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Ravinsild

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Everything posted by Ravinsild

  1. I thought the newest publication rules were senior so all previous version of Ironjawz rules are superseded by the most recent publication... that being Orruk Warclans Battletome replacing Ironjawz Battletome and GHB 2018 and 2019
  2. Only problem is I still gotta get all those pigs. I only have 9 pigs atm haha
  3. What’s GH? Green Hordes? I just miss the old Ironjawz way of just being super fast and smashing in turn 1 with our surprise speed and going on a rampage. I remember back when the endless spells were new people making all kinds of lists with the old book and GHB2019 with Bloodtoofz and Cogs and it was all about speed and hitting hard. where’d that go? I don’t like big waaagh that much or savage Orruks. I just like the old plain and simple Ironjawz smash playstyle.
  4. Then, SOMETIMES, they manage to get both (Like with the Ironjawz). Although some of the spirit of the Orruks is gone I guess it really do be more crunch than fluff. Used to be funny stuff like the reason Grodrakk's followers wear yellow is because they could never get the Stormcast Eternal armor after beating them because they teleport away, so they painted it bright yellow cuz they wanted the tough ladz shiny armor. Basically as a "We beat you!! Even if we can't prove it by wearing your armor" The little things like that are all gone and it's sort of been streamlined, but maybe that's cuz they had to push Bonesplittaz in too, and honestly I didn't read the Bonesplittaz parts of the book just Ironjawz.
  5. Was their old Warscroll better? I remember a time when they took the shields away as a 6++ FNP from the ArdBoyz and suddenly they were shelved en masse and Brutes were king. Now it's flipped. Was their old Warscroll better?
  6. Before I decide to NOT use Bloodtoofs, how does this look: Allegiance: Ironjawz- Warclan: BloodtoofsMortal Realm: HyshLeadersMegaboss on Maw-Krusha (460)- Boss Choppa and Rip-tooth fist- Artefact: Quickduff Amulet- Mount Trait: Mean 'UnOrruk Warchanter (110)- Artefact: Aetherquartz Brooch- Warbeat: Get 'Em BeatOrruk Warchanter (110)- Warbeat: Fixin' BeatOrruk Weirdnob Shaman (110)- Lore of the Weird: Bash 'Em LadzBattleline6 x Orruk Gore-gruntas (320)- Jagged Gore-hackas3 x Orruk Gore-gruntas (160)- Pig-iron Choppas3 x Orruk Gore-gruntas (160)- Pig-iron Choppas20 x Orruk Ardboys (360)- 4x Gorkamorka Banner BearersBattalionsIronfist (160)Endless Spells / Terrain / CPsExtra Command Point (50)Total: 2000 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 133
  7. Well I do actually need the Gore Gruntas cuz I only have 3 sets. It's been repeated never buy the Gore Gruntas on their own, so I may as well get shield boys out of it too. Or I could just by 2 boxes of gore grunts and rip the arms off some of my Ardboyz. Pretty sure I saved my bits somewhere around here I can stick on the extra bodies. So I can make 20 shield boys to dip into sets of Ardboyz as I bring more or less.
  8. I've thought of the list as follows: HQ: MBMK Warchanter Warchanter Weirdknob Shaman Battleline: 6 GG w/ Jagged Gore-Hackas 3 GG w/ Pig Iron Choppa 3 GG w/ Pig Iron Choppa 20 Ardboyz Battalion: Ironfist 1 CP 50 pts 2000 points flat Then I could keep Bloodtoofs and run it as I had, or drop that and go with as forementioned Brutish Cunning and that saves me 2 CP (Free Mighty Destroyers for Ironfist, Free Mighty Destroyers for Brutish Cunning) and pick up the Great Big Hand of Gork. Turn 1 could potentially look like: Free MD: MBMK Free MD: 6 unit GG 1 CP MD: 3 GG moves 1 CP MD: 3 GG Moves Kind of hard to pull off but possibly HoG: Ardboyz teleport Now there's a right proper good chance everyone can get stuck in and do some massive damage. Or you know fail all my charges and cry when I get smashed but I mean that's dice so it's a 50/50 either way heck I'd still have 1 CP leftover for WAAAGH or whatever's worth using it on. Even if I didn't move everyone in turn 1 I can still at least get MBMK and 6 GG in for sure (more than likely) for at least some big hits. This list seems very versatile? Only 2 problems with my real life army: I don't own any pig boyz with Jagged Gore-Hacks so I'd need to buy 6 more. I don't own ANY shield Ardboyz. So 2 Start Collecting boxes gives me 20 more Ardboyz (that takes me up to like 80 -_-) but that I can actually put shields on (yay shields!) and 6 GG I can build with Jagged Gore-Hackas. So really the solution is there it's just a matter of finances. EDIT: I checked the GW Website. Seems I missed the Warscroll Cards for like the easy access warscrolls on the paper cards and the dice and either the endless spells are sold out too...or just...we didn't get any?
  9. Would it be worth it dropping Bloodtoofs clan? Pros: - Instant HOG that cannot be countered - +1 to Charge and Run Rolls - Movement Command Ability at the end of the combat phase to reposition or put on more pressure, or even move to an objective - An automatic +2 to WAAAGH Command Ability (Easier to get 12) Cons: - Don't get to choose General's Command trait - Don't get to choose Artefact (Missing out on Metalripper's Klaw That's really it, but it might make a massive difference in being able to choose my command trait and Artefact. Ironclad is popular I've seen, plus Metalripper's Klaw. Etc... Just considering maybe going "Clanless" may provide some benefits?
  10. Yeah it kind of felt super ****** of him to just pass first turn. That annoyed me. However because he did I wouldn’t have really been able to get in turn 1 or 2. Unless I swap the way I play putting the gore Gruntas and cabbage up front and yeeting them across the field turn 1 as aggro as humanly possibly and then slowly chasing with my brutes and ArdBoyz as the second wave...? also I have 9 GGs overall, 60 ArdBoyz (no Shields I need to buy more and make them all shield boys) and 25 brutes, 3 or 4 Warchanters, 4 Weirdknobs and 2 cabbages, 2 Footboss. so I can make pretty much any list I guess. I’m just not sure what combination or how many units or drops or whatever.
  11. I ran Bloodtoofs Clan with a MawKrusha, 2 Warchanters, 1 Weirdknob, 2 x 5 brutes, 2 x 10 ArdBoyz, 6 Gore Gruntas and 1 extra CP. I chose mean ‘Un for my mount trait, gave my MBMK the Quickduff. he had 2 x 6 eels 1 x 3 eels, the huge turtle, 1 x 2 Sharks and the named character in seahorse and I guess a regular guy on seahorse. I killed my self turn 3 by charging in with MKMB, 6 GGs and 5 brutes and he apparently fights first in a row without letting me fight and just wiped my charge. Turn 1 he literally said “I pass” and did nothing at all so crept up the board super slow. turn 2 he finally moved forward so I moved forward and killed the 2 sharks and 3 eels with 10 ArdBoyz and my MBMK. my other 10 ArdBoyz got stuck in with 6 eels and the turtle and promptly died doing little. turn 3 I got the double turn teleported my 6 GGs into his backfield to charge his unnamed Character, charged of unit of my 5 brutes and my MBMK into his turtle and 6 eels. He popped some command point to give everyone within some inches +1 to all melee attacks twice and fought first and blew me off the board. GG. it was relocation orb. I had managed to steal it bottom of turn 2. I called it at bottom of turn 3 when he wiped my 5 brutes, 10 ArdBoyz, MBMK and 6 GGs so all I had left was 2 Warchanters, 1 Weirdknob, 5 brutes and 9 ArdBoyz against his turtle, 2 heroes and 12 eels.
  12. I came back for my first game with the battletome in like 6months or something against Idoneth Deepkin and got crushed so bad it once again has removed any desire to be in this hobby.
  13. What happened to Brutes to have them fall from grace so hard? I notice they no longer re-roll 1’s within a certain range of a Footboss which is a shame because I really enjoyed that interaction. It would appear their role is monster killers but are they so poor at it?
  14. Dumb question I reckon but uh who is Ben Johnson? One of the top players of the game or something?
  15. You know what though it feels like it fits into the Orruk lore at least for the Ironsunz of being kunnin’ and like actually using tactics and strategy to win and striking when and where the enemy doesn’t expect haha. So I guess it’s fluffy?
  16. Yeah that’s how I thought it worked but the changed the language in a way that could perhaps be interpreted that after all of the saves are made, no matter how many 6’s you make on saves you then finally deal 1 mortal wound lol. Do people typically take the rip tooth fist or the other load out?
  17. How does the Rip-Tooth Fist work? Intuition says every 6 = a mortal wound but they wrote it strangely. It says "The attacking unit suffers 1 mortal wound after all of its attacks have been resolved." so it almost seems like if you roll 12 saves and get 3 6's then you still only deal 1 mortal wound.
  18. Here I was going to use Brain Burster haha. It just seems fun. I’m just coming back to the game. It feels like Mortal Wounds are important to the game, Mobility and hitting hard are important to the game. I was looking at Ironfist or Brutefist (mobility or mortal wounds), Bloodtoofs for Mobility (bonuses to charge and run, 1 free HoG, can move after a kill). Gore Gruntas and MawKrusha can deal mortal wounds. Everyone kind of hits hard. Warchanters can buff mobility (3D6 charge) and hitting hard (damage buff) and heal which is nice. Any input? It seems like Rip-Tooth Claw is the one to take for chance of mortal wounds, and then spells and abilities that push out damage like Mean ‘Un, Brain Bursta or the spell that adds +1 to wound rolls, the Warchanter, maybe Fast ‘Un, and command trait or artefacts that add mobility, damage or mortal wounds? I’m not sure. I’ve been out of the game for some months and I don’t even know who is playing what are my local games workshop.
  19. Ooooh I thought this thread replaced that thread since the Ironjawz Battletome was retired and this is the new one lol oops. Facepalming rn...
  20. Is pure Ironjawz dead? Every single list I’ve looked at in the thread so far has been about the big waaagh but there’s been no solo Ironjawz.
  21. For 80 points I feels like on paper that the uh guys from Shadespire seem legitimately good? Maybe?
  22. Here I was going to use Brain Burster haha. It just seems fun. I’m just coming back to the game. It feels like Mortal Wounds are important to the game, Mobility and hitting hard are important to the game. I was looking at Ironfist or Brutefist (mobility or mortal wounds), Bloodtoofs for Mobility (bonuses to charge and run, 1 free HoG, can move after a kill). Gore Gruntas and MawKrusha can deal mortal wounds. Everyone kind of hits hard. Warchanters can buff mobility (3D6 charge) and hitting hard (damage buff) and heal which is nice. Any input? Not sure where we are at but as usual I’m solo Ironjawz, don’t got any wild boys and don’t want any. Ironjawz is my favorite army. Straight forward, simple and to the point.
  23. I like it. I think I’ll start an army of them for myself
  24. See it sounds like Lorewalker Cho to me
  25. 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).
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