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tolstedt

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Everything posted by tolstedt

  1. I think you'd be fine even in a tournament. Just dont put them on a 60mm.
  2. From the FAQ yesterday "Note that if allegiance abilities exist for a faction army, you must use them." Looks like we can't take GA chaos with pestilens.
  3. Yes. All musicians and banners always have the same weapons as the rest of the unit.
  4. You get both in a unit and they all have the same weapon load out.
  5. One should just die for free from mortal wounds from exploding rats. How many do you typically face?
  6. You can run if you want but can't charge later.
  7. You can totally do bloodtoofs with gordrakk
  8. I played against a triple maw krusha list. You're always going to lose on bodies. Keep everything together. This is how I would do it. Allegiance: IronjawzLeadersMegaboss on Maw-Krusha (440)Megaboss on Maw-Krusha (440)Megaboss on Maw-Krusha (440)Orruk Warchanter (80)Battleline5 x Orruk Brutes (180)5 x Orruk Brutes (180)10 x Orruk Ardboys (160)Units4 x Ironskull's Boyz (80)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 106
  9. Cant' it move back and forth? It's a pendulum.
  10. Yes you don't need rabid fever if you just take more rats
  11. You get 6 rolls for the weirdfist.
  12. It is 24" plus 2d6 average range and d3+3 average wounds if you have the full weirdfist and balewind
  13. It is bad for armies that need allies to fill key roles.
  14. I don't think it will be a thing for tournaments. It is ridiculously restrictive for armies that need to ally in key pieces. The 400 points thing is fine by itself.
  15. Pick my list for today: Weirdfist Ironfist + rock lobbas (I take three, the 1 in 4 units allies thing is dumb and restrictive) Ardfist
  16. 3x poison wind mortar is simply better than the catapult.
  17. Any worthwhile command abilities from allies that you've found? I think IP is strong now for horde armies. In many of my games the opponent just killed the unit of 40 rats that didn't have IP on them. Being able to react is great.
  18. Did another game with IJ today Allegiance: DestructionMortal Realm: UlguLeadersOrruk Warchanter (80)- Artefact: Daubing of Mork Megaboss on Maw-Krusha (440)- General- Trait: Live to Fight - Artefact: Sword of Judgement Fungoid Cave-Shaman (80)BattlelineUnits5 x Orruk Brutes (180)3 x Orruk Gore Gruntas (140)10 x Orruk Ardboys (160)10 x Orruk Ardboys (160)10 x Orruk Ardboys (160)10 x Orruk Ardboys (160)10 x Orruk Ardboys (160)BattalionsArdfist (170)Endless SpellsPurple Sun of Shyish (100)Total: 1990 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 154 Opponent had 1 frostlord on stonehorn w/ethereal amulet, 3 stonehorn beast riders, 2x3 yetis, 2 butchers w/ cauldron, geminids, lifeswarm He tabled me but I won. Bringing back the ardboyz is a lot of fun and has potential to slow them down for a long time. The purple sun does so much damage to big monsters. 100 points might be too expensive.
  19. Also, you can't get 13 drops if you take a battalion.
  20. While I don't know of this specifically, the app is very buggy right now. They are fixing it. There is no reason you can't take skryre as allies. WLC is still strong.
  21. I like the movement change as well. very strong with gruntas as a screen or ardboys with plus three to charge as a tarpit.
  22. Take the rock lobbers with this list. You need movable bodies and the weird fist will force you to keep too much back, leaving you with not enough to play with
  23. You can doubleove double run 36" across the board to a fungoid shaman and charge
  24. Do you mean 14" move? He has a base move of 12" plus the 2 from cogs. I'm going to try a similar list this week.
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