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DestructionFranz

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Posts posted by DestructionFranz

  1. On 1/29/2020 at 1:15 PM, Floom said:

    I thought "Legends" was just a cohesive place to find the warscrolls and points for stuff like Greenskinz, Bretonnia, etc. Not recommended for matched play, but still there and hopefully continually supported in the app/warscroll builder. 40k got as much. 
    It's so weird that they would squat Gitmob but leave Greenskinz around. They even faq'd the GHB to purge the Gitboss and Gitboss on Chariot. I think it's indicative of an upcoming army and the removal was to avoid rules conflicts. 
    Anyway, I think it would work really well as a proxy. You should consider the blacksmoke mercenary company, maybe a cannon or organ gun would be a nice alternative that's legal? If you're using GA there's the squig gobba too. 

    I hope the Gitmob will be back soon. 

    Two week after I finished to paint 80 of them, they squat the army.  😞

     

    • Like 1
  2. 31 minutes ago, Arzalyn said:

    Hi Everyone! I was lucky enought to come across a really good deal on some second hand ironjawz last month, but I'm having a hard time expanding them to a full Big waaagh list. Around here everyone plays games at the 1.500 points level. I believe I could start with the following unities: 
     

      Hide contents

    Allegiance: Big Waaagh!

    Leaders
    Wurrgog Prophet (160)
    - Lore of the Savage Beast: Gorkamorka's War Cry
    Orruk Warchanter (110)
    - Warbeat: Get 'Em Beat
    Orruk Megaboss (150)
    - General
    - Trait: Brutish Cunning
    - Artefact: Metalrippa's Klaw

    Battleline
    10 x Orruk Brutes (280)
    - Pair of Brute Choppas
    - 2x Gore Choppas

    Total: 700 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 50
     

    Other than that I have a Weirnob Shaman, a Wardokk and 10 Savage orruks/arrowboys/morboys (didn't finish building them yet, leftovers from the warband I've built for  warcry). Do anyone have any advice on which unities I could add to the above list for a good/ok-ish 1.5k list? I'm also open to other configurations, i'm mostly trying to use what I alredy have (that why i have 10 brutes on the list).

    You can add 30 Savage Orruks to buff with your Wardokk to keep objectives. So 300 points + 80. Total 1080 points.  I would invest my money in some Ardboyz.  360 points for 20 models.  So total 1440 points. Than 50 points more to buy a command point to use to increase your Big Waaagh points during Hero Phase with 'ere we go' Command Ability.  

    Total 1490 points.

     

     

  3. 2 hours ago, Warmill said:

    After running a 2 krusha list for the last few months I fancy something completely different (mostly a list that isn't 100% reliant on t2 priority! 😂) for an upcoming tournament in a couple of weeks, this is what I'm considering.

    Allegiance: Big Waaagh!

    Leaders
    Wurrgog Prophet (160)
    - General
    - Trait: Master of the Weird
    - Artefact: Mork's Boney Bitz
    - Lore of the Savage Beast: Gorkamorka's War Cry
    Orruk Weirdnob Shaman (110)
    - Artefact: Shamanic Skullcape
    - Lore of the Weird: Wrath of Gork
    Orruk Weirdnob Shaman (110)
    - Lore of the Weird: Da Great Big Green Hand of Gork
    Orruk Warchanter (110)
    - Warbeat: Fixin' Beat
    Orruk Warchanter (110)
    - Warbeat: Fixin' Beat

    Battleline
    15 x Orruk Ardboys (270)
    10 x Orruk Ardboys (180)
    10 x Orruk Brutes (280)
    - Pair of Brute Choppas
    3 x Orruk Gore-gruntas (160)
    - Pig-iron Choppas

    Units
    5 x Orruk Ardboys (90)
    5 x Orruk Ardboys (90)

    Battalions
    Ardfist (120)

    Endless Spells / Terrain / CPs
    Balewind Vortex (40)
    Umbral Spellportal (70)
    Geminids of Uhl-Gysh (60)

    Total: 1960 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 146
     

    Plan is use the spell portal to snipe heroes with wrath of gork, a couple of 5 ardboy units for teleporting objective stealing and powering the wrath, brutes for bullying (I find them a lot better when the special weapons are on 3+2+) and ardfist for respawning if I'm lucky.

     

    I'm not expecting to finish high but I think it will be a lot of fun and just a completely different experience. Right now I've got 40 points spare and I'm torn between whether to stick in another endless spell or go for the ironfist instead. If I go ironfist I'll break down the 10 ardboyz into 2x5 for extra dice on wrath. I played one test game so far and with the waaagh points to buff casting the magic was surprisingly reliable, especially on the wurrgog at +4.

    I would drop off the Brutes to add 15 more Ardboyz that in Big Waaagh are better than Brutes. You will have just 6 drop instead of 7 that is always useful and more Orruks to increase Big Waaagh point at the start of your hero phase. 

  4. 13 hours ago, tripchimeras said:

    Always go 90% ironjawz with my lists but I've been thinking that the ideal situation is having a bunch of giant bonesplitters units as an anville, with a hammer of high rend units to hit against them.  The issue I keep running into with my armies is that whenever I do this I find myself left with 1 of a couple of things:

    1. Relying on rend 1 to handle the broadening horizon of high armor armies

    2. not very many bodies and relying on a Maw-krusha to do my work hoping he doesn't get shot/mortaled off board before he can do his thing

    Below is a list that I try to alleviate this problem with, not only do I have 1 source of high rend, but I have 2.  I have over 180 wounds in the army, and plenty of bodies for objectives and absorbing damage.  The big downsides are:

    A. No Battalion.  This is the biggie, not only am I down on command points in a traditionally command point heavy army, but crucially I am stuck with 1 artifact. Meaning my prophet isn't as effective as he should be.  I make this up a little with the extra command point (the alternative is a vanilla unit of 10 ardboyz that are never going to be benefiting from any buffs), but the magic frailty is an issue, with potentially 6 waagh points a pop I can potentially use my extra command point turn 1 to get the extra waagh points necessary to allow me to augment a couple spells that way without preventing me from going max waagh on T2, and at least T1 I can use the rogue idol to buff my initial phase, but it still stings.

    And B. I am sorely lacking augments to go around.  I can only augment one of the maw-krusha or the Rogue idol's damage output at any one time, and I can only modify the armour of 1 out of the 3 desirous targets with armor buffs each turn.

    Allegiance: Big Waaagh!


    LEADERS
    Megaboss on Maw-Krusha (460)
    - General
    - Command Trait : Brutish Cunning
    - Boss Gore-hacka and Choppa
    - Artefact : Metalrippa's Klaw
    - Mount Trait : Weird 'Un
    Wurrgog Prophet (160)
    - Lore of the Savage Beast : Kunnin' Beast Spirits
    Wardokk (80)
    - Lore of the Savage Beast : Breath of Gorkamorka
    Orruk Warchanter (110)


    UNITS
    30 x Savage Orruks (300)
    - Stikkas
    30 x Savage Orruks (300)
    - Stikkas
    5 x Savage Boarboys (130)


    BEHEMOTHS
    Rogue Idol (400)

    TOTAL: 1990/2000
    LEADERS: 4/6
    EXTRA COMMAND POINTS: 1

     

    So the question I am wondering is if it is worth it...  Normally I'd say no, but looking at exactly what I am replacing with the mawkrusha, 30 savages, or the rogue idol the alternative doesn't really feel better right now.  The alternative satisfies my psychological need to have all of my units 100% buffed, and have the requisite battalion to keep my drops in the 5-7 range, but thinking about the game impact, I'm having trouble thinking of how they do better in more situations.  Maybe wanting 60 savage orruks instead of the standard 90% ironjawz builds I've mostly been using up till now is an overreaction to meta conditions that won't be around much longer, but it does feel like it might be stronger.

    I like your list because you have lots of bodies and the super Duo MawKrusha-Rogue Idol.

    The weak points in your list are: - the lack of unpredictability, the lack of shooting weapons. Moreover, your Mawkrusha will die in the first/second turn if you don't hide him. 

  5. 6 hours ago, Klat said:

    With Mortal Contract I think a charging Maw-Krusha doesn't get any damage, Mortal Cotract says attack that inflicted damage, so the Maw-Krusha shouldn't be receiving the D3 in the charge phase, only in the Combat Phase

    I think in combat and in shooting phase as well. 

  6. 19 minutes ago, Scurvydog said:

    It should be played like this: Did the model do any damage in that phase? if yes, it takes d3 wounds at the end of the phase, no matter if it was 1 or 10 damage etc. So for a charging MK it would probably be d3 after the destructive bulk at the end of the charge phase (unless it rolled poorly and no damage was dealth), and then probably also again at the end of the combat phase if it dealth any damage there. If it did any damage with the shooting it would also take damage at the end of the shooting phase, but if it was me I would probably not attempt to shoot at all in that scenario.

    Just one question. Please. 

    How many arcane bolts can cast Nagash in a turn? 

  7. 12 minutes ago, Scurvydog said:

    It should be played like this: Did the model do any damage in that phase? if yes, it takes d3 wounds at the end of the phase, no matter if it was 1 or 10 damage etc. So for a charging MK it would probably be d3 after the destructive bulk at the end of the charge phase (unless it rolled poorly and no damage was dealth), and then probably also again at the end of the combat phase if it dealth any damage there. If it did any damage with the shooting it would also take damage at the end of the shooting phase, but if it was me I would probably not attempt to shoot at all in that scenario.

    Ok, like this sounds better. 

    It's still a very strong spell, but acceptable. 

  8. 2 minutes ago, Arcian said:

    Hmmm. It was my understanding that the debuff just deals the d3 if your unit did any damage to the OBR during that turn. I don't think it does a series of d3 based on the number of wounds your unit inflicted.

    I hope so, although it would be a little bit broken. 😁

  9. Just played Ossiarch Boneripers with my Faithfully Ironjawz. 🙂

    How  'Mortal Contract' spell works? 

    Because I charged with a MawKrusha, debuffed with Mortal Contract. 

    I made 24 damages to the unit. 

    My enemy rolled 24 dices at the end of combat phase doing 18xD3 mortal wounds... Is it correct? It seems to me a little bit broken, but maybe he was right....

  10. 19 hours ago, Overread said:

    I've only one warning - FW has been removing a good few models from AoS as of late - if you want a magmadragon and can afford a magma dragon I'd GET A MAGMA DRAGON. At the very least increased sales might save the mould when it comes up for renewal and it saves pains if they do remove it and you've "always wanted but never committed to getting one". 

    Actually I own two Magma Dragon, I would like just to play them...

  11. 14 minutes ago, PlasticCraic said:

    Have you been running yours @DestructionFranz? How's it going?

    Yeah she doesn't feel like a 540 point model. Especially since the keywords limit her to Mixed only, which is (presumably intentionally) more and more marginalised. 

    I dunno, 460 and give her the Hero keyword? 

    What faction keyword(s) would you give her?

    Yep, sometime I run mine, but running it just in Mixed Destruction at the moment is very frustrating. Especially for 540 points. 

    It would be very exciting having an entire FW Monster Battletome, but maybe I'm asking too much.

    Due the fact that now a MawKrusha costs 460, I think that 400/420 could be the right price. Or 440/450 with Hero Keyword. 

     

    • Like 1
  12. So guys. 

    Almost everything received a point reduction, apart from the beautiful Forgeworld model. 

    What do you think would be the right cost of the Magma Dragon? (At the moment is 540!!! ) 

     

  13. 2 hours ago, Chris Tomlin said:

    Entirely correct. I have zero sympathy for anyone who was abusing the loophole beforehand.

    Anyway, I had a good result at a two day five game event recently (2nd place, 4 major wins, 1 minor loss), using 25 Brutes and 0 Ardboys. If people are interested in a bit of a report (originally suggested by @Malakree) then I can type something up. Whilst I had some luck, I was pleased with my strats and overall play.

    Cheers, Chris

    Yes please, is always nice to share tournament experiences.

  14. 1 hour ago, tripchimeras said:

    Imo it doesn't really matter what was originally intended.  The point is it went from being competitively viable and relatively well balanced internally in comparison to ironfist to being competitively marginal.  Its a huge change, and means that the prevalence of Ironfist as the battalion of choice for ironjawz is pretty much going to go unchecked, and it removes one of our potential playstyles.  I understand the concerns around it, but I wish there was a less drastic solution.  A 50% chance of respawn isn't bad don't get me wrong, but the limitations are large enough that I'm just not sure you are going to see it very often competitively now.  The bonuses that come with Ironfist are just much higher this way.   I think there was a way to retain the reliability of the ability without it being crazy OP, it just would have been a rule wording that is not normally seen in the game, and GW seems to shy away from "uniqueness" in that way.  Again understandable, but its limiting.  If they had said something like "you can generate no more then 1 unit per phase in this way" it would have balanced out the rule much better.  You could still use multiple command points to ensure success, but you couldn't abuse it to reliably ever generate more then 90pts more then you started with.

    This is exactly what I meant. I could never have explained the concept better.

    In an attempt to make less OP Ardfist they made it useless. They should have kept the possibility to spend more than one CP per phase. 

    • Like 1
  15. 52 minutes ago, Malakree said:

    t then depends on what odds you think are worth the gamble. Personally I would put the bar at ~75% to be "breaking even" and 80% to be a "positive gain". Which means for me the ardfist is running.

    • Exactly 2 units of 10+ to break even.
    • 5 units of 10+ to be a net positive.
    • 3+ units of 15+ to be a net positive.

    Interesting result actually.

    Maybe I don't undestand one thing. Is it possible to use more than 1 command point to spawn the unit in the same phase if you fail an attempt?

  16. 2 minutes ago, Gibs said:

    What is that? 

    Gore-Gruntas can chose between two kind of weapons.  Right? 

    So one of them is preferable playing Ironjawz, especially in unit of 6, (Jagged Gore-hacka) due the fact that you gain +1 to hit and +1 to wound if you charge in the same turn.

    The other one is preferable playing Big Waaagh, because with that army you already have +1 to Hit and +1 to Wound (with 20 waaaagh point) but with Pig-Iron Choppa you have one more attack.

  17. 1 hour ago, DerZauberer said:

    While i'm glad the old ardfist was fixed, i think they made a mistake in fixing the battalion.

    The 4+ was great when allowing players to spam CP on it, as you could trade one ressource (CP) to have a higher probability if you really needed that unit. Now it makes the battalion such an random and high stake mechanic . When 30 Ardboyz get destroyed, you either get a incredible advantage by a lucky roll and the enemy is super salty or you loose the roll and your "list strategy" crumbles. 

    I'd love the limit of this battalion being on the unit being revived, not the CA. So you can still pump alot of CP into a unit if you really want it to be revived, but if it is back, its done and you can't use it that phase anymore. 

    Totally agree with you. Let me the chance to spend  more Command Point to trigger the Command Ability!

    • Like 1
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