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Martijn de Bruin

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Posts posted by Martijn de Bruin

  1. I guess everyone saw the change to Ardfist coming. Didn't think they would neuter it this much though.. ugh.

    Was hoping they would change the points for Brutes from 140 tot 120 to make them viable, guess we'll have to wait until next summer 😴

     

    • Like 1
  2. 6 minutes ago, Marcvs said:

    Errata and Commentary are now out

    Errata https://www.warhammer-community.com/wp-content/uploads/2019/10/c3e42c6e.pdf

     

    Commentary https://www.warhammer-community.com/wp-content/uploads/2019/10/58cba042.pdf

    (includes clarification on Longstrikes bonus range when shooting in the hero phase)

    The change to Evocats is very welcomed. They might actually be somewhat competitive now.

    Stardrakes, without changes to the warscroll. Still not that good.

    Glad they clarified the longstrike ability, however I consider it a minor "nerf"

    No other changes? Wow.. that's dissapointing af and something I do not understand.. 😵

  3. 9 minutes ago, Malakree said:

    Yeah my brain went "oh you've split the GG's in 2 but that's offset by the fact your Warchanter goes in the Ardfist". It had been a bit of a long day when I posted ;) 

    The point isn't to lose models, it's that you CAN lose them. You can screen with them and your opponent has to weigh killing them, and risking you putting 10 on the board instead of 5, or just not engaging you. Also remember that if the unit being setup doesn't actually prevent it from moving, so with clever positioning you can potentially take a dammed, move d6 in your hero phase, move 4" in the movement phase and then charge.

    I'd also suggest there is no penalty at all for going Ironsunz with your list. Since you don't have a Megaboss you can't take the Trait or the Artefact meaning it's just gain an extra CA and a -1 hit in the first battleround. That makes even alphastriking you or attempting to assassinate the WC a PITA, plus if your opponent tries to engage something other than the Ardboys you can potentially throw them in to mess up their pile-ins and then turn them into an ambushing unit of 10.

    Yeah I copied your suggested list and made them Ironsunz.

    I will give it a go. Thanks for the insights, appreciate it.

    P.s. @Jabbuk Thank you too!

    • Like 1
    • Haha 1
  4. 18 hours ago, Malakree said:

    Im actually not suggesting you get more. At 30 you can convert each of those 5s to 10, same drop count and you gain a Warchanter.

    I started referring to none exploitive versions as a "softfist". You're basically using it as it was intended, to recycle the ardboys for more wounds/bodies. Plus the second hero let's you fit in the aetherquartz. Try it without the exploit, just replacing the units continually, it's still good.

    I see your point on the replacement.

    About drop count, if I'm not mistaken you can't add GG to the Ardfist, making that list a 4 drop.

    But I guess if the point is to lose models, going 2nd isn't a bad thing 😄

  5.  

    1 hour ago, Malakree said:

    @Martijn de Bruin 

    Embrace da Cheese, Bring da Cheese, Be da Big Cheese!

    Allegiance: Ironjawz
    - Warclan: Ironjawz
    Mortal Realm: Hysh

    Leaders
    Orruk Weirdnob Shaman (110)
    - General
    - Trait: Dead Kunnin'
    - Artefact: Shamanic Skullcape
    - Lore of the Weird: Da Great Big Green Hand of Gork
    Orruk Warchanter (110)
    - Artefact: Aetherquartz Brooch
    - Warbeat: Get 'Em Beat

    Battleline
    3 x Orruk Gore-gruntas (160)
    - Pig-iron Choppas
    3 x Orruk Gore-gruntas (160)
    - Pig-iron Choppas

    Units
    5 x Orruk Ardboys (90)
    5 x Orruk Ardboys (90)
    5 x Orruk Ardboys (90)

    Battalions
    Ardfist (120)

    Endless Spells / Terrain / CPs
    Extra Command Point (50)

    Total: 980 / 1000
    Extra Command Points: 2
    Allies: 0 / 200
    Wounds: 72
     

    I felt this coming 😄

    Not a huge fan of Ardfist, expecting the ability to be limited soon. But I suppose I asked for it hehe. 

    I only have 30 boyz available to me right now and will not be getting more just for Ardfist.

    1 hour ago, Jabbuk said:

    Your list looks cool. I gotta ask though, what is your thought process behind taking the Weirdnob as general? What kind of playstyle will you take?

    Also, personally I'm not a big fan of taking a battalion in 1k list. 160 pts is A LOT in such small scale and your army will be much stronger and resilient with more units, especially considering some of those you mentioned have summon.

    Also, in 1k list, you might play on a smaller scale board? So having Ironfist seems less important to me because your army will be compact enough.

    Consider adding an additional unit and perhaps a Megaboss instead of a battalion because he can hold his own and is equal to a combat unit by himself. You also gain some nice synergies with his CA and the Waaagh which could make a difference in such small scale games. I'm a fan of big numbers in Wound count because Ironjawz is truly scary when there's a lot of bodies. Our units are extremely good.

    My two cents :)

    Being a 2 drop I expect to start first most of the time and want be aggressive from T1, being able to charge with GG and even Boyz by teleporting them. Or i.e use Mystic Shield on the GG if they need to hold something.

    The reason I chose Ironfist is that I feel the GG are limited in movement if my source of MD has to come from the Shaman or Warchanter who are likely not as aggressive on the field. I definitely see your point on having more models instead though.

    These are the models I have available to me right now:

    1 MBMK, 1 MB, 1 Shaman, 3 Warchanters, 30 Ardboyz, 9 GG (Choppas), 10 Brutes (Choppas)

    What would my best option, disregarding Ardfist?

  6. Looking for some advice. In my group the following armies are being played: Mawtribes, Daughters of Khaine, Ossiarch Bonereapers, Seraphon, Stormcast Eternals, Slaanesh, Skaven & Maggotkin. We usually play 2K but some of us want 1K matches so we can speed things up. We will be playing matches on 4'x4' tables. I'm trying to build the best/competitive list possible. This is my initial version and would like some feedback on wether it's a good list or if should make changes to make it the best possible list. 

    Allegiance: Ironjawz
    Leaders
    Orruk Weirdnob Shaman (110)
    - General
    - Trait: Master of the Weird
    - Artefact: Shamanic Skullcape
    - Lore of the Weird: Da Great Big Green Hand of Gork
    Battleline
    6 x Orruk Gore-gruntas (320)
    - Pig-iron Choppas
    10 x Orruk Ardboys (180)
    - 1x Gorkamorka Banner Bearers
    - 1x Gorkamorka Glyph Bearers
    Units
    5 x Orruk Ardboys (90)
    - 1x Gorkamorka Banner Bearers
    5 x Orruk Ardboys (90)
    - 1x Gorkamorka Banner Bearers
    Battalions
    Ironfist (160)
    Endless Spells / Terrain / CPs
    Extra Command Point (50)


    Total: 1000 / 1000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 76

  7. 8 minutes ago, Jabbuk said:

    Could I get a feedback on this? My game is tomorrow :)

    Yes, the -1 to hit is a warclan ability and not tied to a specific hero like the artefact and command trait. You can also use the command ability "alright, get `em!" 

    • Thanks 1
  8. 51 minutes ago, broche said:

    They errated Rip tooth fist for melee only, sad... (but 100% more logical)

    A saw nothing about the realms gate tough did I missed it?

    Yeah made sense.

    Too bad this makes the Megaboss even worse. 

    I love the model, shame it sucks so much 😢

  9. 2 hours ago, Malakree said:

    To be honest I'm probably not the best person to answer this. I'll give you an answer but I think @broche,@Skumbaagh or @PlasticCraic would be better. I'm very much in favour of ironsunz and have played only double MK for a year. As a result single lists are theory crafting more than anything. If I was going to test the bloodtoofs list from previously it would include 2 cabbages.

    That said your list is running a lot great WC buff targets, to the point I might suggest going for Da Choppas instead. I know you said pure IJ but if I'm theory crafting 😉

    Honestly my starting loadout would basically always be Mean Un and Daubing of Mork. Damage and generic survivability.

    Destroyer/Metalrippa's are the damage artefacts. I'd look at those if you went for one of the more utility orientated mount traits like Fast Un or Weird Un.

    There's a big -hit option with Loud Un/Gleaming Blade but that's really esoteric IMO. I'd never take Heavy Un without Hulking Muscle-bound Brute or Big Un ever.

    As far as Hysh artefacts go gleaming blade or mirrored curiass are the only half decent ones. Even then I'd start with daubing of mork instead.

    So...with the gorehacka and choppa I personally would either go. Metalrippa's and Weird Un for a scaling threat variant or Daubing of Mork and Mean Un for a more generic variant.

    Seriously though, you still have the same question but look at running da choppas with your list. +1 damage on the 6 ggs, 2 blocks of ardboys and 1 of the brutes is amazing.

    Good point on Da Choppas . I will test them with this list at some point. I`m really in love with (free) Mighty Destroyers though and whilst playing a match the other day (as Ironsunz) I noticed I was using command points for +1 to hit, re-roll 1's and inspiring presence next to MD. The ability to  reserve and spend CP's on those proved vital in absolutely wrecking my opponent (he was playing SCE) so therefor want to give Brutish Cunning a go.

    In regards to artefact choice, Metalrippa is definitely on my list for good options. I felt like actually healing wounds next to SfV could be better in the long game because of the damage table and losing movement/damage. Was wondering if anyone had more experience with it. 

    Guess we'll have to wait for some more tournament results to see what is more successful. 

    @Arkahn thanks for the link, insightful read from @PlasticCraic on trait/artefact combinations.

     

    • Like 2
  10. 24 minutes ago, Martijn de Bruin said:

    @Malakree

    So in the case of playing pure Ironjawz and taking Brutish Cunning, what do you consider the best combination of artefact and mount trait on a single Maw-Krusha?

    For reference, this is the list I'm toying with;

    Allegiance: Ironjawz
    Mortal Realm: Hysh

    Leaders
    Megaboss on Maw-Krusha (460)
    - General
    - Boss Gore-hacka and Choppa
    - Trait: Brutish Cunning
    - Artefact: Gleaming Blade
    - Mount Trait: Weird 'Un
    Orruk Warchanter (110)
    - Artefact: Aetherquartz Brooch
    - Warbeat: Fixin' Beat
    Orruk Warchanter (110)
    - Warbeat: Killa Beat

    Battleline
    15 x Orruk Ardboys (270)
    - 1x Gorkamorka Banner Bearers
    - 1x Gorkamorka Glyph Bearers
    15 x Orruk Ardboys (270)
    - 1x Gorkamorka Banner Bearers
    - 1x Gorkamorka Glyph Bearers
    6 x Orruk Gore-gruntas (320)
    - Pig-iron Choppas
    5 x Orruk Brutes (140)
    - Pair of Brute Choppas
    5 x Orruk Brutes (140)
    - Pair of Brute Choppas

    Battalions
    Ironfist (160)

    Total: 1980 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 147

    • Like 1
  11. When playing AnvilStrike with 2 Incantors, what spells are considered best? I played a game yesterday using Lightning Blast and Stormcaller, they seemed OK.

    I let 1 Incantor stay in close proximity of the Evocators in case I needed Mystic Shield and the other near the Raptors for the command ability and trying to get of Stormcaller. Is that how most people approach the use of Incantors? If not, please enlighten me! I'm trying to approve my game with this list as I plan on playing it for a while.

    For the Evocators: is Speed of Lightning the default pick from the spell lore? 

  12. 3 minutes ago, PJetski said:

    Grandstaves are equal or better in every situation except fighting something with a save better than 3+. That assumes that every model in the unit gets to attack, which isn't often the case...

    Grandstaves also have 2" reach, which ensures that all your models get to attack.

    Take Grandstaves on every model and don't look back.

    Thank you for the lightning fast answer!

    I`m  building them as we speak! 😎

  13. What would a Gav-bomb nowadays look like if I want to use 4 Fulminators and possibly Vandus as the bomb?

    Can't seem to find (m)any example lists. Anyone who can share some or point in the right direction?

    This is what I currently cooked up myself:

    Allegiance: Stormcast Eternals
    - Stormhost: Hammers of Sigmar

    Leaders
    Gavriel Sureheart (120)
    Vandus Hammerhand (280)
    - Mount Trait: Keen-clawed
    Knight-Heraldor (100)
    Knight-Incantor (140)
    - Spell: Celestial Blades
    Lord-Arcanum (160)
    - General
    - Trait: We Cannot Fail 
    - Artefact: God-forged Blade 
    - Spell: Speed of Lightning

    Battleline
    5 x Sequitors (130)
    - Tempest Blades and Soulshields
    - 3x Stormsmite Greatmaces
    5 x Sequitors (130)
    - Tempest Blades and Soulshields
    - 3x Stormsmite Greatmaces
    5 x Sequitors (130)
    - Tempest Blades and Soulshields
    - 3x Stormsmite Greatmaces

    Units
    4 x Fulminators (480)

    War Machines
    Celestar Ballista (110)
    Celestar Ballista (110)

    Endless Spells / Terrain
    Everblaze Comet (100)

    Total: 1990 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 92

  14. 6 minutes ago, DanielFM said:

    Why two Celestial Blades? You can only cast It once.

    Plus greatmaces for Evolines is a bug. They can't use them. Their only option is Grandstaves (2 for each 3)

    Ah thanks, edited my post. Question still stands though?

    I feel having redundancy between my Arcanums is worth it, because if 1 casts it the other can go for Mystic Shield on the Evolines or use their own spell if the situation asks for it. 

  15. 17 minutes ago, Trayanee said:

    If you cut Gavriel, then dont go Hammers in my opinion. The 30% chance to bring back  your one sequitor blob isnt worth losing staunch and realm artifact for a mediocre trait and crappy artifact.

    To be honest, I picked Hammers mainly for the trait. My plan is to run both Arcanums with the Evolines and buff them. They need all the defense they can get, next to lantern. Sequitors are plan B whom benefit from synergies when the situation arises.

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