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broche

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Posts posted by broche

  1. 3 minutes ago, Holy_Diver said:

    Thanks to new battlescroll I think the trophy for best general is the foot boss.

    new battlescroll?

    @NauticalSoup honestly i wouldn't mind too much the fact he is more fragile if he could hit harder compare to base maw krusha (something more like an extra rend on his weapon and mount for exemple) or heal damage when he kill model for example.

    • Like 2
  2. Anyone had any success with Gordrack so far? I hate the fact that he is base 4+, but I do like the fact that he act as an extra general. With the nerf to amulet the Maw krusha have lost a lot of survivability anyway, and i've had some issue with leadership bubble in some games. 

  3. 49 minutes ago, Tomplex said:

    Yeah, that's kinda my point. If your big waaagh has an ironjawz core, what are you doing with your units for those first turns? Running serpentine? Jawz have below average magic and non existent shooting.

    Move toward middle field and grab objective? Pick a fight or 2 on the egdge you can win or pin some units? Just playing the game lol. Anyway it's not like ardboyz or brutes can alpha strike anyway. You can usually set up a nice castle of ardboyz upfield supported by Wurgog and / or some shooters. 

     

    • Like 1
  4. 3 hours ago, Tomplex said:

    That's a fair point, I see where you're coming from. The only thing stopping me from agreeing with you is how long I have to wait to get that +1/+1. I can't really expect it until turn 3, and if I'm playing pure jawz with hunt and crush or alright, get em! I've got my most important combats already decided by then. 

    Note that BW is a different play style than Ironjawz (Ironjawz is quite agressive while BW is mostly defensive), and i'm not arguing it's a better overall army.

    Unless you get alpha strike pretty bad or loose your general, you should easily get 16 in R2 and 20 in R3 (i even manage 20 in 2.2 without lucky roll in 1-2 games against melee army), giving you a pretty strong end game. Once you get unit locked in combat it stack up pretty quickly.

  5. 5 minutes ago, Malakree said:

    Both Ironsunz and Bloodtoofs are unbelievably good while the current IJ strategy involves using IJ Waaagh and blowing your opponent off the table with -3 rend. Most games should be over before turn 3. 

    I never said Ironjawz was bad or that big waagh was better than big waaagh, i argue that it is a viable option for an army composed with a majority of Ironjawz model ;) 

     

    8 minutes ago, Malakree said:

    You get hand of gork, Wurrgog with his lulz mask and 6ggs with a warchanter buff.

    I don't dislike your list. i'll probably drop wurgog and 3x boltboyz and use something else. Turn out to be similar to the kind of list I use but basicly replacing Maw krusha with 2 kruelboyz monster.

  6. 58 minutes ago, Tomplex said:

    Ironjawz and bonesplitterz have subfaction and allegiance abilities that are too good to give up. 

    I disagree for Ironjawz. I think a +1 to charge / hit / wound army wide is a fair tradeoff for smash and bash, IJ waaagh and clans (considering it's also widen your troops selection option)

    For Kruleboyz, i'll rethink my position but it seem most Kruleboyz use heavy shooting and mortal strategy going big waaagh doesn't seem that appealing. Let say i'm using this as backbone

    Quote

    Allegiance: Big Waaagh!
    - Grand Strategy:
    - Triumphs:
    Gobsprakk, The Mouth of Mork (280)
    Swampcalla Shaman with Pot-grot (105)
    Snatchaboss on Sludgeraker Beast (315)
    5 x Orruk Ardboys (85)
    5 x Orruk Ardboys (85)
    5 x Orruk Ardboys (85)
    6 x Man-skewer Boltboyz (240)
    - Reinforced x 1
    3 x Man-skewer Boltboyz (120)
    Beast-skewer Killbow (130)

    Total: 1445 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 87
    Drops: 9
     

    Not sure what I would take for the other 500 points? Ardboys just doesn't seem to fit well in the list, so i would rather use guttripaz with poison weapon even if they are a bit overcosted. I'm not generating extra waaagh points and a lot of my shooting will not benefit from end game bonus anyway. So I would rather take clans bonus and random trick (random doesn't mean it's bad as the effect are quite good unlike gloompsite bad moon for example)

  7. Overall Kruleboyz just seem like a bad fit for Big Waaagh. Venom weapon really just doesn't mix well with big waagh bonus (to hit bonus are useless when you rol 5 or 6, and to wound bonus are irrelevant when you're doing lot's of MW). 

    kind of same story for Bonesplitters, as the 6++ ward is not really the ability you want to have at all cost (the pre-game move and 4++ waaagh) and without allegeance you're stuck with a bad battleline choice (spearman), and charging boar already have a built-in +1/+1. The best BS units in big waaagh would be morboys and big stabbas but ardboys just seem already superior to morboys and fill your battleline spot, and with Brutes / Pig having access to rend 2, big stabbas are not that necessary (and you could already splash a unit or 2 anwyay)

    • Like 1
  8. I don't dislike Gobspark ,never tried it but he sure benefit from the big waaagh with the cast/dispel bonus and the late game +1/+1. He can chip off wound off wizard and then you can finish them off with some shooting which sound nice. However I feel like both list above are a bit heros heavy. I would probably cut on the wurgog (less waaagh pts meh) or swampcalla to include him (cutting swampcalla make boltboyz much less apealing on the other hand). 

    In my mind Big Waaagh is really an alternate less agressive ironjaw style of play. You want to keep as much model as possible. once you reach R3 you should have +1/+1. Maw Krusha is really important to spam the +1 save + inspiring presence on 3 units, and also mid-late game Rally (here Godrack can be interesting cause he can target the boltboyz as well and act as an extra general if you loose the first). 

    I think Big Waaagh! should really keep an heavy Ironjawz core, then pick up some Kruleboyz / Bonesplitterz to fit your meta or play style.

    • Like 2
  9. "On my T4 after choosing Broken Ranks, the Wurrgog Prophet casts Metamorphosis and Glowy Green Tusks on the Maniak Weirdnob.  The Weirdnob casts Arcane Bolt on himself, then uses Fast ’Un to get within 4” of the Gatebreaker. The Weirdnob charges, and unleashes Arcane Bolt on the Gatebreaker bringing him to 3 wounds remaining. The Monster Weirdnob Titanic Duels the Gatebreaker, gets all hits with his staff, then proceeds to roll a 6 to wound, instantly dealing d3 MWs to the Gatebreaker, and I roll a 3. I complete my Battle Tactic by killing a monster with a monster, scoring max points!"

    hahaha so nice!

    • Like 2
  10. 18 hours ago, Jabbuk said:

    Arrowboys are absolutely excellent screens that can plink off wounds on a Monster? I mean they are 145pts for 10, that's about 70pts per wounds, which makes them cheaper than Hobgrot Slittaz. 

    Not necessary a bid idea. However when talking about "screen" the total unit cost is important as the point is usually to hold big hitter (Kragnos , Fulmi ect.) with minimal investment as they will usually overkill them. Shooting for 10 arrowboys is quite negligeable unfortunatly. I think you would get much more value from 5 ardboys, that can function both as screen early game or decent hitter late game in BW, and they can double move with Mighty Destroyer. Arrowboys are still better with Bonegrinz in bg block. Bonesplitterz doesn't fit very well in Big waaagh except of course for Wurgog and big stabbas (other units often have redundancy on to hit / to wound wich is not so great for big waaagh)

    • Like 2
  11. 56 minutes ago, Lord Krungharr said:

    Hmmm, good point on the Arrowboyz!  Everyone said I should keep my unit of 30.  I have it up for sale but definitely having 2nd thoughts.  Gotta try them out dang it!

    Things can change fast in this game ;) 

  12. 40 minutes ago, Lord Krungharr said:

    Thinking about going first vs going 2nd, playing for a double turn, etc.  with Bonesplitterz, is it ever worth taking anything but a Battle Regiment or 2?  Besides Glowin Tattooz, not real sure any of the artefacts, even the generic ones, are worth taking.  We already have the 6+ ward save all over the place, and the heroes are not gigantic beatsticks who would greatly benefit from Manticore Venom.  Or does it depend on the build for us somehow?  With the Tireless Trackers I'm just seeing fast and furious being the best option, since we're not super tanky.

    I think having the choice of 1st turn in BS is indeed strong. However there is some drawback to it as well like often having to drop your whole army before your opponent.

    Personally I think the strongest enhancement choice for Bonsesplitterz are the extra triumph. The after-battleshock triumph is super good for us and both the reroll charge and +1 to wound are good as well (+1 to wound especially good if you use arrowboys or big squad of big stabbas)

    • Thanks 1
  13. 16 hours ago, Aakkxxzz said:

    Been building and testing Big Waagh lists, and am so surprised at how little I see the Breaka-boss on Troggoth getting mentioned or used. 

    It's surely not a bad model and worth trying. I think there might just be a bias toward model available to people. Since a lot of people already have Ironjawz / bonesplitterz model they want to used it's reflected in the list. I suspect as time goes you might see more and more kruelboyz into big waaagh

  14. 2 hours ago, Backbreaker said:

    I continue to have really good results with my all-rounder list. A bit of everything with a bit more gruntas. I just stopped to use a weirdnob and am putting an arcane tome on a warchanter.

    interesting. I guess you're still using a maw krusha? what artefact do you use on him?

  15. 9 minutes ago, Andrew G said:

    Basically, while teleport has a higher peak value, you probably will not get off the turn that it actually matters. In an already high mobility army, and with the unleshed hell nerf... I'm just not seeing the value although it remains entirely viable. 

    I would definitaly not take teleport on the maw krusha that is for sure. But an extra foot wizard carrying it is not bad value. Often the "teleport menace effect" can win game by itself because you're opponent will still have to take into account you can teleport in his strategy. More decision usually convert to more mistake. And if he does not that mean you've 1 luck roll of scoring a back objective for a turn, often a game winner. Obviously this excluded in 1-drop army. But i think if you go for not-a-one-drop army bloodtooth is probably the weakest clan as other clan give you option if you are on the play (specially ironsunz with the countercharge)

     

    21 minutes ago, Andrew G said:

    Not directed toward you, but I'd just say that I think people are not doing the math on how good Bash Em' Ladz actually is. The +1 wound is absolutely massive DPS increase that allows you to hit key damage thresholds on multiple units at once.

    hahaha yeah don't worry i truly measure the bash them lad value ;). I don't think math wise there is any reason to priorize another spell over it. I a have a personnal bias toward foot of gork for unrationnal reason. I still like the fact that it provide potential range damage in a pure melee army, even if it's unreliable 

  16. With the point increase of GG and amulet gone i'm also theorizing single krusha list (with arcane tome) and more body is the way to go. On my side i would probably go for foot of gork on the krusha and hand of gork on an extra foot wizard :)

    @Andrew G i don't dislike your list. However i'm unsure about the rogue idol.I'm not sure it's ever gonna worth it's point value in Ardboys / gruntas / brutes unfortunatly

  17. 5 hours ago, PlasticCraic said:

    The rumour out there for Kraggy is:

    • 6++ Ward 
    • 3D6" charge aura for all Destruction models
    • Caps objectives as 30 models (this charts with damage)
    • 800 points

    nice I like it. Boost his speed as well as everyone speed haha

    • Like 2
  18. 2 hours ago, azdimy said:

     

    The one I believe is Kragnos getting some point decrease and/or getting a ward save

    It will be interesting to see. If it stay at 2+ save and he get a ward (let say a 5++) and drop point he'll suddenly become very good. 

    However, his biggest problem will stay: his movement. 10'' and no flying for a 700pts model is very low. If he had a better movement you would already see him in some list.

  19. 3 minutes ago, Baron_Bathory said:

    Would you play those GG's seperate or together as 6

    I would use 2 x 3 (easier for coherency and more option to flank). But 1 x 6 would be justifiable as well.

    For Bonesplitter just the Wurgog is an insane model right now with glowing tatoo. Savage orruk are worst thant Ardboys currently IMO. Arrowboys, it depend. it give you some shoot so it can be interesting but you can only use 20 and at 2 attack each they are a bit meh. 

    • Like 1
  20. @Baron_Bathory based on your models, MK, the 6 gruntas the 2 warchanter are auto include. Weirnob is probably a good addition as well (mystic shield + teleport would be very good). Not convinced that fungoid is worth it currently. Then a mix of ardboys / Brutes depending on your play style and meta.

    Not sure what model you have for Bonesplitter, but I've been running Big Waaaagh! for couple of week with decent success (sample list in the Big Waaagh thread).

    have fun!

    • Like 1
  21. Correct. The first Maw Krusha as very good value (Insane command ability combining good hitting power and survavibility thanks to amulet of destiny). The second one doesn't bring as much so his relative value drop. But i don't think it get close to 9 extra pigs.

  22. Played my  list from couple post above (only splitting pig in 2 x 3) in a local tournament yesterday for a 2-1 record (3rd place). Would definitly have won last game if my Wurgog with 4++ has not exploded on the 3rd roll after doing a single mortal wound 😅

    Allegiance is pretty strong. Waaagh point build up pretty fast and once youre +1/+1 it's really uphill for your opponent if you still have decent fighting force.

    • Like 2
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