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AoS 2 - Ironjawz Discussion


Chris Tomlin
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How's everyone's experience been so far with reinforced units of Ardboyz? Are you finding it's worth it for units of 10-15? 

The Rally on 4+ ability is cool, but I'm struggling to justify only 7 boyz in combat realistically instead of just running them as units of 5. Especially with 4+/3+. That said, maybe I'm missing something. 

Would love some opinions on this! 

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Their utility in 5s is inarguable at the current price.

15s are very reliant on buffs, especially the warchanter, to do work. They're okay but as always positioning is a huge hassle and you have to get good at saw-toothing them for it to be worth it imo. I rarely get a chance to do a big 4+ rally, I'd like it more if you could take a truly massive 30 man block.

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50 minutes ago, dzATL said:

The Rally on 4+ ability is cool, but I'm struggling to justify only 7 boyz in combat realistically instead of just running them as units of 5. Especially with 4+/3+. That said, maybe I'm missing something. 

I use a squad of 10 in BW. It's fine. For the rally a almost never use the 4+ power, i usually use the triple CP from maw krusha anyway.

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2 hours ago, dzATL said:

How's everyone's experience been so far with reinforced units of Ardboyz? Are you finding it's worth it for units of 10-15? 

The Rally on 4+ ability is cool, but I'm struggling to justify only 7 boyz in combat realistically instead of just running them as units of 5. Especially with 4+/3+. That said, maybe I'm missing something. 

Would love some opinions on this! 

I find the 12" bubble around the WC is just way to restrictive. It limits positioning of your WC way to much and you'd much rather use the reinforce on a brute unit anyway. Personally I've stopped using them in anything above 5s.

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  • 1 month later...
Posted (edited)

How do you guys load out your Maw Krusha? Do you go Destroyer or Armor of Gork?

And what about the command trait? I have tried Mega Bossy in a non-Alpha list and found it not so useful. Next thing I would try would be Hulking Brute but I feel like relying on the Stomp monster action is really restrictive. I could actually waste it. For example, I cannot use Destructive Bulk against a monster, so it's wasted there. 

What would be your advice on a good load-out for a cagey list?

EDIT: Just noticed that Hulking Brute is not reliant on the Stomp monster action. I guess it's much better than I thought.

Edited by Jabbuk
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  • 1 month later...

So i've played a first test game with the new rule. Some really weird spot for IJ units.

- Gore gruntas are pretty much the same. You can slam them in Bounty hunter to oblitarate ennemies GV units.

- Ardboys: probably still ok as screen, but there survival chance drop drastically against bounty hunter. At least you can put them in the 3 models bataillion, so the become decent to contest objectives. Pack of 15 can also be considered du to reach bonus.

- Brutes are in a really tough spot. It's already a high cost unit per life and you face the threat of taking double damage. Also they already had access to a 2'' reach weapon anyway.

So this seem to leave 2 options: 

Either you go for Krusha(s) + Gruntas bloodtooth agressive list and ignore GV units (with maybe gruntas in bounty hunter). I didn't honestly get the feel that using GV units was mandatory (some battleplan even give bonus point when a GV die)

or you gamble and use Brutes and Ardboys and hope bounty hunter is not too played.

I guess the shadespire band can see a bit more play as screen too to deny GV kills.

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I fought against the new Nighthaunt Battletome tonight. 

He ran Black Coach, Lady Olynder, Spirit Torment, Krulghast Cruciator, Dreadblade Harrow, Cairn Wraith, 2 msu Chain Rasp unit and 1 3 man unit of spirit host, 1 unit of Chain Ghasts and a Mortalist Terminexus from my memory.

Pretty much Nighthaunt have 3x the tools of Warclans and you have be incredibly good at Warclans to beat them.

Massive debuff stacking from enemy hero auras and charging. Massive buffs and auras from heroes and the battle traits. Mortal wounds shitting everywhere. End of the battle round. From charges. Also felt like just ****** because sometimes. Denies Inspiring Presence just because. Fairly sturdy saves like 4+ and often 4-5+ ward on top of that.

Incredible survivability. Incredible damage output. Massive debuffing, moderate buffing. Denies crucial CP. powerful magic and casting. They just have everything. All flying. High movement speed. A tangible amount of shooting.

My Megaboss on Maw-krusha was dropped to 1 wound due to clever piling in and activations by my opponent. Two units of gore Gruntas were wiped. My Megaboss on foot died as well. This was after I got in a double smashing and bashing by killing his final spirit host ghost and Reikinor then did two wounds to the Black Coach. The Black Coach feels broken, but I’m sure the strategy should/would have been to go after his back line such as lady Olynder etc but it has such a big base and is so fast and yet does so much damage and yet is insanely tanky….

Oh yeah fun fact Nighthaunt also have -1 to damage somehow from something which invalidates the Warchanter so that’s fun.

I felt like all of the tools that make my army strong were dismantled in front of me and thrown back in my face x3. I used the Bloodtoofs battle trait and oh whoops guess what he can retreat and still charge so I can’t tie anything up, etc

I give +1 to hit from my Brutes attacking high wound people or with Warchanters Killa Beat? No worries he’s got -1 to hit all over the place. 

I cast a mad lad 12 to get off Bash ‘Em Ladz? It’s no problem because he can get -1 to wound no problems. 

I have a smattering of 6+ ward saves? His whole army is like 5+ which can be improved to 4+ wards on top of already decent saves, unlike Soulblight which has a 6+ can’t be improved typically and have dog ****** saves except for the Vampire Heroes. 

I get +1 to damage? No worries he takes that away too. 

Then they can stack -1 save and buff himself up and you can’t do anything about it and you just die.

Left a pretty bad taste in my mouth despite my opponent not running cheese (he ran emerald host) and being an awesome guy. The book itself just gives an anti-fun experience because they just take all your tools away and then do them against you but better. 

 

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Unfortunately, having the first book in the edition cycle (and a rather average book at best) means this is just how it's going to be as time goes on and more armies get books. I've never played any edition or season of any GW game that didn't have at least a little creep, and usually it's closer to a lot. 

Nighthaunts have a 10/10 book for sure, expect to be punching up against them for the foreseeable future and to add them to the list of uphill matchups you expect to lose. It could be worse though... could be playing Fyreslayers 😛

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