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Scurvydog

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57 Celestant-Prime

About Scurvydog

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  1. The count for 2 is only for the main mawkrusha boss. Still decent though.
  2. Not like most need advice against Ironjawz but here goes anyway: Screen screen and screen. No amount of attacks from whaagh will help if the only target is skinks, ungors or whatever cheap chaff they are forced to run into. Both gruntas and especially mawkrushas which are the only units with any speed, got big bases and are easy to deny space. The MK can fly, but needs a LOT of space to land, especially in the movement phase to stay 3" away. The rest of the army is very slow, play against them like a worse version of fyreslayers as mentioned earlier. If any character has the aethorquartz brooch go for him, IJ are incredibly CP hungry. In GHB 19 all IJ heroes will also have a new command ability, so it is no longer enough to shut down the megaboss to deny most offensive power of the army.
  3. I think I will try something like this, at least if fungoid is not increased more than 10 points Ironsunz and Bloodtoofs can be interchangeable, but I do not own a baleful realmgate. Artifacts is a bit up in the air. The boss skewer is not needed as much if running bloodtoofs instead. I'd love an aetherquartz brooch, but I also really like ignax and cloak for some survivability for the MK and the foot boss to get into position. It is what I ponder the most though, along with the trait, cant go wrong with ironclad, but both the charge traits have a place as well, looking at reroll to wound on charges on the MK makes that initial charge far more dangerous and averages for more than chance for d3 mortals. Allegiance: Ironjawz - Mortal Realm: Aqshy LEADERS Megaboss on Maw-Krusha (420) - General - Command Trait : Ironclad - Choppa and Rip-tooth fist - Artefact : Ignax's Scales Orruk Megaboss (140) - Artefact : Thermalrider Cloak Orruk Warchanter (80) - Artefact : The Boss Skewer Orruk Weirdnob Shaman (120) -hand of gork Fungoid Cave-Shaman (90) UNITS 10 x Orruk Ardboys (140) 10 x Orruk Ardboys (140) 5 x Orruk Brutes (170) - Pair of Brute Choppas 5 x Orruk Brutes (170) - Pair of Brute Choppas 6 x Orruk Gore Gruntas (280) - Pig-iron Choppas BATTALIONS Ironfist (160) Ironsunz (80) TOTAL: 1990/2000 EXTRA COMMAND POINTS: 2 WOUNDS: 137 LEADERS: 5/6 BATTLELINES: 5 (3+) BEHEMOTHS: 1/4 ARTILLERY: 0/4 ARTEFACTS: 3/
  4. Ah yea true, still they can easily get into good charging positions at least, with ironfist and bloodtoofs you got a 6+ charge at worst for brutes and 4+ for ardboyz. Biggest factor is relying on the weirdnob and also not getting stuff dispelled, as it is difficult to plan movement phases based on spell casts. Still we got a decent deal I think, but we will be craving CP more than ever now to get stuff done.
  5. In your hero phase. But it opens a lot of shenanigans. Nothing stops you from doing a teleport hand of gork, then use the ironfist d6 move, as that just happens in the hero phase and does not specify when. If heroes are nearby you can then use CP to charge in, and another to fight if you wanted to, getting for example a unit of brutes to cross the board and hit things in the hero phase turn 1.
  6. So we got an entire new spell lore, I guess that is the balance factor for weirdnobs now. The most interesting spell and probably chosen most of the time from now on will be the great hand of gork to deep strike our units, casting value 7 while close to IJ units will then be 5 or 6 most likely. Bash em lads for reroll to wound buff is also alright and Power of the Whaagh is probably the new go to spell for the weirdfist, as it deals out d3 mortal wounds to an enemy unit with 24" for each ironjaw unit within 18" of the caster that you roll a 3+ for and on a 6+ it is d6 mortal wounds. This has a lot of synergy with the weirdfist. Mighty destroyers is now a command ability for all IJ heroes, 12" normal 18" for general, works about the same as the old dice roll, but if a unit gets this within 3" of an enemy it can not only pile in but also attack in the hero phase! Banking CP for this can be devastating with double moves, hero phase charges etc. In some cases I can see it worth using 1 CP to charge in the hero phase if you are close enough and another CP to attack right away. Both super battalions are both cheaper and better. Ironsunz is the same both the Krusha now counts as having slain d3 heroes instead of 1. Bloodtoofs is also mostly the same, but most importantly all IJ units counts as 2 units when the MK uses mighty whaagh, which means you only need 2 units close to him for max effect! Liking this along with points reductions which opens up some new 2k builds as well. Only change to traits is a sad one though, ironclad is now reroll saves of 1 instead of reducing rend.
  7. Any IJ cost change can only really be taken into a proper perspective when we know about any potential allegiance ability changes though, hoping for a preview tomorrow, fearing nothing is changed from GHB 18 at all though.
  8. Actually I think the Megaboss on foot is one of the best costed units, yes 4" move is low, but at his point cost he is both the toughest and strongest around on the warscroll, however the most killy heroes in the game gets their power from allegiance abilities and command ability combos. Based purely on warscroll though, only the Bull Centaur heroes of Legion of Azgorh are as tough and killy for the points. The weirdnob shaman on the other hand is the first one which should have dropped in points, but perhaps we see some nice new allegiance abilties... perhaps a spell lore... one can dream.
  9. I fear the allegiance abilities are just copy and paste from last year. I play Seraphon and Ironjawz and would love Seraphon to be playable with more than skink summoning, and for Ironjawz to not be a joke.
  10. Been thinking for a long time that death was in for an overhaul, especially in regard to Nagash himself. Perhaps this is also due to no new freeguild army, but the current mismash of death factions, wityh deathrattle and deadwalkers, just seem horribly outmatched compared to factions and models made specifically for AoS. The armies of the other gods, like stormcasts for Sigmar, Sylvaneth for Allarielle, DoK for Mortahi etc, all are super powered murder machines, far outpacing any regular joe. I feel they dropped the ball on nighthaunt being that counter in the super soldier arms race. The above factions are all made in the image of their god, with a theme, design, armor etc. all fitting the god, or even the models of the god (avatar?). Nagash only has this with his Morghasts, and both Nagash, Arkhan and the Morghasts follow the same design pattern, with a tomb kings vibe, but distinctly its own. It would make all kinds of sense for death to get their super elite faction, possibly still directly led by Nagash, with morghasts and other constructs forming the bulk. The design of Nagash's armor is also on point, so an army taking up that look and making it its own would probably look really good.
  11. I worry if GHB 19 is delayed due to the issues with the Sylvaneth release as well. Bad times for AoS if everything is just stuck.
  12. 2 armies with the oldest and worst battletomes around are at the same time lines with new models made for AoS, these are Ironjawz and KO. Leaving their new model ranges made for AoS in the dirt makes no sense and I would expect them to get an update before long. Everyone knows at this point those armies got poor rules and it makes no business sense to let them stay like this. I highly doubt Std, seraphon, aelves or ogors get tomes first, but GW is not prone to make sense, so maybe this is what is going to happen anyway. Not a fan of the short notice release windows, impossible to plan just a tiny bit ahead with purchases.
  13. Did a 2v2 game today with a 1k list Log. List was kurdoss, reikenor, dreadblade general (with wizard trait and amethyst brooch), 2x10 rasps, 10 reapers and 10 bladegheists. My ally was SCE and opponents were beasts and khorne. Playing battle for the pass. Placing graveyards was super important. I placed one in their back line such a way summoning a unit there could overlap the objective, forcing them to worry. After a big fight with most of my force midfield I lost a unit of rasps and reapers. My turn I teleported the dreadblade and got both units back at the gy near their backline, while just the previous turn they had dedicated their forces to fight them in the center... This won us the game and while LoG is just a weaker legion with less options on paper, the inclusion of nighthaunt creates a lot of opportunities and I feel the dreadblade general alone is too good to not use. He creates so many tactical and strategic options, as long as you have a bank of CP and keep him out of combat, your opponent needs to be vary of all the graves. This truly created psychological horror! Just keep him clear of blood boils and lightning cannons
  14. The thing is if I am to run 40 man skeleton blob anyway, I might as well go with the old legions as LoG is the weakest otherwise. Sacrement is better at casting, nagash himself is a beast in his grand host and legion of blood has the exact same rules except more attacks for vampires, twice the traits and artifacts and access to VloZD. Not to mention all have far more spell options and locus of shyish. I guess my point is that this legion is rather disappointing and good for nothing else than using ghosts a bit differently. The legion is by far the worst for any other type of unit to be in.
  15. I will wait and see with the upcoming GHB before making new purchases, as currently I will be lacking battleline to actually play LoG, as I only got 20 rasps, as I use reapers and spirit hosts in my nighthaunt army for battleline purposes. Perhaps I will get some dire wolves and paint them ghostly like I dont know, but myabe GHB has some new goodies to better inform that decision. I just got Olynder and Craven king as well, so rather bummed out that Olynder is so bad for LoG, as she has some of the coolest abilities in the model line.
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