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Lanoss

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25 Lord Celestant

About Lanoss

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  1. Lanoss

    AoS 2 - Sylvaneth Discussion

    Like the list! Any particular reason for the Palisade? Would you intent on summoning more dryads throughout the battle? Would ScytheHunters be your GO-TO summon with Alarielle? I personally would swap the 40 dryads for 10 dryads, 5 Spite Revs and 3 Scythe Hunters. I’d summon a Dryads throughout the game after turn 1. And I’d throw some Hunters (2x3 preferably) in their face to cause some havoc
  2. Lanoss

    AoS 2 - Sylvaneth Discussion

    Exactly @Freejack02 so I don’t think it’s too useful. Especially with access to Ghyrstrike
  3. Lanoss

    AoS 2 - Sylvaneth Discussion

    @lifelonghalo I think those boards are fine for syls to play on - just will only be able to drop a single wood base in each open area. Not the worst. Just have to be more tactical. @AaronWIlson I personally haven’t tried the glaive but if I’m going for bonuses to hit, Id rather Grhyratrike (+1 to hit & wound). I know every man and his dog goes this route, but it’s just SO much better than hitting and wounding on 3s, especially when at max attacks from Wyldwoods!
  4. Lanoss

    AoS 2 - Ironjawz Discussion

    Agreed ^^^ @Malakree
  5. Lanoss

    AoS 2 - Sylvaneth Discussion

    @scrubyandwells this is great Tyler. Thank you!
  6. Lanoss

    AoS 2 - Sylvaneth Discussion

    @scrubyandwells would love your advice on how to run a competitive Dreadwood army Coming off my two games yesterday I need to play less wrecklessly and not underestimate powerful units and try to pick them apart instead of going head on
  7. Lanoss

    AoS 2 - Sylvaneth Discussion

    Played two 2k games tonight - getting more practice with my Dreadwood list - I feel I’ve optimised it for my PlayStyle but I welcome criticism and advice Dreadwood list involves Alarielle, Drycha, 3x Branchwraiths, 4x5 SRevs and 6xScytheHunters. The Branchwraiths are kitted out with Spell buffs, wyldwood spam and dispels. And I more than often will summon a Treelord First game - vs Daughters of Khaine Now I detest playing DoK but I tried them nonetheless. He did a good job occupying my Wyldwoods so I couldn’t teleport. Total conquest deployment. Only got 1 stratagem - and took me so long to decided which to go with - post game I realised I should have thrown Hunters into Morathi to knock her down 3 wounds. Ended up losing Alarielle, Treelord and Hunters to morathi and 40 blood sisters. But my Treelord did finish morathi off before he timbered which I was happy with. Lost by only a couple of VP 2nd game - vs Stormcast. Duality of Death I thought I’d do a lot better than I did. And for the first two turns the game was in my favour but he turned it around by turn 3 and we ended up tying on VP but he destroyed a lot of my army. His Stardrske was impossible to shift off the objective. And his 6 Desolators gave my entire army a hard time and never got rid of the entire unit... he did lose two to Wyldwoods though! I had also ambushed my Hunters to pop his wizard, which I shouldn’t have bothered with as his magic wouldn’t have affected much and my Hunters would have eased a lot of the damage off Alarielle she took later in the gsme In retrospect, I’ve learnt not to be so cavalier with my support units. And to play more defensive and using the ambush strategem to cripple the opponent. Was a great night of lessons
  8. Lanoss

    AoS 2 - Ironjawz Discussion

    My personal opinion is Ignax’s Scales 4++ save against mortals I tend to be quite cavalier with my MBMK so therefore need the staying power
  9. Lanoss

    AoS 2 - Ironjawz Discussion

    I don’t think a Cogs is necessary at all... - our casters aren’t the best (unless running multiple Weirdnobs, likely in a Weirdfist so a lot of points investment there - if we don’t get Cogs off turn 1, likely, then there’s not much point Casting it in subsequent turns as armies will be closer by turn2 - Cogs + Weirdnob or Cogs + Grot Shaman is 140-180pts where I think is better spent elsewhere - A lot of armies take Cogs so if they’re using it, it’ll benefit us also - Ironfist and Mighty destoryers can get us up the board quite quickly - Alligience ability and Bloodtoofs gives us +2 to our charge And most importantly - IJs want to capitalise on their CP to unleash WAAAAGHS so holding back a turn or two for positioning and charging everything and getting many extra attacks is GOLDEN Anyway... just my thoughts and why I don’t run cogs with IJs
  10. Lanoss

    AoS 2 - Ironjawz Discussion

    IRONJAWZ THUMP ARCHAEON! Played a pitched battled against Chaos today (Archaeon, Kairos, Vguard, SCrushers, Bloodletters etc). I ran my Bloodtoofs . played Relocation Orb Turn 1 was us just positioning our armies - nothing happened. Turn 2 he moved up, attempted a couple charges and failed. Archaeon, SCrushers, Vguard came very close. My turn 2, I fed my 6GG unit to the SCrushers to stop their charge advantage. Keeping Archaeon and VGuard nearby but not in combat. Another flanking 3GG charged his skullcanon and popped it. Turn 3 - he charged Archaeon, Vguard, blood warriors into my 6GG. Charged bloodletters into the flanking 3GG. Combat, Archaeon popped 4GG, my 3GG killed 3 bloodletters, his Vguard, SCrushers and Bloodwarriors failed to finish off the once Big unit of GG. Bloodletters did ****** all to the 3GG My turn 3, I reposited everything for one bigcharge! MBMK Grog Big Peks Mighty Destroyers’d himself. Warchanters buffed MBMK and a unit of 5Brutes with choppas. MBMK moves up behind enemy lines to charge Kairos (inflicting 5 mortals to Kairos). 2x5brutes prepared to charge Archaeon. MB Grit and 5 Brutes charged another unit of Bloodwarriors. WAAAAAAAAAAGH! Using 4/5 CP, Grog Big Peks summoned a Mighty WAAAAGH. Buffing everything to +5 attacks! MBMK went first, and his MK popped Kairos with very little effort (9 attacks 2+/3+/-2/3 is pretty decanting to anything) I went with the 3GG in combat with 6 Bloodletters next, they popped after half the attacks. I then chose to attack Archaeon with the Warchanter buffed 5brute Unit - I didn’t want to risk not popping another unit. Those 5Brutes are destined to be DA BADDEST BOSSES EVA! They knocked Archaeon out and sent him back to wherever he came from. Only 5Brutes! (Choppas alone, 9/2+/3+/-1/1) Archaeon just couldn’t make enough saves. After he was gone my opponent conceded. I had never played against Archaeon before so was curious and cautious as to what he can potentially do. Thankfully, I knew better than to send MBMK Grog into him and that my Brutes were able to clobber him - though I don’t expect that to be the case always
  11. Lanoss

    AoS 2 - Nighthaunt Discussion

    Sylvaneth have next to no mortal wound save possibilities so Spirit Hosts and Reikenor and Lady Olynder would be your best bet... also not deploying like a muppet. Aginst SoD, you at least want to get him down a profile because that drops him from damage 6 to damage d6. And send him Spirit Hosts (in your turn), their mortal wound output will be devastating to him, meanwhile healing and returning Spirit Hosts each turn Against Dryads, either leave them alone (unless they’re on an objective) or send in the Grimghasts!
  12. Lanoss

    AoS 2 - Ironjawz Discussion

    Had a game against a shooty SCE (judicators, Raptors, Sequitors, Concussors etc). Played Shifting Objectives I ran a Bloodtoofs with a unit of 6 Gruntas and they really served their purpose! Bogged down Concussors for 3 turns while everything else did it’s work. He just stayed bubbled and I ran across the board, held objectives and smacked into his force. Finished the game 14VP-0vp with a Megaboss and 2x warchanters left Good game!!! only thing I would have done differently is when my MK charged his Concussors, I should have piled around one of them and attacked his Raptors (they popped my MK the following turn...)
  13. Lanoss

    AoS 2 - Ironjawz Discussion

    Depending on how opponent’s army and how they deploy. If you can’t get in turn 1, I’d suggest holding back and wait for them to move closer. Or spend that turn getting into position for a turn2 Waaagh
  14. Lanoss

    AoS 2 - Ironjawz Discussion

    I hadn’t considered adding in 20 ArdBoyz, replacing 5 brutes and the shaman + cogs. Very interesting I haven’t had much experience with ArdBoyz. How viable are they now? What is everyone’s experience with them?
  15. Lanoss

    AoS 2 - Ironjawz Discussion

    I would like some of y’all thoughts on this Bloodtoofs list Ive had some issues with IJ wizards in this edition, especially with Cogs (not to mention Foot) Cogs are good. But they are a high casting. The wizards we have access to aren’t the best casters. And by turn 2, likely to be in their face anyway so unless it gets off turn 1 it’s sort of wasted. Plus they’re pretty popular in the meta so chances a (dumb) opponent will cast it haha So I’ve thought to drop my Fungoid Shaman and Cogs for either - a third Warchanter +1 CP (starting with 3) - a second Megaboss - 3 more Gruntas ( to make a healthy unit of 6) MBMK - Trait: Ironclad - Artefact: Ignax’s Scales (Aqshy) Megaboss - Artefact: Destroyer Warchanter - Artefact: Boss Skewer Warchanter 2x5 Brutes (choppas) 1x5 Brutes (gore hackas) 2x3 Gore Gruntas Ironfist Bloodtoofs Which option should I go do y’all think? Id be interested to hear everyone’s opinions
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