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Arkahn

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Posts posted by Arkahn

  1. 2 hours ago, Horizons said:

    Yup Warchanter can heal D3 wounds to a friendly unit. 3d6 Charge and + 1 dmg are IJ's keyworded though.

    Also pretty sure Great Green Hand of Gork is friendly units, you could use it to teleport blocks of Gutrippaz.

    I kind of like Big Waaagh, definitely going to give it a shot. Basically is trading Dirty tricks and Kruelboyz Waagh worth the swap. Planning to go Gutrippaz/Monster heavy so not sure.

    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... 

  2. 1 hour ago, Holy_Diver said:

    Well Flaming Weapon is good too. It gives you the chance to go 5 damage on fists, as long you have violent fury on. 

    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

  3. 7 hours ago, Carnith said:

    I was at my local games workshop, I asked if we could look at it. Manager was interested as he plays ironjawz as well so he was game to open his ardboy box. I looked at it and pulled up the app to check the differences. I obviously can't take a picture as it was in the store with their employee standing over me.  

    do the same with gore gruntas ahah

  4. 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 ?

     

  5. 2 hours ago, Malakree said:

    @Arkahn @Boggler 

      Hide contents

    Allegiance: Big Waaagh!
    - Grand Strategy: Hold the Line
    - Triumphs:

    Leaders
    Megaboss on Maw-Krusha (495)
    - General
    - Boss Gore-hacka and Choppa
    - Command Trait: Brutish Cunning
    - Artefact: Metalrippa's Klaw
    - Mount Trait: Fast 'Un
    Orruk Warchanter (120)
    - Warbeat: Fixin' Beat
    Orruk Warchanter (120)
    - Artefact: Arcane Tome (Universal Artefact)
    - Warbeat: Get 'Em Beat
    Wurrgog Prophet (170)
    - Lore of the Savage Beast: Gorkamorka's War Cry
    Wardokk (85)
    - Universal Spell Lore: Levitate
    - Universal Prayer Scripture: Curse
    Madcap Shaman (80)
    - Allies

    Battleline
    10 x Orruk Brutes (300)
    - Pair of Brute Choppas
    - Reinforced x 1
    10 x Orruk Ardboys (190)
    - Reinforced x 1
    10 x Orruk Ardboys (190)
    - Reinforced x 1
    5 x Orruk Ardboys (95)
    5 x Orruk Ardboys (95)

    Endless Spells & Invocations
    Emerald Lifeswarm (60)

    Core Battalions
    Warlord
    Warlord
    Hunters of the Heartlands

    Additional Enhancements
    Artefact
    Warbeat

    Total: 2000 / 2000
    Reinforced Units: 3 / 4
    Allies: 80 / 400
    Wounds: 133
     

    Played Gloomspite, which was a joke. Morathi+Gotrek+15 snakes which I got a bit lucky in, DoT which I made a few minor mistakes and he was....liberal with his movement, then I faced Nagash, got a little lucky but forgot about redeploy and it cost me the game.

    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
     

    Spoiler

    Allegiance: Big Waaagh!
    - Grand Strategy: Hold the Line
    - Triumphs:

    Leaders
    Megaboss 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 'Un
    Megaboss on Maw-Krusha (495) in Warlord
    - Boss Gore-hacka and Choppa
    - Artefact: Metalrippa's Klaw
    - Mount Trait: Mean 'Un
    Orruk Warchanter (120) in Warlord
    - Warbeat: Fixin' Beat
    Orruk Warchanter (120) in Warlord
    - Warbeat: Get 'Em Beat
    Wardokk (85) in Warlord
    - Universal Prayer Scripture: Heal
    - Lore of the Savage Beast: Breath of Gorkamorka
    Fungoid Cave-Shaman (95) in Warlord
    - Allies

    Battleline
    20 x Savage Orruks (260) in Warlord
    - Stikkas
    - Reinforced x 1
    5 x Orruk Ardboys (95)
    5 x Orruk Brutes (150)
    - Pair of Brute Choppas

    Endless Spells & Invocations
    Emerald Lifeswarm (60)

    Core Battalions
    Warlord
    Warlord

    Additional Enhancements
    Artefact

    Total: 1975 / 2000
    Reinforced Units: 1 / 4
    Allies: 95 / 400
    Wounds: 116
     

     

  6. 29 minutes ago, EldritchX said:

    You can consider a FloSH if you definitely need that one hero to survive. In any scenario where you don't, the HoSH is imo better value. The Frost Spear is complete trash against hard targets in this edition, averaging barely 1 damage even if buffed to 2+, 2+, and Ogors already have a lot of other good sources of damage against soft targets.

    3+ save is far better than 4+ in v3 

  7. 10 hours ago, Malakree said:

    @Arkahn those 45 points of float are painful. Could you swap 5 ardboys for some sort of bonesplitterz?

    Savage orruks or boarboys would give more wounds/coverage and spend the points. Boarboys especially would give you some great mobility/screening options given that the warchanters are both spoken for.

    I think I prefer to consider triumphs and 5 Ardboyz near a warchanter are good body guard / objectives holder 

    • Like 1
  8. 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:

    Leaders
    Megaboss 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 'Un
    Megaboss on Maw-Krusha (495)
    - Boss Gore-hacka and Choppa
    - Artefact: Metalrippa's Klaw
    Wardokk (85) in Warlord
    - Lore of the Savage Beast: Breath of Gorkamorka
    - Universal Prayer Scripture: Heal
    Orruk Warchanter (120) in Warlord
    - Warbeat: Fixin' Beat
    Orruk Warchanter (120) in Warlord
    - Warbeat: Get 'Em Beat

    Battleline
    5 x Orruk Ardboys (95) in Warlord
    5 x Orruk Ardboys (95) in Hunters of the Heartlands
    30 x Savage Orruks (390) in Hunters of the Heartlands
    - Stikkas
    - Reinforced x 2

    Endless Spells & Invocations
    Emerald Lifeswarm (60)

    Core Battalions
    Warlord
    Hunters of the Heartlands

    Additional Enhancements
    Artefact

    Total: 1955 / 2000
    Reinforced Units: 2 / 4
    Allies: 0 / 400
    Wounds: 127
     

  9. 4 hours ago, Backbreaker said:

    Are you sure about that? AP is more important now, especially since we don't have access to mortal wounds and with total defense being a thing.

    You can cast flaming weapon for 4 to 5 damage on a MK BUT you can cast mystic shield, dispell once a turn also ! 

  10. 39 minutes ago, mrteige said:

    Im going to a tournament next week. What do you guys think of this list? Do you think i would be better off taking the same list in ironsunz?

    Allegiance: Ironjawz
    - Warclan: Ironjawz
    - Grand Strategy: Hold the Line
    - Triumphs: Inspired

    Leaders
    Megaboss on Maw-Krusha (495) in Warlord
    - General
    - Boss Choppa and Rip-tooth fist
    - Command Trait: Ironclad
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Mount Trait: Weird 'Un
    Megaboss on Maw-Krusha (495) in Battle Regiment
    - Boss Gore-hacka and Choppa
    - Artefact: Metalrippa's Klaw
    - Mount Trait: Mean 'Un
    Orruk Warchanter (120) in Warlord
    - Warbeat: Get 'Em Beat
    Orruk Warchanter (120) in Warlord
    - Warbeat: Fixin' Beat
    Orruk Weirdnob Shaman (120) in Battle Regiment
    - Lore of the Weird: Da Great Big Green Hand of Gork

    Battleline
    15 x Orruk Ardboys (285) in Warlord
    - 2x Gorkamorka Banner Bearers
    - 1x Gorkamorka Glyph Bearers
    - Reinforced x 2
    3 x Orruk Gore-gruntas (170) in Battle Regiment
    - Pig-iron Choppas
    3 x Orruk Gore-gruntas (170) in Battle Regiment
    - Pig-iron Choppas

    Core Battalions
    Warlord
    Battle Regiment

    Total: 1975 / 2000
    Reinforced Units: 2 / 4
    Allies: 0 / 400
    Wounds: 108

     

    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. 

    • Like 1
  11. 36 minutes ago, Svalack said:

    Doesn't seem to do anything at all to make Gorebeasts chariots worth  taking at 150 points?

    It seems the idolators faction would require having a lot of warcry models too, so not really an option for me.

    What exactly has the priest keyword, just khorne priests and the leader you take? 

    Chaos Warshrines dude ! Who become behemot AND leader, who can cast his pray twice on 2+

  12. 3 hours ago, ShinzoFTW said:

    Hey guys, just got pointed to this forum from the /r/WarhammerCompetitive reddit! I'm interested in starting an IronJawz army and wanted to ask for advice in terms of what boxes/models I should look into buying. 

    The model that drew me to the Army was the Mega Boss on Maw Krusha but from what I've seen its a very good unit so I'll definitely be picking one up, other than that I was considering picking up 2 start collecting boxes as well as 2 boxes of Brutes. 

    From a hobby perspective I'm not concerned about my ability to paint and get everything battle ready as I have several other AoS armies as well as 40k, so mainly just wanted to ask some experts about the viability of this starting point/any suggested improvements.

    Thanks!

    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.

  13. 2 hours ago, swarmofseals said:

    I'd be hesitant to drop a Warchanter as they make such a big difference to the overall damage output. 

    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. 

    2 hours ago, swarmofseals said:

     I wouldn't count on boars working as a tarpit. Really the key problem that I see with throwing units forward at the beginning is that all the heroes are super slow and thus you'll be losing a lot to battleshock as you won't be in range of inspiring presence. This problem has left me wondering about a maniak weirdnob. 

    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 ! 

  14. 7 hours ago, swarmofseals said:

    Got a game in with the alternate list in the previous post. It seemed very strong indeed with good staying power and pretty reliable turn 1 threats.

    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!

    Leaders
    Orruk Warchanter (110)
    Orruk Weirdnob Shaman (120)
    - Lore of the Weird: Da Great Big Green Hand of Gork
    Wardokk (80)
    - Lore of the Savage Beast: Kunnin' Beast Spirits
    Wurrgog Prophet (160)
    - General
    - Command Trait: Fuelled by the Spirits
    - Artefact: Mork's Boney Bitz
    - Lore of the Savage Beast: Breath of Gorkamorka

    Battleline
    30 x Savage Orruks (300)
    - Stikkas
    6 x Orruk Gore-gruntas (320)
    - Pig-iron Choppas
    10 x Orruk Brutes (260)
    - Jagged Gore-hackas
    10 x Orruk Ardboys (200)

    Units
    10 x Savage Boarboy Maniaks (280)

    Battalions
    Ironfist (160)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 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 ? 

  15. 5 hours ago, Boggler said:

    I like your loadout on the MBMK. Won't you miss Brutish Cunning?

    I am going to try Brutish Cunning and Gravesand Brooch. Though ignoring that extra rend might be more usefull.

    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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