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Bobberto

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Everything posted by Bobberto

  1. One angle to consider is having a Shaman as the general. At the cost of d3 mortals off the Mawkrusha charge, you can gain either Touched by the Waaagh! to help get the teleport off or Shaman of the Chilled Lands for the seasonal spells. I like Touched a lot - rally (and fixin' beat) mean it's rarely a downside, and I've killed enemies with the mortals before - but Hoarfrost is really good (especially on ardboyz and grunta mount weapons) and just the threat of Blizzard will make your opponent jumpy. Heck, a second shaman may be worth considering just to have both Hand of Gork and Hoarfrost. Throwing six pigs violent fury and -3 rend into the opponent's backline could be insane. I'll also echo Tomplex a bit - footboss is great, and with 20 ardboyz I'd probably keep one in 10 but then have two units of 5. Get a bit of flexibility to go hold points while still having a big central anchor that's a great Violent Fury target.
  2. So with the update to Coherency, reinforced MSU3 units no longer have to be in range of two of their squadmates. As size 3 unit with a relatively large base, this is a welcome change for Gore-Gruntas. Previously, as someone who only actually owns six (for now...), for me it was always a no-brainer to run two min-size units if I was running them all. Making the coherency work while getting them all into combat was a pain. Now that they can all just stand in a line, I have a question for all of you Bloodtoofs players out there (and anyone else who was reinforcing them): is taking a single unit of six actually better than two units of three? Given how big they are, it feels like they'll struggle to all get into combat anyway, and with their mobility it feels like two smaller units will be more flexible while still being able to group up if a specific place needs to be smashed hard.
  3. I've swapped my Kruelshots in BW to a single reinforced Boltboyz and a Swampcalla. Simplifies the battle tactic, adds a wizard for the Acolyte battalion, and (much as it pains me to say it) more consistent. I love the Killbow, but it's swingy at the best of times. It's a few more points, but since I was already running a Maw-krusha (and Brutes) I had a few to spare
  4. 1. Yes, Violent Fury buffs the mount as well - it targets an "Ironjawz Unit", not an orruk, and the mount is part of the unit. 2. Strength From Victory specifies "...and add 1 to the Attacks characteristic of this unit's melee weapons, excluding those of its mount." (emphasis mine). So only the rider gets the buff.
  5. I'm not sure it's changed. A 6+ ward is better than no ward. If you aren't married to a different mount trait, Armor of Gork/Fast 'Un is a good combo - the free move offsets the speed penalty, and AoG giving the +1 to hit in addition to a 6+ ward is solid. But a lot of double MK lists were doing both that and Amulet anyway. I could see an argument that double MK lists will take one with AoG/Fast 'Un and one with Destroyer, but I think most that invest that many points will want some protection for them.
  6. Yeah, with a 12" bubble of Get 'Em Beat, counting for 30(!) models on a point, and a 6+ ward (esp. with Amulet nerfed to 6), he's certainly starting to look like the scary god of destruction he was meant to be.
  7. Yup - Glowin' Tattooz is a Bonesplitterz artifact that gives +2 to ward rolls, bringing the Warpaint (which Big Waaagh still gets) to a 4.
  8. So the Megaboss multi-command got reworded in the FAQ. It now reads: So what does this mean? You use the Command once, paying the point, then essentially get two extra uses for free in the same phase (as units become viable targets). So for your example, when you use Redeploy on group A, you pay the point and get to move group A. If group B is also within 9 of the opponent's unit, you can use it on them as well at the same time. Otherwise, you don't get to move B until your opponent moves within 9 of them, but when they do you can use it immediately, from the same mawkrusha, for free. EDIT: whoops, missed the answer on the next page. My bad.
  9. I've been running gore hackas on the brutes and choppas on the pigs. I run the Brutes in stacks of ten, so fighting two deep is important with the new coherency rules. Trading one attack for everyone fighting and an extra rend is well worth it. I could maybe see the choppas on a five-stack, but even then the extra rend feels like an upgrade. For the Gore Gruntas it's a closer choice, I think. They don't get extra rend on the spears, and with their base size the extra inch doesn't help them quite as much with coherency - there's a bit more flexibility but a six-stack still has to do some interesting positioning to get everyone fighting. The main tradeoff for the extra attack is getting the charge mortals on a 2+ instead of a 3+. I think in general I'd start with choppas, but if you're digging for impact hits or think you're gonna be charging them multiple times (oh hi, Bloodtoofs) then the spears may be worth it.
  10. I could see the argument that "when a friendly unit is picked.... that unit must receive the command" could go either way. But since it doesn't say that unit exclusively must receive it, I'd argue that you can give it to three when you pick the first one.
  11. So I was putting together a list and came across an interesting question: When a Megaboss targets multiple units with a Command, what's the order of operations? Are all the targets selected first, or do they resolve one at a time? So say a footboss is just out of range of a friendly IJ unit and decides to Mighty Destroyers. Can he target himself, move 4, and then hit the other unit that is now wholly in range? Or does he have to choose each target before either moves? My gut says that you have to declare them all first, but if you don't that opens some very interesting plays (particularly around Hand and Mawkrushas)
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