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Dream

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Everything posted by Dream

  1. Guys dont worry you can still move after you teleport! You just have to play a different army!
  2. I think people are under rating the knight judicators a little. The knight himself is around 168pts if you dont count for the doggos. (3x205=615 -110(cost of 6 dogs)=505/3 =168ish) The dogs are good little screening units especially when you have a bunch of them cause you can have them retreat out after activating and still have your screening unit alive. 5 units of them would be very annoying to deal with. Like driving through a parking lot with way too many speed bumps 🤣 I also bet he nuked a few castles with their ability. You can find a lot of enemy units with their toes in a 6" bubble.
  3. My mistake. Either way the book definitely has some gas. This is encouraging.
  4. @RedemptionUK was at the tournament and in his report he said they TOs ruled you could not move after translocation.
  5. Probably just wanted the extra objective holding from the min battleline units if I had to guess. Also libs getting charged on an objective can do 2d3 mortals on a 3/4+ not bad against backline skirmisher units.
  6. Allegiance: Stormcast Eternals - Stormhost: Celestial Warbringers (Stormkeep) - Grand Strategy: Hold the Line - Triumphs: Inspired Leaders Knight-Judicator with Gryph-Hounds (205)** - General - Command Trait: Master of Magic - Artefact: Arcane Tome (Universal Artefact) - Spell: Azyrite Halo Knight-Judicator with Gryph-Hounds (205)* Knight-Judicator with Gryph-Hounds (205)* Knight-Judicator with Gryph-Hounds (205)* Knight-Judicator with Gryph-Hounds (205)** - Artefact: Luckstone Celestant-Prime (325)** Battleline 5 x Liberators (115)* - Heavens-wrought Weapon and Shield 5 x Liberators (115)* - Heavens-wrought Weapon and Shield 5 x Vindictors (130)* Units 1 x Hurakan Spirit of the Wind (265)* - Allies Endless Spells & Invocations The Burning Head (20) Core Battalions *Battle Regiment **Command Entourage - Magnificent Additional Enhancements Holy Command: Call for Aid Total: 1995 / 2000 Reinforced Units: 0 / 4 Allies: 265 / 400 Wounds: 78 Drops: 4 This list seems like a really fun shooting list. The 5 KJs do 15 wounds a turn very reliably. They can all dump their mortals on a key hero to remove him and potentially splash around a lot of mortals. Plus you get 5 sets of 2 doggos to go around and zone/screen stuff off. Also they are a little tougher to remove than a big unit of judes or raptors cause they are 5 seperate units, basically msu shooting. Celestant Prime to drop in and auto charge The wind spirit to harry and harass the enemy front lines. Minimum battle lines that you can resummon one at the end of the game to ensure that you get your grand strat. Not sure why he went Celestial Warbringers tho.
  7. Are we ever getting new models for a FAQ! Sick of this radio silence from GW. Seriously just communicate what is going and give us a few updates. Literally do anything please GW.
  8. His story seems kidna weird. Like did Gordrak get fired or something? Lots of overlap there. He looks like he should be a beastman. Or maybe Beasts of Chaos should become Beasts of Destruction. His aesthetic is gonna clash with my ironjaws pretty hard. Might have to just paint him green and pretend he is gork or mork. His bravery bubble is nice though.
  9. Allegiance: Big Magic Waaagh! Orruk Warchanter (110) - Warbeat: Get 'Em Beat Orruk Warchanter (110) - Warbeat: Fixin' Beat Orruk Weirdnob Shaman (120) - Artefact: Shamanic Skullcape - Lore of the Weird: Da Great Big Green Hand of Gork Wardokk (80) - Lore of the Savage Beast: Breath of Gorkamorka Wurrgog Prophet (160) - General - Command Trait: Master of the Weird - Artefact: Mork's Boney Bitz - Lore of the Savage Beast: Gorkamorka's War Cry 10 x Orruk Ardboys (200) 10 x Orruk Ardboys (200) 6 x Orruk Gore-gruntas (320) - Pig-iron Choppas 6 x Orruk Gore-gruntas (320) - Pig-iron Choppas 20 x Shootas (120) - 3x Barbed Nets - 1x Moonclan Flag Bearers - Allies Ironfist (160) Balewind Vortex (40) Geminids of Uhl-Gysh (60) Total: 2000 / 2000 Extra Command Points: 1 Allies: 120 / 400 Wounds: 150 In the old codex before a I used to take 2 goblin spear chukkas for some ranged damage just to snipe a hero or at least make them play honest with their back line heroes. This magic list however does much more ranged damage. Helps that its all mortal wounds from the spells ofc. Wurrgog Prophet My prophet is native +2/1 to cast/unbind with his items and trait, the wardokk can give him another +1/1 to cast and unbind on a 3+ and then you can stack waagh magic for a total of +5 to cast or +4 to unbind a spell. I like using this on him cause his fists of gork spell does mortals on a 4+ when its cast on a 10. Ive had this spell absolutely wreck big horde units. He is a 2 cast wizard base and 3 on the balewind. Warcry is very nice at 24" range, making one of my opponents units fight last basically gives me smashing and bashing when I charge both units of pigs in. Fight with the first one against the non warcry'd unit, then fight with the other unit before my opponent gets to retaliate. 6 pigs with chanter buff basically kills/cripples anything except the toughest of units. Usually when there is somthing super tough like that I end up pouring spells into it anyways. Weirdnob Shaman The shaman is basically a teleport bot in this list+1 to cast or +3 with waagh magic makes it pretty reliable. I usually teleing a unit of ardboys that have been siting on my back line late game onto some objective far away or throwing the unit of pigs with the Ironfist boss across the board to cause havoc. Army doesn't rely on the teleport going off but it really scares people and they often use their unbind on that. Also if he has 10 guys next to him he can still cast green puke after all his casts are done. This catches people as I use the puke on my own guys for the extra d6 movement. Really nice for getting the pigs in position as there is no way you can actually kill one of them. Shootas Army is high drops(7) so I use the shootas as a big screen against the alpha. If they give me first turn I can run/spend a cp to move them 13" with their +2 to run, so they wont bog the army down. A few times Ive f'd up my first mighty destroyers/deployment(thought i was gonna go 2nd and the gobos would be removed) move by sticking the pigs in the center behind the gobo line. Don't do that lol. I like going 2nd with this army tho as I can control when or if I will get doubled. Also I use the geminids so going 2nd is nice for that. They can zone out your whole backfield as well against teleport shenanigans or KO. 20 cheap bodies go a long way in the game right now imo. Geminids of Uhl-Gysh Oh and geminids are very good. Hella range. Can do 2d3 to multiple units. Even more range on the balewind(pretty sure this works on endless spells???). Not hard to cast with this army as well. Bonus Some other nice things, the wardokk can heal the prophet. My one warchanter can heal the shaman. This helps mitigate some chip damage that can occur. Never played against OBR catapults so it might be a moot point lol. Warchanter with get em beat tends to go on adventures to set up a teleport +3d6 charge at some point in the game. Having to use that ability in the charge phase is very restrictive imo. Wardokk mostly casts mystic shield or arcane bolt. Late game I like breath to give my dokk or prophet double movement and fly to cap an unmanned objective. This has won me a games before, especially in star strike. I like where you are going with the wrath of gork spell tho as that is way better against big heroes/monsters. Ive always tended to run bigger units to take advantage of the warchanter buff, which hurts wrath of gorks damage output. Your list also as a little better waagh point generation. I get 6 base a turn(to your 7) + the d6 and I get another 3 with ere we go(you can get 4). If i roll and 3 or more I'm at 12 on turn one which is nice for the 6+ shrug. With the pigs doing most of my fighting early I dont have to rely on the +1 to hit/wound as much as they will probably be charging and getting that anyways. Still iterating on the list. Tournament isn't until late June so Ive got some time to adjust stuff. Let me know what ya think! -Dream
  10. Ive been playing very similar lists and having a lot of fun/success with it. Havent played teclis or nagash or kroak with it so not sure how it fairs against the other spell dominant lists. Im going to be taking it to a tournament in June. We'll see how that goes. Also you can only Might Destroyers Ironjawz units. so thats a no go on the prophet.
  11. Heard rumors that AoS 3 will get rid of all battalions in matched play. So even that is gone. Which sucks cause I just bought and finished painting it this week. Probably never going to get to take it to a tournament at all if AoS 3 drops early june.
  12. Where did you get this bag. I've googled around and cant find a bag that is similar. I already have the ikea kvissle box coming and I'll want something to haul it around in. Could you be so kind as to provide a link?
  13. Post images when you get all the big custom monsters finished! Those look very awesome, nice use of all the different kits. Looked like you had plague drone, tyranids and a troll all in one model. Very cool!!!
  14. Dream

    Mawkrusha

  15. Dream

    Warboss!

    I really want orks to sinister, not silly. Yea sure, they laugh a bit, after they crush your face all "the mountain vs the viper" style and lick your blood and brains from their fingers. That is how I've always thought of them so I wanted to paint these guys with a semi muted pallet (think dusty ww2 soldiers or just historical models) and with realistic colors, none of that flashy ******. Also I wanted their skin to be very dark green. Ive always latched onto the concept from the 3rd edition 40k ork codex that the bigger orks get the darker green they are supposed to get. So my orks aren't pale like grots/snotlings. The studio army for ironjaws makes me cringe hard, its like the exact opposite of what I've always imagined orks to be.
  16. Dream

    Warboss

  17. Dream

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