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Backbreaker

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Posts posted by Backbreaker

  1. So far, my group is loving the game. But we tend to find an incrase in lethality.

    Last night, we decided to start house ruling (we all played around 30 gams of 3ed before). We are not going to use the double turn anymore and we are going to change some unit costs that seems too high or too low (pink horros or troggboss).

     

    But the most disturbing is that most of our games end at the end of round 2 or 3.And it's a bit disappointing honestly. With the exception of games where tankish armies face each other (ossiarch vs sylvaneth).

     

    My last game was a funny Big Waaagh list with sub-par units facing a gloomspite gitz army with a mix of trolls and squiggs. The game was over pretty quickly at the beginning of turn 4 even if we had not a lot of lethality.

     

    Anyway, we always have a lot of fun but it's true that there are much more rules density now.

  2. 5 hours ago, Megaboss Badgash said:

    Very close game. Krumped Teclis on turn 2 w/Mawkrusha.

    Came down to the wire, turn 5, if I could make a 12" charge on his objective holding foxes /Mawkrusha I'd have won but the dice weren't on my side.

    We played The Vice battleplan. 

     Cheers!

    How many sentinels did he have?

  3. 14 hours ago, BadDice0809 said:

    It still blows my mind that the stupid low drop game is still in matched play. Hell they finally got to the level 8th edition 40k was at, over a year ago, in the core rules, then they immediately rule back to the drop bull ****** in the GHB. 40k is much better for not making first turn priority a sure thing (or next to one). 

    I would love to hear why it was shoe horned back into the game.

    Honestly, I really like it. I hate when first turn is decided by a dice roll.

     

    But I'm really surprise that your games are ending after 5 rounds. We struggle to finish the third round without a player tabled.

  4. Our group cannot stop playing recently! Last time we tried a siege battle and it was amazing.

    A thing I noticed is that games tend to last 2 to 3 rounds. Not more. It's good and bad. Games are shorter but some armies are made for a "late" gameplay. It's bothering because most games end with one of the player completely wiped out.

    I tend to prefer tense games that last till the last roll. We will see how it will evolve!

  5. 1 hour ago, Bruteforce said:

    What do you usually buff your MK with?

    +1 damage with a warchanter

    +1 to wound and +1 to save with heroic action

    +1 to hit if necessary with monster action

    Charging 3d6 with warchanter "chant"

    Rippaklaw for AP-3

    Mean'un for the MK itself

    Ironclad for 2+ save

    And I play a lot of units so I tend to reach +2attacks with a Waaagh.

    Basically you end up with 10 attacks at 2+ 2+ -3 D3 and 10 attacks at 2+ 2+ -2 D4, plus a bit of shooting and a bit of MW on the charge. And that doesn't count all the tricks we have with mighty destroyer, +1 to charge and 3d6 to charge.

     

    I decided to forgot about the defensive MK. If a lumineth/seraphon/tzeentch player decide to kill him, nothing will prevent them to do so. So I go all in. I took down two ghoul kings on terrorgheist in one combat phase last time

    • Like 4
  6. On 7/23/2021 at 12:02 PM, Malakree said:

    Since the Kruleboyz have their current MW works in big waaagh!

    Wait whaaat? 😀

     

    On 7/24/2021 at 8:47 PM, Malakree said:

    Personally I feel like Ironjawz has all the same problems it had before AoS3 and suffers against all the same stuff it did. After 2 one day events I'd say that Big Waaagh! is just better, the 6+ ward is just so crucial vs any good army.

    I don't agree with you. At least if you consider that the only good armies are Lumineth, Tzeentch and Seraphon (before 3ed, I would have add Kharadron but they are not about MW and their teleportation issue is resolved now).

     

    I faced armies that I consider good, like Ossiarchs or Flesh Eaters and managed to win with good positioning and my buffed up MawKrusha. I will always take a MK over Gotrek. His move, mighty destroyer and our buffs are just so good on him. He really feels like the Queen when you play chess.

  7. I really think that our current battletome is one of the best available. Fun to play and fun to play against. With a lot of gameplays and almost no units you'll never take. I hope we will keep that in the upcoming book.

     

    Right now I really enjoy playing Ironjawz because of smashing and bashing, it's working so well in 3ed edition.

     

    By the way guys, did you know that the 6+ save of our Ardboyz is only against normal wounds and not mortal wounds?

    • Like 2
  8. On 7/20/2021 at 10:29 PM, Spiky Norman said:

    As have already been mentioned, the Wardokk is a very versatile buff piece. Can buff the Rogue Idol, or just use the base Bonesplittas spells like the Warcry.

    Currently he seems pretty cheap to me, but let's see what happens in the new battletome in a month. 🙂

    I believe you can't. You cannont choose spell for bonesplitterz shamans if you take them as allies, only in Bonesplitta or BigWaa.

    On 7/21/2021 at 1:10 PM, Spiky Norman said:

    About the Rippa's Snarlfangs, are you considering them useful just based on their 12" move, or is there anything else hiding there?

    Charging a unit of Lumineth Sentinels and make them use/forfeit Unleash hell for a unit like that is reaaally satisfying!!

     

  9. 2 minutes ago, ShaneHobbes said:

    Nope no artifacts for Coalition/Allies nor can he take a spell from the Bonesplitterz Lore. Only way to get access to both Ironjawz and Bonesplitterz artifacts is Big Waaagh

    Still worth it but I had a list in mind with the Rogue Idol that cannot work now...

     

  10. 1 hour ago, ShaneHobbes said:

    I have a feeling Ironclad won't be in/the same in our book next month. Also I agree about the Weirdknob. I can never find myself ever wanting to take him.

    I agree. He is really bad for his cost. I take a Wurrgog Prophet, two casts, two unbinds, a CP generation, a great signature spell. He really has everything I need.

     

    Question : in 3ed, when taking a prophet as ally or coalition, can I give him a bonesplitterz artefact?

    • LOVE IT! 1
  11. 14 hours ago, Malakree said:

    CP generation feels really mediocre - I'll be honest, this one surprised me. It's a combination of a few things, CP's not carrying over means that things like the fungoid, which trigger in your hero phase, are really awkward as if you go 2nd then they don't even carry over to your opponents turn, as a result the reliability has tanked a bunch. Combine that with being unable to use the same CA twice, one CA per unit and the amount that get thrown at you anyway suddenly the 2/3 you do generate are less important.

    Really? I tend to use +1 to hit and +1 to save every combat phase. Plus one mighty destroyer per Orruk turn.

     

    14 hours ago, Malakree said:

    Brutes are actually not bad - Anyone who is vaguely familiar with me knows I loath Brutes, their overcosted, slow and really situational. Thing is that the situation in which they are good is the situation we are in, monsters are running around everywhere and 5+ wound models went way up in value.

    I saw a post on FB about using brutes in a "underdog battalion", it really emphasize the role of monster hunters of our brutes!

  12. Same as you guys, there is too much MW around. I faced a Ghoul King that killed in one combat phase my mawkrusha with a 5+ ward. Mortal wounds dealt by spells are okay because you can dispell. But MW dealt by shooting or fighting are an issue because there is no counter measure.

    But overall I love this edition. We will see with the two new books if GW keep it simple (I hope).

    A bit sad that kruelboyz don't have their MW rules on their warscrolls because without that they seem underwhelming in Big Waaagh or as allies.

    • Like 1
  13. 1 hour ago, Arkahn said:

    You can consider the caster artefact with flaming weapon instead of metal rippa too

    Are you sure about that? AP is more important now, especially since we don't have access to mortal wounds and with total defense being a thing.

    • Like 1
  14. More feedbacks:

    We are able to use "Smashing&bashing" much more often than before. With reinforcement points, lists tend to go for multiple small units. But we already played like that because of our high costed units. The result is that we tend to fight at least twice in a row. It's like we are lumineths, but we have to think at least 😁

     

    Right now, mortal wounds are everywhere. Last time I said that I would play my MK more defensively (4+ ignore spell, +1 save, 5+ ward). I played against a Flesheater player. His ghoul king dealt 18 mortal wounds on a single combat phase, slaying my MK without any counter measures. The core rules are awesome, the game is much more fun than before. But there are still some warscroll/allegiance that need corrections because it feels like they are not even playing the same game (a game with MW during shooting/fighting phase and ward save).

     

    Gruntas are really awesome, counting as 6 models for objective is great.

     

    Our shaman is so bad it's sad 😅 Wurrgog prophet is worth the 50 points, generating CP and having a spell for reinforced units (pink horrors for example) is really good.

     

    My next list, still unsure about spells and battalion:

     

    Allegiance: Ironjawz

    Wurrgog Prophet (170)
    - Allies
    Wardokk (85)
    - Allies
    Megaboss on Maw-Krusha (495)
    - General
    - Boss Gore-hacka and Choppa
    - Command Trait: Ironclad
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Mount Trait: Weird 'Un
    Orruk Warchanter (120)
    - Warbeat: Get 'Em Beat
    3 x Orruk Gore-gruntas (170)
    - Pig-iron Choppas
    3 x Orruk Gore-gruntas (170)
    - Pig-iron Choppas
    3 x Orruk Gore-gruntas (170)
    - Pig-iron Choppas
    5 x Orruk Ardboys (95)
    5 x Orruk Ardboys (95)
    Rogue Idol (420)

    Total: 1990 / 2000
    Reinforced Units: 0 / 4
    Allies: 255 / 400
    Wounds: 114
     

    • Like 1
  15. I played five 3ed games so far. It's refreshing and everybody is enjoying it. A lot of new players also.

     

    Yesterday I played a small Ironjawz list without a Maw Krusha. I really missed my frog dragon. He is our best piece. By far.

    My opponents rolled really well especially their save rolls. But what shocked me was the sylvaneth player. The new guy they received with broken realms can take a command trait to increase the range of his spells. And he has a spell that hits everything within 9. With this command rait he is hitting evrything within 15 inches. And he has a nativ bonus of +1, +2 with the throne.

    I had a lot of small units to do a big +2 Waaagh. In the end he rolled like 13 dices for every unit in my army, dealing MW on 5 & 6s.

     

    Why am I explaining that? Because I think I will play my MK much more cautiously. For example, even if the free mighty destroyer per round is crazy good, I'll take the +1 save command trait and the generic artefact for a 5+ ward save. And weird' un' even if I always loved my D4 Maw Krusha (with warchanter).

    • Like 2
  16. I always play Ironjawz. But I really want to try playing big waaagh.

    A noob question: can I apply wardokk buff on a unit of gruntas ? Can I use mighty destroyer (with the trait) on a unit of big stabba ?

     

    I saw someone saying the wardokk being our best support character. But if I cannot boost half of my units ^^

  17. I played my first game of this brand new edition. It was amazing, I love the game even more now!

     

    Mighty destroyer, despite being only once per turn is even better now. Charging/moving/fighting outside of phase means our opponent cannot activate CA like +1 save or redeployment.

     

    Betwen mad as hell (which I forgot during my game) and redeployment and mighty destroyer, our mobility is really good.

     

    Shooting and magic are as strong as before. or maybe better. So I don't see myself not playing Ironsunz.

     

    The mawkrusha was already our best unit. I don't want to go that road but for those who want to win, double cabbage sound like the way to go.

  18. As an Ironjawz player, the new points are okay for me. Basically, with the disappearance of battalions, my army is the same size as before.

     

    I'm more disturbed by some changes in other army, like Teclis, sentinels, cathalar, the "flying foxy thing" or Morathi. I think it's not nearly enough. But the game changed so much, everything is going to change. We'll see in a few month after the FAQ :) 

    • Like 1
  19. 18 minutes ago, SunStorm said:

    The spell is +1 charge rolls on Kruleboyz and -1 charge rolls on any other units. Ironjawz will come under any other units, so a mixed big Waaaagh force will mean deciding if having brutes or goregruntas at -1 charge is worth the trade off.

    Edit - Unless there are rules that compensate for this that we don't know about. 

    I didn't play Big Waaaght recently, but buff can be apply on every orruk when played like that, right?

  20. I really like the Warclan book, probably the best of 2th ed for me. Ironjawz are playable, Bonesplita are playable and if you want to mix everything you have rule for it.

    On another side, I hate the idea of allies. At least for matched play. That should be kept for narrative games. Having an allegiance for playing a soup faction is really the best and give flavour to the otherwise boring soup army.

    • Like 2
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