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Posts posted by JonnyTheKing
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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?
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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 RegimentTotal: 1960 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 116
Drops: 4usual 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
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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!
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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
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Sorry bro, need that Megaboss
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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
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On 7/13/2021 at 4:11 PM, Enoby said:
Just curious, which tactics do they struggle with?
I found they struggle with the ones that require you to shift stuff off objectives
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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
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Played a couple games against Lumineth, some of the most unfun games I had in AoS ever sadly, super NPE now, played a game with my Khorne against Slaves that was fun, monsters are great now
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I’m glad they decided to keep the problem Lumineth units basically the same, very nice
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Honestly Khorne is in such a poor state without Slaves units I don’t think it could get much worse, the Battletome is severely showing it’s age so all the little changes are welcome IMO for them
For my Orruks I think things are looking great
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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
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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
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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
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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
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I think the reinforcement rule could be cool if implemented in a good way? Kinda interested?
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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?
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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
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Back to the topic at hand, I wonder if battletomes will have unique secondaries, I think 40K does? I’m nowhere near a codex right now
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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 😢
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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)
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Hopefully Kruleboyz are a fun army to go against, I don’t want to be Lumineth in which everyone and their mother hates going against you because of how boring your army is
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The Rumour Thread
in Age of Sigmar Discussions
Posted
The FEC FAQ made me sad and ruined my day @Whitefang can you make me happy and tell me if there are any rumblings of Chaos Dwarves coming in the future for AoS? 🥹