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broche

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Everything posted by broche

  1. I'm not an expert of the LRL warscroll, but you point something that have been the biggest issue in Warhammer since I play: point cost precision. At the end my guess is that they mostly score on guts feeling with major warscroll information (wound, save, attack an ability) and doesn't really have a rational approach to point assignation. That's why when there is a point update it take a couple hours usually and the players community have already found all the over/undercosted unit, and you see a meta like Heel spam or Skyfire spam for a couple of month while some model doesn't see play at all.
  2. You're correct, but there's some edge case that you would want Savage orruk and it's model count / renforcement point (it was already mentionned earlier I think). If you take 10 vs 10, there's no real point for savage orruk over ardboys stat wise. But 10 ardboys cost a renforcement point and those can be precious. The other reason is to activate synergy. For exemple, in big waaagh Wurgog is almost autopick, and one could want a wardock as well, so you that mean you get bonesplitter spell. the +1 charge / +1 to hit spell is certainly potent on a block of savage spearman. I admit personnaly i'll be more tempted to take Gutrippaz over them most of the time. But it's not like you army woudl become horrible either if you include some savage orruk.
  3. I think at this point further discussion on the subject is pointless. Current concensus seem to be that it work on 3 units. Could change with the FAQ.
  4. What about using Stonehorn as a base? it's already a "Stony" model. You could replice rider with something totemish. I never really liked the rogue idol model anyway
  5. Anything with a 16 mortal wound potential outburst is good.. Exceptionnal spell with do what 5-6 mortal and can be dispelled
  6. It's not a bad idea either on MK, but you would sacrifice the amulet of destiny. I'm not sure that such a good plan. I wouldn't mind too much taking the d3 mortal in T1 on some ardboys or a character (you could heal him with warchanter just after). Also ardboys have potential to come back with Rally so less of a big deal. Megaboss isn't that slow with MD (and board are smaller now). T1 you would use MD on him and some ardboys let say, and try to take position in the middle to put pressure on objective (or send kamikaze gruntas for some pining while you advance foot troop). In round 2 there should be combat and then your opponent would face a high number of mortal wound threat. Since Big Waaagh become better the longer the game, it's a good idea to go for a more conservative turn 1. with 160 wound at 4+ you ensure you still have bodies left for late game i think.
  7. what about taking a Megaboss with foot of gork in Krushaless big waaagh ? You could add a Weirnob with Hand of gork. Between foot of gork, wurgog mask and some shooting from Kruleboyz it seem like a versatile army. Did that really quick:
  8. Hum that is actually a pretty good idea i didn't think that Megaboss with arcane tome could take the trait actually. You get potent wizard that can fight I like it.
  9. What do you guys think of the 16'' bubble +1 to wound spell? Could be taken with the trait that give +X to cast since Megaboss trait are not that great anymore.
  10. i don't think Waaagh is costing a CP
  11. @cyrus probably not bad but I don't think boar boys have the best synergy in big waaag (they already get a +1/+1 when charging). You would get more value from Gore-Gruntas (especially with 2 warchanter) Already mentionned it but for me the plus value of big waaagh is open shooting option from Kruleboyz. Otherwise Ironjawz and Bonesplitterz just seem better. Looking at your list the big added value i would see over a pure ironjawz is mostly Wurgog prophet with the mask (give you ranged mortal wound output that Ironjawz doesnt really have access). (also i think army can't be 1 drop either 2 drop with 2 BR or 5 drop with extra artefact/CP)
  12. I suspect it was not intented and that they will add Kruleboyz keyword in the FAQ
  13. Quick rule questions: I was rereading some section yesterday, and i looked at the Marsh Sloggoth and found him interesting in bonesplitterz (+1 to hit is not clan tagged). But I already spotted weird army building rules. It state (translation, book in french) that if you want to be bonesplitterz, every Orruk warclan unit in the armies need the Bonesplitterz keyword (same wording for Ironjaw and Kruleboyz). Since Sloggoth is an Orruk Warclan unit but doesnt have any of those keyword, that mean that according to this wording he cannot be taken except in big waaagh. Am I missing something?
  14. Unfortunatly i'm not sure there is really a point of a 1000pts big waaagh. You want to generate waaagh point, so you have to include a Warchanter. You also want to include a at least 1 bs wizard (ideally wurgog cause mask is insance right now). And i would include a Swampcalla + 6 bolt boys in big waaagh (the point of mixing is to get some shooting otherwise just play ironjawz). My starting point would be something like this: Problem is that you can't really fit the wurgog. Also the fact that you have less heros/unit mean you'll build waaagh point slower and it is'nt great.
  15. with 4+ and +2 to save gruntas actually do more damage than rend 2 brutes (like 7,4). Rend 2 agains +2 save is kind of the worst scenario for brutes. With 4+ and +1 save they break even. However it's worth mentionning that Gruntas benefit much more from the Warchanter than Brutes (who already have 2 damages attack). On pure damage Gruntas are just better. There's however much more to consider. 1. Brutes are generic battleline so much more versatile 2. the +1 to hit from Brutes agains 4 wound and up. Yes you can have AoA but it's cost command point and it's limited to 1 per combat phase 3. The damage per area: getting 6 pig doing all their attack can be quite tricky due to base size. 10 brutes with 2'', every model will attack almost everytime. 4. Brutes ability: Still unclear to me at this point, but this can certainly be potent. Depending on meta, this can win you games or be useless. 5. In Choppa: Spending Warchanter on 3 units (brutes/ardboys) vs 1 units (Gruntas) doesn't have the same value) So for me they have their role, and will definitly see play. What i currently like with Ironjawz is that their seem to be multiple interesting list option (as opposed to Bonesplitterz where you're stuck with Pig and Icebone)
  16. Just worth mentioning, i noticed rally need to be issue by the Ardboyz champion to work on 4+ (MK can still use it on 3 but you'll stay at 6+)
  17. It's still a bit unclear. You get point slower than before, but keep some of the trait of individual faction. I think Kruelboyz would benefit the more from it because you keep their best power (poison) and you could argue that the waaagh ability compensate for lost of clans. Using Gordrack with the crossboy guys for tripple overwatch is also an option. Ironjawz, it will depend. Their seem to be some disagreement if Maw Krusha can do tripple +1 to hit. If he can then it mostly invalidate the army wide +1 to hit big waaagh get. And I also find Ironjawz to have very good subfaction. Bonesplitterz also seem like a pass. I think you want to keep the tireless tracker and exploding 6 ability, and play icebone. of course splashing a wurgog is the obvious choice. The big advantage of big waaaagh is really the flexibility. For exemple, taking a Maw Krusha, War Chanter and Wurgog along some brutes, ardboys, gore gruntas and shooting from kruelboyz can make a truly solid and versatile army.
  18. Man good catch. I didn't realize that the first roll was protected from self-destruct (i've good the french book and surprisingly find it harder to read ability correctly lol) ! So 17.33 is indeed correct.
  19. Not sure why you consider Gruntas to have take a massive hit they seem perfectly fine to me (only change is their bravery drop down by 1 but their mortal output is better and they now count as 2 models for objectives)
  20. @Magnus The Blue quick question i'm not sure i follow the extra iteration for mask. Prochet die after exactly 12 rolls, i get to 16 damages with the 4++ (12 * 4/6 *2) it's still a good approximation when calculating damage per point for a specific unit. 4+ will be a very common save. Also even if you use 3+ as a baseline most unit will keep the same ranking (you'll swap some rend 2 unit with no rend unit for exemple). But from a general perspective 4+ is a good middle ground. You just have to keep in mind that high rend unit get better as save goes down.
  21. I think what i find the most sad is seemingly the lack of variety in list building. Right now it's all Wurgog with ward (until it get FAQed) + Icebone and pig.
  22. i didn't realize you could give him a mount trait! I like is signature spell. I think I would chose fast as is mount trait (since is spell is low range it allow you to move before once per game). Or it give him a 24'' move to steal an objective from uncarefull opponent
  23. Ok got it. I still think it's a good ability. Icebone is probably superior cause is more versatile and is better the higher the save (and our main weakness) but Darkfoot can swing matchup (cities or fyreslayer come in mind). Also significant number of army have access to 6++ so it's flat 16.67% damage increase agains thoses, and big monster with Amulet of destiny are gonna be everywhere as well. I guess to bonegrinz to worth it you could maybe play 100% arrowboy, bet high for triumph for a big early volley i dunno i've a game tomorrow (trying the icebone) that will give me a better feel of the army also unless i've bad sight it seem wurgog can shrug off mask damage with is own ward? that make glowing tatoo on him not bad at all (i suspect this will get FAQ)
  24. I've the book in french, but drakkfoot ability is not just against MW it's any wound and mortal wound made by attack. Doesn't apply to spell or wurgog ability but that mostly it.
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