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21 Lord Celestant

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About Kaptan

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  1. I'd still like to see a gore-grunta bolas addition. Maybe a chance to impair/disable movement with damage? Perhaps a way to wrap around big-baddies like AT-ATs? I would rock a cowboy theme in an instant. Would still like to see a change to Mighty Destroyers, too many situations where it just does absolutely nothing. Playing 1k games without the old +2d6 or even 1d6 movement hasn't been pleasing, and I'd rather be playing 1k with GBH 1 rules. Although, if Ironjawz had a more modern allegiance ability, I would be happy. I could see a brute 7 bravery and/or even another banner effect like the ardboyz, being in combat gives a bonus to bravery or won't desert (will be called Bad and Brutey). The brute marksman @Chris Tomlin has would also be a sick addition.
  2. I did not know the balewind could be resummoned for free.
  3. I will have to try that. I am on my way with painting my mawkrusha at the moment. I loved the look of @Roostmanuva's mawkrusha, so I made him/her a brother.
  4. I love the skin/scales color on the mawkrusha so I attempted to make a clone. I will be doing the rider differently though. My army's color theme is orange\bronze.
  5. Hi Brian, I thought you took second. Thanks for sharing your list.
  6. Would love to see Ironjawz flyers. Mawkrushas by themselves, wyverns. Wyverns could have short or medium range shooty attacks. Maybe give gore-gruntas a ranged attack option, or secondary such as crude bolas.
  7. I think you're 20 points over (1020). I've been running 3 different lists: an ironfist list, and a weirdfist/weirdfoot I get 3 heroes with the list and am not dependent on Foot of Gork, but tend to use arcane bolt on enemy heroes for high damage. The warchanter helps with objectives and buffing boyz or brutes. The weirdfoot variant has been fun, I'll take a balewind vortex instead of the warchanter. Stomping on a 7 for at least the first round is acceptable. The vortex should be able to be summoned on a 5 due to the +2 weirdnob buff. Take and hold, and more static gameplans are great for the Weirdfoot. Weirdfist: (Weirdfoot variant is substituting a balewind vortex for the warchanter.) Allegiance: DestructionLeadersOrruk Megaboss (140)- General- Trait: Bellowing Tyrant- Artefact: Battle BrewOrruk Weirdnob Shaman (120)- Artefact: Talisman of ProtectionOrruk Warchanter (80)Battleline5 x Orruk Brutes (180)- Ironjawz Battleline10 x Orruk Ardboys (180)- Ironjawz Battleline10 x Orruk Ardboys (180)- Ironjawz BattlelineUnitsBattalionsWeirdfist (100)Total: 980/2000 The Ironfist list has been more of the go to list for me, as it seems more competitive. I tend to tie up a unit or hold a point with the ardboys and smash big targets with the brutes. Ironfist: Allegiance: DestructionLeadersOrruk Megaboss (140)- Artefact: Battle BrewOrruk Warchanter (80)- Artefact: Battle BrewBattleline10 x Orruk Brutes (360)- General- Trait: Bellowing Tyrant- Ironjawz Battleline10 x Orruk Ardboys (180)- Ironjawz Battleline10 x Orruk Ardboys (180)- Ironjawz BattlelineUnitsBattalionsIronfist (60)Total: 1000/2000
  8. Hi, unfortunately ironfist is 3 to 5 ironjawz units
  9. 15 brutes, and 10 brutes. My kind of man!
  10. Do you think it's worth while keeping one of the megabosses near the megabrutes to give the within 5" reroll 1's to hit?
  11. Not exactly useless, if someone were to make a list that had 40 extra points and had the 3 units of ardboyz, the battalion could net an artefact.
  12. I've seen one of the players at the local store use birds, and parts of the brutes (masks, shoulder skulls). I suppose you could try to make a mask with one of the shoulder skulls, or could even pull some parts from the ardboyz kit.
  13. Ravager may only apply to the General and units within range of his Rampaging Destroyers. I am unsure if an official FAQ has been done on Ravager, but the Death +1 to ward trait was FAQ'd to only being on the general and units within range of his ward (heroes do not generate the +1 to the ward they give off). In page 8 of the thread, many of the members agreed ravager works the same way in being generated as the death trait (not counting range).
  14. When piling in, each model piles in towards the closest model. As long as the model can get closer and gets closer when it piles in, it can pile in (as long as bases are not clicked, because the models can't get any closer). If the brutes are getting stuck behind eachother, attacks are lost, and piling in all of the brutes with 1H may still leave models not attacking. The area required for more models to attack can restrict other heroes or units from fighting, especially if the unit has a 1" reach. Another member of the forum posted a picture of brutes fighting with 1" weapons, and another fighting with 2" reach weapons and a megaboss. The 2" reach brutes with megaboss took up about the same amount of space as the spread out 1" weapons. Both weapons are good though.
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