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Nogginnocker

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Posts posted by Nogginnocker

  1. On 1/19/2020 at 4:46 AM, The_Dudemeister said:

    - He heals at the start of the battleshock phase. As it happens before the battleshock roll is made, every guy you bring back with him doesn't count towards slain models so makes your roll easier to pass. (Enemy units failing battleshock count as slain but he heals before they make and potentially fail battleshock so never count for his healing.)

     

     

    I just want to point out that this portion of your post was inaccurate. Per the FAQ:

    "Q: If a model is slain but later returned to its unit in the same turn, does it count as being slain for battleshock tests? If it were slain, returned and slain again, would it count as being slain twice?

    A: Yes to both questions."

  2. This is why I still favor VL over KoSoS. Deathly invocations and a within 15” (compared to wholly within 12”) range for Blood Feast, which lasts until your next hero phase (compared to just that phase with KoSoS). I had previously thought that you could also spam Blood Feast, since there are no restrictions on the warscroll from GW’s website. However, the app and the LoL errata does have the same added language as KoSoS. So, that’s a bummer. They should really update the warscroll on their website. I recognize you are sacrificing the NH hero-based allegiance abilities such as Deathless Spirits and you also can’t equip it with an artifact, but the free summoning is hard for me to pass up.

  3. I've been tinkering with a list trying to balance between maximizing the probability of casting Wrath of Gork and increasing its damage while forcing the opponent to prioritize differing threats. Gordrakk hits like an absolute wrecking ball, only getting stronger while the game lasts. Meanwhile, you have a souped up Weirdnob that can character snipe. All the while, there's a powerhouse unit of 6 gore gruntas that will be beefed up by the warchanter and Gordrakk's command ability. All CC welcome. Originally, I wanted to run this as a pure IJ list, but I needed the flexibilty of adding +2 to the WoG cast while potentially getting up to +1 to hit and +1 to wound army wide and a 6+ FNP if the weirdnob gets sniped early.

     

    Allegiance: Big Waaagh!

    Leaders
    Orruk Weirdnob Shaman (110)
    - General
    - Trait: Master of the Weird
    - Artefact: Shamanic Skullcape
    Lore of the Weird: Wrath of Gork
    Gordrakk the Fist of Gork (540)
    Orruk Warchanter (110)
    - Warbeat: Fixin' Beat
    Orruk Weirdnob Shaman (110)
    - Artefact: Great Green Visions
    - Lore of the Weird: Da Great Big Green Hand of Gork


    Battleline
    6 x Gore Gruntas (320)
    - Jagged Gore-hackas
    3 x Gore Gruntas (160)
    - Jagged Gore-hackas
    3 x Gore Gruntas (160)
    - Jagged Gore-hackas

    Units
    5 x Orruk Ardboys (90)
    5 x Orruk Ardboys (90)
    4 x Ironskull's Boyz (80)

    Battalions
    Ironfist (160)

    Endless Spells / Terrain / CPs
    Balewind Vortex (40)
    Prismatic Palisade (30)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 122

    • Like 1
  4. 6 hours ago, Rivener said:

    I’m not sure how the Balewind Vortex affects the spell. Does “spell range” mean every time a distance is measured by the spell? If so, yeah, that’s shockingly lethal. 
     

    It also paints a gigantic bullseye on the caster, who is an immobile 4+ 6 wound model that everybody now has LOS to. That’s at least somewhat relevant.

    Yes. Page 4 of the designer’s commentary for the AoS core rules addresses this. It would extend both ranges of the spell because they both originate from the caster.

     

    Q: Sometimes a spell will have an area of effect (e.g. all models from a unit that are within 18" of the caster, or all models within 3" of a point on the battlefield that is within 24" of the caster). If an ability increases the range of the spell, is the size of this area of effect increased by the same amount as the range is increased?

    A: If the area of effect is measured from the caster, yes. If the area of effect is measured from a point on the battlefield, no – the ability will increase the range to
    the point on the battlefield instead. To carry on your example, if an ability increased the range of a spell by 6", then in the first case the spell would affect all the models from the unit that were within 24" of the caster instead of 18", while in the second case the range of the point on the battlefield would be 30" instead of 24" but the spell would still only affect models within 3" of that point. Note that if area of effect is measured from a point on the battlefield, and that point is ‘anywhere on the battlefield’, then an ability that increases the range will have no effect on that spell.

    • Thanks 1
  5. 50 minutes ago, Jabbuk said:

    Oh, in the intro text of Warbeats, it says that each warbeat can only be attempted to cast once per turn... It means you can't cast it in your combat phase and in theirs. Bummer.

    Once per turn. Each battle round consists of two turns (yours and your opponent’s).  So it means you can cast it in both your combat phase and theirs. 

    • Like 1
  6. For the life of me, I don’t know why more people aren’t talking about a buffed up weirdnob on a balewind with several bonuses to cast and wrath of gork bombing the heck out of the opponent. It’s such an obvious spell to take in a list with two weirdnobs, or even one that can cast two lore spells, that it’s baffling me that it’s not dominating this thread. 

    • Like 3
  7. 22 minutes ago, ShaneHobbes said:

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

    This is true. However, in a big waaagh army any artefact of power taken for an IJ hero must come from the IJ artefacts of power list (likewise with bonesplitterz). So, no aetherquartz.

    • Confused 1
  8. I want to play around with a wrath of gork bomb with a weirdnob plussed up and on a balewind vortex. 22” character sniping threat range with a 22” unit counting bubble around the weirdnob should easily give you 10 - 14 dice dealing mortal wounds on a 2+.

    • Like 1
  9. 14 minutes ago, mikethefish said:

    Disagree.  I think Grotbag Scuttlers will see an appearance in AoS proper, rather than some sort of AoS version of Aeronautica Imperialis, or whatever.  There had just been too many mentions of them in too many places.  Quite frankly, there have been more mentions of Scuttlers in various GW publications, than there has been of things like the light/dark Aelves that folks seem to be so hot to talk about. 

    What I CAN see is that perhaps Grotbag Scuttlers are not a full army themselves, but are rather just a small part of the reboot of Gitmob.  Like we all assume that the Scuttlers would be a full-on aerial force like KO.  But perhaps they are just merely like aerial support units for a more traditional ground-based Grot force.  A force that incorporates wolf riders like the new Underworlds guys?

    While I fully recognize that trying to use fluff hints as a method of predicting GW release strategies is, shall we say...unreliable, THIS is something I could see happening.

    I like this. As crazy as it sounds, making an elite, blitzkrieg style of gitmob army would be really fun. Scuttlers for aerial transport and bombarding with wolf riders for high speed ground maneuver troops.

  10. I just asked this in the Nighthaunt forum since I play both Nighthaunt and Ironjawz. I'm curious if any of you have any opinions on the matter.

    Quote

     

    Forgive me if this has been asked already, but does anyone know if Kurdoss Valentian gets an opportunity to steal a command point every time a command point is allocated to your opponent in a single turn, or if it's only for the standard single command point given once per turn? 

    "At the start of the enemy hero phase, after the opposing player receives their command point for that turn, roll a dice. On a 5+, subtract 1 from the enemy player’s command points, to a minimum of 0, and you receive 1 command point."

    The wording makes it seem like it's referring only to the one command point an opponent gets per turn. The reason why I'm asking is because gloomspite gitz, and now by extension Ironjawz through allies, have the opportunity to gain several command points per turn with the fungoid cave shaman and Skragrott the Loonking. I'm just curious if there's been any social media response, general T.O. agreement, etc. on how to handle that since it's not addressed in the Nighthaunt battletome FAQ (designer's commentary).  

    I actually play both armies with my main being IJ (~6,000 pts) and my backup being Nighthaunt (~4,000 pts).  So, I was genuinely curious.

     

     

  11. Forgive me if this has been asked already, but does anyone know if Kurdoss Valentian gets an opportunity to steal a command point every time a command point is allocated to your opponent in a single turn, or if it's only for the standard single command point given once per turn? 

    "At the start of the enemy hero phase, after the opposing player receives their command point for that turn, roll a dice. On a 5+, subtract 1 from the enemy player’s command points, to a minimum of 0, and you receive 1 command point."

    The wording makes it seem like it's referring only to the one command point an opponent gets per turn. The reason why I'm asking is because gloomspite gitz, and now by extension Ironjawz through allies, have the opportunity to gain several command points per turn with the fungoid cave shaman and Skragrott the Loonking. I'm just curious if there's been any social media response, general T.O. agreement, etc. on how to handle that since it's not addressed in the Nighthaunt battletome FAQ (designer's commentary).  

    I actually play both armies with my main being IJ (~6,000 pts) and my backup being Nighthaunt (~4,000 pts).  So, I was genuinely curious.

  12. We can multi stack the greenskinz orruk warboss’s Waagh ability, right? Just like the IJ megabosses, right? I don’t anticipate doing that over the megaboss’s mighty waagh very often. However, I could see a situation where, depending on the scenario, my cabbage might be separated from some of my MSU orruks and I would still want a guaranteed waagh.

  13. Any opinions on a 2,000 pt IJ list to play against a SCE Sequitor/Evocator Gavbomb list that won't get completely obliterated? Even if I still lose, I'd like to have fun. I'm thinking of running Malakree's double cabbage Weirdfist list or the alternate single cabbage + rogue idol and cogs list. At least it can be swingy and potentially hilarious. Either way, I'm tired of the more traditional Ironfist + Bloodtoofs list or even the 90+ arboy ardfist list, which seems incredibly boring as an orruk player. I want to smash the heck out of stuff, not simply become one massive tarpit (despite me finally owning 90 arboys). If I can't find anything fun to play with (almost) pure IJ, then I may end up slowly evolving into a GA:Destruction list a la Donal's "You can't touch this" list on THWG. 

    https://thehonestwargamer.com/aos-list-rundowns/you-cant-touch-this/

     

  14. On 11/29/2018 at 12:57 PM, ShaneHobbes said:

    It's a lot of warchanters but again, Nurgle, plus I need 12 Ironjaw units to get 3 Allies and warchanters are cheap.

    You would only need 9 Ironjawz units for your 3 ally units because allies are one out of every four units. 

  15. OK. I can read it like that. It seems fairly convincing. I'd love a definitive ruling by GW, but I'll play it depending on the scenario. For instance, I'm playing my friend, who is also a neighbor (he literally lives across the street from me) and is a coworker as well. So, I'll probably avoid any hard core rules lawyering and just keep it simple for simplicity's sake. But if I were playing in a tournament at my LFGS, I may ask the TO ahead of time what their pre-ruling is because I think you lay out quite a convincing case here. Thanks for the clarification.  TBH, I had to read your response and the original + modified text about half a dozen times before I became comfortable with it. LOL. It's sad because I'm actually a linguist, too. :/  My initial confusion boiled down to GW's lack of the use of "any" or "each." In other words, they could have specified "for each unit replaced" etc.... But noooooo, they left it ambiguous. In the absence of further clarification, I think it should be interpreted as you presented above and rephrased as:

    "
    Once per battle, ff the battalion's Warchanter is still on the battlefield, in your hero phase, you can replace any units from this battalion that have been destroyed. The replaced units are identical to the units that were destroyed and must be set up with all models within 6" of the edge of the battlefield, and more than 6" from any enemy units. Within these restrictions, they must be deployed as close to the battalion's Warchanter as possible. This counts as the units' move for the following movement phase."

    Edited for clarity.

  16. On 8/9/2018 at 3:53 PM, Malakree said:

    So I'm checking Errata's for something else and just had a reread of the Ardfist rule.

    So Inputing this into the Ardfist.

    So a few thoughts.

    1. This ironically removes the requirement that it be used in your Hero Phase. While this is clearly a mistake currently there is no restrictions on WHEN we use this once per game.
    2. So if our opponent makes some long range charges that put the Warchanter into combat unexpectedly we can use the ability reactively before it dies.
    3. As it says "Any units" this means that if, when we use it, all the Ardfist other than the WC is dead we get all the units back.
    4. Theoretically if you hold it back you could resurrect 1500+ points of Ardboys.
    5. With proper placement of the first unit of 30 Ardboys you could force units 2 and 3 to be much further away from the Warchanter that is obvious.
    6. 6" is really ****** close for a unit that gets +3 to charge base.
    7. This seems a bit filthy...

    Opinions.

    Sorry to revisit this, but it seems unclear to me at the moment, or at least very inconsistent in the revised wording (post FAQ, that is). For #3 in your post, you say that it says "Any units," which is obviously plural. However, the rest of the wording is all singular:

    "The replacement unit is identical to the unit that was destroyed, and must be set up with all models within 6" of the edge of the battlefield, and more than 6" from any enemy units. Within these restriction, it must be deployed as close to the battalion's Warchanter as possible. This counts as the unit's move for the following movement phase."  

    The repeated use of the singular "unit" combined with the "it" seems to indicate their intent was for only one unit, not as many units as were destroyed. Am I reading this wrong? Because I TOTALLY want to be wrong in this case as I'm thinking about using an Ardfist against my friend's SCE gavbomb list tomorrow night and I would love to use many MSU ardboys units to multiwrap a mini death star up the middle.

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