Jump to content

Malakree

Members
  • Posts

    2,760
  • Joined

  • Last visited

  • Days Won

    5

Posts posted by Malakree

  1. 11 minutes ago, Neil Arthur Hotep said:

    There were leaks clarifying this in this thread or the rumour thread.

    Ahh from the way you said it I did wonder if there was clarification from somewhere else.

    Man did shooting armies get a massive boost from this though...

    EDIT: Actually holy God's did smashing and bashing just become insanely good...

  2. 14 minutes ago, Neil Arthur Hotep said:

    It counts as two reinforcements.

    Where is this coming from (ie. is there something more than the article) because what's linked in the article just says "reinforced units" and even if it has three times minimum models it's still only one unit.

  3. I love how unclear the new article is.

    Quote

    The warscroll battalions you know and love are for units of renown and represent a specific focus, a special leader, or additional training.

    So not tournament legal or tournament legal..?

    Quote

    For example, if you take one Commander and two Troops to complete a Battle Regiment, you get the Unified ability, which grants one-drop deployment for the entire core battalion.

    So one dropping battalions normally is now gone?

    Quote

    Perhaps you noticed the line from the Contest of Generals battlepack that mentioned reinforced units? These units are simply double the size of the minimum listed in their Pitched Battle profile. If the unit has the Battleline battlefield role, you can reinforce them twice, making them three times the minimum size. Now you can still run large hordes as long as you don’t exceed the available slots for reinforced units. 

    • Does reinforcing a battleline twice count as 1 of your 0-4 or 2.
    • If I have a unit which is not battleline unless I take a specific number, say ardboys. Can I reinforce it once or twice since it's not actually battleline until it's got 10 models.
  4. I'm case anyone was wondering about how you get 90%+ in range under the new coherency rules.

    This is your large base cav unit setup. It works because the first casualty takes you down to 5 models thus stopping the coherency issue.

    20210608_203841.jpg.dfe3a6bbd36fd8f5259b1b0cdca7e893.jpg

    Then this is your infantry setup for the ardboy/BL size base.

    The ends are in 1" of 2 other models and penultimate is 3 models.20210608_204225.jpg.0425d736eb6f4171ff86424e937928e1.jpg

    Lastly the rest of the line is within 1" of 4 models and still within 1" for melee. 20210608_204233.jpg.fe6954a66ce9ebed7125fd88c37d26a3.jpg

    The major problem is how much of a pita it is to setup, took me ~2mins for the small line I did here.

    • Like 2
  5. 1 hour ago, Elmir said:

    Good lord. I'm also starting to be pushed into the camp of "these rules reveals are killing my excitement more than boosting it". 

    Shooting already divides the game into haves and have nots without the need of more out of sequence shooting. Couple this with more awkward combat formations because of the new coherency rules, no significant changes to vulnerable low wound heroes getting sniped and it's all just causing me to dread the next article. 

    There was a lot of discussion on twitter about how the new coherency rules don't always have to mean you lose a lot of CC attacks with certain formations: 
    image.png.9364a7f15588aa706bc2801d31c189ec.png

    Now the guy who made this, is an awesome and very positive dude who was looking for ways to make the most out of  units with these new coherency rules... So all credit to him for trying... But if I'm brutally honest, I would much rather see conga lines return than to have to resort to these types of "battle formations" to max out close combat attacks. Conga lines  looked silly, but not nearly as daft as this kind of thing. 

    Stupid thing is that it does stop small cab units being used to screen like before. Konga line 2x5 fire wolves and they ignore the new version. It's bigger units, with bigger bases, which get shafted...

  6. 37 minutes ago, mrteige said:

    i have 50 painted up and i should paint up 25 more just to be safe... :D

    I've got about 50 and I think atm that's about what I'll stick with, really lacking on the brutes though, only at 15, think that needs to go up to ~30 if I'm honest. Need to see what shooty orruks are in da box though...

    • Like 1
  7. 38 minutes ago, Grimrock said:

    Edit: Also, the issue with your gore gruntas is they're stuck in that exact position until they've lost a model unless you want to just give up a model for free. They can't pile in after a charge, and if the opponent hasn't lined up perfectly for you (ie. they're in a circle or curved line) you're more likely to get 2 models in combat than 4. That's a much bigger loss than one model.

    As the paw print only has 5 models it would still be under the 1 model coherency. My point was that it's basically impossible to fit the 6th in and get 5 in combat. What that means is a unit of 5 gets all 5 ggs in while a unit of 6 only gets 4.

    The 6th goregrunta makes your units damage potential WORSE!

    41 minutes ago, Grimrock said:

    Can you show me what formation you used to get 80-90% in combat with the Ardboys? I'm assuming you mean a unit of 10, but I can't work a frontage of bigger than 6 without making it vulnerable to coherency loss. I think you can stagger them in mini triangles, bu that only gets them into combat if the opponent is somehow a perfectly straight line or they've obliged you and organized themselves in a similar formation that you can just slot into. 

    It's to do with the fact the models are on round bases so by using models in base to base you can create a wave like line on the front row where the 2nd "rank can actually get within 1" to attack. It's really awkward though and would be horrific to do with units of 20-30 taking ages to make sure it's right. The 80-90% variance is based on how your opponent is lined up and what models are already locked.

  8. 15 minutes ago, Grimrock said:

    Yeah the more I think about that coherency rule and the more examples I see the more I think there has to be something we're missing. Nobody in their right mind could look at that rule and think it's a truly good idea, any amount of consideration can show why it's just an absolutely horrible change for the game. There must be a mistake right? So many units have just become awful. Like unusable awful. Half the attacks, half the frontage for screening, and significantly reduced control over how you remove casualties because the slightest misstep means you're breaking coherency. What in the world is going on here?

    With my Ardboys I think I could get about 80-90% in combat with proper placement, it's going to slow the game right down though just due to how precise it will need to be.

    Brutes I can abuse the special weapons 2" range to get a unit of 10 in range.

    For goregruntas the best I could get to was this before I ran out of space with frontage and adjacency.

    1240446141_thepawprint.png.39b586a48845a46cbc72b00e8374bb5a.png

    So in a sad twist, adding the 6th goregrunta actually causes you to have 1 less in melee..? It's mad.

  9. On 6/2/2021 at 5:05 PM, NinthMusketeer said:

    I think it will be completely different than for 40k. The reality is that in AoS those 6×2" strips are almost exclusively used for bringing in units that enter from reserve via battlefield edge. They will be coming in closer to the action in theory but also more likely to be restricted by the presence of enemy models.

    And that's about it.

    That's actually one thing which is good. All my lists include 2 min strength cheap units whose job is to sit in corners and stop deepstrikes. 

    The board ends up looming a bit daft with these 2 random units in the middle of no where doing nothing.

  10. 1 hour ago, PJetski said:

    It's a huge change to the game.

    Units with 6+ models on large bases (like heavy cavalry) are much weaker

    Jesus my poor 6 man goregrunta squads. God I can already see the weird ass formation they have to move in.

    There should be exceptions for units where the models have large numbers of wounds, varanguard, mournfang, goregruntas etc. Probably around 5+ wounds (So gluttons don't get it).

    • Like 3
  11. 53 minutes ago, Chumphammer said:

    It was discussed in on of the videos a wee while ago. I am sure we will find out soon enough if its confirmed or not 

    Yeah was just trying to find it was why I asked.

    I also couldn't find where they said they were removing faction battalions, just that they were adding a bunch of extra ones for everyone.

  12. 11 hours ago, Chumphammer said:

    With CP being reset every round I dont think the additional cp purchase will be a thing anymore 
    So i ditched that and battalions for this idea

    I looked at:

    Gloomspite Gitz - Jaws of Mork 

    Loonboss on giant cave squig
    General, Envoy of the overbounder, Syari Screamersquig

    Fungoid cave-shaman - Squiglure

    Kragnos the living earthquake

    24 Squig herd

    24 Squig herd

    12 Squig herd

    12 Squig herd

    10 Boingrots Bounderz 


    Kragnos and Bounderz run at ****** while squigs swarm points (with cheeky charges with Lure)

    Where does it say they are reset? It just says you get cps at the start of each round. It even specifies that you still get your cp for having your general on the field which happens in your hero phase..?

    His points cost seems ridiculous for what you get?

  13. 5 hours ago, heromaster said:

    hey guys,  im puttin together a list and was trying to work out what the optimal loadout is for a unit of 5 brutes? I was thinking that running all 5 with a pair of brute choppas is the best bet but wondered if anyone can advise me if thats not the case!

    Is it better to take 3 brute choppas, 1 gore choppa and a boss klaw and brute smasha? 

    Thanks in advance! 

    Always take the boss weapon and special weapon. They are just better.

  14. Oh and in case anyone was wondering this would be the kinda list I'd take if I had the brutes/boarboys.

    Allegiance: Big Waaagh!

    Leaders
    Orruk Megaboss (140)
    - Artefact: The Boss Skewer
    Orruk Warchanter (110)
    Orruk Warchanter (110)
    Orruk Weirdnob Shaman (120)
    - Artefact: Shamanic Skullcape
    - Lore of the Weird: Da Great Big Green Hand of Gork

    Battleline
    10 x Orruk Brutes (260)
    - Pair of Brute Choppas
    10 x Orruk Brutes (260)
    - Pair of Brute Choppas
    10 x Orruk Brutes (260)
    - Pair of Brute Choppas
    10 x Orruk Brutes (260)
    - Pair of Brute Choppas
    5 x Savage Boarboys (130)
    - Chompas
    5 x Savage Boarboys (130)
    - Chompas

    Battalions
    Brute Fist (120)

    Endless Spells / Terrain / CPs
    Chronomantic Cogs (80)

    Total: 1980 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 175
     

    • Like 2
    • LOVE IT! 1
  15. @Tizianolol bit of a late response but since nobody else has I'll throw in my 2cents. Quick note first, the footboss is 140 now so you're overcharging yourself.

    Honestly I don't think ardboys compete with brutes anymore in standard IJ lists. Definitely not in big waaagh. The primary advantage ardboys always had was the fact they were so much harder to shift than brutes. The +2 bravery, 6++ save and better points per wound all added up to a solid block which was "almost" as good as brutes on the damage.

    -10 points made brutes better points per wound than ardboys and that's without the +10 points hike on ardboys. In addition the damage difference, which slightly favoured brutes, is now much more pronounced. So you're losing +2 bravery/charge and the 6++ shields but gaining 50% more wounds and much better damage for 30points.

    However. The most important change for big waaagh is that you can no longer roll multiple after saves on any wounds you take. So if you have the 12 waaagh point 6++ up the shields are now worthless.

    With all that in mind I'd suggest dropping the extra CP and swapping to 10 brutes instead of 10 ardboys. Then shift metal rippers onto the cabbage (it's fricking amazing on him) and take the +1 bravery banner on your footboss to push the brutes to bravery 7.

    Allegiance: Big Waaagh!


    Leaders
    Megaboss on Maw-Krusha (460)
    - Boss Gore-hacka and Choppa
    - Artefact: Metalrippa's Klaw
    - Mount Trait: Weird 'Un
    Orruk Megaboss (140)
    - Artefact: The Boss Skewer
    Orruk Warchanter (110)
    Orruk Warchanter (110)
    Wurrgog Prophet (160)

    Battleline
    6 x Orruk Gore-gruntas (320)
    - Pig-iron Choppas
    10 x Orruk Brutes (260)
    - Pair of Brute Choppas
    10 x Orruk Brutes (260)
    - Pair of Brute Choppas

    Battalions
    Ironfist (160)

    Total: 1980 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 131

    • Like 2
    • LOVE IT! 1
  16. 7 hours ago, VonSmall said:

    Can see them bumping the cost of Ardboys to 100 but give them a horde discount whilst also reducing the cost of Brutes.

    If they do increase it I'd rather it was to 95 not 100. The only reason they are so daft is because of the Big Waaagh/Warchanter buffs as I think we've discussed before. Assuming they bring the points of brutes down AND put the points of Ardboys up we'll just swap over either to them or GG's. I can see a shock and awe Gorefist potentially being a thing if we are really forced.

    My personal hope is that Warchanters go up by 20. It hits the army in a far better place without disrupting the internal unit balance between Ardboys/GG's which is pretty solid atm. It also allows them to adjust Brutes knowing where Ardboys/GG's sit.

    Honestly if all they do is increase Ardboys to 100 I can see the most effective move being a hard swap to bonesplitterz based armies instead. This list is a thing atm.

    Quote

    Allegiance: Big Waaagh!

    Leaders
    Wurrgog Prophet (160)
    Maniak Weirdnob (120)
    Wardokk (80)
    Wardokk (80)
    Savage Big Boss (100)

    Battleline
    30 x Savage Orruks (300)
    - Chompas
    30 x Savage Orruks (300)
    - Chompas
    20 x Savage Orruk Arrowboys (240)
    20 x Savage Orruk Arrowboys (240)
    20 x Savage Orruk Arrowboys (240)

    Battalions
    Kunnin' Rukk (140)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 269

     

  17. Using a Mawkrusha, easily. I also have 4 heroes so I can have 4 models just outside.

    For reference.

    • A Mawkrusha base is a fraction less than 6" (~5.905). Call it 6"
    • 18" from the base.
    • This gives us a bubble of 3"+18" radius = 21".
    • The total Diameter of the bubble is 42".
    • So we have a donut 42" wide with a 6" hole in order to fit all our units in.
    • The donut is ~6.1" short of of 2/3rds of the board.

    On a traditional deployment you lose ~15" either end if you deploy the MK dead centre.  No such board has an objective less than 12" from the edge of the board, with an capture area of 6". So with correct placement you can drop the MK off centre, to get one unit onto one of the objectives. The second unit has 4 models out of the area on the otherside ~8" outside of that bubble thus ensuring you can run onto the objective turn 1.

    For almost other deployments you are forced to cramp into that bubble by the deployment rules.

    The only exception is Duality of death where the strategy is normally to take prio, tag one objective turn 1 and bum rush the other with your entire army. In that case I'd stack up, take first, burn d6 into hand of gork to try and teleport a unit of 5 onto the objective and flood the other objective anyway.

    @Aelfric @Lanoss

  18. 1 hour ago, umpac said:

    Seen a lot of Waagh lists running 30 arrowboyz (in lists with mostly IJ units). How are these used? They seem pretty pathetic without buffs and proper synergy (30 boyz forces 15 saves with 0 rend, hardly impressive or cost effective shoo- i mean dakka), so I cant imagine their taken purely as shooting support.

    Bodies, Bodies and wounds.

    • The amount of space you can cover with 30 models on 32mm is massive,
    • You have an extra 30 Orruks for the CA which is +3 waaagh points on the first turn. 
    • A lot of damage being done at the moment is either high rend or mortals, against that 60 wounds is better than 40 with a 4+.
    • You can sling 30 of them onto an objective for raw numbers you wouldn't otherwise have.
    • Often you can sit them on one objective and shoot onto others without moving off.

    For 360 points they offer a lot of utility. My current list has generates 4waaagh points from warchanters, 4 from my 40 ardboys (15+15+5+5) + 3 from the 30 Arrowboys = 11+d6 for my general. It means I can Guarantee that I will hit 12 Waaagh Points on my turn 1.

     

    • Like 1
  19. 1 minute ago, Arkahn said:

    I agree but 30 arrowboyz hitting on 5 is not enoughly good to me, they can act as a good tarpit, its still 60 HPs and can kill a hero or a chaff... I need to try them without any support

    It's a massive of bodies/wounds that can take up huge amounts of space and do poke damage in the shooting phase while sitting objectives. 30 bodies/60 wounds that will plink from 18" away.

  20. 5 minutes ago, Ravinsild said:

    So in your personal opinion the personal Warscroll spell of the Wurrgog, the 4+ chance for a CP, the access to the Bonesplittaz lore and the fact it grants 1 guaranteed Waaagh Point (whereas the weirdknob gives nothing) isn't enough? 

    I really love the wurrgog, honestly I think he's amazing. 2 WC is mandatory in the list though, you can't drop either.

    7 minutes ago, Ravinsild said:

    4 for the Warchanters, at worst 1 for the General, and 5 if I use the Ere We Go CP and can fit all 50 models in, which this list has exactly. The other list with the Wurrgog has a few less bodies, but more CP to spam the CA and it's a bit easier to fit the units in. IDK tbh. OTOH it's a 2 list event so I can bring 2 different lists. 

    MK general makes it really easy to fit everything in, he's a 6" base and 18" bubble puts you at a 21" radius circle around the centre of his base. You're also gaining the hand of gork which is such an unbelievably important threat, your opponent having to worry about deepstrikes into their backline changes the entire dynamic of the game. Finally the 2 units of 5 give you the backfield objective holding/screening which you're currently lacking, if you haven't played much trust me when I say that those 2 units of 5 are gold dust.

    On the CP front, what CA's are you using? Turn 1 you pop for waaagh! points, that's covered by the battalion CP. What other CA's are you using, you shouldn't be properly engaging until turn 2 at which point you will be 2+/2+. Don't forget aswell that charging with a unit of 10+ ardboys gives you 2 waaagh! points, proper use of charges from units/support heroes can be really crucial for building up the last few points to hit 20.

    16 minutes ago, Ravinsild said:

    EDIT: Keep in mind I have about 3 months to prepare. I've only got 3 Gore-Gruntas, 10 Ardboyz and a Megaboss on Foot (who isn't even in these lists) painted. So I still need to paint at least 25 Ardboyz, 3 Gore-Gruntas, 25 Ardboyz, a wizard of some nature and a Maw-Krusha and I don't even own any bonesplittaz stuff. 

    Due to covid 19, how long would it take to even get the Bonesplittaz units, and how many? 30? Would I be removing Ardboyz? I own about 80 Ardboyz, 30 - 35 Brutes, 12 Gore-Gruntas, 6 or so Warchanters, 4 Weirdknobs, 2 Maw-Krushas... I own 0 Bonesplittaz. With shipping and so forth how long would it take to even assemble Bonesplittaz. 3 months SOUNDS like a lot of time, but I'm an excruciatingly slow painter ;-;

    It's why I suggested the 15/15/5/5 Ironfist build. It's pure Ironjawz and it sounds like you already have everything you need. I would recommend one of these two lists with that in mind.

    Quote

    Allegiance: Big Waaagh!

    Leaders
    Megaboss on Maw-Krusha (460)
    - Boss Gore-hacka and Choppa
    Orruk Warchanter (110)
    Orruk Warchanter (110)
    Orruk Weirdnob Shaman (110)

    Battleline
    6 x Orruk Gore-gruntas (320)
    - Pig-iron Choppas
    15 x Orruk Ardboys (270)
    15 x Orruk Ardboys (270)

    Units
    5 x Orruk Ardboys (90)
    5 x Orruk Ardboys (90)

    Battalions
    Ironfist (160)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 143

    This is the more aggressive but fragile version. Sacrifices the Ardfist and 20 Ardboys to get 6 GG's with the extra free MD.

    Quote

    Allegiance: Big Waaagh!

    Leaders
    Megaboss on Maw-Krusha (460)
    - Boss Gore-hacka and Choppa
    Orruk Warchanter (110)
    Orruk Warchanter (110)
    Orruk Weirdnob Shaman (110)

    Battleline
    20 x Orruk Ardboys (360)
    15 x Orruk Ardboys (270)
    15 x Orruk Ardboys (270)

    Units
    5 x Orruk Ardboys (90)
    5 x Orruk Ardboys (90)

    Battalions
    Ardfist (120)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 153

    This is your body heavy version using a massive number of Ardboys in an Ardfist.

    You'll also notice that they are basically the same as what I'm running atm except I have 30 Arrowboys instead, the 15/15/5/5 is just such a stable core to build around.

  21. 4 minutes ago, Arkahn said:

    @Malakree the only change I could think is to squeeze one warchanter to a wardokk w/ +1 to hit/run/charge spell, it is so valuable with 30 arrowboyz. And maybe trying to find a place for a wurgogg porphet, big blocks are everywhere in the meta

    No the double WC is mandatory for buffing up the 2 threats. A buffed cabbage will go through huge blocks as will a buffed unit of 15 ardboys.

    I've played with the wurrgog/wardokk and they just don't do enough.

    • LOVE IT! 1
  22. 22 minutes ago, Ravinsild said:

    I honestly don't see how I could possibly squeeze anymore into my list though. I mean I could drop that unit of 15 (?) Ardboyz or 10 maybe for some kind of savage orruk, but are they cheaper? can I get more for less? What's even good? What's the difference between moarboyz and just regular boyz? I know literally nothing about Savage Orruks. I don't know what's like the Ardboyz equivalent. 

    Personally I ended up dropping either the MK or the gg's+Ironfist.

    I'd end up going in this direction if I was keeping both.

    Quote

    Allegiance: Big Waaagh!

    Leaders
    Megaboss on Maw-Krusha (460)
    - Boss Gore-hacka and Choppa
    Orruk Warchanter (110)
    Orruk Warchanter (110)
    Orruk Weirdnob Shaman (110)

    Battleline
    15 x Orruk Ardboys (270)
    15 x Orruk Ardboys (270)
    6 x Orruk Gore-gruntas (320)
    - Pig-iron Choppas

    Units
    5 x Orruk Ardboys (90)
    5 x Orruk Ardboys (90)

    Battalions
    Ironfist (160)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 143

    It is short on wounds and doesn't have the Ardfist threat but you do have the double MD which is nice. You get the HoG, 2 big units of 15 to muscle around the board but you also get the 2 units of 5 which provide so much utility.

     

  23. 28 minutes ago, Arkahn said:

    @Malakree How your MK with metalrippa is performing within this meta ? How do you use it if I can ask ? 

    I'm really into your list ! 

    To be honest I started using it more because some of the UK tournaments are starting to ban realm artefacts. I do really like it though, it makes him just so damn killy and moves the melee potential from the fists, which degrade, to the choppa which actually gets better. Generally I try to hold him back to hit something important or go through something especially tanky.

    34 minutes ago, Ravinsild said:

    Yeah, I've pretty much found that 6 gore-gruntas with Ironfist is a staple in my army that will never change. 

    The rest is flexible, so I took the essentials (MK, Warchanter) and filled with Ardboyz. I found the Wurrgog Prophet to be quite a great Warscroll. The Savage orruks have never appealed to me, tbh. My list might be on the weaker side but I just can't seem to fit anymore Ardboyz in haha. 

    For me the big thing BWIJ need is bodies/wounds. In the modern meta I'd say 150 is the min wounds you need to hit.

×
×
  • Create New...