PlayerJ
-
Posts
140 -
Joined
-
Last visited
Content Type
Profiles
Forums
Gallery
Store
Downloads
Blogs
Events
Posts posted by PlayerJ
-
-
1 minute ago, r0olz said:
So by that logic, the Marshcrawler Sloggoth Troggoth can't be in a Kruelboyz army, only Big Waaagh because it doesn't have the Kruelboyz Keyword!
RAW, yes
-
1 minute ago, ShaneHobbes said:
Sorry if this was already talked about but..
If I'm reading the Megaboss warscroll right if you have two megabosses, one with Megabossy CT, you can have up to six units receive mighty destroyers in one hero phase for 2 CP?
Yup
- 1
-
33 minutes ago, Jabbuk said:
So.. what you guys are saying, is that a unit that is in the Kruleboyz section of the Warclans book, that has JUST been introduced with this new faction, with the same aesthetic (greenskins riding it), with the same branding and all on the warscroll, cannot be played in the Kruleboyz faction? Am I getting this right here?
Rules as written, yes, that is correct. Until FAQ'd to say otherwise.
-
23 minutes ago, Carnith said:
Watched a stream tonight and may I introduce to you the CHADLIEST wizard of all?
it’s the maw krusha. What you may ask?
take arcane tome. He becomes a wizard. So what you may say. So he can mystic shield? And sure. For the first turn it happens he gets stuck in. But he can’t fight his way out!
The solution: foot of gork.
But that’s casting value 10! How can you manage that?
Take a look at the command trait for Ironjaw Wizards. We’re taking the first option. Do some mortal wounds and then get juiced. On the turn he’s stuck in and can’t leave. We can get some foot of gork with some buffs. Throw in a rogue idol or play big waaagh for some additional casts. Just stomped on that wizard on that arcane? It’s yours now.
When it all goes right, you could have a +6 to cast. Foot of gork would go off on a 4+. Just smash your way out of combat with a giant foot. Then teach those peasants.
Meme-y, I love it.
-
Can someone help me with the math on the average mortal wounds for a unit of Boltboyz with both the swampcalla's poison for mortals on 5s, and a snatchaboss' +1 damage on 6s?
-
Supa sneaky a Rogue Idol >:)
- 3
-
You now what sucks for a mega? Failing a 3+ roar when you get charged by a ghoul king on terrorghiest.
- 1
-
1 hour ago, Beer & Pretzels Gamer said:
Clicked on link and list looks like one of each plus three Mancrushers (makes me feel a little better) but couldn’t see actual list. Do we know specific kit out?
Kraken had sandals
Gatebreaker had amulet
Stomper had tome
- 1
- 1
-
29 minutes ago, cyrus said:
Old tome contains 19 warscrolls
New tome contains 37 warscrolls
What do you think ?
GHB2021 has 29 listed units under Warclans, if Hedrakkas mob from BS underworlds is split in two then that equals 30 warscrolls, which the dominion Kruleboyz make up 7. The remaining 7 come from the Kruleboyz units we dont have warscrolls for.
- 1
-
The tomes on preorder next week.
Looks like MB keeps strength from victory ability, and Warchanters have Killa beat option still.- 1
-
1 hour ago, Beer & Pretzels Gamer said:
@Lord Krungharr
I’m leaning Taker Tribe as well. Hard to give up those +1 to Hit from Breaker but the extra Artefact and having at least the pretense of an unbind as well as Mystic Shield on top of the extra body count winning me over at moment. Not going the all Megas route though as just can’t comfortably give up on the utility of those Mancrushers (though I do worry they’ll bleed some VP to my opponents…).Allegiance: Sons of Behemat
- Tribe: Taker Tribe
- Grand Strategy: Beast Master
- Triumphs:
Leaders
Kraken-eater Mega-Gargant (490)*
- General
- Command Trait: Very Acquisitive - Krakenskin Sandals
- Artefact: Glowy Lantern
- Universal Spell Lore: Flaming Weapon
Warstomper Mega-Gargant (470)*
Gatebreaker Mega-Gargant (525)**
- Artefact: Amulet of Destiny (Universal Artefact)
Battleline
1 x Mancrusher Gargants (170)**
1 x Mancrusher Gargants (170)**
1 x Mancrusher Gargants (170)**
Core Battalions
*Bosses of the Stomp - Magnificent
**Footsloggas - Swift
Total: 1995 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 141
Drops: 6
I have a similar list for a 1day tournament tomorrow, with tome on stomper instead of sandals.
Interested in you going with swift on the footsloggas instead of unified.
-
12 minutes ago, Bolty said:
Exactly a dead MawKrusha, even with extra atttacks does not perform ...
The save can be increased with all out defense, mystic shield, ironclad(if it stays), etc. To basically ignore rend. Add on top amulet to have the ward for even more survival, and just for shoots and ladders heroic action and healing beat to get back wounds.
Oh and ghur CA to always fight at top bracket
-
45 minutes ago, Bolty said:
Whaaat ? o_0 where ?
Same as the brutes, a "leaked" assembly instructions
-
Brutes new build instructions have one updated weapon profile:
The 2 handed reach weapon is now -2 rend!
- 2
- 1
-
Secret Soulblight gravelords FAQ update yo!
Vile transference now does damage on 6s as well as heal.
And zombies conformed to be able to go above max unit size with its new wording.
- 1
-
5 minutes ago, P.T.Bahnum said:
Whelp apologies and defenses are done for now. Honestly it feels like they spent to much time peddling Warhammer plus and all its ****** and pushed us out of the way for it. I'm sick of getting Warhammer plus updates cause few if anybody I know or play with want anything to do with it. I would've ignored it fully if I hadn't seen a megaboss. I wanted to believe gw could keep to their schedule but it appears they can't. I'm more frustrated with the load of side projects jumping in front of us.
I understand the frustration, and GW's lack of transparency is annoying, but putting your feelings onto Warhammer+ is unwarranted, as the delay is probably due too production issues with the battletomes coming from China.
- 5
-
So the Core Battalions have been leaked:
Bosses of the stomp - Mandatory: 2 Megas (Optional 1-2 Megas) - Ability: Unified or Magnificent
Footsloggas - Mandatory: 2 Mancrusher units (Optional 1 Manchrusher unit, 1 Mega) - Ability: Unified or Swift
Grand Strategy
Make the Land Tremble! - Score at the end of the game if friendly units made a run or charge move in every battle round.
Battle Tactics
'That's Mine!': Pick one objective not in your territory. You complete the tactic if you kick it wholly within your territory.
Wrecking Crew: Demolish a faction terrain feature from your opponents army.
Manskittles(My favourite name): Warstomper uses Hurl Body, the model picked is slain, an enemy battleline unit is picked as the target, and that unit suffers any mortal wounds.- 2
-
Imagine Rogue idol being updated with the kruleboyz keyword, benefitting from the MW sixes, and all other possible buffs
- 1
-
6 hours ago, Lanoss said:
What changes do we expect to happen to our Ironjawz in the upcoming ORRUK WARCLANS?
Already, we see Waaagh has changed in BIG WAAAAGH! where we lose all our WP for +1 attackI don't want to get my hopes up by wishlisting 😢
-
2 hours ago, NauticalSoup said:
Given that most good monsters are usually the ones doing the charging it's a bit... ...rough.
I know it's not realistic but I sincerely hope the Gutrippaz warscroll gets a reword in the book, because it really is a terrible ability.
I would also accept its wholesale removal for a small points decrease 😛
I'm curious what the musician, banner, and champion will add to gutrippaz
- 1
-
I like the fact that a unit of 9 boltboyz with hasty shot and Swampcalla buff averages 12 mortal wounds, with a 20" threat range (5" move, 12"+3" shot).
And we still dont know what command models do for our troops.
- 3
-
Vyrkos Vengorian lord, which is better Sangoryn or Amulet of destiny as its artifact?
It'll also have flaming weapon and pinions spells from a spell enhancement (with a chromatic cogs cast from a different wizard, usually Belladamma).
-
How do we think a list like this would run in this edition?
Gatebreaker
Warstomper
2x3 mancrusher mobs
Breaker tribe or stomper tribe?
Amulet of Destiny on the breaker?
- 1
-
7 hours ago, Okonomiyakimarine said:
@PlayerJ I like it, but command entourage needs 3 heroes, so no battle regiment for Gorslav and most units.
edit: nevermind, just saw that battalions were listed below… I like it, but unsure if you need that many wolves from the start with the abilities to bring extra.
(Guess I clicked the wrong button for gorslav, meant to be in the Command Entourage xD)
My thinking with the 2x 10 wolves is to have one start with Belladamma, and one in the grave.
- 2
AoS3 - Kruleboyz Discussion
in Destruction
Posted
Minor conversion for my second Swampcalla