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Jabbuk

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Posts posted by Jabbuk

  1. 47 minutes ago, Andrew G said:
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    Allegiance: Big Waaagh!
    Mortal Realm: Hysh
    Orruk Megaboss (150)
    - General
    - Trait: Bestial Charisma
    Orruk Warchanter (110)
    - Warbeat: Get 'Em Beat
    Orruk Warchanter (110)
    - Warbeat: Get 'Em Beat
    Orruk Warchanter (110)
    - Artefact: Aetherquartz Brooch
    - Warbeat: Fixin' Beat
    Orruk Weirdnob Shaman (110)
    - Lore of the Weird: Da Great Big Green Hand of Gork
    Wurrgog Prophet (160)
    - Artefact: Mork's Boney Bitz
    - Lore of the Savage Beast: Gorkamorka's War Cry
    15 x Orruk Ardboys (270)
    15 x Orruk Ardboys (270)
    15 x Orruk Ardboys (270)
    6 x Orruk Gore-gruntas (320)
    - Pig-iron Choppas
    Ardfist (120)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 158
     

    Wanted to share what I've been running lately. Not really reinventing the wheel here, but I've went through a few iterations and settled on this being the "best" all-comers list I can come up with.

    I'm still kind of debating whether I should split up one of the 'ardboyz units, but keeping them in mid-size units makes spending a CP for 'ardfist a lot more efficient at the expense of some versatility and having a truly sacrificial pieces.

    I've been playing mostly in your face IJ lists. Wondering what your guys experience is playing slower Big Waaagh!

    It's certainly a good list, I mean it's fairly similar to Leo's list on TheHonestWargamer, with a few tweaks you did of course. I like the addition of the Ardfist battalion and I think the groups of 15 ardboys are good value to justify the CP spending (as previously calculated by @Malakree and some other guys). I do notice however that you're relying on the Brooch to generate CP. Do you feel that it's reliable enough? That being said, have you given a thought about including some spicy elements like a big group of arrowboys for shooting, or the Rogue Idol for +cast, massive damage, etc?

    Just throwing a few ideas here. 

  2. 34 minutes ago, Kasper said:

    Their attack profile just seems really weak. I havent tried them.

    Their attack profile seems basic on paper but in a Big Waaagh list you will have BS casters like the Wurghog and Wardokk, etc. And they can make these guys truly powerful.

    Would like to take this opportunity to plug @PlasticCraic blog which covers BW extensively. I really loved some of his list ideas, one of them includes arrowboys.

    Here's the link: https://plasticcraic.blog/2019/11/11/battletome-orruk-warclans-big-waaagh-review/

    • Thanks 1
  3. 13 hours ago, Kasper said:

    @Malakree Have you been practicing your double Shaman list? I'm really curious on your thoughts on it and its performance. I like the sound of a more magic heavy list rather than go all out on the combat phase. I don't have an extra Shaman or the Balewind, so can't really test it myself. :)

    With armies like ORB or even Fyreslayers, I really think banking on maximum combat is gonna result in failure. We need a way to snipe support heroes from a distance.

    I think Big Waaagh is another answer. We have the option to add 30 arrowboys, which is pretty damn potent at sniping targets, even moreso monsters. I'm looking more and more into going into Big Waaagh actually.

  4. What's up IJ boys,

    I'm having an end of year 2v2 game at 1500 and my teammate and I (he's BoC) are splitting 750 each. I wanted to try something different and flavourful (and also field my 10 brutes, lel). I tried a few combinations and I was always either at 760 or too low for my taste. Here's my list:

    Allegiance: Ironjawz
    - Warclan: Choppas
    Orruk Warchanter (110)
    Orruk Weirdnob Shaman (110)
    - General
    - Trait: Checked Out
    - Artefact: Megaskull Staff
    - Lore of the Weird: Wrath of Gork
    5 x Orruk Brutes (140)
    - Pair of Brute Choppas
    5 x Orruk Brutes (140)
    - Pair of Brute Choppas
    3 x Orruk Gore-gruntas (160)
    - Pig-iron Choppas
    5 x Orruk Ardboys (90)

    Total: 750 / 750
    Extra Command Points: 0
    Allies: 0 / 200
    Wounds: 67
     

    I like that I can buff all my MSU (cept GGs) with the Warchanter for a CP, that I can reroll all my charges and that WoG is kind of optimized by all my small units. What you guys think of it? (Although I just realized that WoG casts on an 8 so it's way too unreliable if I don't have any + to cast)

    I might just take this list then, which is pure melee and no cast.

    Allegiance: Ironjawz
    - Warclan: Ironsunz
    Orruk Megaboss (150)
    - General
    - Trait: Right Fist of Dakkbad
    - Artefact: Sunzblessed Armour
    Orruk Warchanter (110)
    5 x Orruk Brutes (140)
    - Pair of Brute Choppas
    10 x Orruk Ardboys (180)
    3 x Orruk Gore-gruntas (160)
    - Pig-iron Choppas

    Total: 740 / 750
    Extra Command Points: 0
    Allies: 0 / 200
    Wounds: 63
     

  5. 8 hours ago, broche said:

    think 15 is a nice number. It make you a nice blok for 420 pts. It fall right on the spot  between 20 and 25 ardboys, and I think that were you would get the most value from them, as at this number the advantages of footprint/reach become quite significant. You'll also benefit for a +1 bravery for the first 15 damages, so you don't need to wory too much about battleshock for first few kill from magic / shooting.

    Would you only take hackas as weapons in this group or you'd field dual-wield weapons?

  6. 16 minutes ago, Lucentia said:

    They are the same size bases, yes, if you are happy using Gruntas then Mournfang are very similar, though there are fewer buffs that can be stacked onto them so you ideally want more models in attacking range to actually do the damage you need.

    Gotcha. A unit of 3 buffed GGs is terrifying enough. 

  7. So, I've heard quite a few times here that people playing Mournfangs don't like their bases because they're too big. I'm an IJ player originally.. aren't they the same size as the Gore-Gruntas? I never thought the base was annoying me. Why is this the case with Mournfangs?  Am missing something?

  8. 1 hour ago, broche said:

    My main problem with Ardfits is that you need shitload of ardboys and Gruntas and Brutes look awesome :D 

    I think the nerf of once per destroyed unit (like the Moonclan terrain) is coming. I think bataillion will still be quite usable. Bringing back model is a powerful mecanic, even if it's random, especially considering bataillion is super cheap. 

    I'm in the same boat, man. I mean I don't hate the ardboys at all, I just like the other two units much better visually. The idea of simply massing ardboys is boring to me. I like to have a nice mix of stuff. Just wish Brutes were more competitive. If anyone tries the brutefist battalion, please let us know. In the meantime, I'll continue painting them until I can make it :)

    • Like 1
  9. 2 minutes ago, Malakree said:

    Im actually not suggesting you get more. At 30 you can convert each of those 5s to 10, same drop count and you gain a Warchanter.

    I started referring to none exploitive versions as a "softfist". You're basically using it as it was intended, to recycle the ardboys for more wounds/bodies. Plus the second hero let's you fit in the aetherquartz. Try it without the exploit, just replacing the units continually, it's still good.

    I like the softfist idea personally too. I will definitely try it later.

  10. 16 minutes ago, Martijn de Bruin said:

     

    I felt this coming 😄

    Not a huge fan of Ardfist, expecting the ability to be limited soon. But I suppose I asked for it hehe. 

    I only have 30 boyz available to me right now and will not be getting more just for Ardfist.

    Being a 2 drop I expect to start first most of the time and want be aggressive from T1, being able to charge with GG and even Boyz by teleporting them. Or i.e use Mystic Shield on the GG if they need to hold something.

    The reason I chose Ironfist is that I feel the GG are limited in movement if my source of MD has to come from the Shaman or Warchanter who are likely not as aggressive on the field. I definitely see your point on having more models instead though.

    These are the models I have available to me right now:

    1 MBMK, 1 MB, 1 Shaman, 3 Warchanters, 30 Ardboyz, 9 GG (Choppas), 10 Brutes (Choppas)

    What would my best option, disregarding Ardfist?

    Cool. To me the 6 GGs group at this 1k pts game is gonna act like a huge hammer. You're either gonna use MD right away and punish a bad deployment, or you won't MD them later because they'll be stuck in a fight and will have done their job. I understand your concern about the MD source that's far but again, to me at 1k, I would be less threatened by scenarios where something important happens far away from my army. Then again, I don't know how your friends play, I could be wrong. For us, when we play at 1k, I believe the board is smaller to make it more interesting. Otherwise, it's a bit silly when you have so few units.

    I personally think MawKrusha at 1k and less is too commiting. The general consensus here I believe is to go for ardboys all the way. I personally love brutes and will field 2 groups and maybe more in the future if I gather the strength to paint 10 with gore-hackas, but that's just because I think they look so good.

    Honestly, at 1k pts, I would tend to drop the Weirdnob and go for MB and Warchanter and mix a GGs and Ardboys combination that will fit your meta. If you have a lot of casting, in your meta, you might want to add a Weirdnob for a shot at dispelling. GGs are incredibly good. If you're more of an aggressive player, I'd say try to fit as many as you can. The teleport shenanigans for me rarely work, it never triggers when I need it. Although in your list you seemed to spec for it with your Weirdnob but I tend to think teleporting is less important in smaller scale games. Vince Venturella is also kind of an advocate of going strong melee and ****** casting. I think at 1k that's what I would do. 

    If you wanna go full aggro, max out on GGs, get another wave of ardboys and MB and Warchanter and see how you like it. :)

    I hope that helps.

  11. What's up everyone, I've been lurking this forum for a while, liking some cool lists and enjoy seeing the vibe of the new book release.

    I'm an IJ player looking to build a second army and I really like these fat boys. What's the general consensus of mixing BCR and Foot Ogors? I have to say, I like both kinds and am a fan of good looking models, so I'm thinking I'd enjoy a nice mixed army. I've been watching many book reviews so far but I wanted to get your opinion on the matter. Like mixing mournfangs and gluttons, or a stonehorn and ground units, etc. Would appreciate some insight about this. Thanks in advance.

  12. 6 minutes ago, Malakree said:

    @Martijn de Bruin 

    Embrace da Cheese, Bring da Cheese, Be da Big Cheese!

    Allegiance: Ironjawz
    - Warclan: Ironjawz
    Mortal Realm: Hysh

    Leaders
    Orruk Weirdnob Shaman (110)
    - General
    - Trait: Dead Kunnin'
    - Artefact: Shamanic Skullcape
    - Lore of the Weird: Da Great Big Green Hand of Gork
    Orruk Warchanter (110)
    - Artefact: Aetherquartz Brooch
    - Warbeat: Get 'Em Beat

    Battleline
    3 x Orruk Gore-gruntas (160)
    - Pig-iron Choppas
    3 x Orruk Gore-gruntas (160)
    - Pig-iron Choppas

    Units
    5 x Orruk Ardboys (90)
    5 x Orruk Ardboys (90)
    5 x Orruk Ardboys (90)

    Battalions
    Ardfist (120)

    Endless Spells / Terrain / CPs
    Extra Command Point (50)

    Total: 980 / 1000
    Extra Command Points: 2
    Allies: 0 / 200
    Wounds: 72
     

    That works too haha, I also totally forgot that you don't have a Warchanter, which is the best damn unit of this whole army :)@Martijn de Bruin

  13. 1 hour ago, Martijn de Bruin said:

    Looking for some advice. In my group the following armies are being played: Mawtribes, Daughters of Khaine, Ossiarch Bonereapers, Seraphon, Stormcast Eternals, Slaanesh, Skaven & Maggotkin. We usually play 2K but some of us want 1K matches so we can speed things up. We will be playing matches on 4'x4' tables. I'm trying to build the best/competitive list possible. This is my initial version and would like some feedback on wether it's a good list or if should make changes to make it the best possible list. 

    Allegiance: Ironjawz
    Leaders
    Orruk Weirdnob Shaman (110)
    - General
    - Trait: Master of the Weird
    - Artefact: Shamanic Skullcape
    - Lore of the Weird: Da Great Big Green Hand of Gork
    Battleline
    6 x Orruk Gore-gruntas (320)
    - Pig-iron Choppas
    10 x Orruk Ardboys (180)
    - 1x Gorkamorka Banner Bearers
    - 1x Gorkamorka Glyph Bearers
    Units
    5 x Orruk Ardboys (90)
    - 1x Gorkamorka Banner Bearers
    5 x Orruk Ardboys (90)
    - 1x Gorkamorka Banner Bearers
    Battalions
    Ironfist (160)
    Endless Spells / Terrain / CPs
    Extra Command Point (50)


    Total: 1000 / 1000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 76

    Your list looks cool. I gotta ask though, what is your thought process behind taking the Weirdnob as general? What kind of playstyle will you take?

    Also, personally I'm not a big fan of taking a battalion in 1k list. 160 pts is A LOT in such small scale and your army will be much stronger and resilient with more units, especially considering some of those you mentioned have summon.

    Also, in 1k list, you might play on a smaller scale board? So having Ironfist seems less important to me because your army will be compact enough.

    Consider adding an additional unit and perhaps a Megaboss instead of a battalion because he can hold his own and is equal to a combat unit by himself. You also gain some nice synergies with his CA and the Waaagh which could make a difference in such small scale games. I'm a fan of big numbers in Wound count because Ironjawz is truly scary when there's a lot of bodies. Our units are extremely good.

    My two cents :)

  14. 49 minutes ago, tom_gore said:

    By the way, don't know if anyone else noticed yet, but the idea of taking 5 x 1 Ardboys in an Ardfist in order to nuke them with Green Puke and get 10 man units back is illegal, because you cannot field understrength units in a battalion as per core book page 240.

     

    What does understrength mean? In regards to ardboys specifically.

  15. 9 minutes ago, Malakree said:

    @Jabbuk at this point all you really need to do is play some games. There's only so much that theory crafting can get you until you need in game experience to either prove/disprove your instincts.

    A lot of it will also be subjective choices over your own playstyle. The best example is that Leo is a famously conservative player while I'm ridiculously aggressive as a player. How he plays, the armies he runs and the units he includes are all going to be strange and unwieldy for me. Equally I tried playing Big Waaagh! and it's completely alien to me yet apparently it has a higher win rather than IJ does atm.

    It feels to me like you need to play 5/6 games messing about with all the different units before you'll get much more from this thread. I've already played 13 tournament games with the new book, the opinions I have now are wildly different from when the book was first released.

    Thanks man, really useful advice. I wish I could play more but my league is very casual. I guess I'll try to join some club around here to get more mileage :)

  16. 59 minutes ago, Waaaaaaght? said:

    I'm just now getting into ironjawz/big waaagh!. I currently have:

    Megaboss on foot

    Warchanter 

    Weirdnob

    3 GG's

    10 Ardboys.

    Can anyone create a future 2k point list? I am open to big waaagh! Or ironjawz, but I prefer against brutes.

    Thanks in advance.

    Buy and build 3 other GGs because 6 of em is an excellent hammer. Just buy more ardboys, at least 20 more. Another Warchanter for sure because he's the best as well. Throw in a mawkrusha and then you can. Build and at around configurations on warscrolls Builder :)

    buy brutes if you love the models (I do) and try to play them in groups of 10. 

    • Thanks 1
  17. 1 hour ago, Neomaxim said:

    Fungoid Cave Shaman, actually, but yes... they're absolutely stellar allies, and give access to Skuttletide which is just incredible.

    I will definitely include this combo in my list in the future. Thanks to Leo for enlightening us :)

  18. I actually went back to the drawing board and remembered that I have another Warchanter that's primed. I figured I could just drop the MB and focus on a good casty Weirdnob Shaman and over buffing units on both sides.

    Allegiance: Ironjawz
    - Warclan: Ironjawz
    Mortal Realm: Hysh

    Leaders
    Orruk Warchanter (110)
    - Warbeat: Get 'Em Beat
    Orruk Weirdnob Shaman (110)
    - General
    - Trait: Dead Kunnin'
    - Artefact: Shamanic Skullcape
    - Lore of the Weird: Da Great Big Green Hand of Gork
    Orruk Warchanter (110)

    Battleline
    10 x Orruk Ardboys (180)
    6 x Orruk Gore-gruntas (320)
    - Pig-iron Choppas
    10 x Orruk Ardboys (180)
    5 x Orruk Brutes (140)
    - Pair of Brute Choppas

    Units
    4 x Ironskull's Boyz (80)

    Total: 1230 / 1250
    Extra Command Points: 0
    Allies: 0 / 200
    Wounds: 111
     

    I dropped the Ardfist to get something a bit more reliable. Thoughts?

  19. So after all the discussions and suggestions, I'm trying to learn as much as possible here and these are a few takeaways for the final list:

    - If I build around Ardfist and want it to work, I better commit and build around it properly with traits and artefacts that will generate as many CPs as possible.

    - Since I'm playing on a scenario where I need to camp the objectives, I can focus on durability and resiliency.

    - Drop brutes in units of 5, only take them in units of 10 if you want them to make a difference

    My list: 

    Allegiance: Ironjawz
    - Warclan: Ironsunz
    Mortal Realm: Shyish

    Leaders
    Orruk Weirdnob Shaman (110)
    - General
    - Trait: Dead Kunnin'
    - Artefact: Great Green Visions
    - Lore of the Weird: Da Great Big Green Hand of Gork
    Orruk Megaboss (150)
    - Artefact: Ethereal Amulet
    Orruk Warchanter (110)

    Battleline
    10 x Orruk Ardboys (180)
    6 x Orruk Gore-gruntas (320)
    - Pig-iron Choppas

    Units
    5 x Orruk Ardboys (90)
    5 x Orruk Ardboys (90)
    4 x Ironskull's Boyz (80)

    Battalions
    Ardfist (120)

    Total: 1250 / 1250
    Extra Command Points: 1
    Allies: 0 / 200
    Wounds: 97
     

    • I figured that I didn't need to have my Megaboss as my general because I need a lot of CPs and I don't need him to be a killing machine. I need him to stay put on the objective and live as long as possible. 
    • I'm Ironsunz + Ardfist batallion, so I start with 3CPs turn one + Dead Kunnin' roll + GGV. This should provide me enough CPs to at least summon 1 or 2 units of ardboys.
    • For my second artefact, I'm taking Ethereal Amulet to make my MB as durable as possible.
    • My hammer is the 6GGs buffed which, I'm hoping to strike a weak spot in his deployment, hopefully his goats that allow him to summon and/or heroes.
    • I play the screening game like @Malakree taught me.
    • I am using units I own in this list. I have a group of 5 Brutes but in this scenario they wouldn't help me much.
    • I'm using Ironsunz because I want to be able to use Mighty Destroyers in my game. My units will surround my heroes, I think MD will play a key role.

    I hope this makes sense and isn't too far-fetched. We don't often see Weirdnob as general but since I know the scenario already (Places of Arcane Power), I think this will work well. Will post some thoughts on the list when I'm done. Thanks a lot for the feedback and if you see something that doesn't quite work in there, do let me know please. 

     

     

  20. 42 minutes ago, Malakree said:

    If it wasn't a 4+ the only armies atm would be ardfists summoning walls of Ardboys.

    At 1250 for example I could run this list

    1. Deploy defensively to bubble and protect the Warchanter+Weirdnob, use the Brutes and 1 unit of Ardboys.
    2. 3 Drops so should get to pick first or second.
    3. Roll for your Waaagh! points, get 2+d6 and can burn a CP for +2.
    4. Hand of Gork the unit of 5 Ardboys.
    5. Make a 7" charge.
    6. Ardboys die.
    7. Summon 40 Ardboys.

    This is your WORST case scenario. Things which can make it better. Commanding, Deadly, Damned, Arcane, Volcanic,  rolling a 4+ on your Waaagh! dice, Aetherquartz Broach, rolling more than 1 CP from the trait, rolling an extra CP from the artefact.

    Conservatively you're pulling 50 Ardboys on your turn 1 as a 3 drop army. That's 900 points of Ardboys, so I get to start the game with 2100 points in a 1250 points game. At 2k it gets even worse.

    That's why it's on a 4+.

    That's actually really cool, man. Another idea I didn't think of. I'm clearly still a noob. I was stuck on the idea that my leader should be the Megaboss but having the shaman with the right artefacts, I can further boost the probability of generating CPs. Thank you for the ideas :)

    Any reason why you went Big Waaagh and not Ironjawz?

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