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Malakree

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Posts posted by Malakree

  1. 10 minutes ago, Acrozatarim said:

    Hobgrotz are great as screens/skirmishers and bodies on objectives, don't get me wrong, but I'd be really worried with an army that's nothing but missile troops and screens that there's so little to counterpunch with - especially if the enemy have missile troops of their own and can just shoot your Boltboyz.

    I mean, ignoring the mortals (yes I know) hobgrot grenades are better point for point than gutripper weapons. 20 gutripperz is 6 boltboyz and 10 hobgrotz. I think calling hobgrotz just "screens" is underselling them quite a bit, they are a 19" threat range 10 attacks 4+/3+/-1/1. Not least having so many means you can layer your screens all of which can shoot without getting into combat.

  2. Been having a think about this, I'm wondering why you would use gutripperz over hobgrots in a big yellers army. Why wouldn't you just go for something like this instead.

    Spoiler

    Allegiance: Kruleboyz
    - Warclan: Big Yellers
    - Grand Strategy:
    - Triumphs:

    Leaders
    Snatchaboss on Sludgeraker Beast (315)
    Swampcalla Shaman with Pot-grot (105)

    Battleline
    6 x Man-skewer Boltboyz (240)
    - Reinforced x 1
    6 x Man-skewer Boltboyz (240)
    - Reinforced x 1
    6 x Man-skewer Boltboyz (240)
    - Reinforced x 1
    6 x Man-skewer Boltboyz (240)
    - Reinforced x 1

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

    Artillery
    Beast-skewer Killbow (130)

    Total: 1990 / 2000
    Reinforced Units: 4 / 4
    Allies: 0 / 400
    Wounds: 133
    Drops: 13

    Lean into the shooting aspect, The Hobgrots provide an amazing screen with 6 units of them and your ranged potential is terrifying. It seems to be that for a big yeller army 2 units of hobgrots at 160 points are better than 1 unit of gutripperz at 180 because you can just get your battleline out of the boltboyz instead.

  3. 5 hours ago, Lord Krungharr said:

    Greetings from a safe distance, Kruleboyz!  I have read that there might be 2 Troggoth units in your army and one or both can grant my hungry Ogors +1 to hit somehow with an aura perhaps?  Anyone know which units these are?  No free warscrolls on the GW site anymore....wasn't wanting to buy a whole tome, but that Mirebrute sure looks pretty awesome, and only $50!

    Please and thank youz!

    Can ogors ally orruk warclans?

  4. 6 hours ago, Orkmann said:

     80+495=575 points and for 25 more you can now take 4×3 piggies

    Worth noting that they aren't battleline anymore.

    Also worth pointing out that the hit/wound are melee only(pretty sure this is still the case?) so if you're bringing a heavy ranged/magic component it's less important to reach the high waaagh point numbers. You're pretty much after the +1 cast/unbind/dispel.

    As @Orkmann pointed out,it's do you want a massive anvil because that's what they do. As a side note moarboyz are actually 10 points cheaper and get the +1 attack on charge. They lose the battleline keyword and are only a 6+save so they do fill a different role.

  5. 17 minutes ago, Rachmani said:

    The Poison happens on the hit roll. So either you hit and roll for damage normally (round about 3 to maybe 4 dmg vs a 5 wound hero) or you roll poison on the hit roll, in which case it does MW straight away. Here I‘m honestly unsure how the damage is calculated. But is either-or, not both.

    The mortal wounds it deals are based on it's damage, so you would roll up the damage for the shot when it triggers.

    6 minutes ago, Liquidsteel said:

    Plus you can take one as Artillery if you're going for 1 drop.

    One of the lists I wrote for Big Waaagh! used it over boltboyz for this reason. It's essentially a "sixth" unit slot for the battle regiment.

  6. 1 hour ago, Kasper said:

    I mean we are playing an edition where monsters are strong, but even against a 5 wound hero those guys are pretty good. You do 2 damage by default, roll 5 dice and theres a good chance you get at least one 5+. That means 3 damage + 3 MW.

    3 damage or 3 mortal wounds (On a 6).

    @Icetea also worth noting that you have megagargants running around at the moment. 35 wounds means you should roll ~11 extra damage, with the 2 base extra your killbow is now at 12 damage.

    Even big stuff like archaon or mawkrushas should get you some high damage numbers.

  7. So savage orruks have three big advantages.

    1. Savage Orruks are the same as Gutripperz only 15 points cheaper and with a 6++ ward save.
    2. Savage Orruks and Savage Morboyz have the best points per wound in the book.
    3. They are battleline in units of 10.

    While these don't seem like massive advantages they have some very important ramifications. When you're choosing between gutripperz and savage orruks what you're really picking between is offence and defence. Gutripperz have the mortals on 6s, or with the swampcaller on a 5+, on the other hand Savage Orruks have a 6++ ward and can get +1 to save from the wardokk. So in that regard it's actually quite important to consider what you actually want out of the unit, do you need them to do damage or would you rather they are able to just sit on a point and stall the opponent while your real damage dealers kill stuff.

    This then touches on the points differences which is again not irrelevant. Gutripperz+Shaman are 180+105 (285) points compared to the Savage Orruks+Wardokk at 165+80 (245). So opting for the savage orruks saves you a massive 40 points AND gets you that bonesplitterz wizard for the +1. This points difference only goes up as you increase the size of the unit with the Gutripperz costing you 540 points compared to 495 from the Savage Orruks for a total difference of 70 points. 

    For the final point there are 3 units which fill that particular unit type slot, Gutripperz, Savage Orruks and Ardboys. Ardboys are somewhere in between the two in terms of damage and survivability but they are really let down by the fact you buy them in units of 5. That means to get the 10 for 170 points you're actually spending a reinforcement slot which might be better spent elsewhere, this might push you over the 5 unit limit for your 1drop battle regiment for example. Not least you cannot actually run a block of 30 ardboys, they come at most in 15s which means you're only putting half of the wounds on the point relatively.

    So Bonesplitterz in general do actually fill quite an important position in the book, they do the raw survivability better than any other faction, they put down the wounds and bodies with a native 6++ ward all for a relatively low points cost. Never underestimate the power of pure wounds, Sons of Behamat do so well because there are a lot of factions at the moment that actually don't have the damage output to kill them fast enough to stop them winning on objectives.

    • Like 3
    • LOVE IT! 1
  8. 15 minutes ago, AlmGandix3 said:

    With the Killaboss on bird and the waagh you can double unleash hell and fight with 3 units before your opponent gets to fight in his turn.

    The bird doesn't say "a second time" it just says "even if it's already been used". You could have 2 birds to get 3 unleash hell uses.

    • LOVE IT! 1
  9. 1 hour ago, riddlesworth said:

    Enjoying the possibilities with double megaboss right now:

    Mawkrusha and 2x pigs  get warchanter buffs, mighty destroyers into a flank for turn 1 to just be a "problem"

     

    Foot megaboss (the general) with 2x brutes to mighty destroyers into the mid board, to own it and clear objectives.

    Ard boyz to follow up, with footboss MD moves putting them where they need to be. Alternative is gutrippas being put there by hand of gork in big waagh

    One of the list ideas I had was 2x(mk+6pigs+3pigs)+warchanter in bloodtoofs. Combine with megabossy and you have 2 independent blocks which are both scary in their own right. With megabossy you can MD all 6 units in one turn giving you an unbelievable amount of mobility. There's also the massive alphastrike potential followed up by 4 charges from the pigs afterwards, honestly pretty fricking horrific.

    Oh wow, hand of gork is just orruk. I automatically assumed it would be ironjawz only. That's got some pretty nasty implications with it, the thirty gutripperz with a killaboss on gnashtooth rushing up behind for the bs immunity. Welcome to turn 1, I hope you enjoy being stuck in your deployment zone!

  10. 3 minutes ago, Kasper said:

    But does 5 drops really matter? I mean against the armies that you want to alpha/punish, they will likely be lower drops. I feel like 5 is too high a drop count to matter compared to getting Mystic Shield on one of your MKs or a 2nd mount trait.  

    I mean, a lot of the ones I want to alphastrike are going to force me to go first...

    Oh and I don't have the heroes for double warlord or command entourage. 

  11. Spoiler

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

    Leaders
    Gordrakk the Fist of Gork (560)
    Orruk Warchanter (115)
    - General
    - Command Trait: Master of Magic
    - Artefact: Arcane Tome (Universal Artefact)
    - Lore of the Weird: Foot of Gork
    Swampcalla Shaman with Pot-grot (105)
    - Artefact: Mork's Eye Pebble
    - Lore of the Swamp: Nasty Hex
    Wurrgog Prophet (150)
    - Artefact: Glowin' Tattooz
    - Lore of the Savage Beast: Gorkamorka's War Cry
    Wardokk (80)
    - Lore of the Savage Beast: Gorkamorka's War Cry
    Swampcalla Shaman with Pot-grot (105)
    - Lore of the Swamp: Choking Mist

    Battleline
    10 x Savage Orruks (165)
    - Chompas
    10 x Savage Orruks (165)
    - Chompas
    10 x Savage Orruks (165)
    - Chompas

    Artillery
    Beast-skewer Killbow (130)
    Beast-skewer Killbow (130)
    Beast-skewer Killbow (130)

    Core Battalions
    *Warlord
    **Warlord

    Additional Enhancements
    Artefact
    Artefact

    Total: 2000 / 2000
    Reinforced Units: 0 / 4
    Allies: 0 / 400
    Wounds: 125
    Drops: 12


    Some notable inclusions.

    • Triple killbow overwatch with potential to have gordrakk replace one if you just want number of shots (6 at 2+/3+/-1/1 is not shabbby)
    • Foot of Gork with reroll for that warchanter. Especially nice once you hit that +1 to cast/unbind/dispell.
    • Mork's eye pebble giving a 5++ ward save bubble for one enemy shooting phase. Great for if lumineth decides to try and gun down big G.
    • Warchanter with rerollable foot of gork cast. Especially nice once you trigger that +1 to cast/unbind/dispel
    • Nasty hex for when gotrek decides to be gotrek. 
    • The +2 to ward save on the Wurrgog for a 3++ under the pebble or a 4++ native. Combine with the Mask for hilarity then heal up with both fixin beat and the wardokk before going for round 2!
    • Like 2
  12. 1 minute ago, Jabbuk said:

    Something to note though is that he has the Grinnin Blades keywords I believe, so he wouldn't benefit from the other factions buffs.

    Which is irrelevant unless you are going Skulbugz which most seem not to be at the moment.

    • Like 1
  13. 11 minutes ago, Scurvydog said:

    That is a really nice environment for Ironjawz, no Teclis, Archaons, Kairos, Belakors.. What a wonderful world for a Waaagh ;) Interested in hearing the results from this though and the list performance. 

    To be honest I wish more tournaments would do it, most of the unique characters are cancerous atm. Gotrek, Morathi, Archaon etc.

    Quote

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

    Leaders
    Megaboss on Maw-Krusha (480)*
    - General
    - Command Trait: Mighty Waaagh! Leader
    - Artefact: Amulet of Destiny (Universal Artefact)
    Megaboss on Maw-Krusha (480)**
    - Artefact: Armour of Gork
    - Mount Trait: Fast 'Un
    Orruk Warchanter (115)**
    - Warbeat: Get 'Em Beat
    Orruk Warchanter (115)**
    - Warbeat: Fixin' Beat

    Battleline
    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)*
    5 x Orruk Ardboys (85)*

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

    Core Battalions
    *Battle Regiment
    **Warlord

    Total: 2000 / 2000
    Reinforced Units: 2 / 4
    Allies: 0 / 400
    Wounds: 133
    Drops: 5

    That's my list. Idea being that when I want to go I can have the 2 cabbages and the GG's rush forward and Waaagh! with the charge reroll. Gives me potentially 18" move on the GG's, 24" on the general, and 30" on the 2nd cabbage, all with charge reroll so I should have a pretty solid alphastrike if I need it. I get a ward save on both cabbages which is so tasty.

    EDIT: Even Gordrakk can be pretty toxic in big waaagh! with 3 unleash hell triggers for a CP.

    Spoiler

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

    Leaders
    Gordrakk the Fist of Gork (560)

    Battleline

    Units
    6 x Man-skewer Boltboyz (240)
    - Reinforced x 1
    6 x Man-skewer Boltboyz (240)
    - Reinforced x 1
    6 x Man-skewer Boltboyz (240)
    - Reinforced x 1

    Total: 1280 / 2000
    Reinforced Units: 3 / 4
    Allies: 0 / 400
    Wounds: 56
    Drops: 4

    Tell me that isn't some kind of dirty.

  14. 11 minutes ago, Kasper said:

    I dont see myself not playing 2 MKs in this edition in Ironjawz, so by default I wont ever be below 5 drops since Warlord feels mandatory for such a list. At this point does it really matter if you are 5 drops or 10-11? Probably not, so might as well go double Warlord imo.

    Im currently considering 1 MK as general with Hulking Brute trait + Mean'un mount trait + Amulet of Destiny artefact. Survivable with a bunch of impact hits when charging/Stomping.

    I played the other with Fast 'Un and Destroyer and while the damage from that one turn with Waagh and Destroyer activated was awesome, Im thinking of trying Armor of Gork + Smelly 'Un. The damage is "good enough" without Destroyer, unless you play something like Archaon I guess, but in that case you probably want to destroy the rest of his army anyways. 

    Alternatively I could go Arcane Tome on a Warchanter for Mystic Shield, but gonna give Smelly 'Un a try.

    I'm actually going to go Amulet on my general and Fast Un + armour of gork on the 2nd to offset the -2 move penalty. Means when I want to go I can actually go.

    Have a tournament coming up this weekend which has a bunch of really solid players, will give a report with my feelings on it afterwards. It's worth noting that unique characters aren't allowed there so it skews it somewhat.

    • Like 2
  15. 1 hour ago, Acrozatarim said:

    Worth noting that Skumdrekk's weapon is slightly worse than a regular Snatchaboss's - he has 4 attacks at damage 2, while the Snatchaboss has 3 attacks at damage 3.

    I missed that, it is an important point. Just did a quick diceroller analysis. It should be noted that the 13+ damage actually can't occur, it appears because you can't do "on 6s stop" so I use an approximation. Two sets of attacks, 4+/3+/(5+ save)/x and 6/auto/none/x

    This gives an approximation but not 100% it's "close" as we say in mathematics.

    EDIT: This is the correct chart.

    Sumpdrek.png.0389cfb255822bc699a4a3326c7ab168.png

     

  16. 9 minutes ago, Kasper said:

    For me its probably Mean > Fast > Smelly. Not sure what you guys think or have experienced already.

    Personally I'll be going fast un and won't be bothering with the second mount trait. It's not as valuable as the second artefact and I don't think I'd ever want to go double magnificent. If I did it would probably be for an extra spell in big waaagh rather than a mount trait.

  17. 32 minutes ago, Fuchur said:

    Ok thanks so would you say Skumdrekk is better than a generic Sludgeraker without the amulet? I`m working on a Big Waagh! List and the amulet goes to the Mawkrusha and now I`m thinking about taking Skumdrekk or a regular Sludgeraker. 

    On profile alone swampdrek is so much better it's unreal. For 5 points you get. +1 wound, +1 attack with his snatcha-stikk, +1 damage on the noisome bite and his snatch and grab is equal and greater, not just greater than.

    If you aren't giving it an artefact or command trait there's no good reason not to upgrade him.

    • Like 1
  18. 16 minutes ago, Jabbuk said:

    Don't get me wrong, me too! But coming from someone who painted 40 ardboys, you tend to lose your sanity if you want to do a nice painting job.. at least I did a little. And now there would be 70 :D

    As someone who has painted 60 grots and 35 ardboys haha

    • Haha 1
  19. 55 minutes ago, Tizianolol said:

    Guys can I use magaboss ability to give a command ability to 2 of my units on himself and another unit? Or they must be another unit? Thx a lot and sorry for bad english:)

    A unit can issue a command ability to themselves. It just says when you use it you can also trigger it on a second unit.

    So yes you can issue it to the MB and another unit.

    • Like 1
  20.  

    Spoiler

    Allegiance: Kruleboyz
    - Warclan: Grinnin' Blades
    - Grand Strategy: Hold the Line
    - Triumphs:

    Leaders
    Killaboss on Corpse-Rippa Vulcha (240)
    - General
    - Command Trait: Supa Sneaky
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Mount Trait: Fast 'Un
    Swampcalla Shaman with Pot-grot (105)
    Swampcalla Shaman with Pot-grot (105)

    Battleline
    30 x Gutrippaz (540)
    - Reinforced x 2
    20 x Gutrippaz (360)
    - Reinforced x 1
    20 x Gutrippaz (360)
    - Reinforced x 1

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

    Artillery
    Beast-skewer Killbow (130)

    Total: 2000 / 2000
    Reinforced Units: 4 / 4
    Allies: 0 / 400
    Wounds: 191
    Drops: 1

    Why not something more like this. Focus on putting hard to shift wounds on the board with lots of infantry. It all goes in a battle regiment as well which means you're a 1 drop. Hobgrots for screening. Gutrippaz go on objectives and the beast-skewer is your answer for those pita things.

    The Supa Sneaky and Grinnin' Blades also combos really well for dumpstering the opponents hero phase if they are magic heavy.

  21. 23 minutes ago, Arzalyn said:

    Maybe it is, but it fells so unreliable to invest the point on the Murknob even for this. He is just a little less than a Shaman or a Killaboss that do what you expect them to do, which make using points for he him really sour when he fails his only job...

    This might be a bit of a weird question. How is he that much different from a killaboss with stabgrot.

    He swaps the battleshock immunity for spell protection and the stance of damage for the precombat mortal puke. From a melee damage perspective he's 3 attacks instead of 4. The biggest loss is the 3+ save but I can't help feeling for the killaboss battleshock prot I'd take the turkey over the foot one anyway.

    I can see the shaman vs murknob argument but even then in the magic heavy meta atm it feels like the 5+ weird un buff is pretty strong.

  22. @spenson Archaon Kairos is pretty fricking busted right now so I'm not sure it's a great example ;) That said, you look low on wounds to me with less than great screening potential. Do you think having more/larger units of Gutripperz might have helped instead of the double big beasty, it's 615 points for 28 squishy wounds.

    Also, do the tzeentch spells which summon the spawns require line of sight? If so couldn't you cover in mud your boltboyz and stop him from using it on them?

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