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Malakree

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Posts posted by Malakree

  1. 1 hour ago, Lord Krungharr said:

    Definitely eagerly awaiting the new book.  Hoping the allied Kruleboyz troggoth units will still be viable/permitted....but also wondering if allied Wurrgog Prophets might be good to take too for extra needed MW output.  Just read a report about Lumineth stoneguards who ignore rend-2 or something.  That's a bit scary!  Need a potent staring contest to deal with that noise.  Plus extra wizardry doesn't hurt.

    The Wurrgog declines in effectiveness hard without the tatoos.

  2. 50 minutes ago, Lord Krungharr said:

    But he doesn't do anything besides being able to issue commands does he?  If the Jabbertoad was able to work better, that would be something.  I'm gonna get the model though, just too good to not paint.

    He's a lot tankier than you expect, outputs status effects and does mortal wound damage instead of normal damage. If nothing else at 130 points he's got 11 wounds on a 4+ with regen.

    There's also some really janky stuff you can do with movement/piling in because of how his base works.

    • Thanks 1
  3. 12 hours ago, Lord Krungharr said:

    I can't think of another Forgeworld unit that is in a battletome; doubtful the Hag will in the next tome.  But Mollogg probably will be (I see the deer aelves are in the Sylvaneth book), and hopefully he'll do something useful besides look fantastic!

    IMO Molloggs current warscroll is slightly underrated. He just suffers from being overcosted, at 130/140 he'd actually be a really solid contender.

  4. 1 hour ago, dirkdragonslayer said:

    • Rockgut Troggs (x3)

    That leaves you at 810 points. From there you could reinforce either squad of rockguts to make them hit harder or add another fellwater squad.

    Personal experience tells me that 6 rockguts is so much better than 3. Not only does the rock throw become automatic but attrition to the unit is no where near as crippling.

    Also, seriously consider a marshcrawler sloggoth from the kruelboyz. A generic +1 to hit aura helps a ton.

    • Like 2
  5. 9 hours ago, Ulfast said:

    Is it still possibly to play a army with only trolls in all forms? I just saw Troll on Netflix and got inspired. Can really recommend that movie!

    The combo of troggboss and slogoth is dirty as sin. 2+ rerolling 1s to hit massively increases the armies reliability.

  6. 33 minutes ago, NauticalSoup said:

    Wait, can you actually do this? I don't think you should be able to. He can order them in Big Waaagh but you can't take other orruks as allies in Warclans, you can only pick units that are tagged for your subfaction.

    Although if you could I still probably wouldn't...

    No you can't.

  7. Caveat, I haven't played kruelboyz and I only have 1 unit of gutripperz which are overcosted as sin atm (10 arboyz is 10 points cheaper at 170).

    Is it not worth going grinning blades. Even most spells require LoS to target forcing everything to come into 12" to shoot/spell you. Only real problem is sentinels but tbh they should dumpster kruelboyz whatever you do. 

  8. On 7/30/2022 at 6:53 PM, Someravella said:

    Hi!

    I have a question about companions. I noticed that the core rule 22.3.1 says that companions are treated as mounts for the purpose of rules.

    My doubts are:

    1) Does that mean that companion grots (killaboss' grot, shaman's grot, killbow's crew) do not benefit from "venom-encrusted weapons"?

    This also affects Mannok's missile weapon. I know that the sloggoth's grots do not benefit from VEW because the warscroll does not have the ORRUK keyword.

    Someone in reddit said that the warscrolls say that companions are PART OF THE MODEL or treated as a SINGLE MODEL, and thus they have VEW, but I think that this is done to consider that the grot model on its own base cannot count as an additional model when disputing objectives, cannot be the target of attacks, etc.

    2) Does that mean that the Snatchaboss ability "snatch and grab" does not affect models with any kind of companion (regardless if they are an *actual* mount)? For instance, Lord-imperatant accompanied by a gryph-hound or another Kruleboyz Killaboss with its grot. What is even worse, considering the rule 22.3.1, this could also mean that models with a companion in the same base (for instance, Mannok and its crow) cannot be the target of this ability!

    Just when I thought that things couldn't get any worse for Kruleboyz...

    The companion weapon is an attack profile. It is counted as a mount therefore it's attack profiles don't benefit from vew. 

    By the same token models with companions are considered to have mounts and thus cannot be targeted by the snatcha boss. This would also apply to weapons with crew.

  9. 7 hours ago, Smash said:

    This is such a huge deal! And the biggest edge you get for playing big waaagh imo. 

     

    Have you considered having some pigs in your list? They synergize so well with teleport and hunters. I always have multiple pigs with me because they can threaten the backline pretty reliably with teleport. You teleport them 12" away, then use mighty destroyers to move up 9" so you get that guaranteed charge.

    I did but honestly if I'm going pigs I'd just go for the Bloodtoofs alphastrike. It would be swapping out the 10 brutes for 6 pigs, I think I'd rather just have gobsprakk for his spells.

    My list is definitely a zone control meat grinder style rather than trying to actually blitz the opponent.

    EDIT: In essence it's a stylistic choice.

    EDIT2: Also I just realised how amazing ironskullz boys are now. A unit wide ward save, still hitting on 3+/3+ and has rend. They also have the benefit of not being galiteian which means that against bounty hunters they actually are 8 wounds vs normal are boys effective 5.

    Not to mention being 5 points CHEAPER.

  10. Went to the WHW matched play event last weekend, did pretty poorly and only went 2-3 but I thought I'd do a recap with some basic thoughts for people.

    List+comments

    Spoiler

    Allegiance: Big Waaagh!
    - Grand Strategy: Waaagh!
    - Triumphs: Inspired

    Leaders
    Megaboss on Maw-Krusha (480)
    - General
    - Boss Gore-hacka and Choppa
    - Command Trait: Hulking Brute
    - Artefact: Armour of Gork
    - Mount Trait: Mean 'Un
    Orruk Warchanter (115)
    - Warbeat: Fixin' Beat
    Orruk Warchanter (115)
    - Artefact: Arcane Tome (Universal Artefact)
    - Warbeat: Get 'Em Beat
    - Lore of the Weird: Foot of Gork
    Orruk Weirdnob Shaman (90)
    - Lore of the Weird: Da Great Big Green Hand of Gork
    Wurrgog Prophet (150)
    - Artefact: Glowin' Tattooz
    - Universal Spell Lore: Levitate
    Wardokk (80)
    - Universal Spell Lore: Levitate

    Battleline
    10 x Orruk Brutes (320)***
    - Pair of Brute Choppas
    - Reinforced x 1
    10 x Gutrippaz (180)***
    5 x Orruk Ardboys (85)***
    5 x Orruk Ardboys (85)****
    5 x Orruk Ardboys (85)****
    5 x Orruk Ardboys (85)
    5 x Orruk Ardboys (85)

    Endless Spells & Invocations
    Prismatic Palisade (40)

    Core Battalions
    *Warlord
    **Warlord
    ***Bounty Hunters
    ****Expert Conquerors

    Total: 1995 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 148
    Drops: 13

    So few things to note.

    • The gutrippaz are in the list because I put a lot of work into painting them and love the models, in general they are bad and should just be 2 more units of ardboys or a unit of brutes.
    • Prismatic palisade is because I see 45 points spare and have a need to use them. It should just be left out to both gain the triumph and deny the opponents.
    • Levitate is there but I never used it. The wardokk will always dance for either the +1 to unbind or the heal on the wurrgog. The wurrgog will use his mask or fist+mystic shield.
    • For some reason I played as if Waaagh! required 2 units from general/battleline. which means I didn't play for it when I should have done and didn't score it in game 5 when I should have. 

     

    Game 1
    Win vs Kruelboyz on Prize of Gallet

    His List/Result

    Spoiler

    Allegiance: Kruleboyz
    - Warclan: Grinnin' Blades
    - Grand Strategy: Take What's Theirs

    Leaders
    Snatchaboss on Sludgeraker Beast (315)
    - General
    - Command Trait: Supa Sneaky
    Snatchaboss on Sludgeraker Beast (315)
    - Artefact: Arcane Tome (Universal Artefact)
    - Mount Trait: Fast 'Un
    - Lore of the Swamp: Nasty Hex
    Snatchaboss on Sludgeraker Beast (315)
    Swampcalla Shaman with Pot-grot (105)

    Battleline
    10 x Gutrippaz (180)
    10 x Gutrippaz (180)
    10 x Hobgrot Slittaz (80)

    Behemoths
    Krondspine Incarnate of Ghur (400)
    - Allies

    Endless Spells & Invocations
    Purple Sun of Shyish (70)
    Horrorghast (40)

    Core Battalions
    *Battle Regiment

    Total: 2000 / 2000
    Reinforced Units: 0 / 4
    Allies: 400 / 400
    Wounds: 98
    Drops: 1

    3-2

    The Game

    Spoiler

    He took turn 1,
    Super sneaky the arcane sludgeraker into my front line as I had my MK with only a unit of Ardboyz in front of it. He tried to cast Nasty Hex but I denied it. The sludgeraker couldn't get into 1" of the MK, did 4 damage to it but wiped out the unit of Ardboyz. MK then piled in and ripped it in half. Incarnate also bum rushed my right flank.

    I pushed forward, killed the hobgrots with brutes/ardboys and the MK wiped a unit of gutripperz. Due to his pile in I managed to get the boss and one special weapon of the brutes into his other gutripperz which killed 7(!) of them, damage 4 on them is disgusting. The gutripperz got chucked into the incarnate and had 2 models left.

    He got prio turn 2, chucked both his remaining sludge rakers into the cabbage, kruelboyz waaagh to activate both before I could attack and proceeded to wiff so hard it was unreal. MK lived on 2 wounds, killed one sludgeraker. And incarnate finished the gutripperz. My turn 2 I killed his other sludgeraker and chucked some ardboyz to stall the incarnate.

    I won prio turn 3 he conceded.

    Honestly his sludgeraker rolls were horrific, all 3 of them only did 18 wounds to him total. Bounty hunter brutes ravaged his line and I fed the incarnate chaff until it was alone then just kited it round the board.

    Game 2
    Loss vs Maggotkin In the Presence of Idols 
    His List/Result

    Spoiler

    Allegiance: Maggotkin of Nurgle
    - Subfaction: Drowned Men
    - Grand Strategy: No Place for the Weak

    Leaders
    Lord of Afflictions (210)
    - General
    - Command Trait: Overpowering Stench
    - Artefact: The Splithorn Helm
    Lord of Afflictions (210)
    - Artefact: Arcane Tome (Universal Artefact)
    - Lore of Malignance: Rancid Visitations
    Bloab Rotspawned (300)
    - Lore of Malignance: Gift of Disease
    Orghotts Daemonspew (300)
    Morbidex Twiceborn (320)

    Battleline
    2 x Pusgoyle Blightlords (220)
    2 x Pusgoyle Blightlords (220)
    2 x Pusgoyle Blightlords (220)

    Core Battalions
    *Command Entourage - Magnificent
    **Bounty Hunters

    Total: 2000 / 2000
    Reinforced Units: 0 / 4
    Allies: 0 / 400
    Wounds: 103
    Drops: 8

    5-0 (First Place)

    The Game

    Spoiler

    This game largely played out in the first two turns. He deployed entirely on the board with no deepstrike.

    I was give first turn, I moved up cautiously and prepared to receive a charge. He charged forward and the whole thing very quickly devolved into a giant mess. He got prio turn 2 and by the start of turn 3 he'd lost all 3 units of flies while I was down the MK, wurrgog, brutes, and warchanter with foot and 3 units of ardboyz.

    I scrambled for objectives but he denied hand of gork 3/4 and I miss cast it turn 5.

    The game ended 15-22, I got 4 of my battle tactics. If I'd managed to get turn 2 prio or a hand of gork off it would have been very close. The biggest problem I would have had was I was that I couldn't have scored by Grand Strat which would have swung it for him imo.

    Bounty hunters on the flies really showed how obnoxious that battalion is. The jump from 1 damage to 2 meant he ripped through my infantry easily. His ward saves were also ungodly, the MK stomped a unit of flies turn 1 and he saved 6 of the 7 mortals. Meanwhile on turn 2 his general had a 3+ ward up which tanked the foot, wurrgog and MK to live on a wound.

    I made a pretty huge misplay in his turn 2 by moving the MK into 3 of his general. It meant that when I stomped the flies who were tying him up I couldn't pile in and stomp the general, that was the 1 wound I needed. Had I killed him I would have had my MK going into 3 and turned off his 7" CA blocker.

    In retrospect the game was actually much better/closer than I realised at the time.

    Game 3
    Minor Loss vs Soulblight on The Lurkers Below
    His List/Result

    Spoiler

    Allegiance: Soulblight Gravelords
    - Lineage: Legion of Night
    - Grand Strategy: Lust for Domination

    Leaders
    Mannfred von Carstein, Mortarch of Night (380)
    - Lore of the Deathmages: Decrepify
    Vengorian Lord (280)
    - General
    - Command Trait: Terrifying Visage
    - Artefact: Chiropteran Cloak
    - Lore of the Vampires: Amethystine Pinions
    Necromancer (125)
    - Artefact: Arcane Tome (Universal Artefact)
    Vampire Lord (140)
    - Lore of the Vampires: Spirit Gale

    Battleline
    10 x Deathrattle Skeletons (80)
    30 x Deathrattle Skeletons (240)
    - Reinforced x 2
    3 x Vargheists (155)

    Units
    20 x Grave Guard (280)
    - Wight Blades & Crypt Shields
    - Reinforced x 1
    5 x Blood Knights (195)
    1 x Corpse Cart with Balefire Brazier (80)

    Endless Spells & Invocations
    Chronomantic Cogs (40)

    Core Battalions
    *Bounty Hunters
    **Expert Conquerors
    ***Warlord

    Additional Enhancements
    Artefact

    Total: 1995 / 2000
    Reinforced Units: 3 / 4
    Allies: 0 / 400
    Wounds: 125
    Drops: 10

    3-2

    The Game

    Spoiler

    He only deployed 10 skeles, manfred, a necro and the corpse cart onto the board.

    Turn 1 it's almost impossible to score any of the battletactics. so I decided to go for I was given Prio turn 1 and teleported my MK across the board 13" away, MD to 3" then charged the skeles. Other than that I screened and pushed up the board.

    Scream/Stomp left 3 skeles. I piled into Manfred and split my attacks, due to the -1 to wound from the corpse cart I left 1 skele alive and tickled manfred who then put 8 wounds onto him. This pile in cost me the game on it's own. He charged bloodknights into the MK who promptly stomped 2 of them then killed another one in melee (damn -1 wound aura).

    He gets prio turn 2, he debuffs the hell out of the MK (-4 attacks and -2 to damage???) then chucks a ton of stuff into at it and manages to kill it. Meanwhile 20 graveguard turn up then fail to charge the brutes. At the end of his turn 1 I claim my objective.

    My turn 2 I claim the central objective, the brutes remove 20 graveguard from the board, I manage to lose 5 ardboys to the 2 bloodknights (bounty hunters again) and then the gutripperz finish them off.

    I get prio turn 3, desperately attempt to take his objective and fail because of 10 skeletons with expert conquerer.

    I get prio turn 4 and once again fail to get the objective because of 10 skeletons with expert conquerer, I did appreciate my 10 attacks from bounty ardboys doing nothing to those skeles...

    He gets prio turn 5, I select my home objective as proving ground so he can't take it despite getting the central objective. I've got a weirdnob/warchanter left and the game ends.

    The end result was 4 battle tactics each, he got the minor for having his grand strat while I didn't. Had I scored the tactic turn 1 it would have been a minor to me.

    This game is super hard to critique because it was so damn hot. Both my opponent and I were dripping with sweat by the end of deployment and made a ton of errors/forgot things etc. My turn 3/4 chucking stuff at his objective was to try and end the game asap.

    Only takeaway here was that I now know the corpse cart has a -1 wound aura and I shouldn't have piled into manfred.

    Game 4
    Win vs Gitz on Head-On Collision
    His List/Result

    Spoiler

    This guy was a last min sub who wrote his list the night before. He didn't have any battalions etc. so obviously me stomping him shows massive skillz.

    Allegiance: Gloomspite Gitz
    - Grand Strategy: 

    Leaders
    Loonboss on Mangler Squigs (290)
    - General
    - Command Trait: Fight Another Day
    - Artefact: The Clammy cowl
    Loonboss on Giant Cave Squig (110)
    - Moon-cutta
    - Command Trait: Fight Another Day
    Loonboss on Giant Cave Squig (110)
    - Moon-cutta
    - Command Trait: Fight Another Day

    Battleline
    12 x Squig Herd (160)
    12 x Squig Herd (160)
    10 x Squig Hoppers (180)

    Units
    10 x Boingrot Bounderz (210)
    - Reinforced x 1
    10 x Boingrot Bounderz (210)
    - Reinforced x 1

    Behemoths
    Mangler Squigs (275)
    Mangler Squigs (275)

    Total: 1980 / 2000
    Reinforced Units: 2 / 4
    Allies: 0 / 400
    Wounds: 156
    Drops: 10

    2-3

    The Game

    Spoiler

    I was given first turn and given that the only battle tactic which I had available being Desecrate I pushed into the middle with two ardboy units protecting the Brutes. I also didn't position to claim my home objective as I wanted the extra VP if I was doubled. Other than that I positioned defensively while making sure the Wurgog was within 12" of the front line.

    His general charged into one of the ardboy units for this ones mine and hopper/boingrotted the other. Brutes responded by killing 8 boingrots. His other stuff began to flank around me.

    He doubled me, I made the central objective a proving ground so only the herds could contest it. His general went into the brutes with a squig herd and they killed 5 of them with the previously charged boingrots. I then retaliated against his herd but forgot the bounty hunter damage bonus, this left enough alive to claim the mid objective.

    My turn 2 I claimed the middle and my home objective, MK stomped 8 boingrots and then piled into his general, killing it. Wurgog stared the hoppers off the board while the brutes cleaned up in mid. I got the double, cleaned up the boingrots, killed another mangler and just generally took control of the board.

    The matchup, terrain and battle plan all favoured me. His lack of battalions obviously hurt him but I don't think it made any material difference to the game. This was essentially a freebee which I won if I didn't mess up.

    Game 5 
    Loss vs Soulblight on The Silksteel Nests
    His List/Result

    Spoiler

    Allegiance: Soulblight Gravelords
    - Lineage: Legion of Night
    - Grand Strategy: Lust for Domination

    Leaders
    Necromancer (125)
    - General
    - Command Trait: Unbending Will
    - Artefact: Arcane Tome (Universal Artefact)
    - Lore of the Deathmages: Decrepify
    - Lore of the Deathmages: Fading Vigour
    Vampire Lord on Zombie Dragon (435)
    - Deathlance
    - Mount Trait: Foetid Miasma
    - Lore of the Vampires: Amethystine Pinions
    - Universal Spell Lore: Flaming Weapon
    Mannfred von Carstein, Mortarch of Night (380)
    - Lore of the Deathmages: Decrepify
    - Lore of the Deathmages: Soul Harvest
    Vampire Lord (140)**
    - Lore of the Vampires: Amethystine Pinions
    - Lore of the Vampires: Soulpike

    Battleline
    30 x Deathrattle Skeletons (240)***
    - Reinforced x 2
    10 x Dire Wolves (135)***
    10 x Dire Wolves (135)***
    20 x Deadwalker Zombies (120)**

    Units
    20 x Grave Guard (280)**
    - Great Wight Blades
    - Reinforced x 1

    Core Battalions
    *Command Entourage - Magnificent
    **Battle Regiment
    ***Expert Conquerors

    Additional Enhancements
    Spell

    Total: 1990 / 2000
    Reinforced Units: 3 / 4
    Allies: 0 / 400
    Wounds: 146
    Drops: 7

    3-2

    The Game

    Spoiler

    There were 3 huge pieces of terrain across the middle of the board, 2 of which were garrison. It left two small passes in the middle of them.

    After being given first turn I decided to use mighty destroyers to allow myself to garision with my brutes in the middle piece and bounty hunter ardboys in the right piece. I also teleported the wurgog forward so that I could place prismatic palisade in the right hand pass which with 5 ardboys placed behind it meant that he couldn't enter the right hand pass properly. His first turn he threw his 20 graveguard into then brutes and wiped them out, while manfred sat in my left pass using pompoms.

    I was given prio turn 2. The wurgog used his mask on the graveguard, killed 4 and then himself. At which point I gave up all pretences at strategy and push across the board as hard as I could. Bounty hunter Ardboys went into the wolves on his far-right objective with the WC +1 damage and proceded to kill a single wolf. The weridnob, wardokk, a WC and unit of ardboys went down the right pass. I also ended up awkwardly holding the my end of the left pass after manfred teleported away.

    The start of his turn two

    • Manfred held my bottom right objective.
    • My 5 bounty hunter orruks were fighting wolves on his top right objective.
    • A unit of 5 ardboys fighting zombies at his end of the right hand pass
    • 5 Conquerer ardboys had garisioned the right hand building.
    • The other 5 conquerer ardboys were just outside of his top left objective
    • His wolves part way through the left hand pass while still preventing me teleporting into his top left objective.
    • An MK and gutripperz holding one side of the left hand pass with a WC behind them
    • 3 support characters hiding behind the palisade.

    The graveguard charged the MK with the VLoZD also tagging the guttripperz. Manfred charged my weirdnob to teleport up to his top left obective. Skeles charged my bounty hunter Ardboyz, wolves moved to burn my bottom left objective.

    I got turn 3, burned his top left objective, minced the graveguard, lost my gutripperz, claimed his central right objective with the ardboys from the building, the bounty hunter ardboys finished off the wolves, my warchanter buffed himself then went bonkers on the zombies reducing them down to 6. 

    The game ultimately resolved with my weirdnob/wardokk beating on his vampire lord until 10 revived graveguard came to save him, my warchanter wiping out the zombies, almost killing the necro and killing ~10 skeles from deflected damage before finally dying to the necro and Bounty Hunter Ardboys doing a zombie movie heroic last stand as they were slowly dragged down by skeles. 

    At the end of the game I there were 3 live objectives on the board, my bottom middle, his top right and centre-left. I had a single Ardboy boss, stood alone in the opponents territory. I should have scored by grand strat here but didn't realise I had.

    Honestly this game was amazing and a ton closer than I expected it to be after I sank 470 points to kill 4 graveguard. I realised I could get 20 Waaagh! points turn two if I did 4 charges, so just went all in.

    Thoughts/Conclusions

    In addition to the stuff which turned up during the games there's several things which I've only realised while writing this.

    First things first, Bounty Hunters is horrific. Brutes don't need it and the Ardboys don't make good use of it, not to mention that most of the stuff you want to kill is generally not battleline or has a mount. On the other hand all your stuff is vulnerable to it and is only made even more fragile by it. IMO bounty hunters really needs some sort of change, atm it just heavily favours high attack, low damage cavalry.

    List wise, the gutripperz are overcosted and suck without the support pieces and I should not be running the endless spells. I love having the 4 wizards, it actually lets you deal with some of the nastier spells people throw out. The arcane tome/foot of gork is really nice to have and sometimes will just delete things for you, combined with the wurgog mask it can be devastating.

    I hadn't realised how close all the games actually were until I was doing the write up. Even the nurgle game was closer points wise than I expected. The most important thing I found is how good the Warclans battle tactic options are, I scored "wait for it, ladz..." every game, twice I triggered it after being essentially tabled. I used squish da puny un's twice and only failed it once because of the Corpse Cart issue. Time to get stuck in! is tricky as I often have units zoning my backline but it comes up as an option occasionally for a freebee. Meanwhile the Waaagh! grand strat is super nice considering how much of a pita the gbh ones are.

    List Changes

    Primarily I'd want to remove the gutripperz and endless spell then utilise the extra points more efficiently. This is either by adding more brutes or including Gobsprakk.

    Spoiler

    Brute List
    Swaps out the Gutripperz for 5 brutes, then upgrades a unit of 5 ardboys to 5 brutes by swapping another 2 units of 5 for hobgrots. The hobgrots function as expendable screen which isn't galitain and their run/shoot is actually super nice.

    Leaders
    Megaboss on Maw-Krusha (480)
    - Boss Gore-hacka and Choppa
    Orruk Warchanter (115)
    Orruk Warchanter (115)
    Orruk Weirdnob Shaman (90)
    Wurrgog Prophet (150)
    Wardokk (80)

    Battleline
    10 x Orruk Brutes (320)
    - Pair of Brute Choppas
    - Reinforced x 1
    5 x Orruk Brutes (160)
    - Pair of Brute Choppas
    5 x Orruk Brutes (160)
    - Pair of Brute Choppas
    5 x Orruk Ardboys (85)
    5 x Orruk Ardboys (85)

    Units
    10 x Hobgrot Slittaz (80)
    10 x Hobgrot Slittaz (80)

    Total: 2000 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 148
    Drops: 13

    Spoiler

    Gobsprakk
    Trades out the gutripperz/wardokk to get gobsprakk. Gives access to the amazing Lore of the Swamp and brings two more solid unbinds. With +1/+1 he even becomes a bit of a beast in melee.


    Leaders
    Megaboss on Maw-Krusha (480)
    - Boss Gore-hacka and Choppa
    Orruk Warchanter (115)
    Orruk Warchanter (115)
    Orruk Weirdnob Shaman (90)
    Wurrgog Prophet (150)
    Gobsprakk, The Mouth of Mork (280)

    Battleline
    10 x Orruk Brutes (320)
    - Pair of Brute Choppas
    - Reinforced x 1
    5 x Orruk Ardboys (85)
    5 x Orruk Ardboys (85)
    5 x Orruk Ardboys (85)
    5 x Orruk Ardboys (85)
    5 x Orruk Ardboys (85)

    Total: 1975 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 137
    Drops: 12
     

     

    • Like 2
    • Thanks 1
  11. 16 minutes ago, Icetea said:

    again, these are just my thoughts. I would have always gone for double maw-krusha, but revelry my brains been ticking and I think maybe this could work?

    If you want to then do it, I played him for 3/4 tournaments just because I wanted to. You just need to be aware that for his points he's not worth losing the 2+ save potential.

  12. 1 hour ago, Icetea said:

    The 2nd list I feel has higher output. It also has  quicksilver swords for Gotrek or any other nurgle. It has heaps mortal wounds too. It also has Goddrak, which I think is ok when I already have a fast’un destroyer. 

    Honestly Big G is strictly worse than a standard MK. Unless you are playing him for fluff reasons swap him out.

  13. 2 hours ago, woolf said:

    yeah that was what I was concerned about, at same time figured he migth be worth as u likely won't reach 16pts without being in combat? 

    I've heard that the mirebrute is amazing?

  14. 4 hours ago, Ravinsild said:

    You know how the Megaboss on Maw-Krusha can issue the same command up to 3 times? Does it have to happen all at once or can I “bank” them?

    You can do both.

  15. Just now, Ravinsild said:

    I was actually going to mention that myself incase that’s the reason people were taking a Wardokk because the +1 to cast doesn’t seem particularly essential. The Wurrgog’s own battle scroll spell doesn’t seem like a must have cast to get off and neither do any of the Bonesplittaz lore spells which all kind of suck imo. I mean fight last is nice but I don’t feel like I have to have it. 

    So the idea is, early on you can buff up the Wurrgog, fists of gork has a good range and mystic shield is great on the MK. Combine the Wardokk +1 with the big waaagh +1 and you are now +2 to cast/dispel/unbind which lets you compete with real casters.

    Later on you can use the mask to deal horrific mortal wound output, then heal with the wardokk + warchanter + heroic action. I had a game where he obliterated an entire unit of 10 blood knights from full health then got healed back to full in the same hero phase.

    • Like 1
  16. 2 minutes ago, Ravinsild said:

    So now I debate between glowing tattoos or Arcane Tome which I would bring either Bash ‘Em Ladz or possibly Green Hand of Gork to teleport my Brutes up field. 

    Wurrgog with Glowing Tattoos is probably the strongest thing we have at the moment. IMO he's essential for any warclans list that can take him.

    EDIT: Also worth noting that fixin' beat doesn't specify Ironjawz so you can use it to heal him.

    • Like 1
  17. 6 minutes ago, Ravinsild said:

    So what kind of infantry is being run for a list like that? I was running 20 ArdBoyz 1 unit of Brutes, 2 units of Gore Gruntas and 1 or 2 units of six or 3 Boltboyz. Which doesn’t really leave me room for much. I was getting MBMK, 2 chanters and a Wurgog 

    Allegiance: Big Waaagh!
    - Grand Strategy: hold the line
    Triumphs: auto pass battleshock

    Leaders
    Megaboss on Maw-Krusha (480)*
    - General
    - Boss Choppa and Rip-tooth fist
    - Command Trait: Skilled Leader
    - Artefact: Armour of Gork
    - Mount Trait: Weird 'Un
    Wardokk (80)*
    - Universal Spell Lore: Levitate
    Wurrgog Prophet (150)*
    - Artefact: Glowin' Tattooz
    - Lore of the Savage Beast: Gorkamorka's War Cry
    Orruk Warchanter (115)**
    - Warbeat: Fixin' Beat
    Orruk Weirdnob Shaman (90)**
    - Lore of the Weird: Da Great Big Green Hand of Gork
    Orruk Warchanter (115)**
    - Artefact: Arcane Tome (Universal Artefact)
    - Warbeat: Get 'Em Beat
    - Lore of the Weird: Foot of Gork

    Battleline
    10 x Orruk Brutes (320)***
    - Jagged Gore-hackas
    - Reinforced x 1
    10 x Gutrippaz (180)***
    5 x Orruk Ardboys (85)*
    5 x Orruk Ardboys (85)**
    5 x Orruk Ardboys (85)
    5 x Orruk Ardboys (85)
    5 x Orruk Ardboys (85)

    Endless Spells & Invocations
    Prismatic Palisade (40)

    Core Battalions
    *Warlord
    **Warlord
    ***Hunters of the Heartlands

    Additional Enhancements
    Artefact
    Artefact

    Total: 1995 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 148
    Drops: 13

    That's my list atm.

    • Like 1
  18. 2 hours ago, broche said:

    yes but they will blow trough Brutes as well, and squad of 5 ardboyz as well. So taking 1-2 squad of 10 that count as 30 models might be worthy (almost same price as brutes). Not sure about squad of 15

    2 hours ago, Ravinsild said:

    It does help because I played a game last night and got absolutely ****** stomped into the ground but it also badly hurts because they took away the “add 1 to bravery for every 10 models” so their bravery is 6 with a banner and they just…. Break ranks and die. 

    That's why I'd take 2 squads of 5, it means there's no overflow of damage or bravery between the two.

    2 hours ago, Ravinsild said:

    At least against Nighthaunt where just by being nearby they deny you inspiring presence. Also lol at 4+ rally man, that only works if you have to weather some shooting or magic which… isn’t going to be targeting your ArdBoyz let’s be honest. 

    That was my other thing, the 4+ rally is so restrictive. Must have a warchanter wholly within 12" and can only be issued from the boss so no hitting 3 units with it.

  19. 11 hours ago, Ravinsild said:

    Interesting. I've always used them in groups of 10 myself, personally over the years. Of course new coherency rules and what not, but now with the fighting in 2 ranks especially.... However MSU units of 4 sets of 5 could work just as well since, yes, for me they are screens, zoners, and anvils.

    I used to use them in 30s back in the day, then I had some larger units etc. Since AoS 3 and the new book I've just found 10/15s to be oversized and unneeded.

  20. 1 hour ago, Ravinsild said:

    1 x Orruk Ardboys (170)*
        - Ardboy Boss
        - 2 x Gorkamorka Glyph Bearer
        - 2 x Waaagh! Drummer
        - 4 x Orruk-forged Shield

    1 x Orruk Ardboys (170)*
        - Ardboy Boss
        - 2 x Gorkamorka Glyph Bearer
        - 2 x Waaagh! Drummer
        - 4 x Orruk-forged Shield

    Personally I really don't like ardboys in 10s/15s, I find them large and unwieldy. I run 5 units of 5 to use for zoning, screening and objective holding. 

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