Izikail Posted October 19, 2019 Share Posted October 19, 2019 (edited) Hi guys, i notice there is no specific desscussion for the big waaaghhh What are our thoughts? Key units? Best battalions? helpful heros? My two cents. i personaly see gordrakk as a near auto include for the 6 waaagh points and maw crushers are cool, my goal when list building is to get to 12 points by my first combat phase for the wardsave. My lists are normaly bonesplitter wizards, 2 war chanters and eithere gordrakk or ironjawz wizard then splash battalions of choice Edited October 19, 2019 by Izikail Quote Link to comment Share on other sites More sharing options...
broche Posted October 19, 2019 Share Posted October 19, 2019 (edited) People are currently discussing Big waaagh under Bonesplitter/Ironjawz thread. Personnally I've couple of list in mind, and depending if Ironfist/Brutish cunning ruling with Da big waaagh, it will probably become my army of choice. I'd like mixing something with a Krusha + arrowboys and leverage Destructive bulk to chain multiple charge Edited October 19, 2019 by broche Quote Link to comment Share on other sites More sharing options...
PlayerJ Posted October 19, 2019 Share Posted October 19, 2019 Also in the Orruk warclans discussion Quote Link to comment Share on other sites More sharing options...
DestructionFranz Posted October 19, 2019 Share Posted October 19, 2019 I would put in: Gordrakk 2 Warchanters 1 Wurrgog Prophet And a battalion between Kunning Rukk, Brute Rukk or Ironfist. Quote Link to comment Share on other sites More sharing options...
Kowbasher Posted October 21, 2019 Share Posted October 21, 2019 Ran The Big Waaagh! yesterday in a friendly 2k match again Fyreslayers. Can't recall the scenario as we both proceeded to ignore and tried to bash each other's brains out. Not an expert on Fyreslayers, but from memory he was running: Fyreslayers Leaders: Runefather on foot Runesmiter on foot Runmaster Battlesmith Battleline 10x Vulkite Berzerks (pair of axes) 30x Hearthguard Berzerkers (poleaxe) 30x Hearthguard Berzerkers (poleaxe) Warscroll Battalion Lords of the Lodge 1980pts Big Waaagh! Leaders Gordakk General Mount Trait: Loud'un Savage Big Boss Glowin' Tattooz Warchanter Gold Toof Battleline 20x Arrowboyz 20x Savage Orruks 3x Gore Gruntas 3x Gore Gruntas 5x Brutes Ironfist Big Boss Warscroll Battalion Kunnin' Rukk Ironfist 1990pts We're both newer players to AOS, so we probably both made a bunch of mistakes, but it was a fun match. His basic plan was to buff up the big blobs of Hearthguard and point them at something, keeping his heroes nearby to keep that tasty 4++. My plan was to see how killy they were so I steered right towards them - which was probably my undoing! I deployed first, keeping centerish with the Kunnin Rukk on one flank and the Ironfist on the other. Gordrakk was deployed center. Opposite my rukk and fist were the HG'zekrs. I took first turn as I feared getting caught by a surprised charge if he rolled hot for his Un'gold rune that gives them +2 Mv and +2 Charge. I knew if I could get some Waaagh! points generating first, I'd be able to get some bonuses early. Turn 1 By the end of my Hero Phase I had 13 Waaagh points and was feeling confident sitting having activated the 6++ save. 6 from Gordrakk 2 from Warchanter 5 from Ere We Go command ability I Warchanter buffed and Mighty Destroyer'd the Brutes forward to simultaneously charge on blob of HGZs along with Gordrakk, while I Kunnin moved the Savage Orruks against the other blob. The 60 unbuffed Arrowboyz shots killed one HGZ (all they see catch after moving) and I moved to the charge phase. I successfully got Gordrakk and the Brutes against 1 blob of HGZ and the Savage Orruks charged the 10 man unit of Vulkite Berzerkers. I rolled hot with my Mighty Bulk and score 7 mortal wounds against the HGZ, killing 2 outright with some bad saves! I gained 3 more points of Waaagh! from the Savage Orruk charge, and having Gordrakk and the Savage Orruk in combat, bringing my total up to 16 - just enough to enjoy the +1 to Hit! I popped 'Loud'un' giving the majority of the HGZ -1 to hit and Gordrakk's command ability, picking all 3 units in combat (giving everyone a 2+ to hit!) I chose the Brutes with Violent Fury to fight first, but kinda whiffed my wound rolls, only killing 2. He responded by attacking Gordrakk, but between the -1 hit and some hot saves, I only took 3 wounds in return. Unfortunately the Brutes didn't fair as well and I lost 3 of them in one go. I activated the Savage Orruks and he popped the Vulkite's once per game ability to have his slain models pile-in and fight. I rolled decent and took out 4, losing 2 in return. He hit back, killing 1 more - otherwise not a bad exchange. Gordrakk then took his swings, killing 3-4 more. He popped Inspiring Pressence on the HGZ to stop from losing anymore to battleshock, but held steady. At the end of the turn I was feeling super confident - I should have known better... At the start of his turn he proceeded to choose the Un'gold ability that gives his wound rolls of 6 to be worth +1 damage. He got off all of his prayers (sorry can't recall names) but suffice to say, +hit and re-rolls were everywhere. He shifted his free blob of HGZ to counter charge the Savage Orruks and save his Vulkite, but otherwise didn't charge with anything else. (problem with 30 man squads - no room for activities!) Skip ahead to combat, and he activates the HGZ in combat with Gordakk and the Brute leftovers proceeds to kill everything without breaking a sweat. The extra point of damage on 6s easily scored 19 wounds on Gordakk as he was rolling a ton of dice for the mob. The Savage Orruks also cave under the might of the other HGZ blob. So many beards... so much sweat... At the end of round 1, I was down Gordakk, 5 brutes, and 20 savage orruk. He was down around 10 hearthgaurd and 5 vulkites. At this point it was kinda clear he had won the match, but I won the roll-off and took first turn - more an experiment to see how much damage the double shot from Kunnin Rukk could do. Spoiler alert - not much against 4++. In the end we had a fun time, but I was a bit dismayed at how tanky those beardies were. It doesn't seem like much on paper, but 5+/4++ is super strong, and I'm still scratching my head if there is a way to fight them head to head. When I play him again later this week, I'll be trying the Big Waaagh! again but with some changes: Dump the Kunnin Rukk and bring 1 mob of 30 Arrowboyz instead Bring more mobs of at least 10 orruks - probably Ard Boyz Pick Gordakk's targets more intelligently - it's tempting to get his into the fight turn 1 to start gaining Wounds and Attacks, but if he's dead you lose 6 Waaagh! points a turn Hope folks find this write-up from a noob helpful! 1 Quote Link to comment Share on other sites More sharing options...
DestructionFranz Posted October 21, 2019 Share Posted October 21, 2019 5 minutes ago, Kowbasher said: Ran The Big Waaagh! yesterday in a friendly 2k match again Fyreslayers. Can't recall the scenario as we both proceeded to ignore and tried to bash each other's brains out. Not an expert on Fyreslayers, but from memory he was running: Fyreslayers Leaders: Runefather on foot Runesmiter on foot Runmaster Battlesmith Battleline 10x Vulkite Berzerks (pair of axes) 30x Hearthguard Berzerkers (poleaxe) 30x Hearthguard Berzerkers (poleaxe) Warscroll Battalion Lords of the Lodge 1980pts Big Waaagh! Leaders Gordakk General Mount Trait: Loud'un Savage Big Boss Glowin' Tattooz Warchanter Gold Toof Battleline 20x Arrowboyz 20x Savage Orruks 3x Gore Gruntas 3x Gore Gruntas 5x Brutes Ironfist Big Boss Warscroll Battalion Kunnin' Rukk Ironfist 1990pts We're both newer players to AOS, so we probably both made a bunch of mistakes, but it was a fun match. His basic plan was to buff up the big blobs of Hearthguard and point them at something, keeping his heroes nearby to keep that tasty 4++. My plan was to see how killy they were so I steered right towards them - which was probably my undoing! I deployed first, keeping centerish with the Kunnin Rukk on one flank and the Ironfist on the other. Gordrakk was deployed center. Opposite my rukk and fist were the HG'zekrs. I took first turn as I feared getting caught by a surprised charge if he rolled hot for his Un'gold rune that gives them +2 Mv and +2 Charge. I knew if I could get some Waaagh! points generating first, I'd be able to get some bonuses early. Turn 1 By the end of my Hero Phase I had 13 Waaagh points and was feeling confident sitting having activated the 6++ save. 6 from Gordrakk 2 from Warchanter 5 from Ere We Go command ability I Warchanter buffed and Mighty Destroyer'd the Brutes forward to simultaneously charge on blob of HGZs along with Gordrakk, while I Kunnin moved the Savage Orruks against the other blob. The 60 unbuffed Arrowboyz shots killed one HGZ (all they see catch after moving) and I moved to the charge phase. I successfully got Gordrakk and the Brutes against 1 blob of HGZ and the Savage Orruks charged the 10 man unit of Vulkite Berzerkers. I rolled hot with my Mighty Bulk and score 7 mortal wounds against the HGZ, killing 2 outright with some bad saves! I gained 3 more points of Waaagh! from the Savage Orruk charge, and having Gordrakk and the Savage Orruk in combat, bringing my total up to 16 - just enough to enjoy the +1 to Hit! I popped 'Loud'un' giving the majority of the HGZ -1 to hit and Gordrakk's command ability, picking all 3 units in combat (giving everyone a 2+ to hit!) I chose the Brutes with Violent Fury to fight first, but kinda whiffed my wound rolls, only killing 2. He responded by attacking Gordrakk, but between the -1 hit and some hot saves, I only took 3 wounds in return. Unfortunately the Brutes didn't fair as well and I lost 3 of them in one go. I activated the Savage Orruks and he popped the Vulkite's once per game ability to have his slain models pile-in and fight. I rolled decent and took out 4, losing 2 in return. He hit back, killing 1 more - otherwise not a bad exchange. Gordrakk then took his swings, killing 3-4 more. He popped Inspiring Pressence on the HGZ to stop from losing anymore to battleshock, but held steady. At the end of the turn I was feeling super confident - I should have known better... At the start of his turn he proceeded to choose the Un'gold ability that gives his wound rolls of 6 to be worth +1 damage. He got off all of his prayers (sorry can't recall names) but suffice to say, +hit and re-rolls were everywhere. He shifted his free blob of HGZ to counter charge the Savage Orruks and save his Vulkite, but otherwise didn't charge with anything else. (problem with 30 man squads - no room for activities!) Skip ahead to combat, and he activates the HGZ in combat with Gordakk and the Brute leftovers proceeds to kill everything without breaking a sweat. The extra point of damage on 6s easily scored 19 wounds on Gordakk as he was rolling a ton of dice for the mob. The Savage Orruks also cave under the might of the other HGZ blob. So many beards... so much sweat... At the end of round 1, I was down Gordakk, 5 brutes, and 20 savage orruk. He was down around 10 hearthgaurd and 5 vulkites. At this point it was kinda clear he had won the match, but I won the roll-off and took first turn - more an experiment to see how much damage the double shot from Kunnin Rukk could do. Spoiler alert - not much against 4++. In the end we had a fun time, but I was a bit dismayed at how tanky those beardies were. It doesn't seem like much on paper, but 5+/4++ is super strong, and I'm still scratching my head if there is a way to fight them head to head. When I play him again later this week, I'll be trying the Big Waaagh! again but with some changes: Dump the Kunnin Rukk and bring 1 mob of 30 Arrowboyz instead Bring more mobs of at least 10 orruks - probably Ard Boyz Pick Gordakk's targets more intelligently - it's tempting to get his into the fight turn 1 to start gaining Wounds and Attacks, but if he's dead you lose 6 Waaagh! points a turn Hope folks find this write-up from a noob helpful! the weak point of the Fireslayers is the extremely reduced speed. Try to stay away from him and shot from distance. Screen your arrowboyz as much as you can and use Kunning Rukk to shot twice. Quote Link to comment Share on other sites More sharing options...
broche Posted October 21, 2019 Share Posted October 21, 2019 yeah Hearthguard is the strongest CaC unit in the game, i don't think i would ever charge their front row. Your plan should have been to avoid/pin is block of 30 on unit corner (to minimize the number of model fighting) and use your superior mobility and board coverage to score. But i understand you wanted to experiment the desruction way Quote Link to comment Share on other sites More sharing options...
broche Posted October 22, 2019 Share Posted October 22, 2019 This is the kind of list i want to try. Combine melee power of Ironjawz with shooting/mortal of bonesplitterz: Spoiler Allegiance: Big Waaagh!Mortal Realm: AqshyMegaboss on Maw-Krusha (460)- General- Boss Gore-hacka and Choppa- Trait: Ironclad- Artefact: Ignax's Scales- Mount Trait: Big 'UnOrruk Warchanter (110)- Warbeat: Fixin' BeatWurrgog Prophet (160)- Lore of the Savage Beast: Brutal Beast SpiritsManiak Weirdnob (120)- Artefact: Big Wurrgog Mask- Lore of the Savage Beast: Breath of Gorkamorka6 x Orruk Gore-gruntas (320)- Pig-iron Choppas3 x Orruk Gore-gruntas (160)- Pig-iron Choppas5 x Orruk Brutes (140)- Pair of Brute Choppas30 x Savage Orruk Arrowboys (360)Ironfist (160)Total: 1990 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 154 Super resistant Mawkrusha. You can shoot screen with arrowboys / wurgog, then finish them with destructive bulk and charge again. Ironfist allow you to use free move on MK early and attack in hero phase later on. Quote Link to comment Share on other sites More sharing options...
Kowbasher Posted October 22, 2019 Share Posted October 22, 2019 1 hour ago, broche said: This is the kind of list i want to try. Combine melee power of Ironjawz with shooting/mortal of bonesplitterz: Hide contents Allegiance: Big Waaagh!Mortal Realm: AqshyMegaboss on Maw-Krusha (460)- General- Boss Gore-hacka and Choppa- Trait: Ironclad- Artefact: Ignax's Scales- Mount Trait: Big 'UnOrruk Warchanter (110)- Warbeat: Fixin' BeatWurrgog Prophet (160)- Lore of the Savage Beast: Brutal Beast SpiritsManiak Weirdnob (120)- Artefact: Big Wurrgog Mask- Lore of the Savage Beast: Breath of Gorkamorka6 x Orruk Gore-gruntas (320)- Pig-iron Choppas3 x Orruk Gore-gruntas (160)- Pig-iron Choppas5 x Orruk Brutes (140)- Pair of Brute Choppas30 x Savage Orruk Arrowboys (360)Ironfist (160)Total: 1990 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 154 Super resistant Mawkrusha. You can shoot screen with arrowboys / wurgog, then finish them with destructive bulk and charge again. Ironfist allow you to use free move on MK early and attack in hero phase later on. This looks fun - any concerns about not generating Waaagh! points quick enough in the early turns? d6 + 2 + 1 seems low. At best on a hot roll, you'll end up with 9 which only gets you d6 bonus move, Waaagh! Magic, and +1 to Charges. For a Command Point - Ere We Go would maybe generate 5 (if you're clustered together) - bringing you to 14 and you get the 6++. Quote Link to comment Share on other sites More sharing options...
broche Posted October 22, 2019 Share Posted October 22, 2019 No i'm not too worried about waaagh pts. Ideally I would like to get the 6++ in round 1. Plan is to open with ere we go, generating 4, then build them in round 2 and 3, maybe spending some for cast bonus. In an ideal world I would like more ardboys to generate some more, but they are a bit expansive. I'm still tweaking it a bit Quote Link to comment Share on other sites More sharing options...
Albioin Posted October 22, 2019 Share Posted October 22, 2019 6 hours ago, broche said: This is the kind of list i want to try. Combine melee power of Ironjawz with shooting/mortal of bonesplitterz: Reveal hidden contents Allegiance: Big Waaagh!Mortal Realm: AqshyMegaboss on Maw-Krusha (460)- General- Boss Gore-hacka and Choppa- Trait: Ironclad- Artefact: Ignax's Scales- Mount Trait: Big 'UnOrruk Warchanter (110)- Warbeat: Fixin' BeatWurrgog Prophet (160)- Lore of the Savage Beast: Brutal Beast SpiritsManiak Weirdnob (120)- Artefact: Big Wurrgog Mask- Lore of the Savage Beast: Breath of Gorkamorka6 x Orruk Gore-gruntas (320)- Pig-iron Choppas3 x Orruk Gore-gruntas (160)- Pig-iron Choppas5 x Orruk Brutes (140)- Pair of Brute Choppas30 x Savage Orruk Arrowboys (360)Ironfist (160)Total: 1990 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 154 Super resistant Mawkrusha. You can shoot screen with arrowboys / wurgog, then finish them with destructive bulk and charge again. Ironfist allow you to use free move on MK early and attack in hero phase later on. I think iron fist only always mighty destroyers to be used on units in the battalion, so won't work on the MK. Quote Link to comment Share on other sites More sharing options...
broche Posted October 23, 2019 Share Posted October 23, 2019 43 minutes ago, Albioin said: I think iron fist only always mighty destroyers to be used on units in the battalion, so won't work on the MK. There's no such limitation, but you need to stay wholly within 12'' Ironfist's boss, which I guess could be hard. Quote Link to comment Share on other sites More sharing options...
Kowbasher Posted October 25, 2019 Share Posted October 25, 2019 Ran this Wednesday in my rematch against Fyreslayers. His force was built around a 30 strong unit of Auric Hearthguard whose Magmapokes were terrifying to my monsters. (getting +1 Damage against them) He did bring Gotrek as his ally - the first time we've put him to the table and I ended up a bit salty about it haha. My list: Spoiler Allegiance: Big Waaagh! -Mortal Realm: Aqshy Gordrakk, the Fist of Gork - General -Mount Trait: Fast 'Un Maniak Weirdnob -Breath of Gorkmorka Wardokk -Kunnin' Beast Spirits Orruk Warboss on Wyvern -Boss Choppa and Boss Shield -Artifact: Ignax's Scales 30x Savage Orruks -Stikkas 30x Orruk Arrowboys 5x Brutes Aleguzzler Gargant Extra Command Point 184 Wounds 1990/2000 Gameplan was to have the Wardokk stack defensive magic and dance on Savage Orruks, getting them a 3+/6++ in close combat, while the Maniac makes the Arrowboys a delete button to anything within 18". Not going to breakdown the whole fight, but some observations: Savage Orruks with Stikkas are solid. The defensive buffs make them surprisingly resilient and the mass of attacks can tear most things down. 30 Arrowboyz make people nervous. They single handedly kept Gotrek out of the fight for an extra turn until his charging Runefather on Magmadroth got a lucky charge and pinned them down. (who they promptly killed in the shooting phase next turn) 6 Waaagh! points (WP) from Gordrakk is so good, but his resilience is so lacking compared to a normal MegaBoss with a few defensive artifacts. Plus his command ability providing +1 to hit feels redundant given the Big Waaagh! allegiance ability. He's super killy - starting to think he might not be worth the points? Will try running Big Waaagh! without him and see if I'm missing the WP generation. Gortek is dumb and I hate him haha. Kidding aside, when he finally got into combat, I can see why people might outright refuse to play against him. He deleted 30 Arrowboyz without breaking a sweat - and took on Gordrakk in a lucky long charge and proceeded to deal 10 wounds, only taking 3 in return. For someone 20 points cheaper than Gordrakk, I was hoping the scales would have been more balanced, but his d6 mortal wounds and 4+/3++ is insane. Lore or not, it was not fun and this is where I admittedly got salty. My giant did nothing again. Everytime I run him, he gets shot down turn 1, or rolls doubles on the charge and smacks my guys for being drunk. Rather have Gore-gruntas for 160pts. Warboss on Wyvern spent the majority of the game out of range of the Auric Hearthguard's Magmapikes. He got off 1 Waaagh! command ability, but it wasn't needed to win. In theory he's neat, but the model look so weedy compared to the maw-krusha haha. 5 man unit of brutes seemed lackluster without Violent Fury. They fit the points and worked as a screen, but didn't accomplish anything noteworthy beyond helping to kill some Vulkite Berzerkers. I'll be keeping the Arrowboyz and Maniac going forward, but think I'm going to try an Ardfist next and work in a Wurrgog Prophet for some magic shooting and CP generation. Quote Link to comment Share on other sites More sharing options...
TheWilddog Posted December 4, 2019 Share Posted December 4, 2019 Looks like Big Waaghhh lists are picking up steam. This weekend Big Waaghh lists took the top spot at both the New Zealand Masters and Frozen Empires. Here are both the list from the Honest Wargamer: https://thehonestwargamer.com/aos-results-2nd-december-2019/ Really interesting that neither list runs Gordrakk but instead builds Waaghh points with Chanters and Shamans. One list is mostly an Ardfist build splashing 30 Arrowboyz while the other is basically an Ironjawz Ironfist build. I like that the Waaghh is getting some good play now, though the Bonesplitterz player in me wishes these lists had more naked orcs in them. 1 2 Quote Link to comment Share on other sites More sharing options...
tripchimeras Posted December 5, 2019 Share Posted December 5, 2019 16 hours ago, TheWilddog said: Looks like Big Waaghhh lists are picking up steam. This weekend Big Waaghh lists took the top spot at both the New Zealand Masters and Frozen Empires. Here are both the list from the Honest Wargamer: https://thehonestwargamer.com/aos-results-2nd-december-2019/ Really interesting that neither list runs Gordrakk but instead builds Waaghh points with Chanters and Shamans. One list is mostly an Ardfist build splashing 30 Arrowboyz while the other is basically an Ironjawz Ironfist build. I like that the Waaghh is getting some good play now, though the Bonesplitterz player in me wishes these lists had more naked orcs in them. I think Gordrakk is overkill even if you do want a maw krusha. I've found so far that I consistently have all my buffs by t2 regardless, which is in plenty of time imo. 2 warchanters, and a prophet are getting you 8-9 per turn on average, charging your stuff in on T2 will have you at 20pts in t2 combat. The only reason to have Gordrakk is if you have a way to get their t1 and I don't think there is a practical way to do that with or without him. If I'm taking a maw krusha in big waaagh, I am going generic for the mighty destroyer access personally. 1 Quote Link to comment Share on other sites More sharing options...
broche Posted December 5, 2019 Share Posted December 5, 2019 3 hours ago, tripchimeras said: I think Gordrakk is overkill even if you do want a maw krusha Yeah, i think having brutish cunning + artefact is worth more than the extra 2-3 waagh pts per turn. Etheral amulet is especially strong in the meta right now Quote Link to comment Share on other sites More sharing options...
Kasper Posted December 9, 2019 Share Posted December 9, 2019 (edited) On 12/5/2019 at 4:19 PM, tripchimeras said: I think Gordrakk is overkill even if you do want a maw krusha. I've found so far that I consistently have all my buffs by t2 regardless, which is in plenty of time imo. 2 warchanters, and a prophet are getting you 8-9 per turn on average, charging your stuff in on T2 will have you at 20pts in t2 combat. The only reason to have Gordrakk is if you have a way to get their t1 and I don't think there is a practical way to do that with or without him. If I'm taking a maw krusha in big waaagh, I am going generic for the mighty destroyer access personally. Yeah I'm starting to think the same. You get D6 for having a general alive, 2 per Warchanter (you will field at least 2, maybe 3) and likely multiple units of either Ardboyz or maybe Arrowboyz. This results in 4 (2 pr. Warchanter) + 3,5 (average from D6) and 2-3 (depending on how many units of 10+ blocks of Boyz) if you use the 'Ere we go CA. Plently of ways to generate 10+ a turn, and that's without having heroes in combat, 10+ bodies charging etc. Generating more than 10 pts. a turn is really redundant unless you plan to spend some on +casting or plan on a big turn with the Waagh ability. Edited December 9, 2019 by Kasper Quote Link to comment Share on other sites More sharing options...
Warmill Posted December 10, 2019 Share Posted December 10, 2019 So I've been thinking about running this list just once for giggles, what do you reckon? 🤣 1 1 Quote Link to comment Share on other sites More sharing options...
Kasper Posted December 11, 2019 Share Posted December 11, 2019 11 hours ago, Warmill said: So I've been thinking about running this list just once for giggles, what do you reckon? 🤣 Sure give it a try for fun. I think you would be much better off getting some casters and warchanters instead of at least 1 big boy. Adding +1 damage to every attack is a big deal for just 110 pts. A caster doubling the Rogue Idols movement speed and giving it fly is also really big. Quote Link to comment Share on other sites More sharing options...
SonOfIronsunz Posted December 12, 2019 Share Posted December 12, 2019 On 10/21/2019 at 3:07 PM, Kowbasher said: Big Waaagh! Leaders Gordakk General Mount Trait: Loud'un Savage Big Boss Glowin' Tattooz Warchanter Gold Toof Battleline 20x Arrowboyz 20x Savage Orruks 3x Gore Gruntas 3x Gore Gruntas 5x Brutes Ironfist Big Boss Warscroll Battalion Kunnin' Rukk Ironfist 1990pts We're both newer players to AOS, so we probably both made a bunch of mistakes, but it was a fun match. I am also very new, so I may be mistaken, but I don't believe your warchanter can have the Gold Toof. I think they can only get Realm Artefacts. On the same note, what does everyone think of this Big Waaagh list that I am thinking of building my Ironjawz towards? Again, super duper new to AoS (Though I have been reading up on everything for awhile) so any and all criticisms and advice are welcome. Quote Link to comment Share on other sites More sharing options...
willange Posted December 12, 2019 Share Posted December 12, 2019 2 minutes ago, SonOfIronsunz said: I am also very new, so I may be mistaken, but I don't believe your warchanter can have the Gold Toof. I think they can only get Realm Artefacts. Yeah Gold Toof is only for Megabosses. Quote Link to comment Share on other sites More sharing options...
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