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Sangfroid

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Everything posted by Sangfroid

  1. South coast Grand tournament (Scgt) malign portents (MP or Malpo) SCGT have announced that they will incorporate 2 of the Malpo scenarios in as part of the 6 games selected for tourney
  2. Don’t mate we will list craft and get all excited then be crying into our beers in the bar after day one
  3. Was a great game Chris (the first of three great games for the day!) and particularly funny because I barrelled Rotgor down the middle to troll Krunk, engaged your Brutes and with a Waaagh up and Meatrippa’s Klaw kill a single brute, then your Gorehakkas dealt with Rotgor while Krunk watched on barely breaking swig! ive played ironjawz mirror matches twice now and the main deciding factor is who gets the first charge off and that battleplan even more so! Especially with the first 3 priority wins going my way thanks to your Black Sun dice????? anyway had a barrel of fun and am almost stupidly considering Ironjawz for SCGT now.... almost
  4. If you bring the rogue ido, then I can switch in Dafatslag the Troggoth Hag! (Tbh I’m finding it hard not to include her) basically my current List idea is mawkrusha megaboss troggoth hag 4x5 brutes 2x3 pigs I really want to bring the Ardboyz out again as they were awesome in blackout and I have a troll hag now.... the other list i felt might might be a fitting send off for me and Da Ghostwulfz is Mawcrusha megaboss shaman 10 brutes 4x5 brutes Brutefist #BRUTES P.S I’m not building a list just for our grudge trying to get something fun so I can enjoy these last 5 games and I did think about taking a bit of everything so all da boyz (Ardboyz, chanters, etc...) get their time in the sun. Have to admit it’s the hardest choice for a tourney I’ve ever had becasue I’m not really bothered about the meta more my own enjoyment!
  5. Two days away from our grudge @Chris Tomlin and I have to say Da Ghostwulfz are not fazed by a few puny grots
  6. Can’t wait to see them properly fella AND also the rogue idol I don’t think you have posted a pic of him near finished is it still the Gorkanaut conversion? Or a FW standard one?
  7. Best ironjawz can only be taken, it’s not given we will have our game at some point @Chris Tomlin ?
  8. Gonna break your heart here @Chris Tomlin I was going to private message this to you but then thought it’s worth having up here for da other ladz to know just in case they are also unfamiliar with stormcast formations (and the hammer strike is quite a popular one) the Hammerstrike lets the Paladins get +1 to wound rolls on the turn they drop if in range of the prosecutors this is particularly good for protectors agaisnt monsters as they do d6 damage on a wound roll of a 6 (5 when they drop out of the sky in a Hammerstrike) Retributors do 2 mortal wounds if they roll a 6 to hit (so un effected by being in the Hammerstrike aside from wounding on 2s if they hit but don’t roll a 6) Tom is a new player so easy mistake to make, he needs a Celestant on foot to use command abilty AND be in 9” range to buff the Retributors still a great combo when pulled off correctly though :-)
  9. @Banglesprout rockjawz sounds awesome! Against horde armies 4 shots hitting on 2s extra attacks on a 5+ for units of 10+ quite tasty and actually on average more damage than 3 spearcukkas (they are obviously better against heroes) if rocklobbas weren’t £25 a pop id be very interested
  10. Great victory Chris, I really need to get a go out with my spear chukkas been persevering with the Troll hag due to the warchiefs event this weekend but after that may give her a little rest :-) i think Chaos knights are a very strong choice for chaos now and armed with glaives seem a perfect counter to our armies with the rend and damage 2 on the charge as well as -1 bravery debuff. A full scale artillery battery like this (or 4 rocklobbers) maybe a good companion to 30 strong Ardboyz unit. The AB can block of a large section of the field and if the enemy cant shoot over them then the artillery will take a significant toll combine this with a Mawkrusha to do the heavy combat work, characters and pigs to finish up mawkrusha weirdnob warchanter warchanter 30 ardboyz 3 x 3 gorepigs 3x3 spearchukka =1970 frightens me to see an army with out any brutes in it though....
  11. Love these conversions Orruks make excellent Pirates, as has been said before the mention of Grot and orruk pirates in the kharadron overlords book (along with shaven pirates I think) can keep the dream alive that one day this could be real. I would gladly go get a credit card and smash it to pieces over a AoS version of Booty Bay and the Bloodsail bucaneers! My cat Ole’ cap’n Smokey-Joe would be gluggin a tankard of rum with me to that! Aaaaargh!
  12. Great write up as always @Chris Tomlin and congratualtions of the final amazing result!
  13. Brutes are literally the answer to every question posed in AoS, wonder if a list with 40 in might get branded a bit overkill....
  14. I don’t think anyone begrudge the EotG getting a second turn on such a slim chance the issue is the seraphon player can score objectives twice (or more if realllllllly lucky) in a single battle round imagine this is battle round 4 of a close fun game and the seraphon player just Auto wins because he rolls lucky in his hero phase, ending it there and spoiling a good match? No issue with extra turn but why would want to play a game where you get 5 chances to score on objectives and your opponent 6 chances? Doesn’t make any sense to me in matched play whatsoever
  15. Not cheesy at all, as said it’s part of the tactical play for both you and your opponent. Do they remove casualties from here or there? Or in Chris case he used it to move his character onto the objective etc...
  16. It’s not an exploit just part of the rules as it stops 2 units charging one unit then casualties being taken off to stop the second unit fighting (among other things :-)
  17. @Chris Tomlin just to rub in the fact even harder I took the meatrippa axe and played nighthaunt in 2 games, Bonesplittas in one (neither of any care about extra rend, Blades of Khorne (bloodletters only have a 5+ save). For all my bluster about extra rend it was largely useless. I was discussing with some guys at the end that in future I may as well just take destroyer as this hurts every army equally (though knowing my luck I'd then face 5 stardrake lists ;-)
  18. Okay did a little bit of maths though I could have got it wrong.... % chance of a hit with a Warchanter frenzy buff (not including auto hits of smasha if Klaw hits) choppas/jagged gore hacka/boss choppa = 83% gore-choppa/Klaw/Brute smasha =66% % chance of successful hit with a Megaboss rerolling 1s: choppas/JGH/BC = 72% gore-choppa/Klaw/BS = 58% the Megaboss is statistically better if you can buff 5 units with him at once over the equivalent 2 Warchanters frenzy (basically +1 to hit is twice as good as reroll 1s to hit) his buff is smaller but can put effect on multiple units at once (as opposed to frenzy) shorter range 5" over 10" useless if target has 4+ wounds on starting profile cant be used on other units however he puts a significant threat out there over the 2 Warchanters attacks, they have 5 more wound though assuming non mortal wound attacks they need around 24 no rend wounds to kill them he needs 21. Having gone thru this in my head he isn't as bad as I have allowed myself to believe, and maybe has a place in brute heavy lists, but needs to be viewed in a different way to his old battlebrew slugging, stormcast hewing previous incarnation?
  19. @Chris T I had to have lunch today with Carl Smith and let him know (very gently) that there is a significant chance that the troll hag he has painted ready for me for FHGT may actually end up not being used...... I'm not "not" taking it yet I'm more just up in the air with the multitude of options, same way as you are :-) This has made my day btw, knowing I'm not the only one :-)
  20. I agree with you @Chris Tomlin list 2 looks a lot more balanced and importantly has more IJ units overall to contribute to the Waagh roll. Also the Warchanters is some scenarios can act as objective holders when your confident they won't get assaulted meaning you can actually prosecute the enemy with all your combat power. (This I've noticed popping up in comments by yourself and others as well as in my games, leaving a unit of brutes to hold an objective just feels like 180 points wasted) the other thing to consider and I actually think this is more relevant than Warchanters effect on brutes is that goregruntas really really benefit from the Frenzy making them excellent first wave troops like in Da Books! I realised that I'm often in my games choosing to buff up the pigs Turn one and send them off and it's the following turns that the brutes get the frenzy. i also think a ten man brute unit is just as auto include as a Mawkrusha now, not so much for smashing & bashing but also as an effective unit against things like 30 bloodletters, yes 5 brutes will hurt them but 10 should do enough that they are not only hurt but lose significant effectiveness when striking you back, 5 brutes may dent the big blocks but then get hurt back significantly in return
  21. Great post Chris I like the idea of rolling for units on a path to glory especially if peeps collections are sufficiently field most things they roll :-)
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