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Jabbuk

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Everything posted by Jabbuk

  1. Great, thanks for clarifying. The buffs don't stack for the drums however so there's no point in putting 2 in a group of 10. Is says the unit gets plus +2 while it includes any drummer.
  2. I think for a unit of 10, it would be 1 leader, 1 drummer, 4 shields, 2 banners and 4 weapons guys. Correct me if I'm wrong. Also, the wording on their warscrolls is strange. Does this mean units of ardboys will come in 5 now? Also, does it also mean we can finally put 2 banners per 10 ardboys? The way it's written it says 1 per 5.
  3. Personally I'm cool with it. I'm just curious as to how they see the structure of the army now. As before, ardboys were more like meatshields and brutes were hard hitters, now ardboys are much better offensively and brutes have been somewhat nerfed. I'm really curious as to what both of their roles are going to be.
  4. Amazing summary. Thank you for taking the time to note this and share with us.
  5. Wait what? Where is this Warhammer TV stuff from?!?! HOLY COW
  6. Woah! I completely missed that subtle part. That's damn cool.
  7. I think they review a lot of warscrolls so it might have a bigger impact? At least the Megaboss seems to have changed quite drastically. I understand what you mean though. I hope there's something else ..
  8. And it's only a scratch on the surface. They mentioned there will be mount traits, etc. This is gonna be dope.
  9. I'm so hyped for this book, it's not even funny. Link is here boys: https://www.warhammer-community.com/2019/09/24/faction-focus-orruk-warclansgw-homepage-post-2/
  10. Hype!!! They said they'd preview some stuff this week too.
  11. Interesting thought. I have Nightvault and have seen a lot of cards so far and there has never been an illustration that represents something that isn't in the game. All the units illustrated have their own warbands. We are seeing some DoK and FEC represented in the new cards, with rumors that they will be in the game too. In my opinion, a brute drawing wouldn't be in there if they didn't have plans to bring one. Plus, we're getting a new book soon and there won't be new plastic for us, as it has been confirmed. I wouldn't be surprised if they created a new Orruks warband for Beastgrave and then announced it conjointly with the book and pre-order. It makes sense marketing wise at least. Just like there is an Ogor with an crossbow in one the illustrations too. I'd put my money that there will be a group of those out along with Mawtribe announcement.
  12. I dunno if you guys are following the Beastgrave stuff but it looks like there will be a brute warband in it. At least the Ironjawz will be represented. If you scroll through the cards, there's a card that has a brute with a pony tail on top (like GGs). It sure is a model we haven't seen before. My guess would be a Brute boss guy with a few bonesplitterz to go with him as Brutes are really strong and there couldn't be a group of them in that game I think. What do you guys think?
  13. Dude, this is... amazing. Thank you so much for taking the time to write this. It's very thorough and answers all of my questions. Thanks also for the suggestions, I will definitely try that stuff out next time I have a game. I ended up losing my game (that extended over 2 days because we play on lunch time). IDK are really strong, he kept making killer rolls to avoid all of my attacks. He just ended up grinding everything with time and my brutes fled because I rolled a 6 on battleshock. Gotta say I was kind of salty because of the dice. Wish it wouldn't affect me this much. Next time I'll try to care less hehe.
  14. Hey guys, First of all, I cannot wait for the new battletome to come out and every week that passes by without an announcement makes me real sad. So we discuss a lot of list building and a few battle reports here, but I haven't seen some in-depth strategies and discussions about the playstyle of Ironjawz. I'm fairly new and have played about 8 games so far and I do have some fundamental questions on how to play the IJ. Here are a few questions that I hope will spark some exchange between the most seasoned here. - what are the hammers and what are the anvils of IJ? (It's my understanding that ardboys and GGs are tarpits and brutes and MK are the heavy hitters) - do you always try to charge first? Even if it's not turn 1. Let's say you setup for turn 2, will you try as much as possible to charge first? Or will you wait and keep a good formation? - what is the general thinking behind the way you deploy? Do you shield your brutes or do you front them? Also since we're so slow, it's hard to get them in quickly, which is why I was thinking of trailing them until I can charge them later while they are full health. - what is the defining moment that makes you engage the opponent? It's also my understand that IJ is kind of a deathstar type of army, so when do you actually decide to charge in instead of mainting formation? I have this dilemma where I was keeping my GGs to guard my rear but forgot that the Ishlengard eels have a bonus to attack when charging so next turn I'll get hit fully, unfortunately. How do you play your GGs? Do you run them as fast as possible to tarpit a key unit? Do you consider them good hitters? Anyways, I hope this is not too confusing, I'd really appreciate some help on this to better understand the overall strategy in playing IJ. Thanks for reading
  15. Hey man, welcome back. It has been covered previously but overall it's amazing. It gives IJ so much more options than simply run and charge. Opens up a lot of options. Teleport is amazing , Power of the Waaagh! Is also really good I think if you have a lot of bodies.
  16. Thanks a lot for your input, sir. I'll try them out then. I was trying to figure out which models to paint next
  17. I have a question regarding the value of brutes in lower points games vs ardboys and I hope you guys can help out. Is it safe to assume that brutes aren't worth their points in 1000 pts games? My reasoning is that since at 1k pts games, battalions are too costly, brutes are then too slow to be effective, vs ardboys who have +2 charge. Should I always prioritise ardboys over brutes in matches where I don't have a battalion to speed them up? (I'm talking about Matched Play, not ME)
  18. Hey guys, just wanted to drop by and post some final paint jobs and bases for my IJ. (And another unit of GGs painted but not based yet). Thank you guys for all the inspiration to continue with IJ and all the battle reports.
  19. How did it go man? I'm sorry I didn't answer your question before, about which army composition. I just thought I didn't have enough mileage to suggest a good answer.
  20. Here's a quick one. You have a Megaboss on foot as your general and have 130pts left in your army. Your army comp is roughly ardboys, GGs and a group of brutes. Would you take a Warchanter and an extra command point? Or take a Shaman and have 10 pts left? Which synergy is the most important here?
  21. Oh wow! That announcement is so cool and unexpected! It's a good time to be an Orruk. I wonder if we will get some terrain pieces like all the other factions that got revisited. Do you guys think so? Terrain and Endless Spells.
  22. That's great man, thanks for sharing some of your strategies. I had a question about synergy for my list at 1000pts. Allegiance: IronjawzMortal Realm: ShyishOrruk Megaboss (140)- General- Trait: Ironclad - Artefact: Ethereal Amulet Orruk Warchanter (80)10 x Orruk Ardboys (140)- 4x Choppa or Smasha & Shields- 6x Big Choppas10 x Orruk Ardboys (140)- 6x Pair of Choppas or Smashas- 4x Choppa or Smasha & Shields5 x Orruk Brutes (170)- Pair of Brute Choppas- 1x Gore Choppas3 x Orruk Gore Gruntas (140)- Pig-iron Choppas3 x Orruk Gore Gruntas (140)- Pig-iron ChoppasTotal: 950 / 1000Extra Command Points: 0Allies: 0 / 200Wounds: 98 In smaller lists like this, would it be better to have a Warchanter or a Weirdnob Shaman as a support hero? I like the Warchanter for his +1 to hit buff but I'm also without a caster and cannot unbind spell. Plus, with the Shaman, I could decide to teleport a unit of brutes to kill an important target, for example. What do you guys think about either choice? Warchanter vs Weirdnob Shaman.
  23. Here's another question I have also. I look up some 1000 pts lists around the internet and all I see are lists that take the Ironfist battalion. I kinda feel like at 1000 points, that's a lot of points and this is often a game of having a lot of wounds on the field. Am I wrong in thinking that? I would rather have another unit than a battalion at such low point count.
  24. What do you guys think of this 1000 pts list? Strategy is to have many units to guarantee Waagh! power. Would play it slow and like a death star. A lot of investment is on the Megaboss to last a long time with Ethereal Amulet and Ironclad. I have an extra CP too. I have some mobility with GGs to cap objectives. Would you guys invest in making the Megaboss more durable or pick Prophet of the Waagh to try to get 6s? I also have a unit of Brutes to tackle bigger monsters with the Megaboss. Other option would be to get the Shaman instead of the Warchanter to have a caster and unbind spells if necessary. Would probable take Power of the Waaagh as a spell or Great Big Green Hand of Gork. Allegiance: IronjawzMortal Realm: ShyishOrruk Megaboss (140)- General- Trait: Ironclad - Artefact: Ethereal Amulet Orruk Warchanter (80)10 x Orruk Ardboys (140)- 4x Choppa or Smasha & Shields- 6x Big Choppas10 x Orruk Ardboys (140)- 6x Pair of Choppas or Smashas- 4x Choppa or Smasha & Shields5 x Orruk Brutes (170)- Pair of Brute Choppas- 1x Gore Choppas3 x Orruk Gore Gruntas (140)- Pig-iron Choppas3 x Orruk Gore Gruntas (140)- Pig-iron ChoppasTotal: 950 / 1000Extra Command Points: 0Allies: 0 / 200Wounds: 98 Would appreciate if you could comment on it. Thanks
  25. Hey @Malakree I was wondering if the reason why you 60% shields 40% weapons in your ardboys is because you rarely over extend and always keep them in rows of 2. That way you only have a few of them attack but most of them tank hits and slow the opponent. Is that the reason why?
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