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Slandible

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Posts posted by Slandible

  1. 12 minutes ago, Jabbuk said:

    I was thinking about the Brutes current state and I had this idea that traditionally, we're always looking to HoG ardboys in (a big group preferably) but wouldn't a single group of 10 Brutes be a terrific target to HoG? They can either be TP'ed in the back or in the front/side to accelerate their movement. After that it's just a matter of timing to get in fight with them. I have a group of 10 and they look so damn cool, I thought this could be a great alternative. Meanwhile your ardboys take objectives and/or go faster in the frontlines, waiting to charge.

    What do you think?

    I'm also just considering taking a group of 10 instead of 2 units of 5. It feels like it would hit much much harder. I'd do this in Da Choppas though to get the extra bravery, otherwise it's too risky.

    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

    • Thanks 1
  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: Ironsunz
    Mortal Realm: Shyish

    Leaders
    Megaboss on Maw-Krusha (460)
    - General
    - Boss Gore-hacka and Choppa
    - Trait: Right Fist of Dakkbad
    - Artefact: Sunzblessed Armour
    - Mount Trait: Weird 'Un
    Orruk Warchanter (110)
    - Artefact: Ethereal Amulet
    - Warbeat: Get 'Em Beat
    Orruk Warchanter (110)
    - Warbeat: Fixin' Beat

    Battleline
    6 x Orruk Gore-gruntas (320)
    - Jagged Gore-hackas
    3 x Orruk Gore-gruntas (160)
    - Jagged Gore-hackas
    3 x Orruk Gore-gruntas (160)
    - Jagged Gore-hackas
    15 x Orruk Ardboys (270)
    15 x Orruk Ardboys (270)

    Battalions
    Gorefist (130)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 147
     

    • Like 3
  4. 2 hours ago, Jabbuk said:

    In the charge phase, he gets the Fanatics out to protect the 20 Stabbas. I charge at the Fanatics (because we now do frigging MW on charge) I do a total of 5 MW!. His devastating unit of Fanatics is now GONE.

    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. 7 hours ago, Malakree said:

    So smashing and bashing just says pick an ironjawz unit and activate. It doesn't care when you WOULD activate just that it still has a spare activation in that combat phase. The end of the combat phase is still the combat phase so smashing and bashing overrides it.

    There is also an faq which says that when two rules abilities directly contradict each other the one which was applied last takes priority. So the loci is applied at the start of the combat phase, then smashing and bashing triggers, you select the unit, the two contradict and S&B was applied after the loci so it takes priority and the unit activates.

    Basically no matter how you spin the rules smashing and bashing lets you ignore the loci.

    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. 16 minutes ago, Malakree said:

    So uh, bloodtoofs requires a max sized ironfist, did they change it in the latest gbh? Combined with the mandatory cabbage you're at ~1360 points before you even start on the ardfist.

    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. 

    • Confused 1
    • Sad 1
  7. 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. 

  8. 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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