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Albioin

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Posts posted by Albioin

  1. Could use some help with a 2k list. I know I want to combine some of the best bits of each army, specifically:

    Savage orruk blob

    Arrowboys blob

    BS wizards to buff the above

    MK / Gord

    Gruntas unit of 6

    Warchanter to buff the above 

    While you can just about fit them in 2k, it's a stretch and you lose out on the (in my opinion) mandatory Ironfist battalion. So... 

    Is a 30 blob of savages needed, or would 20 do? With 20 I could get a Kunnin Rukk up easily, but it seems small for a 2k anvil unit (especially as I might only have one). 

    How valid is a Wurrgog with so many models on my side? I feel like a general Wardokk might be more useful with its defensive buffs if I'm trying to save points, and the Maniak casts more reliably. 

    Is a MK worth it if I'm using 6 Gruntas? This is what I'm expecting is a no, if not for how good Gord is in a BW army and how cool the centrepiece is. 

    I'm going to try a few variations but interested in your opinions. Ultimately  I think it'll be a  "choose 2 of 3: MK / Gruntas / Arrows". 

  2. 1 hour ago, EccentricCircle said:

    I'm building a Gloomspite army, built around the Night Goblin type stuff, and am having great fun painting angry little goblins!

    My question is: do the spore fanatics hide in regular Shooter or Stabba units, like the regular fanatics do? It seems like they should, since they are a variant of the same thing, but unless I'm missing something I couldn't see that bit of the rules on their warscroll?

    Nah they don't, mainly due to their use being the opposite (screening units with big spore clouds). Mechanically and lore-wise it wouldn't make sense. 

    Fanatics hiding in units is a super fun mechanic though. 

  3. 6 hours ago, broche said:

    This is the kind of list i want to try. Combine melee power of Ironjawz with shooting/mortal of bonesplitterz:

     

      Reveal hidden contents

    Allegiance: Big Waaagh!
    Mortal Realm: Aqshy
    Megaboss on Maw-Krusha (460)
    - General
    - Boss Gore-hacka and Choppa
    - Trait: Ironclad
    - Artefact: Ignax's Scales
    - Mount Trait: Big 'Un
    Orruk Warchanter (110)
    - Warbeat: Fixin' Beat
    Wurrgog Prophet (160)
    - Lore of the Savage Beast: Brutal Beast Spirits
    Maniak Weirdnob (120)
    - Artefact: Big Wurrgog Mask
    - Lore of the Savage Beast: Breath of Gorkamorka
    6 x Orruk Gore-gruntas (320)
    - Pig-iron Choppas
    3 x Orruk Gore-gruntas (160)
    - Pig-iron Choppas
    5 x Orruk Brutes (140)
    - Pair of Brute Choppas
    30 x Savage Orruk Arrowboys (360)
    Ironfist (160)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 154
     

    Super resistant Mawkrusha. You can shoot screen with arrowboys / wurgog, then finish them with destructive bulk and charge again. Ironfist allow you to use free move on MK early and attack in hero phase later on.

    I think iron fist only always mighty destroyers to be used on units in the battalion, so won't work on the MK. 

  4. 10 hours ago, DestructionFranz said:

    Thanks for the suggestion. I apreciate it.

     I was thinking about a defensive deployment, let the first turn to the opponent, try to screen my wizards and my arrowboyz (even using the Brutal Rukk) and shot my enemies from the distance. 

    You're relying on the opponent slamming into your face, and objectives staying central. Due to the size of your arrow units, you'll struggle to screen them both for more than one round of combat, especially if you've been flanked by infantry.

    BS spells aren't amazing direct damage dealers (bar the Wurrgog horde clearer), and are mainly buffs. So if your opponent keeps distance and plinks off wounds from your front line your only choice will be to break ranks. Remember the double shooting of the Rukk is in your hero phase, so is quite easy to outrange for the opponent (even before you consider not all of your models will be in range). 

    There's strength to the list in presence, wounds, and attacks, but you could find yourself quickly overrun.

    As an example, a buffed Gore Grunta unit that hits one of your Savage blobs could likely take most of it out if all your buffs don't go off (7-8 D2 attacks a model, followed by battleshock). If they fall, your arrows will be close behind (or they wouldn't be able to shoot due to range, as you have so many ranks) and could quickly be piled in to. This can happen with many infantry or deep striking combos. 

  5. 9 hours ago, svnvaldez said:

    If you were playing a very large game an had allies? Ironfist is... 90+90+90+110+160=540

    maybe there is a size that allows that. Maybe open plan has no ally restrictions?

    you can’t use it in 2k thou.

    Minimum size Ironfist fits in 2.5k matched play allies points limit (90 + 90 + 140 + battalion) < 500. Being able to mix and match the units within is the main reason why. 

    • Like 1
  6. 25 minutes ago, Zorki said:

    😆👍

    What do you think now ? Including flank options.

    Screenshot_20191020-171941_Word.jpg

    Yeah looks good, there's probably less point having big Orruk units if you can't Warchanter buff them, so I like it! 

    Remember to keep your larger mournfang packs in the battalion and the smaller one separate, and good luck! 

    Taking this to any tournaments soon then? 

  7. 1 hour ago, HostilSpike said:

    You can't take Warchanters in Beastclaw

    My bad, this is not the first time I've forgot after looking at the Beast Hammer. Spending the last 2 weeks with my nose in the Warclans tome hasn't helped either. 

    I'm unsure where to go with your list then, bar that you need extra points for that last battle line. One of your bigger units probably needs to drop down to let you (you could split a mournfang pack and make no other changes, and have the 2 units of 2 as far flanking options). 

  8. 29 minutes ago, Zorki said:

    Ok ! :c 

    So if i listen to you and going for mega pack :

    Impossible to take Warchanter (or we have to delete the chronomantic cogs)

     

    What did tou think ?

    Screenshot_20191020-150203_Word.jpg

    You're back under minimum battle line here. You need 40 points spare at least to become legal. 

    Only thing I'd say here is how you split competitive / fluffy. A better list would probably involve cutting the size of one of your mournfang packs to make sure you have a 6 unit of Gruntas and a Warchanter (even if it lost the endless spell). At that point though, you may as well be playing Ironjawz to get your battalion bonus as a CP / unit rather than a once per game / army. 

    If you want to keep it Ogre focused, you'll have to cut the Gruntas to 3 max. Either use those points to add a minimum size unit of sabres and a Warchanter to buff your remaining 2 units of 3 Gruntas, or add in a new unit of 2 mournfang. The former of these is probably the best balance that you're looking for, and you can use your sabres to hold backfield objectives. A Warchanter also essentially doubles the effectiveness of one of your Grunta units too, as well as being able to capture objectives in hero-focused games. 

  9. 12 hours ago, DestructionFranz said:

    I'm a Destruction player (I play Mixed Destruction, Ironjawz and Beastclaw Raiders) that is incredibly surprised about how fun the new Bonesplitterz seem to be. 

    I'm thinking about a pure Bonesplitterz army. 

    What do you think guys about my hypothetical list on the pictures? 

     

    Screenshot_2019-10-20-00-15-30-05.png

    Screenshot_2019-10-20-00-15-35-20.png

    Lacks speed, which may hamper you're ability to adjust to objectives. You have some big backline blobs mind. 

    I'd considering dropping the kunnin' Rukk (big bosses aren't fantastic anyway so 2 are a bit eh imho) and upgrading one unit of arrow boyz to 30 and drop the other, then use your free points on boarboy maniaks. Maniaks are a great place to put your buffs on if the orruk blobs somehow go down, and can move miles with Breath. 

    You've got the hammer (and I guess anvil) sorted in one, just need to have a way of getting around the board. If you use your kunnin' ability to move your Arrowboys you lose the big advantage of having them in that battalion. 

  10. Just to start, I thought Gruntas were 160 now? Assuming they're 140:

    I like it. As good as Cave Shamen are, I'm not sure about 2 when instead you could drop the extra command point and double the size of a Gore Grunta unit (especially with all their recent buffs). 

    The only other thing to consider would be if you could get a Warchanter in there as it'd double how strong the Orruks would hit, but I'm not sure where you'd find the space (and you'd only want one with a 6 strong Grunta unit). 

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