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Brodylan

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Posts posted by Brodylan

  1. An initial read I think kastellai and vyrkos are the big winners out of the bloodlines. Kastellai for more elite, hard hitting units with some great command traits and artefacts. Vyrkos seem like a great bloodline for more tradition LoN type armies with some awesome named characters. I’m struggling to see the monster mash being overly viable competitively, the buffs to the monsters just aren’t that huge in comparison to the FEC version. And they also miss out on being able to summon small objective grabbing units like the FEC counterpart. The mortarch bloodlines themselves I don’t see great benefit to, vargheists being battleline for mannfred as an example, when they’re far better in kastellai. 
    Of course this could all change in about 2 months! Keen to see how it all plays out in 3.0. 

  2. So I’m pretty happy overall, the ‘bats and vamp’ list I wanted to make I think will be pretty viable. Roughly at 2k I think I can fit:


    VLOZD
    Vengorian lord
    3 x 5 blood knights
    6 vargheists
    3 vargheists
    3 fell bats
    3 fell bats
    Fellwing flock 

    Has some huge damage output when you factor in the kastellai command traits and artifacts. Very vulnerable but there’s some nice debuffs available. 
     

    The only thing I was hoping for was being able to use the cursed city bat swarms

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  3. 6 minutes ago, Gistradagis said:

    It really depends. The leaks seem to imply that practically all factions are seeing points reductions. If that is true, we'll probably not see much of a change. On the other hand, perhaps it's only the "older" armies that get these reductions. While I don't think it'd make us very competitive anyway, we'd definitely have a real fighting chance against the armies that have benefitted from the power creep.

    Will definitely depend on the overall points drops, so far the main points drops I’ve seen have been the older or ‘less competitive’ books like stormcast. Will be good to see how it all unfolds.

    No doubt a major issue will still be damage output for mine, when compared with newer tomes. An underrated benefit of the old tome though is that so many of the rules are still ‘within’, rather than ‘wholly within’ which gives so much flexibility. 

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  4. Hey!

    So I’ll try and give a little rundown on some of the games and why I chose the units in the list.

     

    TLDR: I think the book is fantastic and has some great tools.

     

    Game 1:

    Played against hermdar(?) fireslayers on border war with a big bunch of 20 hearthguard, a bunch of smaller vulkite units and characters. He deployed the big unit of hearthguard on one side going for the objectives, with vulkites central and on the other side of the board. I gave him turn one and then proceeded to alpha strike all the vulkites off the board with gruntas, krusha and teleported brutes, and tag the hearthguard in an awkward position where only a couple could make combat, taking three of the objectives including his. I then spent the rest of the game controlling the board and objectives and tagging the big unit awkwardly and was up by too many points from turn 3 to allow a comeback.

     

    Game 2:

    Played against shooty skaven in starstrike, pretty much spent the game chewing through screens until I could get to the juicy stuff and unleash the krusha. Sooo much stuff died that I only had the krusha and a few brutes remaining by the time I had cleaned up the army.

     

    Game 3:

    Hermdar fireslayers with 40 hearthguard in blood and glory. Tbh a really poor army to come up against in this mission as they could just sit on objectives and snipe a character and get a minor win. Had a few issues as he was playing the hermdar rules incorrectly as well as the mission rules, trying to pile in twice with his hearthguard before I attacked in my own turn. Ended up playing for the minor loss and got it with secondary etc.

     

    Game 4:

    More skaven in arcane places of power, 140 odd plague monks with plague furnaces. I ended up tagging the objectives and smashing the monks to pieces with gruntas and brutes, and had all three objectives from my turn 2 so was fairly comfortable on points. Made a few mistakes In this one, like forgetting to charge in his turn with gruntas that could have made the game really close, so was actually lucky to get away how I did.

     

    Game 5:

    This was a tough match up, essentially my own list with more ardboys in big waagh in escalation. I figured he would give me first turn, so I deployed it and went for a huge first turn. Teleported ardboys, ran gruntas to his face and deleted 5 brutes, 10 ardboys and 3 pigs in the first turn, which in turn were essentially deleted in return in his turn one, but it left his maw krusha of doom open. I got turn two priority, (as was the balance of probabilities), and got his krusha whilst keeping mine and controlling his objectives. Spent the rest of the game cleaning up his units and ignoring the buff characters so got well up on points with the major victory.

     

    Game 6

    My favorite game of the tournament, against a mate of mine who was running khorne with a bunch of screening hounds and reavers, 3 Bloodthirsters with 6” pile in, and skarbrand. Tried to destroy the screens and threw too much at them, lost priority so lost my ardboys and gruntas in turn two. I then had to have a few lucky things go my way to get back into the game, and get my big brute unit and the krusha to put in work. Made him use his Khorne Summoning points to dispel green puke on my brutes, but then Managed to get an 11” charge with the brutes into two bloodthirsters while the krusha smashed skarbrand. Great game.

     

    Overall thoughts on the list and units:

    Ironsunz is absolutely amazing, the ability to counter charge is good, but I think the psych out factor of it is even bigger.

     

    I used waaagh in every game so didn’t regret making the krusha my general, and it saved me in the last game on the brutes to allow them to kill two thirsters.

     

    Deploying the weirdnob at the back of the board with the teleport spell was also another great psych out, forced opponents to screen the sides which sometimes left gaps at the front or left them a bit vulnerable if they got double turned.

     

    Everyone bashes brutes, but I like them for what they do. Getting 5 40ml bases into combat is all they need because of the 2”range, whereas I don’t think I got to fight with all 15 ardboys once in the tournament. They have such a huge damage output late game, and I had the big boss there so after first turn they weren’t just stuck being slow.

     

    Warchanters are incredible, I’m preparing for a points increase.

     

    Finally: I made the list looking for a triumph, and got one every game, 3 of which became command points and the others were super useful too. Rerolling all the save rolls on a maw krusha is epic.

     

    Hopefully that gives some insight, might have got a bit lucky but had a great time. 

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  5. Took the list below to cancon and went 5 major wins and a minor loss, finishing 9th/222. Found the list to be awesome really, so much flexibility and I only went full alpha strike once during the tournament against big waaagh and got the win. Played hermdar fireslayers twice, skaven twice, khorne and big waagh. 

    Allegiance: Ironjawz

    - Warclan: Ironsunz

    Mortal Realm: Hysh

    Megaboss on Maw-Krusha (460)

    - General

    - Trait: Right Fist of Dakkbad

    - Artefact: Sunzblessed Armour

    - Mount Trait: Mean 'Un

    Orruk Warchanter (110)

    - Warbeat: Killa Beat

    Orruk Warchanter (110)

    - Warbeat: Killa Beat

    Orruk Weirdnob Shaman (110)

    - Artefact: Aetherquartz Brooch

    - Lore of the Weird: Da Great Big Green Hand of Gork

    15 x Orruk Ardboys (270)

    - 1x Gorkamorka Banner Bearers

    - 1x Gorkamorka Glyph Bearers

    10 x Orruk Brutes (280)

    - Jagged Gore-hackas

    - 2x Gore Choppas

    5 x Orruk Brutes (140)

    - Pair of Brute Choppas

    - 1x Gore Choppas

    6 x Orruk Gore-gruntas (320)

    - Pig-iron Choppas

    Ironfist (160)

     

    Total: 1960 / 2000

    Extra Command Points: 1

    Allies: 0 / 400

    Wounds: 138

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  6. 49 minutes ago, TALegion said:

    @Brodylan Any reason for not making the Weirdnob the general? If he's the general, he can take the Dead Kunnin' command trait which gives you d3 CP at the start of the game (vs. Right Fist of Dakkabad, which is only 1 CP). You can do this because the Ironsunz trait specifies "An Ironsunz Megaboss general must...", meaning it's only mandatory if your general is a megaboss. This was confirmed in the FAQ, too.

     

    In this case, Ironskull's were intended to sit on back-line objectives and/or block deepstrikes. They're not strong enough to warrant using them to go after your opponent, but they can do something vs. weak enemy units that might try to sneak around you and take objectives.

    As for Ironfist, it's incredibly useful. You can't use Mighty Destroyers normally in a Big Waaagh list (because it's an IJ-specific ability) without Ironfist and/or Brutish Cunning, and Gordrakk can't take Brutish Cunning. Might Destroyers lets you give Godrakk a 24" threat range (flying, too) and GGs get an 18" threat range before charging, which is huge. In a lot of circumstances, your opponent is basically not safe anywhere. And, if the unit is in combat, they get to fight for free, which either: A. softens up the enemy unit for the later combat phase, or b. kill the enemy unit outright, letting your unit move and charge another unit in that turn.

    Also, because it's a battalion, you get an extra command point, and extra artefact, and it lets you lessen your number of unit drops during deployment. All of this is great, and (imo) more valuable than 160pts of bodies, which is probably just another three GGs.

    It still allows me the ability to waagh this way and the extra range on the big base for mighty destroyers is my thinking. 

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  7. Thoughts so far:

    I’ve played three 2k games with the new book now with rough variations of this list, with and without iron suns against idoneth twice and FEC once. So far the list has been far better than expected. Ironsunz is simply amazing and I think warchanters are borderline broken at 110 points, the extra damage on big units is insane. So far a game hasn’t made it past turn 2-3 due to the sheer damage output, but I’m keen to play it a bit more. 

    A54F386E-442D-47FE-B9C7-14FC81AED1DF.jpeg

    C3A4BBFE-F704-43CE-8E13-B21469AA23FE.jpeg

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  8. With the new Cities of Sigmar book about to drop, I thought Greywater Fastness could use its own thread. I’ve also seen a few list ideas floating around the Cities of Sigmar discussion. I’m pretty keen to do a small gun-heavy army to start off, with plenty of handgunners and artillery. 

    What are other people thinking of unit choices? 

  9. Anyone have pictures of the other cards? Whilst I’m still going to buy and play with this warband, I’m not sure they’ll be able to match it with a couple of others. They seem to have similar offence with less abilities. 

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