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Jabbuk

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Everything posted by Jabbuk

  1. Bumping this just to get some visibility. Hopefully you guys can help. Do you have the same thing on your app? It's pretty big if they dropped it.
  2. Have you guys noticed that in the AoS app, the Tzaangors ability "Savagery Unleashed" that makes the beaks +1atk if they charged, is totally missing on the Tzaangors warscroll? Has this been FAQed? I have looked and I don't see the FAQ.
  3. I find the new Curseling to be a super good warscroll. Not only is he a great looking model but he seems to be a great candidate for Arcanite General. Good armor save, good melee, 2cast, I'd even take the spell to pass wounds on a 3+,. Feels like it makes him very durable. Regarding spell, when you have a 2cast wizard, can you actually pick 2 spells from your lore or you can only pick 1 spell and your other spell is your warscroll spell (or generic)? I'm asking because on Warscroll Builder, I can only include 1 spell in the list, even tho he's a 2cast wizard.
  4. I'm looking at a list like this in GoS to summon LoC turn 1. Several key abilities that generate extra FP will help. Allegiance: Tzeentch- Change Coven: Guild of Summoners- Grand Strategy: None Chosen- Triumphs:LeadersCurseling, Eye of Tzeentch (175)*- General- Command Trait: Cult Demagogue- Lore of Fate: Arcane SuggestionFatemaster (145)*Changecaster, Herald of Tzeentch (140)*The Blue Scribes (160)**Battleline10 x Pink Horrors of Tzeentch (250)*10 x Kairic Acolytes (120)*10 x Kairic Acolytes (120)*10 x Tzaangor Host (200)**Units3 x Screamers of Tzeentch (100)3 x Screamers of Tzeentch (100)*6 x Tzaangor Skyfires (380)**- Reinforced x 1Endless Spells & InvocationsBurning Sigil of Tzeentch (50)Daemonic Simulacrum (60)Core Battalions*Battle Regiment**Command Entourage - MagnificentAdditional EnhancementsSpellTotal: 2000 / 2000Reinforced Units: 1 / 4Allies: 0 / 400Wounds: 113Drops: 5 Do you think I should make room for a Magister on Disc? Is he almost mandatory with Chaos Spawn drops?
  5. Thanks everyone for all your input. I have 30 Acolytes, 10 Tzaangors, 3 Enlightened + 3 Skyfires, 10 pinks and a bunch of splits, 6 Screamers, and pretty much all heroes + 1 LoC. The problem with my stuff and Guild is I dunno if it's gonna be good enough if I don't spam 2 LoC (I don't own another one). Then again, when you put one in your starting list, you have very little paper units on the field. The way I am leaning right now is to fill out lots of wounds that have some kind of synergy, fill up Arcanite heroes, 2 Endless and try to summon a LoC turn 1. That way, I have like a 2400pts list but I still have a lot of min size units to play with for subsequent turns. After all, we can't really win games with big models if we're out of troops/battlelines.
  6. It used to be specified on their scrolls. I don't have the book in hand but it should be the same.
  7. Interesting analysis, thanks for sharing that. I'd still like to test out a unit of 6 tho. For me, it's the Covens that I have no idea what to take. None of them are... Good. If you're not leaning heavily into Flamers or Horrors. I have mainly an arcanites army and the other 4 Covens have no real benefits for me. Host Arcanum is pretty much the only one but it lost the free 6 Screamers (which is unfortunate) and Guild of Summoners is cool but not being able to summon other things than LoC is.a huge sacrifice, I feel, especially since our units have no staying power. What would you guys go for with mainly Arcanite?
  8. Exactly. That's how I see them too. Plus if you put a Fatemaster with them, they become really reliable, wounding on 2s. I'm looking to run a unit of 6 with Fatemaster babysitting.
  9. For me, I'd never take Boltboyz without the Shaman. In BW, he also has Nasty Hex as a spell that you can use to nullify Wards. This is a very useful tool to have. I cannot fit more 6 Boltboyz in BW and 2x3 is kinda meh... Maybe if you have 9, 3x3 would potentially be stronger. I feel like a buffed up 6man is a real threat you can't neglect, while 2x3 is no threat and you can just whiff in a weird way. It's my opinion though. Plus, I feel BW really capitalizes on having everyone in, with 6 heroes and double Warlord battalions. You need Glowing Tattoos on Wurgogg and you need the tome on Warchanter, and the Shaman helps reach that 6 heroes build, while still providing utility and efficiency.
  10. We don't need a new sculpt for the FM. I mean Ahriman is literally him.
  11. I play Big Waaagh! And by turn two, if you roll good, sometimes you can get 20pts (threshold for +1hit +1wnds) but usually it ticks on turn 3, yes. You play very cagey and strategic with BW, so turn one is often times very static. Everytime I have played them lately I have my bonuses when it matters. This is not an alpha strike army.
  12. What do you guys think of Gutrippaz in Big Waaagh? I sometimes have 200pts leftover in my lists and I have a hard time filling it up without leaving too much pts on the table because of weird pts (170 or 160). I feel like they would be pretty good, adding quite a few wounds more. Are they worth using even if I don't have a Sludgeraker in the list?
  13. How do you guys load out your Maw Krusha? Do you go Destroyer or Armor of Gork? And what about the command trait? I have tried Mega Bossy in a non-Alpha list and found it not so useful. Next thing I would try would be Hulking Brute but I feel like relying on the Stomp monster action is really restrictive. I could actually waste it. For example, I cannot use Destructive Bulk against a monster, so it's wasted there. What would be your advice on a good load-out for a cagey list? EDIT: Just noticed that Hulking Brute is not reliant on the Stomp monster action. I guess it's much better than I thought.
  14. Thanks for the input. So how does that happen exactly?
  15. Right, I agree. I've been thinking about this list here that I'd like to try: Allegiance: Big Waaagh!- Grand Strategy:- Triumphs:LeadersGobsprakk, The Mouth of Mork (280)Megaboss on Maw-Krusha (480)- Boss Gore-hacka and ChoppaSnatchaboss on Sludgeraker Beast (315)Swampcalla Shaman with Pot-grot (105)Orruk Warchanter (115)Battleline5 x Orruk Ardboys (85)10 x Orruk Ardboys (170)- Reinforced x 15 x Orruk Ardboys (85)Units6 x Man-skewer Boltboyz (240)- Reinforced x 13 x Man-skewer Boltboyz (120)Total: 1995 / 2000Reinforced Units: 2 / 4Allies: 0 / 400Wounds: 116Drops: 10 What do you guys think about units of 3 Boltboyz/MSU. What would be the disadvantage of running a small unit compared to larger ones? I'd like to put them in a unit of 9 but I can't reinforce twice.
  16. Hey man, thanks for the batreps, really good info. Could you tell me a bit more about this list? I play BW as well and was wondering how he could have 9 Boltboyz since they're not Battleline. Were they MSU? Would be curious to know what his list was. I would like to try a similar list.
  17. Oh man... My list is illegal. Nice catch. Well, okay. Back to the drawing board... Gonna need to think this through. I do have a Fungoid. That could work. I'm just a bit worried I'd lose some damage output. If I could fit like . A breakaboss, now we'd be talking.
  18. I finally got to play with one of my BW list last night. It had been a while I had played and we stopped around turn 4 with a victory on my end, but I can say that this list was really cool to play and felt balanced. My opponent was playing Nurgle with 3 GUOs and Plaguebearers with synergies around summoning. We were playing Marking Territories so the deployment favored me a little I think because we were far apart. My list: Key Takeaways: Big Waaagh points generate MUCH faster than I thought. By turn 2, I was around 20 WPs and was ready to rock. I rolled hot on the D6 from the General and it really helped. Playing BW felt good, even though I was worried it was less powerful than 2.0. The casting bonus is really good. I had an Arcane Tome on the Warchanter and the Wurgogg and Shaman. I also rolled hot on the spells and unbinds and I denied quite a few spells. The Wurgogg with Glowing Tattoos is incredibly fun and powerful. He did something like 18 MWs over the course of 2 turns and ended up dying. For this reason, I think it is imperative to go for Warlord batallions for BW lists, so you can really maximize your characters with artefacts, including the Wurgogg who needs to have the ward on 4+ otherwise he'll just die too fast. I rolled way too many 1s and 2s and had to roll D6 MW everytime. The glowing tattoos saved him many, many times. The MawKrusha is still the best hammer possible. We're lucky to have this piece in our army. He delivers upwards of 30 wounds wherever you feel like. With Fast Un as a trait, it ensures you can stay kind of back and wait for the opponent's army to spread out a bit to delete the right target. 36in fly is just crazy. I love this guy. The Killbow performance was mixed. Turn 1, I managed to teleport the Kill bow in the middle of the board, on a terrain piece, which ensured I covered the entire thing and could fire away the next shooting phase. I rolled pretty bad the first 2 turns, to be honest, but he did something like 8-9 MWs in a single shot to a GUO. I mean my opponent was playing the perfect list for me to bring this (3 Monsters) and I whiffed quite a lot with it unfortunately. I still need to play more games to see if it's worth it. Teleporting it in the middle was an OK move, but I couldn't buff it anymore with the poison, though. Not sure if I'll do that again. I wanted to cripple his GUOs as much as possible but it's too swingy. The Boltboyz are really good. Mixing those guys to just stay behind and shoot MWs at the opponent feels really good in the BG list. They were standing behind a wall of 10 ardboys stuck in combat with plaguebearers, and they were just shooting MWs at stuff in the back, weakening a GUO or finishing the Plaguebearers. They are an excellent addition for me and performed as expected. I did however miscalculated my distances quite a lot for Unleash Hell. I need to put these guys even further back in the deployment to make sure I can't get reached easily within 3'. The Shaman with Pot Grot is just a poison factory, as expected. To me, just the fact he empowers the Boltboys justifies his spot in the army. Ardboys are really good screens. I wouldn't consider them chaff because these guys have staying power and are just annoying. I had MWs everywhere because of diseases and, although plaguebearers don't really hit for squats, they kept everything protected for me to rack up points and they did their job well. They do no damage, however. Consider them as excellent screens. They are invaluable for the army imo. Having 2 Warchanters felt really useful. I had my Brutes behind a Ardboys wall and they always had the VF buff every turn, while my MK always had the other one. I was always ready to improvise if I saw an opportunity. This felt really good, instead of having to choose one or the other, and perhaps missing my shot because I chose the wrong unit to buff. This army likes to stay together in a ball and have counter charges and shooting ready. I got lucky because I unbound twice a very harmful spell from Nurgle that increases the disease spread to units adjacent, so this is definitely a weakness of the army. If those had landed, I think things could've went south because I would've a much higher MW count on everyone. Everything kind of needs to stay together and I feel like I can't really split the army efficiently, aside from the MK. Drawn to the Waaagh is difficult to pull off. The reason why I had a block of 10 ardboys is that I wanted to try the mechanic of Rally on 4+. Rally is really difficult to pull of for melee units. You're always too close to an enemy unit or in combat. I had a single opportunity to do it in 3 turns, to bring back 3 ardboys and I whiffed all 3 dice. It felt really bad to waste a Command Point. Not sure if a unit of 10 is necessary but I kinda liked it. I often felt like I was starved for CP. Or I had just enough. The MK 3units command abilities is incredible and it really helped with spending less CPs. Having the Mega Bossy trait, I'm not sure if I was using it the right way. It says that I can issue MD again even if it was issued in the turn. So I would to MD with a Warchanter on a unit (spend a CP), and then do it with the MK on 3 other units (with a CP). Is that correct? Having the 2 extra CPs from Warlord feels really good though and I made a mistake of using one in the first turn or so. Note to self, always keep the CPs for later turns. 11 drops felt fine because I feel like we play a castle anyway, so I didn't mind starting. He gave me first and I covered some ground, positioned my units and was ready for counter. I believe I won Turn 2 so it really helped. I think that's it for the takeaways. I'm not sure how to improve this list if I ever drop the Killbow for something else. It puts me in a strange position for points and I can't get close to 2000 with anything. Suggestions are welcomed.
  19. Good point, thanks for considering it. My reasoning is that I feel like a single Warchanter with an Arcane Tome is a super big target to kill for the opponent and like @derzauberer said, it is the lynchpin to trigger the damage of all IJ units. By having 2, it brings redundancy at least if one were to die early.
  20. Really love your list. It actually solves an issue I had with mine where I was missing another threat and the Snatchaboss fills that purpose + increasing the MWs. Have you thought about something like this? In my version I have a fair bit more screens Allegiance: Big Waaagh!- Grand Strategy:- Triumphs:Gobsprakk, The Mouth of Mork (280)Wurrgog Prophet (150)- Artefact: Glowin' Tattooz- Lore of the Savage Beast: Gorkamorka's War CrySwampcalla Shaman with Pot-grot (105)Snatchaboss on Sludgeraker Beast (315)- General- Command Trait: Egomaniak- Artefact: Mork's Eye Pebble- Mount Trait: Fast 'UnOrruk Warchanter (115)- Artefact: Arcane Tome (Universal Artefact)- Lore of the Weird: Da Great Big Green Hand of GorkOrruk Warchanter (115)5 x Orruk Ardboys (85)5 x Orruk Ardboys (85)5 x Orruk Ardboys (85)5 x Orruk Ardboys (85)6 x Orruk Gore-gruntas (340)- Pig-iron Choppas- Reinforced x 16 x Man-skewer Boltboyz (240)- Reinforced x 1*Warlord**WarlordTotal: 2000 / 2000Reinforced Units: 2 / 4Allies: 0 / 400Wounds: 135Drops: 12
  21. I'd also like to pitch in and say you educated me so much on every synergy. I always kept coming back to your blog to re-read your content. You're very good at this and it helped a ton of us I'm sure.
  22. Do you guys take automatically into account that the Krondspine can be played in your lists? I was under the impression that you needed to play the new specific battlepacks in order to play it. The Krondspine can just be used in normal Matched Play?
  23. I might've missed it in all the info that I tried to assimilate in the last few pages and with the leaks but, do the Craventhrone Guards have any synergy at all with Kurdoss? Or it's fluff only? I can't seem to find anything. Edit: Just remembered they are battleline if Kurdoss is in the army.
  24. Damn, you guys have some great ideas! Keep it coming!
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