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Saxon

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Everything posted by Saxon

  1. Well in the last few weeks no one has come close to beating the Gitz. To give context this list uses a loon boss in a mangler, a minimum of 20 those nasty biongrotz bounders, a squiggling gooba and colossal squids. Its a great list. I'm cool with losing i lose a lot but this list with its tricks and bonuses is above and beyond. I feel like the weaknesses of the old globing have replay been accounted for with this new release. I would like to beat it tactically but my bank account disagrees haha!
  2. Yeh the big one. It dishes a lot of damage. Being able to teleport a monster killer like this into the backline is really good. Bounders in units of 10 average 5 mortal wounds per charge it's pretty impressive. I'm not singling you out sorry I commented don my phone and hit quote not reply.
  3. I just played using death against gloomspite. There is nothing fun about playing gloomspite. Loon boss teleported and one shotted arkan. Those boingrot bounders wrecked everything. I think our group is going to refuse to play them until they nerf them.
  4. Guns for rend are good but they're shorter in range. Crossbows have 2 x attack if they're in a squad bigger than 20. If you aren't planning on running squads of 30 crossbows then go with handguns
  5. Played my first game against Da Bad Moon and got stomped by Boingrot Bounderz. They are simply awful to play against when the moon is in the right quadrant.
  6. Sorry my mistake. You're right, with a bit of tweaking it would be fairly easy to pull out some models for the humans. A big warmachine powered by the storms would be cool. The collegiate arcane would also need to be pulled into the allegiance as well.
  7. I disagree. I have 3k points worth of updated free guild and have to play as grand order alliance to really stand a chance against decent armies with a battletome. The major reason is just the predicable nature of the humans. Blob army relying on guns and numbers. Easy to defeat - pick off gunners with spells to reduce their to hit bonuses and kill the general and the humans fold like a deck of cards.
  8. I've always liked the idea of a tank heavy army. When I was younger I was always fascinated with the Battle of Stalingrad where tanks were literally rolled off the production line onto the front line. Would be cool to have a militia type unit of essentially factory workers supporting their creations into battle.
  9. You're not alone in that. I have free guild and can't run magic and guns. I had already invested in models to paint when i figured out that unless you run grand order alliance you are extremely limited in how you play.
  10. Sorry you are correct. It's stalkers that aren't.
  11. Just remember if you want to play Legions of Nagash Nighthaunt Units do not count as battleline so you will have to run some skellies or puppies or similar.
  12. This will be an unpopular opinion for sure but to me their inclusion cheapens age of sigmar to a small degree given that I feel GW has included them because they want young 40k players and new players to relate to AOS and everyone knows who space marines are. Fair business play I guess but i strongly dislike them as not only the resemblance but also being the poster boys of AOS.
  13. Anyone who thinks that Stormcast aren't the space marines of AOS are dreaming. The resemblance is annoying uncanny. I feel like they were designed to have the same 'easy to pick up' feel as the space marines in 40k.
  14. I hardly ever use allegiance artifacts as a lot of the realm artefacts are far more helpful for specific models i.e. gryph feather charm.
  15. This completely. They could permanently damage their support base by dragging WFB armies that they still sell on square bases for a round base game along and then dumping them at a later date. I invested in Free Guild because I like the models but they're not overly competitive unless I run grand order alliance. Having 400 points of allies and then having tanks/guns/wizards as allies is poor form and needs to be cleaned up one way or another. It also capped my investment. Given the lack of certainty I have stopped at 2k points. In the past I've always gone to 3k or more depending on the range of models. Clarity is needed. I get it takes time and they want to stagger releases to maintain interest but if you're running old armies you have to be patient.
  16. Yeh i went hard at the maw crusher. The issue is to keep the wholly within requirements I often have to blob my army meaning i usually have 1 side exposing my gunners or crossbowmen on the charge. The maw crusher can fly and the risk of it getting beside my gunners and charging was too great. The maw crusher was also used incorrectly (again). He was using a 2+ save ignoring all rend. The rend ignore is the ethereal amulet but we have now established that the maw crusher cannot have the 2+ save as it would have to be a command trait (amulet is an artefact and you can't have 2 artefacts on one model even with a battalion). With Ironjawz, you have to take out the buffing heroes i.e. war chanters as parking them behind brutes is brutal. They get like 5 attacks each and bonuses to hit.
  17. Yeh i was and they did well when they first got into combat against brutes. I always use great companies and full command. Once the brutes got in though (turn 2 given their silly movement abilities) the great company abilities were done.
  18. Rending on a 4+? How do you bring down the rend requirement on xbows from a 6 to a 4? It's usually 4 to wound unburied and 6 becomes rend. Does the rend requirement come down with the wound buffs? I always use indomitable as well. You want your guards surviving as long as possible to protect the damaging units in gunners and crossbowmen. Played two 3 way objective games a couple of days ago. The problem with more than 2 battle rounds per turn is you have to defend in each battle round of combat (which FG isn't good at) but can only shoot on your turn. Up against ironjawz with a maw crusher the brutes just chewed through my guards before i could do anything. I killed the maw crusher which was a plus. A 2+ save ignoring -1 rend is awful. The Khorne left me virtually alone. The second game against moonclan and khorne i dominated by killing anything that got near the objective with crossbowmen. I also finally got my steam tank to do something. It's a difficult model to work with so far as it has multiple functions and can get badly bogged down in combat. I see a few people putting up pictures, now that i have my army virtually complete I might have to put a few up.
  19. Which artefacts do you guys use to get the most mileage if you're playing a game too small to utilise a general on a griffin? I've finally bought and painted my Karl Franz model so i will be using the Graph Feather Charm on the Griffin General but outside of that, any recommendations? I usually take armour of meteoric iron to boost the save on my general.
  20. That build looks pretty close to what he's using. He did mention general destruction abilities so I believe the issue is there, or as you suggest a misinterpretation of rules regarding ward saves. I play freeguild as my only 2000pt army currently and I don't dish many mortal wounds. In our group of 6 players, i'm the only one with my rules printed on sheets. I think we all need to do it so it can be easily referenced during games.
  21. Thanks again for this. Looking at this though, he either takes an Ironclad rend modifier as an artefact or daubing of Mork, not both? We don't generally play on terrain heavy boards so he's never in cover, I can't imagine he'd be using this to modify his saves. I think it's more using multiple artefacts and perhaps some abilities that aren't actually meant to stack. I appreciate you taking the time to spell this all out for me, helps for the next game.
  22. Thanks for the comment I appreciate the details. We haven't progressed enough in our mastery of AOS2 to do any particular realms. We generally have been playing death matches or very basic objective games with no special rules. The Ironjawz player is our rules man as the only person with enough time to really read the handbook so we do rely (perhaps too heavily) on his honesty when it comes to games. He's usually pretty good, but the cabbage situation was just too much, hence me asking questions of the community for some clarity moving forward. I see he is using the rend modifying amulet and ironclad which is fine (I think?). I wasn't shooting his cabbage with anything with a rend better than -1 anyway. He claims the 5+ ward save to ignore wounds came from the battle tome (Citation required). I can't see how you could possibly have a 2+ save, ignore rend and a 5+ ward save for a 16 wound model for only 440pts. It's virtually un-killable unless you ignore the rest of the army (terrible idea because those brutes are amazing).
  23. Yeh thanks I just came to quiz you all as my opponents ironjawz seemed way over powered. He stomped my humans and khorne taking only 5 wounds on his cabbage.
  24. Thanks, I thought as much. My freeguild don't get general order abilities.
  25. I see, I didn't really question him until he was mowing through my guys and was rolling a 2+ save and if he did fail, ignored it on a 5 or 6. It just seems too much. 2+ save ignoring rend is pointless playing against. Another question, do you get ironjawz abilities as well as the generic destruction abilities?
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