broche
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Posts posted by broche
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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.
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same comment as smash
also i think i would just go for 3 x 10 morboys
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11 hours ago, Critch said:
the -3 on squig herd is nuts
-3 to what ?
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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.
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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
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i think the new GV reach ability might make squad of 10 and 15 a bit better now
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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.
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i've the impression that the Brutes ability might become better too (direct counter to Expert Conqueror)
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@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
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@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?)
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On 5/4/2022 at 7:58 AM, DerZauberer said:
I think the Orruk Keyword is the real bummer here. Not getting Waaagh Points when in combat or the possibility to teleport them with hand of gork is huge.
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
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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 )
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18 hours ago, Jabbuk said:
Hey guys, I'm not sure if you guys are aware, I know I wasn't but Gordrakk can be included in Kruleboyz. Here's the article: https://woehammer.com/2022/04/13/warmaster-gordrakk-part-2/
That's pretty interesting. I dunno if it'd be useful in any way.
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.
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I've the same interpretation, but didn't have my playgroup agreement last week
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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''?
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50 minutes ago, dzATL said:
The Rally on 4+ ability is cool, but I'm struggling to justify only 7 boyz in combat realistically instead of just running them as units of 5. Especially with 4+/3+. That said, maybe I'm missing something.
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.
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2 hours ago, Cdance93 said:
I was thinking about it today when comparing battleline units in the book, does anyone else agree that Savage Orruks are over pointed? They’re 5 points less than a unit of 10 ‘ard boyz for same wounds. Ardboyz getting a 4+ rally seems and a 4+ save seems worth more than that
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.
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2 hours ago, Malakree said:
Megabosses and warchanters all have the Totem keyword so big g being a 2nd general is irrelevant.
Good catch on Megaboss. not seeing totem on warchanter tough?
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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!
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10 minutes ago, Malakree said:
He doesn't benifit from any of the bonuses, they are all Orruk.
even worse
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@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)
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36 minutes ago, Jabbuk said:
I thought named characters weren't allowed to take mount traits. Has that changed in the rules?
ohhh i didn't know, is this in the FAQ?
if you're right then it's total ******
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On 3/14/2022 at 10:42 PM, Lanoss said:
Can anyone relay as reason why Godrakk DOESNT have a 3+ save or even a built-in ward, and is still more expensive than Megaboss on MawKrusha?
it really doesn’t make sense to me. Do we see him possibly getting a change (or equal points) in the future?
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:
QuoteAllegiance: Ironjawz
- Warclan: Ironsunz
- Grand Strategy:
- Triumphs:
Gordrakk the Fist of Gork (540)
Orruk Megaboss (140)
- General
- Command Trait: Master of Magic
- Artefact: Arcane Tome (Universal Artefact)
- Lore of the Weird: Da Great Big Green Hand of Gork
Orruk Warchanter (115)
Orruk Warchanter (115)
10 x Orruk Ardboys (170)
- Reinforced x 1
10 x Orruk Ardboys (170)
- Reinforced x 1
5 x Orruk Brutes (160)
- Pair of Brute Choppas
6 x Orruk Gore-gruntas (340)
- Pig-iron Choppas
- Reinforced x 1
3 x Orruk Gore-gruntas (170)
- Pig-iron Choppas
4 x Ironskull's Boyz (80)
Total: 2000 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 147
Drops: 10
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.
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11 minutes ago, Malakree said:
Maybe with the new Priority targets rule he's a bit better?
did i miss something not aware of this
nm, just saw link from Holy diver
AoS3- Big Waaagh!
in Destruction
Posted
kind of overlap with the +1 to hit from BW allegience, so meh