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Planar

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Everything posted by Planar

  1. This exactly led to my Bruteboss (Waaaghed x 7) delivering 28 wounds on Evocators on Dracolines in my last game . Funny thing is that the stunt was not even hard to pull off with Bloodtoofs' "each unit counts as two for waagh purposes". Poor evos didn't know what hit them
  2. How would you fix the horde meta? Moar warpfire throwers
  3. Yes! Probably my next army after I finish painting my Nighthaunt
  4. I love Ironjawz for not allowing me to take myself (or my "generalship") too seriously. It is impossible to claim strategic potential when you command green simpleton hulks who like to rush forward and smash things. I love orks in general for always being the narrative disruption to the grim worlds GW weaves. There you have almighty Archaon of ultimate badassery and then suddenly an angry ork appears in the story and hand him over his ass. Twice. What's not to like 😃 That' actually what makes me struggle with my other army, Nighthaunt. These guys are way too serious, way too grim. But I love to play them for their non-straightforward playstyle (very refreshing after the linear IJ) and I absolutely love the models.
  5. Nighthaunt - Mostly I will avoid to fight you. I am weak in face to face combat unless I create very favourable odds through hero support and use of command points. Instead I prefer to use my mobility and numbers to win games on objectives. Every fight you lock me in is a problem for me. If you let me create the conditions and pick my fights I can be very dangerous. If you deny me that, I am trash at fighting. - Even my best units are glass cannon that will crumble if they fail to destroy you in the first charge. - KILL my Dreadblade Harrow general. He will be partying around teleporting huge units all over the table and dictating board control. This is how I win games, by avoiding big fights and by being faster and more numerous than most opponents. - Trick me to play in open boards with sparse terrain (good luck with GH19). The more packed with terrain the board is, the best for my high mobility all flying army. I win games mostly due to mobility and board control. Packed terrain amplifies that -Keep your armored guys away from my myrmour bansheess -Do not be afraid of my resurrection abilities. They are largely ineffective and will not do much. I have learned not to count on them, s don't spent too much effort countering them. this is not a LoN army. Maybe they only exception to this is when you see Lady O babysitting my Spirit Hosts. In that case simply shoot her down, she is very squishy and goes down easily. - Also don't be afraid of my bravery debuffs. They don't do what they are supposed to. -Did I mention killing my dreadblade harrow general?
  6. That makes perfect sense. Thanks for explaining in detail!
  7. Sorry to insist but can you indicate where is this stated? I have searched both on Core Rules, Malign sorcery and the Gloomspite Gits tome but cannot find anywhere stating that faction endless spells are somehow different from faction spell lores Thanks
  8. Hmmm but still Arachnacauldron is a Gloomspite endless spell. Is it allowed for a git wizard allied to Ironjawz cast Gloomspite endless spells?
  9. Can you please explain that a bit more? I was under the impression take you cannot use Gloomspite spells when running an Ironjawz allegiance army. Thanks
  10. I was mostly referring to the fact that we are a board control army with very good secondary abilities like flying and fast movement/ fast deployment rather than something that is directly and extremely powerful. Our most powerful ability "wave of terror" is so unreliable that you can never take it into account in any planning. It either comes as a nice bonus making your life easier or as a deus ex machina taking you out of a dreadful situation creating some epicness. We cant hope to beat anyone in direct combat but we can win through tactical board control and restricting opponents plans. At least this is how I play NH and what I like about them. So I would hoping on something enhancing this aspect rather than turning us into another version of LoN.
  11. I love the way NH play at the moment (spectral summons, underworld, and high risk/high reward wave of terror). even though they are not breaking any meta... NH is one of the most hard to handle and tactical armies out there and with them no game is guaranteed but also no game is surely lost. You have to think really hard and stay focused during the whole game. And you have to play with very indirect strategies to win. So personally I am not looking forward into shifting to a LoN based NH version unless the character of the army is maintained. Let's wait and hope...
  12. This makes a lot of sense. The counter argument is that Ironjawz cannot defend well against magic, MW output and heavy shooting. Therefore you need to get to melee combat (where you excel) as fast as possible. Moreover AoS is mainly an objective control game. With so many teleporting armies the only way to stand a chance is to be as mobile as possible. This is why Bloodtoofs seem to work so well for many people (me including). It makes IJ units extremely fast (surprisingly fast for your oppnet may I say) and up to the requirements of AoS 2 environment. This element had won me many seemingly lost games against stronger opponents. This might not be so apparent on a tournament environment where lists have to be optimised to face myriad of different parameters/ scenarios. IJ simply don't have the toolkit for this. But on casual gaming they can be really really good
  13. yes correct. still good enough to casually delete 3 gruntas in a hero + shooting phase
  14. Found it. Actually it was a command ability COMMAND ABILITY Heroes of Another Age: The Anvils of the Heldenhammer use ancient and revered codes of battle. You can use this command ability in your hero phase. If you do so, pick a friendly ANVILS OF THE HELDENHAMMER unit wholly within 9" of a friendly ANVILS OF THE HELDENHAMMER HERO, or wholly within 18" of a friendly ANVILS OF THE HELDENHAMMER HERO that is a general. That unit can attack with all of the missile weapons it is armed with, or make a pile-in move and attack with all of the melee weapons it is armed with.
  15. Have you tried screening your brutes with some cheap chaff units to absorb the alpha strike? Once the alpha strike vents off two units of 10 brutes would easily bring down the dragons. This is where brutes excel. Bringing down big monsters. With a warchanter buff they will be hitting on 2's , rerolling 1s. Put a couple of extra attacks from the waaagh and the amount of damage gets ridiculous . I wound not be surprised to see a brute boss bringing down a dragon alone. Dont forget smashing and bashing. Once you bring the first dragon down your second unit will also activate PRIOR to your opponent Weirdfist is very temperamentall. If can be devastating at times but its not reliable and will not work in every game. Hope this helps
  16. He did it with his general. It was an ability to activate a unit once per game in the hero phase. I am not sure if it was the models ability or a battalion he was using. The gruntas were buffed by waagh so they MIGHT have at least taken one one of them but yeah, the reason i did not charge them is that i am not impressed by their offensive output. Those ballistas are 7 wounds 4+ saves so not exactly easy to kill.
  17. Bloodtoofs with cogs and two goblin shamans. We played escalation Worked quite well up to end of third round. Army was amazingly fast for IJ and delivered a lot of damage. I lost the cabbage to the ballistas but managed to kill 2 units of retributors and 2 units of evocators on one side of the table with multiple waaghs. I thought by that time I had secured that side of the table. But did a mistake parking one unit of gruntas on the center and one on the other side of the table (I was hoping they will last the ballistas shooting and keep scoring the points). I should have charged the ballistas instead. Start of 4th round he activated the ballistas twice (one in the hero phase and once in the shooting) phase) thus easily deleting both unit of gruntas and then deleted my remaining 4 brutes with the funny haircut guy falling from the sky along with a comet and some other tomfullery (16 MW in total) It felt like an uphill battle. You deal with shooting then you have to tackle evocators. You tackle evocators and then you get roasted by magic. Very challenging to face optimised stormcast lists but very fun also since you have to think really hard...
  18. Soooo, how do we deal with 3 or 4 celestar ballisas falling from the sky buffered by lord ordinator and knight azyros? Careful deployment certainly helps preventing the alpha strike but as the game proceeds and the army moves towards the objectives eventually gaps are created for them to fall within their deadly 18" range. My cabbage was called to save 41 wound rolls on their first shooting phase. With ironclad and mystic shield he managed to survive(!) with 2 wounds (enough to activate a full Waagh later on). Then lord funny lightning haircut fell from the sky and he did 16 mortal wounds on my remaining brutes but that's another story
  19. I was looking for an updated rule but cant find it. Azyr still has the "6" deployment" version. So essentially the realmgate is completely useless as far as the battalion is concerned?
  20. Reading the realmgate rules: I am wondering if bloodtoofs can use this "6in away from edge of the battlefield" to their advantage somehow. Especially the part that does not specify that you have to be Xin away from enemy models when re-deploying. This could be used to drop some elite troops directly into combat behind enemy lines and when least expected. I am looking at you Slaan starmaster...
  21. Thank you so much for all the effort you are putting on Warscroll Builder. I love it!
  22. Planar

    Phoenix Guard

    Really beautiful paint job and this battle standard is wonderful
  23. Really nice. Can you share where we can buy this model ?
  24. Wonderfully looking army. Curious why no executioners
  25. Now THIS is what I call a good old fashioned rumor!
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