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Keilerei

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Everything posted by Keilerei

  1. Attending a 1,5k tournament next week. We are allowed to only take 2+ battleline and up to 5 heroes, so that's that. The following list ist pretty weird. And am not planning on owning the event, but hope to have a good time and maybe win a few games. Surely ardfist is not reliable, but being able to cast hand of gork on a five makes it possible to port them where I need my fivers. The prophet is my answer against hordes. Him and the fungoid create cp for summoning more ardys. Sctuttletide for more zoning. The pigs are there to kill stuff reliably. Hoping for the late game, to have 1+/1+ and a few 10er ardys. What are your thoughts? Allegiance: Big Waaagh!LeadersOrruk Weirdnob Shaman (110)- General- Trait: Master of the Weird- Artefact: Shamanic Skullcape- Lore of the Weird: Da Great Big Green Hand of GorkWurrgog Prophet (160)- Artefact: Big Wurrgog Mask- Lore of the Savage Beast: Gorkamorka's War CryOrruk Warchanter (110)- Warbeat: Get 'Em BeatOrruk Warchanter (110)- Warbeat: Fixin' BeatFungoid Cave-Shaman (90)- AlliesBattleline6 x Orruk Gore-gruntas (320)- Jagged Gore-hackas10 x Orruk Ardboys (180)- 1x Gorkamorka Banner Bearers- 1x Gorkamorka Glyph BearersUnits5 x Orruk Ardboys (90)- 1x Gorkamorka Glyph Bearers5 x Orruk Ardboys (90)- 1x Gorkamorka Glyph Bearers5 x Orruk Ardboys (90)- 1x Gorkamorka Banner BearersBattalionsArdfist (120)Endless Spells / Terrain / CPsScuttletide (30)Total: 1500 / 1500Extra Command Points: 1Allies: 90 / 200Wounds: 109
  2. Hi. I want to start a Tzeentch army next year. And I am not sture if the models I like are competitve. I love the Tzangors and I want to go range heavy. So skyfires, acolythes, Support heros and magic. I absolutely dispise the Horrors, flamer etc. models. I heard changehost is strong and u always should take pinks, but I cant stand them. I am not a super competitve Player, but I would like to know weither I can leave them out and probably miss on summoning, and still use the Potential of the tzangors?
  3. I am very sorry, I can only imagine, how often this was asked, because it is kinda wonky. I am asking for a friend who is not very fluent in english, so excuse me for not studying the backlogs. Is the following list legal? In Terms of "allying" a block of clanrats into a skryre army. Allegiance: SkaventideLeadersArch-Warlock (160)- General- Trait: Deranged Inventor- Artefact: Warpstone Armour- Lore of Warpvolt Galvanism: Chain Warp LightningWarlock Engineer (100)- Lore of Warpvolt Galvanism: More-more-more Warp Power!Warlock Bombardier (100)- Lore of Warpvolt Galvanism: More-more-more Warp Power!Battleline9 x Stormfiends (780)5 x Skryre Acolytes (60)5 x Skryre Acolytes (60)Units6 x Warplock Jezzails (280)40 x Clanrats (200)- Rusty Spear- AlliesWar MachinesDoomwheel (160)Endless Spells / Terrain / CPsWarp Lightning Vortex (100)Total: 2000 / 2000Extra Command Points: 0Allies: 200 / 400Wounds: 140 We understand that your general needs to be skryre or master, and your battleline as well. But not allowed to include clanrats is ... racist?... i guess. Thanks in advance.
  4. Are Arrowboys worth it in Big Waaagh! list? My IJ collection is pretty well rounded with an MBoMK, MB, WS, 2 Start Collecting and 3x boxes of Brutes. I am thinking about playing IJ as well as Big Waaagh! But the new book allows me to take in BS and now I am unsure if it's worth to invest in say 20 Arrowboys and a support hero given the lack of range and magic in IJ, or get me another Start Collecting Ironjawz because on how good Ardboys and GG become...
  5. Sad... might've been a way to fit all his old dwarf stuff together with his steampunk lads. But thanks for clarification. I guess he still can ally a few Dispossed into his KO then.
  6. I am not an Order player myself, I am asking for a friend of mine who is a DWARF player since fantasy. He is more like a narrative player, who likes to join us in smallish tournaments so matched rules are important as well. The Cities rules especially for Tempest Eye allows to have 1/4 units of Kharadron Overlords taking the factions abilities without counting against the allies limitations. But if you want more KO units into your tempest eye, can you just ally them in, without taking the alliegiance. So are you able to take 1/4th KO with Tempest Eye Rules and in addition 200-400 KO as allies (without benefits of TE)? e g. : TE - Warden King (1/4) TE - Ironbreakers (2/4) TE - Ironbreakers (3/4) TE - Arkonaut Company (4/4) KO - Endrinriggers (allies) Not a native english speaker, or rule lawyer, so help is very much appreciated.
  7. Played today a pretty similar list to the one used on Warhammer TV last week.1, 5k Ironsunz, brutefist. That 2 warchanters where totally worth their points, buffing up the damage against a pretty elite skryre stormfiends list, I really felt bad for my opponent. Creeping on him with our mad as hell ability and totally deleting him, maybe it was poorly played by him and the match up was strongly in my favor. All in all it was a great start into the new era for my ladz.
  8. I really would say it depends on your playstyle. Both obviously have the one-drop-potential. Personaly I think Ironsunz might be the more defensive set-up, whereas Bloodtoofs can be played very aggressive. With Ironsunz you make your Mawkrusha more sturdier and a bigger threat (+d3 Wounds and +d3 on Attack-value, can be very nice) and the -1 to hit in the shooting phase first round, lets you more easily take the board and position yourself, not beeing to afraid of your guys getting shot off the board first round, before they could even stuck in. Bloodtoofs gives you +2 Bravery (if Realmgate is on the field) +1" for Run and Charges, which stacks nicely with our alliegance ability. In addition and most importantly, the Battalion lets your units count double for the Waaagh! roll, so you can be more spread out on the field and dont need to clump up all your guys in one solar system around your general. So having three units in range of the Waaagh! counts as six. All in all I would say Bloodtoofs gives you more bang for your buck. It opens up more flexible playstyles and positiong all around the board, You can field bigger unit sizes instead of mutliple single units, e.g. Hand of Gorking 30 Ardboys in your opponents face, with +4" Charge (IJ, Ardboy Drummer, BT) A Footboss can easily be used to give Waaagh to your backline. And your brutes don't run that often = more CP Ironsunz can also be fun, especially when your local meta is very shooting heavy. But just fieldtest them, they require both the same and whatever fits more your playstyle.
  9. Just seen the army of a french youtuber and the conversions are amazing at minute 5:00 the owner just did the conversion I had in mind. Posted it because the army is bonkers.
  10. Hey all, I am thinking about converting „Thunderwol Cavalry“ into a Unit of Gore gruntas, don‘t get me wrong, Love the original models, but the idea of Orruk riding these dynamic wolf statues is just too intriguing. My question to maybe some 40k Players here, what‘s the base size of these wolves? Or maybe there is someone here, that had already an familiar thought....
  11. Attending my First tournament. It‘s only 1250 points and no Realm artefacts. What do you think? My First thought is that the vanilla mangler is at this smalish scale overkill (but 2 or soooo much fun) or if the battalion is worth it. I Need more bodies and can swap in more hoppers or Herds. Idk if i should drop the 2nd mangler or the battalion or both in Exchange for model count... Allegiance: Gloomspite GitzLeadersLoonboss on Mangler Squigs (280)- General- Trait: Fight Another Day - Artefact: The Clammy cowl Loonboss on Giant Cave Squig (110)- Moonclan Stabba- Artefact: Lunestone Talisman Fungoid Cave-Shaman (90)- Lore of the Moonclans: Squig LureBattleline5 x Squig Hoppers (90)5 x Squig Hoppers (90)Units10 x Boingrot Bounderz (200)BehemothsMangler Squigs (240)BattalionsSquig Rider Stampede (140)Total: 1240 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 74
  12. Yeah correct me if I am wrong but does it not say in the core rules :"If your general is slain, pick another model from your army to become your new general." So after the scuttleboss dies, I should be able to declare skragrott as my new general and therefore use his command ability?
  13. Ironjawz are included but the coolest and underused model, the Megaboss on foot is not. I can accept he is not any good in a normal 2k list, but the warcry format is perfect for him. That would have been his time to shine, finally. It's such a nice sculpt and I would love to bring him and 2-5 brutes to the Allpoints.
  14. Allegiance: Gloomspite GitzSkragrott, The Loonking (220)- Lore of the Moonclans: The Hand of GorkWebspinner Shaman on Arachnarok Spider (280)- Artefact: Totem of the Spider God - Lore of the Spiderfangs: Sneaky DistractionScuttleboss on Gigantic Spider (100)- General- Trait: Monstrous Mount - Artefact: The Black Fang Loonboss (70)60 x Stabbas (360)- Pokin Spears & Moon Shields10 x Spider Riders (200)10 x Spider Riders (200)10 x Spider Riders (200)6 x Sneaky Snufflers (70)Spider Rider Skittermob (120)Scrapskuttle's Arachnacauldron (40)Scuttletide (30)Mork's Mighty Mushroom (90)Total: 1980 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 163 What are your thoughts on this list? Scuttleboss as suicide general and to make spiders available as battle line. After he dies skrag takes the wheel. Magic support from skrag and the arachnadok shaman, dishing out mortals and hand of gorking the stabbas into position if necessary. Spiders try to clean the board but die quickly and aim more to take objectives. Thanks in advance, this community is amazing! Edit: after scuttleboss dies and I name skragrot as general, may I use his ability to manipulate the moon? Thought this might be my over 9000 start because I really need him flirting with the moon not before the 3rd battle round...
  15. General question: Are Brutes not viable anymore? Idk if they were actually good at one point, frenzied with a triple Waaagh a unit of 5-10 they did some carnage, but thats super situational. In the last few games I whiffed all my rolls with them and after doing the math and the recent changes and the general theme in this forum is - Ardboys are the new kids in town - Thats super sad for me, I don't really like the lore of Ardoys, are they already IJ, or just prospects? And the sculpt suck in comparison to the amazing Brutes. I will use em still in big blobs of 30 but I actually want to field the models I like and not those that are winning. Any tipps how to use my lads still maybe as more defensive or objectives? Maybe Hero Hunting with Bloodtoofs and Hand of Gork?
  16. Sucker for Destruction. Love the aspect of cunningly brutal but brutally kunnin', the Gorkamorka lore and devotees of Mork, or was it Gork? I started with Ironjawz because the models are amazing, pretty elite brutish units, straight forward, but not easy to master. Then the Gloomspite release came and I was all over them, playing in masses of scittering, scuttling spiders or dorky squigs and hooded insane cowards, suddenly I had magic und sneaky strategies to my disposal. (Ogors and Troggoths are alright and pretty cool looking on the tabletop, but Orks da best!) I even started a Orks and Gretchin kill team, because there is not much AOS in my area.
  17. I guess, we will see how it will turn out for IJ in a few days. But what I personally wish for us, is a spell lore, the other Battalions need to be viable enough, so auto-including the Ironfist is not mandatory anymore and opens up maybe different playstyles. For warscroll changes idk if that might be overkill or to little I'm not a numbers person, but maybe it would help out to increase the damage output, so that at least Brutes and Megabosses (or hell, the whole army) do more carnage. Give them +1 damage, -1 rend, +1 attacks. An army wide improvement, like they did with fyreslayers, giving every model an extra wound. It'd also super fluffy, I mean, come on they are Orks, they should hit like a truck and everybody need to be afraid to get in close combat with them.
  18. Hi Guys, need your advice here. I am, like maybe a lot of us, an impulse buyer. Found a great deal on Ebay before gloomspite: a s**t-ton of spider riders, gloomspite release, looncurse release... Now I have a few models, I can't realy see how to use them, or if they benefit from each other in a list. Or should I concentrate on one specific aspect of the gitz. 1x Arok (with Sham) 40x Spider Riders 1x (converted) Scuttleboss 1x Skragrot 1x Foot Looni 1x Looni on Giant Cave Squig 24x Squig Herds 10x Boingrot 6x Sneaky Snufflers 1x Gitz Endless Spells I love the aesthetics of the whole faction and sooner or later I might buy every model in the line. But I am kinda overwhelmed with how to start using them (especially Skragrot) effectively. Cheers and thanks.
  19. Yeah that's what I thought. My local group is cool with it. Sadly the model is the first one I painted, I fell in love with the hobby because of this guy, so no conversions. The model is huge, which should make him in terms of fluff pretty important. That's why I would like to include him, but haven't seen him in many lists. Right now I am using him as a brute babysitter, but after all the allegiance and battalion stuff he sits at the far end of the table and misses all the fun. Maybe someone has some neat tricks to make the best use of him.
  20. Hey fellow Destroctoids, I started the hobby less then a year ago and just finished my 2k+ of Ironjawz. I don't have much playing experience yet, but I am super into the hobby, the painting, building, glue sniffing and rules as well as strats. Ladida... My point: may I use the Megaboss modell as a proxy for eg. the Bannerboss of the Greenskinz? I know that he might be too big (base-wise) but I really love the Mini. If I understand correctly since AOS 2.0 he is not really worth taking anymore, because you can stack and spend multiple Mawkrusha Waaghs. Or maybe you have a different idea what to do with this beaut? Greetings
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