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tolstedt

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Everything posted by tolstedt

  1. Yeah, just remove it from the table. Great visual impression as well. Get the stuff in the way out of the way by smashin it.
  2. Also, Ironjawz should have an allegiance ability to destroy terrain or endless spells. Once per turn if you have 10+ models at the end of the movement phase near a terrain feature or endless spell, remove it from the board. Ironjawz are so smashy they just beat the ****** out of whatever is in the way or being annoying.
  3. @Malakree Lots of cool ideas. I love the save upgrades. They are slow enough to justify it. Waaagh needs to be changed as well. I would pay 440 for the monster you described in the krusha.
  4. I'm really holding out hope that Ironjawz get on par with the ridiculous damage that we are seeing from the new book. I think it's a good sign. I hope they continue to go with the Ironjawz thematic style of dealing damage in silly ways via mechanics (waaghs, destructive bulk, smashin' and bashin') rather than raw damage buffs. How does everyone feel about points? I think that without any rules changes the Krusha should be 340, Brutes 140, Gruntas 140, Ardboyz 120, Footboss 120, Weirdnob 100
  5. I've played the ardfist enough and would caution against a 30 of boyz. They are too 'ard to die and bring back. Unless you keep them back on an objective. That might be their best strategic value.
  6. What about horde style? Run the ardfist forward turn one to die. Second wave of brutes. Pretty silly but good on a few maps. Allegiance: DestructionLeadersOrruk Megaboss (140)Orruk Megaboss (140)Orruk Warchanter (80)Orruk Weirdnob Shaman (120)BattlelineUnits10 x Orruk Ardboys (160)10 x Orruk Ardboys (160)10 x Orruk Ardboys (160)10 x Orruk Ardboys (160)10 x Orruk Ardboys (160)5 x Orruk Brutes (180)- Pair of Brute Choppas5 x Orruk Brutes (180)- Pair of Brute Choppas5 x Orruk Brutes (180)- Pair of Brute ChoppasBattalionsArdfist (170)Total: 1990 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 171
  7. I agree. My thought is you can't get 20 bodies for 130 in ironjawz.
  8. Anyone try stabbas or shootas as allies in ironjawz? Anyone try 6 rockguts?
  9. Yeah mate, Adepticon is my last run for a while.
  10. I agree. It is so fun when you set up and get ready for some gork foots stompin' and bompin', then you realize that you have to move your units away. I'm hoping allegiance abilities give us "waaagh points" which can be spent to buff casts. My idea is resources that can be spent to more precisely buff damage output (similar to fyreslayer runes). This is thematic to the big haymaker feeling of the army. Command abilities should work this way as well. "Pick a unit near the general. Roll a dice. Add that number to the attacks of each of that units weapons. You may expend waaagh points to add one to this roll for each waaagh point spent."
  11. I'm not sure. Could go either way whether it stacks. More more frenzy frenzy seems justified thematically.
  12. This is the math on 9 Jezzails with more more warp powers for re-rolls to hit and wound and the spark for +1 damage against a 5+ save. 9 and a buffed warp lightning cannon going into Nagash should kill him.
  13. I don't think you need both the bell and the warpseer. What does the bell get you that the warpseer doesnt?
  14. Played against deepkin with Allegiance: SkaventideLeadersVerminlord Warpseer (260)- General- Trait: Master of Magic - Artefact: Suspicious Stone Grey Seer (120)- Lore of Ruin: SkitterleapArch-Warlock (160)- Lore of Warpvolt Galvanism: More-more-more Warp Power!Warlock Engineer (100)- Lore of Warpvolt Galvanism: More-more-more Warp Power!Battleline40 x Clanrats (200)- Rusty Spear40 x Clanrats (200)- Rusty Spear20 x Clanrats (120)- Rusty SpearUnits10 x Skryre Acolytes (120)9 x Warplock Jezzails (420)1 x Warpfire Thrower (70)War MachinesWarp Lightning Cannon (180)Total: 1950 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 165 Great fun. Strong list! I won 21-20 in the final round. More-more warp power is very strong. I love 3d6 spellcasting.
  15. What if it's an Ironjawz vs. Gutbusters box? I would split a green log.
  16. I run the ardfist. You will never have 30 die and be ready to come back. I run 5x10. The most I ever got back is three units. It's not good if you can't get your warchanter to the other side of the board. The only map I had success on is starstrike. It is also good in the realm of shadow where you can bring the warchanter to the other side of the board before bringing the units back.
  17. It's really poor design that you can't get clanrats as allies in skryre.
  18. You counter charge the eels with 10 ardboyz and the eels are stuck there.
  19. You counter charge the eels with 10 ardboyz and the eels are stuck there.
  20. Brutish cunning is the best answer waaagh.
  21. Rend is so good with multiple waaaghs. If the shield had a mortal wound save as well it would be a question for me. Since they don't, I think punching back with rend to eliminate enemy attacks is better. But if you are just putting ten on an objective to sit, then shields give you that chance of glory.
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