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Malakree

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Everything posted by Malakree

  1. You've also got the old classic gorefist
  2. Yeah you're not getting double krusha, 3 support heroes, 6ggs and a battalion in your list while keeping it legal. Tbh you need to pick between 2 krusha, 3 support hero and the battalion. 2 is fine but all of them is just to much strain on the points. When I ran double MK I didn't have a shaman.
  3. The difference between a unit of 6 pigs and a unit of 3 is massive though with you having 2 mk they are prime targets for your +1 damage buff so... Not sure, personally would never want to run ggs in 3s unless I really had to. If you need to buy stuff then a second start collecting is amazing. All of the stuff in it is great.
  4. So the first one requires 3 for an to do it all, while the second requires 4. Not saying you can't do it just saying it's CP hungry.
  5. Yes, so depending on how you did it you can Teleport them out of 12" then move them with MD giving an 8" charge Teleport them, MD to charge with a reroll, if that fails charge with a RR in the charge phase. You are guna be so CP hungry though.
  6. Use them in Gloomspite armies as grots.
  7. Two tone ones? You mean round the bases those are just to seperate the units out. I've actually just done the all blue now. Colour scheme is real simple. Base blue is just Macragge Blue, heavy coat of Drakenhoff Nightshade, drybrush Chronus Blue, drybrush white. The lighter blue is a teal of some kind, maybe teclis blue hard for me to tell since I have something like 10 different blues. Then just do the same wash/drybrush. Red is Wazdraka followed by the same wash/drybrush Green is Waaagh Flesh. Beil-tan Green, drybrush Nibet Green, drybrush white. Basically everything I do is base colour --> wash --> drybrush --> drybrush white. Not some of the more intricate pieces like the MK or my Troggs but yeah really simple way to make it look alright with 0 effort. The detail is just how much extra base colours I add before I wash. EDIT: Think the greeny/blue on the orruks is Teclis nlue base. As an example for the MK Before I washed and drybrushed it 😆 These are a more extreme example of the same principle. Scales are Xerus Purple, Wash Druchi Violet, drybrush: Macragge, Altdorf Guard, Calagar, Hoeth, Lothar, Baharoth, Blue Horror, White in ever lighter coats.
  8. Honestly you can get away with anything as long as you're careful. These are mine and you can see that despite still being blue the cabbage stands out. One thing I would say is pick something bright for the MK spines around the fist/face and down the back, they frame the model and stop it from being a single colour block. In your case having a dark red/black cabbage with yellow spines should help it stand out if you wanted.
  9. https://www.warhammer-community.com/wp-content/uploads/2019/10/6f127a6b.pdf
  10. I'd go ironsunz instead personally. You lose the +1 To charge but everything is -1 To hit instead. Allegiance: Ironjawz- Warclan: IronsunzLeadersMegaboss on Maw-Krusha (460)- Boss Gore-hacka and ChoppaOrruk Warchanter (110)Orruk Warchanter (110)Orruk Warchanter (110)Orruk Weirdnob Shaman (110)- General- Trait: Dead Kunnin'- Artefact: Great Green VisionsBattleline6 x Orruk Gore-gruntas (320)- Pig-iron Choppas6 x Orruk Gore-gruntas (320)- Pig-iron Choppas3 x Orruk Gore-gruntas (160)- Pig-iron Choppas3 x Orruk Gore-gruntas (160)- Pig-iron ChoppasBattalionsGorefist (130)Total: 1990 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 129 Massive alphastrike potential and the -1 To hit really negates The retaliation potential. The cabbage and both units of pigs should hit with +1 damage and with dead cunnin + ggv you should have ~4 CP on turn 1. That's enough to MD and still have your charge in the enemy charge phase.
  11. Imo if you're doing that you forgo the cabbage, take a brutefist and as many brutes as you can fit. Something like this You're brutes are running at bravery 9 near the megaboss, you have hand of gork to try and do some teleport shenanigans and GGV to throw out some extra CP's to funnel into the +1 damage on your brutes. The brutefist cuts your drops down, gives you the artefact/cp and means that you're brutes are inflicting mortals on the charge giving you a lot of potential MW output in the charge phase. You are really heavily focused on making them work though and going to be slow. On the plus side anything which comes near you will be blendered and you put a TON of wounds on the board. At the moment Ironsunz is the clan you run. Everything else is tailored for a very specific theme list, see above, with no general usage. If you're thinking of running "clanless" just play big waaagh! instead. The primary reason to go clanless is the trait and artefact which you can have in big waaagh with better allegiance abilities.
  12. Bravery 7, Special weapons hitting on 3s, merge the two boss weapons to be the same thing so that it's an aesthetic choice not an equipment choice. Remove the stupid +1 hit rule and add two decent abilities to the warscroll. Even something like reroll charges would be a massive boost to them. Hell ****** the bravery 7. "Brutish Frenzy: At the end of any phase in which this unit killed an enemy model or damaged an enemy hero increase this units bravery characteristic by 1 until the start of your next hero phase." "Duff Up Da Big Fings: At the end of any phase in which this unit dealt damage to an enemy model with a melee weapon and that model isn't slain roll a dice. If the result is less than the number of wounds that enemy model has remaining that enemy unit takes d3 mortal wounds." There we go, two rules which are thematic, interesting and have positive scaling with the other parts of the book rather than negative. If you build your list into it you could potentially have +3 bravery at the end of your turn and +5 by the end of your opponents, while the other ability allows them to rip down high wound models but gets progressively less effective the less wounds the target the has. It also defines their role as separate from GG's/Ardboys.
  13. A warscroll can be garbage and undercosted. I guess we're actually hitting a terminology difference here rather than a real disagreement. I call them garbage because they have a bad warscroll, I also call them overcosted because they aren't worth the points paid for that warscroll especially when taking the faction context into account. You're merging these terms together and thus slightly misinterpreting what I'm saying. They need to drop 10/20 points because right now they are to close to the godscroll that is Goregruntas. That's what they are competing against not ardboys. It's a couple if things. +1 hit is way worse than reroll hits, especially since we have boatloads of ways to give time +1 to hit. Excluding that largely irrelevant bonus they have no special rules, literally none. They are stat sticks with mediocre stats. You also lost the klaw and smasha, that is such an unbelievable nerf on so many levels. Most obvious being that brutes no longer have -2 rend, so instead of being a unit designed to hack down large tough opponents they are now ardboys with no special rules and more attacks per model. The klaw/smasha also gave you two separate shots at landing your big hits, even on 6s if the klaw hits the two smasha attacks hit automatically. You essentially rolled once for all your attacks then rolled again if the first one missed. In addition we lost the +attack stacking. A brute boss with +4 attacks was a hero in it's own right. 5 attacks any one of which caused 6 auto hits at 3+/-2/d3 was insane. So you've gone from a warscroll with several rules which interacted amazingly with other abilities to a blank warscroll that doesn't use the other abilities properly. For example, one of the key differences is that brutes get 2 damage special weapons, problem is that they hit on 4s which gimps them. More importantly we have the Warchanter who gives +1 damage. The difference between mostly 1 damage and 2 damage is massive, the difference between mostly 2 damage and 3 damage is mediocre. To put this into perspective, with the Warchanter buff the average damage of a 4 attack brute is HIGHER than the average of a special weapon even if the special weapon is can spike more. It means the end you have a blank warscroll, with some bad stats (3 wounds, 4" move, bravery 6 is horrific) special weapons that aren't much better than normal weapons and get relatively worse with the faction based buffs. Honestly they needed 7 bravery, 3+ to hit on the specials or -2 rend on them. Oh and some actual abilities.
  14. They compare unfavourably to almost all good units. I'd easily take 10 savage orruks over 5 brutes. The issue is they don't DO anything. They don't fit a role in the army and if everything was costed around them then I'd be going back to my gloomspite. The best comparison is Rockguts, they are considered ~mid tier and are the same points. Rockguts move faster Have a 5+ armour save but a 5++ after save (which is better) Can heal in the hero phase. Are about the same resistance to battleshock (but have the loonshrine immunity) Have a point click d3 mortal wound ability. Rockguts 6 attacks 3+/3+/-2/3 (6.6+/-3.5) Brutes 10 at 3+/3+/-1/1 and 7 at 4+/3+/-1/2 (6.1 +/-2.6) Oh and Rockguts can fight over the top of each other for no penalty. As a unit Brutes are 100% dependent on the Ironjawz buffs to not be a mediocre overcosted warscroll, problem is those same buffs are equal or better on Ardboys, who are a solid warscroll at a good price, or GG's, who are an amazing warscroll at a great price. Aside from the fact that being able to deepstrike them would make them way better you do realise that stormcast are a bottom tier army atm? EDIT: Oh and for reference, I would consider them garbage if they cost 90 points for 5. I'd play them because they are undercosted but I hate their warscroll so much.
  15. Ehhh...mid tier. They lack the bravery, survivability or other abilities to be high tier. I mean, I personally say they are garbage. Bravery 6, 4+ save, no after saves and slow as hell is pretty awful. The only thing Brutes do is concentrate firepower in a small area. Take his Ironjawz list though, swap the 10 Brutes with 6 GG's, the 5 Brutes with 5 Ardboys and I'd call it a way better list. Withouth having seen him play tho I can't be 100%
  16. You get 2 regular dudes per 5 minus one for the boss.
  17. Ask on twitter. The AoS community on there should know
  18. They should come with enough bits. You need to see the sprus really cos they are a bit odd.
  19. Look up the new warscrolls. You need 2 shields per 5, 1 drummer per 5 and a banner or icon per 5.
  20. @Ravinsild Personally I think the only clan worth taking is Ironsunz. Otherwise you go clanless.
  21. I ended up getting a heat 1 ticket last Thursday so just reused the list. I swapped ironclad for British cunning and it was way better. Yeah HoG is great but perhaps not as big as people think it is 😉 Had a near mirror vs @Skeekrit and he was getting them off before finding he couldn't really use them. On the otherhand fist of gork pummeled him several times over the course of the game. Don't forget you can also just throw a mystic shield on the cabbage which is huge aswell. Edit: Oh and metal rippers was consistently amazing across every game. He chewed up and spat out everything because of it.
  22. Just run him up behind. You don't need him in combat and he's still a hero so gives you IP AND reroll charges from him. He's also not terrible with the +1 damage on himself. 6 attacks, 6s to hit explode on 4+/3+/-/2 with 6 wounds and a 4+ save.
  23. Definately agree, they are probably the best starting army in the game. They are simple, solid, uncomplicated warscrolls which get a lot of depth from the allegiance abilities. Rob from the honest wargamer has described Ironjawz as the army which keeps everyone else honest. If you try to do much gamey stuff Ironjawz will just come in and mess you up. Tzeentch at heat 1 was an amazing example. Everyone hated duplicitous host but the one time I faced it I rolled over it.
  24. I ran this at heat 1 this weekend and I played vs Ian for 4th game 5. Game was won on the turn 2 priority so definately a strong list. Also plays the first turn far more cautious than Ironjawz which sounds like it would fit your playstyle. If you don't have a wurrgog swap him for a weirdnob and upgrade the 5 brutes to 10 ardboys.
  25. I'd skip the Footboss and go straight for a cabbage, it's a solid centre piece that just does what it's supposed to and has a ton of utility. The footboss is actually a niche support piece that's quite hard to use effectively and is counter intuitive to his warscroll. I have a footboss, he's a great model but he sits on the shelf doing nothing and has done for 2 years. The problem with Brutes is that they have more damage than Ardboys but are weaker in every other regard, this wouldn't be to much of an issue on it's own but the warchanter giving a unit +1 damage on all their attacks takes that "more damage" and makes it such an insignificant amount. Ignoring the £ cost the direct comparision is 15 Ardboys (270 points) vs 10 Brutes (280 points) Brutes have larger bases and less models. Same number of wounds. 10 points more expensive. No 6++ shield save. Don't get the +1 bravery from 10 or more for the first few casualties. No +1 Bravery banner or -1 Bravery banner. No +2 to charge Drummer. Brutes with +1 damage do 21 (+/-6) damage on average vs a 4+ save. Ardboys with +1 damage do 19 (+/-5.2) damage on average vs a 4+ save. So Brutes slightly outdo Ardboys is on damage (by about 2), except we already have Goregruntas who are absolutely amazing damage dealers and way out do brutes in that regard. GG's with +1 damage on the charge do 25.5(+/-6) and have impact mortal wounds, oh and they are way less likely to battleshock. Essentially there are only a few things you need to buy. A Mawkrusha As many SC as you want until you have as many GG's as you want. Boxes of Ardboys when you've got all the GG's you want. Probably a Weirdnob A Wurrgog Prophet if you plan on playing Big Waaagh! Everything around that is a luxury. If I was forced to give a "this is everything you need" list it would be: A Mawkrusha, 4 SC, a box of Ardboys, a weirdnob and a wurrgog. That gives you 12 GG's and 55 Ardboys which is basically every and any variation you want.
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