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Bruteforce

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Posts posted by Bruteforce

  1. On 2/15/2022 at 9:25 PM, Clanger said:

    Some of my Ironjawz so far. Another Mawkrusha to paint up and more Gore-gruntas. 

    Mostly contrast over a zenithal undercoat so nice and quick to add things too. Needing to add some touch ups as well. 

     

    20210804_101346.jpg

     

     

     

     

     

    Love the mawkrusha colour, i've base coated mine in what I think is similar. Deathworld forest & Caliban green?

    Great inspiration thanks!

  2. 10 hours ago, Icetea said:

    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 

    Oh my bad i'm used to the app where similar units are listed right under one another. I suppose the 2nd one can be used as bait!

  3. On 2/8/2022 at 7:55 AM, Aztok said:

    I should restructure my list so you guys can see what I'm thinking, sorry for not doing so earlier:

     

    Warlord Battalion:

    Sludgeraker (General: Egomaniak)(Relic:Arcane Tome)

    Swampcalla

    Swampcalla

    6 Boltboyz (reinforced)

    Battle Regiment:

    Mirebrute Troggoth (Fast 'un)

    20 Gutrippaz (Wicked Stikkaz, Banner, Musician, reinforced)

    6 Boltboyz (Reinforced)

    Rippa's Snarlfangs

    Chaff

    Chaff

    Chaff

    No Battalion:

    Mirebrute Troggoth OR Killaboss on Great Gnashtoof

    Honestly I don't think I should bother with a battle Regiment, I'm a defensive army so I'm not particularly worried about going first or second unless it's corner deployment, and even then I get to bunker up hard. What has been your guy's experience with Battle Regiments?

    What allegiance? Big yellers?

  4. 6 hours ago, Icetea said:

    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

    Makes that warchanter a much more valuable target 😅

  5. 6 hours ago, JackStreicher said:

    @Bruteforce my opinion on skellies is quite the same.

    in this super elite edition even 30 die too quickly without achieving their role as a tarpit. The fact that they have to take battleshock tests for every model They‘ve lost does not help.

    imo they‘d either need a better, defensive profile, more protection from battleshock or a bigger minimum size (15-20) to be good.

    Zombies are much better while also being able to deal damage. The skeleton attacks are more of a gimmick that waste time instead of dealing any damage.

     

    @warhammernerd skellies look super good imo. It’s frustrating however to remove all 30 off the board after your opponent swings at them. The same goes for Grave Guard.

    Too bad GG look like skeletons in their bath robes 😐

    • Like 1
    • Haha 1
  6. 10 hours ago, Liquidsteel said:

    How are you getting 6 attacks?

    It's 4 base for him for his lance, then the standard 3 Maw and 7 Claws for his Mount.

    My bad I misread the warscroll, add 2 damage on a charge

    Thanks for pointing that out!

  7. 1 hour ago, Honk said:

    Coven throne also sounds funky.

    I'm just imagining +1 to hit/wound/save from the coven throne on Prince Vhordrai
    Making him 2+ save, +2 hit, +2 wound, -3 rend on the charge and 6 attacks 

    😅

  8. 2 hours ago, Honk said:

    Nurgle World Tour left me craving for almost two years now, so my wisdom is lacking, buuuuut:

    1. you do you, roughly 300 stones are your kidney

    2. like the first more, magic and screening wolves seem to be more well rounded.

    3. No2 just sounds amaaaziiing and trve

    I like the utility of list 1, but the sheer aggressiveness of list 2 sounds like a lot of fun

    • Haha 1
  9. I'm thinking of starting a SGBL army next and want a really aggressive elite cavalry army

    Curious what some more experienced players think of this list

    Not sure about spells/artefacts/traits yet

    The list is 1945 pts

    • Belladamma Volga, First of the Vyrkos (200)
    • Vampire Lord on Zombie Dragon (435) - Deathlance
    • Prince Vhordrai (455) - Deathlance
    • 5 x Blood Knights (195)
    • 5 x Blood Knights (195)
    • 5 x Blood Knights (195)
    • 10 x Dire Wolves (135)
    • 10 x Dire Wolves (135)

    Belladamma and her wolves will run around securing objectives and casting spells

    Everything else just charges

    Alternatively i could drop belladamma and her wolves, pickup another unit of blood knights and a coven throne for 1960 pts

    • Coven Throne (290)
    • Vampire Lord on Zombie Dragon (435) - Deathlance
    • Prince Vhordrai (455) - Deathlance
    • 5 x Blood Knights (195)
    • 5 x Blood Knights (195)
    • 5 x Blood Knights (195)
    • 5 x Blood Knights (195)

    Any thoughts appreciated, really excited to get started on this army

    • LOVE IT! 1
  10. 4 hours ago, Ghoooouls said:

    They can definitely be 'okay', but in that scenario you're relying on 30 models being wholly within 9 inches in vyrkos, with a vampire and necromancer as support, with two spells successfully cast AND a command ability on them, for them to get 60 attacks 3s 3s no rend damage 1 if none at all have died, which they will have because their ability makes you want them to be attacked first so you can try and bring some back, but in reality most of the time it doesn't work well and you may have well just attacked first.

    That's 520 points put in to get 60 attacks from other buffing units. Let's say none are dead and you have that +1 attack off from the vampire and are wholly within 9 for +1 to wound, that's an average of 13-14 damage vs a 4+ save unit, if you're somehow in the perfect situation where all 30 of your models can attack a single unit whilst also somehow being wholly within 9 of your vampire. With van hels, if somehow none at all die and they can still somehow all attack again, that's another 13-14 damage. Let's call it 28 total in complete perfect scenario - 8 damage average to a 2+ save.

    What else could you have done those abilities on? +1 attack and van hels on grave guard? On zombies? +1 save command instead on blood knights? On your lord?

    I think trying to make skellies anything other than a tarpit is pointless. And they're not even the greatest tarpit as they just seem to cost too much with their only ability being a bit of a gimmick and finicky to play around wuth unless your opponent makes silly mistakes. Our other options offer good tarpits at decent costs and have much better uses other than also being a tarpit.

    Now imagine you spent those 520 points on zombies instead of skeletons, you'd have the necro, vamp and 40 zombies with points left to spare. 40 zombies attacking in the same scenario, they do around 33 damage average to a 4+ save, with the majority being mortal wounds so actually have a similar output, at 29 damage average to a 2+ save(!!!), and any kills adding a zombie to the unit on a 2+. With 10 extra models (40 zombs vs 30 skellies), you're able to have a good tank/tarpit as well as more board presence, could take 2x units of 20 instead of one blob too, and can sit outside of combat to ensure they're screening, but can still pile in once all your important stuff has already attacked.

    In fact, someone in this thread was asking how to combat fulminators - zombies.

    Also if you're going 520 points just to get a tarpit that can deal damage, you could even just go 60 zombies. Or 40 wolves (80 wounds, 5+ save, 3s and 3s on charge without needing buffs nearby, more board presence, quicker etc.) Or even 40ish graveguard with greatweapons. (Downside being not all one unit I guess)

    It irritates me that their only gimmick is in the combat phase you have to let them get attacked and then for those that died in that specific phase, on a 4+ come back. So even if let's say 20 skeletons die in a turn, 5 to shooting, 5 to magic, 10 to combat. You roll 10 dice and 5 (on average) come back - 5 'extra' attacks at 3s 4s no rend damage 1 will do nothing, then you take battleshock at -20 still. Whereas if you just attacked first, before the 10 died in combat, you get 10 'extra' attacks compared to 5. You have 10 left on the board at -20 battleshock compared to 15 left on the board at -20 battleshock. More than likely they're all running or you save them with a command (yet another sink for resources on a chaff tarpit unit) it starts to become very expensive when your 'cheap 280ish' points of chaff actually need multiple heroes nearby casting spells, doing multiple commands per turn and keeping you within an aura just to become 'okay'.

    And let's be honest, a big blob that moves 4 inches isn't that hard to play around, the majority of armies have ranged damage that can whittle them down without even allowing you to trigger a few coming back in combat.

    Change it so their ability is for all dead models from the entire turn, or heck even from the entire GAME, and I'd take them. As it is currently, I'd only ever consider them if I had points to spare to threaten from graves - as for 20 points more (per 10 skeletons) I can get DOUBLE the amount of models in zombies. That's way better than coming back in combat phase on a 4+. With that said I'd probably just take bats over skellies if I had points to spare anyway.

    Edit - sorry for the long post...Don't mean to sound like a naysayer here - it's all dice at the end of the day and fun. I've just given skellies so many chances from success stories I've heard, and they're always massively underwhelming when i know there's far better choices in the tome (and choices that I actually really like aesthetically and thematically), so I'm just never really gonna use them again. I've had a lot of good success without them, using other units available to us as tarpits and screens.

    Thanks for this, i've been looking for a good justification of zombies vs skellies in vyrkos

    • Like 1
  11. 23 hours ago, Ravinsild said:

    Is this the place where we still talk about Ironjawz or is there a 3.0 thread or… an Orruk warclans 3.0 or….

    just trying to find some ideas for lists really I’ve got a lot of Ironjawz just don’t know what to do with them or what’s good. 

    You're in the right place!

  12. 16 hours ago, Scurvydog said:

     

     Brutes took alpha objective by charging the zombies, they could not cap due to "you messin" even though there were around 15 left vs 4 brutes at the end of the combat phase.

     

    Love to see this actually pay off 😁

    • Like 1
  13. Allegiance: Ironjawz - Warclan: Ironsunz   

    LEADERS

    Orruk Megaboss (140)

    Orruk Warchanter (115)

    Orruk Warchanter (115)

    UNITS

    5 x Orruk Brutes (160)

    5 x Orruk Brutes (160)

    3 x Orruk Gore-gruntas (150)

    3 x Orruk Gore-gruntas (150)

    TOTAL: 990/1000 WOUNDS: 79

    Megaboss & Warchanters to buff and give commands

    Ironsunz can charge at the end of enemy charge phase

    Pigs are nice and fast for taking alpha strike or objectives

    Brutes pack a punch and can hold objectives. Not a lot of rules to remember, just smash the enemy!

     

    • Like 3
  14. 31 minutes ago, Icetea said:

    With Mawcrusher being such a power house, would running double cabbage be competitive? 

    I keep hearing people say double cabbage isn’t their play style, however  is anyone out there having success with the double MBoMK?

    I think a double cabbage gore grunta blood toofs build would be pretty fun to play, just charge across the battlefield and take out as much as you can turn 1

    • Like 1
  15. 1 hour ago, Smash said:

    Do we think there is gonna be an update regarding allies? So we can splash in a few savage orruks or kruel boyz? Would love to get some ranged support with a few bolt boyz or even a wurrgog prophet.

    Yeah i was bummed when i found out about no prophet in my IJ. We can ally in GSG by the looks of the app though

  16. 4 hours ago, swarmofseals said:

    All of this is correct, it's just that you are giving up 3 solid attacks for an extra half a mortal on average. You're more likely to get a second charge of you wipe the first unit, and the extra choppa attacks are more likely to get that done. If it was a 4+ trigger with hackas giving +2 I'd be more sympathetic.

    Well if you take the gore hackas and charge a unit you get a mortal on a +2.

    But the extra 3 attacks require a hit and a wound roll. With so few mortals for IJ i think it's going to be really useful with a GG heavy list. Especially MD across the field, charge into enemy units and mortals on +1 😁

    It is IJ after all. If you aint smashin the enemy what are you doin??

  17. 42 minutes ago, Maogrim said:

    Sorry for the beginner's question, but is the Start Collecting a good way to get into Bloodtoofs or are Ardboyz just not worth it anymore or too slow or something?

    Start collecting will also give you a warchanter, and you're goin to need a few of these!

    • Thanks 1
  18. 4 hours ago, Beliman said:

    It's a bit daunting early on, but not a big deal after two or three more games. 

    There are a lot of "AoS 3.0 Resource Sheet" with  all you can do in each and every phase. You can try to customize them with your own list (attach your own warscroll CAs to the main ones, etc...).

    As a KO player, I think they are fine. We have some "within" and some "wholly within", but with Skyvessels and usually a 10 man troops, it's easy to play around.

    Imo, AOS 3.0 is an improvement, but I still think that GW is using  Monstruous Rampage and Hero Actions as a parasitic design instead of integrating them to the core game. Josh Strife talked about that design some weeks ago for anyone interested (based on videogames, but they can be extrapolated to tabletop wargames):

     

    Interesting concept, thanks for sharing

    • Like 1
  19. 8 hours ago, Malakree said:

    To be fair the thing we really need is updated warscrolls rather than rules. The weirdnob is a great example of something which is to expensive to be a basic magic include but is to cheap to actually bring magical power to the table. Green puke is shockingly bad, it's got 1 cast and the free green puke requires a double reinforced 285 point unit.

    If it was given 2 casts or had it's warscroll spell/ability improved with a bump to 150-170 it suddenly becomes more than just a 120point hand of gork tax.

    The same is true of a bunch of our warscrolls.

     

    Yeah gotta agree here, if the weirdnob was 150-170 and similar warscroll to the Wurgogg Prophet he'd be a lot more useful.

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