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Icetea

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Everything posted by Icetea

  1. Does anyone have any link to the warscrolls?
  2. Hi team! I'm building an alpha strike Ironjawz army - does anyone know of any resources they could direct me with tips and tricks for alpha striking? For example. If someone castles up REALLY well and I can't find an opening that will result in positive trades - I assume you don't alpha strike. What I'm looking for is particular errors someone might make in deployment that I'm looking out for. my list: Maw-krusha with tome and bash em lads Goddrak 2x warchanters 3x3 pigs Purple sun (and either 1 more unit or pigs or 2x5 arboyz…. Completely undecided on this one). 2 drops. Thanks!!
  3. The way I read it is a little different. This model has 1. a ward of 4+ against mortal wounds caused by spells and 2. the abilities of endless spells. I feel that they are talking about a ward for 2 different things. Mortal wounds and abilities. it’s really interesting actually. Because I can definitely see both points of view.
  4. Yea I agree for the most part, hence why I’ve never played him. But when you have 2 Mawcrushers, I feel it’s a bit of diminishing returns. If it was only 1 of em, definitely maw-krusha anyday of the week, but 2 of em…idk…the only drawback is the 4+ save. You’ll have. Shaman to give him mystic shield, and then with AoD, he’ll be a 3+ with a 1 rend protection. With the Mawcrusher, you need to give him AoA to get him onto 2s and 3s where as Big G is inheritantly on 2s, bringing them onto the same save profile. Plus you wouldn’t warchanter buff him, giving you the option to buff 2 pigs instead In a meta where nighthaunt roam around, I think the mortals would also be quite handy from Big G and the swords would do work as well. again, these are just my thoughts. I would have always gone for double maw-krusha, but revelry my brains been ticking and I think maybe this could work?
  5. Hi team! I’m entering into 64 player tournament in a few weeks and I’m stuck on 2 lists, wanted to get your thoughts on. Any and all opinions welcome! and this will be my first tournament, so tips for that are also welcome Much love! Allegiance: Ironjawz - Warclan: Bloodtoofs - Mortal Realm: Ghur - Grand Strategy: Waaagh! - Triumphs: Leaders Megaboss on Maw-Krusha (480)* - Boss Choppa and Rip-tooth fist - Artefact: Destroyer - Mount Trait: Fast 'Un Orruk Weirdnob Shaman (90)* - Lore of the Weird: Da Great Big Green Hand of Gork Orruk Warchanter (115)* - Warbeat: Get 'Em Beat Orruk Warchanter (115)* - Warbeat: Fixin' Beat Megaboss on Maw-Krusha (480) - General - Boss Choppa and Rip-tooth fist - Command Trait: Master of Magic - Artefact: Arcane Tome (Universal Artefact) - Lore of the Weird: Da Great Big Green Hand of Gork Battleline 3 x Orruk Gore-gruntas (170)*** - Jagged Gore-hackas 3 x Orruk Gore-gruntas (170)*** - Jagged Gore-hackas 3 x Orruk Gore-gruntas (170)*** - Jagged Gore-hackas 5 x Orruk Ardboys (85)** 5 x Orruk Ardboys (85)** Core Battalions *Command Entourage - Magnificent **Expert Conquerors ***Bounty Hunters Total: 1960 / 2000 Reinforced Units: 0 / 4 Allies: 0 / 400 Wounds: 119 Drops: 10 or Allegiance: Ironjawz - Warclan: Bloodtoofs - Mortal Realm: Ghur - Grand Strategy: Waaagh! - Triumphs: Bloodthirsty Leaders Gordrakk the Fist of Gork (540) Megaboss on Maw-Krusha (480)* - Boss Choppa and Rip-tooth fist - Artefact: Destroyer - Mount Trait: Fast 'Un Orruk Weirdnob Shaman (90)* - General - Command Trait: Master of Magic - Artefact: Arcane Tome (Universal Artefact) - Lore of the Weird: Da Great Big Green Hand of Gork Orruk Warchanter (115)* - Warbeat: Fixin' Beat Orruk Warchanter (115)* - Warbeat: Get 'Em Beat Battleline 3 x Orruk Gore-gruntas (170)** - Jagged Gore-hackas 3 x Orruk Gore-gruntas (170)** - Jagged Gore-hackas 3 x Orruk Gore-gruntas (170)** - Jagged Gore-hackas 5 x Orruk Ardboys (85) Endless Spells & Invocations Quicksilver Swords (60) Core Battalions *Command Entourage - Magnificent **Bounty Hunters Additional Enhancements Artefact Total: 1990 / 2000 Reinforced Units: 0 / 4 Allies: 0 / 400 Wounds: 109 Drops: 9 The 2nd list I feel has higher output. It also has quicksilver swords for Gotrek or any other nurgle. It has heaps mortal wounds too. It also has Goddrak, which I think is ok when I already have a fast’un destroyer. The first list I feel is better for objective play. 2 ardboys and 2 spell casters for more reliability. im completely torn. Either way, all your opinions are welcome!
  6. Another question then…our shaman, if there are 10 IJ around him, can he cast 2 spells? Like hand of gork and mystic shield? Or is it only 1 spell + green puke?
  7. With the new rules, do we still take double Mawcrusher and 12 goregruntas? Or do we need to start getting fancier and include some ardboys / brutes?
  8. Question! Can Kragnos receive the iron subs command alright get ‘em?
  9. Well there’s 2 warchanters I guess. and if I know they’re gonna go for them, I know what they’re gonna do, so easier for me to plan and counter. Meanwhile I’m teleporting and casting mystic shield with my shaman. there’s not many models though, that’s for sure
  10. I saw this Da Choppas list. I fell in love with this list. Army Faction: Orruk Warclans - Army Type: Ironjawz - Army Subfaction: Da Choppas LEADER Kragnos (720) Orruk Warchanter (115) Orruk Weirdnob Shaman (90) - General - Command Traits: Master of Magic - Artefacts: Arcane Tome - Spells: Da Great Big Green Hand of Gork Orruk Warchanter (115) Megaboss on Maw-krusha (480) - Boss Choppa and Rip-toof Fist - Artefacts: Armour of Gork - Mount Traits: Fast ’Un BATTLELINE Orruk Brutes (160) Orruk Brutes (160) Orruk Brutes (160) TOTAL POINTS: (2000/2000) Created with Warhammer Age of Sigmar: The App
  11. Hi everyone! New sylvaneth player here. I’m quite confused with the rules for the woods. I was watching mini war gaming (and I know they get rules wrong…a lot) but one the guys there moved his Drycha between woods? Apparently 1 Sylvaneth unit can move between trees per turn. I thought this was removed? I can’t seem to locate this rule anywhere since the new FAQ. if this rule still exists, could someone point me in the right direction?
  12. Practice is the only way! Trial and error my friend. Theorycrafting can only take you so far. with that said, table top tactics might be a good option. I’ll try that out myself now, takes time to get used to
  13. Leave one point for inspiring presence and bravery is a mute point. Especially if running a Mawcrusher and you can issue it 3 times. Mawcrusher is on a big base, with 18 inch reach, I don’t think it’s overly difficult to keep them in range. You’ll also get more attacks with the jagged gore hackas due to the 2 inch reach and the attacks will be more efficient due to the extra rend. A unit of 10 Brutes, buffed with warchanter should wipe almost anything out, which will trigger smashing and bashing a unit of 5 would struggle to comfortably wipe. I used to play MSU brutes back in AOS2 for the shaman spell, but now in AOS3, I’ve fallen in love with Goregruntas holding the jagged gorehackas. I get a hard on for the 3+ rend when calling a Waaaagh. Also, the move / charge after combat without issuing a command point has won me atleast 3-4 games, just getting models onto an objectives. With that said, I LOVE brutes but haven’t played with em in AOS3. For an additional 20 points I get more mobility with the GGs, mortal wounds on impact (which has been huge for me against stormcast annihilators) and for some reason, tusks and hooves always perform well for me, better than the actual hackas haha. Either way, in your case, my preference is the hackas for the reach and rend. Hope I’ve given you a different perspective to think about. Again, this is only my opinion, happy to be proven wrong. All about learning!
  14. I played a game last night against the dirty nurgle. Though I lost, it was a great game. I played double MBoMK and GGs. I ran arcane tome with Bash em Lads. In theory, I thought Bash em Lads would be a good idea, but in hindsight, teleport all day every day. the ability to pivot and be a threat anywhere on the table I find to be really important. Realistically, our damage comes when we waaaagh and we only have 1 shot at it. That means, circling around the enemy and poking in the meantime until you position yourself for an attack is how I believe this army excels. With fast un and teleport, your Mawcrushers can be a threat anywhere and with 6x mighty destroyers, your out of charge range and get to Choose the engagement. with destroyer artefact, AoA and Finest hour, you really should be killing anything (their biggest threat) and activate smashing and bashing. Then you just peel the banana in the way you think best. that’s my thoughts though, the +1 to wound was nice, but mobility I think is where it’s at.
  15. Probably took about 3-4 turns to cut down the 20 pinks (with 2x flyers first and then I engaged the Glottkin). challenge was that he took the point and charged me afterwards. So I couldn’t burst down his units that engaged with the pinks. I probably could’ve taken down the Glottkin by the close of turn 4, but by then he had a significant victory point advantage and won the game. He had 5 blightkings and a hero on each of the other 2 points. So on either point, he would’ve taken 3-4 turns to down the pinks, but I had no answer to the blightkings. again, honestly it may have been his crazy ward saves and in a regular game it could’ve played out differently. my conclusion is so far that I need 2 units of pinks and not 1 unit of 20 pinks. I need changecaster…definitely. I haven’t used bridge yet effectively in a game and umbral spell portal is great really for turn 1 or to snipe a hero (so I’m leaning more towards umbral). i didn’t run Daemonic Sirmulacrum this time, but in another game it did 2 MW against deepkin (meh…) Also, 10 blues isn’t that effective to contest an objective as they die sooooo fast. They absolutely need support as they melt if anyone else is on the objective. So I’m starting to lean to the Belakor list and summon in a LOC. flamers are too expensive and die too fast. Agree with this point. it’s interesting that in the most recent tournaments (including in a recent 100+ tournament) there has been no Tzeentch representation at all. I wonder if the point hike to horrors was the nail in the coffin? Hard to get horrors and heroes in that include both kairos and LOC?
  16. My understanding is that he cannot. In fact, the only spell he can cast is he’s warscroll spell and mystic shield and arcane bolt. He also knows any spells from heroes within a radius. However, I’m really not sure as I don’t play Legion…yet.
  17. Hi everyone! question, I’m close to building a legions list, however am curious why the Bloodthirster of Insensate Rage is considered to be in the cookie cutter build? why is he better in Legion as opposed to say Tzeentch?
  18. Hey Duke! Appreciate the response. I was thinking Daemonic Simulacrum because it offers more damage output. Though the shards is a very interesting choice, ive never seen them before and made me laugh when I read it. The purpose for choosing Duplicitous over Arcanum was because it gives me an extra 135 points to play with as I don’t need to take scribes. I just played my mate now and he’s ward rolls were really strong. It took 2 turns to take out his 2x8 wound flyers. This included Kairos, LOC and Ogroid all unleashing their spells off. I only didn’t get 1 spell off in each round. Essentially he played exactly as I thought he would. He went first, jumped onto the 3 objectives and held em. On each objective, there were about 28 -35 wounds each. Having a 4+ ward in round 1 and reverting back to a 5+ ward from round 2. Plain and simply, in list 2, the damage output wasn’t there and I couldn’t get him off the points. By the time turn 3 came, he won priority and he was ahead on points and that was game. I’m starting to think maybe flamers are the way to go??
  19. Hmmm definitely appreciate the input. To me, sounds like the Belakor list would be more competitive? The idea about the 20 pinks was to tie them up on an objective and just sit on it. I do like the idea of making them a credible shooting threat. I was thinking to do the -1 to hit and wound to make em last even longer, but the neg 1 save would be better. The concept with this list was that I have 20 pinks on an objective with the ability to bridge. The army is incredibly fast. I have heaps of summoning potential, with the scribes zipping around, 6 screamers and easily 9 fate points a round with additional 10 blues. So I hold one objective, zip around with the 2x3 screamers and turtle with the rest. However, what you guys are proposing for list 2 is something like this? Allegiance: Tzeentch- Change Coven: Hosts Duplicitous- Mortal Realm: Ghur- Grand Strategy: Prized Sorcery- Triumphs: LeadersKairos Fateweaver (435)Lord of Change (420)Ogroid Thaumaturge (165)Changecaster, Herald of Tzeentch (135)Battleline10 x Pink Horrors of Tzeentch (250)10 x Pink Horrors of Tzeentch (250)10 x Kairic Acolytes (115)Endless Spells & InvocationsUmbral Spellportal (70)Soulsnare Shackles (65)Daemonic Simulacrum (90)Total: 1995 / 2000Reinforced Units: 0 / 4Allies: 0 / 400Wounds: 71Drops: 7 also, totally agree that spells are important, just didn’t want to flood this post with too much info with battalions and spells. I can bring this down to a 2 drop or a 4 drop with an additional artefact.
  20. Haha yea I read your post and that’s what prompted me to write this post. It’s uncanny how similar they are! I do think it’s an interesting list and I think it could work, especially if you get the double turn and use belakor at the bottom of turn 2. My biggest concern is damage output. Most damage is D6 and against a 5+ ward, would be tough to burst any thing meaty down. The other thing with the 2nd list is that you get auto unbinds turn 1, 3 and 5 and summon in 6 screamers, which is nice. List 1 though can get changecaster spamming spells on a +3 with rerolls, so you’ll need a natural 6 to keep going and get those fate points.
  21. Hi team, hoping to get your thoughts on these two lists. I genuinely can’t decide which one would be better and am about to play a couple games over the weekend. The main match up will be against a 1 drop Glottkin Nurgle army… Your thoughts would be appreciated!! LIST 1 Allegiance: Tzeentch- Change Coven: Guild of Summoners- Mortal Realm: Ghur- Grand Strategy: Prized Sorcery- Triumphs: LeadersChangecaster, Herald of Tzeentch (135)Kairos Fateweaver (435)Ogroid Thaumaturge (165)The Blue Scribes (135)Be'Lakor, the Dark Master (360)Battleline10 x Pink Horrors of Tzeentch (250)10 x Pink Horrors of Tzeentch (250)10 x Kairic Acolytes (115)Endless Spells & InvocationsUmbral Spellportal (70)Soulsnare Shackles (65)Total: 1980 / 2000Reinforced Units: 0 / 4Allies: 0 / 400Wounds: 76Drops: 8 LIST 2 Allegiance: Tzeentch- Change Coven: Hosts Arcanum- Mortal Realm: Ghur- Grand Strategy: Prized Sorcery- Triumphs: LeadersKairos Fateweaver (435)Lord of Change (420)The Blue Scribes (135)Ogroid Thaumaturge (165)Battleline20 x Pink Horrors of Tzeentch (500)- Reinforced x 13 x Screamers of Tzeentch (100)3 x Screamers of Tzeentch (100)Endless Spells & InvocationsUmbral Spellportal (70)Soulscream Bridge (70)Total: 1995 / 2000Reinforced Units: 1 / 4Allies: 0 / 400Wounds: 79Drops: 7
  22. I’m also stuck in this. Anyone have any advice? Tried ignoring. Does. Not. Work.
  23. I’ve always been curious how this works? How can you pile in when you’re further than 3”?
  24. wow, that's actually pretty nuts! I never really thought about and broke it down.
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