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Tezia99

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  1. This weekend I went to a 2 day tournament and wanted to share my games with you guys! I had originally wanted to bring a double cabbage list but I haven't practiced enough with it so opted for something I was a little more comfortable with. Also, I really wanted to play with my brutes. Quick synopsis and I'll go into the weeds. Day 1 I played BoC, Slaanesh, and Lumineth. I ended the first day 3-0 and in 2nd. Day 2 I played SoB and FeC and ended the tournament in 8th as I'll explain in the breakdowns. I had a ton of fun playing the list. MK General: Amulet, Hulking brute, and Mean un. (warlord) Megaboss on Foot: Arcane tome: Bash 'em Ladz (Warlord) 2 Warchanters: Get 'em/Fix 'em (Warlord) 10 Ardboyz (warlord) 2x10 Brute: Hackas (Hunters) 2x5 Brute: Choppas (Ironjawz Fist)
  2. That’s what I’m going to be running this saturday so will let you know. 2 MK 2 WC 10/10 brute 10 boyz. Not sure if I should split the boyz up into 5/5. Think I’ll be running Choppas for the buffs all around. I’m stuck on whether or not to take the tome and bash em over destroyer and fast un on one for a SnB trigger when I want it. I’ve ran lists with bash em though and getting things on 2/2 is just amazing in Ironjawz, almost feels like old BW with tons of tricks.
  3. I’ve got my first tournament coming up with the new book and am just feeling overwhelmed with options. I consider myself pretty competitive and mentally prepared (as far as knowing the ins and outs of the book) so was wondering how peoples results have been so far? I’ve only 9 piggies so bloodtoofs is a little out of the question. I’ve got a semi list with 2 MK, 2 chanter a 6/3 pig setup and brutes to fill in. Or single MK Choppas with a brute heavy list, double MK Choppas? Dunno why I’m constantly second guessing my lists. Feel like I’ve been waiting forever for brutes to be amazing and they are and kind of want to run 40 of them lol. Am I crazy? Anyone else just go into a mindspin over this?
  4. I’ve been loving Da Choppas. I use a 10 man ardboys unit and 2 5 man brutes as my “screen” and keep 10 mans behind them within 3” as a come get some deterrent. With 2 warchanters, everything is getting buffed with fury.
  5. I feel like the check is when you activate the command ability. It’s worded to be 3 instead of 1 of the same ability not 3 separate activations. I would always play this as up to 3 that are in range for sure. editing on this. The one place I could see it working is with mega bossy. You could by all means mighty destroyers one maw krusha, move him up to be in range of other units and then activate his mega bossy MD
  6. The plus +1hit is awesome in itself. It’s one more target for AoA since it’s not on the krusha. Armor is definitely nice for a second krusha.
  7. Lol same. I can’t count the number of times where realistically all I can do is get a CP for heroic action and it fails.
  8. Time to buy more brutes since all mine are choppa choppa
  9. Until they FAQ the FAQ, rules as written says yes you can stack “allocate when a wound is taken” abilities. I only say faq the faq because there was a Twitter post the day it came out that sounded like they may be looking into it. Furthermore on the subject, if the updated rogue idol warscroll is any glimpse into the future they will probably be rewording all the allocate after a wound wordings to be wards. We won’t really know until we see the first battle tomes though. Personally, we have a few people in our meta who insist that it was intended so when I play them I guess I’ll be using it, most other people in the area see how GW has been avoiding stacking abilities throughout 3.0 and are erring on the side of it being patched/reworded.
  10. Agree with others. I’ve currently been running MBoMK, 3 chanters(one with tome), 3x10 ardboyz 1x5 ardboyz 2x5 brutes 3 pigs. It’s 6+D6 +CA is another 5. It’s guaranteed 6+ward round one if not +1 to hit. I’ll agree that IJ plays a lot more aggressively but waaagh is really about the build up, I deploy kind of deep in my zone and try to make people either deploy aggressively and make my movement easier or wait out my push across the board as I get stronger and stronger.
  11. I don’t know if it’s been talked about either and they didn’t faq it at all today but the back of the generals handbook states unleash hell in YOUR charge phase. This has pretty big uses for the Ironsunz charge in enemy phase CA. Reading it that way would mean you could charge in their phase and they’re ineligible for unleash hell as well. A few higher profile tournament players (who don’t play IJ) have interpreted it this way as well.
  12. Same! That murknob keyword has me intrigued. As for other replies. Destruction definitely doesn’t need another subpar army but as a destruction fanboy it’s just become the expectation. I guess I’ll just play them to the utmost capability and enjoy having a huge ass Orruk army. With my plan to split 2 boxes with a buddy I’ll be sitting on nearly 7k in warclans and will just keep adding. Regardless of power level I just love the sculpts, play style, lore, and overall feel of the army.
  13. I’m pretty hyped to get them and paint. I can’t imagine this army is going to just suck so bad it’s unplayable. Knowing we have limited rules at the moment isn’t enjoyable, seriously hoping that a new tome is dropping immediately after dominion. What’s the point of a brand new army with scrap rules. Has GW ever just released an army with no tome? I’m glad they’re in the cool starter box but would have loved to see new sculpts on another army and these guys to get a proper release with all their rules and models.
  14. Wow. Lots of point hikes there. Everything but ardboyz and shaman going up up up.
  15. I’m really curious for the Ironjawz/big waaagh changes in an updated tome too. I can’t see them just slapping Kruleboyz into an updated time and calling it good. That book is gonna be a massive 4 army update. I just pray daily to my little brutes that they become more viable. I’ve got 25 and would love to finally be able to use them competitively.
  16. Oh thanks! Just missed that wording. Well it all kind of falls through then lol
  17. Wondering if anyone could help me scour through the rules on this neat little trick I picked up in 3.0 core rules generic artifact that allows hero to become wizard, put that on a warchanter, take generic spell that is +1 dmg goes off on a (4). Put both violent fury and that spell on a unit and +2 dmg? In the abilities section it talks about trigged effects having to be decided which to take but neither are triggered. Under command abilities it talks about only issuing one per unit but neither are a command ability. A unit of 10 ardboyz at 24 attacks dmg 3? In big waaagh talking 2/2/-1/3 profile or I know wrong forum but caster with this in Kruleboyz and your MW output on a 5-6 becomes 2 instead of 1 for normal troopers
  18. As the above poster asked, playing against them can be difficult since IJ is so combat phase heavy. Getting the most out of your MDs where shield wall and their bonuses can’t be applied is helpful. Moving over to the Big Waaagh side of things you could pepper in arrowboyz to do damage outside of that phase and a wurgogg prophet for some spell casting. I own both armies and will often play my son, who uses my bone reapers, and it’s a tough game but I do eke out some wins. I’ve definitely had more success moving towards a big waaagh list even if it’s pure IJ just for the 6+ FNP to match theirs, and more consistent hitting when I get to the 2/2 profile. Arrowboyz will decimate a harvester and 1 box gets you a full 20 guys. last list I played him was something like footboss 2 chanters wardokk and shaman ironfist with 2 units brutes 2 units (10) ardboyz and 6 pigs and 20 arrowboyz having double MD AND a shooting phase really opened things up. Buffed brutes into stalkers is a decent match up as well. I blended a unit turn 2 got the double turn and killed all but one turn 3 which took away that threat
  19. Allegiance: Big Waaagh!Orruk Megaboss (140)Orruk Warchanter (110)Orruk Warchanter (110)Orruk Weirdnob Shaman (120)Savage Big Boss (90)Wardokk (80)5 x Orruk Brutes (130)- Pair of Brute Choppas5 x Orruk Brutes (130)- Pair of Brute Choppas5 x Orruk Brutes (130)- Pair of Brute Choppas5 x Orruk Brutes (130)- Pair of Brute Choppas20 x Savage Orruk Arrowboys (240)20 x Savage Orruk Arrowboys (240)Kunnin' Rukk (140)Brute Fist (120)Extra Command Point (50)Total: 1960 / 2000Extra Command Points: 3Allies: 0 / 400Wounds: 176 Thought I’d share a list I’ve been running for home games and get some feedback. Currently it’s between the brutefist or swapping the brutes out for 30 ardboyz and running an ardfist. Taking brutal beast spirits to get a unit of arrowboyz hitting 4/4 profile depending on where I’m targeting. It’s a guaranteed 13 waaagh points round one when using ere we go. Shooting in the hero phase with batallion, attacking in the hero phase with MD on the footboss. 120 shots in shooting and buffed up front line when combat happens. So far it’s been pretty exciting to see what the arrowboyz can do.
  20. Couple quick lists I came up with point adjustments in mind. Brute/ardfist list comes in at 2k on the nose. Ard/iron at 1990. The MB/shaman changes are a wash since one goes up and one down 10. ard/iron in a BW list could be good, 2 free MDs, 3 CP to start the game 4 on your turn(helps against lumineth double cp shenanigans) high body count for waaagh points if you need them +1s across the army 6++ on all versus just the shield guys in Ironjawz. I like the idea of brute/ard in choppaz list. Most games I’ve played as them the enemy territory is pretty large and most terrain gives me reroll charges. Brutes become a little more competitive now and who doesn’t love their models amirite? I’ve got a list with 60 ardboyz too for the lulz but am interested in the double batallion stuff. Getting the explosions from brutes and also the regen from ardboyz gives more options. Ironsunz with the brutes charging in enemy phase to soften a charge and then force opponent to face 2 threats is an option as well. I haven’t played around with the Krusha lists yet and those are the ones I’m a little more worried about where the loss of some models will be more detrimental
  21. Allegiance: Big Waaagh!Mortal Realm: ShyishOrruk Weirdnob Shaman (110)- General- Command Trait: Bursting with Power - Artefact: Shamanic Skullcape - Lore of the Weird: Wrath of GorkOrruk Warchanter (110)- Warbeat: Fixin' BeatOrruk Warchanter (110)- Warbeat: Get 'Em BeatWurrgog Prophet (160)- Artefact: Mork's Boney Bitz - Lore of the Savage Beast: Gorkamorka's War CryWardokk (80)- Lore of the Savage Beast: Kunnin' Beast Spirits10 x Orruk Ardboys (180)10 x Orruk Ardboys (180)10 x Orruk Ardboys (180)10 x Orruk Ardboys (180)Rogue Idol (400)Ardfist (120)Balewind Vortex (40)Umbral Spellportal (70)Extra Command Point (50)Total: 1970 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 126 I’ve been playing around with this lately. Sending Ardboyz out to play, weirdnob up on the balewind, spell portal from the prophet, and casting whichever 1 spell I need at the moment out of it. Makes for a good MW output. Opted for the weirdnob to be have 2 spells command trait(3 on balewind) next to the rogue +2 to cast for prophet/weirdnob. Plus 3 for prophet if needed from wardokk or wardokk gives +1 save spell to idol when I want to send him in. It’s that or breath and hold him back then surprise a charge with a 20” move to charge combo from the back line. Good all around army.
  22. Just got home from a tournament myself and went 2-3. I ran the footboss/ironfist list we discussed @Malakree. First rounded I routed against FEC. Got brutes into his Geist and just made him go poof. Second round I beat up some gitz on Battle for the Pass. His stabba turtle made it real easy to keep scoring both 2 point objectives. Round 3 and 4 it all fell apart. Got paired up with two different tzeentch lists. First one had 18 flamers and a nice 20 unit of pinks to screen. My shining moment came though when I got a fully buffed/waaaghed 10 unit of brutes in and 6 pigs. 69!!! 69 wounds caused by the brutes into the horrors. Just melted the whole unit. And then pigs mopped it up. Everything immediately shot off the board in the following shooting phase round four was more horrors less flamers. Board control was too strong though. 40 horrorsand couldn’t maneuver and kept getting stuck in combat and flamed. Last game sylvaneth. Was drained from the back to back tzeentch pairings and just focused on practicing caution but random d3s for objectives cost me the game. Another big tournament in a month. learned a lot. Brutes were great besides the runaway issue. They’d blend what they touched but also be vulnerable to retaliation. Lost 3 one round, turned into 6 after battle shock. More IP protection is needed tzeentch is just hard to imagine right now. Lots of mortals coming out in hero. Then lots of rend 1 d3 damage happening. 100 wound battle lines. Stuff just turns into magic dust. That’s gotta be the main lesson I learned this weekend.
  23. Always a great habit to get into as well. At this point, I still measure, but I’ve done it so many times I almost instinctively know what 18” looks like. Same with the 12/15 within as well. Just a really good practice/habit to have overall.
  24. So finished up a tournament today and figured I’d put together a little battle report for fun. Hope you enjoy as much as I did. I ended up placing 3rd with a 2-1. The game I lost was by 1 point on objectives. The list is not really optimized at all. Many of the players were going to LVO and this was their last “practice tournament “ before then so I went a little trolly and fun not expecting to do as well as I did.
  25. Freaking formatting. I can’t get the quote and comment stuff figured out. Ideally, and in the future, I’ll most likely be running an ardfist but right now I’ve only got a max 40 ardboyz. That’s where I end up with extra points really and the options of a block of 10 brutes for hero/high wound hunting or a second unit of GGs and 2 15s of boyz
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