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Kasper

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Posts posted by Kasper

  1. 19 hours ago, Salthrass said:

    Hello all, 

    Just making sure I’m doing things right. If I have a Megaboss on Maw-Krusha and give him: 

    Live to Fight
    Metalrippas Klaw
    Mean ‘Un (mount trait)

    Then buff with:

    Warchanter Buff
    +1 to hit 
    And Reroll 1s. 

    Will I have 8 attacks with choppa & hacka and 8 with fist and tails.
    At 2s rerolling 1s, 3s to wound (re rolling if charging) at rend 3, 3 damage on the Choppa and rend 2, 4 damage on the fists?

    Sorry bout the wall of text.....

    That is correct. Now, let the carnage begin! :D

  2. 6 hours ago, PlasticCraic said:

    Yeah I've searched in vain for that 3rd point, again I'm sure I've seen it somewhere but I can't pin it down.

    Would this offer a relevant precedent?

    Q: Call to War allows a Gristlegore Hero to pile in and then attack as a reaction to being slain. Can I use Feeding Frenzy to fight again after using Call to War?

    A: Yes. Call to War happens before the slain model is removed play, temporarily halting the normal game sequence at that point. The Feeding Frenzy command ability can be used after Call to War to allow the model to fight for a second time. The normal game sequence is then returned to, and the slain model is removed from play

    Is it this one from Beasts of Chaos you are refering to?

     

    image.png.49955d90236dac0f8fdc0e42bc9c0b43.png

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  3. 1 hour ago, Karragon said:

    It would. The player who's turn it is has their "end of phase", then the player who's turn it isn't has their "end of phase". According to the community article about ASF/ASL. So Slaanesh would do their locuses and then you'd charge them

    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.

  4. 12 hours ago, Malakree said:

     

     

    I will admit that what I've seen let me to believe it's the start of the charge phase. If it's at the end then it's considerably worse and it would heavily reduce my evaluation of it.

    End of the charge phase makes it far more niche and way less usable. Possibly to the point where it's as mediocre as the bloodtoofs one.

    Have to admit after the Drakfoot allegiance I was willing to believe we would get something that good.

    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.

    image.png.b8491f89e1bd04da741e33455cf2f973.png

     

    • Sad 1
  5. 13 minutes ago, Requizen said:

    TBH though Gordrakk is 540 points, so once you add in 2 Chanters you're at 760 and that becomes a pretty tight army. 

    It's worth noting though that the CA (if transcribed in the other thread correctly) is really good for Bonesplitterz. You get 1 Waaagh point for every 10 models within 18" of the caster, so if you're running 30 Savage Orruks, 30 Arrowboys, and 10 Maniaks like I'm planning, that's 1 CP for 7+ Waaagh Points on Turn 1 (assuming you haven't lost any yet). Not a bad boost, 7 + Wurgog/Wardokks + d6 can add up quick. 

     

    Still, I think I like the guaranteed turn 1 power of Bonesplitterz more. Maybe if I want to buy Gordrakk at some point, but not yet. 

    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. :D

  6. 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. :D

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  7. 17 minutes ago, JackStreicher said:

    It doesn‘t since no point is valid at all.

    (everything in caps symbolizes obvious conclusions, which were accentuated even further)

     “Shoot them“ is NEVER a valid argument since not every (even major) faction has access to good enough shooting.

     Screening? So they send two units in and after the first one annihalated the screen the second one piles in to annihalate the second unit.

     Aff is of no help because you won‘t do enough dmg due to their tankiness  and 3-4 wounds a model. Also most armies have no access to aff

    most armies can‘t summon and even summoning is pretty hard when you‘re dead by turn 2 and the hole board is swarmed by ardboyz.

    YOU CANNOT KILL THEM BEFORE THEY ARE BUFFED, they are buffed from the start.

    hyper durable? Negated  by 2 dmg attacks across all units.

    ——

    summed up: Take a super specialized List of a specific army SO YOU HAVE A CHANCE OF WINNING.

    Perhaps you might even realize that that is ridiculous „buy a specific army and specialize it otherwise you‘ll lose“ as only way to beat a random list using 3 warchanters 👏🏼

    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.

    • Like 4
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  8. 5 hours ago, Scurvydog said:

    With mighty destroyers your MK got a 24" move potential minimum, so if you get hit by a purple sun you got outplayed ;) 

    Metal rippers was also just for the overkill, by all means grab the ignax scales for some added protection, that is still probably one of the best choices.

    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.

  9. 26 minutes ago, Malakree said:

    Does the great WAAAGH! Say you can take any Orruk unit or does it say you can take ironjawz/Bonesplitterz. The exact wording is crucial here.

    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

     

  10. 44 minutes ago, Miscast said:

    I thought in the twitch stream they have relegated greenskinz to O&G legendary army status, which is why the Idol is getting new keywords. 

    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.

  11. 51 minutes ago, Scurvydog said:

    Yea that list will run over someone somewhere for sure. Quite one note, but just 3 gruntas charging in with a warchanter buff is a threat to anything and against a unit of 6 with hackas who get a good charge, just about anything will die from that. Only real problem will be to get the rest of the army to catch up, if they need to...

    What are you gonna do when the enemy screens their important stuff though?

  12. 32 minutes ago, broche said:

    What is the exact wording of Ardfist now? I checked the video again but could'nt read the exact word?

    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.

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  13. So in a 5 man unit of Ardboyz, you can have

    1. Leader
    2. Gorkamorka banner
    3. Gorkamorka glyph
    4. Drummer
    5. 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.

  14. 54 minutes ago, Aelfric said:

    Does anyone have details about allies, esp for The Big Waaagh?  Wondering if the Greenskin Warboss with banner is still usable as he still has valid points.

    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.

    • Sad 1
  15. 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.

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  16. 28 minutes ago, KillagoreFaceslasha said:

    Provided you have the CP.


    It looks neat, tbf.

     

    Also. Are you forced to take the sub-faction relics?

    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.

  17. 1 hour ago, Malakree said:

    Also interesting thing to note. Ardfist replaces a unit when it dies with EXACTLY 10 boys. 

    So for 110 (WC) + 450 (5*90) + 120 (AF) = 680 points you are getting a warchanter and 5 units of chaff/objective holders which have a 50/50 chance to spawn a unit of 10 on a board edge if they die.

    Combine that with ironsunz to dumpster your opponents charge phases and it's going to pretty horrible. Especially since you just straight up get the aetherquartz for the WC with your battalion.

    Oh and that's 5 extra units on the WAAAGH! stack aswell as being no extra drops over the WC.

    According to the GMG review the new unit is also added to the batallion, so you could keep this rolling for a long time.

  18. 4 hours ago, Malakithe said:

    I didnt jump into IJ to play with ****** Ardboys models and spamming them seems to be what this is leaning towards. Bonespitterz made out waaaay better. Going back to Troggs/squigs or until Mawtribes release.

    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

    • Haha 2
  19. 1 hour ago, Scurvydog said:

    Smashin and Bashing and all heroes access to mighty destroyers is not worth +1 hit and +1 wound armywide... the 6 pts ability to get +1 cast/unbind for d3 whaagh points is somewhat meh though.

    Yeah that's my reaction too. The IJ alligiance abilities are just too good imo.

  20. 1 hour ago, Warmill said:

    Yeah +1 to hit and wound armywide is gonna be very hard to turn down, especially if Gordrakk + 2 chanters gets you there by start of turn 2.

    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?

  21. 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 ******?

    • Like 1
  22. 18 hours ago, Malakree said:

    To directly quote.

    "The ethereal ABILITY has no effect on attacks made by a Drakfoot unit."

    Attacks is a short hand way of saying attack sequence. Meaning that for the entire attack sequence of any attack made by any drakfoot unit. As the save roll is part of the attack sequence the ethereal ability, which prevents both positive and negative modifiers from being applied, is ignored. Hence they can now apply bonuses to save if they would gain them.

    Additionally, no where does it state that nighthaunt units cannot gain cover. If a nighthaunt unit is wholly within a piece of terrain then it has cover. So when it is subject to attacks, at the "save roll" portion of the attack sequence, it has cover. As such it gains +1 to save. However, the ethereal ability is then applied and all positive or negative effects are ignored. So it functionally doesn't gain the cover save it IS in cover.

    Example. If the Hysh realmscape feature which grants -1 to hit for units in cover is active, then a nighthaunt unit in cover is at -1 to hit.

    Hence when the ethereal ability is ignored the unit, which always had cover, is now able to gain the +1 to save from being in cover.

    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.

  23. 20 minutes ago, Sleboda said:

    The whole game itself is different. Comparing the Seraphon book to the Hedonites book is not much different than comparing Warhammer Armies: Empire to Codex: Necrons.

    Different games.

    That said, yes, sometimes a new thing ends up being better. But sometimes an old thing is better than the new thing.

    The two problems with saying there is power creep are:

    1. If it were, then each new book (not some here and there) would be demonstrably better than the previous one. This simply is not true.

    2. It implies deliberate action by GW, which, if proven true, would kill their business. If we knew each new book was designed to outclass the last one, we (as a whole) would simply stop buying.

    People leap in the creep idea without really thinking it through (and without looking inward).

    One other thing that rarely gets discussed is that we see books that supposedly were better at release get figured out and folded in to the overall environment in time. That tells me that it's more about just having to learn how to handle new things than it is about new things being inherently better.

    This has been discussed in multiple threads already so I feel like it is beating a dead horse at this point. Yes, there are outliners, but there is a pretty clear trend that new books are invading the meta and tournament players chasing the ladders are often selling their old army and investing in the new. New rules are being printed, allowing new armies to beat the activation wars and now the DPR craze etc.

    I dont see it "killing their business" at all. It is a pretty common business practice in many games. This is the same in card games where new cards are slowly being printed better. It makes sense that they want you to invest in new stuff rather than sitting on your old army for years on end.

    There is obviously a fine line between directly pay-to-win and getting a small advantage from playing a recently released army.  A new army should never be so powerful that any army that is more than half a year old has no chance. But to claim that there is ZERO power creep happening is rather silly imo.

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