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Imperial

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Everything posted by Imperial

  1. Vs 2 full new fractions and SG update for death in 2ed 3 mortal faction update for chaos in 1ed
  2. I hope Lumineth dont will get new wave till new waves for FS, IDK, BS, KO and etc....
  3. But we have mercenary system now Necromant will use some lore spells
  4. Allegiance: IronjawzLeadersOrruk Weirdnob Shaman (120)Megaboss on Maw-Krusha (420)- Boss Gore-hacka and Scrap-toothOrruk Warchanter (80)Fungoid Cave-Shaman (90)Battleline15 x Orruk Brutes (510)- Jagged Gore-hackas5 x Orruk Brutes (170)- Pair of Brute Choppas5 x Orruk Brutes (170)- Pair of Brute Choppas10 x Orruk Ardboys (140)BattalionsBrute Fist (180)Endless Spells / TerrainChronomantic Cogs (90)Total: 1970 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 125 1 Cast cogs with Fungoid 2 Teleport 15 Brutes with Shaman 3 Move Maw-Krusha with CA 4 Charge with 15 Brutes (9" with 5" minimal charge (+3 from IJ and cogs)) 5 Use CA from Maw-Krusha 6 Profit. 15 Brutes will deal d3 MW and attack in hero phase. If all will be good they can charge and destroy next unit in fight phase
  5. Btw Cogs + Balewind Vortex auto include in this list now i think. 7 spells per turn will be crazy if they dont fix foor of gork!
  6. Btw i hope they will change chanter abillity. If it will work in hero phase it's will be nice for new CA
  7. I think i will start from thisLeadersMegaboss on Maw-Krusha (420)- Boss Gore-hacka and Scrap-toothOrruk Weirdnob Shaman (120)Orruk Warchanter (80)Skragrott, The Loonking (220)Battleline3 x Orruk Gore Gruntas (140)- Pig-iron Choppas6 x Orruk Gore Gruntas (280)- Pig-iron Choppas10 x Orruk Ardboys (140)5 x Orruk Brutes (170)- Pair of Brute Choppas10 x Orruk Brutes (340)- Jagged Gore-hackasEndless Spells / TerrainPrismatic Palisade (30)Balewind Vortex (40)Total: 1980 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 142
  8. I opened some battletomes and find this "Each IDONETH DEEPKINWIZARD in an IDONETH DEEPKIN army knows an additional spell chosen from the Lore of the Deeps" "You can choose or roll for one spell from one of the following tables for each SLAANESH WIZARD in a Slaanesh army." "You can choose or roll for one spell from one of the following tables for each SKAVEN WIZARD in a Skaventide army." GHB 2019 IJ lore rules: "You can choose or roll for one spell from one of the following tables for each WIZARD in a Ironjawz army." Ok. I found this and this in FAQ, so i think we need wait new FAQ first of all because of new Mersenary system Q: If a warscroll or set of allegiance abilities has a rule that contradicts the core rules, can I use it? For example, Lord Kroak has a rule that allows him to attempt to cast Celestial Deliverance up to three times in the hero phase, but this contradicts the core rule that you can only attempt to cast a spell once per turn. A: Warscrolls and allegiance abilities take precedence over the core rules that appear before the core rules for battleplans, warscrolls and allegiance abilities. This allows you to do things that would not normally be allowed. In the case of Lord Kroak, his rule means he can attempt to cast Celestial Deliverance up to three times in the same turn. Q: Some spell and prayer allegiance abilities say that can be used by Wizards or Priests in the army. Does this include allied Wizards or Priests? A: No. Allied models cannot use or benefit from allegiance abilities.
  9. Read page again! You dont need IJ shaman for spells!
  10. And i dont see any penalty for deepstrike with spell and after use new command ability! Wow!
  11. For example "Each IDONETH DEEPKINWIZARD in an IDONETH DEEPKIN army knows an additional spell chosen from the Lore of the Deeps"
  12. I DONT SEE ANY PENALTY FOR USING SPELLS WITH ALLY!
  13. *Shaman mode on* 2020... summer... golden boyz vs our brave boyz*shaman mode off*
  14. They will give new endless spell: deal 100 mortal wounds to any units w/o new battletome wholly within 72" I dont think what we will see anything to fix ironjawz before battletome.
  15. I take Vortex for extra spell and 6" range of spells. With cogs in Slow Down Time mode you can cast 3-4 spells with this little grot! In game vs FEC he cast STOKE RAGE and INFERNO BLADES and replace Prismatic Palisade each turn. Now Vortex same model with wizard, so you can get bonus from arcane terrain. Prismatic Palisade work very well to split enemy army and make some debuffs. In turn 4 vs Sylvaneth 2 Druthu and 1 unit of Kurnoth have debuff from it and this help me kill 1 Druthu and 1 unit of Kurnoths easy. Goddrakk + Megaboss with Thermalrider Cloak work realy nice! I just use Goddrakk ability when i need 2 extra attack and 3d6 charge and spam WAAAGZ from Megaboss later.
  16. I played 2 games with IJ last week. Lose 1:13 vs FEC. (4 dragons and 6 flyers. wipe out from board) Scenario THE RELOCATION ORB Win 7:5 vs Sylvaneth. (Drycha Hamadreth, 2 Spirit of Durthu, 30 Tree-Revenants, 2x5 Spite-Revenants, 2x3 melee Kurnoth Hunters) Scenario THE RELOCATION ORB Allegiance: IronjawzMortal Realm: AqshyLeadersFungoid Cave-Shaman (90)Gordrakk the Fist of Gork (580)Orruk Megaboss (140)- General- Trait: Prophet of the Waaagh! - Artefact: Thermalrider Cloak Orruk Warchanter (80)Battleline10 x Orruk Brutes (360)- Jagged Gore-hackas5 x Orruk Brutes (180)- Pair of Brute Choppas6 x Orruk Gore Gruntas (280)- Pig-iron Choppas3 x Orruk Gore Gruntas (140)- Pig-iron ChoppasEndless SpellsBalewind Vortex (40)Prismatic Palisade (30)Chronomantic Cogs (60)Total: 1980 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 122
  17. Yep. I teleport Skragrott to debuff enemy unit. With IJ speed i can debuff and destroy units aside from main enemy army
  18. On previous week i tested Skragrott, The Loonking as ally with Scrapskuttle's Arachnacauldron. Itchy Nuisance and The Hand of Gork combo work very nice! Teleport -> Debuff -> Waaagh -> charge with MSU -> profit.
  19. Btw if we will have GSG in ally we can take arachnarock!
  20. CP smap very good option, but i think we can replace 2 fungoid with skraggrott. for 30 points we got 28" 6 3+ 3+ -1 1 attack with inflicting 1 mortal wound at end of battle round. You can shoot at 6 units and make 6 additional mortal wounds! With Arachnocauldron he will got 2 cast/2 unbind with +2! Nice buildin spell to disable enemy artefact (on 8+ with Arachnocauldron!) It's very good option. With 3 fungoid we will got only 1 shaman to cast 1 moonclan spell and 2 for cast arcane bolt and mystic shield. It's good, but i prefer cast 2 spell from moonclan lore each turn instead of 2 spells in 1 battle round and 1 spell in rest.
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