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Ravinsild

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Everything posted by Ravinsild

  1. Oh I play pure Ironjawz. It’s the army I signed up for in 2015 so I’m ride or die Ironjawz. I don’t mix with the other green skins. We’re the biggest and the best! This is the list I have been practicing with for now: Allegiance: Ironjawz- Warclan: BloodtoofsMortal Realm: HyshLeadersMegaboss on Maw-Krusha (460)- General- Boss Gore-hacka and Choppa- Command Trait: Get Da Realmgate- Artefact: Quickduff Amulet- Mount Trait: Mean 'UnOrruk Megaboss (150)- Artefact: Aetherquartz BroochOrruk Warchanter (110)- Warbeat: Fixin' BeatOrruk Warchanter (110)- Warbeat: Killa BeatBattleline20 x Orruk Ardboys (360)- 4x Gorkamorka Banner Bearers5 x Orruk Brutes (140)- Pair of Brute Choppas- 1x Gore Choppas5 x Orruk Brutes (140)- Pair of Brute Choppas- 1x Gore Choppas6 x Orruk Gore-gruntas (320)- Jagged Gore-hackasBattalionsIronfist (160)Endless Spells / Terrain / CPsExtra Command Point (50)Total: 2000 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 134 I know people say brutes are bad, but in my experience they can really be scary, especially against Eels (4 wounds, so adding 1 to hit). I found between Duff Up Da Big Thing and Killa Beat the +2 to hit rolls makes a lot of the meater weapons like the boss weapons and Gore-Choppa smash SUPER hard, especially when buffed by Warchanters. I'll keep experimenting with Brutes, but it is entirely possible I'll switch some things around and substitute them for packs of 3 Gore Gruntas. Edit: Not going to lie those are some really sweet boats though. I love the way they are painted especially the gradient from the dark at the bottom to brighter up top.
  2. I don't know if my experience counts for much, and I haven't attended a tournament yet, but I am practicing with my Ironjawz Bloodtoofz. I dropped the Wizard after 3 games because he produced little to nothing. I replaced him with an Orruk Megaboss. I've been playing against an Idoneth Deepkin player mostly and struggling. He always deploys extremely safely. Turn 2 and 3 his threat range is ridiculous, Eels can move 17'' (he can add 3'' to their movement through some ability) and run and charge turn 2 so it's really 18'' - 23'' of movement + charging. My Megaboss on Maw-Krusha typically gets nuked before it can do anything. My Megaboss on foot in the last game leveled up 6 times getting up to 11 attacks and slaughtered everything. He was the MVP, in addition to my Gore-Gruntas who started as 6 and ended as 2 but just ground out the eels in slow back and forth combats after charges. My block of 20 Ardboyz camped 2 objectives all game long for the win, and just held strong after getting charged by Allopex I found Aetherquartz Brooch to be extremely swingy. 1 game I got literally nothing out of it. One game it seemed to go off every time. I don't know how I feel about it. Feast or Famine is neat, but maybe Metalripper's is just solidly consistent?
  3. Ironsunz is Black and Yellow. Bloodtoofz is Red with yellow accents and flames n stuff.
  4. Usually the lore is in their battletome with lots of pictures. Some more than others. The original Ironjawz battletome went more further into depth about it than the Orruk Warclans one, but I think it's because they crammed 2 armies into 1 and had less room for the "fluff" so to speak.
  5. Yeah and Tyrants of Blood is really powerful too, but at the same time running 3 Bloodthirsters (maybe even SKARBRAND) is flipping sweet so.... Rule of cool!
  6. Yeah! I have to be honest. I was also hoping for like some of the little round cactus too though, and a few other varities. Maybe like an aquarium store for lizards or w/e?
  7. I know there's a million tutorials for how to make your own rocks with corkboard, etc... but I don't really want jagged rocks, I'd prefer more smooth rocks. I'm trying to base my Ironjawz in the land of Ghur going for an arid badlands type look with cracked dry soil. I wanted to "dead weeds" which is easy enough, maybe some yellowing grass (easy enough) beast skulls (easy enough the citadel skull pack) and then the trouble begins with tiny fake cactus and basing rocks that aren't...literal real life rocks. Anyone have any tips for cactus and rocks?
  8. That's pretty neat that it does work like that though right? I feel like if I really sit here and look at the rules I can think of some neat "tricks".
  9. The spell states “in the following movement phase” and the hero phase (when quickduff/HoG is used) is not the “the following movement phase.”
  10. Are you able to move after using Big Green Hand of Gork/Quickduff Amulet? My friend told me it was possible as I read the spell myself and it specifies in the following movement phase, but Mighty Destroyers is done in the hero phase. Are you able to quickduff a unit outside of 12” then mighty destroyers to be just outside of 3? (A 9” move, but Brutes can only move 4” as well as ArdBoyz) to essentially guarantee a charge in the charge phase? I run my Gore-Gruntas as a block of 6 and make one of them my Ironfist Big Boss so he can use the ability as though he were a Megaboss. If I had made Brutes the big boss they’d be outside of 12”, I could pop it to move 4” and that would put me at 8” out for something like a 7 or 8” charge right? With the +2 Charge bonus from Allegiance Abilities and the Bloodtoofz clan bonus this seems well good? Of course ArdBoyz get a total of +4. Just thinking if such crazy maneuvers are possible and/or legal for us?
  11. Isn't that what killed WHFB in the first place? They quit updating armies and everyone already had everything so they just stopped buying anything and then the game died? I don't know if I am right at all however I think updating out of resin for armies would probably be huge. Imagine all new plastic vampires for Death, Blood Knights, Heroes, etc... even make 1 battleline vampire elite infantry. Imagine new plastic Chosen for Chaos. Imagine updating like all the old Skaven stuff. I think most people hate working with resin and most love plastic minis, so a lot of people would go to replace their resin stuff with new plastic. I know Khorne still has a lot of resin stuff I'd love to see replaced (thank god for new flesh hounds!!!)
  12. I only have 2 Megaboss on Maw-Krusha and one of them is unbuilt.. lol
  13. You and me both. I'd love to be an Orruk Megaboss or even just a brute.
  14. I just love the Bloodtoofz lore so I’ve been trying really hard to run a strong list with that I like brutes and gore Gruntas and megabosses and going fast
  15. Someone told me old chaos warriors are here to stay and they'll never release full custom sprues of the new start collecting box and they will always just be push fit single pose.
  16. Ah, interesting. So basically just like you can buy a bunch of start collecting box for new sculpts...or just use the old ones. And also the rest of chaos stays as is. Why does this hobby like to hurt me?
  17. I thought Aetherquartz Broach was a must have due to how CP starved Ironjawz are. I've been putting the Aetherquartz on a megaboss on foot and the free teleport one that i'm forced to take (Bloodtoofz) on my General (MBMK).
  18. Is there any news about like...not single posed Chaos Warriors and Knights from that Start Collecting kit? What about maybe a Chosen update or...idk any of the remaining resin dudes?
  19. The way I was thinking to do it, and I have a game against the same guy this coming Saturday, is 1 turn 1 punch in the face. I was going to send a unit of 6 GG's, maybe my 20 Ardboyz or a unit of Brutes with the free teleport (I play Bloodtoofz) and my Maw-Krusha turn 1 and try and smash and bash and just delete as much as his stuff as possible running Mean 'Un, giving them +1 damage from Warchanters, and just throwing them at him full force. I feel like I can't wait for turn 3 or he will delete me again, because apparently his Akhelian King guy also gives ALL his dudes +1 attack on EVERYTHING and it stacks as many CP as he has or something so he was throwing fistfuls of dice at me. Would this strategy work? I find this strategy problematic, however, as it literally splits my army: Those are who are fast (GGs, Teleported, MK) and have Mighty Destroyers and those who are slow (the other stuff left behind) at 4 inch movement with few CP to spare to keep up. So my Warchanters and the other half of my army is in the deployment zone and takes several turns of literally just running to get back into the action, and often it feels as though my MBMK and GGs just die in a counter attack (I played against Stormcast this way once). I've only played either way (Slow and turtle) once, and alpha strike face punch turn 1 once and I'm having trouble figuring out how to keep all my units together to get all the buffs going and being meaningful. I'm not new to Ironjawz, but I feel like THIS particular book plays VERY different to GHB 2019 Allegiance abilities and I took a long break so I'm trying to understand my army (again).
  20. That's literally what I said, and I also said "There isn't" because there is no confusion on how this ability works and it is not a mystery.
  21. To use classic MMO terms or D&D terms: Ironjawz Burst/Nuke/Nova and the Big Waagh is just sustained DPS
  22. How would you beat an Idoneth Deepkin Eel list? My first game back in 6 months, first game with the new book I kind of turtled up and put all my ArdBoyz out front, with my Brutes right behind them and put my Pigs and Maw-Krusha in the back. I gave my opponent first turn and he literally just passed. He did nothing at all. So then I cautiously moved forward turn 1. Turn 2 he moved forward, so I moved forward to get into an advantageous position. Turn 3 came around, and I had it all set up, and I charged. Everything. And then it turns out he fights first (exclusively, like smashing and bashing, but his whole army, for free, just because) and wiped like all of my units and it was basically game over as I was also getting crushed on victory points. What would you do? Run hard at them turn 1 with MK, Pigs and Ardboyz (or brutes) teleported and just try to smash as much as possible before turn 3?
  23. Well 1) Chariots are hard to use in the Total War: Warhammer 2 because you have to micro them and like run loops while also managing everything else! So I kind of just...dismissed them on the table top due to some cognitive bias of "hard to use" although I guess on the table that's not true 2) Basically I don't like marauders of any variety because I just love armored up knights. To me it's space marines vs guard and I pick space marines every time. Marauders feel like the guard of fantasy and chaos warriors feel like chaos space marines. Even if they're worse...their aesthetic is just so...awesome! I don't get the same reaction from marauders for some reason. Also I guess I'm fine with being worse as long as it looks cool and is at least functional.
  24. I wouldn’t run marauders. I know they’re good, but I love the absolute strong identity of chaos warriors and knights too much. Besides if push came to shove I’d just use Bloodreavers since I already have 80 if I absolutely *needed* to use worthless chaff.
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