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TALegion

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Everything posted by TALegion

  1. Honestly, is there any point in running this now? Why would you pay 1 CP with a 50% chance of it doing nothing?
  2. Ran this list at a 2-day, 5-game GT this week (though I only played 4): The tournament itself was about 20 players, so nothing hugely competitive. There are a handful of very good, highly-ranked players, but I largely avoided them, going 1-3 plus a bye. It's maybe not fair to speculate, but I am pretty confident that I could have won my last game vs. the opponents I would have faced. Additionally, there was at least one game where I blundered horribly and lost my Maw Krusha turn-1 to 30 boingrot bounderz (I had no idea that they did mortals for every model in the unit, even if only 1 ends up in base-to-base contact after the charge). If that had gone differently, I think I could have won, ending 2-2 overall. Game-by-game: Round 1 vs. Mawtribes (Focal Points) My opponent was largely unfamiliar with new-book Ironjawz and didn't know how much more powerful they had become. He was able to make turn 1 charges, wiping out a screen of 10 ardboyz that I set up to block. I was able to wipe out a 12-man squad of ogres with 10 WC-buffed brutes, cover an entire flank of the board with my cabbage, and go around the other side with the 6 GGs, who are pretty independent as the Ironfist leader. After that, I got the double turn with 3 different units in combat - I MD'd three times, wiping out nearly half of his army. From there, it was a pretty clear victory. I'd chalk this up up largely to double-turn luck, my opponent not knowing what new IJs do, and IJ having the raw power to take advantage of that mistake. Round 2 vs. OBR (Duality of Death) My opponent brought 3 catapults, 60 mortek guard, a harvester, and some heroes. This was an extremely painful match with me having no cover, losing both warchanters on his turn 1, and losing the weirdnob turn 2. I had an opportunity to Hand of Gork some ardboyz into 2 catapults, but I failed the cast twice. I struggle vs. OBRs and am not sure what I could have done differently, as it seems like I would have just been overpowered regardless of what I did. Either way, my opponent was a nice guy, so I had a good time. I'm definitely going to spend some time thinking about how to best approach OBRs, since I believe that they'll be a common army to face. Round 3 vs. Khorne (Blood and Glory) I got slaughtered here. He brought an exalter greater daemon of khorne, skarbrand, and bunch of gors and centigors. I was unfamiliar with the 6-inch pile and double fighting for the daemons, which wiped out my whole ardboy screen and all of the gorgruntas before I could really fight back. Long-story-short, be played his list well, I didn't know what to expect and responded very poorly, and he wiped me out because of it. Hard to say much more, since I shook hands at the start of turn 2. Lesson learned. Round vs. all-squig Gloomspite (Battle for the Pass) Maybe the most fun game of sigmar that I've played. It started off terribly with me losing the Maw Krusha without it having done anything, so I thought it was hopeless. His boingrots were very open in the center of the field, though, allowing me to countercharge and fight consistently in the following turns. It was a slow grind of attrition, which I was winning in the long-run, but his mobility and numbers let him hold the objectives better than me. By the end of the game, he had nearly nothing left, and I had a handful of gore-gruntas and ardboyz, but he won with more VPs by the end of turn 5. Had the maw krusha survived to fight even once or twice, I believe that I could've won, but it's hard to say. Either way, I wasn't mad at the end, because it was such an entertaining game of constant fights, charges, teleports, and racing to capture objectives in every corner of the map. Overall impressions: - I'm still very new to 2k games and tournaments, so a lot of my losses were due to mistakes. I clearly played poorly at times and was caught off guard by abilities that I was unfamiliar with. This isn't a surprise, though, and I'm taking all of the losses as learning experiences. - Hand of Gork is great, but when you get unlucky, the weirdnob feels like a waste. I failed 7/9 of my attempted casts (not including unbinds), and that severely lowered my potential across my games. A 7+ cast should be about 59% chance, which is decent but unreliable. I've considered running the +1 cast artefact on the weirdnob (making a 7+ cast a 72% chance), but I can't bring myself to drop the aetherquartz or sunblessed armor - both are so impactful that I can't imagine the list functioning in the same way without them. - I really, really liked using Dead Kunnin for my command trait. The extra command points are very, very useful for when you need the extra damage from the boss's +1 to, rerolling 1s to hit, more MDs, or anything else. It's also more opportunities for Aetherquartz, upping its impact. I rarely/never miss having access to the Waaagh and feel like Dead Kunnin the right choice for me. - Ardboyz may be preferable to Brutes in most circumstances, but when they can charge into things with 4+ wounds, Brutes are much more deadly. I like my 10-man unit for that reason alone, keeping them behind the ardboyz and setting me up to charge enemy units that I've already locked in combat. The only huge gripe that I have with them is their bravery 6, which often means that I need to spend command points on inspiring presence.
  3. I think that's awesome - the rusty metal and weathering especially. Great job, man
  4. As far as I know, there is no official statement that you can use it multiple time. Rules as written, there is no limitation that would state that you cannot - you can use command abilities as many times as you would like, barring the rules telling you otherwise (e.g. Once per game, once per phase, etc.). Ardfist gives the condition of when you can use it (when an ardboy unit is destroyed), and you use that opportunity to use the command ability as many times as you would like. At this time, tournaments are using the rule like this. I'd imagine that the rule may be errata'd in the future since it's not hugely popular, but it is currently working as intended.
  5. Cabbages are Maw Krushas. They got the nickname from their roundish, textured shape. I've also heard them called frog dragons/frog daemons. Example of our leafy boi:
  6. How have people been dealing OBR armies since their release? I've gotten crushed in each game that I've played against them, all vs. Petrifex Elite. Mortek guard seem too tough for us to take down, the -1 rend command ability is devastating, and that catapult can kill our WCs and Weirdnobs, plus it can disrupt unit coherency if you're not careful. They may just be a soft counter to our entire army, but I predict that they'll be a common army at tournaments. It would be great to get some tips and tricks. Edit: The only common solution I can think of is hitting them in the hero phase with Mighty Destroyers, but that's risky( since you need to have survived the previous turn's combat with them) and costly, since you'll be paying 1 CP per fighting unit. Past that, Wurrgogs can help wipe units with a 10+ cast, but that's only if you specifically bring a BW army based around him.
  7. Wurrgogs are able to get a +1 to cast artefact as well as a +1 to cast command trait. Additionally, you're able to pay d6 Waaagh Points to give the Wurrgog +2 to cast that turn. Even farther, wardokks are able to give +1 to cast on a 3+, and Rogue Idols have an aura for +1 to cast. So, with no additional models, you can get +4.
  8. That situation (+1 to hit and rerolls 1's to hit) is pretty much the only time I've been thankful that I brought 10 brutes over 15 ardboyz. The brutes + Ironsunz's countercharge basically saved me in a game vs. 4 bloodthirtsters. 2 CP is a lot to spend on the buffs, but it's only 1 if you're hitting the right things. Easier said than done, though, for the obvious reasons that they're not as mobile as ardboyz.
  9. +1 for using Destroyer. It's just very. very fun.
  10. I tested a Big Waaagh vs. IJ list this Sunday, using this: Some parts of the list are just thrown in there (e,g, the 5x brutes) since I let him use some of my models, but the list still functioned like I intended. I have a couple of initial impressions: 1. The bannerboss is useful, imo. It's hard to calculate his effectiveness since he's a force multiplier, but once you have 20 Waaagh pts and +1 to wound, it gets a little ridiculous. With a WC buff and the bannerboss's Waaagh, a 7-ardboy unit was able to pile into his ardboyz and easily wipe a full squad of 10. 2. Ardboyz are great, especially in a Big Waaagh. Ardboyz scale well with all of the buffs available to them, have the highest bravery in the army, +3 to charge, and additional 6++ saves, making them the tankiest, too. 3. A 6-man unit of GGs might be a little overkill. I did the big unit here since it's what I used in my IJ games, but I'm not convinced that they wouldn't be better off as two 3-man units. Again, with the +1 to hit, +1 to wound, and +1 damage, even a 3-man unit of GGs starts to do some really good damage. The 6-man unit does offer more protection for the IF boss, though. 4. Brutish Cunning and Ironfist were invaluable for me. It's hard for me to imagine taking CAs on the footboss that aren't Brutish Cunning. MD is good, and we all know that. 5. I missed the weirdnob. I tried playing without it, but it would have been incredibly useful to throw 10 2/2/-1/2 ardboyz with Hand of Gork. If your opponent doesn't block all of your teleports, nowhere is safe. If I were to make changes to my list, it might look something more like this: Yeah, I think ardboyz are just that good. Move the two 15-man units up the board, hold objectives with the 10-man units, and Hand of Gork the 10-man units as needed. Keep everything else safely behind the ardboy blobs.
  11. 2 is guaranteed value. Nearly every list will incorporate at least 2 WCs, 20 ardboyz, and 6 GGs. If you buy a third, it comes down to what you want to play. Most lists can use 30 ardboyz, so that's a given. I think that 3 WCs is normal in a footboss list, but probably not common for a mawkrusha list. 9 GGs is probably more than most lists, but it could fun to experiment with down the road. I normally suggest 2 SCs to start, then get more if they want to experiment with different lists - if a person ever wants 2 of the units in the box, it's worth it to just buy the box IMO. To start off, I'd agree that 2x SC, 2x Ardboyz, and a footboss probably makes more sense. That's a lot of ardboyz to paint, though. I haven't experimented with BW, but I originally assumed that Brutish Cunning was almost an auto-take for a command trait because it + Ironfist are your only source of MDs. Rogue Idol could be a good idea, especially if you bring a Wardokk, which also can give your Wurrgog +1 go cast on a 3+ roll. Unfortunately, I don't have an idol, so i won't be able to test it 😭 Still, if you did theoretically bring a rogue idol, that's between +4-+5 to cast on a turn. That's a very, very reliable 10+ cast. And, with MDs, WCs, and a wardokk, the rogue idol could still be a wrecking-ball on its own, serving a double-purpose. If you need to kill big mobs, keep it back for the casting buff. If you don't need the casting buff, launch it into the enemy with +1 damage, +1 to its save, doubling its movement, and having an Ironfist boss of GGs nearby to MD it next turn. E.g. Allegiance: Big Waaagh!Orruk Megaboss (150)- General- Trait: Brutish CunningWurrgog Prophet (160)- Artefact: Mork's Boney Bitz- Lore of the Savage Beast: Gorkamorka's War CryWardokk (80)- Lore of the Savage Beast: Brutal Beast SpiritsOrruk Warchanter (110)Orruk Warchanter (110)6 x Orruk Gore-gruntas (320)- Pig-iron Choppas5 x Orruk Ardboys (90)5 x Orruk Ardboys (90)Rogue Idol (400)Ironfist (160)Total: 1670 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 97 Fill with the last 330pts of your choice - likely more units. The 2x 5 ardboyz are to hold backline objectives and fill out the IF. Realistically, one could also be buffed into a 10-man or 15-man unit.
  12. What are people's ultimate thoughts on how to deal with these tanky mobs? I've seen Wurrgog Prophets being suggested, but they'll only consistently hit a 10+ cast of Fist of Gork in a Big Waaagh list. With the +1 to cast artefact and BW's +2 to cast for d6 Wpoints, you can hit the 10+ 58% of the time. For context, without BW's +2 to cast, it's only a 28% chance to get a 10+ cast with the +1 artefact and 17% without any bonuses to cast. These odds don't factor in the chance of your opponents unbinding the spells, but I'd imagine it's unlikely that your opponent will beat you very often if you're using a +3 to cast. Aside from terrain, are there any other cast bonuses that we could try to capitalize on? 58% isn't a low chance, but it's not completely reliable, especially since it requires such a heavy investment in the form of an artefact, taking a Big Waagh list over IJ/Ironsunz, and d6 Wpoints. Even a single extra bonus (bringing it to +4 to cast, total) would bring the chance from 58% to 72%, which I'm pretty comfortable with.
  13. Oh, wow. I hadn't heard that there would be brutes in beastgrave. I might play just to be able to use those models - they could be awesome
  14. I'm thinking the same thing, especially in lists that take Aetherquartz (which is a lot of us now). If a tournament's rules give points for letting your general live, a weirdnob is probably safer, too. Also, if there are useful realm CA's, it may worth having 2-3 more uses of those per game than a single waaagh (2-3 because you're actually saving 1 CP by not using it on the waaagh itself). Hysh's CA comes to mind, since you need to use it to guarantee your own safety. I might just use as it a personal choice. I don't feel that I get many game-changing waaaghs, whereas multiple extra CP could easily make huge differences.
  15. I really want to take one of those footboss lists as a Big Waagh army. Ironsunz is super awesome, yeah, but Big Waaagh bonuses are just hilarious. You can take nearly the same lists with only IJ units and it would still function and apply. - You want a footboss w/ Brutish Cunning, letting you get more models and MD - Ironfist is essential - You want a Weirdnob Shaman w/ Hand of Gork. Plus, inBW, you can give him +1/2 on the cast, letting HoG become more reliable when you need it - 3 WCs are core units and they make up a solid WP battery Allegiance: Big Waaagh!Orruk Megaboss (150)- General- Trait: Brutish CunningOrruk Weirdnob Shaman (110)- Artefact: Shamanic Skullcape- Lore of the Weird: Da Great Big Green Hand of GorkOrruk Warchanter (110)Orruk Warchanter (110)Orruk Warchanter (110)6 x Orruk Gore-gruntas (320)- Pig-iron Choppas10 x Orruk Brutes (280)- Pair of Brute Choppas15 x Orruk Ardboys (270)10 x Orruk Ardboys (180)5 x Orruk Ardboys (90)Ironfist (160)Extra Command Point (50)Extra Command Points: 2Allies: 0 / 400Wounds: 151 Fill the last 60 with your endless spell of choice. You could also shrink the 10-man ardboy squad and get a Fungoid Cave Shaman. The 10-man is basically just a backup HoG target if everything else is in combat. I'd go for a balewind and give the boss Destroyer for hero hunting and lols.
  16. Agreed on all of that. I'm tempted to get a second cabbage to try that out - one is hard enough to kill, and 2 would be awful. Especially with Gordrakk giving himself, the other boss, and a 6-man GG unit +1 to hit on the first turn. Tanky krusha's are definitely the way to go, too. Without artefact or command traits invested into letting him live, he's not difficult to kill in one turn.
  17. Yes. Hand says that you can't move in the subsequent movement phase and MD makes you move in the hero phase. It's separate from the regular move, which is cancelled out by MD.
  18. Just tried out IJ in a local tournament - various levels of competitive players and more casual players, but the overall winner was another IJ with a list like this: I didn't see the exact weapon/spell loadouts, so some things are missing, but I'm 99% sure that the units are correct. I know he ran brutish cunning and gryph-feather, too. I ran this and came in 9th out of 10 (winning 1/3 games): Overall, I feel that the list performed well. My placing was largely due to my own mistakes. I'm fairly new to the game, it was my first tournament (a little nervous, haha) and it was my first time playing against the three of the armies that I faced (Skaven with 120 plague monks, seraphon, and a 4-bloodthirster Khorne list). With more practice and fewer careless mistakes, I believe that I could have taken at least one more game. I'm looking forward to playing more. Initial thoughts: - I could definitely remove the 5-man ardboy unit and replace it with something more useful. The first thing that comes to mind is Fungoid cave-shaman (like the winner's list). If it just uses mystic shield each turn, it lets the weirdnob use hand of gork more. Also, the army is pretty CP thirsty overall, so any additional CP would be appreciated. - Ironsunz was a terrific clan - much stronger than I expected. The -1 to hit on the first turn let me be very aggressive, making turn 1 charges with the boss and GGs each game. Also, the counter-charge completely changes the way that people need to play around you - you have a lot of opportunities to engage them when they retreat, try to sneak past your units, engage your units one at a time, etc. I'll try the other clans, but I was very surprised by how much I relied on the Ironsunz' benefits. - Loud 'Un performed better than expected. I was on the fence about it vs. Weird 'Un, but, when combined with Ironsunz' -1 to hit, Loud 'Un certainly made me tankier than Weird 'Un would have. Spells were never very threatening to me, but that may just be because of the armies that I faced. - Mortal wounds, on the other hand, were pretty devastating for the megaboss. In each game, mortal wounds accounted for between 40-100% of all wounds taken. This makes me want to experiment with Ignax scales. - I feel that this is likely a problem with my play, but I didn't utilize Waaagh at all. In each game, I told myself "Not this turn; I might get a better opportunity later." It's most likely that this was a play mistake on my end - I shouldn't hesitate to use Waaagh on 2-3 units if it will make a difference. But, it does make me wonder how valuable it is and whether it may be worth making the weirdnob the general in order to get the Dead Kunnin' command trait (+d3 CP vs. Right Fist of Dakkabad's +1 CP).
  19. Oh, wow - that's true. I'm just realizing that only a megaboss general can Waaagh. That's a pretty big deal
  20. @Brodylan Any reason for not making the Weirdnob the general? If he's the general, he can take the Dead Kunnin' command trait which gives you d3 CP at the start of the game (vs. Right Fist of Dakkabad, which is only 1 CP). You can do this because the Ironsunz trait specifies "An Ironsunz Megaboss general must...", meaning it's only mandatory if your general is a megaboss. This was confirmed in the FAQ, too. In this case, Ironskull's were intended to sit on back-line objectives and/or block deepstrikes. They're not strong enough to warrant using them to go after your opponent, but they can do something vs. weak enemy units that might try to sneak around you and take objectives. As for Ironfist, it's incredibly useful. You can't use Mighty Destroyers normally in a Big Waaagh list (because it's an IJ-specific ability) without Ironfist and/or Brutish Cunning, and Gordrakk can't take Brutish Cunning. Might Destroyers lets you give Godrakk a 24" threat range (flying, too) and GGs get an 18" threat range before charging, which is huge. In a lot of circumstances, your opponent is basically not safe anywhere. And, if the unit is in combat, they get to fight for free, which either: A. softens up the enemy unit for the later combat phase, or b. kill the enemy unit outright, letting your unit move and charge another unit in that turn. Also, because it's a battalion, you get an extra command point, and extra artefact, and it lets you lessen your number of unit drops during deployment. All of this is great, and (imo) more valuable than 160pts of bodies, which is probably just another three GGs.
  21. I'm 50/50 on running a Big Waaagh list for a tournament tomorrow. I agree - the added power from guaranteed 6++ on turn 1 and +1/+1 and global Waaagh (vs. IJ's 18" bubble) on turn 2 is pretty great. Really, it's a comparison between those versus Smashin n Bashin + the clans, since you get virtually all of the other IJ bonuses on turn 1 in a BW list. The only thing I'm still iffy on is whether it's a legitimate option to run any general other than Gordrakk. Brutish cunning is likely the only trait that can even compare to Gordrakk's guaranteed 6 Wpoints, so I think it's a question of whether you value one MD (in addition to the Ironfist's one, which I think is essential) over the consistency of Gordrakk. It come down to personal preference. I'm limited to the models that I have now and their weapon loadouts, so the list would be purely IJ units. Basically, it'd be: Allegiance: Big Waaagh!Mortal Realm: UlguGordrakk the Fist of Gork (540)- General- Mount Trait: Weird 'UnOrruk Warchanter (110)- Artefact: Talisman of the Watcher- Warbeat: Fixin' BeatOrruk Warchanter (110)- Artefact: Betrayer's Crown- Warbeat: Killa BeatOrruk Warchanter (110)6 x Orruk Gore-gruntas (320)- Pig-iron Choppas3 x Orruk Gore-gruntas (160)- Jagged Gore-hackas20 x Orruk Ardboys (360)- 3x Gorkamorka Banner Bearers- 1x Gorkamorka Glyph Bearers4 x Ironskull's Boyz (80)Ironfist (160)Extra Command Point (50)Total: 2000 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 127 The Ulgu artefacts will (ideally) let me save a CP on giving Gordrakk mystic shield + give the other warchanter the ability to do damage to a horde. Regardless if whether I run IJ or BW, I'll try to take some mental notes and report back here with my experiences. I'm not a competitive player at all, so it'll just be initial impressions.
  22. @VonSmall I believe Wardokks' abilities are only able to affect Bonesplitterz units, so I don't think it can do much here. If you wanted to make an easy swap, Ironskull's Boyz are exactly 80pts. If nothing else, they can sit on a backline objective and prevent deepstrikes. Also, Etheral Amulet and Ironclad don't work together (unfortunately for us). Ethereal cancels negatives and positive armor changes. Luckily. this isn't a huge deal, as you can just swap Ethereal onto the other Mawkrusha and they'll both still be super tanky. You could keep the ragged cloak, too, or you could try to increase your damage output with Destoyer/Metalrippa's Klaw. It's all situational. People also have different opinions on this, but I think it might be worth combining 2 units of GGs into a 6-man unit. This is a much juicier target for your WC, and the marginal increase in damage for that unit would be much better than it is for Mawkrushas. I.e. It doubles GGs' damage, while only increasing Mawkrusha's by 50%. With this + 3 MDs (which you have the points for), you're pretty much guaranteed a turn 1 alpha strike with three ridiculously killy units.
  23. Is this tournament legal? Can you bring a single model but willingly pay for all 5? If so, we definitely are able to kill one ardboyz with our own spells, no doubt. I drafted my list out of what models I have, but this makes more sense. Both being a Big Waaagh list + incorporating cave shamans would be an improvement. Imo, we'd likely want another warchanter for the additional Waaagh points, and you can fit some GGs + a Mawkrusha with something like this: Allegiance: Big Waaagh!Mortal Realm: HyshMegaboss on Maw-Krusha (460)Orruk Weirdnob Shaman (110)- General- Trait: Dead Kunnin' - Artefact: Shamanic SkullcapeOrruk Warchanter (110)- Artefact: Aetherquartz BroochOrruk Warchanter (110)Fungoid Cave-Shaman (90)- AlliesFungoid Cave-Shaman (90) - Allies6 x Orruk Gore-gruntas (320)10 x Savage Orruks (120)10 x Savage Orruks (120)5 x Orruk Ardboys (90)5 x Orruk Ardboys (90)5 x Orruk Ardboys (90)Ardfist (120)Extra Command Point (50)The Burning Head (30) Total: 2000 / 2000Extra Command Points: 2Allies: 180 / 400Wounds: 141 The weapon loadouts can be adjusted to taste, but I would imagine that Aetherquartz would be the artefact of choice in this circumstance. Thoughts? Edit: To give a rough idea, this gives you 2+d3 CP plus 2 more (per turn) on 4+s. An average amount of CP for this is 5 on turn 1. If you killed 1 ardboy and dumped all your CP into the Ardfist ability, factoring in Aetherquartz, you'd get about 6 opportunities to use the ability. This averages to about 3 successful unit summons on turn 1. Obviously, there's a lot of room for this number to go up or down, but it gives a rough idea of you're working with.
  24. Wow. I never thought of that at all. Unless there's something I'm not aware of, RAW sounds like it allows that. The command ability does give the condition that it triggers on the death of an ardboy unit, but other command abilities specify when they can be used, too (e.g. start of combat, end of hero phase, etc.), and those can be used multiple times, unless stated otherwise. It also was not addressed in the FAQ, which technically doesn't confirm it, but it doesn't say anything against it. That being, if this allowed, do people think this is a viable approach? You can easily build a list with 3+d3 command points on turn one, and then just throw ardboyz up the board to get your opponent to kill them. Ex: Allegiance: IronjawzMortal Realm: HyshMegaboss on Maw-Krusha (460)- Boss Gore-hacka and Choppa- Artefact: Destroyer- Mount Trait: Mean 'UnOrruk Weirdnob Shaman (110)- General- Trait: Dead Kunnin'- Artefact: Shamanic Skullcape- Lore of the Weird: Da Great Big Green Hand of GorkOrruk Warchanter (110)- Artefact: Aetherquartz Brooch- Warbeat: Get 'Em BeatOrruk Warchanter (110)- Warbeat: Killa Beat6 x Orruk Gore-gruntas (320)5 x Orruk Ardboys (90)5 x Orruk Ardboys (90)5 x Orruk Ardboys (90)5 x Orruk Ardboys (90)5 x Orruk Ardboys (90)5 x Orruk Ardboys (90)Ardfist (120)Ironfist (160)Extra Command Point (50) Two of the ardboy units have to go into the ironfist, but I think it's a worthwhile investment. You don't want to waste CP on MDs if you're trying to spam the ardfist ability, and the 6-man GG units are very effective. The megaboss is intended to be used to clear walls and any giant units that would give 10-man ardboy squads trouble. This leaves you with 4 ardboyz in the Ardfist, probably leaving 2 of them on back-line objectives if your opponent can teleport or just running them all forward. The weirdnob can also teleport a unit on a cast roll of 6, letting you pin down your backline units or forcing your opponent to kill the boyz. The list might work better as a Big Waaagh, giving the ardboyz +1 wound, +1 hit, and a 6++, but i'll take a crack at that later.
  25. Going to my first 2k tournament this weekend. I'm currently planning on bringing this list, but I'm open to ideas. The list gives me 2+d3 command points to work with on turn 1 and builds up the Mawkrusha to be especially tanky. Two consecutive turns of -1 to hit + Sunzblessed Armor will hopefully let him survive and do some damage. I'll try to take some notes and report back here with results. Allegiance: Ironjawz- Warclan: IronsunzMortal Realm: HyshMegaboss on Maw-Krusha (460)- Boss Gore-hacka and Choppa- Artefact: Sunzblessed Armour- Mount Trait: Loud 'UnOrruk Weirdnob Shaman (110)- General- Trait: Dead Kunnin'- Lore of the Weird: Da Great Big Green Hand of GorkOrruk Warchanter (110)- Artefact: Aetherquartz Brooch- Warbeat: Get 'Em BeatOrruk Warchanter (110)- Warbeat: Fixin' Beat6 x Orruk Gore-gruntas (320)- Pig-iron Choppas10 x Orruk Brutes (280)- Pair of Brute Choppas10 x Orruk Ardboys (180)10 x Orruk Ardboys (180)5 x Orruk Ardboys (90)Ironfist (160) I want to try an Ardfist Choppas list, too. I think it might be a good opportunity to bring a footboss, too, because he can take the command trait (18" +2 bravery bubble) and move up the board with the boyz + a WC. 10 bravery ardboyz are a pretty hardy line. Worst case scenario: spamming ardboyz would be a funny/fluffy list, if nothing else.
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