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Kasper

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Posts posted by Kasper

  1. 6 hours ago, Jabbuk said:

    It does. As I was writing this, I was thinking of making a group of 10 Brutes and having the Ironfist boss in this group instead of the default GG. That would make them a good target to tp and would almost guarantee a charge after the MD move. 

    You earn 1” by doing that. Easily worst  unit for the trick.

  2. 10 hours ago, Malakree said:

    3) Wrath of Gork is a good spell which is hampered by it's range and radius. I'd either take it with a balewind or just go hand of gork. There were a couple of times wrath was out of range and I would have killed for a HoG. The 4" budge from a balewind and extra 6" range giving it a threat of 26" would make a massive difference. 

    I need to check but I don't think balewind increases the radius, only the range. That would still be a much needed boost though.

    Have you toyed around with Umbral Spellportal? It is twice the cost, but it could make turn 1 snipe very real if the Wurrgog throws down the Umbral Spellportal near the Weirdnob. 34" range with the possibility of being outside of unbinding range. If need be you could also MD the Weirdnob into the right position.

    I really want to practice a list with this, but I'm a bit afraid of pumping too many points into a Wurrgog, Weirdnob, Balewind and Spellportals. 

  3. 3 minutes ago, Nezzhil said:

    I think that the problems with China are affecting the releases of news...

    The only things made in China are terrain and Endless spells afaik, and we got the import documents a while ago, so doubt it has anything to do with China

    • Like 1
  4. 2 hours ago, Overread said:

    News from the Toy Fair

    https://www.warhammer-community.com/2020/02/22/revealed-at-the-new-york-toy-fairgw-homepage-post-1/

     

    Of important AoS note - new Underworld Warband

    3fc268a4.jpg

     

     

    Damn cant wait to get my hands on these bad boys. They will 100% dominate the meta with the Warchanters buff.

    On a more serious note, they do look great and fit right in. I hope they will help make Brutes more interesting on the table with their AoS rules.

    • Like 2
  5. A new Underworld warband just got teased consisting of 3 Brutes, and it is confirmed they will have rules for AoS.

    Here is to hoping they might have some interesting buffs/auras that truly make Da Bossfist intimidating. I would love nothing more than to buy a couple of Brute boxes and feel good about fielding them.

    • Like 2
  6. @Warbossironteef Wyverns are just kinda rough to find, at least if you want the oldschool model. The boarguy is much easier to kitbash with a regular boar guy and then an Ardboyz upperbody and some banner from another chaos/destruction army. You also get a passive aura of reroll 1s to wound with the boar guy. ;) 

    I'm really torn atm., I want to try the Bloodtoofs build and use the hit-and-run tactic. At the same time I really want to keep exploring Big Waaagh because the bonuses you get is so awesome.

     

    The list below is what I'm painting towards atm. I might switch the artefact on the Weirdnob for a Green Visions to generate more CPs for 'Ere we go (gotta spend the Waagh points on +2 cast esp. on the Wurrgog) and also the Orruk Warboss Waagh ability.

    On paper I find the list has great potential against pretty much any army. You have some ways of picking off HGB/Plague Monks/other hordes from range with Fists, meanwhile you can try to zap support heroes or even deliver fatal damage to monsters with Wrath of Gork. The 2 units of 6 GGs is gonna munch stuff backed up by Warchanters and the Orruk Warboss buffs. 

    Spoiler

    Allegiance: Big Waaagh!

    Leaders
    Wurrgog Prophet (160)
    - General
    - Command Trait: Master of the Weird
    - Artefact: Mork's Boney Bitz
    - Lore of the Savage Beast: Gorkamorka's War Cry
    Orruk Weirdnob Shaman (110)
    - Artefact: Shamanic Skullcape
    - Lore of the Weird: Wrath of Gork
    Orruk Warchanter (110)
    - Warbeat: Get 'Em Beat
    Orruk Warchanter (110)
    - Warbeat: Fixin' Beat
    Orruk Warboss (140)
    - Great Waaagh Banner

    Battleline
    6 x Orruk Gore-gruntas (320)
    - Pig-iron Choppas
    6 x Orruk Gore-gruntas (320)
    - Pig-iron Choppas
    10 x Orruk Ardboys (180)
    - 1x Gorkamorka Banner Bearers
    - 1x Gorkamorka Glyph Bearers
    10 x Orruk Ardboys (180)
    - 1x Gorkamorka Banner Bearers
    - 1x Gorkamorka Glyph Bearers

    Units
    5 x Orruk Ardboys (90)
    - 1x Gorkamorka Banner Bearers

    Battalions
    Ironfist (160)

    Endless Spells / Terrain / CPs
    Umbral Spellportal (70)
    Balewind Vortex (40)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 141

     

  7. @PlasticCraic Yeah it is pretty crazy. There are very few books out there with significant different army lists. I have had a hard time sticking to just one army in the past, but I feel like I get invigorated and excited often with our new book. Especially when you see results from tournaments where people suddenly bring something almost unhead of, like the Bloodtoofs list.

    I haven't even started dabbling into the fake Ironjawz yet (Bonesplitterz), but still feel like I got so many options with just a pure Ironjawz army. And it is really not just army lists, but actually playstyles. I feel like this is a massive strength to Warclans too. Where I play, Ironjawz is generally known for going all in from turn 1, and people often get confused when you play more conservative. With many other armies you know somewhat what to expect when you see what army they bring.

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  8. @TALegion You could downsize 1 unit of Brutes to 5 which would free up another 140 points - Trade it for an Ironfist batallion which would allow all of your 3 Megabosses to have an artefact. Unless you go for the Brooch, in which case you are likely better off putting it on the Warchanter. 😛 

    I would probably also take Killa Beat to buff the Brutes with +1 to hit or whatever is hitting the specific unit. Your army is generally gonna be slow, so the Warchanter should easily be able to keep up I'd imagine.  

    • Like 1
  9. 8 hours ago, Revlid said:

    Okay, sure, wound roll is how likely you are to hurt something after you hit it.

    So a Grot Stabba can wound a Nurgling on a 4+, and an Orruk on a 4+, and an Ogor on a 4+, and a Gargant on a 4+, and a Steam Tank on 4+.

    So a Grot Stabba finds it just as hard or easy to hurt each of these after they hit it, right? Does that make sense?

    No, because fighters that are practically naked, like Gargants, Bullgors, Vulkite Berserkers, and Crypt Horrors all have 5+ saves. This isn't because they have good shields, thick armour, or even natural scaly skin or magical defenses; it's just because they're meant to be harder to hurt when you hit them than something with a 6+ or 7+ save. They're less squishy than average, so they have a good Save. And if you want to be better at hurting them, you need Rend.

    The only difference between a Grot Stabba's chances of injuring a Giant Rat and their chances of injuring a Steam Tank is in the Saving Throw.

    A monsters toughness is represented by a combination of amount of wounds, the save, any modifers and FNP save etc. So yes, a Grot can technically wound a little rat as easily as a huge monster made of solid rocks. The other stats then show how big of an impact that wound was. The system isn't perfect, but I feel all the stats on the warscroll makes sense. 

    • Like 1
  10. @Revlid Save roll and wound roll is not the same. Wound is partly strength - Look at a Cygor from Beasts of Chaos. It throws a huge rock - Unlikely to hit the opponent due to bad accuracy (4+), but if it does, the rock is heavy and will likely hurt ya (2+ wound), now it also makes sense a dress or some weak shield is not gonna shrug off being by a rock (-2 rend). 

    Save roll is completely different and represents how well equipped the unit is. Shields and armor will have better save than someone wearing a robe, hence a  better time avoiding damage.

    • Like 1
  11. Hit roll is accuracy, and just because you hit someone doesnt mean you hurt them; thats where wounding comes into play. 

    Im pretty sure they threw away the 40k board because it is much easier to memorize your unit’s warscroll and remember that your dude hits on 4’s, no matter what hes hitting. Obviously there are some modifiers to this, but it makes it easier for new folks tbh.

    • Like 2
  12. 2 hours ago, Galas said:

    I believed I knew how this rule works, but after reading this thread I don't even know anymore. What is real? Is this all just a fantasy?

    I'll admit I got sucked into the discussion of what the word "any" actually means and got really confused for a moment, especially with the FAQ explaining the word "any".

    The truth is it should be pretty simple if you take a step back. Nobody ever questioned how deepstrike abilities work, yet they are worded the exact same way - See below.

     

    image.png.118b583d397604199da9eb02f4f52175.png

    image.png.bb6281627917f909e187159b12ba1189.png

    Everyone knows you can't teleport a unit and place it into combat with an enemy unit, just because another enemy unit is somewhere on the table and further away than 9". Everyone knows you put the ruler down and place your stuff at least 9" away from the closest unit. 

    This is the same case with Mad as Hell. It does not work if the unit is within 9" of an enemy unit, even if there is another unit further away than 9".

    • Like 2
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  13. @Malakree Sure, it was phrased a bit wrong. What I meant by alphastrike, is that many people that play the alphastrike way, is literally just pushing all their models across the table in turn 1 without too much thought, and the game is usually decided by the doubble turn right there. 

    This is much different in my eyes. The hit and run tactic sounds really great, especially against units without super long reach. We talked about the Weirdnob previously, and this would allow you to skip out on one, yet still threaten the entire backboard the entire game. The opponent can't even rely on getting Nagash etc. within range to unbind.

     

    It is a bit too mathhammery to straight up say that BW > IJ for straight up fighting. Sure the +1/+1/6++ FNP makes every unit incredible, but chaining SnB back to back gives you something that those buffs will never be able to provide. IJ units aren't made of paper, but at the same time they aren't Mortek Guard.

     

  14. 23 minutes ago, DerZauberer said:

    I love it when people like @Marcoangelo33 take a "OMG so garbage, literaly unplayable" faction/warclan/unit/rule and just play it to their strengths and make it work big time.

    Love it, thanks for the breath of life into Bloodtoofs.

    Well it just goes to show that the book got tons of tricks and some not really explored by a lot of people. I always cringe a bit when people talk about Ironjawz as if it is purely an alpha strike army and thats it. 

  15. 3 hours ago, PlasticCraic said:

    It's frustrating, but if you message a TO in advance I would expect most people to be pragmatic about it.

    Yeah since you are technically entitled to the bonus per the core rules for setting up terrain, and since there is no way of denying the bonus on the table, I would imagine quite a few TOs would be ok with just giving you the passive ability.

    • Like 1
  16. @Marcoangelo33 I was actually thinking about the same thing the other day. Having a 100% secured teleport could in some situations act almost like a “i win” button you can push at any given moment your opponent let his guards down.

    What was your list like? Mk, 2x warchanter, weirdnob, 6 pigs and then rest Ardboyz with an Ironfist?

    How do you deal with stuff like Fyreslayers or even Plaguemonks?

  17. 1 hour ago, DerZauberer said:

    The core FAQ proves that "Mad as Hell" is broken, or am i missing something here?

    Translated: "At the end of one or more phase, if one or more wounds or mortal wounds are inflicted in that phase on an IRONJAWZ unit that is more then 9" away from one or more enemy units, that IRONJAWZ unit can move D6".

    This would e.g. allow Ironjawz to move after combat, which would be arguably broken.

    But please, don't let this develop to a RAW vs. RAI discussion - again. 

    The core FAQ sounds more like it is trying to explain a situation where multiple sources of an aura are affecting the same unit. There are multiple heroes that broadcast an aura of +1 to hit, casting or whatever. If the rule says "any" they explain that it means one or more models, so the same broadcasted auras aren't stacking.

    I don't think it is intended to be used in every situation where you find the word "any".

    • Like 1
  18. @Rentar I think that is about as good as it gets. Get 2 Warchanters and an additional CP and you'll be at 1990. 

    Sunblessed on 1 footdude, Ethereal on the Maw and Metalripper on the other foot guy.

    You'll start with 5 CPs and a 4+ to get a 6th. 4 drops.

     

    I still think you'll be better off just going for a normal lronfist and simply get more bodies. With the above list you've tied almost 50% of your army into 3 heroes (2 of which are kinda ******) and the batallion. The Footbosses kinda scream for the Warchanter buff to be semi useful, but at the same time you really want it on Brutes since it almost doubles their damage output. The Maw Krusha has 2 attack profiles with almost 20 attacks combined, so Warchanter buff is again significant here.

     

    • Like 1
  19. 44 minutes ago, Malakree said:

    That's the key point for me. Remove the requirement on 2 Footboss and make it 2 Megaboss instead so that it can be Maw-Krushas and Footbosses. That would make it much more usable as a double MK option.

     

    EDIT: On a bit of a tangent.

    The Rekruiting Krew is actually a really solid way to field large Brute units while also negating their low bravery. I can see it being solid at lower points.

    I liked the idea of mass Ardboyz immune to battleshock in Big Waagh, but unfortunately it is specifcally for Ironsunz. :(

    But then the question arises - Isn't Ardfist just simply better than having battleshock immune Ardboyz anyways? I'd say yes. 

    So the 2 batallions are pretty much only for players wanting to field an almost entire Brutes army.

     

    I keep wanting to try and make Da Bossfist work, but it is just no good. Even for double MK lists you'll be hardpressed to get much more than 1 Warchanter. To noones surprise, adding +1 attack is just nowhere near as good as adding +1 damage.

     

    For both double MK and mass Brute armies you're likely much better off running a standard Ironfist list. You wont fit it all into a 1 drop anyways.

     

  20. 7 hours ago, willange said:

    No problem.

    I'll copy it from their warscroll (from Azyr since that's what I have handy):

    One With the Shadows:
    Instead of setting up this unit on the battlefield, you can place this unit to one side and say that it is set up in the shadows as a reserve unit.  If you do so, at the end of your movement phase, you can set up this unit anywhere on the battlefield more than 9" from any enemy units.  Any reserve units in the shadows that are not set up on the battlefield before the start of the fourth battle round are destroyed.

    I believe that the "more than 9" from any enemy units" part is similarly worded in mad as hell (I haven't looked recently, I'm going off your OP) as are most deepstrike/ambush rules.

    It is identical - See below. People can talk all they want about ambiguity of rules, RAI vs RAW etc., but sometimes people read way too much into words or sentences and completely forget context. 

     

    image.png.ba5a24d381931163ae49526e597506f6.png

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