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Icetea

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Posts posted by Icetea

  1. 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!!

  2. 8 hours ago, Flippy said:

    The confusion is partially justified, but the answer is in a different place. Section 14.3 of the core rules states that the ward allows you to roll a dice to negate a wound or mortal wound. This means that the correct approach to Weird 'Un is:

    This model has a ward of 4+ against mortal wounds: (i) caused by spells and (ii) [caused by] the abilities of endless spells.

    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. 

  3. 27 minutes ago, Malakree said:

    Honestly Big G is strictly worse than a standard MK. Unless you are playing him for fluff reasons swap him out.

    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?

  4. 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!

  5. 32 minutes ago, Bruteforce said:

    Makes that warchanter a much more valuable target 😅

    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 

  6. 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

    • Like 1
  7. 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?
     

  8. 11 hours ago, Ravinsild said:

    Man, I haven't even gotten to play AOS3 yet. I keep trying to schedule a game but nobody in my group responds, or they are busy. I've just been stuck list building. Fully buffed set of 5 can put some work in, but I reckon so can 10 absolutely buffed. My worry is that it's easy, in my experience in the past, to get 5 brutes into combat no problem. I worry getting 10 into combat will be harder so technically less attacks.

    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 

  9. 9 hours ago, Ravinsild said:

    I’ve heard it said that Orruks have awful bravery and therefore it is not wise to run a block of 10 Brutes. I’ve also heard as far as weaponization goes the Choppas are best for MSU (5 man squads) and the jagged gore Hackas are best for units of 10+. If bravery is so bad running 10 is a bad idea, is there any room for jagged gore Hackas? 

    I’ve got 2 boxes of unbuilt brutes and I’m not sure if I want to run 2 sets of 5 with choppas or 1 set of 10 with jagged gore hackas

    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!

    • Like 2
  10. 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. 

    • Like 1
  11. 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?

  12. 21 hours ago, t4tcliff said:

    I think Kairos is incapable of casting those as he's missing the required keywords for those spell lores. Maybe someone else can confirm

    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. 

  13. 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?? 

  14. 3 hours ago, Calypso2ts said:

    A few quick recommendations. You can decrease your drops with a Battle Regiment to throw your troops and Belakor/Fate/LOC into it. If you want to minimize drops then push all the subcommanders in you can as well, I think you can get to 3 in the first list (1 Battle, 1 Extra Commander, 1 Extra subcommander) and 2 in the second (1 Battle, 1 extra Commander). Your deployment is already really predictable so I would not worry too much about showing your hand.

    List 1 (Fate, LOC, Bel)

    I ran a list similar to the first one as Host Duplicitous with a swap out of Scribes for another caster. It is a solid list - I think you get to 9 casts quick on list 1 which is what you really want. Spell selection matters a lot, I think you want access to Tzeentch's Firestorm (Fate), Bolt of Tzeentch (Changecaster), Infusion Arcanum (Ogroid. . . I have it so Fate can steal it if I need to send him in), Treason of Tzeentch (Scribes . . . the -1 hit can be very good if you see an infantry block). When your LOC comes in, he probably gets Unchecked Mutation.

    List 2 (The Horrors!)_

    I do not like the block of 20 Horrors unless they have something to amp up their shooting a bit. That might mean a Fatemaster and the Aura of Mutability ability so they can be a credible threat. Otherwise their ~66 shots are 33 hits with AOA, 16 wounds with no Rend for 500 points. I would also put Arcane Suggestion on the Ogroid in list 2 for the -1 save ability to effectively get a rend from the Horrors. Try it out - but my take in general on Horrors is that their role is to sit on objectives and clog the board with bodies across multiple, discrete board positions.

    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: 

    Leaders
    Kairos Fateweaver (435)
    Lord of Change (420)
    Ogroid Thaumaturge (165)
    Changecaster, Herald of Tzeentch (135)

    Battleline
    10 x Pink Horrors of Tzeentch (250)
    10 x Pink Horrors of Tzeentch (250)
    10 x Kairic Acolytes (115)

    Endless Spells & Invocations
    Umbral Spellportal (70)
    Soulsnare Shackles (65)
    Daemonic Simulacrum (90)

    Total: 1995 / 2000
    Reinforced Units: 0 / 4
    Allies: 0 / 400
    Wounds: 71
    Drops: 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. 

  15. 6 hours ago, Duke of Mousillon said:

    @Icetea your first list is essentially my list from the previous page of this thread. I like it. You just switched out my Curseling for an Ogroid. I like the idea of the list otherwise I would not have proposed the same one the other day myself. I see why you wanna run an Ogroid having his spell available for Kairos seems really good. If Nurgle is your biggest threat then potentialy nice targets for the Curselings spell could be Festus or Bloab and he would be a perfect safety valve to unbind the Glottkins +1 wounds spell in case you are afraid of needing to chew through too many bodies? But I do not think he is necessary for just fighting Nurgle alone. The Ogroid should be nice at keeping your Kairos toped off from Nurgles chip damage.

    In the second list I like throwing Pinks through a bridge. Also I am not sure about a 20 man unit. Maybe that is too much overkill. Though if Nurgle is your archenemy. Maybe try to squeeze in those Soulsnare Shackles here too? It just seems great to make the people who have 4 inch move on most units not be able to run or charge. Also Glottkin should have this new ability that lets him and another unit charge out of sequence? I am not sure about the wording on both of these effects but if it stops his out of sequence charging that should be a huge pain.

    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. 

  16. 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: 

    Leaders
    Changecaster, Herald of Tzeentch (135)
    Kairos Fateweaver (435)
    Ogroid Thaumaturge (165)
    The Blue Scribes (135)
    Be'Lakor, the Dark Master (360)

    Battleline
    10 x Pink Horrors of Tzeentch (250)
    10 x Pink Horrors of Tzeentch (250)
    10 x Kairic Acolytes (115)

    Endless Spells & Invocations
    Umbral Spellportal (70)
    Soulsnare Shackles (65)

    Total: 1980 / 2000
    Reinforced Units: 0 / 4
    Allies: 0 / 400
    Wounds: 76
    Drops: 8
     

    LIST 2

    Allegiance: Tzeentch
    - Change Coven: Hosts Arcanum
    - Mortal Realm: Ghur
    - Grand Strategy: Prized Sorcery
    - Triumphs: 

    Leaders
    Kairos Fateweaver (435)
    Lord of Change (420)
    The Blue Scribes (135)
    Ogroid Thaumaturge (165)

    Battleline
    20 x Pink Horrors of Tzeentch (500)
    - Reinforced x 1
    3 x Screamers of Tzeentch (100)
    3 x Screamers of Tzeentch (100)

    Endless Spells & Invocations
    Umbral Spellportal (70)
    Soulscream Bridge (70)

    Total: 1995 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 79
    Drops: 7
     

  17. On 11/10/2021 at 7:30 PM, Planar said:

    Hello people,

    So how your boyz fare against the big angry snake lady? Generally we are in a  great position nowadays but I feel this particular matchup is a bit tricky.

    A good friend of mine is trying different Morathi + bowsnakes lists while preparing for a tournament. I had given him headaches with my IDK list but when I switched to Ironjawz every game is an uphill battle for me. I have managed to win only once in 4 games and even then the feeling was that it was due to grave mistakes and (very) bad rolls from his side rather than proactive decision making and good army operation from my side. (he also did not play Hag Nar that time intentionally handicapping himself). 

    Main problem seems to be that I cannon reliably chip the 3 wounds per round from Morathi without exchanging too many points in return. One cabbage for 3 wounds is not an acceptable tit for tat and this is usually what happens. Ignoring her also does not work (she can easily go after the cabbages with her flying 14" movement and our huge bases do not help)

    My friend can caste really well building around the two morathi's as twin towers using some cheap screens and deploying 15 bowsnakes at 6in from the screen + 10 spear snakes for counter charges. It works wonders.

    I play 2 cabbages + 3 warchanters + teleport weirdnob and a mix of gruntas and brutes (ironsunz). Last game I tossed the brutes for extra gruntas and bloodtoofs which worked much better. 

    Interested to read your thoughts and the solutions you have come up against this matchup

    Ta

     

    I’m also stuck in this. Anyone have any advice? Tried ignoring. Does. Not. Work. 

  18. 7 hours ago, Beliman said:

    Not sure if it's intended and how easy it will be to do that trick, but some people is trying to use a pseudo-attack first with Mighty Destroyers that seesm totally legal at the moment:

    1. Charge using Mighty Destroyer with Big MawCrusha (that's the hard part of the strategy).
    2. Retreat in you movement phase to be 3.1" from the enemy.
    3. Pile In in the combat phase and attack the enemy.

    Unless the enemy have an abilility to activate and Pile In 6", the Ironjawz player is going to attack first.

    I’ve always been curious how this works? 
    How can you pile in when you’re further than 3”?

  19. 1 hour ago, Kasper said:

    I mean we are playing an edition where monsters are strong, but even against a 5 wound hero those guys are pretty good. You do 2 damage by default, roll 5 dice and theres a good chance you get at least one 5+. That means 3 damage + 3 MW.

    wow, that's actually pretty nuts! I never really thought about and broke it down. 

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