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Jabbuk

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Posts posted by Jabbuk

  1. 4 minutes ago, Ravinsild said:

    That's pretty neat that it does work like that though right? I feel like if I really sit here and look at the rules I can think of some neat "tricks". 

     

    It does. As I was writing this, I was thinking of making a group of 10 Brutes and having the Ironfist boss in this group instead of the default GG. That would make them a good target to tp and would almost guarantee a charge after the MD move. 

  2. I have a question regarding battalions at 1k. I come from Ironjawz and it's generally assumed that taking a battalion at 1k is very pricey and you're better off going for more bodies. I was wondering, since NH is so reliant on battalions to make their units stronger, if you guys would tend to take a battalion at 1k or not. Interested to hear your thoughts about it.

  3. 1 minute ago, Ravinsild said:

    The spell states “in the following movement phase” and the hero phase (when quickduff/HoG is used) is not the “the following movement phase.”

    That's exactly what I said :) I guess it wasn't clear in the writing.

  4. 5 hours ago, Ravinsild said:

    Are you able to move after using Big Green Hand of Gork/Quickduff Amulet? 
     

    My friend told me it was possible as I read the spell myself and it specifies in the following movement phase, but Mighty Destroyers is done in the hero phase. 
     

    Are you able to quickduff a unit outside of 12” then mighty destroyers to be just outside of 3? (A 9” move, but Brutes can only move 4” as well as ArdBoyz) to essentially guarantee a charge in the charge phase?

     

    I run my Gore-Gruntas as a block of 6 and make one of them my Ironfist Big Boss so he can use the ability as though he were a Megaboss. 
     

    If I had made Brutes the big boss they’d be outside of 12”, I could pop it to move 4” and that would put me at 8” out for something like a 7 or 8” charge right? 
     

    With the +2 Charge bonus from Allegiance Abilities and the Bloodtoofz clan bonus this seems well good? Of course ArdBoyz get a total of +4. 
     

    Just thinking if such crazy maneuvers are possible and/or legal for us?

    You cannot move, as the spell Great Big Hand of Gork states it in the description. You can, however, use Mighty Destroyer, for example, in the case of a Footboss that teleported himself or a group of Brutes/GGs that has an Ironfist boss in it, thus making them eligible to use MD.

    As you stated, you can use MD in the hero phase and you choose the order in which you use your abilities.

    You can technically only charge after, which is why Ardboys are great targets for the spell, they have the best charge bonuses.

  5. With last week's great fun playing BW, I have another game coming up Thursday against a Nurgle player and decided I would try to hone my skills at BW. I think he'll field chaos warriors, BoC marked and I don't know what else.

    This is the list im gonna take:

    Allegiance: Big Waaagh!
    Mortal Realm: Shyish
    Megaboss on Maw-Krusha (460)
    - General
    - Boss Choppa and Rip-tooth fist
    - Command Trait: Brutish Cunning
    - Artefact: Ethereal Amulet
    - Mount Trait: Weird 'Un
    Orruk Warchanter (110)
    - Warbeat: Get 'Em Beat
    Orruk Warchanter (110)
    - Warbeat: Killa Beat
    Orruk Weirdnob Shaman (110)
    - Artefact: Great Green Visions
    - Lore of the Weird: Da Great Big Green Hand of Gork
    6 x Orruk Gore-gruntas (320)
    - Pig-iron Choppas
    15 x Orruk Ardboys (270)
    10 x Orruk Ardboys (180)
    10 x Orruk Brutes (280)
    - Pair of Brute Choppas
    Ironfist (160)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 143
     

    If you have any comments or advice to give me for that upcoming game, I will gladly hear them :) Waaagh!

    P.S: I am debating whether to take Ironjawz because since he is S2D/Nurgle he will probably have Demon Princes and fight last shenanigans. Should I go with IJ instead for SnB?

    • Like 1
  6. So I played my BigWaaagh! List last night and won with a Major Victory on Shifting Objectives, against Sylvaneth. But it was close, those Kurnoth really plowed through my units. A few takeaways and questions I have to share with you:

    - Teleporting Brutes in the back blows. Having Big Waaagh + Shamanistic Skullcape allowed me to get +3 to cast and it felt amazing to get HoG off when I actually wanted to. But the fact my brutes were 9in away from the Kurnoth meant that I missed my charge and they were just stuck there. Don't think they're a good target for tp.

    - A group of Brutes buffed with Violent Fury in Big Waaagh absolutely murdered a spirit of Durthu. I actually killed him with just my boss and the 2 Gore-Choppas. They did like 18 wounds altogether, and Durthu evaporated. I was hitting on 2s at this point. Big Waaagh is insane.

    - I Green Puked twice on my Brutes to make them go go go and it felt amazing as I could guarantee my charge on Durthu. I did kill 2 brutes in the process however. That felt bad.

    - I am still unsure of how to start on turn 1 when I get the turn, as Big Waaagh, I understand I should turtle a bit, just to get my buffs up but should I advance all together and try to grab objectives first, or should I stay back and calculate that I'll be able to charge the turn after? I always wonder what I need to do at that moment. 

    - Having Brutish Cunning AND Ironfist in Big Waaagh feels mandatory when you have a predominantly IJ force. Being able to use those ability for free means that I can spend a CP for All-Out Attacks or to pass a battleshock test and it gives us great flexibility. 

    - I also liked the laid-back playstyle a lot, compared to being Ironjawz for example where I often feel like I need to rush to my opponent quickly otherwise I lose my edge, and if he's well turtled up, I just don't know how to do it without too many casualities.

    All in all, the Big Waaagh mechanic is really strong, fun and I loved playing with it. By turn 3 it really feels like you're an unstoppable force, 2s and 2s, 6+ shrug army wide, etc. I did miss SnB against Treelords and Durthu though (because they make you fight last) but the rest more than made up for it. Also, it felt very complicated at first as I had so many things to keep track of, I will need many more games with Big Waaagh before I feel comfortable with it.

    • Like 1
  7. 1 hour ago, EnixLHQ said:

    Well, certainly!

    ⬇️

    Hey man, I just noticed that you have your blog linked at the end of your posts. For some reason, the banner doesn't show up on my phone, but it does on my PC. Sorry for suggesting something you're already doing hehe :)

    • Like 1
  8. Is there any place on this forum for us Warclans to discuss strategies against other factions? I have an upcoming game against Nurgle next week and I know next to nothing about them. I know he'll have some BoC Nurgle-marked stuff, chaos warriors and Demon Princes, that's for sure. Also some plaguebearers. He doesn't have blightkings or high wound stuff.  Where could I got some tactics info on how to prepare?

  9. 2 minutes ago, Kasper said:

    Yeah if you dump the extra CP and reduce the Ardboyz, you'll still be 10 points short for an Ironfist batallion. :( Pretty much only Brutes I would toy with. But I still think it could be playable with your current list. 

    You're a genius. When you said 10 points short, I remembered that I have Ironskullz Boys too.

    Allegiance: Big Waaagh!
    Mortal Realm: Shyish
    Orruk Megaboss (150)
    - General
    - Command Trait: Brutish Cunning
    - Artefact: Ethereal Amulet
    Orruk Warchanter (110)
    - Warbeat: Get 'Em Beat
    Orruk Warchanter (110)
    - Warbeat: Killa Beat
    Orruk Weirdnob Shaman (110)
    - Lore of the Weird: Da Great Big Green Hand of Gork
    10 x Orruk Ardboys (180)
    6 x Orruk Gore-gruntas (320)
    - Pig-iron Choppas
    10 x Orruk Brutes (280)
    - Pair of Brute Choppas
    4 x Ironskull's Boyz (80)
    Ironfist (160)

    Total: 1500 / 1500
    Extra Command Points: 1
    Allies: 0 / 200
    Wounds: 113
     

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  10. 8 minutes ago, Kasper said:

    I don't think Big Waagh is bad at 1.500 pts. With your list you'll generate 9+D6 per turn if you spend a CP before any charges or combat with the heroes/Ardboyz. Depending on how well you roll on the D6 you could skip out on spending a CP. I personally think BW is worth it at any point range as long as you can ensure the buffs by your turn 2 imo.

    I would probably look into getting Ironfist. Not only does it give you another use of Mighty Destroyers, you also get another CP to burn for the Waagh points (maybe for a +2 to cast for a cheeky teleport) and another artefact.

    The list looks mean!

    Thanks for the input, man. 

    I like taking Ironfist but I feel like I loose too much. If I reduce Brutes in a unit of 5 and take out the CP, I can get Ironfist in but I'm at 1460. I really feel like my points aren't maxed. I also lose some punch without the brutes. I dunno that's a tough choice.

    Edit: On second thought, I guess the ability to have MD in 2 different spots might be more valuable than having 5 Brutes. Makes my GGs really independent. 

  11. Hello my favorite Brutish but Cunning masterminds,

    I'm having a friendly 1500pts matched play tomorrow and I wanted to try Big Waaagh for the first time. I came up with a list to try to maximize units of 10, and a lot of bodies with the models I have. Here it is:

    Allegiance: Big Waaagh!
    Mortal Realm: Shyish
    Orruk Megaboss (150)
    - General
    - Command Trait: Brutish Cunning
    - Artefact: Ethereal Amulet
    Orruk Warchanter (110)
    - Warbeat: Get 'Em Beat
    Orruk Warchanter (110)
    - Warbeat: Killa Beat
    Orruk Weirdnob Shaman (110)
    - Lore of the Weird: Da Great Big Green Hand of Gork
    10 x Orruk Ardboys (180)
    10 x Orruk Ardboys (180)
    6 x Orruk Gore-gruntas (320)
    - Pig-iron Choppas
    10 x Orruk Brutes (280)
    - Pair of Brute Choppas
    Extra Command Point (50)

    Total: 1490 / 1500
    Extra Command Points: 1
    Allies: 0 / 200
    Wounds: 125
     

    I was wondering if it was worth it to play Big Waaagh at 1500pts or you really need tons more bodies to make great use of it. Also, I have a MBoMK that I could use. Do I need the ironfist battalion or I could go without? 

    Thanks in advance.

     

     

     

  12. 3 hours ago, EMMachine said:

    Yeah, until January 2020,  you basicly needed 1x Soulwars + 2x  Tempest of Souls for the Nighthaunt to get the Grimcast Reapers on 10 Models.

    Now you can use 1x Soulwars, 1x Tempest of Souls and the new Warcry Nighthaunt Warband

     

    That's still way too many stormcast models to sell only to get a rounded number of Grimghast :) I guess I'll just use them as test models. It's like they did it on purpose that you can't complete them. If they had put them in a group of 5, it'd be much simpler.

  13. I'm trying to make sense out of the 4 Grimghast Reapers that come in the Soul Wars box. I mean, in what world can you actually make use of those? I've tried to look for various combinations to buy on GW's website to equal them to a unit of 10 but to no avail. Has anyone figured it out? It seems every box comes with a unit of 10, the Craven King, 10 as well, etc. Am I missing something?

  14. 2 minutes ago, Kasper said:

    Yeah this is correct. Remember it is PER MODEL and not per unit, so you can't make a long conga line of 30 Boyz and expect to get Waagh points for all of them if only 2 are actually within the range. 18" is quite large though - I usually place my general and measure out so my entire army is inside an 18" bubble. 

    Ok, so in fact, the models ALL need to be inside the bubble to count towards Waaagh points (even if the base is slighly out it will still count, as you guys mentioned). That clarifies it. I will try to maximize the 18'' range around a warchanter and use this at the start of the game. Thanks guys for the precision.

  15. Hi guys,

    Quick question about the mechanic of 'Ere We Go, 'Ere We Go, in Big Waaagh.  So it says that I choose 1 friendly Orruk Hero and then I receive 1 Waaagh point for every 10 Orruk models that are within 12'' of that hero. (or 18 if warchanter). Let's say I have 3 units of 10 and I want to profit from this, do they need to all be inside the 12in range (like wholly within) or my units only need to be touching the 12in radius (like any normal ''within'' wording). 

    That ''model'' part of the description really confuses me. Could you help out?

  16. 8 hours ago, EnixLHQ said:

    Updated my guide with a new magic section Spells in the Wake of the Necroquake, and added a new magic-related tactic to Architectures of Torture.

    As always, feedback welcome! I'm sure I got something wrong, so please don't be afraid to point it out and help me stay accurate.

    Love your guide @EnixLHQ. Very useful for me who is essentially a NH noob. Perhaps consider a section in your guide about list building. Giving some basics of the strategies behind different list building. Would be really useful I think.

    Also, perhaps consider another thing to increase your visibility. You could link your blog in your post signature. In the past few days I had to search the thread to find it while I saw some of your posts and thought it would be much easier if you would link to it at the end of your posts. I think your blog would benefit from it.

    • Thanks 1
  17. Not sure if this was discussed in the past, but how good of a deal is the Craven King box set to flesh out a Nighthaunt army is currently? I see a lot of builds with Spirit Hosts around, etc. I really like the King's model though and I was curious how you guys saw that box set (at least there's no Glaivewraith Stalkers in it)

     

  18. Good morning everyone,

    A while ago I bought myself some NH stuff to start an army and it was before all the recent book releases. I had bought enough models to create a nice 1000pts list as a starting point. I saw some nice 1k lists in previous posts that are drastically different than mine and was looking for some input on:

    1. How to play generally with my list?
    2. Who to make general? 
    3. How to deploy? (ex. should I go with KoSoES and Bladegheist in the underworld all the time?)
    4 And finally Where should I go from there in terms of army building?

    Here's my list:

    Allegiance: Nighthaunt

    Leaders
    Knight of Shrouds on Ethereal Steed (120)
    - General
    - Trait: Ruler of the Spirit Hosts
    Guardian of Souls with Nightmare Lantern (140)
    Spirit Torment (120)

    Battleline
    3 x Spirit Hosts (120)
    10 x Grimghast Reapers (160)
    20 x Chainrasp Horde (160)

    Units
    10 x Bladegheist Revenants (180)

    Total: 1000 / 1000
    Extra Command Points: 0
    Allies: 0 / 200
    Wounds: 65
     

    If some of you more experienced ghost boys could take some time to enlighten me, I would greatly appreciate it.

    Meanwhile, I'm doing my homework and listening to AoS Coach Nighthaunt Faction Focus :)

  19. Hi guys, 

    I'm new on the Nighthaunt forum, I have a question regarding Dreadscythe harridans. I do appologize if this has been answered in the past, I couldn't find it.

    The Murderous Bloodlust ability on their warscroll mentions that if an unmodified wound roll of 6 happens, then that attack does 2 damage. I am wondering how it works for the opponent when he rolls to save. Which of the ''wound attacks'' does he save when he makes a save? The single damage ones or the double damage ones?

    For example, I roll to hit and make 3 of those. I roll for wounds and I make 3 of those but I have 2 sixes. So my opponent must save 3 at -1 rend. Let's say he saves 2 wounds. Which of the ''wound rolls'' has he saved? How do we determine the damage that transfers from the successes?

    I hope this makes sense :)

  20. 4 hours ago, Jmason said:

    Will they be the same size as the current blight kings? If yes, I wouldn’t consider it, too small. the Ogor blood bowl team is great for converting, if you’re interested 

    Thank you so much for suggesting this. I just found perfect alternatives for a butcher. But I get even more Ogors and Gnoblars for the same cost as a single finecast, old butcher model. 

    • Thanks 1
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