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Jabbuk

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Everything posted by Jabbuk

  1. That's a good question actually. I had the same thought a while ago. I hope someone answers. I would tend to think that they both stack, just like save after save abilities stack as well.
  2. Wow, that guy... You indeed roll for each model in your unit. So if your unit had 6 GGs all within 1 in of an enemy unit when they finish charging, that's 6 dice. And if a model would be touching 2 adjacent enemy units, within 1in, you would roll a dice for each enemy unit to determine if there's a mw or not.
  3. Haha, damn you're right. I was thinking 9'' - 4'' but it's actually 12'' - 4''... That's 1''. Definitely worst unit to use that for.
  4. It does. As I was writing this, I was thinking of making a group of 10 Brutes and having the Ironfist boss in this group instead of the default GG. That would make them a good target to tp and would almost guarantee a charge after the MD move.
  5. I have a question regarding battalions at 1k. I come from Ironjawz and it's generally assumed that taking a battalion at 1k is very pricey and you're better off going for more bodies. I was wondering, since NH is so reliant on battalions to make their units stronger, if you guys would tend to take a battalion at 1k or not. Interested to hear your thoughts about it.
  6. That's exactly what I said I guess it wasn't clear in the writing.
  7. @EnixLHQ I noticed none of your suggested lists include the Guardian of Souls and I was under the impression that he was mandatory since he's a really good caster for us. What is your opinion on him?
  8. You cannot move, as the spell Great Big Hand of Gork states it in the description. You can, however, use Mighty Destroyer, for example, in the case of a Footboss that teleported himself or a group of Brutes/GGs that has an Ironfist boss in it, thus making them eligible to use MD. As you stated, you can use MD in the hero phase and you choose the order in which you use your abilities. You can technically only charge after, which is why Ardboys are great targets for the spell, they have the best charge bonuses.
  9. Hey @EnixLHQ Absolutely love the last part about list building and suggestions. I've been reading the Woe to those Afar list and you reference chainghasts a few times while I believe there isn't any in the list build. Thought I'd mention it. Love the overall strategy though and this is the list is like to go for first.
  10. With last week's great fun playing BW, I have another game coming up Thursday against a Nurgle player and decided I would try to hone my skills at BW. I think he'll field chaos warriors, BoC marked and I don't know what else. This is the list im gonna take: Allegiance: Big Waaagh!Mortal Realm: ShyishMegaboss on Maw-Krusha (460)- General- Boss Choppa and Rip-tooth fist- Command Trait: Brutish Cunning- Artefact: Ethereal Amulet- Mount Trait: Weird 'UnOrruk Warchanter (110)- Warbeat: Get 'Em BeatOrruk Warchanter (110)- Warbeat: Killa BeatOrruk Weirdnob Shaman (110)- Artefact: Great Green Visions- Lore of the Weird: Da Great Big Green Hand of Gork6 x Orruk Gore-gruntas (320)- Pig-iron Choppas15 x Orruk Ardboys (270)10 x Orruk Ardboys (180)10 x Orruk Brutes (280)- Pair of Brute ChoppasIronfist (160)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 143 If you have any comments or advice to give me for that upcoming game, I will gladly hear them Waaagh! P.S: I am debating whether to take Ironjawz because since he is S2D/Nurgle he will probably have Demon Princes and fight last shenanigans. Should I go with IJ instead for SnB?
  11. Been rereading your guide a few times just to get immersed in my new project. Really love it. I can't wait for you to finish list building tips thank you so much for sharing your knowledge.
  12. No, he attacked my brutes but I had a group of 10 with 8 left and he only killed 2.
  13. So I played my BigWaaagh! List last night and won with a Major Victory on Shifting Objectives, against Sylvaneth. But it was close, those Kurnoth really plowed through my units. A few takeaways and questions I have to share with you: - Teleporting Brutes in the back blows. Having Big Waaagh + Shamanistic Skullcape allowed me to get +3 to cast and it felt amazing to get HoG off when I actually wanted to. But the fact my brutes were 9in away from the Kurnoth meant that I missed my charge and they were just stuck there. Don't think they're a good target for tp. - A group of Brutes buffed with Violent Fury in Big Waaagh absolutely murdered a spirit of Durthu. I actually killed him with just my boss and the 2 Gore-Choppas. They did like 18 wounds altogether, and Durthu evaporated. I was hitting on 2s at this point. Big Waaagh is insane. - I Green Puked twice on my Brutes to make them go go go and it felt amazing as I could guarantee my charge on Durthu. I did kill 2 brutes in the process however. That felt bad. - I am still unsure of how to start on turn 1 when I get the turn, as Big Waaagh, I understand I should turtle a bit, just to get my buffs up but should I advance all together and try to grab objectives first, or should I stay back and calculate that I'll be able to charge the turn after? I always wonder what I need to do at that moment. - Having Brutish Cunning AND Ironfist in Big Waaagh feels mandatory when you have a predominantly IJ force. Being able to use those ability for free means that I can spend a CP for All-Out Attacks or to pass a battleshock test and it gives us great flexibility. - I also liked the laid-back playstyle a lot, compared to being Ironjawz for example where I often feel like I need to rush to my opponent quickly otherwise I lose my edge, and if he's well turtled up, I just don't know how to do it without too many casualities. All in all, the Big Waaagh mechanic is really strong, fun and I loved playing with it. By turn 3 it really feels like you're an unstoppable force, 2s and 2s, 6+ shrug army wide, etc. I did miss SnB against Treelords and Durthu though (because they make you fight last) but the rest more than made up for it. Also, it felt very complicated at first as I had so many things to keep track of, I will need many more games with Big Waaagh before I feel comfortable with it.
  14. Hey man, I just noticed that you have your blog linked at the end of your posts. For some reason, the banner doesn't show up on my phone, but it does on my PC. Sorry for suggesting something you're already doing hehe
  15. Is there any place on this forum for us Warclans to discuss strategies against other factions? I have an upcoming game against Nurgle next week and I know next to nothing about them. I know he'll have some BoC Nurgle-marked stuff, chaos warriors and Demon Princes, that's for sure. Also some plaguebearers. He doesn't have blightkings or high wound stuff. Where could I got some tactics info on how to prepare?
  16. You're a genius. When you said 10 points short, I remembered that I have Ironskullz Boys too. Allegiance: Big Waaagh!Mortal Realm: ShyishOrruk Megaboss (150)- General- Command Trait: Brutish Cunning- Artefact: Ethereal AmuletOrruk Warchanter (110)- Warbeat: Get 'Em BeatOrruk Warchanter (110)- Warbeat: Killa BeatOrruk Weirdnob Shaman (110)- Lore of the Weird: Da Great Big Green Hand of Gork10 x Orruk Ardboys (180)6 x Orruk Gore-gruntas (320)- Pig-iron Choppas10 x Orruk Brutes (280)- Pair of Brute Choppas4 x Ironskull's Boyz (80)Ironfist (160)Total: 1500 / 1500Extra Command Points: 1Allies: 0 / 200Wounds: 113
  17. Thanks for the input, man. I like taking Ironfist but I feel like I loose too much. If I reduce Brutes in a unit of 5 and take out the CP, I can get Ironfist in but I'm at 1460. I really feel like my points aren't maxed. I also lose some punch without the brutes. I dunno that's a tough choice. Edit: On second thought, I guess the ability to have MD in 2 different spots might be more valuable than having 5 Brutes. Makes my GGs really independent.
  18. Hello my favorite Brutish but Cunning masterminds, I'm having a friendly 1500pts matched play tomorrow and I wanted to try Big Waaagh for the first time. I came up with a list to try to maximize units of 10, and a lot of bodies with the models I have. Here it is: Allegiance: Big Waaagh!Mortal Realm: ShyishOrruk Megaboss (150)- General- Command Trait: Brutish Cunning- Artefact: Ethereal AmuletOrruk Warchanter (110)- Warbeat: Get 'Em BeatOrruk Warchanter (110)- Warbeat: Killa BeatOrruk Weirdnob Shaman (110)- Lore of the Weird: Da Great Big Green Hand of Gork10 x Orruk Ardboys (180)10 x Orruk Ardboys (180)6 x Orruk Gore-gruntas (320)- Pig-iron Choppas10 x Orruk Brutes (280)- Pair of Brute ChoppasExtra Command Point (50)Total: 1490 / 1500Extra Command Points: 1Allies: 0 / 200Wounds: 125 I was wondering if it was worth it to play Big Waaagh at 1500pts or you really need tons more bodies to make great use of it. Also, I have a MBoMK that I could use. Do I need the ironfist battalion or I could go without? Thanks in advance.
  19. That's still way too many stormcast models to sell only to get a rounded number of Grimghast I guess I'll just use them as test models. It's like they did it on purpose that you can't complete them. If they had put them in a group of 5, it'd be much simpler.
  20. I'm trying to make sense out of the 4 Grimghast Reapers that come in the Soul Wars box. I mean, in what world can you actually make use of those? I've tried to look for various combinations to buy on GW's website to equal them to a unit of 10 but to no avail. Has anyone figured it out? It seems every box comes with a unit of 10, the Craven King, 10 as well, etc. Am I missing something?
  21. Ok, so in fact, the models ALL need to be inside the bubble to count towards Waaagh points (even if the base is slighly out it will still count, as you guys mentioned). That clarifies it. I will try to maximize the 18'' range around a warchanter and use this at the start of the game. Thanks guys for the precision.
  22. So technically, I just need my 3 units of 10 models to ''touch'' the 12in radius in order to get 3 Waaagh points, correct?
  23. Hi guys, Quick question about the mechanic of 'Ere We Go, 'Ere We Go, in Big Waaagh. So it says that I choose 1 friendly Orruk Hero and then I receive 1 Waaagh point for every 10 Orruk models that are within 12'' of that hero. (or 18 if warchanter). Let's say I have 3 units of 10 and I want to profit from this, do they need to all be inside the 12in range (like wholly within) or my units only need to be touching the 12in radius (like any normal ''within'' wording). That ''model'' part of the description really confuses me. Could you help out?
  24. Love your guide @EnixLHQ. Very useful for me who is essentially a NH noob. Perhaps consider a section in your guide about list building. Giving some basics of the strategies behind different list building. Would be really useful I think. Also, perhaps consider another thing to increase your visibility. You could link your blog in your post signature. In the past few days I had to search the thread to find it while I saw some of your posts and thought it would be much easier if you would link to it at the end of your posts. I think your blog would benefit from it.
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