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Posts posted by Towenaar
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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:
SpoilerAllegiance: 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 -
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:
SpoilerAllegiance: 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 / 2000Hopefully 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.
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Don't you have 40 points left with the list above? Do you take another endless spell to fill the points?
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Yeah this list won't make you many freinds:
SpoilerAllegiance: 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: 1074 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. -
Damn I can't believe they dropped the points on Bloodthirsters, do GW just want me to buy Skarbrand and x3 Bloodthirsters and be done with it?
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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:
SpoilerAllegiance: 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 & Shield9 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: 141Considering maybe dropping one of the slaughterpriests and a judgement for x 5 Wrathmongers, but they'd only really be buffing some weaker battline units.
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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.
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Think my wishlist would be:
-Battletome
-3 or 4 Endless spelsl
-Terrain model
-Plastic Varghulf
-New Ghoul King Mortarch
Anything else would be a nice bonus.- 1
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Thanks, its also worth noting how many factions have ways to give +1 to hit to a certain unit or ability, which can make the Gryph Feather less useful.
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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?
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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.
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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.
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7 minutes ago, Richelieu said:
If you play it that way then heroes are effectively invincible, which is why most people on here have agreed it should be played the other way.
I think that's a leap. You can just Arcane bolt them after they have resurrected and they die instantly.
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Because the model was a single unit and was wiped out I think he would rez with 1 wound with the final mortal wound ignored.
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3 minutes ago, Freejack02 said:
Read the Sequitor Prime section, it confirms they can carry a greatmace "in addition to any other models in the unit that can do so". It ignores the 2/5 restriction.
That makes sense, thanks.
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Can anyone confirm the number of Stormsmite Greatmaces you can have in a 5 man squad of Sequitors? I've heard people say 2 regular guys can have one and the Sequitor-Prime can have another for 3 total, but the description does say 2 in 5 models can take them so I think 2 is the limit?
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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:
SpoilerAllegiance: 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
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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.
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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.
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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?
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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:
SpoilerAllegiance: 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.
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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.
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AoS 2 - Ironjawz Discussion
in Destruction
Posted
Thinking about a Gargant style Ironsunz list:
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.