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Kasper

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Posts posted by Kasper

  1. 10 hours ago, Ravinsild said:

    Well if your Megaboss on Maw-Krusha dies he can't use the ability.

    Also I thought you had to roll 1d6 and add the amount of Ironjawz Units wholly within 24/18'' and the total has to come to 11 to get +1 attack, or 12+ for +2 attacks?

    Also the General must be a Megaboss, so if my Maw-Krusha boss is the general then only he can waaagh so the footboss cannot. oops.

    I meant that you can always Waagh even with just himself being within range. As others have explained, it is "up to 11", so if he's alone and you roll a 1, you still get +1 attack. You can't fail getting +1 attack, only if you get 12 in which case it is +2.

    I always use the Waagh. I'd rather use it one turn too early than one turn too late. It it a really big damage increase on pigs or even a unit of 10 Ardboyz. 

    • Like 1
  2. 3 hours ago, amysrevenge said:

    Haha it's so counterintuitive that people can't see the problem.

    Scenario:

    • The Iron Jaws unit has taken some wounds.
    • Enemy unit A is 1" away.
    • Enemy unit B is 10" away.
    • Is the condition "is more than 9 inches from any enemy units" met?

    It's a familiar problem to someone who has studied probability and statistics - you have to change your wording flipping between P and 1-P.  To get what people are assuming it means, you need "is not any enemy units within 9 inches".

    I never really thought about it because it seemed so obvious to me what the intention was: Get closer to whatever is hitting you.

    This means Ironjawz units (or Big Waagh) can move out of combat at the end of the combat phase, assuming a unit hit them.

  3. 3 hours ago, Ravinsild said:

    You know I've been thinking... I do love the footboss model, a lot. Also when my Megaboss on Maw-Krusha dies (it always dies) sometimes I haven't Waaaghed because some of my units sometimes aren't in range to count it up and actually make it work. Perhaps a Footboss for a backup Waaagh just in case could be warranted? 

    Not sure I understood you correctly, but you can always Waagh, even if your general is on his own. You will just “only” get +1 attack.

  4. I came up with Maw Krusha, 2x Footboss, 2x Warchanter, Fungoid, 2x10 Brutes and 5 Brutes.

    My issue is that you are slow as shite, no screen and one of the Footbosses is gonna be meh. If the batallion gave you an extra artefact so each Megaboss (3) could have been beefed up, it would feel better. Like one with SoJ and one with Metalripper or something.

     

    I know you should never expect much from White Dwarf, but I was really hoping to finally play something else than Ironfist. The tax for this otherwise great batallion is just ughhh. 

  5. 3 minutes ago, Skabnoze said:

    I quite like Da Bossfist battalion.  I would easily use that one except for the cost.  It seems very overpriced.  It already has somewhat of a tax in the 2 Footbosses.  I could make that work since footbosses are quite decent apart from being slow, but 220 is just an absurd cost.

    I feel like it would have been great if it was 1 MK + 1 Footboss + Significantly lower cost or just 2 Footbosses. As it is you are using alot of points for the batallion and 3 heroes. +1 attack is certainly no joke though.

  6. 4 minutes ago, plavski said:

    Pretty sure we saw the shipping manifest for that months ago. It's more likely that they just don't do strong releases in the third week of the month.

    Yeah I completely forgot about that. I'm surprised they don't tease just a little bit - Just some info in regards to the new lore etc. Just something! :D 

  7. I guess the rule could be read that way, so as long as just one unit (any) is outside of 9”, it could move. Would cause some silly situations where units could move out of combat.

    It seems clear the intention (yaya RAI vs RAW) was to prevent being able to move within 3” and get to pile in to combat.

  8. Whaaaat...? You telling me we might play something else than Ironfist soon? 

    From what I recall, he took some giant’s earwax and stuffed it inside his own ears to subdue a giant Mawkrusha.

    I wonder what kind of batallions they will come up with. Theres already a batallion for every unit, maybe one for heroes? At least one that includes a Maw Krusha?

     

    Im excited though, but it is really a hit or miss usually with White Dwarf. Most stuff has been kinda ****** and purely for fluff, on the other hand they also made Syll’eske which made Slaanesh disgusting.

  9. I much prefer Warscroll Builder - It is super easy to use and looks clean. I always use it on the PC because I print it out for my opponent. The Azyr app list looks like hot garbage tbh. I honestly hate when people screenshot their list and paste it onto facebook, whatsapp etc.

     

    @Inquisitorsz I have honestly never experienced that the Warscroll builder showed wrong pts., only on a new release where it takes a couple of days before it is up to date. 

  10. So with Mighty Destroyers a unit "must make a normal move if it is more than 12" from any enemy units". 

    According to the core rules, when you make a "normal move" with a unit, you can declare it is running. 

    I guess it means you can use Mighty Destroyers on stuff in the hero phase and make them run towards an objective or whatever? I realize you can't charge later on, but for a slower playstyle I often find myself using MD on Ardboyz in turn 1 to scoot them up the table. Adding an additional D6" move could be quite useful.

  11. 17 hours ago, Jabbuk said:

    Is there any place on this forum for us Warclans to discuss strategies against other factions? I have an upcoming game against Nurgle next week and I know next to nothing about them. I know he'll have some BoC Nurgle-marked stuff, chaos warriors and Demon Princes, that's for sure. Also some plaguebearers. He doesn't have blightkings or high wound stuff.  Where could I got some tactics info on how to prepare?

    I think it could be a really interesting talk. I don't get to play every army, so when participating in a tournament it would be nice to be somewhat prepared and have a general idea of what you can expect from X and Y army, instead of having to ask at the table "so what can your army do..?".

    It is never fun to lose due to a "gotcha" moment where you are caught with your pants down, like not knowing Idoneth can attack first with their entire army in turn 3 or Slaanesh making your army fight last and double pile in with everything.

    I think the issue is how to organize it - It would almost require a thread dedicated to each army in AoS. Ontop of that, the armies play so differently depending on what you face. Two players facing Skaven aren't gonna have the same game at all - One might face a bunch of Plague Monks where he gets blown up in combat, the other might face a bunch of Jazzails and Acolytes and get shot off the board.

    I do think the tactical aspect of AoS isn't discussed enough at all. Everyone seem so focused on list building (which is really important, sure) but even in battle reports you don't get to hear thoughts and strategies at all.

    • Like 3
  12. I think the spells need to be good but also balanced properly. I don't want to rely on a spell cast going through before I feel my unit is "playable" on the table, but at the same time it needs to be just good enough, so that I'll get excited when the buff goes off.

    On the flipside, I think the spell lore needs to have multiple interesting spells. If there is only 1 or 2 spells that you ALWAYS pick, it would qualify as a bad spell lore IMO.

  13. @Skreech Verminking So they are legit? I've seen a conversion that doesn't cost all too much yet still looks great. 

    What kind of list would you make? I was considering something like this without having looked *too* much into it. I like the idea of 2 huge blobs with the smaller unit as a speed bump or to cover a flank. Acolytes between them and Jezzails in the back. The general idea was to let the opponent come to me while the Jezzails take out support heroes and Acolytes wait to bomb stuff like Mortek Guard to pieces. The spells were meant to help with slowing the enemy down to give me as many shooting phases as possible.

    Batallions for Skaven seem really bad? :( 

    Spoiler

    Allegiance: Skaventide

    Leaders
    Warlock Bombardier (120)
    - General
    - Command Trait: Deranged Inventor
    - Artefact: Vigordust Injector
    - Lore of Warpvolt Galvanism: More-more-more Warp Power!
    Grey Seer on Screaming Bell (240)
    - Lore of Ruin: Warpgale
    Grey Seer on Screaming Bell (240)
    - Lore of Ruin: Plague

    Battleline
    40 x Clanrats (200)
    - Rusty Spear
    40 x Clanrats (200)
    - Rusty Spear
    20 x Clanrats (120)
    - Rusty Spear

    Units
    9 x Warplock Jezzails (420)
    30 x Skryre Acolytes (320)

    Endless Spells / Terrain / CPs
    Warp Lightning Vortex (100)
    Soulsnare Shackles (40)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 179

     

  14. Is the $$ cost of Acolytes the real reason why very few seem to run them? A spark and MMMWP spell ontop of a blob of 30 looks insane on paper. :D

    I'm considering picking up Skaven as my second army and really fancy the idea of having some mean shooting output.

  15. 2 hours ago, GeneralZero said:

     

    Some things to notice:

    - 6 different factions in the top 10

    - at least 10 differents factions in top 20

    - most of lists are really different 

    - it is really refresshing to see that no list is unbeatable. 

    - Big guys are really playable and sometimes winners but not OP: nagash, archaon,...Many of less bigger (around 400pts) heros/monsters are enjoyable and effective (LoC, GKoTG, KoS, Stonehorns etc...). It is such a relief to see so many big guys on tables...

    Certainly great to see the different lists compared to what we are used to seeing.

    Do you know if the tournament had any specific restrictions since the top 10 were so diverse?

  16. Ironskull's might not be a bad idea actually! They should deal more damage than 5 Ardboyz. Basically baby-Brutes. 

    So you essentially trade 5 Ardboyz for an extra artefact and an extra use of Mighty Destroyers. I would certainly do that! And it's even bang on the points. :D 

    • LOVE IT! 1
  17. 4 minutes ago, Jabbuk said:

    Thanks for the input, man. 

    I like taking Ironfist but I feel like I loose too much. If I reduce Brutes in a unit of 5 and take out the CP, I can get Ironfist in but I'm at 1460. I really feel like my points aren't maxed. I also lose some punch without the brutes. I dunno that's a tough choice.

    Yeah if you dump the extra CP and reduce the Ardboyz, you'll still be 10 points short for an Ironfist batallion. :( Pretty much only Brutes I would toy with. But I still think it could be playable with your current list. 

    • Thanks 1
  18. 41 minutes ago, Jabbuk said:

    I was wondering if it was worth it to play Big Waaagh at 1500pts or you really need tons more bodies to make great use of it. Also, I have a MBoMK that I could use. Do I need the ironfist battalion or I could go without? 

    Thanks in advance.

    I don't think Big Waagh is bad at 1.500 pts. With your list you'll generate 9+D6 per turn if you spend a CP before any charges or combat with the heroes/Ardboyz. Depending on how well you roll on the D6 you could skip out on spending a CP. I personally think BW is worth it at any point range as long as you can ensure the buffs by your turn 2 imo.

    I would probably look into getting Ironfist. Not only does it give you another use of Mighty Destroyers, you also get another CP to burn for the Waagh points (maybe for a +2 to cast for a cheeky teleport) and another artefact.

    The list looks mean!

    • Like 1
  19. 12 minutes ago, TMS said:

    The long term enjoyment part of the game suffers the most when extreme armies like OBR and Fyreslayers come out. They're like deathballs that I can't even get close to or they'll melt me. I bank on superior mobility to try to win on objectives but if I can't fight them properly that gets old, fast. GW has created these armies where my offense isn't good enough to do anything, yet they also hit back unreasonably hard. Compare them to the staunch defender Sequitor block - similar defense but massively increased offense.

    I'll agree that I don't think stuff like Fyreslayers is a good design for casual games or the average skilled guy. It creates situations where people will feel super helpless. Gotrek is kinda the same tbh. Both might be fine at the top end and for tournament players, but I don't think the game should be made for them. It requires a bit to figure out how to deal with an army after realising you have no chance in a close combat fight.

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