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KnightFire

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Posts posted by KnightFire

  1. 3 hours ago, Fungrim said:

     

    I can't seem to find any of the free pdf downloads for any Nurgle Daemons at the moment (where you normally find it on the GW shop page, there's just no link). With the hints at a 40k release just after DI drops this weekend, perhaps a multi-platform Nurgle Daemons re-release?

     

    I can see the PDF warscroll links fine on the UK site.

  2. I regularly use the mighty waaagh on the mawcrusha. Its range is big enough that you can usually get 6 units in it in the first few turns (characters count, including himself) to guarantee it going off, and get the 1 in 6 chance of +2 attacks (I have had that a few times). +1 attack is incredibly potent though, suddenly brute bosses have 2 chances to hit with their klaw, and if they do, get 3 auto-hits from the smasha, brutes are putting out 5 attacks each at 3s and 3s. It makes a big difference to the damage you put out, and in my opinion, the best defense of ironjawz has always been killing everything before it attacks back, and mighty waagh is a good tool for that.

    Being immune to battleshock isn't such a big deal when you have 11 extra attacks from the unit, and even if you do lose some to battleshock, your opponent will probably lose more (unless its daemons, in which case they will all just pop back into existence). 

    When Zebgrokk was fighting Gordrakk at SCGT I used it, it made for a really bloody combat but because It was my turn, I was able to get more out of it than Ian was.

  3. On 4/29/2017 at 10:38 PM, Walrustaco said:

     

    P.S: anyone know how easy it is to remove the arms of assembled brutes? I think I maybe want them to be all gorehackas instead. Unless anyone can vouch for squads over 5 with all choppas that is.

    I can vouch for units of 10 brutes with two choppas each, I have been running it for a while, and found it pretty decent, especially in the mirror match. Here is my logic:

    A unit of 10 brutes is probably deployed in two rows of 5, your boss and 4 normal guys are in the front line, which is fine.

    Your second rank has the two gore-choppas in it, leaving three normal guys.

    You can normally pile in the two end guys from the second rank to wrap around your opponent, meaning you only miss one model out.

    This gives you boss + gore-choppas,+24 normal attacks.

    With gore-hackas you would get all the normal attacks in, but thats still boss+gore-choppas+21 normal attacks.

     

    Obviously with 15 brutes the gore-hackas get much better, as your still only likely to get two models on a wrap-around.

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  4. While in principle I like this idea (some kind of buff related to being in combat while keeping the mobility of Destruction), I don't think Ironjawz need any more encouragement towards MSU for combat.

    They are already between a rock and a hard place where MSU Brutes means that the later units to attack will be severely depleted before they get to do anything (or put another way mid-sized Deathstars with stacked buffs crush MSU in melee, e.g. 30 Stormvermin with 2" reach over their 25mm bases, +1 attack each, -2 rend and Daemonic Power for rerolls). Whereas a larger block of Brutes means that the default command ability will likely fail (command ability that only works on a dice roll was such a bad decision) and they become so susceptible to Battleshock (let alone Bravery debuffs) that you have to use inspiring presence anyway.  

     

     

    Yea, I see that, but wanted to stay away from something too close to the khorne mechanic of rewards for killing stuff.

     

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    • Like 1
  5. Something I was thinking about was that it would be great to have an allegiance ability that gives bonuses depending on how many units you ha e in combat. If you don't have many units you get the current destruction ability, but as you get more units in combat you get other bonuses like bravery and extra rend. I think that could keep the flavour of the ironjawz at the moment while giving them a boost.

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  6. Ironjawz are majorly disappointing at the mo. They should be able to go toe to toe with anything. Sadly most of the time they just bounce off. An get trolled on the counter attack. 
    everyone harps on about how they should be cheaper. I disagree. They should just fulfill their points cos. If they are cheaper we will field more An that losses some of the "elite" orruk army feel in my mind. 
    i would like to see away for us to protect are characters a bit better. An teleporting. With the obvious down side of maybe blowing are own heads up. I'm not fussed about shooting. As much as it would be beneficial is it ironjawz? Anless they have it via a bullied goblin helper I'm not sure it is. Maybe missiles in the form of magic works. But I'm not sure. 
    As someone who is also taking pure jaws to scgt where does that leave me.
    Well I was gonna go double maw krusha for Lolz But as I'm not 100% feeling the army An thinking about a change. Don't really have the motivation to paint a second one.  
    That leaves me with one clear answer get smaaaaashed an make a fool of my self in front of a load of people I don't know!!
     

    It leaves you ideally positioned to take part in the narrative hijack [emoji4]

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  7. I understand that, which is why I was asking, but got like 50 of them in 25mm bases, that would mean having to spend like 20 quid on bases (not counting if I start rebasing all my Plaguebearers (40) daemonettes and horrors)
    My questions is, do tournaments usually allow for it?

    Larger bases aren't usually a problem, smaller ones are usually disallowed as they allow more models to get attacks in.
    I would complain to the to if my opponent bad smaller bases.

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  8. Id agree with the sentiment.
    However i wouldsay that its not always to do with the realism. As some people have mentioned why bother having nice scenary at all if its serves no purpose.

    The same reason we paint the models, to make it look pretty, although scenery does have an impact on the game, it can be damned, mystical etc. It doesn't need more rules.

    Aos is great because of its simplicity. Most players don't want to go back to the rules hell of 8th.


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  9. 2 minutes ago, Jamopower said:

     

    And about fantastical forests, I would say that they would be even more hhick and impassable due undergrowth (which would of course magically give way for sylvaneth troops) than real forests, especially as wild unmaintained forests are really rare nowadays. 

     

    But Age of Sigmar isn't trying to be a simulation of a battle, its a game. The forests have rules, and you just play the rules, without trying to extrapolate that into real life (or fantastical life). 

    The forests don't have any undergrowth that affects anything. What they have is trees, which block where you can stand, and to a small extent, what you can see.

     

    The same applies for line of sight - its not trying to simulate anything, its a rule for playing a game. If you don't like it then play something different with your friends, and if you don't want to play in events that use it that way then run your own events with your rules.

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