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40 Lord Celestant

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  1. Only 2-3 Megabosses on foot, 2-3 Brutes, I'm afraid. So no triple Megaboss and no 5 Brute squads.
  2. Allegiance: Ironjawz- Warclan: IronsunzLeadersMegaboss on Maw-Krusha (460)- Boss Gore-hacka and ChoppaOrruk Megaboss (150)Orruk Megaboss (150) Battleline5 x Orruk Brutes (140)- Pair of Brute Choppas5 x Orruk Brutes (140)- Pair of Brute Choppas5 x Orruk Brutes (140)- Pair of Brute ChoppasUnits5 x Orruk Ardboys (90)5 x Orruk Ardboys (90)BattalionsDa Bossfist (220) Ironfist (160) Total: 1740 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 106 You can make a 2k list with both Bossfist and Ironfist. Just saying. Your article seems to imply that it's impossible.
  3. What Da Bossfist needed to be: Instead of +1 Attack, +1 rend to all weapons. Getting -2 rend on most weapons and -3 on the Mawkrusha fists would have been an amazing benefit against Ossiarch, especially Petrifex. +1 Attack is nice, but it's not worth 220 points, especially when you need to sink 300 into Megabosses on foot.
  4. Secret Mission is really easy to complete if you ally in Fungoids, since they'll spend most of the game far away from your opponent (meaning it's easy to run them off the edge in turn 5 or if you're going to get beaten for sure, so you can at least score 1 HA). Obliterate is great against MSU squishies, like against CoS, Arcanites, or Khorne builds. Onslaught is super easy with Ardboys. GGHOG into charge => complete.
  5. Official response on Horrors, destiny dice, and battleshock.
  6. Hi! Sign me up please Kian Tan
  7. Assuming Dread Falchions/Spirit Blades are options that are by model/unit-wide, rather than "leader has X weapon, everyone else has Y weapon": Red underline means it's the best damage option between Falchions and Blades with those modifiers against that save. Orange underline means it's the best damage option for that weapon with those modifiers against that save. Blue means it's the better weapon against that save if you pick rerolling saves as your bonus for that combat phase. Underlines in two rows within a column within a modifier group means they're tied. Generally speaking, Spirit Blades with Precision are the best for damage. They're the best option in nearly every instance. Falchions are generally the better defensive option if you're using the Blade-Parry (reroll saves) stance. Fun note: IF you have a Stalker model with Falchions, AND they have -2 to wound, AND they're attacking a model with a 5+ save or worse, Destroyer is the best option. Otherwise, it's bad.
  8. My take on the Alpha Strike list. 1) Gordrakk buffs everyone with +1 to hit. 2) Ironjawz WAAAGH will buff models with +1 attack. 3) Warchanters will buff the 2 squads of 6 Gore-Gruntas with +1 damage. 4) Gore-Gruntas have +1 to hit and +1 to wound on the charge. (2 CP used, which leaves a reliable third and maybe Great Green Visions) Each Gore-Grunta deals 0.5 MW on the charge (3 on the units of 6) Each Jagged Gore-hacka, against Save of 4+ deals 3.7 damage Each Pig deals, against Save of 4+, 2.2 damage. A unit of 6 pigs can therefore expect to deal 37-43 wounds to a unit with a save of 4+ (36.8+Mortal Wounds) On average, you can expect to kill a big non-elite unit, or a medium sized elite unit, which triggers Smashin' and Bashin'. To get there, Gorefist allows all the 3 squads to move 9" at the start of the first hero phase, followed by a movement of 9", followed by a charge of +2, for a reliable threat range of 25", allowing for coverage of most deployments instantly. Gordrakk can move with Mighty Destroyers, giving him an effective movement of 24", on top of charge, giving a reliable threat range of 31". ASSUMING you trigger Mighty Destroyers off the 2 squads of Gore-Gruntas + Gordrakk, you can expect to do upwards of 70 wounds in one activation, assuming you're facing a tanky army where the weakest save is 4+, and there's some FNP. Full committal to the Alpha Strike. The Megaboss teleports himself to the front to Ironjawz WAAAAGH. Giving it to Gordrakk may be better, I don't know, that seems to be more a matter of practice, not theory. 18" is pretty big, all things considered. Gore-hackas because that gives them 2+ to wound, since Choppas don't benefit from the +1/+1 on the charge, making Gore-hackas better on the charge, even with fewer attacks (and with +attack, that gap widens further). Because of the teleport, the Megaboss can be parked in a piece of terrain hidden from shooting, or hidden behind Gordrakk, or something. Gordrakk has 28" movement with Mighty Destroyers, which also lets him be far away from danger. Either way, 1 "activation" (or chain-activation), where you do 70 wounds, is pretty ridiculous.
  9. Skyre from Skaven, Anvilstrike (Anvils of Heldenhammer Chamber for Stormcast Eternals running a battery of Longstrikes), arguably some weirder Tzeentch builds (though those won't work against most armies so I'd discount them), Freeguild, any Order army grabbing Ironweld Arsenal as allies, Legion of Azgorh (though they are kinda weak in general).
  10. Seraphon are quite flexible in how they play, even if they're limited in terms of competitive options. I haven't seen them on the tabletop since GHB2019, so I can't really say specifically, but I'm guessing the primary 3 lists will still be: Skink Saurus focused Shadowstrike Engine of the Gods summoners The issue with playing against Seraphon is that while they're fantastic spellcasters, it's rare to see them really cast spells in turn 2-3 unless they're desperate or penned in. Two main ways of dealing with them: Just run a list with anti-horde capability, but you also want a fast, MSU army with a few small blobs of units you can scatter around to prevent them from teleporting and summoning. Go hard, go fast with lots of MW (Exalted Chariots are great for this) and give your Keeper of Secrets the Thermalrider Cloak from Aqshy in order to let it get into their backlines and smash the Slann (and any Engines of the Gods). Having an Infernal Enrapturess or two (summoned in, in all likelihood) helps a lot with keeping the casting to a minimum, too.
  11. *cough Flesh-Eater Courts cough* Behemoths aside, of course, but those match the lack of Avatar/Doomfires. I'm hoping that Snakes are actually good, because they're criminally underrepresented in AoS, even after GHB2019.
  12. Hit hard and hit fast sums them up well, but there's another dimension that most people are ignoring: Half the models have a 2 inch range. That means, for most of the Iron Golems (especially them) and Untamed Beasts, on the first turn where you get into combat they're going to have to spend one action to get into range, cutting damage taken in half on the turn you engage. And if you're engaged with other factions with 2-3 inch reach, most of those models aren't going to have to disengage.
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