Jabbuk Posted October 3, 2019 Share Posted October 3, 2019 (edited) So, I was looking at the warbeats and I just don't understand why Get'Em Beat requires to roll a 4+ to get a 3D6 charge. I mean this is potentially the only command ability that you use a command point for, that requires you to roll a 4+ to even work. I thought this kind of unpredictable BS was gone from the IJ. Can you imagine using a CP to roll and fail it? I mean the ability isn't even THAT powerful. Or I'm missing something here. To me, just the fact that this is another unpredictable roll thing means that I will always choose Killa Beat over it. What about you guys? I just noticed that all the beats require you to roll. It's just worded differently. I apologize for the post Edited October 3, 2019 by Jabbuk Misread rules 1 Quote Link to comment Share on other sites More sharing options...
Malakree Posted October 3, 2019 Share Posted October 3, 2019 5 minutes ago, Jabbuk said: So, I was looking at the warbeats and I just don't understand why Get'Em Beat requires to roll a 4+ to get a 3D6 charge. I mean this is potentially the only command ability that you use a command point for, that requires you to roll a 4+ to even work. I thought this kind of unpredictable BS was gone from the IJ. Can you imagine using a CP to roll and fail it? I mean the ability isn't even THAT powerful. Or I'm missing something here. To me, just the fact that this is another unpredictable roll thing means that I will always choose Killa Beat over it. What about you guys? As far as I am aware you're confusing 3 different things. Violent Fury. An ability which the Warchanter can use to give a single unit +1 damage. Rabble-Rouser the CA for Da Choppas which can be used to make Violent Fury effect 3 units not just 1. Warbeats. An extra "Prayer" that warchanters know which is separate from the above two. Best I can tell none of the Warbeats require a CA to use or interact with any CA in anyway. 1 1 Quote Link to comment Share on other sites More sharing options...
Tezia99 Posted October 3, 2019 Share Posted October 3, 2019 9 minutes ago, Jabbuk said: So, I was looking at the warbeats and I just don't understand why Get'Em Beat requires to roll a 4+ to get a 3D6 charge. I mean this is potentially the only command ability that you use a command point for, that requires you to roll a 4+ to even work. I thought this kind of unpredictable BS was gone from the IJ. Can you imagine using a CP to roll and fail it? I mean the ability isn't even THAT powerful. Or I'm missing something here. To me, just the fact that this is another unpredictable roll thing means that I will always choose Killa Beat over it. What about you guys? I don’t have the book just yet so maybe someone who does could answer better but do prayers cost a CP? Is it like the normal ability is +1 dmg and then I get to choose a prayer to try and get off just with the dice roll or is a prayer a CP use and then try to roll because that doesn’t seem as worth. Spend a CP then try to get a 4+ then hope to make the charge I’d say it’s a long charge and I need to get a unit across the board. Quote Link to comment Share on other sites More sharing options...
Jabbuk Posted October 3, 2019 Share Posted October 3, 2019 1 minute ago, Malakree said: As far as I am aware you're confusing 3 different things. Violent Fury. An ability which the Warchanter can use to give a single unit +1 damage. Rabble-Rouser the CA for Da Choppas which can be used to make Violent Fury effect 3 units not just 1. Warbeats. An extra "Prayer" that warchanters know which is separate from the above two. Best I can tell none of the Warbeats require a CA to use or interact with any CA in anyway. Totally. I don't know what I was smoking when I read that. They indeed, don't require a CP and they are just extra buffs we didn't have before. 1 Quote Link to comment Share on other sites More sharing options...
Malakree Posted October 3, 2019 Share Posted October 3, 2019 Just now, Jabbuk said: Totally. I don't know what I was smoking when I read that. They indeed, don't require a CP and they are just extra buffs we didn't have before. Well technically we did have it. It was from Gordrakk, it could effect our entire army and it was glorious... 😭 1 Quote Link to comment Share on other sites More sharing options...
Jabbuk Posted October 3, 2019 Share Posted October 3, 2019 I got a question about the Weirdnob Green Puke + Teleport combo you guys were talking about before. The Brutal Power ability reads like this: If this model is wholly within 18" of a friendly Ironjawz unit with 10 or more models at the end of its hero phase, it can attempt to cast the Green Puke spell in addition to any other spells it can cast, and even if a Wizard has already attempted to cast the Green Puke spell in that hero phase. Doesn't that imply that you can't puke on the unit and teleport it after? Because the ability triggers at the end of the Hero Phase and is cast at the end of all other spells. So you would have casted the teleport spell and couldn't Puke on your own Ardboys before the teleport. Is this how you guys interpret this rule? 1 Quote Link to comment Share on other sites More sharing options...
ShaneHobbes Posted October 3, 2019 Share Posted October 3, 2019 15 minutes ago, Jabbuk said: I got a question about the Weirdnob Green Puke + Teleport combo you guys were talking about before. The Brutal Power ability reads like this: If this model is wholly within 18" of a friendly Ironjawz unit with 10 or more models at the end of its hero phase, it can attempt to cast the Green Puke spell in addition to any other spells it can cast, and even if a Wizard has already attempted to cast the Green Puke spell in that hero phase. Doesn't that imply that you can't puke on the unit and teleport it after? Because the ability triggers at the end of the Hero Phase and is cast at the end of all other spells. So you would have casted the teleport spell and couldn't Puke on your own Ardboys before the teleport. Is this how you guys interpret this It only applies to the free green puke. Nothing is stopping you from casting it as your first spell and thus circumventing the "end of hero phase" part. Quote Link to comment Share on other sites More sharing options...
Jabbuk Posted October 3, 2019 Share Posted October 3, 2019 1 minute ago, ShaneHobbes said: It only applies to the free green puke. Nothing is stopping you from casting it as your first spell and thus circumventing the "end of hero phase" part. Yes I agree. In that case though, you won't be able to cast Hand of Gork spell, since you can only cast 1 spell? Or did that combo imply that we can cast 2 spells with an artefact maybe? Quote Link to comment Share on other sites More sharing options...
ShaneHobbes Posted October 3, 2019 Share Posted October 3, 2019 You would need a second Weirdknob from the looks of it although I thought there was an artifact or CT that let's a weirdnob cast two spells not counting the free GP. Quote Link to comment Share on other sites More sharing options...
Jabbuk Posted October 3, 2019 Share Posted October 3, 2019 1 minute ago, ShaneHobbes said: You would need a second Weirdknob from the looks of it although I thought there was an artifact or CT that let's a weirdnob cast two spells not counting the free GP. Yes there is one. Makes sense then. Thanks for the input. Quote Link to comment Share on other sites More sharing options...
Boggler Posted October 3, 2019 Share Posted October 3, 2019 On 10/2/2019 at 4:44 PM, Boggler said: Here is the list I am going to build towards. MBMK - 460 Gruntas x6 - 320 Gruntas x3 - 160 Gruntas x3 - 160 Gorefist - 130 Warchanter - 110 Weirdnob Shaman - 110 Ardboyz x20 - 360 Brutes x5 - 140 Extra CP - 50 = 2k exact I can easily switch the Shaman for another Warchanter. 6 drops makes me sad. I guess it could be 4 drops if I switched the Gorefist to an Ironfist. I'd lose the CP, and maybe gain a Triumph? 1980pts 1 Quote Link to comment Share on other sites More sharing options...
svnvaldez Posted October 4, 2019 Share Posted October 4, 2019 Have we had reliable confirmation on the max unit size of Ardboyz? 20? 30? Quote Link to comment Share on other sites More sharing options...
broche Posted October 4, 2019 Share Posted October 4, 2019 2 hours ago, svnvaldez said: Have we had reliable confirmation on the max unit size of Ardboyz? 20? 30? pretty sure someone confirmed it's 20 earlier. So about the drop: 3 drop or below: You need 2 battallion including Ardfist or Weirdfist, or one of those 2 with only 3 heros. It will ensure you go first almost every game, but at the expense on leaving you short on board coverage. 4 drop: Weirdfist and Ardfist can acheive 4 drop with 4 heros, or Ironfist with 3 heros. You might have to coin flip with some army for turn choice but should get choice the majority of time. 5-6 drop: Probably the average. You'll likely end up split turn choice between 35 and 65% of the time, depending on meta. However you have enough flexibility on unit choice and number of unit you want to play (up to 4 heros and 6 units). Classic Ironfist fall into that categorie. 7+ drop: At this point your srategy should be flexible going first or second. You'll probably wants to have double turn protection (either lots of chaff and/or geminid) I don't think we can really go bellow 3 heros (Maw-Krusha and 2 warchanter) and most list will likely want 4. Weirdfist is so bad it's depressing, so the best option to stay low drop is probably Ardfist. You can go up to 6 troops and 4 heros and stay at 5 drop . Downside is your army is just mass of aAdboys 2 Quote Link to comment Share on other sites More sharing options...
PlayerJ Posted October 4, 2019 Share Posted October 4, 2019 3 hours ago, svnvaldez said: Have we had reliable confirmation on the max unit size of Ardboyz? 20? 30? I have the book, max 30 1 1 2 Quote Link to comment Share on other sites More sharing options...
Planar Posted October 4, 2019 Share Posted October 4, 2019 It just occured to me that the new strength from victory might be our answer to chaff screens. Enemy centerpiece behind chaff of 30 x1 wound models? No problem. Charge your megaboss head first, kill 10-15 of them and then comfortably loose the double turn, no problem. You have just stocked 10-15 extra wounds and 10-15 extra ttacks to face the enemy charge. Even better even if they get you down to 1 wound the extra 15 attacks dont go away with a diminishing profile. Am I getting this wrong or is this new ability an awesome screen deterent for IJ? 1 Quote Link to comment Share on other sites More sharing options...
ShaneHobbes Posted October 4, 2019 Share Posted October 4, 2019 3 minutes ago, Planar said: It just occured to me that the new strength from victory might be our answer to chaff screens. Enemy centerpiece behind chaff of 30 x1 wound models? No problem. Charge your megaboss head first, kill 10-15 of them and then comfortably loose the double turn, no problem. You have just stocked 10-15 extra wounds and 10-15 extra ttacks to face the enemy charge. Even better even if they get you down to 1 wound the extra 15 attacks dont go away with a diminishing profile. Am I getting this wrong or is this new ability an awesome screen deterent for IJ? You dont get a wound/attack per kill. You get A wound/attack for killing any amount of models by the end if the combat phase. In a 5 round game most our MB can get is +10, one from each players combat phase during a round. Quote Link to comment Share on other sites More sharing options...
Planar Posted October 4, 2019 Share Posted October 4, 2019 15 minutes ago, ShaneHobbes said: You dont get a wound/attack per kill. You get A wound/attack for killing any amount of models by the end if the combat phase. In a 5 round game most our MB can get is +10, one from each players combat phase during a round. Haha got this totally wrong . 🤣 Just re-read the ability and you are right Thanks for clarifying! 2 Quote Link to comment Share on other sites More sharing options...
ShaneHobbes Posted October 4, 2019 Share Posted October 4, 2019 1 minute ago, Planar said: Haha got this totally wrong . 🤣 Just re-read the ability and you are right Thanks for clarifying! Np! I wish you were right but that would be broken as heck lol Quote Link to comment Share on other sites More sharing options...
Lanoss Posted October 4, 2019 Share Posted October 4, 2019 Ard boys 5-30 1 Quote Link to comment Share on other sites More sharing options...
Karragon Posted October 4, 2019 Share Posted October 4, 2019 14 hours ago, Wazzuli said: @Karragon where was this article? I wanna have the proof for my Slaanesh matches lol https://www.warhammer-community.com/2019/03/21/who-fights-first/ 1 Quote Link to comment Share on other sites More sharing options...
Planar Posted October 4, 2019 Share Posted October 4, 2019 (edited) 2 hours ago, ShaneHobbes said: Np! I wish you were right but that would be broken as heck lol I was actually quite perplexed why nobody seemed to be loosing their mind about this ability😂 Edited October 4, 2019 by Planar Quote Link to comment Share on other sites More sharing options...
frostfire Posted October 4, 2019 Share Posted October 4, 2019 So, can you use Smashin and Bash to activite the unit that is affected by the Locus of Depravity to fight? Quote Link to comment Share on other sites More sharing options...
Malakree Posted October 4, 2019 Share Posted October 4, 2019 14 minutes ago, frostfire said: So, can you use Smashin and Bash to activite the unit that is affected by the Locus of Depravity to fight? Yes. In every interpretation any of the rules smashing and bashing overides LoD. Quote Link to comment Share on other sites More sharing options...
frostfire Posted October 4, 2019 Share Posted October 4, 2019 13 minutes ago, Malakree said: Yes. In every interpretation any of the rules smashing and bashing overides LoD. Wow that's amazing! Seems like what the ironjaws have to do to defeat slaanesh is to find a good position that wouldn't be affected by the LoD and charge everyone in and kill and keep smashin and bashin everything stands in their way Quote Link to comment Share on other sites More sharing options...
Malakree Posted October 4, 2019 Share Posted October 4, 2019 32 minutes ago, frostfire said: Wow that's amazing! Seems like what the ironjaws have to do to defeat slaanesh is to find a good position that wouldn't be affected by the LoD and charge everyone in and kill and keep smashin and bashin everything stands in their way It's why I was pretty sure my Gordrakktoofs list beat them hard. I had the engagement range, damage and way to get round their LoD to blow them out of the water in a single turn. 1 Quote Link to comment Share on other sites More sharing options...
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