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Malakree

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Everything posted by Malakree

  1. Those are going to be some fantastic Grot replacements for a Spiderfang Gloomspite army. Really hope they release Scuttlings separately at some point...
  2. You thought that was a Grot summoning Flaming Metors? How quaint. No that Grot is summoning Stalactites which rain from the heavens but are really Squigs!
  3. I got a job lot off eBay about June time. Still got a bunch to paint but it's got things like the forgeworld squig boss, a colossal squig and a none gw rogue idol I've been gwing that will be PERFECT to go with the army. He attached the bad moon banners and snotling but the rest is me. Hoping with enough gw extras it will be accepted at tournaments including warhammer world.
  4. Book will be released on the open day. That's what they did with Maggotkin last year.
  5. Wait why would they put grots on 32mm? I've just rebased a bunch on 25mm 😑
  6. So are those new grot models or repackaged?
  7. SO ****** STOKED. Best part is, my Brother sent me a GW gift voucher for Xmas! Guna get me that unique artwork battletome!
  8. Yeah I think that was me and my Bloodtoofs and I essentially forfeited the last game against Byron with his double phoenix list on Blood and Glory battleplan. I got screwed so badly by my game 4 opponent, he was playing nighthaunt and had wiped almost everything off the board with +11 attacks. He then says "I'm screwed and we only have 15mins left do you want to call it there" which I took as him conceding, he then refused to give me the 2k kill points only letting me have 700. This then dumped me against the hardest of hard counters on the battleplan which favoured him so hard. Byron and I talked it out, I showed him how I would get my secondary with no effort then we agreed to not bother playing it out. I'd been going since 6am Friday and he had a 3 hour drive home. I made so many mistakes throughout that tournament, should have easily gone 3/5 Shoved that list below I'll sling it up here since I don't think it's worthy of an THWG write up. The list is the weirdfist I linked previously, I'll put it here for reference. So initial comments and thoughts behind the list. List separates into 2 parts, the Hammer and the Anvil. The Hammer is your 2 Cabbages, they are setup to be tanky in order to compensate for the lack of support they will receive. Cabbages can act either separately or independently, essentially as 2 blocks of shock cavalry. The Anvil is your Weirdfist. Your Weirdnob should balewind up in the middle of 30 Ardboys, becoming a proper turtle with no space for anything to get within 3" of your weirdnob. The goregruntas then act as two units of medium cavalry which hang around just on the edge of 10" for the weirdfist. Anyone with even a basic dabbling into a total war esque game should recognise the setup which has been formed here as a classic battleline/force. Infantry block, medium cavalry, super heavy cavalry, the only thing missing is the archer block which is what your weirdnob is there for. The first bit is mostly the concept behind the list, how it's supposed to work in theory and how each part of it fits into the overall structure. From this point on it's going to be a mix of experience with the list and just general tips/thoughts or personal opinions. Deployment You have a couple of goals in the pregame phase. If you can get arcane terrain you do it. This takes priority over literally everything else, it makes your weirdnob so much better it's unbelievable. Choke points, line of sight and terrain are all key for you, this is because your weirdnob doesn't actually need LoS to kill stuff. If you can get your weirdnob setup in terrain do it. This brings it up to a 3+ save with -1 to hit from shooting, making it surprisingly tanky. Ideally you want your weirdfist setup on or near an objective. The goal is to have it turtle hard, if an objective is sat in the turtle it's free points. This then leaves you with a two of goals in how you deploy and your aim for deployment. Deploy in order to get your weirdfist in the most ideal position you can, if that means no balewind turn 1 that's fine but you must have cast it on turn 2 at least. Deploy in order to protect your Cabbages from alphastrike charges. Often the best way to do this is to use the huge amount of space your GG's take to create pockets for them. Much as I sucked super hard in this game it does serve as a reasonable example of what I mean with regards to setup. Notice that while my line is very extended the entire weirdfist is within 10" of my weirdnob AND I managed to get him next to the mystical terrain. I would have preferred that I got him in it but as my opponent had no shooting it was more important to protect him from alphastrikes, something I almost ****** up because apparently durthu has a 3" attack range. (yey for trees blocking pile-in movements and shooting) Game tips Your cabbages can operate together if it's advantageous. Seems obvious, I continually forget. Target Priority. Much as it's tempting to stomp that durthu in your face don't assume you will get a second stomp and instead take the freebe on your opponents 4-6 wound backline buff pieces. Had I done that in this game I would have been in a far stronger position. In my game 5 I did just this and deleted 2 Knight Venators before they could do anything crippling him against my cabbages. Do not underestimate Green Puke. Honestly this spell won me my game 3 on it's own. As a base spell it's garbage, with a weirdfist+balewind it's disgusting and casts on a 8+ not a 10+. You have very good odds to get +12" from your weirdfist with the average being 18", add on your 6" from the balewind and it's now 24+2d6" range. Since it's a line spell 1" wide you can potentially hit most of your opponents army with D3+3 mortal wounds, it's horrific. If I had used Greenpuke instead of Foot turn 1 against the sylvaneth both his backline heroes would have died to it essentially winning me the game then and there. Don't be afraid to deploy over 30" away from the opponents wizards, especially not if you can take Turn 1. As an extension, don't be afraid to take turn 1. Combined with good deployment it can and will win you games. I messed up my deployment game 4 because I didn't consider the 30" unbinding range, this allowed him to use his instant free unbind to save him from the turn 1 paintrain. As the game develops you might want to separate your GG's from the weirdfist. Honestly this is why I went for 2 units of GG's despite the 20 points spare. In the early game you can have your GG's positioned so they tail out from 9" away from the weirdnob, because of their high movement speed you can then easily push them up to support your cabbages or contest an objective. Sure this means subsequently you won't get the weirdfist bonus for them but that's your next hero phase and you are potentially getting 3 rounds of combat from them in exchange. Remember you actually have 30 Ardboys. This is another one of those "no duh" but it needs to be reiterated. Your weirdfist can and should move if the need arrives, it costs you the balewind but dispelling it is free for you. 30 Ardboys are not inconsequential for most armies to try and go through. In the game linked above you can see that Durthu spent 4 full rounds of combat slogging through them and STILL didn't wipe them. It's 60 wounds and 30 bodies you can shove around the board to seize an objective if needed. List Building So this is where the are the most questions raised as really I haven't had chance to fine tune it and there is a fair bit of flexibility. The first most important thing to note is the point @Skumbaagh raised. There is a very easy swap which trades a Cabbage for a Rogue Idol and Chronomatic Cogs. There are Pros and Cons to this which I wont go into. Possibly just a better version of my list but will play differently in a couple of regards. Ignoring this we end up with 2 areas which are flexible, Artefacts and Units. Artefacts. Since I played the list the Doppelganger cloak has been nerfed, this is probably neutral for the list since it denies it to our opponents while opening up our own artefact choices. From a purely personal perspective I still love the idea of Gildenbane, it lets you dump on all the other annoying artefacts around, anyone who has had to deal with a VLoZD with ethereal can empathise here. With this iteration I went for a defensive setup but honestly there are a bunch of different ways you could play it. Units. As previously noted my list has 20 points spare. There is actually a ton of stuff you can do with those 20 points, most basic being Quicksilver Swords/Soulsnare Shackles, I didn't bother with this as they don't benefit from the weirdfist which means it's one less spell cast in the early stages of the game. You could also go for 4 units of Ardboys, this secures your +2 casting bonus even more and puts another 7 bodies on the field, it does however make the GG push far less of an impactful decision. Lastly would be to go 10x10 Ardboys and 5 Brutes with 2h. This is probably the most risky option, it makes the loss of your +2 far easier for your opponent to achieve. On the other hand they now have to deal with an Ardboy line with Brutes swinging over the top of them. Conclusion This is essentially all my thoughts/experiences with the list. Not much else to say as unlike my Bloodtoofs I haven't spent a bunch of time refining it.
  9. "Well" I went 3/5 and lost to the two opponents which mattered. Sure I made a bunch of mistakes and lost some key rolls which definitely contributed but I'm not sure I'd say it's done well competitively. I can do a rundown if you want but it's not going to be more "what I've learned" and "what I'm guessing at" than anything concrete. EDIT: So in conclusion, it's not super refined and I'm more of a theory crafter than a top level player like @Chris Tomlin or @Sangfroid go play it yourself, tinker with it. It's definitely a ton of fun to play and is far more enjoyable than +10 attacks Broach games in my opinion. With the Doppelganger nerf I'm not even certain what artefacts I would take though I am always tempted by Gildenbane just to ****** with people.
  10. The Megabattalions (Bloodtoofs and Ironsunz) specifically say "any other Ironjawz units" hence if you are entirely Ironjawz it's a 1 drop.
  11. I know it's stupid of me but the new community post has raised my hopes for a combined Gorkamorka battletome. Looking forward to being disappointed.
  12. It doesn't actually require that much luck for the range. Foot is 18" + 6" from the balewind for 24" then you need 2 range increases to get your 36" which is out of unbind range, your average roll will actually put it at 42" (3/3) which is easily enough. Even if your opponent does snipe it you have 2 Cabbages which aren't being targeted while the rest of the weirdfist is still 36 models and a ton of wounds for objectives. The big thing is the 3 scoring heroes with this being one of the better ways to get it and have 2 of them be Cabbages. Instead of looking at the Weirdnob as being the central part of the army which everything is focused around it's actually more realistic to see that the Weirdnob as a bonus. Even with the battalion it's only 340 points there, for which you get a 3 drop, a CP and an artefact for your second MK. The ability to sometimes reach out and delete a key threat is actually a bonus rather than the point. Compare it to an equivalent type Ironfist or Ardfist with two scoring cabbages and 3 scoring heroes. The rest of the army essentially becomes worthless, this way you have a solid bunker with which can setup on an objective (or between 2) and then still impact the game in a major way. Don't underestimate how good Green Puke can be when it's 18+2d6" dealing d3+3 mortals to everything on that line. In both of these cases the potential the weirdfist brings far outweighs the potential of the other two battalions. I also don't think anything including an Ironfist is competitive, those lists are focus around the combat phase which, as I said above, is something I believe we lose at. What can a Bloodtoofs realistically do against DoK or IDK, how does it get past the giant regenerating Tarpits of Death. Hence why the three lists I put forward deliberately attempt to sidestep the problem. The Gorefist/Ardfist are designed to do it by being able to Tarpit back and hold objectives, the Weirdfist by reaching past the battleline and taking out a lynchpin. EDIT: Also note that none of my lists use Brutes as they are simply to slow, expensive and vulnerable for the low bodies/wound counts they put on the board.
  13. Personally I think we have 3 potential lists which can get near top tables depending on how reliable you want it to be. Some variation on my Chrimbobo Weirdfist Huge swing potential from the Weirdfist. This alone means that you will occasionally just win an otherwise unbeatable opponent, I don't care how hard Nagash is to kill if you Foot of Gork him for 40+ mortal wounds he's dead. Three strong Scorers. Both Cabbages have an artefact and the weirdnob is a wizard, this means you can easily score those objectives which require them and it's going to be hard to stop you. Mobility and threat range. All 3 parts of your army have a massive potential threat range, the Cabbages are move 12" and the weirdfist+balewind will hit 36" pretty reliably. 3 drops, you aren't fighting for the 1drop but you beat basically everything else. Some form of Gorefist Again it's a low drop count at 4. 3 Scoring heroes all of which are difficult to remove. A ton of wounds to get on objectives and pin your opponents in their deployment zone while you score. Amazing mobility. Some form of Ardfist 4 Drops A massive quantity of wounds and bodies to put on objectives. 4 Scoring heroes. Ardfist summoning Shenanigans. Summary So there's three obvious themes running through each of these lists which should give you an idea on what I think is Important. First is the 3/4 drop count, I don't think it's worth us competing for the 1 drop, it's to expensive and restrictive, however most lists are going to be 1/6/10 drops, this firmly lets us choose first/second against anything but lists specifically designed to take it. The second crucial thing for me is the three scoring heroes, this gives us a lot of flexibility over how we can score for those scenarios which require them. It prevents a successful hero snipe from losing us the game and with battalions and the option for a Fungoid ally I think there is no reason not to hit at least 3. Not attempting kill the opponent with Combat. Simple fact is we can't, as an allegiance we don't fight equally against the other lists which are dominating top tables at the moment, we simply aren't cost effective enough. End result here is going for a more objective focus to the game.
  14. Technically it provides another piece of scenery which your opponent has to manoeuvre around and can use for cover. Obviously you can agree to not bother with it but there are often tactical advantages to placing it, most obvious being you can use it to block sylvaneth wildwood summons.
  15. Honestly I like it just because it cleans our hero phase up quite a bit. Losing the ability to retreat with it sucks srs ******, especially with the Ironjawz Allegiance move being nerfed.
  16. Also Affects the Warchanters extra attack on a 6. Affects run moves made with the Mighty Destroyers. (Just to make extra sure that cheese is stopped) Just to make extra certain that the Brutefist doesn't work. Makes me laugh, a large portion of these updates are things that I've had to query about and/or brought up. It's like the Goregrunta's "technically the d3 damage lasts for the rest of the game once you've made it once" thing, there's no way that came up anywhere other than as a joke point on this forum 🤣
  17. You are correct. So the breakdown is (Allies : Non Allies) 1:3 2:6 3:9 etc.
  18. Since the battalion requirement is not in keyword bold that means it's only referring to the exact unit with that name. So no.
  19. @PUFNSTUF https://whc-cdn.games-workshop.com/wp-content/uploads/2018/07/age_of_sigmar_malign_portents_errata_en-1.pdf So it can be our general, it just can't have an Artefact or Command Trait. We do take some hits in regards to no 4+ IJ move and no Ironclad etc. but for that list I don't think it needs it.
  20. Drop the Weirdnob and put in a fungoid general, split one of the units of 20 into a unit of 10. Drop the GG's and add in an Ironfist. Stop being a pansy and go all in! The fungoid is so important for getting that big unit of 20 where you need it to be. Throw a CA on it, then use Ironfist to retreat out of combat and drop a CP run on them for a 6. Run, retreat and charge is going to make it way harder to tie it into combat with some form of tagging while the combination of run/ironfist is going to make it surprisingly fast.
  21. At least 2 of each. It stops things like the Aleguzzler from just removing your banner and giving you -2 bravery.
  22. No, because the ironfist says "in the same manner as move in the movement phase" it means the move is a normal move. As such it has all the same restrictions as any other normal move. So if you roll a 3+ then yes you can move away from an enemy however it would count as a retreat move in every sense of the word.
  23. Technically yes, most of the time your opponent won't be to strict on it but occasionally they will. My personal rule is that I will roll them in the order I would move them and then unless it has an impact in the hero phase I add it onto the movement phase. Most notably if you have one unit, which rolls a 6, behind another that rolls a 1 then I will either move that 1" then the 6" as it's going to conflict or I just say to my opponent "I'm going to treat the 6" like a 1/2 since I wouldn't be able to make use of the extra distance." As to the wording of it. I made this exact mistake a while ago for I imagine the same reasons as you. The key point is this bit. It shows just how ancient our rules actually are that we don't even use the old standardised wording. Ours comes from a time before standardised terms!
  24. As someone who only plays ironjawz, a 3" gap between the bases plus the larger than 1" base size is where I make the error, but yes the 3" gap is to stop the pile in haha
  25. To be honest that's the best, and only, reason to be playing ironjawz atm. Build a list you find fun and enjoyable then play it. There's a guy who plays darkling covens at tournaments, he went 2/5 at chrimbobo which is as good/better than people playing "meta" armies. This is entirely because he knows his army and plays it well. The 1/5 to 3/5 bracket is as much to do with basic mechanics as it is your list. You want a lulz list specifically to try and derail the nurgle player, using brutes. Allegiance: IronjawzMortal Realm: AqshyLeadersOrruk Megaboss (140)- Artefact: Thermalrider Cloak Orruk Warchanter (80)- General- Trait: Brutish Cunning - Artefact: The Boss Skewer Orruk Warchanter (80)Orruk Warchanter (80)Orruk Warboss (140)- Great Waaagh Banner- AlliesBattleline20 x Orruk Brutes (720)- Jagged Gore-hackas6 x Orruk Gore Gruntas (280)- Pig-iron Choppas3 x Orruk Gore Gruntas (140)- Pig-iron Choppas3 x Orruk Gore Gruntas (140)- Pig-iron ChoppasBattalionsGorefist (190)Total: 1990 / 2000Extra Command Points: 1Allies: 140 / 400Wounds: 151 The gorefist is there to get across the board and pin his army in awkward ways. Brutish Cunning is for much the same reason. 3 warchanters with reroll 1s to hit and wound should allow your brutes to delete anything they touch. No idea how/if it would work in practice but theoretically you should be able to counter army wide debuffs by concentrating your power into one block you can buff just as hard. The other option is to ally in some gitmob arti pieces, against mass -hit doomdivers will be fantastic as they essentially ignore it.
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