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Malakree

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Posts posted by Malakree

  1. 35 minutes ago, broche said:

    Not sure what I would take for the other 500 points? Ardboys just doesn't seem to fit well in the list, so i would rather use guttripaz with poison weapon even if they are a bit overcosted. I'm not generating extra waaagh points and a lot of my shooting will not benefit from end game bonus anyway. So I would rather take clans bonus and random trick (random doesn't mean it's bad as the effect are quite good unlike gloompsite bad moon for example)

    Spoiler

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

    Leaders
    Gobsprakk, The Mouth of Mork (280)
    Swampcalla Shaman with Pot-grot (105)
    Snatchaboss on Sludgeraker Beast (315)
    Orruk Warchanter (115)
    - Artefact: Arcane Tome (Universal Artefact)
    - Lore of the Weird: Da Great Big Green Hand of Gork
    Wurrgog Prophet (150)
    - Artefact: Glowin' Tattooz
    Wardokk (80)

    Battleline
    5 x Orruk Ardboys (85)
    5 x Orruk Ardboys (85)
    5 x Orruk Ardboys (85)

    Units
    6 x Man-skewer Boltboyz (240)
    - Reinforced x 1
    3 x Man-skewer Boltboyz (120)
    6 x Orruk Gore-gruntas (340)
    - Pig-iron Choppas
    - Reinforced x 1

    Total: 2000 / 2000
    Reinforced Units: 2 / 4
    Allies: 0 / 400
    Wounds: 130
    Drops: 12
     

    You get hand of gork, Wurrgog with his lulz mask and 6ggs with a warchanter buff.

     

    36 minutes ago, broche said:

    I disagree for Ironjawz. I think a +1 to charge / hit / wound army wide is a fair tradeoff for smash and bash, IJ waaagh and clans (considering it's also widen your troops selection option)

    Both Ironsunz and Bloodtoofs are unbelievably good while the current IJ strategy involves using IJ Waaagh and blowing your opponent off the table with -3 rend. Most games should be over before turn 3. 

    Spoiler

    Allegiance: Ironjawz
    - Warclan: Bloodtoofs
    - Grand Strategy:
    - Triumphs:

    Leaders
    Megaboss on Maw-Krusha (480)
    - Boss Gore-hacka and Choppa
    Orruk Warchanter (115)
    Orruk Warchanter (115)

    Battleline
    6 x Orruk Gore-gruntas (340)
    - Pig-iron Choppas
    - Reinforced x 1
    6 x Orruk Gore-gruntas (340)
    - Pig-iron Choppas
    - Reinforced x 1
    6 x Orruk Gore-gruntas (340)
    - Pig-iron Choppas
    - Reinforced x 1
    3 x Orruk Gore-gruntas (170)
    - Pig-iron Choppas
    5 x Orruk Ardboys (85)

    Core Battalions
    *Battle Regiment

    Total: 1985 / 2000
    Reinforced Units: 3 / 4
    Allies: 0 / 400
    Wounds: 145
    Drops: 1

    Something like that gives you a 1drop that has a ton of impact mortals, gets all the bloodtoofs after charges and can hit with -3 rend across the board.

    • Like 2
  2. 38 minutes ago, broche said:

    Overall Kruleboyz just seem like a bad fit for Big Waaagh. Venom weapon really just doesn't mix well with big waagh bonus (to hit bonus are useless when you rol 5 or 6, and to wound bonus are irrelevant when you're doing lot's of MW). 

    Most Kruleboyz armies are just running Big Yellers for the Man-Skewer battleline. Big Waaagh is essentially a way for IJ/BS armies to get access to Kruleboyz shooting which is a tool they just don't have access to. Equally Ardboyz provide something that neither of the other factions does, an 85 point tanky battleline unit.

    If you run your normal Kruelboyz, swap with Big Waaagh and then just change your hobgrots for Ardboys, I'd say you've actually not lost that much in terms of potential.

    • Like 3
  3. 15 hours ago, PlasticCraic said:

    @Malakree @Jabbuk can I ask why you like Gobby so much in Big Waaagh?

    Is it purely for the +1 to cast, unbind and dispell?  Or is there more to it than that?

    For me yes. That +1 to cast takes him from being a bit meh to being an amazing wizard for his points.

    All of the swamp lore spells are amazing but cast on a 7/8, the +1 to cast makes them way more reliable. while the +1 to unbind makes the mortals that much more of a threat in a meta which has a lot of wizards. He comes with a 6+ ward, is ok in melee and has the mandrake for times when you really need a spell not to go off. 

    I'm just getting my painting stuff setup after moving last November. need to finish my dominion stuff then get him but this is what I'm wanting to build towards.

    Spoiler

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

    Leaders
    Orruk Warchanter (115)
    - General
    - Command Trait: Master of Magic
    - Artefact: Arcane Tome (Universal Artefact)
    - Warbeat: Get 'Em Beat
    Gordrakk the Fist of Gork (540)
    Orruk Warchanter (115)
    Wurrgog Prophet (150)
    - Artefact: Glowin' Tattooz
    - Lore of the Savage Beast: Gorkamorka's War Cry
    Gobsprakk, The Mouth of Mork (280)
    Swampcalla Shaman with Pot-grot (105)

    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)

    Units
    3 x Man-skewer Boltboyz (120)

    Core Battalions
    *Warlord
    **Warlord

    Additional Enhancements
    Artefact
    Spell

    Total: 2000 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 125
    Drops: 11

    A bit jank but honestly I really don't like the current Ironjawz playstyle, I find it to be lacking in depth strategically/tactically and this lets me use Big G aswell.

    • Like 2
  4. 2 hours ago, ShaneHobbes said:

    Out of curiosity has the stock gone up on Armour of Gork on Maw Krusha with the Amulet changes? I've been trying hard to choose between that or the Arcane Tome with Bash 'Em Ladz

    Personally I don't like arcane tome on MK, I found they are really squishy without a ward and against a lot of the top tier armies atm you can't cast anything anyway.

  5. On 1/12/2022 at 11:30 PM, broche said:

    It's surely not a bad model and worth trying. I think there might just be a bias toward model available to people. Since a lot of people already have Ironjawz / bonesplitterz model they want to used it's reflected in the list. I suspect as time goes you might see more and more kruelboyz into big waaagh

    My personal feeling is that the only reason to go Big Waaagh right now is you want to run Gobsprakk as it's a massive buff to him. There is some arguments to be made about using Ardboys as a screen for your boltboyz but I suspect you'd better off just taking Big Yellers with Hobgrots.

    The first list I want to build towards once my stuff comes out of storage is this.

    Spoiler

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

    Leaders
    Wurrgog Prophet (150)
    - General
    - Artefact: Glowin' Tattooz
    - Lore of the Savage Beast: Gorkamorka's War Cry
    - Universal Spell Lore: Levitate
    Gobsprakk, The Mouth of Mork (280)
    Wardokk (80)
    - Universal Spell Lore: Ghost-mist
    - Lore of the Savage Beast: Gorkamorka's War Cry
    Orruk Warchanter (115)
    Orruk Warchanter (115)
    - Artefact: Arcane Tome (Universal Artefact)
    - Lore of the Weird: Da Great Big Green Hand of Gork
    - Lore of the Weird: Bash 'Em Ladz
    Orruk Weirdnob Shaman (90)
    - Lore of the Weird: Da Great Big Green Hand of Gork
    - Lore of the Weird: Foot of Gork

    Battleline
    10 x Orruk Brutes (320)***
    - Reinforced x 1
    10 x Orruk Brutes (320)***
    - 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)*

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

    Additional Enhancements
    Spell
    Artefact

    Total: 1990 / 2000
    Reinforced Units: 2 / 4
    Allies: 0 / 400
    Wounds: 164
    Drops: 13

    Mainly because I have almost all of it already painted. Only thing I would need is to finish 10 Brutes (next job) then get/paint Gobsprakk himself.

    EDIT: 

    On 1/12/2022 at 6:57 AM, Aakkxxzz said:

    Been building and testing Big Waagh lists, and am so surprised at how little I see the Breaka-boss on Troggoth getting mentioned or used. 

    Their damage output is insane, especially considering how cheap they are. Better damage potential than anything Ironjaws/Kruelboyz has outside of the Maw-Krusha. 

    In an army that's better suited for castling/counterstrikes than alpha strikes, why aren't more people using them? 

    What am I missing? 

    I kinda agree with the lack of models bit. Most people are going to be building up towards Big Waaagh lists and I'm not sure the Breaka-Boss is all that great in Kruelboyz. +1/+1 on the other hand makes them pretty terrifying, even at just 6 attacks 2+/2+/-2/3 is solid levels of damage for 180, I wonder how it compares to brutes...

    • Like 1
  6. 3 hours ago, NauticalSoup said:

    A 6+ ward is better than no ward but it's still only a marginal increase. I'm not sure he was only 16% overpriced. The spell thing  and the 'can't be auto slain' are probably more important. I'm going to be trying him out with my custom model for sure though.

    The can't be auto-slain is huge, 6+ ward was just added onto his spell save anyway, he now counts as a 30 models for objective purposes at full wounds.

    I'd definitely say he's extremely usable now, not Morathi levels but the changes actually make him worth putting in a list now.

  7. 4 hours ago, NauticalSoup said:

    Lot of changes to digest. He's still 720 points unfortunately.

    He now has the survivability to go with his crazy damage output and the extra utility of the 3d6 charge is great especially since it applies to himself.

    EDIT: Also worth noting the huge unleash hell nerf is great for us.

  8. 26 minutes ago, W1tchhunter said:

    ****** your not wrong O.o Thought it would be the same as the website one. Redone on the website sorry dude.

    It's similar to what I'd want to run actually.

    The big bosses are weird though, what did you use them for? Actually they are really good for filling out the extra warlord aren't they.

  9. 16 hours ago, W1tchhunter said:

    Played a game today, I usually play kruleboyz but my friends bought me some other orruks as a Christmas present so decided to try a big waaaagh. Was super fun! Definitely will be trying it again.

    Army Name: Big Waaagh

    Army Faction: Orruk Warclans
    Army Type: Big Waaagh!
    Battlepack: Pitched Battles
    Points Limit: 2000 pts                 General: Orruk Weirdnob Shaman
    Grand Strategy: Beast Master


    Units
    Man-skewer Boltboyz (120)
    Rogue Idol (430)


    Core Battalions
    Warlord
    Magnificent Bonus: Artefacts of Power

    Gordrakk (560)
      
    Orruk Ardboys (85)
              
    Orruk Ardboys (85)
     
    Savage Big Boss (65)


    Savage Big Boss (65)

    Warlord
    Magnificent Bonus: Artefacts of Power


    Orruk Weirdnob Shaman (General) (90)
    Command Traits: Master of Magic
    Artefacts of Power: Arcane Tome
    Spells: Da Great Big Green Hand of Gork, Foot of Gork
     
    Wurrgog Prophet (150)
    Artefacts of Power: Dokk Juice
    Spells: Gorkamorka’s War Cry
              
    Orruk Brutes (160)

    Swampcalla Shaman and Pot-grot (105)
    Artefacts of Power: Spiker Seeds
    Spells: Nasty Hex

    Orruk Ardboys (85)


    Total Points: 2000 pts
    Valid: Created with Warhammer Age of Sigmar: The App

    God that is one of the most unreadable lists I've ever seen, apparently the app wasn't designed with usability in mind.

  10. Something which was suggested at the Leister GT this weekend was to have two different Ardboy options like the SC dragons.

    • 5 Ardboys for 80 points, Battleline Unique
    • 10 Ardboys for 180 points: Battleline

    So that you can either take them as cheap chaff/battleline or as larger units which can be reinforced to take advantage of the rally rule.

    I'm hoping personally that Brutes come down a fair bit, maybe to 140/145 points, so that fielding them in large numbers becomes easier and more attractive. Big G dropping massively (possibly as low as 450 points) and getting the ability to be fielded in any destruction army. 

    56 minutes ago, Kasper said:

    Im not sure how you incentivize running 1 MK lists. Do you really need the bodies? Probably not. You can still go for a 2 drop army with 2 MKs (although no artefact on the 2nd) so even the temptation of low drops is kinda whatever. Also a lot of people have proved that yo ucan do well with 10+ drops. 

    Best way to do that would be to allow the Megaboss on Foot to effect 3 units with his command ability propagation. It's so key to the army working atm that having two separate sources of it makes a huge difference in your ability to spread out.

    Honestly the biggest problem at the moment is internal points cost rather than external. When you compare us to the top teir armies we aren't making massive waves. At the Leister GT top IJ was 8th, then 2nd was 19th, compare that to Petrifex Nagash, Seraphon and SoB all of which had 2 in the top 8.

    A second consideration is just how overcosted Kruelboys/Bonesplitterz are, if they come down in points then we may see more Big Waaagh! armies turning up which would allow for a much more paced game.

    Leister GT
    Speaking of Leister GT, I went 2 wins, 1 draw, 2 losses. Although that's not actually true as I was penalized the first game due to "late registration" getting a loss with 0tp instead of a win with 17tp (my opponent got a win with 3tp o.O). My game 2 opponent got absolutely smashed on bottom table because I'd been artificially placed there and Lastly the draw was actually a win by 1 VP but BCP could only process a 10tp result as a draw. So functionally I went ~3/1.

    With that said I ran the same list model wise I ran at BOBO (where I got obliterated). The changes were.

    1. General went Megabossy with Armour of Gork. This just fits how I use him so much better and the wizard feels meaningless in the current meta.
    2. I took Mean 'Un over Smelly 'Un on my aggressive Cabbage.
    3. The 15+5 ardboy blocks was split into 5+5+5+5 as I found having to have a warchanter wholly with 12" of the unit was just way to restrictive.

    I had two main takeaways, the four blocks of 5 ardboys was just better. Not only did it allow for better screening but it made it so much easier to have a battleline unit alive at the end of the game. Secondly Mean 'Un is super fun and surprisingly useful just because everyone is running battle regiments for reduced drops. One of my highlights was stomping a demon prince for 9 mortal wounds immediately followed by doing 7 mortals to a unit of horrors. Multiple times the Stomp spiked and was game changing.

  11. 9 hours ago, Kasper said:

    The current rumors are Mawkrusha going up 70 pts, Pigs going up 30 pts, Kragnos going up to 800 pts, counting for 20 models and gets a 5+ ward save as well as some 3d6 charge aura/ability. 

    That would be crippling. Only way to justify that is if nagash/teclis/morati etc. Were going up by 100points.

  12. 7 minutes ago, Rachmani said:

    Once a hero has reached the 3+ mark his points usually go up. 
    On that note, do we have a general idea on things changing with the winter faq? 
    Any rumours and such?

    GGs & warchanters? None of the above?

    I don’t think IJ need a change as of now, but certain things (like triple WCs) are potential red flags for me.

    • Mawkrusha up to 510
    • Gordrakk down to 480
    • Warchanter down to 110
    • Weirdnob down to 80 (same as wardokk)
    • Footboss down to 135
    • GG's up to 160/165
    • Brutes down to 150/155
    • Ardboys changed to 10 for 180

    That would be my initial thoughts.

    Mawkrushas
    Right now double MK is basically mandatory, it's so fricking good it's unreal. Increasing the cost would hurt the alphastrike style of two tanky MK's rushing across the board turn 1 which is so obnoxious. On the other hand Big G is no where near as obnoxious due to his 4+ normal save and lack of a ward save. This would be a boost for Big Waaagh! aswell since he fits nicely into it.

    Warchanter
    Warchanters are mandatory, they make the army work and without them it falls apart. Given the amount of character removal around they need a drop.

    Weirdnob
    Currently people are taking an arcane tome over a weirdnob, it's just to expensive for what it does. No Warscroll Spell, no abilities and kinda squishy. You're paying entirely for single cast/unbind with no pluses, it's basically a wardokk without the added utility or a fungoid with no +cp.

    Footboss
    With the massive increase in points to the MK a points drop here helps offset with the CP spreading issue.

    GG's
    With the -2 rend they are just so unbelievably good. Highly mobile, great damage and the bloodtoofs rule is just insane, a points cost here again hits the alphastrike style which is going round atm and just generally brings them more in line.

    Ardboys
    Right now they fill the "chaff" role with very mediocre damage but they take up reinforcement points to be anything more. Increasing them to 10 makes them solid without reinforcement points, brings them inline with the other two Orruk basic infantry (Savage Orruks and Gutripperz) while allowing them to be fielded in a massive unit if you really want to make use of the rally rule. The points cost comes because they do have the rally rule and a size increase just generically benefits from that.

    Brutes
    Points cost reduction to bring them down to around where gg's were. Right now they are solid but just don't compete with either GG's or MK's. This would make Brute centric armies, thus da choppas, more attractive while offsetting the cost increases elsewhere.

    • Like 3
    • Thanks 1
  13. 1 hour ago, Andrew G said:

    Pretty much lines up with common wisdom and my own experience as well. I personally only ever take 'ardboyz 5x3 to go Ironsunz. Very rarely just an odd unit of 5 to fill on points.

    3 Warchanters is absolutely minimum for me, and I don't know how people play with less. It's especially perplexing when I see 1-2 Warchanters and they're not even shooting for a one-drop. 
     

    For me it's purely I don't have the third. Previously 2 was standard and 3 was extreme, now the third is really needed just for redundancy if nothing else.

  14. So after several more games I've come to the following conclusions.

     

    Ardboys

    They work really well in 5s (duh) and the 15s are solid but require way to much babysitting from your warchanter. Its so easy to end up outside of the bubble and/or get tied down. While significantly better than in 10s the new bravery stat, and fact it has to come from the boss, makes them incredibly command point intensive in an army which always needs more as it is.

    Warchanters

    2 just isn't enough, you always need more of the buffs and if even one dies your damage tanks. Brutes/ggs are so much worse without the buffs.

    • Thanks 1
  15. Rockguts are solid right now, they hit like trains, have reasonable survivability and the kit is super nice in terms of customisability and just extra stuff on the sprus. You also need them in blocks of 6 or 9 so that's a great option.

    Apparently some of the new Kruelboyz troggs can be used in GG aswell.

  16. Did another tournament over the weekend which went reasonably well.

    My List

    Spoiler

    Allegiance: Ironjawz
    - Grand Strategy: Hold the Line
    - Warclan: Ironsunz


    Leaders
    Megaboss on Maw-Krusha (480)**
    - General
    - Boss Gore-hacka and Choppa
    - Command Trait: Master of Magic
    - Artefact: Arcane Tome (Universal Artefact)
    - Lore of the Weird: Bash 'Em Ladz
    Megaboss on Maw-Krusha (480)
    - Boss Gore-hacka and Choppa
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Mount Trait: Smelly 'Un
    Orruk Warchanter (115)**
    Orruk Warchanter (115)**

    Battleline
    10 x Orruk Brutes (320)*
    - Jagged Gore-hackas
    - Reinforced x 1
    15 x Orruk Ardboys (255)*
    - Reinforced x 2
    5 x Orruk Ardboys (85)**

    Units
    3 x Orruk Gore-gruntas (150)*
    - Pig-iron Choppas

    Core Battalions
    *Hunters of the Heartlands
    **Warlord

    Additional Enhancements
    Artefact

    Total: 2000 / 2000
    Reinforced Units: 3 / 4
    Allies: 0 / 400
    Wounds: 133
    Drops: 8
     

    General thoughts, I really missed having the armour of gork ward save, it felt like my 2nd MK was so much softer. That said bash 'em ladz is amazing if you get it off at the right time and mystic shield on the tankcrusher is so so good.

    I'm not using the GG's to their full potential and the Ironsunz CA combined with no skilled leader made the 15 Ardboys feel far less tanky than they did. All that said the list is solid and I'll be running it at bobo more because I can't paint stuff atm than not wanting to tweak it. 

    If I were to alter the list I would swap the 3 ggs and 15 ardboys to 10 Brutes and 5 ardboys.

    Games - will update a bit later

    • Thanks 2
  17. 2 hours ago, Tizianolol said:

    Thats very strong if the enemy unit is big enought!! Anyway its very cool way to play 6 grutas!!:)

    The Big thing is that though you have the two separate wings which are stuck the connection between them allows for a lot of variation in terms of how they get in.

  18. Personally I'd look at something more like this.

    Allegiance: Ironjawz
    - Warclan: Ironsunz
    - Grand Strategy:
    - Triumphs:

    Leaders
    Megaboss on Maw-Krusha (480)
    - General
    - Boss Gore-hacka and Choppa
    - Command Trait: Skilled Leader
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Mount Trait: Smelly 'Un
    Orruk Warchanter (115)
    Orruk Warchanter (115)
    - Artefact: Arcane Tome (Universal Artefact)
    - Lore of the Weird: Da Great Big Green Hand of Gork
    Fungoid Cave-Shaman (95)
    - Allies

    Battleline
    10 x Orruk Brutes (320)
    - Pair of Brute Choppas
    - Reinforced x 1
    10 x Orruk Brutes (320)
    - Pair of Brute Choppas
    - Reinforced x 1
    10 x Orruk Ardboys (170)
    - Reinforced x 1
    5 x Orruk Ardboys (85)

    Units
    6 x Orruk Gore-gruntas (300)
    - Pig-iron Choppas
    - Reinforced x 1

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

    Total: 2000 / 2000
    Reinforced Units: 4 / 4
    Allies: 95 / 400
    Wounds: 154
    Drops: 9
     

    Dropping the 2nd MK allows you to put in other big threats. The unit of 6 ggs gives you devastating alpha potential and ironically not being battleline denies the broken ranks battle tactic.

    You then get 2 big units of brutes, both a 5 and 10 ardboy unit which allows for a defensive and offensive objective unit.

    • Thanks 1
  19. 21 minutes ago, Scurvydog said:

    Armor of Gork is still pretty interesting I think, if not going for speed anyway, -2 move is not terrible when you can move twice, and +1 hit and 6+ ward is rather good.

    It was pretty nice, I just can't roll 6++ ward saves on an MK. On my ardboys it makes them basically invincible but on my MK I can't save anything...

  20. So I was at a larger tournament last weekend with a lot of really good players. I went 3-2 but was 2nd worst of the large quantity of Ironjawz. Most went for Goregrunta heavy lists but double mawkrusha was basically universal, there were a bunch of other intresting things which I'll go through after my own experience.

    My list

    Spoiler

    Allegiance: Ironjawz
    - Warclan: Bloodtoofs
    - Grand Strategy: Hold the Line

    Leaders
    Megaboss on Maw-Krusha (480)*
    - General
    - Boss Gore-hacka and Choppa
    - Command Trait: Skilled Leader
    - Artefact: Amulet of Destiny (Universal Artefact)
    Megaboss on Maw-Krusha (480)
    - Boss Gore-hacka and Choppa
    - Artefact: Armour of Gork
    - Mount Trait: Fast 'Un
    Orruk Warchanter (115)
    - Warbeat: Fixin' Beat
    Orruk Warchanter (115)
    - Warbeat: Get 'Em Beat

    Battleline
    15 x Orruk Ardboys (255)*
    - Reinforced x 2
    15 x Orruk Ardboys (255)*
    - Reinforced x 2
    3 x Orruk Gore-gruntas (150)*
    - Pig-iron Choppas
    3 x Orruk Gore-gruntas (150)**
    - Pig-iron Choppas

    Core Battalions
    *Battle Regiment
    **Warlord

    Additional Enhancements
    Artefact

    Total: 2000 / 2000
    Reinforced Units: 4 / 4
    Wounds: 138
    Drops: 5

    Mainly I wanted to try out the blocks of 15 Ardboys. I had to take bloodtoofs to get my battleline, it was worthless the whole tournament. If I had the extra ardboys that would have been three units of 5 Ardboys, a triumph and the Ironsunz clan which would have been infinitely more useful to me. So the games were as follows.

    1. Win on First Blood vs Fyreslayers
      Spoiler

      Allegiance: Fyreslayers
      - Lodge: Lofnir
      - Grand Strategy:
      - Triumphs:

      Leaders
      Auric Runefather on Magmadroth (285)
      - General
      - Command Trait: Explosive Charge
      - Magmadroth Trait: Coal-heart Ancient
      Auric Runefather on Magmadroth (285)
      - Magmadroth Trait: Cinder-crest Youngblood
      Auric Runefather on Magmadroth (285)
      - Magmadroth Trait: Lava-tongue Adult
      Auric Runesmiter on Magmadroth (275)
      - Runic Iron
      - Artefact: Igneous Battle-throne
      - Magmadroth Trait: Ash-horn Ancient
      - Universal Prayer Scripture: Curse
      Battlesmith (125)
      - Artefact: Icon of the Ancestors
      Auric Runesmiter (120)
      - Forge Key
      - Universal Prayer Scripture: Heal

      Battleline
      5 x Hearthguard Berzerkers (125)**
      - Poleaxes
      5 x Hearthguard Berzerkers (125)**
      - Poleaxes
      5 x Hearthguard Berzerkers (125)**
      - Broadaxes

      Units
      10 x Auric Hearthguard (250)
      - Reinforced x 1

      Core Battalions
      *Warlord
      **Hunters of the Heartlands

      Additional Enhancements
      Artefact

      Total: 2000 / 2000
      Reinforced Units: 1 / 4
      Allies: 0 / 400
      Wounds: 116
      Drops: 10

      Overview
      The scenery around the objectives made the entrances into massive choke points. He went for the south and centre while ignoring the north (My PoV). He didn't deploy anything underground but as he dropped last I had to use a unit of 3 gg's to screen my backline.

      I gave him first turn, he pushed 5 hearthguard into his chokepoint leading to the centre, and and ran a unit of 5 round the bottom of his central choke point, pushing his general and another magmadroth behind them. He had no real way to get to the northern objective without massively over extending himself.

      My first turn I ran a unit of 15 onto the bottom objective backed by a warchanter, with a unit of 3 pigs moving along side them to screen from below. Both MK's went into the middle of the board with the secondary one on his side and I sent the other unit of 15 to my northern objective due to the narrow central chokepoint was on my side.

      He won the roll turn 2 and forced me to take a double. I started to move the 15 ardboys on the top objective towards the middle, forgot I was intending to do so and pushed my 3 backline gg's into the centre behind my MK's meaning those 15 sat were stuck there for till turn 4. On the bottom objective I pushed the 15 ardboys up most of the way to the objective while the 3 ggs pulled slightly further ahead to stop them being flanked. My second MK slammed into his central chokepoint and failed to kill 5 hearthguard berserkers despite being buffed ¬¬

      His turn 2, the curse on my MK failed (spoiler: it never went off), and it sat there with finest hour on unimpressed while the shooting bounced off. On the bottom point he tried to broken ranks my 3ggs, moved his berserkers up and out of the way of the 2 magmadroths, I redeployed on the 3 ggs which moved back and out of the way while the 15 ardboys moved to fully block the objective off. everything went into the ardboys and killed all but the boss and a banner.

      He doubled me turn 3, I burnt the bottom objective and rallied back 7 ardboys in the bottom unit bringing it up to 9. The MK in the middle got shot off because for some reason I make more saves on a 5+ with ardboys than on an MK with a 3+.

      The game wrapped up with bottom ardboy unit slowly falling back to the middle as he was unable to ever actually finish it, it ended the game having rallied back 14 models. I sat on the two remaining objectives and won.

      While only a 15-5 split it was a solid win against a nice opponent and fun was had by both of us.

    2. Loss on Feral Foray vs Sylvaneth

      Spoiler

      Overview

      His list doesn't matter. He added what I will call a slightly biased interpretation of how movement and terrain rules interact. I think because of how good the previous game was and general shock at what he was doing I didn't call the TO over, I was later told had I done so he would have been told it was, shall we say incorrect. Honestly I should have just followed my instincts, given him a one fingered salute and not bothered to take my turn 1.

      This is the worst game I've played in about 3 years at a tournament and the 1 tournament point was not worth 2 hours of playing against him.

    3. Loss on The Vice vs Gloomspite Gitz

      Spoiler

      Allegiance: Gloomspite Gitz
      - Option: Grimscuttle Tribes
      - Grand Strategy: Hold the Line
      - Triumphs:

      Leaders
      Webspinner Shaman (85)
      - General
      - Command Trait: Prophet of da Spider God
      - Lore of the Spiderfangs: Scuttling Terrors
      Madcap Shaman (80)
      - Artefact: Arcane Tome (Universal Artefact)
      - Lore of the Moonclans: The Hand of Gork
      Bundo Whalebiter (490)
      - Allies

      Battleline
      10 x Spider Riders (200)
      - Reinforced x 1
      10 x Spider Riders (200)
      - Reinforced x 1
      5 x Spider Riders (100)
      5 x Spider Riders (100)
      5 x Spider Riders (100)
      20 x Shootas (140)

      Units
      6 x Sneaky Snufflers (75)
      6 x Rockgut Troggoths (290)
      - Reinforced x 1
      3 x Rippa's Snarlfangs (70)

      Endless Spells & Invocations
      Horrorghast (65)

      Core Battalions
      *Battle Regiment
      **Battle Regiment

      Total: 1995 / 2000
      Reinforced Units: 3 / 4
      Allies: 490 / 400
      Wounds: 172
      Drops: 2
       

      Overview

      I can't really give a proper overview of this game because if I'm honest I spent more time having a laugh with the other player than concentrating on the game. I made 5/6 major errors which he capitalized on very well which turned it into a convincing 2-18 loss. The funniest part of this game is that Bundo was easily his MVP meaning that the best part of his army was the bit which wasn't in the gloomspite book :D

      Despite that it was a thoroughly enjoyable game and he got my best sports vote.

      Note to self: When the opponent chooses a battle tactic don't go "Isn't that just strictly worse than this other one" which may have cost me 3 tournament points during the game

    4. Win on Apex Predators vs Kharadron Overlords

      Spoiler

      Allegiance: Kharadron Overlords
      - Sky Port: Barak Zilfin
      - Grand Strategy: Hold the Line
      - Triumphs:

      Leaders
      Aether-Khemist (90)
      - General
      - Command Trait: Collector
      - Artefact: Staff of Ocular Optimisation
      Aether-Khemist (90)
      - Artefact: Spell in a Bottle
      Aetheric Navigator (95)

      Battleline
      10 x Arkanaut Company (100)
      10 x Arkanaut Company (100)
      Arkanaut Frigate (250)
      - Main Gun: Heavy Sky Cannon

      Units
      10 x Grundstok Thunderers (270)
      - Reinforced x 1
      10 x Grundstok Thunderers (270)
      - Reinforced x 1
      1 x Grundstok Gunhauler (155)
      - Main Gun: Sky Cannon
      - Great Endrinworks: Coalbeard's Collapsible Compartments

      Behemoths
      Arkanaut Ironclad (490)
      - Main Gun: Great Sky Cannon
      - Great Endrinworks: The Last Word

      Endless Spells & Invocations
      Warp Lightning Vortex (90)

      Core Battalions
      *Battle Regiment

      Total: 2000 / 2000
      Reinforced Units: 2 / 4
      Allies: 0 / 400
      Wounds: 117
      Drops: 2
       

      Overview

      He outdropped me and went first. I popped finest hour on a warchanter because I was worried he'd try and snipe them, this turned out to be a massive mistake. He flew to the top objective above my deployment as I'd setup to limit the impact of warp lightning vortex around, despite this it killed BOTH warchanters and put 4 wounds on the second MK while doing nothing to my ardboys/gg's. The subsequent shooting round he almost killed the MK bringing it down to 3 wounds. In addition he unloaded his secondary aether-khemist onto the objective with his 10 thunderers to screen me out. Importantly this count's as a redeploy not a move so he didn't actually tag the objective.

      He also pushed his two arkanaut companies to the southern objective with his aetheric navigator using a triple run onto the bottom objective to get the run 3 and tag it.

      I then charged both the top and bottom objectives, ignoring the middle since I only had 2 heroes left :| my MK and ardboys at the top objective charged in the hero phase denying his unleash hell. A combination of shooting attacks, a single gg impact hit and stomp then killed the disembarked hero before the combat phase, although I did disappointingly little to the thunderers. On the bottom objective I charged in, minced both his hero on the objective and one unit of arkhanaughts, sadly I was unable to claim either objective but still scored the new "be within 12" of an enemy".

      He wins the roll of for turn 2, which is the only reason it was actually a game at all. My army on the top objective got wiped and his on the bottom got wiped, again he unloaded onto the objective not actually claiming it.

      He again wins the roll for turn 3 and takes it, I burn the top objective and then turtle up on the bottom one for turns 3/4.

      I win turn 5 prio, move onto the middle objective while scoring savage spearhead. On his turn 5 prio he fails to finish the MK, or gg's and as I redeployed off the objective after his general moved up he was unable to tag it scoring 0.

      Another 15-5 win in which my MK's still can't make save rolls, he got lucky on the turn 2 prio roll but got completely decimated by how awful the mission was for him. He successfully held a single objective once during the entire game.

    5. Win on Survival of the Fittest vs Nurgle

      Spoiler

      Allegiance: Nurgle
      - Host of Chaos: Munificent Wanderers
      - Grand Strategy: Prized Sorcery
      - Triumphs:

      Leaders
      Great Unclean One (350)
      - General
      - Plague Flail & Massive Bilesword
      - Command Trait: One Last Gift
      - Artefact: Mucktalon
      - Universal Spell Lore: Flaming Weapon
      Great Unclean One (350)
      - Bile Blade & Doomsday Bell
      - Artefact: The Witherstave
      - Lore of Virulence: Glorious Afflictions
      Rotigus (345)
      - Lore of Virulence: Favoured Poxes
      Sloppity Bilepiper Herald of Nurgle (130)
      Spoilpox Scrivener Herald of Nurgle (125)

      Battleline
      20 x Plaguebearers (220)**
      - Reinforced x 1
      20 x Plaguebearers (220)**
      - Reinforced x 1
      20 x Plaguebearers (220)**
      - Reinforced x 1

      Core Battalions
      *Command Entourage - Magnificent
      **Hunters of the Heartlands

      Total: 1960 / 2000
      Reinforced Units: 3 / 4
      Allies: 0 / 400
      Wounds: 118
      Drops: 8

      Overview

      This game was odd. The terrain was a little unfavourable for both of us in that I was blocked from properly assaulting the southern objective by an obnoxious piece of terrain while he had a huge rock at the front of his deployment zone between him and the central objective.

      I gave him first turn and scared that I would rush to pin him in his deployment zone, which was my plan, he decided to rush his two GUO forward then charged his general into the centre of my line to try to kill mine. He did 3 wounds to me, two of which were from me rolling ones while punching him back.

      My turn 1 I then went all in on his general, charging both MKs into it. The first MK went and killed it so the second, now having no target, piled into his other GUO and randomly killed that. From that point on the game came down to him mashing his face into my ardboys while I sat on the central objective and stopped him getting to it or the northern one giving me a 12-8. Turns out that 20 plaguebearers struggles to get through 15 Ardboys, who knew.

     

    Overall I guess I'm ok with my results. The list produced a bunch of grindfests which won me games but didn't net me overwhelming victories.

    Now onto my own observations around the list.

    Ardboys.
    I loved the 15 block, it's so much better than a 10 it's unbelievable due to how much harder it is for people to blow it up and the fact you can position the unit to guarantee yourself at least 1 rally. That said two blocks of 15 was absolute overkill, I found one of them would lock down a hyper crucial choke point then the other would bumble about not really able to find the sapce to do anything. Given the choice I'd swap one block of 15 back into a block of 10 Brutes or even 6 GG's.

    GG's/Bloodtoofs
    These were absolutely useless to me, overwhelmingly I used them as very expensive screening units and when I did get them into combat they had a negligible effect. I could have swapped both these for 5 ardboys and it wouldn't have made a difference.

    MK's
    I think we all know how good they are right now. I liked fast un and used it to good effect several times, the armour of gork was ok and did what I wanted. Amulet of destiny is solid as hell while the 5+ CP generator was so tasty.

    Warchanters
    How do I squeeze a third into my list...

    Battalions
    The battle regiment was worthless, most people were running 1/2 drops and with the unit of 15 ardboys I didn't actually care about being forced to push them up. I think hunters of the heartlands would just be way more useful. 

     

    Other People

    So there were several other things floating around. Overwhelmingly the consensus among so of the best players in the UK seemed to be that with the recent GG buff the best build is easily 2MK, 3WC and 6/6 Pigs plus whatever else you can fit.

    One of the really common combos I saw, and which seemed to do really well, was Amulet of Destiny + Smelly one on the second MK. They then took Arcane Tome on the general with the Master of Magic command trait and Bash Em Lads. Turn 1, put mystic shield on the Tank Cabbage then throw it across the board while laughing. Master of Magic makes the odds of both spells going off much better and generally makes them far more usable.

    Most people seemed to lean towards Ironsunz or GG heavy Bloodtoofs lists. There was only 1 choppas list which I'd put down to a combination of people not having 30+ brutes and it being really hard to fit 2 MK's, 3WC and 30 Brutes into a list.

    My List Changes

    So I have another way more casual tournament next weekend. I'm going to be swapping back to Ironsunz, trying out the other MK setup, swapping out 15 ardboys for 10 brutes and getting rid of the Battle Regiment.

    Spoiler

    Allegiance: Ironjawz
    - Warclan: Ironsunz
    - Grand Strategy:
    - Triumphs:

    Leaders
    Megaboss on Maw-Krusha (480)**
    - General
    - Boss Choppa and Rip-tooth fist
    - Command Trait: Master of Magic
    - Artefact: Arcane Tome (Universal Artefact)
    - Lore of the Weird: Bash 'Em Ladz
    Megaboss on Maw-Krusha (480)
    - Boss Choppa and Rip-tooth fist
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Mount Trait: Smelly 'Un
    Orruk Warchanter (115)**
    - Warbeat: Get 'Em Beat
    Orruk Warchanter (115)**
    - Warbeat: Fixin' Beat

    Battleline
    15 x Orruk Ardboys (255)*
    - Reinforced x 2
    10 x Orruk Brutes (320)*
    - Pair of Brute Choppas
    - Reinforced x 1
    5 x Orruk Ardboys (85)**

    Units
    3 x Orruk Gore-gruntas (150)*
    - Pig-iron Choppas

    Core Battalions
    *Hunters of the Heartlands
    **Warlord

    Total: 2000 / 2000
    Reinforced Units: 3 / 4
    Allies: 0 / 400
    Wounds: 133
    Drops: 8

    Hopefully this is useful for people despite my ****** poor performance!

    • Like 4
  21. 3 hours ago, Tizianolol said:

    @Scurvydogexacly, its very intetenting in the game, I wanna test on tabletop a grunta list . I think hack is by far better, but I still think 2x 3 grunta are better then 1x6. Coherency is a factor unfortunately:(

    The 2" actually helps with coherency and getting in range.

  22. 15 minutes ago, Holy_Diver said:

    Now -2 for the hakkas of the Gruntas...oh boy 😁

    45 minutes ago, Scurvydog said:

    Megaboss bellow ability updated in the APP from the new FAQ.

    It now states you can issue the same command up to 3 times in the same phase. The 2nd and 3rd time will just not cost command points in the same phase. 

    So this was actually a nice fix to the rule that makes it entirely clear. It is quite cool too, as it creates even more options for redeploy for example as it does not trigger at once for up to 3 units, but can be spread out in the same phase after the first time. 

    Ok wow these are great. Makes everything so much easier to use and the GG buff for hakkas is amazing for bloodtoof heavy lists that really want to use ggs in 6s. The extra range and rend is solid as hell while the +1 to mortals is great for double charging.

    Man I wish my gg's didn't all have choppas, might need to do some fixing on the prebuilt but unpainted ones.

    • Like 2
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