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5kaven5lave

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Posts posted by 5kaven5lave

  1. 1 hour ago, Malakree said:

    @5kaven5lave You're light on bodies. Maybe another 5 ardboys to get a unit of 10?  Then another Wardokk for 80, get an arcane tome on the warchanter with it?

    Oooooh. This is nice, massive thanks. Any particular spells on the second Wardokk and the Warchanter? Maybe Bash ‘Em Ladz and Foot on the Chanter?

  2. What ho chaps. Have a game tomorrow with the latest iteration on my list. Any advice on how finish the last 165?

    Options seem to be:

    1. Wurrgog for mo’ magic and double Warlord (second artefact?)

    2. Gruntas for mo’ smashin’

    3. option 1 but also swap the Wardokk for 5 more Ardboys

    Any other advice also welcome. Ta!!

    Allegiance: Big Waaagh!
    - Grand Strategy: 
    - Triumphs: 
    Megaboss on Maw-Krusha (480)
    - General
    - Boss Gore-hacka and Choppa
    - Command Trait: Hulking Brute  
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Mount Trait: Fast 'Un
    Gobsprakk, The Mouth of Mork (300)
    Orruk Warchanter (115)
    - Warbeat: Fixin' Beat
    Orruk Weirdnob Shaman (90)
    - Lore of the Weird: Foot of Gork
    - Lore of the Weird: Da Great Big Green Hand of Gork
    Wardokk (80)
    - Lore of the Savage Beast: Gorkamorka's War Cry
    - Universal Spell Lore: Levitate
    10 x Orruk Brutes (320)
    - Jagged Gore-hackas
    - Reinforced x 1
    5 x Orruk Ardboys (85)
    5 x Orruk Ardboys (85)
    3 x Orruk Gore-gruntas (150)
    - Jagged Gore-hackas
    Beast-skewer Killbow (130)
    *Warlord
    **Hunters of the Heartlands
    Spell

    Total: 1835 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 119
    Drops: 10
     

  3. On 10/14/2021 at 12:18 PM, Tizianolol said:

    Im very curious how GW consider megaboss anility to give ca to 3 units about all out attack or all out defence. Some people say you cant  others say you can :(

    Scroll back a page or two and you can read up on the unending debate to your heart’s content 😅

    • Like 1
    • Haha 4
  4. Can chime in with the MBoMK chat, had my rematch the other night and he died very quickly for the second game in a row having done a disappointing amount of damage.

    Do think splashing a bit of Kruleboyz in BW has some legs, the Killbow has been mainly disappointing but I think Gobby brings a lot, the -1 attack and no ward spells are supreme if you can get them off and he spiked 9MW in one combat phase.

    Managed to lose again btw vs. Stormcast dragons, think I need to send the MBoMK off against smaller units rather than the big daddies. 

  5. Having another bash with my BW list tonight, rematch vs Stormcast dragons. Lost pretty handily last time round but do feel I was a touch unlucky at key points of the game(!).

    Anyway, in come 5 more Brutes and MSU pigs, we’ll see how it goes down:

    Allegiance: Big Waaagh!
    - Grand Strategy: Prized Sorcery
    - Triumphs: 
    Megaboss on Maw-Krusha (480)*
    - General
    - Boss Gore-hacka and Choppa
    - Command Trait: Touched by the Waaagh!  
    - Artefact: Arcane Tome (Universal Artefact)
    - Mount Trait: Fast 'Un
    - Lore of the Weird: Foot of Gork
    - Universal Spell Lore: Flaming Weapon
    Gobsprakk, The Mouth of Mork (300)**
    Orruk Warchanter (115)*
    - Warbeat: Get 'Em Beat
    Swampcalla Shaman with Pot-grot (105)**
    - Lore of the Swamp: Sneaky Miasma
    - Lore of the Swamp: Choking Mist
    Wardokk (80)**
    - Lore of the Savage Beast: Gorkamorka's War Cry
    - Universal Spell Lore: Levitate
    5 x Orruk Ardboys (160)**
    5 x Orruk Ardboys (160)*
    10 x Orruk Brutes (320)*
    - Jagged Gore-hackas
    - Reinforced x 1
    3 x Orruk Gore-gruntas (150)*
    - Pig-iron Choppas
    3 x Orruk Gore-gruntas (150)*
    - Pig-iron Choppas
    Beast-skewer Killbow (130)*
    *Battle Regiment
    **Warlord
    Spell

    Total: 2150 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 134
    Drops: 5
     

    • Like 1
  6. @Kasper Was probably gonna push them forwards as a main threat alongside MBoMK and Gobby in a BW list, have them ready to have Levitate cast on them turn 1 but probably no Warchanter buff for them. Would assess my opponent but could send them into a unit Gobby had debuffed first. Think ~5 MW with the hackas probably makes 6 worthwhile if I can position them correctly?

  7. Gonna try and resurrect this as a Big Waaagh! thread so it doesn’t interfere with the single allegiances? Anyway - any thoughts on the below? Ardboy points are wrong so this is 1995, but a mix of smash and debuff? Gobsprakk knows all KB lore spells but having trouble giving him anything from the universal lore.

    Allegiance: Big Waaagh!
    - Grand Strategy: Prized Sorcery
    - Triumphs: Bloodthirsty
    Megaboss on Maw-Krusha (480)*
    - General
    - Boss Gore-hacka and Choppa
    - Command Trait: Touched by the Waaagh!  
    - Artefact: Arcane Tome (Universal Artefact)
    - Mount Trait: Fast 'Un
    - Lore of the Weird: Foot of Gork
    - Universal Spell Lore: Flaming Weapon
    Gobsprakk, The Mouth of Mork (300)*
    Wurrgog Prophet (150)**
    - Lore of the Savage Beast: Gorkamorka's War Cry
    - Universal Spell Lore: Levitate
    Swampcalla Shaman with Pot-grot (105)**
    - Lore of the Swamp: Sneaky Miasma
    - Lore of the Swamp: Choking Mist
    Orruk Warchanter (115)*
    - Warbeat: Get 'Em Beat
    5 x Orruk Brutes (160)*
    - Pair of Brute Choppas
    5 x Orruk Ardboys (160)**
    5 x Orruk Ardboys (160)**
    5 x Orruk Ardboys (160)**
    6 x Orruk Gore-gruntas (300)**
    - Jagged Gore-hackas
    - Reinforced x 1
    Beast-skewer Killbow (130)**
    *Warlord
    **Battle Regiment
    Spell

    Total: 2220 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 131
    Drops: 5
     

  8. My mainly IJ BW list that will be fun but I’m far too smoothbrain to play well is as follows:

    Spell Lore Enhancement

    MBoMK 480 Fast ‘Un Amulet of Destiny Mega Bossy

    Gobsprakk 300 Nasty Hex and Choking Mist

    Wurrgog Prophet 150 Gorkamorka’s War Cry and Levitate

    Weirdnob 90 Foot and Hand of Gork

    Warchanter 115

    Brutes 160

    Ardboys 85

    Ardboys 85

    Ardboys 85

    Gore-gruntas x6 300

    Killbow 130

    1980

     

    Ardboys to get some charges in, Wurrgog for BW points and flying pigs turn 1, Gobsprakk for mobile debuff platform. Decent spell damage with a slice of luck. There aren’t enough bodies but if you 4D chess’d it you could be making magic with it. 

    • Like 1
  9. Oh man, I just don’t know what to think now 😅. No allies between Orruk factions is a bit of a gutpunch. Think I’ll just pick models I like and do a Big Waaagh!! soup to begin with and see what’s good. Are there any written points lists about?

  10. On 7/24/2021 at 7:47 PM, Malakree said:

    Personally I feel like Ironjawz has all the same problems it had before AoS3 and suffers against all the same stuff it did. After 2 one day events I'd say that Big Waaagh! is just better, the 6+ ward is just so crucial vs any good army. We're also so dependent on the Warchanter +1 to actually output damage that anything which doesn't have it feels underwhelming.

    The footboss wizard was cool but again has the same issues as an unbuffed weirdnob when trying to use Hand of Gork. I like him I just wouldn't take HoG on him (I don't think we need it) and instead grab something like levitate. Also ran into teclis and a slann so successfully cast 1 spell in 3 games, which was an irrelevant lifeswarm in the last game where I rolled the poor guy with a turn 1/2 double.

    Still don't like Brutes but they hit the 10 man sweet spot hard for having multiple reinforced units which aren't awful. On the other hand units of 15 Ardboys are good but so unwieldy. I have no desire to spend 10mins optimizing a unit of 15 ardboys to get maximum attacks. Mawkrushas feel depressingly underwhelming for 500 points, they are either glass cannons or super tanky pillows and Gotrek being at 435 makes a mockery of them.

    Honestly I'm struggling with lists at the moment and need to give it some more thought. Main issue I'm having is lack of models....

    All really good points here, I was thinking more at the allegiance ability level, Mad As Hell and Smashing and Bashing, Ironsunz having the -1 to hit, it’s fun if not world-beatingly effective. 

  11. @Malakree Have also been plotting something similar ish, this is a double-edged compliment of sorts but I think one of the greatest strengths of a footboss is access to a cheap Amulet of Destiny for an Ironsunz krushaboss.

    Hoping like crazy that we manage to stay relatively untouched in the next book, think we’re in a good place right now. 

  12. Just about to start building some Brutes. Is it 2-handers that are better? Also, is Boss Choppa the best champion option? Or before all that, should I just wait until the new book in August?

    EDIT: Ah, it looks like the Boss Choppa goes with a unit with Choppas and the Brute Smasha goes with the Gore-hackas?

  13. Was a hefty slice of luck involved tbh, they had below average dice and mine were definitely above. Both of our first games of 3.0 and first games in a while. My list was Ironsunz:

    MBoMK

    Weirdnob

    Warchanter x2

    15, 10, 10 Ardboys

    3 Gruntas

    2x5 Brutes

    Brutes sat on objectives while Boys were a bit more mobile, fired the Cabbage and Pigs at them turn one and fed small units to Eels then countercharged. Cabbage smashed a turtle and King. By the end of round 2 it was 13-6. The one thing that really stuck out to me was armour saves vs. Eels on the charge, my Boys used to be rolling 6s to save rerolling 1s with Mystic Shield, now it’s 4s (if they have All-Out Defence also). Massive also for the Maw-krusha. Can’t overstate how huge that felt. 

  14. 6 minutes ago, ShaneHobbes said:

    Modifiers cancel each other out so yes, +2 to your save would cancel out -2 Rend to give a megaboss a 3+ save and against a -1 Rend you would reach that cap of +1 save for a 2+ roll on a megaboss

    Legendary, you’ve helped me out a couple of times in the last couple of days. Just smashing the hell out of some IDK as we speak, just managed to score 8VP in 2nd round of Feral Foray (Hold More, Raid, Bring it Down achieved with my own Maw-krusha). Perfect storm but hammering Eels is so satisfying. 

  15. What ho again chaps.

    Quick rules question. If my Maw-krusha has Mystic Shield and All-Out Defence, that would make him +2 to save (though obviously, that caps at +1 on any roll), does that carry into negating -2 rend, so I’d be making that roll at the normal 3+ save, and rolling against -1 rend with a 2+ save? Ta!! 

  16. What ho chaps, can someone tell me if the below list is legal? I think it’s ok, I’m working on the assumption that taking Warlord gets me just an extra artefact, not a Mount trait or anything like that? Ta!!

    Allegiance: Ironjawz
    - Warclan: Ironsunz
    - Grand Strategy: Predator's Domain
    - Triumphs: 

    Leaders
    Megaboss on Maw-Krusha (495) in Battle Regiment
    - General
    - Boss Gore-hacka and Choppa
    - Command Trait: Right Fist of Dakkbad  
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Mount Trait: Weird 'Un
    Megaboss on Maw-Krusha (495) in Warlord
    - Boss Gore-hacka and Choppa
    - Artefact: Sunzblessed Armour  
    Orruk Warchanter (120) in Warlord
    - Warbeat: Fixin' Beat
    Orruk Weirdnob Shaman (120) in Warlord
    - Lore of the Weird: Da Great Big Green Hand of Gork

    Battleline
    10 x Orruk Ardboys (190) in Battle Regiment
    - 1x Gorkamorka Banner Bearers
    - 1x Gorkamorka Glyph Bearers
    - Reinforced x 1
    10 x Orruk Ardboys (190) in Battle Regiment
    - 1x Gorkamorka Banner Bearers
    - 1x Gorkamorka Glyph Bearers
    - Reinforced x 1
    10 x Orruk Ardboys (190) in Battle Regiment
    - 1x Gorkamorka Banner Bearers
    - 1x Gorkamorka Glyph Bearers
    - Reinforced x 1
    3 x Orruk Gore-gruntas (170) in Warlord
    - Jagged Gore-hackas

    Total: 1970 / 2000
    Reinforced Units: 3 / 4
    Allies: 0 / 400
    Wounds: 117
     

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