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Dahawi

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Everything posted by Dahawi

  1. I'm using the same in a path to glory campaign too and I have rarely used it successfully. Still think I'd rather have it but would be interesting to hear other people experience.
  2. Talk to me about Dragons, people. I just had a 1300pt game against my mates 6 dragons, 2 characters, one with arcane time, and 2 units of 2 with spears. I made several important mistakes, and lost 11-30vp. I managed to kill the 2 units of 2, but but it's only a small comfort. Has anyone done well against them?
  3. How are people getting the 4++? Is it a bonsplitterz artifact?
  4. That's true, he could o to target the brutes. But, if you swap a prophet for a warchanter you'll gain D6+3 Waaagh points a turn instead of D6+1. Granted, once you reach 24/30pts the prophet will be more useful, but getting those important bonuses in turn 1 or 2 will get you off on a stronger foot.
  5. Personally, I don't think big Waaagh should be without a warchanter. You're relying on getting waaghpoints as fast a possible and ideally want teach 20 in turn 2. Having a guaranteed 2pts every turn really speeds up this process.
  6. Fantastic job, can't wait to see it painted!
  7. So I have now played 2 games with big Waaagh at 2000pts with the following list: Army Name: Garotta's horde Army Notes: Path to glory Army Faction: Orruk Warclans Army Type: Big Waaagh! Battlepack: Pitched Battles Points Limit: 2000 pts General: Orruk Megaboss Grand Strategy: Waaagh! Triumph: Indomitable Units Beast-skewer Killbow Battlefield Role: Artillery Points Cost: 130 pts Core Battalions Warlord Magnificent Bonus: Artefacts of Power Swampcalla Shaman and Pot-grot Battalion Slot Filled: Sub-commander Battlefield Role: Leader Spells: Choking Mist Points Cost: 105 pts Hobgrot Slittaz Battalion Slot Filled: Troops Battlefield Role: Other Points Cost: 80 pts Killaboss with Stab-Grot Battalion Slot Filled: Sub-commander Battlefield Role: Leader Artefacts of Power: Arcane Tome Spells: Flaming Weapon Points Cost: 110 pts Killaboss on Great Gnashtoof Battalion Slot Filled: Commander Battlefield Role: Leader Artefacts of Power: Beastkilla Slop Mount Traits: Weird ’Un Points Cost: 170 pts Warlord Magnificent Bonus: Artefacts of Power Orruk Warchanter Battalion Slot Filled: Sub-commander Battlefield Role: Leader Points Cost: 115 pts Hobgrot Slittaz Battalion Slot Filled: Troops Battlefield Role: Other Points Cost: 80 pts Orruk Megaboss (General) Battalion Slot Filled: Commander Battlefield Role: Leader Command Traits: Battle-lust Artefacts of Power: Amulet of Destiny Points Cost: 140 pts Orruk Weirdnob Shaman Battalion Slot Filled: Sub-commander Battlefield Role: Leader Spells: Da Great Big Green Hand of Gork Points Cost: 90 pts Hunters of the Heartlands Man-skewer Boltboyz Battalion Slot Filled: Troops Battlefield Role: Other Points Cost: 120 pts Orruk Gore-gruntas Battalion Slot Filled: Troops Battlefield Role: Other Points Cost: 150 pts Gutrippaz Battalion Slot Filled: Troops Battlefield Role: Battleline Points Cost: 180 pts Hunters of the Heartlands Orruk Ardboys Battalion Slot Filled: Troops Battlefield Role: Battleline Reinforced: Twice Points Cost: 255 pts Orruk Gore-gruntas Battalion Slot Filled: Troops Battlefield Role: Other Points Cost: 150 pts Orruk Ardboys Battalion Slot Filled: Troops Battlefield Role: Battleline Points Cost: 85 pts Total Points: 1960 pts Game 1 Vs Hedonites of Slaanesh. Game 2 Vs shooty stormcast (stormhold) Rather than go into a blow by blow report I thought I'd offer thoughts on what worked and what didn't: Both games my opponent elected to go first. Slaanesh was dreadfully unlikely to fail a 5" charge with a reroll and turn 1 with his chariot, whereas stormcast held back so I started my turn fairly unmolested. In both game I managed to roll a 5 for Waaagh points in both turns 1 and 2, and I used "ere we go" as my heroic actions in both mine and my opponents turn 1 and 2. I was successful 3 times out of 4. While I was lucky with my general's roll on each game I was consistently at 20pts turn 2 by the time I had charged. Gore gruntas are much better as multiple small units, more charges = more waagh points. Also means your less likely to destroy the opponent's unit, which is actually good as you gain 1 WP for each unit within 3 of an enemy in either combat phase! Using this and the heroic action in your opponents turn really speeds up generation of points. The bow and bolt boys pair really well with Ard boys and gor gruntas, allowing you to threaten at range and up close. Gutripperz only got into combat once across both games, not enough experience yet to offer thoughts on their use. Ardboys rocked against slaanesh but bounced off stormcast. However, rallying near the warchanter = epic! I actually found I didn't need waagh points after turn 2. Spending your points for Waaagh doesn't feel worth giving up all the buffs. That said, got stuck on 27pts turn 3 against stormcast, after general and chanter died, and was hoping to complete the 30 wp battle tactic. Found I had command points to spare v slaanesh, but was a bit too liberal against SC and ran out. I think we're not too hungry for CP, but I had to use a lot of AOD against SC. Every game I lost 1 grunta from each unit, and each time rolled a 6 for BS and lost another. Gaining +1 to hit, wound and charge by 20pts frees you up in army building, less need for marshcrawler or using AOA command Dead shouty letting you issue might destroyer or all out attack and defense to multiple units rocks! The vulcha killboss would also be great for this. How is it possible to so consistently roll 4 and 5 on 2 dice to cast a spell but 8 or more on heroic recovery!? Overall, really enjoyed it! For non narrative this is a great way of getting the best of all worlds. Even in PTG, I think I'm going to stick with it! Now if only I could make a 1k list...
  8. Do you think the BS wizard is definitely required at 1000pts? will 1pt make that big a deal? I agree that a warchanter is too good to pass up, between his Waagh point generation, his ability to improve ardboy rally and the versatility of his beats makes him a must have.
  9. Hi everyone, I couldn't see a thread for the big Waaagh allegiance so thought I'd start one! Anyone got any advice on where to start with a 1000pt list? Me and my mates are starting a path to glory campaign and I can't settle on a list at this size!
  10. I must admit doing vanilla KB or IJ is appealing, but I love the theme of Big Waaagh and have both IJ and KB models so I'm definitely set on sticking with it. I just really would like to have elements of all 3, but Bonesplittas just seem to have terrible to hit and to wound, almost no rend and arent any faster or more survivable really. I guess they're cheaper, but not sure they really justify their points. The Prophet is an awesome model, and adds 1 WP a turn, so I dare say it may end up in my horde, but that looks to be it. A real shame, I thought being a Monster focused edition they would have an awesome role to play in being the hunters of my WAAAAGH.
  11. Hi peeps, First time poster, but have been lurking on these forums every since the 3rd edition announcement. You've all had really useful insight that have helped me get my head around the Orruk Warclans, so much so that I have decided to take the plunge and start a Path to Glory army with them. I really fancy doing a big waaaagh, I love the ascetic of all 3 factions and hope to build a mixed force with elements from each. However, the warscrolls for the savage orruks just seem really bad to me. I'm not sure why I would ever take any of them bar a caster for the extra Waaaagh point each turn. Can you guys help me out and show me what I'm missing? Or are they just bad? Thanks!
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