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Leonhart040

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Posts posted by Leonhart040

  1. Hi people! I just had my first two games with Orruk warclans, one with IJ and the other using TBW. We didn't use realm and scenery rules, it was just two games to test the greenskins, and neither Warclans, just vanilla IJ. First game was against Stormcast Eternals, heavy raptor and evocator list, and the second one against Cities of Sigmar, gunline and stormcast.

    For the first game I used this list:

    Spoiler

     

    Allegiance: Ironjawz

    Megaboss on Maw-Krusha 
    - General
    - Command Trait : Brutish Cunning
    - Boss Gore-hacka and Choppa
    - Artefact : The Boss Skewer
    - Mount Trait : Heavy 'Un

    Orruk Warchanter 
    - Warbeat : Get 'Em Beat

    Orruk Warchanter 
    - Warbeat : Killa Beat

    Orruk Weirdnob Shaman
    - Artefact : Shamanic Skullcape
    - Lore of the Weird : Da Great Big Green Hand of Gork


    10 x Orruk Ardboys
    10 x Orruk Ardboys 
    10 x Orruk Ardboys 
    3 x Orruk Gore-gruntas 
    3 x Orruk Gore-gruntas 
    5 x Orruk Brutes 

    Ironfist 

    Extra Command Point

     

    The mission was "Knife to the heart" (GH2019). I won't relate all the game, just my main impressions. First turn teleport with Hand of Gork is great, put 10 ardboys in my opponent's backfield and I generated a threat he didn't expect. Shaman is useful but a bit meh, maybe with realm rules and more magic at hand it may do better. I didn't use "Mighty Destroyer" on my MK until turn 2, and that was a mistake, he was too far from other enemy units and did nothing. At least he could counterattack a unit of Evocators who wanted to conquer my objective...but died miserably at their hands. Warchanter with get 'em beat was very useful, the other with killa beat wasn't that good, all unit were always outside of range.

    Ardboys and Gruntas did all the job. Ardboys are the best unit of IJ (Bonus charge, bonus bravery, good attacking stats, shields...), followed by gruntas with spears. Brutes did nothing, and after two games I still feel they're a waste of points. Ironfist battalion is the key, especially if you five units in it and deploy them at the same time: first turn assured, and you CAN be in combat in the first turn. But I made a mistake, the battalion boss was one of the grunta bosses, and also the first to charge...and die. I have to be more careful with that.

    After three rounds I lost two units of ardboys, both gruntas, brutes and MK. My opponent captured my point and the game was over. I had the sensation that something was missing, that pure IJ lack something, so for next game I tried TGW.

    Second game was against Cities of Sigmar - Hammerhall (gunners, great swords, hurricanum, steam tank, evocators, sequitors,...), mission was "Escalation" (CB), a real pain in the ass of a deployment. No realm and scenery rules, and same list, just this time with TGW rules (so, no IJ battletraits). My opponent was also trying CoS for the first time, so it was a pretty slow game. We reduced the mission turns to 3 (5 normally) or we would have been there all night.

    Waagh! points are pretty easy to get, at least the first turn and hard to lose, so I had almost all abilities during most of the game. With Gordrak you have 6 points instead of D6, but then you can't equip him with "Brutish cunnin", and that's key. I've learn of my mistakes and used "Mighty Destroyers" on my MK, and also with the ironfist gruntas (leaving the boss unit a bit far from the front to avoid being shot). The MK destroyed two units and a half before he died, worth. This time the shaman was pretty useless... only succeeded with some mystic shield and bolt to move some units, but nothing else. Movement warchanter was key, again, and killer warchanter...did nothing.

    Ardboys were the MVP's of the game, again, also gruntas did their job pretty well before being exterminated, and brutes...well, they were on the battlefield at least... After 3 rounds, losing half of my army and playing not that aggressive as always, I won 7 - 2.

    So, finally, my first impressions. I love the brute models but...I feel they get completely surpassed by ardboys. Gruntas are good and they move is useful in games with far objectives. Ardboys, well, you know. Awful models, great unit. Warchanters are great two, but I'm not sold on using two if I'm using IJ, one always seems to much. Killa beat is more useful in IJ lists, and movement chant in TBW lists. Shamans are good, but maybe situational, depends on the rules of the game I suppose. MK is nuts, and I prefer the basic one over Gordrak (to expensive!).

    So, for my next game I plan to use a different and maybe extreme list, I'll explain you how it worked out later this week.
     

    Spoiler

     

    Allegiance: Big Waaagh!


    Megaboss on Maw-Krusha
    - General
    - Command Trait : Brutish Cunning
    - Boss Gore-hacka and Choppa
    - Artefact : Daubing of Mork
    - Mount Trait : Heavy 'Un


    Megaboss on Maw-Krusha
    - Boss Gore-hacka and Choppa
    - Artefact : Metalrippa's Klaw
    - Mount Trait : Mean 'Un


    Orruk Warchanter (110)
    - Warbeat : Fixin' Beat

    3 x Orruk Gore-gruntas 
    3 x Orruk Gore-gruntas 
    3 x Orruk Gore-gruntas 
    10 x Orruk Ardboys
    5 x Orruk Ardboys

    Ironfist (160)
    Extra Command Point (50)

     

    Sorry for the FRACKING LONG POST. I'd like to hear your impressions and advices for future games. Do you agree with my unit opinions? Would change something of the lists? Thanks!

  2. I've tested the 1000 point list I posted some days ago and it worked pretty well. I maintained the 3 man Ishlaen guard unit to have some more board control, and against sylvaneth and squigs won 2 of 3 games.

    Now I'm thinking on expanding it to 1500 or 2000 points, but from here I don't know what to use. I've seen lists with eternal guard for screening, some with Eidolon and some with even more morsarr guard or bigger units. 

    As I don't intend to play fully competitive, I'd like to have a bit of everything, maybe some more magic. What about reivers, are they so weak as they seem? Is the eidolon worth the points? 

  3. Hi people! I'm starting some small 1000 point armies to have a bit of variety, and for the Idoneth I thought of something like that:

    Allegiance: Idoneth Deepkin 
    - Enclave: Fuethan

    Isharann Tidecaster - General- 
    Command Trait : Born From Agony
    Artefact : Bauble of Buoyancy
    Lore of the Deeps : Tide of Fear

    Isharann Soulscryer

    10 x Namarti Thralls
    10 x Namarti Thralls
    3 x Akhelian Ishlaen
    6 x Akhelian Morrsarr Guard

    Prismatic Palisade

    Briefly, tidecaster is essential for Fuethan rules and can grab objectives easy with fly, Ishlaen will take objectives or bait the enemy while morsarr charges directly. Thralls will enter together with the soulscryer on the enemy's rearguard. 
    What do you think?

  4. Found that list somewhere and wanted to give it a try. The results: a very fun list to play. A squig army is not only based on alpha strike, it can be very hard to counter, and was still working at turn 3. Mangler squig is a real beast agains hordes, but the real MVP are Boingrot bounderz. Do you want something dead? Send them that way and watch it disappear.

    Also, regular squigs act as a dissuasive unit. They seem pretty weak, but once they start doing mortal wounds to an enemy unit, they are treated with more caution.

    Give it a try!

     

    Allegiance: Gloomspite Gitz
    Mortal Realm: Ulgu

    Leaders
    Loonboss on Mangler Squigs (300)
    - General
    - Trait: Fight Another Day
    - Artefact: Doppelganger Cloak
    Loonboss on Giant Cave Squig (110)
    - Moonclan Stabba
    - Artefact: The Clammy cowl
    Fungoid Cave-Shaman (90)
    - Lore of the Moonclans: Squig Lure
    Madcap Shaman (80)
    - Lore of the Moonclans: Itchy Nuisance

    Battleline
    18 x Squig Herd (210)
    15 x Squig Hoppers (270)
    10 x Squig Hoppers (180)

    Units
    15 x Boingrot Bounderz (300)

    Behemoths
    Mangler Squigs (240)

    Battalions
    Squig Rider Stampede (140)

    Endless Spells / Terrain
    Chronomantic Cogs (60)

    Total: 1980 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 154

     

    I'm not sold about the moonclan stabba of the Loonboss on giant cave squig, 2" are great if you stay at the rear of a unit, but taht 4+ to hit is a bit troublesome (specially if most special rules improve to wound only).

    Also, I may change something to add a unit of fanatics, to give the army some surprise factor.

    Thoughts?

  5. On 5/28/2019 at 2:45 PM, bernoodist said:

    I would drop the Dragon Blades for 20 Phoenix Guard for the same price with Tyrion's command ability defender of Ulthuan all units in 24" do not need to take battleshock so they wont run and you dont have to buy an anointed or Caradryan

    Your command point will be used by Tyrion every turn so the SeaWarden wont get to use his to boost the Archers ,Bolt Thrower or Spearmen, i would consider 20 SwordMasters over the 30 archers, and 10 white lions will dish out more damage than the Bolt Thrower in the long run as the crew will get sniped by magic or missiles

    As your playing in the old world for end of times would use the old 2015 High Elves Warscrolls where all elves are highborn so your command abilities actually work correctly , it sounds like your going to have an awesome game and i do envy you as the old high elves really were the best for lore and abilities, have fun !

    warhammer-aos-high-elves-en.-2015.pdf 2.3 MB · 6 downloads

    Thanks for your comment! Following this, I've come with another list, a bit different of what I intended at first:

    Allegiance: Order

    Leaders
    TYRION & TECLIS (320)
    Archmage on Dragon
    - Magestaff
    TYRION & TECLIS (140)
    Loremaster

    Battleline
    5 x Reavers (140)

    Units
    20 x Swordmasters (320)
    20 x Phoenix Guard (280)
    10 x White Lions (120)
    1 x White Lion Chariots (80)
    30 x Spireguard (300)
    30 x Spireguard (300)

    Total: 2000 / 2000

    I know I don't have the minimum battleline units for age of Sigmar, but as legends is to be used in open games, we'll be using the old battleline units of fantasy. In this case, Spireguard counts as battleline.


     

  6. Hi people :D

    We want to play a 2000 game with some friends using the Legends rules for classic characters like Vlad Von Carstein or Tyrion, and I'll be using high elves. We'll be using points from the first General's Handbook.

    The thing is, all my miniatures have been in a closet since the End Times, covered in war dust, and now I'm not really sure where to start. I want to use Tyrion and Teclis, just because the brothers thing, and build the army around them. This are all the units I own:

    60 Spearmen (Sea guard miniatures)

    30 archers

    10 reavers

    10 dragon blades

    20 swordmasters

    20 phoenix guard

    10 lion rangers

    2 repeater bolt throwers

    1 white lion charriot

    1 archmage on foot

    1 archmage on horse

    1 highwarden

    1 seawarden on foot

    1 dragon noble with banner

    1 Loremaster

    And many characters:

    Alarielle, Imrik, Alith Anar, Caradryan, Korhil, Eltharion on foot, Tyrion and Teclis.

    This is the first idea that came to me:

    Allegiance: Order

    Leaders

    Tyrion (260)

    Teclis (200)
    Seawarden on Foot (100)

    Battleline
    30 x Highborn Spearmen (240)
    30 x Highborn Spearmen (240)
    5 x Reavers (140)

    Units
    30 x Highborn Archers (300)
    10 x Dragon Blades (280)
    1 x White Lion Chariots (80)

    War Machines
    Highborn Repeater Bolt Thrower (120)

    Endless Spells
    Balewind Vortex (40)

    Total: 2000 / 2000

    Using the Order alliance, and not any subfactions like swifthawk agents, is the only posible way to play with High elves nowadays, so I don't have to care about fitting units as allies. For starters, I suppose two block of spearmen and one of archers are mandatory as has always been in fantasy, but I prefer to know your opinions and have some advice before taking it for granted.

    So, can I have some advice to build my list please?

    • Like 1
  7. 32 minutes ago, Congratz said:

    Have anyone tried to make lists yet? Looking for 1k :)

    I was just going to ask the same thing.

    For the moment I preffer to use my old miniatures and buy new ones slowly. I may use somethign like this:

    Loonboss

    Fungoid cave-shaman

    60x Stabbas (spear)

    40x Shootas

    10x Boingrot bounderz (the only thing I've bought, apart from the shrine)

    Bad moon loonshrine (it's free!)

    980 Points

    Pretty basic maybe, but it's only to test new habilities. Alternatively I could use a Loonbos with gaint cave squig and a madcap shaman.

    Next step will be a 1500 army, and then 2000. Step by step.

  8. Hi people, I'm just starting with Dispossessed and would like to try a 1000 point list. After reading old posts and searching a bit of info I've come with this list:

    Allegiance: Dispossessed
    - Grudge: Shoddy Craftsmanship

    Leaders
    Runelord (100)
    Warden King (120)
    - General
    - Trait: Grudgebearer 
    - Artefact: Ancestral Pickaxe 
    Grimwrath Berzerker (80)
    - Allies

    Battleline
    20 x Ironbreakers (280)
    10 x Longbeards (100)
    - Great Axes & Shields

    Units
    20 x Irondrakes (360)

    Total: 1040 / 1000
    Extra Command Points: 0
    Allies: 80 / 200
    Wounds: 66
     

    I know it's 1040 points, but we normally play with some points more in my area. Anyway, if needed I can leave the Grimwrath Berzerker. For the moment I'm not intereseted in more than 1000 points, so what do you think of it for a starter?

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