Electricferret Posted October 8, 2019 Share Posted October 8, 2019 (edited) 30 minutes ago, Gorks Pokin' Finger said: Toying with a non-krusha list but includes two battalions at 2k to pump out command points from the start Allegiance: Ironjawz - Mortal Realm: Ghur - Warclan: Ironjawz LEADERS Orruk Megaboss (150) - General - Command Trait : Brutish Cunning - Artefact : Gryph-feather Charm Orruk Warchanter (110) - Artefact : Rageblade - Warbeat : Get 'Em Beat Orruk Warchanter (110) - Warbeat : Fixin' Beat Orruk Weirdnob Shaman (110) - Artefact : Great Green Visions UNITS 10 x Orruk Brutes (280) - Jagged Gore-hackas 5 x Orruk Brutes (140) - Pair of Brute Choppas 5 x Orruk Brutes (140) - Pair of Brute Choppas 3 x Orruk Gore Gruntas (140) - Pig-iron Choppas 3 x Orruk Gore Gruntas (140) - Pig-iron Choppas 10 x Orruk Ardboys (180) 10 x Orruk Ardboys (180) BATTALIONS Brute Fist (120) Ironfist (160) TOTAL: 1960/2000 EXTRA COMMAND POINTS: 2 WOUNDS: 155 Six drop army. Dangerous on the charge and some free Mighty Destroyers to use. If need be, I could always switch to Ironsunz or Bloodtoofs depending on match up Hmm I was thinking about some non-krush lists as well. I think the biggest advantage is, as you have, more easily fitting 2 battalions with more troops. The only note is that I think Gore Gruntas are 160 now so your list is at 2k even. Edited October 8, 2019 by Electricferret Clarification. 1 Quote Link to comment Share on other sites More sharing options...
Planar Posted October 8, 2019 Share Posted October 8, 2019 (edited) 20 hours ago, Arkahn said: I think you cant, only IJ and BS can, not great waaagh You are right guys. Thanks for catching this. Did a lot of mistakes on this first run since we almost played and read the tome in parallel. I also realised (after posting) it might be annoying for some people to read long battle report here. Will post in a blog in the future. Apologies. Edited October 8, 2019 by Planar Quote Link to comment Share on other sites More sharing options...
Kasper Posted October 8, 2019 Share Posted October 8, 2019 Honest Wargamer reviewed the tome last night (EU time) where they talked about the tome and what they deemed awesome. Wasn't too much new to me, but they mentioned some cool tricks with the Shaman. You can really beef him up to be a quite good caster. +4 casting/dispelling, Vortex for multiple spell casts etc. Some of the spells could be quite good against armies that screen and bubble wrap their important units/heroes, like Seraphon, Fyreslayers or Skaven. You have to give up a fair bit of fighting power, but it could balance the army matchups a bit more. Toying around with The Burning Head could also be worthwhile - Move units with the Mad as Hell rule + give them reroll hit rolls of 1s. Quote Link to comment Share on other sites More sharing options...
Fastbear Posted October 8, 2019 Share Posted October 8, 2019 I'm having a discussion with my group whether or not gordrak can take a mount trait. From what i read, mount traits are seperate from command traits and artifacts of power. And it is not stated anywhere i can find that you cannot do it. What are your thoughts on the matter? Quote Link to comment Share on other sites More sharing options...
Kasper Posted October 8, 2019 Share Posted October 8, 2019 (edited) 19 minutes ago, Fastbear said: I'm having a discussion with my group whether or not gordrak can take a mount trait. From what i read, mount traits are seperate from command traits and artifacts of power. And it is not stated anywhere i can find that you cannot do it. What are your thoughts on the matter? The core rules only specify artefacts and hero traits, nowhere does it specificly mention mount traits. Beside that, Stormcast unique heroes are able to have mount traits, so there is really nothing that indicates that Gordrakk CANT have a mount trait. Edited October 8, 2019 by Kasper 1 Quote Link to comment Share on other sites More sharing options...
Fastbear Posted October 8, 2019 Share Posted October 8, 2019 (edited) I'm playing around with the idea of a Big Waagh list with Ironjawz. Battleplan will be to send inn 20 ardboys turn 1 with hand of gork and commit the rest turn 2 with 1+hit and 1+wound armywide from big waaagh battletraits. Simple and Hard Allegiance: Big Waaagh! 2000 points LEADERS Gordrakk the Fist of Gork (540) - Mount Trait : Wierd 'Un or Big 'Un Orruk Weirdnob Shaman (110) - Lore of the Weird : Da Great Big Green Hand of Gork Orruk Warchanter (110) Orruk Warchanter (110) Orruk Warboss (140) - Great Waaagh Banner UNITS 9 x Orruk Gore Gruntas (420) - Pig-iron Choppas 20 x Orruk Ardboys (360) 10 x Orruk Ardboys (180) ENDLESS SPELLS / TERRAIN / COMMAND POINTS The Burning Head (30) Edited October 8, 2019 by Fastbear Quote Link to comment Share on other sites More sharing options...
Chase Posted October 8, 2019 Share Posted October 8, 2019 I'm wanting to run some dual mount lists with Big G and a megaboss. Right now I just have one built as gordrakk. Has any of you seen any cools proxy's for a Mawkrusha? I think it would be a lot more interesting to put my footboss on a different model... Any ideas? My group is pro conversion/appropriate proxy's Quote Link to comment Share on other sites More sharing options...
Malakree Posted October 8, 2019 Share Posted October 8, 2019 So with Warscroll Builder finally working I rigged up a few different lists. The first is the list I'm going to go with for my next game. Quote Allegiance: Ironjawz- Warclan: IronsunzLeadersMegaboss on Maw-Krusha (460)Gordrakk the Fist of Gork (540)Orruk Warchanter (110)Battleline3 x Orruk Gore Gruntas (140)3 x Orruk Gore Gruntas (140)5 x Orruk Brutes (140)10 x Orruk Ardboys (180)5 x Orruk Ardboys (90)BattalionsIronfist (160)Endless Spells / Terrain / CPsBalewind Vortex (40) (the extra 20 points per GG unit)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 112 Fairly bog standard. 4 drops with the Ironfist. Start with 2 CP's. Double cabbage both with +1 damage. A whole bunch of amazing targets for the +1 damage from the WC, only himself and the 5 Ardboys are meh. Second list is an Ardfist which works well as either Da Choppas or possibly even Da Big Waaagh! Spoiler Allegiance: Ironjawz- Warclan: ChoppasLeadersMegaboss on Maw-Krusha (460)- Boss Gore-hacka and ChoppaGordrakk the Fist of Gork (540)Orruk Warchanter (110)Battleline10 x Orruk Ardboys (180)10 x Orruk Ardboys (180)10 x Orruk Ardboys (180)5 x Orruk Ardboys (90)5 x Orruk Ardboys (90)BattalionsArdfist (120)Endless Spells / Terrain / CPsExtra Command Point (50)Total: 2000 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 117 This list would play more conservatively, keeping the Cabbages back and throwing Ardboys forward. +1 damage on 10 Ardboys is brutal, Da Choppas would let you throw this over all 3 big units. Not having to take the clan Artefact is a bonus. The Trait is a little wasted but it does push your army up to Bravery 10. More interesting is as a Big Waaagh! list. The units of 10 will generate points when they charge. Ardboys with +1 to hit,+1 to wound and +1 damage are bonkers Due to the conservative playstyle you don't miss the Mighty Destroyers. Ardfist is a fantastic CP funnel again meaning Mighty Destroyers isn't as missed. 3 Drops. The final one is probably the one which intrests me most, sadly I'm 10 Brutes short Spoiler Allegiance: IronjawzMortal Realm: HyshLeadersGordrakk the Fist of Gork (540)Megaboss on Maw-Krusha (460)Orruk Warchanter (110)Battleline5 x Orruk Brutes (140)5 x Orruk Brutes (140)5 x Orruk Brutes (140)5 x Orruk Brutes (140)5 x Orruk Brutes (140)BattalionsBrute Fist (120)Endless Spells / Terrain / CPsExtra Command Point (50)Total: 1980 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 112 Two different Clan options here, Da Choppas or Ironsunz. For Da Choppas I'd probably take Daubing of Mork to keep the general alive. Being able to buff 3 Brute units with +1 damage is solid. +2 Bravery from the Trait really mitigates the Brute bravery pain. Being able to charge in the opponents charge phase makes the Brutefist disgusting. -1 to hit mitigates the lack of speed and bravery on your brutes at least a bit. Only the Warchanter doesn't do impact hits on a charge. Makes even retreating from them risky for your opponent. Quote Link to comment Share on other sites More sharing options...
ShaneHobbes Posted October 8, 2019 Share Posted October 8, 2019 9 minutes ago, Malakree said: So with Warscroll Builder finally working I rigged up a few different lists. The first is the list I'm going to go with for my next game. Second list is an Ardfist which works well as either Da Choppas or possibly even Da Big Waaagh! Hide contents Allegiance: Ironjawz- Warclan: ChoppasLeadersMegaboss on Maw-Krusha (460)- Boss Gore-hacka and ChoppaGordrakk the Fist of Gork (540)Orruk Warchanter (110)Battleline10 x Orruk Ardboys (180)10 x Orruk Ardboys (180)10 x Orruk Ardboys (180)5 x Orruk Ardboys (90)5 x Orruk Ardboys (90)BattalionsArdfist (120)Endless Spells / Terrain / CPsExtra Command Point (50)Total: 2000 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 117 This list would play more conservatively, keeping the Cabbages back and throwing Ardboys forward. +1 damage on 10 Ardboys is brutal, Da Choppas would let you throw this over all 3 big units. Not having to take the clan Artefact is a bonus. The Trait is a little wasted but it does push your army up to Bravery 10. More interesting is as a Big Waaagh! list. The units of 10 will generate points when they charge. Ardboys with +1 to hit,+1 to wound and +1 damage are bonkers Due to the conservative playstyle you don't miss the Mighty Destroyers. Ardfist is a fantastic CP funnel again meaning Mighty Destroyers isn't as missed. 3 Drops. The final one is probably the one which intrests me most, sadly I'm 10 Brutes short Reveal hidden contents Allegiance: IronjawzMortal Realm: HyshLeadersGordrakk the Fist of Gork (540)Megaboss on Maw-Krusha (460)Orruk Warchanter (110)Battleline5 x Orruk Brutes (140)5 x Orruk Brutes (140)5 x Orruk Brutes (140)5 x Orruk Brutes (140)5 x Orruk Brutes (140)BattalionsBrute Fist (120)Endless Spells / Terrain / CPsExtra Command Point (50)Total: 1980 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 112 Two different Clan options here, Da Choppas or Ironsunz. For Da Choppas I'd probably take Daubing of Mork to keep the general alive. Being able to buff 3 Brute units with +1 damage is solid. +2 Bravery from the Trait really mitigates the Brute bravery pain. Being able to charge in the opponents charge phase makes the Brutefist disgusting. -1 to hit mitigates the lack of speed and bravery on your brutes at least a bit. Only the Warchanter doesn't do impact hits on a charge. Makes even retreating from them risky for your opponent. I have 35 Brutes, I'll try your Brutefist list this week. 1 Quote Link to comment Share on other sites More sharing options...
velocitydog Posted October 8, 2019 Share Posted October 8, 2019 OK, total newb question I'm sure but I've got the General's Handbook and the new Warclans battletome and am confused when it comes to the Weirdnob spells. In the battletome it says the Weirdnob gets Green Puke in addition to the Arcane Bolt and Mystic Shield that every wizard gets. Yet the Handbook lists a number of wonderful spells to choose from (Hand of Gork is FUN!!!!). So, which is it? Am I stuck with Green Puke or do I get to choose from the others. Thanks for clarifying! Quote Link to comment Share on other sites More sharing options...
ShaneHobbes Posted October 8, 2019 Share Posted October 8, 2019 3 minutes ago, velocitydog said: OK, total newb question I'm sure but I've got the General's Handbook and the new Warclans battletome and am confused when it comes to the Weirdnob spells. In the battletome it says the Weirdnob gets Green Puke in addition to the Arcane Bolt and Mystic Shield that every wizard gets. Yet the Handbook lists a number of wonderful spells to choose from (Hand of Gork is FUN!!!!). So, which is it? Am I stuck with Green Puke or do I get to choose from the others. Thanks for clarifying! Weirdnob can cast those three spells in addition to one more chosen from the spell lore. He can only (under normal circumstances) cast one spell a turn though. Quote Link to comment Share on other sites More sharing options...
velocitydog Posted October 8, 2019 Share Posted October 8, 2019 Thanks ShaneHobbes, my brain has trouble keeping all of the different books and allegiance rules straight! Quote Link to comment Share on other sites More sharing options...
ShaneHobbes Posted October 8, 2019 Share Posted October 8, 2019 4 minutes ago, velocitydog said: Thanks ShaneHobbes, my brain has trouble keeping all of the different books and allegiance rules straight! Np Dont forget Weirdnobs Brutal Power rule if you have 10 ardboyz or Brutes near him at end of Hero phase. He can cast Green puke regardless if he cast any spells earlier, even if you cast Green Puke already. Quote Link to comment Share on other sites More sharing options...
Kasper Posted October 8, 2019 Share Posted October 8, 2019 1 hour ago, Fastbear said: I'm playing around with the idea of a Big Waagh list with Ironjawz. Battleplan will be to send inn 20 ardboys turn 1 with hand of gork and commit the rest turn 2 with 1+hit and 1+wound armywide from big waaagh battletraits. Simple and Hard Allegiance: Big Waaagh! 2000 points LEADERS Gordrakk the Fist of Gork (540) - Mount Trait : Wierd 'Un or Big 'Un Orruk Weirdnob Shaman (110) - Lore of the Weird : Da Great Big Green Hand of Gork Orruk Warchanter (110) Orruk Warchanter (110) Orruk Warboss (140) - Great Waaagh Banner UNITS 9 x Orruk Gore Gruntas (420) - Pig-iron Choppas 20 x Orruk Ardboys (360) 10 x Orruk Ardboys (180) ENDLESS SPELLS / TERRAIN / COMMAND POINTS The Burning Head (30) I personally wouldn't include the Warboss in any list. It will 100% be FAQ'd within a couple of weeks. 2 Quote Link to comment Share on other sites More sharing options...
Kasper Posted October 8, 2019 Share Posted October 8, 2019 1 hour ago, Malakree said: So with Warscroll Builder finally working I rigged up a few different lists. The first is the list I'm going to go with for my next game. Second list is an Ardfist which works well as either Da Choppas or possibly even Da Big Waaagh! Reveal hidden contents Allegiance: Ironjawz- Warclan: ChoppasLeadersMegaboss on Maw-Krusha (460)- Boss Gore-hacka and ChoppaGordrakk the Fist of Gork (540)Orruk Warchanter (110)Battleline10 x Orruk Ardboys (180)10 x Orruk Ardboys (180)10 x Orruk Ardboys (180)5 x Orruk Ardboys (90)5 x Orruk Ardboys (90)BattalionsArdfist (120)Endless Spells / Terrain / CPsExtra Command Point (50)Total: 2000 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 117 This list would play more conservatively, keeping the Cabbages back and throwing Ardboys forward. +1 damage on 10 Ardboys is brutal, Da Choppas would let you throw this over all 3 big units. Not having to take the clan Artefact is a bonus. The Trait is a little wasted but it does push your army up to Bravery 10. More interesting is as a Big Waaagh! list. The units of 10 will generate points when they charge. Ardboys with +1 to hit,+1 to wound and +1 damage are bonkers Due to the conservative playstyle you don't miss the Mighty Destroyers. Ardfist is a fantastic CP funnel again meaning Mighty Destroyers isn't as missed. 3 Drops. The final one is probably the one which intrests me most, sadly I'm 10 Brutes short Reveal hidden contents Allegiance: IronjawzMortal Realm: HyshLeadersGordrakk the Fist of Gork (540)Megaboss on Maw-Krusha (460)Orruk Warchanter (110)Battleline5 x Orruk Brutes (140)5 x Orruk Brutes (140)5 x Orruk Brutes (140)5 x Orruk Brutes (140)5 x Orruk Brutes (140)BattalionsBrute Fist (120)Endless Spells / Terrain / CPsExtra Command Point (50)Total: 1980 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 112 Two different Clan options here, Da Choppas or Ironsunz. For Da Choppas I'd probably take Daubing of Mork to keep the general alive. Being able to buff 3 Brute units with +1 damage is solid. +2 Bravery from the Trait really mitigates the Brute bravery pain. Being able to charge in the opponents charge phase makes the Brutefist disgusting. -1 to hit mitigates the lack of speed and bravery on your brutes at least a bit. Only the Warchanter doesn't do impact hits on a charge. Makes even retreating from them risky for your opponent. You really think 1 Warchanter is enough? The buff feels too good to pass up on imo. It doubles the damage output of most of our units. Or is it just because you don't think you will be able to make use of the Warbeats due to lack of movement? Quote Link to comment Share on other sites More sharing options...
Warbossironteef Posted October 8, 2019 Share Posted October 8, 2019 (edited) Anyone come up with any good Gordakk Bigg Waaagh lists that use Bonesplitterz? You can get +2 to cast from the Big Waggh abilities and take a Boar-Mage from BS with a re-rollable spell for the d3 mortals and fight last in combat. Could be a good way to combat some Slaneesh/activation wars. Edited October 8, 2019 by Warbossironteef Quote Link to comment Share on other sites More sharing options...
Malakree Posted October 8, 2019 Share Posted October 8, 2019 58 minutes ago, Kasper said: You really think 1 Warchanter is enough? The buff feels too good to pass up on imo. It doubles the damage output of most of our units. Or is it just because you don't think you will be able to make use of the Warbeats due to lack of movement? I'm running 2 mawkrusha. Means I have to cut corners somewhere. I don't consider any of the warbeats to be 100% mandatory. There is also the element of it being to slow to keep up with the MK and GG. I just feel that forcing a second into the list is cutting down on bodies and wounds to much. Where exactly in the lists do I fit a second warchanter without having 20-30 points spare and/or a ton of bodies down. It's a sacrifice that comes with Gordrakk. Im relying on the fact he is stronger and the difference his +1 To hit being on 2 extra targets make. I also get the second mount trait with the battalion for +1 cabbage damage. So yeah, I'd love a second one but I just can't fit it in properly. Quote Link to comment Share on other sites More sharing options...
knightish Posted October 8, 2019 Share Posted October 8, 2019 Hey Guys Just a quick tip. Burning head / most endless spells wont work on the bonus move. The dmg needs to originate from 9" away. I don't think any Endless spells dmg from that range. Maybe a Green puke if your lucky. Unless this has been clarified somewhere already as going the other way, I don't think we can make our own boys move at whim. Based on the tech that is available to us. Quote Link to comment Share on other sites More sharing options...
knightish Posted October 8, 2019 Share Posted October 8, 2019 Hey Everyone Interested in the group opinion. Ironsunz / the other clans Verse No clan. I love some of the rules we get from the Clans, but the forced items can sometimes be a little less than desirable compared to say realm artifacts / Cmd traits etc This is my list. And my inclination is to go Ironsunz. But going no clan means I can deck out my MC to be a bit more of a Beatstick / survivable.Allegiance: IronjawzMortal Realm: HyshLeadersMegaboss on Maw-Krusha (460)- Boss Gore-hacka and ChoppaOrruk Warchanter (110)- Artefact: Aetherquartz Brooch- Warbeat: Killa BeatOrruk Warchanter (110)- Warbeat: Get 'Em BeatWurrgog Prophet (160)- AlliesBattleline15 x Orruk Ardboys (270)- 1x Gorkamorka Banner Bearers- 1x Gorkamorka Glyph Bearers15 x Orruk Ardboys (270)- 1x Gorkamorka Banner Bearers- 1x Gorkamorka Glyph Bearers3 x Orruk Gore Gruntas (140)- Pig-iron Choppas3 x Orruk Gore Gruntas (140)- Pig-iron Choppas5 x Orruk Brutes (140)- Pair of Brute Choppas- 1x Gore ChoppasBattalionsIronfist (160)Total: 1960 / 2000Extra Command Points: 1Allies: 160 / 400Wounds: 139 1 Quote Link to comment Share on other sites More sharing options...
ShaneHobbes Posted October 8, 2019 Share Posted October 8, 2019 9 minutes ago, knightish said: Hey Guys Just a quick tip. Burning head / most endless spells wont work on the bonus move. The dmg needs to originate from 9" away. I don't think any Endless spells dmg from that range. Maybe a Green puke if your lucky. Unless this has been clarified somewhere already as going the other way, I don't think we can make our own boys move at whim. Based on the tech that is available to us. It only says that the unit who takes damage has to be 9" away from an enemy unit. Quote Link to comment Share on other sites More sharing options...
knightish Posted October 8, 2019 Share Posted October 8, 2019 3 minutes ago, ShaneHobbes said: It only says that the unit who takes damage has to be 9" away from an enemy unit. Huh, no mention of the range. Fair point! But it does say Enemy? Do Endless spells count as enemies? (legit hoping it works) Quote Link to comment Share on other sites More sharing options...
ShaneHobbes Posted October 8, 2019 Share Posted October 8, 2019 (edited) 4 minutes ago, knightish said: Huh, no mention of the range. Fair point! But it does say Enemy? Do Endless spells count as enemies? (legit hoping it works) That's a good question but I'm willing to bet they don't count as an enemy/friendly unit. They can't capture objectives, have no other interaction other than what their warscroll says, etc, etc. If you have an ability that says count how many enemy/friendly units are nearby, you wouldn't include an endless spell. Edited October 8, 2019 by ShaneHobbes 1 Quote Link to comment Share on other sites More sharing options...
Jabbuk Posted October 8, 2019 Share Posted October 8, 2019 (edited) So I played a 1100 pts game this week against Sylvaneth and Spirit of Durthu. Scenario was Total Commitment. Here was my list: Megaboss Weirdnob Shaman with HoG Warchanter w/Killa Beat 1x5 Brutes 1x10 ardboys 1x5 ardboys 2x3 Gore-Gruntas Ironsunz A few takeaways from the game: - I personally tend to over extend my GoreGruntas because they go fast. Always keep them close unless you're going for a guaranteed strategic move. I had a plan in mind where they would charge and screen waiting for my MB and Brutes to make it. Turns out I rolled ****** run rolls for both brutes and MB and they were really slow. I managed to fallback the GGs to wait for the perfect timing (MB and brutes charging) so it really paid off. Anyways in the future, don't over extend for nothing. - Mad as Hell is really cool and threatening. It didn't make a huge difference but it's a nice addition. If you don't get shot, you're still slow. - GGs are incredibly GOOD. They hit like a truck, they're fast. Amazing unit. - Alright Get'Em command ability from Ironsunz is AMAZING. He charged my Megaboss with 2 units of dryads but my brutes were close. Once he was done, I spent a CP and charged my Brutes. I rolled a 12 and wrapped perfectly around the dryads. - the combination of +1 atk from warchanter, Waaagh! And Killa Beat on a group of dryads was massive. I triggered Smashing and Bashing twice! I wiped so much stuff in his turn, it was beautiful. Some notes I didn't know before, or I dunno if the wording has changed. Please correct me if I'm wrong: You can Waaagh! In the enemy's combat phase, as it says "start of THE combat phase..." That was huge. You can also do the warbeat at the beginning of the combat phase Too! Not yours. That was also huge. Let me know if I did this wrong though. -Couldnt test the ardboys, I got stuck on objectives. I tried to Hand of Fork them with shaman but it never happened. Failed to cast twice All in all, I really loved Ironsunz and accumulating CPs to spend them in stuff that matters, like Mighty Destroyers and Alright Get'Em. Edited October 8, 2019 by Jabbuk Quote Link to comment Share on other sites More sharing options...
ShaneHobbes Posted October 8, 2019 Share Posted October 8, 2019 (edited) 10 minutes ago, Jabbuk said: So I played a 1100 pts game this week against Sylvaneth and Spirit of Durthu. Scenario was Total Commitment. Here was my list: Megaboss Weirdnob Shaman with GBHoG Warchanter w/Killa Beat 1x5 Brutes 1x10 ardboys 1x5 ardboys 2x3 Gore-Gruntas Ironsunz A few takeaways from the game: - I personally tend to over extend my GoreGruntas because they go fast. Always keep them close unless you're going for a guaranteed strategic move. I had a plan in mind where they would charge and screen waiting for my MB and Brutes to make it. Turns out I rolled ****** run rolls for both brutes and MB and they were really slow. I managed to fallback the GGs to wait for the perfect timing (MB and brutes charging) so it really paid off. Anyways in the future, don't over extend for nothing. - Mad as Hell is really cool and threatening. It didn't make a huge difference but it's a nice addition. If you don't get shot, you're still slow. - GGs are incredibly GOOD. They hit like a truck, they're fast. Amazing unit. - Alright Get'Em command ability from Ironsunz is AMAZING. He charged my Megaboss with 2 units of dryads but my brutes were close. Once he was done, I spent a CP and charged my Brutes. I rolled a 12 and wrapped perfectly around the dryads. - the combination of +1 atk from warchanter, Waaagh! And Killa Beat on a group of dryads was massive. I triggered Smashing and Bashing twice! I wiped so much stuff I his turn, it was beautiful. Some notes I didn't know before, or I dunno if the wording has changed. Please correct me if I'm wrong: You can Waaagh! In the enemy's combat phase, as it says "start of THE combat phase..." That was huge. You can also do the warbeat at the beginning of the combat phase Too! Not yours. That was also huge. Let me know if I did this wrong though. -Couldnt test the ardboys, I got stuck on objectives. I tried to Hand of Fork them with shaman but it never happened. Failed to cast twice All in all, I really loved Ironsunz and accumulating CPs to spend them in stuff that matters, like Mighty Destroyers and Alright Get'Em. They just say "THE combat phase" so I'm willing to believe we can use them in our enemies. Get 'em Beat and Fixin' Beat clearly say "In your..." while Killa Beat just says "At the start of THE combat..." That might be FAQed though. Did you use the Gore hackas on the GGs? Also, Hand of Fork made me lol Edited October 8, 2019 by ShaneHobbes Quote Link to comment Share on other sites More sharing options...
Malakree Posted October 8, 2019 Share Posted October 8, 2019 10 minutes ago, ShaneHobbes said: That's a good question but I'm willing to bet they don't count as an enemy/friendly unit. They can't capture objectives, have no other interaction other than what their warscroll says, etc, etc. If you have an ability that says count how many enemy/friendly units are nearby, you wouldn't include an endless spell. It says "At the end of a phase where an Ironjawz unit has taken damage. ie. if you cast it in the hero phase then you will get the d6" movement at the end of the hero phase. If it deals damage at the start of the round, that is not a turn or phase and thus there is no "end of phase" to make the d6" movement. Quote Link to comment Share on other sites More sharing options...
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