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DestructionFranz

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Everything posted by DestructionFranz

  1. In my opinion at the moment Ardfist is still usefull, but just if you run unit of 15/20 in a Big Waaagh Army. (because Ardboyz are much more better if played with +1 to HR and +1 to WR (of course 🙂 ), and moreover if played to support a unit of Savage Arrowboyz).
  2. I think Jagged Gore Hacka if you play Ironjawz and Pig-Iron choppa if you play Big-Waaagh.
  3. It was totally modified not just clarified. BEFORE +10 Boyz added to your Ardfist Battallion many times... NOW same number of Ardboyz added to your army, (so no more to your Ardfist Battallion) but just once per phase. It means that you have 50% of possibilities to respawn.
  4. yep, I messed up. The concept was, increase the number of Ardboyz because in turn 2 they will be 2+/2+ (HR/WR). If I were you I would change the Artefact on the Maw Krusha because "Destroyer" can be used just once in a game. Against Sylvaneth "Metalrippa's Klaw" is better with -3 rend. (Sylvaneth have a good save roll, especially in cover). Stay away from Spirit of Durthu with the MK and send to him the Ardboyz. The mount trait as well is not so good, I think you would find more interesting for your MawKrusha Mean 'un. (+1 Damage with Tail and Fist)
  5. Yep, I agree. Goregruntas are always better than Brutes. (ATM)
  6. I think, in unit of 5, but at the moment Ardboyz are better.
  7. I would put out the Boarboys Maniaks (280) + the Brutes (140). I would put in instead, 3 X Goregruntas to maximize to Ironfist effect in a unit of 6x. (160) Then I would put in 5x Ardboyz in a unit not of 20x to maximize tha Warchanter buff (in the Big Waaagh Ardboyz are better than Brutes). I would spent the last 50 point in a command point or in an Endless Spell.
  8. Do you know where I can find that rule about Ardfist? I know that someone asked but I cannot find where is the official reply...
  9. I've a tournament this weekend as well. Suggestions are welcome. This is my list: Maw Krusha ( Ironclad, Ignax Scale, Weird Un) 460 Warchanter 110 Warchanter 110 Weirdnob Shaman 110 Fungoid Cave Shaman 90 6 Goregruntas 320 5 Brutes 140 10 Ardboyz 10 Ardboyz Ironfist 160 Mork's Mighty Mushroom 90
  10. I like your list apart from that I'd use Weird un instead of fast un. Than I don't understand so much the 10 Savage Orruks. I would change them with some Ardboyz.
  11. It's time to rule the world... Aaaaaaaaarghhhh.
  12. I think that a MawKrusha with Weird Un + Ignax Scale + Ironclad (especially in a Big Waaagh army) is immortal. Even against Nagash or Tzeentch.
  13. The +1 or +2 to cast is just for that turn or for the whole game?
  14. Hi Guys. One simple question, in a Big Waaagh! army, how the Waaagh points work? When for example I have 12 points, do I need to spend them going to 0 to use the abilities or is automatical and the points last?
  15. Add 3 Ogors in one unit to have the discount. You pay 12 Ogors 400 points. Then I would add a Slaughtermaster, useful to buff your units. The Yeethees are useful for their speed and for the 6" pile in. I like so much the models, even if lots of people don't. With the right paint work they will become nice.
  16. Paint blue the bases before apply the baking soda, vinyl glue and white mixed.
  17. baking soda, vinyl glue, white, blu shade, white dry brush
  18. I think that they are the coolest models in the Gutbusters army. So I'm building a list with them just for fun. This one is the first...
  19. I think that you are right, but the BT is just came out, so I think we have to wait for a possible points drops. On the other hand I think that Ogor and BCR have lots of very interesting rules.
  20. The problems are the mortal wounds. I would choose the dual wield because in this game the attack is the best defence. So if you kill faster you enemy you will receive less mortal wounds. The high speed of the Igor army can be useful to kill as fast as you can the opponent. Or maybe I just hope that. 🙂
  21. This is great. Another good news is that the Yeethees are save!
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