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Arkahn

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Everything posted by Arkahn

  1. Hello guys ! How are you playing Kraggy in bloodgullet sub-allegiance ? Do he gets the extra pile-in from the command trait, if we consider the warmaster rule ?
  2. @Malakreeeach 3 Gruntas as duo with a MK ? While you let Ardboyz behind ? And how bloodtoofs perform with just 2x3 gruntas ?
  3. and loosing Big Yellers... what is the benefit to be in Big Waaagh as Kruleboyz ? +cast, we barely cast any spells... +1 hit&wound, we fish 5 & 6 to hit AND it doesnt works on ranged attacks...
  4. Touch by the waaagh ! trait is really good, you can dish out D3 bm to increase your own cast. It combo well with fast'un also
  5. Hello ! I'm a KotET player myself, a mate noticed something about our Varanguards has general, due to the 1.4.2 in the core rule we have to choose 1 model to be the general so our 3 or 6 varanguard are not general anymore only one within them is ! Which mean only one varanguard can use the Inescapable Doom, empowered chaos aura will come just from this lonely varanguard too ! Hopefully the Grasping Plate works on the whole unit (due to the wording). We all know it is not intented but for now it is how we understand the rules... Your thoughts ?
  6. You seems to have the same idea as mine, but with just one MK ! How perform the endless spell ? Would you change something in the list ? Why curse and not heal, it might be better to improve a bit more the MK's survivability Mine is something like this
  7. @Malakreewhat list did you play dude ?
  8. Even with battle regiment you have 6 drops, instead I consider hunter of hearthland on brutes, gruntas...
  9. 3+ save is far better than 4+ in v3
  10. I think I prefer to consider triumphs and 5 Ardboyz near a warchanter are good body guard / objectives holder
  11. That's the list I'm working on at the moment. Tons of heal from lifeswarm, Wardokk, warchanter and heroic action ! Allegiance: Big Waaagh!- Grand Strategy:- Triumphs:LeadersMegaboss on Maw-Krusha (495) in Warlord- General- Boss Gore-hacka and Choppa- Command Trait: Brutish Cunning- Artefact: Amulet of Destiny (Universal Artefact)- Mount Trait: Weird 'UnMegaboss on Maw-Krusha (495)- Boss Gore-hacka and Choppa- Artefact: Metalrippa's KlawWardokk (85) in Warlord- Lore of the Savage Beast: Breath of Gorkamorka- Universal Prayer Scripture: HealOrruk Warchanter (120) in Warlord- Warbeat: Fixin' BeatOrruk Warchanter (120) in Warlord- Warbeat: Get 'Em BeatBattleline5 x Orruk Ardboys (95) in Warlord5 x Orruk Ardboys (95) in Hunters of the Heartlands30 x Savage Orruks (390) in Hunters of the Heartlands- Stikkas- Reinforced x 2Endless Spells & InvocationsEmerald Lifeswarm (60)Core BattalionsWarlordHunters of the HeartlandsAdditional EnhancementsArtefactTotal: 1955 / 2000Reinforced Units: 2 / 4Allies: 0 / 400Wounds: 127
  12. No coherencie issues with 5 ardboyz, you still can group them in the same bataillon 15 ardboyz with 1" range is really bad in v3 imo
  13. You can cast flaming weapon for 4 to 5 damage on a MK BUT you can cast mystic shield, dispell once a turn also !
  14. You cant have 2 mount trait and 2 artefacts with 1 enhancement. Command entourage instead of warlord give you one less drop. 3x5 Ardboyz is better than 1x15 imo, by far. You can consider the caster artefact with flaming weapon instead of metal rippa too.
  15. Chaos Warshrines dude ! Who become behemot AND leader, who can cast his pray twice on 2+
  16. About that, there is some question if you can play a MBoMK within the 2 required MB, since now it was clear to me, only MB on foot was allowed...
  17. You cant be wrong with SC! boxes ! Brutes are worth considering since the GHB20 so it's a good idea to buy 2 boxes of it. Just add one Weirdnob Shaman and you will have a very good base army. A fungoid cave-shaman is worth considering as allie though.
  18. In most of my BW list I want 2 warchanters if I run 2+ IJ threats units and/or if I need more waaagh points. I'm not counting on it too, it's just another option. And I almost never throw my threats during the first turn. Savage and brutes can hold few turns before I found the right opportunity to TP some gruntas or to send some flying maniak !
  19. You dont have to be in any range to get a respawn
  20. I'm planning to play kind of the same list as you after I made my choice to give up my MK for a while Allegiance: Big Waaagh!LeadersOrruk Warchanter (110)Orruk Weirdnob Shaman (120)- Lore of the Weird: Da Great Big Green Hand of GorkWardokk (80)- Lore of the Savage Beast: Kunnin' Beast SpiritsWurrgog Prophet (160)- General- Command Trait: Fuelled by the Spirits- Artefact: Mork's Boney Bitz- Lore of the Savage Beast: Breath of GorkamorkaBattleline30 x Savage Orruks (300)- Stikkas6 x Orruk Gore-gruntas (320)- Pig-iron Choppas10 x Orruk Brutes (260)- Jagged Gore-hackas10 x Orruk Ardboys (200)Units10 x Savage Boarboy Maniaks (280)BattalionsIronfist (160)Total: 1990 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 194 I like the idea of brutes behind savage orruks. The Wardokk can turn savage into a solid anvil or maniak boarboyz into a very good tarpit ! From the GHB20 I gave up the 12.1" TP Ironfist gruntas, but I miss it too much ! What do you think about this list compare to yours ?
  21. @VonSmall have you play against KO, your lack of speed might make the matchup difficult. You play 10 brutes with pair of choppas ?
  22. I would try today vs Ogor Boulderhead, because the idea of a MK in 2+ ignoring -1 seems good on paper and I want to know if an Ironfist is enough
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