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Oreaper84

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Everything posted by Oreaper84

  1. I think at this point GW has their stride in releasing a nice mixture of what we want and what we didn't expect. If they don't know by now that we want to have specific faction identity in the combined style tome, then they have their head under a rock. I am giving the benefit of the doubt on this one because i fell they have been waiting on this one to see how the community at large reacted to prior releases because they know the love grots in general have and they don't want to ****** the pooch on this release. I haven't been this excited about anything released in years. Hype level over 9000. I hope they make it super-charged and we take the meta by storm. The answer to wyches and Nagash is gunna be the green swarm bc eff you thats what grots do!! Poor gitz have NEVER been on top tier and yet they are still one of the most loyal and passionate fanbase in the whole hobby. IT IS TIME GW!!!
  2. so 2019 is the year!! I am running the local Underworlds league at my friendly local GW and I want to bring a warband that has enough NOT going for it that i can play fairly hard against even a newer person and not demolish them outright.....and what better warband then the Greavers. That being said i still want to do relatively well against all comers so i think it needs to be a strong deck. With the restricted list out and about for a while now....what are our thoughts about the best forms of the Greavers. With limitations on +dmg ploys and shadeglass weapons, do we go mobile shenanigans for objectives? Do we double down of things like trap and twist the knife to go full potato aggro? Is there a sweet spot in the middle? Lets start this post ban-list conversation, because nothing feels better then winning with an underdog.
  3. actually you're right....in looking at it you dont have enough units to do both the warboss and the grots as it is (1 for every 4)
  4. As mentioned it Ironskulls do not count for the battalion, so id drop the from the list and get a grot shaman. It would give you a cheap caster and the spell makes the large grot unit an actual threat
  5. The Ironfist wording has shown its age to be true. I find that with most clarifications i have to remember how GW writes rules. They write in an allowance based rule set and in a restrictive based....ie they will tell you what you CAN do and if its not listed then you CANT. Like it or not that is how they always have written rules. Now in the case of the FAQ they have now specifically said you CAN move within 3" , but have not said you can move away without counting as retreating. To this end ...even if it seems like it makes sense we would need a specific allowance to receive a non-retreat benefit. Now personally i don't like the allowance to move within 3 because its a unique case that isn't consistent....but that's not my call to make.....so it shall be written so it shall be done.
  6. Dont let go of the Boss....he is hands down my favorite piece in my army. I run him with the cloak and he is aces for sure. 140 is a BARGIAN for a meat seeking missile that has... 1. redundancy for the Waaagh 2. 3+ 7 wounds with look out sir 3. Mv 8 w/fly (great at capping the scenarios that require an artifact) 4. will surprise you as a either a mage assassin or combat force multiplier
  7. Do you have the Underworld warband (Ironskulls Boyz)? They are a good lil objective grabber unit, count for the waaagh, and can give look out sir to a character. They are also fairly resilient(ish), that and some quicksilver swords (choppas) and you should be good to go. If you don't have em....then another warchanter isn't a terrible option at all.
  8. i think that people arguing that 400 would be too cheap really haven't ran the meta gauntlet that much. At current cost you have 0 incentive to ever bring a 30 block. It reduces units for Waaagh, reduces the tactical flexibility of objective capping. and the discount is BS. 30 points is nothing to an elite army. how bout Nemarti, any stormcast, baby dwarves, the list goes on. Ardboyz need a max reduction or they will not be viable at 30.
  9. fun question...when /if we get endless spells, what do you think they will be?
  10. you can run with the MD for IJ because its a move as if it were the movement phase, and then can only charge with a fungoid general as general (wouldn't recommend this though). You can do as many MD moves per phase as you roll 6's with the only limitation being range as it doesn't specify once per phase. Hope that answers the question
  11. more than anything...the price of the unit makes them a decent option. They nab objectives on the cheap, but i have seen where they just tip a screen then hit a squishy unit in the back next turn due to hit and run. Problem is that they are extremely pillow-fisted and only can take on weak units, where as maniaks can do a little more heavy combat lifting by sheer volume of attacks.
  12. so arrer boyz did get a bit of a nerf....but they are still great you could actually make a rather mean 1k in the following Wurrgog Savage Big Boss 30 arrowboyz 10 savage orcs kunnin ruk gives you a lot of shenanigans at 1k and is pretty mean and has all the boddies
  13. I think the teef ruk is a bit much on this one....i know its cheap, but personally i like the bigger units of stabbas, id swap it for another unit to do some objective grabbin, maybe 5 boar boys.....that way the rest of the list can get to smashing
  14. IDK about most dice rolling APP's but Assault Dice uses a physics engine instead of a random number generator. It is officially endorsed by GW so id say there shouldn't be an issue either way, that being said everyone I've used it against hasn't had a problem, in fact on the contrary they thought it was cool.
  15. hand of dust at a -3....prob rerolling successful, then either an auto unbind via tithe or an unbind attempt... actually the -3 is kinda wierd as it gets that reroll before modifier stuff happeneing
  16. If i runnin kunnin..I almost alway use the assault dice app. It is GW endorsed, super easy, and super fast. I am not exagerating that i can do an entire fully buffed Rukk (+1 to hit/exp 6's/reroll 1's) in less than a min. Its honestly the ONLY reason i came back to the kunnin rukk bc i was in the same camp having 15 min volleys pickin dice and such
  17. Actually pork heavy is kinda the opposite direction id go for smaller pointed games. Our foot troops are the most cost effective, and pigs get the best use as a distraction flanker/objective grabber, or as a giant target seeking missile with all the buffs. Problem at low points is that there isn't enough to do either really well so i suppose you can use pigs but it will be an uphill battle. Foot sloggers on the other hand become a major nuisance for your opponent in low points. Not a lot of people have the tools to remove a whole 30 blob in less than 2-3 turns, let alone if you run multiple. Id suggest at 1K running a mix of units, but id def add on large foot marching unit....the flavor of which will differ on personal preference.
  18. So the more i go down matchups and overall efficiency....the more i am finding ardboyz come out on top. I had 5 tough games with them at a GT this weekend running 3 x 10 and i have to say that they perform every....single....game.
  19. The passive objectives were the biggest part, there seemed to be multiple that i have no control over (aside from killing the guys so he cant cast), and then some overall sit back and juice up play style overall. It was very power up, score non-interactive objectives, then punish if i came into the kill zone of his back half. It wasnt pre-FAQ relic bad....but i didn't feel like a have a solution without deck building specifically as you stated, but that will waste cards against most crews.....idk. I'M hoping as crews get released there will be meta shift.
  20. I actually ran the 3 deadly Hex in almost everyone of my games in a grand clash this weekend and took 3rd overall. Orcs are still viable for sure. Shardgale is nice because it gave me options instead of being outmaneuvered with reactions from 1 guy and helps put almost everyone in 1 shot rangewhich can be clutch . One take away from the event is that HOLY %#&^ the new stormcast are strong. They inspire easily at range, have good health, good attacks, easy glory options....it was my only loss and i got absolutely punked. Apparently so did everyone else as the 2 new stormcast warband players beat everyone so bad that they finished in the top 2...even after playing each other in round 4. the mechanics felt a bit non-interactive at times, reminiscent of the ole stormcast BS...but maybe its too new to tell. Anyone else have some Exp against them yet?
  21. I am thinking of running the new dbbl deadly board to a tourney coming up...i think it might be a nice charge and inspire threat to have on tap
  22. Dont lose heart! It ir Ork-tober and i think the deamon combo box is being released in Jan so that gives us Oct/Nov for releases....(bc nothing new in Dec)
  23. This is what i'm running, the real question is to whether i double down on resilience and go ironclad....or give him PotW for reliable Waaaaghs....
  24. i am prepping for a 2k tourney with this dude as the 2nd artifact holder, got a lil prep time to practice but nice to hear that he has some use.
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