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broche

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Everything posted by broche

  1. Out of curiosity, am I the only one to find that Maniak just seem strickly superior to regular boarboys for just 10 extra points? 2 extra attack just seem better than a save increase from 6 to 5. The only utility would be using them as a small anvil with Kunning best spirit / wardock dance but spearman can just do that for cheaper
  2. Jade diadem as an errata in the FAQ, it's unmodifed 6 I think the best set up for a survivable Maw Krusha is either Etheral amulet with a mystic shield + weird'un to mitigate spell. The good thing is that it leave you a potential aggresive trait like Live to fight or brutish cunning (or subfaction trait meh), or Ironclad + Ignax scale if you fear mortal (you could also go for Ironclad + daubing of mork, wich is kind of the in-between as it's block every type of damage). In either case you're somewhat dependant on a successful Mystic shield to cut the damage (you could always use a command point in combat if needed). With those kind of setup, it worth taking rip tooth fist as you will bounce a nice amount of damage likely enough to mitigate the extra 2 attack (loosing the 2'' reach might hurt tough)
  3. You can now heal him with a warchanter You might also give emerald lifeswarm a try
  4. This doesnt need FAQ, damage table is damage taken, and Srength from Victory grant extra wound. As soon as he hit a treshold his profile drop, even if he is at 25 wound.
  5. In fact in my first version I wanted to use Gordrakk as well and looked like this: Problem was I felt i was missing some bodies, and it was 5 drop. 5 drop is not bad, but I tought 4 increase significantly my odd of going first, so at the end I went for Quickduff on the MK. My reasonning was if I go with the Krusha turn 1, it's because I'm winning the game right there, and if I have a doubt I'll save it for the mid-game and just go with Ardboys and/or Pig.
  6. @Malakree To be honest i'm not sure about your list. I don't dislike the unit / bataillion choice (actually pretty standard), but with this kind of list i don't see any reason to run Bloodtooth. I would take Ironsunz or Regular IJ way before. Quickduff on Megaboss is almost a wasted artefact. At the end of the day Megaboss is not as killy as 10+ brutes or 20+ ardboys. If I put 21 pig in the face of my opponent, i'd rather them have -1 to hit, getting better trait in the process. For me the bloodooth is really about the deepstrike (to not be mixed with Alphastrike) There's nothing really gimicks on the opposite. Quickduff is automatic, MD is automatics. Ardboys are +4 to charges. Everythings is pretty much granted. Ironfist also give you much more mid game power than gorefist, so both actually play quite different.
  7. It's +1 to cast, and while powerful I think most of the time the threath of Hand of gork is better. Just the fact the opponent need to be wary of a teleport mean that hand of gork have an impact all game long in at least 60% of scenario. This is probably the first list i'm gonna try competitively: Alpha strike bloodtooth. The list is 4 drop and aim to take first turn. Normal play should be Quickduff on ardboys, MD on pig, MD on Krusha and attack, and use waaagh (leaving 1+ CP depending on luck with Brooch for either charge reroll / +1 to hit). However this is the kind of list that you really need to adapt your play according to your opponent deployment. Clever player usually do clever deployment, so throwing you 3 best units first turn if you can ensure you'll net a good value from your strike, otherwise it might be better to hold some piece in reserve. Among the questions you should ask yourself, and change your play accordingly 1. How good is opponent initial deployment? For a alpha strike, the smallest mistake can be enough to exploit. Look for a gap, as you could win the game right there. 2. What is the scenario (center objective, or zone objective). 3. Does opponent have strike first mechanic (Fyreslayer lodge or Slaanesh LoD) 4. How tough is the screen? 5. How hard will be the counterattack? 6. Does he have shooting? What I really like with the new bloodtooth is really the flexibility, and reliability. Old version of alphastrike were either Gorefist or Bloodtooth with cog. While gorefist was quite consistent alpha strike, Gruntas were much weaker than now. The quickduff amulet also give us access to a 100% reliable deepstrike, making screening much more a puzzle as you can attack from 2-3 different front. Other tribes also have the option to alpha strike, but I think Bloodtooth is the best choice for first turn strike. The extra +1 charges and amulet ares obvious , but the trait also signicantly raise your odds of hitting the +2 attack for waaagh. Finally the command abilities might look week at first glance but I think it's actually quite usefull. It allow you to strike and then retreat your units close to supporting units (brutes), thus preventing loosing your first - turn for free against violent counter attack or go sit on a middle board objective. At the end of the day, movement mechanic are rarely bad.
  8. It's actually pretty close. If you compute 3 metrics: pts per damage, pts per effective life, pts per model, you get: Brutes: 14 / 4.66 / 28 Ardboys: 18.4 / 4.28 (factoring shield) / 18 Of course Ardboys get cool add on like the +2/-1 bravery, but most importantly the +2 to charge. However Brutes could get a +1 to hits in some situation, going to a truly great 10.82 pts per damage, a very good ratio. Also thanks to the gore hacka Brutes are one of the most effective units in Damage per covered area. I think Brutes have exactly the same role as they had pre battletome: Don't expose them early to mitigate battleshock, using them in counterattack and try to hunt high wound target to leverage their hit bonus.
  9. Like your list @Garuun. Simple yet efficient! On a side note, i tought I saw that in Big waaagh! you cannot use realm artefact? I guess that wasn't true?
  10. Spear loose efficiency as you loose model. For exemple, let say you have 15 model fighitng, chompa and spears will break even once you loose 10 models. Also if you use a 1-man train (ie no rank), as it often happen with large unit as they are use as screen, then spear won't really matter and chompa will pile a bit more damage. At the end of the day, it's a small amount of damage (with no rend) so I would even argue it probably won't matter that much.
  11. My revised list would look like: I think the list can play both offensive or defensive. You could take turn 1, and go for hand of gork on weirnob, balewind + wrath + purple sun + double puke (using casting bonus wisely). Use wardock to cast mystic shield on MK (hopefully with a +1) . In 18'' battleplan you can engage the MK to pin the front line, and with weird un you won't fear too much the Purple sun. You could also play defensive and react to what opponent is doing and go more for the long game, leverageing the late buff from Big waaagh. I beileve FEC would be the trickest match up for the list, but at the end it's look like fun to play and tons of option.
  12. @Malakree In fact i built the list super quick i did not put that much tought in it. I don't dislike the idea of Rogue idol (except I don't own the model, and actually don't really like the Idol aestetic but that is just me ) . In fact I really like spell portal I think. It's quite expensive, but it's one of the few ways to leverage green puke. Portal + wrath of gork + blazing eye + double puke is actually a lot of mortal wound, and your not commiting your weirnob In fact my play was almost suicide the first shaman so maybe making him general is not that good. I was even considering charging with it to put more damage with Purple sun/spell. Problem with Purple sun is that it's actually very good against army with lots of model, but not so good againts some army like 3 terrorgheist FEC.
  13. I did a (very quick) list, mainly Ironjawz but based more around magic. I think you don't have choice going big waaagh for bonus to cast, so you can consistently do a hand of gork on a weirnob and position for blazing eye + Purple sun. In fact blazing eye might not be the best choice, as 4d6'' is just 14'' average and you start at 9'' Weirdfist is just to reduce drop, cp and extra artefact. in fact I wanted to use the Bursting with power but it seem you cannot in da Big waagh?
  14. But he can use command abilities, control objective in place of arcane power and take an artefact.
  15. Comparing it with Warchanter is irrelevant. Warchanter is a pure support character. Megaboss is more on par to a 5-squad brutes (similar cost, exact same move, and somewhat equivalent damage but with a different curve). Different strength and weakness, but there is some situation where he will worth it over 5 brutes (see summary above)
  16. I consider Hero as unit with the added capacity triggering command ability and/or supporting other units. Warchanter is obviously the better support, but is board presence is null. He have no value on his own. Megaboss have limited supporting value, but have board presence. If you need to defend a far objective from 5 deep striking liberator or sequitor, or threaten an area defended by 10 dryad warchanter have 0 value in this situation. Maybe it doesn't happen in your game, but it happen quite often in mine. a 12'' bubble for Mighty destroyer is also not negligeable. There is also 5 other command ability you ommit, including charge reroll and IP. I'm not infering it's an auto-pick, but it's certainly not a bad choice. I think he is to consider as the fourth hero. I think most list should include at least 2 warchanter if able, but a third Warchanter is questionnable, as is a weirnob, so a 40 pts investment for a Megaboss you can acutally kill real stuff is certainly not that bad.
  17. Not sure I really get what you mean. How do you define hero function exactly? He can use command ability in a 12/18'' radius in a different board area. He still move slow, but with mad as hell and controlled mighty destroyer, it's less an issue than before.
  18. You can evaluate is effectivess compare with 5 brutes as it's around the same cost: 5 Brutes: 30 effective life, 10 base damage scaling down, sensible to battleshock, 5 potential model for objective Footboss: 21 effective life (but benefit from look out sir and easy to put in cover) 5.33 base damage scaling up (and potential mortal bouncing), give you a character for command ability but only 1 model for objective. Hand of gork him still require to succed a 9'' charge with only +1 bonus no? I don't think Footboss and Warchanter can be put in the same categories, as they both fill different role. Warchanter is really a support character having no board presence by itself. Footboss can keep/claim an objective by itself against many units 150 pts or less, even without an artefact.
  19. Yeah Drakkfoot trait/aretefact are all very crappy lol
  20. I don't mind too much loosing trait to Drakkfoot, our trait are good but not potentially game breaking (like in Ironjawz). At first glance the trait I would like most often are either the +3 move or +1 cast on wurgog. Same thing for artefact. I don't remember does drakkfoot artefact is forced to first generic heros or it specify one?
  21. Nice report @Requizen The Icebone combo with warcry is really interesting. But if I would play BS at the moment, I would use Darkfoot 100% sure. I know that Icebone and Bonegrinz are much better overall subfaction, but being able to be almost auto win against fyreslayer which I consider our worst matchup is priceless. You can also expect to see much more Phoenix guard and Frost pheonix around with the release of Cities, and Darkfoot cripple that as well.
  22. @EMMachine @Primes the fact only that we are discussing it raise reasonnable doubt that it work or not. Since it directly affect army building, this is the kind of thing you need a FAQ to be 100% clear about. You can't go to a tournament bringing an Ironfist / Brutish cunning in a big Waaagh and start arguing with opponent about the legality of it. If I had to bet, I would give a 2/3 1/3 in favor of it working. So far from enough to be 100% confident on it working .
  23. First sentence under the command ability section, juste before Mighty destroyer "Ironjawz army can use the following command ability..."
  24. @TALegion i think your list might be better using Ironsunz (you do sacrifice etheral amulet for an inferior version tough, but you gain the -1 to hit round 1). Also since your strategy seem to revolve a bit around Mystic shield, i would use the +1 cast on the weirnob
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