Gauche Posted April 18, 2017 Share Posted April 18, 2017 I don't ever seem to get any replies when I post lists here but posting them is helpful for my thought process so at least it's worth doing. :] I've been thinking about how to keep Destruction competitive with a lot of the lists that are coming to the fore lately, namely Aetherstike and the possibility of Khemist+Thunderers in Kharadron. At the top of the game competitive Destruction pretty much means Kunnin' Rukk in some form, Beastclaw Raiders are still out there fighting the good fight but their stock is falling fast. When I talk about competitive within this topic I mean convention/major tournament competitive where at least a handful of other players are taking something that's mean to the core. Here's what I've come up with followed by a very, very long explanation: Wurrgog Prophet w/ Mystic Waaagh! Paint & Brutal Beast Spirits Wardokk w/ Savage Trophy & Kunnin' Beastspirits Savage Big Boss w/ Savage Trophy Savage Big Boss w/ Savage Trophy Maniak Weirdnob w/ Hand of Gork Maniak Weirdnob w/ Brutal Beastspirits 10 Savage Orruks 10 Savage Orruks 10 Savage Orruks 10 Savage Orruks 40 Arrowboys 40 Arrowboys (General w/ Prophet of da Waaagh!) 1 Kunnin' Rukk 1 Kunnin' Rukk 1 Bonegrinz Warclan Ignoring the obvious, what does this list do? Well first of all it's Bonesplitterz Allegiance which means no Rampaging Destroyer, as much as that hurts my heart. The reason for this is I think when playing Double Kunnin' Rukk you get more from Bonespitterz than from Destruction. Now the Bonesplitterz Allegiance ability is comically awful most of the time and since I consider Rampaging Destroyer to be the best Allegiance Trait in the game, we have an uphill battle. What tips it are the spells and artefacts. You might notice I've taken 3x Savage Trophy, Orruks have poor Bravery and a big block of Arrowboys without Inspiring Presence is going to get shot off the table. With Bonesplitterz I get to keep my 6+ Save (it's something) but I can also pump the other block up to Bravery 8 +1 per 10 models. That's going to make Battleshock a lot less scarier when you consider the fact that each model has 2 Wounds to boot. I also have Prophet of the Waaagh! to re-roll a test in case a hard 5-6 comes up. I also get Waaagh! Paint on a Prophet which is a sneaky awesome artefact. This gives me a fighting chance to stop some spells from Disciples of Tzeentch and gives me a big leg up in the Sylvaneth matchup where they only really have two good Spells. Being able to stop Mystic Shield also helps with armies like Mortal Nurgle, Seraphon, and other lists that want to throw an anvil down my throat. The last Bonesplitterz benefit are the Spells, which has to rank among the best Lores in the game currently. I've split up the spells so that I have redundancy on the most important one (+1 to Hit) but also get some of the tech choices in there. I will be able to put +1 to Hit on one Arrowboys unit reliably per Turn thanks to the Maniak re-roll, double a units Movement if necessary (which does double duty with the Kunnin' Rukk movement), force a re-roll of 6's to Hit, and the option of Mortal Wound effects or re-roll 1's to Hit for both Arrowboys units. I'm still not sure if I have the spells on the right models but the combination I have is the one I want. All of this gets me on the same footing as a Destruction Allegiance would, but a bit better. The +1 to Hit spell is the same as Bellowing Tyrant as hitting a 6 with a re-roll is pretty likely without factoring in Terrain or the Wardokk dance. It can also spike me higher if I roll double, although the Wizards have to be protected of course. I can't move in the Hero Phase before the Kunnin' Rukk shots but I can move 10" in the Hero Phase with Kunnin' Rukk, then another 10" and then unload my shots. In my experience it was extremely hard to get within range of a savvy opponent Turn 1 even with Rampaging Destroyer and a Kunnin' Rukk move but this list can trade d6" in for 10" and top it off with Flying. 15" Movement is also possible but not to be relied upon. That means one unit can threat 18"+10"+10" off the Deployment line which is fantastic. So what does this list do against the big, scary lists that another Kunnin' Rukk list wouldn't? Well here's how I see it. Aetherstrike Aetherstrike has a hard time with two things: ranged hordes and ranged armies that can MathHammer them into taking Battelshock/leaving units on 1-2 models. This army can do both! I can drop as one Deployment if I like, guaranteeing turn order, and I have a huge leg up in both the attrition game and the Scenario game. It is a grind if they're packing Protectors but it's going to be very hard for them to get to my Heroes while the opposite isn't true and I can set the line of engagement more aggressively. There's also some cute things this army can do with the Wizards and 10 man Orruk units as far as finishing off Units/Heroes and avoiding the retaliation shots. A big block of Arrowboys with Kunnin' Beastspirits is a nightmare for Aetherstike to whittle down and there's no need to shoot the large Longstrike unit off the table, which means I can avoid the 2+ Armor Save models. Single or Double Kunnin' Rukk A single Kunnin' Rukk probably can't do anything against this list because I can guarantee turn order, forcing a funky deployment or I shoot your relevant unit off the table situation. Double Kunnin' would be a trade scenario if they also have only one Deployment, otherwise it's effectively the same as single Kunnin' Rukk. I've always thought that Double Kunnin' Rukk just eats up single Kunnin' Rukk regardless of the build. Mortal Nurgle Not a popular build but one I think about. The ability to Fly really, really helps in this matchup as does the chance at some Unbinds. Without the 3+ Armor this list falls apart against my firepower but being able to jump over the anvil and drop some Heroes really hurts the army as well. Being able to Fly also prevents me being locked out of Scenario which is otherwise a big problem. I'm also able to put out some offense regardless of which unit gets Be'lakor'd, assuming he's present. Skyfire Spam I'd have to play into this but I think being able to shoot/Battleshock a unit of Skyfires off the table is likely. If only one gets Inspiring Presence and the other falls back then I'll win a war of attrition and I have a chance to Unbind Fold Reality. Gaunt Summoners are an issue but I have an Unbind attempt and he's very killable unless there's a Balewind Vortex which isn't popular yet. Shooting off Kairos/LoC is also very simple for this army with the -1 Rend against Monsters. Kurnoth Spam Probably still the worst since a Sylvaneth player can null-deploy all the Kurnoth and guarantee the first punch. There are some situations where I can deny them coming in because I have so many bodies and some speed but that's very game to game and also very risky. Overall I think this is a very dice/Scenario dependent matchup since Kurnoth Spam doesn't bring many bodies. Their advantage is likely snipes on my Heroes. Kharadron Combo While everyone is trying to figure out how to break Kharadron the frontrunner is a unit of 20 THunderers backed by 5-6 Khemists to give +5-6 attacks per model. This is probably the biggest counter to my list because with Mortars they're going to reduce my list to rubble. There would be a few options such as give them the first turn and try to move my biggest remaining unit into range since the Thunderers are made of paper or go first and try to alpha them, although that's unlikely with transports and/or back of the board deployment. This is probably the paper to my rock but it remains to be seen what it can do against its own predators. -------------------------------------------------------------------------------------------------------------------------------------------------- The point of my posting my thoughts on the matchups isn't to say this list will crush all before it, it's just to illustrate that matchups I felt were 60/40 or 70/30 against me can be flipped to 50/50 or me feeling advantaged. The short range of Arrowboys combined with the worse screens of a Bonesplitterz army open me up to fast melee lists, although I still feel advantaged into the ones I've seen. Anyways, that's what I have so far and I plan to get some table time with this list soon and hopefully take it to some major events in the United States. I'm happy to discuss any of my reasons for anything in the list and I'm sure it isn't optimized yet as I've only been working on it and theorycrafting the matchups for a few days. Maybe some experienced pilots of other top Tier armies can tell me how you'd smash me in the gob so I can avoid that on the tabletop. :] Link to comment Share on other sites More sharing options...
Uprising Posted April 19, 2017 Share Posted April 19, 2017 Hello It is so nice to see another pure Bonesplitterz army on the thread(a rarity for some reason). I have been playing pure Bonesplitterz for 30 games now, and taken them too 2 gt. I have did decently well with a a very similar list( I can posted it if you wish), but here a some critical things i learned: 1. Time is your number one enemy. You will have two hr, at most 2 1/2 if your lucky. YOU are playing a horde army, you most be ready to play quickly. What I do is have movement trays(all my bases are magnetize), this helps massively with deployment. Second, get a dice tray. You are rolling over 120 dice, the table/terrain may not be flat. Dice go everywhere. Get a tray and roll them in their. The dice itself need to be multi color, get 30 of each color and it helps to streamline. Streamline your army, save time. 2. Make a cheat sheet. Write what your doing each phase, it step by step process, your spells and effect, and anything else you want. The bonesplitterz army is made to nick and dime your opponent. Its made to bleed you enemy out, a grinding game. This helps to streamline and save time as well. Finally you will not forget your ability(the weirdnobz ju ju ability save me so many time, do not forget it). 3. I hate to say it, but I prefer the destruction traits over the bonesplitterz one. Bellowing tyrant is great for arrowsboyz, and ravager is need for range. At most you get to turn 3/4 if your lucky. I find the bonesplitterz traits too defensive. You want offense in tourney(also 4+ to hit for a blob of 40 arrowsboys, yes please). 4. Wurrgog, I am not a fan of, too many points for not enough gain. I think your list is lacking boyz. Your savage orruks need to be in units of 20 atleast. Remember boyz before toys. 5. I prefer making the savage big boss the general. The command ability on average will give you an additional 30 shoots from an arrowboyz unit. Just my thoughts. 6. With a 6 x 4 board, your deployment will be completely filled. its a good feeling. I enjoy your thoughts on them over the top tier list, very insightful. I agree with most. I am still messing with the artifacts/magic, but I just think the ravager and bellowing tyrant is toooooo good. I feel the bonesplitterz traits are not worth it, compared to it. I hoped this helped. Link to comment Share on other sites More sharing options...
Gauche Posted April 19, 2017 Author Share Posted April 19, 2017 Thanks for the feedback. I do have a dice tray and typically roll in batches of 20, my dice are intentionally easy to read and very easy to tell they aren't weighted as well so I can avoid any of those negative situations. Do you have a particular tray you recommend? I have seen some for AoS but haven't really looked at them to be honest. I already have a cheat sheet as well, including how I deploy vs. other known armies and things like that. I also have all my Warscrolls printed for opponents to look over, anything to increase transparency and speed things up. I mark all buffs/Wounds with tokens. The Bonesplitterz Spells allows you get one unit to hit on a 4+, needing a 6 for the Casting roll with a re-roll if you fail. Is that as reliable as Bellowing Tyrant? Absolutely not. It has the fringe benefit of possibly allowing you to buff both units but I don't count on that as I said. In this list there are also situations where the 1d6" range could be a drawback if the unit your General is in gets focused down. Overall Bellowing Tyrant is better without a doubt but I think it's close enough to make the Bonesplitterz Allegiance worth it. I do need testing though. Also 80 Arrowboys is plenty of offense in my book. The Savage Orruk units are literally only screens, they're awful in a fight no matter the size. Bases are too big, too few attacks, all my buffs are going to my ranged game so they're left in the cold. I wouldn't mind another unit of 10 to stagger them but in this type of list I never want anything more than 10 for a lot of reasons. Not sure how the Prophet will do but I need the Wizard count to play pure Bonesplitterz and he works very well with the artefact I gave him. Spells aren't the end all be all in the game but a 40pt cost increase for a tech option doesn't seem bad. I could downgrade the Prophet and a Nob to Dokks but I really like the speed of the Nobs and having double access to their spell. Certainly something I'd have to test. Big Boss as the General is super high risk/reward. His ability is amazing but shooting is the name of the game and he loves to die to guns. Sylvaneth and DoT can both snipe him without issue unless you have terrain to hide behind but you can't rely on that. I certainly see the merits but my play-style is more grindy/defensive so I always run the Champion as the General. Now in this list it might not matter as much as my previous list but preserving Inspiring Presence is important into a lot of games. Yeah I need to get a home board and practice deployments, it will certainly be filled sometimes. I do hope horde armies see more popularity in AoS, they just look nice for varieties sake. Bonesplitterz traits are bad compared to Destruction but you don't get their Lore as Destruction. That's where it's make/break for me. Link to comment Share on other sites More sharing options...
Uprising Posted April 21, 2017 Share Posted April 21, 2017 On 4/18/2017 at 3:37 PM, Gauche said: Thanks for the feedback. I do have a dice tray and typically roll in batches of 20, my dice are intentionally easy to read and very easy to tell they aren't weighted as well so I can avoid any of those negative situations. Do you have a particular tray you recommend? I have seen some for AoS but haven't really looked at them to be honest. It is always a pleasure to talk to others with similar interest. When I go to a tournament, I have a wooden tray which is 24 inches by 12 inches. They are usually $10, and can even be use to transport your army as well. Its light weight, and have enough space to roll 120 dice(For my kunnin ****** I roll them all at once. I show the opponent I have 120 dice divide in 4 groups of 30, all different color). I planned to get my army logo painted on them, just to help out my score a bit. On 4/18/2017 at 3:37 PM, Gauche said: I already have a cheat sheet as well, including how I deploy vs. other known armies and things like that. I also have all my Warscrolls printed for opponents to look over, anything to increase transparency and speed things up. I mark all buffs/Wounds with tokens. Do you mind sharing the cheat sheet? Also would love to see the tokens, I need to get some made for myself. On 4/18/2017 at 3:37 PM, Gauche said: The Bonesplitterz Spells allows you get one unit to hit on a 4+, needing a 6 for the Casting roll with a re-roll if you fail. Is that as reliable as Bellowing Tyrant? Absolutely not. It has the fringe benefit of possibly allowing you to buff both units but I don't count on that as I said. In this list there are also situations where the 1d6" range could be a drawback if the unit your General is in gets focused down. Overall Bellowing Tyrant is better without a doubt but I think it's close enough to make the Bonesplitterz Allegiance worth it. I do need testing though. Also 80 Arrowboys is plenty of offense in my book. I guess its a bit of a different style of play(I might have a more aggressive style compare to you?). I know bonesplitterz have a lot of good spell, and some artifacts, but I just think Tyrant and ravager is to good. Also my list only have 3 caster (2 maniac weirdnobz, and wardok). The use of weirdnobz warscroll spell, mystic shield, and bolt is enough imho (I do miss the spell: Hand of Gork (or) Mork and Brutal Beast Spirits). For your list, bonesplitterz alliance may be better because your picking a wurrzog (which I am not sold on at all). Also with tzeentch disciplines everywhere, I do not put any faith in magic phase. On 4/18/2017 at 3:37 PM, Gauche said: Savage Orruk units are literally only screens, they're awful in a fight no matter the size. Bases are too big, too few attacks, all my buffs are going to my ranged game so they're left in the cold. I wouldn't mind another unit of 10 to stagger them but in this type of list I never want anything more than 10 for a lot of reasons. Not sure how the Prophet will do but I need the Wizard count to play pure Bonesplitterz and he works very well with the artefact I gave him. Spells aren't the end all be all in the game but a 40pt cost increase for a tech option doesn't seem bad. I could downgrade the Prophet and a Nob to Dokks but I really like the speed of the Nobs and having double access to their spell. Certainly something I'd have to test. I agree completely on savage orruks. They are use for cheap battle line, tarpits, and fear factor. I always tell my opponent after the game, my arrowboyz always do more damage in combat then the savage orruk. I just think 20 man units are better for the grinder, and omgork factor. You have so many boyz, who do you target first? If you kill the heros(which they should, imho) then the boyz get on the obj, and arrowboyz keep shooting. If you target the boyz, your hero buff the remaining, making them more deadly. I never had an issue with battleshock, should I care I lose a few 10 point models, I have another 100 where he came from? On the magic front, I think two Nobz and maybe a dokk is enough. The Nobz has the best spell in the book, he is their to buff both unit(I create a tail for both unit to both). The dokk is only their because I am trying to figure out which is better, another hero or the Bonegrinz Warclan battalion (still testing). Still not sold on the wurrazog(I love the model, one of my fav in the range), even with the two spell, the command ability is terrible, and still just as fragile as a wardok/boss. On 4/18/2017 at 3:37 PM, Gauche said: Big Boss as the General is super high risk/reward. His ability is amazing but shooting is the name of the game and he loves to die to guns. Sylvaneth and DoT can both snipe him without issue unless you have terrain to hide behind but you can't rely on that. I certainly see the merits but my play-style is more grindy/defensive so I always run the Champion as the General. Now in this list it might not matter as much as my previous list but preserving Inspiring Presence is important into a lot of games. Yeah I need to get a home board and practice deployments, it will certainly be filled sometimes. I do hope horde armies see more popularity in AoS, they just look nice for varieties sake. Bonesplitterz traits are bad compared to Destruction but you don't get their Lore as Destruction. That's where it's make/break for me. Big boss as general is risky, but I find the addition 30 to 40 extra shot average per turn is worth it. If you want to be filthy, model the savage boss to be smaller then a normal or hiding(he kunnin after all, camo anyone?), so he can not be snipe so easy. I know you can't always hide him, but you only have 2 hrs, turn 3 or 4 max. Be aggro(that might only be my play style, but try it, you have bodies to spare). I agree completely about inspiring presence, its so vital. For my ironjawz, my 15 man brute unit has presence(and my general) at all times. But, this is a horde army. I do not care if I lose a few 10 point models. We are bonesplitterz after all, just go in yelling at the top of your lungs. Finally whats your thought about the other battline? We have boarboyz, they could be decent for turn one obj grab. The list could use speed. I hope this helped, thoughts and thanks for reading. Here my tournament list if your curious: Allegiance: DestructionManiak Weirdnob (100)Maniak Weirdnob (100)Savage Big Boss (100)- General- Granite Choppas Savage Big Boss (100)- Granite Choppas Wardokk (80)20 x Savage Orruks (200)20 x Savage Orruks (200)20 x Savage Orruks (200)40 x Savage Orruk Arrowboys (400)40 x Savage Orruk Arrowboys (400)Kunnin' Rukk (60)Kunnin' Rukk (60)Total: 2000/2000 Link to comment Share on other sites More sharing options...
Gauche Posted April 21, 2017 Author Share Posted April 21, 2017 My cheat sheet is just a page in a binder I keep with my Warscrolls, I'm happy to post it up sometime and it's very much still evolving. My tokens are a combination of a Warmachine/Hordes set for Wounds and uncommon effects (you can write on them) and printed off cards for my normal effects. I need to make new ones for this list. You really have 120 dice?! I need to step my game up! I was thinking of buying a bunch that have dots with the 4's result as one color and the 5-6 result as another. That way I can roll them super fast and my opponent can tell at a glance I'm not pulling anything on them. I was thinking of a build that would incorporate Destruction while still being double Kunnin' Rukk, I will link that in the bottom of my reply. My worry is that it isn't very hard to Battleshock the "other" Arrowboys unit into not being a threat, Bravery 5 + Ranks doesn't really get the job done with a 6+ Save, and losing 2 Wounds per guy that runs hurts! Bonesplitterz giving you Bravery 5-8 + Ranks, plus a re-roll, plus less guys lost due to the 6+ Save (it's something!) will keep them around longer. Now that does come at the cost of the early game of course and the army does rely on making those Spell rolls, that's where I'd have to test. I don't think DoT is a big threat for unbinding, if they bring something in range it's likely going to die and they have no real tech for unbinding, the existing lists for them also don't lean that way. The more I look at them the more I love Wardokks for the pure Bonesplitterz list, so much so that I changed the list if I keep it Allegiance. Their re-roll 1's dance is awesome with the always on 6+ Save and their +1 to Casting Rolls grants some reliability. They're also cheap and still get a spell, if only you could pick the dance! The Nob spell is good but if you go Bonesplitterz it's easily 3rd/4th best, it gives a full unit of Arrowboys who are all in range 10-11 re-rolls depending on what they hit on, which is 5-5.5 Wounds. That also starts scaling down quickly once they begin to die, but the fact that it hits everything within the bubble is the saving grace. I use my Boyz purely as screens, so I can see where you like 20 man units. I'm just trying to avoid Battleshock and put things in the way, sadly Boyz just aren't good in combat without a lot of help and I don't think this list gives them that help. I may change my tune after some games but I have a lot of experience with their profile and they never do much. The base size also just sucks since it's hard to even get 10 in melee a lot of the time. I am a more defensive player so that's why I favor the Champion as General, again the hitting on 6's is awesome and I may find I need the extra damage in some matchups but for now I'm leaning towards caution. He does rarely die in my games but against the big lists like Skyfires/Kurnoth/Aetherstrike they'll be able to find him unless I can put him in a bunker or something. Anyways, here's my revised lists: Destruction Allegiance Ironjawz Megaboss w/ Battle Brew Moonclan Grot Shaman Maniak Weirdnob w/ Talisman of Protection Big Boss w/ Talisman of Protection Big Boss w/ Talisman of Protection 10 Savage Orruks 10 Savage Orruks 10 Savage Orruks 10 Savage Orruks 10 Savage Orruks 40 Arrowboys 40 Arrowboys (General w/ Bellowing Tyrant) 1 Kunnin' Rukk 1 Kunnin' Rukk 1 Bonegrinz Warclan Bonesplitterz Allegiance Maniak Weirdnob Savage Orruk Big Boss Savage Orruk Big Boss Wardokk Wardokk Wardokk 10 Savage Orruks 10 Savage Orruks 10 Savage Orruks 10 Savage Orruks 10 Savage Orruks 40 Arrowboys 40 Arrowboys 1 Kunnin' Rukk 1 Kunnin' Rukk 1 Bonegrinz Warclan Building these lists is a bunch of fun! I think the Bonesplitters list is pretty much the best it can be for my purposes, I hope to get some games in with it. The Destruction list is much more variable, originally I was thinking I could add a Huskard on Thundertusk but they just don't work well without at least two of them. Instead I can keep the Nob and Arrowboys package but toss in another unit of Boyz, a Shaman, and a Megaboss. The Megaboss gives me what I usually use the Thundertusks for, a beefy target that can tarpit by itself and also hold an Objective in Three Places of Power. The options as I have them right now are as such: Megaboss + 40 leftover Points for a likely Triumph, Megaboss + Goblin Wolf Chariot, or a Tyrant and 20 Points leftover for a possible Triumph. The Tyrant fights a little worse, very little, but his Big Names can make up for it and he threats further. The Megaboss fights a bit better and is a little more survivable with Mystic Shield, although if the Tyrant has a 3+ Armor Save he's more survivable. Either option leaves me with 3 Deployments which is good enough into every popular army that I fear except the Kurnoth Spam Wargrove list, which is probably not worth teching for in terms of Deployment due to their Allegiance Ability. The optional Goblin Chariot does bump me up a deployment, not something that will typically matter one way or the other. It's also a pretty bad fighter but it's extremely fast and can probably snipe support pieces or grab an Objective. Overall my army has a hard time projecting force to the backline squishy bits, as most do, and in some matchups that ability to could valuable. Worst comes to worst it's a 40pt screen or it can ping something in the backfield that doesn't fight well. May or may not be worth a Triumph. Snotlings are another option but they're effectively worthless. Link to comment Share on other sites More sharing options...
Uprising Posted April 24, 2017 Share Posted April 24, 2017 On 4/21/2017 at 7:28 AM, Gauche said: My cheat sheet is just a page in a binder I keep with my Warscrolls, I'm happy to post it up sometime and it's very much still evolving. My tokens are a combination of a Warmachine/Hordes set for Wounds and uncommon effects (you can write on them) and printed off cards for my normal effects. I need to make new ones for this list. You really have 120 dice?! I need to step my game up! I was thinking of buying a bunch that have dots with the 4's result as one color and the 5-6 result as another. That way I can roll them super fast and my opponent can tell at a glance I'm not pulling anything on them. I would like to see it, knowledge is power. You play orruks, if your not rolling over 100 dice at once, your not living. I really like painting the dice facing for 5 and 6 is an excellent idea. I need to do that. I have so many dice, I just put 120 dice on one of my trays and they do not leave it. No way of miscommunication. On 4/21/2017 at 7:28 AM, Gauche said: I was thinking of a build that would incorporate Destruction while still being double Kunnin' Rukk, I will link that in the bottom of my reply. My worry is that it isn't very hard to Battleshock the "other" Arrowboys unit into not being a threat, Bravery 5 + Ranks doesn't really get the job done with a 6+ Save, and losing 2 Wounds per guy that runs hurts! Bonesplitterz giving you Bravery 5-8 + Ranks, plus a re-roll, plus less guys lost due to the 6+ Save (it's something!) will keep them around longer. Now that does come at the cost of the early game of course and the army does rely on making those Spell rolls, that's where I'd have to test. I don't think DoT is a big threat for unbinding, if they bring something in range it's likely going to die and they have no real tech for unbinding, the existing lists for them also don't lean that way. The more I look at them the more I love Wardokks for the pure Bonesplitterz list, so much so that I changed the list if I keep it Allegiance. Their re-roll 1's dance is awesome with the always on 6+ Save and their +1 to Casting Rolls grants some reliability. They're also cheap and still get a spell, if only you could pick the dance! The Nob spell is good but if you go Bonesplitterz it's easily 3rd/4th best, it gives a full unit of Arrowboys who are all in range 10-11 re-rolls depending on what they hit on, which is 5-5.5 Wounds. That also starts scaling down quickly once they begin to die, but the fact that it hits everything within the bubble is the saving grace. I use my Boyz purely as screens, so I can see where you like 20 man units. I'm just trying to avoid Battleshock and put things in the way, sadly Boyz just aren't good in combat without a lot of help and I don't think this list gives them that help. I may change my tune after some games but I have a lot of experience with their profile and they never do much. The base size also just sucks since it's hard to even get 10 in melee a lot of the time. I am a more defensive player so that's why I favor the Champion as General, again the hitting on 6's is awesome and I may find I need the extra damage in some matchups but for now I'm leaning towards caution. He does rarely die in my games but against the big lists like Skyfires/Kurnoth/Aetherstrike they'll be able to find him unless I can put him in a bunker or something. Anyways, here's my revised lists: I guess I am really not concern about the battleshock issue when it comes to 10 point models. On the other hand, If I was playing my sylvaneth or ironjawz, I am concern. Brutes or ard boyz are to expansive to not have inspiring on them constantly(the brutes are in 15 man unit). I guess I have too much of a fear of DOT, and chaos in general. On the other hand, I do like the wardokk. A cheap hero that gives a pray, can cast shield/bolt, and help in missions(three place of power if I remember correctly). I use one in my list as stated above. I run two weirdnobz because I try my best to have one within range of both units. Having a unit of arrowboyz be hitting on 3+, wounding on 4(tyrant), while the other is hitting on 4+, wounding on 4 for 480 shots. For savage orruks, I find 20 man unit great for screening. They are simply for obj grabbing, movement denial, screening, and holding the enemy in place. They are meant to hold, that's it. But, I am willing to try 10 man units. I will have to start testing. I just enjoy the 20 man squad from my experience. For destruction Champion as General are what I do for my ironjawz, but I love that boss command trait for bonesplitterz. Also if the opponent is shooting my heros, my boyz will get on the obj/boyz keep shooting. Now for the list ideas List one: I like it for being mix. The megaboss(my fav cheap hero in AOS) is a pure combat monster, especially for battlebrew. What about a list with three megaboss with three brew? List two: Not bad, but I love having two weirdnobz, and not sure wardokk are need(two maybe?). The speed is need sometimes, also that spell. I will give the list a try, and test it. On 4/21/2017 at 7:28 AM, Gauche said: Building these lists is a bunch of fun! I think the Bonesplitters list is pretty much the best it can be for my purposes, I hope to get some games in with it. The Destruction list is much more variable, originally I was thinking I could add a Huskard on Thundertusk but they just don't work well without at least two of them. Instead I can keep the Nob and Arrowboys package but toss in another unit of Boyz, a Shaman, and a Megaboss. The Megaboss gives me what I usually use the Thundertusks for, a beefy target that can tarpit by itself and also hold an Objective in Three Places of Power. The options as I have them right now are as such: Megaboss + 40 leftover Points for a likely Triumph, Megaboss + Goblin Wolf Chariot, or a Tyrant and 20 Points leftover for a possible Triumph. The Tyrant fights a little worse, very little, but his Big Names can make up for it and he threats further. The Megaboss fights a bit better and is a little more survivable with Mystic Shield, although if the Tyrant has a 3+ Armor Save he's more survivable. Either option leaves me with 3 Deployments which is good enough into every popular army that I fear except the Kurnoth Spam Wargrove list, which is probably not worth teching for in terms of Deployment due to their Allegiance Ability. The optional Goblin Chariot does bump me up a deployment, not something that will typically matter one way or the other. It's also a pretty bad fighter but it's extremely fast and can probably snipe support pieces or grab an Objective. Overall my army has a hard time projecting force to the backline squishy bits, as most do, and in some matchups that ability to could valuable. Worst comes to worst it's a 40pt screen or it can ping something in the backfield that doesn't fight well. May or may not be worth a Triumph. Snotlings are another option but they're effectively worthless. From my experience, if you are running thundertusk/stonehorns, you need 3/4 for target saturation. Out of the three(if your going mix), megaboss is the best. I love the model, and the stacks are excellent for 140 points. Also concerning Sylvaneth(The army I have most games with, and first sigmar army) is HEAVILY counter by skyfire/bloodletter bomb. Because of the two doing extremely well makes them less likely for top table atm. Finally, sylvaneth NEEDS the first turn, if not its an uphill battle. I hope this helps, any question please ask. Thank you for your time. Link to comment Share on other sites More sharing options...
Gauche Posted April 24, 2017 Author Share Posted April 24, 2017 How do you roll 120 dice at once? I bought a huge pack online so I have 200 dice with colored pips now, only $20! With playtesting and theory hammer I will probably continue with my existing mixed Destruction list, with a few changes, although this was a valuable exercise and maybe someone can get some ideas from my posts. I just don't think Double Kunnin' Rukk is viable at the top end of the competitive game at the moment. Too many awkward edges that can be taken advantage of by the other top dogs. Link to comment Share on other sites More sharing options...
Uprising Posted April 25, 2017 Share Posted April 25, 2017 9 hours ago, Gauche said: How do you roll 120 dice at once? I have big hands.... 9 hours ago, Gauche said: With playtesting and theory hammer I will probably continue with my existing mixed Destruction list, with a few changes, although this was a valuable exercise and maybe someone can get some ideas from my posts. I just don't think Double Kunnin' Rukk is viable at the top end of the competitive game at the moment. Too many awkward edges that can be taken advantage of by the other top dogs. I will be testing as well. To be honest my goal is to be the best Bonesplitterz player according to itc this year. I am not looking to be the best, just the best orruk with a loincloth, lol. Testing is require, I will let you know how it goes. Link to comment Share on other sites More sharing options...
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