Planar Posted November 28, 2019 Share Posted November 28, 2019 20 hours ago, Double Misfire said: Hi guys, er... awright boyz, Creeping in from the Order side of the forum with a link to an interview I've just done with my friend Lawrence on the stunning Ironjawz army he recently unveiled at Warhammer Achivements this month, taking home the best army trophy, including his frankly staggering scratch build Rogue Idol: https://doublemisfire.blogspot.com/2019/11/city-spotlight-lawrences-sunz-of-rust.html these are absolutely wonderful! So inspiring! 3 1 1 Quote Link to comment Share on other sites More sharing options...
Nezzhil Posted November 29, 2019 Share Posted November 29, 2019 What do you think about the greenskinz orrkus for the Rogue Idol list? I think they aren't good enough. I know they're cheap with 20 orruks for only 160 points... but the necessity of bodies to generate new Waaaagh points could be a good point for them. In my list I have to spend 270 points more, and I don't know what to do... Quote Link to comment Share on other sites More sharing options...
Keilerei Posted November 29, 2019 Share Posted November 29, 2019 Attending a 1,5k tournament next week. We are allowed to only take 2+ battleline and up to 5 heroes, so that's that. The following list ist pretty weird. And am not planning on owning the event, but hope to have a good time and maybe win a few games. Surely ardfist is not reliable, but being able to cast hand of gork on a five makes it possible to port them where I need my fivers. The prophet is my answer against hordes. Him and the fungoid create cp for summoning more ardys. Sctuttletide for more zoning. The pigs are there to kill stuff reliably. Hoping for the late game, to have 1+/1+ and a few 10er ardys. What are your thoughts? Allegiance: Big Waaagh!LeadersOrruk Weirdnob Shaman (110)- General- Trait: Master of the Weird- Artefact: Shamanic Skullcape- Lore of the Weird: Da Great Big Green Hand of GorkWurrgog Prophet (160)- Artefact: Big Wurrgog Mask- Lore of the Savage Beast: Gorkamorka's War CryOrruk Warchanter (110)- Warbeat: Get 'Em BeatOrruk Warchanter (110)- Warbeat: Fixin' BeatFungoid Cave-Shaman (90)- AlliesBattleline6 x Orruk Gore-gruntas (320)- Jagged Gore-hackas10 x Orruk Ardboys (180)- 1x Gorkamorka Banner Bearers- 1x Gorkamorka Glyph BearersUnits5 x Orruk Ardboys (90)- 1x Gorkamorka Glyph Bearers5 x Orruk Ardboys (90)- 1x Gorkamorka Glyph Bearers5 x Orruk Ardboys (90)- 1x Gorkamorka Banner BearersBattalionsArdfist (120)Endless Spells / Terrain / CPsScuttletide (30)Total: 1500 / 1500Extra Command Points: 1Allies: 90 / 200Wounds: 109 Quote Link to comment Share on other sites More sharing options...
Danish Bull Posted November 30, 2019 Share Posted November 30, 2019 How many times Can you use the ard fist battalion ability to get more ard boys on the table, if you have 6 command points, Can you use it 6 times? Quote Link to comment Share on other sites More sharing options...
Malakree Posted November 30, 2019 Share Posted November 30, 2019 3 hours ago, Danish Bull said: How many times Can you use the ard fist battalion ability to get more ard boys on the table, if you have 6 command points, Can you use it 6 times? Atm, yes. Quote Link to comment Share on other sites More sharing options...
Keilerei Posted November 30, 2019 Share Posted November 30, 2019 3 hours ago, Danish Bull said: How many times Can you use the ard fist battalion ability to get more ard boys on the table, if you have 6 command points, Can you use it 6 times? As I read you can use it as often, as you have CP to your disposal everytime a unit dies. So if you have 6 you can possibly summon 0-60 ardboys, yeaaaay! ^^ Quote Link to comment Share on other sites More sharing options...
DerZauberer Posted December 2, 2019 Share Posted December 2, 2019 On 11/30/2019 at 3:12 PM, Keilerei said: As I read you can use it as often, as you have CP to your disposal everytime a unit dies. So if you have 6 you can possibly summon 0-60 ardboys, yeaaaay! ^^ 1 Quote Link to comment Share on other sites More sharing options...
Brakkus Posted December 2, 2019 Share Posted December 2, 2019 So after a few games with my current list under Big Waaaagh, I feel like I need more bodies. I've ran the MK and Rogue Idol and, while both have their benefits, I feel their points costs are taking away too much from the backbone of a Big Waaagh army, which is bodies. I've come up with the following list for testing in the upcoming weeks to see how I like it. WarscrollBuilderList (1).pdf Some notes on the changes from my previous list. I was running a foot boss for access to MD, but I've switched him for the Ironfist. The GG boss will be the one to trigger MD now. Outside of the first turn, I found the foot boss not able to really trigger MD on anything worthwhile, as he tends to be outpaced by the rest of the army. The battalion also gives me access to another artifact and a second warbeat. I cut the Prophet and added the Maniak Weirdnob and Weirdnob Shaman. I feel like this will give me more magical support spread across the board and the Weirdnob Shaman gives me access to a much needed teleport, which I feel is too important to overlook now that I've played a few games without it. I've also included a unit of Boarboys to give added mobility to the list. The Maniak Weirdnob will be taking Gorkamorka's Warcry as his second lore spell, which will allow me to participate in the activation wars if needed. It also makes him a 2-cast wizard, which dampens the impact of the loss the Prophet some. Anyways, once the Boarboys arrive (later this week) I should be able to get them assembled and put on the table next week, so practice/test games will be coming sooner rather than later. This also ups my body count to help with a first turn use to bump up my Waaagh point generation. Thoughts/comments are welcome as always. Quote Link to comment Share on other sites More sharing options...
Warbossironteef Posted December 2, 2019 Share Posted December 2, 2019 4 hours ago, Brakkus said: So after a few games with my current list under Big Waaaagh, I feel like I need more bodies. I've ran the MK and Rogue Idol and, while both have their benefits, I feel their points costs are taking away too much from the backbone of a Big Waaagh army, which is bodies. I've come up with the following list for testing in the upcoming weeks to see how I like it. WarscrollBuilderList (1).pdf 5.73 MB · 4 downloads Some notes on the changes from my previous list. I was running a foot boss for access to MD, but I've switched him for the Ironfist. The GG boss will be the one to trigger MD now. Outside of the first turn, I found the foot boss not able to really trigger MD on anything worthwhile, as he tends to be outpaced by the rest of the army. The battalion also gives me access to another artifact and a second warbeat. I cut the Prophet and added the Maniak Weirdnob and Weirdnob Shaman. I feel like this will give me more magical support spread across the board and the Weirdnob Shaman gives me access to a much needed teleport, which I feel is too important to overlook now that I've played a few games without it. I've also included a unit of Boarboys to give added mobility to the list. The Maniak Weirdnob will be taking Gorkamorka's Warcry as his second lore spell, which will allow me to participate in the activation wars if needed. It also makes him a 2-cast wizard, which dampens the impact of the loss the Prophet some. Anyways, once the Boarboys arrive (later this week) I should be able to get them assembled and put on the table next week, so practice/test games will be coming sooner rather than later. This also ups my body count to help with a first turn use to bump up my Waaagh point generation. Thoughts/comments are welcome as always. Nice list. I would consider building them, or practicing with them, as Maniak Boarboyz. More attacks and better bravery. They are really good at cleaning chaff for your hard hitters and harassing back field units and heroes. Just my two cents! You could easily cut the Palisade for the points. Quote Link to comment Share on other sites More sharing options...
Warbossironteef Posted December 2, 2019 Share Posted December 2, 2019 (edited) Pretty hyped about the idea of this list. My Brutes are in the mail. It's my take on a balanced, TAC Big Waagh list. It has moventment, shooting, magic/antihorde and combat tricks. Updated list. Move to 1 Warchanter and more screening units of Orruks. I think this is the list for me. It has it all. What do you think? Wurrgog Prophet (160) -Boneybits Orruk Megaboss (150) - General -Bruttish Cunning -Thermalrider Cloak Maniak Weirdnob (120) Orruk Warchanter (110) Savage Big Boss (100) UNITS 20 x Savage Orruk Arrowboys (240) 10 x Savage Orruks (120) 10 x Savage Orruks (120) 6 x Orruk Gore-gruntas (320) 15 x Ardboyz (270) 5 x Orruk Brutes (140) BATTALIONS Kunnin' Rukk (140) 1990/2000 Edited December 3, 2019 by Warbossironteef 1 Quote Link to comment Share on other sites More sharing options...
DestructionFranz Posted December 14, 2019 Share Posted December 14, 2019 On 11/30/2019 at 3:12 PM, Malakree said: Atm, yes. Do you know where I can find that rule about Ardfist? I know that someone asked but I cannot find where is the official reply... Quote Link to comment Share on other sites More sharing options...
TALegion Posted December 15, 2019 Share Posted December 15, 2019 4 hours ago, DestructionFranz said: Do you know where I can find that rule about Ardfist? I know that someone asked but I cannot find where is the official reply... As far as I know, there is no official statement that you can use it multiple time. Rules as written, there is no limitation that would state that you cannot - you can use command abilities as many times as you would like, barring the rules telling you otherwise (e.g. Once per game, once per phase, etc.). Ardfist gives the condition of when you can use it (when an ardboy unit is destroyed), and you use that opportunity to use the command ability as many times as you would like. At this time, tournaments are using the rule like this. I'd imagine that the rule may be errata'd in the future since it's not hugely popular, but it is currently working as intended. 2 Quote Link to comment Share on other sites More sharing options...
kaaras Posted December 15, 2019 Share Posted December 15, 2019 Hi all, I have a game coming up in a couple of weeks and would like some critique on my list. I am running Big Waaagh as the following: Allegiance: Big Waaagh! LEADERS Megaboss on Maw-Krusha (460) - General - Command Trait : Brutish Cunning - Boss Gore-hacka and Choppa - Artefact : Destroyer - Mount Trait : Big 'Un Orruk Warchanter (110) - Warbeat : Killa Beat Wardokk (80) - Lore of the Savage Beast : Kunnin' Beast Spirits Savage Big Boss (100) - Artefact : Greatdrake Toof UNITS 15 x Orruk Ardboys (270) - 1 x Gorkamorka Banner Bearers - 1 x Gorkamorka Glyph Bearers 5 x Orruk Brutes (140) - Jagged Gore-hackas - 1 x Gore Choppas 3 x Orruk Gore-gruntas (160) - Jagged Gore-hackas 10 x Savage Boarboy Maniaks (280) 20 x Savage Orruk Arrowboys (240) BATTALIONS Ironfist (160) TOTAL: 2000/2000 EXTRA COMMAND POINTS: 1 WOUNDS: 162 LEADERS: 4/6 BATTLELINES: 4 (3+) BEHEMOTHS: 1/4 ARTILLERY: 0/4 ARTEFACTS: 2/2 ALLIES: 0/400 I think its ok. I like the maniaks over the normal boarboys. I figure I would run them out in front of the gruntaz on one flank with the Krusha in the centre, the ard boyz and brutes on the opposite flank with the warchanter trailing them, the savage boss sprinting up with the maniaks and the wardokk keeping the arrow boyz company in the rear. Thoughts and comments welcome? Its against Sylvaneth if that helps. Quote Link to comment Share on other sites More sharing options...
Gibs Posted December 15, 2019 Share Posted December 15, 2019 Is it better to run Brutes in a unit of 5 or a block of 10? Trying to figure out the most optimal way to play with them as the models are gorgeous. Quote Link to comment Share on other sites More sharing options...
Souleater Posted December 15, 2019 Share Posted December 15, 2019 @WarbossironteefI like the list. I have orded a couple of SC IJ boxes to add to my Bonesplitterz and that looks like a good mix of all-stars from the two factions. Question- why the Maniak Weirdnob over, say, an IJ Weirdnob? I guess for Breath of Gork, but the IJ Weirdnob could get you Hand of Gork, which is the one spell IJ have that makes my Bonesplitterz envious. Quote Link to comment Share on other sites More sharing options...
Nezzhil Posted December 15, 2019 Share Posted December 15, 2019 Yesterday, I was defeated by a Big Waaagh with a Maw-Krusha. I was playing a Big Waaagh with a Rogue Idol, and it rocks. He needed three combat phases to kill my rogue idol, with his Megaboss doing nothing useful. The Rogue Idol is underrated by most of the players and I think he's good in Big Waaagh (and could be better than a Maw-Krusha in this alliance). I'm sure it is the anvil that Bonesplitterz need and I hope we will see it more in the Bonesplitterz lists. Quote Link to comment Share on other sites More sharing options...
Malakree Posted December 15, 2019 Share Posted December 15, 2019 1 hour ago, Gibs said: Is it better to run Brutes in a unit of 5 or a block of 10? Trying to figure out the most optimal way to play with them as the models are gorgeous. It's a toss up tbh. I think atm it might be 10s to maximise the Warchanter buff? Quote Link to comment Share on other sites More sharing options...
Gibs Posted December 15, 2019 Share Posted December 15, 2019 (edited) 9 hours ago, Malakree said: It's a toss up tbh. I think atm it might be 10s to maximise the Warchanter buff? I am in two minds of either buying a whole bunch of the new Slaves to Darkness units or getting to the Orruk Warclans book and some more models. Personally, I think the Ironjaw Brutes are some of the best looking models in the Age of Sigmar range and I really want to build an army around them. The challenge is my gaming group plays semi-competitive lists (serious with some fluffy stuff too). Models I am thinking: Megaboss Mawcrusher Megaboss Orruk Warchanter x2 Orruk Weirdnob Shaman Orruk Brutes x10 Orruk Brutes x10 Orruk Gore Gruntas x3 Orruk Gore Gruntas x3 Just have very little gauge on how viable a list like this is as i don't have all those models currently and haven't played the new book. Might be too character heavy? Edited December 15, 2019 by Gibs Quote Link to comment Share on other sites More sharing options...
DestructionFranz Posted December 15, 2019 Share Posted December 15, 2019 16 hours ago, kaaras said: Hi all, I have a game coming up in a couple of weeks and would like some critique on my list. I am running Big Waaagh as the following: Allegiance: Big Waaagh! LEADERS Megaboss on Maw-Krusha (460) - General - Command Trait : Brutish Cunning - Boss Gore-hacka and Choppa - Artefact : Destroyer - Mount Trait : Big 'Un Orruk Warchanter (110) - Warbeat : Killa Beat Wardokk (80) - Lore of the Savage Beast : Kunnin' Beast Spirits Savage Big Boss (100) - Artefact : Greatdrake Toof UNITS 15 x Orruk Ardboys (270) - 1 x Gorkamorka Banner Bearers - 1 x Gorkamorka Glyph Bearers 5 x Orruk Brutes (140) - Jagged Gore-hackas - 1 x Gore Choppas 3 x Orruk Gore-gruntas (160) - Jagged Gore-hackas 10 x Savage Boarboy Maniaks (280) 20 x Savage Orruk Arrowboys (240) BATTALIONS Ironfist (160) TOTAL: 2000/2000 EXTRA COMMAND POINTS: 1 WOUNDS: 162 LEADERS: 4/6 BATTLELINES: 4 (3+) BEHEMOTHS: 1/4 ARTILLERY: 0/4 ARTEFACTS: 2/2 ALLIES: 0/400 I think its ok. I like the maniaks over the normal boarboys. I figure I would run them out in front of the gruntaz on one flank with the Krusha in the centre, the ard boyz and brutes on the opposite flank with the warchanter trailing them, the savage boss sprinting up with the maniaks and the wardokk keeping the arrow boyz company in the rear. Thoughts and comments welcome? Its against Sylvaneth if that helps. I would put out the Boarboys Maniaks (280) + the Brutes (140). I would put in instead, 3 X Goregruntas to maximize to Ironfist effect in a unit of 6x. (160) Then I would put in 5x Ardboyz in a unit not of 20x to maximize tha Warchanter buff (in the Big Waaagh Ardboyz are better than Brutes). I would spent the last 50 point in a command point or in an Endless Spell. Quote Link to comment Share on other sites More sharing options...
DestructionFranz Posted December 15, 2019 Share Posted December 15, 2019 13 hours ago, Gibs said: Is it better to run Brutes in a unit of 5 or a block of 10? Trying to figure out the most optimal way to play with them as the models are gorgeous. I think, in unit of 5, but at the moment Ardboyz are better. Quote Link to comment Share on other sites More sharing options...
broche Posted December 16, 2019 Share Posted December 16, 2019 1 hour ago, DestructionFranz said: I think, in unit of 5, but at the moment Ardboyz are better. well 5 brutes is better than 5 ardboys 😜 I've made a toughful analysis of unit size for Brutes in the Ironjawz thread. My conclusion is that Brutes are best used in squad of 10+ model to act as mid game hammer. In group of 5, you're better just find 20 pts for 3 gruntas. More damage on the charge, but much better move and less vulnarable to battleshock. 3 Quote Link to comment Share on other sites More sharing options...
Caffran101 Posted December 16, 2019 Share Posted December 16, 2019 Anyone thought about putting Sword of Judgement artefact on the Megaboss on Mawkrusha (from Big Waagh army). With Waagh points and command ability, (and also the +1 to hit prayer from warchanter) you could be doing D6 mortal wounds in 3+ vs heroes and monsters. Is this better than Rend -3 artefact though? Quote Link to comment Share on other sites More sharing options...
broche Posted December 16, 2019 Share Posted December 16, 2019 7 hours ago, Caffran101 said: Anyone thought about putting Sword of Judgement artefact on the Megaboss on Mawkrusha Not worth it. If you need offense rend 3 is a better pick. It will also help you deal with high save non-hero stuff (mortek guard, phoenix guard ect.) and you will still schred any hero (the only exception would be against a hero with etheral amulet which is really a edge case) Quote Link to comment Share on other sites More sharing options...
DestructionFranz Posted December 16, 2019 Share Posted December 16, 2019 22 hours ago, broche said: well 5 brutes is better than 5 ardboys 😜 I've made a toughful analysis of unit size for Brutes in the Ironjawz thread. My conclusion is that Brutes are best used in squad of 10+ model to act as mid game hammer. In group of 5, you're better just find 20 pts for 3 gruntas. More damage on the charge, but much better move and less vulnarable to battleshock. Yep, I agree. Goregruntas are always better than Brutes. (ATM) Quote Link to comment Share on other sites More sharing options...
DestructionFranz Posted December 16, 2019 Share Posted December 16, 2019 So, the Ardfist was just nerfed. Sigh... 😞 Quote Link to comment Share on other sites More sharing options...
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