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Jabbuk

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Posts posted by Jabbuk

  1. 10 hours ago, Jabbuk said:

    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. 

    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. 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.

  3. 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:

    Leaders
    Curseling, Eye of Tzeentch (175)*
    - General
    - Command Trait: Cult Demagogue
    - Lore of Fate: Arcane Suggestion
    Fatemaster (145)*
    Changecaster, Herald of Tzeentch (140)*
    The Blue Scribes (160)**

    Battleline
    10 x Pink Horrors of Tzeentch (250)*
    10 x Kairic Acolytes (120)*
    10 x Kairic Acolytes (120)*
    10 x Tzaangor Host (200)**

    Units
    3 x Screamers of Tzeentch (100)
    3 x Screamers of Tzeentch (100)*
    6 x Tzaangor Skyfires (380)**
    - Reinforced x 1

    Endless Spells & Invocations
    Burning Sigil of Tzeentch (50)
    Daemonic Simulacrum (60)

    Core Battalions
    *Battle Regiment
    **Command Entourage - Magnificent

    Additional Enhancements
    Spell

    Total: 2000 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 113
    Drops: 5
     

    Do you think I should make room for a Magister on Disc? Is he almost mandatory with Chaos Spawn drops?

  4. 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.

  5. 2 hours ago, Ganigumo said:

    I feel like you'd get more mileage out of sniping heroes with spells but maybe I'm underestimating them.

    They really don't compare favorably with other good shooting units. 4+/3+/-1/d3 ignoring modifiers is pretty close to 3+/3+/-2/d3. with a 40" threat range and 4 attacks for 190 points.

    Longstrikes are 3+/2+/-2/2 with a 36" threat range and 6 attacks for 240 points.

    Here's the math, and even if the enemy AoD, and is on a -1 to hit the longstrikes still win. 3 Tzaangor skyfires are going to struggle to kill even weak support heroes unless you're using DD or buffing them pretty heavily.
    image.png.c8067463444158c862a489810ff86e57.png

    They're better at it than flamers for sure, but I don't think they're good enough at it to be worth taking. Maybe if they ignored ward/bodyguard rolls they'd be worth the 190?

    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?

  6. 49 minutes ago, OkayestDM said:

    They aren't our outright killiest ranged option, but they have a 24" shot and 16" movement for a 40" threat radius, which is nothing to sneeze at. They are ideal for outmaneuvering the enemy and sniping out heroes, or dealing chip damage to key targets. They're more if a scalpel unit now, similar to Vanguard Raptors in Stormcast, but much faster.

    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.

    • Like 1
  7. 21 hours ago, Ravinsild said:

    Is the Swampcalla Shaman mandatory if you’re running Boltboyz? 

    I am considering going Big Waaagh and running Boltboyz and a Wurgog Prophet, however I don’t have them yet, only Ironjawz. 

    Edit: really hoping the Swampcalla Shaman isn’t mandatory because I’m not buying a whole starter kit just for that one guy. 

     

    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.

    • Like 1
  8. 10 hours ago, Dreadmund said:

    Genuinely surprised they updated the wonderful curseling sculpt over the fatemaster that everyone always proxies because its so hideous. Knowing GW they'll keep the fatemaster's rules quite good so everyone will be forced to cut up an Ahriman from 40k still 😅

    We don't need a new sculpt for the FM. I mean Ahriman is literally him. :D

    PXL_20210523_145420719.PORTRAIT.jpg

    • Like 2
  9. On 9/13/2021 at 4:20 AM, Kasper said:

    How fast are you getting that +1 hit/wound up and running through? On paper it looks like it will take a long time, like turn 3 the earliest?

    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.

    • Like 1
  10. 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?

  11. 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.

  12. 6 hours ago, Hannibal said:

    You could ditch the killbow, which is nothing but a gamble at best.

    Right, I agree. I've been thinking about this list here that I'd like to try:

    Allegiance: Big Waaagh!
    - Grand Strategy:
    - Triumphs:

    Leaders
    Gobsprakk, The Mouth of Mork (280)
    Megaboss on Maw-Krusha (480)
    - Boss Gore-hacka and Choppa
    Snatchaboss on Sludgeraker Beast (315)
    Swampcalla Shaman with Pot-grot (105)
    Orruk Warchanter (115)

    Battleline
    5 x Orruk Ardboys (85)
    10 x Orruk Ardboys (170)
    - Reinforced x 1
    5 x Orruk Ardboys (85)

    Units
    6 x Man-skewer Boltboyz (240)
    - Reinforced x 1
    3 x Man-skewer Boltboyz (120)

    Total: 1995 / 2000
    Reinforced Units: 2 / 4
    Allies: 0 / 400
    Wounds: 116
    Drops: 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.

  13. On 5/8/2022 at 4:58 PM, kozokus said:

    Game 3

    Big Waagh on Struggle for power.

    Snatchboss sneaky, 9 boltboyz, shaman, Maw krusha fully loaded, gobsprakk and some ironjawz.

    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.

  14. 5 hours ago, Tomplex said:

    I could very well be wrong about this, but don't you need a commander and 2 subs per warlord? I'm only seeing 5 heroes? 

    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.

  15. 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:

    Spoiler

    Allegiance: Big Waaagh!
    - Grand Strategy: Hold the Line
    - Triumphs: Bloodthirsty

    Leaders
    Megaboss on Maw-Krusha (480)*
    - General
    - Boss Choppa and Rip-tooth fist
    - Command Trait: Mega Bossy
    - Artefact: Destroyer
    - Mount Trait: Fast 'Un
    Orruk Warchanter (115)*
    - Artefact: Arcane Tome (Universal Artefact)
    - Warbeat: Get 'Em Beat
    - Lore of the Weird: Da Great Big Green Hand of Gork
    Orruk Warchanter (115)**
    Wurrgog Prophet (150)**
    - Artefact: Glowin' Tattooz
    - Lore of the Savage Beast: Gorkamorka's War Cry
    Swampcalla Shaman with Pot-grot (105)*

    Battleline
    5 x Orruk Ardboys (85)**
    5 x Orruk Ardboys (85)*
    10 x Orruk Ardboys (170)***
    - 1x Gorkamorka Banner Bearers
    - 1x Gorkamorka Glyph Bearers
    - Reinforced x 1
    10 x Orruk Brutes (320)***
    - Jagged Gore-hackas
    - 2x Gore Choppas
    - Reinforced x 1

    Units
    6 x Man-skewer Boltboyz (240)***
    - Reinforced x 1

    Artillery
    Beast-skewer Killbow (130)

    Core Battalions
    *Warlord
    **Warlord
    ***Hunters of the Heartlands

    Additional Enhancements
    Artefact
    Artefact

    Total: 1995 / 2000
    Reinforced Units: 3 / 4
    Allies: 0 / 400
    Wounds: 130
    Drops: 11
     

    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.

    • Like 2
  16. On 5/9/2022 at 11:44 AM, broche said:

    @Jabbuk i like it overall, would probably drop 1 warchanter and 5 ardboys for 1 more hammer if I were playing this (3 more gruntas maybe?)

     

    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.

  17. On 5/2/2022 at 4:27 AM, DerZauberer said:

    Had some nice games over the weekend against Maggotkin and Stormcast and won both with following Big Waaagh List:

    I think it has a lot of unique options and takes good advantage of big waaagh with 4 spell casters. It pretty much has all the tools (gorkamorka warcry, hand of gork, nasty hex) and gobsprakk is a great utility piece here as well. You generate good Waaagh Points and have the neceserry redundant warchanters for BW.

    I played it slowly and cagey turn 1 and 2 as BW and the chosen units are inherintly slow. Gobsprakks reposition 6" here was very helpful.  You pretty much have 3 major threats, the Brutes with Violent Fury, the Gore Gruntas with Violent Fury and your kruleboyz ball (snatchboss, swampcaller and boltboyz). The ardboyz are primarily for screening the boltboyz, snatchaboss and wizards. The Weirdnob is allways a certain threat with his mask, so thats nice as well.

    If you get to +1/+1 hit/wound, all the venom buffs etc. this list is very scary with all the buffing and debuffing going on, but i can imagine it crumbles to alphastrikes, as you can only cover little territory with unleash hell boltboyz (but if they can unleash hell, they are a major threat). Without violent fury and the venom buffs, the damage output of this list is very lackluster. It really shines when getting to 20 Waaagh Points.

    No MBMK is ofcourse sad, but i allways use him way to aggressive for BW lists, so skipping him was no big deal for me in BW.

    Another issue are command points - you need reposition and unleash hell, but also inspiring presence for your brutes and all out defence. 

    Do you guys use the Ere we go Heroic action? Its easy on the first turn (but also gives just one point), but do you use it on the 2+ turn? I cant justify using the hereoic action as command points or finest hour are just to good in this list imo.

    Whats your oppinion on the list? Anything you miss? 

    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 Cry
    Swampcalla Shaman with Pot-grot (105)
    Snatchaboss on Sludgeraker Beast (315)
    - General
    - Command Trait: Egomaniak
    - Artefact: Mork's Eye Pebble
    - Mount Trait: Fast 'Un
    Orruk Warchanter (115)
    - Artefact: Arcane Tome (Universal Artefact)
    - Lore of the Weird: Da Great Big Green Hand of Gork
    Orruk 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 1
    6 x Man-skewer Boltboyz (240)
    - Reinforced x 1
    *Warlord
    **Warlord

    Total: 2000 / 2000
    Reinforced Units: 2 / 4
    Allies: 0 / 400
    Wounds: 135
    Drops: 12
     

  18. 1 hour ago, EnixLHQ said:

    Well gosh. I suppose I can give it a shot after the official release. But I'll need a lot of play data from you guys.

    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.

    • LOVE IT! 1
  19. 13 minutes ago, Boggler said:

    Here is where I'm leaning if everything leaked turns out to be true! Emerald Host

      Hide contents
    Kurdoss 210
    ST 115
    GoS 150
       
       
    Spirit Hosts 125
    Spirit Hosts 125
       
    Hex 160
       
    Hex 160
       
    Hex 160
       
    Rasps 110
       
    Bladegheist 175
       
    Myrmourns 105
       
    Krondspine 400
       
      1995

    The Krondspine really pairs well with our new WoT table and multi-charges. Maybe get an early Monstrous Takeover, and hope for a mid game Broken Ranks with the Monster. 3* -4 rend damage 4 attacks is no joke. Also if your Incarnate is still engaged in your turn you can just retreat and charge back in with something else if you want.

    The Rasps, Bladegheists and Myrmourns go off on their own. With the Rasps acting as the screen.

    3 units of Hex can help with a lot of board control and MW's where required or to just lend a hand on a multi-charge.

    Kurdoss and his Spirit Hosts blob around where required. The army is faster than you think.

    I wish I had the pts for another unit of Myrmourns.

    No clue what Artefact to take, maybe the Beacon...

    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?

  20. 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. 

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