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Backbreaker

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Posts posted by Backbreaker

  1. 8 hours ago, broche said:

    Well, he is 140 pts, can't take artefact, can't really threaten even a small unit. You already have a big waaagh with the MK, so as long as he is alive you're good. So it depend on list, sometime you're just best gamble you're MK will survive and invest those point elsewhere.

    Just rerolling to wound is enough for me. Our army does one thing, wreaking faces. Anything that help us do that in addition to a Waaagh is really good. 

    And sometimes, we don't have 6 different IJ units clos to our Waaagh source, he's safer in that regard.

    But it's true that I often play Gordrakk and not a regular MK so I might be wrong !

  2. 18 hours ago, broche said:

    Warboss on boar with banner is certainly not bad, give you some waaagh (unrestricted) redundancy and reroll wound of 1 in ironjawz is really good.

    Almost a must have for me. I don't see why any Ironjawz player wouldn't take him ! 

  3. We can cover a lot of ground with gruntas. They have speed, resilience and are cost/effective. Probably our best unit in my opinion. Three units is a minimum because that ground coverage is a way to mitigate our lack of deepstriking.

    But I like Malakree idea. It's just that, like all armies that go 100% into a "concept", if your opponent have the right counter to that concept, it's over ! ^^

  4. Just now, Planar said:

    Found it. Actually it was a command ability

    So only one or two ballistas were able to shoot twice, right ? They can't be take in unit so he had to spend one command point for each ballista. By the way, that command ability is insane.

  5. 1 hour ago, sambaker31 said:

    However... I’m in need of a bit of help as my brother

    I think you need to give these dragons something to chew and counter attack with brutes or megaboss. If you're sure that you won't have first turn, forget about battalions and add more bodies.

    Ardfist might work but at 1.5k points, I don't know...

    1 hour ago, Planar said:

    He did it with his general.

    Do you remember what was his general ?

  6. Quote

    Start of 4th round he activated the ballistas twice

    How did he do that ? Not with his lord ordinator I hope ?

    I don't think you did something wrong, even if your gruntas charged ballistas, I don't think they had enough impact t kill one on the charge. 

  7. Well, outside of tournaments, I'm doing fine with Ironjawz. It's true I play mostly 1000 points games but with my Ironfist list and focusing on objectives, I win most of  battles. It's always close and I decided to forget to go for kill points, but it's working.

    I really like the idea of a Gorefist which doesn't charge T1. 140 points is a "cheap", fast and durable way to cover the field (preventing deepstrike) and controlling objectives.

    • Like 1
  8. 8 hours ago, Malakree said:

    From there there's a couple of options

    I don't remember if we spoke of that here but you need to have a second option for Waaagh so either a Footboss or an Orruk Warboss if you are ready to give up one drop. Two drops is still very good and rerolling to wound is something we lack.

    And then increase the size of your arboyz to have that green meat shield.

    You said that you feel lacking a warchanter, a second one and you're good.

    Forgetting about magic is a challenge, looking forward to read your report ! ;) 

    • Like 1
  9. For 180 points, you gain :

    One CP (50 points as you said)

    One artefact

    Reduction of deployement drops

    Rule to mitigate our 4" move

    Two wound one one model

    Gordrakk can affect every unit from a battalion

    Having a CP before your turn one can save you, remember you start with 0 and cannot use inspiring presence !

  10. 9 hours ago, broche said:

    Why the ironfist & bloodtooth?

    For the Ironfist, I think it's mandatory. First of all, it gives you a CP even if you didn't get the first turn, really usefull for inspiring presence. But that could be say about any battalion.

    That's free d6 movement is interesting because it gives us mobility without restrictions of use. We have this bonus everyturn and not only the first one like a Gorefist, it applies to all our troops and not only to a specific one like Brutefist, Ardfist, ... etc

    While Bloodtooth is more specific : If you take it for one drop, you can't take allies, you have to take a MBMK (I don't really like him, he can fail with his 3+ to hit and he still costs 440 points), etc ...

  11. 55 minutes ago, broche said:

    Yes correct. Actually Bloodtooth isn't an alpha strike. Alpha strike would be gorefist, wich i consider more viable. Gorefist is 190 pts, and you don't really need to invest more to have a viable alphastrike (maybe upgrade regular MK for Grodrack or take a Cog for extra move). But I would never play Gorefist as i don't see the real fun of playing 15 minutes games.

    Even with Gordrakk-Fist, our alpha strike is limited. Most armies with this option have a second wave, we don't. And furthermore, we don't have a good way other than MK to remove screening units.

    Example : First turn charge into skeletons, no more skelies. Then Nagash/Arkhan raises them again and counter attack. Game over.

    That's why I like Gordrakk or rock lobber / spear chukkas, we lack tools to remove key elements. When it's done we can start our rampage but not before.

    And you can't play these units in a Bloodtooth. So in the end, I prefer to avoid Bloodtooth and Gorefist for more balanced lists.

    EDIT : Maybe a Gordrakkfist a bit lighter on Gore Gruntas with some shooting... but it's a no brutes list !

    • Like 1
  12. On 9/6/2018 at 6:51 PM, Andrew G said:

    First impressions is you're spending too many points on non-wound models in a list that can't effectively alpha strike. In a lot of matchups (Idoneth eels, stormcast deepstrike lists, DoK w/ cogs, LoN/NH grimgasts, etc.) your opponent is going to be picking the engagements and you don't have enough wounds to absorb the punch and counterpunch yourself. 

    I'm not sure we have to go all or nothing with IJ.

    I find that we have a resilient army, our models can take a lot of damage and still fight back. For example, on last Brute Boss under some waaaghs (+3)  can hurt a LOT ! I think that instead of going for alpha or infinite ardboyz, a balanced list based on an ironfist/bloodtooth (without cogs to have a maximum of brutes/gruntas) can be really good.

    For me the real question is if we can play without putting points into a weirdnob or a grot shaman, forgetting about magic and shooting, and just waaagh the ennemy to death ?

    • Like 1
  13. But you mostly have low size unit and your ardboyz alreary have a bravery buff... with the boss skewer or golden tooth...

    If you don't like the megaboss, you coulg go for an Orruk Warboss with Waaaagh banner !!! Rerolling 1 to wound, and a whaaagh-like hability.

    I agree with the other, if you can throw away your MK on a juicy target, you add something to your options in game. Right now, your MK is reeeeally important, you can't risk loosing him because you have no backup waaaagh plan...

  14. 2 hours ago, Malakree said:

    Yeah, I was finding that I couldn't reliably alphastrike and a lot of the time I'm fishing for a turn 2 engage anyway. Big reason I want bloodtoofs is for the Bravery, I hate Bravery 6 so much...

    If you're not aiming for a first turn charge, is a Bloodtooth necessary ? 

    These points could be use for a megaboss on foot for example.

  15. I played a 1000 points game yesterday. Relocation orb against Khorne Bloodhound.

    My list :

    Megaboss

    Warchanter

    Warboss with banner

    Ironfist

    2*5 Brutes

    1*3 Gore Gruntas

    I did pretty well by playing the objective. I had nothing to threatened is council of Slaughter Priest (he was playing Gore Pilgrims) so between prayers and buffs, I decide to avoid the fight. He ended up doing mistakes to score points before it was to late and my megaboss with destroyer starts his rampage. Really good game, this army is far less nobrainer than I thougt !

    • Like 2
  16. 3 hours ago, ShaneHobbes said:

    Just so happens that I have two rock lobbers on the way that I ordered a couple weeks ago. I didn't even think about spear chukkas and I just looked them up and they sound like they'd be amazing. Being a big fan of goblins and artillery, I'll stock up on 2 or 3. Hell maybe a couple doom divers for good measure.

    Unfortunatly you can play so many of them and keep Ironjawz rules because of the new allies rule and because you can't take artillery in one unit if I'm correct.

    So if you want to have three rock lobber, you need 12 units ! And up to 16 if you want a fourth rock lobber ?

  17. 4 hours ago, Turbo_Otter said:

    Big hand to @DerZauberer and @Malakree, I can't really find specifics to reply to but you've given me some tasty food for thought. I recently got a second Mawkrusha (which I'll build as the big bad G, obviously) so I'll definitely try the Gordrakkfist* as well.

     

    * - that'd be a maxed out Ironfist in an army with Gordrakk, yes?

    No, it's Gordrakk with a Gorefist, your army charge turn 1 with a lot of attacks and enough mov buff to use Gruntas ability (charge from 8" to do D3 damage instead of 1). 

    I think it's a good list but quickly boring :) 

    • Like 1
  18. 3 hours ago, broche said:

    He does however hit significantly harder (a Megaboss on MK need +2 attack to reach the samed damage level as G without any buff), and thus with fewer buff than regular MB et can take out key piece (like Nagash or a Cauldron of Blood let say).

    Yep, that's what I like. On average, with a charge and his command ability on himself, he kills Nagash.

    But as you said, he is fragile... for that price, It's a shame he doesn't have something like reducing rend or a mortal wound save...

  19. 9 hours ago, Malakree said:

    Classic Ironfist - Very versatile and reliable there are a huge number of varieties for this, a staple of Ironjawz.

    Probably the one I will be going for... And adding Gordrakk to the list will be adding options.

    Gorfist seems fun once or twice but after that... ^^

    • Like 1
  20. 8 minutes ago, broche said:

    I think Gordrakk is viable with ironfist, but you aim more at at round 2 attack (19'' and 24'' are too easy to negate by deploying in the back of the zone). My current version of Grodrakk ironfist look like this:

    Mmmm... so is it worth to take ironfist instead of gorefist only to have "access" to brutes and to a movement buff every turn ? 

    I'm not sure now... alpha strike T1 seems our way to negate other armies shenanigans...

  21. Do you think that Gordrakk Fist needs a Gorefist ? Or an Ironfist can do the trick ?

    I prefer to have some brute as a second wave. And you keep the ironfist movement bonus later in the game on gruntas...

    And even like that : 4"+d6"+3d6"+1" for a T1 charge with Brutes, not bad ! 19" ! And 24" with Gruntas on average !

    Second question : Do you think that taking first turn with IJ is obligatory ? Especially with Gordrakk to prevent him getting one shot T1 ?!

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