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FatherTurin

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  1. Echoing the previous response, I would say that it really doesn’t matter what tribe you are in since she won’t get any buffs or benefits. It is nice to essentially get Greasy Deluge and Ribcracker combined into a single spell, so I would probably either lean into Bloodgullet and focus on tossing out debuffs all over the place, or use her in Underguts where some magical assistance could be needed. I’m just having trouble coming up with anything more cohesive at the moment. I don’t have the model, so I’m just trying to see past the fact that I can get a Butcher, a Slaughtermaster, and 20 gnoblars for the same points. For that matter, a dozen Gluttons is only 20 points more. Not trying to poo poo your ideas, you have the model and want to play it, go forth and vomit on some folks! I’m just saying I can’t really see it.
  2. Just adding in my unsolicited 2 cents of theory (I just started Ironjawz) on the Maw-Krusha. I think he still has a lot of value, especially in Ironsunz backed up by an Ironfist. -1 to hit with shooting first turn, the Ironsunz artifact is functionally similar to +1 armor from the command trait, and while the flat one command point is a little lackluster, with a battalion and maybe an extra command point (plus green visions), it can let you catapult most of your army ahead turn one. That being said, I can definitely see the dangerous temptation to drop a Maw-Krusha on the enemy’s head turn one. With Fast ‘Un and Mighty Destroyers it can cover a shocking amount of distance, but then it’s way out ahead of your army, and while the Maw-Krusha has plenty of punch, it’s still going to bounce right off something like an Ironclad with Aether-Gold to burn. Still, I think he has value in eating support heroes, or possibly flying behind the enemy lines as the rest of your army comes straight at the front. I’m coming from Mawtribes (mostly Beastclaw, still have to finish building my Gutbusters), so it’s very interesting to see a piece that superficially seems very similar to a FLoSH, but is actually much more of a finesse piece. As much as I want to joke around and say that Ironjawz shooting involves throwing a ball of angry green scales at the enemy, Ironjawz can’t afford to sacrifice a Megaboss. In BCR, losing a Stonehorn hurts, but I’ve got 3 more. On the other hand, in a shooting heavy meta, Ironjawz really feel like they need to get up there and start wrecking face ASAP. The Megaboss on foot just seems so slow. I know the army tends to be on the slower side, it’s just a huge adjustment coming from a faction where the basic Battleline moves 8” (if hungry), without having to be fed a steady diet of command points.
  3. I just started Ironjawz myself, so this is pure theory, but Gore-Gruntas are on big bases. I would go for Gore-hackas on any unit over three just to make it easier to get attacks in, while units of 3 would be better with choppas.
  4. People are getting a lot of mileage out of the Balewind Vortex for Butchers (especially if they park near the pot), so I would go that route, or in the alternative take 2 min units of Frost Sabers and a Skaal battalion for the CP and extra artifact more than anything else.
  5. I hear you, I really do. I would love to be able to forge a list that can have bodies for objectives from Gutbusters and some killy BCR monsters. Unfortunatley, every time I am putting together a BCR list and try to put in Gutbusters, I just want more BCR. Every time I start putting together a Gutbusters list I have trouble justifying putting in more BCR than possibly a lone FLoSH (since that guy is hands down the best thing in our book). Gutbusters have one of the best units for locking down objectives (60-d3 immune to battleshock Gnoblars), but that’s a heck of a board presence with the big bases of BCR, and it requires a Tyrant, which eats into points, and then you want a Butcher, and then why not some Gluttons to get buffed, and some Ironguts for a solid punch, and why am I using gnoblars when I could use another 12 block of gluttons, and all of a sudden I have a Bloodgullet list. So, I’m with you. Not specifically the beast hammer list, I never bought into the Ironjawz for it (but I almost did and now I just keep hoping giants release before my resolve fails and I end up with a few thousand points of Orruks), but the general headaches with trying to build a diverse list. When the book came out I thought for sure a mixed list was the way to go, but the more time passes the more I think that we have essentially two armies in one book, much like Orruks, and no Big Waagh equivalent for effectively mix them. I’m not complaining, I love the book, I think it’s one of the most consistent and balanced ones all year, and I love Ogors. It just feels like without going to AoS “apocalypse” size games, I really can’t fit even close to all the fun stuff I want to in a list.
  6. Well, as an initial matter, the old snowball is dead and gone, it’s best to try and forget about it because otherwise you will be disappointed about a lot. In the words of a certain polarizing Star Wars character, let the past die. Kill it if you have to. Now for the good news. Stonehorns are several tons of unmitigated brutality (for the opponent) and joy (for you). Now you don’t feel gimped with a BCR list that doesn’t include a unit that spits out mortal wounds at range but, frankly, was not great for its points in melee. Not feeling like you have to take a Thundertusk frees you up to explore the wonderful world of Stonehorns and, to a lesser extent, Mournfang. A Huskard on Stonehorn, Stonehorn Beastriders, and two units of Mournfang in a Eurlbad is a good start. Between blood vultures, charges, the Eurlbad ability, and ironfists, you will be dealing PLENTY of mortals, to the point that the snowball won’t be missed. Neither will mediocre prayers. Then add additional flavors to taste. I’m partial to two FLoSHs, because, well, FLoSH. Go Boulderhead, give one Frostlord Brand of the Svard and Metalcruncher, give the other Frostlord Black Clatterhorn, and give the Huskard Old Granitetooth. Now you have a choice to make. Do you want your army to be a solid wall of angry Stonehorns grinding towards and through the enemy? Pick Shyish, give the other Frostlord the Ethereal Amulet and make him your general. But, FatherTurin, you say. I want a specific murder missile to eliminate almost any single threat in the Mortal Realms! Well, fear not, little Gnoblar, we will make a Huskard out of you yet. Pick Aqshy, give the other Frostlord the Thermalrider Cloak, and enjoy a Frostlord with a 19” (12 base + 4 (cloak) + 2 (hungry) + 1 (lord of beasts)) flying movement. You probably don’t want him to be your general, because he will probably rocket up the board turn one, murder something SUPER hard, and be on the receiving end of a very angry army. Its a blast, and you should try it.
  7. Chaos Warhounds, also benefit from being on the right size base right out of the box (and cheap).
  8. Run them as Tau. Fire warriors/pathfinders, stealth suits, hammerheads and piranhas. Pretty sure the base sizes work out that way too.
  9. Gotcha. Here’s my feedback as far as the list goes: In a meta that includes OBR and new Tzeentch, you are almost required to go heavy on Stonehorns. I was working towards a list similar to the one that won Tempest before it won Tempest (although the thermal rider cloak may be the piece of the puzzle I was missing). Stonehorns are hands down the best unit in Mawtribes. Having four stonehorns lets you smash most units into the ground, and when one of them has a 19” flying move, it can move over the enemy army to reach stuff like crawlers, harvesters, or other important support pieces. Specifically to your list, I don’t think you aren’t getting enough mileage from Boulderhead to make it worthwhile over Bloodgullet. You get two mount traits anyway, you will out-range the general and his command trait quickly (or have to stay close, negating the speed of stonehorns and the command trait itself), and you only have 2 targets for the command ability. I would either lean into the Beastclaw side of the book and stay Boulderhead or switch to Bloodgullet. Also, I would swap your mount traits. You have two of the best ones, but stacking Brand and Clatterhorn is almost too much of a good thing. Swapping the traits means that both frostlords hit with their horns on a 3+.
  10. This is almost worse. At least if you fail the charge there is a slim chance that the enemy won’t make it in either. Making them strike list just guarantees their death against a ton of armies. If they absolutely have to keep the rule, then make part of the allegiance ability completely ignoring it or build re-roll charges into the allegiance for free. If the drunk aspect of giants has to stick around, there are ways to make it competitive AND fun without the present incarnation. Heck, the “brews of the realms” idea floated here and elsewhere can easily just replace the “if you roll a double” effect.
  11. I don’t want to waste time nitpicking the list itself, it is what it is, and can’t be changed now. What I would say is that a crawler one shotting a FLoSH is obviously just rotten luck. I actually had to re-read the warscroll, and the only way that could have happened is if they hit and wounded with all 3 normal attacks, you failed all 3 saves, and then failed almost all of your feel no pain saves. That kind of thing happens, and it’s the nature of dice. Just clear your head, recompose yourself, and go at it again. I don’t want to armchair quarterback your list, but if you want feedback for next time I’m happy to offer my thoughts.
  12. Battalions are really just collections of units. Think of them like buying extra abilities for your units. Almost every battletome (army book) has a collection of them. They list a bunch of units that you have to take in order to take the battalion. For example, the Ironjawz Battalion “Ironfist” requires you to take 3-5 Brutes, Ardboys, or Gore-Gruntas in any combination. Once you have those units in your army, you can take the battalion. Every battalion costs points, just like units. Once you buy a battalion, you get a number of benefits: 1: The battalion gives you a benefit or extra rule. This is specific to the Battalion in question and generally only affects the units in the battalion. 2: Every battalion lets you select one more artifact and gives you one command point. You will find out more about these as you learn the game, but more of both is always good. 3: When you deploy your army at the start of the game, a battalion counts as one deployment, no matter how many units are in the battalion. This is very important because the first person to finish deploying chooses who goes first. You will see this all over the place as the number of “drops” your army has. Ordinarily, the list I laid out is 5 “drops,” that is, you have five units to deploy. You deploy one, your opponent deploys one, you deploy one, etc. until one person is done. With the battalion, your army is only 3 “drops,” the battalion, and each character. Generally, the lower the number of drops, the better, and the local meta will determine what the right number of drops is. Obviously a “1 drop” army (all the units in a single battalion) is the best, but only a few armies can do this well. Normally the battalions are missing a few key pieces that you really want. With one notable exception (Tzeentch) the armies that can do a 1 drop don’t usually do it because they miss out on too much. Personally, I prefer battalions for the extra artifact and command point. The benefits from the battalion itself are nice, and of course going to lower drops is good, but unless it is dramatic, that is a fringe benefit. For example, using a specific battalion in my Ogor army takes what would be a 6 drop army and makes it a 3 drop army. That’s good. But if you have 10 drops and the battalion only makes it 8 drops, that’s meh. The other benefits are usually worth it, and with that many drops you really don’t have to worry about who chooses first turn...because it won’t be you 😜.
  13. With 2 Start Collecting boxes and a Shaman, you can put together this 1000 point army for starters: Warchanter (General) Weirdnob Shaman 15 Ardboys 3 Gore-Gruntas 3 Gore-Gruntas Ironfist Battalion Alternativey, if you don’t want to mess around with battalions this early, get a Megaboss on foot.
  14. Disclaimer: I’m just getting into Orks myself, so this is from what I’ve read and watched, not personal experience. The new battletome, “Orruk Warclans” has rules for Ironjawz, Bonesplitterz (tribal orks), or a Big Waagh! (which mixes the two). Ironjawz are a good army to start with because you have an army with limited choices (helps to focus on a few units and learn their rules), relatively simple rules, an easy to grasp playstyle, and the book gives you plenty of options to branch out in the future. The start collecting for Ironjawz is a fantastic deal, and getting two of them gets you 6 Gore Gruntas, 20 Ardboys, and 2 Warchanters. Add a shaman and you have just about 1000 points to start learning the game and the army with. You will eventually want a Maw-Krusha or 2, they are awesome models and the cornerstone of the more competitive builds Ironjawz can put together. Brutes get a bad rap, but picking up some in the future may be worth it. The problem is that they are less flexible than Ardboys since they don’t have the special rules that Ardboys get from the drummer and standard bearer. However, they put out more attacks and if your opponent has models with a lot of wounds, Brutes will take it down fast. I play Ogors and Kharadron Overlords, and Brutes are one of the scarier things I can think about facing on the other side of the table. Ultimately though, yes, most of your army will be Gore-Gruntas and Ardboys, so buying as many as 4 start collecting sets (eventually) is not a bad idea. Also, get a shaman. Magic is a BIG deal in AoS, and the Shaman would be worth it for the ability to unbind (counter) an enemy spell even if he had nothing else. On top of that, he can pick a spell from the Ironjawz spell lore, generally the Hand of Gork, which gives you the ability to teleport a unit anywhere on the battlefield (more or less, I’m not trying to over-complicate stuff for a new player). Welcome to AoS, and have fun! Just bear in mind that, as a new player, you are absolutely going to lose a lot of games, especially if your opponent has played for a while. Don’t get discouraged, talk over games afterwards to see what your opponent thought you could do better, and keep learning!
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