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broche

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Posts posted by broche

  1. 1 hour ago, Backbreaker said:

    What do you guys think about Orukk Warboss with Waaagh Banner ?

    Reroll to wound that we don't have otherwise.

    An other hero for objectives.

    An other way to have more attacks.

    Fast.

     

     

    He is good for sure, but i find it hard to fit it in my List so far. Maybe if you go no-bataillion

  2. @Rock Lobster love your write up, quite interesting. I think your Idea of going Megaboss for duplicate waaghhh is a good one. at 140 he is super cheap, and hit hard as well. He can easily take cover for a 2+ save, and -1 to hit from look out sir make him hard to snipe.

    i guess your list is fairly standart, but the 5+ get a CP back is a nice tweak. 

  3. hard to say I did not try it yet, but I was thinking more of using it mid game (turn 2-3) to protect objective i'm holding. For 20 pts i think it's a pretty good utility spell by itself

    In fact, i just realized you get a chance to dispel it before it even does something, so it's probably not as good as I tought

    • Like 1
  4. @Skabnoze Yes Teef Rukk is for extra artefact (I don't want to get rid of Mask, but wanted to try the Rockjaw) and extra command point. I never tried the ability, but seing some list at 6 Nation I saw a lot of monster, so hopefully the ability could trigger from time to time.

    it's basicly the list I had in Vegas Open and that I had good success (and it's already painted), but i cannot fit the Gore Grunta anymore (cause the Arrowboys are now more expensive). 

    I'm hoping that the list will benefit from the Wyvern Waaagh ability and look out sir! to protect the small wizard will make up for the loss of extra wounds/body. The new command rule should help as well to protect Arrowboys/Big stabba reactively, meaning it should be easier to user Wurgog command ability. 

    I think the shakle fit really well in that list, specially agains High move army.

     

    • Like 1
  5. i would say it's a spell, but not a "spell cast by an ennemy Wizard". 

    For me the way it's worded, trigger of the lens is that the damage is directly linked to the wizard that just casted it. but it will need FAQ for sure, could go either way.

    I think i've a first draft of my list: i'm trying Rockjawz on wyvern for Extra mortal wound output, always nice!

    Allegiance: Destruction
    Mortal Realm: Ghur
    Maniak Weirdnob (120)
    - Artefact: Big Wurrgog Mask 
    - Lore of the Savage Waaagh: Bone Krusha
    Maniak Weirdnob (120)
    - Lore of the Savage Waaagh: Brutal Beast Spirits
    Wardokk (100)
    - Lore of the Savage Waaagh: Hand of Gork or Mork
    Wurrgog Prophet (140)
    - General
    - Trait: Waaagh Monger 
    - Lore of the Savage Waaagh: Squiggly Curse
    Orruk Warboss On Wyvern (240)
    - Artefact: Rockjaws 
    - Allies
    30 x Savage Orruk Arrowboys (420)
    4 x Savage Big Stabbas (200)
    2 x Savage Big Stabbas (100)
    10 x Savage Orruk Morboys (120)
    10 x Savage Orruk Morboys (120)
    5 x Savage Boarboyz (100)
    5 x Savage Boarboyz (100)
    Teef Rukk (100)
    Soulsnare Shackles (20)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 240 / 400
    Wounds: 187

  6. I think troll at 160 are playable. The also benefit from shooting nerf and inspiring presence change.

    Give some rend 1 / 2 to the army, something it's lacking. 

    If I had to choose a spell in bonesplitterz, that would be umbral i think. With bonekrusha + curse you can go aggressive on character early, and you're not too vulnarable to mortal yourself. First pick for endless spell would be Gemenid for sure. No competition here.

    • Like 1
  7. 7 hours ago, Malakree said:

    So my thing is it says cast by an enemy wizard.

    With an endless spell the "cast" portion is setting up the spell model. In abilities it states "If successfully cast, setup...."

    That was my interpretation as well. Also in endless spell rule that state that Endless spell are treated as friendly model by all armies, and cannot be affected by spell and abilities.  The cast is like a summon, but the damage trigger is the spell move and neutral.

    However, it's still a "spell" cast by an "ennemy wizard" in the end. Might worth a small FAQ I guess.

    Next question :) ; Did the FAQ the Umbral spell portal infinite loop?

  8. @PlasticCraic exactly my point. If you have one spell to pick for 40 pts it's just strictly better than the others attack spells. Better range, 2d3 mortal and TWO debuff!

    The only drawback is that you need to go across the unit (other spell will often affect a 1'' bubble in addition).

  9. I think in a weirdfist you should play at least 2 shaman (1 for the weirdfist and the other for versatility)

    I don't have Malign sorcery boxe yet, but from what i saw Cog and palissade seem like good spell. Also the damage spell  could be good to complement the fist.

    You could either go with Fugoid (and make him your general) for extra mobility (and combo with Maw Krusha), a moonclan grot shaman (curse of bad moon is not bad, maybe with portal) or an extra Weirnob (more expensive, but bonus to cast and dispel is good in magic duel).

    I don't think the 2 warchanter are that much needed. 

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