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sporadicMike

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Posts posted by sporadicMike

  1. 7 hours ago, Malakree said:

    I just hate the malign sorcery book. It's like it was designed a year beforehand and not updated to more modern design concepts, 6+ 🙄

    On a slightly different note, now that a few days have passed, and people who want to make suggestions have, the points changes I suggested.

    Allegiance: Ironjawz

    Leaders
    Megaboss on Maw-Krusha (400)
    Orruk Megaboss (120)
    Orruk Weirdnob Shaman (100)
    Orruk Warchanter (100) (till next hero phase)

    Battleline
    30 x Orruk Ardboys (400)
    5 x Orruk Brutes (170)
    5 x Orruk Brutes (170)
    3 x Orruk Gore Gruntas (140)
    3 x Orruk Gore Gruntas (140)

    Battalions
    Ironfist (180)
    Bloodtoofs (80)

    Total: 2000 / 2000
    Extra Command Points: 2
    Wounds: 153

    This would be a legal list. Other note is I suggested 600 for 20brutes and 360 for 9ggs.

    Any thoughts? How beyond the pale am i.

    How many points would big G cost? This opens the door to him being in a lot of mega battalion lists, throwing his command ability around. Followed up by a mbmk waaagh. It would not be a fun experience for most armies against IJ. 

    For whatever reason, I'm not sure the powers that be are ready for a MBMK as an ally in other armies. So maybe we can make him 401, 😆

  2. 10 minutes ago, broche said:

    Waagh is just in your hero phase. There's no interpretation here. It doesn't say in wich phase you use it, so default is your hero phase from core rule.

    The unit count/dice roll then occur in the next combat phase (on your turn)

    It says at the start of the combat phase of the turn. Not your turn, the turn. 

    I know others  have been sent emails to faq so we can only hope for a clear ruling at some point. 

    I can say this not a single opponent complained about this interpretation. Command point was spent, attacks were made, and that was that. Not like it lasted till my next hero phase. 

  3. 15 minutes ago, LewDog said:

    It's the other bit that were debating about,I say you can't use it in your opponents phase but they reckon you now can in 2.0 by burning a command point?

    So this all stemmed from a discussion on the IJ whatsApp group. I also felt it was in your own hero phase. But better players than me convinced me it could be interpreted both ways. 

    As such I posed the question to the organizer at Midwest Meltdown. I was lucky enough to have him decide it could be used at the start of any combat phase.  By no means am official ruling outside that tournament. Another tournament with another TO and it could be different.  Just sharing my own experience. 

    This was very helpful to me throughout the games. Turn one I got charged by a VLOZD he killed a couple brutes  and my war boss on boar. However, I was able to attack back with +1 attacks and finish him off. 

    Not to mention the fact you are now  able to wait and see how many charges you get off before deciding whether or not to spend the command point. 

     

    Btw, sword of judgement on a mega boss with +4 attacks from Waaagghhh! and +2 to hit is amazing! Every boss needs  to experience this sensation at least once. 

    • Like 1
  4. 3 hours ago, Gorks Pokin' Finger said:

    I was toying around today with a non-Maw Krusha army to investigate the idea of throwing multiple threats at the enemy while maintaining solid support

    I've been doing the same thing. Ran a similar list to this the other night. The megaboss was able to kill a lord on manticore before being destroyed by spells. 

    Really fun when you can use sword of judgement on 6 dice with +2 to hit!

    Same as you I'd probably add cogs at some point. 

    King Slayer
     
    Allegiance: Ironjawz
    Mortal Realm: Ulgu

    Leaders
    Orruk Megaboss (140)
    - Artefact: Doppelganger Cloak 
    Orruk Megaboss (140)
    - Artefact: Sword of Judgement 
    Orruk Warchanter (80)
    Orruk Warchanter (80)
    Fungoid Cave-Shaman (80)
    - General
    - Allies
    Orruk Warboss (140)
    - Waaaaggh Banner
    - Allies

    Battleline
    10 x Orruk Brutes (360)
    - 1x Gore Choppas
    5 x Orruk Brutes (180)
    - 1x Gore Choppas
    5 x Orruk Brutes (180)
    - 1x Gore Choppas
    3 x Orruk Gore Gruntas (140)
    3 x Orruk Gore Gruntas (140)

    Units
    20 x Orruks (160)
    - Choppas & Shields
    - Allies

    Battalions
    Ironfist (180)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 380 / 400
    Wounds: 146

     

  5. 1 hour ago, broche said:

    Right now knowing that the MK can move 12'' with the hero phase free move, i'll have hard time using another general. Being able to move the MK 24'' on a 4+ each turn just seem too powerful. It's sad that fungoid can only use his command if he is the general.

    However i'm sure there's a good mixed destro list with him.

    My feeling is you are only gonna get the move the first turn and only then if you get the first turn. After that you will have enemy units within 12" and be forced to charge. 

    So you can make fungoid the general and set him next to the mbmk and get turn one 24" move. 

    I'm torn because I like Iron clad so much but have had times where the fungoid command ability helped reposition. 

     

  6. 54 minutes ago, Arbaal said:

    Excuse me... But... Ignax Scales from the realm of fire aren't just better of all the magic items you're talking about for our mawkrusha?

     

    Was coming here to post this same question. I loved it in the original ghb when I was able to get a 4 up mortal wound save. 

  7. 3 hours ago, tolstedt said:

    Except we get it every round.

    Yes but it's by no means a guaranteed thing. Old rules I'd be lucky to trigger it once or twice per game. 

    Now with a little effort to keep your buffs in line. You can easily trigger it 4 or 5 times in the round you spend all your command points. 

  8. Yes with stacking the mbmk command ability we will have that one round to be killy. Honestly, though before that round we are foot slogging it. Getting shot and spell spammed trying to get there. After that round it's hold on deary cause you don't have any command points left. 

    Smashing and bashing is no different than deepkin turn 3 high tide. But they also get an army wide buff every round. 

    Also to pull this trick off you are likely  ignoring objectives.  Lots of armies have deepstrike or teleporting to snag your objectives. Hammerstrike will probably be a thing again. 

    Good opponents will know to screen their army against IJ and our big round of combat  will  not do any real harm. Then a lot can summon replacement units. 

    Better opponents will focus fire and kill the mbmk before you make it into combat. I'm just excited at the possibility of winning 2 or 3 games in a 5 game tournament. 

    I love that the destruction community is considerate to their opponents but at the same time I'll take what I can get. 

    WAAAAGGGGHHHH! 

  9. 2 hours ago, Jgroover said:

    I just got my generals handbook and as far as I can see there is nothing in there limiting use of command abilities. It really seems like we can waaagh as many times as we want from the same megaboss and have them stack. I feel like I have to be missing something or this game is going to be insane. 

    To be fair, it's essentially gonna be a once per game ability. Turn 2 or 3 spend all your command points waggghhhhh! Then subsequent turns maybe use IP. 

    So i think it makes sense we can stack it. No different than deepkin fighting first turn 3. Trick for us will be getting everyone into position  and having mbmk still alive to use his command ability. 

     I'm trying to decide between golden toof or boss secure for my MBMK. 

    • Like 1
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