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tom_gore

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Everything posted by tom_gore

  1. I'm not sure if artillery would be a bit "un-ironjawzy". Having artillery as an allied option works better fluff-wise I think. Grots are about as "un-ironjawzy" as it gets
  2. Megaboss on Grunta Gore-Grunta Chariot Start with those and I'll be a happy camper
  3. @Malakree I want the dice you used to roll only 4+ for the Foot of Gork
  4. Don't know how much fun it will be to paint and play 90 Ardboys though...
  5. I had to "demote" Grimgor into an 'Ardboy boss. He's just so pathetically tiny compared to the Megaboss or even the brutes. Maybe he hadn't heard that Orcs are supposed to grow every time they kill an enemy?
  6. I have this same problem. I hate carbon-copies, especially when it comes to characters. The MK model magnetized to act as a foot boss is an interesting idea and I might just go for it (as I am going to purchase the MK at some point anyway and probably would never want to run 2 foot bosses with it anyway).
  7. @Superninja Thanks for the lengthy post. Here's my opponent's list as far as I can remember it correctly is below. I did make some mistakes too. One was deploying my Ironfist one troop by one because I wanted to deploy the Shaman as far up front as possible while still being out of range for unbinds. I thought I had fewer units than he had, but had miscalculated it and ended up deploying last, giving him the choice of first turn. Scenario was Focal Points and he chose to go second (to secure the objectives on his side of the board during my turn and being able to move forward on the first turn). I successfully summoned the Cogs, then gave my successful Rampaging destroyers roll to the GGs and moved them forward (11 inches, no less!) to flank and bind one of the Liberator groups at the back objective. My plan was to support them with one of the Ardboy groups, but after a bad Ironfist roll and normal move they were barely at 12" range and failed the charge roll of 7+ (+5 to charge!) even with me using one command point to reroll. I ran the brutes into the middle objective which was in a forest (and here was my second grave mistake, should've used the second Ardboy group to go first) and followed behind with the megaboss and warchanter, leaving them behind at what I thought would be a safe distance. The GGs got in some nice damage (from a 8+" charge) and killed four of the liberators and lost none in return. Sadly, as the Ardboys didn't make it I couldn't secure the back objective which would have scored me a nice 2 extra points on the 1st turn. The opponent on his first turn bombed my brutes with spells and then charged them with the Retributors, killing off all but the boss. The gore gruntas lost one model to the fire of the vanguard-raptors, but they filled their role in binding the liberators back, and forcing my opponent to bring his lord-celestant to finish them off (probably not necessary, but he chose to do it anyway). Then my opponent immediately seized the double turn, blasted the last brute off the board, clearing the way for the retributors and the lord-celestant to charge my megaboss and warchanter. With some good rolling from my opponent (four 6s with the retributors) my Megaboss died before getting a single hit in. At this point the game looked pretty grim. On my turn, I called Waaagh with the Orruk Warboss, charged the liberators at the back with my ardboys, and the retributors and the lord castellant with my second ardboys and brutes. Unfortunately I couldn't roll worth ****** and all of the targets lived, with two dead retributors and a few dead liberators as a result. I did manage to secure the back objective scoring 3 points for holding two opposite focals, one from another side focal and two more from the middle focal, taking the lead. In the remaining game the enemy's forces mopped up the remaining of my forces and came tied in the points. My shaman was alone on my 4rd turn and decided to start getting useful. Switching the cogs to time slow, he bombed the lord-castellant and remaining retributor off the field and secured the middle objective for me again. If I had been successful in taking the initiative on the 5th turn I could have had a chance to kill (with some more lucky rolling) his Lord-Relictor and seize another objective, pulling ahead in an unwinnable lead. Alas, my dice came up as one and it was gg. Allegiance: Stormcast EternalsLord-Celestant On Dracoth (220)- General- Lightning Hammer & Thundershield- Trait: Staunch Defender - Artefact: Armor of Silvered Sigmarite Lord-Exorcist (140)- Spell: Chain LightningLord-Relictor (100)- Prayer: Divine LightLord-Relictor (100)- Prayer: Bless Weapons10 x Liberators (200)- Warhammer & Shield- 2x Grandhammers10 x Liberators (200)- Warhammer & Shield- 2x Grandhammers5 x Retributors (220)- 2x Starsoul Maces6 x Vanguard-Raptors with Hurricane Crossbows (280)Total: 1460 / 1500Extra Command Points: 0Allies: 0 / 200Wounds: 89
  8. I tried fielding my Ironjawz again yesterday and again promptly got my ass handed to me by Stormcast. The player was less experienced than me and made several tactical mistakes, but still won because he got a double turn right at turn 2 and just erased half of my army from the board. My list is below at the end of the post, but here are my notes from the battle: Ironjawz don't have the MW output to put a decent dent at Stormcast with their save buffs, rerolls and to-hit debuffs. Meanwhile, Stormcast armies ****** MWs out of their arses. IJ buffs only last until the end of the combat phase, whereas pretty much all Stormcast buffs/debuffs last until their next hero phase. Waaagh magic is too unreliable, while prayers are both powerful and un-unbindable. Pretty much all Ironjawz units are overpriced. It's as if they've all priced assuming 1 Waaagh buff on them all the time. Reaching the enemy backlines is almost impossible (maybe not for Gore-Gruntas, but everyone else), whilst Stormcast can just drop a couple of units to your backlines on their first turn (or second, or third if they feel it's a bigger advantage). Seriously, it just feels like an incredibly uphill battle, and the opponent wasn't even using any Sacrosanct units. My list: Megaboss on foot (ironclad, metalrippa's klaw) Warchanter Orruk Warboss with banner and boar (ally) Moonclan Grot Shaman (ally) 10x Ardboys 10x Ardboys 5x Brutes 5x Brutes 3x Gore-Gruntas Ironfist Battalion Chronomantic Cogs Any tips on beating Stormcast with the Ironjawz? Or just shelve them and play with my own Stormcast instead?
  9. The banner boss is great for sure. Unfortunately I'm still waiting for them to lower the price for the foot version since it makes absolutely no sense in a Matched Play environment that the boar version should be the same price as the foot one.
  10. I could also go to this tournament with a super-straightforward triple-waaagh list: Megaboss on foot (ironclad, destroyer) Warchanter (golden toof) Orruk Warboss on Wyvern Orruk Warboss with Great Waaagh Banner 10 Ardboys 10 Ardboys 5 Brutes 3 Gore-Gruntas 4 Ironskull's Boyz Ironfist Battalion Triple-waagh on round 2 should do the trick, eh?
  11. A tourney coming up. 1500 points Battlehost game (400 points in allies). The list I've been thinking about is: Megaboss on foot (ironclad, destroyer) Warchanter (golden toof) Weirdnob Shaman 10 Ardboys 10 Ardboys 5 Brutes 5 Gore-Gruntas Grot Spear Chukka Grot Spear Chukka Ironfist Battalion Balewind Vortex Chronomantic Cogs exactly 1500 points As far as models go, I've still got another 10 Ardboys and 5 Brutes which aren't even built yet, and I'm aiming for a fully painted army. I might be able to finish either of them, but not both. I see the biggest problem in this list being quite a lot of points invested in that one Shaman, making it risky if he should fall. My plan is to protect him by killing all that threaten him from range with his spells and the chukkas, and then the rest of the army will keep anything from getting to him in melee. Doable against light shooting/casting armies but definitely a lost cause against heavy shooters/casters. Against these kind of armies I plan to LOS him behind a solid obstacle if possible and just forget about Balewind. Realm artifacts/spells are not used in this tourney. Thoughts?
  12. I'd like that, but I think it's a vain hope. SCE and Chaos are just the favourite childs of GW (not least because they always sell well) and you'll be sure there'll be plenty of both in every wave.
  13. Thanks! Wanted to avoid using blue for these (for reasons) and just came up with the bright silver-white idea. Gold trims came sort of naturally considering the original colour scheme.
  14. I'll just go and melt my pieces of ugly plastic now... Just beyond awesome, kudos!
  15. tom_gore

    Ironskull's Boyz

    Here's my Orruk warband for Shadespire. Went for the same black-red theme as my other greenskinz/ironjawz army. Pretty happy with how they turned out.
  16. Here are mah' boyz! Went for the same black-red theme as with my Ironjawz so I can mix them in if I want to. Next up on the painting table - Steelheart's Champions.
  17. Duh! Put this in the wrong section. How do I move images from one section to another?
  18. So yeah, need to keep working on my freehand skillz, but these will do for my army for now.
  19. tom_gore

    Speak Chukka & Crew

    One of the two Speak Chukkas in the army. This one is missing the cranks, unfortunately. I'm not sure about the wood coloring on this one and will probably paint the other chukka to a darker wood color.
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