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Arkahn

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Posts posted by Arkahn

  1. @Malakree your first list give you a 4 drops which is far better than the 5 one from the second list, especially in the actual meta imo.

    But a double warchanters to buff both Maw krusha seems insane too ! I definitly need to try a double Maw krusha list ! 

    What about a gore fist to help your GGs to follow both Maw krusha ? Minimum points for it is 610, so you can add :

    1 warchanter + 2x5 brutes (5 drops) 

    1 warchanter + 5 Ardboyz +10 Ardboyz (6 drops) 

  2. 11 minutes ago, broche said:

    I think the timing in the charge phase make it difficult to use. If you move Mawkrusha 24 you'll never be wholly within 15 of a warchanter.

    True ! I didnt see you can use it during your charge phase... 

  3. 43 minutes ago, Scurvydog said:

    1. No, having access to that for all heroes is related to the Ironjawz allegiance. See above regarding the discussion about the Ironfist battalion being able to use it in the Big Whaagh (I would say it can, as it seems all the battalions are made for both IJ and Big Waaagh allegiances).

    I agree, the only way to use Mighty Destroyer in a Big Waaagh  is from an Ironfist battalion.

  4. 3 minutes ago, LLuck said:

     

     

    DAMAGETABLE against 4+ Save 0 Waaaghpoints 16 Waaaghpoints 20 Waaaghpoints 24 Waaaghpoints Per Point
    10 Ardboys 6,52 8,15 12,73 18,52 0,10
    10 Ardboys + Warchanter 13,04 16,30 25,46 37,04 0,13
    5 Brutes 6,67 8,44 10,56 13,61 0,10
    5 Brutes + Warchanter 11,78 14,89 18,61 23,89 0,10
    3 Gore Gruntas 5,06 6,44 8,22 10,28 0,06
    3 Gore Gruntas + Warchanter 10,11 12,89 16,44 20,56 0,08
    2 Big Stabbaz 4,44 5,56 6,94 9,26 0,


    Inspired by a post in the CoS thread, I made a table with the damage output against a 4+ save (no other modifiers) Unit for all IJ Units and Stabbaz. The columns are in order:
    No buffs; +1 to Hit; +1 to Hit and +1 to Wound; +1 H/W and +1 Attack.
    I didn't include the Gore Grunta buff on charge or Stabbaz extra damage against Monsters, if anybody is interested in any other unit/constellation let me know and I'll add it when I get to it. Feedback is appreciated!

    Really good dude ! 

    Which weapons on gruntas ? And brutes ? 

    On gruntas it should be interesting with their buff on charge 

  5. 15 minutes ago, zilberfrid said:

    Then, I'd say, go for Shadow Warriors. Easy to get on target, and decent allrounders. thirty of them is 330 points, leaving you 90 for endless spells, or a unit of Dreadspears (or freeguild guard) for closer targets.

    Alternative, trundle up with 40 Freeguild Guard at 280 points, and add one Dark Riders, Pistoleers, Eternal guard, Sisters of the Thorn or Shadow warriors for targets a bit away, fill what you have left with Endless Spell.

    Thanks you, a lot of options to consider 

    What about Phoenix guard and longbeards ? 

  6. I'm thinking about a Hammerhall list, I have a base I want you to see

    Freeguild General on griffon (General / blood of the twelves / Ignax scale) 320

    Battlemage on griffon (Twin Stone / cinder cloud) 300

    Celestial hurricanum w/Battlemage (wings of fire) 280

    3x3 demigryph knights 540

    Hammeralian lancers 140

    1580/2000

    The idea is an alpha strike with the battalion and support by the Battlemage on griffon in the enemy territory to attack twice. 

    On charge we have +1 to hit +1 to wound rr1

  7. 11 minutes ago, ShaneHobbes said:

    How do you guys feel about the Wurrgog Prophet over taking a Weirdknob? You lose the spell lore but he does cast/unbind twice a turn and has a nifty warscroll spell. More importantly he has the Fungoids 4+ for a CP.

    And if you play it in the Great Waaagh ! You can get one spell from the BS lore, maybe the one like Itchy Nuisance with D3 MW :)

  8. 3 minutes ago, Scurvydog said:

    That is true, make the boss a Grunta boss then, stay outside 12, then move in 9 and enjoy +2 to charge. 6 gruntas with spears buffed by a warchanter avarages 28 damage and 3 mortal wounds on the charge against 4+ save models. that will make a mess out of anything if you can get them all into combat.

    I'm thinking about the same with a Brutefist 10 brutes but you need a MBMK near them to MD

    • Like 1
  9. 9 minutes ago, DestructionFranz said:

    Then, a wizard will cast a Purple Sun Of Shysh and will destroy our MawKrusha in one turn. 😞

    2D6 on a 6, do not abuse ! 😂

    A really tanky MBMK can be Ironclad + Ignax scale, +1 save and 4+ save vs MW

    EDIT : Scurvydog faster 😅

  10. 4 minutes ago, broche said:

    After a good night of sleep, I think i might like Bloodtooth. I think I would use them with the Weirdnob general, trait with double spell (hand of gork + something else) and +1 cast artefact. I actually like the auto hand of Gork artefact, i think it actually give some nice oppening move. Not sure about the command ability, but i guess it might sometime get usefull after you kill something, then you move to grab an objective.

    Bloodtooth trait is double spell ? And you give up waagh ! Because your general will not be a megaboss

  11. 6 minutes ago, Lanoss said:

    whats confusing about brutes? They’re more or less the same but now 140pts! with all the buffs they’re a real mince unit. IM excited to see if they have a horde bonus. 

    MSU brutes before were so strong with boss claw now they are less impactful but we have better bonuses from Waaagh ! allegiance, so lets see... 

    In comparaison, Ardboyz are tankier and just a bit less deadlier, with better mobility, lets see if their cost changed... 

  12. We must know the bonesplitterz lore but the Wurrgog prophet seems mandatory with his new warscroll ! 

    Brutes are... hmm... a bit confused... 

    Gruntas seems really good now, a real impact on charge, especially with the gore-hacka (sadly mine has choppa 😕

    Gordrakk or MBMK choice will depend of the cost... but Gordrakk is just a prime MBMK now, everything the same but better and can target all Destruction unit... 

  13. 4 hours ago, HostilSpike said:

    "Check back on Saturday the 5th of October to pre-order everything here – and stay tuned for more previews of Cities of Sigmar and Orruk Warclans throughout next week."

    Hopefully an interesting week ahead

    They changed / fixed it to the 28 th september !

    • Like 2
  14. 4 hours ago, Kasper said:

    I'm getting a little excited for Nova. They said more info in regards to "The Tithe" will be exposed there. I'm hoping they will have more info for us too.

    It seems to be about the new Death army not our battletome sadly...

  15. Some of you already tried some Meeting engagement ? 

    I'm planning to use this list, what are your opinions ? 

    For the last 40 pts i'm between keeping it for thriumph or grabbing an endless spell... 

    Allegiance: Ironjawz
    Mortal Realm: Hysh

    Spearhead
    Orruk Weirdnob Shaman (120)
    - Artefact: Aetherquartz Brooch 
    - Spell: Da Great Big Green Hand of Gork
    10 x Orruk Ardboys (140)

    Main Body
    Megaboss on Maw-Krusha (420)
    - General
    - Choppa and Rip-tooth fist
    - Trait: Ironclad 
    10 x Orruk Ardboys (140)

    Rearguard
    3 x Orruk Gore Gruntas (140)
    - Pig-iron Choppas

    Total: 960 / 1000
    Extra Command Points: 0
    Wounds: 75
     

  16. In my opinion, you have too less models. Two wizards but no endless spell seems strange to me. 

    If you want to stick to a only squigs list, my idea can be :

    Allegiance: Gloomspite Gitz
    Loonboss on Mangler Squigs (300)
    - General
    - Trait: Fight Another Day 
    Loonboss on Giant Cave Squig (110)
    - Moonclan Stabba
    Fungoid Cave-Shaman (90)
    - Lore of the Moonclans: The Hand of Gork
    12 x Squig Herd (140)
    5 x Squig Hoppers (90)
    6 x Squig Herd (70)
    10 x Boingrot Bounderz (200)

    Total: 1000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 88
     

    You can replace 12 squig herds for 20 stabbas (I prefer but it's not 100% squigs so 😅

    Consider Hand of gork instead of Squig Lure, of course SL is good but HoG can win games by itself ! 

  17. 22 minutes ago, Malakree said:

    So playing two ironjawz at whw doubles.

    Equally the smashing and bashing attack in the hero phase allows you to try and kill off tarpits before the movement phase letting you get onto the important stuff. 

    It works during the hero phase too !? 

  18. 20 minutes ago, DestructionFranz said:

    I suggest to try Eurlbad with Gordrakk. It's not so destructive as Braggoth's but very cool to play as well.

    Have you tried this kind of list ? 

    I made something like that, what's your opinion ? 

    Allegiance: Destruction
    Huskard on Stonehorn (320)
    - General
    - Blood Vulture
    Gordrakk the Fist of Gork (560)
    Fungoid Cave-Shaman (90)
    10 x Orruks (80)
    - Choppas & Shields
    10 x Orruks (80)
    - Choppas & Shields
    10 x Orruks (80)
    - Choppas & Shields
    2 x Mournfang Pack (140)
    - Gargant Hackers
    2 x Mournfang Pack (140)
    - Gargant Hackers
    Stonehorn Beastriders (300)
    - Option: Blood Vulture
    Eurlbad (170)
    Prismatic Palisade (30)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 97
     

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