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Tezia99

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  1. Hey guys, I’ve got a pretty big tournament coming up soon and was just wanting to get some feedback on my list and options really
  2. Exactly, it does require some circumstances for it to actually work. Either your opponent had to fail a charge locking you into being within 12” on their turn and then go next or you’d have to fail, get a double, or they’d have to then go move closer and still fail. So I’d say remembering to do this if you had bad luck on the bottom of a turn and capitalize if you got the double is best option. Otherwise you’re just penalizing yourself trying to intentionally set this up. What happens if you’re like, “yea I’m not gonna attempt that charge and hope I get the double” just to not get the double and be back to square one
  3. Just out of curiosity I spoke with a friend who TOs a lot of events in our area and while he did call it movement shenanigans he didn’t/couldn’t find anything in Core rules or FAQ’s that interrupts the logic. The core wording being during piling in. RAW states if within 3” of a model OR completed a charge move in the turn. So really holds onto the OR part of the rule since you did complete a charge in the turn. Retreating just says end outside of 3” so land 3.1 inches out and yea pile in to .1 inch
  4. If it’s helpful you can also just search bloodshed in the shores on YouTube and look through their streams to find the game. I’ve watched a couple now and he really plays them well. Some of his opponents make some really grave mistakes by forgetting that we can charge in their combat phase. Really enjoyed watching some tournament style play with more competitive lists and fewer rule errors than in some of the more fluff channels
  5. This is 1560 without the extra CP or 1610 with it. Not sure if you’re trying to create a 1500 list or just the basis for something as well.
  6. Couple ideas I’ve been thinking of to start Elites legion Kavalos (200) Stone Mason (140) Harvester (200) Shield Corp: (770) Boneshaper, Mortek 20/10/10 Aegis: (690) Morghast, 2 Immortis Guard 2000 Another option could include dropping the Harvester for Mortek 20/20/10 and adding shrieker and predator spells for 2k as well. I know it’s early stages still but lists I see on here don’t have batallions added in? That’s a lot of drops for those lists. This one sits at 5 or 4 if you drop the harvester option. Both the casters will be protected by a unit of immortis, harvester and shaper can spread out to heal/replenish Mortek. Morghasts can snipe an early objective or provide a small tar pit early game while stuff moves into position and bunkers down.
  7. As far as theorycrafting tactics goes, would we be wanting to see our support heroes further up the field, tightly screened behind mortek or immortalis? Most of their abilities seem to be shorter ranged. Shaper requires 6” to heal/replace. Vorkmortian is 1”, 3”, 12” on his spells/abilities. Reaper is a little more melee centric with being able to blast any units within 3” or 1 within 18”. His melee isn’t bad could be enough to finish off if a unit was short a wound or two. And 2” range fits him safely behind a line of mortek to get those attacks in. Only the soul mason could be held back but even then that opens him up to be ported on.
  8. How has everyone’s prayer game been going? Finding I’m missing a lot of the 4+ to get the prayers off, especially in clutch moments. Last few games I’ve managed 1 maybe 2 4+ rolls and while I know that’s just the luck of the dice I can’t help but be a little peeved at the comparison to other armies. Cities prayers going off on a 2+ and getting to choose prayer to what they need. Fireslayers are off on a 2+ as well. Wondering if I’m just a little bitter but taking get em beat and then not getting to use it all game, and not being able to switch it up per the moment looks amazing on paper but is devastating when you fail to get your buffed unit in because you failed a prayer is ooof
  9. That’s how I interpret as well. The wording in the book isn’t ambiguous to me at all. It’s battleline for Ironjawz or Waaagh in units of 10.
  10. I’ve got a 1250 doubles tournament coming up and was wondering if you’d run this as an Ironsunz, choppaz, or none. Partner has a couple different armies we’re thinking of pairing up with. Either gitz for an early alpha strike with MK and a unit of brutes port/fanatics port or Cities with a heavy shooting list and is flip to some ardboyz screen for him. Hide contents Allegiance: Ironjawz - Warclan: Ironsunz Mortal Realm: Hysh Orruk Warchanter (110) - Artefact: Aetherquartz Brooch - Warbeat: Get 'Em Beat Megaboss on Maw-Krusha (460) - General - Boss Gore-hacka and Choppa - Trait: Right Fist of Dakkbad - Artefact: Sunzblessed Armour - Mount Trait: Mean 'Un Orruk Weirdnob Shaman (110) - Lore of the Weird: Da Great Big Green Hand of Gork 5 x Orruk Brutes (140) - Pair of Brute Choppas 5 x Orruk Brutes (140) - Pair of Brute Choppas 5 x Orruk Brutes (140) - Pair of Brute Choppas Brute Fist (120) The Burning Head (30) Total: 1250 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 72 options include dropping aetherquartz for +1 to cast for the shaman. Burning head for palisade as well. Head sounded neat because I could keep it so I’m within 9” and get reroll hits of 1 but not damage myself. Or damage self and get some free moves as well. Or neither and just earn us a tribute. He said he can use a spell or ability as well and get -1 to hit so he’d be -2 in the first round. Lots of impact damage. I can keep porting brutes up the board each turn while the MK ties everything up and racks in SoV.
  11. Allegiance: IronjawzMortal Realm: HyshLeadersMegaboss on Maw-Krusha (460)- General- Boss Choppa and Rip-tooth fist- Trait: Ironclad - Artefact: Gleaming Blade - Mount Trait: Weird 'UnOrruk Warchanter (110)- Artefact: Aetherquartz Brooch - Warbeat: Killa BeatOrruk Warchanter (110)- Artefact: Lens of Refraction - Warbeat: Get 'Em BeatBattleline5 x Orruk Ardboys (90)5 x Orruk Ardboys (90)5 x Orruk Brutes (140)- Pair of Brute Choppas6 x Orruk Gore-gruntas (320)- Pig-iron Choppas5 x Orruk Brutes (140)- Pair of Brute Choppas5 x Orruk Ardboys (90)5 x Orruk Ardboys (90)BattalionsIronfist (160)Ardfist (120)Endless Spells / Terrain / CPsExtra Command Point (50)Total: 1970 / 2000Extra Command Points: 3Allies: 0 / 400Wounds: 127 This was a similar list I came up with more for funsies and just to see what could happen more than anything. Lot of points spent on batallions but I’d really like to see the synergy between gleaming blade (I know not the best) and SoV. Every combat round not only going up one wound characteristic but also healing that +1 wound. MK sitting on a 2+ save healing and gaining an attack/wound for every wound it does/model slain. Weird Un for ignoring Spell MW then either prism or in this case lens to reduce the amount coming in. If you go prism the warchanter should be close enough he can dish out MW in both shooting phases assuming he’s screened and others are locked up in combat. Aetherquartz because aetherquartz. Brutes and GGs tied up in the Ironfist for a free MD. Ardboys in their fist minimum size so they can come hopefully come back as 10 and disrupt/cause chaos. On a mission like Duality this could sit on both objectives pretty comfortably. Fixin best WC with the gruntas and the reflect/prism one babysitting the MK. Even on other missions plenty of units to spread about for objective control. *also how do I make a spoiler tag so it’s not ridiculously long in the future*
  12. Couldn’t agree more here. I’ve typically had one pretty powerful turn or double turn (finding myself letting my opponent go first sometimes can be helpful to those counter charges) in the games I’ve played recently. But then it wasn’t like okay well that’s all I got! Now it’s about repositioning that warchanter to buff these guys and who’s gonna get what. Where can I go to get more movement. It just feels a lot more hands in and fun every round now. Even my opponents, where I’m like go for it shoot me I need that extra move to make it easier to get that next charge in.
  13. I’m really liking this list as well @Malakree I’m 10 brutes shy of MSU brute fist but while it does seem slow once it’s getting those charges going and smashing kicks in on units of buffed brutes it will be a pretty thing. I played your standard double MK list at a tournament last weekend and was really surprised with the different options I had available. Both MKs got in on a Glotkin round one because of poor placement and obliterated him. Then later against Khorne on duality of death they managed to hold the front line for 3 rounds with multiple smashing and bashing’s each combat round. Killed 6 units in one round due to the huge bases, splitting up attacks and being buffed. Killed two different heroes with Kunnin and Smasha. Laid waste to a unit of warriors with fists, bashed over to the MK. Killed korgus with the choppy and a unit of bloodthirsters with the fists. It’s got a ton of mobility and strategy to it now. I’m loving the new book. Before it was position kept together save CP.... Bomb. Now I’ve actually got things to keep track of, and different things can happen in almost every phase so it’s interactive and you can even risk splitting the army up a bit to get some table control. Big thumbs up for me.
  14. Could the answer to the mighty Destroyers grey area be answered on page 77 of the book? Under “Other Big Waaagh! Allegiance Abilities it states, “ Units in a Big Waaagh! army can have the following allegiance abilities in addition to the Big Waaagh! battle traits. Except where modified below, the normal rules for taking alleigance abilities applies. ” Then goes on to say IJ can choose IJ battle trait and so on. Allowing you to use those alleigance abilities since there is no modification for them “below”
  15. Gotcha. Reading the book under allegiance I see that on the access. I guess the further point would be are there any other examples across other armies where a hero/unit is allowed access to something through and ability or trait that they would lose access to or didn’t to begin with. I can see why it’s a grey area now. So it’s either we don’t get those abilities in a Big Waaagh because they’re Ironjawz abilities or even in the Big Waaagh we just gain access to a command ability we would have lost(and for free two times per turn)
  16. Each warbeat can only be attempted once per turn regardless of how many warchanters know it. So you could technically double up but you’d still only get to attempt it once per turn. You could however have all three with three chanters and then attempt all three once.
  17. I’m in agreement with it should be usable unless the allegiance page specifically says you have to take IJ to use these. At least until it’s FAQ’d or further clarified. The only other reason to bring an ironfist batallion at that point would be for the additional war chanter beat. I know they don’t always go into specific details and FAQs are intended to correct obvious imbalances but the RAW doesn’t say take an Ironjawz trait EXCEPT brutal cunning nor does it say you are unable to use all batallion abilities EXCEPT Ironfist ability. Personally, I see it working as intended until it’s FAQ’d or we get a definitive answer from GW
  18. I don’t have the book just yet so maybe someone who does could answer better but do prayers cost a CP? Is it like the normal ability is +1 dmg and then I get to choose a prayer to try and get off just with the dice roll or is a prayer a CP use and then try to roll because that doesn’t seem as worth. Spend a CP then try to get a 4+ then hope to make the charge I’d say it’s a long charge and I need to get a unit across the board.
  19. Thanks for this! I missed the 4:15 reveal and was wondering if anyone else had more information or if this is what they mainly revealed. I saw the very end of the battle report and the new Strength from Victory looks majorly good! Also, with chanter buff it seems like the stacking attacks will be from a few different abilities etc versus just stacking them all for one turn. Honestly, that makes me so happy. Last game a I played with aetherquartz I got 9 additional attacks on my waaagh and just decimated my buddies army and when you play those friendly games it just feels so cheap and not really rewarding to do that to a friend. cant wait for this book!!!!
  20. I have to run a 2k list around what I have currently and am just wondering some opinions or suggestions on load outs. I’m currently running Ironsunz builds as I don’t have a realmgate yet,but I’m sure my FLG has one I can use, just haven’t really checked the terrain shelf. All my stuff is listed min unit, so I have 2 units of ardboys, 3 brutes, 1 GG, chanter, shaman, MB, and MBMK. Then a fungoid shaman ally. So my questions really being the following: should I run a 10 block of brutes or a 20 of ards to get the GGs into the ironfist? list for everything is 20 over, would it be wiser to not bring the fungoid and bring MB? Or drop MB, bring the shaman and a balewind/gravetide or palisade? Either build I can buy an additional CP as well. And then any suggestions for the third artefact? I’ll be taking aetherquartz on the shaman, ripper on the MB, and I like golden toof on my chanter but wondering if something else out performs in Hysh, where I can keep him close behind with the action. Learning a lot from these forums as someone who has only been playing IJ for about 2 months now! Thank you everyone for the knowledge.
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