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TALegion

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  1. Ideally, that's where the new Bloodtoofs ability comes in. If you clear the screen (shouldn't be too hard with a mawkrusha + 6 gruntas), you'll be able to recharge at the end of combat.
  2. What are people's initial thoughts on Goregrunta's weapon options? Losing the +1 to hit/wound on gorehackas when charging is big, but the new payoff is better mortal wounds on the charge. I can see 6-man units in bloodtoofs preferring hackas now that you can re-charge after combat, but otherwise choppas are just dealing 33% more weapon damage than hackas. Is it as a simple as bloodtoofs prefer hackas and the other clans prefer choppas? Do 3-man units want the greater damage from choppas because it's less likely they'll wipe out a unit?
  3. @Belmail Out of curiosity, how did the deathriders get up to a 3+ save? They're 4+ normally, and Petrifex no longer gives +1 to saves (it was changed in July to give rerolls of 1 instead, per the errata). I haven't played during covid and can't remember another OBR option for armor save buffs
  4. The general concensus is that Hackas are better for Ironjawz lists and Choppas are better for Big Waaagh lists. The difference isn't enormous, though, so you can do whatever you feel comfortable with. Hackas have the better range, but the real benefit is the +1 to hit and wound on the charge. You want to wipe out units in 1 round of attacks in Ironjawz because that will let you trigger Smashing and Bashing, which is one of the best abilities in our book. Hackas do more damage on the charge and are therefore more likely to kill a unit after a charge and trigger Smashing and Bashing. The extra range on the attacks is helpful, but the real strength is the charge bonus. Choppas are better in Big Waaagh because, after turn 2, your units already will have +1 to hit and/or +1 to wound, so Hackas don't really give you the bonus. Choppas will just have more attacks at the same stats.
  5. Good points about Bloodtoofs. Between the alternative teleport and the +2 charges for brutes (which brings them closer to ardboyz' level of utility), it might be the change that I'm looking for. Having functionally no command trait is a little disappointing, but I'll take it
  6. @Martijn de Bruin You'll almost definitely want to fit a Warchanter into your list. They double the effectiveness (50% increase for mawkrushas) of your brutes and gore-gruntas for 110 points, which makes them the most efficient option there is. Your gore-grunta unit or mawkrushas will hit like trucks with +1 damage Warchanters CAN take artefacts, but NOT the artefacts from the Warclans tome. Those artefacts are specifically for bosses and weirdnobs. So, warchanters are left with realm aretfacts.
  7. With the influx of super strong casters, I'm considering just not bringing a Weirdnob. We only get one cast that's already going to fail ~50% of the time before unbinds, so unless you stick the weirdnob in the far back all game (and even then...), we have very bad odds of actually getting a HoG to work.
  8. Awesome intro. God, I hate this matchup so much for IJ. I genuinely just don't know what we can do vs. Petrifex
  9. @5kaven5lave A couple notes on the list + your questions: - If you take Ironsunz and make the boss your general, you need to take the Ironsunz's command trait. The other alternative is making the weirdnob your general because the rules specify that a 'megaboss' general has to take the Ironsunz's trait. The weirdnob can actually net you d3 CP with it's own trait (vs. the Ironsunz's 1 CP), but you'll lose access to Waaaagh, so there is a trade-off. - As for CP, you are fine - it's hard to have too much in this army. You always have abilities that you can dump CP on, so more is always better. If anything, there may be an argument that Aetherquartz Brooch from Hysh could get you more CP than Great Green Visions. The other notable weirdnob option is the Shamanistic Skullcape, because Hand of Gork is so important to cast that +1 can be valuable. - On Gore-Gruntas, the weapons come down to preference, though most IJ players choose Hackas over Choppas. In Big Waaagh, it's the reverse (Choppas > Hackas). Ideally, you want to charge with GGs and wipe out an enemy unit entirely, rather than deliver sustained damage, so the burst from Hackas is good default option.
  10. I can't remember the changes from the last handbook, but what is the likelihood that little to nothing changes? Other than ardboyz being generally preferable to brutes, I feel like the whole book is in a good place in terms of internal balance and in comparison to other books. It isn't topping tournaments all the time but also rarely gets stomped. Maybe footbosses and brutes could use some fixes, but there is otherwise little in the book that I would say completely outshines other options. Warchanters come to mind, but I wouldn't describe them as 'OP' as much as I would say that they are the core of the army. Nerfing them wouldn't stop people from taking them, it would just hurt the whole army because you would still take the same amount but have fewer points left over.
  11. @Ganigumo For what it's worth, I think Bloodtoo's might actually have the best use case for taking Metalrippa's Klaw as an artefact. Because their CP ability relies on wiping a unit a combat, Mean Un + Metalrippa's is your best bet for doing that. It gives you a chance to charge in with the cabbage, crush a unit, and then fly 12" in any direction, so backwards to a safe location, towards your opponent's flanks, or even deeper into the fight. Also, the same case (wiping an enemy unit) triggers IJ's chain attacking, which could be great with your guaranteed TP and/or eventual 6-man unit of gore-gruntas.
  12. He's pretty much the go-to. I think all other builds are compared to the Brutish Cunning, Ethereal, Weird boss. Things like Metalrippa's claw and Gryph-Feather charm have their own benefits, but the default cabbage loadout is definitely what you said.
  13. That's a good call on the Killa' Beat. I normally don't much use out of it, but that's possibly because I lean heavily into Ardboyz and Gore Gruntas, who have a longer threat range. I don't think I can fit many units in an Ironfist. The bossfist requires 2 units of brutes, and the ironfist fist needs a minimum of 3 units. I can just barely fit 3x 5-man brutes and 2x 5-man ardboyz to meet the minimum number of battleline, That could be worth exploring, though, since an extra metalrippa's klaw could make a boss much more useful.
  14. I might get some more brutes and try out an Aetherquartz Brooch bossfist. With three bosses on the field, you may be able to afford spamming MD. rerolling 1s to hit, and the bosses' +1 to hit ability. Allegiance: Ironjawz- Warclan: IronsunzMortal Realm: HyshMegaboss on Maw-Krusha (460)- General- Boss Gore-hacka and Choppa- Command Trait: Right Fist of Dakkbad- Artefact: Sunzblessed Armour- Mount Trait: Weird 'UnOrruk Megaboss (150)Orruk Megaboss (150)Orruk Warchanter (110)- Artefact: Aetherquartz Brooch- Warbeat: Get 'Em BeatOrruk Warchanter (110)- Warbeat: Get 'Em Beat10 x Orruk Brutes (280)- Pair of Brute Choppas10 x Orruk Brutes (280)- Pair of Brute Choppas5 x Orruk Brutes (140)- Pair of Brute Choppas- AlliesBoss Fist (220)Extra Command Point (50)Total: 1950 / 2000Extra Command Points: 2Allies: 140 / 400Wounds: 116 I don't like the 50 unused points, but I feel that the warchanters are a necessity and I don't want to add another drop to the list. 4 drops is better than most, and having control over the first turn is huge for IJ and Ironsunz, especially. At least I'll get the triumph nearly every game, I guess. I also don't think that sunblessed is dramatically worse than Ethereal, at least so much so that you can't afford another artefact like Aetherquartz, Metalrippa's, or Gryph=Feather. Some day I want to the run the -3 to hit boss with Gryph-Feather and Loud 'Un in this list. I just think it'll be hilarious to be near-unkillable for a full turn. As for the CP: 3 CP on turn 1, plus 1 more on a 4+. On turn 2, you'll likely have about 5. With 5 CP, Aetherquartz is likely to return at least 1-2. 6-7 CP (and potentially more) over the course of 2 turns definitely lets you accomplish some real ability spam. The damage-boosting command abilities (+1 to hit and rerolling 1s to hit) scale with the attack boost, too, so it can work out to a dramatic difference in damage (about 30% with both applied). It may be worth putting the Aetherquartz on a backline Megaboss just for the extra wounds and armor save.
  15. It's a couple things, I think. 1. Ardboyz and goregruntas used to be weaker than they are now, so brutes were stronger in a relative sense 2. Footbosses used to have an aura that gave brutes rerolling 1s to hit, I believe, which was at least hypothetically useful. 3. The brute boss's klaw and smasha used to be a much more intimidating weapon for a couple reasons. If the the klaw hit, all of the smasha's attacks were auto-hit. Combined with Ironjawz having more access to +1 attack abilities in the old book, you were able to stack attacks on the brute boss and make him a hero-killing sergeant. Imo, it's more an issue of other things getting buffed more than brutes than it is an issue of brutes being nerfed into the ground. They're mildly worse than before, probably, but GGs and Ardboyz are significantly better.
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