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DanteeChaos

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Posts posted by DanteeChaos

  1. Looking to start a GG army based around Stabbas and Fanatics. At 2000 points, I want to include Skragrott as my general which means that my regular Loonboss's command ability will only have a 12" wholly within range. How hard is it to make the Loonboss (non-general) stick to a unit of 60 Stabbas to be able to use his command ability on them, in practice?

  2. 10 minutes ago, Vasshpit said:

    @DanteeChaos this is true however the squig hoppers got updated with the exact same rider models as the foot troops. Same proportions, scale, design, etc.

    Hell, you can even mix and match the arms now. I've done all my foot gits with the boingrot Lance's converted to spears. Even chopped off all their heads and used the helmets. 

    20200519_183104.jpg

    Holy ******, those are some epic looking goblins - congrats man. But yeah, I have to agree with you on this one. Regular stabbas/shootas don't look out of place along the new kits. In fact, they're one of the best-looking older chaff units, in my opinion. Stuff like crypt ghuls and skinks look like golum-ass retards in comparison.

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  3. On 5/26/2020 at 5:56 AM, NinthMusketeer said:

    I think an important factor to consider is which parts of the army you would actually use.

    Good point, although, the main problem is that you almost always need chaff battleline units which, for some bizarre reason, GW refuses to update.  Gitz are a prefect example of this - they updated most of the range except the Moonclan Grots which is the unit that every Gloomspite army needs. Other units, such as Fanatics and various Squig units, are entirely optional but they're the ones that got updated instead of the core unit.

  4. First of all, thanks for all the suggestions. I'm seriously considering Gloomspite as a result. Also, there's one more thing I noticed on the GW store page. Some older kits have years in their links e.g. https://www.games-workshop.com/en-PL/Gloomspite-Gitz-Grots-2019 or https://www.games-workshop.com/en-PL/Skaven-Clanrats-2019 meaning they were repackaged recently. I think those kits are relatively safe for now in comparison to stuff like https://www.games-workshop.com/en-PL/Flesh-Eater-Courts-Crypt-Ghouls or https://www.games-workshop.com/en-PL/Pestilens-Plague-Monks. My reasoning is that they wouldn't waste resources on repackaging those if they wanted to replace them with new kits.

  5. Ironjawz player wanting to start a second army. I'm looking for something more horde-based. Armies like Serphon, LoN, Skaven and FEC felt like the ideal pick at first glance until I realized that their lines are quite old and, in some cases, ancient (we're looking at 8 - 20 yeas from what I was able to research). Don't get me wrong - most of the minis still look decent but it'd be a shame to buy and paint 100 plague monks/ghouls/skinks/skeletons just for GW to update the kit to something way better like they did in the case of StD. Thoughts?

  6. I decided to write an email to aosfaq@gwplc.com  asking for rule clarifications regarding Get Da Realmgate (Bloodtoofs command trait) and Drawn to the Waaagh! (Ardfist battalion).

    Quote

    Hello,

    I have 2 questions regarding the new Orruk Warclans battletome that were not addressed in the errata:

    1. Get Da Realmgate (Bloodtoofs command trait) - this command trait makes no sense since you can't buy Baleful Realmgates with points. In a tournament setting, a player does not choose terrain pieces so in a huge majority of cases there won't be a single Baleful Realmgate on the battlefield which makes this command trait useless. Are you planing on addressing this issue?

    2. Drawn to the Waaagh! (Ardfist battalion) - after successfully rolling a 4+ and placing a 10-man Ardboy unit on the battlefield, can the player spend additional command points to attempt to use this ability again?

    Regards

    I got an automatic reply saying that they don't reply to individual emails but will consider answering the questions in the next errata. This makes me believe that the more times a question gets asked the more likely it is to get addressed. If you want to see clarifications to these rules, consider sending them an email with similar questions.

  7. 29 minutes ago, broche said:

    Bloodooth is unfortunatly strictly inferior to Ironsunz in my opinion, but it's still not bad. Quickduff amulet is a powerfull artefact, and the extra +1 charge is never bad. You're list is good, so at the end of the day Bloodtooth is not gonna make it bad. It's just Ironsunz would better :) 

    Thanks for the reply. Although I agree that Ironsunz are superior to Bloodtoofs I fail to see how this applies to my list in particular. This isn't an alphastrike list so the -1 to hit during the first battle round is no big deal.

    Also, I'm afraid that my MBMK can die easily without an Ethereal Amulet or a defensive command trait. Would it be a good idea to fit a Megaboss on foot into the list? It could be accomplished with removing one Warchanter and reducing the Ardboy blob to 10 models. That gives us 200 points = enough for a MB and a CP.

  8. I've been theorycrafting some Bloodtoofs lists recently. My Ironjawz are painted red so I really want to make this clan work, even though I realize that it's most likely not the most optimal way to play them - especially with their trash command trait. I'm also interested in the Ardfist since it should synergize well with the Bloodtoofs +1 to run and charge rolls, totaling in your Ardboyz getting +4 to charge rolls (+1 for Ironjawz, +1 for Bloodtoofs, +2 for the drum). This is what I came up with:

     

    Allegiance: Ironjawz

    Warclan: Bloodtoofs

    Mortal Realm: Hysh

     

    Leaders:

    Megaboss on Maw-krusha

    - General

    - Quickduff Amulet

    - Get Da Realmgate

    Orruk Warchanter

    - Atherquartz Brooch

    Orruk Warchanter

    Orruk Weirdnob Shaman

    - Shamanic Skullcape

    - Wrath of Gork

     

    Battleline

    3 x Orruk Gore_Gruntas

    5 x  Orruk Brutes

    5 x  Orruk Brutes

    15 x Orruk Ardboyz

     

    Other Units

    5 x Orruk Ardboyz

    5 x Orruk Ardboyz

     

    Battalions

    Ardfist

    Ironfist

     

    Endless Spells

    Balewind Vortex

     

    2000 points in total.

     

    There are 3 simple ideas at play here:

    • Keep your units close to the Shaman to nuke the opponent with the Wrath of Gork.
    • Suicide your two 5-man Ardboy units to get more Ardboyz.
    • Buff up and teleport the 15-man Ardboy unit with the Quickduff Amulet to take out high-threat targets.

    I haven't played any games with the new battletome yet so I have no idea how the list would do in practice. What do you think? Is the concept feasible at all? What would you do to improve it?

     

  9. Question about the Ardfist:

    When a unit of Ardboyz dies, can you 'summon' multiple units (spending multiple CPs) or are you allowed to only bring back 1 unit?

    The rules are written in such a way that I think it's possible to bring back multiple units (since you're spending CPs each time you attempt to use the command ability), however, I have a feeling that the designers' intention was different.

  10. 15 hours ago, Oreaper84 said:

    unless its on the table....or you play the GHB rules to add one......you dont get the benefit. I think i speak for all when i say it is the most underwhelming CA ever to be printed to a page.

    Will GW FAQ this? It seems to be a huge oversight. 

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  11. I was holding out with assembling my second squad of brutes for the new battletome but since we're probably not getting one anytime soon I decided to do it now. My first squad has a boss with the claw and brute smasha, 1 brute with a gore-choppa and 3 regular brutes with two brute choppas.

    My question - can a single squad of brutes have a mixture of two brute choppas and jagged gore-hackas? Their warscroll description makes me believe that it's legal but in both battlescribe and the official warscroll builder you can select either one or the other.

    Second question - is it worth it to build a 10-man squad (this is assuming that we build a boss, 2 gore-choppas, 3 jagged gore-hackas and 4 double choppa brutes - so that they form 2 lines with the range 2" weapons staying in the back line)? One one hand, a single warchanter can affect all 10 brutes with his buff. It's also easier for the 10-man squad to stay in range of the megaboss brute buff. On the other hand, we're missing out on a second brute boss (who, in my experience, is really powerful) and we have less units for the waaagh command ability.

    Third question - if we're going with 2 separate squads, is it worth it to build 1 brute in each squad with a jagged gore-hacka? That way we can place 2 double choppa brutes along with the boss in the front line and keep the jagged gore-hacka and gore-hacka in the back line. We're losing 1 attack in theory, however, brutes have big bases, making their pile in to the desired target harder,  so in some scenarios this might give us an advantage.

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