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Towenaar

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Posts posted by Towenaar

  1. Thinking about a Gargant style Ironsunz list:

    Spoiler

    Allegiance: Ironjawz
    - Warclan: Ironsunz
    - Grand Strategy:
    - Triumphs:

    Leaders
    Megaboss on Maw-Krusha (480)*
    - General
    - Boss Choppa and Rip-tooth fist
    - Command Trait: Hulking Brute
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Mount Trait: Smelly 'Un
    Orruk Weirdnob Shaman (90)*
    - Artefact: Arcane Tome (Universal Artefact)
    - Lore of the Weird: Da Great Big Green Hand of Gork
    Orruk Weirdnob Shaman (90)*
    - Lore of the Weird: Bash 'Em Ladz

    Battleline
    5 x Orruk Brutes (160)***
    - Jagged Gore-hackas
    - 1x Gore Choppas
    5 x Orruk Brutes (160)***
    - Jagged Gore-hackas
    - 1x Gore Choppas
    5 x Orruk Brutes (160)***
    - Jagged Gore-hackas
    - 1x Gore Choppas

    Behemoths
    Rogue Idol (430)**
    Rogue Idol (430)**

    Core Battalions
    *Command Entourage - Magnificent
    **Alpha-Beast Pack
    ***Hunters of the Heartlands

    Total: 2000 / 2000
    Reinforced Units: 0 / 4
    Allies: 0 / 400
    Wounds: 107
    Drops: 8

    Megaboss can boost the Idols up with double move and all out defense pretty reliably, all 3 big monsters have a 5+ ward so will be tough to shift. Wasn't too sure what else to fill the list with actually figured Brutes seem a great unit with their objective denial and battleline, I had enough points left for x2 Shamans so in they go, shame they can't be Wardokks.

  2. Look what they did to my boy(s) :( guess since they were adding a third faction to the book they felt the need to cut down options for other factions to make up for it? (seems strange seeing this was released alongside Stormcast Eternals with 1000 warscrolls). Wounds me to see the monster hunter table gone, spell lore butchered, Wardokks overnerfed...

    I do think we're stronger overall though. Exploding hits and exploding mortal wounds is going to be huge. I just wish the exploding mortal wounds was a Bonesplitters ability same as the exploding hits, as you're pretty much forced to take Icebone now. I'm not sure the other Warclans can compete.

    Think I'll be running something like this:

    Spoiler

    Allegiance: Bonesplitterz
    - Warclan: Icebone
    - Mortal Realm: Ghur
    - Grand Strategy:
    - Triumphs:

    Leaders
    Savage Big Boss (65)*
    - General
    - Command Trait: Great Hunter
    Savage Big Boss (65)*
    Wurrgog Prophet (150)*
    - Artefact: Glowin' Tattooz
    - Lore of the Savage Beast: Glowy Green Tusks
    + Power of the Were-Boar
    Wardokk (80)**
    - Lore of the Savage Beast: Glowy Green Tusks + Gorkamorka's War Cry
    Wardokk (80)**
    - Lore of the Savage Beast: Power of the Were-Boar + Gorkamorka's War Cry

    Battleline
    10 x Savage Orruk Arrowboys (145)*
    10 x Savage Orruk Arrowboys (145)**
    5 x Savage Boarboys (140)**
    - Stikkas
    5 x Savage Boarboys (140)**
    - Stikkas
    5 x Savage Boarboys (140)***
    - Stikkas
    5 x Savage Boarboys (140)***
    - Stikkas
    10 x Savage Boarboys (280)***
    - Stikkas
    - Reinforced x 1

    Behemoths
    Rogue Idol (430)**

    Core Battalions
    *Warlord
    **Battle Regiment
    ***Hunters of the Heartlands

    Additional Enhancements
    Spell

    Total: 2000 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 175
    Drops: 8

     

  3. Wardokks are going to be really good. With ritual dance, magic and a prayer each turn they offer so much for their points.

    They synergise best with Rogue Idols too with heals and buffs. Think running x2 may be a good shout this edition:
     

    Spoiler

     

    Allegiance: Bonesplitterz
    - Warclan: Drakkfoot
    Mortal Realm: Ghur

    Warlord Battalion
    Wardokk (85)
    - General
    - Artefact: Burnin' Tattooz

    - Lore of the Savage Beast: Brutal Beast Spirits/smite
    Wardokk (85)
    - Artefact: Big Wurrgog Mask
    - Lore of the Savage Beast: Breath of Gorkamorka/guidance
    Wardokk (85)
    - Lore of the Savage Beast: Gorkamorka's War Cry/curse
    Wardokk (85)
    - Lore of the Savage Beast: Kunnin' Beast Spirits/heal
    20 x Savage Orruk Arrowboys (260)


    Hunters of the Heartlands Battalion
    10 x Savage Boarboys (280)

    - Stikkas
    5 x Savage Boarboys (140)
    - Stikkas
    5 x Savage Boarboys (140)
    - Stikkas

    Alpha Beast Pack Battalion
    Rogue Idol (420)
    Rogue Idol (420)

    Total: 2000 / 2000

     

    Hopefully Rogue Idols won't go up in points too much, I'd expect them to go up by 10 as most of our units have, but I think they're a little overcosted as is when compared to say Gargants.

    • LOVE IT! 1
  4. Yeah this list won't make you many freinds:

    Spoiler

    Allegiance: Kharadron Overlords
    - Sky Port: Barak Zilfin

    Leaders
    Endrinmaster with Dirigible Suit (190)
    - General
    - Command Trait: Great Tinkerer
    - Artefact: Staff of Ocular Optimisation
    Aether-Khemist (90)
    - Artefact: Spell in a Bottle

    Battleline
    3 x Skywardens (100)
    3 x Skywardens (100)
    3 x Skywardens (100)
    - 1x Aethermatic Volley Guns
    - 1x Grapnel Launchers

    Units
    1 x Grundstok Gunhauler (130)
    - Main Gun: Sky Cannon
    - Great Endrinworks: Zonbarcorp 'Debtsettler' Spar Torpedo
    1 x Grundstok Gunhauler (130)
    - Main Gun: Sky Cannon
    - Great Endrinworks: Coalbeard's Collapsible Compartments
    5 x Grundstok Thunderers (120)
    - 1x Aetheric Fumigators
    15 x Grundstok Thunderers (360)
    - 3x Aetheric Fumigators
    - 3x Decksweepers
    - 3x Aethercannons
    - 1x Grundstok Mortars

    Behemoths
    Arkanaut Ironclad (480)
    - Main Gun: Aethermatic Volley Cannon
    - Great Endrinworks: The Last Word

    Battalions
    Grundstok Escort Wing (120)

    Endless Spells / Terrain / CPs
    Warp Lightning Vortex (80)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 107

    4 drops, good chance of choosing priority but it shouldn't matter. Use the Zilfin footnote to move the IC (with x15 thunderers and Khemist), Endrinmaster and x2 units of skywardens on the weakest enemy flank. Drop WLV in the middle of your apponents army. Gunhaulers move up in support, destroy the flank you've just moved on or cripple every unit, they won't be able to retreat through the WLV neither will your apponent be able to provide support with the rest of his army. 

    I expect this will get nerfed, they'll probably add a note to say the IC can't be used with the Zilfin footnote.

  5. Question: What points changes will Khorne see when they get their FAQ?  I've got a feeling we might see more increases than decreases. Maybe slaughterpriests, wrath axe? Lord on juggernaught might go down.

    Also anyone want to rate my 2k Khorne list? Gone for mainly mortals:
     

    Spoiler

     

    Allegiance: Khorne
    - Slaughterhost: The Goretide
    Mortal Realm: Ghyran

    Leaders
    Daemon Prince of Khorne (160)
    - General
    - Trait: Hew the Foe
    - Artefact: Ghyrstrike
    Bloodsecrator (140)
    - Artefact: Thronebreaker's Torc
    Slaughterpriest (100)
    - Blood Blessing: Bronzed Flesh
    Slaughterpriest (100)
    - Blood Blessing: Killing Frenzy
    Slaughterpriest (100)
    - Blood Blessing: Blood Sacrifice
    Bloodstoker (80)

    Battleline
    10 x Blood Warriors (200)
    - Goreaxe & Gorefist
    - 1x Goreglaives
    10 x Bloodreavers (70)
    - Meatripper Axes
    10 x Bloodreavers (70)
    - Meatripper Axes

    Units
    5 x Chaos Marauder Horsemen (80)
    - Javelin & Shield
    5 x Chaos Marauder Horsemen (80)
    - Javelin & Shield

    9 x Mighty Skullcrushers (540)
    - Bloodglaives


    Battalions
    Gore Pilgrims (140)

    Endless Spells / Terrain
    Bleeding Icon (40)
    Hexgorger Skulls (40)
    Wrath-Axe (60)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 141

     

    Considering maybe dropping one of the slaughterpriests and a judgement for x 5 Wrathmongers, but they'd only really be buffing some weaker battline units.

  6. 12 minutes ago, ChaosUndivided said:

    The jugger lords demon axe is unmodified 6s now and his command trait is a questionable use of a CP in an army thats gonna want CP. All in all he is still fast'ish, killy, and sturdy. With right command trait and artifact he has potential. I still like the idea of him and some Skullcrushers rampaging across the field removing a vulnerable unit every turn if you can keep them from getting dug in too deep.

     

    Also didn't Karanak used to have +2 to unbind? I find unbind very flakey without bonuses. Where can we get unbind bonuses now?

    Wrath of Khorne Bloodthirster has +2 to unbind.

  7. The Gryph Feather probably is the most effective in terms of overall damage mitigation, but if you're running Royal Family I think the Aetherquartz Brooch is too good to pass up on. With so much summoning its a real help getting the command points back so you can get the Crypt Ghouls on the board quicker, or just for giving units battleshock immunity. If you're going this way you still get the Mirrored Cuirass to block 33% of mortal wounds, and can even deflect a few back if you get lucky.

    Sidenote question: Does anyone know if the Mirrored Cuirass combines with Deathless Courtiers (giving you a 5+/6+ against mortal wounds)? Or do you lose Deathless Courtiers by taking this artifact?

  8. 4 minutes ago, Rod said:

    the ability in question is just once  per turn

    I think that stipulation refers to the ability itself being used once per turn. One way of reading it says a model could be resurrected as many times per turn as you have models that can use the ability. I can see how that might be broken, if you have like x5 LA, will likely be FAQ'd.

  9. 1 minute ago, Richelieu said:

    Assuming you don't have another Lord Arcanum, which I absolutely would if the ability worked that way.  Having to put damage on something from 2, 3 or more different sources per turn is extremely difficult.

    I guess in this scenario your opponent is much better off killing one of your Lord Arcanums before any other heroes. They can rez each other once per turn but I wouldn't call it gamebreaking or say it made them invincible.

    • Like 1
  10. Yeah I think Kunnin Rukk will drop off this edition. Big units of Arrowboys are going to be so easy to shut down with small, fast units doing so essentially locks down 420 points of shooting power for a full turn.

    What are people thinking about their mortal realm choice? I really like Ghur, Realm of Beasts fits the theme of bonesplitterz nicely, and the Gryph-Feather Charm artifact is going to be great on a Wurrgog Prophet, -2 to hit in shooting with lookout sir and -2 to hit in combat. Make him your general and give him Squirmy war Paint to ignore 50% of mortal wounds, going to be a real hard target. The Rockjaws weapon looks like a good source of mortal wounds at close range also.

    I agree with Skabnoze I think Kopp Rukk/Drakkfoot Battalion is the way to go for 2k, heres the list I'm thinking of running:

    Spoiler

    Allegiance: Bonesplitterz
    Mortal Realm: Ghur
    Wurrgog Prophet (140)
    - General
    - Trait: Squirmy Warpaint
    - Artefact: Gryph-feather Charm
    - Lore of the Savage Waaagh: Hand of Gork or Mork
    Wardokk (100)
    - Artefact: Big Wurrgog Mask
    - Lore of the Savage Waaagh: Squiggly Curse
    Wardokk (100)
    - Artefact: Rockjaws
    - Lore of the Savage Waaagh: Kunnin' Beast Spirits
    Wardokk (100)
    - Lore of the Savage Waaagh: Kunnin' Beast Spirits
    30 x Savage Orruk Morboys (300)
    30 x Savage Orruk Morboys (300)
    10 x Savage Boarboy Maniaks (280)
    10 x Savage Orruk Arrowboys (140)
    Aleguzzler Gargant (160)
    - Allies
    Kop Rukk (200)
    Drakkfoot Warclan (140)
    Geminids of Uhl-Gysh (40)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 170 / 400
    Wounds: 203

     

    Might drop the Arrowboys for an allied Orruk Warboss with Waaagh! Banner, the +1 attacks with both weapons for the Morboys looks brutal, just think I might be low on Orruks in numbers

  11. 14 hours ago, MOMUS said:

    5. Places of arcane power, this is a real downer. Only wizards and heroes with artefacts can claim objectives?!? Hope your opponent is KO or khorne I suppose??? 

    I think the sensible thing would be to reroll the mission in the event you're playing an army with no wizards. Don't know what you would do with Tournament play.

  12. I think its worth saying that the option to summon in the hero phase still exists, from my reading if we do hit 8 Blood Tithe points we can summon a Wrath of Khorne Bloodthirster, who can then use its command ability on itself for 1 command point. Gives him an 8 inch charge to get straight into the fight, rerollable with another command point... if you've got a few saved it could be a good play. Pretty situational though. But if you get lucky with some Blood Boils to finish off some weak enemy units and a Blood Sacrifice you can generate quite a few Blood Tithe points in one hero phase.

    In the defense of Flesh Hounds, they do look pretty good in this art, maybe with a different paint job they might look better.

    1bf9354b0a2257978b27f96835c92727.jpg

    • Like 2
  13. 8 minutes ago, Killax said:



    - RAW can Prey of the Blood God our own HERO.

     

     

    Didn't realise this, he's pretty much an auto include on that basis alone. Literally a free unit of Flesh Hounds. Better learn to love the model I guess! Though the Barghest Fiends you posted look like cool alternatives. Also didnt realise he lacked the Daemon Hero keyword though, that's pretty strange. Does this mean he cannot benefit from Look out Sir!?

    Modelling question - I noticed flesh hound seem to come with 50mm round bases, are they supposed to be on Cavalry bases like Dire Wolves or is this their correct base size?

     

    • Like 1
  14. 56 minutes ago, Killax said:

    Yep, thats an option. Im still team Karanak though. Free unit of Fleshhounds I cant dismiss.

    Yeah Karanak is another great unit now, just not a fan of the flesh hound models.

    Looking for advice on my updated Gore Pilgrims list with the new points adjusted:

    Spoiler

    Allegiance: Khorne

    Leaders
    Mighty Lord Of Khorne (120)
    - General
    - Trait: Slaughterborn
    - Artefact: Mark of the Destroyer
    Bloodsecrator (140)
    - Artefact: The Brazen Rune
    Slaughterpriest (100)
    - Blood Blessing: Bronzed Flesh
    Slaughterpriest (100)
    - Blood Blessing: Blood Sacrifice
    Slaughterpriest (100)
    - Blood Blessing: Killing Frenzy
    Skarr Bloodwrath (80)

    Battleline
    10 x Blood Warriors (200)
    - Goreaxes
    - 1x Goreglaives
    5 x Blood Warriors (100)
    - Goreaxe & Gorefist
    5 x Blood Warriors (100)
    - Goreaxe & Gorefist
    40 x Bloodreavers (240)
    - Meatripper Axes

    Units
    5 x Wrathmongers (180)
    1 x Chaos Warshrine (160)
    - Mark of Chaos: Khorne
    - Blood Blessing: Resanguination
    5 x Chaos Marauder Horsemen (90)
    - Javelin & Shield
    - Mark of Chaos: Khorne
    5 x Chaos Marauder Horsemen (90)
    - Javelin & Shield
    - Mark of Chaos: Khorne

    Battalions
    Gore Pilgrims (200)

    Might drop one of the Slaughterpriests for Karanak, if I can find alternative models maybe. Not much mortal wound output but the Slaughterpriests can do a bit with some good rolls.

    • Like 1
  15. On the subject of Skarr, he seems like a steal for 80 points with unlimited respawns. Really easy way to keep generating Blood Tithe points too.

    I think his true talent is where our summoning comes into play though. Because he spawns during the battleshock phase, you have the option to put him in a good position so he can spawn some bloodletters or a bloodthirster in the following hero phase. Its a bit random because his respawn chance is only 50%, but he seems like a great choice.

    • Like 2
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