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Lanoss

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Everything posted by Lanoss

  1. Here’s my Big Waaagh (wring thread I know) Megaboss (Brutish Cunning, Metalrippers Klaw) - Weirdnob (GBHoG, Skullcape) - 2x Warchanter (Get Em & Fix Em) Ironfist Battalion - 15x Brutes (Big Boss) - 10x Brutes - 10x Ardboys - 6x Gruntas - 3x Gruntas Im really enjoying this kind of play style and it really shakes up what my opponent expects IJs to do The Ironsunz BossFist list I’m itching to try Dakkbad (Right Hand, Metalrippers Klaw or EAmulet) - 2x Megaboss (1 has Sunblessed armour) - 2x Warchanter 10x Brutes - 10x Brutes - 5xBrutes - 5x Ardboys
  2. @Arzalyn I’ve have great success with Brutes and in fact prefer them over Ardboys (an unpopular POV I know but I love them models and intend to make them work). The sheer damage output of a unit (at any size) outweighs Ardboys imo. people can throw averages out but the performance on the board really shows their strengths. Ive been throwing around multiple units of 10+ in a Big Waaagh and I love them! im yet to try in a Boss Fist but I reckon they’ll be insane just my 2c anyway
  3. Tbh Big G doesn’t offer enough for me to take in a BW. But that’s probably my chosen play style. MBMK w/ Brutish Cunning and an artefact is so good comparatively I feel Big G is probably best in a Grunta BW or a Bonesplitters Big W. IMO His synergies don’t really have a huge affect on armies unfortunately
  4. @Ravinsild HIT & RUN TACTIKS Allegiance: Ironjawz - Warclan: Bloodtoofs Mortal Realm: Shyish Megaboss on Maw-Krusha (460) - General - Boss Gore-hacka and Choppa - Command Trait: Get Da Realmgate - Artefact: Ethereal Amulet - Mount Trait: Big 'Un Megaboss on Maw-Krusha (460) - Boss Gore-hacka and Choppa - Artefact: Quickduff Amulet - Mount Trait: Loud 'Un Megaboss on Maw-Krusha (460) - Boss Gore-hacka and Choppa - Mount Trait: Weird 'Un 3 x Orruk Gore-gruntas (160) - Jagged Gore-hackas 3 x Orruk Gore-gruntas (160) - Jagged Gore-hackas 3 x Orruk Gore-gruntas (160) - Jagged Gore-hackas Gorefist (130) Total: 1990 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 90
  5. Regarding the Bloodtoofs Command Ability BREAK THROUGH THE LINE “You can use this command ability at the end of your combat phase. If you do so, pick 1 friendly BLOODTOOF unit that fought in that combat phase and that is wholly within 24" of a friendly BLOODTOOF HERO. That unit can make a normal move, but cannot run or retreat.” Can you move that unit into another enemy unit (ie. within 3” of an enemy unit)?
  6. I’ll be giving this a red hot go I reckon Allegiance: Ironjawz - Warclan: Ironsunz Mortal Realm: Shyish Megaboss on Maw-Krusha (460) - General - Boss Gore-hacka and Choppa - Command Trait: Right Fist of Dakkbad / Mount Trait: Fast ‘Un - Artefact: Ethereal Amulet Orruk Megaboss (150) - Artefact: Sunzblessed Armour Orruk Megaboss (150) Orruk Warchanter (110) - Warbeat: Killa Beat Orruk Warchanter (110) - Warbeat: Fixin' Beat 10 x Orruk Brutes (280) - Jagged Gore-hackas - 2x Gore Choppas 10 x Orruk Brutes (280) - Pair of Brute Choppas - 2x Gore Choppas 5 x Orruk Brutes (140) - Pair of Brute Choppas Extra Command Point (50) Da Boss Fist (220) Total: 1950 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 116 Its a 3 drop. Starts with minimum 4 cp. And the Megaboss with the Sunblessed Armour can sit in cover near an objective for a 2+ save reducing rend by 1. Meanwhile those brute units are hitting with 48/41/24 attacks respectively
  7. Wait. Can’t we select a new general if the general dies? Or is that only for Open Play?
  8. I think he means megabosses assist with racking up the unit count towards Waaaagh! I would have liked a battalion that makes Big G better and worth his points. I just can’t seem to fit him anywhere:(
  9. Feb’s White Dwarf’s Ironsunz battalions Must have Ironsunz subfaction 1 super battalion 2 battalion
  10. I heard that as well. Do we know anything more? @novakai
  11. Is that your list? how does the Wurgogg get +5 to cast?
  12. How has everyone found Bonesplitters go in a Big Waaaagh? What combinations are good? Warchanter + Maniac Weirdnob + Rogue Idol = FUN
  13. Hello Nurglings I’m looking into getting stuck into Maggotkin. What I really want to do is all Blightkings, lead by Gutrot Spume. A kind of pirate themed Blightking army. My questions are: How does an entire blightkings blight cyst army go? How do they play? What combinations are good? Which units to include? What are some interesting additions or tactics? Pretty much any critique or comments are welcome Cheers!
  14. Take Bloodtoofs then bud @Ravinsild A MBMK or two And a whole bunch of Goregruntas in a Gorefist. 1. Gorefist moves 9” 2. MBMK mighty destroyers 12-14” up 3. Hero can mighty destroyers Gruntas up another 9” not necessary but possible 4.. MBMK moves 12-14” up 5. Gruntas move 9” up 6. Everything charges with +2”! Theres your turn 1 @Ravinsild
  15. ORRRRRRR Drop 5 brutes and take cogs and a cp!
  16. Furthermore on the Brute topic. If you want to run brutes and want them to be as efficient as possible, run them in a Da Choppas Clan. It mitigates their bravery issue, gives them reroll charges (so no cp lost there) and their warchanters can buff multiple units. I’d say using a bunch of them with a footboss general with say boss skewer. Then MBMK with whatever load out you’d like along with a fat unit of Gruntas. I feel IJ builds are fairly obvious when looking at the clans. ironsunz = MBMK focused. bloodtoofs = grunta focused. da choppas = brute focused. Ardboys are just a good (albeit expensive) battleline choice to fill in My 2cents away
  17. @Malakree I do agree with a lot of your findings. And I also deeply agree that brutes needed to be bravery 7 and get rerolls or something when Fighting 4+ wounds However, I could not rave more about brutes. And my local are certainly learning their immense damage output. It’s quite insane. I feel they’re best taken in units of 10 or 15. I like to run 10 dual choppas and 15 hackas. They’re quite simply warheads that’ll mince anything they come in contact to (except Hearthguard lol but that was mainly insane dice rolls). You can get more of them in combat than Ardboys for the same cost AND they have more attacks going in AND their special weapons are utterly devastating AND their 3 wounds means any damage they take back requires quite a bit to make an impact into the unit. Yes their bravery sucks but that’s what cp is for or you just risk it lol So yes, brutes could be better to make them more elite. But they’re certainly not garbage and are definitely worth their points.
  18. Hmm I think you have me convinced @Malakree
  19. hmmm @Malakree I understand your explanation but I see that as a sort of abuse of the rules. Sure, there are several examples of similar abuse in the game based on wording and they don’t all get faq’d but it’s a conversation I’m not willing to have with my opponent because I’d feel like I’m pulling one over on them based on wording. if gw came back and said it was allowed then I’d do it every game! Hahah Also, do the retreat rules say A unit that retreats cannot attack or pile in etc?
  20. Im confused. Are we suggesting - if a unit is within 12” of an enemy unit it can charge it in the hero phase, even if our unit is within 3” of another enemy unit (which we would have to attack?) and therefore (even if in combat with another unit) we can charge out of combat, into another unit, then retreat in our movement phase? OR Are we simply suggesting a tactic is to charge in the hero phase (get further up the board), then slingshot in the movement phase to an objective or other place on the board?
  21. Tyrion might not have ascended unto god-hood as Teclis did? Tyrion might be present on the battlefield as a representation of Teclis’ will?
  22. @Popisdead appreciate your critique. I feel to optimise the effectiveness of this Glade’s (and ARev’s) command ability a single unit is more viable with the Durthu twins taking another side of the board
  23. @Popisdead Yes. I wrote that before I knew the faq was coming this is the list I’d like to try now. I think it has some weight to it. Thoughts? Allegiance: Sylvaneth- Glade: HarvestboonMortal Realm: UlguSpirit of Durthu (300)- General- Trait: Seek New Fruit - Artefact: The Silent Sickle Spirit of Durthu (300)- Artefact: Doppelganger Cloak Arch-Revenant (100)Branchwraith (80)- Deepwood Spell: RegrowthBranchwraith (80)- Deepwood Spell: Verdurous Harmony20 x Dryads (200)10 x Dryads (100)10 x Dryads (100)9 x Kurnoth Hunters (600)- ScythesForest Folk (140)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 124
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