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PlayerJ

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  1. Played a doubles game tonight using the revealed rules, using ironjawz units in da big waaagh. Megaboss on mawkrusha with destroyer, ironclad and mean un will put out an insane amount of damage when you pop destroyers. The new SoV is pretty good for survival. But having no mortal wound save till you get Laugh at em from da big waagh is dangerous. Warchanter +1 damage is the obvious new star of our army. Ardboys are the obvious choice at the beginning, but putting it on brutes once your at +1 hit and wound makes them scary. Going to be interesting
  2. Ok, because people here were saying you needed an 11 or it would fail.
  3. Wait wait wait wait a minute, clarify this for me, Ironjawz new Waaagh just says "if you roll up to 11 until end of phase add 1 to attack (not need 11) and if its 12+ add 2 dont know if im overthinking it
  4. Don't think I saw if anyone has said it, but if you take a ironjawz sub-faction, your general must take that sub-factions command trait
  5. the url was leading to a nonexistent page https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_arrowboys_eng.pdf this is the right one
  6. time to paint and glue on some shields to my boys, since there is no negative
  7. We don't know if the ardboys points have changed yet, like other units
  8. I dont think we'll be losing banners Shields are up in the air though
  9. Waaagh points, up until you spend them on Da Big Waaagh!! is cumulative, don't need to spend for the hit, wound, charge, etc. bonuses.
  10. Fists and tail are one attack profile
  11. Big waaagh If I remember correctly, 6 waagh points give plus to casting, 8 plus to charge, or vice versa Gordrakk give 6 waaagg points a turn Warchanter give 2 points Warchanters ability is now +1 dmg Ardboys streamlined, one attack profile, 2 atk 3s 3s -1 1dmg Innard bursting bellow now 6 attack 1 dmg Gordrakks mawkrushas fist and tail now 1 attack profile, 9atk 3s 3s -2 2dmg Destructive bulk now damages when charge a unit in cover One of the mawkrusha mount traits is ignore spell on 4+ Megaboss's old waaagh ability is now an ironjawz faction ability Ironjawz keeping mighty destroyers and smashing and bashing In a big waaagh IJ and BS can still take their faction specific artifacts Only concerning note, the designer said can only fit 3 mawkrushas in a list
  12. I also want to point out that each sub-faction will get its own ability, command ability, command trait and artefact of power
  13. https://www.warhammer-community.com/2019/09/24/faction-focus-orruk-warclansgw-homepage-post-2/
  14. With the allegiance getting waaagh points, I think that's where the extra attacks will come from
  15. From the warclans discussion: Megaboss an ability that does mortal wound on unmodified save of 6 Strength from victory is the same The command ability changed to being +1 hit to an ironjawz within X Inches, and if the megaboss has monster keyword the range is larger 8 atk, 3+, 3+, 2or3 rend(blurry), 2 dmg
  16. I google translated some of the tokens: Brutale wut = brutal rage Geist der bestie = Spirit of the beast Knochen geist = bone spirit
  17. Warclans preorder next week!!! https://www.warhammer-community.com/2019/09/22/coming-soon-middle-earth-mortal-realms-and-more/
  18. Can anyone translate that Megaboss card? Can only see that his attack profile changed, and the command ability has the monster keyword in it
  19. https://www.warhammer-community.com/2019/09/22/coming-soon-middle-earth-mortal-realms-and-more/
  20. For underworlds they have not put in the card art any model or character that isn't part of a warband.
  21. Nope, looks like Space marines are next week
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