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tom_gore

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Posts posted by tom_gore

  1. This looks really cool. Do you think it would be possible in the future to use this as an actual dice roller, too? In short, it would calculate the amount of hits and wounds from an actual randomized roll according to the "specs" inserted? After that the ability to save your "favourite" profiles and you'd save a lot of players a lot of time at the gaming table :)

     

  2. I do actually agree with you that the correct playstyle for IJ is going hyper aggressive. If I had more GG models I would probably go for just that - a massive alpha strike that will wipe the table clean in one glorious combat phase. I actually did play my list pretty aggressive anyway when it came to objectives and that pretty much won me the game - although against the lists I went against were also outmatched in killing power and I would have tabled them anyway. Still, with the first and third scenario and the consecutive point gain forgetting the objectives early game is just not an option if you plan to win.

    However, as I don't have more GG models and I don't plan to buy more unless I run into a better deal than buying the SC set and selling off the rest, for 2K points I'm indeed torn between BW and IJ allegiance. Taking the Ironfist is in any case a no-brainer, and model-wise I'm stuck with adding more Ardboys (which is not a bad thing). Adding Scuttletide is also nice so I would try to find room for that.

     

  3. 1 hour ago, Malakree said:

    Man the list I'm going to try and my next club is starts with 4 CP's, gets a 5th on turn 1, has the 4+ CP from a weirdnob AND runs aetherquartz. That's using the Gorefist to trim down the requirement for MD first turn, since I get the 9" move on them anyway.

    On the turn you go I'd say you're ideally looking at burning 4 CP's on +1 to hit and 4 CP's on RR1's to hit depending on what units are in which key enemy units. It's so important to be able to trigger that smashing and bashing and being on 2s RR1's makes you so much less vulnerable to RNG.

    EDIT: I am considering dropping the extra CP to swap my 2nd warchanter into a Wurrgog for the extra spells and generation potential...have to test that though, not sure I want to be on only 1 WC.

    Warchanters are the super champions of IJ at the moment. Personally, I even consider running 3 of them in 2K points but I can't bring myself to paint another identical model. Will see what the IJ warband for Beastgrave will bring along.

    Violent Fury is probably one of the best buffs in the game at the moment. Hell, it's so good I'm fearing it will be nerfed at some point.

    As for the CP's, spending 8 points to ensure hits still leaves you to roll 1s and 2s on wounds, so even then you could get unlucky and lose the S&B chain. It's a dice game so I accept that sometimes things don't go as planned.

  4. Proceeded to win a 3-round local 1500 pts Battlehost tournament yesterday. My list and my opponent lists will be added later when the tournament system starts working again.

    Game 1 vs. Disciples of Tzeentch, Duality of Death

    I deployed most of my army on the left side and only 1 chanter, pigs and 1 group of brutes to the right. My opponent did a reverse mirror, deploying most of her forces on my right side and only the acolytes and the skyfires on my left side.

    She chose to go first. Failed to cast half her spells (!) and then took some pot shots with the Skyfires, killing one of my Ardboys. Thanked her for triggering Mad as Hell, ensuring that I would be able to reach the left side objective with the Ardboys. Megaboss spent a CP to trigger rampaging destroyers and surged forward to meet and mince the skyfires. I ran the pigs to capture the right side objective as she had held her pink horrors back to screen Kairos. Brutes ran forward as I failed to cast Hand of Gork. Both objectives in my control on turn 1.

    The next turns, her bad luck with casting rolls continued, allowing me to push forward like a freight train. She was turtling into a corner while leaving both objectives in my control. After 3 turns it was 12-0 but we decided to play out the 4th turn. I finally managed to break through the screens of horrors and destroyed Kairos.

    She was a fairly new player to AoS. I gave her some tips about playing more aggressively for the objectives, since she already knew how to screen her casters (my megaboss with +7 strength of victory stood in testament to that).

    Major Win for Ironjawz

     

    Game 2 vs. Flesh-Eater Courts, Total Commitment

    Deployed my whole army to the frontline, fairly wide, with Weirdnob fairly close to the center so I could teleport units to the fray. He went first, hesitated about making a long-ish charge at my Megaboss but decided against it and screened his TG. Summoned the courtier and the bats to my left flank but failed to charge with both of them, allowing me to mop them up with the Ardboys and Brutes I had at that flank.

    After that we played cat and mouse with the TG vs. MB for a turn, until I managed to teleport Brutes into his flank and got a double turn with another successful teleport. The brutes cleaned up his support while the Ardboys tied up the flayers. At that point I was brave enough to charge forward with my MB and with unlucky rolls his TG failed to kill it in the countercharge, allowing me to mop up the remains. Table was clean at 4th turn.

    Major Win for Ironjawz

     

    Game 3 vs. Gloomspite Gitz, Places of Arcane Power

    Another wide deployment by me. Planned to take both flanks with Warchanters and the middle one with Megaboss, but plans changed when opponent deployed almost his whole army to my left side. With the highly mobile squigs I had to move my Megaboss to engage them and protect my Warchanter so I could hold at least 1 objective for as long as possible. Gave him the first turn.

    Opponent managed to teleport the Trolls to my right side objective, effectively ****** my plans to take it with the other warchanter. Fortunately he failed the charge with the trolls. I buffed up my brutes on that side and charged them while my megaboss plowed into the goblin screens on the left side. In the combat phase I even managed to active Killa Beat against the trolls, but then made a greedy mistake and fought with my megaboss first. A few missed attacks later (-1 from the netters, mind you) there were still 4 goblins left and my hope for smashing and bashing went with it. The trolls then minced the brutes, leaving my right flank quite outmatched (I should of course have fought with the brutes first, although they could only hope to kill 3-4 trolls at best.  My megaboss had Mystic Shield up so the gobbos literally had a bigger chance of hurting themselves than my MB).

    Luck intervened as he charged my megaboss with his Mangler boss and managed to cause a puny 5 wounds to him (I saved 5 4+ saves of 2 damage each on one roll). He didn't get a double turn and my megaboss retaliated twice, dispatching it and effectively securing the whole left flank. In the middle there was the last scrap, with Ardboys getting worn out by the trolls and my shamans trying to get some points off the middle objective. He charged in with his squig boss, but ended up being beaten to death by the Weirdnob (all hits, all wounds, he failed all saves and I rolled 7 for damage). Shook hands at that point.

    Major Win for Ironjawz

     

    Observations. Megaboss with the kit I had chosen him was a perfect balance between tanky and killy. He survived all three games (with a little luck, admittedly) and did most of the killing in each. Brutes are in a tough spot in IJ lists now. They're outshined by the Ardboys in almost every aspect. With a bit more mobility and bravery they could be wonderful, but now they're way too reliant on good run/charge rolls and battleshock tests.

    Teleport is an incredibly powerful too for the Ironjawz. I wouldn't dream of fielding them without it anymore, and at 2k points with a second artifact it's going to be the shamanic skullcape, as I failed way too many teleports with a 6 in casting roll.

    CP are still at a premium, but I don't feel like the Brooch is an absolute must anymore. At 2K you can start with 3 points and coupled with Ironfist and the Fungoid, you should have plenty throughout the game if you don't waste them for trivial stuff.

    Spoiler

    Allegiance: Ironjawz
    - Warclan: Ironjawz
    Mortal Realm: Aqshy

    Leaders
    Megaboss on Maw-Krusha (460)
    - General
    - Boss Choppa and Rip-tooth fist
    - Trait: Ironclad
    - Artefact: Ignax's Scales
    - Mount Trait: Mean 'Un
    Orruk Warchanter (110)
    - Warbeat: Fixin' Beat
    Orruk Warchanter (110)
    - Warbeat: Killa Beat
    Orruk Weirdnob Shaman (110)
    - Lore of the Weird: Da Great Big Green Hand of Gork
    Fungoid Cave-Shaman (90)
    - Allies

    Battleline
    10 x Orruk Ardboys (180)
    - 1x Gorkamorka Banner Bearers
    - 1x Gorkamorka Glyph Bearers
    5 x Orruk Brutes (140)
    - Pair of Brute Choppas
    - 1x Gore Choppas
    5 x Orruk Brutes (140)
    - Pair of Brute Choppas
    - 1x Gore Choppas
    3 x Orruk Gore-gruntas (160)
    - Pig-iron Choppas

    Total: 1500 / 1500
    Extra Command Points: 0
    Allies: 90 / 400
    Wounds: 102

    Allegiance: Tzeentch


    Leaders
    Kairos Fateweaver (380)
    - Lore of Change: Tzeentch's Firestorm
    Gaunt Summoner (160)
    - General
    - Trait: Arcane Sacrifice
    - Artefact: Wellspring of Arcane Might
    - Lore of Fate: Glimpse the Future
    Ogroid Thaumaturge (170)
    - Lore of Fate: Infusion Arcanum

    Battleline
    10 x Pink Horrors of Tzeentch (180)
    - Lore of Change: Bolt of Tzeentch
    10 x Pink Horrors of Tzeentch (180)
    - Lore of Change: Fold Reality
    10 x Kairic Acolytes (80)

    Units
    3 x Tzaangor Skyfires (200)

    Endless Spells / Terrain / CPs
    Aethervoid Pendulum (50)
    The Burning Head (30)
    Umbral Spellportal (70)

    Total: 1500 / 1500
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 69

     

    Allegiance: Flesh Eater Courts
    - Grand Court: Hollowmourne
    Mortal Realm: Shyish

    Leaders
    Abhorrant Ghoul King on Royal Terrorgheist (420)
    - General
    - Trait: Grave Robber
    - Artefact: Corpsefane Gauntlet
    - Lore of Madness: Spectral Host
    - Mount Trait: Gruesome Bite
    Abhorrant Archregent (240)
    - Artefact: The Dermal Robe
    - Lore of Madness: Deranged Transformation
    Crypt Haunter Courtier (120)

    Battleline
    6 x Crypt Horrors (300)
    3 x Crypt Horrors (150)
    10 x Crypt Ghouls (100)

    Battalions
    Abattoir (120)

    Endless Spells / Terrain
    Chalice of Ushoran (50)

    Charnel Throne

    Total: 1500 / 1500
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 73

     

    Allegiance: Gloomspite Gitz
    Mortal Realm: Ghur

    Leaders
    Loonboss on Giant Cave Squig (110)
    - General
    - Moonclan Stabba
    - Trait: Dead Shouty
    Loonboss on Mangler Squigs (280)
    - Artefact: Gryph-feather Charm
    Fungoid Cave-Shaman (90)
    - Lore of the Moonclans: Squig Lure
    Fungoid Cave-Shaman (90)
    - Lore of the Moonclans: The Hand of Gork

    Battleline
    40 x Stabbas (260)
    - Stabbas & Moon Shields
    - 6x Barbed Nets
    - 1x Moonclan Flag Bearers
    - 1x Badmoon Icon Bearers
    20 x Shootas (120)
    - 3x Barbed Nets
    - 1x Badmoon Icon Bearers
    6 x Squig Herd (70)

    Units
    10 x Boingrot Bounderz (200)
    6 x Rockgut Troggoths (280)

    Total: 1500 / 1500
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 142

     

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  5. By the way, don't know if anyone else noticed yet, but the idea of taking 5 x 1 Ardboys in an Ardfist in order to nuke them with Green Puke and get 10 man units back is illegal, because you cannot field understrength units in a battalion as per core book page 240.

     

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  6. 2 hours ago, Gothmaug said:

    Wouldn’t hold your breath. The underworld warscrolls always feel like an afterthought, kind of like tossing a bone to the AOS crowd. They could be planned better and a great way to introduce new heroes and such, but usually all you get is a self contained unit with very little synergy with the AOS army they link it to. 

    Well there is hope. Grashnak's Despoilers is a great little toolkit for any chaos army and of course in BoC armies it can easily replace the vanilla shaman.

  7. 2 minutes ago, Ghark said:

    I guess i could be related to the time in AoS storyline when Chaos started slowly to take over the realms during the age of myths?

    Could be interesting in the sense that mythical spells and creatures which are not in AoS anymore could be released... Hell maybe godbeasts and gods?

    To bring godbeasts believeably in AoS they'd have to change the scale. Which of course they might (and make sure everyone still needs to keep their old Fantasy Battle miniatures in the garage and buy new ones).

     

  8. 5 minutes ago, alghero81 said:

    But but but, how can they support a game for which most miniatures are not available to buy any more?? Would that mean FW will now start building WFB miniatures like they do with 30k?

    That would be amazing as there’s a fair bit of crossover in models usable in 30k and 40k

    Of course there would be a FW range of miniatures involved. You really think GW is going to publish a ruleset just for old miniatures everyone already has in their garage? Where's the money in that?

    I still don't think this is Old World stuff. More likely Age of Myth or Age of Chaos. A "brand new" setting with "brand new" rules. Just like Horus Heresy is for 40k.

  9. 5 hours ago, ManlyMuppet88 said:

    Surely if you were going to do it, it would already be done though right? I think we can be fairly sure that if it is adaptors then they will be more expensive than 3rd party options.

    Well GW movement trays are actually quite affordable comparing to many similar quality 3rd party options. So we'll see.

  10. Big Waaagh! at 1000 pts is quite possible, especially with an Ardboys heavy list.

    1st turn

    General D6

    2x warchanters 4

    Use CP for 'Ere We Go: 3

    2nd turn

    General D6

    2x warchanters 4

    Charge with 2 units that are still at 10 boyz: 2

    Combat phase 3 (megaboss and 2 units in combat)

    That's 2d6 + 16 points at the start of 2nd turn combat phase, so quite likely you have all bonuses and 50-50 chance of having enough points for a WAAAGH!

     

    Now of course it's a completely different question if this list is any good at 1000 pts. At least it is slow as hell.

    Allegiance: Big Waaagh!
    Orruk Megaboss (150)
    - General
    - Trait: Brutish Cunning
    - Artefact: Destroyer
    Orruk Warchanter (110)
    - Warbeat: Killa Beat
    Orruk Warchanter (110)
    15 x Orruk Ardboys (270)
    10 x Orruk Ardboys (180)
    10 x Orruk Ardboys (180)

    Total: 1000 / 1000
    Extra Command Points: 0
    Allies: 0 / 200
    Wounds: 89
     

  11. In my opinion in a single M-K list, especially below 2k lists, it's pretty important to invest into survivability. I've chosen to run Ignax + Ironclad for this reason. The M-K is such a wonderful mobile beatstick you're better off having it last longer than to maximize its killyness (since let's face it, it already is very killy and you can further boost that with Mean'un and Violent Fury if needed). And of course, the longer it survives the stronger it gets due to Strength from Victory.

    Having made it tanky also means opponents either need to put in serious resources to kill it or try to ignore it (and both options are fine for us). With our many options to kill stuff before charge phase (or even movement phase) means it cannot be tied down with small insignificant units.

    Of course this means running a standard Ironjawz list without warclans, but that's not such a big loss (or you can choose to run Ironsunz without making it your general, or Da Choppas and miss Ironclad.

    • Like 2
  12. 24 minutes ago, Malakree said:

    I definitely feel like Da Big WAAAGH! Needs to be utilising a mix of IJ and BS to be better than the individual allegiances.

    Allegiance: Big Waaagh!

    Leaders
    Orruk Warchanter (110)
    Wurrgog Prophet (160)
    - Lore of the Savage Beast: Breath of Gorkamorka
    Orruk Weirdnob Shaman (110)
    - Lore of the Weird: Da Great Big Green Hand of Gork

    Battleline
    30 x Orruk Ardboys (540)
    10 x Savage Boarboys (260)
    - Chompas
    10 x Savage Boarboys (260)
    - Chompas

    Units
    10 x Savage Boarboy Maniaks (280)
    10 x Savage Boarboy Maniaks (280)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 199
     

    As a basic example. You're dumping 30 ardboys with +1 damage in your opponents face first turn, they are also easily going to be getting the 6++ allegiance. So you now have a 60 wound unit with 4+/6++/6++ potentially hitting 2+/2+/-1/2. You're then backing that up with some incredibly fast cav are potentially moving 3 times their normal speed AND flying.

    Play the objectives hard and threaten your opponent with line jumps etc. 

    Allegiance: Big Waaagh!

    Leaders
    Maniak Weirdnob (120)
    Savage Big Boss (100)
    Orruk Warchanter (110)
    Orruk Warchanter (110)

    Battleline
    30 x Savage Orruk Arrowboys (360)
    10 x Savage Orruks (120)
    - Chompas
    10 x Orruk Brutes (280)
    - Pair of Brute Choppas
    10 x Orruk Brutes (280)
    - Pair of Brute Choppas
    10 x Orruk Brutes (280)
    - Pair of Brute Choppas

    Battalions
    Kunnin' Rukk (140)

    Total: 1900 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 194
     

    Going old skool with both armies. A classic Kunnin Rukk behind 3 large units of brutes backed with two warchanters. Again the 6++ really mitigates the old Ironjawz problem of mortal wounds. Oh and you can take either ironskullz boyz or a wardokk as your preference takes you.

    Max 20 model units in Kunning Rukk.

  13. 6 hours ago, Jabbuk said:

    I dunno if you guys are following the Beastgrave stuff but it looks like there will be a brute warband in it. At least the Ironjawz will be represented. If you scroll through the cards, there's a card that has a brute with a pony tail on top (like GGs). It sure is a model we haven't seen before. My guess would be a Brute boss guy with a few bonesplitterz to go with him as Brutes are really strong and there couldn't be a group of them in that game I think.

    What do you guys think?

    If there are brutes in Beastgrave I would think there'll be just brutes in the warband. Bonesplitters would surely deserve their own warband and it would also give GW a chance to give us a new Wardokk or Prophet model to replace the resin ones.

  14. 16 hours ago, Maddpainting said:

    My "Fun" list when i dont want to be "that guy"
    Leader
    First fang
    Cat
    Cat lady
    Sawtooth
    Runners x3
    8 Fighters (less than i like) but its for players not to used to the game, so they can see everything i can do.

    You can add another preytaker to this list and bring it to exactly 1000 pts.

    • Like 1
  15. Beastspeaker is golden in finishing off those pesky 1-2 hp left models. She can do that from 9" away and still be able to command the Prowler to attack again (which is why you include her in the first place).

    I often move her up, command the prowler to attack and if the target survives with 1-2 hp, finish it off with the whip.

    • Like 1
  16. There was talk that the Iron Hands and Raven Guard supplements would launch on the 28th, which means they would go to preorder on the 21st, which means if the Orruk and CoS tomes should go to preorder next weekend.

    Which means we should get the first previews TODAY!

    • Like 3
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