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That Guy

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  1. I just played the alternative list with the 3rd morboy replaced by some Boarboy Maniaks and the Aleguzzler. My opponent was a player playing the new Gloomspite Gitz. The fight was absolutely intense. Those Gloomspites are strong, and that moon is annoying, debuffing my dokks and wurrgog -1 to cast under the moon. He used Skragrot to keep targeting my characters, spread his shots on them so that it does mortal wounds at the end of the turn to like 4-5 to them, very annoying. Also grots under their loonshrine are really hard to shift, even with our amount of attacks. He assassinated 2 of my dokks by jumping over them with some squig hoppers and charging them with Boingrot bounders. But in the hero phase I still had massive dominance and assassinated skragrott asap. The amount of hits this list does is really crazy, I kept chopping grots down like they were broccoli sticks facing a cooking knife. At the end I had too much bodies for him to handle, our army doesn't care for mortal wounds against us compared to normal hits in all honesty. We tank with our wounds and he noticed that too. That Mangler Squig though tore through my aleguzzler in 1 turn, the aleguzzler couldn't do a thing, but at least he died, so my morboys retaliated on the mangler squigs and let's just say, WE GOT EM BOYZ. I actually Deff Rode him into the ground. His shoota's focused on taking my 1 morboy unit down, and eventually he succeeded. Lost 47 morboys. Won the game 12 to 8 VP.
  2. Ah yes, I do have an alternative list for that. I swap the 3rd Morboy unit for a unit of 5 Boarboy Maniaks and an Aleguzzler Gargant. You do lose about 33 wounds on it, but you get yourself a unit that can always fight twice and can rush objectives, and the sacrificial Aleguzzler, well... i mean, the gargant can still swing a good chunk of damage in, but the idea is to let him die of course. Yes, that’s why with the Drakkfoot one, you have the LARGE amount of offensive spells, including Endless spells to bypass the need for rend altogether. Also with the amount of blows you deal in these lists, forcing all those saves, is almost running the need for rend into the ground. The Icebone list, at least the last one, also includes the fungoid with a vortex. His own spell can hurt, and with the cogs, combined with their own thumper and the Waaagh!- Monger trait, means that the Boarboy Maniaks shall receive a +5 to their charges, which makes pulling the Snaga Rukk ability off easier. A mortal wound for 50% of the models that charges. But yes the Icebone clan lists do lack the reliable rend or big amount of mortals nonetheless.
  3. I understand, i've posted a few more lists up there, with a few more wounds. The problem with the Snaga lists is that honestly I don't see a reason to add in anything else than boarboys. What do you think about including Savage Boarboys? They are 40P cheaper, but in all honestly I like the Boarboy Maniaks way way more compared to them. Not only do they fight twice in the combat phase, but they also have an extra attack on their chompa and re-roll 1's to hit intrinsic. But the Savage Boarboys have a better save of 5+, gain the ability to retreat and charge, lose an attack on their main weapon, and do not fight twice, for 40P cheaper. I truelly wonder if it's worth including them, and also, might it be worth taking the Boar Stikka's? while getting a -1 on the to wound, they do 2 damage each to Monsters, and have 2". That range isn't that impressive on boar units in my opinion, but the 2 damage straight against monsters might bring potential. I think i'll edit the last list again, because well, 1: I found out it's illegal at the moment, there's not enough units to justify the amount of allies(3), because that would mean we need to dillute the Boarboy Maniaks into a bunch of 5 boar units. and 2: I think we do need the endless spells. So with some pain in the heart, I think it's smart to get rid of the second Fungoid, while it, by itself is worth it's point on average giving us 2 CP more in a game. We do lack an endless spell or two and the second fungoid, couldn't really cast anything useful. We get cut down around 2-3 CP for the game, but... even with just 1 fungoid and the 2 battalions, you start turn 1 with 3 CP and a 50% chance on a 4th. Overall we should still get 8CP over the entire game (1 for each turn for a 4 turn game + 2 from the 50% chance Fungoid + 2 from the battalions). And with the Aetherquartz Brooch, you can recycle 2-3, which means you still get a total of 10-11 CP on average with this list excluding the second fungoid.
  4. Updated lists. Let me know what YOU think.
  5. I found it in the Core Rules FAQ, that allied heroes can't take artefacts. I will change the lists accordingly. I fear for the same, back to Savage Warboss it is at that point. Also, what do you guys think of including a chronomantic cogs in a Snaga Rukk/Icebone list? Getting that +5 Charge and 13 movement on most units.
  6. On that regard I made a new list, using the Snaga Rukk and the Icebone Warclan, using the the command point re-cycle tactic. Allegiance: Bonesplitterz Realm: Hysh LeadersManiak Weirdnob (120)- General - Artefact: Da Icebone Skull- Trait: Waaagh! - Monger- Lore of the Savage Waaagh: Brutal Beast SpiritsManiak Weirdnob (120)- Artefact: Aetherquartz Brooch- Lore of the Savage Waaagh: Hand of Gork (or Mork) Maniak Weirdnob (120)- Artefact: Ju-Ju Wotnotz- Lore of the Savage Waaagh: Squiggly Curse Orruk Warboss (140) - Great Waaagh! Banner - BoarFungoid Cave-Shaman (90)Battlelines15 x Savage Boarboy Maniaks (420)10 x Savage Boarboy Maniaks (280) 5 x Savage Boarboy Maniaks (140) 5 x Savage Boarboy Maniaks (140) BattalionsSnaga Rukk (170)Icebone Warclan (160) Endless Spells Chronomantic Cogs (60) Balewind Vortex (40) Total: 2000 / 2000Allies: 230 / 400Wounds: 133 The list obviously focuses around mobility and maximizing attacks on the Boarboy Maniaks. With this list you should start out with 3CP +1, because of a new turn + 1 because of the Mouthpiece of Mork. It is possible to start with 4CP or even 6CP, depending on your luck on rolling for the Mouthpiece. Each turn on average will give you another 2CP. The Icebone Skull can keep your weirdnob longer alive, while he boosts Boarboy Maniaks even more for the charge with the Waaagh!- Monger trait. Being able to buff the charge by 1 makes the Maniaks have a +3 on their charge. This makes it more likely to get ability off from the Snaga Rukk. Artefact on the second Weirdnob is obviously to re-cycle CP's, the Hand of Gork ( or Mork) is huge in a list like this. The Icebone Clan changing their movement in 11" instead of 9" means that with this spell 1 unit is able to move 22" or even 33", which is absolutely insane. The artefact on the Orruk Warboss, is there for defense of this key model in the list. Sadly he will be running a lot since he will be somewhat slower than the rest of the clan. The Fungoid Cave Shamans are nice to have on the objectives or try and get them as close as possible. The Balewind Vortex is especially very effective with a Fungoid Cave-Shaman boosting his D6" range spell to a 6+D6, Ouch!. And being able to cast an additional spell, they can launch off a pendulum endless spell. Tell me what you think! EDIT: Took out the artefact on the allied hero. Took away the endless spells, added a Maniak Weirdnob with Ju-Ju Wotnotz artefact. The other option is getting rid of 1 of the Fungoid-Cave Shamans and than adding either a Wurrgog, Maniak Weirdnob or another 5 Maniak Boarboys. At this moment we lost the endless spells and an extra CP, but gained a Weirdnob, with an artefact. EDIT 2: Took out 1 of the Fungoid-Cave Shamans. Added Endless Spells: Chronomantic Cogs and Balewind Vortex. The Cogs will boost te list going even faster and give the +5" charge total, which is great with the Snaga Rukk ability. The Balewind Vortex is great for the Fungoid Cave-Shaman.
  7. Yes, you are right, this is another thing that is a benefit when you get to attack multiple times, you get to pile in every single time.
  8. Not to mention the new breakthrough of the almighty Waaagh! Taking the realm of Hysh and picking the Aetherquartz Brooch(everytime you spend a CP, roll a dice, on a 5+ you get the CP back). Than ally in the max amount of Fungoid Cave-Shamans, which is 4 (360) on a 2000p list. The Fungoid Cave- Shamans have the Mouthpiece of Mork ability which gives you an extra CP on a 4+ in each hero phase. On average you should get 3CP every turn than, and on average you should re-cycle 1 of those, resulting in being able to spend 4CP a turn. Since Waaagh! are stackable you can use this on the Orruk Warboss and force multiply Morboys to lunatic levels, or any other orruk unit. Ironjawz can do this better with their Waaaghs! being able to add 2 attacks on a roll of a 6. This results in like 5-8 Extra attacks. But what we can do is also make our units attack multiple times, which will DOUBLE the amount of attacks that they use. So say you spam 3 Waaghs. Than a unit of 30 morboys would get .... 241 attacks. Than attack twice and... well... that's 482 attacks from 1 unit. You probably realize how nuts this is, especially since there's also possibilities to attack 3 times..... We have access to this completely legit though. Edit: The Warboss Command ability only applies in the next combat phase, so attacking in the hero phase doesn't give the bonesplitterz the extra attack. Hmmmmmm, this makes me even reconsider my Drakkfoot list, it seems the Orruk Warboss is a lot more effective in a Snaga Rukk in that case, since Boarboy Maniaks attack twice in the combat phase, but the Wurrgog and the Blood Waaagh! Spell, both make a unit attack in the hero phase, and therefore the extra attack buff of the warboss doesn't work for them. The Savage Warboss on the other hand can affect only 1 unit, if you get the +1 to hit from a monster dying for your Morboys and +1 from Brutal Beast Spirits, you can make it trigger on a 4+. Now with the Wurrgog you can make them attack again in the Hero Phase, and you can also do a Blood Waaagh! in the hero phase. So... a 30 model unit would do 61 attacks. 30.5 which generate a new attack. So in total 91.5 attacks. Which, means a total of 274.5 attacks in a turn. Adding say... 2 x 30 other Morboys attacking normally, that would be 396,5 attacks. Now that would cost you 2CP and being able to attack every single morboy in a 3 x 30 Morboy list. Now let's take the Warboss and you use 2 CP to make a unit attack twice also and use Blood Waaagh!. Hero Phase: 183 Attacks. Combat Phase: All 3 units get +1 attack . 121 attacks per unit, which is 363 total. Total: 546 attacks. But this is only if you get to attack with all your units. The thing is.... use more Waaagh! and you add 60 attacks to each morboy unit everytime. While using the Savage Orruk Boss adds 30.5 for each time a unit gets to attack. The Blood Waaagh! you get to use only once per turn. And fighting once extra using the Wurrgog will give you a full 91.5 Attacks. As you can see, both tactics work, but for full force multiplying the Orruk Warboss, STILL wins, in fact, using the Wurrgog ability could even been seen as a waste instead of using another Waaagh! But don't underestimate attacking in the hero phase.
  9. I love it, amazing conversion. I have to say though, i do get an ironjawz feel out of it, but perhaps it’s because of the lack of the beast mask. All in all a great conversion. Did you use Gordraks head? Also i like the little beastclaw touch there. I want to do some Prophet and Wardokk conversions myself sometime. Thinking of something like these:
  10. You are partly correct, i just checked the battletome again and it does say Bonesplitterz Hero or Bonesplitterz Wizard for the Bonesplitterz Artefacts. Also in the core rules it specifies that allied heroes can’t benefit from allegiance abilities and the army artefacts are part of them, BUT realm artefacts are not, i’ve not seen any rule against taking a realm artifact like the Gryph-Feather Charm from the Realm of Ghur on the Orruk Warboss, in my Kop Rukk list. Thermalrider Cloak is indeed an option, but the question is... do you want to give up a -1 to hit debuff for your opponent in both shooting and melee for 3” extra movement and fly? Especially on a Wurrgog Prophet, this results to a -2 to hit, combined with Look Out, Sir! for ranged attacks and also -2 to hit for melee, because of the Wurrgog beastmask ability. I’ve looked into it briefly, since i’ve started up a squig list for them. I think Boingrot bounders on 1000p can offer some nice anvil for your forces. Giving you some armour to work with, also the mortal wound output on the charges. 10 boingrots fit perfectly in a 1000p list. And 20 in a 2000p one, if you wanna go that far. Also stabbas in MSU configuration do really well on back end objectives, with the icon boosting save +1, they can have a 4+ save out of cover. Or vs melee oriented armies the banner for +1 bravery, even so... they do suffer from low bravery nonetheless. Also objectives usually count models around them and never wounds. Stay clear of shootas, your arrowboys, destroy shootas in efficiency. Dankholds are no monsters and therefore, still go with Aleguzzler Gargants. Troggoths can give you some sustain, but nothing what your hordes can’t do. Big Stabbas can provide rend and mortals. But if you like troggoths, they are not bad. Arrachnaroks in 2000p lists can offer you a deepstrike spider to threaten with and is counted as monster if it dies, for da morboys. Also the flinger arachnarok is not too shabby for some attack order shenanigans. The moonclan heroes though! That’s where it’s at. They can provide massive support, the fungoid cave shaman can generate extra command points and the madcap shaman can add -1 to hit debuff for ranged attacks on one of your units, because it targets a friendly unit. Also a special mention to the endless spells of the gloomspite, most can be taken by just including a wizard with the right keywords. If you take the arachnacauldron you can even have access to the entire moonclan lore! I forgot to mention, in 1 of my lists i allied in a mangler squigs. ABSOLUTE carnage unit, goes the Skarbrand route if it when it dies more after the midpoint of his wounds. Also if it dies? Morboy buff.
  11. Allegiance: Bonesplitterz Realm: Ghur LeadersManiak Weirdnob (120)- General - Artefact: Da Icebone Skull- Trait: Waaagh! - Monger- Lore of the Savage Waaagh: Brutal Beast SpiritsManiak Weirdnob (120)- Artefact: Ju-Ju Wotnotz- Lore of the Savage Waaagh: Squiggly Curse Wurrgog Prophet (140)- Artefact: Gryph-Feather Charm- Lore of the Savage Waaagh: Hand of Gork (or Mork) Orruk Warboss (140)- Great Waaagh! Banner - BoarBattlelines15 x Savage Boarboy Maniaks (420)10 x Savage Boarboy Maniaks (280) 10 x Savage Boarboy Maniaks (280) 5 x Savage Boarboy Maniaks (140) BattalionsSnaga Rukk (170)Icebone Warclan (160) Endless Spells Quicksilver Swords (20) Total: 1990 / 2000Allies: 140 / 400Wounds: 156 This is what I ran, the choices are pretty obvious, but i’ll answer questions. I wasn’t sure if I could take glowin’ tattooz on the allied in warboss. The app allowed me to and the battletome says a hero with the Bonesplitterz allegiance may take: so i wasn’t sure and took Ju-Ju Wotnotz instead.
  12. Oh yes. Absolutely terrifying in an Icebone Warclan, once again adding the Orruk warboss with them, buffs boths the boar and the chompa. Wurgog shaman once again can make them absolutele monsters, again reaching 3 x fighting in 1 turn. It’s obvious that this force won’t do the magic that the Kop Rukks do in combat, BUT the weirdnob spells on them are kinda half working, since it will only affect the boar attacks unless you roll a double on your cast. Their initial charge is devastating though, with the re-rolls on the to wounds and possibly some mortal wound output. The Wurrgog does have trouble to keep up, but the 15” range does help on his command ability. Also the amount of models is easier to work with and to get all in combat.
  13. While I do like both your lists i feel you do yourself short by not including any endless spell, nor a Monster, or a 4th dokk. The 4th dokk is a big one, allowing you to split your dokks, each duo going with 1 unit of 30 morboys. Personally I think an Orruk Warboss, is a flat improvement on the Savage warboss. + 1 attack and re-roll 1 to wound, far outdoes adding attacks on 6’s even if you buff it. Now.... i do understand in your first list, the savage boss can also affect the arrowboys. In your 2nd list it’s kinda mmm... my biggest advice is dumping the big stabbas, while they are effective elite killers and monster killers. Your arrowboys and especially morboys and your shamans will do the trick alone. Instead of them you can include a warboss with an endless spell or 2 or even a Aleguzzler Gargant with an endless spell or a 4th dokk with spells and endless spells. Both which shall GREATLY force multiply your entire list. The gargant once it dies, will buff your morboys permanently and the endless spells will be of great impact because of kop rukk and Drakkfoot Warclan.
  14. Of course it's 363 attacks... not 343, the brain has farted.
  15. So regarding AoS 2.0. A bunch has changed for this army, from efficiency in the hero phase, to more units being battleline, endless spells and the horde meta we are in now. Therefore I decided to make a few new lists. Here's 2 of them I would like to have some feedback on, actually just give your opinion as well. I will give some follow up reasoning for my choices as well. Allegiance: BonesplitterzRealm: Ghur LeadersWurrgog Prophet (140)- General - Artefact: Gryph-Feather Charm- Trait: Squirmy Warpaint - Lore of the Savage Waaagh: Gorkamorka's War CryWardokk (100)- Artefact: Big Wurrgog Mask - Lore of the Savage Waaagh: Hand of Gork (or Mork) Wardokk (100) - Artefact: Mystic Waaagh! Paint- Lore of the Savage Waaagh: Brutal Beast Spirits Wardokk (100)- Lore of the Savage Waaagh: Bone Krusha Wardokk (100)- Lore of the Savage Waaagh: Squiggly Curse Orruk Warboss (140)- Great Waaagh! Banner -BoarBattlelines30 x Savage Orruk Morboys (300)30 x Savage Orruk Morboys (300) 30 x Savage Orruk Morboys (300)BattalionsKop Rukk (200)Drakkfoot Warclan (140) Endless Spells Balewind Vortex (40) Aethervoid Pendulum (40) Total: 2000 / 2000Allies: 140 / 400Wounds: 212 First of all I want to say that I decided to go the Kop Rukk way. The reason for this is because I think that Morboys as battleline and the power of Magic and Command abilities in 2.0 truelly are the hidden gem of Bonesplitterz. With the nerfs of the Kunnin' Rukk, the nerf on shooting all together(Units in combat can only shoot the unit they are in combat with, Trees line of sight blocking) it truelly is an interesting time. This list focuses on the raw aggression that the Bonesplitterz can bring in the Hero Phase and Combat phase. The idea is an overload of Mortal Wounds and up to 3 x Fighting, using the Blood Waaagh! Spell together with the Command ability of the Wurrgog. Putting the Wurrgog on the Vortex allows him to cast his own unique spell, blood waagh and the warcry in one turn with increased ranges. I took the warcry on the Wurrgog, because he has the highest bravery. On top of that together with the vortex, artefact and trait, he will sport a 3+ save with a 4+ mortal wound ignore. I decided on 4 Wardokks, so in case that I need to split up the force, I can let the Wardokks split up in groups of 2, to keep the Kop Rukk bonus going for the Morboys. The spells on the Wardokks are chosen to maximize on mortal wound output in the hero phase, while providing mobility to the army. The Wurrgog Mask artefact is the perfect artefact to take a strong Hero/Monster or problematic elite monster down. Why did i not choose to go for the Kunnin' Beast Spirits? Well in all honesty, like I said earlier, this list focuses mostly on pure aggression. Kunnin' Beast Spirits is a perfect flex pick though! Don't get me wrong. Especially in current meta, not being able to debuff abilities that go off on 6's to hit, this spell shines, because guess what... we can make them re-roll. So watch for your matchup and swap out Bone Krusha for Kunnin' Beast Spirits I would say. The Greenskinz Warboss, is just the perfect force multiplier for this army, not only does he give re-roll to wounds of 1, but also enables our morboys to go up 2 attacks, because they have 2 different melee weapons. This makes a single Morboy unit be able to dish out 121 attacks, up to 3 times in 1 turn. Yes, 343 attacks, what's up Khorne. Anyways the one thing I found missing, is that with this list, you don't have a guerenteed Monster to die in your game. You want a Monster to die, since you want that +1 to hit on your Morboys. So in my second list, I instead removed 1 of the 30 Morboy units, replaced it with 5 Savage Maniak Boarboys and added an allied in Aleguzzler Gargant to just throw at the enemies strongest units in order to... well, die swinging I guess. Let me know what you think folks. EDIT: Took the Gryph-Feather Charm from the Warboss, took Glowin' Tattooz from the Wurrgog. Put Gryph-Feather Charm on Wurrgog, put Mystic Waaagh! Paint on a Wardokk, for some broader and better unbinding. I understand that the Mystic Waaagh! Paint works te best on a Wurrgog, since he has 2 Unbinds, but I still think that a defensive artefact like the Feather is the way to go for the Wurrgog. Alternative options for the Wardokk, would be Dokk Juice, to boost it's sustain, or Savage Trophy, which boosts bravery +1 in a radius of 10" for bonesplitterz, both affecting the morboys and Wurrgog, who can use it for Gorkamorka's War Cry.
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