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Jabbuk

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Everything posted by Jabbuk

  1. You are right in the way you interpret the text. However, when another enemy unit is killed, it triggers Smashin' and Bashin' again, and you can then pick another friendly unit to attack. It can technically trigger indefinitely.
  2. It is my understanding that you can do it as long the unit has not attacked previously in the turn. As long as you keep destroying a unit, you can go with another one that hasn't attacked yet. I don't think GHB2019 changed anything about it. I also think that your MBoMK can charge again with one of his ability, so it wouldn't be as part of Smashin' and Bashin'
  3. Thanks man, that's really insightful.
  4. I have a question regarding strategy. I've played 3 games so far of 500 points (working on my 1000pts list) and I noticed how my heroes on foot are always lagging behind. Usually in the first turn or so I position myself to maximize synergy, I run my leaders so they catch up and/or use a CP for Mighty Destroyer to get good positioning. But pretty soon, either this turn or the next, I charge my Gore-gruntas in and Ardboyz because I want to get the first hit and my heroes are often pretty far behind because they are not charging with them. I'm wondering how you guys would play this. Right now I'm running a very small list: Warchanter (General) Weirdnob Shaman 1x10 Ardboys and 1x3 GGs. (I'm currently in the process of switching my shaman with another unit of GGs as the points have changed) So 2 questions: Should I play defensively and stay in a bubble waiting to get charged so that I get good unit synergy and everyone gets the Waagh? Or alternatively, should I run in and charge first. And #2, is it a good idea to get another unit of GGs or should I bring ardboys (to replace the shaman slot) I'm aiming for mobility atm. Note that so far we're playing some easy wound count battle scenario as the objective-driven ones really put me at a disadvantage at the moment. That other unit should fix it. What do you guys think of that?
  5. Thats amazing, thank you for clarifying. (also means I got screwed in my game lol)
  6. Huh? Is that so? That means that we roll all the dices differently and they happen at the same time?
  7. I researched a lot on this topic so here's what I found. Generally, it's considered better to have 1/4 of your unit that carries shield. I put 3 in a 10 man, 5 in a 20man, etc. The banners and drummer guys carry the same thing as the unit, or whatever you want to declare they have. It's easier and simpler when the entire unit has the same weapons. Having different weapon sets in the same unit can be problematic. Here's a problem I ran in last game I played that could happen to you. I had piled in my arboys around the enemy unit and in the line, there were dual weilders and 2handers. I attacked with my 2 handers first and killed a few models. My opponent took out some of them that were in contact with dual weilders (because the enemy chooses where to allocate wounds). When I got to the point to attack with my dual weilders, I actually lost some attacks because some guys didnt have anyone to hit on anymore. I guess this is the downside of mixing up your weapons. It's definitely a problem you wouldn't encouter if all your unit had the same weapons because they would all attack at the same time, therefore, the opponent would take out the units at the end of all the attacks. Hope that helps.
  8. Hi guys, I have another noob question and also couldn't find a clear cut answer for it. When do you actually cast the Waaagh!? Technically, on the warscroll, it say AT THE START OF THE COMBAT PHASE. However, I have seen some comments here and there and batreps even where the IJ player casts the WAAGH! before teleporting a unit, so in the HERO PHASE. In the games I have played, I waited until the combat phase to cast it. This actually makes a big difference because if I can cast it in the hero phase at the start of the game, all my units are within reach from each other and my odds are best while if I do it in a combat phase, later in the game, some units might be away. Could you guys help out with this? Thanks!
  9. Hi guys, We're having a disagreement at my casual league with how many Standard Bearers can a unit of Ardboys have. I have searched a lot around in different forums and it seems to be a recurring question with no clear cut answer because of how the rules have been written. I think it is common sense to say that you can only have one Standard Bearer per group of 10. My question is if I have a unit of 20 models, Can I have 2 standard bearers, one with the banner, the other with Icon of Gork? Would like to hear your opinion on the matter. I know some topics on here cover the subject but I could never figure out the ''right'' answer for it.
  10. If any of you guys would mind giving some feedback on those 1k lists, I would really appreciate it. Thanks
  11. Alright, I have revisited my list following @Malakreecomments. Here's 2 new lists for 1k points. My 4 opponents are Sylvaneth (They have the big tree thing too), BoC (Gavespawn, lots of guys), Skaven (havent played them yet) and Idoneth Deepkin (playing fair, not an insane eels build) List A: The objective would be to buff the 20 ardboys and HoG them to disrupt the enemy lines (Most of them have a pair of smashas for maximum damage output). I have enough bodies to reduce my shaman casting (20+), and I have 2 warchanters to buff everyone. I filled my last points with another unit of gore-gruntas for additional mobility and perhaps a stronger/tankier front line if needed. I have a group of 10 ardboyz to stay with my 3 heroes when everyone will be far away (equipped with Big Choppas for Rend if a big target). My concern with this list is: how do I handle the big ass monsters in Sylvaneth and BoC. Is this list enough? Allegiance: IronjawzOrruk Warchanter (80)- General- Trait: Prophet of the Waaagh! - Artefact: The Boss Skewer Orruk Warchanter (80)Orruk Weirdnob Shaman (120)- Spell: Hand of Gork 20 x Orruk Ardboys (280)- 16x Pair of Choppas or Smashas- 4x Choppa or Smasha & Shields10 x Orruk Ardboys (140)- 3x Choppa or Smasha & Shields- 7x Big Choppas3 x Orruk Gore Gruntas (140)- Pig-iron Choppas3 x Orruk Gore Gruntas (140)- Pig-iron ChoppasTotal: 980 / 1000Extra Command Points: 0Allies: 0 / 200Wounds: 108 Alternatively, here's... List B: The objective would be to buff the 20 ardboys and HoG them to disrupt the enemy lines in the back (Most of them have a pair of smashas for maximum damage output). I have 2 groups of brutes ready to wreak havock once the Waaagh kicks in, at the same time as the ardboyz in the back. Balewind Vortex to fill up points. I will have no problem to handle the big monsters with my brutes. However, do I have enough body on the field? Is it too slow? Allegiance: IronjawzOrruk Megaboss (140)- General- Trait: Prophet of the Waaagh! - Artefact: The Boss Skewer Orruk Weirdnob Shaman (120)Orruk Warchanter (80)20 x Orruk Ardboys (280)5 x Orruk Brutes (170)- Pair of Brute Choppas- 1x Gore Choppas5 x Orruk Brutes (170)- Pair of Brute Choppas- 1x Gore ChoppasBalewind Vortex (40)Total: 1000 / 1000Extra Command Points: 0Allies: 0 / 200Wounds: 89 What do you say? Which list is better considering my opponents? Thank you guys for the precious feedback.
  12. Hey man, thanks for answering. Would you mind taking the time to propose something? I guess I'm fairly new and might not know all the strengths of the IJ. I thought this looked fairly balanced and I saw similar lists going around. If you could just take a minute and develop on each of the three things you suggested, that would be amazing Please enlighten me
  13. That's great @novakai. That clarifies it. Thanks for answering.
  14. I also had a question regarding the weapon profile of the 'arboyz leader. The guy carries a Big Choppa AND a Smasha. What would his attack profile be? It says on the Warscroll to add 1 to all of their hit rolls. Do I roll for both a Big Choppa AND a Smasha and add 1 to his hit rolls for both weapons? Or I just roll for the Big Choppa and add 1 to his hit roll? If you could clarify this as well, that would be amazing. Thanks!
  15. What's up guys, I'd like to validate a 1000 pts list with you all and get your feedback if you can. We have a casual league at work and I just started started playing with a 500pts list of IJ recently. I'm looking to upgrade to 1000 pts and here's the list I am thinking of. I am hesitating for the artefact to give to my Megaboss. I want to give some survivability to my brutes as I know they have low bravery. Was thinking of this item vs MetalKrippa's? Anyway, would like your opinion on this. I also use balewind vortex in the list to get to 1000pts flush and enhance the casting of my shaman. Looking forward to your feedback Thanks in advance for the help. Allegiance: IronjawzLeadersOrruk Megaboss (140)- General- Trait: Prophet of the Waaagh! - Artefact: The Golden Toof Orruk Warchanter (80)Orruk Weirdnob Shaman (120) - Spell: Great Big Hand of GorkBattleline10 x Orruk Ardboys (140)- 6x Pair of Choppas or Smashas- 2x Choppa or Smasha & Shields- 2x Big Choppas3 x Orruk Gore Gruntas (140)- Pig-iron Choppas5 x Orruk Brutes (170)- Pair of Brute Choppas- 1x Gore Choppas5 x Orruk Brutes (170)- Pair of Brute Choppas- 1x Gore ChoppasEndless Spells / TerrainBalewind Vortex (40)Total: 1000 / 1000Extra Command Points: 0Allies: 0 / 200Wounds: 84
  16. Hey guys, thought I'd post my very first 500 pts army of AoS ever. Ironjawz. Still need to base them though. I know the setup isn't totally optimal with new point changes but I really like the Shaman onwards to 1000 pts.
  17. Hi everyone, I've been reading this forum for the past month or so as I recently started an Ironjawz army and wanted some guidance. Just thought I'd post and congratulate @Mortaal for his army. I gotta say this is the best looking and best thematic IJ army I've ever seen. It really inspires me to finish painting mine. So far I have close to 500 points. I had a question though as you seemed to have bashed a few units with different getups which I find really cool. I notice that you did a mix between Gordrak and a MBoMK. Do you play him as Gordrak or as a MBoMK? I am wondering because I really like some features on both characters and would like to take "the best" setup but still play him as MBoMK. Anyways, if you could answer me that'd be great and thanks everyone for this excellent content. It's really motivating
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