Vastianos
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Posts posted by Vastianos
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Any rumors as to what the summer order book could be? GW normally likes to hint with their releseases but what springs to mind with "ever-vigilant" is stormbringers. So perhaps Cities of Sigmar?
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1 hour ago, Ravinsild said:
I personally haven’t played AoS 3.0 yet only 2.0 so I have no experience with this new tome.
Also I cannot find anywhere that I can get Hand of Gork from the tome. It says they learn arcane bolt and mystic shield and the wizards section of the core rules says they know any spells on their Warscroll in addition to any endless spells but nothing about Spell Lore spells. Unless there’s rules about spell lore, but I wasn’t able to locate it.
Also I’m in the process of painting my army and this is purely a quirk of mine but I’m subassembly painting every model in my army so I’m replacing models which are grey plastic with new ones I bought. I don’t even know if I’ll paint the already built models because it’s going to be really hard to get to all the details and such with a bunch of stuff in the way but I technically own between 12 and 15 Gore-Gruntas but 9 will be painted. I’ve got 3 painted already and 6 more on the sprues. Same with my Brutes, I have 1 fresh box unopened and I was going to buy 1 more.
Last point is about the ArdBoyz: honestly I hate ArdBoyz. I hated the meta where spamming as many ArdBoyz as possible was the way to play Ironjawz. However I have 15 painted right now and I didn’t want to waste all the time and effort I put into painting them for a meta and a way of playing I hated so I’m using them to get value out of my time wasted so I don’t have to spend like $200 more dollars on Brutes and Gore-Gruntas and paint those up. Also they feel useful as a screening unit as well as hardy objective holders thanks to their ward save. Mostly it’s just to justify my time and energy spent painting them though.
The rules on faction spells are in the individual battletomes. Should be above the spell lore.
"You can choose or roll for one spell from the following table for each IRONJAWZ WIZARD in an Ironjawz army."
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2 hours ago, Abstract_duck said:
Yeah, it's bad. But, they're easy to proxy. I used spare hobgrot horns and banners for the gutrippaz. I'd reckon they are cooler: you can give them the spear, and strap the banner on their back. Now they don't uselessly stand around with just the banner
This is not a bad idea seeing as the hobgrots aren't very appealing regardless.
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I used the dominion boxes to get 1x9 boltboyz and 2x20 gutrippaz, however the new boltboyz box has a banner for the leader that the dominion boltboyz don't have and I am now worried that the gutrippaz will release special models to represent the musicians and banner in the gutrippaz units that they don't have in the dominion box. I feel more then a little cheated about this.
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I am super curious as to why I am seeing tournament lists take a Warlord to get Arcane Tome and then use it for Flaming Weapon. Is it the unbind attempt that makes people choose it over the Destroyer Artifact?
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Unfortunate... especially since it has been not available on the forgeworld site everytime I have checked and anyone selling it used wants $300-$800 USD.
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Question here. I would love to add a rogue idol for my list building options, but find the forgeworld model too goofy for my tastes. Many artists offer proxies that look much better or could easily be converted.
My question is, would a proxy of a forgeworld model be tournament legal?
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I ran a couple of games against Stormcast and Daughters. My list was:
Ironsunz
Maw-krusha, general, AoD
Maw-krusha, Fast 'Un, Destroyer
Warchanter
Wachanter
1x6 Pigs
1x10 brutes
2x 5 'ardboys
Battle regiment and hunters for the Pigs and brutes.
Both games went about the same way. Forced second with no doubles but the damage of the maw's and the Pigs meant on each of my turns I got to smashing and bashing everything I had engaged. Brutes spent most of the game not engaged due to poor movement and got whittled down as they sat on a objective. The ardboyz were great for preventing deepstrikes and as a screen/lookout sir for the warchanters.
Overall I was surprised how effective fielding a bunch of hammers went, but with smashing and bashing offense may truly be the ultimate defence.
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On 9/26/2021 at 4:25 PM, PlasticCraic said:
Hey mate glad you enjoyed it! Corey is a very analytical player as you would have got from the article, so it was a good opportunity to go down the well on the nuts and bolts of playing the army effectively - deployment, detailed turn 1 strategies and so on.
I'll be playing KB as something similar (combined arms / counterpunch) but my own current build is Double Croc. Similar idea really, they flex between buffing your shooting then flipping to that big melee Waaagh turn.
I'll be honest, IJ is the part of the book I've looked at least so far! Bonesplitterz are "my dudes" and KB were the new shiny, so that's where I've focused my own energy up till now. I'll figure something out by Friday but atm I'm thinking maybe I'll do 1 list from each Clan. So not as in-depth as Corey's Kruleboyz piece (sorry!) but I'll def be covering Ironjawz this week!
Think you will also do one for Big Waagh? I read all of your articles and play all the green boyz so very interested on your thoughts on what the Big Waagh might look like competitively.
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Are 10 'Ardboyz still better then 5 brutes points wise? Throwing both profiles into age of sigmulator and averaging 4 wounds for both units against a unit that has a 4+ armor save, except you get more wounds with a unit of Ardboyz.
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19 minutes ago, r0olz said:
I am not entirely sure it will. It doesn't have any Orruks on it, only Grots and a Troggoth. The Hobgrot Slittaz have the Hobgrot keyword but not the Grot key word, cause they aren't Grots and in the lore fight with the kruelboyz. I am starting to think this Sloggoth is specifically there as is, like the last of the Gitmob Grots, literally, riding around on a Troggoth, which is why they can only be in Big Waagh. Lore wise it makes sense. They have no leader or allegiance, and since there isn't an Orruk riding the thing bossing them around, they only join the Big Waaghs when the energy is pumping, hence "friendly" and boy do I hope this stays. It makes sense thematically.
I think this is supported by the fact in the new AoS app, when you attempt to make a kruelboyz list you can't take the marshcrawler, but in big waagh list you can.
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6 minutes ago, Malakree said:
It specifically says Orruk Warclans units so it doesn't discount things like the Megagargant allies.
Sorry, I thought like allies mercenaries were a given. Only mentioned allies to redouble the fact you cannot cross faction the orruk, even as allies.
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1 hour ago, Gothmaug said:
So you don't need to list Kruelboys, Ironjawz or Bonesplitters as allies because they are part of the same Faction. So you can include them in any of your armies, in any combination.
Let me caveat all this by saying that I'm waiting for my actual book to arrive to see how the armies and units are broken out, So I have no idea if any of this is actually true, but...
Isn't everything in the battletome part of one big army Faction ? What's stopping me from taking an ironjawz heavy list and including orruks from other subfactions? They're all Orruk Warclans units, aren't they? And I can build an army using any units from battletome, can't I?
The core rulebook just says that all the units in my army must be from the same Faction (page 338 matched play rules). Everything in the Orruk Warclans battletome is from the Warclans faction, correct? And they are all included on the same orruk warclans faction points cost table, correct? So there's no reason you cant use anythign in the Battletome in you're army, regardless of your allegiance.
I could see that by picking ironjawz, than my allegiance abilities and such would only affect Ironjawz units in my force, and not the kruelboys or bonesplitters units, who would get nothing. But I dont see any restriction in taking them along.
As opposed to picking Big Waagh, which explicitly states that different branches of the Orruk tree retain some of their allegiance abilities. So the advantage here, is that as a Big Waagh, you get to mix amd match allegiance abilities from all three allegiances.
Anyhow, once I see a battletome where I can read the rules, look at the unit keywords on warscrolls, and see how the battletome treats the definitions of sub factions and allegiances, I wont know for sure. But I will say it seems silly that an orruk force made primarily of ironjawz loses its status and abilities (and now has to use the Big Waagh ones) just because they picked up a single bonesplitterz unit that happened to be wandering by.
Looking at Keywords from some of the online reviews, most warscrolls have something similar to (DESTRUCTION, ORRUK WARCLANS, ORRUK, KRUELBOYZ), where there is a subfaction specific keyword.
But then there are others, Like the Sloggoth, that have no subfaction Keyword (DESTRUCTION, ORRUK WARCLANS, GROT, TROGGOTH, MARSHCRAWLER SLOGGOTH)
Does that mean I can take it in ANY Orruk subfaction? Does it work in my Ironjawz Army? I'd say yes you can include it, BUT since it lacks the IRONJAWZ keyword, it would not benefit from your Ironjawz specific allegiance abilities.
So, in conclusion, You can build a Kruelboys or Ironjawz or bonesplitters specific force, AND you can include ANY "ORRUK WARCLANS" units in your army, because they all have the ORRUK WARCLANS faction keyword. BUT you will only apply your specific subfaction rules to units with the correct subfaction keyword. So for instance. no smashing and bashing, unless you have the Ironjawz Keyword.
Anyhow thats my two cents
In the tome reviews on the page proceeding the three factions and big waagh there is a page titled "The Green Tide." It states when you pick units for each of the factions it must contain that factions keyword, for example if you choose the kruelboyz faction you can only select units with the kruelboyz keyword.
The exception are the big waagh and allies, of which we only have gloomspite as listed allies.
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Just now, Warbossironteef said:
I cant really read the list in that format.... Yikes
But I do think farming CP could be a strategy outside of the lowdrop armies. Because you can affect 3 unitrs it's so powerful if you can pull off 2-4 command abilities a turn.
Ya, looked a bit daunting. That is the copy from the new AoS app.
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Whoops. Made a mistake, delete the third shaman and reinforce the ardboyz putting the Army at 1990/2000
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Would love input on this list that I built trying to maximize CP to take the most advantage of our amazing multi-targeting.
With this list you have two warlords to decide to generate a free CP and the fongoids give you a 4+ chance to generate 1 CP each on your hero phase.
Allegiance: Da choppaz
Army Name: Unlimited Power
Army Faction: Orruk Warclans
Army Type: Ironjaws
Battlepack: Pitched Battles
Points Limit: 2000 pts
General: Megaboss on Maw-krusha
Units
Fungoid Cave-Shaman (Ally)
Battlefield Role: Leader
Points Cost: 95 pts
Orruk Ardboys
Battlefield Role: Battleline
Points Cost: 85 pts
Ironskull’s Boyz
Battlefield Role: Other
Points Cost: 80 pts
Core Battalions
Warlord
Megaboss on Maw-krusha (General)
Battalion Slot Filled: Commander
Battlefield Role: Behemoth, Leader
Command Traits: Mega Bossy
Artefacts of Power: Amulet of Destiny
Mount Traits: Mean ’Un
Points Cost: 480 pts
Orruk Warchanter
Battalion Slot Filled: Sub-commander
Battlefield Role: Leader
Artefacts of Power: Arcane Tome
Points Cost: 115 pts
Orruk Brutes
Battalion Slot Filled: Troops
Battlefield Role: Battleline
Reinforced: Once
Points Cost: 320 pts
Fungoid Cave-Shaman (Ally)
Battalion Slot Filled: Sub-commander
Battlefield Role: Leader
Points Cost: 95 pts
Warlord
Magnificent Bonus: Artefacts of Power
Orruk Megaboss
Battalion Slot Filled: Commander
Battlefield Role: Leader
Artefacts of Power: Destroyer
Points Cost: 140 pts
Orruk Warchanter
Battalion Slot Filled: Sub-commander
Battlefield Role: Leader
Points Cost: 115 pts
Fungoid Cave-Shaman (Ally)
Battalion Slot Filled: Sub-commander
Battlefield Role: Leader
Points Cost: 95 pts
Orruk Brutes
Battalion Slot Filled: Troops
Battlefield Role: Battleline
Reinforced: Once
Points Cost: 320 pts
Endless Spells/Invocations
Emerald Lifeswarm
Points Cost: 60 pts
Total Points: 2000 pts
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Anyone have an inkling whether or not we will see a start collecting box? Hesitant to pre-order individual models if they will be featured in a group sale as that tends to be a bit cheaper overall.
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1 hour ago, Carnith said:
I’ve seen ard boys.
Bravery 5 and their attacks went to 1” 3a 4/3/-/1I would also like to know the source, as that is a pretty big nerf.
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1 hour ago, Lanoss said:
Why can’t we teleport through trees anymore? It’s still our allegiance ability
They removed it as an allegiance ability and put it on the awakened wyldwood warscroll in our last faq update. In this one, they also removed it from the warscroll.
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Battlefield set up
in Rules Questions
Posted · Edited by Vastianos
Defender gets to set up the table. Defender can choose freely what terrain is on the table while following the rules for placement ( 6 inches from other terrain and 3 inches away from center of objectives and 3 inches away from edge of table.)
Attacker then chooses which territory is his and will deploy in.
Faction terrain, like syvaneth wyldwoods, Is then placed before deployment.
All faction terrain has their own setup rules that you can find either on the warscroll or in the armies battle traits.