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JonnyTheKing

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Posts posted by JonnyTheKing

  1. 3 hours ago, Doko said:

    Before tome we had 48\52% win rate

     

    Now with book we have 40%

     

    So.....data dont lie,also see how idoneths have 50+ even with same time.

     

    276134079_10160220343699954_727443384325

    It is also way too early and the stats need time to settle

    • Confused 1
  2. 14 minutes ago, mrteige said:

    I run a similar list with some tweeks.

    Instead of the shaman and the 2 warbands i run 4 units of pigs and 3 chanters. I feel like the shaman is a trap in pig heavy lists. against list that dont have magic doms you still have a hard time getting that spell off and against magic doms he is just cancelled out. I get that it has it uses when you can teleport your chanters but i have never had big problems with that as long as you play the boards the right way

    Think the two warbands are worth it or should I just take 3 more pigs?

     

  3. I’ll kick this off then with a list that I’d love some thoughts on!

    Allegiance: Ironjawz
    - Warclan: Bloodtoofs
    - Grand Strategy: Hold the Line
    - Triumphs: 
    Megaboss on Maw-Krusha (480)*
    - Boss Choppa and Rip-tooth fist
    - Artefact: Armour of Gork 
    - Mount Trait: Fast 'Un
    Megaboss on Maw-Krusha (480)**
    - Boss Choppa and Rip-tooth fist
    - Artefact: Destroyer 
    Orruk Warchanter (115)*
    - Warbeat: Fixin' Beat
    Orruk Warchanter (115)**
    - Warbeat: Killa Beat
    Orruk Weirdnob Shaman (90)*
    - Lore of the Weird: Da Great Big Green Hand of Gork
    3 x Orruk Gore-gruntas (170)**
    - Jagged Gore-hackas
    3 x Orruk Gore-gruntas (170)**
    - Jagged Gore-hackas
    3 x Orruk Gore-gruntas (170)**
    - Jagged Gore-hackas
    4 x Ironskull's Boyz (80)**
    3 x Morgok's Krushas (90)**
    *Command Entourage - Magnificent
    **Battle Regiment

    Total: 1960 / 2000
    Reinforced Units: 0 / 4
    Allies: 0 / 400
    Wounds: 116
    Drops: 4

     

    usual plan that this kind of list has, decided that the two Underworlds bands could be cool for objective holders/screens if needed, they also don’t give up Broken Ranks like Ardboyz screens

    • Like 1
  4. Can someone explain how the wound allocation core rule interacts with the Harvester, getting myself a bit confused, do I have to allocate and roll for each guy one at a time while allocating the wounds or do I remove all guys at once and roll for them together?

     

    Would appreciate if someone could explain the process for this, thanks!

  5. 15 minutes ago, Stux said:

    A unit of trolls to sit on an objective or something might be OK.

    But honestly, competitively I don't think there's much you'd want to take. Gitz are not in a great place, and we're generally going to be better off taking Orruk units we have synergies with.

    Other than maybe a Fungoid Cave Shaman, which I can see bringing sometimes for the CP.

    Found a unit of Shootas as a decent alternative to Hobgrotz too 

  6. 7 hours ago, LuminethMage said:

    Finally LRL achieving win-rates which fit with the level of complains : ) . Some of your friends who sold all their LRL might start to regret that 😜

    Thanks for the effort collecting all the data! 

    The complaints were more how boring and unfun they can be tbf

     

    Hopefully once a few battletomes come out the meta will go in a nice direction, someone throw a rope for GG and Beasts plz

    • Thanks 5
  7. I played recently with a heavy Nurgle Daemon list against Lumineth, actually a Lumineth game I didn’t want to die of boredom in surprisingly due to Nurgle having defences against Lumineth’s problematic rules. Was a very close game but ultimately lost, discovered Nurgle struggle to complete a couple of the battle tactics which really hurts for them, however their durability now is insane with the changes to Plaguebearers and  2 of their Heralds becoming amazing. Lumineth really struggled to shift my army and GUOs as always are beasts

    Really enjoying how Nurgle play at the moment but they do perhaps need a slight boost in damage when their new book comes out, excited to get some more games against other armies in with Nurgle 

    • Like 1
  8. 2 hours ago, Malakree said:

    If stuff really is going up ~15% we might see some tournaments transition to 2.5k as the base size. It would even bring the board size up to ~ the current standard.

    I don’t see it, saw the same conversations in the 40K crowd when 9th was getting shown off and nobody did it, turns out the increase in points doesn’t change too much and actually helps players stay in the 2 hour limit at tournies

    • Like 2
  9. 1 hour ago, whispersofblood said:

     

    These changes also make the god models feel more godly as there will be fewer units rolling around with such high concentration of points and therefore comparable impact. I also for see most of them (and monsters in general) lasting the whole game which is cool in the later turns. 

    I reckon it could lead to a big monster heavy meta potentially 

  10. 4 hours ago, Ganigumo said:

    You can already run 3 or 4 40 man marauder units, plus all Tzeentch flamer buffs are aoe and having multiple shooting units doesn't have the same downside as multiple units in combat (due to activation priority). The only thing this does to flamers is increase their drops, it doesn't decrease their effectiveness. They're also battleline in eternal conflagration anyways.

    Yeah I agree, but what I’m getting at is with more smaller units that need more reinforcement points to reinforce to a level able to deal with these threats it may increase the power level of certain units who have a harder time getting countered now 

  11. I feel like the reinforcements could lead to shenanigans for certain units, as mentioned above like 3 or 4 40 man Marauder units could be a problem for some armies to deal with but it could also fix issues such as Tzeentch flamers, Salamanders etc perhaps

  12. So far I like what has been shown of our swampy brothers, wish they didn't have a Destruction version of a Lumineth rule but I won't turn down easy mortal wounds I guess... I just want to see what other spells we get and hopefully new units! I think we will get a wolf rider style unit and a Nob style unit  too, maybe another named hero?

  13. 5 minutes ago, Envyus said:

    Also Unleash Hell sounds much weaker already. Given that you can only use it once in a phase, And you also have to make sure you keep a command point around to use it. 

    I think it’s going to be better or worse depending on how CP intensive certain armies are

     

  14. 10 minutes ago, Neil Arthur Hotep said:

    Honestly, while Sentinels benefit from Unleash Hell, we should be more concerned about Freeguild Handgunners, who get to do the same thing twice, have a better attack profile and don't even need a screen:

    Save    Sentinels    Handgunners
    2+ 4.22 7
    3+ 4.75 10.5
    4+ 5.28 14
    5+ 5.81 17.5
    6+ 6.33 21
    - 6.33 21

     

    This is at point parity and without buffs.

    I’m just worried about shooting as a whole sadly, my little Blood Warriors just waddle up the board and get shot  😢

    • Sad 3
  15. 5 hours ago, Ragest said:

    Do people really think any lumineth player with more than 2 matches played is going to risk his unit of sentinels just to make 2-3 (4-5 with 20) mw to the unit that is charging?

    People must stop posting such bs

    No risk if you’re behind a warden screen (which you will be) 

    Are we still pretending Sentinels aren’t OP? (and most likely more so now)

    • Like 3
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