Jump to content

ShaneHobbes

Members
  • Posts

    165
  • Joined

  • Last visited

Posts posted by ShaneHobbes

  1. 32 minutes ago, DestructionFranz said:

    Hi Guys. 

    One simple question, in a Big Waaagh! army, how the Waaagh points work? 

    When for example I have 12 points, do I need to spend them going to 0 to use the abilities or is automatical and the points 

    You gain each passive bonus for free and have them for as long as you have that many points or more. There are two abilities you can reach as well, the one that let's a wizard lose D3/D6 Waaagh points for +1/2 to cast and the Waaaagh ability itself at 24 points.  That one you roll a dice and on a 1 you lose all your Waaagh points, 2-5 half, 6 none.

  2. 13 minutes ago, Jabbuk said:

    I was thinking about the Brutes current state and I had this idea that traditionally, we're always looking to HoG ardboys in (a big group preferably) but wouldn't a single group of 10 Brutes be a terrific target to HoG? They can either be TP'ed in the back or in the front/side to accelerate their movement. After that it's just a matter of timing to get in fight with them. I have a group of 10 and they look so damn cool, I thought this could be a great alternative. Meanwhile your ardboys take objectives and/or go faster in the frontlines, waiting to charge.

    What do you think?

    I'm also just considering taking a group of 10 instead of 2 units of 5. It feels like it would hit much much harder. I'd do this in Da Choppas though to get the extra bravery, otherwise it's too risky.

    I've been thinking this too but they're gonna suffer more from Battleshock tests than Ardboyz without IP.  I'm always leery of moving Brutes away from Heroes.

    • Thanks 1
  3. 31 minutes ago, Drew64 said:

    Hi,

    I've been really keen on getting into IJ as i was wanting amore elite army after painting a million ghosts for my Nighthaunt.

    I've been scanning lists and everything seems to heavily involve 'Ard-boyz. I assume because 'Ardfist is bonkers.
    Is is possible to make a viable IJ/big waagh list based around Brutes? they are some of my favourite models in the range.

    Also, if i run brutes are dual choppas the option to take?

    IMO Ironjawz right now are built around Warchanters and Ardboyz. Gordrak/less degree MegaBoss on Maw Krusha and Gore-Gruntas after that.

    Brutes are just there as cheap filler at best.

    I dont think anyone really uses the Megaboss on foot?

    I still plan on playing around with some Brutefist lists though because well they look awesome and I'm gonna use them damn it.

    • Haha 1
  4. 1 hour ago, Incredebilis said:

    Do 5 Brutes do better than 10 Ardboys against something with >4 wounds or are they worse there as well?

    Yes but to be honest the average damage of Brutes compared to Ardboyz isn't very significant even against an enemy with 4+ wounds. Combine that with Ardboyz utility of their banners and drums and being even more resisilant because of shields... 

  5. 13 minutes ago, Malakree said:

    Honestly. The changes that Brutes need are

    1. Bravery 7.
    2. 3+ Save
    3. Some sort of special rule to increase their mobility. 
      "If the unmodified charge roll for a unit of Brutes is less than a 7, increase it to 7"
    4. -2 Rend

    Any 2 of the above would make them much better.

    Then again I'm of the opinion that Mad as Hell should have read.

    That and -2 Rend would make Brutes worth it. They become the slow moving hammer compared to the speed of GG's and the sturdiness of Ardboys.

    All we have to do is wait 2-4 years for GW to update Ironjawz warscrolls again.  :|

    • Haha 1
    • Sad 3
  6. 7 minutes ago, Malakree said:

    The big problem I have with Brutes is the same ones I've always had.

    1. Bravery 6
    2. Low model count
    3. Bravery 6
    4. Super vulnerable to battleshock
    5. Bravery 6
    6. Slow but unlike Ardboys doesn't have a random +2 to charge
    7. Bravery 6
    8. The same as Ardboys in terms of buffs
    9. .....
    10. Lower survivability due to not having shields
    11. .....
    12. Bravery 6

    If they were just bravery 7.

    Also I'd love for them to have an ability like where I'd they kill a model in the combat phase they get to reroll their battleshock test, or maybe even make them immune if they kill a certain number of models.

    Something than just a situational and boring +1 to hit

  7. 1 hour ago, Vasshpit said:

    So it's looking like everyone is choosing ardboys over brutes, eh?

    That's soo sad...

    GW should have dropped those models when Ironjawz first dropped. 

    They're great, dont get me wrong, but I can't help but feel that this is wrong in some way... 🤔

    I feel like Brutes should be 120 pts like Hearthguard Beserkers at the moment. Also wish Brutes made enemy units -1 bravery moreso than Arsboyz banner. I mean they're big ol mean Brutes.

    For 20 pts more you can get the vastly better Gore-Gruntas. 

    Need less expensive unit? Unit of 5 ardboyz then. I just dont understand what role Brutes have in the current IJ army that cant be done better elsewhere which depresses me greatly since Brutes are what drew me to IJ in the first place.

    Also is it just me or do Brutes have the most boring Warscroll in the game,  especially for an "elite" unit. 

    Sorry for the rant fest just want Brutes to get some love :(

    • Like 2
    • Thanks 2
  8. So I'm thinking of trying something pretty stupid next Friday. I'm sure it'll fail spectacularly but it tickles me to try it. 

    Allegiance: Big Waaagh!

    Leaders
    Orruk Weirdnob Shaman (110)
    - General
    - Trait: Master of the Weird
    - Artefact: Shamanic Skullcape
    - Lore of the Weird: Wrath of Gork
    Wurrgog Prophet (160)
    - Artefact: Mork's Boney Bitz
    - Lore of the Savage Beast: Bone Krusha
    Orruk Warchanter (110)
    Orruk Warchanter (110)
    Orruk Warchanter (110)

    Battleline
    5 x Orruk Brutes (140)
    - Pair of Brute Choppas
    5 x Orruk Brutes (140)
    - Pair of Brute Choppas
    5 x Orruk Brutes (140)
    - Pair of Brute Choppas
    5 x Orruk Brutes (140)
    - Pair of Brute Choppas
    5 x Orruk Brutes (140)
    - Pair of Brute Choppas

    Units
    5 x Orruk Ardboys (90)
    5 x Orruk Ardboys (90)
    5 x Orruk Ardboys (90)
    5 x Orruk Ardboys (90)
    5 x Orruk Ardboys (90)
    5 x Orruk Ardboys (90)

    Battalions
    Brute Fist (120)

    Endless Spells / Terrain / CPs
    Balewind Vortex (40)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 166
     

    Warchanters are basically there for Waagh energy  which I'll use for the Zap' Em ability and to capture backline objectives with a big death star moving up for Wraith of Gork. Potentially rolling 22 dice for the 2+ MW. Balewind for Prophet maybe so it does D6 MW at 12" instead of 6".  Its dumb but I miss the old Weirdfist.

     

    • Like 2
  9. 27 minutes ago, Malakree said:

    Screen, screen hard. Split one of your Ardboy units into 2 blocks of 5, that will let you spread them out more to greatly reduce his drop space to stop him powerdropping your backline. Hide that warchanter as far back as you can and screen it like mad. With -2 to hit you should be able to force him into giving up a charge in HIS turn if he wants to kill it.

    Seriously, playing against stormcast is 100% about knowing how to block off areas of the board so they can't drop into them. This is obviously weighs heavily on your ability to deploy properly and that's a whole extra ****** of a lesson to learn.

    Thanks, I need to start remembering that Ardboyz can be in 5s. Do you think Gordrakk is worth it or would I be better with a regular MBMK for another block of GGs or Brutes?

  10. 1 minute ago, broche said:

    I think both can work. Do you know how many drop he as? the -1 to hit + sunbless armour should make the MK survive. I think he will go for the Warchanter first, with Ironsunz they would be -2 to hit

    Not sure how many drops but he might be trying to squeeze Gotrex into his list which might make him drop a ballista and some Raptors. 

    Allegiance: Ironjawz
    - Warclan: Ironsunz
    Mortal Realm: Hysh
    Megaboss on Maw-Krusha (460)
    - General
    - Boss Choppa and Rip-tooth fist
    - Trait: Right Fist of Dakkbad
    - Artefact: Sunzblessed Armour
    - Mount Trait: Fast 'Un
    Gordrakk the Fist of Gork (540)
    - Mount Trait: Mean 'Un
    Orruk Warchanter (110)
    - Artefact: Aetherquartz Brooch
    - Warbeat: Fixin' Beat
    10 x Orruk Ardboys (180)
    10 x Orruk Ardboys (180)
    10 x Orruk Ardboys (180)
    3 x Orruk Gore-gruntas (160)
    - Jagged Gore-hackas
    Ironfist (160)

    Total: 1970 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 112
     

    Was thinking something like this. I like Fast 'Un to react to his potential drops behind me.

    Debating using Gryph-Feather charm on WC instead for another -1 hit and little extra movement to keep up.

  11. Playing against shooty stormcast, what do you guys think would be better? Ironsunz for the -1 to hit first turn or Bloodtoof for the guaranteed teleport to mess with their backline? My opponent favors deepstriking double balistas with vanguard Raptors and I'm worried of losing a MBMK before it even gets into combat.

  12. Is this an error on Azyr and Warscroll Builder or are Warchanters unable to take artifacts?

    Ugh nvm I'm an idiot and forgot that the main artifacts are Megaboss only now. I was looking to experiment with the Brain Bursta spell and stacking negative Bravery on the enemy.

  13. 28 minutes ago, broche said:

     

    It's legal to take them, but there is unclarity as if you can use Mighty Destroyer with a non-Ironjawz allegeance. @Malakree have already asked the question for next FAQ.

    Oh right, I forgot Ironfust gives the free Mighty Destroyers. If I had to guess I'd say we cant use MD in Big Waaagh but yeah that needs to be addressed in a FAQ

  14. 10 minutes ago, broche said:

    Saw some big waaagh list with Ironfist earlier. Do we have confirmation that is legal? If yes i think it's not worth playing Ironjawz unless the list is super agressive, especially with Ironfist giving you access to Migthy Waagh. Big waaagh just give you much more flexibility from casting bonus to 6++ to army wide hit/wound bonus

    I thought Ironjawz and Bonesplitterz could take their respective command traits, artifacts, and battalions for Big Waaagh?

  15. 10 minutes ago, Jabbuk said:

    So I played a 1100 pts game this week against Sylvaneth and Spirit of Durthu. Scenario was Total Commitment. Here was my list:

    Megaboss

    Weirdnob Shaman with GBHoG

    Warchanter w/Killa Beat

    1x5 Brutes

    1x10 ardboys

    1x5 ardboys

    2x3 Gore-Gruntas

    Ironsunz

    A few takeaways from the game:

    - I personally tend to over extend my GoreGruntas because they go fast. Always keep them close unless you're going for a guaranteed strategic move. I had a plan in mind where they would charge and screen waiting for my MB and Brutes to make it. Turns out I rolled ****** run rolls for both brutes and MB and they were really slow. I managed to fallback the GGs to wait for the perfect timing (MB and brutes charging) so it really paid off. Anyways in the future, don't over extend for nothing.

    - Mad as Hell is really cool and threatening. It didn't make a huge difference but it's a nice addition. If you don't get shot, you're still slow.

    - GGs are incredibly GOOD. They hit like a truck, they're fast. Amazing unit.

    - Alright Get'Em command ability from Ironsunz is AMAZING. He charged my Megaboss with 2 units of dryads but my brutes were close. Once he was done, I spent a CP and charged my Brutes. I rolled a 12 and wrapped perfectly around the dryads.

    - the combination of +1 atk from warchanter, Waaagh! And Killa Beat on a group of dryads was massive. I triggered Smashing and Bashing twice! I wiped so much stuff I his turn, it was beautiful. 

    Some notes I didn't know before, or I dunno if the wording has changed. Please correct me if I'm wrong: You can Waaagh! In the enemy's combat phase, as it says "start of THE combat phase..." That was huge. You can also do the warbeat at the beginning of the combat phase Too! Not yours. That was also huge. Let me know if I did this wrong though.

    -Couldnt test the ardboys, I got stuck on objectives. I tried to Hand of Fork them with shaman but it never happened. Failed to cast twice 

    All in all, I really loved Ironsunz and accumulating CPs to spend them in stuff that matters, like Mighty Destroyers and Alright Get'Em. 

     

     

    They just say "THE combat phase" so I'm willing to believe we can use them in our enemies. Get 'em Beat and Fixin' Beat clearly say "In your..." while Killa Beat just says "At the start of THE combat..." That might be FAQed though.

    Did you use the Gore hackas on the GGs?

    Also, Hand of Fork made me lol

  16. 4 minutes ago, knightish said:

    Huh, no mention of the range. Fair point!

    But it does say Enemy?

    Do Endless spells count as enemies?

    (legit hoping it works)

    That's a good question but I'm willing to bet they don't count as an enemy/friendly unit. They can't capture objectives, have no other interaction other than what their warscroll says, etc, etc. If you have an ability that says count how many enemy/friendly units are nearby, you wouldn't include an endless spell.

    • Like 1
  17. 9 minutes ago, knightish said:

    Hey Guys

    Just a quick tip.

    Burning head / most endless spells wont work on the bonus move.

    The dmg needs to originate from 9" away.

    I don't think any Endless spells dmg from that range. 

    Maybe a Green puke if your lucky.

    Unless this has been clarified somewhere already as going the other way, I don't think we can make our own boys move at whim. 
    Based on the tech that is available to us.

    It only says that the unit who takes damage has to be 9" away from an enemy unit.

  18. 4 minutes ago, velocitydog said:

    Thanks ShaneHobbes, my brain has trouble keeping all of the different books and allegiance rules straight!

    Np :) Dont forget Weirdnobs Brutal Power rule if you have 10 ardboyz or Brutes  near him at end of Hero phase. He can cast Green puke regardless if he cast any spells earlier, even if you cast Green Puke already.

  19. 3 minutes ago, velocitydog said:

    OK, total newb question I'm sure but I've got the General's Handbook and the new Warclans battletome and am confused when it comes to the Weirdnob spells.  In the battletome it says the Weirdnob gets Green Puke in addition to the Arcane Bolt and Mystic Shield that every wizard gets.  Yet the Handbook lists a number of wonderful spells to choose from (Hand of Gork is FUN!!!!).  So, which is it?  Am I stuck with Green Puke or do I get to choose from the others.  

    Thanks for clarifying!

    Weirdnob can cast those three spells in addition to one more chosen from the spell lore. He can only (under normal circumstances) cast one spell a turn though. 

  20. 9 minutes ago, Malakree said:

    So with Warscroll Builder finally working I rigged up a few different lists. The first is the list I'm going to go with for my next game.

     

    Second list is an Ardfist which works well as either Da Choppas or possibly even Da Big Waaagh! 

      Hide contents

    Allegiance: Ironjawz
    - Warclan: Choppas

    Leaders
    Megaboss on Maw-Krusha (460)
    - Boss Gore-hacka and Choppa
    Gordrakk the Fist of Gork (540)
    Orruk Warchanter (110)

    Battleline
    10 x Orruk Ardboys (180)
    10 x Orruk Ardboys (180)
    10 x Orruk Ardboys (180)
    5 x Orruk Ardboys (90)
    5 x Orruk Ardboys (90)

    Battalions
    Ardfist (120)

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

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 117

    • This list would play more conservatively, keeping the Cabbages back and throwing Ardboys forward.
    • +1 damage on 10 Ardboys is brutal, Da Choppas would let you throw this over all 3 big units. 
    • Not having to take the clan Artefact is a bonus.
    • The Trait is a little wasted but it does push your army up to Bravery 10.
    • More interesting is as a Big Waaagh! list.
    • The units of 10 will generate points when they charge.
    • Ardboys with +1 to hit,+1 to wound and +1 damage are bonkers
    • Due to the conservative playstyle you don't miss the Mighty Destroyers.
    • Ardfist is a fantastic CP funnel again meaning Mighty Destroyers isn't as missed.
    • 3 Drops.

    The final one is probably the one which intrests me most, sadly I'm 10 Brutes short :( 

      Reveal hidden contents

    Allegiance: Ironjawz
    Mortal Realm: Hysh

    Leaders
    Gordrakk the Fist of Gork (540)
    Megaboss on Maw-Krusha (460)
    Orruk Warchanter (110)

    Battleline
    5 x Orruk Brutes (140)
    5 x Orruk Brutes (140)
    5 x Orruk Brutes (140)
    5 x Orruk Brutes (140)
    5 x Orruk Brutes (140)

    Battalions
    Brute Fist (120)

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

    Total: 1980 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 112

    Two different Clan options here, Da Choppas or Ironsunz.

    • For Da Choppas I'd probably take Daubing of Mork to keep the general alive.
    • Being able to buff 3 Brute units with +1 damage is solid.
    • +2 Bravery from the Trait really mitigates the Brute bravery pain.
    • Being able to charge in the opponents charge phase makes the Brutefist disgusting.
    • -1 to hit mitigates the lack of speed and bravery on your brutes at least a bit.
    • Only the Warchanter doesn't do impact hits on a charge.
    • Makes even retreating from them risky for your opponent.

     

    I have 35 Brutes, I'll try your Brutefist list this week. :D

    • Haha 1
×
×
  • Create New...