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Superninja

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Posts posted by Superninja

  1. I just played my first game with Ironjawz using the new rules and it felt really good.  I played against Stormcast in Chamon (ignoring all rend) on Total Conquest.  Everything ingoring rend changed the game.   

    My 6 man unit of Goregruntas were the MVP (2nd was warchanter).  The mortals and the +1 to hit/wound on charge is super great.The unit of 6 Goregruntas charged and took out the unit of 10 Evocators(buffedby my warchanter and with 1 extra Waagh attack).

    Spoiler

     

    Allegiance: Ironjawz
    - Warclan: Ironsunz
    Mortal Realm: Hysh

    Leaders
    Megaboss on Maw-Krusha (460)
    - Boss Choppa and Rip-tooth fist
    - Artefact: Sunzblessed Armour
    - Mount Trait: Weird 'Un
    Orruk Megaboss (150)
    - General
    - Trait: Right Fist of Dakkbad
    - Artefact: Aetherquartz Brooch
    Orruk Warchanter (110)
    - Warbeat: Killa Beat
    Orruk Weirdnob Shaman (110)
    - Lore of the Weird: Da Great Big Green Hand of Gork

    Battleline
    10 x Orruk Ardboys (180)
    - 1x Gorkamorka Banner Bearers
    - 1x Gorkamorka Glyph Bearers
    10 x Orruk Ardboys (180)
    - 1x Gorkamorka Banner Bearers
    - 1x Gorkamorka Glyph Bearers
    5 x Orruk Brutes (140)
    - Jagged Gore-hackas
    - 1x Gore Choppas
    -1x Boss Klaw and  Brute Smasha
    5 x Orruk Brutes (140)
    - Jagged Gore-hackas
    - 1x Gore Choppas
    -1x Boss Klaw and Brute Smasha
    6 x Orruk Gore-gruntas (320)
    - Jagged Gore-hackas

    Battalions
    Ironfist (160)

    Endless Spells / Terrain / CPs
    Extra Command Point (50)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 134

     

     

     

     

     

    • Like 2
  2. Speaking of healing a mawkrusha, what about taking Ironclad(+1 to Saves) and Jade Diadem(6+ on saves heals 1 damage)  So each roll of 5 or a 6 you heal 1 point.  I think this could be useful. Throw wierd un mount trait for a little protection and you have a very survivable mawkrusha.  It could still get focus fired and it wouldn't be as 'killy' as other setups...but it seems good.  

    Another setup I've been thinking about takes advantage of all the +1 to hit floating around.  +1 from mawkrusha command ability and +1 from warchanter killa beat.  Sword of Judgement (6+ to hit=D6 mortals) so on a 4+ D6 mortals.  Or Blade of Endings (6+ hit roll = add 2 damage) so on a 4+ add 2 damage.  Or even Blade of Carving (6+ hit roll=Wound roll is automatically successful) so on a 4+ wound roll is auto success.

    The weapon setups may be sub-optimal compared to the defensive options available...but they look fun.\

    Also thinking about running 2 footbosses.  One with Metalrippas Klaw and one with Rune Blade.   Makes them scary in melee for sure.

    Sidenote:  A warchanter with a Rune Blade (-3 rend) looks great for the points.  Becomes a cheap threat.   6/4+/3+/-3/1  add in killa beat, +1 to hit from megaboss, and violent fury and its 6/2+/3+/-3/2.  Again, could be a waste of violent fury and an artefact...but its a cheap threat that looks fun.  Especially in lower point games.

    All of this is probably sub-optimal but again, it looks fun.

    • Like 2
  3. Reading Rip tooth fist, it says:

      "If the unmodified save roll for an attack that targets a model with a Rip-toof Fist is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved."

    "An attack" is ranged as well I assume.

     

    • LOVE IT! 1
  4. So far, overall, I am not as happy with the changes as I'd hoped I would be.  I'm hopeful that after trying stuff out that I will change my mind.

    Why are there only 3 clans to choose from? (Ironsunz, Bloodtoof, Choppa)

    Losing -2 rend on the brute boss and the Footboss sucks.  I know it was clunky...but I loved the grab and bash from the Brute boss.  People were scared of him.

    The wierdnob shaman seems overpriced to me.  I see the utility of green puke to move our units...but we still have to hurt our own units to get the benefit. 

    Love the new warchanter and the violent fury warbeat.  The fact that it lasts till your next hero phase is great!  However, the other warbeats going off on 4+ seems weak. 

    SOOOOO happy about the goregrunta changes.   They are really good in my opinion.   I hated the long charge BS they had before.

     

     

     

     

  5. @Kasper.

    Boss has Boss Klaw/Brute Smasha, 1 has Gore-choppa, and the other 3  models have either pair of Brute Choppas or a Jagged Gore-hacka. 

    • Typically if its a unit of 5, you would go with the pair of Brute Choppas for the 3 other models. 
    • Typically, when using larger units, like 10 Brutes, it would be 1 Boss, 2 Gore-Choppa, and 7 models using Jagged-Gore-Hacka.
  6. @Jabbuk

    Yes, I have gotten frustrated before when playing.  I think the time we invest in putting together models, painting, trying to find games, and how long games take can cause one to take things more seriously than needed.  Also, it can sometimes be difficult to not freak out over what different armies can do.  I've tried to take an "every army has its crazy thing(s) it can do" type of attitude, but it isn't always easy to achieve or maintain. 

    Once I smash and bash an army off the board after a big Waaagh! its hard not to feel bad for my opponent as well.

    And it was my pleasure to write out.  I hope @Malakree and/or others chime in.

  7. @Jabbuk

    Here are my thoughts/experiences on Ironjawz:

    Hammers:  

    • Spoiler

       

      • Unit of Brutes (especially against high wound targets)
      • The Brute Boss by himself (especially against high wound targets)
      • Mawkrusha
      • Gordrakk
      • Megaboss on foot (Typically has a hard time making it into battle)
      • Any Ironjawz unit can become a hammer when you add enough Waagh!/Frenzy of Violence/Bash em Ladz

       

       

    Tarpits:

    • Spoiler

       

      • Unit 10/20/ 30 Ardboys (shields help with this)
      • Gore-gruntas

       

       

    Anvil:

    • Spoiler

       

      • Unit of 20/30 Arboys (with shields)
      • Possibly a defensively equipped Mawkrusha

       

       

    You want to charge 1st because Waaagh! and Frenzy of Violence are in effect during our combat phase. You want to attack the enemy 1st, while you're buffed, before they can weaken your ability crush them.

    I certainly try to charge first with:

    Spoiler

     

    • a unit if I believe I can win the combat or destroy enough of the enemy and avoid enough losses.
    • a unit or two of Gore-Gruntas to pin an enemy unit or two back.

    • Gore-Gruntas to try and attack with their bonus to long charges.

    • a Mawkrusha/Gordrakk to inflict damage on the charge. 

    • a unit or two of Ardboys to pin an enemy back and/or take an objective.

    • a unit to avoid an enemy unit from utilizing their charge bonuses.

    • a unit to ensure an enemy target is in combat with the unit I want.  (protect Heroes/priority targets/softer targets)

    • a unit to establish the area where combat will take place.

    • a unit that is buffed up.

    • any unit I just teleported that is intended to engage and/or tarpit an enemy unit.

    • my whole army if it I am confident that enough units will get in to have a Waaagh! that can't fail or not likely to fail.

    • a  brutefist battalion.

    • any unit after I have had too many beers and forgotten/lost interest in the plan.

     

     

    I do not try to charge first if:

    Spoiler

     

    • the charge(s) will cause my army to split up/while not gaining anything/enough from it. 
    • I would rather hold my ground/objective
    • the charges would cause me to fail the Waagh! roll because I won't have enough or as many bodies within range.

     

     

     

    Deployment:  (This is something I would like to learn more about, but here are my thoughts)

    Spoiler

     

    • Deathstar type deployment comes from the ranges from many of our abilities/bonuses
      • "Waaagh!" (Within 12 inches from Megaboss on foot at the start of the combat phase.  *used in hero phase*)
      • "Mighty Waaagh!" (Within 15 inches from Megaboss on Mawkrusha at the start of the combat phase  *used in hero phase*)
      • "Mighty Destroyers" (Wholly within 12 inches from Hero/18 inches from General in your hero phase)
      • "Frenzy of Violence"  (Within 10 inches of the Warchanter in your hero phase)
      • "Power of the Waaagh!"  (Up to 20 Orruk models within 10" of the Weirdnob Shaman)
      • "Go on Ladz, Get Stuck in!" (Passive/Always on-Brutes within 5" of Megaboss on foot during combat phase when brute makes attacks)
      • Weirdfist battalion (A unit from battalion within 10" of the Weirdnob from battallion when Arcane Bolt, Green Puke,  or Foot of Gork are cast)
    • This Deathstar usually consists of at least 6 units since that is typically the number your need for a Waaagh! not failing. 
    • This Deathstar usually involves screening your heroes, brutes.
    • Gruntas are usually placed in a way to be able to engage some target to hold it up (this often brings them closer to middle/to heroes)
      • OR
    • Or Gruntas are placed on the sides and/or behind to screen while still being able to threaten an area/join a fight  where needed.
    • Ardboys are often used to screen heroes/priority targets like brutes. 
    • Brutes/Gruntas/Mawkrusha equipped with Gore-Hackas and Heroes equipped with artefacts can have a 2 inch range.  This allows them to attack over the top of ardboys.
    • Gordrakks ability allows him much more freedom when deciding where to place him ,than a typical Megaboss on Mawkrusha, since it affects every unit on the board in the battalion targeted.
    • Bloodtoof battalion allows for a more spread out deployment due to each unit in the battalion counting as 2 for the purposes of Waaagh! performed by the Mawkrusha in the battalion.  This allows you to have multiple areas that could avoid failing the Waaagh!  This gives you more flexibility and allows you to more seriously threaten multiple areas. 

     

    •  

    **Sidenote** I've been using movement trays lately and I have to say that is quickens up my setup and also movement phase.  Especially since we often move multiple times a turn

     

     

     

     

    • Like 1
  8. No problem here as far as the ardboys go.  2 weapons, any style, works for me.

    My question, in reference to the ardboy with shield:  When would you use shield bash over using charge?  The only instance i can think of pertains to visibility.  If you couldn't see your enemy before you moved, you couldn't use charge.  What am I missing otherwise?

  9.  

    Spoiler

     

    Allegiance: Ironjawz
    Mortal Realm: Hysh
    Megaboss on Maw-Krusha (420)
    - General
    - Choppa and Rip-tooth fist
    - Trait: Ironclad
    - Artefact: Mirrored Cuirass
    Orruk Megaboss (140)
    - Artefact: Sash of the Ten Paradises
    Orruk Weirdnob Shaman (120)
    Orruk Warchanter (80)
    - Artefact: Aetherquartz Brooch
    Orruk Warchanter (80)
    20 x Orruk Ardboys (280)
    - 10x Choppa or Smasha & Shields
    - 10x Big Choppas
    10 x Orruk Ardboys (140)
    - 10x Big Choppas
    3 x Orruk Gore Gruntas (140)
    - Pig-iron Choppas
    3 x Orruk Gore Gruntas (140)
    - Pig-iron Choppas
    5 x Orruk Brutes (170)
    - Jagged Gore-hackas
    - 1x Gore Choppas
    Ironfist (160)
    Bloodtoofs (80)

    Total: 2000 / 2000
    Extra Command Points: 3
    Allies: 0 / 400
    Wounds: 144

     

     

     

     

    Played this list last night, vs stormcast buddy.   Shifting objectives, Hysh.  I had him go first, he dropped down 3 ballistas, killed my Weirdnob and killed a few ardboys, dropped his stardrake down, missed ranged attacks and only did 1 mortal with his ability.  He moved up with his army, taking all the objectives.  He shot me his troglodon and also dropped down some sequitors, which ended up charging my set of 10 ardboys. 

    On my turn, I used mighty destroyers 3 times, moving the unit of 20 ardboys, the unit of brutes toward the stardrake, and my Mawkrusha towards the troglodon.  I got all 3 command points back!!  I then warchanted the brutes and a unit of goregruntas.  Then I waaagh'd 4 times, and got 3 more command points back!!  Moved everything up, getting everything I had into combat except for the 2 warchanters.  Start of combat, I used 2 command points to 'fight first' (command ability from Hysh) (he used one to fight first) and my last command point to reroll 1's to hit.  I did not get those command points back.   Waagh goes off, rolled 4 dice, got one 6, so +5 attacks.  I then killed his stardrake with a unit of brutes, killed his troglodon with my mawkrusha, killed his lord ordinator and wounding a ballista with a unit of goregruntas, killed a unit of 5 liberators with the unit of 20 ardboys...and we ended the game.
     
    New ****** is great!  Aetherquartz is nuts.
     
    Question:  Its my turn.  We both spend a point to fight first, since it is my turn, I go first.  If I kill a unit with that unit that is 'fighting first/immediately', how does smashing and bashing work?  Would he then go with the unit he spent a command point on? Or would smashing and bashing allow a unit to fight before that? just wondering, it almost came up, but I killed the thing he spent the command point on...so it didn't.
    • Like 1
    • Haha 1
  10. yeah you use Waagh in the hero phase, then move everyone, charge etc, then in the combat phase you count up the units and roll dice.   So it can be a gamble sometimes, because you don't know if all the units will be within range or if they will make the charges. 

    • Thanks 1
  11. Gordrakk fits into a bloodtoofs list now, so gonna have to try that.

    Spoiler
    Allegiance: Destruction
    Mortal Realm: Aqshy

    Leaders
    Megaboss on Maw-Krusha (440)
    - General
    - Choppa and Rip-tooth fist
    - Trait: Ironclad
    - Artefact: Ignax's Scales
    Gordrakk the Fist of Gork (580)
    Orruk Warchanter (80)
    - Artefact: The Boss Skewer

    Battleline

    Units
    10 x Orruk Ardboys (160)
    10 x Orruk Ardboys (160)
    10 x Orruk Ardboys (160)
    10 x Orruk Ardboys (160)
    10 x Orruk Ardboys (160)

    Battalions
    Ironfist (180)
    Bloodtoofs (120)

    Total: 2200 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 135

     

    Minus 200 points from reduction and it fits exactly.


     

     

    Otherwise...meh.  I want to see the 'updated' allegiance abilities...

    • LOVE IT! 1
  12. Saw a post on facebook supposedly from the General's Handbook about point drops.  Obviously, not sure how true it is, but here is what I saw:

                                  Current points> New points

    Orruk Ardboys: 160/450>140/360

    Orruk Brutes:     180>160

    Ardfist:                   170>140

    Brutefist:               180>120

    Gorefist:                 190>140

    Weirdfist:              180>120

     

    Fungoid:                   90>110

    • Thanks 1
  13. Spoiler

    Allegiance: Destruction
    Mortal Realm: Aqshy

    Leaders
    Megaboss on Maw-Krusha (440)
    - General
    - Choppa and Rip-tooth fist
    - Trait: Ironclad
    - Artefact: Ignax's Scales
    Orruk Warchanter (80)
    Orruk Warboss (140)
    - Great Waaagh Banner
    - Allies
    Fungoid Cave-Shaman (90)
    - Allies
    Fungoid Cave-Shaman (90)
    - Allies

    Battleline

    Units
    10 x Orruk Ardboys (160)
    - 5x Choppa or Smasha & Shields
    - 5x Big Choppas
    10 x Orruk Ardboys (160)
    - 5x Choppa or Smasha & Shields
    - 5x Big Choppas
    10 x Orruk Ardboys (160)
    - 5x Choppa or Smasha & Shields
    - 5x Big Choppas
    10 x Orruk Ardboys (160)
    - 5x Choppa or Smasha & Shields
    - 5x Big Choppas
    3 x Orruk Gore Gruntas (140)
    - Pig-iron Choppas
    3 x Orruk Gore Gruntas (140)
    - Pig-iron Choppas
    3 x Orruk Gore Gruntas (140)
    - Pig-iron Choppas

    Total: 1900 / 2000
    Extra Command Points: 2
    Allies: 320 / 400
    Wounds: 159

    @Andrew G

    Ran the list for a 3rd time now, beating stormcast again. 3 wins/0 losses so far. This time he had 3 ballista and a hellstorm battery.   Focal points was the battleplan, Hysh was the realm, -1 bravery for order units was the realmscape feature.

    He decided to go first (which hurt him I think) and dropped a comet on me.  He then shot a unit of goregruntas and a unit of ardboys up pretty bad.  2 out of 3 goregruntas died and 6 of 10 ardboys.  He dropped 2 units of sequitors in front of me, 1 of which took the center objective.  I used a command point to keep the ardboys from rolling battleshock.  He started with the ballistas on the map, not close enough for multishots.

    I then moved up with everything and waagh'd 2 times from the warboss on warboar.  This affected my left side, which was 2 units of ardboys (1 of which had 4 models left) and 2 units of goregruntas (1 of which had 1 model left).  I charged with the left side, into the sequitors.  They wiped the sequitors before they could attack back.  We called it after this because I would be able to hold the objectives without him being able to take them back very easily, though he would be able to shoot me up pretty good.

    His setup was off in my opinion. This led to my win. 

    This is the first IJ list that I have ever felt I may need to tone down for a friendly game.  Usually I am thinking that I am behind the curve, trying to figure out what I could possibly do to win.  Starting at 1900 points is clutch.

    • Like 3
  14. @Andrew G

    Ran the list again, this time with an orruk warboss with banner in place of the 4th grunta.  This time on Border War on Ulgu vs Tzeentch Multitudinous Host.

     

    Spoiler
    Allegiance: Destruction
    Mortal Realm: Aqshy

    Leaders
    Megaboss on Maw-Krusha (440)
    - General
    - Choppa and Rip-tooth fist
    - Trait: Ironclad
    - Artefact: Ignax's Scales
    Orruk Warchanter (80)
    Orruk Warboss (140)
    - Great Waaagh Banner
    - Allies
    Fungoid Cave-Shaman (90)
    - Allies
    Fungoid Cave-Shaman (90)
    - Allies

    Battleline

    Units
    10 x Orruk Ardboys (160)
    - 5x Choppa or Smasha & Shields
    - 5x Big Choppas
    10 x Orruk Ardboys (160)
    - 5x Choppa or Smasha & Shields
    - 5x Big Choppas
    10 x Orruk Ardboys (160)
    - 5x Choppa or Smasha & Shields
    - 5x Big Choppas
    10 x Orruk Ardboys (160)
    - 5x Choppa or Smasha & Shields
    - 5x Big Choppas
    3 x Orruk Gore Gruntas (140)
    - Pig-iron Choppas
    3 x Orruk Gore Gruntas (140)
    - Pig-iron Choppas
    3 x Orruk Gore Gruntas (140)
    - Pig-iron Choppas

    Total: 1900 / 2000
    Extra Command Points: 2
    Allies: 320 / 400
    Wounds: 159

     

     

    I went 1st, got one rampaging destroyers roll and moved up a unit of gruntas, which I was able to charge in with.  The rest of everything ran up.  I got 2 command points from the 2 fungoids, for a total of 5 first round. 

    He went, moved up, shot, killed those gruntas.

    2nd turn I got the roll,  1 of 2 extra command points, for a total of 7.   I waagh'd 5 times, using the 2 others for rerolls on charges.  Wiped out a unit of pinks, blues, and 2 brimstone. 

    His turn he brought a bunch of units it but it wasn't enough to move me off the objectives.  We called it after that on points.

     

    Starting with 3 command points on round 1, with a possibility of 2 more from the fungoids is bananas. I liked the addition of the orruk warboss for redundancy and reroll. 

    • Like 1
  15. @Andrew G

    I just used the list last night and it worked out great.  Battleplan was Three Places of Power, Hysh was the realm, and versus stormcast.  I was forced to go first. I ran up board as far as I could, had one unit of GG's that got rampaging destroyers close enough to charge, but I opted not to charge after the roll.  He moved up a bit, shot me with 2 Ballistas(he missed), and cast a couple spells to take out my shamans, but they saved all but 1 mortal each.  I got the roll for the 2nd turn, so I took it.  Moved up some more with everything, used 5 Waaagh! (got +7 attacks) and ended up wiping out a set of 5 evocators,  a set of 30 skinks,  and 3 sets of 5 liberators before he got to activate them or anything.  He had his stardrake, the 2 ballistas, and another couple heros left...we called it after that.

    I like the list. Was easy to use and easy to setup.  I may switch out one of the GG's for the warboss on warboar just for a second waagh source as mentioned above.  I felt if he had taken 4 ballistas that he could have taken out my mawkrusha.

    For the ardboys, I did each unit with 5 big weapons and 5 shields.  Is that what you are using? Or are you using all 10 with big weapons?

    It was nice not having to worry about battleshock just from using MSU .  Usually have to commit a 2nd artefact to that end.

    • Like 1
  16. @Andrew G

    I'm sure originally the reason to have all MSU was to fit in the 3 allied fungoid.  But can you talk about the decision to run the 4 units of ardboys and the 4 units of goregruntas?  It is usually recommended to run larger units for many reasons like warchanter buffs, spells buffs, actitvation, etc.  But I have often found myself wanting to run MSU, not only for waaagh purposes, but even for ease of setup, the ability to move in different directions, and even have some take an objective while others do other stuff. 

    What was your reasoning?  How did it feel?

    Also no brutes, makes me sad, they are so cool looking.

    • Like 1
  17. I've played a few games against my buddy who plays gloomspite gitz.  Beyond the first game in which I roasted him, he has beat me a few times. (1 time I played nighthaunt).  He now has 2k points, so we are going to play that soon.  I am having trouble coming up with a list that I think can compete with him.  The fanatics alone are really what scares me.  (Hand of gork is scary too, made me start to look at the wierdnob again for unbind potential...)

    I have enough to do any ironjawz build. What would you guys recommend I try?

    I am thinking a 3 stack of gore-gruntas with a gorefist to try and bait the fanatics out early, they may take out a unit or 2 of gore gruntas but I could then retaliate with the rest of my army.  This could hold them back so I could also grab objectives.  I may be able to reach other juicy targets...but that is a big maybe.

    Otherwise a gordrakk build is something I am thinking...but neither really seems like a good chance.

    I'd like to bring a few wizards to try and stop his casting, he is usually bringing at least 2 wizards, probably more now since he has picked up gobapalooza.  But trying to build vs. the fanatics makes it more difficult to build against the wizards I feel.

    Ironjawz is the only thing I have 2k or more of.

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