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TALegion

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Everything posted by TALegion

  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.
  16. If I remember correctly, they do come with every bit that you need to max out the equipment you can bring, which should be 1 banner, 1 drum, and 2 shield per every 5 models. Each unit of Ardboyz also comes with a boss who has a different weapon (a 2-handed axe with a skull on a chain attached), which is also supplied. Essentially, there's no reason to not take all of the bonus equipment since they're all positive buffs. So just build all of your models with those bits first and then make regular dudes with whatever's left
  17. I think you've got the right idea on the pros and cons. Their clan artefact is good, but it takes up such an important slot (your maw krusha's) that it's hard to imagine it being worth more then an Ethereal Amulet, Metalrippa's Klaw, Gryph-Hound Feather, etc. The run/charge bonus and command ability are pretty useful, but not necessarily game-changing. You can try running without a clan. Brutish Cunning and Ironclad are definitely two of the more popular traits for a clanless army. Running other clans could be a fun experiment, too, since they each have pretty unique abilities. Ironsunz is very popular and versatile while Da Choppaz is great for ardboy and brute-heavy lists.
  18. I've been wanting to run an Ironclad Maw Krusha and a Big Waaagh army recently, so I killed two birds with one stone and copied this list. It was super fun and pretty effective. I think if I were to adjust it for use with realm artefacts, I would go with a Brutish Cunning, Ethereal Amulet, Weird 'Un cabbage. The cabbage having access to MD independently of the GGs gives a lot of flexibility and it's similarly tanky to an Ironclad boss. This is the first list I've ever run without Hand of Gork, which is a big change, but Gorkamorka's War Cry was equally as useful in different a way. I didn't get to make use of Foot of Gork because I was playing against ogors, but having that as a hordekiller option is also pretty useful since IJ lists don't really have access to anything like that.
  19. I think I'm in the minority, but I like brutes. I just think you have to use them differently than ardboyz. You shouldn't take brutes to replacement your ardboyz, you should take them to accomplish different goals. Against things with with less than 4 wounds, brutes do a lot of damage. I can't remember the math, but I believe it's less than charging GGs and more than ardboyz. Against things with 4 or more wounds, though, they do far and away the most damage. Having a unit of 10 has helped me vs. Ogor lists (brutes slaughter ogors) and multi-bloodthirster lists, so they're at least situationally valuable. Plus, they look cool.
  20. Brutes are debatable. The long-story-short for them is that is that the closest comparable unit is ardboyz, and ardboyz have a couple useful perks that makes them more versatile than brutes (e.g. higher leadership, a couple 6+++ saves, +2 to charge). Brutes do the most damage per-point out of the three battleline units, so they're a good mid-game hammer, but many lists choose to run ardboyz over brutes. Imo, the choice between Brutes and Ardboyz down to personal preference and how you want to use them. In your case, you probably want to go with ardboyz. Since you're trying to save money, ardboyz are preferable because you can get 15 ardboyz (270 points) or 5 brutes (140 points) for roughly the same $ price. Also, if you want to play aggressive, you're probably going to want gore-gruntas and ardboyz, since they're the fastest units, and that means you'll probably want more SC! boxes. Just for reference, if you did want to get 2 SC! boxes, a footboss, and a shaman, you have 1370 points if you include 50 for a CP and the Ironfist battalion, which is highly recommended. Here's a quick example of what it would/could look like: I made it bloodtoofs decent their artefact works well with a footboss and their clan ability helps with being aggressive. I just threw this list together in a second, but it basically buffs and deepstrikes your units all over the board. Your units gets +2 to charge (+4 for ardboyz), so charging out of deepstrike is pretty consistent and very deadly.
  21. Big Waaagh is actually a third army option in the Orruk Warclans book (the first being pure Ironjawz and the second being pure Bonesplitterz). Big Waaagh can contain any mix of Bonesplitterz and IJ units and its allegiance abilities are a mix of IJ's and Bonesplitterz's abilities. Instead of just getting the abilities outright, though, Big Waaagh armies stack Waaagh Points over the course of the game that accumulate and give you stacking buffs depending on how many you have. You can get Waaagh Points each turn by either bringing specific units (warchanters, wurrgog prophets, and wardokks) or by performing certain orky actions (e.g. being in combat with a hero). As for playstyle, in general, Ironjawz is often a little more aggressive and Big Waaagh is a little more defensive. This is because Big Waaagh armies typically want to wait until their buffs start stacking before they start fighting. Ironjawz are good at attacking early and quickly getting into the action.
  22. Ironjawz are the opposite of SCE in terms of unit selection, imo. SCE have a lot of units, but a small handful of them outshine the rest. Ironjawz have very few units, but they're all fairly even and useful. This gives you few options and you often use most/all of your units, just in different proportions. That being said, your best first purchases would likely be 2 SC! boxes. Gore-gruntas, ardboyz, and warchanters are arguably the three best units in the whole army and many, many Ironjawz armies use 2 SC! boxes-worth of the models in them. 2 SC! boxes gives you 900 points of core units, so you can't go wrong. After that, the choice comes down to what you want to play with. In terms of hero selection, many armies choose to run a weirdnob shaman for Hand of Gork (a teleport/deepstrike spell). Most lists only bring one megaboss, either on foot or on a maw krusha. A maw krusha seems expensive for a single model, but he is actually worth more 10 more points than an entire SC! box (or 90 more, if you take Gordrakk). The benefit of a footboss is basically that he's cheaper, so using them gives you more points to put towards battleline while still getting megaboss utility (command traits, his command ability, Waaagh!, etc.). For battleline, again, it's up to whatever you want to run. A third SC! box is a fine options because more GGs, boyz, and WCs are all useable. It's either that, more ardboyz, or brutes. Pretty much never buy GGs by themselves, since the SC! box is like $10 more for 10 ardboyz and a WC. And this doesn't even touch on Big Waaagh! lists, which can be made of anywhere between 0-100% Ironjawz units. You can comfortably use many Ironjawz lists as Big Waaagh! with few-to-no changes.
  23. Good call - I've been playing aura wrong. That's much easier to accomplish for the rerolling 1s. In that case, it may make sense to stick the boss close to a center ardboy unit with units to the left and right of him. This would keep the ardboyz in waaagh range while everything else toes-in the aura for the rerolls. EDIT: It does say wholly within for both the 16" reroll 1s to wound and the 18" waaagh. Nevermind
  24. @Warbossironteef I've run the warboss a few times in a Big Waaagh list, but I was using only IJ units. He provides a large buff for affected units, but I found it somewhat difficult to keep 2+ full units wholly within 15"/18" of him after charges and piling in. He was especially effective with Ardboyz in BW because it mades them hit and wound on 2s, rerolling 1s to wound, with 3 attacks each. With +1 damage, they can shred most things with ease
  25. As FEC, I think your best option is a lord on a terrorgeist vs. the maw krusha (gristlegore, too, if you can). If you manage to get a single 6, you'll remove over a third of his wounds with that single hit - not to mention all of your other damage. If you manage to hit him first it will decay the krusha's fist attacks, which are the biggest source of rend and damage from the model. And if you're gristlegore, you'll get to hit him back even if he kills your unit in combat. Unless the maw krusha specifically builds to resist mortal wounds (e.g. brings Ignax Scales as an artefact), maw krushas have no natural resistance to mortals at all. Many people will build their cabbage to negate/lessen rend (e.g. Ethereal Amulet or Ironsun's Sunblessed Armor), so mortals will normally be the big weakness. Also, if you're dealing with a maw krusha and don't believe that you have the tools to kill it easily, sometimes your best is to just give yourself more time. Retreating in your turn after the maw krusha charges you negates him from fighting during your turn AND prevents him fighting in his next hero phase with Mighty Destroyers. That's 2 fewer rounds where the cabbage gets to do damage just by disengaging. Even if you can't kill it easily, you have a couple ways to lessen its impact over the course of the game.
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