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Slandible

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  1. My problem with HoG Brutes is you have to roll a natural 8 to get the charge in, and usually no hero is around to reroll. Were as Boyz just need a 6. I've only tried Brutes once in the new book, and I was not impressed with them
  2. I've ran the Big Waagh and had some success, but I tried out pure IJ today and man do they hit hard. I ran 12 pigs in Gorefist and a Mawkrusher under Ironsunz and ended up tabling two games. The pig alpha with Fury and charging Hackas has crazy mobility and damage out put. I also ran a super aggro Maw by Mighty Detroyer turn one and walk (24 inches), got the Get Em prayer off every time and 3D6 charge anything I wanted. I got 6 Strength in Victory bonuses in the second game to get up to 21 wounds. I cant believe the damage buff pure IJ have gotten since the last edition, I'm very surprised in this damage spike.
  3. I've been wanting to try out new Gorefist. Thinking of running this with the emphasis being pigs and boss are the alpha, and boyz are second wave objective grabbers. Maybe break up one Boyz squad to a 10 & 5. Maybe switch 2nd relic to Aetherquartz (can be anything). Allegiance: Ironjawz- Warclan: IronsunzMortal Realm: ShyishLeadersMegaboss on Maw-Krusha (460)- General- Boss Gore-hacka and Choppa- Trait: Right Fist of Dakkbad- Artefact: Sunzblessed Armour- Mount Trait: Weird 'UnOrruk Warchanter (110)- Artefact: Ethereal Amulet- Warbeat: Get 'Em BeatOrruk Warchanter (110)- Warbeat: Fixin' BeatBattleline6 x Orruk Gore-gruntas (320)- Jagged Gore-hackas3 x Orruk Gore-gruntas (160)- Jagged Gore-hackas3 x Orruk Gore-gruntas (160)- Jagged Gore-hackas15 x Orruk Ardboys (270)15 x Orruk Ardboys (270)BattalionsGorefist (130)Total: 1990 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 147
  4. I dont believe that is how the MW hits work on GG. Its only 1 MW per unit within 1 inch after you have moved everyone. Your'e not getting a MW per model.
  5. I would certainly like for it to get around fight last mechanics, but I do not see the steps to how that would work. IS there any breakdown as to why that would get around fight last?
  6. Ahh yes, you are correct. I thought it was any regular battalion. Guess I got used to Ironfist being the only good battalion for so long.
  7. Ya. toss in a Weirdboy to Hand a big unit around the board, Fungoid for realm spells and CP generator, and Gruntas usually as filler.
  8. I've gone 3-0 now since the changes. My only downside is that Ardfist feels mandatory in the meta of summoning. Boyz are so incredibly cost effective now and have huge bravery under Bloodtoofs and the ability to bring them all back is essential. My last game it was going the old way. I was not winning the attrition war vs Slaneesh and by end of top of 3, I had no infantry left on the board and would normally have been the end. But bottom of 3 bring back 50 boyz and Hand of Gork a large squad across the table and suddenly back in it an ahead on attrition. I want to try some other lists out too, but boyz spam feels like the only way to compete with the meta until the new book happens.
  9. So is there a timing effect on say Mighty Destroyers or Waaghs? Can you possibly say spend 3 on a Waagh, get 1 CP back from Aetherquartz Brooch then spend it again on an additonal new Waaagh? Or is there a timing step that doesn't let you keep chaining it?
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