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hurben

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Posts posted by hurben

  1. Quote

    Savage Attack: With a guttural bellow and a swing of their axe, the Savage Big Boss orders an all-out attack upon the foe. You can use this command ability at the start of the combat phase.

    If you do so, pick 1 friendly Bonesplitterz unit wholly within 12" of a friendly model with this command ability. Until the end of that phase, if the unmodified hit roll for an attack made by that unit is 6, that attack scores 2 hits on the target instead of 1. A unit cannot benefit from this command ability more than once per phase

    Does it means I can stack it on the same unit ? 2 CPs for 2 touches and not 1 on a 6 ? etc ?

  2. Someone can explain me how a Bonesplitterz army can use a IJ batallion ?

    Quote

    Q: If a Big Waaagh! or Bonesplitterz army takes the Ironfist warscroll battalion, can both armies use the ‘Mighty Destroyers’ command ability even though it is an Ironjawz battle trait?
    A: Yes.

     

  3. 2 hours ago, 5kaven5lave said:

    Had a proper read of Icebone, that cheeky bit of rend looks very appealing. I think they’re going to FAQ it so a Weirdnob has to be the general though right?

    There's no obligation in using a Weirdnob as a General. You can use the general you want ;) 

  4. 7 minutes ago, Warbossironteef said:

    I feel like Mawcrushas/IJ's are going to be everywhere at my local club. Anyone have any good pure Bonesplitterz tips/tricks/ideas on how to deal with them?

    Drakkfoot clan with 3x20 Arrowboys in a kunnin' rukk batalion is a way to deal with the Maw-Krusha. Then you put a lot of savage orruks on the table with some magical stuff with the wurrgog prophet and a bunch of wardokks ^^

  5. 1 minute ago, Kasper said:

    The arguement was that endless spells are their own thing - It is a caster that summons a unit  and he doesn't deal any damage himself. Therefore it isn't inflicted by a Drakkfoot unit.

    So it would be the same for spells, right? Because it negates wounds but not mortal wounds? 

  6. 14 minutes ago, Aelven supremacy said:

    Does Drakkfoot disabling opponent’s wound negation apply to endless spells cast by bonesplitterz wizards?  I assume not but wound be a sweet combo if so...

    "In addition, any ability that negates wounds has no effect on wounds inflicted by a DRAKKFOOT unit."

    I would consider it counts. Endless spell is automatically casted by a DRAKKFOOT unit.
    Now it depends if we take the unit or the endless spell keywords ^^

  7. 14 hours ago, DestructionFranz said:

    Brutal Rukk Battalion. 

    Units from this battalion that are wholly within 12" of  the same battalion’s Big Boss at the start of the charge phase can run and still charge later in the same turn.

    It means that I can run even in the opponent Charge Phase?

    Would love to have a reply for this post too :) 

  8. 27 minutes ago, TalesOfSigmar said:

    Nope, that's only if you have a Maniak Weirdnob as the general. As it doesn't say Icebone has to have a Maniak Weirdnob as the general, any other general can take whatever command trait they want.

    True. This is only in the case you have a weirdnob as the general.

  9. 42 minutes ago, Walrustaco said:

    That's actually 920 pts

    100+160+240+240+140+40. Room for a wardokk in there. Arrowboys are 240 for 20.

    Sorry I think we are both a bit blind haha.
    I put the wardokk and also I wrote 360 pts for 20 arrowboys contrary to 240 ^^

    Update for the points of the arrowboys

    • Haha 1
  10. That's interesting. I'de like to use a battalion because the deal is to hit from T1/T2...the end of the game is not a problem because my game partner will assure it.
    I'll be deeply focused on sniping heros and make as much MW as possible. I also have to reduce the number of poses as much as possible.

    My potential list :

    Allegiance: Bonesplitterz
    Warclan: Drakkfoot

    Leaders
    Savage Big Boss (100)
    - General
    - Artefact : Burnin' Tattooz 


    Wurrgog Prophet (160)
    - Artefact : Big Wurrgog Mask
    - Lore of the Savage Beast : Brutal Beast Spirits


    Wardokk (80)
    - Lore of the Savage Beast : Kunnin' Beast Spirits

    Battleline
    20 x Savage Orruk Arrowboys (240)
    20 x Savage Orruk Arrowboys (240)


    Battalion
    Kunnin Rukk (140)

    Endless Spell
    Balewind Vortex (40)

    TOTAL: 1000/1000     EXTRA COMMAND POINTS: 1       WOUNDS: 98

  11. 1 minute ago, Belmail said:

    Its one of the new generic command abilities from the most recent GH. You can spend 1 to reroll 1s to hit in shooting, melee, or saves, depending on the phase. Still need a hero in range.

    Ooooh OK nice, that's indeed a must to have.

  12. Do you know a good way to improve the hit of the arrowboys instead of Brutal Beast Spirits which gives them a +1 to hit. I'de like to play a really competitive list in 1k for a tournament 2x1000 and Kunnin' Rukk looks pretty cool with Drakkfoot. The idea to play against armies with a lot of possibilities to negate wounds is a charm 😛 

  13. 4 minutes ago, broche said:

    I don't mind too much loosing trait to Drakkfoot, our trait are good but not potentially game breaking (like in Ironjawz). At first glance the trait I would like most often are either the +3 move or +1 cast on wurgog. 

    Same thing for artefact. I don't remember does drakkfoot artefact is forced to first generic heros or it specify one?

    COMMAND TRAIT
    The general of a Drakkfoot army does not receive a command trait. Instead, all DRAKKFOOT WIZARDS know the Fireball spell instead of the Arcane Bolt spell. Fireball: The shaman conjures a ball of greenish flame that shoots forward and explodes amongst the foe. Fireball has a casting value of 5. If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them. If that enemy unit has 1 model, it suffers 1 mortal wound; if it has 2-9 models, it suffers D3 mortal wounds; and if it has 10 or more models, it suffers D6 mortal wounds.

    ARTEFACT OF POWER
    The first DRAKKFOOT HERO to receive an artefact of power must be given Burnin’ Tattooz. Burnin’ Tattooz: These tattoos blaze with a fiery red light when awakened, burning foes that draw too close. When you use the Warpaint battle trait to successfully negate a wound or mortal allocated to the bearer, you can inflict 1 mortal wound on 1 enemy unit within 1" of the bearer.

  14. 1 minute ago, Requizen said:

    In what way? I doubt many of the Battalions will be highly competitive, so you won't get an extra Artifact, and while Fireball is better than Arcane Bolt, it's not particularly that great and most of our Wizards will be casting the fantastic spells from our lore or their Warscrolls.

    basically if the opponent has no way to save MW a Prophet is auto include. MW with his Fists of Gork, add him the artefact Big Wurrgog Mask, give him a Balewind Vortrex to cast a 3rd spell like Fireball or other cool Brutal Beast Spirits spell ....

    Play tons of Arrowboys with Kunnin' Rukk battalion, boost them with Brutal Beast Spirits, Savage Attack, ... 
    Play stabbas or the Brutal Rukk battalion also to block the units of your opponent and add some Savage Orruks to protect your Arrowboys from armies with a lot of moves.

  15. 38 minutes ago, broche said:

    Nice report @Requizen

    The Icebone combo with warcry is really interesting. But if I would play BS at the moment, I would use Darkfoot 100% sure. I know that Icebone and Bonegrinz are much better overall subfaction, but being able to be almost auto win against fyreslayer which I consider our worst matchup is priceless.

    You can also expect to see much more Phoenix guard and Frost pheonix around with the release of Cities, and Darkfoot cripple that as well. 

    I agree 1000% with you.
    Drakfoot is over because for the rest of the armies we can manage them without  bonuses about save or rend. I deeply have the same feeling than now BS can be interesting in a competitive way.
     

    27 minutes ago, Requizen said:

    On the other hand, Slaanesh, Khorne, Stormcast, Gitz, Sylvaneth, Deepkin, etc don't have any at all, or have it only in limited amounts. It's a tricky thing, because the Command Ability, "Trait", and Artifact for Drakkfoot are all relatively terrible, so if you're not getting mileage out of the shrug ignoring it can feel like a waste.

    Of course but if you play more than 1 hero this can be better than it sounds ;) 

     

     

    • Like 1
  16. I'm looking for an extra competitive list of 1k points for a 2x2 battle in 2x1000 pts.
    I would like to use Kunnin' Rukk or Brutal Rukk.

    Kunnin' Rukk

    • Savage Big Boss
    • Wurrgog Prophet
    • 20x Arrowboys 
    • 20x Arrowboys
    • 10x Arrowboys

    Brutal Rukk

    • Savage Big Boss
    • Savage Big Boss
    • 15x Boarboys (stikkas)
    • 10x Boarboys (stikkas)

    Here the plan is a kick and run. 2 big boss to let the first one fight, and then uses his ability Let Me At ’Em to let the other one fight and use the second ability Let Me At ’Em to let the 15 boarboys fight (let me know if it's possible btw...). It means 3 units fight before the first one of my opponent....WTF 😅 

    If I play Drakkfoot the goal is to make as much as Mortal Wounds and Wounds T1. With the Strength of Purpose, I'm looking for a plan to have MW as much as possible with the Prophet and also the buff for the Arrowboys. Is Stabbas an interesting possibility with the run and charge ? I can switch 10 arrowboys and the prophet by 4 stabbas and a Wardokk. Or Balewind Vortex + Endless spells ?

     

     

  17. 5 hours ago, svnvaldez said:

    I have only been skimming things so I’m not sure I fully understand the general question. But hitting on 1s still requires a roll and 1s always fail. That’s a rule from the core rules.

    best you can ever get is a 2 up reroll. It’s a near guarantee since a fail is only 1/36?

    True, 1s are always fail.

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