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NikitaCrab132

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Posts posted by NikitaCrab132

  1. Hello boyz! What do you think about that list? It's like Semi-alphastrike I think. 

    Allegiance: Big Waaagh!

    Leaders
    Maniak Weirdnob (120)
    - General
    - Command Trait: Fuelled by the Spirits
    - Artefact: Mork's Boney Bitz
    - Lore of the Savage Beast: Gorkamorka's War Cry
    Orruk Weirdnob Shaman (110)
    - Artefact: Shamanic Skullcape
    - Lore of the Weird: Da Great Big Green Hand of Gork
    Orruk Warchanter (110)
    - Warbeat: Get 'Em Beat
    Orruk Warchanter (110)
    - Warbeat: Fixin' Beat

    Battleline
    15 x Orruk Ardboys (270)
    - 2x Gorkamorka Banner Bearers
    - 1x Gorkamorka Glyph Bearers
    15 x Orruk Ardboys (270)
    - 2x Gorkamorka Banner Bearers
    - 1x Gorkamorka Glyph Bearers
    6 x Orruk Gore-gruntas (320)
    - Pig-iron Choppas
    3 x Orruk Gore-gruntas (160)
    - Jagged Gore-hackas
    30 x Savage Orruk Arrowboys (360)

    Battalions
    Ironfist (160)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 189
     

  2. 10 hours ago, Arkahn said:

    Emerald swarm is only good with CoS imo, just D3 is not worth the price... 

    @NikitaCrab132 if you want to run a rogue idol, brutish command trait on a megaboss is better than Ironfist because if you TP your 6 GGs in mighty destroyer, you will not be able to make a double move with your rogue idol anymore...

    And breath of Gorkamorka is by far the best spell with a rogue idol, moving 20" twice + fly is just too good ! 

    So, in this case I have to remove ironfist and take foot megaboss? 

  3. 17 minutes ago, Ravinsild said:

    IMO it looks rock solid. I've heard the Rogue Idol is very powerful, Wurrgog seems good (haven't gotten a chance to playtest), I know for a fact in my own experience 6 Gore-Gruntas fully buffed with Warchanter on the charge can pretty much delete anything in the game and blobs of Ardboyz seems to be the default...so looks good to me. You got the teleport hand, 2 big threats, some blobs. Seems to have all the basics. Looks good to me. 

    Ardboyz with shields get 2 6+ FNP and 4+ save, pretty hardy, pretty durable. They can hit hard too, especially with Warchanter buffs. 

    You got access to the Hand of Gork spell via Weirdknob so that's powerful as well. Only question is why Kunnin' Beast Spirits? Why not Breath of Gork to fly him around and position him, or the one that makes an enemy unit take D3 MW and Fight last?

    Thanks, boss! I little bit messed here. I wanted to take another general trait for Wurrgog (fullest of spirits, which gives him possibility for 3 casting and unbinding). So kunnin beast spirits for rouge idol (+1 to save) and Gorkamorka warcry which makes enemy unit take d3 mortal wounds and fight last. 

    • Like 1
  4. Hello boyz! What do you think, is it normal list for semi-competive level? What can I change? 

    Allegiance: Big Waaagh!

    Leaders
    Wurrgog Prophet (160)
    - General
    - Command Trait: Master of the Weird
    - Artefact: Mork's Boney Bitz
    - Lore of the Savage Beast: Kunnin' Beast Spirits
    Orruk Weirdnob Shaman (110)
    - Artefact: Shamanic Skullcape
    - Lore of the Weird: Da Great Big Green Hand of Gork
    Orruk Warchanter (110)
    - Warbeat: Fixin' Beat
    Orruk Warchanter (110)
    - Warbeat: Get 'Em Beat

    Battleline
    15 x Orruk Ardboys (270)
    - 1x Gorkamorka Banner Bearers
    - 1x Gorkamorka Glyph Bearers
    10 x Orruk Ardboys (180)
    - 1x Gorkamorka Banner Bearers
    6 x Orruk Gore-gruntas (320)
    - Pig-iron Choppas
    10 x Orruk Ardboys (180)
    - 1x Gorkamorka Banner Bearers

    Behemoths
    Rogue Idol (400)

    Battalions
    Ironfist (160)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 141
     

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