted October 3, 2021 Share Posted October 3, 2021 So I fought Slaanesh yesterday using my Ironjawz. His list. Lurid Haze Glutos -Extra spell... i had no idea what he was taking, I know one was Dark Delusion, don't know what the other spell was. Sigvald Masque Lord of Pain -General with lurid haze trait and Artifact Warstomper Mega Gargant Ally 3 Myrmadesh Warlord and Battle Regiment. He said he was basing it off of the list that went 4-1 but added in the warstomper for some resilency. My list was Maw krusha with tons of MW capability on the charge and amulet Megaboss on foot with a once per game +3 dam 2 warchanters 15 brutes 2x5 brutes 6 gore gruntas. Scenario was shifting objectives. I won to choose priority, so I allow him to go first. Turn 1 Top of 1 Sigvald is the only flanker Glutos casts only shield, gargant is too far away to receive it, so it goes on glutos (this will end up saving glutos as he really wanted it on the gargant). Gargant moves on to my right most objective, while the myrmadesh form a small shield wall with glutos somewhat protected, masque and lord behind one wall of myrmadesh. It's a V formation with a terrain piece forming part of the blockade. Sigvald flanks my boars and kills one, I do 2-3 damage back to sigvald. He scores 5 points (Running battle tactic) Button of 1 Battle tactic, take objective 15 brutes and maw krusha receive +1 damage. Everything moves up. Maw krusha gets 3" away from his front move. Boars retreat to take objective from the giant. 15 brutes moved 8" through mighty destroyers and walk.. I give the brutes a 3d6 charge and WAAAAGH'd. Maw krusha erases 5 myrmadesh and 15 brutes make it into other myrmadesh and glutos, dealing 8 wounds to glutos. Score 6 points. Score 6-5, Ironjawz Priority for 2, Slaanesh. Glutos casts shield, and casts Dark Delusions, casting it on an 11... then failing to beat bravery 6 on orcs. (It's a bad spell, continuing to be bad). Sigvald moves up to re-engage boars, masque moves out to try to pin my boars (Opponent did not see the GHB faq about fixing piling in again). Giant moves up to charge boars. Glutos retreats. Because maw krusha is unengaged, I charge the masque who failed to charge herself. Sigvald attacks some boars, Brutes kill more myrmadesh leaving 3 myrmadesh, lord of pain, and glutos to hold his center and the left flank agaist the remenant of my 15 brutes (down to 5 at this point and 2 5 man brutes in back up). Giant piles in to my maw krusha and megaboss and does 4 damage to my maw krusha and 6 damage to my megaboss. Megaboss has activated destroyer, piles in and deals 20 damage to the giant. Bottom of 2, Giant has 15 wounds remaining and in combat with the maw krusha and megaboss. Glutos has 11/18 wounds. Sigvald is half dead. lord of pain and 3 myrmadesh are still in combat with brutes. At this point I have lost 2 boars, and 10 brutes while most everything of mine remains healthy. After the game, he admitted he over committed in the center instead of leaving just a myrmadesh squad to take the objective. He was always short on command points as I never really killed his generals and he kept going first, putting a lot of pressure on him to all out defense a lot to counteract the rend 2 on the brute squad. ------------------------------------------------------------------------ In other news, while I don't like going super monster meta, Thinking of this list. Allegiance: Ironjawz- Warclan: Ironsunz- Grand Strategy: Beast Master- Triumphs:Megaboss on Maw-Krusha (480)- General- Boss Gore-hacka and Choppa- Command Trait: Touched by the Waaagh!- Artefact: Arcane Tome (Universal Artefact)- Lore of the Weird: Bash 'Em LadzMegaboss on Maw-Krusha (480)- Boss Gore-hacka and Choppa- Artefact: Amulet of Destiny (Universal Artefact)- Mount Trait: Fast 'UnOrruk Warchanter (115)Orruk Warchanter (115)10 x Orruk Brutes (320)- Pair of Brute Choppas- Reinforced x 110 x Orruk Brutes (320)- Pair of Brute Choppas- Reinforced x 15 x Orruk Brutes (160)- Pair of Brute ChoppasTotal: 1990 / 2000Reinforced Units: 2 / 4Allies: 0 / 400Wounds: 123Drops: 7 I didn't add in the battalions but It'd be Battle Regiment/Entourage (mag) 1 Quote Link to comment Share on other sites More sharing options...
Malakree Posted October 3, 2021 Share Posted October 3, 2021 Also played a game tonight at club. I was running this list. Allegiance: Ironjawz- Warclan: Bloodtoofs- Grand Strategy: Hold the Line- Triumphs:LeadersMegaboss on Maw-Krusha (480)**- General- Boss Gore-hacka and Choppa- Artefact: Amulet of Destiny (Universal Artefact)Megaboss on Maw-Krusha (480)*- Boss Gore-hacka and Choppa- Artefact: Armour of Gork- Mount Trait: Fast 'UnOrruk Warchanter (115)*Orruk Warchanter (115)*Battleline15 x Orruk Ardboys (480)**- Reinforced x 215 x Orruk Ardboys (480)**- Reinforced x 23 x Orruk Gore-gruntas (150)**- Pig-iron Choppas3 x Orruk Gore-gruntas (150)*- Pig-iron ChoppasCore Battalions*Warlord**Battle RegimentAdditional EnhancementsArtefactTotal: 2450 / 2000Reinforced Units: 4 / 4Allies: 0 / 400Wounds: 138Drops: 5 He was legion of blood with nefrata. The main goal was to test the units of 15 ardboys, holy gods are they good. I deployed the units such that the boss and a banner were actually at the back of the unit so they would be 3" away from anything which charged. Managed to rally twice, once for 6 ardboys the other for 7. Was absolutely disgusting and it was turn 4 before he managed to kill either unit which let me dominate the board by tying him down in combat while the cabbages had free reign, was weird to outlast a death army... I also completely forgot to use either the warlord cp or the general command trait 😅 The 10 Brutes really were overkill and I much prefer this list to the previous, you just don't need the 3rd hammer with 2 cabbages. 3 Quote Link to comment Share on other sites More sharing options...
Arkahn Posted October 4, 2021 Share Posted October 4, 2021 (edited) @Malakreeeach 3 Gruntas as duo with a MK ? While you let Ardboyz behind ? And how bloodtoofs perform with just 2x3 gruntas ? Edited October 4, 2021 by Arkahn 1 Quote Link to comment Share on other sites More sharing options...
Malakree Posted October 4, 2021 Share Posted October 4, 2021 6 hours ago, Arkahn said: @Malakreeeach 3 Gruntas as duo with a MK ? While you let Ardboyz behind ? And how bloodtoofs perform with just 2x3 gruntas ? I played it slow pushing the ardboys forward not going for the alpha. Bloodtoofs was there to make them battleline, wasn't terrible but only used it once haha. Quote Link to comment Share on other sites More sharing options...
dnusha Posted October 4, 2021 Share Posted October 4, 2021 (edited) @Malakree wow I thought legion of blood would destroy ardboys with their low bravery. What are your thoughts on picking a second Mount Trait as an Enhancement since Core Rules have been FAQed? Edited October 4, 2021 by dnusha Quote Link to comment Share on other sites More sharing options...
Malakree Posted October 4, 2021 Share Posted October 4, 2021 12 minutes ago, dnusha said: @Malakree wow I thought legion of blood would destroy ardboys with their low bravery. What are your thoughts on picking a second Mount Trait as an Enhancement since Core Rules have been FAQed? I just used IP every turn to ignore battleshock on 3 units, completely negated the issue. Problem with the double mount trait is that it's worse than the 2nd artefact. So unless you are taking 2 warlord/entourage you can't get it, that means you're spending ~1.4k points on heroes though which is sacrificing a lot of board presence for it. 1 Quote Link to comment Share on other sites More sharing options...
Rhetoric Posted October 4, 2021 Share Posted October 4, 2021 Has anyone seen a conversion that uses the new 40k Killrig big squig or whatever it is for a Mawkrusha? My interest in piqued into IJ if so. 1 Quote Link to comment Share on other sites More sharing options...
Boggler Posted October 4, 2021 Share Posted October 4, 2021 13 hours ago, Malakree said: I just used IP every turn to ignore battleshock on 3 units, completely negated the issue. This. Every turn I think about the 18" bubble to get the 3 units I want to MD and IP. If I am lucky I will have a 3rd CP to spend on something else like Waaaaagh, or maybe if I am more lucky something Aelfie like Redeploy. Quote Link to comment Share on other sites More sharing options...
broche Posted October 5, 2021 Share Posted October 5, 2021 4 hours ago, Boggler said: If I am lucky I will have a 3rd CP to spend on something else like Waaaaagh, i don't think Waaagh is costing a CP Quote Link to comment Share on other sites More sharing options...
Backbreaker Posted October 5, 2021 Share Posted October 5, 2021 10 hours ago, Boggler said: If I am lucky I will have a 3rd CP to spend on something else like Waaaaagh 6 hours ago, broche said: i don't think Waaagh is costing a CP Yup, good news for you @Boggler Quote Link to comment Share on other sites More sharing options...
Boggler Posted October 5, 2021 Share Posted October 5, 2021 WoW! Ok. That's what I get for getting my info from 1d4chan I guess: Ironjawz Waaagh! You can use this command ability once per battle at the start of your charge phase if your army has IRONJAWZ general until the end of that turn add 1 to all charge rolls for friendly IRONJAWZ units and improve rend for all melee weapons of IRONJAWZ units by 1. This doesn't really change my CP usage. Every turn MD and IP in an 18" bubble. Quote Link to comment Share on other sites More sharing options...
dnusha Posted October 5, 2021 Share Posted October 5, 2021 (edited) I'm starting to think about getting a Fungoid Cave Shaman (HQ 95 points) or two . He gives 1 CP on a roll of 4+ at the start of your hero phase. His spell is very close range (D6 range) and inflicts d3 MW to all enemy units, and once per combat he can cast 2 times any spells he knows. Ah.. too bad we can't pick our allies Spell lore (some GSG spells are nuts) so he's stuck with mystic shield most of the time. He is also pretty tough 4W 6+ 4+ Ward also his model is awesome. Edited October 5, 2021 by dnusha Quote Link to comment Share on other sites More sharing options...
glytch Posted October 5, 2021 Share Posted October 5, 2021 I run a fungoid, he is a no-brainer with the CP needs. He is the mystic shield caster. My list is something like that. Allegiance: Ironjawz - Warclan: Ironsunz - Mortal Realm: Ghur - Grand Strategy: Hold the Line - Triumphs: InspiredLeadersMegaboss on Maw-Krusha (480)*** - General - Boss Choppa and Rip-tooth fist - Artefact: Amulet of Destiny (Universal Artefact)Orruk Warchanter (115)*** - Artefact: Arcane Tome (Universal Artefact) - Warbeat: Fixin' Beat - Lore of the Weird: Da Great Big Green Hand of GorkOrruk Warchanter (115)** - Warbeat: Get 'Em BeatOrruk Warchanter (115)** - Warbeat: Killa BeatMegaboss on Maw-Krusha (480)** - Boss Choppa and Rip-tooth fist - Artefact: Destroyer - Mount Trait: Fast 'UnFungoid Cave-Shaman (95)*** - AlliesBattleline10 x Orruk Brutes (320)* - Jagged Gore-hackas - 2x Gore Choppas - Reinforced x 110 x Orruk Ardboys (170)* - 1x Gorkamorka Banner Bearers - 4x Gorkamorka Glyph Bearers - Reinforced x 15 x Orruk Ardboys (85)** - 1x Gorkamorka Banner Bearers - 2x Gorkamorka Glyph BearersCore Battalions*Hunters of the Heartlands**Warlord***Command Entourage - MagnificentAdditional EnhancementsArtefactArtefactTotal: 1975 / 2000Reinforced Units: 2 / 4Allies: 95 / 400Wounds: 118Drops: 9 1 Quote Link to comment Share on other sites More sharing options...
Malakree Posted October 5, 2021 Share Posted October 5, 2021 7 minutes ago, glytch said: I run a fungoid, he is a no-brainer with the CP needs. He is the mystic shield caster. My list is something like that. I really thought about it but I'm not sure I can cut down to that few bodies...whenever I get the next 15 Brutes finished I'm guna try a single cabbage list which I think has space for one. Quote Link to comment Share on other sites More sharing options...
glytch Posted October 5, 2021 Share Posted October 5, 2021 The goals in my list 1/ was to bypass the Weirdnob Shaman coz he brings nothing but the TP on the table, 2/ Two cabbages, one with Amulet, second with Destroyer/Fast'Un. That is three artefacts, so 6 heroes. I have a variation with the weirdnob, two artefacts, 4 drops and one less warchanter. Body counts are fine, Brutes have a 10" charge T1, 3d6 on 3+. That is three menaces (2 MK + 10 brutes) and three warchanters to buff them. I would run 5 more brutes instead of 10 ardboys but don't have models atm. Best options of Ironjawz are Ironsunz + Fungoid + TP + MK Destroyer/Fast'Un + 10 brutes. 10 brutes + violent fury + waaagh = one dead Mega-gargant MK Destroyer + violent fury + waaagh (AKA rend -3 flat 7) = one dead Archaon (with full reroll and +1 save only) MK Fast'Un + TP = 3" charge with no redeploy/unleash hell options I love reliability. Reliability wins games. 1 Quote Link to comment Share on other sites More sharing options...
broche Posted October 5, 2021 Share Posted October 5, 2021 What do you guys think of the 16'' bubble +1 to wound spell? Could be taken with the trait that give +X to cast since Megaboss trait are not that great anymore. Quote Link to comment Share on other sites More sharing options...
Malakree Posted October 5, 2021 Share Posted October 5, 2021 10 minutes ago, broche said: What do you guys think of the 16'' bubble +1 to wound spell? Could be taken with the trait that give +X to cast since Megaboss trait are not that great anymore. I seriously considered it but the weirdnob is just so questionable and I wouldn't want to risk an MK without a ward save, might actually be a solid choice on a footboss with arcane tome. Maybe something like this... Spoiler Allegiance: Ironjawz- Grand Strategy:- Triumphs:LeadersMegaboss on Maw-Krusha (480)**- Boss Gore-hacka and Choppa- Artefact: Amulet of Destiny (Universal Artefact)Orruk Warchanter (115)Orruk Warchanter (115)Orruk Megaboss (140)*- General- Command Trait: Touched by the Waaagh!- Artefact: Arcane Tome (Universal Artefact)- Lore of the Weird: Bash 'Em LadzBattleline10 x Orruk Brutes (320)*- Pair of Brute Choppas- Reinforced x 110 x Orruk Brutes (320)*- Pair of Brute Choppas- Reinforced x 110 x Orruk Brutes (320)*- Pair of Brute Choppas- Reinforced x 15 x Orruk Ardboys (85)*5 x Orruk Ardboys (85)**Core Battalions*Battle Regiment**WarlordAdditional EnhancementsArtefactTotal: 1980 / 2000Reinforced Units: 3 / 4Allies: 0 / 400Wounds: 147Drops: 5 Quote Link to comment Share on other sites More sharing options...
broche Posted October 5, 2021 Share Posted October 5, 2021 Hum that is actually a pretty good idea i didn't think that Megaboss with arcane tome could take the trait actually. You get potent wizard that can fight I like it. Quote Link to comment Share on other sites More sharing options...
Aelfric Posted October 5, 2021 Share Posted October 5, 2021 3 hours ago, dnusha said: I'm starting to think about getting a Fungoid Cave Shaman (HQ 95 points) or two . He gives 1 CP on a roll of 4+ at the start of your hero phase. His spell is very close range (D6 range) and inflicts d3 MW to all enemy units, and once per combat he can cast 2 times any spells he knows. Ah.. too bad we can't pick our allies Spell lore (some GSM spells are nuts) so he's stuck with mystic shield most of the time. He is also pretty tough 4W 6+ 4+ Ward also his model is awesome. You could take the Arachnacauldron Endless Spell for another 50 pts. Gives him an extra cast and unbind each turn and access to the whole Moonclan spell lore. It does do D3 MW automatic damage to a unit within 3" when set-up and start of your hero phase, but, as you say, Fungoid does have a 4+ ward and you can apply it to another friendly unit or an enemy unit if within reach. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.