Jump to content

dnusha

Members
  • Posts

    83
  • Joined

  • Last visited

Posts posted by dnusha

  1. 53 minutes ago, Scurvydog said:

    Redeploy on 3 units.

    All out defense

    It is a bit annoying with the 2 new books that such important abilities are so poorly implemented, the stormcast all hinges on translocation being FAQd or not (move after teleport) and Ironjawz really needs this cleared up, which commands can and can not be used in relation to the "trigger events" as that could limit the Megaboss to mostly just mighty destroyer 3 units, inspiring presence and not much else.

    Redeploy wording is pretty clear, they were talking about ambushing units on objectives. You park 3 units near objective, enemy unit approaches in 9' - all of them are eligible for Redeploy closer to that unit for consequent Ironsunz charge in the end of opponents charge phase. Result: You got the objective, killed a unit and triggered SnB for 2 cp in your opponents turn. 

    As for AoD atm according to current rules it only works on multiple units if attacking  unit splits its attacks. I'm all for AoD AoA to work on multiple units. In fact i think that the whole idea of mass commands has its roots in Gordrakks 2.0 Voice of Gork and should work that way. You are right we have to wait for FAQ.

    VoiceOfGork2ed.png

    • Like 1
  2. 6 hours ago, Vastianos said:

    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.

    Bro FW Rogue Idol is made or resin if you know what i mean.

      

    6 hours ago, Andrew G said:

    Wanted to share this here. Probably the only IJ review out right now where you can immediately tell he plays at high level (besides our boy @PlasticCraic) Personal bias may be coming through here, as I mostly agree with what he has to say. 

    https://www.youtube.com/watch?v=Kfail55zLB4

    Maybe I'll relent on the double krusher aversion and try it once... Like most people who pick this army; I picked my pet unit 4 years ago (Goregruntas) and always tend to skew toward that style. One thing I completely agree with it is that winning with IJ is way more player than list. You can pretty much bring whatever flavor you want and reasonably expect 4 wins.

    I watched it yesterday and it  was very informative and on point and kinda better than previous one? (I liked video with Nathan too)

  3. I'm starting to think about getting a Fungoid Cave Shaman (HQ 95 points) or two . He gives 1 CP on a roll of 4+ at the start of your hero phase. His spell is very close range (D6 range) and inflicts d3 MW  to all enemy units, and once per combat he can cast 2 times any spells he knows. Ah.. too bad we can't pick our allies Spell lore (some GSG spells are nuts) so he's stuck with mystic shield most of the time. He is also pretty tough 4W 6+ 4+ Ward also his model is awesome. 

     

     

  4. On 9/25/2021 at 4:37 PM, OrcaLullaby said:

    in the equation then is 245 for the savage orruks + wardokk vs the 170 points for 2 units of 5 ardboyz.

    that right but only 6/10 arboys will fight in comparison to 10 savage orcs thanks to 5+ coherency (unless we are doing something like that which is not often possible)

    Spoiler

    32mm.jpg.202933f54a89fe46b28a7f973740dece.jpg

     

    [quote] And it will be good as is kinda fluffy and cool. We love the endless hordes of naked orruks choppin gitz with stone axes and stickin big'uns with bony spears.[/quote]

    Yep but in order to actually make BS an AOS army GW would have to rework it to a modern standart.

    p83fpHo.png

     

  5. On 9/30/2021 at 5:20 PM, Zappgrot said:

    In a big waagh i would take  boarboys or boarboy maniaks a a screen. 5 bases side ways  take up a decend part of the board. And whit 5 wounds and a 6+ ward they don't go down to random shooting so they Can really block stuff  form moveing. 

    Boarboyz are having three wounds though. (on the other hand they are 5+ now which is nice)

    honestly i only belive in Savage Orcs with a wardock and in blobs , with 4+ 6 ward they can actually more or less survive and do their thing (gonna pick a wardocks anyway for wurgogs + cast). 

    Wurgog mask is hilariously awesome. Especially with  bonesplitters artefacts (two warlord battalions for picking two artefacts and another lore enhancement is a way to go if you go Wurgogs) Not to mention wurgog still can nuke units from 24'.

    New green tusk spell is 18' and only 5+ to cast and it gives 2 rend for BS mount weapons, these are the boars that will go forward for waaagh points.

    Gorkamorka Warcry nerfed to 12' - still a very strong spell that forces a unit to fight last

    Since BS magic is pretty strong you can pick endless spells. (they can now move in both players hero phases)

     Big Stabbas - nerfed but cheap and still has 3' range. (can attack from behind of 2 lines of 33mm models) Two for only 80 points is great! (3' 3a +3 +3 -2 2) x2     (2+ 2+ in BW)

    Savage Boss - 65 points, super cheap hero unit (that can charge and give you waaagh points and force your units to fight first)

    -------

    Gordrakk while expensive and vulnerable can issue commands to 3 UNITS simultaneously (works on bonesplitters) and is a monster in melee combat. He is also a general.

    Weirdnobs Hand of Gork now can move friendly units (not only Ironjaws)

    I found out that picking either Gutrippaz or boltboyz means also spending additional 315+ points on Snatchaboss and maybe even more for Swampcalla 105 and/or Belcha Banner dude 95 (for 5+ magic protection) Which is pretty expensive.

    Instead why not only pick a few swampcallas for their strong magic to make your own hero phase even stronger .(BW +1 to casting is 12 points into waaagh)

     

     

  6. 13 minutes ago, swarmofseals said:

    @dnusha you could wait for foot until you roll a 3 on TbtW.

    yeah that is how I imagined it, i should have been clearer(edited it), i initially thought to pick a cheaper spell but changed my mind just to make this whole thing even more absurd, 

  7. Hey guys i was thinking: Weirdnob General picks Touched by the waagh (d3 mw before casting to unit in 6', add caused MW number to casting roll) trait, and Arcane Tome (another spell to cast in hero phase because wizard) also picks Chromatic Cogs endless spells (another spell cast). 15 ardboyz for a Green Puke and Look out sir. Maybe Warchanter for 4+ ardboys Rally.

    Hero phase with an enemy unit in your face:

    Cast 1:

    d3 MW before casting Cogs with TbtW, cast Cogs(6), d3 MW before casting GP with TbtW, cast Green Puke(6) for d3 MW

    Cast 2: 

    d3 MW before casting AB with TbtW, cast Arcane Bolt(5) (1 or d3 MW), d3 MW before casting GP with TbtW, cast Green Puke(6) for d3 MW

    Cast 3: 

    d3 MW before casting MS with TbtW, cast Mystic Shield(5) (or FOOT OF GORK if 3+ in any of the casts), d3 MW before casting GP with TbtW, cast Green Puke(6) for d3 MW

    d3+d3+d3+d3+(1 or d3) +d3+d3 +d3 +d3+d3 + foot of gork. 

    That's average 20 MW + foot of gork. 

    long puke (3 of them) can hit multiple units(additional d3), shortest green puke is 3'

    Weidnob is very vulnerable, look out sir and mystic shield won't help that much. Chances are we can roll double 1 or fail to roll 5-6. On the other hand mawcrusha still can pick amulet of destiny. It's ashort range damage but that's a lot of Mortal wounds. Is dis THE HOLY GRAIL OF MORTAL WOUNDS BOYZ?

     

     

     

    • Like 1
  8. 6 minutes ago, Boar said:

    megabosses and command abilities discussion

     

     

    22 minutes ago, ccconner777 said:

     Obviously needs an faq.

     

    I'm just thinking what GW designers wanted to get from changing Megabosses. I think the whole idea was "wouldn't it be cool if megabosses would issue 3 commands instead of one!! Everyone would know they are the bosses, that would emphasize they are in charge and if you kill them - army is going to work way worse, than it used to be  , Lore friendly as well!!! COOL" And thats it. And here we are trying to figure out how it works. Plz GW team let us use any triple command!

    • Like 2
  9. 4 hours ago, Boar said:

    But it does not appear to contradict core rule. It does not allow you to issue any command regardless of triggers. Just allows you to target more units when issuing command. And there is this bit that people seems to forget about:

    obraz.png.1426047e4b05c106193afa5b39b93e55.png

    Good point. I might be one of these people. By that logic we will only be able to use:

    Mighty Destroyers  hero phase, apply to three friendly units one by one. Looks pretty straightforward.

    Alright Get Em (ironsunz) (at the end of the enemy charge phase, if within 12' and more than in 3' from enemy units), No restrictions i guess, just have to be within 12' from any enemy units to charge them with 3 units.

    Rally   hero phase (just pick 3 friendly units instead of one), 

    Redeploy ( in the enemy movement phase enemy unit finished it's movement/retreat/run within 9' from our unit, if that enemy unit is also in 9' from 2 other friendly units we can issue a command on these 3 our units if there are no such units...only one our unit will recieve a command), 

    Unleash Hell (same but with the charge, if our units do have a ranged weapon and enemy unit charged in 9'. three mawcrushas can do a triple roar into that enemy unit i guess (lol) (should also be farther than 3' from Other enemy units) . (gordrak can issue an UH command to 3 screwBOltguy units in BigW - this is going to hurt)), 

    Inspiring Presence (at the start of the battleshock phase) no restrictions, just immunity from battleshock for 3 units

    At The Double is questionable. (after you declare that a friendly unit will run) Can we declare that these three units gonna run?  Is this a modification without restriction? (Once you have moved the models in that unit, you can pick another friendly unit and declare that it will make a normal move, run or retreat, and so on, until as many units as you wish have either made a normal move, run or retreated.) 

    Forward to Victory same as At The Double (after you make a charge roll for a friendly unit.) (You do not have to pick a target for a charge attempt before making the charge roll.) So can we declare three rolls for charges at once? Same question. (pick a friendly unit that is within 12" of an enemy unit to attempt a charge. You can then pick another friendly unit within 12" of an enemy unit to attempt a charge, and so on,)

    All-out Attack (You can use this command ability when you pick a friendly unit to shoot in your shooting phase orfight in the combat phase) For me it's pretty simple, when you pick one unit to recieve a command you just pick 2 more units that are eligable to fight in this phase (12.1 A unit is eligible to fight if it is within 3" of an enemy unit and it has not fought in that phase, or if it made a charge move in the same turn and it has not fought in that phase.) These units are going to fight in this phase anyway. In shooting phase you just pick units to shoot. (they will shoot in this phase anyway, wording from MBMK "you can pick three instead of one")

    All-out Defence Ok this is the trickiest one. (when a friendly unit is picked as the target of an attack in the
    shooting or combat phase
    ) when multiple friendly units can be picked as a targets for attack or shooting at the same time? I guess that is when ONE unit splits their attacks? (13.2)  I guess in that case we can use All-out Defence on multiple units. In that case restrictions are in place.  (oh well, my dream of 24/7 +1 MK is ruined)

    I guess we should wait for a FAQ just in case.

  10. 46 minutes ago, Andrew G said:

    Vince from Warhammer weekly has the opposite take, that it "just doesn't make sense" that you can ignore the eligibility condition for the additional units chosen to receive the command point. So, that means no all attack/defense, every unit that receives a redeploy needs to be within 9' of the enemy that finished their move, etc. 

    I'm not looking for some type of proof(I've seen both sides rule lawyer this and really doesn't get anywhere), but just how you're playing it in the interim until the FAQ. 

    I'm all for GW giving us FAQ for this issue but i for one gonna go with this.

    core rule vs ability effect.jpg

  11. 1 hour ago, P.T.Bahnum said:

    marshcrawla sloggoth (which the aura i assume helped alot with your games) is not a kruleboyz unit.

    bro is was an obvious mistake from them in the battletome, thought they fixed it in wh+ (?). You can pick Sloggoth in Kruleboyz allegiance on warcom warscroll builder .

    sloggoth.jpg

    • Thanks 1
  12. Thanks for a good post.

    - did you take into account that 1 in 5 brutes can take 2' 3a 4+ 3+ -2 2d Gore-Choppa and brute boss can pic 1' 4a 3+ 3+ -1 2d Smasha + Claw?

    - +1 to hit ability for brutes, how much dmg they gonna do?

    - Tusks and Hooves on Gore Gruntas, 4 attacks per model, how much dmg they gonna do?

     

    Mawcrusha probably outdamage sludgedraker after + attacks buff on the boss kicks in. (sludgedraker is great though). Maybe GW really want us to go Da Choppas if we are going mass brutes/ardboyz, IJ clans are basically free buffs now,

  13. 5 minutes ago, Kasper said:

    Yep, 11.2 states that Unleash Hell is used "in the charge phase". 1.6.1 states that if the command ability doesnt specificy start or end of phase, then it is used "during" the phase. Since Ironsunz is used at the end of the phase, the opponent cant use Unleash Hell.  

     

    image.png.56c4b5e7002d0df4cfc08b31556297bf.png

    Yeah i thought that much. I was just confused learning about UH into ironsunz ability (but not because it happens at the end of the phase but because i just forgot it's also a charge phase xD) and started to think "and what if UH can get you in hero phase as well. :ph34r:" A rookie mistake.

  14. 1 hour ago, Kasper said:

    The last part of 1.6.1 explains why you cant use Unleash Hell on a unit that is charging with the Ironsunz command ability. Screenshot_20210922-112332_Drive.jpg

    Right, so basically Unleash Hell not specifies when it happens(means you can't use it in the end of the phase), while ironsunz ability specifies(in the end of the phase) and that means it can't be countered by unleash hell?

     

    "Abilities can only be used in the phase specified in their rules."  UH only wording is "that phase" does it  mean any phase when enemy unit ended it's charge within 9' from that unit or "that phase" is actually a chrage phase. 

     

    Spoiler

    Also maybe if Unleash Hell rules aren't specify it's phase maybe it shouldn't even work!!Here we go.We defeated UH boyz. Checkmate Luminets! 

     

  15. 4 hours ago, Kasper said:

    Fun fact: The GHB booklet is wrong, it says Unleash Hell can only be used in the enemy's charge phase - This is false. The Core Rules simply state that it can be used "in the charge phase", so charging something with Ironsunz mean they can Unleash Hell on you!

    I'm not sure about this. In Core Rules Command abilities are sorted by Phases. (in case of Unleash Hell with a note "You can use the following command abilities in the charge phase") On the other hand while Unleash Hell is under Charge Phase part in core rules it's description states that it can be used "after an enemy unit finishes a charge move."  In addition it's said that "The unit that receives the command can shoot in that phase".

    Other CA usually have some indication of a phase when you can use them:

    Rally - at the start of the hero phase.

    At the Double - after you declare that a friendly unit will run. (you can only run in movement phase, right?)

    Redeploy - in the enemy movement phase after an enemy unit finishes a normal move, run or retreat.

    Forward to Victory - after you make a charge roll for a friendly unit.

    Unleash Hell - after an enemy unit finishes a charge move. 

    All-out-Attack - when you pick a friendly unit to shoot in your shooting phase or fight in the combat phase (actually this command is under 'ATTACKING' part of the rules)

    All-out-Defence - when a friendly unit is picked as the target of an attack in the shooting or combat phase. (also under ATTACKING)

    Inspiring Presence - at the start of the battleshock phase.

     

    From what it looks like i don't see why Unleash Hell won't be working in other phases (at least from the wording of it) Ah at least they can't Redeploy if someone charges with MD. Ironsuns ability wording is "at the end of enemy charge phase". So he charges first with all of his units and then we can charge.  Thanks for battle report!

     

    UPD. I actually think this is maybe going to be FAQed? Rules for Phases and Command abilities : "A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units)." Isn't it too much unleash hell shooting in different phases for one turn? (even for 2-3 cp) 

     

     

    pepeork.jpeg

  16. I think Destroyer is good when you are FOR SURE have to activate Smashing and Bashing on that one unit of 10 brutes (on waagh turn) with 3A -3 -1(2) near that one expensive/important/multi wounds enemy unit while simultaneously also killing something important behind the enemy lines with MK.

    - md charge brutes into position (yeah)

    -md/fly MBMK far away to his target

    -waagh- MBMK Destroyer -SnB- Brutes smash something near them into small pieces.

     

     

    All out MW charge build is kinda random. Warlord Trait + Mount Trait + Bulk = d3  + d6 + 3(w/o degradation). AVG 8-9 wounds (not bad!), 12 at best, zero at worse(it's hard to not roll +2 though.) from your first charge. And 6-7 from subsequent stomps.(w/o charge) Only one monster can do a Stomp per turn.  Actually it doesn't look that bad. (warlord trait - we are probably gonna cast all out defence on MKs anyway, waagh charge rerolls - that may hurt but ok) (mount traits - no fast un or other un - bad) .  Kinda maybe it's gonna work with turn 1 gore gruntas charge for additional MWs, or maybe charge 1 target with two MKs one by one (well that sounds like a waste but). The only reliable way to free MK from combat is to kill everyone around it with other units. BUT IMAGINE HOW HILLARIOUS WOULD IT BE TO ONE SHOT NEW SC 8 WOUNDS BIG DADDY THAT FULLY HEALS HIMSELF EVERY TURN ON YOUR FIRST CHARGE.

     

  17. On 9/20/2021 at 2:53 AM, DeadpoolNakago said:

    As for coherency, I get that. I gotta be no more than 2 deep, and with 30 thats 15 across, 2 deep. 

    yeah, you are right. i probably had a nighttime mental block while writing about coherency.  :ph34r:

    • Like 1
  18. 3 hours ago, acr0ssth3p0nd said:

     Black Orcs/current 'Ardboyz discussion

    I'm with you on this anon. I loved Black Orks, love the current model, banner, drummer, old lore, new warband etc but i don't really think GW gonna go this way. Current ardboyz fit into this 'gork smash' aesthetics of ironjaws and their armored fist. Unit that once was strong in FB now serves as a battleline - this kinda emphasizes how strong and brutal ironjaws and their new megabosses are. I actually would love to see more armor(and other details) on Brutes and other units as well and it seems like GW maybe going that way (chainmail stuff and other small details on new wh+ boss, more details on WH underworlds band of brutes). I don't think we gonna see new IJ units anytime soon (years). GW would rather make something entirely new because customers want novelty and excitement. We maybe gonna get some limited model or a warband or new ardboyz at best (15 years to plastic black orks in 2022). And truth to be told, i don't really mind, army kinda works like intended, it goes forward and smashes things.

    Black_orc_fb.jpg

    • Like 2
×
×
  • Create New...