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Oreaper84

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Posts posted by Oreaper84

  1. 16 minutes ago, Mayple said:

    Don't have the space for that when I'm also using an Orruk Warboss with Waagh banner. They're just there to be a low-threat objective sneak with some throwaway pew pew ;) I tend to run them in units of 60 with a shaman normally, but that doesn't work out in this case unless I trade out the warboss. Might be better, might be worse.

    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)

  2. 8 minutes ago, Mayple said:

    Question. Does Ironskull's boyz count as 'Ardboyz for the purpose of battalion requirements? If so, how does this look?

    Allegiance: Ironjawz
    Mortal Realm: Hysh

    Leaders
    Orruk Warchanter (80)
    Orruk Megaboss (140)
    - General
    - Trait: Brutish Cunning 
    - Artefact: Aetherquartz Brooch 
    Orruk Megaboss (140)
    - Artefact: The Golden Toof 
    Orruk Warboss (140)
    - Great Waaagh Banner
    - Allies

    Battleline
    30 x Orruk Ardboys (450)
    30 x Orruk Ardboys (450)
    3 x Orruk Gore Gruntas (140)
    - Pig-iron Choppas

    Units
    4 x Ironskull's Boyz (80)
    40 x Gitmob Grots (200)
    - Bows & Slashas
    - Allies

    Battalions
    Ardfist (170)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 340 / 400
    Wounds: 209
     

    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

  3. 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.

    • Like 1
  4. 4 minutes ago, Luzgurbel said:

    They are good ideas, despite the fact I don't have the Boyz or a Fungoid.

     

    The Footboss is something I really want to test because I've just bought it recently ^^. I will consider, however, the ideas behind more gruntas and less Boss.

     

    Thanks ^^

    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

  5. 1 hour ago, Luzgurbel said:

    I'm going to play tomorrow with the following list:

     

    -Bloodtoof.

    -Maw Krusha with Ironclad and Ignax Scales.

    -Footboss with Thermalcloak.

    -Warchanter with morale boost item.

    -Weirdnob.

     

    -2x10 Ardboys.

    -2x5 Brutes.

    -3 Gruntas.

     

    These are 1900 points.

     

    To round it up I have a couple of options (no more Ardboys models available, sadly):

     

    -2 cps more.

    -Another Warchanter.

    -Drop the Weirdnob and get: 3 more gruntas (and a cp) or 5 more Brutes.

     

    What are your suggestions?

    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.

  6. 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.

  7. 1 hour ago, velocitydog said:

    +13 attacks?!?!??!!  I'm guessing this had something to do with the Aetherquarz Brooch or whatever artifact lets you roll to see if you don't lose a spend command point.  That's incredible. 

    You mention run on MD and then charge with a second MD.  How do you get two MD's? And a run isn't an MD option. Not saying your wrong, only that I'm clearly confused.  Thanks for your patience!

    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

  8. 3 hours ago, Ollie Grimwood said:

    Turns out I’ve got a few Boarboyz knocking around so I’m going to add a bit of cavalry to my Waaagh. Do the shields, stikkas and Hit and Run make the Savage boarboy an  option or is it Maniaks all the way who do seem the better and more fun option on paper? 

    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.

    • Thanks 1
  9. 29 minutes ago, Hankster said:

    Hey Bonesplitterz

    Any suggestions for a noob to the savage orruks? I love Greenskinz (both grots and orruks), but I found the Ironjawz a little slow and to elite. If I'm playing Greenskinz I want a horde of bodies charging around and getting stuck in. 

    I've heard that the arrow boys were nerfed and my local meta includes Deepkin so I don't think focus too much on range. 

    Would would be balanced 1,000 point starter list that can do a bit of range damage/bodies for objectives, has some speed, and a decent amount of magic? 

    Any advice would be welcome! 

    ...oh and WAAAGH!!! ;) 

    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

    • Thanks 1
  10. 2 hours ago, Arael said:

    Eja people ?

    Want some feedback from other headbashed crazied shaman about this list. 

    The idea behindin short is to have overbuffed unit fight 2-3 combat phase per round. 

    A really good magic phase and some mass make the rest

    Allegiance: Bonesplitterz
    Mortal Realm: Ulgu

    Leaders
    Wurrgog Prophet (140)
    - General
    - Trait: Waaagh Monger 
    - Artefact: Ju-ju Wotnotz 
    - Lore of the Savage Waaagh: Hand of Gork or Mork
    Wardokk (100)
    - Artefact: Talisman of the Watcher 
    - Lore of the Savage Waaagh: Brutal Beast Spirits
    Wardokk (100)
    - Artefact: Mystic Waaagh! Paint 
    - Lore of the Savage Waaagh: Kunnin' Beast Spirits
    Maniak Weirdnob (120)
    - Artefact: Big Wurrgog Mask 
    - Lore of the Savage Waaagh: Squiggly Curse

    Battleline
    30 x Savage Orruk Morboys (300)
    30 x Savage Orruk Morboys (300)
    10 x Savage Boarboy Maniaks (280)

    Units
    2 x Savage Big Stabbas (100)
    2 x Savage Big Stabbas (100)

    Battalions
    Drakkfoot Warclan (140)
    Kop Rukk (200)
    Teef Rukk (100)

    Endless Spells
    Soulsnare Shackles (20)

    Total: 2000 / 2000
    Extra Command Points: 3
    Allies: 0 / 400
    Wounds: 188
     

    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

  11. 1 hour ago, Gobsmakka said:

    I'm unfortunately an android user and it doesn't look like that app is available yet for it. Is dice rolling app generally accepted in the tournament scene? My normal weekly club play is very casual with the time and most games are usually in the 3-3.5 hour time frame if they even finish, due to lots of talking and discussing tactics along the way. 

    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.

  12. 4 minutes ago, Bululu said:

    Yeah amazing model ill definitely get one. But no MW save and especially not antimagic save/vs effects just dont wanna see the looks when hand of dust takes him off xD, casual play only, But definitely fun :D and great model

    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

     

  13. 13 hours ago, broche said:

    Yeah  reroll are really anoying for Ruk.  Burning 3 CP with big boss on turn 2 for double Ruk is sure power full, but it's not very fun (for you and your opponent) In tournament in might become problematic with the time limit as well especially agains an army that can withstand the shooting (like fyreslayer)

    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

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  14. On 10/13/2018 at 6:30 PM, bonzai said:

    I found a local shop that does weekly 1k tournaments. Anyone have any suggestions for strong 1k lists? I imagine pork heavy is the way to go, but I don't have much experience at these lower point levels.

    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.

  15. 31 minutes ago, Skyeline said:

     

    I'm also curious about what mechanics felt non-interactive to you. Was it gambit spells going off where you don't get to roll any sort of defense, or something else?

     

    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.

  16. 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? 

  17. On 9/4/2018 at 9:40 AM, Mr. White said:

    Anyone taking that new board that causes damage to tournaments to inspire the Boyz quickly?

    Any success with this? I'm not seeing the Orruks placing very high in tournaments, so I'm guessing no...

    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

  18. 12 hours ago, PlasticCraic said:

    Agreed. 

    Destruction GA as a whole is comically outdated, it's been literally years since we got a new Battletome, and the GH has offered precious little help.  

    But hey, at least Chaos are getting another Battletome. 

    So we've been pushed further down the queue.  Again.

    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)

    • Like 1
  19. Just now, Imperial said:

    WIth cogs and artefact he got 10" move. With 4+ save from mortal wounds on Maw from aqshy artefact it's nice combo. 

    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....

  20. 7 hours ago, Imperial said:

    Yestarday i tryed Megaboss on foot with Thermalrider Cloak (+4 move and fly). He easy catch up unit of brutes what i moved with Mighty Destroyers

    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.

  21. 4 minutes ago, paul7926 said:

    I'd like to see this just because I think it makes sense.  I see no reason why the lesser Orruks wouldn't tag along to join in the Waaaagh. 

    Showing my lack of rules understanding here but can this not already be done by just going destruction?

    I know I'm slow but I still don't really get all this alliance and keyword and ally interaction.  Seems like needless complexity just to split factions up which in a lot of cases don't even have the models available to be full factions!  (used to play Ogres back in 8th and can't understand what happened to them in AoS at all, they are still on square bases in the garage because of that)

    you can, problem is that we lose our units being battleline, and we have to take the regular orc tax (not to mention we lose smash and bash and +1 to charge)

    That is a lot of tax and loss of benefit for not too much gain

    • Like 1
  22. "Karanak, crimson crown, good for when the demons start getting summoned."

    Karanak is a named Unique character and cannot be given an item/command trait.

    Also, with the list above....what is being hit with blood sacrifice? If its the reavers then there goes your screen/ glass cannon. The problem with relying on tithe summoning is that some opponents will get in your face, forcing your summons to actually go behind your lines and not really in a good position. I find that it only usually works when i have a strong battle line to begin with....and 4 x 10 reavers  and 2 5's of BW is not that.

    I'd combine the BW's into a 10 take out Karanak and a unit of reavers and add another wrathmonger unit of warshrine

  23. 2 minutes ago, Galdenistal said:

    Once you get past models 10 then those 32mm base sizes start to become an issue. Also bigger units leads to less Blood Tithe generation. Multiple units of 10 work well though.

    If your goal is to chew through tanky Nurgle units then Blood Warriors might not be the answer, maybe Skull Reapers and other mortal wound output ... like Bloodletters :(

    well my thought is with the large unit, dbbl buff them with bronze flesh and put the 3 goreglaives out front to do most of the work. That's 7 base good attacks, buffable as appropriate. also 60 wounds to get through....but 520 is a hefty cost.

    Just gets me down when i look across the table and see a battleline 160 point unit be all-stars  every game. I don't want battleline to be a tax, i think there is something out there that makes mortals good......somewhere

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