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5kaven5lave

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Posts posted by 5kaven5lave

  1. 16 minutes ago, Enoby said:

    Just wondering, why take daemonettes and gors over normal ungors? In units of 10, neither of them will be doing anything to make back their points, so you may as well save on points and drops for your min battleline - you'd save 110 points, which could buy a doombull that'll be more likely to summon daemonettes

    Awesome, super helpful, thanks man. Might just take The Masque instead of a Doombull because I love the model, even if it isn’t as choppy and adds a drop. 

    • Like 1
  2. Do feel like putting some Ungor Raiders into mind for the pre-game move, it worth sticking a couple of MSU units in? Might run something like this for some board control, use that great idea of converting a Cygor into a KoS?

    Allegiance: Slaanesh
    - Host: Lurid Haze Invaders Host (Host of Chaos)
    Keeper of Secrets (380)
    - General
    - Ritual Knife
    - Command Trait: Feverish Anticipation  
    - Artefact: Oil of Exultation  
    - Spell: Slothful Stupor
    Keeper of Secrets (380)
    - Ritual Knife
    - Artefact: The Rod of Misrule  
    - Spell: Progeny of Damnation
    The Contorted Epitome (210)
    - Lore of Slaanesh: Hysterical Frenzy
    Great Bray Shaman of Slaanesh (100)
    10 x Gors of Slaanesh (70)
    10 x Daemonettes (110)
    10 x Daemonettes (110)
    10 x Ungor Raiders of Slaanesh (80)
    10 x Ungor Raiders of Slaanesh (80)
    30 x Bestigors of Slaanesh (300)
    Depraved Drove (150)

    Total: 1970 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 120
     

  3. @ShinzoFTW Welcome!! I’m far from an expert but there are plenty on here who really know their stuff. It’s been pretty quiet on here for the last couple of weeks but if you want an outline of what’s good have a read of the last couple of pages and you’ll see the discussions since the last GHB dropped, should help you make some decisions.

    Was actually just coming on here myself to ask if anyone’s managed to get any games in over the last few weeks and has some experience to share?

  4. 53 minutes ago, Ganigumo said:

    Maybe he's pointed for the list that spams MSU brutes to get a crazy powerful wrath of Gork?

    List sounds cool, but with a points drop on Brutes any list like that surely got cheaper overall after the FAQ. 

  5. On 8/7/2020 at 7:49 AM, Scurvydog said:

    The points increase of the weirdnob shaman was crazy, especially considering destruction has wizards like the fungoid for 90 pts it makes no sense. The weirdnob is so generic and their warscroll spell is terrible, which also makes their single ability terrible. Even more so considering Ironjawz is a rather elite orruk force, so having a 10 model+ barrier for the single ability on the single wizards warscroll is incredibly poor design.

    I love the model, but if it was not for the teleport spell I would never ever bring him. In a pure ironjawz list all the bonesplitterz wizards are useless as well, the fungoid is far better value point for point, with a 4+ ignore wound save, his 4 wounds is actually tougher to bring down than any of the other wizards, and he generates command points on 4+ and can also double cast once per game for 90 pts... who balances these things again?

    Yeah, it’s a mess really. I do take the Weirdnob as general now and give him Visions, as an average roll gives you 2CP (100 points worth) and if you roll the 5/6 you’re paying for the model before the game even starts and starting with a massive advantage. Having spells after that is a bonus.

    EDIT: I mean Dead Kunnin’ don’t I?

  6. A lot of people seem to be talking about Ironjawz at the moment and basically taking:

    Ironsunz

    1-2 Maw-Krushas

    2-3 other heroes

    1-2 units of pigs

    X units of Boys or Brutes to fill it out

    Probably Ironfist

    Make it about 1980 for a cheeky Triumph

     

    Seems hard to go wrong with it right now. Good fun and smashy. 

    • Haha 1
  7. Adapting my list to this for a game tonight. No point keeping the Ardfist if the Warchanter is dead turn 2 so going Ironfist instead, bang it on the pigs and it pays for its CP in a couple of turns. Never actually used Brutes before so will give them a go as well, cheeky upgrade for 5 Ardboys to prevent wasted points. Think this is 1990 in new money. The Weirdnob could be a waste but 1-3 CP and a chance to get a Mystic Shield off on the Krusha before I bowl him into enemy lines could be vital. Thoughts appreciated.

    Allegiance: Ironjawz
    - Warclan: Ironsunz

    Leaders
    Megaboss on Maw-Krusha (460)
    - Boss Gore-hacka and Choppa
    - Artefact: Sunzblessed Armour  
    - Mount Trait: Weird 'Un
    Orruk Weirdnob Shaman (110)
    - General
    - Command Trait: Dead Kunnin'  
    - Artefact: Shamanic Skullcape  
    - Lore of the Weird: Da Great Big Green Hand of Gork
    Orruk Warchanter (110)
    - Warbeat: Fixin' Beat

    Battleline
    15 x Orruk Ardboys (270)
    10 x Orruk Ardboys (180)
    10 x Orruk Ardboys (180)
    5 x Orruk Brutes (140)
    - Pair of Brute Choppas
    6 x Orruk Gore-gruntas (320)
    - Jagged Gore-hackas

    Battalions
    Ironfist (160)

    Total: 1930 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 142
     

  8. 10 points on Ardboys seems fair but putting 10 points on the Weirdnob Shaman who will now just die turn 1 to Teclis / Kroak is bizarre. Looks like my Ardfist is going from 4x10 Boys to 3x10, a 5 and hopefully a cheeky Triumph. 

  9. Well, did some gardenhammer and had an emphatic victory. Played vs. a pretty off-meta MSU Stormcast list but absolutely annihilated it, was chaining together Smashing and Bashing like crazy. Got a destroyed unit of Boys back with a 6 on my first roll. Feels brutal. Really going to enjoy playing it if this is anything to go by, though obviously tougher challenges are coming. 

    • Like 1
  10. Is it worth giving the Fixin’ Beat to the battalion Warchanter so he can try to insure himself vs. long-distance MW chipping? Or is the +1 to hit vs. a unit within 12” less situational than it looks? Would he get into much combat or would you keep them back with the Weirdnob?

    • Like 1
  11. 7 hours ago, PlasticCraic said:

     

    The closing line seems pretty conclusive to me:

    "You cannot use this command ability more than once per phase"

    Only one attempt imo.

    Ah. Cheers, funny how reading something properly gives you the right answer eh? Time to get lucky rather than good then!!

    • Haha 1
  12. While peeps are being super helpful, just had a couple more questions if anyone has time.

    First of all, the Ardfist CA - I’ve read the FAQ and it reads to me like if you fluff the 4+ roll you can spend more CP until you are successful and get the unit that died back, is that right? Don’t wanna be ‘that guy’ about it.

    Secondly, is anyone giving shields to Ardboy units?

    Also, I don’t play BB but I have a set of the Orcs from it, would they make good Ardboys with the right weapons attached?

    Cheers. 

  13. 8 hours ago, TALegion said:

    @5kaven5lave

    A couple notes on the list + your questions:

    - If you take Ironsunz and make the boss your general, you need to take the Ironsunz's command trait. The other alternative is making the weirdnob your general because the rules specify that a 'megaboss' general has to take the Ironsunz's trait. The weirdnob can actually net you d3 CP with it's own trait (vs. the Ironsunz's 1 CP), but you'll lose access to Waaaagh, so there is a trade-off.

    - As for CP, you are fine - it's hard to have too much in this army. You always have abilities that you can dump CP on, so more is always better. If anything, there may be an argument that Aetherquartz Brooch from Hysh could get you more CP than Great Green Visions. The other notable weirdnob option is the Shamanistic Skullcape, because Hand of Gork is so important to cast that +1 can be valuable.

    - On Gore-Gruntas, the weapons come down to preference, though most IJ players choose Hackas over Choppas. In Big Waaagh, it's the reverse (Choppas > Hackas). Ideally, you want to charge with GGs and wipe out an enemy unit entirely, rather than deliver sustained damage, so the burst from Hackas is good default option.

    This is amazing, thanks for getting back to me. The Weirdnob is probably the model that’s getting me into the army so I’d be very happy to have him as general and I’ll just tweak artefacts from there. Would like to run the AQB but I’m getting the impression some tournaments won’t be allowing the Malign Sorcery artefacts once they start up again so will probably go with the Visions. Skullcape also sounds rad though and I was considering it, would love for him to get lucky and smack down Kroak one day*. Will have some proxy games and see how it feels. Thanks again.

    *never gonna happen

  14. Hello chaps, might do some IJ once this is all over. Been thinking about this over a couple of days. If someone could oblige me by ripping this to bits I’d be grateful. Mainly thinking along the lines of: too many CP? Is it an ok number of Boys per unit and a good number of units? What’re the best weapon load outs for Boss and pigs? Cheers.

    Allegiance: Ironjawz
    - Warclan: Ironsunz

    Leaders
    Megaboss on Maw-Krusha (460)
    - General
    - Boss Gore-hacka and Choppa
    - Command Trait: Ironclad  
    - Artefact: Sunzblessed Armour  
    - Mount Trait: Weird 'Un
    Orruk Weirdnob Shaman (110)
    - Artefact: Great Green Visions  
    - Lore of the Weird: Da Great Big Green Hand of Gork
    Orruk Warchanter (110)
    - Warbeat: Get 'Em Beat
    Orruk Warchanter (110)
    - Warbeat: Killa Beat

    Battleline
    10 x Orruk Ardboys (180)
    10 x Orruk Ardboys (180)
    10 x Orruk Ardboys (180)
    10 x Orruk Ardboys (180)
    6 x Orruk Gore-gruntas (320)
    - Pig-iron Choppas

    Battalions
    Ardfist (120)

    Endless Spells / Terrain / CPs
    Extra Command Point (50)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 143
     

    • Like 2
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