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Lanoss

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Everything posted by Lanoss

  1. 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:(
  2. Feb’s White Dwarf’s Ironsunz battalions Must have Ironsunz subfaction 1 super battalion 2 battalion
  3. I heard that as well. Do we know anything more? @novakai
  4. Is that your list? how does the Wurgogg get +5 to cast?
  5. How has everyone found Bonesplitters go in a Big Waaaagh? What combinations are good? Warchanter + Maniac Weirdnob + Rogue Idol = FUN
  6. 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!
  7. 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
  8. ORRRRRRR Drop 5 brutes and take cogs and a cp!
  9. 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
  10. @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.
  11. Hmm I think you have me convinced @Malakree
  12. 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?
  13. 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?
  14. Tyrion might not have ascended unto god-hood as Teclis did? Tyrion might be present on the battlefield as a representation of Teclis’ will?
  15. @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
  16. @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
  17. I think this list is quite good! I like that by including the warboss you’re allowing the Ardboys to hit more like brutes and that you’re generating A minimum 8 WP a turn. I would suggest turning 10 Ardboys in 3 more Gruntas but then you’d be losing out with Wrath of Gork So, good list!
  18. I’ve been playing with an IJ Big Waaaagh with great success. S&B is missed but the 2+/2+ is just insanely good Ive been playing a foot Big Waaaagh but am looking at moving to a dual Krusha Waaaagh. Similar to the above 2nd list
  19. All this wording does is ensure that the battalion is played the way it was intended. Yes. It’s on a 4+ Yes. It’s once per phase. Just means it was intended for units of 10-15 and potentially getting them back on any board edge mid game It’s worse than the previous interpretation but the previous interpretation was left open for abuse and not the intention of the rule writers imo
  20. @Zanzou oh really?? I didn’t see this. so In the Jan faq Syls could get a points change?
  21. Thoughts on this Harvestboon build? Allegiance: Sylvaneth - Glade: Harvestboon Arch-Revenant (100) Branchwraith (80) - Artefact: Spiritsong Stave - Deepwood Spell: Regrowth Branchwraith (80) - Deepwood Spell: Verdurous Harmony Spirit of Durthu (340) - General - Trait: Seek New Fruit - Artefact: The Silent Sickle 20 x Dryads (200) 10 x Dryads (100) 10 x Dryads (100) 12 x Kurnoth Hunters (800) - Scythes Forest Folk (140) Extra Command Point (50) Total: 1990 / 2000 Extra Command Points: 2 Allies: 0 / 400 Wounds: 127 Ive played with the idea of adding a 2nd Durthu with a Greenwood Gladius by swapping the dryads for a cheap Outcasts battalion
  22. She needs to be able to resurrect models passively to be worth her cost imo. D3 dryads and revenants, and 1 Hunter. I’d take her every game.
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