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Warbossironteef

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Posts posted by Warbossironteef

  1. I think double cabbage will be good. My biggest question with every IJ list is how am I going to use my CP and what ways can I make combos.

    I honestly feel like it's the most important thing to think about. If we had 5 CPS a turn our army would be amazing, but that's not reality. 

    That's why I think things like: the below are so important. You need to find small efficiencies that dont require CPs. 

    • Rerolling charge for Mawkrusha from Generic Command trait
    • Ironjawz fist 
    • Fast'Un 

     

    • Like 1
  2. Playing with the new rules on Thursday against Tzeentch. Here's the list I'm running. I think it's a pretty good starting list. First time using bigger blocks of Brutes. 3 drop, sneak in a free All out Attack because army is so CP heavy. Enough Goregruntas to do an alpha if opponent doesn't respect it but still bringing 2 blocks of -2 Rend Brutes to clean house on a Waaagh and All out Attack turn.  

    Not sure how I want to run my Mawkrusha yet but I'm trying out a tanky one (+3 and amulet) with extra mortals on Stomp. 

    Biggest question for you all is what Command Ability should I take? I kind of like the once per battle Waagh one to get rerolls for all your Brutes trying to charge, but I'm unsure. This army is CP heavy so I think giving your Mawkrusha free rerolls of charges is good and can act as a pseudo, free CP.

     

    Allegiance: Ironjawz
    - Warclan: Bloodtoofs
    - Grand Strategy: HOLD THE LINE (surviving battleline) 

    LEADERS
    Megaboss on Maw-Krusha (480) – BATTLE REGIMENT 
    - General
    - Command Trait: Battle-lust
    - Boss Choppa and Rip-tooth fist
    - Artefact: Amulet of Destiny
    - Mount Trait: Mean 'Un

    Orruk Warchanter (115) – BATTLE REGIMENT
    - Warbeat: Get 'Em Beat

    Orruk Warchanter (115) – BATTLE REGIMENT
    - Warbeat: Killa Beat

    UNITS
    6 x Orruk Gore-gruntas (300) – BATTLE REGIMENT
    3 x Orruk Gore-gruntas (150) – BATTLE REGIMENT
    3 x Orruk Gore-gruntas (150) – BATTLE REGIMENT

    10 x Orruk Brutes (320) – IRONJAWS FIST
    - Jagged Gore-hackas, 1x Boss Choppa

    10 x Orruk Brutes (320)   – IRONJAWS FIST
    - Jagged Gore-hackas, 1x Boss Choppa

    TOTAL: 1950/2000 WOUNDS: 147
     

    • Like 1
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  3. 10 minutes ago, Malakree said:

    I've got a tournament coming up on the 25th, this is the list I think I'm running.

    Allegiance: Ironjawz
    - Warclan: Ironsunz
    - Grand Strategy: Hold the Line
    Triumphs: Irrelevant

    Leaders
    Megaboss on Maw-Krusha (480)*
    - General
    - Boss Choppa and Rip-tooth fist
    - Command Trait: Mighty Waaagh! Leader
    - Artefact: Amulet of Destiny (Universal Artefact)
    Megaboss on Maw-Krusha (480)**
    - Boss Choppa and Rip-tooth fist
    - Artefact: Armour of Gork
    - Mount Trait: Fast 'Un
    Orruk Warchanter (115)**
    - Warbeat: Get 'Em Beat
    Orruk Warchanter (115)**
    - Warbeat: Fixin' Beat

    Battleline
    10 x Orruk Brutes (320)*
    - Jagged Gore-hackas
    - Reinforced x 1
    10 x Orruk Ardboys (170)**
    - Reinforced x 1
    5 x Orruk Ardboys (85)*
    5 x Orruk Ardboys (85)*
     

    Units
    3x Orruk Gore-gruntas (150)*
    - Pig-iron Choppas

    Core Battalions
    *Battle Regiment
    **Warlord

    Additional Enhancements
    Artefact

    Total: 2000 / 2000
    Reinforced Units: 2 / 4
    Allies: 0 / 400
    Wounds: 127
    Drops: 5
     
    It's actually a variation on my current big Waaagh list but swaps the wurrgog+wardokk+lifeswarm to just take a second cabbage. Unfortunately I don't have the third painted yet so I can't try triple. Will test how I feel with 2, previously I just felt it lacked board presence and the cabbage was either squishy or weak. Hopefully the updated rules should fix both those issues.
     
    Swap the brutes down to ardboys to free up points. 5 Brutes aren't a hammer and the dual wield didn't get the rend upgrade. 10 ardboys is 10 points more expensive and has more wounds with an inbuilt ward save on 40%. You could easily go to 10 Brutes and 2 units of 5 ardboys. Another really great option would be to put an arcane tome on the footboss and use emerald lifeswarm.  It's healing effect is great and you can do some dirty positional stuff with it if you're clever.
     
     
    EDIT: also that list needs to be bloodtoofs. You aren't getting value out of buffing up two more units of 5 but being able to charge after breaking your opponents screen not only gives more impact hits but massively limits their options.

    Definitely true about Bloodtoofs. I guess if you wanted to lean heavily into a more defensive Da Choppas you could go something like this:

    Megaboss on Maw-Krusha (480)

    Megaboss - 140

    Orruk Warchanter (115)

    Orruk Warchanter (115)

    UNITS

    15x Ardboys (255)

    15x Ardboys (255)

    10x Orruk Burtes (320)

    5 x Orruk Brutes (160)

    5 x Orruk Brutes (160)

    2000/2000

  4. I keep ending up in the same place with my lists. It feels like it's where I want to be but it ends in a weird point spot. Not sure what to do. I don't think I want to sacrifice any of the pigs for more Brutes because it feels like you want a least 2 units to fly in with Mega-boss on 1st or 2nd turn. I just wish I could fill it out a bit better. Any suggestions on how to fill out points? 

    Da Choppas:

    Megaboss on Maw-Krusha (480)

    Megaboss - 140

    Orruk Warchanter (115)

    Orruk Warchanter (115)

    UNITS

    6x Orruk Gore-Gruntas (300)

    6x Orruk Gore-Gruntas (300)

    5 x Orruk Brutes (160)

    5 x Orruk Brutes (160)

    5 x Orruk Brutes (160)

    1930/2000k

     

     

  5. Thanks for sharing and really nice work! This is great inspiration. I've very sad about the state of my Bonesplitterz after the new book so I'm thinking about making a "Savage" Ironjaws army as well.

    Made this as a mock up for Brute. I can make some improvements but I think it works! He's got a Seraphon shield on his back for more armor. I think A Savage IJ army will look great on the table and yours are awesome! 

     

    20210912_144712.jpg.52838b09c6ec8648b171cae1c84ff542.jpg

  6. 8 minutes ago, Sivyre said:

    I have mixed feelings about large bodies of bolt boyz, with bravery 5 should the unit lose even just a few models bravery 5 will punish you utmost care needs to be taken and shamans are real hit or miss with me, almost to the point where they feel like a bait because it feels awful that we choose either casting or sit next to a unit to poison for 105 points. it further feels awful because when you take the shamans to poison you almost certainly want gobsprakk for the lore spells since shamans won’t be doing it (boggy mist)

     

    boltboyz are great but almost better to take as MSU or as 6 so bravery 5 isn’t as harsh when you lose even but 2 models

     

    gutrippaz drive me up the wall, 180points with bravery 5 with 5+ certainly forces you into taking a killaboss just to stop them from fleeing and to avoid this overcosted battleline forces big yellers unless you venture down big waaaagh! In which your probably considering doing brutes. It’s a shame because I just adore the gutrippaz models but bravery 5! With a likely additional tax of a killaboss!! Why you do this to us GW

     

    on the up and up the rest of the range seems to be actually quite well and well costed for the most part

    Plenty of ways to help the bravery if you're worried about it. Units of 9 get the added benefit of only need 1 CA to prevent running and getting most out of Shamans.

    • Like 1
  7. Kruelboyz 2K;

    Snachaboss on mount: general: SlipperSkumbag (retreat and charge), Amulet of Destiny - 315

    Swampcalla Shaman with Pot-grot - 105

    Swampcalla Shaman with Pot-grot - 105

    9x Manskewer Boltboyz - 360

    9x Manskewer Boltboyz - 360

    10x Gutripperz - 180

    10x Gutripperz -180

    Hobgrot Slittaz - 80

     

    1685 - Leaves room for a good amount. Seems legit to me. 

    You get double Swampcalla buffs and the +1 Venom from Snacha boss. Some decent bodies for the board... Snachabosses seem to hit pretty hard and it's ability to insta kill things is really nice. 

    This seems like an okay start to things. I think there's potential. 

    • Like 2
  8. Good on GW to at least fix the Navigate Realmroots issue.

    With the new FAQs no in place, is it certain that we can only place Wyldwoods in our own terrority? I was unsure of how the warscroll rules interact with the core rules about terrain. 

  9. On 8/14/2021 at 4:46 AM, AccendantEvincar said:

    There nice them mate :) really like the grimy look :) when i eventually get round to mine going to try streak + grime for the first time :)

    Thank you! I used plenty of oil paints on those guys. So cheap and so easy to use. Take the plunge! 

  10. 6 hours ago, Vik Vijay said:

    Hey guys, I'm attending my first AoS tournament at the end of the month and was hoping I could get some feedback on the potential Legion of Night list I'm planning on taking! 

    Thanks for your help in advance :D

     

    Screenshot 2021-08-13 at 07.23.19.png

    Agree with the other feedback. MSU can work well because it gives you flexibility and lots of chaff but I would suggest having 1 true hammer in your list. With what you listed, I would combine the GG into one unit to become that Hammer. VLOZD, Manni, and Bloodknights can do damage, but 20xGG with some buffs can actually delete things. One simple change to consider is brining a Necro, moving GG to 20 and dropping either a unit of Zombie or Wolves. Just a suggestion. Necro with Morbhegs Claw has been great for me in LoN

  11. 2 hours ago, Honk said:

    AoS Coach just had a chat about SB ob YouTube…

    as with all recommendations: ymmv depending on local meta, dice gods and personal skillz 🤪

    Played a vyrkos list with belladamma, the beast, vengorian 2x5 bk… was very nice.

    grave guards are hyped as blenders, Nagash is back on the table..

    a lot of things are possible, especially at casual tables

    I can confirm when things go right for GG they blend.  Had Manny add 1 attack and use command ability and they smashed. It's just about getting them in the right spots. They shine as counter charge unit against melee armies. Stuggle against high mobility and shooting but for 280, they take all the buffs the book has and hit hard. 

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  12. 8 hours ago, swarmofseals said:

    Got a game in today against the up and coming Guild of Summoners Tzeentch list. I went with my heaviest Blood Knight List:

     

    Mannfred

    Radukar the Beast

    6x5 Blood Knights

    10 Direwolves

    2x battle regiment

     

    He summoned a Lord of Change on turns 1 and 2 and won the first priority roll, but I won the second and basically had him wiped out by the end of the third battle round. He killed Mannfred and 15 Blood Knights total.

     

    The list played basically like I expected it to. You'd definitely don't get all the BKs in at once, but as your opponent kills them there are just more to fill the gaps. The hammer blow on my first turn of two units of 5 BKs with Mannfred and Radukar was pretty devastating, and two more flanking units were able to get in to his backfield on turns 2/3 (would have both been turn 2 but Kairos shut down one charge after he rolled a 6 on redeploy). Once he cleared out the two units of Blood Knights in the center there were two more ready to charge in.

    Nice work. Some day Bloodknights will be available again... Are you running that in legion of Knight and you don't run any unnamed heroes? 

  13. 10 minutes ago, TheArborealWalrus said:

    I was looking at the bloodlines and no one seems to talk about the avengorii bloodline. The ability to reduce wound rolls by 1 from anything that is not a monster seems pretty powerful with a a VLoZD focused list. Am I missing something? Is it that they don't buff your troops at all(and have not great artifacts)?

    Just curious. Cheers

    I think it's the simple fact that our hero monsters are very expensive and the regular monsters aren't good. So it's hard to build a balance listed when leaning hard into Avengorri. Non-hero monsters are a bit of a liability in so many missions and the battle tactics. 

    Compare a Terrogheist vs 5x Bloodknights or 20x GG or 40x Zombies and you'll start to see why not too many people are going Avengorri. 

    • Thanks 1
  14. Slowly chipping away at these 70 Zombies. I have a newborn so I only get a few minutes here and there. I used all the speed painting techniques I know and I'm about 6.5 hours in! Getting close. Last steps include drybrushing pants, matt varnish and then adding the swampy water effect to bases. So close! Pretty happy with quality given time invested and number of models. :)

    20210810_142216.jpg.759bb955e647052689209f9fb7b4c72d.jpg

    20210810_141831.jpg.80011f1a0c80038126b8790234d9bf69.jpg

    • Like 4
  15. 20 hours ago, Eldarain said:

    @Warbossironteef I really like that list. I'd be tempted to swap a necro for a foot vampire for a more reliable +1 attack buff for when one of Mannfred/Radukar's is unlikely to be applied.

    Any additional thoughts as to battalion usage and if you intend to use the Gravesite/ Legion Ambush with anything?

    Mostly Legion of night for the artefact to boost casting.  I think it's incredible for my necros and manny. 

    I've found gravesites to be much more flexible than the Legion of Night ambush so I usually dont use it. 12 inches from grave is much easier for 40xZombies. A lot of games I look to pop up 2x40 man zombies turn 1 very aggro.  Even if you fail charges it still does two things: puts you in a great spot for double turn and puts pressure on your opponent to deal with 80 wounds. I usually fly VLOZD or Manny up behind one of the 40 units and push another 40 up the board with 20xGG behind to act as counter charge. 

    I play much more aggro against shooting armies. Basicallly just try to get as many zombies in their face early.

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  16. One model I havent tested in game is Radukar. I keep finding ways to push him out my lists. But when i considee you can get Radukar, Necro and 10x Wolves (for a CP) vs a VLOZD, the decision seems pretty tough. I wish Radukar had a little more dmg but his buff being 18 inches is really nice for 40xman zombies. 

    Have people had a lot of success with him? I was took the list ive been playing and swapped out my VLOZD. 

    Legion of Night

    Mannfred von Carstein (380)
    Radukar the Beast (315)
    Necromancer (125)
    Necromancer (125)
    Gorslav the Gravekeeper (75)
    UNITS
    40 x Deadwalker Zombies (230)
    40 x Deadwalker Zombies (230)
    40 x Deadwalker Zombies (230)
    20 x Grave Guard (280)

    TOTAL: 1990/2000 WOUNDS: 181

  17. Just playing around with Legion of Night, but you can do some fun things and sort of build your own Nagash inside the army. The lore of the Deathmages has some incredible defensive spells. This list can get it's casters to +3 to cast. It's got tons of board control but would struggle to kill tough units. That said, it would be super grindy and hard to kill the 10xBKs when throwing around all these debuffs. I feel like this list would be hard to play in person, especially in time crunch of tournament, but it has some serious casting power to it. 

    Allegiance: Soulblight Gravelords
    - Lineage: Legion of Night

    LEADERS
    Mannfred von Carstein, Mortarch of Night (380) in Battle Regiment
    - Lore of the Vampires: Amethystine Pinions
    - Lore of the Deathmages: Fading Vigour
    Necromancer (125) in Command Entourage
    - General
    - Command Trait: Master of Magic
    - Lore of the Deathmages: Overwhelming Dread
    - Lore of the Deathmages: Decrepify
    Necromancer (125) in Command Entourage
    - Artefact: Morbheg's Claw
    - Lore of the Deathmages: Spectral Grasp
    - Lore of the Deathmages: Prison of Grief
    Gorslav the Gravekeeper (75) in Command Entourage
    UNITS
    1 x Corpse Cart with Unholy Lodestone (80) in Battle Regiment
    5 x Blood Knights (195) in Battle Regiment
    5 x Blood Knights (195) in Battle Regiment
    40 x Deadwalker Zombies (230) in Battle Regiment
    40 x Deadwalker Zombies (230) in Battle Regiment
    40 x Deadwalker Zombies (230) in Battle Regiment
    ENDLESS SPELLS & INVOCATIONS
    Umbral Spellportal (70)
    Chronomantic Cogs (45)
    ADDITIONAL ENHANCEMENTS
    Spell
    TOTAL: 1980/2000 WOUNDS: 185

    • Like 1
  18. 33 minutes ago, mmimzie said:

    The thing i don't love about this is that it works so poorly for activations. You gotta go with the VLoZD first  to get full use out of the buff  which means your blood knight will need to be cagey on who the engage and how to not lose a few knight before you fight.  Another quill in the VLoZD's favor in that he can fight at full strength all game in the current edition. 

     I wonder if it wouldn't be better to have a side model with the command trait that can tea up the buff. One where you can soft targets and they can be in a more central location to your knights and VLoZD. Also generally 10 models blood knights will struggle to hit the same target 1 VLoZD will.  Now we are alittle moving away from the hit em hard strats, but we do also want to kill what we hit. Take multiple turns to clear 10-20 models with BKs is not ideal.

     

    @Liquidsteel It's okay my skaven is all pretty mag nuts too with like 200 clan rats?? all on magnetic movement trays. 

    You are likely right with grave guard, which is probably why i always stick with skeletons, zombies, and clan rats where i can play with the horde models like a blob, and count models loosely where i can ignore the fringe attacks. 

    Yeah it might not be the best but Im trying to use it to get +1 attacks on my zombies not BKs. My goal is to keep Zombies outside of 3inches so I can go first with either Mann or VLOZD and get them the +1 attacks. It's a little tricky though because of the 12 inches. If it was 18 inches it would be really good. It is cool that the CT isn't "summonable." I actually had it buff Mann and +1 attacks on all his profiles is not bad at all.

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