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Planar

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Posts posted by Planar

  1. 11 hours ago, Aelfric said:

    The Warscroll for Scrapscuttle's Arachnacauldron endless spell states that it can only be cast by a Gloomspite Gitz Wizard - Fungoids have these keywords. Endless spell warscrolls have no allegiance keywords, therefore the only restriction is who is allowed to cast it.  So long as you have a wizard who can cast it in your army and you pay the points for the endless spell, you are fine.  In addition, because endless spells have no allegiance keyword they do not count towards your Allies points allowance.

    You can take any endless spell you like, but without the right wizard to cast it, it would be useless.

    Fortunately, 1 or 2 Fungoids in an Ironjawz army are pretty useful for CP generation anyway, so its really only a 50 point outlay.

    That makes perfect sense. Thanks for explaining in detail!

    • Like 1
  2. 3 hours ago, tolstedt said:

    Yes it is allowed.

    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

  3. 22 minutes ago, novakai said:

    you can circumvent the rule by using the Arachnacauldron endless spell which allows an allied Gloomspite wizard to use all the spells in the Moonclan lore despite being in a different allegiance.

    Hmmm but still Arachnacauldron is a Gloomspite endless spell. Is it allowed for a git wizard allied to Ironjawz cast Gloomspite endless spells?

  4. 9 hours ago, Aelfric said:

    Hopefully the FAQ and points changes for the latest Battletomes, incl FEC, coming in July will resolve this issue.  The only other way I can think of is to take a Fungoid and the Arachnacauldron Endless Spell, which will give you access to "Itchy Nuisance" - this makes whoever you cast it on strike last regardless of when they're supposed to strike.  It's 140 points for both and spells aren't automatic, but at least it gives you a shot.  The cauldron gives a +1 to casting and also grants access to the other spells in the Moonclan lore, so it has other options.

    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

  5. 42 minutes ago, Hideaki said:

    To be honest, I can't agree completly. We have a lot of tactics at our disposal but only through the Dreadblade Harrow and teleporting units on the field. T

    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.

  6. 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...

  7. 14 hours ago, broche said:

    For me the key learning of AoS2 (and it was experimented sucessfully by @Superninja):

    - Ironjawz are mostly slow

    - Ironjawz don't have deepstriking

    - Ironjawz have a good effective wound/point ratio

    So that make them a defensive army with good counterpunching power. So your goal should be to occupy the board and score more point than your opponent and eventually win the attrition war. Investing point in strategy to move faster and bliztkrieg is counter productive (unless you're playing gorefist). Your just loosing those extra 15-20 wounds that are crucial to your strategy (defending and counter attacking)

    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

  8. 45 minutes ago, Backbreaker said:

    So only one or two ballistas were able to shoot twice, right ? They can't be take in unit so he had to spend one command point for each ballista. By the way, that command ability is insane.

    yes correct. still good enough to casually delete 3 gruntas in a hero + shooting phase

  9. 8 minutes ago, Backbreaker said:

    Do you remember what was his general ?

    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.

  10. 1 hour ago, sambaker31 said:

    Hi all, long time lurker to the Destruction forums - first time poster ? 


    Firstly can I say a massive thanks as this thread has been a great help and source of inspiration for planning and tactics with Ironjawz! I have recently started an Ironjawz army and am in the process of building my list up to 2k, so far I’ve played a few games of AoS 2 with the boyz and like the synergies from various characters and ultimately I love the models and how they look on the table.

    However... I’m in need of a bit of help as my brother (who I play against most of the time as we haven’t been able to get to local clubs yet) has recently got an Order Draconis army and let me tell you it is disgusting... 2 warscrolls and 2 heroes in 2k, 4 drop pretty much guaranteeing him first turn, alpha strike due to some crazy once per game free movement ability on everything, +damage when charging with lances, re-roll hits bubble command ability, base re-rolling saves on his dragons, ranged mortal wound output (that can’t miss!) on his 3 dragons and on top of all that the dragons have 3 (4 with his ability) D6 damage jaw attacks with rend which pretty much just deletes anything I can throw at them. Couple that with a quicksilver potion (Order artefact) and I can never fight first in the key combat with tooled up units before he wipes out my brutes/warboss etc.

    At the moment I generally play 1.5k with WB, WC, allied Grot Shaman & orruk warboss, 2x5 brutes, 3x GG and 20 Ardboyz with an Ironfist and am stuck as to what to get next to even give me a chance of surviving first turn, let alone have another left in the tank to pull off some cool synergies/buffs and some waagh! stacking. 

    I was planning on running a Weirdfist + Balewind combo with 30 ardboyz for some mortal wound output, alongside an Ironfirst with 3x5 brutes for movement and combat supported by characters (MB, MW, Grot  shaman and Orruk warboss), but thanks to his dragonmage unbinding is a threat to that plan (especially because I have to kill a dragon to get rid of the mage...). Would a Weirdfist with 3 units hanging back realistically give me enough punch to kill multiple dragons over the course of a game?

    Do you fellow warbosses have any ideas on next steps to give my boyz a chance? Unsure if I want to lay out £60 on a MK only for it to be triple-teamed by some dragons every single game, and I know Bloodtoofs could be an option as a 1 drop but then I feel I am just countering an alpha-strike army with another alpha-strike army? Sorry for the long post, but hoping someone has some advice or I may just have to move to a nasty skaven gunline or something (Gork and Mork forgive me!)...

    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

     

  11. 47 minutes ago, Backbreaker said:

    How did he do that ? Not with his lord ordinator I hope ?

    I don't think you did something wrong, even if your gruntas charged ballistas, I don't think they had enough impact t kill one on the charge. 

    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. 

  12. 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...

     

  13. 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 :)

     

     

    • Haha 1
  14. 5 minutes ago, Rock Lobster said:

    I think they updated the rules to drop the 6" of table edge to only allow you to go through from one realmgate to another. Hence it does nothing when we place one down. However if 1 ironjawz bloodtoofs list faces another, hilarity ensures with Orruks flying through the void and popping up on the other side.

    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?

  15. Reading the realmgate rules:

    image.png.91228dfc690742ff1adc9a49116081ba.png

    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...

     

     

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