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Jabbuk

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Everything posted by Jabbuk

  1. Hey @svnvaldez We're playing a Vanguard pitched Battle. Your list is exactly what I'm using, though I have split my ardboys in a 10 and 5 group to allow me to capture an additional objective, potentially
  2. Great analysis, makes perfect sense.
  3. I decided to include the 6 GGs idea in the list and make it my main hammer unit that I'll send at his ranks fast to pin them there. I am playing against Gloomspite Gitz (he has 690 points) and the Battleplan is "The better part of Valor". I am seriously considering dropping the Warchanter for the Weirdnob Shaman so that I can take the HoG spell. I know what the Warchanter is our best hero on foot but is running without one a huge mistake? I was also considering taking the Brain-Bursta spell on my Weirdnob to compensate as the Gloomspite Gitz have terrible bravery (it could be some easy Mortal wounds. What's your take on swapping the WC for Shaman in that scenario?
  4. Damn, I really have to increase my reading skills. Thanks man
  5. GGs don't benefit from the abilities in Da Choppas though
  6. Wow thanks guys for the precision. Now that I look at it, there's only a table for megabosses and weirdnobs, it's true. Hmm, I might rework my list then.
  7. Does it mean however that I get to choose an artefact from the Table in the book?
  8. That's a really good idea @Scurvydog. Thanks for your feedback.
  9. Quick question on rules and artefact selection guys. I'm playing a 700pts game tomorrow and I am going for Bloodtoofs for extra mobility and potentially guaranteed HoG. My list though: Allegiance: Ironjawz- Warclan: BloodtoofsLeadersOrruk Warchanter (110)- GeneralBattleline10 x Orruk Ardboys (180)5 x Orruk Ardboys (90)3 x Orruk Gore-gruntas (160)- Pig-iron Choppas3 x Orruk Gore-gruntas (160)- Pig-iron ChoppasTotal: 700 / 750Extra Command Points: 0Allies: 0 / 200Wounds: 66 I have the following question. The Bloodtoofs clan states that the Quickduff Amulet must be given to the first Bloodtoof Megaboss. I don't have a Megaboss general in my list. Does that mean I cannot give the Quickduff Amulet to my warchanter since he's not a megaboss? If so, what should I do?
  10. To me Hand of Gork is always the first pick because it can be a game winner if you need to teleport a unit and claim a far away objective late game and we're not exactly mobile once we are in combat. That being said, a lot of ppl here have mentioned that Wrath of Gork seems very potent and powerful if built around it. Still remains to be tried and experimented with. Hope it helps.
  11. Exactly, that's how I played it in my last game. The timing was right, the position was good too, I analyzed the benefits of triggering the Waaagh! during this turn and what it would allow me later. I did the power turn, wiped a lot of stuff and was still strong in the following turns, enough to secure the objectives I needed.
  12. I dunno man, I like everything about it, personally. Of course I would've liked new models, etc. Although I think we'll get some models through Beastgrave. There are new brutes illustrations. But you can't have everything. Orruks are nomads, they destroy everything they see just to prove their supremacy. A piece of terrain would make no sense when you think about it. I hope in time you will see all the options we now have. I'm extremely happy with it because we have so many options and so many builds possible now. Orruks are finally true beasts in close combat and the key units are terrifying, as it should be. Before the book, I wanted to go with another army because I thought IJ were too one sided. It was mostly, do the Waaagh bomb, and pray you wipe the opponent. Now with the new book, I feel like we can finally play strategically and more long term in the game, it's less of an all-in or nothing and more of when to use which tool. We have a great arsenal of varied tools available to us and it feels great. That's my opinion though, of course.
  13. Not sure if you guys have seen it but Doom&Darkness talks with Vince Venturella about Orruks Warclans lists and in the Big Waaagh! one, Vince takes for granted (I think) the fact that you can take Ironfist and use Mighty Destroyers no problem. Here's the link to the excellent podcast:
  14. I actually checked the Ironskull's Warscroll and the ability Paired Choppas on their profile says that they add 1 to hit rolls for attacks with a pair of ardboys Choppas. That's actually really good, they have a 2+/3+/-1/1. That's freaking good. What I don't understand however is why they didn't just put the +1 to hit rolls directly in their weapon profile. Is it to standardize the Pair of Ardboys Choppas weapon profile to every ardboys? I guess that would be why. And since they're more elite, they get this ability.
  15. That's so cool man! That hypes me up to buy em and include them in the army as kind of a bodyguard unit to go with Footboss (have yet to paint my MK still :)) or just objective holders, or perhaps even a strategic unit to pin down a chaff or something. Thanks a lot for taking the time to answer. You're the best.
  16. I've been looking at the Ironskull's models and think they look really good. I wanted to include them in my army and was wondering if you guys have found any use for them. They seem to be worse than a group of 5 ardboys. Especially since ardboys are now 3+/3+ -1 1. I'm just trying to figure out an interesting way of justifying them. Has anyone used them effectively in an AoS game and could give some advice?
  17. You're right, I think I'm mixing both the words turn and rounds. A battle round is both the enemy and your turn? I guess what's confusing me is that you roll initiative once both turns happened. What do you call that big round that includes both turns?
  18. Oh, in the intro text of Warbeats, it says that each warbeat can only be attempted to cast once per turn... It means you can't cast it in your combat phase and in theirs. Bummer.
  19. There's an Edit button on the right of the Quote button, on your posts. It's at the bottom left on the frame.
  20. Quick question about warbeats. It say ''at the start of the combat phase''. Does that mean that in a single turn, I can cast it at the combat phase of my opponent AND at my combat phase?
  21. It's a very legit concern everyone has about MD and you bring some good points but to me this doesn't make much sense. Mighty Destroyers is an Ironjawz allegiance ability. You benefit from these (just like Smahin and Bashing and Mad as Hell) when you are Ironjawz. It's my understanding that when you go for the Big Waaagh, you renounce the Ironjawz allegiance traits, because you aren't pure Ironjawz. Having all of those in the Big Waaagh doesn't work for me, at least lore wise or simply logic wise. It's like having the best of both worlds. I doubt this would fly. It's only my opinion though.
  22. Huh, then I guess this can be interpreted in both ways: one where the 5 unit is battleline (in IJ), and one where it's 10. That's weird. By the way, I spotted another mistake on the Warscroll Builder, watch out when you build your lists. Gore-Gruntas are still 140 points on it. They are now 160 no?
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