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Jabbuk

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Everything posted by Jabbuk

  1. Buy and build 3 other GGs because 6 of em is an excellent hammer. Just buy more ardboys, at least 20 more. Another Warchanter for sure because he's the best as well. Throw in a mawkrusha and then you can. Build and at around configurations on warscrolls Builder buy brutes if you love the models (I do) and try to play them in groups of 10.
  2. I will definitely include this combo in my list in the future. Thanks to Leo for enlightening us
  3. I actually went back to the drawing board and remembered that I have another Warchanter that's primed. I figured I could just drop the MB and focus on a good casty Weirdnob Shaman and over buffing units on both sides. Allegiance: Ironjawz- Warclan: IronjawzMortal Realm: HyshLeadersOrruk Warchanter (110)- Warbeat: Get 'Em BeatOrruk Weirdnob Shaman (110)- General- Trait: Dead Kunnin'- Artefact: Shamanic Skullcape- Lore of the Weird: Da Great Big Green Hand of GorkOrruk Warchanter (110)Battleline10 x Orruk Ardboys (180)6 x Orruk Gore-gruntas (320)- Pig-iron Choppas10 x Orruk Ardboys (180)5 x Orruk Brutes (140)- Pair of Brute ChoppasUnits4 x Ironskull's Boyz (80)Total: 1230 / 1250Extra Command Points: 0Allies: 0 / 200Wounds: 111 I dropped the Ardfist to get something a bit more reliable. Thoughts?
  4. So after all the discussions and suggestions, I'm trying to learn as much as possible here and these are a few takeaways for the final list: - If I build around Ardfist and want it to work, I better commit and build around it properly with traits and artefacts that will generate as many CPs as possible. - Since I'm playing on a scenario where I need to camp the objectives, I can focus on durability and resiliency. - Drop brutes in units of 5, only take them in units of 10 if you want them to make a difference My list: Allegiance: Ironjawz- Warclan: IronsunzMortal Realm: ShyishLeadersOrruk Weirdnob Shaman (110)- General- Trait: Dead Kunnin'- Artefact: Great Green Visions- Lore of the Weird: Da Great Big Green Hand of GorkOrruk Megaboss (150)- Artefact: Ethereal AmuletOrruk Warchanter (110)Battleline10 x Orruk Ardboys (180)6 x Orruk Gore-gruntas (320)- Pig-iron ChoppasUnits5 x Orruk Ardboys (90)5 x Orruk Ardboys (90)4 x Ironskull's Boyz (80)BattalionsArdfist (120)Total: 1250 / 1250Extra Command Points: 1Allies: 0 / 200Wounds: 97 I figured that I didn't need to have my Megaboss as my general because I need a lot of CPs and I don't need him to be a killing machine. I need him to stay put on the objective and live as long as possible. I'm Ironsunz + Ardfist batallion, so I start with 3CPs turn one + Dead Kunnin' roll + GGV. This should provide me enough CPs to at least summon 1 or 2 units of ardboys. For my second artefact, I'm taking Ethereal Amulet to make my MB as durable as possible. My hammer is the 6GGs buffed which, I'm hoping to strike a weak spot in his deployment, hopefully his goats that allow him to summon and/or heroes. I play the screening game like @Malakree taught me. I am using units I own in this list. I have a group of 5 Brutes but in this scenario they wouldn't help me much. I'm using Ironsunz because I want to be able to use Mighty Destroyers in my game. My units will surround my heroes, I think MD will play a key role. I hope this makes sense and isn't too far-fetched. We don't often see Weirdnob as general but since I know the scenario already (Places of Arcane Power), I think this will work well. Will post some thoughts on the list when I'm done. Thanks a lot for the feedback and if you see something that doesn't quite work in there, do let me know please.
  5. That's actually really cool, man. Another idea I didn't think of. I'm clearly still a noob. I was stuck on the idea that my leader should be the Megaboss but having the shaman with the right artefacts, I can further boost the probability of generating CPs. Thank you for the ideas Any reason why you went Big Waaagh and not Ironjawz?
  6. I'm pondering about the usefulness of the Ardfist battalion and why they decided to put it on a 4+. It makes it very unreliable. I feel like it's a battalion that's a nice to have in an already strong list by itself. If it doesn't work out and you burn 4 CPs and didn't get a unit back, then you can still rely on your list anyway. At lower points (1250), it feels like too much of a risk. It's cool on paper but if it doesn't work out, you're left with too few units to still hold your ground. Do you guys feel the same way?
  7. Yeah, at least some kind of caster unit. Warchanter makes sense. That's why I'm so hyped about this. A new IJ model? Count me in. How do you know his name? (Oh! The quote! I hadn't even noticed. I thought it was the goblins talking. Lol)
  8. Yeah, at least some kind of caster unit. Warchanter makes sense. That's why I'm so hyped about this. A new IJ model? Count me in. How do you know his name?
  9. With the release of the new Grots on wolves warband in Beastgrave, they released some cards art that is new. Remember when I posted one with a badass orc that looked like he had a skull on his head and bare-chested? Well here he is again. Do you guys think he's a Savage Orruks or a Brute? Or both?
  10. Vince literally thought they were ****** when they started talking about them, and then completely changed his mind when Tom did some maths and proved that they were actually interesting. It was funny to watch.
  11. They seemed to say that even with the double shots from batallion, it was slightly worse than Scraplaunchers anyway. It's the fact they can tear through low armored units so much that makes their strength. It was my interpretation of it though. I might be wrong. It's also the fact that the Junkmob battalion adds attacks to the Scraplauncher as well and is really cheap, while to make ironblasters good, you need a lot of commitment, and even then, it's debatable.
  12. Has anyone watched Warhammer Weekly on Vince Venturella's YouTube channel where they analyze Scraplaunchers vs Ironblasters and Scraplaunchers are just better? The idea of including 2 of those with a unit of screen and the Junkmob batallion is really cool I feel. That and if you add a Tyrant, it just makes the goblin unit battleshock immune and is really good. Essentially Scraplaunchers are better because they're cheaper and their spike damage is really higher. You can't use them on anything armored though
  13. 6 CP for 1 unit... Ouch that hurts man. I guess it could happen quite often. I'm just not sure of the reliability of it now. I like the idea, it sounds strong on paper but the reality is that if you have 3CPs and you roll 3 times and you fail all of your shots, you're left there with nothing
  14. So, after some discussions with the kind folks here, I decided I'd try to run the Ardfist batallion and see how it fares. I was wondering if anyone here had tried it in their list and had some success with it, or if everyone was too scared to waste 4 CPs and not be able to summon anything? I would also like to validate the mechanic of the Ardfist batallion. Let's say I'm in my opponent's combat phase and he kills a group of 5 ardboys, is this scenario accurate? - I immediately announce that I will try to bring back a group. (Can I do it in their phase?) - I have an Aetherquartz Brooch so I roll to see if I get a CP back. - I use my CP, and roll to see if I get a 4+. I fail. - I announce that I'll try again. I roll another time for a 5+ for the Brooch, I get one - I roll a 5 for the Ardfist, I get to bring back a group of 10 ardboys immediately following the rules states in batallion Is that a plausible scenario? Meaning that I could try 5 times in a row to bring back a group of ardboys if it fails, given I have the CPs? If anyone could clarify that, I'd really appreciate it.
  15. Aww, that's a bummer that to you can't use the Ironskull's in the batallion. I I thought it would've made a great use out of them. Am I correct to assume that I can try to bring back a group of ardboys using a CP in any phase? Or it's only in the hero phase? The batallion warscrolls doesn't specify it so I guess it's anytime?
  16. @Malakree, your idea got me thinking and I went ahead and revised my list with the concept of Ardfist in mind. I think this will be my final list: Allegiance: Ironjawz- Warclan: IronsunzOrruk Megaboss (150)- General- Trait: Right Fist of Dakkbad- Artefact: Sunzblessed ArmourOrruk Warchanter (110)- Warbeat: Get 'Em BeatOrruk Weirdnob Shaman (110)- Lore of the Weird: Da Great Big Green Hand of Gork6 x Orruk Gore-gruntas (320)- Pig-iron Choppas5 x Orruk Brutes (140)- Pair of Brute Choppas5 x Orruk Ardboys (90)5 x Orruk Ardboys (90)4 x Ironskull's Boyz (80)Ardfist (120)Balewind Vortex (40)Total: 1250 / 1250Extra Command Points: 1Allies: 0 / 200Wounds: 92 I have my 6 GGs and Brutes as Battleline, and I have 2x5 ardboys + Ironskullz for my Ardfist. I can potentially summon 3x10 ardboys (20 models that I actually own and a recycled group (2x5)) I also had an spare 40 points that I didn't know what to do with it, and remembered that I have a Balewind Vortex lying around. Boom! 40 points. My Shaman could greenpuke like hell since he'll be surrounded by ardboys, hopefully. I feel like this list is really solid. Any flaw I'm not seeing?
  17. Woah, that's amazing @Malakree. I have double-checked and could actually pick up the Ironskull's in the batallion as they have the same keywords than ardboys. My list could look like this instead: Allegiance: Ironjawz- Warclan: IronsunzOrruk Megaboss (150)- General- Trait: Right Fist of Dakkbad- Artefact: Sunzblessed ArmourOrruk Warchanter (110)- Warbeat: Get 'Em BeatOrruk Weirdnob Shaman (110)- Lore of the Weird: Da Great Big Green Hand of Gork6 x Orruk Gore-gruntas (320)- Pig-iron Choppas10 x Orruk Ardboys (180)4 x Ironskull's Boyz (80)5 x Orruk Ardboys (90)5 x Orruk Ardboys (90)Ardfist (120)Total: 1250 / 1250Extra Command Points: 1Allies: 0 / 200Wounds: 97 That's exactly 1250, I have a unit of 10 spare ardboys to summon, I have 3 CPs when I start and with brooch I could potentially get more. That's really badass. I think I'll take that list instead.
  18. Phone keeps doing double posts. Sorry.
  19. That's amazing, man. Really great advice. There's only one problem though, this army is all the units I have painted and I only have 10 more ardboys primed but not painted What's a guy to do? Oh yeah, I also have the Ironskull's who could maybe work as a 5unit of ardboys? They can't be part of Ardfist, can they?
  20. Quick question: Is there a point anymore in taking groups of 10 ardboys? In my 1250pts game that I will play next week, I decided to go with this list: Allegiance: Ironjawz- Warclan: IronsunzLeadersOrruk Megaboss (150)- General- Trait: Right Fist of Dakkbad- Artefact: Sunzblessed ArmourOrruk Warchanter (110)- Warbeat: Get 'Em BeatOrruk Weirdnob Shaman (110)- Lore of the Weird: Da Great Big Green Hand of GorkBattleline10 x Orruk Ardboys (180)10 x Orruk Ardboys (180)6 x Orruk Gore-gruntas (320)- Pig-iron Choppas5 x Orruk Brutes (140)- Pair of Brute ChoppasEndless Spells / Terrain / CPsExtra Command Point (50)Total: 1240 / 1250Extra Command Points: 1Allies: 0 / 200Wounds: 104 I was actually wondering if I should take 2 groups of 10 or a big group of 20 or 15 and 5. Scenario will be Three Places of Power. I'm guessing I'll try to camp the objectives as quickly as possible? I don't have experience with this scenario yet. What do you guys think about the ardboys grouping?
  21. Yeah!! I saw a Glutton with a Bear trap in the neck and several bits on his body with cleavers and it looked amazing. Gonna try something similar I think. Thanks for the suggestion.
  22. Thanks man, I think so too about the list with the shaman. He will have a lot of caster so I think i'd like to be able to dispel a key spell and also the threat of teleport can make him do some bad plays.
  23. Hey guys, I've asked a question a while ago about when to take a batallion, and when not to, in games under 2000 pts and I didn't get any answer so I'm kind of throwing it back in here again. I'm playing a 1250pts list next week and I'm wondering if I take Ironfist or not. What would be a sweet spot to justify the points for the batallion? I'm hesitating between these two lists which are build with the models I have. My opponent will be BoC, Greatbray and Goats focused with a few monsters. First one is without a shaman but with the Ironfist batallion which I would put on the group of 6 GGs so they can act on their own wherever they want: Allegiance: Ironjawz- Warclan: IronsunzOrruk Megaboss (150)Orruk Warchanter (110)10 x Orruk Ardboys (180)10 x Orruk Ardboys (180)5 x Orruk Brutes (140)- Pair of Brute Choppas6 x Orruk Gore-gruntas (320)- Pig-iron ChoppasIronfist (160)Total: 1240 / 1250Extra Command Points: 1Allies: 0 / 200Wounds: 98 The other list is this one: Allegiance: Ironjawz- Warclan: IronsunzOrruk Megaboss (150)Orruk Warchanter (110)Orruk Weirdnob Shaman (110)10 x Orruk Ardboys (180)10 x Orruk Ardboys (180)5 x Orruk Brutes (140)- Pair of Brute Choppas6 x Orruk Gore-gruntas (320)- Pig-iron ChoppasExtra Command Point (50)Total: 1240 / 1250Extra Command Points: 1Allies: 0 / 200Wounds: 104 Which includes a Weirdnob Shaman and an extra CP. What's you guys opinion on the matter?
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