Imperial Posted June 15, 2019 Share Posted June 15, 2019 RIP Ironclad 1 Quote Link to comment Share on other sites More sharing options...
Malakree Posted June 15, 2019 Share Posted June 15, 2019 4 minutes ago, Imperial said: RIP Ironclad Actually it makes him a pretty good target for ethereal amulet now. 3+ unrendable rr1s to save. Oh and the MSU gattling cannon is from power of the waaagh! Allegiance: IronjawzLeadersOrruk Weirdnob Shaman (120)Orruk Weirdnob Shaman (120)Orruk Warchanter (80)Orruk Warchanter (80)Orruk Weirdnob Shaman (120)Orruk Warchanter (80)Battleline10 x Orruk Ardboys (140)10 x Orruk Ardboys (140)10 x Orruk Ardboys (140)10 x Orruk Ardboys (140)10 x Orruk Ardboys (140)3 x Orruk Gore Gruntas (140)- Pig-iron Choppas3 x Orruk Gore Gruntas (140)- Pig-iron Choppas3 x Orruk Gore Gruntas (140)- Pig-iron Choppas3 x Orruk Gore Gruntas (140)- Pig-iron ChoppasBattalionsWeirdfist (160)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 196 All the classic benefits of a weirdfist, now with a 24" range 15 dice - 3+ d3 mortals, 6+ d6 mortals. Average of 24 mortals, yeah enjoy that... 1 Quote Link to comment Share on other sites More sharing options...
Imperial Posted June 15, 2019 Share Posted June 15, 2019 5 minutes ago, Malakree said: Actually it makes him a pretty good target for ethereal amulet now. 3+ unrendable rr1s to save. Oh and the MSU gattling cannon is from power of the waaagh! Allegiance: IronjawzLeadersOrruk Weirdnob Shaman (120)Orruk Weirdnob Shaman (120)Orruk Warchanter (80)Orruk Warchanter (80)Orruk Weirdnob Shaman (120)Orruk Warchanter (80)Battleline10 x Orruk Ardboys (140)10 x Orruk Ardboys (140)10 x Orruk Ardboys (140)10 x Orruk Ardboys (140)10 x Orruk Ardboys (140)3 x Orruk Gore Gruntas (140)- Pig-iron Choppas3 x Orruk Gore Gruntas (140)- Pig-iron Choppas3 x Orruk Gore Gruntas (140)- Pig-iron Choppas3 x Orruk Gore Gruntas (140)- Pig-iron ChoppasBattalionsWeirdfist (160)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 196 All the classic benefits of a weirdfist, now with a 24" range 15 dice - 3+ d3 mortals, 6+ d6 mortals. Average of 24 mortals, yeah enjoy that... Read page again! You dont need IJ shaman for spells! Quote Link to comment Share on other sites More sharing options...
Melcar Posted June 15, 2019 Share Posted June 15, 2019 Not a single point reduction for Troggoth! Quote Link to comment Share on other sites More sharing options...
Imperial Posted June 15, 2019 Share Posted June 15, 2019 5 minutes ago, Melcar said: Not a single point reduction for Troggoth! GW allready said wait FAQ for GSG Quote Link to comment Share on other sites More sharing options...
Malakree Posted June 15, 2019 Share Posted June 15, 2019 (edited) 4 minutes ago, Imperial said: Read page again! You dont need IJ shaman for spells! 1 you will, 2 the weirdnob is an extra dice for your power of the waaagh! And has +2 to cast it, why would you take anything else... EDIT: Unless you're telling me there's a minimum unit size? Edited June 15, 2019 by Malakree Quote Link to comment Share on other sites More sharing options...
Imperial Posted June 15, 2019 Share Posted June 15, 2019 5 minutes ago, Malakree said: 1 you will, 2 the weirdnob is an extra dice for your power of the waaagh! And has +2 to cast it, why would you take anything else... I opened some battletomes and find this"Each IDONETH DEEPKINWIZARD in an IDONETH DEEPKIN army knows an additional spell chosen from the Lore of the Deeps" "You can choose or roll for one spell from one of the following tables for each SLAANESH WIZARD in a Slaanesh army." "You can choose or roll for one spell from one of the following tables for each SKAVEN WIZARD in a Skaventide army." GHB 2019 IJ lore rules: "You can choose or roll for one spell from one of the following tables for each WIZARD in a Ironjawz army." Ok. I found this and this in FAQ, so i think we need wait new FAQ first of all because of new Mersenary system Q: If a warscroll or set of allegiance abilities has a rule that contradicts the core rules, can I use it? For example, Lord Kroak has a rule that allows him to attempt to cast Celestial Deliverance up to three times in the hero phase, but this contradicts the core rule that you can only attempt to cast a spell once per turn. A: Warscrolls and allegiance abilities take precedence over the core rules that appear before the core rules for battleplans, warscrolls and allegiance abilities. This allows you to do things that would not normally be allowed. In the case of Lord Kroak, his rule means he can attempt to cast Celestial Deliverance up to three times in the same turn. Q: Some spell and prayer allegiance abilities say that can be used by Wizards or Priests in the army. Does this include allied Wizards or Priests? A: No. Allied models cannot use or benefit from allegiance abilities. Quote Link to comment Share on other sites More sharing options...
Imperial Posted June 15, 2019 Share Posted June 15, 2019 I think i will start from thisLeadersMegaboss on Maw-Krusha (420)- Boss Gore-hacka and Scrap-toothOrruk Weirdnob Shaman (120)Orruk Warchanter (80)Skragrott, The Loonking (220)Battleline3 x Orruk Gore Gruntas (140)- Pig-iron Choppas6 x Orruk Gore Gruntas (280)- Pig-iron Choppas10 x Orruk Ardboys (140)5 x Orruk Brutes (170)- Pair of Brute Choppas10 x Orruk Brutes (340)- Jagged Gore-hackasEndless Spells / TerrainPrismatic Palisade (30)Balewind Vortex (40)Total: 1980 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 142 Quote Link to comment Share on other sites More sharing options...
Imperial Posted June 15, 2019 Share Posted June 15, 2019 Btw i hope they will change chanter abillity. If it will work in hero phase it's will be nice for new CA Quote Link to comment Share on other sites More sharing options...
Imperial Posted June 15, 2019 Share Posted June 15, 2019 38 minutes ago, Malakree said: Actually it makes him a pretty good target for ethereal amulet now. 3+ unrendable rr1s to save. Oh and the MSU gattling cannon is from power of the waaagh! Allegiance: IronjawzLeadersOrruk Weirdnob Shaman (120)Orruk Weirdnob Shaman (120)Orruk Warchanter (80)Orruk Warchanter (80)Orruk Weirdnob Shaman (120)Orruk Warchanter (80)Battleline10 x Orruk Ardboys (140)10 x Orruk Ardboys (140)10 x Orruk Ardboys (140)10 x Orruk Ardboys (140)10 x Orruk Ardboys (140)3 x Orruk Gore Gruntas (140)- Pig-iron Choppas3 x Orruk Gore Gruntas (140)- Pig-iron Choppas3 x Orruk Gore Gruntas (140)- Pig-iron Choppas3 x Orruk Gore Gruntas (140)- Pig-iron ChoppasBattalionsWeirdfist (160)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 196 All the classic benefits of a weirdfist, now with a 24" range 15 dice - 3+ d3 mortals, 6+ d6 mortals. Average of 24 mortals, yeah enjoy that... Btw Cogs + Balewind Vortex auto include in this list now i think. 7 spells per turn will be crazy if they dont fix foor of gork! Quote Link to comment Share on other sites More sharing options...
Andrew G Posted June 15, 2019 Share Posted June 15, 2019 59 minutes ago, Malakree said: Actually it makes him a pretty good target for ethereal amulet now. 3+ unrendable rr1s to save. Oh and the MSU gattling cannon is from power of the waaagh! Allegiance: IronjawzLeadersOrruk Weirdnob Shaman (120)Orruk Weirdnob Shaman (120)Orruk Warchanter (80)Orruk Warchanter (80)Orruk Weirdnob Shaman (120)Orruk Warchanter (80)Battleline10 x Orruk Ardboys (140)10 x Orruk Ardboys (140)10 x Orruk Ardboys (140)10 x Orruk Ardboys (140)10 x Orruk Ardboys (140)3 x Orruk Gore Gruntas (140)- Pig-iron Choppas3 x Orruk Gore Gruntas (140)- Pig-iron Choppas3 x Orruk Gore Gruntas (140)- Pig-iron Choppas3 x Orruk Gore Gruntas (140)- Pig-iron ChoppasBattalionsWeirdfist (160)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 196 All the classic benefits of a weirdfist, now with a 24" range 15 dice - 3+ d3 mortals, 6+ d6 mortals. Average of 24 mortals, yeah enjoy that... It's units with 2 or more models. Quote Link to comment Share on other sites More sharing options...
Malakree Posted June 15, 2019 Share Posted June 15, 2019 (edited) 31 minutes ago, Andrew G said: It's units with 2 or more models. Bah, drop the warchanters and a weirdnob for another 2 units of gg. 11 dice instead and even more wounds on the board. Oh and 40 points float for a balewind. Actually a classic weirdfist list. Edited June 15, 2019 by Malakree 2 Quote Link to comment Share on other sites More sharing options...
Ekrund Oath Splitters Posted June 15, 2019 Share Posted June 15, 2019 You cannot pick the same unit twice for mighty destroyers, it says it at the end of CA. 1 1 Quote Link to comment Share on other sites More sharing options...
Malakree Posted June 15, 2019 Share Posted June 15, 2019 5 minutes ago, Ekrund Oath Splitters said: You cannot pick the same unit twice for mighty destroyers, it says it at the end of CA. Quote "Does it say a unit can only be targeted once per phase?" Aye, that was raised slightly afterwards. Condition of being on my phone and unable to see the stuff. Brutefist and Weirdfist both went up in value. I don't think Bloodtoofs or Gorefist really change that much. Weirdnob definitely went up in value, probably at least 1 for hand of gork (it does have the cannot move afterwards but we can get round that so easily) The rest of the spells are pretty mediocre, Power of the Waaagh! explicitly requires you target different units for each 3+ so more dice only really means more reliable d6s. A solid choice to go in a weirdfist where you've got 5 units around him anyway. Hulking Muscle-bound Brute is actually a really intresting choice for a cabbage. The 2+ d3 mortals means on a charge we should deal >5 wounds. A big unit of 30 Ardboys at 420 points is always going to be a great option, hand of gork them across the board then Ironfist to pin the enemy. They were already pretty good but I can see this being really nice in Bloodtoofs. Still going to be super dependent on Aetherquartz Broach. I suspect the strongest list will now definitely be an Ardfist with Prismatic Palisade. Quote LeadersMegaboss on Maw-Krusha (420)- Boss Gore-hacka and Scrap-toothOrruk Warchanter (80)Orruk Warchanter (80)Orruk Weirdnob Shaman (120)- Hand of GorkBattleline30 x Orruk Ardboys (420)3 x Orruk Gore Gruntas (140)3 x Orruk Gore Gruntas (140)5 x Orruk Brutes (170)5 x Orruk Brutes (170)BattalionsIronfist (160)Bloodtoofs (80)Total: 1980 / 2000Extra Command Points: 2Wounds: 152 Something like that as your standard list. Other than that I don't see that much changing, depending on how much the fungoid costs you might swap a warchanter for one although to be honest the 1 drop teleport screen is so nasty for locking your opponent in, it's basically just what they have changed sylvaneth away from. Spoiler LeadersOrruk Warchanter (80)- Aetherquartz Broach - Kunnin' whatever it is charge in enemy charge phase thing.Orruk Weirdnob Shaman (120)Orruk Weirdnob Shaman (120)Battleline30 x Orruk Ardboys (420)20 x Orruk Ardboys (280)20 x Orruk Ardboys (280)20 x Orruk Ardboys (280)10 x Orruk Ardboys (140)BattalionsArdfist (160)Endless SpellsPrismatic Palisade (30) Total: 1910 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 218 The sheer quantity of wounds combined with the ability to hand of gork a unit across the board should mean you just win on objectives. Even a GK on TG will struggle to get through 30 Ardboys and if he does you can just bring them back, teleport them then pop a CP to charge them again. This is probably our strongest list and also horrifically boring to play both with and against. At just 3 drops you will often get to choose to go first aswell and the ridiculous number of bodies should let you screen off the entire board outside of your opponents deployment zone in order to stop him from ever getting out of it. Think sylvaneth but even worse. Spoiler LeadersMegaboss on Maw-Krusha (420)- Boss Gore-hacka and Scrap-toothOrruk Weirdnob Shaman (120)Battleline20 x Orruk Ardboys (280)10 x Orruk Brutes (340)- Pair of Brute Choppas10 x Orruk Brutes (340)- Pair of Brute Choppas5 x Orruk Brutes (170)- Pair of Brute Choppas5 x Orruk Brutes (170)- Pair of Brute ChoppasBattalionsBrute Fist (160)Total: 2000 / 2000Extra Command Points: 1Wounds: 155 Teleport the Ardboys forward and use them to pin your opponent then run your Brutes up behind. Use the Brutefist to do a Hero Phase charge then drop command points to get them to activate, ironically because it's the hero phase it actually sidesteps a whole bunch of stuff. The cheese version obv takes a block of 20 Brutes instead. So after the Initial hype and looking at it, some interesting changes but we really need to see what happens to Skaven/FEC before we know. 1 Quote Link to comment Share on other sites More sharing options...
Furuzzolo Posted June 15, 2019 Share Posted June 15, 2019 Does Mighty Destroyer work strictly in YOUR hero phase or in A hero phase, now? Quote Link to comment Share on other sites More sharing options...
Scurvydog Posted June 15, 2019 Share Posted June 15, 2019 10 minutes ago, Furuzzolo said: Does Mighty Destroyer work strictly in YOUR hero phase or in A hero phase, now? In your hero phase. But it opens a lot of shenanigans. Nothing stops you from doing a teleport hand of gork, then use the ironfist d6 move, as that just happens in the hero phase and does not specify when. If heroes are nearby you can then use CP to charge in, and another to fight if you wanted to, getting for example a unit of brutes to cross the board and hit things in the hero phase turn 1. Quote Link to comment Share on other sites More sharing options...
Andrew G Posted June 15, 2019 Share Posted June 15, 2019 First draft of the tourney list: Allegiance: IronjawzMortal Realm: HyshOrruk Megaboss (140)- General- Trait: Prophet of the Waaagh! - Artefact: The Golden Toof Orruk Megaboss (140)- Artefact: Aetherquartz Brooch Orruk Warchanter (80)Orruk Weirdnob Shaman (120)Fungoid Cave-Shaman (90)Fungoid Cave-Shaman (90)10 x Orruk Ardboys (160)10 x Orruk Ardboys (160)10 x Orruk Ardboys (160)10 x Orruk Ardboys (160)5 x Orruk Brutes (180)- Pair of Brute Choppas5 x Orruk Brutes (180)- Pair of Brute Choppas3 x Orruk Gore Gruntas (140)- Pig-iron Choppas10 x Orruk Ardboys (160)Ardfist (170)Total: 2130 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 179 I didn't bother adjusting the points, but it will equal 2k after the GHB drops. This is definitely the slow and plodding IJ list, bubble wrap army with a couple 'ardboyz and use the first turn to take up board real estate. You're hiding the chanter, with the goal of teleporting him with the weirdnob to an advantageous position before you use the recycle. This has the CP regen to effectively Waaagh bomb and is resilient enough to weather the storm until it can get into position. You have a couple of techie units in Brutes&GGs: Brutes to concentrate more punch on a smaller combat frontage and and the GGs to operate independently (probably shooting up the opponents weakside board edge to threaten small units/ foot heroes hanging back on objectives). Big sacrifice here was dropping the MK, but the ironclad change really,really hurt the MK. You can compensate with some of the artifacts, but I think @Malakree is right in that aetherquartz is still the engine that makes the list run which locks you into Hysh. Also, probably a controversial opinion, but the new mighty destroyer change is actually a slight nerf in my eyes. The opportunity cost of spending a CP for mighty destroyers is too high when Waaagh! exists. There will be very situational uses where it's better, but I'm guessing there's going to a lot of games where I don't use it one time. Quote Link to comment Share on other sites More sharing options...
Malakithe Posted June 15, 2019 Share Posted June 15, 2019 I think skaven got hit with heavy points hammer from what i hear but who knows 1 Quote Link to comment Share on other sites More sharing options...
Andrew G Posted June 15, 2019 Share Posted June 15, 2019 1 minute ago, Scurvydog said: In your hero phase. But it opens a lot of shenanigans. Nothing stops you from doing a teleport hand of gork, then use the ironfist d6 move, as that just happens in the hero phase and does not specify when. If heroes are nearby you can then use CP to charge in, and another to fight if you wanted to, getting for example a unit of brutes to cross the board and hit things in the hero phase turn 1. Can't target the same unit to be affected by Mighty Destroyers, so all the strategies being posted revolving around teleporting huge blocks of units and spending two CP to get that unit to fight in the hero phase are not going to work. 1 Quote Link to comment Share on other sites More sharing options...
Scurvydog Posted June 15, 2019 Share Posted June 15, 2019 1 minute ago, Andrew G said: Can't target the same unit to be affected by Mighty Destroyers, so all the strategies being posted revolving around teleporting huge blocks of units and spending two CP to get that unit to fight in the hero phase are not going to work. Ah yea true, still they can easily get into good charging positions at least, with ironfist and bloodtoofs you got a 6+ charge at worst for brutes and 4+ for ardboyz. Biggest factor is relying on the weirdnob and also not getting stuff dispelled, as it is difficult to plan movement phases based on spell casts. Still we got a decent deal I think, but we will be craving CP more than ever now to get stuff done. Quote Link to comment Share on other sites More sharing options...
novakai Posted June 15, 2019 Share Posted June 15, 2019 Really excited for these changes, it definitely pulls me into buying the GHB this year. Probably makes me have to buy another Weirdnob and more Ardboyz (maybe even one more Fungloid depending if they change him points in July) 1 Quote Link to comment Share on other sites More sharing options...
Ekrund Oath Splitters Posted June 15, 2019 Share Posted June 15, 2019 Well with Hand of Gork you can place the Weirdnob Shaman quite far back and out of LoS to then chick the lads without any fear of it being dispelled. He doesnt need to see the point he is throwing them at so once hes done that and they make the 6" charge as Bloodtoofs, I think hes earned his pts back and can then just throw units about to capture objectives It overrides our biggest weakness which is our 4" move on the majority of our units. Quote Link to comment Share on other sites More sharing options...
broche Posted June 15, 2019 Share Posted June 15, 2019 18 hours ago, Andrew G said: This is actually way better than I anticipated. The upcoming command point change ruined my gorefist, but most of my counterpunch lists got 100+ points cheaper. I'm going to a tourney June 30th, which is absolutely perfect as I'll be able to utilize the IJ point drops without having to use the early July FAQ where I'm assuming Fungoids are going to 100 or 110. What is the change to Command point? Arboys at 140 is absolute bargain Quote Link to comment Share on other sites More sharing options...
Malakree Posted June 15, 2019 Share Posted June 15, 2019 1 hour ago, Andrew G said: Can't target the same unit to be affected by Mighty Destroyers, so all the strategies being posted revolving around teleporting huge blocks of units and spending two CP to get that unit to fight in the hero phase are not going to work. "Not All" Brutefist making dem threats! Seriously though the Mighty Destroyers change is only good, it was way to unreliable previously, we are using Aetherquartz Broach anyway and in the current activation wars being able to attack before the Gristlegheist gets to attack is really important. Plus more reliably being able to trigger the MK charge in the hero phase makes him way better. If you want real lulz you take the Hulking Muscle-bound Brute, for the 2+ d3 mortal impact hits, and the Ghur Artefact which gives you an extra 4+ MW on the charge. 9 dice any 4+ are a mortal, 2+ d3 mortals. Having a pretty reliable chance to kill a 5 wound unit is pretty big for the On The Rampage, especially if you have multiple MK's since you can reliably trigger both of them to charge. My own weirdfist list actually got a pretty reasonable boost from it I think since I didn't Waaagh! bomb that often. Quote LeadersMegaboss on Maw-Krusha (420)- Boss Gore-hacka and Scrap-toothMegaboss on Maw-Krusha (420)- Boss Gore-hacka and Scrap-toothOrruk Weirdnob Shaman (120)Battleline10 x Orruk Ardboys (140)10 x Orruk Ardboys (140)5 x Orruk Brutes (170)- Pair of Brute Choppas3 x Orruk Gore Gruntas (140)- Pig-iron Choppas3 x Orruk Gore Gruntas (140)- Pig-iron ChoppasBattalions/Endless SpellsWeirdfist (160)Balewind Vortex (40)Total: 1890 / 2000Extra Command Points: 3Allies: 0 / 400Wounds: 119 Gives me an extra 110 points float. Not sure what I'd spend it on but being able to get my Cabbages out of Combat, stopping them from charging, once they were locked in would be massive. 1 Quote Link to comment Share on other sites More sharing options...
Malakithe Posted June 15, 2019 Share Posted June 15, 2019 2 hours ago, Andrew G said: Fungoid Cave-Shaman (90)Fungoid Cave-Shaman You better hope your tourney is before july cuz there isnt a snow balls chance in the warp the Fungoid is staying at 90. 110 is probably what he will be if not 120pts based on all the caster increases im seeing 1 2 Quote Link to comment Share on other sites More sharing options...
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