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Planar

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Posts posted by Planar

  1. 22 hours ago, Malakree said:

    The first CP is free remember because it comes with the Ardfist, so running it with blocks of 10 is more like

    Mmmm to be honest I dont agree. The CP is free in absolute terms since you already pay it with the battalion cost but it still bears a cost of opportiunity. In other words by using in to bring back boyz you loose the opportiunity to use it for another action and you have to spend another). Thus this cost still burdens you.

  2. 14 hours ago, Chris Tomlin said:

    Entirely correct. I have zero sympathy for anyone who was abusing the loophole beforehand.

    Anyway, I had a good result at a two day five game event recently (2nd place, 4 major wins, 1 minor loss), using 25 Brutes and 0 Ardboys. If people are interested in a bit of a report (originally suggested by @Malakree) then I can type something up. Whilst I had some luck, I was pleased with my strats and overall play.

    Cheers, Chris

    @Chris Tomlin definetly intersted for a report as I really dont like ardboz models (only own 20) and love brute but so far struggled to include them in my games effectively (they usually dont do much)

  3. 36 minutes ago, Malakree said:

    It's now vicious with larger Ardboy units, you can potentially spend a CP and have 30 Ardboys turn up on the edge of the board. That's game right there. The battalion is 120 points so if you get 1 unit of 10 back in 2 attempts it's paid for itself. Then for every 2 more attempts you need an extra unit of 10 to be worth it. Given that the Warchanter is mandatory in any Ironjawz based list it's still ok purely for the reduced drop count and the CP/artefact.

    Oversimplifing, it looks a bit like this:

    5 boyz unit --> you pay (120+50=) 170  points for a 50% chance to gain 90 points (clearly a very bad bet )

    10 boyz unit--> you pay 170  for a 50% chance to gain 180 points (still a bad bet )

    15 boyz unit--> you pay 170  for a 50% chance to gain 270 points (an ok/ fair bet )

    20 boyz unit--> you pay 170  for a 50% chance to gain 360 points (from thsi point upwards it starts looking good...)

    This is of course an oversimplification since the above analysis does not factor for the fact that you can use the ability more than once per game (once per phase) thus increasing the probability of gain (but also increasing the cost of opportiunity). Also it does not factor the side benefit of free movement gained by the unit appearing at the edge you want it to.

    But its an indication on where the ability stands...

  4. 4 hours ago, broche said:

    I'm pretty sure you don't get the extra move in Hero phase (unless they change the spell wording but if I remember correctly it's state next movement phase)

    I might be getting it wrong but the way I read it is:

    Breath of Gorkamorka states that it doubles (triples if you role a double) the units Move characteristic. So in the hero phase you have suddenly a Move characteritic of 20 (or 30) until your next hero phase. Then (still on the hero phase as stated in the Mighty Destroyers description)  you use Might Destroyers to make a Normal Move (another 20 or 30  in). Then on your movement pahse you make your normal move for (another 20 (or 30). Minimum 60, maximum 90 in move  by the end of your movement phase.

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  5. 11 hours ago, Gdead909 said:

    What is the general thought on running the rogue idol in BW? Do you run it in place of a mawkrusha? Working on a interesting rogue idol so I wanted an idea on how everyone was using the big guy

    he is great in big waagh. You can use both mighty destroyers and bonesplitterz spell on him to give him crazy movement 

    10" basic move--> with spell goes to 20" (or 30") + fly -->then use mighty destroyers (one extra move)

    Means you can move him up to 60in in a single turn :)

    • Like 1
  6. 14 minutes ago, Malakree said:

    @Planar How did you get the bar graph out? Screen shot+paint or...?

    EDIT: I SS'd it like a grandpa.

    This is the damage comparision for a single SfV stack. The difference between the two is pretty massive with gordrakk without the WC buff being the same as the MK with.

    Wait what is in the Y axis? these dmg outputs  (0,9-3,6) seem pretty low. 

  7. Played a bit with the fantastic new tool posted by used @NoMaDhOoK (thanks dude - its awesome) in relation to the discussion above about Gordrakk vs  MBoMK

    Here is the damage output for unbuffed version vs buffed version of the two (buffed = full waagh 2+ 2+ plus warchanter damage buff). Gordrakk performs better in terms of damage but not so much better. 

    image.png.bdc66eab4ed601120aac8353cbc47d20.png

    x access is save characteristic of opponent. Y axis is damage output

    This is only from combat damage output (not taking into accout MW from charge, shooting attack or SfV stacking)

    This certainly does not resolve the arguments for or against but its a nice insight

     

     

  8. 15 hours ago, Malakree said:

    Just as a note, I wasn't suggesting to use big g as your general in the Big WAAAGH! List...

    but if you decide to include him and accept all the downsides of the decision (higher cost, lowere survivability, no command trait artifact) why loose one of his biggest benefits, the guaranteed 6 Waagh points?

    do you base that on the risk of loosing him too early due to lower survavibility?

    Edit: I realise now you probably suggest this because you loose the trait as well...

  9. Lots of good insight. Thanks folks.

    I am thinking if I end up with a list similar to one proposed my @Malakree (1cabbage+1 goddrak+ 2 warchanter+wurgog+big waagh) then if I deploy tightly I can reach 14 Waagh points round 1. (6 from big G, 4 from warchanter  and 4 from waagh comand ability). It this case I will need to hold back first round and hope the hell I will unleash in turn 2 where everything will be hitting on 2+ (big G on1+) will be sufficient to clear the table.  Most probably by the start of my second turn my oppoent will have moved and captured objectives so the queston is: will the hitting back be hard enough?. Its a matter of catching-up on objectives .  In this case I see one problem. Alpha strikes bringing the game on my table side and locking me away from objectives from too far. I am thinkging that it might worth it to trade Wurgog for Weidnob with teleport (just for the possibility /threat of catapulting one cabbage anywhere needed). Wurgog =Weirnob+1 CP for defence during first turn alpha

    If I go for Ironsunz as per @broche I loose both Ironclad and Ignax scales. I am struggling to trade these for -1 to hit first round of combat plus the -1 rend item. I might be wrong but i like the idea of the super tanky cabbage and my list philosophy revolves behind that. The coutner charge looks great on paper. I have never tired Ironsuz though. Has it made a big difference for you?

    In the end it boils down on how I will decide to play. Hold back a bit or go full yolo first round. For sure it feels 2 cabbage is not the most rational list (compared to lots and lots of bodies) but its something I wanted to play for so long and I want to make it as much fun as possible...

  10. 2 hours ago, Malakree said:

    So I view Ironjawz as ridiculously CP intensive and you're only getting 1 extra with no engine behind it (Mass CP generation or aetherquartz).

    Compare what you're getting from Mighty Destroyers to a 6++ with +1 hit/wound AND your 20 arrowboys become battleline. Plus you get access to the casting buffed Wurrgog Prophet who is arguably the best model in the entire book. +4 to cast on his fist of gork is disgusting.

    They just announced that Sheffield Slaughter isn't running realm artefacts so I almost instantly dropped IJ for big waaagh!

    Yeah i see your point. My cp engine is supposed to be the fungoid and i am toying with the idea of x2 fungoids for even more cps. 

    My concerns with big waagh is that it kicks off at round 2 and tournament play very often ends by round 3 due to time (at least in my club). In any case big waagh it needs a very different approach to play than the yolo pure IJ style. More "wait and hit back" rather than charge head on. And this seems a bit counter intuitive with 2 angry cabbages .

    • Like 1
  11. 6 hours ago, Malakree said:

    You're short 3 battleline since Ardboys are only battleline in 5s.

    I almost want to say just go Big Waaagh! instead since you're running basically no CP's and aren't using a clan.

      Reveal hidden contents

    Allegiance: Big Waaagh!
    Mortal Realm: Aqshy

    Leaders
    Orruk Warchanter (110)
    Orruk Warchanter (110)
    Megaboss on Maw-Krusha (460)
    - General
    - Boss Gore-hacka and Choppa
    - Trait: Ironclad
    - Artefact: Ignax's Scales
    - Mount Trait: Weird 'Un
    Gordrakk the Fist of Gork (540)
    - Mount Trait: Mean 'Un
    Wurrgog Prophet (160)
    - Lore of the Savage Beast: Gorkamorka's War Cry

    Battleline
    20 x Savage Orruk Arrowboys (240)
    10 x Orruk Ardboys (180)
    10 x Orruk Ardboys (180)

    Total: 1980 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 130

    Lose the battalion but swap the standard MK for Gordrakk which renders the battalion artefact meaningless anyway. You don't have the engine to fuel the Ardfist either so that isn't to painful and you get the disgustingly powerful Wurrgog.

    Daaaaaaamn,  I was pretty sure this limitations as only for Big Waagh, not pure IJ. Thanks for the catch!

    Well this runis everything :)I want to like Gordrakk but so far I struggled with him dying too fast and costing too much. and I am feeling a cabbage with Metalrippa Kalw will output more damage that poor old G  at least in my local meta  which is 2+ save heavy .

    6 hours ago, Malakree said:

    I almost want to say just go Big Waaagh! instead since you're running basically no CP's and aren't using a clan.

    Mmmmm I am not sure I understand what you are saying here. "I am running no CPs"? Can you plese clarify?

    I want to stick to Ironjaws because I find Cabbages very independent with their own Might Destroyers. they basically run/ reach wherever they want. Obviously as you say Ardfist goes ut of the window but to keep the second artifact I am thinking something like this:

     

    Spoiler

    Allegiance: Ironjawz
    - Mortal Realm: Aqshy
    LEADERS
    Megaboss on Maw-Krusha (460)
    - General
    - Command Trait : Ironclad
    - Boss Gore-hacka and Choppa
    - Artefact : Ignax's Scales
    - Mount Trait : Mean 'Un

    Megaboss on Maw-Krusha (460)
    - Boss Gore-hacka and Choppa
    - Artefact : Metalrippa's Klaw
    - Mount Trait : Weird 'Un

    Orruk Warchanter (110)
    Orruk Weirdnob Shaman (110)
    Fungoid Cave-Shaman (90)
    - Allies
    UNITS
    10 x Orruk Ardboys (180)

    - 1 x Gorkamorka Banner Bearers
    10 x Orruk Ardboys (180)
    - 1 x Gorkamorka Banner Bearers
    5 x Orruk Ardboys (90)
    - 1 x Gorkamorka Banner Bearers
    3 x Orruk Gore-gruntas (160)
    - Jagged Gore-hackas
    BATTALIONS
    Ironfist (160)

    TOTAL: 2000/2000 EXTRA COMMAND POINTS: 1 WOUNDS: 111
    LEADERS: 5/6 BATTLELINES: 3 (3+) BEHEMOTHS: 2/4 ARTILLERY: 0/4
    ARTEFACTS: 2/2 ALLIES: 90/400

    Still a bit nervous about dropping the warchanter and also cant decide about the weirdnob vs second fungoid 

  12. So, hitting a local tournament this weekend and thinking to play a double dragon list for the first time. I really enjoy how  cabbages play and they tend to be MVPs in my 2k IJ armies so far. 

    One trick I would love to pull with this list is alpha strike 2 cabbages with mighty destroyers on the front line, the frst cabbage hit and delete the screens and the second cabbage activate with smashing and bashn pile in and reach the valuable stuff behind.

    I am considering dropping either 1 warchanter or the weirdnob for a second fungoid for the CP generation. But I am torn because the tepeort of the weirdnob is a cosntant headache for the oppoenent and had won me several gaems with late game objective capture

    What do you guys think?

    Spoiler

    Allegiance: Ironjawz
    - Mortal Realm: Aqshy
    LEADERS

    Megaboss on Maw-Krusha (460)
    - General
    - Command Trait : Ironclad
    - Boss Gore-hacka and Choppa
    - Artefact :  Ignax's Scales
    - Mount Trait : Weird 'Un

    Megaboss on Maw-Krusha (460)
    - Boss Gore-hacka and Choppa
    - Artefact :  Metalrippa's Klaw
    - Mount Trait : Mean 'Un

    Orruk Warchanter (110)
    - Warbeat : Killa Beat

    Orruk Warchanter (110)
    - Warbeat : Fixin' Beat
    Orruk Weirdnob Shaman (110)

    Fungoid Cave-Shaman (90)
    - Allies

    UNITS
    5 x Orruk Ardboys (90)

    5 x Orruk Ardboys (90)

    5 x Orruk Ardboys (90)

    20 x Savage Orruk Arrowboys (240)

    BATTALIONS

    Ardfist (120)
    TOTAL: 1970/2000     EXTRA COMMAND POINTS: 1     WOUNDS: 122 LEADERS: 6/6    BATTLELINES: 0 (3+)    
    BEHEMOTHS: 2/4    ARTILLERY: 0/4
    ARTEFACTS: 2/2    ALLIES: 330/400
     

     

  13. 20 hours ago, Double Misfire said:

    Hi guys, er... awright boyz,

    Creeping in from the Order side of the forum with a link to an interview I've just done with my friend Lawrence on the stunning Ironjawz army he recently unveiled at Warhammer Achivements this month, taking home the best army trophy, including his frankly staggering scratch build Rogue Idol:

    https://doublemisfire.blogspot.com/2019/11/city-spotlight-lawrences-sunz-of-rust.html

    WhatsApp+Image+2019-11-19+at+23.06.40+%2

    WhatsApp+Image+2019-11-19+at+23.06.39+%2

    these are absolutely wonderful! So inspiring!

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  14. On 11/2/2019 at 9:39 PM, Malakree said:

    Game 2 was vs 30 hearthguard on starstrike. Stars landed in a blob under the hearthguard, real boring nothing of note happened.

     

    Really curious, does everyone still feels Fyreslayers is a hopelss match up for IJ? Or I am reading this wrong?

  15. Preparing for a local tournament. What do yu guys think about this list:

    Spoiler

     

    Allegiance: Ironjawz

    - Warclan: Ironsunz

    LEADERS                  

    Orruk Weirdnob Shaman (110)

    - General

    - Command Trait : Bursting with Power (knows +1 extra spell and can cast +1extra spell from Lore of 
    the Weird)

    - Artefact :  Shamanic Skullcape (+1 to casting rolls)

    - Lore of the Weird : Wrath of Gork, Hand of Gork

    Gordrakk the Fist of Gork (540)

    - Mount Trait : Mean 'Un   +1 dmg Maw Crusha Fists

    Orruk Warchanter (110)

    - Warbeat : Get 'Em Beat (on charge phase, 12in on 4+ 3d6 charge)

    Orruk Warchanter (110)

    - Warbeat : Fixin' Beat (heal D3 wounds)

    Wurrgog Prophet (160)

    UNITS                             

    5 x Orruk Ardboys (90)

    5 x Orruk Ardboys (90)

    5 x Orruk Brutes (140)

    - Pair of Brute Choppas

    5 x Orruk Brutes (140)

    - Pair of Brute Choppas

    6 x Orruk Gore Gruntas (320)

    - Jagged Gore Hackas

    ENDLESS SPELLS / TERRAIN / COMMAND POINTS

    Balewind Vortex (40)

    Geminids of Uhl-Gysh (60)

    Extra Command Point (50)

    Soulsnare Shackles (40)

    TOTAL: 2000/2000     EXTRA COMMAND POINTS: 1     WOUNDS: 121 LEADERS: 5/6    BATTLELINES: 5 (3+)    
    BEHEMOTHS: 1/4    ARTILLERY: 0/4

    ARTEFACTS: 1/1    ALLIES: 0/400

     


    The idea is to make a 6-spells-per-hero-phase list. The Weirdnob  cast 3 or 4 spells per round (with balewind + double green puke) and the wurgog another 2 spells. List also gives 3 unbinds which is nice. 

    If I read the rules correctly allocating the weirdnob to be general and having no other MEGABOSS in the list, means I avoid the  mandatory artefacts of Ironsunz.

    Thoughts?

  16. 20 hours ago, Arkahn said:

    I think you cant, only IJ and BS can, not great waaagh

    You are right guys. Thanks for catching this. Did a lot of mistakes on this first run since we almost played and read the tome in parallel. 

    I also realised (after posting) it might be annoying for some people to read long battle report here.  Will post in a blog  in the future. Apologies.

  17. So with Orruk Warclans warm in my hands I arranged a game with my best gaming pal Spyros against his also freshly introduced Skaven soup army. Spyros is an old Skaven player that took a yearly detour from the rats to play Soul wars Evocator lists. I was also detouring with Nighthaunt, playing occasional Waagh bombs (badly) after GH2019. So, we both knew the feel of our armies but at the same time everything was new to a great extend.

     

    My list was:

    The Great Waagh

    Gordrakk

    6 Gore Gruntas

    10 brutes

    10 ardboys

    Warchanter

    Weirdnob shaman

    Megaboss on foot

    Ironfist

    Bloodtoofs

     

    Spyros list was (approximately)

    Vermin;ord Deciever

    Warlock Bombardier

    Screaming Bell

    40 plague monks

    6 Stromfiends

    Loads of Clan rats in 20-rat units

    Lists were more casual than competitive but can usually deliver some punch at local tournaments. Nevertheless, our inexperience with the new armies lead us to tons of tactical mistakes as you will see.

    We played Duality of Death without any Realm Rules. We use a lot of scenery as per GW new terrain rules, so the table was really packed. I outdropped Spyros and gave him first turn.

    I deployed all my forces opposite to one objective tightly packed. I did this in order to be able to buff all units in turn from the warchanter. The plan was to advance with all the slow foot units on one objective, secure it with superior punch (since Spyros has deployed his units spread out across both deployment areas) and launce a single super buffed Gordrakk to harass the far objective

    I gave him first turn

    1 Turn Skaven

    Spyros started his hero phase casting a ton of weird rat spells which our simple Orruk minds cannot comprehend. I was impressed how much was going on his hero phase and my lack of magic defence (a single weirdnob is pathetic in that respect) became very apparent very fast.  He buffed the fiends,  cast Warp Lightning Vortex on a choke point in front of my deployment zone (that was a great move from his part, it really destroyed my ability to advance) and then he then skitter leaped his Screaming bell general in the far objective. Finally he teleported through a gnaw hole 40 monks around the same objective screening the general.

    Spyros deployed two of his stormfiends with windlaunches which was a surprise for me since everyone is loosing their minds about how broken warpfire throwers are. I was thus not prepared for the 24”range and deployed my warchanter within threat range of the fiends. Spyros rushed his fiends towards the second objective and got within range of my whole army. Thankfully he was not aware of how crucial the warchanter is in the updated armies and chose to hit my 10 brutes unit instead. My brutes have wrecked his stormfiends many times in the past so he had a good reason to fear them. He ultra-dialled the fiends with several nasty rat tricks (spells and tokens) and they ended up dealing 17 wounds on the brutes in a single shooting phase. That was fucken impressive!

    He scored 1 VP

    1 Turn Orruks

    Ok it was time to act. I noticed a mistake in Spyros deployment. Although he had screened his Screaming bell general with monks there was a point where the monks touched the screaming bell base. Charging Gordrakk there mean I was within reach of the screaming bell with my 1” range weapons. Warchanter buffed Gordrakk with a 3d6 charge and the 6 Gruntas with the +1 damage. Weirdnob cast mystic shield on Gordrakk (that was a mistake I should have unbinded the Warp Lightning Vortex) and then I used the free teleport to send him across the table. I used mighty destroyers on the Gruntas and beelined them to charge the stormfiends.

    Gordrakk rolled a 5 on 3D6 failing his charge so I had to spend a command point to reroll. He barely managed the second time dealing 3 MW on the Screaming Bell. Gruntas hit the fiends dealing another 3 MW wounds on the charge and taking control of the objective. I chose to activate Gordrakk channelling all attacks on the bell. He easily smashed it to bits just with his two weapons (never rolled for the cabbage attacks)

    BIG RULES MESHUP here from my part since I activated then Smashin and Bashin.  Smashin and Bashin is a BATTLE TRAIT and not a Command Ability, therefore it cannot be used in the Big Waagh (Q%@#%@#%). That was a big mesh up (sorry mate). Gruntas taking wrongly priority wrecked the stormfiends with 17 wounds killing 3 and bringing the 4th to 2 wounds. I couldn’t believe how good our revamped heavy cavalry is in the charge if buffed by the warchanter.

    The rest of the army rushed slogged forward through the vortexes getting slowly fried.

    I scored 1 VP

    We rolled and I go the double turn I was hoping for.

    2 Turn Orruks

    Knowing what 40 buffed monks can do, I decided to retreat Gordrakk to further chase his verminlord in the next round. I flew him over a building hoping the plague monks will remain guarding the objective. I buffed the brutes with +1 damage then attempted to teleport them with Hand of Gork but was easily unbinded. Everyone moved forward slowly sucking more MW by the vortex.

    The gruntas hit the fiends again but now without the charge and +1 damage only killed one more The 2 melee fiends with Shock Gauntlents stayed alive. Not much else happened.

    I scored 2 VP

    2 Turn Skaven

    Rat things are damn fast! The plague monks run and successfully charged the hiding Gordrakk (didn’t know they can do that), the Verminlord run and reached the objective abandoned by the plague monks taking hold of it again and two units of clanrats teleported through gnawholes and skitterleap and surrounded my gruntas. Suddenly rats were everywhere! Spyros knew he had to kill the Gruntas to stop me from scoring more points. So, he chose to activate the Fiends first hoping the 40 plague monks will be able take a punch from Gordrakk. The two remaining fiends killed 2 gruntas but the clanrats failed their charges and a kept the objective for another turn. By now the Big Waagh was in full swing and Gordrakk hit back with +1hit+1wound and +1 attack from Strength from Victory. He killed 33 (!!!) plague monks. The rest fled in battleshock.

    The gruntas finished of the fiends.

    Everyone else crawled forward getting fried by the vortex. I rolled a 6 on a battleshock loosing a full unit of hardboyz.

    Spyros scored 1 VP.

    We rolled for initiative and I won.

    At this point there was not much Spyros could do. On one side of the board Gordrakk was again free to charge the Verminlord and on the other side my army had finally arrived in combat and was ready to charge. I would definitely  keep the objective for another round scoring three VP. Spyros had no way to catch me on points.

    We called it a day.

    Observations

    My first experience with the new IJ is that we became better and more consistent at what we were already good (wrecking face) but we still suffer at what we always suffered (board control, consistent threat range, overcoming screens, body count). This match was mostly lost by my opponent rather than won by me. Spyros did some serious tactical errors (failing to screen correctly, failing to single out warchanter to shoot) not to mention the big blunder from my side activating Smashin and Bashing when I should not have done so.

    Two warchanters is a must. One is two vulnerable and force you to deploy too tight.  Footboss no matter how much I like him cannot keep up (this is even more apparent than before) and now he is also very expensive. He will stay only in fluffy lists.

    A buffed Gordrakk and 6 gruntas are all the punch you need really. Fast and hitting like a green train.

    I am thinking to keep the hammer and try a magic heavy list next. The idea is to rain spells on opponent until the full waagh builts, then wreck havoc. I have already in mind a list with a Wurgogg prophet addition that can deal 6 spells per round. More on that in the following post 😊

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  18. On 10/5/2019 at 1:33 PM, Malakree said:

    There is a really Gruesome Weirdfist list if you tank up the weirdnob and have him as your general. Bursting with Power to make him 2 casts then  take both Hand of Gork and Wrath of Gork. Throw in Shamanic Skullcape for +1 to cast, combine with a Balewind Vortex for the +6" casting range and second spell. Your Weirdnob can now Teleport then cast Wrath of Gork and THREE Green Puke spells at 6+2d6". That's a ton of potential mortal wounds and makes him functionally a 5 cast wizard with +1. SUCK IT ARKHAN!

    I just logged in in to post the same thing! Add a Wurgogg and you can get up to 7 spells per hero phase

  19. 15 minutes ago, ShaneHobbes said:

    You dont get a wound/attack per kill. You get A wound/attack for killing any amount of models by the end if the combat phase. In a 5 round game most our MB can get is +10, one from each players combat phase during a round.

    Haha got this totally wrong . 🤣

    Just re-read the ability and you are right

    Thanks for clarifying!

    • Haha 2
  20. It just occured to me that the new strength from victory might be our answer to chaff screens.

    Enemy centerpiece behind  chaff of 30 x1 wound models? No problem. Charge your megaboss head first, kill 10-15 of them and then comfortably loose the double turn, no problem. You have just stocked 10-15 extra wounds and 10-15 extra ttacks to  face the enemy charge. Even better even if they get you down to 1 wound the extra 15 attacks dont go away with a diminishing profile.

    Am I getting this wrong or is this new ability an awesome screen deterent for IJ?

    • Haha 1
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