Jump to content

broche

Members
  • Posts

    975
  • Joined

  • Last visited

Everything posted by broche

  1. kind of overlap with the +1 to hit from BW allegience, so meh
  2. we have a similar list, but with Rogue Idol (+1 cast on purple sun) and arcane tome on Weirnob shaman with hand of gork and touched by waaaagh. Alpha strike with most of the army at -3/4 rend. Cry against nighthaunt.
  3. same comment as smash also i think i would just go for 3 x 10 morboys
  4. Nighthaunt is probably the worst matchup for Ironjawz by quite a margin. This is not true for other Warclan army. Bonesplitterz have very good tools against them (Wurgog and saturation of rend 0 attack). not quite sure about Kruleboyz but they have shooting / mortal wound output, and some trick with their coup.
  5. yes but they will blow trough Brutes as well, and squad of 5 ardboyz as well. So taking 1-2 squad of 10 that count as 30 models might be worthy (almost same price as brutes). Not sure about squad of 15
  6. i think the new GV reach ability might make squad of 10 and 15 a bit better now
  7. So i've played a first test game with the new rule. Some really weird spot for IJ units. - Gore gruntas are pretty much the same. You can slam them in Bounty hunter to oblitarate ennemies GV units. - Ardboys: probably still ok as screen, but there survival chance drop drastically against bounty hunter. At least you can put them in the 3 models bataillion, so the become decent to contest objectives. Pack of 15 can also be considered du to reach bonus. - Brutes are in a really tough spot. It's already a high cost unit per life and you face the threat of taking double damage. Also they already had access to a 2'' reach weapon anyway. So this seem to leave 2 options: Either you go for Krusha(s) + Gruntas bloodtooth agressive list and ignore GV units (with maybe gruntas in bounty hunter). I didn't honestly get the feel that using GV units was mandatory (some battleplan even give bonus point when a GV die) or you gamble and use Brutes and Ardboys and hope bounty hunter is not too played. I guess the shadespire band can see a bit more play as screen too to deny GV kills.
  8. i've the impression that the Brutes ability might become better too (direct counter to Expert Conqueror)
  9. @bonzai thanks for sharing, I was thinking about Incarnate yesterday but i had trouble demystifying all of the rules. I think any monster bring something to bonesplitter (good rend / move / potential fly), but if you must keep his master alive the fact that our heros are super fragile is kinda bad aha
  10. @Jabbuk i like it overall, would probably drop 1 warchanter and 5 ardboys for 1 more hammer if I were playing this (3 more gruntas maybe?)
  11. the screen range is also pretty much similar in end when you spread the ardboys. I don't see any reason to use hobgrot at the moment
  12. Kragnos Warmaster ability explicitely specify he can be include, which supersede BT rule. Gorddrack no. An email from GW is not official FAQ. Also, at the top of the article: EDIT: after talking to Declan and others at Woehammer, they disagree that he can be included and believe this still needs clarification with the FAQ team at GW due to the below images from the Battletome. So I would not count on that (even if i would love it too )
  13. Hum i'm dubious. Warmaster on Kragnos and Gordrack isn't the same wording... Gorddrak read: WARMASTER: If this unit is included in an Orruk Warclans army, it is treated as a general even if it is not the model picked to be the army’s general. Unless it's changed in the official FAQ later I don't think tournament are gonna allow that.
  14. I've the same interpretation, but didn't have my playgroup agreement last week
  15. Hey guys, quick rule question for Kruelboyz player: Choking mist: Choking Mist is a spell that has a casting value of 7 and a range of 24". If successfully cast, pick a point on the battlefield within range and visible to the caster. All units within 6" of that point are affected by choking mist until the start of your next hero phase. While a unit is affected by choking mist, subtract 1 from the Attacks characteristic of melee weapons used by it (to a minimum of 1), and it cannot run. Does you check the units once the spell is cast and thoses units stay affected until the next hero phase, or once they leave they are not affected anymore and it's just while they remain in the 6''?
  16. I use a squad of 10 in BW. It's fine. For the rally a almost never use the 4+ power, i usually use the triple CP from maw krusha anyway.
  17. Yes. but you can't play ardboys in BS Also you can take them in pack of thirty and can have 2'' reach. They also have an extra source of +1 save (wardock), something ardboys doesnt have access. So still a playable option.
  18. Good catch on Megaboss. not seeing totem on warchanter tough?
  19. Interesting list @Tomplex I think I would split a ardboyz squad in 10/5 and merge the boltboyz togethers. give it a try and let us know!
  20. @NCFCpaul Kragnos isn't a bad model but i don't feel he fit that well in big waaagh (720 that will not benefit of the +1 to wound for example). Also one of the big buff of BW is magic with the +1/+1 cast/dispel. For example, your list have just the Swampcalla who will rarely cast spell. I think a Maw Krusha with an arcane tome would bring you much more value for a cheaper cost, and allow you to drop Megaboss for a wurgog (extra waaagh point per turn and big mortal output potential)
  21. ohhh i didn't know, is this in the FAQ? if you're right then it's total ******
  22. I think the extra cost is less relevant than before (diff have been like 120 in past edition). it basically cost you a triumph (well triumph is very good you'll say and you would be right) but he do does significant more damage. Usually, in single Krusha list, you'll fall down under those 3 scenario 1. Krusha end the game mostly unscathed (opponents ignore it) 2. Krusha get killed pretty bad by shooting / mortal / high melee spike 3. Krusha barely cling to life and grind the board till the end of the game Personally, i've rarely experience scenario 3. However when the amulet was a 5++ i found that a most army didn't have the power to one-shot him (so they would spend too much ressource over 2 turn to finish him, allowing him to heal ect.) So i think with Gordrack you want to use it in a list that will favor scenario 1. A list i have that i currently have an hesitation is something like this: I've found that the extra general was actually worth something (allow you to split your force and keep 2 18'' bubble for CP). Using Fast'un and Ironsunz allow you to limit Gordrack exposure to threat while picking his battle. And army that can down him can bring down a maw krusha as well, leaving you with no general for the rest of the game.
  23. did i miss something not aware of this nm, just saw link from Holy diver
×
×
  • Create New...