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Jabbuk

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Everything posted by Jabbuk

  1. I just noticed that on Warscrolls Builder, it says that ardboys are battleline in Ironjawz but require 10 in Big Waaagh! I was under the impression that they requires 10 in both armies. I don't have my book with me at the moment but, could this be a mistake on their end? Or I just misread it?
  2. I used Pig Iron Choppas as I'm comfortable with them. They fought like 3 times so I think the extra attacks paid off. We also discussed it a bit here previously vs Jagged-Gore Hackas and the benefits were marginal (mostly important on the charge and with a big group, I run mine on 3s so...I also don't want to change them on my models :)) @Malakree or @broche could you guys confirm the ''at the start of THE combat phase..'' use of Ironjawz Waaagh! and Killa Beat? I hope this doesn't FAQ'ed. Wouldnt see why it would.
  3. So I played a 1100 pts game this week against Sylvaneth and Spirit of Durthu. Scenario was Total Commitment. Here was my list: Megaboss Weirdnob Shaman with HoG Warchanter w/Killa Beat 1x5 Brutes 1x10 ardboys 1x5 ardboys 2x3 Gore-Gruntas Ironsunz A few takeaways from the game: - I personally tend to over extend my GoreGruntas because they go fast. Always keep them close unless you're going for a guaranteed strategic move. I had a plan in mind where they would charge and screen waiting for my MB and Brutes to make it. Turns out I rolled ****** run rolls for both brutes and MB and they were really slow. I managed to fallback the GGs to wait for the perfect timing (MB and brutes charging) so it really paid off. Anyways in the future, don't over extend for nothing. - Mad as Hell is really cool and threatening. It didn't make a huge difference but it's a nice addition. If you don't get shot, you're still slow. - GGs are incredibly GOOD. They hit like a truck, they're fast. Amazing unit. - Alright Get'Em command ability from Ironsunz is AMAZING. He charged my Megaboss with 2 units of dryads but my brutes were close. Once he was done, I spent a CP and charged my Brutes. I rolled a 12 and wrapped perfectly around the dryads. - the combination of +1 atk from warchanter, Waaagh! And Killa Beat on a group of dryads was massive. I triggered Smashing and Bashing twice! I wiped so much stuff in his turn, it was beautiful. Some notes I didn't know before, or I dunno if the wording has changed. Please correct me if I'm wrong: You can Waaagh! In the enemy's combat phase, as it says "start of THE combat phase..." That was huge. You can also do the warbeat at the beginning of the combat phase Too! Not yours. That was also huge. Let me know if I did this wrong though. -Couldnt test the ardboys, I got stuck on objectives. I tried to Hand of Fork them with shaman but it never happened. Failed to cast twice All in all, I really loved Ironsunz and accumulating CPs to spend them in stuff that matters, like Mighty Destroyers and Alright Get'Em.
  4. Yep, I confirm that only Ironjawz can have warclans. The Big Waaagh! is not Ironjawz, sadly.
  5. Boyz, am I considered a traitor if I want to expand and try some Bonesplitterz? I like the idea now, of staying within the Orruks Warclans and trying different builds for different armies, for example using a Drakkfoot if a lot of Ethereal stuff, trying out some Kunnin Rukk. It's cool that we can all try that now within our own book and not switch armies. It's like we have a lot of versatility now. I still love my IJ though. IJ to the death but having fun options is fun too.
  6. Wow that sucks. Then it's true that it can't be sure we have one on the table. That's so strange. Why would they put a rule like that? Also, when do you think the FAQs are usually out after the books, traditionally?
  7. Hey @broche why would you say that? Don't you take turns choosing terrain pieces before every game? When it's your turn, you could just pick it. At least that's how we do it in my circle.
  8. Yes there is one. Makes sense then. Thanks for the input.
  9. Yes I agree. In that case though, you won't be able to cast Hand of Gork spell, since you can only cast 1 spell? Or did that combo imply that we can cast 2 spells with an artefact maybe?
  10. I got a question about the Weirdnob Green Puke + Teleport combo you guys were talking about before. The Brutal Power ability reads like this: If this model is wholly within 18" of a friendly Ironjawz unit with 10 or more models at the end of its hero phase, it can attempt to cast the Green Puke spell in addition to any other spells it can cast, and even if a Wizard has already attempted to cast the Green Puke spell in that hero phase. Doesn't that imply that you can't puke on the unit and teleport it after? Because the ability triggers at the end of the Hero Phase and is cast at the end of all other spells. So you would have casted the teleport spell and couldn't Puke on your own Ardboys before the teleport. Is this how you guys interpret this rule?
  11. Totally. I don't know what I was smoking when I read that. They indeed, don't require a CP and they are just extra buffs we didn't have before.
  12. So, I was looking at the warbeats and I just don't understand why Get'Em Beat requires to roll a 4+ to get a 3D6 charge. I mean this is potentially the only command ability that you use a command point for, that requires you to roll a 4+ to even work. I thought this kind of unpredictable BS was gone from the IJ. Can you imagine using a CP to roll and fail it? I mean the ability isn't even THAT powerful. Or I'm missing something here. To me, just the fact that this is another unpredictable roll thing means that I will always choose Killa Beat over it. What about you guys? I just noticed that all the beats require you to roll. It's just worded differently. I apologize for the post
  13. That would be awesome but I think he couldn't wear the thermalrider cloak as he would have to take the Ironsunz artefact.
  14. How about using the Warchanter beat that gives 3D6 charge for extra maneuverability? Is the +1 to hit just too good to not consider the others as well when you only have 1 warchanter?
  15. That sounds like next level stuff. Just so that I understand your statement about tagging the 3 units together, you mean that you assume all three of them are next to each other and then you charge a unit of 5 ardboys in making sure you are within 1/2 inch of each unit so they are all engaged in combat, correct?
  16. I have a 1000pts game next week and I was planning to go with Ironsunz but I don't have a MK yet. Initially my list was supposed to be: Megaboss Warchanter 10 ardboyz 5 ardboyz (for objective) 5 brutes 2x3 GGs That's 990 points. Scenario is going to be Total Commitment. However I'm actually thinking about going for Da Choppa with a similar list but include my Weirdnob Shaman in it. I'm just wondering if it'll be as effective though as I have 2 groups of GGs and they won't benefit from the buff from the clan. What do you guys think?
  17. So I was checking out the clans again for the Ironjawz and I am wondering why there isn't more hype around Da Choppas? I think the idea and versatility of this clan is really, really cool. You basically take a Weirdnob shaman as your general, he acts as a megaboss so he can call a Waagh, you get his spells, the warchanters prayers are now 3per cast, you get tons of brutes and ardboys as ground forces, you get +2 Bravery (so +4 for ardboys with banners and it's a nice bonus for brutes too). What am I missing here? It seems really good.
  18. Wow, thank you so much for clarifying that. Makes so much more sense now.
  19. That's some amazing stuff @Malakree. Thanks a lot for pulling that out. Excuse my noobitude while trying to understand these stats but all-in-all, what you're saying is that gore-hackas are superior by 1.5 damage (and about more if the pigs are included) and it also has more consistency? So I change all my swords for spears? Edit: I think I read it wrong the first time. So after a second read, what I got was: spears do 1.5 dam more on average on the charge, but the variance is greater on choppas and the damage difference might even be negated some more by including 2+ on pigs and some other +1 hit buff. Is that a better interpretation?
  20. It makes sense, in my games so far, Gruntas often last a few turns and it might actually even out. Of course I am talking about units of 3. Now if you put them in a unit of 6 and buff them to death for a tactical nuke, then the gore-hacks are probably best I guess.
  21. Just for kicks, is anyone a bit pissed that Jagged-Gore Hackas have become really good on GGs? I mean all my models have Pig Iron Choppas. Has anyone done any math to figure out if Jagged Gore-Hackas are always the best option to take?
  22. Guys, I’d be curious to hear your thoughts now on what is the role of ardboys and what is the role of brutes. Are brutes going to be more of an elite unit for high wound units and ardboys just the grinder for everything else? I feel like both are almost similar in terms of damage output with brutes winning, as @Scurvydog pointed out. Will you ever field 5-man units of ardboys? Just wondering what you guys: thoughts are on our new options.
  23. That's correct. It's guaranteed +1 atk everytime unless you roll a 6 and get 12, then it's 2. You can't fail it.
  24. Little detail about ardboys that I spotted during the review and haven't seen posted yet is that they will be battleline in IJ allegiance or big Waaagh! Only if they're taken in units of 10. So it means you can actually choose to bring a group of 5 to fill up some points but they're only battleline if you build them in 10s. So it doesn't really change the current setup I was trying to do I guess. I just have too many shield-equiped models
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