Jump to content

Kasper

Members
  • Posts

    956
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by Kasper

  1. 13 hours ago, Newtype_Zero said:

    So I've noticed a few Bloodtoofs lists leaning into 2 Artefacts recently using Arcane Tome and Destroyer and coming out to at least 4 drops. I would imagine that if you were playing a GG-heavy list with Bloodtoofs you'd want to try for a few drops as possible (I personally run a 2-drop with AoD) to alpha your opponent.

    What am I missing with the double Artefact list? Is it just for Mystic Shield?

    I havent seen any lists without Amulet of Destiny on the MK general. Its significantly better than anything else. Most of the really strong lists are a 1 drop army, so having more drops beyond that is kinda meh. I also think our army has the option of punishing the opponent if you are given turn 1, so I dont mind not having a say in going first or second. 

    I kinda want my 2nd MK to have some artefact or whatever to increase his value which means 1 Warlord batallion is a given for me, at this point Im looking at 5+ drops so does it really matter how many drops I have at this point? Might as well go for double Warlord + Hunters for maximum value. Theres also value in being able to deploy your MKs once the whole army of your opponent is on the table. 

    • LOVE IT! 1
  2.  Im having such a hard time deciding between Ironsunz and Bloodtoofs. Both abilities are so incredibly strong when used well.  

    I love the idea of being able to launch Pigs up the board and trade effeciently with a screen or whatever, then get to charge and tag something else and pin the opponent back for a whole turn, especially in the current meta where a lot of armies are made up of a couple of units.

    Ironsunz just creates this puzzle for your opponent where he wants to single out a Maw Krusha, but if he charges it then he knows the other will countercharge and mess with his plans. 

    It is amazing having these choices but on the other hand.. Its so difficult to pick! I want both of them!! :D

     

    Anyone played with Bloodtoofs recently?

  3. 2 minutes ago, pnkdth said:

    Pure speculation would be to assume it will work differently from the rest of the service (W+ and the 40k app). Everything we know so far suggests it will follow the same model as below.

    Screenshot 2021-10-29 at 13.38.25.png

    Right so the thread is just fearmongering. Seems a bit of a misleadng title.

    • Haha 1
    • Confused 5
  4. 4 minutes ago, pnkdth said:

    A lot literally has changed. What used to be freely accessible will be put behind a monthly subscription. You can access the battletome you buy in the app without a subscription. All the data sheets (or warscrolls) can only be accessed if you pay for a subscription (so saying they are "free" is not accurate). The app won't be free once it goes out of beta.

    Where has this been confirmed? Because there is zero indication that you will have to PAY for warscrolls, I havent seen or heard anything about this so it seems like pure speculation. Right now you have free access to the warscrolls and you dont even have to signup with a warhammer account, the only stuff that is locked behind a paywall is the usual battletome-specific things that have always been gated behind buying a book - The new app essentially just allows you to have a digital copy of the book.

  5. 37 minutes ago, EccentricCircle said:

    There is also an accessibility issue to consider.

    I've always been able to download scrolls, and print out large print versions of them, making A3 sized roster sheets with a three or so scrolls all with a larger text size than they appear in the book, let alone on the instruction manuals.

    I can cope with the size of print in the books, for the most part, but it slows me down. There is no way I will ever be able to comfortably read something off of a phone screen, and honestly even trying to use an app on a table in the "heat of battle" is going to be uncomfortable and distracting.

    I'm sure there aren't a vast number of partially sighted warhammer players, but nonetheless, its always frustrating when a bit of good accessibility is taken away. (Even if it was always accidental in the first place, and no one in power ever considered the issue in the first place). I have no idea how the app would compare to the pdf if using screen readers, but would be interested to know.

    So, from my point of view, even if they do remain "free" in some shape or form, they are effectively beyond my reach. I'm not going to pay for an app which I can barely use, and which will adversely affect my enjoyment. As it happens I'm pretty much done with AoS for the time being anyway, so its not a big deal, but its another nail in the coffin for me. I'll be sticking with more accessible games from now on (though I should hasten to add that I'm still excited about the minis/painting, and will be frequenting this community. I'm just burnt out on the game itself, which I barely played anyway).

    If you have issues with sight then you probably dont get much use out of seeing things on youtube on the phone either etc. I would suggest getting a tablet, which you can get for next to no money (considering how expensive anything else is in this hobby). Should make your life much better. You can also get the app on the tablet which makes everything significantly bigger and easier to read.

    I dont really get this whining for the sake of whining though - I mean you said it yourself, you are already done with the game, but  your post just makes you come off as a grumpy old man. 

    • Like 1
    • Confused 1
    • Sad 2
  6. 1 hour ago, Scurvydog said:

    Bloodtoofs does at least allow for the gruntas to charge again if they clear a screen and tie up something, dealing some mortal wounds as well while doing it. It is a hard choice though, if only the Ironsunz ability did not cast CP ;) I like the threat from the Ironsunz though, if played right the opponent will have far less "safe" plays to do, if you got an unengaged mawkrusha nearby, everything becomes far harder to do with the risk of a counter charge on their hammer unit.

    The meta being full of lumineth and legion of the first prince, also brings a lot of value to "you messin'" for sure.

    If the opponent is far enough in on the objective, then the Brute ability does nothing (or not enough) in some cases though.

    In my mind the difference between Bloodtoofs and Ironsunz is that Bloodtoofs allows for you to be more proactive in the game where as Ironsunz is a reactive playstyle. Both are good depending on how you play. 

    Do you really need to play 2x6 Pigs? Even with 2 MKs? I prefer 4x3 Pigs for sure, since it gives you a lot more options in regards to how you use the Pigs. The list with 2 MK, 3 WCs, 1 Weirdnob and then 4x3 Pigs is looking quite good in my eyes since you get double Warlord. You could give the Weirdnob the Arcane Tome so he can cast 2 spells (Mystic Shield + Teleport/Bash'em) and still have Destroyer on 1 MK.

    • Like 2
  7. 1 hour ago, Lurynsar said:

    So I don’t have skin in this debate. However are free Warscrolls gone? Or just moved?

    I understand they’re on the app, and the app is in a free beta. Has this changed? I have Warhammer+ which includes the 40K and AoS App. But it’s my understanding that even without a subscription you get access to the Warscrolls. I have them for Stormcast and Orruks without their new codes. Is this a subscription thing only? Is this a beta thing only that we have been told is going away?

    I’m just trying to figure this out. Locally we just tell everyone to download the App and they do. Right now it seems they get all the old stuff for free (which I understand will eventually likely go away). But are Warscrolls? It seems given they’re free for Stormcast and Orruks that they’re part of the generic coding. 

    So if they’re free forever on the app I suppose it’s just about the medium. For me free on the app is far superior than each as their own download on the webstore. But to each their own I’m sure. I’m just curious if we actually know “free” Warscrolls are gone or going. 

    I dont get how this discussion reached 14 pages with the subject "The End of Free Warscrolls" when they have a (currently) free app with all the warscrolls on there for everybody to look at. 

    Nobody knows if stuff is being locked behind a paywall - At the moment it seems army specific stuff like command traits/artefacts/spell lores are locked behind actually buying the book - Since you currently unlock it by using a code at the back of the new SCE/Orruks physical book, but the warscrolls themselves are free. Literally nothing has changed, except you cant get them off the GW website but the best source has always been using the free app.

  8. 6 minutes ago, Tizianolol said:

    Oh thx a lot, in this case how many grunta are able to do damage in charge?:) 

    All of them, thats the whole point. 😜 I find it easier if you simply place a 25mm base where Scurvy placed the measure sticks. As long as that base touches the opponent and each Pig hugs the base, then every Pig will be within 1" of the enemy unit so you get impact hits, pig attacks etc.

  9. 12 hours ago, Malakree said:

    Personally I'd look at something more like this.

    Allegiance: Ironjawz
    - Warclan: Ironsunz
    - Grand Strategy:
    - Triumphs:

    Leaders
    Megaboss on Maw-Krusha (480)
    - General
    - Boss Gore-hacka and Choppa
    - Command Trait: Skilled Leader
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Mount Trait: Smelly 'Un
    Orruk Warchanter (115)
    Orruk Warchanter (115)
    - Artefact: Arcane Tome (Universal Artefact)
    - Lore of the Weird: Da Great Big Green Hand of Gork
    Fungoid Cave-Shaman (95)
    - Allies

    Battleline
    10 x Orruk Brutes (320)
    - Pair of Brute Choppas
    - Reinforced x 1
    10 x Orruk Brutes (320)
    - Pair of Brute Choppas
    - Reinforced x 1
    10 x Orruk Ardboys (170)
    - Reinforced x 1
    5 x Orruk Ardboys (85)

    Units
    6 x Orruk Gore-gruntas (300)
    - Pig-iron Choppas
    - Reinforced x 1

    Core Battalions
    *Warlord
    **Hunters of the Heartlands
    ***Hunters of the Heartlands

    Total: 2000 / 2000
    Reinforced Units: 4 / 4
    Allies: 95 / 400
    Wounds: 154
    Drops: 9
     

    Dropping the 2nd MK allows you to put in other big threats. The unit of 6 ggs gives you devastating alpha potential and ironically not being battleline denies the broken ranks battle tactic.

    You then get 2 big units of brutes, both a 5 and 10 ardboy unit which allows for a defensive and offensive objective unit.

    I prefer this list as well - Nitpicking but for whatever reason you cant duplicate the GHB batallions unlike the ones in the Core Rules. 

  10. 13 hours ago, QuinacridoneGold said:

    Again a list comment post!

    Got my first 2000 pt game going in two days. I only have accesso to a single Maw Krusha and a maximum of 9 pigs, 25 brutes and 30 ardboys (thanks, AoS 2.0) , What do you think of these lists? 

    NOTE: weapon loadout for brutes and pigs is Jagged Gore Hacka, not the choppa.

     

    I Need a few comments on your preferences for mount trait and command trait! Was thinking about Fast Un and Mega Bossy to get all that mobility across the table and compensate the slow movement of all my brutes.

    LIST 1 - No Gruntas

      Hide contents

    list1.JPG.d33d3725d4fc78130e74290f451f81f4.JPG

     

    LIST 2

      Hide contents

    list2.JPG.261a1c1ac99214fed828424d6e31dcf6.JPG

     

    Im not sold on Mega Bossy, granted I havent tried it out but from my games Im simply starved for CPs. There are way too many things you want to keep a command point for IMO to ever see myself spam Mighty Destroyers multiple times a turn. 

    I want 1) Mighty Destroyers 2) All-out Attack/Defense 3) Redeploy 4) Ironsunz countercharge 5) Inspiring possibly 6) All-out Attack/Defense in my opponent's turn. If I got a bunch of slow dudes I would probably prefer to 7) Autorun 6" to get onto objectives unless they need to get into combat or shoving Warchanters forward for the next turn.

    Im missing some rare CAs like rerolling charges, but thats already way more than the 3 or 4 you get per round. Obviously it helps if you are good at rolling a 4+ but its still tight and you might opt to go for the healing on the MK once he takes damage. 

    Mega Bossy in my mind is for when you want to alpha your opponent with your whole army.

  11. 6 minutes ago, Scurvydog said:

    The idea is just a turn 1 counter punch. Charge in with Gruntas and maybe tanky Crusha, then super frogger in the fast MK with destroyer the next turn, to annihilate whatever scary they threw at you.

    If you are good at whiffing it sure comes in handy to have, and is one of the only ways to possibly ensure a Mega Gargant dies before it retaliates, possibly saving a big chunk of damage/death.

    At least there are options which is great, it is so cookie cutter these days, so it is actually nice having to make some hard decisions ;)

    Yeah certainly. Thats why I said its so hard to discuss loadout on the MawKrushas since it so heavily depends on how you play and what you play against. At the end of the day, what matters is what works for you, not what some nerd on the internet tells you to do. 

    The only thing Im a bit miffed about is the command traits. Im not blown away by any of them..

    • Like 1
  12. 12 minutes ago, Scurvydog said:

    Gotrek fights again at the end of the combat phase. The Gruntas do their move/charge at the end of the combat phase, so this would entirely depend on who has the turn. If you made the charge on your turn and clear out a unit, then get to the end of the combat phase and charge Gotrek, it is then the opponent who does "end of combat phase" stuff after you, so Gotrek would be able to attack in this scenario. 

    The grunta ability is great regardless though, with hackas especially the additional charge could deal a bunch of extra mortal wounds as well. It should not be ignored how the pile in or especially the normal move can be great as well. If no enemy unit is present after combat, you can then move the gruntas into as favorable a position as possible, either with a better frontage, or blocking or continue onto an objective the dead unit possibly blocked off, it is great, especially as it costs 0 CP unlike Ironsunz. I love the Ironsunz counter charge, but I never have any CP to spare...

    Yeah I stand corrected, I was thinking of units with strike-last effects. So you probably dont want to charge Gotrek.. 😂 But it will work against anything else which is crazy good for pinning them back, especially larger models like Archaon. The fact the opponent doesnt get to hit back is really big imo.

    15 minutes ago, Scurvydog said:

    I have lost 12 wounds from unleash hell to bowsnakes before, it is not a great thing. Of course a mystic shield would help for any unleash hell (not MW though), so instead of relying on a 1 time per game additional move, the arcane tome + master of magic MK + Amulet MK, is not a bad option at all. Having that rerollable unbind could be a game changer as well. While smelly un does not work after a charge, it for sure brings staying power to take the counter punch, even though it is only for melee.

    The primary idea with the destroyer + fast un combo is to keep it at the back, while the gruntas and possibly other MK charges forward. Then in a followup turn, a warchanter can buff up the destroyer MK and with triple move it can reach anywhere on the board and wreck that fly high Ironclad, or Bash in most of the god models regardless of where they go, that is a massive psychological pressure to have that sitting there safely, waiting to "launch". Having access to a mystical shield for the tanking MK is a big deal though against anyone that does not auto unbind it, which is unfortunately quite a few Meta armies, like Lumineth, Tzeentch, Seraphon, Nagash etc who just get massive bonuses to cast and unbind and are common in tournaments.

    Armor of Gork is still pretty interesting I think, if not going for speed anyway, -2 move is not terrible when you can move twice, and +1 hit and 6+ ward is rather good.

    12 wounds is like.. Absurd luck on his part and your saves were absolute trash then. I guess your MK didnt have Amulet on it? 🤨

    My issue with that is you have 1/4 of your army just doing nothing, not even contesting an objective in one end of the map or whatever. I also think the MK has more than enough damage on its own and doesnt need the +3 from a single round. The value from the extra damage feels significantly less than the value you get from having Mystic Shield on the other MK, which amplifies the value of Amulet etc.

    Its true some armies will have an easy time unbinding the roll but in some cases you can be outside of range, a least turn 1 and maybe 2. Another question is how much of a threat those magic dom armies pose? I dont think Teclis is scary, we have too many mobile units with too much damage output and they generally lack models, so you can get into the soft bits real fast. Nagash is also not an issue I think - You could potentially kill Nagash in a turn, but you could also very easily kill almost anything else in the army in a single turn. Mortek Guard dont take rend 3 attacks too well. 

    I played around with Armor of Gork a bit and I found it pretty trash. 6++ is obviously nowhere near as consistent or good as a 5++, and the +1 hit is only on the Megaboss and not on the rend 2 attacks. The movement penalty also doubles down when you start to double move him. 

  13. 7 minutes ago, glytch said:

    Fast'Un allows your MK a 3" charge in hero phase, to avoid redeploy / unleash hell. It allows do things you couldn't do whithout it.

    Sure and thats the best usage of it in my mind, tripple move is way overkill in an army that is already incredibly mobile. Unleash Hell can be prevented by sending in 5 Ardboyz but more realistically 3 Pigs first. You can also just ignore it because alot of shooting units arent THAT scary when they are -1 to hit from UH against a 2+ 5++ MK anyways. Obviously there are some units I would like to avoid being shot at (Sentinels come to mind) but yeah.

    It might be a local meta thing but generally Im not too afraid of being shot to pieces. We have luckily very few Sentinels players in general. I havent had any issues with DoK.

    Personally I would prefer having my MK as tanky as possible vs combat armies or for pinning my opponent back from grabbing objectives.  

    Edit: Come to think of it, how often are you within a good charge distance after a simple 12" free move? Most nasty shooting units have an immense range or are being teleported around, so not sure how often you really get to prevent Unleash Hell on some of the nasty units?

  14. 1 hour ago, Scurvydog said:

    On the other hand spells are unreliable and Ironjawz depend on doing as much damage in as short a time as possible, with the best defence being offence, as you can then smash and bash to avoid counter attacks. Having a MK with the fast un trait and destroyer enables this best, as it is basically a guided missile with enough damage to be a major threat to anything in the game. This guy is the only one with a chance to outright 1 shot a mega gargant, or any of the god models with some reliability during waaagh. With triple move he can go exactly where needed. Hero phase and hero phase charge after, might also enable some tricks to counter redeploy and unleash hell. So while I'd really love to have a wizard available, I have a hard time giving up the destroyer fast un krusha, as this is similar to having a nuclear missile ready to launch and it completely messes with your opponent.

    How often do you really need to tripple move? Its 36".. Thats like from board edge to board edge. I have only found this useful when you want to alpha and want to engage something at the back corner of the opponent's castle while pushing something else in from another direction to pin them back, otherwise it seems a bit overkill, especially if you arent given the first turn. 

    I find it really difficult to discuss the loadout on the Maw Krushas because it really depends on how you play and what the rest of your list looks like. If all you do is alpha your opponent, then loadout is gonna be signfiicantly different than if you intend to play an objective based game. 

  15. Stonks for the Pigs and Bloodtoofs just seem to keep rising. 

    People generally seem to still be in a 2.0 mindset and havent really realized just how much the combat phase has changed and how its actually different to any other phase in AoS3.0. In the Core Rules 12.5 the combat phase is very specifically described as to how it works, which is where the Bloodtoofs ability really gets to shine.

    Since the ability to charge something happens at the end of the combat phase, it means whatever your Pigs charge are not allowed to fight back, since this happens at step 3, and your charge is step 5.

    This also means you can do things like kill 3 Screamers with your Pigs, Bloodtoof charge into Archaon and now he is tied up the following turn and is forced to spend 1/5 battlerounds fighting 150 pts. He will obviously kill them, but wont get to move unless he decides to retreat, but 1) the huge base will limit to where he can go and 2) he effectively wasted a turn as well. 

    Bloodtoofs seem insane even for "non-alpha" lists due to the ability to pin, movement and area denial. 

     

      

    • Like 1
  16. On 10/22/2021 at 1:15 AM, Vastianos said:

    I am super curious as to why I am seeing tournament lists take a Warlord to get Arcane Tome and then use it for Flaming Weapon. Is it the unbind attempt that makes people choose it over the Destroyer Artifact? 

    I would guess the aim is to cast Mystic Shield on your MK with Amulet of Destiny and let it pin/tank the world. When you start pushing into the 2+ save zone the survivability skyrockets, especially with the 5+ ward ontop. Honestwargamer recently made a video on this subject on youtube where they show the math and it gets really crazy. Its called "The Amulet of Destiny is too good and I'm sick of pretending its not." I was really blown away!

    Yes you can All-out Defense to get to 2+ as well, but you will need multiple stacks of +save against many things. With Mystic Shield you can layer AoD and even Finest Hour. Obviously you intend for whatever your MK charges to get decimated, but the opponent got a turn afterwards, where the Mystic Shield really shines.

    It also allows the option of using Metamorphisis on a Warchanter and run 3 monsters together for an extra VP in the situations where you dont want to alpha your opponent.  

    Flaming Weapon on the rend 2 fists is also great - Destroyer is awesome but only works for 1 round, Arcane Tome is just more versatile. You also get a dispell against endless spells like Shackles etc. 

  17. 8 hours ago, Malakree said:

    The thing about brute heavy lists is with da choppas you can buff multiple units of them at once. 3x10 brutes all with +1 damage from only one WC is terrifying in a way GGs never will be. The -2 rend and free +1 to hit vs big stuff guarantees they mince things with 4+ wounds while they flat out deny single wound models from holding objectives. If you don't think that's important with horrors being a thing you are overlooking one of the strongest lists in the game atm.

    Sure they don't run with 2 cabbages but there is a reasonable 1 cabbage list and potential for a footslogging list.

    Brutes are solid as hell right now.

    As I wrote, it might be a case of local metas being different, but literally nobody are playing mass Pinks or whatever here in either clubs that I play in. At most some Tzeentch lists have 10 Pinks because they usually want to fill it with support for Archaon or mass casters or whatever, but a single unit is easy enough to deal with and dont "require" Brutes at all. If someone is playing 40 Pinks in Australia I dont really care since it isnt affecting me in EU, yet. 

    Yes the damage of Brutes is superior to Pigs but the gulf between them dont seem big enough mathhammer wise to give up the increased mobility. People are drooling over the "rend 2 is king" thing but mathhammer wise it doesnt seem THAT much stronger? 

    image.png.14df1bae278008ff0fe04063d9ce173c.png

    So there are obviously a lot of factors that can be at play here. This is just 5 Brutes (3 with Gore-Hackas, 1 Gore-choppa and 1 Boss Klaw) vs 3 Pigs. Both have warchanter buff. I didnt factor in the +1 to hit for the Brutes because the arguement is the objective play (i.e fighting 1 wound models) rather than overall damage potential - You can always give the Pigs +1 from AoA anyways and it will be about the same increase.

    Lets assume you are fighting something with a 4+ base save that got +2 to save from Mystic Shield and AoD or whatever (ignoring rend 2 then), this would mean the Pigs are doing 9,33 damage to the unit because the targeted unit will be on a 3+ save meanwhile the Brutes will do 11,83 damage because they ignore the +2 save so they are hitting against the 4+ base save. Its a bit scuffed because the Boss Klaw is only rend 1, so should be hitting on a 3+ target too but I pooled everything into one profile, lets give the Brutes this edge and its probably minor anyways.

    So Brutes are ahead here but we are missing the very likely 2 MWs from 3x 3+ impact hits from the Pigs, so a more realistic picture would be that they are doing 2+9,33 = 11,33 damage. 

    So the mathhammer picture leans in favor of Brutes the better save the target has and obviously leans towards the Pigs as you fight targets with worse saves like Zombies or most other horde units in general. 

     

    1. They are identical points (pretty much)
    2. Brutes DO more damage, but mathhammer proves the damage is not as big as people make it out to be
    3. Pigs have significantly superior mobility

     

    Am I missing something here?

    • Like 1
  18. 1 hour ago, Skumbaagh said:

    That list wouldnt be legal unless in blood toofs since gore gruntas are not battleline elsewhere. I struggle to write lists now with gruntas and a lot of brutes.

    I struggle to write lists with lots of Brutes period tbh. Their objective play is obviously amazing on paper but its semi worthless atm in this edition. It might be a local meta thing but tables arent swarmed with 1 wound models where I play. People are still hyped about monsters or in general bigger heroes etc. Many armies bring 3x 10 to fulfill battleline and thats it. You dont need Brutes to challenge that. 

    The output of Brutes is great and better than Pigs, but the damage difference isnt large enough imo that it makes up for the inferior movement. Battle tactics really reinforce that speed is key and its important to get into certain places to complete the tactics instead of just swamping objectives.

    I think lists need to have multiple big threats, so I could see 10 Brutes make up one threat if you arent bringing 2x MK, but I really dont value Brutes beyond that compared to filling out with Pigs/+3x 5 Ardboy for battleline. 

  19. 55 minutes ago, Backbreaker said:

     

    Wait, you still get +1 to hit and to wound on the charge? I really must be blind haha!

     

    I told you, I'm lost with this new battletome ^^

    The spears lost the +1/+1 on the charge, but the pigs are now baseline 3/3 instead of 4/4. So spears do less damage with melee attacks but the impact hits were improved from a 4+ to a 2+ with spears. 

  20. 2 hours ago, ccconner777 said:

    Yep the 2" reach makes coherency only a minor annoyance. Even in the last book 10 brutes with 2 inch weapons were a scary block of death, but they were just overshadowed by ardboys efficiency i think. Now that they have more rend and invalidate 1 wound models on objectives im very excited to get them back on the table. Plus the ability to mighty destroyers multiple units is huge for brutes

    Yeah I'll probably MD Brutes + GG + MK first turn and then have the Brutes run in the movement. Should send them flying to where they need to be for a countercharge in Ironsunz or ready for turn 2 really.

  21. 1 hour ago, ShaneHobbes said:

    2" reach makes coherency less of an issue

    Hmm I guess 2” is massive and easily allows them to fight in 2 Ranks. Might give them a go tbh! 

    Quite liking the list below. Got two “pairs” with a MK + 3 Pigs being buffed and sent forward. Second pair waiting for next wave. Brutes are cleanup crew. 

    Been playing with 6 heroes previously but those last 2 guys are essentially alot of wasted wounds considering our units are so cheap now. 

    I do miss having access to Mystic Shield. 🤨

    List Name: Ironjawz
    Allegiance: Orruk Warclans
    - Subfaction: Ironsunz
    - Army Type: Ironjawz
    - Grand Strategy: 
    - Triumphs: 
    
    Leaders
    ----------
    Megaboss on Maw-krusha (480 pts)+
    Orruk Warchanter (115 pts)+
    Orruk Warchanter (115 pts)+
    Megaboss on Maw-krusha (General) (480 pts)
    
    Battleline
    ----------
    Orruk Ardboys (85 pts)+
    Orruk Brutes (320 pts)++
    - Reinforced: Once
    Orruk Ardboys (85 pts)
    
    Units
    ----------
    Orruk Gore-gruntas (150 pts)++
    Orruk Gore-gruntas (150 pts)++
    
    Artillery
    ----------
    
    Behemoth
    ----------
    
    Endless Spells & Invocations
    ----------
    
    Core Battalions
    ----------
    Warlord+
    - Bonus Enhancement: Artefact of Power
    Hunters of the Heartlands++
    
    Total Points: 1980 pts
    
  22. 7 hours ago, ShaneHobbes said:

    10 Brutes with gore-hackas with a +1D buff during Waaagh is so stupid I love it. 2x10 Brutes will be in every list. They delete everything they touch.

    How do you deal with coherency with them though? I havent mapped it out in person but the big bases sound bad with a 10 man squad. 

  23. 2 hours ago, frostfire said:

    What does it mean that Mighty Destroyer only makes you pile in and not attack in the hero phase? What's the point of piling in the hero phase? 

    As @PlasticCraic said you likely wont be using this too much, but it can enable some situations where you might pull a ranged unit into combat (by piling around the current unit you are fighting) to disable Unleash Hell or allow you to hit a hero standing behind. You essentially get to pile-in 6" in your turn which is quite a lot. Imagine fighting a screen that is standing on the edge of an objective, 6" means you can probably snake quite a few models around the unit and onto the objectives etc. 

    Its really just another option/tool in your toolbox. This army is in general rather straight forward on the surface - Strong melee models that just want to smash things - But where it really shines and becomes "complicated" is the mobility/speed aspect of the army. 

    1 hour ago, Chase said:

    To me this is the only argument, in favor of attacking that holds any water in my opinion. FAQ should tell us soon I hope.

    I have a hard time believing GW would give a Destruction army 6 attacking units in the hero phase. Also, that would  mean Bloodtoofs goregruntas get to attack twice in the combat phase.

    So potentially you can have 2 Krushas fight twice, and 4 units of pigs fight 3 times. In one turn! Nah. We could only dream of such power.

    I mean you can only ever fight twice and never more each turn, but yeah double fighting Pigs in in Bloodtoofs FOR FREE is just insane. There is ZERO chance "pile-in" = attacking. It will be FAQ'd for sure just to kill the endless questions about this. 

    • Like 1
  24. 26 minutes ago, 5kaven5lave said:

    Pigs in 6s or 2x3 we reckon chaps?

    I think it depends on your plan with them and what the rest of your army looks like. Are they meant to be your main threat? Likely 6, if you have something else as the main threat, 2x3 IMO. 

    6 are iffy to use though, but if you want to get gamey you can have 6 fighting all at once while keeping coherency.

×
×
  • Create New...