Jump to content

dnusha

Members
  • Posts

    83
  • Joined

  • Last visited

Everything posted by dnusha

  1. Swampcalla Shaman won't get you 2 waagh points per turn (thought you picked a warchanter for that reason) and you have to be in 3' with model from a unit you are about to buff. Also Unit can't recieve that buff if there is an enemy unit in 3' from shaman or that unit. Which means if you want to charge with that unit you probably won't be able to buff it anymore after that turn.(unit is going to be too far away or too close to enemy units). Also you would have to be very careful about enemy units that can charge first (including in other phases) (otherwise you would have to buff out of combat gutrippers every turn and waste shaman casting in hero phase). You are going all out MW you probably would want to add a Snatcha Boss (315-320 more points) (or even an additional on-foot boss to prevent rippas from running in battleshock phase with their low(5-6) bravery). But the elephant in the room is their bases. Rippas are on 0.32cm bases. which means even with 2' weapons only 10(and sometimes even less) out of 30 will be able to fight. Is it worth 560+110 points (+315 snatchaboss+110/170BraveryBoss) I don't think so. I'm not even sure why use rippas in Big Waagh if you can pick other very viable battleline options. 33mm coherency pic.
  2. Yep i should probably think again about armor, in the end one more turn for MK to be alive means 3 more commands and a ton of damage.
  3. yeah that make sense. I dunno man, there are so many tactics "kill X with a monster for additional victory point" in 3rd edition. I'd rather pick destroyer or...emm right we don't really have any other good artefact (maybe boss pole vs minus bravery armies, ). Fast Un is actually so good, you can move 12' with Mighty Destroyers AND you can move 12' with a Fast un trait after that in Hero Phase, then you can move 12' in movement phase and then you can charge. OR you can Fast Un 12' and then charge enemy unit with Mighty Destroyers and it won't be able to Redeploy or Unleash Hell (becasue it's happening in a hero phase and ther's a mawcrusha looking at you in 3') (you can do Stomp anyway at the end of the charge PHASE)
  4. But armour of gork is a trap artefact. Less movement and unit can't run in exchange for minor buffs. If it's MK (or any other hero) why would anyone want 6+ ward if you can have 5+ from amulet of destiny without any downsides. +1 to hit is not even that important if you have 3+. And If you want +hit you can cast all out attack to re reroll 1 or debuff enemy unit with warchanters killa beat on 3+. (yeah CA seems easier). In Big Waagh +hit is not a problem either (BW buff and Trogg-with-a-cart)
  5. [quote] deal mortal wounds with half of his melee attacks on 4+ (it's either wizard or not) [/quote] yeah i meant on heroes/wizrds on wound rolls, cant edit for some reason my mistake
  6. @Warmill People saying gordrakk is overcosted in comparison to what normal BoMK can do, but he's the only character that can give three commands per turn to ANY friendly unit in Big Waagh. His ability affect friendly UNITS unlike BoMK that only affects Ironjaws. Unleash hell or All out attack for 3 full units or arrowboys or new crossbow dudes per turn? You can have that now. First turn fast At the double piggies to cut your opponent from objectives? You can have that now. Opponent charges? Redeloy your entire line of shooters with Redeploy.(or just kill them with UH) Gordrakk is 560 vs MK 480. thats 80 points. pros: - 3 Commands to ANY units in Big Waagh per turn. (do IJ still have GSG as an ally? If so...) is this alone worth 80 points? Maybe. - 2 more wounds - gets an additional attack per turn for killing a model (because he has two weapons so 2 attacks per turn) - has 3 more attacks than BoMK (because BoMK with a riptooth fist has 7 attacks in default profile) - deal mortal wounds with half of his melee attacks on 4+ (it's either wizard or not) -hits on 2 instead of 3 -his MK roar has 2 more attacks(6) (BoMK has 4) -His MK has one more attack thank a usual one -Does one more mortal wound if Stomp Monster Rampage is used with stronger destructive bulk -He is a general (you still gonna have d6 waagh points per turn if your other general gonna die) cons: - 4+ save instead of 3+ on usual MK (riptooth fist in not even +1 save, it changes save from 4 to 3 which is awesome because it's not a +1 modifier) - unable to pick warlord traits (no access to 5-6 mighty destroyers per turn or charge rerolls during IJ waagh) -unable to pick artefacts which in our case means unable to take 5+ ward save (this in conjunction with 4+ save make him very vulnerable). Gordrak is tailored to be a melee powerhouse, but he needs to survive and in comparison to BoMK he lasks alot of things in that department. People gonna focus him hard, even harder than before because in 3rd edition Megabosses had become literally the pillars or Ork armies, Without multiple commands from megabosses troops gonna go down fast. My take on this is that Gordrak is good in big waagh, and for sure worth 80 points, otherwise BoMK is way better in almost everything. Also two BoMK is not a mistake imo. Permanent all out defence + mistic shield should do the work to keep them alive.
×
×
  • Create New...