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Superninja

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Everything posted by Superninja

  1. I think it will be a good thing. Rolling 1 or 2 for the entire battalion will suck. But that will be overshadowed by how much faster we will play and being able to keep the army together perfectly. Rolling a 5-6 for the entire battalion will be great too....hell even 4.
  2. The other bit from the faq: Page 123 – Ironfist, ’Ere We Go! ’Ere We Go! ’Ere We Go! Change to: ‘In your hero phase, if this battalion’s Big Boss is on the battlefield, roll a dice. Each unit from the same battalion can make a normal move of up to a number of inches equal to the roll (they cannot run or retreat).
  3. New in GHB FAQ: Page 134 – Ironjawz, Mighty Destroyers Add to the end of the rules: ‘You cannot pick the same unit to benefit from this ability more than once per hero phase.’
  4. So what do we make of the last line? nothing? ‘This unit can move D6".’ then it could not run but could move within 3" of the enemy. 
  5. I have a few questions about the ironfist d6 movement. Do we roll for 1 unit and then move that unit before rolling for other? this is how I have done it. The Faq states that we can move within 3 inches of a unit. This movement within 3 inches, is that for just moving in? Or can we move away without retreating as well? It seems like we can but I am not sure if this is correct. While already in 3inches, can we just adjust our figs while staying close to the closest fig? Or can we actually move the d6 as we would like, away from closest unit and toward whatever we want? What exactly can be done with this move? What cannot? That is what I want to know for sure.
  6. If you are going to use the weirdfist and have the points for a rogue idol, I would go with that
  7. @Gorks Pokin' Finger I like the gryph feather charm but I wonder if you would be better served with the Thermalrider cloak from Aqshy? +4 move and fly. The megaboss will have an easier time keeping up. Either one is good though. I think I am partial to the 1st list. I love brutes on the table and this list features them. 150 wounds in both lists is good. The 2nd list is also nice, the 2 sets of goregruntas give you more tactical options, more ability to lock down/pin back. Spells are fine. Broche keeps saying that Geminids are a great option and I think he is right. They would be a great spell to hinder your opponents fighting ability as you are charging in. Scary if used back on you though. (Though we do have the tools to counteract it with the our +1 to hit and Waagh)
  8. @EchoHavoc 1st thing I would pick up would be a Fungoid Cave Shaman. Gitmob Rock Lobbers would be next. Otherwise, More Ardboys and Goregruntas, so you can run proper Ardfist and Gorefist Lists. You get 2 artefacts: 1 normally and 1 extra per battalion. (Daubing of Mork, The Golden Toof are great options.) If you have access to the Malign Sorcery book there are a ton of options. The Consensus best options from that book are from Hysh(Aetherquartz Brooh/Mirrored Cuirass) and from Aqshy(Ignax Scales/Thermalrider Cloak) As far as your current list, there are a couple things I would do. It looks decent. The 80 points left over give you another command point and a really good shot at a triumph. This isn't bad. But 80 points could be another warchanter or a wizard of some kind.(I see you don't have that though) Right now you have 6 units battleline units and an Ironfist. If you kept the list the same, I would at least put one set of brutes together as 10, or combine the goregruntas into a set of 9. This way all of your battleline units are in the ironfist. Of those two options, I think I would put the brutes together. (Use 2inch weapons for them so that you don't lose any attacks, opponents should be fine for proxy if necessary) The other thing I would do would be add some ardboys in. They give us more models, smaller bases, and more survivability than the brutes. The brutes and technically the gruntas can both equip the 2inch weapons and attack over the ardboys. (the cabbage has an option for 2inch weapon as well)(gruntas are usually considered better with the pig iron choppas/But with the 2inch range weapons you can also attack things behind their lines you can't normally reach) At the moment you don't have a wizard. The 80 points would be perfect for a fungoid cave shaman or a moonclan grot shaman. This would give you a chance to stop your opponents casting and give you a chance to cast some of the realm spells or at least a mystic shield. However, not taking a wizard is an option, since we are usually behind the curve in that aspect. Here is a list using what you have. Includes a wizard and a 2nd source of Waaagh!
  9. Surely the MBMK can stand in for Gordrakk. And surely the weirdnob could stand in as a Wurgog Prophet. You need some shield s on the ardboys though.
  10. No problem man. Just sounds like bad luck. Keep smashing and bashing!
  11. @tom_gore I too have had difficulties against stormcast. It is tough when they can drop stuff wherever they want. However, it is not impossible though it does feel uphill as you said. Here are my thoughts, though I would probably defer to @broche and/or @Malakree for better advice. Be advised that this game is extremely swingy(I think it is the most "swingy" game I have ever played). The double turn changes the nature of the game. If you had been the one to get the double turn, the game would have probably turned out different right there. 1st: I think metalrippas klaw is ok, but you would probably be better off with the golden toof, boss skewer, Daubing of Mork, or something from the Malign Sorcery book. (Aetherquartz brooch or many others). It can be tough for the footboss to get into combat, so giving him something that increases his rend or helps his attack isn't always the best idea. 2nd: I don't think the investment into cogs is necessary. Just taking that out gives you another command point, which would be another Waaagh when needed. Stacking as much Waagh for an explosive combat turn is the basic strategy. Having only the one shaman may not be necessary either. Typically we are behind the curve on magic, so it can be beneficial to skip it all together and add another warchanter. I like having a caster for the unbind or dispel, but it has been shown that we can get away with ignoring casters. (Also, I do like the Fungoid Shaman better than the Moonclan shaman. Fungoid is so hard to kill. Moonclan has a better spell though) 3rd: We need as many wounds as we can get on the board. Cutting out the shaman, the cogs, and even the battalion gives you 320 points which could be 20 ardboys. That is another 40 wounds. Obviously, our movement is a problem and ironfist helps that, but it is expensive for what it does(especially at 1000 or even 1500 points.) If you were to take all ironjawz heroes, there would be more chance for the Rampaging Destroyers roll, which could help make up for the no battalion. 4th: How are you equipping your brutes and ardboys? If we just stayed with your setup, 2 sets of ardboys and 2 sets of brutes, I would have the brutes with gore-hackas (2 inch range). I would then setup the brute bosses even with the ardboys and the rest behind. This lessens the amount of damage that can get to the brutes, while allowing them to put out their full damage. 5th: How are you using your gruntas? I have had some recent success giving them my first rampaging destroyers roll, moving up the board, and pinning a part of their army back. (also I tend to use frenzy of violence and/or a spell on them to further help their situation) This allows the rest of my army to get up the board, take objectives, and/or focus on the rest of their army. I intend to try some allied grot wolf charriots in the same manner. 6th: What is his list? That will help us strategize against it. 7th: If you do take a battalion, remember that it does give you another artefact and command point. Here is an example list at 1500 points with more wounds, but no casting.
  12. I intend to try out 3-4 grot wolf chariots today. 40 points. They have run and shoot/charge. I plan on having them get as far up the field as I can, possibly pinning something of my opponents in or at least clogging up the board on his side to make it difficult to move up. I don't really expect much out of them otherwise. Has anyone used them before with Ironjawz?
  13. I made a post on the facebook suggestion page as well. Was very similar to Malakree's point values.
  14. After my last game, my friend and I got to talking about a few things. He thought that I should try out leaving 200-300 or more just for command points to have a truly explosive Waaagh! Obviously, this cuts into our wound and body count and probably cuts our wizards out as well. However, 300 points would give us 7 command points(with battalion). Coupled with the Aetherquartz brooch, there is a serious chance that you get a few extra when you waagh! Then assuming we roll two or three 6's on the waagh!, there is a good chance you are adding +10 or more attacks. +10 attacks for 10 ardboys using Big Choppas=120 attacks at 4+/3+/-1/1. 5 sets of 10 ardboys=600 attacks. Here is a list at 1500 points. I have used only ardboys in this example build because they offer more wounds and more bodies to multiply the extra attacks with. What would you add or change while keeping within the theme of a HUGE Waaagh!? How viable is this? At what point is it too much? 100/200/300/400/500? Obviously 50-100 is pretty normal.
  15. Played against Nighthaunt again. Aqshy was realm and Relocation orb was the battleplan. I finished setting up first with 6 drops and had him go first. He moved up. Terrain was in the way of both setup areas, making setup a bit difficult. A building hindered the nighthaunts advance a little, but he was able to manage it. He failed a charge with a buffed unit and didn't reroll it. (afterwards he said he should have, I agree). On my turn I moved up with all my hero phase movement(got 1 rampaging). I then gave +2 to hit for my 20 ardboys and cast +1 damage for their weapons as well. I failed to cast 2 spells but suceeded on Fireball and the +1 to damage to weapons as said. Waagh'd for +5 attacks. (3 CP+1 from Aetherquartz and I rolled one 6 in combat phase=+5 attacks) Moved up more in the movement phase, putting the ardboys at 3" and most of the other units in charging distance. My goregruntas didnt get in (bad roll). Wiped 2 units and should have had a 3rd with the 20 ardboys. 152 attacks +2/+3/-/ 2 damage from those 20 ardboys. We called it after that. I brought the following list.
  16. You roll for mighty destroyers for each Ironjawz hero you bring. You can give that movement to the same unit if they are in range each time. The movement it provides is a "normal move". When you perform a "normal move", you can run. You will not be able to charge later in the turn. Then in your movement phase, you could move and run again.
  17. Finally got my Maw Krusha on his base, so I decided to run an Gordrakk Ardfist. Against Nighthaunt on Total Commitment battleplan in Shyish. I only ran one wizard, wish I had run another. However, got 3 of the 5 ardboys in to fight with 4 extra attacks (2 from gordrakk, 2 from Warboss). Also got Gordrakk in the fight as well, no bonuses(he was off to the side). Killed quite a bit of his army and nearly brought down his general, but he was able to heal and bring back a ton. He double turned and wiped those 3 sets of ardboys. Then he moved up and got another set of ardboys and my warboss. I pulled out the win, mainly because my opponent forgot about the ardfist warchanter and Gordrakk a little. I brought back 4 sets of ardboys at the end of round 2! I was winning on points 3-0 at the end of his turn in turn 2 if you can believe it. (the only objective taken was Gordrakk taking one of my opponents objective 1st round, as my whole army moved forward). (Terrain was mostly on around the edges, providing the largest open middle field I have played on yet.) Cogs would have helped, had it in there originally, took it out for the command point and possibly the Triumph, which i got.
  18. Wow, nice breakdown @broche! Thank you for the information
  19. @Malakree So whats the full breakdown of which weapon is better for ardboys against all saves? Looking for an easy quick reference. Saves: 2+ ___________ 3+ ___________ 4+ ___________ 5+ ___________ 6+ ____________ 2+rr __________ 3+rr __________ 4+rr ___________ 5+rr __________ 6+rr _____________
  20. @broche Sorry I do face a lot of re-rolls. Buddy of mine is constantly using large blocks of sequitors/evocators. And by typically better, I did mean with Waagh! etc. Is 3+ save the benchmark?
  21. @Luzgurbel It depends. The ardboys are one of the few units that can mix their weapon setups. Because of this, you want 1/3-1/2 to have shields, so that you can allocate damage to them. The front 1/2 of the unit should have either two weapons or great weapons. Great weapons are typically better because of the -1 rend. However, there are cases where the two weapons are better (vs. ethereal stuff like Nighthaunt etc.). Remember the Boss, Drummer, and standard bearers can use the weapons of your choice before setup. For the standard bearers, use 1 of each standard per 10 in case you use units of 10. Then Use 1 boss model and 1 drummer per 10 for the same reason.
  22. @Luperkalel First thing I see is that you can fail your waagh! since you have 5 ironjawz units. Failing the roll would be really bad news, especially since that 6 gives the 2 attacks instead of 1. A huge Waaagh! is our way to victory. It can be tough to fit a Maw Krusha in 1k lists. No spellcaster. It's fine, especially at lower point values, but sometimes it really hurts not having one. (if not just for the unbind) (I see you don't own one, just mentioning it) Otherwise, the list looks fine. I would like to know how the mawkrusha performs at 1k points.
  23. Here is a more magic centric list that I tried yesterday. Foot of Gork, Fist of Gork, and Curse of da bad moon gave me 3 big spells and one more casting to boot. Was a lot of fun. Failed 2 times to cast Foot of Gork, one time with double 1's. Then he died. The list felt a little light compared to stuff I have run, but the magic carried its weight. Hysh was the realm. Battleplan was Focal Points. The Gore-Gruntas are not part of the Battalion.
  24. I think it is thin on wounds and bodies. The 2 mawkrushas have to do a lot of work. However, if you get the super waaagh off, you may be able to do some good work with it. No brutes?
  25. Blocks of 10+ Evocators are crazy good. OUCH. That is all.
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