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DestructionFranz

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Posts posted by DestructionFranz

  1. 1 hour ago, GeneralZero said:

    From the actual infos that I've gathered here and there, it seems that according to actual warscrolls, the 3 units in the box (tyrant aside) are pretty lame. Maybe the ogors by 12 are strongs.

    So, for me, the real question is how will they mix with the Beastclaw raiders? Because 2 SC! + 2 halves ogors of feast of bones will give you a full army, versatile and with enough variety to play several builds. Just add later few things like the new decor, a wizzard, or some other characters and you're pretty much done for reasonable budget. (even 1 SC! would work)

    In my opinion they will be mixed like the Ironjawz and the Bonesplitterz are mixed in the "Big Waaagh!". 

    So, three ways to play, pure Gutbusters, pure Beastclaw Raiders and a mix of both in a third army. 

  2. 8 hours ago, MKsmash said:

    Not only that, take a unit of 60 and have ridiculous amounts of dice, be able to do damage, screen fantastically, and hold objectives indefinitely. Very underrated.

    180 attacks are not so base.  🙂

    If you can buff them with new rules  they will be very precious. 

  3. 5 minutes ago, Kowbasher said:

    Ran The Big Waaagh! yesterday in a friendly 2k match again Fyreslayers. Can't recall the scenario as we both proceeded to ignore and tried to bash each other's brains out.

    Not an expert on Fyreslayers, but from memory he was running:

    Fyreslayers

    Leaders:

    • Runefather on foot
    • Runesmiter on foot
    • Runmaster
    • Battlesmith

    Battleline

    • 10x Vulkite Berzerks (pair of axes)
    • 30x Hearthguard Berzerkers (poleaxe)
    • 30x Hearthguard Berzerkers (poleaxe)

    Warscroll Battalion

    • Lords of the Lodge

    1980pts

     

    Big Waaagh!

    Leaders

    • Gordakk
      • General
      • Mount Trait: Loud'un
    • Savage Big Boss
      • Glowin' Tattooz
    • Warchanter
      • Gold Toof

    Battleline

    • 20x Arrowboyz
    • 20x Savage Orruks
    • 3x Gore Gruntas
    • 3x Gore Gruntas
    • 5x Brutes
      • Ironfist Big Boss

    Warscroll Battalion

    • Kunnin' Rukk
    • Ironfist

    1990pts

     

    We're both newer players to AOS, so we probably both made a bunch of mistakes, but it was a fun match.

    His basic plan was to buff up the big blobs of Hearthguard and point them at something, keeping his heroes nearby to keep that tasty 4++. My plan was to see how killy they were so I steered right towards them - which was probably my undoing!

    I deployed first, keeping centerish with the Kunnin Rukk on one flank and the Ironfist on the other. Gordrakk was deployed center. Opposite my rukk and fist were the HG'zekrs.  

    I took first turn as I feared getting caught by a surprised charge if he rolled hot for his Un'gold rune that gives them +2 Mv and +2 Charge. I knew if I could get some Waaagh! points generating first, I'd be able to get some bonuses early.

    Turn 1

    By the end of my Hero Phase I had 13 Waaagh points and was feeling confident sitting having activated the 6++ save.

    • 6 from Gordrakk
    • 2 from Warchanter
    • 5 from Ere We Go command ability

    I Warchanter buffed and Mighty Destroyer'd the Brutes forward to simultaneously charge on blob of HGZs along with Gordrakk, while I Kunnin moved the Savage Orruks against the other blob.  The 60 unbuffed Arrowboyz shots killed one HGZ (all they see catch after moving) and I moved to the charge phase.

    I successfully got Gordrakk and the Brutes against 1 blob of HGZ and the Savage Orruks charged the 10 man unit of Vulkite Berzerkers. I rolled hot with my Mighty Bulk and score 7 mortal wounds against the HGZ, killing 2 outright with some bad saves!

    I gained 3 more points of Waaagh! from the Savage Orruk charge, and having Gordrakk and the Savage Orruk in combat, bringing my total up to 16 - just enough to enjoy the +1 to Hit!

    I popped 'Loud'un' giving the majority of the HGZ -1 to hit and Gordrakk's command ability, picking all 3 units in combat (giving everyone a 2+ to hit!) I chose the Brutes with Violent Fury to fight first, but kinda whiffed my wound rolls, only killing 2. He responded by attacking Gordrakk, but between the -1 hit and some hot saves, I only took 3 wounds in return. Unfortunately the Brutes didn't fair as well and I lost 3 of them in one go.

    I activated the Savage Orruks and he popped the Vulkite's once per game ability to have his slain models pile-in and fight. I rolled decent and took out 4, losing 2 in return. He hit back, killing 1 more - otherwise not a bad exchange. Gordrakk then took his swings, killing 3-4 more.  

    He popped Inspiring Pressence on the HGZ to stop from losing anymore to battleshock, but held steady. At the end of the turn I was feeling super confident - I should have known better...

    At the start of his turn he proceeded to choose the Un'gold ability that gives his wound rolls of 6 to be worth +1 damage. He got off all of his prayers (sorry can't recall names) but suffice to say, +hit and re-rolls were everywhere.

    He shifted his free blob of HGZ to counter charge the Savage Orruks and save his Vulkite, but otherwise didn't charge with anything else. (problem with 30 man squads - no room for activities!) Skip ahead to combat, and he activates the HGZ in combat with Gordakk and the Brute leftovers proceeds to kill everything without breaking a sweat. The extra point of damage on 6s easily scored 19 wounds on Gordakk as he was rolling a ton of dice for the mob. The Savage Orruks also cave under the might of the other HGZ blob. So many beards... so much sweat...

    At the end of round 1, I was down Gordakk, 5 brutes, and 20 savage orruk. He was down around 10 hearthgaurd and 5 vulkites. At this point it was kinda clear he had won the match, but I won the roll-off and took first turn - more an experiment to see how much damage the double shot from Kunnin Rukk could do. Spoiler alert - not much against 4++.

    In the end we had a fun time, but I was a bit dismayed at how tanky those beardies were. It doesn't seem like much on paper, but 5+/4++ is super strong, and I'm still scratching my head if there is a way to fight them head to head. When I play him again later this week, I'll be trying  the Big Waaagh! again but with some changes:

    • Dump the Kunnin Rukk and bring 1 mob of 30 Arrowboyz instead
    • Bring more mobs of at least 10 orruks - probably Ard Boyz
    • Pick Gordakk's targets more intelligently - it's tempting to get his into the fight turn 1 to start gaining Wounds and Attacks, but if he's dead you lose 6 Waaagh! points a turn

    Hope folks find this write-up from a noob helpful! 

    the weak point of the Fireslayers is the extremely reduced speed. Try to stay away from him and shot from distance. Screen your arrowboyz as much as you can and use Kunning Rukk to shot twice. 

  4. On 10/20/2019 at 1:18 PM, Albioin said:

    Lacks speed, which may hamper you're ability to adjust to objectives. You have some big backline blobs mind. 

    I'd considering dropping the kunnin' Rukk (big bosses aren't fantastic anyway so 2 are a bit eh imho) and upgrading one unit of arrow boyz to 30 and drop the other, then use your free points on boarboy maniaks. Maniaks are a great place to put your buffs on if the orruk blobs somehow go down, and can move miles with Breath. 

    You've got the hammer (and I guess anvil) sorted in one, just need to have a way of getting around the board. If you use your kunnin' ability to move your Arrowboys you lose the big advantage of having them in that battalion. 

    Thanks for the suggestion. I apreciate it.

     I was thinking about a defensive deployment, let the first turn to the opponent, try to screen my wizards and my arrowboyz (even using the Brutal Rukk) and shot my enemies from the distance. 

  5. 18 hours ago, kenshin620 said:

    Though speaking of models, I'm curious if all the resin models are still in. I assume so since you can still buy them? As opposed to the great cleansing of Cities of Sigmar which now has occurred several long weeks ago.

    I consider the resin Meneaters the most funny and cool Gutbusters models. I hope that they will receive a "playble" rules and a proper cost.

    Moreover I'm very happy that the Gnobblars still live in Gutbusters world because they are very useful to catch objectives and  distracting enemies.

  6. 22 hours ago, Skumbaagh said:

    When can we expect the errata/faq for warclans? What changes do you guys think it will bring? 

    Ardboys battleline in fives? Mount trait for gordrakk? 

    I think that Gordrakk can already have a mount trait. 

  7. I'm a Destruction player (I play Mixed Destruction, Ironjawz and Beastclaw Raiders) that is incredibly surprised about how fun the new Bonesplitterz seem to be. 

    I'm thinking about a pure Bonesplitterz army. 

    What do you think guys about my hypothetical list on the pictures? 

     

    Screenshot_2019-10-20-00-15-30-05.png

    Screenshot_2019-10-20-00-15-35-20.png

  8. 11 hours ago, Dejnar said:

    Hey guys.

    As I'm hoping there will be a new tome shortlyso  I'm trying different lists in the meantime.

    Nothing competetive, only local club.

    What do you think of this setup? Overtyrant becasue awesome model and bribing thing. Arrowboyz because range support. Shootas because I ran out of ogres.

    image.png.70d58c40e40d5aa63f0193bf8b6501d1.png

    Also, is there anymore info concerning the new tome?

    I'm getting restless.

    /D

    I like so much your Tyrant with Gutgouger configuration. 

    I don't like using Savage Arrow Boyz. They are very strong used in a Bonesplitterz army with their abilities and Kunning Rukk. Used in a Ogor army they are almost unuseful. 

    I would spend some points for a Fungoid Cave Shaman plus a Mork's Mighty Mushroom ti manage hordes. 

  9. On 10/17/2019 at 11:25 AM, Belakor said:

    Hello guys, I'm planning on building and painting a Yhetees heavy list. The plan is to snipe threatening units with 3 Blasts of Frost first turn, If we dont get first turn (and Thundertusks are hurt) we can heal them with the 2 Blizzard Speakers that will go off on a 2+ most of times to deal the 6 auto MW . All the yhetees can Run and Charge being near any Thundertsk and Frost Sabres can pull aggro before piling in with the yhetees to keep them safe. Few doubts I have:

    • Is Everwinter's Master the most optimal command trait?
    • Is the lack of magic very punishing?
    • For the Artefect, Is it better the The Pelt of Charngar or MW protection like Ignax Scales?

    Here's the list:

    Allegiance: Beastclaw Raiders
    Mortal Realm: Shyish


    Frostlord on Thundertusk (420)
    - General
    - Trait: Everwinter's Master
    - Artefact: Ethereal Amulet
    Huskard on Thundertusk (360)
    - Blood Vulture

    Huskard on Thundertusk (360)
    - Blood Vulture
    6 x Icefall Yhetees (220)
    6 x Icefall Yhetees (220)

    6 x Icefall Yhetees (220)
    2 x Frost Sabres (40)
    2 x Frost Sabres (40)
    2 x Frost Sabres (40)
    2 x Frost Sabres (40)
    2 x Frost Sabres (40)

    Total: 2000/ 2000
    Extra Command Points: 

    That list sounds very fun to play.

    In my opinion the weak points of your list are the lack of magic and the fact that you Will suffer against hordes. 

    You can try to solve both problems hiring a Fungoid Cave Shaman, (it's useful even for Command Points generation) and the Mork's Mighty Mushroom. 

    I would take out the Frostlord on Thundertusk, for another Huskard on Thundertusk (to have triple Blizzard Speaker). 

     

  10. On 10/11/2019 at 1:57 PM, Tc63 said:

    Hi all! 
     

    putting together a list based on models I currently own and looking at backfilling with a few of the newer boxes. 
     

    Are Squig hoppers and / or Boing Grot Bounderz useful in minimum unit sizes? I was thinking of having one unit of ten hoppers and one unit of five Bounderz. The hoppers would do their own thing, but the Bounderz I was going to use as a counter charge unit. 

    I' d use 10/15 boingrotz and 1 or 2 units of 5 squig  hoppers. (They are very fragile and don't like to be in combact but just strolling around to take objectives.) 

  11. 8 hours ago, ShaneHobbes said:

    Playing against shooty stormcast, what do you guys think would be better? Ironsunz for the -1 to hit first turn or Bloodtoof for the guaranteed teleport to mess with their backline? My opponent favors deepstriking double balistas with vanguard Raptors and I'm worried of losing a MBMK before it even gets into combat.

    I would go with Ironsunz. 

  12. 3 hours ago, annarborhawk said:

    True. That's why I like the Frostlord on Stonehorn in addition to the Huskard. I realize that's more points.  I tend to shy away from Thundertusks as overrated anyway.  If you are going the Thundertusk route, it's better to have multiple ones anyway.  The way I play it, it's either all hard-hitting melee - meaning Stonehorns, Yhettis and Mournfang OR  multipleThundertusks at range screened by other stuff.  In my experience, when I try to do a little bit of both, it is not as effective as doing one of the two all-out.  Probably just my preference/play style.

    I totally agree.

  13. On 10/10/2019 at 8:38 PM, Sartxac said:

    How do you look this list for a competitive battle of 2000p vs mortal khorne?

    Allegiance: Beastclaw Raiders
    Mortal Realm: Shyish
    Huskard on Stonehorn (320)
    - General
    - Chaintrap
    - Trait: Massive Bulk
    - Artefact: Ice Mammoth Skull Plate
    Frostlord on Thundertusk (420)
    - Artefact: Ethereal Amulet
    4 x Mournfang Pack (280)
    - Gargant Hackers
    4 x Mournfang Pack (280)
    - Gargant Hackers
    Stonehorn Beastriders (300)
    - Option: Chaintrap
    2 x Frost Sabres (40)
    2 x Frost Sabres (40)
    2 x Frost Sabres (40)
    2 x Frost Sabres (40)
    2 x Frost Sabres (40)
    Eurlbad (170)

    Total: 1970 / 2000
    Extra Command Points: 1

    I would change Frost Sabres for Yeethees.  6  for 220 are a good bargain, and the Frostlord on Thundertusk for a Frostlord on Stonehorn. 

    Change even the realm l would use Asqhy to have the Termalrider Cloak and the Ignax Scale on the two Stonehorns... 

    A Stonehorn with Termalrider Cloak is very useful better the the Frostlord on Thundertusk.  

     

  14. 1 hour ago, annarborhawk said:

    If it were me, I'd put the Frostlord on the Stonehorn and the Huskard on the Thundertusk.  In fact, Frostlord on Stonehorn with Ethereal Amulet is basically our best unit.  Also 3x Yhettis are better than 6x Frost Sabres in most situations. Especially against mortal Khorne, your list is practically made for giving him cheap Blood Tithe with all those min Sabre units!

    In that case he cannot use Eurlbad Battalion beacause the Eurlbad must be composed by: 1 Huskard on Stonehorn as battalion leader. 

     

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