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TALegion

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Everything posted by TALegion

  1. Quick question about the Brutish Cunning command trait and Ironfist battalion. Are these usable in a Big Waaagh army, or do you need to be an Ironjawz army to use Might Destroyers?
  2. Goregruntas are 160pts now and do not get mount traits. Mawcrushas are the only IJ units that can get mount traits.
  3. I'd really love to have Greenskinz in a Big Waaagh army just so they have a legitimate place to stay. Idk if it's completely OP, but a Big Waaagh army with: -Gordrakk -3 warchanters - 3 GG units in a Gorefist with Gore-Hackas - A greenskin boss - and 2 CP (used on Gordrakk's buff and 2 Waaaghs) is a likely turn-1 charge with 16 attacks at 2+/2+/-1/2 and 18 attacks at +2/+3/-/2 per unit (assuming they all get in). This averages 22 damage at rend -1 and 20 damage at rend -0 per unit. This could be super devastating turn 1, and turn 2 gets better for Big Waaagh armies because you'll be guaranteed to have 20 points for the permanent +1 to hit and +1 wound buffs. This is only like 1200 points total and can be buffed with either more GGs, more CP for more Waaaghs, weirdnobs, etc.
  4. Strength from Victory got better and there are several useful artefacts now that can make a footboss threatening in a low-point game (Destroyer or Metalrippa's Klaw, mostly). The other notable use that I can think of would be to take the Ironsunz/Bloodtoof artefacts so that your Mawcrusha can have a more relevant/powerful one. But 150 is a pretty high tax for one artefact.
  5. Very true - I forgot that the megaboss's command ability was at the start of combat (As well as the warchanter's prayer). So, yes, the deepstrike option is best as part of the usual whole-army assault with the megaboss + the waaagh. I don't think the difference is as substantial as many think. Assuming a full unit of 3 make it in to fight, Pig-Irons do 5.8 in all fights while Gore-Hacka's do 6.9 on the charge and 4.5 if they didn't charge, all at rend -1. So, over 2 turns of a combat (assuming the combat stays the same), they are pretty much even. They scale equally with +1 damage from warchanters, so they are even there. I think gore-hackas may have a small tactical advantage in a real game, as you'd probably prefer to front-load damage on the charge if possible and the 2 inch range helps with bulky GG bases. But, that being said, I think the two are actually more equal than people have stated. They are at least close enough that no one should feel screwed-over that they modeled all of theirs with pig-irons up to now.
  6. It's either Goregruntas or a mob of ardboyz for the Hang of Gork, imo. Ardboyz also get the +2 charge from the drummer, making a 9 inch charge reasonably easy (6+ on 2d6 is a 72% chance, and over 90% if you reroll) - no Might Destroyers required. Buff up a unit of 15 well-placed boyz with +1 hit and +1 damage, and you're deepstriking an average of 33.4 damage at rend-1. Even if you only get 10 of them in, it's still 22.2 damage at rend-1, which is probably strong enough to also force painful morale tests on mobs of weaker units. These numbers aren't including a Waaagh, either, which would boost that damage by 50% if it fails (1-11) or double it if it succeeds (12+). It might be harder to Waaagh deepstriking units, though, since they now need to be wholly within 18in of the users (unless you use the command trait that makes it 24).
  7. I have a hard time imagining that this will remain in place. There are so many +1 hit buffs that a 1CP attack multiplier just seems like it'd scale way too easily. There's a pretty good reason that the IJ's Waaagh is once per game and the Big Waaagh's Waaagh is very costly. It'd be great if they stayed, but they'd be as much of an auto-include as Warchanters - completely outclassing other options.
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