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broche

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Posts posted by broche

  1. 7 hours ago, Malakree said:

    I'm also finding that the standard cabbage is mediocre. I really like big g though. The MW output and ability to knock down cover is really nice.

    Yeah big G command as true value at least it's significantly better than the generic one... I'm really thinking  if i play the MK i'm gonna play it with fast un and gryph feather charge for the extra move, and kill satellite units early game before going for the main body.

  2. 3 hours ago, Zappgrot said:

    I was thinking this

    1 Maniak wierdnob shaman

    20 boys whit stikaks

    20 boys whit arrows

    5 moarboy boarboyz.

     

    is about 100 wounds whitch seems good for 750. And it gets 30 units.

     

    No tribe so i can make the maniak wierdnob cast an extra spellen and give him +1 to cast. So he can fully support a unit every turn.

     

    My personnal choice would be Weirnob, 30 arrowboys, 5 boarboys, 5 maniack. But your list is good as well :)

  3. 45 minutes ago, Koradrel of Chrace said:

    Are Morboys worth taking?  Especially in a Drakkfoot army?  I ask because I have some models from WHFB that I'm rebasing that would now be a Wardokk and 10 Morboys.  I was looking at possibly running a Kop Rukk with Breath of Gorkamorka to get more out of the Drakkfoot clan ability.

    It's good infantry. It's pretty close between morboys and regular orruck. Both are the cheapest wound/model per point in the army so most army will include some.

  4. I don't think the extra rend from Icebone is gonna be really significant on Bonereaper (or any high rerollable save)

    If Bonereaper become prevalent, i think the best answer is to increase the number of  Big stabbas. 

    Stuff with 4+ is not really a problem for no rend, you can still saturate it pretty well. It start to be problematic at 3+/4+ reroll and better.

  5. 3 hours ago, Riddles said:

    What are the meta/best units for gitz atm

    For me it's pointless to analyze units without crossing with their cost.

    The units I consider very cost efficient are:

    - Boingrots bounder

    - Trolls (both version)

    And on the other end of the spectrum:

    - Gargant (should be 100-120). Right now I think he is just plain too bad to be used.

    - Troggboss (should probably be around 240)

    - Scragnot (maybe 20-30 pts overcost)

    Note that overpriced don't mean bad, if it can still bring you something. But if you inlcude let say 2 troggboss and 2 gargant in your list, you start with a serious handicap.

    I'm not too aware of the spiders as i never played them, but at first glance they light rightly priced.

    I think taking at least 20-40 stabbas is also mandatory, just for the fact that is the only stuff you can bring back with the Loonshrine, and it's a pretty cheap and efficient unit. What preventing Gloomspite to be on top currently is that their allegience ability is both really average, and random.

    • Like 1
  6. Yeah I think 'win more' was not the right term here.
    You definitly need MD to win game. Pre-battletome, when I was activating MD to fight once or twice per turn, I would usually win those games.
    However in games I was not able to use it (because my model were dying to fast) I was generally losing.

    Popping back model is the kind of ability that can make the difference in those contest.

  7. 9 minutes ago, ShaneHobbes said:

    Yes but to be honest the average damage of Brutes compared to Ardboyz isn't very significant even against an enemy with 4+ wounds. Combine that with Ardboyz utility of their banners and drums and being even more resisilant because of shields... 

    Brutes do significantly more damage than ardboys. around 35% without hit bonus or 70% with it (15 ardboys vs 10 brutes) 

    Ardboys do get more utility rule (bravery buff/debuff, shield, charge bonus). 

    Brutes might get better if the new tomb king become more prevalent (they have lot of 4+ wound Nasty unit that you need to one shot or they come back)

  8. Honestly i don't think there is much to rant right now about Brutes except the fact that their warscroll is a bit boring (and that they have 6 bravery)

    What do you guys think of Fast'un? I'm starting to think that if I use the Maw Krusha, I might go for less damage and more mobility. With Fast'un and gryph feather charm for exemple is not a bad mix. The +3'' become +6'' with Migthy destroyer.  Treath range like artillery!

    • LOVE IT! 1
  9. 1 hour ago, Kasper said:

    I honestly have a hard time seeing Ardfist being worthwhile at all. We are so starved for CPs between Ironsunz CA and Mighty Destroyers to move/fight in hero phase etc., that spending CPs to bring Ardboyz units onto the board is probably worse than having a proper list where you buff your current units and spend CPs to fight in the combat phase etc.

    I think Ardfist is not the best match with ironsunz honestly. But it's certainly the most potent bataillion we have IMO. Of course it's all theory because i doubt I'll ever play it due to the insane amount of Ardboys needed.

    Still fact is, summoning mechanic are quite powerfull. It doesnt prevent you from using Mighty destroyer. It just give you the extra ability to convert each CP. A lot of current top army have no mean of sniping him. 

    Mighty destroyer is a powerful ability, but kind of has 'win more tag'. Meaning if you are able to activate it 2-3 time, that mean you still have model on the table and probably in pretty good shape overall. On the other hand,
    let say your sitting with 3 CP (and obviously the brooch) and get double turned against Slanesh loosing a big chunk of your army, I'll clearly spend 3-4 command point to try to bring 10-20 more ardboys. 
    CP will resplendish quickly enough on your turn anyway.

    If you drop the Maw Krusha (which I think is the best option for the most competitive army), It's not that hard to fit both an Ironfist and a Ardfist (until Ardfist get FAQ'ed). You can then have the best of both world. 
    Use small squad of ardboys to screen and die, support them with nearby squad of Brutes to counterattack, and some gruntas for hammer.

    You can start with something like this:

    Spoiler

    Allegiance: Ironjawz
    Mortal Realm: Hysh
    Orruk Weirdnob Shaman (110)
    Orruk Weirdnob Shaman (110)
    - General
    Orruk Warchanter (110)
    Orruk Warchanter (110)
    6 x Orruk Gore-gruntas (320)
    - Pig-iron Choppas
    5 x Orruk Brutes (140)
    - Pair of Brute Choppas
    5 x Orruk Brutes (140)
    - Pair of Brute Choppas
    5 x Orruk Ardboys (90)
    5 x Orruk Ardboys (90)
    5 x Orruk Ardboys (90)
    Ardfist (120)
    Ironfist (160)

    Total: 1590 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 114
     

    use dead kunning, great green vision and aetherquartz brooch. Fill the remaining 400 pts with what suit you and I'm pretty sure you'll have good result. 

  10. 1 hour ago, Zappgrot said:

    I am looking at going to my first tournament. It´s just 750 points. I was wondering what would be better to take bonesplitters or ironjaws.

    At 750 pts, definitly go bonesplitters. You get a lot of  cost-efficient units, and great mobility.  at 750 you'll struggle having enough model with Ironjawz to have a good army

  11. i would use something like this. Stupid but still not that stupid

    Spoiler

    Allegiance: Ironjawz
    Mortal Realm: Hysh
    Megaboss on Maw-Krusha (460)
    - Boss Gore-hacka and Choppa
    Orruk Weirdnob Shaman (110)
    - Artefact: Aetherquartz Brooch
    Orruk Weirdnob Shaman (110)
    - General
    - Trait: Dead Kunnin'
    - Artefact: Great Green Visions
    10 x Orruk Ardboys (180)
    6 x Orruk Gore-gruntas (320)
    - Pig-iron Choppas
    3 x Orruk Gore-gruntas (160)
    - Pig-iron Choppas
    5 x Orruk Brutes (140)
    - Pair of Brute Choppas
    5 x Orruk Ardboys (90)
    5 x Orruk Ardboys (90)
    Ardfist (120)
    Ironfist (160)
    Extra Command Point (50)

    Total: 1990 / 2000
    Extra Command Points: 3
    Allies: 0 / 400
    Wounds: 127
     

    use  1 ardboys, puke twice on him, then summon 40-50 and put them. Add another weirnob and/or use shamanic skull cape for more consistency.

    You start with 120 life, if you succed you have 200+ and deep strike potentiel. And you still have a relativly "normal' army

    • Like 2
  12. 3 hours ago, Kasper said:

    I would love to upgrade his Megaboss on foot to a Maw Krusha, because the Megaboss didn't really do anything in both of the 2 games from what I saw, just not sure what I would cut.

    -1 Megaboss, -1 warchanter, 10 ardboys and find another 20 pts. it's  -18 wound, -2 units.

    Might not seem a lot, but having a big chunk of point in a single model can always be a problem. Let look at the current state vs old book:

    1. Maw krusha is more potent, but cost 40 pts more.

    2. 10 ardboys (our cheapest individual model) are now 18 vs 14 pts per model.

    3. Before book, MK was our best damage buff (with waaagh) making him almos mandatory. Now our best buff is Warchanter. 

    A Maw Krusha does roughly the amount of damage of 15 ardboys. But with those 15 ardboys, i've another 10 ardboys sitting somewhere. 10 ardboys buffed  warchanter can actually bring you pretty far now i a tight game.

    Obviously, it does bring something to the army like mobility and rend 2. But now with hand of gork, and double moving pig i think we have other option to cover mobility. And if you want to strike early (to kill screen or wing unit), you're better send up anything than a MK as you'll sacrifice much less points. 

    Right now I seem to have easier time fitting him in Big Waaagh, cause in big waaagh you have access to much cheaper model/wound. Maybe in a Ardfist too, as the bataillion is not very expensive, and you can bring back dead model (and opponent might want to kill warchanter first ignoring the Cabbage for a turn or 2).

    Another option is to use it as an Elite Anvil (taking Ironclad + ignax scale is the best set up I think for that). Problem is that is really risky against some army (skaven, FEC, Slaneesh, Fyreslayer) but could be really efficient against other. Army with no rend will just bounce on him, so if you engage him turn 1 and he survive and fight in your hero phase, you might win the game right there.

    And finally, if you plan to play super aggressive (at least a 3 units alpha strike) then you're kind of hoping you'll kill enough important stuff that it doesn't matter anyway. 

  13. 33 minutes ago, Malakithe said:

    Having a hard time visualizing how he won with that

    When you look at his matchup, he didn't play anything shooty. I doubt Ironjawz can really loose any attrition war at the moment if you keep the warchanter all game. A single hand of gork can win the game, so it's tricky for opponent to adjust to that. Combine that with a -1 to hit in round 1, all you have to do is kill all you can in round 1 then you just put your weight on the opposing army for the rest of the game.

    I admit I'm curious how he would have fare against the Fyreslayer.

    • Like 1
  14. 2 hours ago, Kasper said:

    And remember to place the unit outside of 12" with the teleport

    that's a really good point thanks for reminding! Pretty nasty on Gruntas actually as you can garantee a charge after a teleport, not a lot of army  can do that.

    2 hours ago, TALegion said:

    'm tempted to get a second cabbage to try that out - one is hard enough to kill, and 2 would be awful.

    On the opposite, i'm more and more tempted to go Krusha - less. With i'ts cost increase, and those of gruntas and ardboys i'm finding i've hard time putting enough body/ wound on the board. Also, it's command ability is now much less impactfull than before when you had to do triple waaagh to do something.  Now you can just hand of gork 10 ardboys and they will do same amount of damage than a MK, for only 180 pts...

    For exemple, i find a list like this really appealing (second artefact would probably be the CP on 4+ or aetherquartz brooch)

    Spoiler

    Allegiance: Ironjawz
    - Warclan: Choppas
    Mortal Realm: Hysh
    Orruk Megaboss (150)
    - General
    - Trait: Checked Out
    Orruk Warchanter (110)
    - Warbeat: Fixin' Beat
    Orruk Warchanter (110)
    - Warbeat: Fixin' Beat
    Orruk Weirdnob Shaman (110)
    - Artefact: Shamanic Skullcape
    - Lore of the Weird: Da Great Big Green Hand of Gork
    Orruk Weirdnob Shaman (110)
    - Lore of the Weird: Bash 'Em Ladz
    15 x Orruk Ardboys (270)
    6 x Orruk Gore-gruntas (320)
    - Pig-iron Choppas
    3 x Orruk Gore-gruntas (160)
    - Pig-iron Choppas
    10 x Orruk Brutes (280)
    - Pair of Brute Choppas
    5 x Orruk Brutes (140)
    - Pair of Brute Choppas
    4 x Ironskull's Boyz (80)
    Ironfist (160)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 159
     

     

  15. 15 hours ago, Malakithe said:

    Looking at all the rules and stuff for the new bone guys, I think Bonesplitterz will have a hard time taking them down.

    Yeah it seem access to high save/reroll is bonesplitterz bane. I'm not sure they have such damage spike tough, and will suffer from low model count, so you can always sit on objective first with 30 spearman with 3+ save.

    Had a chance to try some Boarboys (took them as ally in my Gloomspite), and they were amazing. 12'' move combined with +2 to charge, and now the hit hard enough to kill some serious stuff.

  16. 18 hours ago, Scurvydog said:

    This rule is "Deadly territory" which states that you must treat enemy arrival edges like enemy units, so any reserves/teleports etc must be set up more than 9" from them.

    Oh i see. I was not aware of this rule, i need to reread the section. With that it make total sense to forgo teleport then as it's too easy to deny.

    edit: @Scurvydog deadly territory just mention reserve unit. You think it apply to hand of gork? I'm not so sure

  17. @Scurvydog I think this could work? The teleport combined with the +2 charge can swap game quickly. The weirnob can puke on brutes and megaboss to make them move faster too.

    I just realized you can only play squad of 10 ardboys, wich is pretty weak... ( i wanted to use 15 ardobys instead of 10 brutes first)

    Spoiler

    Allegiance: Ironjawz
    - Warclan: Bloodtoofs

    Spearhead
    Orruk Warchanter (110)
    5 x Orruk Brutes (140)
    - Pair of Brute Choppas
    - 1x Gore Choppas

    Main Body
    Orruk Megaboss (150)
    - General
    - Trait: Get Da Realmgate
    - Artefact: Quickduff Amulet
    Orruk Weirdnob Shaman (110)
    - Lore of the Weird: Da Great Big Green Hand of Gork
    10 x Orruk Brutes (280)
    - Pair of Brute Choppas
    - 2x Gore Choppas

    Rearguard
    3 x Orruk Gore-gruntas (160)
    - Pig-iron Choppas

    Endless Spells / Terrain / CPs
    Extra Command Point (50)

    Total: 1000 / 1000
    Extra Command Points: 1
    Wounds: 79
     

     

  18. 8 minutes ago, QuinacridoneGold said:

    what do you guys think is the best weapon loadout for Gore-Gruntas?

    it's pretty close now. charge bonus from Hacka compensate for extra attack on choppas. Hacka can help reach hiding backline model, but as you say hte 2'' don't really help second row to attack as their base is so big.  

    At the end of the day i don't think it's really relevent

  19. @Scurvydog this is quite interesting. I did not had the chance to experiment ME yet, but the way i saw it i expect it to be very random (wich doesn't necesseraly mean not fun :) )

    So reading from your experience, do you think using bloodtooth for mid-late quickduff teleport and/or weirnob with hand of gork might be a good strategy?

    Also are MK/Gordrack intesting investment?

  20. 2 hours ago, Scurvydog said:

    After having played some  of the new 1k meeting engagements with the new Orruk book, I can only conclude to bring as many Gruntas as possible, as such 3 in spearhead or rear guard and 6 in the main body, their mobility is key. Having 2 warchanters is also really smart, to ensure at least 1 is on the board turn 2 regardless of scenario, to buff one of said gore grunta units.

    How do you like meeting engagement game overall?

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