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Superninja

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Everything posted by Superninja

  1. No, just means that you want to bash that other guy over there real bad!
  2. I recently played gordrakk/ardfist and it was pretty good in my opinion. 1x Gordrakk, Fist Of Gork (580) 1x Orruk Warboss, ally, Waagh Banner (140) 1x Fungoid Cave Shaman, ally, (80) 1x Warchanter, Prophet of Waagh, Aetherquartz Brooch (80) 1x Warchanter, Ardfist Battalion, Mirrored Quirass (80) 5x10 Arboys (800) Ardfist battalion (170) Chronomantic Cogs (60) Total: 1990/2000 Command Points: 1 Allies: 220/400 Wounds: 137
  3. I finally tried the Weirdfist battalion recently and it didn't go very well. It was on escalation, which I am really not liking... I set up poorly in hindsight. I failed casting Foot of Gork both turns. (called it after that cause i was getting trounced) I found it difficult, like a post above talks about. Our troops want to charge in, but with the weirdfist you want them to stay with the shaman. If you are keeping them near the shaman( or the shaman with them), it can be difficult to have enough other units to take multiple objectives. I want to try it again for sure.
  4. Tried a couple games with this list and I like it so far. Ardfist/Gordrakk. I like having multiple sources of Waagh, especially to try for a multi-waagh with the brooch. The orruk warboss is nice because of his movement, command ability no roll, and his wound rerolls are great. Gordrakk is nice because he doesn't have to be centralized like warboss's typically do. This allows him to go where ever he is needed. Wish I had more Wizards in the list, but its ok. More warchanters could work too.
  5. You can only take an artefact once as far as I know.
  6. @broche Lens of Refraction and Spell Mirror both affect other units, as well as the wand.
  7. @Lanoss Hi! I am not an expert but I am learning. Here are my thoughts. What list are you using? Mortal wounds are one of our weaknesses, so it is going to be a tough road. Placement and movement are both super important to us. Often poor placement and/or poor movement choices can lead to a loss pretty quickly. As Ironjawz, we typically want as many of our units in combat in possible at the same time that we can get. This allows us to maximize Waaagh! and allows smashing and bashing to happen. This takes some effort and forethought, to correctly place and move your army in such a way to achieve this. After your movement, you would hopefully be out of their charge range. If you are going to be in their charge range (after their movement)....why? Sometimes not moving is the answer. Measure their movement/charge range and try to stay at the higher end of that so that they would have to roll a 10+ to get to you. This will force them into tougher situations. IF your maw krusha gets charged before it charges, you messed up. With 12 inch movement, fly, and possible movement from rampaging destroyers you should be able to charge something first. Just don't charge/move him out front too soon. Screen him with your infantry. More ardboys to soak up damage and to stand in front of those maw krushas could help. I am really liking a large unit of ardboys that is buffed with Frenzy of Violence (or 2) and Waaagh! The large number of attacks that comes out is great and is usually a great way to trigger a smashing and bashing. The fact that they can mix their weapons setups is key, allowing the back line to take shields. Allocate the wounds to them and hope for the 6's. This should all equate to a large tarpit unit that hits like a truck when properly buffed. Rock lobbers or Spear Chukkas can both be useful against 'key' targets, allowing us to target stuff that is behind their infantry. Are you using a battalion?What battalion were you using? Lowering your number of drops by using a battalion helps and is pretty much auto include for us. Not to mention the command point and 2nd artefact. What command trait and artefacts were you using? Ironclad is amazing. Brutish cunning and Beastial Charisma are cool. Against mortal wounds, Ignax's Scales from the realm of Aqshy can help. 4+ negates a mortal wound. Or from Hysh there is the Mirrored Cuirass which is a 5+ against mortals(if you roll a 6+ you bounce the mortal to an enemy within 6 inches). Hysh is also where the lens of refraction(faq'd) and the amazing AETHERQUARTZ BROOCH is from. (aetherquartz is for getting command points back after you use them on a 5+) Between daubing of mork and these other artefacts mentioned above, you can have 1-3 of your heroes with a little more defense towards mortals. (if you have taken a battalion or two)
  8. I have rolled doubles with my weirdnob shaman so many times...I really wish it was 1 mortal wound, rather than d3. Super fun when you fail your unbinding with a double! I am starting to hate running him. I know he has the huge casting and unbinding bonuses, but having to keep troops near him or him near the fight can sometimes be a problem as well. When I look at the cost for our shaman, I end up adding the cost of the units that stand next to him. So he isn't 120, he is 120+160(20 greenskin orruks) or 120+320(20 Ardboys) or whatever. I do want to run Ironskull's boys next to the shaman to try to bounce off the mortal wounds. (haven't run them yet) I also want to try a footboss or a cabbage with Mirrored Cuirass. So there would be a chance to bounce the mortals off and into the enemy if they were close...lol. Or just Ignax Scales to more reliably bounce it off...But this all seems to risky and silly, just to avoid the damage from the shaman. I love the fungoid cave shaman and will soon try a Wurrgog Prophet (He gets a bonus when he rolls doubles to cast Fists of Gork! and Casts and unbinds 2 spells!) Not getting the rolls for rampaging destroyer's when running allied heroes always sits at the back of my mind as a problem though.
  9. Dispossessed Ironbreakers are pretty good and battleline now. The armor they have allows them to ignore -1 rend, so they can be tough to chew through since most of our units have exactly -1 rend. The ironbreakers and I think a couple other dwarf units get a bonus for not moving (such as the shield wall that lets them reroll failed saves). The ironbreakers and I think a couple other dwarf units get an ability to move an extra 4 inches instead of running. So because of that, I would expect their movement to be bursty, but then stationary for awhile. They typically bring artillery as well.
  10. That was me. You can run, but you won't be able to charge later.
  11. yeah the shaman would count toward it as he is a unit in the battalion.
  12. I agree. That is how I thought before on the subject, you just got me excited at the possibility it may work. Ty for the clarification.
  13. @Malakree Does this work? or not? I originally thought that it wouldn't, but after re looking at it, I really think it can. Brutefist: "In your hero phase, units from the battalion within 10" of its brute big boss can make a charge move AS IF IT WERE THE (FOLLOWING) CHARGE PHASE. " Gordrakk : "Once per battle, in your hero phase, you can pick a Destruction unit that is within 20" of (faq'd wholly within 24") Gordrakk. IN THE FOLLOWING CHARGE PHASE, that unit can declare a charge....and so on" So at first it seems it doesn't because it is 2 different phases BUT the Brutefist are charging in the hero phase AS IF IT WERE THE (FOLLOWING) CHARGE PHASE. And if it were the following charge phase, they would get that bonus. They are just doing it in the hero phase...as if it were charge phase. I really think that it works.
  14. In the pitched battles section, page 49 of ghb2018, under triumphs and command points: "...if one player has more tpoints left over than their opponent after selecting their army, then they can roll on the triumph table after both armies have been set up." "In a pitched battle, an army receives 1 extra Command Point for every 50 points that were not spent on units for the army."
  15. But the brutes, using brutefist, can charge as if its the following charge phase. Doesn't that count? Actually, I had written out the same thing earlier and erased it, cause i kinda convinced myself it could work.
  16. Malakree, can we not activate the Mighty Destroyers on the same unit multiple times? Or are you saying that because of the 'wholly within' now? So after an activation or 2, the unit would clearly not be wholly within anymore. Just wondering, don't want to fudge it up.
  17. You seem to have everything pretty spot on. Brutes, gruntas, and mawkrusha all 'optimal'. MAGNETIZE WEAPON OPTIONS!! Dual wielding for ardboys in situations where a -1 rend is ignored or dealt with easily (ironbreakers/Seraphon shields/etc). If the -1 rend from big choppas would be useful then go for that. (Extra attacks from Waagh!/Voice of Gork are considered generally better with -1 rend) Malakree has a great run down of weapon setups for ardboys and brutes and situations to switch them.
  18. Ohp you are right, i thought i was if they hadn't run in the movement phase, my bad. But still seems like a big change, with good and bad ripples.
  19. Just noticed this about the Mighty Destroyers Ironjawz allegiance ability. It changed to say "..than unit can immediately make a NORMAL MOVE if it is more than 12 inches away from the enemy, can immediately pile in if withing 3 inches..."(so on) The important bit was a normal move. They took out the part about not being able to run now. A normal move means you can run after that. So Gore-gruntas move 9 and can run. Then move 9 in the movement phase and run again. OR THE MAWKRUSHA MOVES 12, RUNS, THEN IN MOVE PHASE MOVES 12 AND CHARGES OR RUNS AGAIN. Seems like a big change. Not sure how i hadn't noticed this or heard it yet. Obviously need to make the roll still. Did we already talk about this?
  20. Played today, 1000pts , took something different. It isn't exactly optimal, but it ended up fun. Failed Foot of Gork twice (I have yet to succeed...) Used Inspiring Presence twice early, no Waagh! The endless spells were the star of the show. I used Quicksilver on his General(4 wounds i think)However, Quicksilver got used on my megaboss on the 2nd turn(opp chose 2nd), allowing me to get the double turn. As I went in for attack during the 2nd turn, i cast geminids, hitting 3 of his units with both of them. I then charged in with my megaboss and a unit of brutes and cleaned it up. Megaboss on foot-140 Ironclad/Daubing Weirdnob x2 -240 Brutes(5) x2 -360 Orruks(10)x2 -160 Bows/Cuttas Balewind -40 Quicksilver -20 Geminids -40
  21. Another thought: Drawing from the reputation of brutality of the Ironjawz Fear/Intimidation Tactics. A unit that either reduces the bravery of those they are in combat with, or a unit that actively attacks the bravery in some way. Be it a totem effect, spell, whatever. If successful it could give -1 to hit rolls/wound rolls/save rolls/ Or fear that keeps people from retreating, so they stay in battle and get hit in the face more. This would be useful against things that can retreat and still shoot or charge or whatever.
  22. There are certainly options that could be added to the army. At the core, Ironjawz are obviously melee punch you in the face. But here is some stuff that comes to mind. Short range throwing weapon type units could fit in nicely. Little bit of softening up as they still intend to continue on in to melee. Ground based vehicle, possibly pulled by gruntas, that carries units to get them into combat quicker (ironjawz hay-ride) 2nd cheap totem type buff hero. Buffing wound rolls, save rolls, movement, or charges...anything for more synergy within the faction. (buff that lasts till your next hero phase) Grappling hook/Mancatcher type ranged weapons that bring targets closer to you or you closer to them. Gruntas/Wolves/Beasts of some kind without riders. Cheap/Fast/Good Damage Unit with Tower Shields or mobile cover of some kind. Blocking LOS for another unit behind but within 3 or 5 inches. Or +1 Save for a unit behind but within 3 or 5 inches. Wish there was a battalion that had units showing up to the battle, having heard the great Waaagh!, from different sides of the board. (or it was a plan of attack, hold a portion of your battalion off the board, to be setup on any board edge later...blah blah. something like that.
  23. Looks a lot like a weirdnob shamans smoke cloud from the staff they hold, but this one is not exactly the same.
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