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Ravinsild

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Posts posted by Ravinsild

  1. I’ve heard it said that Orruks have awful bravery and therefore it is not wise to run a block of 10 Brutes. I’ve also heard as far as weaponization goes the Choppas are best for MSU (5 man squads) and the jagged gore Hackas are best for units of 10+. If bravery is so bad running 10 is a bad idea, is there any room for jagged gore Hackas? 

    I’ve got 2 boxes of unbuilt brutes and I’m not sure if I want to run 2 sets of 5 with choppas or 1 set of 10 with jagged gore hackas

  2. 1 hour ago, Andrew G said:

    I have buffs to cast on the build I posted with bash ladz, for one. It's +2 to cast base, with potential +4 (much better than a reroll when you factor in unbinds btw!)  You're not accounting for unbinds in your success chance of getting teleport off. I really don't know what to say about the "Chad wizards" you have not been encountering (which explains a lot), Kairos in tzeentch and legion, lumineth, seraphon ( the most represented faction at top tables in the last few months.) 

    We're not talking about one list that won months ago. The vast majority of GT winning IJ players ran some version of double mk,  warchanters, ggs. You can hand wave the data off based on your personal assessment of the vulnerability, but at that point we're just arguing about what we FEEL is good rather than what is actually consistently working. 

    That said, I'll let this conversation go. I don't doubt your experience, I just have a very different one based on the gt scene and following the larger meta closely. 

     

    I can safely say that in my local meta there are no lumineth or Seraphon players. I think someone may have a Nagash. Destruction and Chaos are popular here but not Tzeentch, Nurgle and Khorne are popular and we have 1 dedicated Slaneesh player who won’t play anything else and has no other armies. 
     

    There are death armies around I know a few people who have them, such as Gravelords and OBR however I’m not sure if they’re actively used. One of the death player also has like 8 other armies including Ironjawz and I’m not sure what army he’s using atm. 
     

    Stormcast Eternals, Cities or Sigmar and Sylvaneth are popular I know at least 3 Stormcast players who are running the newest units. Overall my meta is pretty weird. Ogors of all types are popular so are Gargants. There’s no elf lovers among us, so I’ve never seen DoK or Lumineth although we used to have a Deepkin player but he sold that army. 
     

    I think the most relevant the meta could be for me personally is if I went to a local event called Nashcon which I think I have been told is the biggest tournament in the South Eastern United States but I have no way of knowing if this is true or just event propaganda to get people to attend. That, being a tournament, is probably far more likely to have the kinds of armies you’ve been talking about but since I’m a slow painter my army is never ready on time. It’s in August though so I feel like a lot could change between now and then, and the meta could look completely different based on FAQs and which Battletomes get released and so forth. 
     

    All this to say I think I agree with Holy Diver in that there must be more than 1 way to skin a cat. There can’t only be 1 true way to run Ironjawz and make them work, there’s got to be more in the book than that. 

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  3. I'm trying to get games going in my club to test 2 lists, which are essentially the same list, just one is a 2 drop list and one is a 4 drop list. It's the exact same units.

    The idea I am testing is Waaagh! Leader versus Megabossy for mobility in 2 different ways (more reliable charge or more Mighty Destroyers). I am also testing 1 Artifact (Arcane Tome on Warchanter with Teleport) and a Weirdknob with Bash 'Em Ladz (the 2 drop list) or a 2 Artifact list that's 4 drops with a Command Detachment and Battle Regiment, and the other Artifact being Armor of Gork on Maw-Krusha for survivability and not needing to use Killa Beat on my MBMK target.

    However it must be noted that to the best of my knowledge, in my club at least, nobody is playing meta tournament lists. We have Sylvaneth, a lot of Stormcast but I don't think they are running the tournament list, other Orruk players, Death players, Ogors, Gloomspite Gitz and a lot of chaos such as Nurgle Maggotkin, Hosts of Slaanesh, Blades of Khorne (at least 2 players) and Skaven. I don't know anyone who plays Daughters of Khaine, Lumineth Realmlords, Idoneth Deepkin, or anything like that. I think our Sylvaneth player also rocks Cities of Sigmar but idk what kind. Nobody has a Kragnos.

    With the people I'm playing with and the fact I don't go to tournaments I'm not sure I need to run the 2 drop list but hopefully I can start testing my list and find out what works for me and what doesn't.

    I value Hand of Gork purely to get my Brutes where they need to go since they are slow, but offensively pretty powerful. I don't care about my ArdBoyz at all, they will probably almost never receive Mighty Destroyers. In my mind they're a screen to protect my pigs and brutes from charges as well as my heroes and then to split off and baby sit back field objectives and try to keep a Warchanter nearby for Rally to help them recover from spells or shooting and stay on a backfield objective.

    The offense of my army will be the 9 gore-gruntas and 10 brutes but I know the Brutes more than likely cannot get a turn 1 charge w/o hand of Gork, calling Waaagh! and running Mighty Waaagh! Leader for a +1 re-rollable charge. Even then they may not be very likely to get stuck in. I'm trying to figure out how to reliably use my Brutes due to their lack of speed in comparison to my GGs and MBMK. Another concern is my Warchanters and Weirdknobs being able to keep up in order to project their buffs and abilities within range.

    Honestly I struggled with the old book in AOS 2.0 and I wonder if I am going to struggle with this book too. I don't think I am very good at Ironjawz.

  4. 3 hours ago, Vastianos said:

    The rules on faction spells are in the individual battletomes. Should be above the spell lore. 

    "You can choose or roll for one spell from the following table for each IRONJAWZ WIZARD in an Ironjawz army."

    It was difficult to find that in the online version but I do have the real life book too. In addition I think it is supported by the Core Rules under Enchantments because it says you can take 1 Enchantment of each type and Spell Lore is one of those.

    I know I was talking about my weird neurotic need to perfectly paint every single model exactly perfectly and to get into all the recesses and have complete detail in my painting work, but the actual sum of my forces that I may or may not paint because they're fully assembled would be:

    15 Painted Ardboyz and about 35 unpainted ArdBoyz. I might have more unpainted I have between 60 and 70 Ardboyz.

    5 Unpainted Unbuilt Brutes and 15 unpainted built Brutes with Choppas and Boss Klaw and 10 unpainted built Brutes with Jagged Gore-Hackas and Boss-Klaw because MSU with Choppas and groups of 10+ with Jagged Gore-Hackas was always the rule to the best of my knowledge. Still haven't decided for my current lists whether to build and paint 1 unit of 10 with Jagged Gore-Hackas or 2 MSU with Choppas. I need another box of Brutes either way.

    6 unassembled and unpainted Gore-Gruntas I was going to paint and assemble with Jagged Gore-Hackas, 3 Built and fully painted Gore-Gruntas with Jagged Gore-Hackas and 9 to 12 unpainted but already built Gore-Gruntas with Pig Iron Choppas because I got them in AOS 1.0 when Pig Iron Choppas were the better weapon.

    I have 1 built but unpainted Megaboss on Maw-Krusha, and I have 1 unbuilt still on the sprue MBMK I was going to sub assemble paint to replace my current one.

    God I think I have like 6 Warchanters, one of which is sub assembled and ready for painting and 2 which are on the sprues I plan on painting.

    I have like 4 built but unpainted Weirdknob Shaman.

    So technically I have tons of Ironjawz I just feel bad that the built ones won't get painted "right" and I don't know what to do with them but I can still play with them and make lists with them. If this knowledge helps refine my lists in any way viewing what options I have available to me. I keep running into not enough points for Brutes or Gore-Gruntas and just stuffing in a Weirdknob to eat points up...

  5. 4 hours ago, Smash said:

     

    Thoughts on last list:

    1. Should definetly fill the last point gap
      • Would rather reinforce more gruntas or brutes over ardboys as ardboys works best in 5 squads anyway, because of weapon reach. 
      • If this is because of missing models and you have to use ardboys i would probably have 1 squad of 15 and try to get use out of the rally with a chanter and again hopefully change out the last ardboyz with something more expensive.
    2. I still dont think having mega bossy is giving any value.
      • In your list you would use MD to move your 2 grunta units and the MK (maybe not needed because of fast un). And teleport your brutes. This enables 4 charges, and you should call waaagh to get it more reliably. Using another MD is not gonna get any other units in charge range anyway, so those ardboys should just be deployed and run for objectives. 
      • With fast un you can even maybe skip targeting your krusha with MD, and have enough move with 24 inches pre charge? Unless fast un is needed to hit some important very far back deployed unit or something (This is flex you can have in the match).  To move your ardboyz a bit further if needed. 
      • To be fair, I do think Mega bossy is a good choice if you had even more gruntas in your list. Because that will enable more gruntas to charge t1. But i don't think megabossy would make a difference when used on ardboyz and brutes. This is where the teleport is usefull. 

    Sidenotes with even bigger changes to the list. So feel free to ignore.

    1. Arcane tome: This is needed as you use brutes and gruntas. only way to get them into combat semi reliably t1. If your list was only gruntas, I would consider switching the tome for Destroyer to realy make sure your MK destroyes something, as your realy want to trigger Smashing and basing. (This also means I would value Mega bossy higher having more pigs). And the fast un trait will let you charge whatever you want. 
    2. I use a Rogue idol in my list that is similar to yours, but I am not sure what i would pick if I owned more Grunta models.

     

    I don't want to seem like I'm hating on Mega bossy, but my experience is that I realy don't have the cmd points to support it anyway.  

     

    I personally haven’t played AoS 3.0 yet only 2.0 so I have no experience with this new tome. 
     

    Also I cannot find anywhere that I can get Hand of Gork from the tome. It says they learn arcane bolt and mystic shield and the wizards section of the core rules says they know any spells on their Warscroll in addition to any endless spells but nothing about Spell Lore spells. Unless there’s rules about spell lore, but I wasn’t able to locate it. 
     

    Also I’m in the process of painting my army and this is purely a quirk of mine but I’m subassembly painting every model in my army so I’m replacing models which are grey plastic with new ones I bought. I don’t even know if I’ll paint the already built models because it’s going to be really hard to get to all the details and such with a bunch of stuff in the way but I technically own between 12 and 15 Gore-Gruntas but 9 will be painted. I’ve got 3 painted already and 6 more on the sprues. Same with my Brutes, I have 1 fresh box unopened and I was going to buy 1 more. 
     

    Last point is about the ArdBoyz: honestly I hate ArdBoyz. I hated the meta where spamming as many ArdBoyz as possible was the way to play Ironjawz. However I have 15 painted right now and I didn’t want to waste all the time and effort I put into painting them for a meta and a way of playing I hated so I’m using them to get value out of my time wasted so I don’t have to spend like $200 more dollars on Brutes and Gore-Gruntas and paint those up. Also they feel useful as a screening unit as well as hardy objective holders thanks to their ward save. Mostly it’s just to justify my time and energy spent painting them though. 

    • Like 1
  6. 1 hour ago, Squark said:

    Especially with Kragnos's new buffs, going first for Ironjawz is a huge deal. If you let him get the 1st turn and haven't done a good job screening your Megaboss, he will die, Ward save or not. It's also vital for crippling Lumineth before the pansy Aelves can get all their spells up. Stormcast Eternals with Thunderbolt Volley also stand a good chance at crippling you if you let their alpha strike get the first turn. And If you can manage to find a hole in Legion of the First Prince's screens before they get all their command abilities up, well, you might be in for a less miserable time*.

    Losing the 6++ hurts, but you're losing an awful lot to get it. If you think about it, the Armor of Gork adds about 4-5 wounds to your Megaboss. However, going second can cost you all that and more, which can make it a net loss for you. Bear in mind this depends on your metagame, of course. If you're dealing with a less competitive metagame, you can afford to give up on going first.

    Army Faction: Orruk Warclans
        - Army Type: Ironjawz
        - Army Subfaction: Bloodtoofs
        - Grand Strategy: Hold the Line
        - Triumps: Hold the Line

    LEADER

    Megaboss on Maw-krusha (480)*
        - General
        - Command Traits: Mega Bossy
        - Boss Choppa and Rip-toof Fist
        - Artefacts: Armour of Gork
        - Mount Traits: Fast ’Un

    Orruk Megaboss (140)**
        - Artefacts: Arcane Tome

    Orruk Warchanter (115)**

    Orruk Warchanter (115)**

    BATTLELINE

    2 x Orruk Ardboys (255)*

    Orruk Brutes (160)*
        - Brute Choppas,Boss Klaw & Brute Smasha

    Orruk Brutes (160)*
        - Brute Choppas,Boss Klaw & Brute Smasha

    1 x Orruk Gore-gruntas (340)*
        - Jagged Gore-hacka

    Orruk Gore-gruntas (170)*
        - Pig-iron Choppas

    CORE BATTALIONS:

    *Battle Regiment

    **Command Entourage

    TOTAL POINTS: (1935/2000)

    Created with Warhammer Age of Sigmar: The App
     

    With such suggestions in mind I have brought about this list. However I could drop the Command Battalion which I was bringing for the extra CP to get more Mighty Destroyers and also why I brought a Footboss for up to 5 uses of it plus Fast Un’. I had to drop 5 ArdBoyz about it. 
     

    it’s entirely possible to fold in the command group into the core battalion for a true one drop list. Thoughts or opinions on this?

     

    Army Faction: Orruk Warclans
        - Army Type: Ironjawz
        - Army Subfaction: Bloodtoofs

    LEADER

    Megaboss on Maw-krusha (480)*
        - General
        - Command Traits: Mega Bossy
        - Boss Choppa and Rip-toof Fist
        - Mount Traits: Fast ’Un

    Orruk Warchanter (115)*
        - Artefacts: Arcane Tome

    Orruk Warchanter (115)*

    BATTLELINE

    1 x Orruk Ardboys (170)*

    1 x Orruk Brutes (320)*
        - Jagged Gore-hacka,Boss Klaw & Brute Smasha

    1 x Orruk Gore-gruntas (340)*
        - Jagged Gore-hacka

    Orruk Gore-gruntas (170)*
        - Pig-iron Choppas

    1 x Orruk Ardboys (170)*

    CORE BATTALIONS:

    *Battle Regiment

    TOTAL POINTS: (1880/2000)

    Created with Warhammer Age of Sigmar: The App

     

    With like every single suggestion absolutely taken into effect my list would look like this to make it a true 1 drop but then I have 120 points to spare or so… 

    Just trying to refine this list to the best it can be. 

  7. 2 hours ago, NauticalSoup said:

    I mean this implies the 6+ ward is something amorphous we can't very easily quantify in terms of its net game impact.

    It's a 16% increase to your army's wound pool, sans variables like healing effects or units that don't get the full benefit like Ardboyz. So if you are 'getting slaughtered' as pure Ironjawz then you'll still be slaughtered with a ward- just slightly less. That might be what makes the difference but it's not likely to flip around a game where you're getting tabled.

    And you certainly paid for it, the stuff you lost could easily provide a 16% increase in survivability under the right conditions (after all, dead enemies can't fight back)

    Do you think it’s worth losing armor of Gork and making all of the suggested changes to my list? 

  8. 4 hours ago, Smash said:

    My thoughts are, maybe skip command trait mega bossy. I dont think you'll be using mighty destroyers more than once every hero phase anyway. 

    Also i would just move the tome from the shaman onto a warchanter and give him the teleport and just remove the wierdnob, I dont think the wierdnob is any good. 

    Lastly I would consider one drop battalion just to get first round instead of ward save on your krusha. As you are very likely to be able to get into combat first round with your gruntas. And then have one unit of 6 gruntas, So you can mighty destroyers all the pigs. 

    I find that at least in AoS 2.0 I would try and use Mighty Destroyers as much as possible to  move my entire army forward every chance I got, so for me Mega Bossy seemed like an extremely good pick. In fact I’ve been considering fitting in a Footboss to have a chance for up to 5 uses out of 2 CP for Mighty Destroyers. 
     

    The reason for the Shaman is not only Hand of Gork, but with the Tome I can also cast Mystic Shield which would take my Megaboss on Maw-Krusha to a 2+ save because I chose the Riptooth Fist option. Unfortunately it doesn’t cause re-roll 1’s anymore but a +1 to save is still very survivable. I highly value survivability and I’ve found a 6+ ward save to be invaluable in keeping things alive. 
     

    Back in AoS 2.0 I ran the Big Waaagh! On my Ironjawz and one of the main reasons was due to Laugh at ‘Em which was a universal 6+ ward save. It increased survivability by more than you might imagine as I played into Tzeentch and other ranged armies often and would get slaughtered as pure Ironjawz. So for me personally I really value a 6+ ward save from my own experience. 
     

    I will probably consolidate my Gore-Gruntas into a unit of 6 and a unit or 3 and I’m not sure on my Brutes but possibly a single unit or 10. I like the idea of screening them with ArdBoyz and fighting over top with the 2” weapons. Otoh 2 MSU is more board control. 
     

    The one drop battalion is tempting at which point I would more than likely drop the Arcane Tome. However I liked the extra CP from the Warlord Battalion for more Mighty Destroyers. 

  9. Army Faction: Orruk Warclans
        - Army Type: Ironjawz
        - Army Subfaction: Bloodtoofs
        - Grand Strategy: Show ’Em Who’s Boss!
        - Triumps: Show ’Em Who’s Boss!

    LEADER

    Megaboss on Maw-krusha (480)**
        - General
        - Command Traits: Mega Bossy
        - Boss Choppa and Rip-toof Fist
        - Artefacts: Armour of Gork
        - Mount Traits: Fast ’Un

    Orruk Warchanter (115)**

    Orruk Warchanter (115)**

    Orruk Weirdnob Shaman (90)**
        - Artefacts: Arcane Tome
        - Spells: Da Great Big Green Hand of Gork

    BATTLELINE

    1 x Orruk Ardboys (170)*

    Orruk Brutes (160)*
        - Brute Choppas,Boss Klaw & Brute Smasha

    Orruk Brutes (160)*
        - Brute Choppas,Boss Klaw & Brute Smasha

    Orruk Gore-gruntas (170)*
        - Jagged Gore-hacka

    Orruk Gore-gruntas (170)*
        - Jagged Gore-hacka

    1 x Orruk Ardboys (170)**

    Orruk Gore-gruntas (170)**
        - Pig-iron Choppas

    CORE BATTALIONS:

    *Ironjawz Fist

    **Warlord

    TOTAL POINTS: (1970/2000)

    Created with Warhammer Age of Sigmar: The App
     

    Thoguts or opinions on my list? Unsure on whether MSU brutes are better or one big unit with the two handed weapons is better. 
     

    also unsure about MSU Gore Gruntas but thought it might maximize the Bloodtoofs clan ability as well as their charge ability. Not sure if I should rock a unit with pig iron choppas either. 
     

    otherwise I guess the plan would be wait for opportunities to use Fast ‘Un and maneuver with Mighty Destroyers to get stuck in. Use Hand of Gork to get my Brutes where I need them and hold objectives with ArdBoyz. 

  10. 2 hours ago, Squark said:

    6 Boltboyz for a reinforced unit like the one you have is $90 USD by GW pricing, unfortunately. They're pretty expensive.

     

    Aardboyz are primarily a screening unit- With no rend or mortal wound output, they struggle against a meta where you have to plan to fight vs. A 3+ save. They're also a tad awkward in large units because units of 6+ need to be organized into 2 ranks, and with their 1" melee and 32 mm base the second rank can't fight unless you're surrounded (in which case your screen has faild at its job because things are now on the wrong side). That being said, I wouldn't call them bad- I'd gladly pay 5 points to upgrade my hobgrot screens to a 4+ save if I could in Kruleboyz.

     

    Going pure Ironjawz isn't a bad idea- Bloodtoofs get Gore-Gruntaz as battleline, which is very handy. The new Ironjawz Waagh! Is also very good; -3 rend Jagged Gore-Hackas is terrifying

    So my list isn’t too bad all things considered? I could get those Kruleboyz shooters but if I didn’t what would you recommend? More Brutes or Gore-Gruntas? 

  11. Army Faction: Orruk Warclans
        - Army Type: Big Waaagh!
        - Grand Strategy: Show ’Em Who’s Boss!
        - Triumps: Show ’Em Who’s Boss!

    LEADER

    Megaboss on Maw-krusha (480)**
        - General
        - Command Traits: Mega Bossy
        - Boss Choppa and Rip-toof Fist
        - Artefacts: Armour of Gork
        - Mount Traits: Fast ’Un

    Orruk Warchanter (115)**

    Orruk Warchanter (115)**

    Wurrgog Prophet (150)**
        - Artefacts: Glowin’ Tattooz
        - Spells: Gorkamorka’s War Cry

    BATTLELINE

    Orruk Brutes (160)*
        - Brute Choppas,Boss Klaw & Brute Smasha

    1 x Orruk Ardboys (170)*

    1 x Orruk Ardboys (170)*

    OTHER

    1 x Man-skewer Boltboyz (240)

    Orruk Gore-gruntas (170)*
        - Jagged Gore-hacka

    Orruk Gore-gruntas (170)*
        - Jagged Gore-hacka

    CORE BATTALIONS:

    *Ironjawz Fist

    **Command Entourage

    TOTAL POINTS: (1940/2000)

    Created with Warhammer Age of Sigmar: The App
     

    Can I get any advice with my list? I don’t actually own any Kruleboyz at all I just threw them in because my old list seems to be out of fashion from AoS 2.0 

    My AoS 2.0 list is exactly like this except it had 30 ArdBoyz and 0 brutes and I had 160 points in Ironfist Battalion and 80 points into Chronomatic Cogs. However Battalions are totally different now adays it seems like and Chronomatic seem much worse so I just put some points into Kruleboyz but I don’t even know how much money those kits are in real life. Otherwise I changed out 10 ArdBoyz for 5 Brutes because I heard ArdBoyz were worse and Brutes are good these days but I spent a lot of time painting my Ardboyz so I wanted to use at least some. 
     

    Thoughts or opinions? If I wanted to change this into a pure Ironjawz list just to experiment between the two factions do y’all have any recommendations? My guys are painted all red for Bloodtoofs. 

  12. On 9/29/2021 at 7:10 AM, Magnus The Blue said:

    Quick one today.  What's the average cost (in terms of wounds take) for taking down different targets with a Waggog's Mask

     

     

    Target wounds Rolls to kill Mortals taken 6+Ward 4+ Ward
    5 3.75 3.208333333 2.673611111 1.604166667
    10 7.5 7.583333333 6.319444444 3.791666667
    15 11.25 11.95833333 9.965277778 5.979166667
    20 15 16.33333333 13.61111111 8.166666667

    So if you're rocking Glowing Tattoos you can happily through out 10 mortals wounds a turn if you've got some decent healing near by (heroic action, Wardocs or Emerald Lifeswarm would do it). 

    Did you know that a Warchanter with Fixin’ Beat can target the Wurgog Prophet? :)

    • Like 1
    • Thanks 1
  13. Is this the place where we still talk about Ironjawz or is there a 3.0 thread or… an Orruk warclans 3.0 or….

    just trying to find some ideas for lists really I’ve got a lot of Ironjawz just don’t know what to do with them or what’s good. 

  14. 11 hours ago, Kurrilino said:

    DO NOT listen to you gaming group.

    3 attacks each, 2 damage on 6's, -1 rend, -1 bravery to opponent, make all other SLtD  units reroll wounds.

    This is exactly what you need before attacking with Chaos warriors and Knights

    So the list would be greatly focused on the strength of Std. Play this in a cabalist-nurgle style with Festus and you will show them "not very good"

     

    The only shame is that the book itself discourages playing anything else but the Marauder 1 trick pony.

    What they really need is a battalion for all the original Warrior of Chaos units instead being forced to play all the weirdo units that nobody likes

    Did you happen to see my first list? I agree, I wish there was a battalion for Warriors and Chosen. 
     

    I don’t know if it would be practical to attack with Chosen before the Knights, but the entire purpose of the chosen was to give re-roll wound rolls to my Chaos Warriors and assuming I needed to I could pray over them from the Warshrine to re-roll hit rolls (Khorne) and/or use the magic spell from the sorcerer. 
     

    With chosen I have several sources of re-roll hit rolls, and wound rolls between the Chaos Sorcerer Lord spell, the Chaos Warshrine and the Chosen themselves. 
     

     

    • Like 1
  15. 11 hours ago, Rors said:

    Unless I've missed something (likely) its:

    1. Betallion

    2. Lord on foot.

    3. Sorc

    4. Wrathmonger unit 1

    5. Wrathmonger unit 2.

    Imo with drops you either want 1 or 2 max, or don't worry about it. At that point you're paying 180 for a some extra activation with the karkadrak, an artifact, and a command point. Ultimately you could polish a list forever and at some point you just gotta roll some dice so if you like your list as is, you'll have a blast, it looks fun. If you compare what you can get for 180 in other books betallions or just in warscrolls in this book, you're paying a premium for those benefits. Still, if you already have those models, you'll be having fun a lot sooner playing that list than waiting to buy and paint another 180 points of something.

     

    The Sorcerer Lord can be found taken in the battalion without being the main hero requirement. 
     

    I had the Bloodmarked Warband previously instead and had Chosen over Wrathmongers. I think out of sequence fighting is valuable and I think the extra Artefact and CP are worth It because I was able to give the foot lord the same 5+ mortal wound shrug everyone else has. 

    EC51F0EB-2C70-4AF7-8DF8-F5EEFC53517C.png

  16. 19 minutes ago, Rors said:

    A double, possible tripple activation karkadrak will do some work no question. That being said, your list isn't low drop even with the betallion, and for the points it costs to have that betallion you could have more models. If you dropped the betallion and did a small amount of shuffling, I think a unit like Belakor would get you more mileage.

     

    I'm biased though, I put Belakor in basically every list I write.

    My previous list was a 2 drop and this one is a 4 drop.

  17. Some of you may recall my last list I had devised and so far I've gotten 1 Chaos Warshrine and 2 Slaves to Darkness Start Collecting boxes (the new ones). So currently I've got a Warshrine, a Chaos Sorcerer Lord, a Chaos Lord on Foot, 2 Chaos Lord on Karkadraks, 20 Warriors and 10 Knights.

    The earlier proposed list had Chaos Chosen, however it was argued to me within those in my group that the list looked unfocused and too spread out. It was argued the Chosen weren't a very good Warscroll.

    So I have devised a new list and I'd like to hear your thoughts:

    Allegiance: Slaves to Darkness
    - Damned Legion: Ravagers
    Mortal Realm: Chamon

    Leaders
    Chaos Lord (110)
    - Reaperblade & Daemonbound Steel
    - Artefact: Blasphemous Cuirass
    - Mark of Chaos: Khorne
    - Ravagers Command Trait: Master of Deception
    Chaos Lord on Karkadrak (230)
    - General
    - Command Trait: Eternal Vendetta
    - Artefact: Mark of the High-favoured
    - Mark of Chaos: Khorne
    Chaos Sorcerer Lord (110)
    - Mark of Chaos: Tzeentch
    - Spell: Whispers of Chaos
    - Ravagers Command Trait: Bolstered by Hate

    Battleline
    15 x Chaos Warriors (270)
    - Hand Weapon & Shield
    - Mark of Chaos: Khorne
    15 x Chaos Warriors (270)
    - Hand Weapon & Shield
    - Mark of Chaos: Khorne
    5 x Chaos Knights (160)
    - Cursed Lance
    - Mark of Chaos: Khorne
    5 x Chaos Knights (160)
    - Cursed Lance
    - Mark of Chaos: Khorne

    Units
    5 x Wrathmongers (140)
    - Allies
    5 x Wrathmongers (140)
    - Allies

    Behemoths
    Chaos Warshrine (170)
    - Mark of Chaos: Khorne

    Battalions
    Godsworn Champions of Ruin (180)

    Endless Spells / Terrain / CPs
    Extra Command Point (50)

    Total: 1990 / 2000
    Extra Command Points: 2
    Allies: 280 / 400
    Wounds: 153

     
    I suppose the idea is that my first wave of assault would be the Knights with Lances and Karkadrak Lord who run out and hit first, and the follow up attack or simply those who hold objectives would be the Chaos Sorcerer Lord on Foot, Chaos Lord, Chaos Warriors and Wrathmongers who spread the +1 to attack over the Warriors. I can flip the general back to the Chaos Lord on foot for the Aura re-roll hit rolls of 1 and +1 to wound rolls. I can pray with the Warshrine over them to give re-roll hit rolls and charge rolls, or the undivided prayer to give re-roll hit and wound rolls. I can then cast the spell from the Chaos Sorcerer Lord on the other block for two sets of 15 strong 3 attacks each re-rolling all hit and wound and save rolls Chaos Warriors.
     
    I would also be able to attack in the Hero and Combat phase with my Karkadrak Lord in addition to using my Chaos Lord on foot to grant the ability for a selected unit to fight again (Knights, Warriors...)
     
    Apparently this is a tighter and more focused list. I have also incorporated suggestions from another poster in-so-far as Command Traits, Artefacts, and loadout per unit.
  18. 7 hours ago, EMMachine said:

    What gaming mode do you play, because the answer is depending to this?

    If you Play Pitched Battle (Generals Handbook 2020, Page 72.) or Meeting Engagements (Generals Handbook 2020, page 88), both have the following rule.

    So if you are playing a gaming mode like this. In case of Mortal Wounds you can either use the Chaos Runeshields or Protection of the Dark Gods, most likely prefering the Runeshield because of the better roll requirement, but not both

    In case of normal wounds you have your 4+ Save and the Protection of the Dark Gods roll after it.

    If you play a game mode that doesn't use the special rule above (Open/Narrative play) you can use both for mortal wounds.

    I typically play matched play, so this is good to know. Thanks. 

  19. Let’s say I’ve got a block of chaos warriors and the enemy is a pack of Skullreapers. They roll their attacks and some number of Unmodified hit rolls of 6 are made in addition to regular attacks. 
     

    i would roll my saves as normal to block the damage from all of those attacks. I would then roll my 5+ mortal wounds shrug in order to protect my warriors from the aforementioned unmodified hit rolls of 6 which deal a mortal wound in addition to normal damage and so I attempt to stop the damage with my Chaos Runeshields ability (“Roll a dice each time you allocate a mortal wound to a unit that. carries Chaos Runeshield. On a 5+, that mortal wound is negated.”) However I don’t roll enough to stop all of the mortal wounds and wounds going through. 
     

    However my Chaos Warrior block is wholly within 18” of an unwounded Chaos Warshrine and thus are within range for the Protection of the Dark Gods ability which allows “Roll a dice each time you allocate a wound or mortal wound to a friendly Mortal Slaves to Darkness unit wholly within the range of any model with this ability as shown on the damage table above. On a 6, that wound or mortal wound is. negated.” Can I use this to soak the remaining mortal wounds missed by the Chaos Runeshields ability and any normal damage missed by my normal saves (4+). 

  20. 3 hours ago, Agent of Chaos said:

    @Ravinsild cool list, I like it! I usually give Eternal Vendetta command trait to lord on karkadrak and mark of the high favoured as the go to artifact (You've only got 3 heros who can be the general so you should get good mileage out of it). I would definitely be giving at least one unit of knights glaives as between rerolls and the lords command ability/aura they can be pretty reliable to hit and wound. Would also consider giving at least one unit of warriors great weapons for some rend. They will lost the 5+ mortal wound save but the warshrine can make up for some of that and it makes a big difference to their offensive output.

     

    @Perturbato The whole thing is lame. Gorebeast chariots are overpriced for what they do and you cant take a 2nd artifact in Idolators...  basically the battalion is trash.

    I made all of these changes although the math does not check out on Greatblade Warriors (and isn't that what chosen are for?)

    This is the list I've come up with after some thought and accommodating almost all of your advice.

    Allegiance: Slaves to Darkness
    - Damned Legion: Ravagers

    Leaders
    Chaos Lord (110)
    - Reaperblade & Daemonbound Steel
    - Artefact: Blasphemous Cuirass
    - Mark of Chaos: Khorne
    - Ravagers Command Trait: Master of Deception
    Chaos Lord on Karkadrak (230)
    - General
    - Command Trait: Eternal Vendetta
    - Artefact: Mark of the High-favoured
    - Mark of Chaos: Khorne
    Chaos Sorcerer Lord (110)
    - Mark of Chaos: Undivided
    - Spell: Mask of Darkness
    - Ravagers Command Trait: Bolstered by Hate

    Battleline
    15 x Chaos Warriors (270)
    - Hand Weapon & Shield
    - Mark of Chaos: Khorne
    15 x Chaos Warriors (270)
    - Hand Weapon & Shield
    - Mark of Chaos: Khorne
    5 x Chaos Knights (160)
    - Ensorcelled Weapons
    - Mark of Chaos: Khorne
    5 x Chaos Knights (160)
    - Cursed Lance
    - Mark of Chaos: Khorne

    Units
    5 x Chaos Chosen (140)
    - Mark of Chaos: Khorne
    5 x Chaos Chosen (140)
    - Mark of Chaos: Khorne

    Behemoths
    Chaos Warshrine (170)
    - Mark of Chaos: Khorne

    Battalions
    Bloodmarked Warband (180)

    Endless Spells / Terrain / CPs
    Extra Command Point (50)

    Total: 1990 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 143
     
    It occurred to me I was very light on CP and had several competitive and wanted Command Abilities, so I decided "why run a CP hungry Aspiring Deathbringer, when I can do the same thing with a battalion, gain an extra CP, an extra artifact and get the effort for free doing what my army would naturally be doing?"

    So I dropped the Aspiring Deathbringer and 1 unit of Knights to bring along the battalion. So now I begin with 3 CP which can be used on Knights from the Karkadrak and I could even potentially make the lance knights fight twice after charging. That's insane damage.
     
    The Warshrine Prayer could go on the Lord to give him re-roll to hit and to charge (Khorne Prayer), and the command ability gives re-roll to charge and +1 to hit, while the Sorcerer spell given on knight would give them Re-Roll to hit, re-roll to wound, +1 to hit and re-roll charge.
     
    Chaos Chosen can give everyone else re-roll to wound rolls at the very least and at worse everyone within an aura has +1 to wound and re-roll hit rolls of 1.
     
    • Like 2
  21. Any thoughts or opinions on this list?

    Allegiance: Slaves to Darkness
    - Damned Legion: Ravagers

    Leaders
    Chaos Lord (110)
    - Reaperblade & Daemonbound Steel
    - Mark of Chaos: Khorne
    - Ravagers Command Trait: Flames of Spite
    Chaos Lord on Karkadrak (230)
    - General
    - Command Trait: Master of Deception
    - Artefact: Cloak of the Relentless Conqueror
    - Mark of Chaos: Khorne
    Chaos Sorcerer Lord (110)
    - Mark of Chaos: Undivided
    - Spell: Call to Glory
    - Ravagers Command Trait: Bolstered by Hate
    Aspiring Deathbringer (80)
    - Bloodaxe and Wrath Hammer
    - Allies

    Battleline
    15 x Chaos Warriors (270)
    - Hand Weapon & Shield
    - Mark of Chaos: Khorne
    15 x Chaos Warriors (270)
    - Hand Weapon & Shield
    - Mark of Chaos: Khorne
    5 x Chaos Knights (160)
    - Ensorcelled Weapons
    - Mark of Chaos: Khorne
    5 x Chaos Knights (160)
    - Ensorcelled Weapons
    - Mark of Chaos: Khorne
    5 x Chaos Knights (160)
    - Ensorcelled Weapons
    - Mark of Chaos: Khorne

    Units
    5 x Chaos Chosen (140)
    - Mark of Chaos: Khorne
    5 x Chaos Chosen (140)
    - Mark of Chaos: Khorne

    Behemoths
    Chaos Warshrine (170)
    - Mark of Chaos: Khorne

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 80 / 400
    Wounds: 163

     
    The Aura of Khorne allows re-roll hit rolls of 1 and since it's also on my general all Mortal units with the Mark of Khorne also gain +1 to wound rolls. With the Warshrine prayer I can re-roll to hit rolls and re-roll to charge rolls.
     
    The Cloak gives my Warlord re-roll charge rolls.
     
    The Undivided Prayer can give re-roll to hit and to wound rolls. The spell Call to Glory can give re-roll to hit and to wound rolls.
     
    So lots of attack, lots of re-rolls, +1 to hit and +1 to wound sources on various units/different units, plenty of re-roll charge rolls, a way to generate attacking twice or extra attacks...
    • Like 1
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