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About VonSmall

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  1. I had added the extra 10 Ard boys in rather than a 4th unit of GG for objective holding as well as to boost the cast/unbind of the shaman. In just about every game you'll have an objective you just sit on and 20 wounds seemed better than the 15 from GG. Alternatively you cap it with the shaman and use the Ard Boyz to screen teleport/reinforcements (can 10 are boys cover more ground than 3 GG or is it about the same?)
  2. Ah fair enough, cheers for the clarification.
  3. Thanks for that - I'd still argue that the Cloak should work. It wouldn't stop a FEC unit for example striking another unit first other than the bearer. The wording of the item also doesn't suggest it is activated as such - rather that during the combat phase the bearer can't be attacked until he/she has attacked.
  4. The wording for the Doppleganger cloak isn't that it makes the opponent strike last though...it's that the bearer can't be targeted untl he has attacked. Talisman works at the start of the combat phase - it doesn't specifiy your turn.
  5. So I've come up with the below list. Some expanded thoughts listed as well below it: Allegiance: IronjawzMortal Realm: UlguLeadersMegaboss on Maw-Krusha (420)- General- Choppa and Rip-tooth fist- Trait: Prophet of the Waaagh! - Artefact: Doppelganger Cloak Orruk Warchanter (80)- Artefact: The Boss Skewer Orruk Weirdnob Shaman (120)- Artefact: Talisman of the Watcher - Spell: Da Great Big Green Hand of GorkFungoid Cave-Shaman (90)Battleline30 x Orruk Ardboys (420)10 x Orruk Ardboys (140)3 x Orruk Gore Gruntas (140)3 x Orruk Gore Gruntas (140)3 x Orruk Gore Gruntas (140)BattalionsBloodtoofs (80)Ironfist (160)Total: 1980 / 2000Extra Command Points: 3Allies: 0 / 400Wounds: 155 General Idea The list is a 2 drop so in many scenarios will get the choice of T1 or not. There are two basic tactics with the list (other than the mob their lines with Ard boys to secure the early win which is being discussed a lot). The main reason for taking Bloodtoofs is actually the 1 unit counting as 2 as the army can become spread out early on. The extra +1 charge and bravery is a bonus for long game survival. The army starts with 3CP + 1 on T1 with a potential 5th from the Fungoid so lots to burn early on. Take First Turn aka "Go First , Go Aggressive, Go Waaagh!" Typically against an opponent who hasn't deployed lots of screens or has put their keystone character front and centre this is a 'Cut the head off' approach. Essentially Pop 2-3 Waaaghs off from the start, command ability the Krusha up 12" ready for a charge into the key thing. Teleport the big block up in a fighty formation. At least one unit of GGs in the Ironfist use their extra move to get within 15" of the Mighty Waaagh and suddenly you count as having 6 units in range with the ability to re-roll the dice for extra 2 attacks. Take Second Turn aka "Slow & Steady Ladz" If your opponent has no huge threat potential, feel free to go second. Deploy the GG/Ard Boyz in blocking formation with the other units ready to support/teleport where needed or where a hole opens up (Talisman of the Watcher is useful here). This may potentially open up some sneaky opportunities for sneaky teleports of small units behind enemy lines to take out soft targets and/or grab an objective for a turn.
  6. What does the 30 block movement / T1 choice look like when the opponenet has a screen of their own backed by flyers (ala FEC / Nighthaunt / IDK / DoT)?
  7. Sounds like the lesson is 'make the most of the new while remembering the good bits of the old'
  8. There was a period in 8th edition where O&G were the hotness. Doom Diver, Spear Chukka spam. O&G gunline.
  9. Some decent results against what sounds like really tough matchups. What was the list you ran to the event? I've been um'ing and ah'ing about what sort of list to run. The battalions give some good rules to boost things like bravery, speed and surviability T1 but at the cost of a couple of units. Seeing what a lot of people are playing against, I find myself asking the question "should we just try and max out on the body count to get the most from Waagh whilst also maintaining board position and chaffing up mega heroes?" A decent mix of Gruntas and Ard Boys backed up by the "I won't fight until it's completely neccasary to kill that thing" Krusha gives you those things. Sure, you'll never get the choice of first turn but you have board coverage with a decent screen and lots of redundancy for the counter punch.
  10. While I like the sheer brutality of the list right from the very beginning how do you secure objectives with this list as it looks like just about everything fights? Also, how would you deal with screens
  11. Oh lord, what is happening here? His head is big enough already 😂 Don't know what all the fuss is about tbh - why is anyone surprised that a guy who is good at the game and only plays the best lists in the meta at the time is winning events? 😋😉 Give the man some Ironjawz and watch the Jack shaped empty space in the crowd during the awards when he doesn't win a trophy.
  12. What's everyone's typical load-outs for the Aard Boys? Thinking 7 Choppa/Shield , 3 Big Choppa for the unit if I need it to be an anvil.
  13. I suppose the power of the Fungoids is that you are exponentially improving the attacks of your units using Waaagh. By having 1 rather than 2 Fungoids you have reduced you ability to used waaagh by an average of 1CP every 2 turns. This could prove especially costly early in the game if you haven't generated those extra CPs.
  14. Do they still get access to those spells if it’s not a Gloomspite army? Thought they just used the realm spells instead.
  15. Thanks for the great reply @Andrew G! I used to push Brets around in 8th Ed so I know all about running a sub-optimal army and having to think incredibly tactically about it...it does make winning those tough games and getting podiums oh so satisfying though! Is the thought process behind keeping the GG within 3” behind the Aard boy screen so that they can pile in and fight when the Aard boy’s are charged? Vs the 30” flyers I imagine you would deploy a little further back to ensure they could t get behind you. Looking at lists like the triple thirsters who jump forward, they would probably see off the best part of an aard boy unit each. Would you then consider waaagh and countering with Pigs and the Krusha as that constitutes the majority of the army? Sorry to bombard with questions, but what are your thoughts on Archaon & Morathi matchups?
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