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glytch

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Posts posted by glytch

  1. 2 minutes ago, Kasper said:

    How often do you really need to tripple move? Its 36".. Thats like from board edge to board edge. I have only found this useful when you want to alpha and want to engage something at the back corner of the opponent's castle while pushing something else in from another direction to pin them back, otherwise it seems a bit overkill, especially if you arent given the first turn. 

    I find it really difficult to discuss the loadout on the Maw Krushas because it really depends on how you play and what the rest of your list looks like. If all you do is alpha your opponent, then loadout is gonna be signfiicantly different than if you intend to play an objective based game. 

    Fast'Un allows your MK a 3" charge in hero phase, to avoid redeploy / unleash hell. It allows do things you couldn't do whithout it.

    • Like 2
  2. 18 minutes ago, Clanger said:

    Just wanting to check this set up for my Megaboss is legal. Its not letting me choose the Touched by the Waaagh! trait in the app now but I'm sure I've seen it elsewhere.

     

    Orruk Megaboss (140)

    • General
    • Command Trait: Touched by the Waaagh!
    • Artefact: Arcane Tome
    • Lore of the Weird Spell – Da Great Big Green Hand of Gork

    Yes it is legal, Touched by the Waaagh! Command Trait condition and Da Great Big Green Hand of Gork condition is Ironjawz Wizard.

     

    Orruk Megaboss is the best Arcane Tome wielder. But you should consider Master of Magic Universal Command Trait, by the math it's better than Touched by the Waaagh! to cast Green Hand.

    • Like 1
  3. The goals in my list 1/ was to bypass the Weirdnob Shaman coz he brings nothing but the TP on the table, 2/ Two cabbages, one with Amulet, second with Destroyer/Fast'Un. That is three artefacts, so 6 heroes. I have a variation with the weirdnob, two artefacts, 4 drops and one less warchanter.

    Body counts are fine, Brutes have a 10" charge T1, 3d6 on 3+. That is three menaces (2 MK + 10 brutes) and three warchanters to buff them. I would run 5 more brutes instead of 10 ardboys but don't have models atm.

    Best options of Ironjawz are Ironsunz +  Fungoid + TP + MK Destroyer/Fast'Un + 10 brutes.

    10 brutes + violent fury + waaagh = one dead Mega-gargant

    MK Destroyer + violent fury + waaagh (AKA rend -3 flat 7) = one dead Archaon (with full reroll and +1 save only)

    MK Fast'Un + TP = 3" charge with no redeploy/unleash hell options

    I love reliability. Reliability wins games.

    • Like 1
  4. I run a fungoid, he is a no-brainer with the CP needs. He is the mystic shield caster. My list is something like that.

     

    Allegiance: Ironjawz
    - Warclan: Ironsunz
    - Mortal Realm: Ghur
    - Grand Strategy: Hold the Line
    - Triumphs: Inspired

    Leaders
    Megaboss on Maw-Krusha (480)***
    - General
    - Boss Choppa and Rip-tooth fist
    - Artefact: Amulet of Destiny (Universal Artefact)
    Orruk Warchanter (115)***
    - Artefact: Arcane Tome (Universal Artefact)
    - Warbeat: Fixin' Beat
    - Lore of the Weird: Da Great Big Green Hand of Gork
    Orruk Warchanter (115)**
    - Warbeat: Get 'Em Beat
    Orruk Warchanter (115)**
    - Warbeat: Killa Beat
    Megaboss on Maw-Krusha (480)**
    - Boss Choppa and Rip-tooth fist
    - Artefact: Destroyer
    - Mount Trait: Fast 'Un
    Fungoid Cave-Shaman (95)***
    - Allies

    Battleline
    10 x Orruk Brutes (320)*
    - Jagged Gore-hackas
    - 2x Gore Choppas
    - Reinforced x 1
    10 x Orruk Ardboys (170)*
    - 1x Gorkamorka Banner Bearers
    - 4x Gorkamorka Glyph Bearers
    - Reinforced x 1
    5 x Orruk Ardboys (85)**
    - 1x Gorkamorka Banner Bearers
    - 2x Gorkamorka Glyph Bearers

    Core Battalions
    *Hunters of the Heartlands
    **Warlord
    ***Command Entourage - Magnificent

    Additional Enhancements
    Artefact
    Artefact

    Total: 1975 / 2000
    Reinforced Units: 2 / 4
    Allies: 95 / 400
    Wounds: 118
    Drops: 9

     
    • Like 1
  5. You can only use Unleash Hell during your opponent's charge phase. Being able to charge in hero or combat phase prevents your opponent from using Unleash Hell.

    Furthermore, a MK with Fast'Un mount trait successfully charging during the hero phase (12'' move + 6'' charge) prevents your opponent using Unleash Hell or Redeploy.

  6. 17 minutes ago, Sonnenspeer said:

    By the same logic you could not use Hobgrots in a Kruleboyz list. So I also think it's a mistake.

    Hobgrot Slittaz does have the Kruleboyz keyword.

    Marshcrawla Sloggoth's +1 to hit aura is friendly units, not Kruleboyz units, i guess it means something.

    • Thanks 1
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