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Kasper

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Everything posted by Kasper

  1. Honest Wargamer reviewed the tome last night (EU time) where they talked about the tome and what they deemed awesome. Wasn't too much new to me, but they mentioned some cool tricks with the Shaman. You can really beef him up to be a quite good caster. +4 casting/dispelling, Vortex for multiple spell casts etc. Some of the spells could be quite good against armies that screen and bubble wrap their important units/heroes, like Seraphon, Fyreslayers or Skaven. You have to give up a fair bit of fighting power, but it could balance the army matchups a bit more. Toying around with The Burning Head could also be worthwhile - Move units with the Mad as Hell rule + give them reroll hit rolls of 1s.
  2. That is correct. Now, let the carnage begin!
  3. Is it this one from Beasts of Chaos you are refering to?
  4. I know the book just came out, but while reading it I think we should keep in mind and make a compilation of stuff we would like to see a FAQ/Errata on
  5. This should be correct. I didn't even think of that - That makes Ironsunz almost better in my eyes than if you could charge at the start of the enemy charge phase.
  6. My friend received the book already and took a screenshot. It is unfortunately at the end of the charge phase. It still messes up the enemy's charging. If he plans his charges carefully not to tag your stuff, you can spend a CA and get your Maw Krusha or whatever stuck in combat. If you let your enemy charge you, he could even expose key units to a counter charge later in the turn.
  7. As an Ironjawz player never having bothered with Bonesplitterz, but a little interested due to the new book. What is the synergies to the stuff you mentioned above? When I check the warscrolls they seem kind of lackluster, but I haven't considered spells/CA/alligiance abilities though. Just curious.
  8. Apparently the "Mad as Hell" rule specifices that the movement you get is at the end of the phase. So you could stand in a far corner with your Weirdnob and a unit, puke on your unit, teleport it with Green Hand (it only says you cant move in the following movement phase) 9" away from the enemy and then at the end of the hero phase move D6 towards the enemy. I'm really excited about upcoming updated warscroll for the Rogue Idol. I hope it isn't just adding the "Orruk" to the tags. As it is though, 10 attacks at 3s/3s/-2/2 damage with rerolling 1s to hit on the charge. Could be fun to buff it up with +1 damage, teleport it to the other side and then have it charge some key unit or tie up other units. I haven't really looked into the math, but a unit of Ardboyz is probably more damage come to think of it. I just love that model! Please give it some love GW! 😋 Edit: Thought of something funky while browsing the warscrolls for a potential Big Waaagh army roster - Savage Big Boss can make another friendly Bonesplitterz unit attack immediately after he has fought. He can also use a CP and give a friendly Bonesplitterz unit exploding 6s. If the Rogue Idol gets Bonesplitterz and Ironjawz specific tags, you could give the Rogue Idol some mean buffs. 10 attacks exploding 6s, 2/s/2s with the Big Waaagh alligiance bonuses, 2 rend and 3 damage a pop (+1 from Warchanter). Dudes at 16 wounds with a 4+ save, halving damage. Might be worth a try.
  9. What agenda is it you are trying to push? A couple pages back you were crying at the thought of Bonesplitterz ignoring Nighthaunt Ethereal despite only 2 units in the entire book having a rend. Now you are complaining about Ironjawz having Warchanters. The book isn't even out yet. Jesus christ man, really? You are basing everything off one battle rep.
  10. The Weird 'un mount traint seems to be a better choice? 4+ and neither endless spells or normal spells will have an effect. Ignax will obviously work against stuff like Keeper of Secrets, but I think spells is where he's gonna take the most damage in the majority of games.
  11. Big Waaagh can ally with Gitz, IJ can ally with BS and Gitz, BS can ally with IJ and Gitz. GMG talks about it at 39:28
  12. I will be honest that I was super hyped about Meeting Engagements at first, but honestly they don't really tickle my fancy any longer. I would much rather do a 2.000 pts. standard AoS game. It just wasn't what I wanted. I like being able to field more units.
  13. I'm pretty certain I heard this too. The Orruk Warboss would completely invalidate the changes they did to the Waaagh CA where it specifically got nerfed to once per battle. Why make this change if anyone and their mom would just ally in this cheap dude.
  14. What are you gonna do when the enemy screens their important stuff though?
  15. I don't remember the exact wording, but it is basically like this: When an Ardboyz unit from the batallion is destroyed, you can spend a CP and on a 4+ you setup and add a new unit of 10 boys to the batallion at a table edge. The keyword here is that the unit is added to the batallion, so you could keep this going for a longer game. I realize most IJ players are used to the hurr durr turn 1 charge all-in, but I think this could open up for longer games in the Big Waaagh alligiance. Edit: Also the Waaagh ability says you get +1 attack, but if you get 12 you get +2 attacks. You can't fail this - You will ALWAYS get at least +1 attack. This might not seem like a lot, but on a unit of Ardboyz where their damage is doubled, just 1 extra attack per model is quite big.
  16. So in a 5 man unit of Ardboyz, you can have Leader Gorkamorka banner Gorkamorka glyph Drummer Normal dude with shield I guess you can give the glyph guy a shield too, right? According to the rules the command squad has whatever loadout you desire afaik.
  17. I believe they mentioned in the twitch preview that Greenskins are going legends, so in matched play he wont be viable. He would also invalidate their change to our new Waaagh ability, so it makes sense you cant cheese it.
  18. Been toying around with a new list based on what we have seen from reviews. Gordrakk (540 pts) - Looking at Stormcast, you should be able to select a mount-trait for a named character. Mean 'un for +1 on fists/tail or Weird 'un for 4+ to ignore spells/endless spells. Warchanter (110 pts) - Fixa Beat to heal Gordrakk d3 wounds. Warchanter (110 pts) - Killa Beat maybe? Not sure if he can keep up and get close enough to debuff an enemy unit. 5x 5 Ardboyz (450 pts) - For the Ardfist batallion - Screen/tarpit and all around grind the enemy. 2x Gore Gruntas (320 pts) - Spears for +1/1 on the charge. This with +1 damage from Warchanter is gonna be beast. Brutes (140 pts) - Because I don't really know what else to select to maximize pts. Ironfist batallion (160 pts) - 1 free Mighty Destroyers per turn, will free up CP for Ardfist Ardfist batallion (120 pts) - Sounds sick to get 10 boys back on a 4+ 1 CP (50 pts) = 2.000 pts. Would probably run it as Bloodtoofs. My issue is that I'm wasting 1 artefact and if I want Big Waaagh, I really want 3 Warchanters. With all the little Ardboyz units, you should be able to get +2 attacks quite easily from the Waaagh IJ alligiance CA.
  19. Obviously, but if you take both an Ironfist and an Ardfist batallion, you start with 3 CPs. The Ironfist gives you 1 free Mighty Destroyers per round and you can also get the trait on your Megaboss that gives you the same effect. Now you can use it twice a turn for free. That should free up quite a bit of CPs. With Waaagh being limited to once per game, we shouldn't be THAT hungry for CPs I believe. And yes, the first artefact is forced by the subfactions.
  20. According to the GMG review the new unit is also added to the batallion, so you could keep this rolling for a long time.
  21. So you worry about minmaxing your units but then want to go back to Squigs? Dude what the actual ****** 😂 Just use whatever you fancy man
  22. Yeah that's my reaction too. The IJ alligiance abilities are just too good imo.
  23. But do you have to spend the points and then go down to 0 and have it for the remainder of the game, or is it just a "power thredshold" you reach and it keeps climbing and when you reach certain points you instantly get the bonuses?
  24. Initial thoughts: Our Waagh has been nerfed to once per turn, which I think is OK. It is also much harder to pull off, but Bloodtoofs help a little. It was terrible to use and play against imo. The traits and artefacts are pretty cool. The Megaboss on Maw Krusha is gonna be all around a beast. The boss with destroyer is gonan be like 8 attacks 3s/3s/-1/6 (2 base, +3 destroyer, +1 warchanter) - The destroyer is obviously only once per damage, but that's when you really want to delete a key unit. Ontop of that you have the beast with with 8 attacks 3s/3s/-2/4 damage a piece (2 base, 1 from mount trait and 1 from warchanter). He's gonna pound ****** into the ground tbh. Theres the warbeat that makes a unit +1 to hit, so both profiles would hit on 2s. I'm a little disappointed in Big G. I expected more considering his point cost and how other major lore characters are. Bloodtoofs is still gonna be my choice 100%. You get a free teleport that can't be unbound - HOLY ******?
  25. I don't read it that way at all. Ethereal is an aura that affects the Nighthaunt unit at all times, which makes it unable to get modified saves. An attack from a Drakfoot unit however ignores this, but the Nighthaunt unit is still affected by its aura. This will certainly need to be FAQ'd though. On another note - Looks like it I might have to switch the weapons on my GGs. That +1/+1 on the charge looks too good to pass up on. Edit: The Rogue Idol hasn't been updated on Forge World I'm really curious if things have changed or if it simply got additional tags.
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