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Raoiley

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Everything posted by Raoiley

  1. I've definitely seem the damage, it's just tough to use if he's gonna get knocked around after that. Plus, then I need to take the Fang and use the double damage spell on him. If he's still the same after the faq I might be convinced though. I guess arachnaroks stack their casting bonus? It says +1 for range of model, doesn't stipulate "any" like a hurricanum for example
  2. Sadly, scuttleboss ability has changed. His command ability doesn't move wounds to 5+ anymore, it lets you run and charge. I used one in my first game and with the Fang and monstrous mount he was indeed quite killy but then he just died on his own. He is definitely not resilient and quite easy to one-shot
  3. That's interesting, I missed some of those on the war party variant! Sidenote, can an arachnarok shaman take a destruction trait (bellowing tyrant) since it can't take a gloomspite trait?
  4. I don't get why anyone would take an arachnarok variant without a shaman, what's the rationale I'm not seeing? Cheaper sure... But they're not survivable, they don't do a lot of damage, they're not fast. The flinger has a cool fight last ability but it's not reliable. Am I missing something? I rejigged my list for the weekend tournament 3 shaman arachnaroks Troggoth hag 10 spider riders and 2x5 spider riders All 4 gloomspite endless spells + cogs and geminids. Think of this combo - troggoth hag is gloomspite keyword now since the update. So, spider casts hand of gork on her and she's 9 away (ideally from 2 units). Her shooting attack is 6 shots doing d3 damage on 3s. The range is 10... People aren't gonna expect her to teleport and then shoot so well. But before she shoots, after she gets teleported in the magic phase there is nothing stopping her from casting her spell which has a 12" range to -1 hit and -1 save a unit. Further, I'd also have cogs off and have a spare cp to reroll the charge (she's a hero). So, 75 percent chance to make the charge, she's -2 to hit, she's in range to dispelled and cause mortal wounds on a wizard who may have been avoiding her and she heals d6 wounds. I'm willing to bet she can survive a turn on her own with careful placement. THEN on turn 2 I can drop the other -2 to hit arachnarok beside her which is now -3 to hit because of the troggoth spell. Then if I want to troll even harder I can cast geminids (just gotta be careful it doesn't hit me back) and get up to -4 or -2/-3 from multiple units. I'll have 2 other arachnaroks picking on small units while my general and hag deal with 2-3 heavy hitters and the spiders run around on objectives. I may split the unit of 10 into 2 units of 5 just for more board control. Or hell, could take even more spells lol. I'll have 7 buffed casts per turn. Could add pendulum and more
  5. That could definitely end up proving true, taking it to a tournament this weekend and we'll see how it goes. Trouble is, to get any substantial increase in bodies would cost 250-300 points. The only real way to do it is scrapping an arachnarok but having 3 double casters is kind of the lynch pin. Being able to bully on magic
  6. That would all be cool, don't expect any of it though lol
  7. Free fearless aura with the loonshrine! Don't need the bravery buff
  8. Played my first game and got a win but have tweaked the list. I don't think arachnaroks are good other than the shaman. They're not hard to kill, they're not fast and they don't hit hard. Maybe I'm looking at it wrong but they're probably 70-80 points too expensive for me to be interested. With that in mind, I love the magic lores and bonus to cast Arachnarok shaman with sneaky distraction and headress of many eyes Arachnarok shaman with run and charge spell Arachnarok shaman with heal monster spell Scuttleboss with totem and monstrous mount 20 spiders 5 spiders 5 spiders Spider rider detachment Cogs Geminids Mushroom Malevolent moon Cauldron This list is full of tricks. One I'm planning to try is as follows - Cast cauldron and hand of Mork the arachnarok with the healing spell to the other side of the board. Keep him out of charge range, maybe 16 inches or so. Wait for the bad moon to move. Use small spider units as screens, otherwise send them to objectives and send the horde up the midfield protecting the totem boss with the run and charge spell arachnarok in there. Cast cogs, mushroom if in range Turn 2 (especially if the moon is in place) healing spell spider in backfield casts geminids and throws it at the opponent. Other spider casts sneaky distraction and then hand of gork to be 9 inches away (in the same area as the healing spider). He's now -2 to hit with the headress or maybe -3 if geminids went off. Plus, he's got his friend behind him to heal d6 wounds for whatever gets through. He charges with cogs needing a 7 and I have 3 cp at this point so can use one to reroll. Meanwhile the blob of 20 spiders is moving 10 +2 for cogs, +2 battallion, can run +2 for drummer (plus 6 if I use a cp) for a total of 22 inches of movement plus a cogs charge at +2 and the charge is being rerolled from the scuttleboss. All that movement should let them either be under the totem or the moon for 5+ mortal wounds, they should all make it into combat and I'd use the spell to double their mortal wounds. Should give good board control, good damage, use the loonshrine to try to keep them fearless. I think the key is deciding where the moon starts, where the shrine goes and how to deploy/when to strike. Obviously won't always (or maybe even often) work out like this but certainly gives flexibility
  9. I love the aesthetic of deepkin so much, the new box set has me thinking about it. Wondering how I can build an effective list based on those contents? I'm thinking these foundations - Unit of 4 allopex being buffed with attacks from volturnus Unit of 6 shield eels to hold things down I guess I'd be using the troops in the box as battleline? If there's a way around that I'm interested I love the aspect models, heavy on points but if synergy is there I would be into that Also love the turtle but again, points heavy Can someone help me build a synergetic starting list based around a king and unit of 4 allopex? I ended heard deepstriking them can be a good start to get wrecking
  10. I just dropped cogs for the reasons mentioned above. Interesting though, even a wide screen can often be gone around by a gorefist. 15 Inch pre move, 9 inch regular move can probably get you around the corners. 3d6 charge +1 for ironjawz is statistically another 12. That's probably pretty close to getting around the flank and taking someone by surprise. Or, alternatively forcing them to deploy very defensively.
  11. Finally have my first game in with the jawz and luckily a win to report! My opponent is a very skilled player but this was both of our first game at AOS 2.0 and his list was not optimized yet (but still a pain) Him - 3 husgards on thundertusks 3 x2 mournfangs Firebelly Fungoid shaman 20 grots with netters and a fanatic Me - Gordrakk Mawkrusha megaboss with reroll Wagh warlord trait and hysh sash for +2 move Shaman with broach from hysh for reroll cp on 5+ Cogs Gorefist with 4 units of 3 gruntas Played in the realm of hysh on scorched earth battleplan with realm spells but no realmscape rules. I won pretty easily by the end of the game because I got out ahead and razed his objectives early. He castled the thundertusks on an objective behind the grots who were -2 to hit with netters and a spell. Knowing I couldn't get through them easily and he could easily wipe my two cabbages with mortal wounds I instead used my gorefist move and cogs to drop my boars on his 2 exposed objectives while I held 2 of my own. On turn 2 I razed both of his. He through the mournfangs at me right away. They got in the way and causes a headache, razed one of my exposed objectives but once I killed them I was able to keep attacking him while I stayed ahead on points. Those ideas breath attacks are so damn painful but a megaboss krusha moving 16 with cogs and getting a double move on a 4+ is so so useful. I started the game with 3 cp from my list being 1950, a battallion and t1. I didn't actually Regen a single cp or role a single 6 for double attack waghh but I had 2 turns of 3 bonus attacks between gordrakk and the megaboss. The speed of this army is out of this world. The resilience once you get where you're going is amazing and the damage you put out when properly buffed is great. Mortal wounds suck lol Playing a nasty nurgle list tmrw. Let's try for 2-0
  12. Thinking something like this could work Gordrakk Megaboss on mawkrusha Gorefist with 5x3 gruntas Comes to 1910, use 50 points extra for a cp. T1 generate a cp, t2 generate a cp, plus 1 cp for the battalion and 1 for the 50 pts. Use gordrakks ability and then Wagh 3 times with the mawkrusha on t2. Should be well positioned to get good charges and that's giving an extra 5 attacks to each gore grunta plus they're pretty much a sure thing for the charge bonus damage with the 3d6 charge. 15 boars at 9 attacks each.. 90 attacks, hit 45, wound 22.. depending on saves going through that's a lot of d3 damage hits. Not counting the guys on top. With the free gorefist move it should also give pretty good positioning and you can use those bonus attacks on sword of judgement as well. I'd love to stack warchanter bonuses on that sword but I don't think they'll keep up and it's a lot of points to invest in a one trick pony
  13. Can we spam the same cp in this edition? If I had 3 command points could I use gordrakks ability 3 times? +6 attacks on 5 units of 3 goregruntas getting their charge bonus could be pretty sweet
  14. That all makes a lot of sense and those small point adjustments would be marvelous. I was a competitive 40k player but I don't have a ton of gaming time anymore and much prefer the fantasy aesthetic so I came back to Sigmar. I just wanna get these guys as good as possible. What do the cave squigs do in that list?
  15. What's FoV? Really liking the sword of judgement idea. It kills me that I can't fit gordrak in a bloodtoof list. Looking at this Gordrak Megaboss on mawkrusha 3 warchanters (one with sword) Orruk warboss on boar 3x3 goregruntas in an ironfist Lots of speed and damage output. I like to think the megabosses will boost their own movement but I guess reliability is a problem. The sword on the warchanter buffed up is crazy, especially if gordrak gives him +2 attacks and a 3d6 charge. He could really come out of nowhere. Lure a big bad guy out, keep the warchanter 12 inches ish back and then hit him with the long charge and 8 attacks all triple waghh'ed up? Is there any clear 'net list' with ironjawz? I really wanna run double cabbage. If you could fit gordrak into a bloodtoof for a single drop list and have his trait impact the whole battalion that would be amazing. Maybe in the next handbook!
  16. Makes sense, i like his spell and mobility as well as damage from the mask and bonekrusha spell. Plus a quick hero to keep inspiring presence up when needed. The two formations together are awfully damn expensive but I imagine that if 30 morboyz were buffed to hitting on 2s, rerolling 1s to hit and plus 1 to wound that would be no joke. Then factor in swinging again from the drakfoot spell and swinging 2-3 times additionally from the prophets ability.. that's pretty rough. As a returning but new AOS player, the tough part for me is remembering hero phase is before moving. It's so weird to not get to move before you cast etc. I think once I get 40k out of my head I'll be more equipped. I don't know that the rogue idol is the best use of 400 pts but I love the theme and idea of him so I think I'll keep trying this Definitely some interesting points. I just really dig the aesthetic of the idol. Well see if I can make him make sense - he's there to buff, distract, cause trouble and hopefully do some damage before going down in a blaze of glory and buffing the orks. The cogs would definitely be nice to shoot him up the board and get him in Commentary on my list? Kop ruk and drakfoot clan Prophet 3 wardoks Maniak weirdnob with mask and bonekrusha 2x5 boarboyz 1x10 morboys 1x30 morboys Rogue idol 80 points for spells, probably geminids and maybe pendulum or gnashing jaws because it looks cool 2 drops, ideally use the boars to hold shooty stuff down, use the idol to hit hard and use spells and cp to buff the hell out of the 30 man unit, make them fly with double movement, hit on 2s and pile-in and attack 3-4 times in one turn. Also hoping to use spells to alpha early. Geminids range is super useful
  17. Definitely some interesting points. I just really dig the aesthetic of the idol. Well see if I can make him make sense - he's there to buff, distract, cause trouble and hopefully do some damage before going down in a blaze of glory and buffing the orks. The cogs would definitely be nice to shoot him up the board and get him in Commentary on my list? Kop ruk and drakfoot clan Prophet 3 wardoks Maniak weirdnob with mask and bonekrusha 2x5 boarboyz 1x10 morboys 1x30 morboys Rogue idol 80 points for spells, probably geminids and maybe pendulum or gnashing jaws because it looks cool 2 drops, ideally use the boars to hold shooty stuff down, use the idol to hit hard and use spells and cp to buff the hell out of the 30 man unit, make them fly with double movement, hit on 2s and pile-in and attack 3-4 times in one turn. Also hoping to use spells to alpha early. Geminids range is super useful
  18. Commentary on my list? Kop ruk and drakfoot clan Prophet 3 wardoks Maniak weirdnob with mask and bonekrusha 2x5 boarboyz 1x10 morboys 1x30 morboys Rogue idol 80 points for spells, probably geminids and maybe pendulum or gnashing jaws because it looks cool 2 drops, ideally use the boars to hold shooty stuff down, use the idol to hit hard and use spells and cp to buff the hell out of the 30 man unit, make them fly with double movement, hit on 2s and pile-in and attack 3-4 times in one turn. Also hoping to use spells to alpha early. Geminids range is super useful
  19. I'll def be using the lens but there are so many options that I think you won't see anything spammed all the time. I'm running 5 characters so keeping them safe from spell wounds is super important
  20. Do we know how realm spells work yet? I really want to run crazy magic so I'm thinking the morboys and wardokks are the way to go plus a rogue idol for fun. Does it make sense to run more than one unit of 30 morboys? Should the other be min? What spells and relics are must haves? Paying points for endless spells drives me nuts but they're so cool that I really want to use a few
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