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Ravinsild last won the day on October 10 2018

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473 Celestant-Prime

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About Ravinsild

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    Lord Castellant

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  1. I like it. I think I’ll start an army of them for myself
  2. See it sounds like Lorewalker Cho to me
  3. I want the terrain piece to be an idol to Gork (or Mork). 1) endless spell had to be a huge foot. The other two maybe 1 thematic to Ironjawz more and 1 to savage kids more? Possibly something with music, like Warchanter inspired or that funny dancing prophet guy that’s always shaking and dancing. Maybe just green waaagh energy that lashes out and hurts the enemy. Maybe a Fist of Mork (or maybe Gork).
  4. Yes that's the one I mean. IIRC it was the very first list presented. IMO the others are too gimmicky. Especially the weirdfist one. It's like what if your magic just never works? Does it hinge on magic? Did you get your points worth? Also 3 Maw-Krushas just feels gimmicky and take it from me, having low unit counts makes it VERY hard to play the objective game.
  5. I would just run the very first list if it were me. I guess it's because it's like Blood Bowl to me. The less reliant you are on multiple things working the better. This whole Hand of Gork gimmick sounds nice, but then you realize in an entire tournament you get 3 spells off out of 3 whole games each going at least into 4 rounds. The less RNG your battle plan needs the better. Using 100% guaranteed givens like Command Points and Command Abilities and being consistent I feel is the key. Consistently being able to get where you need to be without relying on teleports and magic (which can be countered, or just fail), consistent abilities like Waagh 1 CP 1 Attack ez, and consistently being able to hit and wound (that's why I favor Warchanters for +1 to hit). Things that appeal to me are the spell that allows re-rolling wounds, but again that's 2 parts (1 part the spell has to work, 2 parts it doesn't get countered, and really 3 parts the unit you want is near the caster to begin with), the warlord trait that allows re-rolling wounds on charging, Warchanter +1 to hit, the 1 CP strategem that allows re-rolling hit rolls of 1 during the combat phase, and other things that guaranteed work, or if they don't they at least provide consistency. Nothing worse than getting all of your Maw-Krusha attacks through....then rolling like garbage and only like 2 wounds go through and of course they make their saves. Re-rolling Hits, Making Hits better, Better more reliable charges, re-rolling wounds when possible, and guaranteed things like spend a CP an effect goes off for sure are what I like.
  6. Sometimes they take these down and rebox them/repackage them for a coming big release. When chaos came out a few months ago in 40k they removed almost the entire range and only a few new models came out but they put them in black paint schemes on the boxes and reboxed Cultists, Raptors, Maulerfiends and more which didn’t have new models but the big new wave with Abaddon and the revisited chaos Codex and stuff were coming out.
  7. Allegiance: IronjawzMortal Realm: ShyishLeadersMegaboss on Maw-Krusha (420)- General- Choppa and Rip-tooth fist- Trait: Ironclad - Artefact: Ethereal Amulet Orruk Warchanter (80)- Artefact: The Golden Toof Orruk Warchanter (80)Orruk Weirdnob Shaman (120)- Spell: Da Great Big Green Hand of GorkBattleline20 x Orruk Ardboys (280)- 10x Pair of Choppas or Smashas- 10x Big Choppas5 x Orruk Brutes (170)- Pair of Brute Choppas- 1x Gore Choppas5 x Orruk Brutes (170)- Pair of Brute Choppas- 1x Gore ChoppasBattalionsIronfist (160)Total: 1480 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 102 Today I brought this list to a local Games Workshop store tournament. A total of 4 of us played at 1,500 points. I came in second, but two people tied exactly for first. I won my first game 8 to 7 victory points, lost my second game 9 to 8 victory points and lost my 3rd game 19 to 16 victory points. I'll just point out some general observations. The first round was in the realm of Aqshy and we rolled that if you move 6+ inches as a flyer you take D3 mortal wounds. It was on the battleplan called The Better Part of Valor. This was the game I won. - I was able to cast exactly 1 spell the entire game, which was the first round where I was able to get off the Hand of Gork to move my 20 boys to the opposite side of the field exactly center and clog up his Celestar Ballista, Lord Relictor, some normal Liberators and some guy on a small Dragon. - Brutes took forever to catch up and ended up splitting off to deal with objective grabbing on my far left and far right, killing a hero for one and just moving to camp another. - The Ardboyz in the middle of his field ended up eventually wearing down all of those units and taking the objective. - Maw-Krusha didn't die, but seems to kind of whiff a lot or maybe my rolls were poor - I never got off a Waagh because everyone was so spread out there was little point, so most of my CP went into Mighty Destroyers movement or fighting. The second battle round was in Shyish, we rolled a 1 so nothing happened. It was on the map called Duality of Death. - Once again I got one spell off the entire game, first round I got my Ardboyz onto the far right point as I had deployed every single thing in a group on the far left. - My Ardboyz held for 2 turns but his massive stardrake, mortal wounds from eating/shooting/other stuff hurt them really badly and I took no shields (i don't know if shields even help for these kinds of things?) - I gambled to move my maw-krusha (who was on the far left objective first) to break the cumulative bonus in order to send him and a unit of Brutes far right - I was able to kill everything except for 3 of his liberators who had camped that objective since round 2 and since I broke cumulative stacking I ended up losing by 1 point - I felt if I didn't go on the offensive and turtled he would be able to weather me with his Stardrake and mortal wounds and defeat my 2 units of brutes and Maw-Krusha. The third and final game was on a map called Focal Points, once again on Shyish. We rolled everyone gets +1 to bravery. - My 10 brutes and Maw-Krusha got deleted because he was playing trolls and they just do Mortal Wounds "because" between the throwing rocks, just being within 1 inch of his general at the start of the combat phase, spells and other sources. He killed my Maw-Krusha through sheer mortal wound spam and his Trolls killed all of my heroes by throwing rocks and wiped my brutes out in 1 combat each by normal attacking and also throwing rocks. - By end of round 2 all my offense was dead so 20 ardboyz camped an objective and 2 heroes camped another and a third went for the third but I could not control center because I had no way to kill 5 Troggoths. - I waited it out and just tried to keep my objectives but there was nothing I could do to stop him constantly spamming auto run 6 and throwing mortal wounds at me then walking up to me and charging after 3 turns (we played all 5 rounds). Final thoughts: - I had less bodies than needed for bonuses so my spellcasting was trash, out of all 3 games I got 3 total spells off. - I never knew how to deploy and I only got 1 Waaagh! off the entire tournament because my forces constantly had to spread out to put out fires and hold objectives. I just didn't have the bodies or people I needed to stand on things to hold them. - Ironclad + Ethereal is fine, but I believe next time I'll try to make my Maw-Krusha just a murderer. If there's nothing I can do about Mortal Wounds then rend doesn't matter. I'll probably go for Live to Fight for re-rolling wounds when I charge and the Metal Klaw for -3 rend on his Choppa giving him 4 3/3/-3/2 on his Choppa plus the rest of his profile. - Overall I did better than I thought but I believe I'm going to change my strategy for next time. The next Tournament will be 1,750 points so I will be bringing this list: Allegiance: IronjawzMortal Realm: ShyishLeadersMegaboss on Maw-Krusha (420)- General- Choppa and Rip-tooth fist- Trait: Live to Fight - Artefact: Metalrippa's Klaw Orruk Warchanter (80)- Artefact: The Boss Skewer Orruk Warchanter (80)Orruk Weirdnob Shaman (120)- Artefact: The Ragged Cloak - Spell: Da Great Big Green Hand of GorkBattleline10 x Orruk Ardboys (140)- 10x Pair of Choppas or Smashas- 10x Big Choppas5 x Orruk Brutes (170)- Pair of Brute Choppas- 1x Gore Choppas5 x Orruk Brutes (170)- Pair of Brute Choppas- 1x Gore Choppas3 x Orruk Gore Gruntas (140)- Pig-iron Choppas3 x Orruk Gore Gruntas (140)- Pig-iron ChoppasBattalionsIronfist (160)Bloodtoofs (80)Total: 1750 / 2000Extra Command Points: 3Allies: 0 / 400Wounds: 112 This list has more units/bodies for the sake of Waaaagh! I also have more speed and some extra units to play the objective game although I lose 10 Ardboyz. I believe this time my strategy will be a bit different. - Instead of Teleporting a 20 strong block of Ardboyz I can get them 8" + 1d6" of Movement so between 9 and 14 inches plus a +4 bonus to charge rolls. - Almost all maps the seperation between my territory and enemy territory is 18'', so if I start them at the front of the line I can reasonably get a turn 1 charge off - Teleport brutes into position on the flanks and/or sides - Gore-Gruntas and also the Maw-Krusha are innately fast - Due to this speed if I do everything properly most things should make it into combat and make my Waaagh! easier and more reliable. - My Maw-Krusha will be built for murdering because being hard to kill but whiffing a lot felt bad, and also mortal wounds just murder him anyway so being killier might help. - More flexibility with 5 units - This list feels better at least on paper and I have more speed and more people to react to objectives and more bodies to hold places split up - I have 4 command points instead of 2 on turn 1 which I can bank and also accumulate more easily for Waagh and Mighty Destroyers (and other stuff ;P) - Da Jump (Hand o' Gork) is useful, but the re-rolling wounds spell is very tempting.... brutes are slow though so doing the reverse of jumping Brutes and walking (moderately) quicker 'Ardboyz may be better for me - I found myself often with JUST Ardboyz and maw-krusha in combat with the foot heroes and brutes lagging or too spread out to make use of waagh so I am hoping jumping brutes, walking pigs and krusha and using Ardboyz and Ironfist and massive charge bonuses help alleviate this somewhat - Still not sure how reliable or useful spell casting is post turn 1 when more than likely the +1 or +2 bonus will just be missing due to everyone automatically outrunning the shaman
  8. What I mean is that there a good teams, like Orks, Humans, Dark Elves, and really bad team like Halflings and Ogres and Goblins, and then some team start slow like Chaos Pact and some start very strong like Dwarves. At different TV levels they get better or worse or stay consistent. Amazons start strong but are average overall. Nobody is upset, everyone knows Ogres suck and halflings are terribad. Some people play Halflings on purpose for the lolz and because they're cute and goofy and it's just silly. However everyone accepts that the whole game is random. Random Kick-Off events, random Weather, things like that. The crowd can throw rocks, or storm the field, or the other coach gets an extra re-roll, or you lose a re-roll, etc.... Blizzard is literally -1 to passing (i believe), and catching, which hurts high elves and other teams who enjoy passing, and then there's rain which makes picking up the ball harder because it's slippery, I think muddy makes go for its harder (you can fail more frequently than just on a 1). It's all random. It's how you deal with this stuff using your chosen team (good, bad, or average, high TV, low TV or in the middle) that makes you a good coach and everyone agrees its fun and that's what matters. I guess the point of my post is why don't Age of Sigmar players think like this? Or what's the difference between Blood Bowl and Age of Sigmar? If you have a bad army but you play them on purpose, you made that choice (Ironjawz have been sitting in the bottom of tournament winnings for a long time, with a rare win here and there near the top of the heap, but I like big loud crazy orks that look cool, I'm playing the halflings of Age of Sigmar.) I would accept weather and stuff (realm rules and all the scenery rules etc...) as making it harder, easier, or whatever as that's just how it goes just like Blood Bowl. Maybe there's tons of deadly and sinister terrain, maybe it's the realm where I can't run. That's okay (to me). I'm just here to try and get objectives and score points how ever I am able and pilot my army as best as possible (i'm still bad at this game lol). Why are so many against this kind of game? Why are tournaments these sterile "everything is even stevens" surgery/hospital environments where there's no risk or chance or anything? Hell some players of Blood Bowl literally don't try to score with the football, they just try and fight and get injuries haha. They don't even "go after the objective" and just try and score "kill points."
  9. That's true. I play Ironjawz and Khorne (mostly Ironjawz these days but my Khorne is there forever I'll never not use Khorne) and those armies are kind of one trick in nature. We have a little bit of "magic" (Ironjawz do for real, but prayers and judgements aren't really magic....) and very limited shooting (Maw-Krusha scream and uh...Khorgorath, and the demon cannons...) and overall the idea is to just charge in hard and fast and melee attack a lot. However weather (realm rules), terrain set up, terrain effects (deadly, sinister, damned, arcane, mystical, etc...) can be tactical for where to maneuver troops to lure opponents to pick fights you want, or to avoid places you don't want to be, etc.. I think there COULD be more nuance to "i run forward and charge" (Ironjawz for me) with different maps, battleplans, objectives, terrain, weather and more in play. That's just me though.
  10. I don't know man, I come from Blood Bowl and it just seems like a given. The entire game IS skill based. It's risk management simulator with some fun and wacky antics and skins thrown on top. The kick off can result in half of your team being stunned which can mess up what you thought you were going to do. Blizzard can make passing harder for teams who loves to pass (and those who don't :P), the kick-off random events table, weather table, and everything in between (injuries, special balls and more) are all core parts of the game. That's what makes it so much fun. Also that NUFFLE completely screws you every chance he gets. Some teams are objectively weak, and some are objectively strong, some start strong and peter out, and some start slow and end up extremely good. Some teams are good all of the time. That's just the feel and balance of Blood Bowl. I'm not sure why the Age of Sigmar crowd is so opposed to this kind of thing. Blood Bowl is LITERALLY how you play the game, not what team you brought. AoS with weather tables (realm rules) and all of that could be fun and how you play the game (not what army you brought) too...but people seem like that's the worst idea ever?
  11. Honestly the best players I've met don't focus on killing. They move in ways that maximize objective control, and use units to simply tie up my army and basically outmanuever me. As Khorne I lost to an all Troggoth list because I was focused on trying to kill all the trolls, while my opponent merely walked onto the objectives and didn't actually kill much of my people. Due to my army getting bogged down by his meatshield of trolls up front I couldn't realistically capture objectives. he out-deployed, and out-manuevered me and didn't even care about killing. I think a lot of people forget this game is about objectives and all the best players here always tell me to focus on objectives, make getting objectives and keeping them the #1 priority and not to worry about getting kills. It's like League, a lot of people want to carry and have massive K/D/A and be the lone star hero, but it's a team objective based game and getting towers, dragons and other stuff is more important to map control and winning than just killing a lot of people. I've lost games a lot with like 29/5 K/D/R but I've also won games with like 5/9 because we focused on towers/dragon/baron/control.
  12. yeah but you can control the magma dragon if you play it right now it's YOUR magma dragon haha.
  13. Like I said, look up some of the bat-*&^% insane stuff Julius Caesar or Alexander the Great had to go through. Half the time it seems like they're ambushed or surprised, or otherwise not expecting a fight and yet because they're geniuses they figure it out and make it work, even when it looks like they're losing. I mean, Julius Caesar literally had a wall building competition to encircle an enemy and they just literally did the Imperial Fist/Iron Warriors FORTIFY/SIEGE meme in real life. It actually happened.
  14. Bro you should hear about some of stuff Julius Caesar had to go through. Urban Warfare in an Egyptian City, and also he was in the center of a valley sieging a fort, while the enemy army sieged his army from the hills. The way he got out of these situations was crazy. Hell, I'm not even sure he was a good general, just sort of crazy and lucky hahaha.
  15. Yes, I think it would make the game feel more thematic, immersive, and alive. Also I don't necessarily have to win every game. I'm just along for the ride/story and to see what happens. I'm also not very good at the game. So if it was all kind of automatic I think it'd be a lot of fun.
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