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Keilerei

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Posts posted by Keilerei

  1. Trying out this list tomorrow against tzeentch or obr (both shooting heavy builds) not the most competitive build but I want to field all the pigs I have. Maybe you guys have some advice to use this:

    Allegiance: Big Waaagh!

    Leaders
    Wurrgog Prophet (160)
    - Artefact: Glowin' Tattooz  
    - Lore of the Savage Beast: Breath of Gorkamorka
    Maniak Weirdnob (140)
    - General
    - Command Trait: Fuelled by the Spirits  
    - Artefact: Mork's Boney Bitz  
    - Lore of the Savage Beast: Brutal Beast Spirits
    Wardokk (80)
    - Artefact: Big Wurrgog Mask  
    - Lore of the Savage Beast: Gorkamorka's War Cry
    Orruk Warchanter (110)
    - Warbeat: Fixin' Beat

    Battleline
    10 x Orruk Ardboys (200)
    - 1x Gorkamorka Banner Bearers
    - 1x Gorkamorka Glyph Bearers
    6 x Orruk Gore-gruntas (320)
    - Jagged Gore-hackas
    3 x Orruk Gore-gruntas (160)
    - Pig-iron Choppas
    10 x Savage Boarboys (260)
    - Stikkas

    Units
    5 x Savage Boarboy Maniaks (140)
    5 x Savage Boarboy Maniaks (140)

    Battalions
    Ironfist (160)
    Snaga Rukk (120)

    Total: 1990 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 149
     

    • Like 1
  2. I don‘t mind the Ardboys, but it’s weird that they are soooo much better (on the tabletop) than brutes, the guys they look up to. 
    Make brutes a force to be reckoned with, like give em a 3+ save, and or -2 rend. I am fine with ardboys are being good, if they are supported by heroes but Brutes should be Killy by their own. 
     

    or let’s get weird; Ardboys get promotions for killing. Maybe each ardboy model of a unit that struck down another model or made a killing blow will be taken off the Field and replaced by a Brute model. The more i think about it the more I like it...

    EDIT: the Promotion thing is kind of similar to the Pink Horror mechanic, sure needs tweaking and Point adjustments but it’s super narrative and every unit tells a story this way in each game.  

    • Like 1
  3. 8 hours ago, Ganigumo said:

    I'm definitely considering it. Boarboy maniaks were pretty good but the lack of rend might be an issue, Icebone helps but isn't enough.

    I have a pretty similar list in mind. But in lack of models I’d swap 10 boars for stabbas in any combination. 
     

    What are your thoughts on Boarboys vs. Maniaks and should either go in 5/10?

  4. On 2/12/2021 at 4:04 PM, Ganigumo said:

    Got my first game with bonesplitterz in on TTS, played against Sons of Behemat on Scorched Earth. Managed to win but it was very close and ended up coming down to a roll for burning an objective. Still trying to figure out the ins and outs of the army before I start painting it up since I really struggle with listbuilding for bonesplitterz.
    The List:
    Allegiance: Bonesplitterz
    - Warclan: Icebone

    Leaders
    Wurrgog Prophet (160)
    - General
    - Command Trait: Master of the Weird
    - Artefact: Mork's Boney Bitz
    - Lore of the Savage Beast: Gorkamorka's War Cry
    Wardokk (80)
    - Lore of the Savage Beast: Kunnin' Beast Spirits
    Maniak Weirdnob (140)
    - Lore of the Savage Beast: Breath of Gorkamorka
    Savage Big Boss (90)
    - Artefact: Kattanak Pelt

    Battleline
    20 x Savage Orruk Arrowboys (240)
    20 x Savage Orruk Arrowboys (240)
    30 x Savage Orruks (300)
    - Stikkas
    10 x Savage Boarboys (260)
    - Stikkas
    5 x Savage Boarboy Maniaks (140)
    5 x Savage Boarboy Maniaks (140)

    Battalions
    Kunnin' Rukk (140)

    Endless Spells / Terrain / CPs
    Balewind Vortex (40)

    Total: 1970 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 224

    I probably wouldn't bother bringing the balewind next time, and just bring an extra CP instead. The arrowboys did some real work, shooting at gargants really helped, but I didn't get as much out of Kunnin' Rukk as I had hoped, I got to shoot twice in the hero phase over 5 turns, but both times only part of the unit got to shoot. I managed to pull off the trick I described in the previous post once in the game, and it saved my 10 man boarboys unit, which continued to do work all game. Icebone's ability of getting mortals on 6s was a bit annoying to bookkeep but very useful since this army has so little rend (and this list more so, since I don't have big stabbas or the rogue Idol).

    Will you include stabbas at one point? Or are you happy about Output and mobility of boarboy maniacs?

  5. 2 minutes ago, Kasper said:

    Yeah Im really not a fan of non-interactive gameplay.

    I might be biased because I play Tzeentch but destiny dice are 1) random and visible to both players prior to the game, so you know to a degree whats coming 2) limited resource, especially since you need to replace dice prior to rolling and you have to replace an entire charge/casting roll, but I dont see DD as terrible as Teclis auto casting/unbinding every single round etc.

    This also includes stuff like Slaan/Kroak being boardwide with Comet's Call or unbinds. It means there is literally no way for you to prevent either thing with your positioning etc. I feel like this is boring and bad gameplay. 

    Shooting units with 35"+ range is also terrible to play against since deployment/position means very little when the opponent has range over almost the entire board.

    Units that can cover like 30" distance is also pretty tiresome to play against. 

    Ok maybe DD are fair and can be played around, but in conjunction with other things tzeentch can do might feel a little oppressive. 
     

    maybe my problem is actually „power creep“ newer factions get flashy new super strong things to make them interesting and older stuff does not need to get sold.

  6. 1 hour ago, Sleboda said:

    I, on the other hand, want to see more ways to remove the influence of dice. Make more things auto.

    Nothing stinks quite like coming up with a plan, executing it perfectly, and saying "I just need two of these 10 dice to roll anything but ones and I'll win" only to roll 10 see and see 10 ones.

    Games like Super Fantasy Brawl and Bloodborne manage to be great without dice, and they make me really feel the pain of dice luck in GW games.

    I see your point and i am with you, relying only on luck is bad. But then again there are ways around this, without beeing automatically, like clever uses of your combos, positioning your Buff ranges. That is in my oppinion how it should work. Making things more conditional. You want a Secure charge, be sure to have a hero around. You Need to have a spell going off, your Wizard suffers d3 mortals. If autos are beeing kept,  they should come with a high price.

    and tbh, everyone had lived through this, needing 3“ Charge with your hammer to secure kill, objective what ever, Rolling Snake Eyes. Sure tough luck, but it’s also fun for all on the table , makes up a good story and should you be at the (not) receiving end, you are happy that dice rolls still exist.

    Autos are only fun for those that have them.

    • Like 1
  7. 9 hours ago, Warbossironteef said:

    Arrowboyz are legit inside BW in Kunnin Rukk. The issue is you need to bring support heroes and pay for the Big Boss. I also personally think GoreGruntas are just as good as Ardboyz in BW. I think something like the below is pretty solid. 204 Wound count, you have a great middle of the board presence with 120 wounds from Orruks. 1 unit of Goregruntas can flank and one can counter punch whatever hits your orruks. 

    You have 2x Arrowboy units so you can be super aggro with one, for example using the extra move from Kunnin Rukk turn 1, bait opponents into comiting to it and then transfer all your buffs to the other unit. Be careful though, your support heroes are weak and you need the buffs for the arrowboyz to be worth it. That said you can easily get your Wurrgog to like 3+ casting and higher making your buffs easier to get off. You can take Extra Command point or BWV. I like extra command point to burn on Big Waagh Points.

    LEADERS
    Wurrgog Prophet (160)
    Orruk Warchanter (110)
    Savage Big Boss (90)
    Wardokk (80)
    UNITS
    20 x Savage Orruk Arrowboys (240)
    20 x Savage Orruk Arrowboys (240)
    10 x Savage Orruks (120)

    10 x Savage Orruks (120)
    6 x Orruk Gore-gruntas (320)
    6 x Orruk Gore-gruntas (320)
    BATTALIONS
    Kunnin' Rukk (140)
    ENDLESS SPELLS / TERRAIN / COMMAND POINTS
    Extra Command Point
    TOTAL: 1990/2000

    Thanks for your input @WarbossironteefIreally like the list you are displaying here. I do not really have the models yet to try it out. 

    I will try out the following list, the next time the current situation allows to squeeze in a friendly game, although not ideal and very gimmicky I fear to miss the Mighty destroyer ability otherwise.

    Allegiance: Big Waaagh!

    Leaders
    Maniak Weirdnob (140)
    - General
    - Command Trait: Fuelled by the Spirits  
    - Artefact: Mork's Boney Bitz  
    - Lore of the Savage Beast: Brutal Beast Spirits
    Wardokk (80)
    - Artefact: Big Wurrgog Mask  
    - Lore of the Savage Beast: Kunnin' Beast Spirits
    Savage Big Boss (90)
    - Artefact: Savage Trophy  
    Orruk Warchanter (110)

    Battleline
    20 x Savage Orruk Arrowboys (240)
    20 x Savage Orruk Arrowboys (240)
    10 x Orruk Ardboys (200)
    - 1x Gorkamorka Banner Bearers
    - 1x Gorkamorka Glyph Bearers
    6 x Orruk Gore-gruntas (320)
    - Jagged Gore-hackas
    3 x Orruk Gore-gruntas (160)
    - Pig-iron Choppas

    Units
    5 x Orruk Ardboys (100)
    - 1x Gorkamorka Banner Bearers

    Battalions
    Kunnin' Rukk (140)
    Ironfist (160)

    Total: 1980 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 178


    EDIT: Swap out 5 Ardboys with 10 Savage Orruks with Choppas and Shield, to spread BS buffs more effectively.

     

    • Like 1
  8. Mixed Warclans lists, are they any good?

    Recently you see a lot of pure IJ Big Waagh lists, after the book has been out for maybe a year. With it’s release people tried out more Mixing IJ and BS, or putting in a Rogue Idol. But buffed up Ardboys seem to be the go to.

    I now am experimenting with Arrowboys a lot. Although not amazing, I can now take part in every phase, while also use their fairly cheap bodies to farm up Waagh Points.

     

    any thoughts on maybe using them in a kunnin rukk, or should unjust stick to our guns and spam ardboys?

     

    Waaaaaagh!

  9. 14 minutes ago, LordRhulak said:

    Thank you for your replies. I really like the ellegance and sleekness that the flying stands give the eels, so I think I'll opt for magnatizing. Do you have and tips? I haven't actually magnatized anything before...

    Also, what size are you using?

    I use really small ones like 2mm or so for the eals, They are the roughly the Same diameter as the stands and pretty strong (u can lift the models without breaking the bond unless u use stones or heavy stuff for ur bases) clip off the „tongue“ of the stand to create an even surface and drill a small hole into the model for the counterpart magnet und your cool.

    • Thanks 1
  10. 2 hours ago, DocKeule said:

    I think the wording is pretty clear and always has been. The two halves are a chance for players to deploy to scenery-models without buying two ships not the other way around. 

    And I don't know what would be unfair about it. The effects are pretty mild compared to other scenery and we have to watch our positioning very carefully to even have an effect at all. Some opponents avoid the like they are radioactive but that's on them. Like the high tide the expectation is often bigger than the event.

     

    Thank you for your thoughts there. 
    You are right the effects are kind lackluster and maybe not comparable to other scenery pieces. But I refer to the immensely footprint of two boats you are able to deploy into your opponents deployment zone, armies that don‘t fly or teleport might have a problem.

    But maybe I am just not willing to paint and pay for a second boat, lol.

  11. 16 hours ago, mrteige said:

    that is right.

    2 full boats

    1 full boat and 1 half boat

    2 half boats.

    those are your options

    Do you guys think, that this will be corrected in the future? I don’t really like it, and it does not seem very fair and actually intended. Sure as it came up, GW realized they can sell double the amount of boat sets, so they kept it. It is super exploitable and it does not make any sense, one boat is hardly acceptable popping out an the battlefield, but two? Come on!

  12. Can anyone share his/her experiences with running a 4 shark unit of Allopexes
     

    I understand that Morsarr are our best unit. But I often struggle to instantly delete what I was charging due to bad rolls or poor judgement. Without the charge bonus they hit like wet noodles. 
     

    Allopexes don’t lose their rend and with King/Volti buff makes them fairly strong in a bigger unit. Sure they don’t Re-roll their charges consistently and battleshock is our bane but I would love to see them being played and wether I should invest into 2 more sharks 

  13. Painting Question:

    Any tips on how to contrast paint my fish in a Koi Carp style. I am not a great painter and I would like to try out contrast any idea which paints I should use. Koi Carp are often white-ish with orange, red and black spots. Is it even possible to use contrast or should I go to standard classic painting? I am a newb und I thought of using contrast because I like to be done with it asap.

  14. 5 hours ago, Kasper said:

    I would always get the english version of the book to prevent mistakes like these.

    You really only have Brutal Beast Spirits for +1 to hit and then the Maniak Weirdnob warscroll spell Bone Spirit, gives them exploding hits on 6s. 

    To be honest I'm really not fond of the Arrowboyz and would prefer the Stikkas any day of the week. The damage just seems lackluster from range and would prefer to beef the Stikkas up to a 3+ save etc. 

    Yeah you are right about the english Version. 

    I am aware, that Stikkas are probably the stronger Build on the Basic BS orruks, but I would like to use the arrowboys in a mixed Big waagh list. Supporting my grindy and somewhat tanky Ardboys and giving me something to do in my shooting phase. Maybe more for flavour, than winning tournaments.

  15. Oi lads!

    „Brutal Beasts Spirit“ spell fron the Bonesplitterz lore, does what exactly? I wonder if in my German Warclans book there was a translation error, because attacking and charging are kind of the same words in German.

    The reason why I‘m asking is the following; I read multiple times in different sources that the mentioned spell grants 1(2) BS units +1  to run, charge AND to Hit in my book it only says +1 to run and charge.

    I would like to make a big block of arrowboys usefull in a Big Waagh list and I am looking for ways to make 90 miserable shots at least Hit something!

    Many thanks.

     

    EDIT: I found the right translation in the German FAQ.  But any advice on how to utilize arrowboys in Mixed big waagh Is still welcome

  16. 16 hours ago, Graywater said:

    Welcome to the club! Playing with a small number of models is not optimal, but definitely doable. We have 3 battleline options in sisters of slaughter, witch aelves, and blood sisters (if your general is a medusa). The sisters of slaughter and witch aelves come in units of 10-30 infantry, while the blood sisters come in units of 5-20 snakes. To minimize models, you'll either want min units of either elf unit, or go the snake route. 

    You'll have easier decisions when it comes to heroes, as they're pretty much all useful as support pieces. Hags are incredibly useful for their ability to use prayers from the book and give out witchbrew to a unit nearby to them. Many lists run multiple of them. Slaughter queens are great investments if it is your general for the command ability. If she cannot be your general, it is better to go with a normal hag. Regardless, you'll want one of these on a cauldron for the +1 save aura ability. Medusa are great for access to a spellcaster. We have mind razor that is something you'll always want a cast on. Upgrading to a bloodwrack shrine isnt necessary, but definitely not a bad move if you have the points to spare. Lastly, morathi is useful for her disruptive ability. She doesnt do tons of damage but shes super useful as a bully. 

    The other category is where we struggle. Foot avatar and the bow snakes are useless unfortunately. Then we have the harpies. The lifetakers can be surprisingly damaging, but need particular buffs to go off in order to be so. Heartrenders are great disruptive pieces with their ability to drop down from the sky and move after they shoot on a 4+. They're excellent at threatening backfield objectives. As of recent, their role has seen competition through the use of allies in shadow warriors. Scourgerunner chariots are also a great shout when it comes to useful allies, as they provide some ranged output that our army inherently lacks.

    We have a few battalions that show up with some regularity, but the most common ones are built around our more hoard-y elf units. There is the temple nest battalion, but it does require bow snakes, which I think is fairly considered a tax.

    I can give you some more focused feedback if you let me know some more info. Are you trying to be competitive, or just run an interesting list? Are you more into the snakes and harpies, or more interested in the typical elf models? What is your stance on morathi, or allies in general? Stuff like that.

    Thank you for your reply and for giving me more insight. 
     

    I actually like the snake ladies a lot and very sadly the Stalkers are bad, coming from destruction I would have loved a supressive shooting Phase. Which is why I consider allying Scrougerunner Chariots.

    I am fairly competitive. Even though the tournaments I wanted to go to, were cancelled due to the Rona. But I dislike „powergamers“ so I am naturally not drawn to the Most effective playstyle. Nonetheless I like beeing sneaky and cunning strats catching my opponents off Guard.

    Thats why the slaughter Troupe battalion struck my eyes. Running charging retreating, piling in 6“ and deeptriking Harpies, Sounds pretty cool.

    Even though the Witch Aelves are prettier und probably more killy, I like to field maybe 30-40 Sisters of Slaughter. For Numbers and objectives.

    But I am kind of overwhelmed by my Hero choices (what goes on and off the carriage thingy, am I missing out not making the SQoC or Morathi my General but playing them either way) the covens are also a lot to consider.

    Thanks again to all for the warm welcome and stay healthy!

  17. I just bought into DoK by ordering the Book and the SC Box. But I wonder where to go next. Can I go around the big blocks Witch Aelves? I also play Gitz and I am not really interested in fielding another horde Style army. But I actually love all of the ranges models.  Any advice would  be helpful.

  18. This would be my Gitz list: 

    Spoiler

    Allegiance: Gloomspite Gitz

    Leaders
    Skragrott, The Loonking (220)
    - General
    - Lore of the Moonclans: The Great Green Spite
    Webspinner Shaman on Arachnarok Spider (280)
    - Artefact: Headdress of Many Eyes
    - Lore of the Spiderfangs: Sneaky Distraction
    Fungoid Cave-Shaman (90)
    - Lore of the Moonclans: Itchy Nuisance
    Webspinner Shaman (80)
    - Lore of the Spiderfangs: Sneaky Distraction
    Loonboss (70)

    Battleline
    60 x Stabbas (360)
    - Pokin Spears & Moon Shields
    - 9x Barbed Nets
    - 1x Moonclan Flag Bearers
    - 1x Badmoon Icon Bearers
    40 x Stabbas (260)
    - Pokin Spears & Moon Shields
    - 6x Barbed Nets
    - 1x Moonclan Flag Bearers
    - 1x Badmoon Icon Bearers
    6 x Squig Herd (70)

    Units
    6 x Sneaky Snufflers (70)
    15 x Boingrot Bounderz (300)

    Endless Spells / Terrain / CPs
    Geminids of Uhl-Gysh (60)
    Scuttletide (30)
    Prismatic Palisade (30)
    Scrapskuttle's Arachnacauldron (40)
    Malevolent Moon (40)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 187
     

    my IJ (Big Waagh) 

    Spoiler

    Allegiance: Big Waaagh!
    Mortal Realm: Shyish

    Leaders
    Megaboss on Maw-Krusha (460)
    - General
    - Boss Gore-hacka and Choppa
    - Trait: Brutish Cunning
    - Artefact: Ethereal Amulet
    - Mount Trait: Weird 'Un
    Orruk Weirdnob Shaman (110)
    - Lore of the Weird: Da Great Big Green Hand of Gork
    Wurrgog Prophet (160)
    - Artefact: Big Wurrgog Mask
    - Lore of the Savage Beast: Gorkamorka's War Cry
    Orruk Warchanter (110)
    - Warbeat: Get 'Em Beat
    Orruk Warchanter (110)
    - Warbeat: Killa Beat

    Battleline
    10 x Orruk Ardboys (180)
    - 1x Gorkamorka Banner Bearers
    - 1x Gorkamorka Glyph Bearers
    10 x Orruk Ardboys (180)
    - 1x Gorkamorka Banner Bearers
    - 1x Gorkamorka Glyph Bearers
    10 x Orruk Ardboys (180)
    - 1x Gorkamorka Banner Bearers
    - 1x Gorkamorka Glyph Bearers
    6 x Orruk Gore-gruntas (320)
    - Jagged Gore-hackas

    Battalions
    Ironfist (160)

    Endless Spells / Terrain / CPs
    Quicksilver Swords (30)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 130
     

     

    My mates tempest eye (something like this)

    Spoiler

    Allegiance: Cities of Sigmar
    - City: Tempest's Eye

    Leaders
    Warden King (110)
    - General
    - Trait: Hawk-eyed
    Runelord (90)
    Runelord (90)
    Battlemage (90)
    - Spell: Lore of Eagles - Aura of Glory (Tempest's Eye Wizard)
    - City Role: General's Adjutant (Must be 6 wounds or less)
    Endrinmaster with Dirigible Suit (220)
    - Artefact: Zephyrite Banner

    Battleline
    20 x Irondrakes (300)
    20 x Irondrakes (300)
    30 x Ironbreakers (330)
    - City Role: Honoured Retinue (Must be 5-20 models)
    10 x Longbeards (110)
    - Ancestral Weapons & Shields

    Units
    9 x Endrinriggers (300)

    Endless Spells / Terrain / CPs
    Extra Command Point (50)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 124
     

    My other mate's skaven list (also grain of salt):

    Spoiler

    Allegiance: Skaventide

    Leaders
    Verminlord Warpseer (320)
    - General
    - Trait: Cunning
    - Artefact: Suspicious Stone
    Arch-Warlock (160)
    - Lore of Warpvolt Galvanism: More-more-more Warp Power!
    Warlock Bombardier (120)
    - Lore of Warpvolt Galvanism: More-more-more Warp Power!

    Battleline
    20 x Clanrats (120)
    - Rusty Blade
    20 x Clanrats (120)
    - Rusty Blade
    20 x Clanrats (120)
    - Rusty Blade

    Units
    6 x Stormfiends (520)
    6 x Stormfiends (520)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 155
     

     

    Maybe not the strongest builds (all 4 of them) we are casual players that like to go 3-2 on tournaments. We like to have fun and play with the toys we like, not what's strong o super meta.

  19. I am not the most experienced player, but I like to compete from time to time in official tournaments. I play mainly destruction (gitz & jawz) and I struggle a lot against shooting heavy lists. In my group is a Skaven player who runs 12 Stormfiends, and another member rocks 30+ buffed up Irondrakes in a Tempest Eye dwarf list. And now, after what I've heard, was pre faq'd Tzeentch doing overly well in recent tourneys.  Mostly with some cheesy strategy, in preventing the opponent from retreating from 10-20 Pinks and lighting them up with Flamers from behind. The most competitive SCE list includes the usage of Hurricanes by a lot. KO and Cities have a lot of shots as well.  And the upcoming Seraphon and Pointy Elves release will produce also strong shooty options (by comparing the old stuff). 

    Do you have any tips along the lines of good deployment, screening, going defensive/offensive. Right now, as my chosen faction, does not really have the option of shooting back effectively. My "gameplan" is to cast geminids and hope my stuff does not get shot off, before I reach my opponents screens. And then I get deleted, lol.

    I can only assume, but my guess is that shooting will be very prominent in the future. And maybe we can discuss here, how to deal with that meta shift. Or maybe in your oppinion shooting is fine and I just need to "git gud". Your thoughts on AOS is a melee driven game and should stay that way. Let's have some fun with it.

  20. On 12/30/2019 at 6:25 PM, Nickmoss90 said:

    Not sure about skragrott and the webspinner shaman on spider in the same army. Personally I would take one or the other. Also I think Fungoid shamans are always better than madcaps.

    100% Agree Fungoids are better than Madcaps, but I only own 1 of each and I dont really like to have the same hero model twice, and Fungoids dont leave much for easy conversions. Skrag and SpiderSham are both potent double cast wizards and I like to sling out as much endless spells as I can in one turn. And maybe I take in a 10er of Spider Riders, getting more out of both CA/Spells.

    Right now I consider: Geminids, Pendulum, Malevolent Moon, Palisade, Scuttletide and Couldron but I dont know If I should invest so many points in spells.

    In my group ranged fire is the go to, so I  get shot of board by Skryre, KO, Cities pretty early, playing that much spells feels kind of weak-ish against e.g. "more more warp powered" big blocks of stormfiends (but I think mostly everything does...)

  21. Hello all you gitz!

    I want to play an endless spell heavy list in my Next tournament i‘m going to attend. But i‘m super unsure what and how to play. Idk wich spells to take, i think geminids and scuttletide for sure, should i solely rely on my spell dmg and is anyone around with experience with a list like this?  I am a newbie and  play Most of the Time Ironjawz or my squigs which is pretty much straightfoward, but an endless spell list will require even more tactical thinking. So far i am taking in a1,5k list: 

    Allegiance: Gloomspite Gitz

    Leaders
    Skragrott, The Loonking (220)
    Webspinner Shaman on Arachnarok Spider (280)
    Fungoid Cave-Shaman (90)
    Madcap Shaman (80)

    Battleline
    60 x Stabbas (360)
    - Pokin Spears & Moon Shields
    20 x Shootas (120)

    Total: 1150 / 1500
    Extra Command Points: 0
    Allies: 0 / 200
    Wounds: 108
     

    Leaves me with 350 for spells or Changes. That would be core and 60 stabbas seems to be mandatory. But I Can switch things up, super Open and thankful for suggestions.

  22. 3 hours ago, Danish Bull said:

    How many times Can you use the ard fist battalion ability to get more ard boys on the table, if you have 6 command points, Can you use it 6 times?

    As I read you can use it as often, as you have CP to your disposal everytime a unit dies. So if you have 6 you can possibly summon 0-60 ardboys, yeaaaay! ^^

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