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VonSmall

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Everything posted by VonSmall

  1. 10 with Nagash? My main reason was following a rule I re-read in the OBR book for Mortek Guard who require a certain 'champion' model (of which there can be only 1 total) in their unit in order to perform the shield wall. Without that model, no shield walls. How many other units require a certain model, of which there can be only one in the unit no matter how large the unit is, in order to perform a certain action? I'm not talking banners/musicians as typically they are like 1 in 5/6.
  2. So I know of two abilities in AoS that allow a player to pick out a specific model from a unit. These being Hand of Dust from Nagash and Gaze of Morathi. One of the obvious uses for these rules are to pick out the middle model from a unit strung out in a line causing half the unit to die in the battleshock phase. I was wondering if there were any other models/units in the game with similar abilities to pick out models? Answers on a postcard!
  3. If you used the extra move to run with MIghty Destroyers you wouldn't be able to charge later on in the turn though right? As the base rules state: "Models in a unit that runs can't shoot or charge later in the same turn."
  4. @Kasper 1) Good point on the Wardokk - can be used to buff himself. 2) The missing item is actually intentional as a lot of events seem to be going down the 'pure' route of no Malign Sorceries so the list was written to fit in there. But yes, if they were allowed the Warchanter would be getting something. 3) Completely agree - Wardokk isn't there to fight first against those, just everyone else so you can engage two units at the same time. The Mighty Destroyers Charge/Flee/Pile In combo is for the strike first armies. Lots of situational tools for different situations. 4) I actually prefer the +1 cast/dispel/unbind trait (Vs the item which is only to cast) as this could potentially be key in the first turn (thinking about armies that use a bridge to jump on you - aka Hallowheart) so having the extra bonus (along with the Waaagh! Magic) is a little ace up the sleeve to block this. But yes, I do also like the Wrath of Gork spell a lot but go back to the same reason I didn't add the Wurrgog in...at the moment I feel that an army of teleporting, long move threat range, 2+/2+ Damage 2 Orruks doesn't need a big mortal wound output. Perhaps if Malign Sorceries where something like Ethereal Amulet could come in I'd consider it.
  5. Petrifex are good but don't have the same numbers as we do - typically I'd rely on picking the point of contact and overwhelming them there as the arddoys are pretty survivable. The tricky thing comes in when you're going for one objective each and they can focus their strength. Fyreslayers can do one lol. Warcry is useful in this matchup to give you a bit more time, you're also relying ont the pigs to not fluff.
  6. Current Big Waaagh list looks something like this: Allegiance: Big Waaagh! Orruk Weirdnob Shaman (110) - General - Command Trait: Master of the Weird - Artefact: Amberbone Hoard - Lore of the Weird: Da Great Big Green Hand of Gork Orruk Warchanter (110) - Warbeat: Get 'Em Beat Orruk Warchanter (110) - Warbeat: Fixin' Beat Wardokk (80) - Artefact: Mork's Boney Bitz - Lore of the Savage Beast: Gorkamorka's War Cry 15 x Orruk Ardboys (270) 15 x Orruk Ardboys (270) 15 x Orruk Ardboys (270) 6 x Orruk Gore-gruntas (320) - Pig-iron Choppas 5 x Orruk Ardboys (90) 5 x Orruk Ardboys (90) Ardfist (120) Ironfist (160) Total: 2000 / 2000 Extra Command Points: 2 Wounds: 163 Drops: 5 Overview: Like so many others, the issue I've faced is where to find the points for all the things I want. A Wurrgog would be great but I don't need his horde killing spells when I have an army of Ardboys who come back and hit/wound on 2s, so I went for the Weirdnob General as he has the one spell I REALLY want. Ardfist: Warchanter (Fixin' Beat) & 3x15 Ardboys , Ironfist 6 Pigs (with battalion boss) & 2x5 Ardboys Deployment: No rocket science here, the 3x15 ardboys are going to be front and centre of your army here. Initially they are the wall that later becomes the wall that hits back. Make sure you have a warchanter within 15" of each of these units. To make the most of the pigs I tend to keep them central but behind the lines. This means they can get stuck in at the front or get teleported later on. Obviously the Weirdnob's key weakness here is 6 wounds and a 5+ save so keeping him close enough to get healed by the Fixin' Beat Warchanter if something is going to be shooting him is key. Otherwise with his 24" range spell you can sit him happily at the back and let the other chracters carry the army. Game Plan: If at all possible, you want to be giving your opponent the first turn (and subsequently give the turn away). In this regard you know you will never get doubled. If given the first turn buff up and sit tight. First 2 turns are essentially spent buffing your army to the point where they get the +1hit/wound. Once you've reached this point it's game on time. A good opponent will either hit you early on before the buffs go up, which is where your high wound count from the Ardboys in front and 2CPs for Immune to Battleshock come into their own. They will also be looking to kill you essential characters, in this case the Weirdnob so do try and keep him safe! The 2x5 ardboys can be used in two ways: 1) If the opponent has units that can come on behind you, they can be used as a screening unit alongside your back units. 2) They are your early, throw away, objective grabbers using teleports and secret speed (see below). Important: Never rely on the 4+ rolls. A big part of Ardfist / Get 'Em beat's threat is their potential. Make sure to remind the opponent of what they can do as this will make them think about it which in my experience is half the battle. Secret Speed: Many are the opponent who miss the speed of ardboys without the teleport. If, for example, you want to grab an objective early game with the 5 ardboys you can Mighty Destroyers from the pigs, Greenpuke from Brutal Power, move and run for an average of 14"-16". Alternatively, if you're wanting to get stuck in you can do the same without the running, but add the charge for an average threat range of 21"-22". If you're able to get the 4+ from the warchanter with Get 'Em Beat this increases to an average 25"-26" threat range...without a teleport in sight!
  7. Typically with so many bodies it's simple enough to cover 2 objectives with the castle bearing in mind you only need to be within 6" to cap it and the opponent will be wary of coming in that close unless they want a fight...which is great. Battle for the pass is a more complex scenario, in which case you're more reliant on Hand of Gork to grab things.
  8. I've found, what I believe to be, a really effective way of playing against Eels is to wait for 3 turns and then hit them on the 4th. Here's essentially why: By castling up early you are denying a back board edge strike as well as filling in any holes to stop the pesky eels from jumping over your lines to hit the meat at the back. Later on you can push up a bit if you can keep giving the turn to the other player meaning you won't get doubled. As big waaagh you will be powering up your 6++ save early on which combos with the 6++ save from some of the Ardboys shields. By staying close together you are benefiting from the buffs of Warchanters and Immune to battleshock if the opponent does go for you early. Typically the army will be fully Big Waaagh! buffed up come turn 4 meaning that when you choose to strike you are doing so at full power. By going T4 you no longer need to worry about the IDK strike first on T3. Another key thing here is that while typically the IDK player will give you first turn to allow them a chance at the double (which is fine as this gets your army wide 6++ save up), you will be in the drivers seat for T2 roll. If you win it, give them the turn to avoid the chance at the double. Without a double turn IDK players won't want to come near you as they'll just die when you hit them and they rely on the speed of 2 turns movement to get over your lines. Here's a shot of a recent event I went to where I castled up and kept giving the IDK player the turn. Literally nothing died for 3 turns and them I hit him with the krusha and boosted ardboys for the win.
  9. Not sure about the rest of the body but Orruk heads fit nicely on Ogor models. These are some photos of an Orruk Ogor army painted by @Paint_Hammer
  10. Hi again, @HostilSpike Thanks for the input - i suppose I was just worried about something being able to kill the Tyrant in one go (ala Flamers etc) and him being so key to the whole army. In Butcher's band the same can be said of killing the Butcher, but there's nothing to keep the butcher alive. I like the Goremand from the perspective of double cauldron and reduced drops though. @Sauriv - Good point re:spells. Originally I spread the spells so that each mage had a spell to buff combat but realistically I won't ever be casting the Slaughtermaster's base spell.
  11. Good morning gents, Managed to get a last minute ticket to Sheffield Slaughter this weekend and would like to run my Mawtribes if I can get them rebased in time. There's no realm artefacts, meaning no ethereal amulets / gryph feather charms etc so I was thinking of running an Underguts list with a load of firepower in it. Gut Guard with a 3+ armour save and Mass of Scars for the Tyrant should keep him alive for a while (hopefully) to help support all the shooting buffs while the gluttons (who will be battleshock immune) run up the board. If I can snipe out wizards early on, this then frees up the slaughtermaster to cast blubbergrub stench to boost the cannons late game to finish stuff off. It's a lot of drops but hopefully has a big enough wall to protect against alpha strikes, but also has the threat if given first turn. Thoughts appreciated!
  12. Morning! Please could I (Steve Follows) be added to the reserves too 😁👍
  13. Few of the power lists (particularly Nagash and now Tzeentch) are running the spell portal to get the early big hits in. I'm genuinely tempted to run the Skullshards of Dragaar to auto counter the portal T1 and stop a load of mortal wounds coming..
  14. Love what the Boss Banner Orruk does - the extra attacks and re-rolls are brilliant. That being said, a Mighty Destroyers has freed up so many units from combat at the start of my turns - possible to get both?!
  15. All good points cheers! The Wardokk is mainly there as a cheap spell caster who potentially gets +1cast
  16. Not even going to think about running this list - it will be FAQ'd. Lets stick with the double Cabbage fun list and not have the rest of the AoS community hate us like Slannesh players 😂 Will definitely be giving something like this a go for a laugh - doesn't need Turn 1 if you get out deployed as the key models are easy to protect - you can either throw the whole army in T1 with a combination of Scuttletide/Gorefist/Mighty Destroyers or use a couple of gruntas and the survivable Krusha to kill chaff and hold back out of range before hitting T2 with the rest. Allegiance: IronjawzMegaboss on Maw-Krusha (460)- General- Boss Gore-hacka and Choppa- Trait: Ironclad- Artefact: Ethereal Amulet- Mount Trait: Weird 'UnMegaboss on Maw-Krusha (460)- Boss Gore-hacka and Choppa- Artefact: The Ragged Cloak- Mount Trait: Mean 'UnOrruk Warchanter (110)Fungoid Cave-Shaman (90)- AlliesWardokk (80)- Allies3 x Orruk Gore-gruntas (160)- Pig-iron Choppas3 x Orruk Gore-gruntas (160)- Pig-iron Choppas3 x Orruk Gore-gruntas (160)- Pig-iron Choppas3 x Orruk Gore-gruntas (160)- Pig-iron ChoppasGorefist (130)Scuttletide (30)Total: 2000 / 2000Extra Command Points: 1Allies: 170 / 400Wounds: 105
  17. Just been on Warscroll builder and it says the following for Ard Boys Ironjawz Battleline or Big Waaagh! Battleline (Big Waaagh! requires 10 or more models) Seems pretty cut and dry now. Always battleline for Ironjawz, Big Waaagh needs 10 for them to be battleline.
  18. Can you do that? If i'm understanding this right, you're talking about multiple tapping the command ability from the ard fist battalion when one unit dies to summon a load more? Doesn't seem right.
  19. 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?)
  20. Ah fair enough, cheers for the clarification.
  21. 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.
  22. 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.
  23. 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.
  24. 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)?
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