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epokh

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About epokh

  • Birthday 06/01/1988

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  1. Oh yeah, for sure. I played the one game on Saturday with a Broaknado and then went home and grabbed my Ironjawz for the next game.
  2. Yup, this my sentiment as well. Fun as hell to hurricane everything off of the table but not so much fun to be on the receiving end.
  3. I played the above list against a Clan Skryre list and it was kind of silly how much damage Kroak can put out now with some setup. Astrolith plants flag Kroak uses command ability to generate insights Starseer attempts to generate insights Slann adjusted the constellation for +1 to cast Kroak summons a Balewind Vortex Starpriest summons Spell Portal Starseer summons Cogs, Slann touches Cogs Kroak launches Celestial Deliverance x 3 with a ton of bonus range (+8" from flag, +6" from vortex, +6" casting result 10+) through the portal (ridiculous in the realm of Shadows) + a Comet's Call Slann generates 12 Conjuration Points (+1 for Slann General, +1d3 for Astrolith) or casts spells as needed In my first hero phase Kroak alone took out: 2x units of Acolytes 2x Warp Lightning Cannon (and a third cannon left at 1 wound) Arch-Warlock Warlock 10x Clan rats from a 40 block 3x Mortar Teams I also dropped 20 Skinks from the Engine of the Gods and called up 10 more Skinks using Conjuration Points at the end of the movement phase. We called the game after that. The reliability of magic with the buffs we can stack is great. With Astrolith, constellation, and Arcane terrain you get +3 to cast which makes getting the bonus range from 10+ pretty easy to get. Having insights coming from Kroak's command ability (which can then refund CP on 5+ from the Aetherquartz Brooch on the Slann and then do it again and again) and the Starseer is great. The insights really make casting reliable as well as making it easier to get the range or wounds needed from Celestial Deliverance or number of targets from Comet's Call. Engine of the Gods near a Slann is rolling 4d6 with potential insights for rerolls as well as Curse of Fates to modify a die. Not guaranteed to get what you want, but pretty damn reliable. From turn 2 onwards Kroak is casting 5 spells and the Slann is conjuring 4 as long as he keeps touching the cogs. If you need more offensive spells, let Kroak touch the cogs and he's on 6 spells from a Vortex through a Portal. Geminids and Palisade are in the list for debuffing and board control - Palisade is also just great for hiding your magical frog fortress. The only army I see really being an issue is Fyreslayers maybe because they're quick and can have a very strong save vs. mortal wounds. However, if the characters die they lose their buffs and Celestial Deliverance + Comet's Call are great for removing every hero at once. They kill the first Skink wall, you make another and keep blasting. Also, Spellmirror and Lens of Refraction would be fairly strong as well but again just aim to snipe the characters carrying the problematic items (use those insights!).
  4. Ah, there it is. Can be General, but no Trait or Item in Ironjawz.
  5. This isn't stated anywhere in the new GHB or Core Rules. A separate issue I'm seeing is: People have mentioned using the Fungoid command ability for the run and charge, but it can only be used if the Fungoid is your General. You can't ally in a Fungoid to Ironjawz and then make him your General according to the Core Rules (p17, first paragraph under ALLIES). He's still a fantastic 80pt wizard (-2 to be hit with look out sir, 6+ FNP), just don't get too excited over the neat command ability.
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