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Malakree

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Posts posted by Malakree

  1. 13 minutes ago, 5kaven5lave said:

    Legend. 20 points over in allies though unfortunately, could swap the Warboss for a Fungoid Shaman?

    ****** i missed that, I assumed you wanted the warboss for the bouncy with the Squig Hoppers :D but yeah the fungoid was actually my first choice ;) 

    Gives you access to the bonesplitterz spells as well which are also really solid.

    • Like 1
  2. I would drop one of your units of savage orruks to either regular orruks or gitmob grits with bows. That would gain you an extra cp! Also you could  see if you can fit a snagga rukk in! 

    Hell man up and go for broke. Here's a bonesplitterz version of that list.

    Allegiance: Bonesplitterz
    Mortal Realm: Hysh

    Leaders
    Wurrgog Prophet (140)
    Maniak Weirdnob (120)
    Maniak Weirdnob (120)
    Savage Big Boss (120)
    - Granite Choppas
    Grot Warboss On Great Cave Squig(100)
    - Moon Cutta & Git Shield
    - Allies

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

    Units
    20 x Grot Squig Hoppers (320)
    - Allies

    Battalions
    Snaga Rukk (170)

    Endless Spells
    Quicksilver Swords (20)

    Total: 1950 / 2000
    Extra Command Points: 2
    Allies: 420 / 400
    Wounds: 160
     

    • Like 2
  3. Maybe try some spearchukkas if you've got them and nuke down his bloodpriests. Battalions like that are really vulnerable to hero sniping.

    Edit: can I also suggest the following filth list.

    Allegiance: Ironjawz
    Mortal Realm: Hysh

    Leaders
    Megaboss on Maw-Krusha (440)
    - General
    - Trait: Prophet of the Waaagh! 
    - Artefact: Mirrored Cuirass 
    Orruk Warchanter (80)
    - Artefact: Aetherquartz Brooch 
    Orruk Warchanter (80)
    Orruk Weirdnob Shaman (120)
    Gordrakk The Fist of Gork (580)

    Battleline
    10 x Orruk Ardboys (160)
    5 x Orruk Brutes (180)
    5 x Orruk Brutes (180)
    3 x Orruk Gore Gruntas (140)
    3 x Orruk Gore Gruntas (140)

    Battalions
    Ironfist (180)
    Bloodtoofs (120)

    Endless Spells
    Chronomantic Cogs (60)
    Aethervoid Pendulum (40)

    Total: 2500 / 2500
    Extra Command Points: 2
    Allies: 0 / 500
    Wounds: 127
     

    Just blitz him off the board.

  4. 2 minutes ago, blueshirtman said:

    How do people make their opponents agree to using FW models in their games, I went through the 2.0 rule book like 3 times and can't find a place where they say that using FW rules is legal for matched played?

    Specifically fw models all have pitched battle profiles and warscrolls produced by GW which makes them matched play legal.

    There are some tournaments that will say "no forgeworld" etc. or at a more casual level some people might object.

    Ultimately you can't force people to play against them but if it's a tournament they are essentially forfeiting.

  5. 2 minutes ago, jondoe297 said:

    Again, I think this is where I got my thought process from. I remember reading somewhere you couldn't.  Guessing it was an old (AoS1) FAQ.

    I completely disagree with the no charging in the charge phase (as it stands) you have not met the criteria for retreating. Which is carried out in the move phase as part of a 'normal move' when starting within 3 inches of an enemy (I expect I have massively paraphrased there)

    I will carry on playing as old way because I believe that is the way its intended, but I certainly would struggle to argue against an opponent who wishes to use this as I believe at the moment the current wording allows it so.

    The no charging if you use Ironfist to retreat is pretty much the one thing that seems guarenteed.

    The issue here is specifically that you have a warscroll ability instructing you to make a charge, you can't choose to make the normal move instead of the charge. As a result it seems that's the allegiance would let you make the extra charge.

    If you are attempting to make a charge without using a warscroll or allegiance which lets you do that having fallen back then you can't declare a charge in the charge phase.

  6. So as an extension of the question brought up by @jondoe297 there's something that I've been looking at which seems funky and am wondering if anyone can come up with a reason why it doesn't work.

    Specifically it's for the following sequence.

    1. Ironfist move to fall a unit back out of combat.
    2. Mighty Destroyers trigger on the unit.
    3. Unit makes a Charge move.

    Now down to why I'm asking this. Firstly the Ironfist and core rules say

    Quote

    .....make its move in the same manner as a move in the movement phase, except that the unit cannot run.

    Quote

    Units starting a normal move within 3" of an enemy unit can either remain stationary or retreat. If a unit retreats, it can move within 3" of an enemy, but must end the move more than 3" from all enemy units.

    The core rules thus don't define a "retreat" as a different type of move. It's an addendum to a normal move rather than it's own type of movement. Since the Ironfist lets you move as if it were the movement phase this means you can use it to retreat.

    Next is the Mighty Destroyers trait and the Core Rules FAQ part which matter.

    Quote

    That unit can....and can attempt a charge in any other circumstances.

    Quote

    Models in a unit that retreats can’t shoot or charge later in the same turn.

    Quote

    Q: If a warscroll or set of allegiance abilities has a rule that contradicts the core rules, can I use it? For example, Lord Kroak has a rule that allows him to attempt to cast Celestial Deliverance up to three times in the hero phase, but this contradicts the core rule that you can only attempt to cast a spell once per turn.

    A: Warscrolls and allegiance abilities take precedence over the core rules, allowing you to do things that would not normally be allowed. In the case of Lord Kroak, his rule means he can attempt to cast Celestial Deliverance up to three times in the same turn.

    Thus while a unit couldn't normally attempt to charge having retreated with the Ironfist it CAN make a charge because of a Mighty Destroyers trigger.

    Question then is.
    Have I messed up anywhere, has anyone already been doing this and I'm just a numpty? Personally I always just assumed you couldn't retreat with the Ironfist move but that doesn't seem to be the case.

  7. 1 hour ago, jondoe297 said:

    Also if you use the iron fist battalion can you not run in your move phase (again I've been playing no, but rereading the battalion, have a I read something that isn't actually there, or am I doing it right)

     

    You can, the Ironfist specifically has no restrictions on running or moving later in the phase.

    1 hour ago, jondoe297 said:

    If you use the d6 move to retreat out of combat, can you still charge later in the turn (I've been playing not)

    I don't remember where but I think I read something which implied to me you couldn't use it to retreat. Something to do with not being able to use it while within 3" of an opponent. I'll have a fish through the FAQ's and see if I can pull up a reason.

     

    EDIT: Apparently I'm wrong on point 2 at least.

    Quote

    Q: Some abilities allow a model to make a move out of sequence (in the hero phase, for example), or to make a specific type of move (a ‘6" retreat move’, for example). Can I run when I make these moves?

    A: You can only run if the ability refers to making a ‘normal move’ (which includes any move made ‘as if it were the movement phase’) and the ability doesn’t specify the distance of the move. Note that the restrictions that apply to normal moves (not moving within 3" of the enemy, and having to retreat if they start within 3" of the enemy) also apply to normal moves made in any other phase.

    However, these restrictions do not apply to any other sort of move. So, for example, if the ability said ‘This unit can make a normal move’ the unit could run and could not move within 3" of the enemy unless it retreats, and if it said ‘This unit can move D6".’ then it could not run but could move within 3" of the enemy.

    EDIT2: Checked the Ironfist wording.

    It says "can move as if it were the movement phase but cannot run. So while it doesn't say "normal move" it is because it predates that term. So yes you could retreat but no you can't charge later.

    Going to look up the Ironjawz rules wording, think there might be some shenanigans here.

  8. 13 hours ago, Turbo_Otter said:

    I recently got a second Mawkrusha (which I'll build as the big bad G, obviously)

    Personally I magnetised the hell outa my MK's just to make them more transportable.

    One thing I would definitely recommend is doing it for the boss to the MK and the bosses banner off his back. This means if you paint your cabbages up to look distinct from each other you can transfer your bosses around them for variety when using them. 

    • Like 1
  9. 31 minutes ago, BobbyB said:

    what was the list out of interest? Sorry if this has been covered already, couldn't find it!

    Basically this 

    Allegiance: Ironjawz
    Mortal Realm: Hysh

    Leaders
    Megaboss on Maw-Krusha (440)
    - General
    - Artefact: Mirrored Cuirass 
    Orruk Warchanter (80)
    - Artefact: Aetherquartz Brooch 
    Orruk Warchanter (80)
    - Artefact: Lens of Refraction 
    Orruk Weirdnob Shaman (120)
    Orruk Weirdnob Shaman (120)

    Battleline
    10 x Orruk Ardboys (160)
    5 x Orruk Brutes (180)
    5 x Orruk Brutes (180)
    3 x Orruk Gore Gruntas (140)
    3 x Orruk Gore Gruntas (140)

    Battalions
    Ironfist (180)
    Bloodtoofs (120)

    Endless Spells
    Chronomantic Cogs (60)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 118
     

    The key point is the Broach and Bloodtoofs. It wasn't supposed to be a competitive tournament and I felt bad about it afterwards.

    • Like 2
  10. So there's a few things which are important.

    First is that an average ~3.5" of movement nearly doubles the move characteristic of the units which need it. Second there's the extra CP, which is "50 points" on it's own, then you get the second artefact and lastly it reduces you down to the mid-range number of drops. That last one is something I found is way more important than you think as armies generally fall into one of two categories. "I want to decide whether I go first or not" and "I don't care whether I decide". With an Ironfist, our average drop count is at around 6/7. This obviously won't give you a choice against one drops, like bloodtoofs, but it will reliably give you the choice against any army which even vaguely sits on the fence. 

    Lastly, as The Big G is one of the main reasons to NOT go Bloodtoofs, you still want a battalion to go with him. Assuming you aren't going Gordrakkfist then the Weirdfist is really....well weird with him. It doesn't synergise properly and feels like the two portions of your army are fighting against each other. In that regard the Ironfist is the clear winner.

    In the end it really comes down to what level you are after achieving. If it's topping the grand final, go look at another allegiance because honestly we are not even close to king at the moment, or if you want the strongest army IJ can put out at the moment it is probably Gordrakkfist.

    Other than that only the Brutefist isn't a 3/5 or 4/5 (on a good day) imo. Just don't take the Brutefist and you'll get something that is pretty solid.

     

  11. 11 hours ago, Turbo_Otter said:

    Recently got back into Ironjawz after taking Nurgle for a spin and for starters, thank you to everyone who has contributed here. This thread is a goldmine. I'm gonna start practicing with a Bloodtoof list soon but I got curious about what typically goes in an Ironfist list and how it's playstyle differs from the massive alphastrike of the Bloodtoof build (someone mentioned the Ironfist list as one of Ironjawz better builds a page or two back).

    Thanks again for all the inspiration!

    So I just want to add here. @DerZauberer is "correct" in that everything he has said after his initial assumption is true based on that assumption.

    The true power of a standard Ironfist, as opposed to a Mega-battalion of either variety, is that you don't need to max out the battalion. This, combined with the 120 points spare from the Mega-Bat and the fact the MK is no longer required, makes a standard Ironfist infinitely more flexible than a Mega-Battalion list.

    To illustrate this point here are two lists which hit the absolute minimum requirements to be legal at 2k.

    Spoiler
    Quote

    Allegiance: Ironjawz

    Leaders
    Orruk Warchanter (80)

    Battleline
    3 x Orruk Gore Gruntas (140)
    3 x Orruk Gore Gruntas (140)
    3 x Orruk Gore Gruntas (140)

    Battalions
    Ironfist (180)

    Total: 680 / 2000
     

    Quote

    Allegiance: Ironjawz

    Leaders
    Megaboss on Maw-Krusha (440)

    Battleline
    3 x Orruk Gore Gruntas (140)
    3 x Orruk Gore Gruntas (140)
    3 x Orruk Gore Gruntas (140)
    3 x Orruk Gore Gruntas (140)
    3 x Orruk Gore Gruntas (140)

    Battalions
    Ironfist (180)
    Bloodtoofs (120)

    Total: 1440 / 2000

    The second list reserves nearly 3/4 of your points in Mandatory selections while the first leaves you nearly 3/4 Spare

    Given how expensive Ironjawz units are, across the board, the flexibility and lack of restrictions (two separate things) allows you to have a much more personalised list. As an example try building a Bloodtoof's list with 30 Ardboys in it, having done so it's incredibly tight on the points and essentially mandates what list I'm running. With only a basic Ironfist I can comfortably fit two units of 30 in and still have points to throw around. Additionally, as @DerZauberer pointed out, you are just putting more models and wounds on the board, this is not something to overlook.

    If you are going up to the full 5 stack Ironfist at that point, in my opinion, you are better off swaping into either a Mega-Battalion or a weirdfist. 120 points to get +2 bravery across the board is a god send, that's before you add in the third artefact or free CP. 

    Another great point to bring up is the one which @Backbreaker asked about a few pages back, that being any list which doesn't use a Cabbage. In that case it was a question about using Gordrakk with an Ironfist, something which we fall 20 points short of doing in a Mega-Battalion. The Big G is actually one of the best reasons you would take an Ironfist without taking Bloodtoofs or Ironsunz, the Weirdfist just doesn't fit with him.

    Conclusion

    In a lot of ways Bloodtoofs is the modern incarnation of our old Ironfist lists however in reality it's actually a small sub-set of the broader Ironfist lists which work for all the same reasons. 

    If you are considering which of the two to use it really comes down to asking yourself how drastically your Ironfist list will change to become a Bloodtoofs. If it's just "I have 1 shaman instead of 2" grab the Bloodtoofs, on the other hand if it requires you to add in two whole new units and drop a bunch of stuff then those are actually two different lists that will play very differently. In that regard play with both and see what you prefer.

    To give you an idea, this is the list I was using prior to AoS2, against the one I'm using now, to show how some lists don't transfer straight over. One thing I would say in particular is notice the huge difference in how many wounds/models I'm putting on the table.

    Spoiler

    Allegiance: Ironjawz

    Leaders
    Orruk Megaboss (140)
    - General
    - Trait: Prophet of the Waaagh! 
    Orruk Warchanter (80)
    Orruk Warchanter (80)
    Orruk Weirdnob Shaman (120)
    Orruk Weirdnob Shaman (120)
    Gitmob Grot Shaman (80)
    - Allies

    Battleline
    30 x Orruk Ardboys (450)
    10 x Orruk Brutes (360)
    3 x Orruk Gore Gruntas (140)
    3 x Orruk Gore Gruntas (140)

    Units
    20 x Gitmob Grots (100)
    - Bows & Slashas
    - Allies

    Battalions
    Ironfist (180)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 180 / 400
    Wounds: 175

    Spoiler

    Allegiance: Ironjawz

    Leaders
    Megaboss on Maw-Krusha (440)
    - General
    Orruk Warchanter (80)
    Orruk Warchanter (80)
    Orruk Weirdnob Shaman (120)
    Orruk Weirdnob Shaman (120)

    Battleline
    10 x Orruk Ardboys (160)
    5 x Orruk Brutes (180)
    5 x Orruk Brutes (180)
    3 x Orruk Gore Gruntas (140)
    3 x Orruk Gore Gruntas (140)

    Battalions
    Ironfist (180)
    Bloodtoofs (120)

    Endless Spells
    Chronomantic Cogs (60)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 118

     

    • Like 4
  12. 28 minutes ago, broche said:

    @Malakree i think it was intended that you can use it any time. For the 'any' i would guess their intention was you can bring 1 units per game. But RAW, it seem one you trigger the ability, you can actually get back all destroyed units.

    In that case i guess a small ardfist (3 x 10 ardboys) is worth trying. You can screen with them turn 1-2 then agains non shooty army you could realisticaly bring back 2 units during turn 3 and grab some objectives.

    If I was going to do it I would take probably 4/5 units of 10 and then use them to screen. Push them right up the board as far as possible so that armies which hit really hard run into a giant speed bump, then ideally let them have priority turn 2 so that you get the endless spells move first and they waste their turn trying to get through the Ardboys.

    At that point you can probably bring back 2-4 units on YOUR turn 2 and fish for the double yourself.

    Hell it's a bit of a funky list but this would be a laugh at least

    Spoiler

    Allegiance: Ironjawz
    Mortal Realm: Hysh

    Leaders
    Megaboss on Maw-Krusha (440)
    - General
    - Trait: Prophet of the Waaagh! 
    - Artefact: Daubing of Mork 
    Orruk Warchanter (80)
    - Artefact: Mirrored Cuirass 
    Orruk Warchanter (80)
    - Artefact: Aetherquartz Brooch 

    Battleline
    10 x Orruk Ardboys (160)
    10 x Orruk Ardboys (160)
    10 x Orruk Ardboys (160)
    5 x Orruk Brutes (180)
    5 x Orruk Brutes (180)
    5 x Orruk Brutes (180)

    Battalions
    Ardfist (170)
    Brute Fist (180)

    Total: 1970 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 131

    It even comes out as only 5 drops!

     

    • Like 1
  13. So I'm checking Errata's for something else and just had a reread of the Ardfist rule.

    Quote

    Page 121 – Ardfist, Drawn To The Waaagh! Change the second sentence to: ‘Once per battle, if this battalion’s Warchanter is on the battlefield, you can replace any units from this battalion that have been destroyed.

    So Inputing this into the Ardfist.

    Quote

    The Intoxicating beat drummed out by Orruk Warchanters draws many Ardboys out of the badlands.
    Once per battle, if this battalion’s Warchanter is on the battlefield, you can replace any units from this battalion that have been destroyed
    The replacement unit is identical to the unit that was destroyed, and must be setup with all models within 6" of the edge of the battlefield, and more than 6" from enemy units. Within these restrictions it must be deployed as close to the battalion's warchanter as possible....

    So a few thoughts.

    1. This ironically removes the requirement that it be used in your Hero Phase. While this is clearly a mistake currently there is no restrictions on WHEN we use this once per game.
    2. So if our opponent makes some long range charges that put the Warchanter into combat unexpectedly we can use the ability reactively before it dies.
    3. As it says "Any units" this means that if, when we use it, all the Ardfist other than the WC is dead we get all the units back.
    4. Theoretically if you hold it back you could resurrect 1500+ points of Ardboys.
    5. With proper placement of the first unit of 30 Ardboys you could force units 2 and 3 to be much further away from the Warchanter that is obvious.
    6. 6" is really ****** close for a unit that gets +3 to charge base.
    7. This seems a bit filthy...

    Opinions.

    • Haha 1
  14. 3 hours ago, Fablo said:

    Let me understand: Mighty Waagh give us +1/2 attacks, same for Waagh...but we need to roll 6 two times. But the other 5 bonus attack?
    I miss something for sure ?

    Thanks guys

    As @Andrew G and @PlasticCraic said it's to do with the Aetherquartz Broach, an artefact from Hysh.

    I had a turn 2 engage against a Nighthaunt army in a throne of skulls tournament and got 8 Mighty Waaagh! running off 3 CP's, I rolled one 6 (was running Ironclad not Prophet) and had 9 extra attacks with every weapon.

    At that tournament I averaged 5 bonus attacks from stacked Mighty Waaagh!

    • Like 1
  15. 3 hours ago, Luke.w said:

    With the brutes in two units of 5, the best target for the warchanter will most likely be the MBMK. Since he is already survivable with Ironclad, I may consider using the sword of judgment on him to pump out mortal wounds in hero fights. 

    You have not seen a unit of 5 Brutes with 9 extra attacks on every weapon. The MK doesn't need it...

    • Like 1
  16. 1 hour ago, Txplays said:

    Thinking about running a Bloodtoofs with 1 or 2 drops so most likely will be able to pick 1st turn.  My question is when should I go 1st and when should I go 2nd?

    Can you get onto a key character or unit and kill it before they start buffing up. So for example if you can get a huge Waaagh! running and slam into a stardrake before it starts getting all the lantern buffs making it unkillable. If so take first turn. (This is known as an Alphastrike)

    By the same token, can you seize position allowing you to deny your opponents control of the objectives and force the game into a long grind where you hold the objectives for all of it. If so take first turn.

    If either of these are not true OR you don't think you can soak a double turn then give it to them and deploy in a fashion that lets you stop them properly alphastriking you back.

  17. 1 hour ago, Lanoss said:

    I hadn’t considered adding in 20 ArdBoyz, replacing 5 brutes and the shaman + cogs. Very interesting

    I haven’t had much experience with ArdBoyz. How viable are they now? What is everyone’s experience with them?

    With the Waaagh! stacking, a warchanter buff and the 2h they can pump a TON of damage just from the sheer number of models.

    Assuming you only get 3 Waaagh! running on T1 that's 30 extra attacks on 3+/3+/-1/1 which is pretty solid and easily achievable. If you pull +9 attacks, gotta love that Aetherquartz broach, you are doing 110 attacks from a unit that costs you 160 points, it's a level of disgusting that's unreal.

    • Like 2
    • Thanks 1
  18. 31 minutes ago, broche said:

    I had an idea today about using bonesplitterz pig (the one that retreat and charge) in Ironjawz. 10 pig is only 200 pts, add 30 wounds to your army and huge board coverage

    Aren't they on smaller ovals than GG's? Just checked and they are.

    How about Gitmob Wolf Riders instead. You lose a wound per model but it drops to 90 points and they have a 4+ save while there are 5+ models, You get free wolf bows with them as well. Additionally the wolf riders move 12" instead of 9", get +2" to run and their banner is if there is no enemies in 3" rather than requiring it.

    As a screen I would say it depends what really comes to the forefront as the strongest army type. If it's magic then you want the Savage Boarboyz, where as against shooting you would want the wolf riders. If they aren't running melee I'd rather have the wolves for the longer charge range to pin stuff in combat.

     

    • Like 1
  19. 4 minutes ago, broche said:

    i think Cog is a bit overated. With bloodtooth you already have +d6 and +2 to charge. Cog won't help you that much get in combat in round 1 at this point.
    And you already have 300 pts invested in non-wound. I think Cog is better in a weirdfist for the extra cast and reroll save!

    So the +2 to move and charge really can be massive but it depends on both procs and battleplans. If you get any Ironjawz moves it makes a ton of difference just because it functions as +4" to move and +2" charge ontop of the normal +4 for the proc. For the battleplans that are 18" apart when you combine it with all the other buffs most of your army will get in combat. The problem is the same as why it can be so good, it relies on procs and battleplan.

    Personally I love the Bloodtoofs, however that's because of the +2 bravery rather than the charge range which is more a nice perk. I'd say the cogs are "slightly" overrated but not that much, the thing is there are so many good options and it is just the most obvious one. To give some examples the spoilers below are some potential lists.

    Spoiler

    Allegiance: Ironjawz

    Leaders
    Megaboss on Maw-Krusha (440)
    Megaboss on Maw-Krusha (440)
    Orruk Weirdnob Shaman (120)

    Battleline
    3 x Orruk Gore Gruntas (140)
    3 x Orruk Gore Gruntas (140)
    3 x Orruk Gore Gruntas (140)
    3 x Orruk Gore Gruntas (140)
    3 x Orruk Gore Gruntas (140)

    Battalions
    Ironfist (180)
    Bloodtoofs (120)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 103

    1 drop double cabbage. It's almost a Gordrakkfist but doesn't use the Big G, being a 1 drop means you have 50/50 odds to get first turn against other 1 drop lists.

    Spoiler

    Allegiance: Ironjawz

    Leaders
    Megaboss on Maw-Krusha (440)
    Orruk Warchanter (80)
    Orruk Warchanter (80)
    Orruk Weirdnob Shaman (120)
    Orruk Weirdnob Shaman (120)

    Battleline
    3 x Orruk Gore Gruntas (140)
    3 x Orruk Gore Gruntas (140)
    5 x Orruk Brutes (180)
    5 x Orruk Brutes (180)
    10 x Orruk Ardboys (160)

    Battalions
    Ironfist (180)
    Bloodtoofs (120)

    Endless Spells
    Aethervoid Pendulum (40)
    Quicksilver Swords (20)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 118

    A super solid core with two wizards and some great potential for MW output.

    Spoiler

    Allegiance: Ironjawz
    Mortal Realm: Ulgu

    Leaders
    Megaboss on Maw-Krusha (440)
    - Artefact: Miasmatic Blade 
    Orruk Megaboss (140)
    - Artefact: Sword of Judgement 
    Orruk Warchanter (80)
    - Artefact: Spellmirror 
    Orruk Warchanter (80)
    Orruk Warchanter (80)
    Orruk Warchanter (80)

    Battleline
    5 x Orruk Brutes (180)
    5 x Orruk Brutes (180)
    3 x Orruk Gore Gruntas (140)
    3 x Orruk Gore Gruntas (140)
    10 x Orruk Ardboys (160)

    Battalions
    Ironfist (180)
    Bloodtoofs (120)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 125

    No wizards but has the ultracheese going on in it. Honestly the ability to delete characters with the Sword of Judgement is absolutely fantastic and even without it 4 warchanters is still solid for us.

    All of these lists are still 1 drops, still bloodtoofs but have a slightly different spin depending on how you want to run them.

    • Thanks 1
  20. 35 minutes ago, Backbreaker said:

    Mmmm... so is it worth to take ironfist instead of gorefist only to have "access" to brutes and to a movement buff every turn ? 

    I'm not sure now... alpha strike T1 seems our way to negate other armies shenanigans...

    It's definitely viable you just have to work out what kind of list you are building. So far I think we have 4ish viable builds which are distinct.

    • Gordrakk + Gorefist - This lists works by taking priority turn 1 and trying to cripple your opponent out of the game before they can do anything. A classic Alphastrike.
    • Classic Ironfist - Very versatile and reliable there are a huge number of varieties for this, a staple of Ironjawz.
    • Bloodtoofs - A relatively new list made stronger with the release of Chromatic Cogs. Very restrictive from a list building perspective it's power is in just how quickly it can go. It straddles the divide between the first two.
    • Weirdfist - Far more defensive than the other options we have. What used to be a gimick list has really come into it's own with AoS2 and Malign Sorcery due to the reduced cost of both the battalion and the Balewind plus all the increased defence against sniping the weirdnob now has.
  21. So if you swap the gorefist to an ironfist it becomes a standard ironjawz list instead of the alphastrike list.

    Losing the 15" of movement makes your engage far less reliable. On some battleplans the enemy can deploy far enough back to deny you and you risk part of your army getting in.

    Gordrakk works with an ironfist, but you are looking for a turn 2 fight most of the time not alphastrike.

    Specifically the gordrakkfist tries to take priority turn 1 and hit the opponent before they can buff.

    • Like 1
  22. 1 hour ago, broche said:

    Solid list @Imperial, for me this is clearly a T1 list. Hard to screen with the 2 Krusha potentially doing 8 mortal before gruntas charge. I don't think a lot of army can handle that big spike of damage round 1. I would use Fungoid over Grot shaman maybe?  (so you can open with both Mystic shield and Cog and your odds are much better)

    @ImperialI love the idea of Prophet of the Waaagh! and Aetherquartz broach together, it's such a level of filth.

     

    Honestly Ironjawz is such a vicious Alphastrike army now. The two core lists I see us building are the Goredrakkfist and Bloodtoofs with cogs. Both of them can jump across the board suddenly and tear someone a new one.

    I played several games at Bravery One British Open last weekend, i found I was very much jumping across the board suddenly and deleting key portions of their army. Even when I got jumped on by a vicious DoK army, which forced me to go first then double turned me, the remnants of my army still managed to dive through various gaps and kit key stuff. Had I been in a better frame of mind and some house rules not been in play I could have easily have minced them.

    My most memorable game was probably against triple stardrake which involved me going first and deleting everything other the stardrakes and putting one down to 4 wounds.

     

    I do wonder if there is a slightly more conservative list revolving around the fungoid and and double MK. 

    Quote

    Allegiance: Ironjawz
    Mortal Realm: Hysh

    Leaders
    Megaboss on Maw-Krusha (440)
    - Artefact: Mirrored Cuirass 
    Orruk Warchanter (80)
    - Artefact: Aetherquartz Brooch 
    Fungoid Cave-Shaman (80)
    - General
    Megaboss on Maw-Krusha (440)

    Battleline
    30 x Orruk Ardboys (450)
    - 20x Choppa or Smasha & Shields
    10 x Orruk Ardboys (160)
    10 x Orruk Ardboys (160)

    Battalions
    Ardfist (170)

    Endless Spells
    Malevolent Maelstrom (20)

    Total: 2000 / 2000
    Extra Command Points: 1
    Wounds: 138

    Use the Ardboys/Ardfist to take up space and stall the game giving you chance to position for a turn of both cabbages getting potential double charges with the Fungoid Shamans CA.

    Not to mention it would be an absolute nightmare to shift something like this. 

    • Like 1
  23. 3 minutes ago, IndigoGirls said:

    Again, thanks for all the information, I'm planning a big move and will be taking my BCR with me. Therefore, I'm trying to think of some fun additions to keep the army fresh and the pigs seem like the ideal candidate.

    I was at Bravery One British Open last weekend and there was a Braggoths there. I don't know how it finished in the final standings but I think it was mid tables when I saw it.

  24. @IndigoGirls

    I have run units of 6 several times and I personally like them. They are a bit unwieldy due to the huge amount of board space they take but it changes the roll they play.

    At 3 ggs are a medium cav harassment unit which threatens weak units or poorly defended units. At 6 they become heavy shock cav capable of serious damage even without the 8" charge.

     There are a few other things to consider since you will be running bragoths beast hammer.

    Both ggs and mournfang love the +1 to hit and at 5 wounds 7 bravery it's incredibly hard to battleshock them. 

    A block of 6 is generally only getting 4 into combat which ironically means they don't lose damage with the first few casualties. This is by far the biggest difference I found between 3 and 6. At 3 losing 1 gg really tanks their output but at 6 it's 15-20 wounds before the same happens. This means you can realistically activate them last without to many problem, very important for bcr. 

    Its also worth noting that the spare bodies will make it easier for you to keep then in range to give the +1 to both their own unit and the mournfang.

    Personally I would say try it. If you want to run the beast hammer you need 6 anyway. Fight a friendly game against someone who will let you proxy 3 bases for a unit of 3 and compare how you feel about both unit sizes. Would you rather just have more mournfang instead etc.

    • Thanks 1
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