Jump to content

ShaneHobbes

Members
  • Posts

    165
  • Joined

  • Last visited

Posts posted by ShaneHobbes

  1. 1 minute ago, Kevlar1972 said:

    What about an allied chaos sorcerer lord?  Daemonic power is a pretty good buff.  Would work well on a big unit of tzaangor.  

    Could also give them a free mystic shield and an additional wizard for their totem. Pretty savage unit there

  2. I see a lot of people talk about the fungoid Cave Shaman but I was curious about people's opinion on the Moonclan Grot Shaman. 

    A +2 to casting a turn (so long as you don't roll a 1..) and a pretty decent core spell at 80 points seems a pretty good alternative to a 120 point weirdknob.

  3. 3 minutes ago, Pangu said:

    It depends if they used plastic cement or superglue. If they used superglue it should be pretty easy to rip the arms off. If they used cement it will be a bit more difficult. You would need a sharp hobby knife to work into the join a bit, then rip the arms off, then file down whatever plastic is still in place. Its tedious but doable. (I just rearmed 30 gors and 20 ungors which where glued with plastic cement)

    Okay thanks, pretty sure they used super glue. I'll make it a new project ;)

  4. Hey everyone,

    Friend of mine wants to sell me his 20 unit of tzaangors  for $30 and I've been wanting some.  Only thing is that save for the great weapons they all have shields and I'd like the majority with dual blades. Anyone know how easy it would be to convert them from shields to dual blades? I'd have the original bits for it. 

  5. My local gaming meet won't let me use a baleful realmgate in the tournaments for the Bloodtoof battalion.  Something about not allowing scenery because of Chaos Dreadholds or something that were exploiting.  They do allow the Nurgle/Sylvaneth trees and Deepkin boat as they're a core part of the army.  I'm a little off put by this. Especially given the state of Ironjawz and Destruction armies in general.

  6. 26 minutes ago, Backbreaker said:

    Unfortunatly you can play so many of them and keep Ironjawz rules because of the new allies rule and because you can't take artillery in one unit if I'm correct.

    So if you want to have three rock lobber, you need 12 units ! And up to 16 if you want a fourth rock lobber ?

    Damn I think you're right.

    Well we usually play 2500pts and I can squeeze in a good 12 units. :) Thanks for reminding me though. I tend to field Orruk Warbosses from time to time with a fungoid. Gotta fix those lists.

  7. 29 minutes ago, Skumbaagh said:

    Shane try a third rock lobber while you are at it. I think they will work very well against big chaff units as well as against heroes that are unprotected. That flat 3 damage needs only two hits to kill most footy heroes and you can also attack that hidden bloodsecrator hiding behind a rock.

    I believe I'll do that, too. :) I just wish grot war machines got the bonus of being in a battery regardless of type. Oh well. 

    Also a question regarding the fact that the grot war machines don't have the Gitmob keyword.. does that mean a gitmob grot shaman wouldn't be able to use sneaky stabbin' on them as the machines themselves don't have the Gitmob keyword? It's very confusing as the crew does have the keyword Gitmob and the spell says you can cast it on a Gitmob unit. I'd think the crew and the war machine are a unit? Or are they actually separate?

  8. 44 minutes ago, PlasticCraic said:

    Khorne are generally a very bad matchup for Ironjawz.  They punish you for having output in the Combat phase (Blood Warriors hitting you on the way down), they have a strong magic phase due to the Prayers and anti-magic, and in principle Ironjawz can't reach their heroes which are key.

    .....

    Thank you for the advice, it's very helpful! Unfortunately playing well and rolling well are not my two best traits at AoS at the moment but I like to think I'm learning (I only really started this summer).

    Do you think a second maw-krusha would help, force him to prioritize or too much of a point sink? I been wanting to get a second MK anyway.

    Just so happens that I have two rock lobbers on the way that I ordered a couple weeks ago. I didn't even think about spear chukkas and I just looked them up and they sound like they'd be amazing. Being a big fan of goblins and artillery, I'll stock up on 2 or 3. Hell maybe a couple doom divers for good measure.

    Just for fun I may try a weirdfist against him while including a second weirdknob, a moonclan grot shaman, some Quicksilver Swords, as well as a Rogue Idol despite his unbinding and reroll shennanigans. I really love the model and a potential Foot of Gork on a 7 and a Curse of Da Bad Moon on a 5. 

  9. Not to derail the conversation about Ironfist + Mighty destroyers, would love to hear more on it, I've been having trouble against a Khorne army lately and was wondering if anyone had any advice. They tend to be fairly close games but I haven't won a single one as of late. My main gripe is my opponent fielding a battalion that uses double Slaughterpriests which lets him reroll his prayers - namely Blood Boil. He uses plenty of screening units, up to 30 bloodletters - which is by itself is pretty annoying since he'll buff them to +2 to hit on top of the +1 they get to do mortal wounds on 3's, but at least I can reach them. Plenty of blood reavers as well among wraith mongers and blood warriors.  I was thinking spellcasters might be the way but each slaughterpriest can unbind plus he has some annoying thing that makes me reroll my spells :| Any attempt to get my maw krusha close ends up with him taking 2D6 mortal wounds. I've come to loathe these priests immensely. Any thoughts?

  10. 4 hours ago, Rock Lobster said:

    Got another game in with my list preparing for capital city bloodbath against one of the Canhammer team.

    I made a change to the list, downgrading my wierdnob to a fungoid cave shaman in exchange for bumping up my ardboyz to brutes. More hitting power, 2 drops

    Megaboss on maw krusha (-1 rend warlord trait, 5+ mortal wound save artefact - Hyush)

    Warchanter (reduce mortal wounds by d3 from spells artifact, Hyush)

    Fungoid cave shaman (5+ to recover command points) + cogs

    10 brutes

    5 brutes

    5 brutes

    5 brutes

    3 gore gruntas

    ......

    Sorry if this is painfully obvious somewhere but I've had people tell me otherwise; how do you get a fungoid cave shaman with an artifact while keeping Ironjawz allegiance? 

×
×
  • Create New...