No problem at all, happy to share my experiences - apologies if I bore you but I guess its up to you if you want to read!
Yes, acquiring 3 Maw Krushas was no mean feet, lots of eBay haggling and renovating 'badly painted' models...
I only had the chance to try this list out in two games before the tournament and in both games the list performed well, one major victory against the poor old Fyre Slayers (who are also in dire need of an update...) and one Minor Defeat against a very experienced and strong, fully latest-battle-tome-updated Skaven list.
It's a super fun list to play, very easy to wrap your head around, one A4 cheat sheet and warscroll print out. Part of the reason I took this 'simple' route was to maintain my stamina over two days of intense gaming. I think this list could actually continue to do well in less competitive environment e.g your local club/GW store but will struggle in an international tournament where all the armies are seriously optimised to take advantage of the latest meta.
General thoughts with hindsight:
I would maybe find ways to acquire more CP for the first turn Alpha strike and use stacked mighty-waaagh for extra attacks in that phase, that was the main place I did damage but not quite enough to tip the battle in my favour
Summary:
Use your destruction move in the Hero phase (keep all your heroes in range of each other so at least one Maw Krusha is covering 26"-32" in the first turn
Stack the Frenzy of Violence and Mighty Waaagh for extra attacks
The shield armed boys are quite good at staying on the board even in units of 10 but the 10 with big choppas didn't do much damage and weren't as survivable (bear in mind most of the death stuff I faced ignored rend anyway... )
From memory I did actually get to choose who went first in all the matches, it seemed my opponents had the same amount or more drops than me and/or lost the initial roll off
3/4 matches I chose to go first, and did the classic IJ Alpha Strike, just not doing enough damage to make a difference
In future 'competition' lists I'm thinking of:
Going more magic heavy (for defence and MW output) with a loon king or cave shamen as you (Broche) mentioned in this thread above
Perhaps also a block of 30 boys as my lawnmower, buffed to the hilt with Waagh and Frenzy of Violence and maybe the Ardfist battalion to bring them back from the dead
The battalion to reduce drops, get an extra CP and artefact and ensure first turn choice
I'm optimistic the new Jawz battletome will make their Alpha strike more deadly or cost effective and hopefully they'll also get some scenery and better magic (AKA long range MW output) - be great to see the Megabosses at least get a decent ward save too
Game Summaries:
Game 1 - Nighthaunt - Focal Points
Allegiance: Nighthaunt
Leaders
Lady Olynder, Mortarch of Grief (240)
- General
- Lore of the Underworlds: Spirit Drain
Knight of Shrouds on Ethereal Steed (140)
- Artefact: Midnight Tome
- Lore of the Underworlds: Shademist
Guardian of Souls with Nightmare Lantern (140)
- Lore of the Underworlds: Soul Cage
Lord Executioner (80)
Battleline
6 x Spirit Hosts (240)
6 x Spirit Hosts (240)
30 x Grimghast Reapers (360)
Units
4 x Myrmourn Banshees (80)
8 x Glaivewraith Stalkers (120)
Behemoths
Mourngul (300)
Endless Spells
Chronomantic Cogs (60)
Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 111
I took the first turn, got all three maw krushas up the board in the hero phase
Did a lot of turn 1 damage, good dice, wiped out multiple units but he had a lot of stuff "in the underworld"
This was a fairly close game until he deep striked 30 buffed glaive wraiths in to my rearguard infantry line and captured my objectives which tipped the points in his favour and I couldn't shift the heroes off his objectives
The MKs survived quite well and did a lot of damage in his line but the enemy ignoring rend limited their effectiveness, especially against his heroes
Game 2 - Daughters of Khaine - Total Commitment
Allegiance: Daughters of Khaine
- Temple: Hagg Nar
Mortal Realm: Hysh
Leaders
Slaughter Queen on Cauldron of Blood (330)
- General
- Trait: Devoted Desciples
- Artefact: Iron Circlet
- Prayer: Blessing of Khaine
Hag Queen (60)
- Prayer: Catechism of Murder
Hag Queen (60)
- Prayer: Sacrament of Blood
Bloodwrack Medusa (140)
- Artefact: Shadow Stone
- Lore of Shadows: Mindrazor
Battleline
30 x Witch Aelves (270)
- Sacrificial Knives and Blade Bucklers
20 x Witch Aelves (200)
- Sacrificial Knives and Blade Bucklers
30 x Sisters of Slaughter (300)
- Barbed Whips and Sacrificial Knives
30 x Sisters of Slaughter (300)
- Barbed Whips and Sacrificial Knives
Units
5 x Khinerai Heartrenders (80)
5 x Khinerai Heartrenders (80)
Battalions
Slaughter Troupe (130)
Total: 1950 / 2000
Extra Command Points: 2
Allies: 0 / 400
Wounds: 149
I took the first turn, got all three maw krushas up the board in the hero phase
Did a lot of turn 1 damage, good dice, wiped out multiple units of witches and decimated some sisters
However, on his first and second turn he'd buffed a block of 30 sisters to the point they were outputting and average of 30-40 wounds with -1 rend
Even a 4+ save with mystic shield, 20ish wounds are getting through
They deleted everything they touched
I would have been wiped out in turn 4 had we continued
Game 3 - Free People - Gift From the Heavens
Allegiance: Free Peoples Mortal Realm: Aqshy Leaders Freeguild General on Griffon (260) - General - Shield & Greathammer - Trait: Indomitable - Artefact: Ignax's Scales Freeguild General on Griffon (260) - Shield & Greathammer Freeguild General (100) - Stately War Banner, Sigmarite Weapon & Shield, Warhorse
Celestial Hurricanum With Celestial Battlemage (380) - Allies – Coment of Casandora
Battleline 40 x Freeguild Guard (280) - Swords and Shields 30 x Freeguild Crossbowmen (300) 30 x Freeguild Crossbowmen (300) 10 x Freeguild Archers (100) Endless Spells Soulsnare Shackles (20) Total: 2000 / 2000 Extra Command Points: 0 Allies: 380 / 400 Wounds: 152
I took the first turn, got all three maw krushas up the board in the hero phase, boys holding positions where my comet might fall
2 MK wiped out his classic freeguild swordsman screen and damaged the gun line
MK 3 failed his charge and was stuck in the open , had he made this charge he would have decimated the gun line to the point it would have been less deadly
Him getting multiple shots at the end of my charge phase through special abilities put the IJs on the back foot too...
With all the buffs on his gun line, at the end of his first shooting phase he'd killed 1 MK and wounded the remaining 2 so much that their damage output was virtually nil (about 11-12 wounds I think)
Shaman did some excellent foot of Gorking for MW output but failed to kill one of his heroes that was applying all the shooting buffs
This was the closest match, it probably could have gone my way with just one of these variables:
EG
Slightly more favorable dice, not failing MK 3 turn 1 charge
If his comet hadn't landed where his relatively static force was standing I might have been able to capture it first with MK3 on his underpopulated right flank
Game 4 - Skaven - Places of Arcane Power
Allegiance: Skaventide
Mortal Realm: Ghur
Leaders
Verminlord Warpseer (260)
- General
- Trait: Master of Magic
- Artefact: Gryph-feather Charm
Warlock Bombardier (100)
- Lore of Warpvolt Galvanism: More-more-more Warp Power!
Warlock Engineer (100)
- Lore of Warpvolt Galvanism: More-more-more Warp Power!
Warlock Engineer (100)
- Lore of Warpvolt Galvanism: More-more-more Warp Power!
Battleline
10 x Skryre Acolytes (120)
10 x Skryre Acolytes (120)
6 x Stormfiends -2 Rattling, 2 projectors, 2 Doom Flayers (520)
Units
1 x Warpfire Thrower (70)
1 x Warpfire Thrower (70)
War Machines
Warp Lightning Cannon (180)
Warp Lightning Cannon (180)
Warp Lightning Cannon (180)
Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 107
I was pretty screwed on this one only having 2 characters that could capture points, my opponent had 4 or 5 and one of them was the "indestructible" Verminlord Warpseer
Gave opponent first turn as didn't want to charge in to his guns, not sure it would have made any difference if I had taken the first turn, the end result would have been the same but I might have scored a few more points
He managed to kill my Wierdnob on turn 1 with warp lightning cannons teleporting through gnaw holes
This left only my general on maw krusha able to capture any points
General had a chance to grab a point but failed the charge that would have got him there
General was killed by warp lightening cannons on turn 2
All my rolls were terrible, failed all my charges but I think the outcome was inevitable unless his rolling had been particularly bad too
Basically game over end of turn 2
Game 5 - Legion of Sacrement/Mixed death - Blood & Glory
Allegiance: Legion of Sacrament
Leaders
Arkhan the Black Mortarch of Sacrament(320)
- General
- Lore of the Dead: Overwhelming Dread (Deathmages)
Neferata Mortarch of Blood (400)
- Lore of the Dead: Amethystine Pinions (Vampires)
Necromancer (110)
- Lore of the Deathmages: Decrepify
Vampire Lord (140)
- Mount: Flying Horror
- Artefact: Azyrbane Standard
- Lore of the Vampires: Amaranthine Orb
Battleline
5 x Dire Wolves (60)
5 x Dire Wolves (60)
5 x Dire Wolves (60)
Units
30 x Grimghast Reapers (360)
10 x Hexwraiths (320)
Endless Spells
Chronomantic Cogs (60)
Umbral Spellportal (60)
Total: 1950 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 112
Gave opponent first turn as he didn't have much that could hurt me on the first turn except magic... I wanted to ensure a good charge when my chance came
However, he managed to kill General on Maw Krusha on turn 1 with Arkhan's 'Curse of Years' spell fired through a spell portal (culminated in "infinite" mortal wounds so would have killed anything that has no MW save)
Turn 2 he killed MK 2 with another Curse of Years, I tried dispelling but no joy, my remaining forces killed a bunch of models but graveyards only saw them return
None of my destruction ability movement came off, I was on the back foot throughout felt like I was just occasionally rolling a save...
It was all over by Turn 3, there'd have been little left of the IJ's come turn 4
So, apologies if that's all just noise but from memory, that's the highlights for you to chew over. In conclusion, the list isn't useless, it's just not going to beat high MW/Magic output armies, once your MK's have taken 10ish wounds each, you've pretty much had it.
Happy to answer any specific questions.
Cheers!