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Shirtripper

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Posts posted by Shirtripper

  1. 2 hours ago, Lord Krungharr said:

    Does GW even sell Boarboyz anymore?  I didn't find them on their website.  Wondering what's up with that?  Seems like those are excellent in the Bonesplitterz.  I've never had a green army, and these guys look pretty fun!  

    They're available in Europe but not the US probably due to production problems.

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  2. So I played against Maggotkin and Daughters of Khaine today. Nurgle ran Pusgoyles and the Glottkin. DoK ran Morathi, 20 Blood Sisters and 10 Blood Stalkers.

    Being a 1 drop, I deployed 5 inches up and in the missions we were playing, I let them go first.

    Maggotkin deployed with Pusgoyles in deepstrike and the Glottkin in the center. He capped his own objectives and passed. My turn, Kragnos failed a 10" charge on the Glottkin, but otherwise I capped each other objective other than the one the Glottkin was standing on. He won priority, went first, deepstruck the Pusgoyles and killed some boars. On my turn, Kragnos got his charge off and did a casual 32 damage to the Glottkin. My opponent then conceded.

    Against DoK, my opponent deployed 8" from the front of his deployment zone and was unable to hero phase shoot anything. He charged Morathi into 10x boarboys, I waaaghed, and she failed to kill them, who did 3 damage back to her. My turn, I Wurrgog masked 3 wounds off Morathi, retreated the boarboys, and Kragnos proceeded to delete 10x Blood Sisters. He won priority, failed to kill the boarboys who did 3 wounds to Morathi, killed off 10x Maniaks with buffed Blood Sisters. My turn Kragnos did impact wounds to Morathi and killed her, then killed the buffed up Blood Sisters. He conceded.

    Kragnos is BONKERS in this army.

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  3. So with the Kragnos update, there's no reason to take him and a Big Boss anymore unless you are taking primarily foot units.

    A 3d6 charge is, on average 10.5", up from 7" with 2d6.  Normal tireless trackers is 5" compared to a Great Hunters 8".  

    So what are the effective threat ranges for units within his 12" bubble now? Let's take a look!

    • Average Charge Threat ranges with no Tireless Trackers move
      • Rogue Idol: 20"
      • Big Stabbas:  15"
      • Foot Heroes: 15"
      • Mounted Heroes: 15"
      • Foot Orruks (+1 from musician): 16"
      • Mounted Orruks (+1 from musician) 23"
    • Average Charge Threat ranges with 5" Tireless Trackers
      • Rogue Idol: 25"
      • Big Stabbas:  20"
      • Foot Heroes: 20"
      • Mounted Heroes: 20"
      • Foot Orruks (+1 from musician): 21"
      • Mounted Orruks (+1 from musician) 28"
    • Average Charge Threat Ranges with 8" Great Hunter Tireless Trackers
      • Rogue Idol: 28"
      • Big Stabbas:  23"
      • Foot Heroes: 23"
      • Mounted Heroes: 23"
      • Foot Orruks (+1 from musician): 24"
      • Mounted Orruks (+1 from musician) 31"

    So Boarboys can reach anything with 28-31" now depending on how you flavor it. Meaning, even on The Vice, your opponents are getting charged. In fact, on missions where deployment zones are only 18" away from each other, the entire army can charge if they are wholly within 12" of Kragnos! So that's going to be my focus right now.

    Here's what I'm going to be testing:

    Allegiance: Bonesplitterz
    - Warclan: Icebone
    - Grand Strategy: (Dunno yet, maybe Hold the Line?)
    - Triumphs:

    Leaders
    Kragnos, The End of Empires (720)*
    Wurrgog Prophet (150)*
    - General
    - Command Trait: Master of Magic
    - Artefact: Glowin' Tattooz
    - Lore of the Savage Beast: Glowy Green Tusks

    Battleline
    10 x Savage Boarboys (280)*
    - Stikkas
    - Reinforced x 1
    10 x Savage Boarboys (280)*
    - Stikkas
    - Reinforced x 1
    10 x Savage Boarboys (280)*
    - Stikkas
    - Reinforced x 1

    Units
    10 x Savage Boarboy Maniaks (290)*
    - Reinforced x 1

    Core Battalions
    *Battle Regiment

    Total: 2000 / 2000
    Reinforced Units: 4 / 4
    Allies: 0 / 400
    Wounds: 145
    Drops: 1
     

    • Like 3
  4. 15 minutes ago, Enwolved said:

    No, pure skill of course haha

    tbh: Yes, sure it was, I have no idea what the math is on that and I dont care, I ****** killed Nagash with the mask and it was legendary!!

    My best kill is Kairos so far! I hope to get the bone father himself one day!

    On that note, can I buy your dice off you? 🤣

    • Like 2
  5. 2 minutes ago, PlasticCraic said:

    Oh yeah!  It was an adaptation of the first list, so I just defaulted to chucking everything in the Regiment without double checking...oops!  It'll be a little higher drops either way then, but good shout on the 10x Maniaks.

    There's a world where I want to test out what a Big Stabba centered works like in 3rd. The idea being that in games with 18" deployments, the 8" pregame move + 5" move for Big Stabbas means a 5" charge on average with the entire front line.

    If you change the list below to Icebone and swap out Morboys for Boarboys, you free up enough points for Chronomantic Cogs for that sweet +1 to charge.

    Allegiance: Bonesplitterz
    - Warclan: Drakkfoot
    - Grand Strategy: Hold the Line
    - Triumphs:

    Leaders
    Wurrgog Prophet (150)**
    - Artefact: Glowin' Tattooz
    - Lore of the Savage Beast: Power of the Were-boar
    Savage Big Boss (65)*
    - General
    - Command Trait: Great Hunter

    Battleline
    10 x Savage Orruk Morboys (155)*
    10 x Savage Orruk Morboys (155)*
    10 x Savage Orruk Morboys (155)*

    Units
    4 x Savage Big Stabbas (160)**
    - Reinforced x 1
    4 x Savage Big Stabbas (160)**
    - Reinforced x 1
    4 x Savage Big Stabbas (160)**
    - Reinforced x 1
    4 x Savage Big Stabbas (160)**
    - Reinforced x 1
    2 x Savage Big Stabbas (80)**
    2 x Savage Big Stabbas (80)*
    2 x Savage Big Stabbas (80)*

    Behemoths
    Rogue Idol (430)**

    Core Battalions
    *Battle Regiment
    **Battle Regiment

    Total: 1990 / 2000
    Reinforced Units: 4 / 4
    Allies: 0 / 400
    Wounds: 177
    Drops: 2

    • Like 2
  6. 24 minutes ago, PlasticCraic said:

    The Drakkfoot version could be fun:

      Hide contents

    Allegiance: Bonesplitterz
    - Warclan: Drakkfoot
    - Grand Strategy: Hold the Line
    - Triumphs: Inspired

    Leaders
    Wurrgog Prophet (150)*
    - Artefact: Glowin' Tattooz
    - Lore of the Savage Beast: Glowy Green Tusks
    Savage Big Boss (65)*
    - General
    Big Drogg Fort-Kicka (525)*
    - Allies

    Battleline
    10 x Savage Orruk Morboys (155)*
    10 x Savage Orruk Morboys (155)*
    10 x Savage Orruk Morboys (155)*

    Units
    5 x Savage Boarboys (140)*
    - Chompas
    5 x Savage Boarboys (140)*
    - Chompas
    4 x Savage Big Stabbas (160)*
    - Reinforced x 1
    4 x Savage Big Stabbas (160)*
    - Reinforced x 1
    4 x Savage Big Stabbas (160)*
    - Reinforced x 1

    Core Battalions
    *Battle Regiment

    Total: 1965 / 2000
    Reinforced Units: 3 / 4
    Allies: 525 / 400
    Wounds: 186
    Drops: 1


     


     

    Now you're talking!

    I'm going to proxy this and test it. Since it'll be a 2 drop due to the units, I'd probably trade out the two boarboys with 10x maniaks. They do SO much work.

  7. 38 minutes ago, PlasticCraic said:

    Good write up @broche, I totally agree on Morrboys right now

    What's your Kraken-Eater list @Shirtripper?

    I came up with this one-drop, which uses the Gatebreaker...you could easily swap him for Bundo and a Triumph bid though:

      Reveal hidden contents

    Allegiance: Bonesplitterz
    - Warclan: Icebone
    - Grand Strategy: Hold the Line
    - Triumphs:

    Leaders
    Wurrgog Prophet (150)*
    - Artefact: Glowin' Tattooz
    - Lore of the Savage Beast: Glowy Green Tusks
    Savage Big Boss (65)*
    - General
    - Command Trait: Great Hunter
    Big Drogg Fort-Kicka (525)*
    - Allies

    Battleline
    15 x Savage Boarboys (420)*
    - Stikkas
    - Reinforced x 2
    10 x Savage Boarboys (280)*
    - Chompas
    - Reinforced x 1
    10 x Savage Boarboys (280)*
    - Chompas
    - Reinforced x 1
    5 x Savage Boarboys (140)*
    - Chompas
    5 x Savage Boarboys (140)*
    - Chompas

    Core Battalions
    *Battle Regiment

    Total: 2000 / 2000
    Reinforced Units: 4 / 4
    Allies: 525 / 400
    Wounds: 183
    Drops: 1


     

    The event is a more casual affair, so take it with a grain of salt lol.

    So I'm going back and forth between these two, both are one-drops so my Arrowboyz dont get tagged. It basically boils down to more bodies or taking an emerald lifeswarm and fishing for a triumph. In the below case, it'd be taking out 10x Orruks for 2x Big Stabbas and an Emerald Lifeswarm, which puts the list at 1960. (Taking Chompas on Orruks since thats what I got.)

    Eitherway it comes out at ~200 wounds on either list, which is a lot to chew through even without the Waaagh active.

    Allegiance: Bonesplitterz
    - Warclan: Bonegrinz
    - Grand Strategy: Hold the Line
    - Triumphs: Bloodthirsty

    Leaders
    Savage Big Boss (65)*
    - General
    - Command Trait: Great Hunter
    Wurrgog Prophet (150)*
    - Artefact: Glowin' Tattooz
    - Lore of the Savage Beast: Glowy Green Tusks
    Bundo Whalebiter (490)*
    - Allies

    Battleline
    30 x Savage Orruk Arrowboys (435)*
    - Reinforced x 2
    20 x Savage Orruks (330)*
    - Chompas
    - Reinforced x 1
    10 x Savage Orruk Arrowboys (145)*

    Units
    10 x Savage Boarboy Maniaks (290)*
    - Reinforced x 1
    2 x Savage Big Stabbas (80)*

    Core Battalions
    *Battle Regiment

    Total: 1985 / 2000
    Reinforced Units: 4 / 4
    Allies: 490 / 400
    Wounds: 206
    Drops: 1
     

    • Like 1
  8. 1 minute ago, broche said:

    I'm curious what's the mechanic to include a mega gargant in BS? i didn't know you could!

    So Mega Gargants can be taken as "Mercenaries" in AOS, with restrictions on which ones determined by your grand alliance. Death can take Gatecrashers, Order Krakeneaters, Chaos Warstompers, and Destruction can take any of them. They dont have the SoB battle traits so they only count as 5 models, and you cant take any other allies, but they're still really good.

    My intention is to kick objectives under the 30 arrowboyz and see what happens. :)

    • Haha 1
  9. 17 minutes ago, broche said:

    You use the Aleguzzler Gargant?

    Not sure of your exact list, but if you go for triumph you might consider using an extra enhancement for the immune battleshock one. Since we have low bravery, and you can use it after failing a battleshock it's much better than Inspiring presence (and it give you redundancy for 1 turn if you need it)

    Forgot the mega in mega-gargant--I'll be using a kraken eater for kicking objectives. :)

    I was planning on a one drop as I'm really big on it, but that triumph idea is tempting. I'll have to give it some thought!

  10. 41 minutes ago, PlasticCraic said:

    Kicking off with the "Shirtripper Special,"

    Talk about an honor! I'm glad it worked out for you. That first turn move completely warps how your opponent's play--pure psychological warfare.

    I've personally always been a fan of spiders aesthetically, and I'm honestly hoping that we see a points drop for them in the December FAQ.  Personally, I'm looking at 2x Skitterstrands to take advantage of Savage Spearhead with a Monster. The Spider Riders are definitely on the to-test list. In fact, I've got a a casual event coming up that I just might take them to!

    Thanks for the write-up as always. Good to see that we can have fun with this army and still do some serious work.

    • Like 1
  11. 20 hours ago, PlasticCraic said:

    Yeah nice...would you mind putting up a photo of how you're positioning the Maniaks to get 8 in please?

    Keen to copy you!

    So I'm away from my minis right now, but this explain it well enough.  Usually I'm able to get them in a line like that.

    Another thing you can do is if you encircle something it gets much easier to pile in and maintain coherency, since the boars encircling the model are all in coherency, and the rest just hang out waiting to take their place.

    Doesn't work with a gargant or anything else on a pie-plate base, though.  Hope this helps!

    Maniaks in combat.png

    • Like 3
  12. 2 minutes ago, broche said:

    Interesting. Still a bit unclear to me tough. I'm looking at Alpha beast pack, and it's not explicit that end of deployment and end of set-up are different. I feel it could get ruled either way in a tourney.

    After armies have been set up but before the first battle round begins, you can make a normal move of up to D6" with each unit in this battalion.

     

    True--it'll be up to TO discretion but so far the boths TOs have ruled our way. The trick is I dont think there's a compelling argument to rule against us. But always check with the TO of course. :)

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  13. 53 minutes ago, broche said:

    Super interesting. But i'm looking at the exact ruling on this: 

    After deployment but before the first battle round begins, half of the BONESPLITTERZ units in your army (rounding up) can move up to 5". If both players can move units before the first battle round begins, they must roll off, and the winner chooses who moves their units first.

    After set-up is complete but before the first battle round begins, each player gains control of all objectives that are within 6" of any friendly models and more than 6" from all enemy models.

    It's nobodies turn, so both effect happen at the same time. After deployement and after set-up seem to be simunaltenous effect? (just looking to have the right argument if this arise in a game haha)

    The way I've explained it is units are deployed, then we can move. Set-up is completed after deployment and after all other pre-first round effects are resolved. So you deployment > move > set-up is completed > objectives captured.

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  14. 47 minutes ago, PlasticCraic said:

    Great write up @Shirtripper

    Question for you, how many pigs are you typically getting into combat with the units of 10?

    Thank you!!

    With Maniaks, I typically get 7-8. With boarboys, I typically stick with 7 in the front rank, so all the boys can attack, but only 7 get in.

    I'm much more reckless with the maniaks since they tend to die faster than normal boys.

    • Like 1
  15. 39 minutes ago, Krule Tyrant said:

    Do you think that a more wound heavy foot troop list can work in a similar fashion? I have had great success (4-2 currently) against my buddies just by the sheer amount of ****** i can put on the board but I worry against more serious lists.

    Honestly, I do. I think there's a real potential for Bonegrinz in that.  One list I am considering is two Battle Regiments consisting of 4 Savage Big Bosses with 120 Arrowboys.

    That's 252 wounds across 12 units, meaning you can pregame move 100 Arrowboys 8" thanks to Tireless Trackers--that's 4 units of 20 and 2 units of 10. A casual 360 shots a turn, potentially.  With 32mm bases, you could literally choke up objectives.

    Of course, I only have 40 Arrowboys right now and don't want to spend $200 on the other 80 arrowboys at the moment lol.

  16. 52 minutes ago, AlmGandix3 said:

    Could you share some more details? How did you win against these lists? Do you think the opponents misjudgement or cockiness played a huge role? (many people in my area thin bonesplitterz are really bad after the new tome so this is a big factor for me)

    sorry If I bombard you with questions, but i didn’t have any chance to play with the new tome and am happy to get every information I can get.

    No problem with the questions! Always happy to help out :)

    So against Legion of the First Prince, being a two drop let me take the first turn. With my build of Bonesplitterz, I always, always, ALWAYS want the first turn. With the 8" pre-game move from Tireless Trackers + Great Hunter command trait, and the 12" movement on the Boars, you are almost always going to be able to charge turn one--which is what I did.

    The pre-game move and charge does two things:

    1. Before the first turn, players capture objectives that they have models on that their opponents do not.  The way most missions work, an 8" pre-game move can let your units jump on an objective and capture them before the first turn starts.
    2. The T1 charge pins the bulk of your opponent's army in their deployment zone, and even in an army with flying monsters it greatly limits their manueverability. In the case of the LotFP, I scored max while he failed to score a single point.

    After that, the maneuverability of the army lets me move around and pick and choose where fights happen rather than the other way around.  Wheeling off the front lines put boars on a back objective, which my opponent fought to try and capture it with his Kairos.  Because he did that, and with my Wurrgog nearby, I was able to use the mask on his Kairos and cripple most of his output.  That first turn of scoring outright meant that he got put into a pit that is VERY hard to overcome.  This is the real power of Bonesplitterz, and the main reason why I've won my games.

    With the Daughters of Khaine player, he was a one-drop and took the first turn.  Thanks to the terrain on the table, I was able to hide all my heroes out of his shooting from his Bow Snakes. I lost a lot of boars on Turn 1, but the Idol survived combat from Morathi thanks to the Bonesplitterz Waaagh and my Maniaks were untouched.

    So I wheeled around Maniaks auto running them 6 and capturing all of the objectives on the map.  Going into R2, he had a screen of Sisters of Slaughter infront of 15 Bow snakes, with Little Morathi behind the snakes. This blob was situated between two terrain pieces on the center objective--and except for some heart-renders and big Morathi, he was down to what was left in the center.  If I double turned, I'd be able to throw my entire army into the center to and wrap up the majority of his forces.

    Thankfully I got the double turn, and did just that.  By the end of my turn on round 2, he was down to the two Morathi's and 3 Heartrenders.  I kept the maniaks on the Little Morathi and dumbed 30+ attacks on her a turn, so every turn Big Morathi was maxing out the 3 DMG/turn.  By the end of R3, an Arcane Bolt in her charge phase killed her ouright.

    I don't remember much about the Deepkin match, just that I stayed competitive specifically because our boars are absurdly maneuverable.  The fast'un mount trait on the Weirdnob and an auto-run of 6 let me rocket him around my opponent's army and on to a back objective.  The deepkin match was BY FAR the hardest matchup.

    All of my opponents were seasoned, and the sheer threat of the T1 charge fundamentally alters how your opponent's play. Being able to disrupt what your opponent does with a "You're going to get charged no-matter what" plays serious havoc on the psychology of your opponent's deployments.

    Also, the absolute best part of playing BS is getting to explain what the Wurrgog Prophet does, and then have to show them the warscroll to prove you're not just making up rules!

    Hope this helps, and I'm happy to expand on anything. :)

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  17. I went 3-0 again at a local tourney! It was supposed to be a more casual event, but I did end up playing Legion of the First Prince, DoK w/ Morathi and Bow snakes, and IDK with 60 Reavers. Highlight of the weekend was the Wurrgog Prophet winning his staring contest with Kairos, followed up by tabling the DoK player in the 3rd by killing Morathi with an arcane bolt in his charge phase.

     

    SUPER happy with back to back 3-0s with our naked idiots. :D

    Screenshot_20211113-090432_Drive.jpg

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  18. 44 minutes ago, Noggab said:

    Hey guys I played new Ironjawz with Ironsunz yesterday. Me and my friend got confused with "At the end of enemy charge phase" rule. So I used Ironsunz ability on my friend's end of charge phase and made charge with Mawkrusha but we realized Monstrous rampage goes off on "end of charge phase". So my friend used his Monstrous rampage first and then I used Ironsunz ability to charge, but we couldn't figure out if MK still can use Monstrous rampage after it charged. 

    The active player does all of his "End of [phase]" abilities in whichever order they choose, then the non-active player does the same.

    In this case, you can definitely use the Ironsunz CA to charge with the MK, then use its Monstrous Rampage.

    • Like 2
  19. 12 minutes ago, Vastianos said:

    Question here. I would love to add a rogue idol for my list building options, but find the forgeworld model too goofy for my tastes. Many artists offer proxies that look much better or could easily be converted.

    My question is, would a proxy of a forgeworld model be tournament legal?

    Depends on the tournament. 

    Official GW tournament? No.

    Your local LGS tournament? Up to the TO.

  20. 2 hours ago, Zappgrot said:

    I feel that the Threath allone of a wurgog whit shiny tats is amezing. Nobody is all that happy of walking something into range of a model that can do so manny mortal wounds.  And unlike a spell you can't stop it.   As a zoneing tool it's pretty good. 

    Wurrgog creates a zone of death. I've had opponents suicide units into the wurrgog just get it off the table. It completely warps how they play the game.

    All for 150 points!

  21. 2 hours ago, crowned said:

    How do you position your prophets for the mask? 12" range feels pretty odd to prepare for your next hero phase.

    How big is the run and charge and MW to Monster loss for the Big Stabbas? It feels like the Rogue Idol is almost always the better choice.

    For the prophets it depends it on the battleplan. Certain missions only have 18" between deployment zones, so if you deploy him on the frontline your opponent either puts their troops in staring distance or pulls them back. Every other battle plan usually involves the Prophet following around the Rogue idol until I get in range of the units the boars are locking down.

    So the thing about the Big Stabbas is that they lost their explosive damage and the run/charge so they take on a different roll now. For me, they follow around the Bosses creating a bubble of effectively 36 attacks that are all 2 damage each, with chances of MWs on 6s to wound. They never got into combat until R3, which is fine since the boars take forever to chew through after they do their initial impacts.

    They're still good hammers, they're just not heat seeking missiles anymore.

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