Sneak Posted December 24, 2016 Share Posted December 24, 2016 Hey guys have a 2K tournament in Jan and wanted some suggestions on the list below. In particular my artifacts who is the general if I should drop the shaman cuz I'm not the biggest fan or if I should swap my 3rd unit of brutes for 10 ardboyz . LeadersMegaboss on Maw-Krusha (520)- Artefact: Talisman of ProtectionOrruk Megaboss (140)- General- Trait: Bellowing Tyrant- Artefact: Battle BrewOrruk Warchanter (80)Orruk Weirdnob Shaman (120)UnitsOrruk Ardboys x 20 (360)- Ironjawz BattlelineOrruk Brutes x 5 (180)- Ironjawz BattlelineOrruk Brutes x 5 (180)- Ironjawz BattlelineOrruk Gore Gruntas x 3 (180)- Ironjawz BattlelineOrruk Brutes x 5 (180)- Ironjawz BattlelineBattalionsIronfist (60)Total: 2000/2000 Link to comment Share on other sites More sharing options...
Tizianolol Posted December 24, 2016 Share Posted December 24, 2016 your list is what i wanna test in my friend game during holidays, i suggest you to split ardboys in 2x10 because you can defend different obyectives better .. about artifact i think maw megaboss can build battle brew too, depend of the enemy list Link to comment Share on other sites More sharing options...
N_Watson Posted December 24, 2016 Share Posted December 24, 2016 Ye, the list looks ok. You have your 5 units for the ironfist, but I would suggest splitting the ardboys and merging 2 of the 5 brutes. This way you get another threat for the enemy as 10 brutes with. +1 to hit can make mince meat out of most things GS. Consider jagged gore hackas for the extra reach as well. It can work with 1inch reach but jgh give you a smaller footprint. I would drop the shaman personally. Take another warchanter. Means you are at 1960, so you have a chance of getting a once per game buff for being under 2k and will score you more damage. Ironjawz are not the most competitive army around, so you want to give yourself the best chance possible. Play to the strength of the faction 1: Speed - try to get into a position that makes your opponent uncomfortable. I tend to send my maw crusher and the goregruntas all the way round the flank contesting the objective and forcing them to react. 2. Unadulterated raw damage. I'm running a 15 man unit of brutes with Jgh. I give them +1 to hit with bellowing tyrant so that it persists to my next hero phase (warchanter buff doesn't) I use this unit with inspiring presence and any extra +1 that is needed to counter any -1 to wreck face. I use my ardboys to minimise the amount of "base space" for other units piling into my brutes and score with my last 5 man unit of brutes. If you get lucky and win a double turn, it is normally game over in your favour. Fail to do enough meaningful damage early, you will probably lose. I think this is the best you can do at 2k with a Mawcrusher until they reduce his points. LeadersOrruk Megaboss (140)- General- Trait: Bellowing Tyrant- Artefact: Battle BrewMegaboss on Maw-Krusha (520)- Artefact: Talisman of ProtectionOrruk Warchanter (80)Orruk Warchanter (80)UnitsOrruk Brutes x 15 (540)- Ironjawz BattlelineOrruk Brutes x 5 (180)- Ironjawz BattlelineOrruk Ardboys x 10 (180)- Ironjawz BattlelineOrruk Gore Gruntas x 3 (180)- Ironjawz BattlelineBattalionsIronfist (60)Total: 1960/2000 Link to comment Share on other sites More sharing options...
Sneak Posted December 25, 2016 Author Share Posted December 25, 2016 9 hours ago, N_Watson said: Ye, the list looks ok. You have your 5 units for the ironfist, but I would suggest splitting the ardboys and merging 2 of the 5 brutes. This way you get another threat for the enemy as 10 brutes with. +1 to hit can make mince meat out of most things GS. Consider jagged gore hackas for the extra reach as well. It can work with 1inch reach but jgh give you a smaller footprint. I would drop the shaman personally. Take another warchanter. Means you are at 1960, so you have a chance of getting a once per game buff for being under 2k and will score you more damage. Ironjawz are not the most competitive army around, so you want to give yourself the best chance possible. Play to the strength of the faction 1: Speed - try to get into a position that makes your opponent uncomfortable. I tend to send my maw crusher and the goregruntas all the way round the flank contesting the objective and forcing them to react. 2. Unadulterated raw damage. I'm running a 15 man unit of brutes with Jgh. I give them +1 to hit with bellowing tyrant so that it persists to my next hero phase (warchanter buff doesn't) I use this unit with inspiring presence and any extra +1 that is needed to counter any -1 to wreck face. I use my ardboys to minimise the amount of "base space" for other units piling into my brutes and score with my last 5 man unit of brutes. If you get lucky and win a double turn, it is normally game over in your favour. Fail to do enough meaningful damage early, you will probably lose. I think this is the best you can do at 2k with a Mawcrusher until they reduce his points. LeadersOrruk Megaboss (140)- General- Trait: Bellowing Tyrant- Artefact: Battle BrewMegaboss on Maw-Krusha (520)- Artefact: Talisman of ProtectionOrruk Warchanter (80)Orruk Warchanter (80)UnitsOrruk Brutes x 15 (540)- Ironjawz BattlelineOrruk Brutes x 5 (180)- Ironjawz BattlelineOrruk Ardboys x 10 (180)- Ironjawz BattlelineOrruk Gore Gruntas x 3 (180)- Ironjawz BattlelineBattalionsIronfist (60)Total: 1960/2000 Thanks for the tips. I strongly disagree with playing brutes over units of 5 because of their bravery. I like the think of them at MSU threats in 40k. Shaman should probably be a chanter for sure! With the ard boyz if I split the unit up how should I army them? Currently in a squad of 20 I'm using 5 two handed and 15 dual. If I just play 10 go all dual wield? Link to comment Share on other sites More sharing options...
Uprising Posted December 25, 2016 Share Posted December 25, 2016 57 minutes ago, Sneak said: Thanks for the tips. I strongly disagree with playing brutes over units of 5 because of their bravery. I like the think of them at MSU threats in 40k. Shaman should probably be a chanter for sure! With the ard boyz if I split the unit up how should I army them? Currently in a squad of 20 I'm using 5 two handed and 15 dual. If I just play 10 go all dual wield? That's the thing with 10 man brute units, They should always have inspiring presence command trait on them. The mega boss command trait is meh, so its the go too. For ard boyz duel is better unless the enemy have a 2+ armor save. Also brutes are meant for killing, ard boyz ment for holding/tanking. Finally, a personal suggestion, look at ravager from the destruction trait. That 2 extra inches will save you. Link to comment Share on other sites More sharing options...
Sneak Posted December 26, 2016 Author Share Posted December 26, 2016 22 hours ago, Uprising said: That's the thing with 10 man brute units, They should always have inspiring presence command trait on them. The mega boss command trait is meh, so its the go too. For ard boyz duel is better unless the enemy have a 2+ armor save. Also brutes are meant for killing, ard boyz ment for holding/tanking. Finally, a personal suggestion, look at ravager from the destruction trait. That 2 extra inches will save you. Updated list. Wanted to keep everything in the iornfist as much as possible so the gruntaz are the only ones left out but they're still fast so... Also added back ravager LeadersMegaboss on Maw-Krusha (520)- Artefact: Talisman of ProtectionOrruk Megaboss (140)- General- Trait: Ravager- Artefact: Battle BrewOrruk Warchanter (80)Orruk Warchanter (80)UnitsOrruk Ardboys x 10 (180)- Ironjawz BattlelineOrruk Ardboys x 10 (180)- Ironjawz BattlelineOrruk Brutes x 5 (180)- Ironjawz BattlelineOrruk Brutes x 5 (180)- Ironjawz BattlelineOrruk Brutes x 5 (180)- Ironjawz BattlelineOrruk Gore Gruntas x 3 (180)- Ironjawz BattlelineBattalionsIronfist (60)Total: 1960/2000 Link to comment Share on other sites More sharing options...
AlexanderHemedinger Posted December 27, 2016 Share Posted December 27, 2016 Looks good James. Link to comment Share on other sites More sharing options...
himmo Posted January 1, 2017 Share Posted January 1, 2017 I got similar army, but I thinking is shaman with his mystic shield will be better than second warchanter. With spell you can protect better your maw crusher. Why you use megaboss as you general. Maw crusha megaboss got better range with his waaaah. Link to comment Share on other sites More sharing options...
Lord Biscuit Posted January 1, 2017 Share Posted January 1, 2017 18 hours ago, himmo said: I got similar army, but I thinking is shaman with his mystic shield will be better than second warchanter. With spell you can protect better your maw crusher. Why you use megaboss as you general. Maw crusha megaboss got better range with his waaaah. Two reasons I imagine. 1) The mawcrusher is often on a flank, and thus not really well positioned to use command ability. It's a massive range, but wouldn't be able to support elements on the apposing flank. A centralised megaboss also allows for a more central ravenger buff. 2) The Mawcruser is also relatively frail and will probably die within the first 2/3 turns. While a Megaboss is frailer, he is easier to hide from charges and has a greater chance of being ignored. Link to comment Share on other sites More sharing options...
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