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Sangfroid

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Posts posted by Sangfroid

  1. 9 minutes ago, woolf said:

    I dont think u can put mud on the shaman actually as he is a hero..?

    I think in particular disappearin act should not require the 4+ as we still need to beat wounds and it cant target reinforced units.. so already fairly restricted 

    Yes you are correct stupid me :) 

  2. On average you should get at least one from the 3 dice I think in about 40 games Ive maybe not got at least one 4+ maybe 3 or 4 times but yes it’s still a chance. 
     

    -1 to wound is great but I use that the least 

    covered in mud is my go to if I can get a decent terrain piece in my deployment zone if I can get 2 4+ then that’s the shaman and boltboyz unable to be targeted with missle weapons or spells that require a visible target which means they can pretty much only be charged…. And then I have unleash hell 

    if I’m not bothered about the enemies shooting or magic then I use one of the others lethal surprise I just love but the -1 to wound or disappearing acting are also getting useful 

     

    @W1tchhunter

     

    gobsrakk

    snatchaboss

    breakboss

    shaman 

    marshcrawler 

    3x10 GR

    1x9 boltboyz 

    Portals/purple sun 

     

    full list is a few posts back :) 

    • Like 1
  3. I really don’t think Kruelboyz are a terrible army but they do need the game for a full 5 turns (I know every game should be 5 turns but at tourneys this doesn’t always happen sadly) 

    This applies to all armies but especially Kruelboyz you want to have a plan about what battle tactics your going to do across the turns as well as make sure you score objectives. Gobsprakk and a Snatchaboss means you can try to turn a shaman or breakboss into a monster to get a 3 pt Ferocious advance (T1 or T2 tactic IMO) what’s great about this is with Gobsprakk (or a spare shaman) and choking mist you can let the opponent set up then if you get the spell off they can’t do FA tactic because they can’t run even if you can stop 1 monster of 3 doing it your up 1 VP now.  Or let’s say they set their army up and they have 2x10 skeletons and a necromancer in what’s obviously a set to do the 3x run we can use our Dirty trick to remove one or both of those units off the board once again denying them.  
     

    take dat suckas is another great tactic to do (do 10 wounds don’t take 10 wounds) very easy to do and with boltboyz you can do this 27” away and not even move you army. 
     

    Monsterous takeover, aggressive expansion, kill a battleline are another 3 you probably do without moving very far forward at all.  You want to get your enemy on the back foot and coming forward especially into the 20” boltboyz kill zone 19 dice with poison is pretty disgusting really.  if they have to engage to score then you can shoot them if they don’t engage grab a beer and win the game by sitting still. Mork is very happy to win with your head! 
     

    there’s a few other cool trick too lethal surprise doesn’t effect out units so you can position a unit on terrain or near an objective so if they want to charge you they are probably taking D6 mortals before they even fight (boltboyz are the kings of this they get charged do unleash hell and lethal surprise Oof) 

    I guess I’m trying to convey that the Kruelboyz are a different mindset to Ironjawz, I often am quite happy just getting a single gutrippaz on an objective to score it and goad the enemy to come at me if they tag the objective and I get the priority I’m going in but if they try to engage me head on I’ll waaagh them and possibly unleash hell as well (once did 21 mortal wounds to a Vampire Zombie dragon with unleash hell mwwahaha)
     

    Sneaky boi’s need a good few games I believe to really start to see their full usage (and play against loads of armies too so you learn what to focus the boltboyz at etc…) 

     

    Anyway that’s enough waffle for now :)

    • Like 2
  4. @Arzalyn thanks! No it’s Bad yellers so the Bolt boyz are battleline.  The 3rd gutrippaz is just to hold objectives or to screen/replace a unit that dies. I want to try a battle with 3x10 hobgrots instead of the 10 GR and spell that will probably be a better list. I like Grinnin blades but a 20 inch double shot threat range is too good and 27” standing still allows me to be more defensive. 
     

    the portals would be for black pit or nasty hex yes sadly gobsprakk isn’t the most reliable caster all his spells are 6 or 7 so you can never count on it (if I had 80pts I’d take 10 hobgrots instead of a spell see above) most of the time I cast mystic shield, arcane bolt, make a character a monster (for the ferocious advance extra VP t1 or t2) and choking mist (which is the best spell IMO stop a whole army running if they bunch up which means more time for me to score Vp, position t he Waagh and dakka dakka) 

    egomaniak is pretty amazing on average it gives the Snatchaboss boss an effective 21 wounds AFTER save rolls love it! 

     

     

    • Like 1
  5. Hey guys, @Abstract_duck the marshcrawler is actually not bad for 150 pts his main role is to stand close to snatchaboss so I can bounce the egomaniak wounds on to him (Then hope to heal some back) he is also great for buffing the breakaboss, snatchaboss and vulcha attacks as these guys do nicely benefit from the +1 to hit. Lastly he can tank a few things if needed and his snipe is pretty usefull too now with command points. A bit niche but people sometimes get sloppy with character placement and if you snipe out the champ then no command abilities unless in range of another hero. If he also got VW then would be very good for 150 I think (Weird why the whole army doesn’t just get it it!) 

     

    @PlasticCraic yes 1 is fine the 9 bolt boyz and him try to find a piece of terrain and hold it while I pray for 2 4+ for covered in mud rolls. If he isn’t buffing the boltboyz then I buff the snatchaboss (or gobsprakk) the 5+ VW on him is better than on the gutrippaz with 21a you might get 3 or 4 extra mortals but on snatchaboss if over average spike then each one does 3,2 or d3+3 mortals. Gobsprakk buffed is decent too I never really throw him into something stupid tough unless I have too but because of VW does often come thru for me, in fact he is probably tied with breakaboss for mvp most battles. Such a cool set of rules and toolkit on him. I think the shaman is great but also a bit of a trap and is perfect distraction piece to get the enemy to waste a load of time killing a 6 wound dude worth only 105 pts. 
     

    I play quite defensively with the army im trying to manoeuvre the 2x10 gutrippaz, snatchaboss and breakaboss into combat at once with the middle of the enemies army then waaagh and thats when the gutrippaz shine 42 attacks 6s do 2 mortals so probably 4-12 per unit in reality. Add in snatchaboss and a angry troll who I’ve bopped on the head (2s to hit thanks to marshcrawler and 2s to wound from heroic action) and that’s some decent output.  It means playing cadgey and aiming for t3 fight but that’s fine by me and this is where the boltboyz shine, if they don’t commit then I can score VPs and shoot them from afar and not die, if they do commit they can only really nibble the sides and kill gutrippaz because if they charge my snatchaboss and don’t kill him with 1 activation I get to waaagh back at them and do what I wanted too anyway.  Also if they just try to take me apart piecemeal and can’t get to archers then I just get to shoot them from close range which is even better!
     

    I played a SBGL army where he charged 3 units of blood knights and radukar in to my sneaky-bois-howling-castle and did 8 damage to my snatchaboss, I then waaagh’d and killed 13 of the Blood knights before they could do anything. 
     

    They are  a spikey army but that’s half the fun right 🙂

     

     

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  6. I went 4-1 with them to get second in a local 14 man event (I beat the person who came first but they won on more battle tactics done across the 5 games with 2 more) was a lot of fun and is a list I’ve been using for a while. I find it’s quite tactical to play and a lot of fun too. 
     

    game 1 was v Glottkin and blight kings, game 2 Archaon and Varanguard (this was my loss a breakaboss needed to take 2 wounds off a varanguard and fluffed it 🙂)game 3 living cities (Fulminators, storm drakes and phoneix guard) game 4 LRL 3x mountains list (The eventual winner) game 4 a rematch against the living cities chap. 
     

    list is 

    snatchaboss, Egomaniak, morks eye pebble

    breakaboss, fast un 

    swampcalla shaman, choking mist

    gobsprakk the mouth of mork

    3x10 gutrippaz 

    9 manskewer boltboyz

    marshcrawler sloggoth

    purple sun (Becasue it’s painted ideal would be spell portals) 

    battle regiment for a 3 drop army (Breakaboss and gobsprakk out of the formation) 

    =2000 exactly 

    all of the games were down to the wire and could have gone either way at the end for 3 of them so could have been 5-0 or 3-2 which is one of the problems I think with KB they are very glass canon and a bad priority or a spike in lucky and they suffer

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  7. On 1/25/2022 at 7:09 PM, Greasygeek said:

    No thats not it. To put it correct I was hopping for two things to be clarified.

    1. Excess Contagion Points: Say I have 10 Contagion Points and I summon 3 Nurglings thus spending 8 CP. What happens to the rest?

    2. Bringing on the Rot (p. 76). Am I suppose to summon all the cessnode swapping Gnarlmaws following all the rules of summoning ?(spending CP, within 7” of a hero/tree etc.) or is this some special rule that just allows for a bunch of free Gnarlmaws?

     

    Good news it’s not like the silly angry god if we have 10 and use 8 contagion then we carry the 2 over!

    it’s path to glory so narrative brah you can just swap them in if your playing as the gardener 👍👍

    • Thanks 1
  8. On 1/16/2022 at 8:49 PM, Rotbinger said:

    Perfect timing. I'm literally building mine right now, and thinking the exact same thing. 👻

    The only pieces that are the same for both models are the feet (Which is part of the bird build anyway) so you can build both models and then slot either rider on top. The head of the vulcha is a bit more faff so I just choose gobsprakk version and don’t both magnetising that 

  9. I’ve only managed to use it twice but both times was great 

    munificent wanderers

    glotkin (Rancid visitations)

    lord of plagues (Infernal conduit, splithorn helm)

    rotbringer sorcerer (Gift of disease)

    10 blightkings

    3x10 plague bearers 

    nice simple list, glotkin is always casting mystic shield and abundance of flesh on the blightkings unless he is in range for rancid visitations. Sorcerer try’s to gift disease every turn. Glotkin, lord and blightkings run every turn to try to corner the enemy or control the objectives. PBS just score where they can, and if threatened are at least doubling up on the disease tokens. 
     

    I like infernal conduit but am thinking I may switch that to living plague or overwhelming stench (I do like the chance of getting 7 CP turn one though for a cheeky summon but over the 5 turns think the other 2 are better, well need to test that but that’s the gut feeling)

    the other change could be drop 10 pb for 2x3 nurglings which I’d like to try as they could be useful cheap screens if needed or use their ability to sneak into enemy territory earlier to get in the way etc… 

    • Like 2
  10. The glotkin has hands down the best command ability in the game “Blitzkrieg” being able to charge your opponent at the end of their movement phase with glotkin and any maggotkin unit is Amazing. 
     

    let’s say your faced with 4 nasty dragons 3” away you can charge glotkin and a unit of daemons (plaguebearers or nurglings imo) to the one flank of the 4 dragons this limits the attacks back at you and even better,if you have summoned a sloppily bilepiper your turn before they can’t even pile in so at most you have 1 dragons attacks on glotkin while they get to go to town. 
     

    that’s just one limited example but other stuff as well 

    lets say they move 5 dawnriders onto an objective within 12” of glotkin there’s a chance you can charge them, do 4 mortal wounds in charge phase and then smash them in the combat phase and you score objective not opponent. 
     

    plus you are staffing disease points out if you make the charge. 
     

    his bravery check in combat is also amazing to retreat or take d6 mortals 

    700pts is a lot but I think it’s worth it 

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  11. Been playing a few games quietly with proxies while I build up the models but here is a list that I think will work well (with Bloab or Orghotts if you wanted to be more attack focused) screen and hold objectives with Plaguebearers then the maggoth lord, blightkings and heroes work as a block to spread the disease love and pain to the enemy 

    Army Faction: Maggotkin of Nurgle
        - Army Subfaction: Filthbringers
        - Grand Strategy: Blessed Desecration
        - Triumphs: Inspired

    LEADER

    Rot Coven (360)**
        - Spells: Gift of Disease, Cloying Quagmire, Rancid Visitations

    Poxbringer (145)**
        - Artefacts: The Witherstave
        - Spells: Fleshy Abundance

    Lord of Blights (150)**
        - General
        - Command Traits: Infernal Conduit
        - Artefacts: The Splithorn Helm

    Bloab Rotspawned (300)**
        - Spells: Plague Squall

    BATTLELINE

    Plaguebearers (150)*

    Putrid Blightkings (250)*

    Putrid Blightkings (250)*

    Plaguebearers (150)**

    Plaguebearers (150)**

    ENDLESS SPELL

    Umbral Spellportal (70)

    CORE BATTALIONS:

    *Hunters of the Heartlands

    **Warlord

    TOTAL POINTS: (1975/2000)

    Created with Warhammer Age of Sigmar: The App

    • Like 1
  12. I’ve spent years playing with Brutes who are also 4” move units (I understand that Ironjawz have had a number of iterations to get extra speed with Mighty destroyers but the basic premise is the same 4” move) 10” turn one movement gets them to pretty much the middle of the table so on or around most battleplans objective If anything you will move them to just inside 6” to maximise distance from opponent so they have to either attack you or themselves sneak on to the other side of the objective with more models which then puts them in your threat range anyway. The way these units excel is by using your big nasty pieces (glottkin,GUO, Orghotts etc…) to force your opponent to use their command points whether this be redeploy or all out defence,  then when it comes around to BKs their rend -1 really has an effect. You have to pick the right targets if you want to use them offensively they aren’t supposed to be attacking Archaon they are there to clean out your opponents battleline and ranged units, smaller heroes and mid-tier monsters (4+ save 12 wound things) so use them as bullies putting them into situations where it’s unlikely that the damage back if attacked first will kill a BK but when you fight your tearing them a new one. Combos with these like no command abilities in 7” command trait will shine your hit a unit hard and if it’s not dead it’s running away after disease etc… you want them in this role so your opponent is forced to redirect their nasty units to deal with them (or move his weak units well away from them) either way you are controlling what they are doing. 

    I think what makes them 250 as opposed to 160 (Brutes) is that they not only offer the same offensive capabilities they are also useful as a defensive piece too, give them mystic shield and all out defence and put them into almost anything in the game and it’s unlikely they will die in one round of combat. This 3+ save against rend -1 OR 4+ against rend -2 and then the 5++ is really good and as a result you maybe able to just stop an opponent for 2 or 3 turns (Or force them to retreat which is basically doing nothing anyway) and at the same time have some fight and mortal wounds back on them. 
     

    it’s possible to run and army of blight kings (20 ish) but from the leaks so far I’m leaning towards 10 in an army as the sweet spot (If you equate that too brutes that’s usually 15-20) either as 2x5 or one mega unit of 10. Even with 1” reach you should be able to get 7 or 8 into combat with clever positioning. The 2x5 gives you flexibility but the 10 gives you that target for mystic shield and all out defence to ruin someone’s day (While your other units bob around and score and kill as they wish)

     

    all of this applies to pusgoyles too they are a bit less offensive and less total wounds but have better movement and you need to do 8 wounds after saves and ward save to diminish their capability even 20 witches with 3a each (Unbuffed) wouldn’t on average be able to kill one in a single round of combat. 
     

    That’s how I seem both units being used at least from the leaks so far can’t wait to get my hands on the book properly!

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  13. Yes it was and was great to meet and cheer on Megaboss @Malakree 💚 There was a lot of camaraderie all weekend especially @Chris Tomlin Basically going around and telling all opponents of ironjawz he hoped they lost (in a nice way 😂

    3-2 for me (basically the only thing I ever do with ironjawz) BUT for the first time only the game against Slaanesh did I get battered and my game 5 was winnable just couldn’t get the breaks (one day I will get the 4-1!) 

    great weekend and while it’s always fun to play ironjawz it felt great to have the scales tipped back in our favour a little! 

    • Like 6
  14. 43 minutes ago, Aelfric said:

    Hopefully the FAQ and points changes for the latest Battletomes, incl FEC, coming in July will resolve this issue.  The only other way I can think of is to take a Fungoid and the Arachnacauldron Endless Spell, which will give you access to "Itchy Nuisance" - this makes whoever you cast it on strike last regardless of when they're supposed to strike.  It's 140 points for both and spells aren't automatic, but at least it gives you a shot.  The cauldron gives a +1 to casting and also grants access to the other spells in the Moonclan lore, so it has other options.

    Also doppelgänger cloak means you can charge him with a megaboss or Mawkrusha, activate the cloak so he cannot fight you unit you have fought him, he then has to activate at the start of the combat phase (so fights but fights nothing assuming you don’t have anything else in range. Then you hit him in the combat phase proper he can then fight back but hopefully is dead so at least he is dealt with.

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  15. 9 hours ago, Badlander86 said:

    I played a couple of games last week. All three were loses, all three were against Chaos.

     

    Long story short:

    Your screwed either way. If you play to objectives and points, you are setting your stuff up to get slaughtered by Khorne Mortal wound shenaningans or spells and what not. If you wait the turn and try to gunline Khorne or Slaneesh, its almost pointless as you will lose the attrition game in the long run with summoning and the conditions of summoning so easily achieved. To make matters worst, both Khorne and Slaneesh have insane movement abilities and while Slaneesh doesn't hit as hard as Khorne, the debuffs make the already average profile of KO to near pointless levels.

    You'll hear the "hurr-durr...shooting is pretty good" chuckle from your opponents as you do your damndest to kill all their chaff which keeps you from playing objectives while they accumulate Blood or Depravity or whatnot keeping their heroes far away from the only decent threat in the entire army (the stupid Skyhooks) and summoning things to eventually just win on both scenario and attrition.  You'll kill stuff sure. But you'll lose pretty much everything to do it while your opponent has a second wind just ready to spring up on you. 

    I've not won a game with KO since starting this army and thus, I've not won a single game of AoS since this is my first army. I have to admit, my initial optimism that the game would get more balanced and I'd have a chance to lean into a play style that could notch me up a win or 2. I hate being lectured to ally Stormcasts into my army just to win. Its left me more than just a little salty to say the least.

     

     

    Kharadrons are in a funny place in the meta right now if you play it right and get a double turn you can literally vapourise enemy armies, however this isn’t t really the way to go about making a strategy. 

    Also they are a finesse army so if you are new to the game your double hamstringing yourself with a finesse army and one that is match up/ luck dependent.  By finesse I mean you need to be on point with your movement and target priority etc....

    Dont lose heart though at best you should be aiming for a 50/50 win rate with them but while you get used to playing and the interaction of the rules your likely gonna lose more than you win anyway. 

    Loads of good tips all over tga keep plugging away and the victories when they come will feel all the sweeter. 

    Lastly if your playing more experienced guys they may be using more optimised lists as well so do some research in all sections of the forums to get a handle on the tactics and list combos of others ( and then find a way to counter it)

  16. I’ve been running a very fun list for Kharadrons since the summer (pre-ghb), I will be honest and say it’s quite thought intensive because of the synergy between the Comand trait and the formation buff and because you have to really think about where you position for maximum shooting but minimum combat. I’ve changed the heroes around a bit and once tried Endrinriggers in exchange for just the Navi as a hero but dislike this because of loss of free artefact but also scenarios sometimes need a hero to score.  I’m thinking of just a navi and khemist and then 5 more thunderers (once I’ve built and painted 5 more) 

    the navigator is a great general if you cant or don’t want to have the admiral (maybe 2x endrinmasters for more heals) because he is a 3+ save and the way the formation and trait work your always packing yourself in tight with the 4 ships (and any infantry you can squeeze in 3”) so your not really needed to fight or shoot.  I also find the gunhaulers to be amazing a) for canon, b) for the mortal wounds when you do get charged sometimes it can be 3d3 damage mortals

    But.... overall it’s a lot of fun to play and if you get it right you can totally blast the aether gold out of armies especially on a providential double turn! 

     

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  17. Just now, DanielFM said:

    Well, average damage including shooting is 17.5 so I hope you played lottery the same day because you were on a rather unlikely streak.

    They regenerate 5 models on average if a crypt ghast courtier is nearby, so it sounds even more difficult to achieve.

    If you kill 18 then 8+D6 run away to battleshock also I used Waaaghs as well so more attacks on the Mawkrusha than just warscroll. This was at blood and glory 2016 so pre command points but the premise is still the same.  

    Basically sometimes the way to beat a new crazy combo is to kill the stuff before it can kill you this is the way of Gorkamorka and works 

     

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