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VonSmall

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Posts 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. 18 hours ago, Kasper said:

    @VonSmall Think the list is very solid, a couple of pointers:

    1) Wardokk can only buff Bonesplitterz units, so cant help the Weirdnob out.

    2) You are missing an artefact. Ragged cloak on the Ardfist Warchanter could be quite valid in case the opponent tries to snipe him.

    3) Warcry is not really gonna help against most stuff that fights first. Fyreslayers can spend a CP and destroy your unit. The second activation will be delayed though. The spell can help against many other situations though, so I think 80 pts is a very good investment.

    4) I would reconsider the trait on the Weirdnob. With a list like this Burstin’ with Power looks really strong. Not only does it open up the possibility to Green Puke + Teleport a unit of Ardboyz, it also allows you to snipe heroes or deal serious damage to units with Wrath of Gork. Potentially 12D6 with every 2+ being a MW. Thats somewhat comparably to the Wurrgog warscroll spell. 

    @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. 

    • Like 1
  4. 56 minutes ago, Malakree said:

    @VonSmall That's actually a really nice variation on the list I've been building/working around.

    Dropping the wurrgog for to have 15+15+15 rather than 15+15+5 is something I hadn't thought of. I'm not sure how you deal with fyreslayers or petrifex would be my issues. I'm definately leaning into massive mw output to get round the problem...

    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.

  5. 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!
    • Like 1
  6. 2 hours ago, Kasper said:

    @VonSmall How did you win on objectives then?

    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.

  7. 15 hours ago, Ravinsild said:

    I've been playing against an Idoneth Deepkin player mostly and struggling. He always deploys extremely safely. Turn 2 and 3 his threat range is ridiculous, Eels can move 17'' (he can add 3'' to their movement through some ability) and run and charge turn 2 so it's really 18'' - 23'' of movement + charging. My Megaboss on Maw-Krusha typically gets nuked before it can do anything. 

    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.

    EQ55uJQWsAYlI5f?format=jpg&name=large

  8. 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.

  9. 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!

    Screen Shot 2020-02-19 at 6.40.02 PM.png

  10. On 1/1/2020 at 8:12 AM, Skumbaagh said:

    Sounds very much like how I played my three games the other day. Had 3 pigs strategically in the back line to counter stuff. Instead of the fotboss I used warboss with banner which is totally bonkers. Look in the Warclans thread for my battle reports.

    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?!

  11. 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: Ironjawz
    Megaboss on Maw-Krusha (460)
    - General
    - Boss Gore-hacka and Choppa
    - Trait: Ironclad
    - Artefact: Ethereal Amulet
    - Mount Trait: Weird 'Un
    Megaboss on Maw-Krusha (460)
    - Boss Gore-hacka and Choppa
    - Artefact: The Ragged Cloak
    - Mount Trait: Mean 'Un
    Orruk Warchanter (110)
    Fungoid Cave-Shaman (90)
    - Allies
    Wardokk (80)
    - Allies
    3 x Orruk Gore-gruntas (160)
    - Pig-iron Choppas
    3 x Orruk Gore-gruntas (160)
    - Pig-iron Choppas
    3 x Orruk Gore-gruntas (160)
    - Pig-iron Choppas
    3 x Orruk Gore-gruntas (160)
    - Pig-iron Choppas
    Gorefist (130)
    Scuttletide (30)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 170 / 400
    Wounds: 105
     

  12. 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.

  13. 7 hours ago, Malakree said:

    Start with 3 CP's, get an extra one each turn on a 4+ then use aetherquartz. Try to sling a unit of Ardboys into the opponent turn 1 and summon 50 Ardboys as a result. 

    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.

  14. 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?)

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  15. 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.

  16. 4 hours ago, Malakree said:

    @VonSmall I'm torn, the doppelganger is obviously important for trying to face down the gristlgheist but the fact it doesn't work in the opponents turn (he activates before you can trigger it) makes it way weaker with the same issue for the talisman of the watcher, they don't work in the activation wars.

    On the other hand you could go for hysh grabing the classic aetherquartz broach, it massively increases your threat potential and you could still spend a command point to get the mystic shield anyway. It also opens up the mirrored curiass option for your cabbage to give him some mw protection.

    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.

  17. So I've come up with the below list. Some expanded thoughts listed as well below it:

    Allegiance: Ironjawz
    Mortal Realm: Ulgu

    Leaders
    Megaboss 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 Gork
    Fungoid Cave-Shaman (90)

    Battleline
    30 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)

    Battalions
    Bloodtoofs (80)
    Ironfist (160)

    Total: 1980 / 2000
    Extra Command Points: 3
    Allies: 0 / 400
    Wounds: 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.

     

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