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Warbossironteef

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Everything posted by Warbossironteef

  1. Thanks. That was my understanding as well. The face on you opponent when your pigs move 24 with fly and then retreating 24 after attacking is amazing. I did it this weekend and it was glorious. Because it's a retreat move, can you also run? I wasn't sure about that when I did it so I only moved my 24.
  2. is it 100% that if we make a unit attack at the end of the combat phase we can retreat our boarboyz out of combat before they get hit?
  3. I think Big Waagh has amazing potential to be a powerful casting army. Below is my initial list. The idea is that your Weirdnob and Wurrgog are both getting to +3 or +4 to cast and doing ranged Mortal Wounds while you also reliably buff your army. You can reliably cast Wrath of Gork/Green puke and extend the range with BWV. The Savage Orruks can be buffed to absorb alpha strikes and to gum up the board. The ardboys, while slow, are there to grind things out and to come back. The Idol can be buffed to +2, +5, (another +6 with Waagh Points) and then move 20 with fly, dmg 3 and smash face. I think this list or a variant of it has some legit legs. The casting power of this army is no joke and it has the staying power with the bodies and recycling Ardboys. The final piece buffs your casters but also is your hammer. I'd love to put this on the table because theory crafting it seems to be very interesting. LEADERS Wurrgog Prophet (160) –Boneybitz, Brutal Beast Spirits/Gorkamorka’s Warcry Maniak Weirdnob (120) – Breath of Gorkamorka Orruk Warchanter (110) Orruk Weirdnob Shaman (110) – Burtin with Power, Shamanic Skullcape – Wrath of Gork & Hand of Gork Wardokk (80) – Kunnin Beast Spirits UNITS 10 x Orruk Ardboys (180) 10 x Orruk Ardboys (180) 5 x Orruk Ardboys (90) 5 x Orruk Ardboys (90) 30 x Savage Orruks (300) -Stikkas BEHEMOTHS Rogue Idol (400) BATTALIONS Ardfist (120) ENDLESS SPELLS Balewind Vortex (40)
  4. A lot of other people have said this, and I agree, the Rogue Idol and Big Stabbas are our "can-openers." They bring -2 rend and high damage. I do feel like we might struggle with Ironjawz and the new Bonereapers. Their entire armies are 4+ and 3+. I've been thinking a lot about a Weirdnob in Big Waaghh with Balewind Vortex next to a Rogue Idol/Wardok. He could do some good mortal output. Has anyone tried that out yet?
  5. I'm looking to convert my old trees. Would anyone be willing to do me a huge favor and measure the distance between the tips of the new tree "bases"? I believe the new tree "bases" have one small one, one medium sized one, and one large one.
  6. The new IJ, BS and Big Waaggh are all competitively viable. They have all already shown up and done well in tournaments. I think if Slaneesh didn't exist they could all win tournaments and the results are already showing they are strong. All the armies rely on buffs and smart movement/charges. IJ's specifically need to get the most of their allegiance abilties to maximize their usefullness. Maybe try combining the gore grunts into a 6 man unit. That way it's easier to utilize your Warchanters. 6 man, buffed up GorGrunta units are super scary.
  7. The new book is already showing up! Ian Spink placed 5th at JUSTICE SERIES AUTUMN GT with the below list. His only lost was the game that the Honest Wargamer covered. It was an interesting game and a tough matchup (75 Ardboyz). Interesting to see the Boarboys with Stikkas and Shields. I guess he would use them as a mobile anvil unit. I'm not sure how well they preformed, but cool to see! Icebone Wurrgog Prophet (160) - General - Trait: Fuelled by the Spirits - Breath of Gorkamorka - Lore of the Savage Beast: Brutal Beast Spirits Maniak Weirdnob (120) - Lore of the Savage Beast: Gorkamorka's War Cry Wardokk (80) - Lore of the Savage Beast: Kunnin' Beast Spirits Wardokk (80) - Artefact: Kattanak Pelt - Lore of the Savage Beast: Gorkamorka's War Cry 30 x Savage Orruks -Stikkas (300) 30 x Savage Orruk Arrowboys (360) 10 x Savage Boarboys - Stikkas (260) 10 x Savage Boarboy Maniaks (280) 6 x Savage Big Stabbas (300) Extra Command Point (50) Total: 1990 / 2000 Extra Command Points: 1
  8. Hi fellow Bonesplitterz. I'm looking for some help. I live on the East Coast of the USA and I am looking for a single Boarboy. It can only be the boar too! Painted or unpainted doesnt matter. Does anyone have one they are willing to ship/sell? I can Paypal or Venmo. PM if you are willing to help a fellow Big Boss out!
  9. If you buff 30 arrowboys with +1 to hit and the Boarmage spell, they do roughly 10 wounds to an Ethereal Mawkrusha. That's if you can get all 30 in range without being charged by it or something else. I really do think Mawkrushas are going to be tough to deal with, unless Drakfoot's ability negates the Amulet's ability, but it doesn't.
  10. I feel like Mawcrushas/IJ's are going to be everywhere at my local club. Anyone have any good pure Bonesplitterz tips/tricks/ideas on how to deal with them? I like BigStabbas but with Ethereal Amulet and the extra wounds they gain the Mawcrushas can be tough to crack.
  11. Stealing a lot of ideas from others but here is my 2k Rogue Idol list. I'm not sure if it needs the Big Stabbas. It might be better to trade them in for a Warchanter and a unit of Ardboys or Wardokk (warchanter on Idol is really good). That being said Big Stabbas are really good and are a decent way of dealing with Mawcrushas and other monsters. The strengths of the list is that it can still alpha really hard but it also has board control with the 60 boys. Boarboys don't necessarily need buffs and they can be solid flankers. A little light on heros, i'd like 2 Wardokks, but you have to cut points somewhere. Wurrgog Prophet (160) Maniak Weirdnob (120) Savage Big Boss (100) Wardokk (80) 30 x Savage Orruk Arrowboys (360) 30 x Savage Orruks (Stikkas) (300) 10 x Savage Boarboy Maniaks (280) 4 x Savage Big Stabbas (200) BEHEMOTHS Rogue Idol (400) 2,000 points - 206 wounds
  12. Anyone have an idea how long it will be until the FAQ is dropped?
  13. I think 10xBoarboy Maniaks are going to be a blast to play with. Imagine playing a scenario that has a lot of objectives and your opponent has to spread their forces to cover them. With only one spell your 10x Boarboys Maniaks are moving 24 inches and then on the charge each model is putting out 7 attacks at 3's and 3's. They will clear almost any light infantry unit in the game.
  14. Anyone thought about going Allegiance Bonesplitterz but with some IJ allies? The updated Gor-Gruntas seem like a solid, self-sufficient unit. Anything else stand out to you all?
  15. Anyone come up with any good Gordakk Bigg Waaagh lists that use Bonesplitterz? You can get +2 to cast from the Big Waggh abilities and take a Boar-Mage from BS with a re-rollable spell for the d3 mortals and fight last in combat. Could be a good way to combat some Slaneesh/activation wars.
  16. Airbrush + contrast + inks and you can paint these boys up pretty quickly
  17. Thanks for the advice. I'll probably start with some spears! This army seems perfect for my airbrush. Can't wait to get started.
  18. I know the book isn't actually out yet but as someone interested in starting an Orruk army, mostly Bonesplitterz, do you have any suggestion where to start? Do you think most Orruk armies will still use Arrowboys?
  19. Some newbie Skaven questions, sorry if they have been previously asked but this thread is almost at 100 pages -Can the Warpseer cast any of the Spell Lore spells? If not, how do people use his double casting? -Is it possible to field a competitive army with both Stormfiends and Plague Monks? -What heros/combos are the best for buffing Plague Monks? -Is there a generally accepted best build for 6 Stormfiends?
  20. Interesting list. I wouldn't think using 2 Treelords would be very good. It's 400 points and it basically could be another Durthu. In games in which your Durthu or Allarielle get killed do you feel like you have enough punch? I love going for more stomps but the Treelords aren't going to do much killing.
  21. As all things, it depends on your list. The MSU type of lists start at 80 points. You need cogs. MSU allows you to "deepstrike" into smaller areas and find the charges you need. IMO most Nighhaunt lists benefit a lot from Cogs. Often times people are only judging it based on how many big charges you get off but with Cogs, and the Underworld, you force your opponent into deploying a certain way and protecting their units. This in itself, the threat of the pop up and charge, is a huge bonus. Plus when having a reliable caster in Reik for when you really need Cogs makes it a little better as well.
  22. That's cool. I'm sure when it works it is powerful but it is still a little unreliable and restrictive for my taste. It has a limited cast range, wholly within 8 inches effect and it will relies on dice roll (albeit a 2+). I will probably stick to casting cogs the turn I plan on making big charges or an alpha. You can cast it anywhere and it will get the job done.
  23. Yeah I'm not sure I'd go for the Spiteswarm but all other 3 seem valid. If you can get woods down you can be TP'ing and charging all over the place. Plus 2x Durthu Death squads give you a solid chance of getting your stomp off. Maybe A TLA for a third stomp, woods, and some healing support to keep the Durthu General alive. The -1 to all hits artefact is also awesome.
  24. I feel like there might be some "hidden tech" for non-glade armies in the book. Warsinger seems so powerful in a Double Durthu list. Giving +2 to charge to 2 Durthus or some combination of a Durthu and another unit is so ridiculously good, especially when your Durthu's can go wood-surfing. You could combine this with Cogs too. Does anyone have any tips for how to run a Double Durthu list? There are also some amazing non-glade artefacts as well and I think it could be a viable option.
  25. Yeah I can see that being useful but 30 32mm bases can be unwieldy.
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