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Newtype_Zero

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Posts posted by Newtype_Zero

  1. 4 hours ago, Jagged Red Lines said:

    Ive been painting and collecting AoS since launch, but haven't really taken the time to learn the rules or play a game.

    Jesus Christ it's overwhelming. I played 6th edition fantasy and 40k back in 5th edition, and I don't remember it being that difficult. Could be just getting old.

    But I've been looking with a degree of envy at one page rules, and that is so much more of an elegant game - to me at least.

    Would love that to catch on more widely as the stupid/drunk person's alternative 

    I've moved into Middle-Earth recently and have loved it! I'll always love my Gitz and Iron Jaws, but MESBG is cheaper, has (IMO) better, easier to understand, and more balanced rules, and absolutely does not suffer from the bloat that AoS and 40k do.

    • Like 4
  2. So with the point changes and new Battalions, I'm actually thinking of bringing Gitz to a tournament I have next month but am torn on which list to bring. Any thoughts or suggestions?

    List 1:

    Spoiler

    Allegiance: Gloomspite Gitz
    - Option: Glogg's Megamob
    - Grand Strategy:
    - Triumphs:

    Leaders
    Dankhold Troggboss (240)*
    - General
    - Command Trait: Sheperd of Idiotic Destruction
    - Artefact: Aetherquartz-studded Hide
    Fungoid Cave-Shaman (95)*
    - Lore of the Moonclans: Itchy Nuisance
    Madcap Shaman (80)*
    - Artefact: Moonface Mommet
    - Lore of the Moonclans: The Hand of Gork
    Loonboss on Giant Cave Squig (110)*
    - Moon-cutta

    Battleline
    6 x Rockgut Troggoths (290)**
    - Reinforced x 1
    6 x Rockgut Troggoths (290)**
    - Reinforced x 1
    6 x Rockgut Troggoths (290)**
    - Reinforced x 1

    Units
    10 x Boingrot Bounderz (210)***
    - Reinforced x 1
    10 x Boingrot Bounderz (210)***
    - Reinforced x 1
    1 x Marshcrawla Sloggoth (150)***

    Core Battalions
    *Command Entourage - Magnificent
    **Expert Conquerors
    ***Bounty Hunters

    Additional Enhancements
    Artefact

    Total: 1965 / 2000
    Reinforced Units: 5 / 4
    Allies: 0 / 400
    Wounds: 150
    Drops: 10

    List 2:

    Spoiler

    Allegiance: Gloomspite Gitz
    - Option: Glogg's Megamob
    - Grand Strategy:
    - Triumphs:

    Leaders
    Dankhold Troggboss (240)*
    - General
    - Command Trait: Sheperd of Idiotic Destruction
    - Artefact: Aetherquartz-studded Hide
    Fungoid Cave-Shaman (95)*
    - Lore of the Moonclans: Itchy Nuisance
    Madcap Shaman (80)*
    - Artefact: Moonface Mommet
    - Lore of the Moonclans: The Hand of Gork
    Breaka-Boss on Mirebrute Troggoth (180)*
    - Allies

    Battleline
    3 x Fellwater Troggoths (155)***
    3 x Fellwater Troggoths (155)***
    6 x Rockgut Troggoths (290)**
    - Reinforced x 1
    6 x Rockgut Troggoths (290)**
    - Reinforced x 1
    6 x Rockgut Troggoths (290)**
    - Reinforced x 1

    Units
    3 x Rippa's Snarlfangs (70)***
    1 x Marshcrawla Sloggoth (150)

    Core Battalions
    *Command Entourage - Magnificent
    **Expert Conquerors
    ***Bounty Hunters

    Additional Enhancements
    Artefact

    Total: 1995 / 2000
    Reinforced Units: 3 / 4
    Allies: 180 / 400
    Wounds: 146
    Drops: 11

     

  3. My Ironjawz are led by Badrok Ashbringa - a tough Warboss who strides into battle on his Mawkrusha, Cinda da Eva' Living. Rumors among his "Burnas" (his boyz) is that Cinda is immortal and never really dies. In reality, Badrok just names all of his Mawkrushas Cinda.

    My Gloomspite Gitz, which I typically run with either Squigs or Spiders, are led by Niznak Danfinga, leader of the Dank Ridaz'. He was a given a prophecy by Da Bad Moon that his faction of Gloomspite would be the ones the claim it as their own and supplant Skagrott as the leader of the various Gloomspite clans. In his prophecy his was given a vision of a massive spider/squig hybrid that was able to bounce to the moon and tether it using its webbing, allowing him to claim it. As a result, he has been engaging in breeding experiments with spiders and squigs of all sizes to make the hybrid creature. So far he has had a single success and currently rides it as his personal mount while leading his gitz.

    • Like 3
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  4. 13 hours ago, Kasper said:

    Conclusion: I need to try and alpha my opponent more often. Im generally really careful and play the objective game a lot more. Bloodtoofs is amazing - The fact you can move pigs or even charge is so huge. The 3 pigs on the left side locking his FL into combat was huge. It was one of the units in Hunters batallion. Had the right hand side Pigs not failed their 6" charge and thus locking the other FL into combat, it would have been decided turn 1 for sure. 

    Mega Bossy is actually amazing on a mobile army (surprise) where you want to get up into the face of the opponent. 2 Warlord Batallions really help here because you can get 2 free CPs at any time in the start of your hero phase if you decide to go all-in. 

    This is my concern with a 10-drop Bloodtoofs list though, you'll have a tough time alpha-striking your opponent if you're 10 drops. I've looked at your list and, while I think it's strong, 10 drops seems like a lot when Bloodtoofs are a list you want to alpha and go first with. It sounds like Fast 'un helped in this list but was Destroyer the make-or-break against killing the FL? Did Smelly 'un help? If not I would imagine it would be worthwhile to pair this list down to a 2-drop using Battle Regiments to help ensure the first turn more easily, no?

  5. 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?

  6. So I'm trying to workout which Bloodtoofs list would be better to run for a few upcoming games - any input here?

    List 1

    Spoiler

    Allegiance: Ironjawz
    - Warclan: Bloodtoofs
    - Mortal Realm: Aqshy
    - Grand Strategy: Hold the Line
    - Triumphs: Bloodthirsty

    Leaders
    Megaboss on Maw-Krusha (480)*
    - General
    - Boss Choppa and Rip-tooth fist
    - Command Trait: Mega Bossy
    - Artefact: Amulet of Destiny (Universal Artefact)
    Megaboss on Maw-Krusha (480)**
    - Boss Gore-hacka and Choppa
    - Mount Trait: Fast 'Un
    Orruk Warchanter (115)**
    - Warbeat: Get 'Em Beat
    Orruk Warchanter (115)*
    - Warbeat: Fixin' Beat

    Battleline
    3 x Orruk Gore-gruntas (150)*
    - Pig-iron Choppas
    3 x Orruk Gore-gruntas (150)**
    - Pig-iron Choppas
    3 x Orruk Gore-gruntas (150)**
    - Pig-iron Choppas
    6 x Orruk Gore-gruntas (300)*
    - Pig-iron Choppas
    - Reinforced x 1

    Core Battalions
    *Battle Regiment
    **Battle Regiment

    Total: 1940 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 123
    Drops: 2

    List 1 Points:

    Fast 'un mount trait for my Krusha with the hacka and choppa will basically let me ensure that I can get him where I need to him to be turn 1 with the extra move action. Additionally, with the range MBoMKs have for Mighty Destroyers since they have the Totem keyword, I could, in theory, use Fast 'un to move him closer an opponent's squad (ideally within charge range) then MD and still be in range of 2 GG squads to move them up as well while being able to charge the boss.

    The extra Warchanter gets me an additional VF to either put on my frontline MBoMK or a 2nd GG squad.

    And, much as I hate a 60 point float, it pretty much locks me in to get Bloodthirsty every game.

    List 2

    Spoiler

    Allegiance: Ironjawz
    - Warclan: Bloodtoofs
    - Mortal Realm: Aqshy
    - Grand Strategy: Hold the Line
    - Triumphs: Bloodthirsty

    Leaders
    Megaboss on Maw-Krusha (480)*
    - General
    - Boss Choppa and Rip-tooth fist
    - Command Trait: Mega Bossy
    - Artefact: Amulet of Destiny (Universal Artefact)
    Megaboss on Maw-Krusha (480)**
    - Boss Gore-hacka and Choppa
    - Mount Trait: Fast 'Un
    Orruk Warchanter (115)**
    - Warbeat: Get 'Em Beat
    Orruk Weirdnob Shaman (90)*
    - Lore of the Weird: Da Great Big Green Hand of Gork

    Battleline
    3 x Orruk Gore-gruntas (150)*
    - Pig-iron Choppas
    3 x Orruk Gore-gruntas (150)**
    - Pig-iron Choppas
    3 x Orruk Gore-gruntas (150)**
    - Pig-iron Choppas
    6 x Orruk Gore-gruntas (300)*
    - Pig-iron Choppas
    - Reinforced x 1
    5 x Orruk Ardboys (85)*

    Core Battalions
    *Battle Regiment
    **Battle Regiment

    Total: 2000 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 133
    Drops: 2

    List 2 Points

    Weirdnob - hi Mystic Shield!

    Ardboys for some backline defense.

  7. 3 hours ago, Orkmann said:

    I believe the key question for IJ list building is how much drops you are aiming for. For me the conclusion for now is that it's time to move away from the "two artifacts meta" and take a double regiment for a two drop list instead.

    My current idea for a list is a 2-drop Alpha list looking something like this...

    Spoiler

    Allegiance: Ironjawz
    - Warclan: Bloodtoofs
    - Grand Strategy: HOLD THE LINE

    LEADERS
    Megaboss on Maw-Krusha (480)*
    - General
    - Boss Choppa and Rip-tooth fist
    - Command Trait: Mega Bossy
    - Artefact: Amulet of Destiny

    Megaboss on Maw-Krusha (480)**
    - Gore-hacka and Boss Choppa
    - Mount Trait: Fast 'un

    Orruk Warchanter (115)*
    - Warbeat: Fixin' Beat

    Weirdnob Shaman (90)**
    - Lore of the Weird: Foot of Gork

    UNITS
    6 x Orruk Gore-gruntas (300)**
    3 x Orruk Gore-gruntas (150)*
    3 x Orruk Gore-gruntas (150)*
    3x Orruk Gore-grunts (150)**
    5x Ardboys (85)**

    Core Battalions:
    * Battle Regiment; ** Battle Regiment

    TOTAL: 2000/2000 WOUNDS: 133

     

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  8. 1 hour ago, Malakree said:

    It's why the MB/MK being able to hit multiple targets with CA's is so important. You can use IP on 2/3 Brute units at once, we are guna be super CP hungry though.

    EDIT:

    I have them but it will be ages before I paint them up. Personally I aim for ~4 drops as it gives you the extra enhancement and allows for the 2nd mawkrusha. With that in mind you're probably looking at something like this instead

      Hide contents

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

    Leaders
    Megaboss on Maw-Krusha (480)
    Megaboss on Maw-Krusha (480)
    Orruk Warchanter (115)


    Battleline
    6 x Orruk Gore-gruntas (300)
    - Reinforced x 1
    6 x Orruk Gore-gruntas (300)
    - Reinforced x 1
    3 x Orruk Gore-gruntas (150)

    Total: 1825/ 2000
    Reinforced Units: 2 / 4
    Allies: 0 / 400
    Wounds: 111
    Drops: 4

    Extra 1 (for the artefact) (2000 exactly)
    5 x Orruk Ardboys (85)
    Orruk Weirdnob Shaman (90)

    Extra 2 (Triumph and all out alpha) (1975)
    3 x Orruk Gore-gruntas (150)

    The 2nd mawkrusha means you can mighty destroyers 6 units a turn(!) which is conveniently a mawkrusha and 2 units of ggs. Plus the MK is just another huge threat on it's own. 

    This is pretty much the list I had in mind. Do we know which weapon is the better option for GGs? I assume Hackas for the 6-mans and Choppas for the 3s? Or with the new Hacka rules, are those the go-to default now?

  9. 32 minutes ago, Neil Arthur Hotep said:

    The big problem is that the Killbow will still have to get through saves a lot of the time. If you take 4 Killbows in your list, you have a scary ranged threat that the opponent definitely has to respect. Their range is good, their damage is high and their -2 rend make them hard to fully save stack against. The question is, how much is such a threat worth? I definitely think it's worth more than 200 points, but I don't know if it is worth more than the 450 points you need to pay for 30 Sentinels. So I would say if Killbows are in the 110 to 120 points range they could be viable. Particularly if they can be buffed with +1 to wound or a reroll.

    I agree with this. If the Killbow is between 100 - 120 points, I'll definitely be picking up a few for my Big Yellers list. Keep in mind, the bow hits on a 2+ with Aimed Shot and Yellers allows you to reroll a hit roll of 1 with a unit making a shooting attack. My only gripe with it is the max 27" range rather than a 30" range.

  10. 49 minutes ago, Vastianos said:

    Anyone have an inkling whether or not we will see a start collecting box? Hesitant to pre-order individual models if they will be featured in a group sale as that tends to be a bit cheaper overall.

    Probably not any time soon. As the last poster said, though it would likely be what's in the Dominion box.

  11. 1 hour ago, Gothmaug said:

    Orruk warclans (ironjawz)  are still favorite faction, but after the squatting of greenskins and Gitmob, the lack of terrain/spells/model releases in 2nd edition, and so far the underwhelming support I've seen for ironjawz/bonesplitterz, I think it may be time to move to another faction. I get grumpy and jaded every time I see warcrolls for stormcast or chaos and go "ooh wouldn't it be nice to have those shiny options". Perhaps Kruelboyz will be fantastic, but I'll be annoyed if it comes at the cost of downgraded Ironjawz/bonesplitters. I guess I should get used to that by now, new GW armies = new shiny rules, always at the expense of the older lines. That's part of their business model. Why buy the new orks when your old ones are just as good? Instead you lightly nerf all the older models, and give the new ones shiny new tools to deal with the new meta you've created. 

    Here's hoping Ironjawz with some MW generation support from Kruelboyz it a viable army in this edition. Guess I'll find out in 2 weeks. 

    I feel this big time - I love Grots and Orruks but it feels like they just get slapped down all the time. I think Gloomspite is the best looking model range in AoS and 40k and love the army but they just play so horribly. I enjoy my Ironjaws and they're what I've been playing recently since they are slightly more competitive than GSG but it would be nice if each army gets some good rules in the new tomes.

    The only other army that appeals to me in AoS is Cities, specifically the Duarden. So I might give them a look if they get souped in with KO and FS.

  12. 29 minutes ago, Scurvydog said:

    Ironjawz have so far had no reason to look at the Idol or Gargants instead of Mawkrushas and I think that might continue despite all the new Kruleboyz monsters, however I could see Ironjawz getting some benefit from Boltboyz or possibly the ballista to have some ranged pressure. I hope Big Waagh allegiance comes with some synergies we have not yet seen as well, to better bring the different types of orruks together, however so far all their spells and abilities previewed has been very keyword locked.

    Having taken Boltaboyz as allies in my IJ for a recent 2k tournament, can verify they added a much needed element in the army and were easily MVPs in at least 2 of my games. Just made sure to set them up properly to drop an Unleash Hell if I didn't get to go first to soften up charging units. I think they will be a staple in my IJ lists going forward.

    • Like 1
  13. 4 hours ago, AaronWilson said:

    The only thing I'll miss from the AoS app is the accessibility to quickly check scrolls at any point, will that functionality be inside Warhammer+?

    We don't know at this point. Other than that we are getting "a Beta" of the app "sometime in September", we know nothing else about it at the moment.

  14. 10 hours ago, RuneBrush said:

    Out of curiosity, was your impression that the games you played had around about the same number of models per side as the previous version?

    Tough to say since prior to that I had only played about 4 games over the last 1.5 years and the majority of my games were against armies I'm not familiar with (Dominion SCE, Seraphon, OBR and SBGL). That said, my 2nd edition list for Ironjaws (the army I played for this tournament) was 45 models (9 units) while the list I used for this tournament was 36 models (10 units). So in my case, less models but not by much.

  15. This past weekend I played at a 100 person event - 5 games over 2 days, each round was 3 hours. I finished all except for my last game with at least 45 minutes left, so 2:15:00 games in general. One of them even started 15 minutes late because my opponent showed up late.

    The only reason my one game took longer was because it turned out my opponent and I had met previously and hadn't seen each other in a bit. It was the last game and neither of us was in contention for anything, so we spent the majority of it catching up and drinking beers.

    I don't think there's a time problem with 3rd and any slowness is due to people still learning the rules.

  16. 3 hours ago, HollowHills said:

    Here is a rumour.

    I've heard the aos app has been canceled / indefinitely delayed and will not be launching in either a beta or complete state as part of wh+.

    This would be incredibly disappointing and would definitely keep me from subscribing to WH+. Would be interested to see a source though or I'll just keep that in my salt grain pile.

  17. 12 hours ago, Arkahn said:

    Even with battle regiment you have 6 drops, instead I consider hunter of hearthland on brutes, gruntas... 

    Actually, this brings up a question I didn't consider until now. If I went with the HoH battaltion, can I take more than 1 of the same CB? For example, could I do...

    HoH 1 - Gruntas, Grunts, Brutes

    HoH 2 - Brutes, Ardboys, Boltboyz

    Warlord - Everything else from my list.

    Slightly unrelated - this has been bugging me since 3rd dropped and I don't think I've seen anything saying I can't do it, but I'd like to be sure before this tournament - can I buff two different units with Violent Fury since I have 2 Warchanters in 3rd?

  18. So I've got a 2-day tournament coming up in two weeks and I'm currently between 2 lists...any input?

     

    List 1

    Spoiler

    Allegiance: Ironjawz
    - Warclan: Ironjawz
    - Grand Strategy: Hold the Line
    - Triumphs: Indomitable

    Leaders
    Megaboss on Maw-Krusha (495) in Battle Regiment
    - General
    - Boss Gore-hacka and Choppa
    - Command Trait: Ironclad
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Mount Trait: Weird 'Un
    Orruk Warchanter (120) in Warlord
    - Warbeat: Get 'Em Beat
    Orruk Weirdnob Shaman (120) in Warlord
    - Artefact: Great Green Visions
    - Lore of the Weird: Da Great Big Green Hand of Gork
    Orruk Warchanter (120) in Warlord
    - Warbeat: Fixin' Beat

    Battleline
    10 x Orruk Ardboys (190) in Battle Regiment
    - Reinforced x 1
    5 x Orruk Brutes (150) in Battle Regiment
    - Pair of Brute Choppas
    - 1x Gore Choppas
    3 x Orruk Gore-gruntas (170) in Battle Regiment
    - Pig-iron Choppas
    3 x Orruk Gore-gruntas (170) in Battle Regiment
    - Pig-iron Choppas
    5 x Orruk Brutes (150) in Battle Regiment
    - Pair of Brute Choppas
    - 1x Gore Choppas

    Units
    3 x Man-skewer Boltboyz (120) in Warlord
    - Allies
    3 x Man-skewer Boltboyz (120) in Warlord
    - Allies

    Endless Spells & Invocations
    Emerald Lifeswarm (60)

    Core Battalions
    Battle Regiment
    Warlord

    Additional Enhancements
    Artefact

    Total: 1985 / 2000
    Reinforced Units: 1 / 4
    Allies: 240 / 400
    Wounds: 125

     

    List 2

    Spoiler

    Allegiance: Ironjawz
    - Warclan: Ironjawz
    - Grand Strategy: Hold the Line
    - Triumphs: Indomitable

    Leaders
    Megaboss on Maw-Krusha (495) in Battle Regiment
    - General
    - Boss Gore-hacka and Choppa
    - Command Trait: Ironclad
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Mount Trait: Weird 'Un
    Orruk Warchanter (120) in Warlord
    - Warbeat: Get 'Em Beat
    Orruk Warchanter (120) in Warlord
    - Warbeat: Fixin' Beat
    Orruk Megaboss (160) in Warlord
    - Artefact: Arcane Tome (Universal Artefact)
    - Universal Spell Lore: Flaming Weapon (or Great Big Hand of Gork)

    Battleline
    10 x Orruk Ardboys (190) in Battle Regiment
    - Reinforced x 1
    5 x Orruk Brutes (150) in Battle Regiment
    - Pair of Brute Choppas
    - 1x Gore Choppas
    3 x Orruk Gore-gruntas (170) in Battle Regiment
    - Pig-iron Choppas
    3 x Orruk Gore-gruntas (170) in Battle Regiment
    - Pig-iron Choppas
    5 x Orruk Brutes (150) in Battle Regiment
    - Pair of Brute Choppas
    - 1x Gore Choppas

    Units
    3 x Man-skewer Boltboyz (120) in Warlord
    - Allies
    3 x Man-skewer Boltboyz (120) in Warlord
    - Allies

    Core Battalions
    Battle Regiment
    Warlord

    Additional Enhancements
    Artefact

    Total: 1965 / 2000
    Reinforced Units: 1 / 4
    Allies: 240 / 400
    Wounds: 126

    List 1 pros:

    • ELS
    • Potential extra command points
    • Not as much point float

    List 2 pros:

    • MEGABOSS WIZARD
    • 1 extra wound
    • I dare someone to come to my backline for my Boltboyz
  19. 3 hours ago, Malakree said:

    Just did a one day tournament yesterday. There were 2 Ironjawz players there, both using ironsunz. The other player finished middle of the ranks while I managed to come in an impressive last place due to my supreme tactical skills which involved charging a mawkrusha into gotrek for some reason.

    We had two very different lists, I had double MK with 2wc, weirdnob, fungoid, 3/3pigs 5/5ardboys. He had an MK, some heroes and 30 Brutes.

    I had a couple of takeaways based on both my own gameplay and the general things I was hearing from the other players.

    Ridiculous rend or Mortal Wounds are required - I managed to get a mawkrusha to +3 to save ignoring the first rend. You needed a rend of 4 to get it off a 2+. This sort of thing seemed to be not uncommon across the tables, I was hearing tales of a Nagash that had a 2+ save vs -2 rend while rerolling 1s to save. The other way to deal with it is just overwhelming quantity which sadly we don't really do.

    Brutes are actually not bad - Anyone who is vaguely familiar with me knows I loath Brutes, their overcosted, slow and really situational. Thing is that the situation in which they are good is the situation we are in, monsters are running around everywhere and 5+ wound models went way up in value.

    CP generation feels really mediocre - I'll be honest, this one surprised me. It's a combination of a few things, CP's not carrying over means that things like the fungoid, which trigger in your hero phase, are really awkward as if you go 2nd then they don't even carry over to your opponents turn, as a result the reliability has tanked a bunch. Combine that with being unable to use the same CA twice, one CA per unit and the amount that get thrown at you anyway suddenly the 2/3 you do generate are less important.

    Amulet of Destiny is Broken - Seriously, it's dumb. Next one day is next week I think and I'm going to try swap out the Ironsunz and 2nd MK to go Ironclad, Amulet of Destiny and Weird Un. 

    Don't make stupid charges - Pretty obvious one I know, sadly orruk see charge, orruk make charge. The overwatch ability means you get punished even harder and realistically you need to be charging in your hero phase or doing multiple charges in a single turn.

    Personally I see there being a couple of different playstyles, double MK leaning towards an alphastrike style, I'll probably try using this next. My other thoughts are Wrath of Gork MSU ardboys in Big Waaagh with the most stable being the more traditional, single MK with large infantry board presence. Will be interesting to see how things pan out as I hopefully have several lined up over the next couple of weeks to try different things!

    Keep in mind, not matter how things pan out at the moment, we are getting a new book; likely in August.

    • Like 2
  20. 2 hours ago, 5kaven5lave said:

    Legendary, you’ve helped me out a couple of times in the last couple of days. Just smashing the hell out of some IDK as we speak, just managed to score 8VP in 2nd round of Feral Foray (Hold More, Raid, Bring it Down achieved with my own Maw-krusha). Perfect storm but hammering Eels is so satisfying. 

    Curious to see what list you're using to smash IDK with (there's a lot of IDK players in my area)!

  21. On 7/5/2021 at 5:38 PM, Newtype_Zero said:

    So I've got my first Spiderfang list together for 3rd! What do we think?

     

    Allegiance: Gloomspite Gitz
    - Option: Grimscuttle Tribes
    - Mortal Realm: Ghur
    - Grand Strategy: Hold the Line
    - Triumphs: Bloodthirsty

    Leaders
    Webspinner Shaman on Arachnarok Spider (295) in Warlord
    - General
    - Command Trait: Prophet of da Spider God
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Lore of the Spiderfangs: Sneaky Distraction
    Webspinner Shaman on Arachnarok Spider (295)
    - Lore of the Spiderfangs: Venomous Spiderlings
    Webspinner Shaman (85) in Warlord
    - Artefact: Shyishan Spider-sigils
    - Lore of the Spiderfangs: Sneaky Distraction
    Fungoid Cave-Shaman (95) in Warlord
    - Lore of the Moonclans: Itchy Nuisance

    Battleline
    5 x Spider Riders (100) in Warlord
    5 x Spider Riders (100) in Warlord
    5 x Spider Riders (100) in Hunters of the Heartlands
    5 x Spider Riders (100) in Hunters of the Heartlands
    5 x Spider Riders (100) in Hunters of the Heartlands

    Units
    3 x Rockgut Troggoths (145)

    Behemoths
    Arachnarok Spider with Spiderfang Warparty (225) in Alpha-Beast Pack
    Arachnarok Spider with Spiderfang Warparty (225) in Alpha-Beast Pack

    Endless Spells & Invocations
    Scrapskuttle's Arachnacauldron (50)
    Scuttletide (85)

    Core Battalions
    Alpha-Beast Pack
    Hunters of the Heartlands
    Warlord

    Additional Enhancements
    Artefact

    Total: 2000 / 2000
    Reinforced Units: 0 / 4
    Allies: 0 / 400
    Wounds: 126

    So I ended up trying this list out tonight playing against DoT.

    Unfortunately I ended up losing 13 - 8 but overall the list didn't do bad. Unfortunately, I screwed up my own deployment and blocked my Warparties from getting their d6" move at the start, so lesson learned there.

    By turn 4, 4 of my Rider units had been wiped but 2 had revived through the Shrine. One of my Warparty A-roks was down about half its wounds and my non-general Shaman had taken some heavy damage as well, but was still kicking. The other Warparty A-rok was tarpitted with 20 Pink Horrors for pretty much the whole game, but held his own. My general went through the entire game untouched despite being the target of tons of shooting and several melee attempts.

    The Rockguts and Fungoid made for a solid anchor unit in the backfield.

    My biggest takeaways...

    • I need to be more mindful of my own deployment - I don't think it hurt me too much not getting that early move, but I sucks I screwed myself out of it
    • I need to remember to use my Monster rules when I can
    • Overall, I don't if I would say the list did great, but it's not bad; I definitely want to play with it a bit more

    @Ganigumo - I can't find it anywhere, but you mentioned about a "Banner of Spider God"; did you maybe mean "Totem of the Spider God"? I personally think SD+AoD combo worked quite well.

  22. So I've got my first Spiderfang list together for 3rd! What do we think?

     

    Allegiance: Gloomspite Gitz
    - Option: Grimscuttle Tribes
    - Mortal Realm: Ghur
    - Grand Strategy: Hold the Line
    - Triumphs: Bloodthirsty

    Leaders
    Webspinner Shaman on Arachnarok Spider (295) in Warlord
    - General
    - Command Trait: Prophet of da Spider God
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Lore of the Spiderfangs: Sneaky Distraction
    Webspinner Shaman on Arachnarok Spider (295)
    - Lore of the Spiderfangs: Venomous Spiderlings
    Webspinner Shaman (85) in Warlord
    - Artefact: Shyishan Spider-sigils
    - Lore of the Spiderfangs: Sneaky Distraction
    Fungoid Cave-Shaman (95) in Warlord
    - Lore of the Moonclans: Itchy Nuisance

    Battleline
    5 x Spider Riders (100) in Warlord
    5 x Spider Riders (100) in Warlord
    5 x Spider Riders (100) in Hunters of the Heartlands
    5 x Spider Riders (100) in Hunters of the Heartlands
    5 x Spider Riders (100) in Hunters of the Heartlands

    Units
    3 x Rockgut Troggoths (145)

    Behemoths
    Arachnarok Spider with Spiderfang Warparty (225) in Alpha-Beast Pack
    Arachnarok Spider with Spiderfang Warparty (225) in Alpha-Beast Pack

    Endless Spells & Invocations
    Scrapskuttle's Arachnacauldron (50)
    Scuttletide (85)

    Core Battalions
    Alpha-Beast Pack
    Hunters of the Heartlands
    Warlord

    Additional Enhancements
    Artefact

    Total: 2000 / 2000
    Reinforced Units: 0 / 4
    Allies: 0 / 400
    Wounds: 126

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