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Icetea

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Posts posted by Icetea

  1. 5 hours ago, Warbossironteef said:

    Playing with the new rules on Thursday against Tzeentch. Here's the list I'm running. I think it's a pretty good starting list. First time using bigger blocks of Brutes. 3 drop, sneak in a free All out Attack because army is so CP heavy. Enough Goregruntas to do an alpha if opponent doesn't respect it but still bringing 2 blocks of -2 Rend Brutes to clean house on a Waaagh and All out Attack turn.  

    Not sure how I want to run my Mawkrusha yet but I'm trying out a tanky one (+3 and amulet) with extra mortals on Stomp. 

    Biggest question for you all is what Command Ability should I take? I kind of like the once per battle Waagh one to get rerolls for all your Brutes trying to charge, but I'm unsure. This army is CP heavy so I think giving your Mawkrusha free rerolls of charges is good and can act as a pseudo, free CP.

     

    Allegiance: Ironjawz
    - Warclan: Bloodtoofs
    - Grand Strategy: HOLD THE LINE (surviving battleline) 

    LEADERS
    Megaboss on Maw-Krusha (480) – BATTLE REGIMENT 
    - General
    - Command Trait: Battle-lust
    - Boss Choppa and Rip-tooth fist
    - Artefact: Amulet of Destiny
    - Mount Trait: Mean 'Un

    Orruk Warchanter (115) – BATTLE REGIMENT
    - Warbeat: Get 'Em Beat

    Orruk Warchanter (115) – BATTLE REGIMENT
    - Warbeat: Killa Beat

    UNITS
    6 x Orruk Gore-gruntas (300) – BATTLE REGIMENT
    3 x Orruk Gore-gruntas (150) – BATTLE REGIMENT
    3 x Orruk Gore-gruntas (150) – BATTLE REGIMENT

    10 x Orruk Brutes (320) – IRONJAWS FIST
    - Jagged Gore-hackas, 1x Boss Choppa

    10 x Orruk Brutes (320)   – IRONJAWS FIST
    - Jagged Gore-hackas, 1x Boss Choppa

    TOTAL: 1950/2000 WOUNDS: 147
     

    I quite like this list you’re running. Will be interesting to see how you go. 
    I was thinking running double cabbage, but still need to buy the 2nd one. This would be what I would be running now if I could. 
     

    let us know how you go and any your thoughts on the list post game!

    • Like 1
  2. Hi everyone,

    Keen to get your thoughts on this list!

    I made this list as all in hearing is about the shooting and magic meta. I think Orruks have some powerful spells, so wanted to build an MSU style list that packs a punch in Mele, but also has some reliable spells that can do some really good damage.

    note with spells: 

    Wrath of gork- rolling 14 dice, on a 2+ your doing a mortal wound 

    Hand of gork - teleport 10 ardboys with +3 to charge  

    big wargog mask - potentially doing 3xD3 damage

    fist of gork - do some decent damage to hordes (or replace the mask with the +1 to spell and hope to roll a 7 if using the Big Waaaagh +2)

     

    With that said, the idea is that:

    - Turtle turn 1

    - the Big Waaagh has the ability to get you +2 cast. (Shaman to have +1 to cast). 

    - Umbral Spellportal allows you to do heavy dmg turn 1 with Wrath of Gork

    - Shaman has Hand of Gork and Wrath of Gork 

    - Mighty Destroyer a Prophet in 1st turn to get into LOS and run him back out of LOS during movement phase (Cast his wargog mask trinket + fists of Gork in hero phase)

    - Access to teleport and heaps of command points for re-roll charge + battleshock. 

     

    I'd be excited to hear your thoughts on this one and way you could improve on this magic heavy meta. 

    Allegiance: Big Waaagh!

    Leaders
    Orruk Weirdnob Shaman with Hand of Gork (120)
    Orruk Weirdnob Shaman
    - General
    - Command Trait: Bursting with Power
    - Artefact: Shamanic Skullcape
    - Lore of the Weird: Wrath of Gork
    Wurrgog Prophet (160)
    - Artefact: Big Wurrgog Mask
    - Lore of the Savage Beast: Gorkamorka's War Cry
    Orruk Warchanter (110)
    Orruk Warchanter (110)
    Orruk Warchanter (110)

    Battleline
    3 x Orruk Gore-gruntas (160)
    - Pig-iron Choppas
    3 x Orruk Gore-gruntas (160)
    - Pig-iron Choppas
    10 x Orruk Ardboys (200)
    10 x Orruk Ardboys (200)
    5 x Orruk Brutes (130)
    - Pair of Brute Choppas
    5 x Orruk Brutes (130)
    - Pair of Brute Choppas
    5 x Orruk Brutes (130)
    - Pair of Brute Choppas

    Battalions
    Ironfist (160)

    Endless Spells / Terrain / CPs
    Umbral Spellportal (70)
    Extra Command Point (50)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 146
     

  3. Question for you all because I’m unsure. 
    reading the below battalion, if my shaman is my general and has bursting with power, can I cast wrath of gork twice and teleport all in the same round?
    Or even teleport twice and then cast wrath of gork? All this and 3 green pukes? (Having the appropriate models around him)  

    sounds amazing if this is the case, but i think it’s too good to be true  

    if the WEIRDNOB SHAMAN from this battalion is wholly within 18" of 2 or more units from the same battalion that each have 10 or more models, it can use its Brutal Power ability to attempt to cast Green Puke twice, in addition to any other spells it can cast, instead of only once.

     

  4. You guys are are both absolutely amazing!!! Thank you so much for sharing 🥳

    I was looking for honest warhammer content but could never find it. 
    also BulldogHammer, I saw their video once, but I clicked their link and saw they uploaded a lot more videos! Thanks for sharing. 

  5. Hi team! Question!

    I’ve seen a couple of competitive lists with Archaeon and Kairos and a couple of horrors. 
     

    im not sure how to play this list against horde heavy armies? Like nurgle spamming 2 groups of 30 plague bearers or 2 groups of 30 savage orruks with 3 up save. 
     

    I see this army as being very thin with low damage output. 
    At the same time, it looks like a lotta fun as I love Kairos and Archaeon!

    any help would be amazing. 
     

  6. Hi Team, I need thoughts on this list. 

    I don't usually like tailoring lists for specific armies, however this one is tailored for those resilient armies, such as Nurgle and Fyreslayers. 

    I'm also stumped whether to replace the 3rd Warchanter with a Weirdnob Shaman (with Hand of Gork and Green Puke for extra movement). 

    • With Balewind Vortex, I'm allowed an additional spell, on the Prophet, which would be Breath of Gorkamorka. 
    • I'd get 16 Waaagh points if I group everyone together, roll for another one with the MB on foot and hopefully get a charge or 2 in to bring my Waaaagh to 20 on the first turn. 
    • The idea around this list to to tie up heavy hitters with the 30 savage boys, buffed to a 3+ save and a 6+ aftersave. 
      • They would also be Hitting on 2+ and Wounding on 3+.
    • The Ardfist means that I can hold points with the other 3 units of Ardboys. 
    • Balewind vortex + Beast Mask for some free Mortal wounds
    • If I had shaman, I could then look to teleport MB for wherever additional support is needed, armed with Destroyer and use him as a portable Nuke. 

    Please give me thoughts, would love to hear them! 

    @PlasticCraic <-- would also love to hear your view on this one :)

     

    Allegiance: Big Waaagh!

    Leaders
    Orruk Megaboss (140)
    - Artefact: Destroyer
    Orruk Warchanter (110)
    - Warbeat: Get 'Em Beat
    Orruk Warchanter (110)
    - Warbeat: Fixin' Beat
    Orruk Warchanter (110)
    - Warbeat: Get 'Em Beat
    Wurrgog Prophet (160)
    - General
    - Command Trait: Fuelled by the Spirits
    - Artefact: Mork's Boney Bitz
    - Lore of the Savage Beast: Kunnin' Beast Spirits
    Wardokk (80)
    - Lore of the Savage Beast: Brutal Beast Spirits

    Battleline
    30 x Savage Orruks (300)
    - Stikkas
    15 x Orruk Ardboys (300)
    15 x Orruk Ardboys (300)
    10 x Orruk Ardboys (200)

    Battalions
    Ardfist (120)

    Endless Spells / Terrain / CPs
    Balewind Vortex (40)

    Total: 1970 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 177
     

     

  7. Hi team,

    question! I just saw a battle report and wanted to confirm if what I saw is correct. 
     

    Mighty Destroyers 

    If I use mighty destroyers to make a normal move in the hero phase, can I also make a run move in the same hero phase? 

    example: Ardboys move 4 inches and then I roll a 6, moving 10 in the hero phase. Then I can move another 4 inches in the movement phase and then charge afterwards?

    I didn’t think you could do this, but saw it done and thought “hrmmmmm”


    Warchanters Violet Fury

    if I use this buff on goregruntas, do the pigs also get the +1 dmg from the buff, or only their melee weapons get +1. 
    I read in the battle tome that only melee weapons get the +1 buff but in the same video, saw the pigs getting the same +1 dmg buff. 
     

    not sure if I’ve been missing something!!


    As usual, thanks in advance!

     

  8. Yea it’s interesting. 
    My mates that I play with use Nurgle, who soak up damage like no ones business and Idoneth Deepkin, who just have OP warscrolls. My other mate just announced that he’ll be using Fyreslayers...so 😔
    The only time I’ve had success against Nurgle was when I did a combination of Bonesplitters and Ironjawz in my Big Waaagh and play the objective game. 

    Idoneth Deepkin is also a new intro to the group and I played them only once and it was a crazy one sided game. I didn’t ask enough questions, charged in and low and behold, 2 up saves everywhere I look! Then I have 5 up save with their rend and GG goregruntas. 
     

    I think you hit the nail on the head and this is where I need some of your wisdom. When playing against a resilient army, where they can soak up damage, I seem to struggle big time. Ironjawz is an elite army, so I don’t have  that many wounds on the table. I don’t do enough damage to them and they can just whittle me down.  
     

    I play big waaagh as I feel the +1 to hit and wound is HUGE and the 6+ after save keeps me in the fight for longer. 
    I LOVE Ironjawz, but I think I’m not playing them right... I assume to get into the fight ASAP with as many bodies, but against Fyreslayers, Nurgle and Idoneth - I’m at a loss for the strategy. 

  9. Lol Pebbles!  Not gonna lie, I had a massive smile on my face when I read what he did! 
    who would’ve thought rocks could move so fast! 🤷‍♂️

    I love the list that you ran with. I think it’s very clever and really fun. I’m keen to give it a go!
     

    I’m stuck in Victoria too, it’s horrible being in lockdown again. Hopefully the tournament will still move forward. Looking forward to reading up on your blog again. The Ironjawz list your running is super similar to the ones I run with with my mates, however I never seem to do enough damage. 
    I’m residing to the fact that gore gruntas need to stick with my army and not go charging alone. I don’t find they do enough damage on the charge and are then exposed....but again, probably me just not using them correctly. 
     

    Thanks for the awesome reply. I’ll be searching the googles for news on how you go!

    • Like 1
  10. Hey mate, this is a great response. I think your completely right. I hadn’t considered the rend! 
    I guess high armour saves would be leaning more towards the maw crusher. Dudes with ethereal, I would possibly go more gore gruntas with mega boss. 
     

    really appreciate your response!

    • Like 1
  11. Hi everyone!

    ive got a question. 
     

    ive got 2 options I’m thinking of running and to me, I think option1  is the clear winner. 
     

    option 1 

    Mega boss and 6 gore gruntas

    option 2

    maw crusher 

     

    I don’t know why I would ever chose a maw crusher over option 1. I love the model, but I would be giving up 22+ wounds and more fire power. The mega boss has similar abilities too. 
     

    I love the Maw crusher, would love to hear your thoughts on this because at the moment, I’m struggling to include him in my line up. 
     

    im using the Big Waaagh allegiance. 
    I’ll be running this make up 

    mega boss (general)

    warchanter x2

    Wardok 

    Wargog Prophet

    30x savage orruks 

    15x ardboyz

    6x gore gruntas

    3x gore gruntas

    5x arboyz

    5x ardboyz

    Ardfist battalion (2000 points)

     

    Thanks a million!
     

    • Like 1
  12. Hi everyone!

    In the Ironjawz army, I heard that the Ironjawz Waaaagh ability can stack multiple times if you have enough command points.


    It mentions that you can use the ability once per battle, so how does it stack? I feel like I’m not interpreting something correctly?

     

    in a recent example I heard on a YouTube video, in a tournament, this Ironjawz player made it to +12 attacks! But I’m not sure how. 
     

    Any help or advice would be much appreciated. 
     

    Thanks team!

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