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Garuun

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Posts posted by Garuun

  1. 14 minutes ago, PlasticCraic said:

    Thanks mate, let's go with that then

    NGL I'm temped to switch to Ironjawz and run Double Krusha while it's still good, but I've been painting up the spiders so I'll stick to my guns!

    I dunno, it lost to grots, it can't be *that* good ;)

     

    • Haha 1
  2. Had a doubles event this past weekend and managed to bring home a third place running this list for 4 of my 5 games, only dropping a game against a Pretrifex Nagash/Arkhan list.

    Allegiance: Gloomspite Gitz
    - Grand Strategy: Prized Sorcery
    - Triumphs: Inspired

    Leaders
    Loonboss on Mangler Squigs (310)*
    - General
    - Command Trait: Dodgy Character
    - Artefact: Arcane Tome (Universal Artefact)
    - Lore of the Moonclans: Itchy Nuisance
    Webspinner Shaman on Arachnarok Spider (295)**
    - Artefact: Web-strung Cloak
    - Lore of the Spiderfangs: Sneaky Distraction
    Webspinner Shaman (85)**
    - Lore of the Spiderfangs: Gift of da Spider God
    Fungoid Cave-Shaman (95)**
    - Lore of the Moonclans: The Hand of Gork

    Battleline
    20 x Stabbas (150)*
    - Stabbas & Moon Shields
    - 3x Barbed Nets
    - 1x Moonclan Flag Bearers
    - 1x Badmoon Icon Bearers
    20 x Stabbas (150)*
    - Stabbas & Moon Shields
    - 3x Barbed Nets
    - 1x Moonclan Flag Bearers
    - 1x Badmoon Icon Bearers
    10 x Squig Hoppers (180)***

    Units
    10 x Loonsmasha Fanatics (290)***
    - Reinforced x 1

    Behemoths
    Mangler Squigs (275)*

    Endless Spells & Invocations
    Emerald Lifeswarm (60)
    Scrapskuttle's Arachnacauldron (50)
    The Burning Head (20)

    Core Battalions
    *Battle Regiment
    **Command Entourage - Magnificent
    ***Hunters of the Heartlands

    Additional Enhancements
    Artefact

    Total: 1960 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 116
    Drops: 6

    Having pretty easy access to -1 to hit and -2 rend feels pretty good currently, and fanatics doubled their points almost every game.

    Matchups were; Bloodtoof Double Krushas, Nighthaunt, Squig Heavy Gloomspite and Petrifex Nagash/Arkhan.
    Couldve won the Petrifex game if I'd been a bit less consevative with my deployment, but that's what you get from having your first 5 AoS3 games of gloomspite at an event.

    • Like 3
  3. @PlasticCraic I think I prefer the second one, though that's probably just me being leery of needing an endless spell to go off, and I like the idea of savage bosses just being a little mini squad with each other, 12 attacks in a single activation, not mention if you got a third squad lined up within 3" of the second guy sounds pretty groovy to me.

     

    • Like 1
  4. On 3/3/2021 at 3:47 PM, PlasticCraic said:

    Hey @Icetea if you're list tailoring adapting to the local meta, I'd maybe take a closer look at a couple of units with really high DPS.  Somebody smarter than I could run the numbers, but it's generally Brutes and Big Stabbas in my experience.

    What I like about Big Stabbas is that they can hit over the top of a shield wall of Savage Orruks with their 3" range.  This is important because when the FS fight first, they have to pour all their output into your chaff, then you strike back over the top and hit them hard.

    You might also be a little bit overcommited on heroes imo.  3 Warchanters might be past the point of diminishing returns.  Would you consider dropping the Prophet down to a Wardokk (his anti-horde Warscroll spell won't scare Blight Kings and HGB too much), dropping a Warchanter and putting in 10 Brutes for example?  Again probably with the 2" weapons to hit over screens or from corner-charging a unit. 

    And finally, I'd maybe split up the 10 Ardboyz into 2x 5.  Those throwaway units are clutch against HGB.  What I usually do is charge the 5 in spaced out, then corner charge with my actual hammer unit and set them back a little.  The 5x Ardboyz soak up the fights first activation, then you pile in with the proper unit and have a good swing at them.

    Hope that helps, and let us know how you go!

    I'm gonna echo alot of what was said here, i will also add goregruntas into the suggestions as well as a change to an ironfist, you can use the hero combat to help you chew through the resilient units.

    Also being able to target things at range that support the resilience, like fyreslayers heroes, would be beneficial to you as well.

    But it's definitely gonna be a case of mixing and matching until you hit the sweet spot.

    • Like 1
  5. 8 hours ago, Arkahn said:
    • access to Mighty Destroyers is mandatory but from a Megaboss is kind of a tax, instead from an Ironfist, GGs are in every list (for a good reasons !)
      Megaboss is a tax, at least its on a half decent small combat hero, I've moved to using brutish cunning with ironfist (mawkrusha/ironfist)
    • I need to try more 30 Arrowboyz to see how worth they are, with and without the Maniak weirdnob (+1 to hit spell can be mandatory is this case)
      They are really good for chip damage and clearing chaff screens, always having some form of reach is handy for a list
    • are 4 Big stabbas can be worth over a HoG / 5 Ardboyz.. ? 
      I'd prefer the Hand of Gork, especially considering your lists all seem to run an Idol, but they are good little harassment pieces because they threaten little units really well.
    • can we make a BW list without a Wurrgog prophet ? 
      Definitely, he's really strong but not always an auto include, considering he's more of a synergy piece with bonesplittas units.

     

    • Like 1
  6. On 2/29/2020 at 3:55 AM, tripchimeras said:

    So it seems (for good reason) that the new gold standard for Mixed Big Waagh is the rogue idol + 60 savages, 1 shooting, 1 combat build that I think started getting picked up as a big time net list after placing 4th at cancon.  I love the list and am contemplating bringing it to my next GT.  However, the foot megaboss with brutish kunnin however necessary he is, feels like a 150pt tax which bothers me a bit.  Also the ever-present menace that is ObR hanging over the meta right now has me wishing for more punch.  For the cost of the foot megaboss and the gore gruntas I can have a Maw Krusha though, which potentially solves both of my qualms if I can solve the third battleline issue without sacrificing the spirit of the list.

    So the base list I would now be working from if I went for combo maw krusha and rogue idol while keeping the spirit of the original list is as follows:

    This leaves basically 3 options to retain the body count I want for screens and the shooting meta while also keeping the list legal:

    1. add back the maniak wierdnob, have 20 arrowboys instead of 30, and take a unit of 10 savage orruks for the 3rd battleline.

    2. ditch the maniak wierdnob, keep 30 arrowboys, make the wurrgog prophet the general losing out on the brutish kunnin so that he can take the extra spell needed for the additional to hit buff for the arrowboys, and use the pt savings to either add 10 more savage orruks or a min unit of boarboyz to meet battleline requirements.

    3. ditch the arrowboys entirely as well as the maniak wierdnob, and use the point savings on a second block of 30 savage orruks, a min unit of brutes or a min unit of boarboyz, and an extra command point.

    The one other think I still need to decide is whether to go all in vs ObR with metalripper claw and ironclad or balanced with ethereal and brutish.

    I guess the question is A. whether the list is better vs ObR with maw krusha in it to begin with and B. is it worth trying to retain some semblance of a shooting phase, or without buff optimization do you abandon it for raw melee? 

    Trust me the mega boss on foot is not a tax, he’s the one hidden threat of the list, can drop a horror unit on his own, it is also another source of +1 to hit for the list to fight around debuffing armies. I’ve tried to fit in a maw boss but then I’m stuck giving the cabbage my artefact and dropping my arrow boys to make room, sure it would make the obr match up slightly easier but between the idol, arrows and wurrgogs warscroll spell I typically can fight my way through mortek guard walls.

    Tl;dr foot boss is fine, maw krusha boss requires gutting the list, though the I like the maw/idol list, it’s identical to the one I wrote myself in release, though I’ve swapped the Brutes for some arrow boys just so I can leave them at home and still have some input later in the game.

    Also on the subject of the arrowboyz, while they aren’t the all conquering point, click and delete unit they used to be what they are useful for is utilising another phase to do damage, freeing up your melee units getting around combat phase defensive buffs (mortek guard) and threatening heroes for the hero centric missions and match ups (fyreslayers and changehost) 

    • Like 2
  7. On 2/26/2020 at 7:14 PM, Kasper said:

    So a couple of days late, but Big Waaagh completely smashed it at Summer Smash in Australia, getting #1, #2 and #3! Congrats btw. :)  @PlasticCraic 

    1st spot

      Reveal hidden contents

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    2nd spot

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    3rd spot

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    The 1st list is largely Ironjawz, yet still got 30 Savage dudes. The other two are alot more mixed. They all have 2 big threats each and a lot of wounds. I'm really surprised that the Ironjawz focused list manages to get to 172 wounds.

    I'm a little sad that the lists don't have their spells selected. I'm curious what the Wardokk had in the 1st list. Cheap access to Gorkamorka's Warcry, or is he there to stack saves on the Savage Orruks so they can tank an objective?

    Joel took Kunnin Beast Spirits on his wardokk, I did Brutal Beast Spirit on Wurrgog, Kunnin on my wardokk and Breath of Gorkamorka on the maniak weirdnob on mine, we got to pick spells every game but I didn’t really need to play in the activation wars in my match ups

    • Thanks 1
  8. On 2/19/2020 at 4:03 AM, Warbossironteef said:

    First ever tournament is coming up this weekend. I'm running 30xStikkas and 30xArrowboyz in my Big Waagh. Havent had time to practice a lot of games using both blocks of 30. Does anyone have any general tips about how they deploy with these units?

    Arrows behind spears and keep stuff within 18” of the general and within buffing range of the casters

    • Like 1
  9. 11 hours ago, PlasticCraic said:

    Hey @Chase, I've been focussing more on pure Bonesplitterz recently, but I'm about to jump back into Big Waaagh.  I've been trying to build lists that incorporate an Ardfist into the BW, but I can't quite make it work.  If you can square the circle between that style of build, and the Foot Megaboss with Pebbles style, I'm interested to see it!

    I did play against a list at the weekend that was very, very similar to my "New Toys Revised" list, but with a couple of tweaks.  Essentially it swapped the Orruks, Ardboys and BWV for 30x Savage Orruks with Spears.  It was probably better for the change imo, so you could do worse than look at that I think.

    This was the list @PlasticCraic played against;
    Allegiance: Big Waaagh!
    Orruk Megaboss (150)
    - General - Trait: Brutish Cunning
    Maniak Weirdnob (120)
    - Lore of the Savage Beast: Breath of Gorkamorka
    Orruk Warchanter (110)
    - Warbeat: Fixin' Beat
    Wardokk (80)
    - Lore of the Savage Beast: Kunnin' Beast Spirits
    Wurrgog Prophet (160)
    - Artefact: Mork's Boney Bitz
    - Lore of the Savage Beast: Brutal Beast Spirits
    6 x Orruk Gore-gruntas (320)
    - Pig-iron Choppas
    30 x Savage Orruk Arrowboys (360)
    30 x Savage Orruks (300) - Stikkas
    Rogue Idol (400)
    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 197

    • Like 1
  10. 1 hour ago, PlasticCraic said:

    So if you can double tap with 20 in a Kunnin Rukk, you probably one-shot him. 

    It's still not a bad situation to be in.  Very easy to get 20 (or even 30) in range with a 5" / 8" pre-game move, 5" / 10" Kunnin Rukk move, 5" / 10" normal move.

    Mobility shot way up with the pre-game move and Breath applying in all phases. 

    Kunnin Rukk would still be my go-to against a Maw Krusha heavy meta.

    But we are the mawkrusha meta where we are...

    But I agree, you'll want sheer weight of dice to pull down Ethereal Mawkrushas

     

     

    • Like 1
  11. 15 hours ago, Malakree said:

    @Garuun I love the big blocks of Savage Orruks, they form a nice solid core of wounds/bodies that IJ can't get.

    What were the winners and losers?

    The balewind feels a bit off to me but that's because I'm not sure what it's for. Definitely like the mix of elite IJ and numerous BS though.

    I find that my idol runs out off buff range pretty quick, I also have it to up the range on the wurrgog warscroll spell so I can control more of the board, also can help me on the hero missions, getting s wurrgog down to a 2+ save is funny.

     

    we had a much smaller field than we usually do, considering we just ran our tournament for the year the weekend prior, so we had Big Waaagh!, Ironjawz and then Trog heavy Gloomspite then a Greywater Fastness gunline, a legion of night death army and a Slaves to Darkness army that was flinging a mammoth around. I played the IJ and Gloomspite and the death army.

    now I’m not saying I was against the strongest lists available, we just had a weekend of that so we played fun/experimental lists more than anything. But the sheer output of the idol and the mawkrusha was staggering, and the two wrecking balls in the list having 2+ saves and damage prevention rolls seems like the type of ****** that can square up to the likes of keepers of secrets and terrorgeists, which I suppose I’ll see how they’ll go when I help a club mate practise for Aus Masters 

    • Like 1
  12. 3 hours ago, soak314 said:

    Can anyone clarify that multiple sources of wound shrug stack? I've just been told by a regular tourney player that they do. In our case, it'd apply to the rogue idol's 5+, then warpaint 6+ shrug.

    Two seperate rules providing the effects, so each wound that gets through saves would trigger both, then you resolve the triggers

     

    • Thanks 1
  13. Speaking of the Rogue Idol, I ran this at my clubs monthly 2k event;

    Allegiance: Big Waaagh!
    Mortal Realm: Aqshy

    Leaders
    Megaboss on Maw-Krusha (460)
    - General
    - Boss Gore-hacka and Choppa
    - Trait: Ironclad
    - Artefact: Ignax's Scales
    - Mount Trait: Mean 'Un
    Wardokk (80)
    - Lore of the Savage Beast: Breath of Gorkamorka
    Wurrgog Prophet (160)
    - Lore of the Savage Beast: Kunnin' Beast Spirits
    Orruk Warchanter (110)
    - Warbeat: Fixin' Beat

    Battleline
    30 x Savage Orruks (300)
    - Stikkas
    30 x Savage Orruks (300)
    - Stikkas
    5 x Orruk Brutes (140)
    - Pair of Brute Choppas
    - 1x Gore Choppas

    Behemoths
    Rogue Idol (400)

    Endless Spells / Terrain / CPs
    Balewind Vortex (40)

    Total: 1990 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 184

    Ended up going 3-0, tabled all my opponents and only lost the Idol and the brutes once over three games

     
    • Like 6
  14. On 10/3/2019 at 5:38 AM, broche said:

    Fanatics are super good but tricky to play. And playing 100+ grots certainly not  a bad strategy, but those army tend to do lots of time game in tournament which can be an issue.

    +++ Mod Edit +++
    Try using movement trays as you can buy them online (or use the 40k apocalypse ones).

  15. 14 hours ago, Valenhawkwing said:

    Taking this to a GT at the weekend. Not expecting much as I'm pretty new to AOS, played fantasy for a long time but I'm very out of practice. Seems to be a lot of stormfiends and other assorted nastiness signed up though, so I may just get blown off the table easily. Good times!

     

    Allegiance: Gloomspite Gitz
    Mortal Realm: Ghur
    Skragrott, The Loonking (220)
    - General
    - Lore of the Moonclans: The Hand of Gork
    Webspinner Shaman on Arachnarok Spider (280)
    - Artefact: Gryph-feather Charm
    - Lore of the Spiderfangs: Sneaky Distraction
    Loonboss (70)
    Fungoid Cave-Shaman (90)
    - Lore of the Moonclans: Itchy Nuisance
    Fungoid Cave-Shaman (90)
    - Lore of the Moonclans: The Great Green Spite
    40 x Stabbas (260)
    - Stabbas & Moon Shields
    - 6x Barbed Nets
    - 1x Moonclan Flag Bearers
    - 1x Badmoon Icon Bearers
    40 x Stabbas (260)
    - Pokin Spears & Moon Shields
    - 6x Barbed Nets
    - 1x Moonclan Flag Bearers
    - 1x Badmoon Icon Bearers
    20 x Stabbas (130)
    - Pokin Spears & Moon Shields
    - 3x Barbed Nets
    - 1x Badmoon Icon Bearers
    5 x Sporesplatta Fanatics (120)
    6 x Sneaky Snufflers (70)
    6 x Rockgut Troggoths (280)
    Geminids of Uhl-Gysh (60)
    Scrapskuttle's Arachnacauldron (40)
    Scuttletide (30)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 174

     

    Gee that list looks awful familiar, you wouldnt happen to be going to a town in Victoria, Australia to play

  16. On 7/25/2019 at 6:28 AM, Keilerei said:

    Yeah correct me if I am wrong but does it not say in the core rules :"If your general is slain, pick another 
    model from your army to become 
    your new general."

    So after the scuttleboss dies, I should be able to declare skragrott as my new general and therefore use his command ability? 

    Page 55 ghb, you only get one general sorry bud

    • Like 1
  17. On 7/18/2019 at 6:11 AM, Keilerei said:

    Allegiance: Gloomspite Gitz
    Skragrott, The Loonking (220)
    - Lore of the Moonclans: The Hand of Gork
    Webspinner Shaman on Arachnarok Spider (280)
    - Artefact: Totem of the Spider God 
    - Lore of the Spiderfangs: Sneaky Distraction
    Scuttleboss on Gigantic Spider (100)
    - General
    - Trait: Monstrous Mount 
    - Artefact: The Black Fang 
    Loonboss (70)
    60 x Stabbas (360)
    - Pokin Spears & Moon Shields
    10 x Spider Riders (200)
    10 x Spider Riders (200)
    10 x Spider Riders (200)
    6 x Sneaky Snufflers (70)
    Spider Rider Skittermob (120)
    Scrapskuttle's Arachnacauldron (40)
    Scuttletide (30)
    Mork's Mighty Mushroom (90)

    Total: 1980 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 163
     

    What are your thoughts on this list? 

    Scuttleboss as suicide general and to make spiders available as battle line. After he dies skrag takes the wheel. Magic support from skrag and the arachnadok shaman, dishing out mortals and hand of gorking the stabbas into position if necessary. 

    Spiders try to clean the board but die quickly and aim more to take objectives. 

    Thanks in advance, this community is amazing! 

    Edit: after scuttleboss dies and I name skragrot as general, may I use his ability to manipulate the moon? Thought this might be my over 9000 start because I really need him flirting with the moon not before the 3rd battle round... 

    No, you only get the one general

  18. On 5/6/2019 at 3:54 AM, Zplash said:

    Sure the combo is very good. For me it only looks like a one trick pony and I like to have more options and give my enemy more to think about :)

    What I want to say is if the combo goes off and you can charge the right target and you are not debuffed etc it is devastating. (like 4 buffed drones?) 

    Without active blades on chaos knights, they are OK but not too good besides you invest even more points to support them like harbinger etc. 

     

    The command ability stacks by the way

  19. On 2/16/2019 at 10:47 PM, Screwface said:

    I asked this question in the rules section but no response. Any answers?

    Re loonshrine: "Is there anything that stops you from bringing back the unit in a round other than the one in which they were destroyed. If so, could you even do this after your entire army was wiped out? Cheers..."

     

    you roll at the end of every turn for each destroyed unit, as per the loonshrine warscroll

     

  20. @Skabnoze grots aren’t there to be damage dealers, sure I could drop a cheap hero in, but 90% of their job is to either lock people out of objectives or combo with the anvil units, but I’ll see what shuffling of points I can do, because giving the squigs +1 to wound feels pretty important when I play in a meta of  players that are big on debuffing the ****** out of each other peoples units.

    Also I have one big unit of grots just to have something that I can recycle into a reasonable amount of bodies when it inevitably dies

  21. 4 hours ago, PlasticCraic said:

    Looks good!  Would you consider a switch from the Colossal + Fungoid for a Troggoth Hag, get another source of -1 to hit out there?

    Also Frank is the most accident prone Squig in the Mortal Realms, I don't think I've seen him make it into combat yet without exploding in some comical fashion on the way in :D

     

    I’m already worried I’m not going to have enough punch to take stuff that needs to be dead in a turn, plus having a bunch of CP to be able to play away from the shrine is nice.

    And you are damn right about Frank, but he will have his day!

    • Like 1
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