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Banglesprout

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Everything posted by Banglesprout

  1. I'm kinda hoping there are almost no changes in the GHB for Ironjawz because I feel like the less changes there are, the sooner that means their new book is coming out 😛
  2. Oh and also what're you guys doing with your Fungoids other than generating command points? Are they good for anything else?
  3. Thanks for the report and commentary @Andrew G, been really cool to hear that it's doing well! I also really like the alternate list from @broche which includes brutes, if only because I like the greater diversity of units, and brutes arrive such cool models. You answers on how you fight other combat armies sounds great but I have one question.. hope do you fight the "always strike first" FEC dragons? I was kinda thinking that Mirrored Cuirass was the only way, but it's seems neither of you are taking it, so what's your plan??
  4. Awesome, this was my thinking but I wasn't sure if you'd miss the extra range for casting outside of dispel range.. What do are you using CP so much for? I can see it being used for a reroll on one of the spells early, then waaagh later maybe.
  5. @broche awesome! Good luck, look forward to hearing how it goes! @Skabnoze oh agreed he's definitely worth 10 extra points for the CP generation, but I quite like the warchanter too, and I'm not too keen on dropping one of the existing units down to make room.. although swapping one Brute unit for another Ardboy unit might be good. Feels like a bit of a micro optimisation which wouldn't make a bit difference either way, but it'd be good to give a go, especially since I already have the fungoid.. although it would also mean making 10 more Ardboy 😬
  6. I'd be tempted to go for an allied Fungoid.. In which case I'd be tempted to drop the warchanter for him, but it's quite annoying that he's gone up 10 points so they're not the same anymore - I'm not sure how I would change the list to drop those extra 10 points - I could switch a unit of Brutes to a unit of Ardboyz, but I'm not sure I like that as much.. probably would be worth giving a go though!
  7. I've been thinking quite a bit about weirdfist since I read @broche's post a couple of pages back, where he talked about using trolls for some range damage. I do think that Ironjawz need some way to reach out and hit key targets, but I am not a big fan of many of the allied shooting options, so given that, it feels like magic might be the only way. I think there's two issues really with weirdfirst. Firstly it makes you bunch up 5 units + your weirdnob, and secondly since people often also take the balewind vortex it also becomes stationary. The first problem, bunching up, isn't *so* bad because lots of your other abilities also benefit from your units being close togher - such as mighty waaagh, the warchanter buff etc. But I think you also need to put a couple of units into your list that are happy being outside this bubble. The second problem, being stationary, is possible to avoid completely.. but if you want to do that and also cast two spells per turn then you need to take cogs, which I actually don't think is a bad option and gives some nice flexibility as it can also be used to speed up your army. I think there's also a third issue with weirdfist - which is the high casting value of Foot of Gork. Without mystical terrain you're still more likely to fail to cast this spell than you are to succeed, even with the +2 to cast.. I really love it buuut.. I'm starting to think that maybe the way to get more out of the weirdfist is to cast Green Puke and Arcane Bolt more, what're your guy's thoughts on this? Bearing all that in mind the list I am currently thinking of is this Megaboss on MawKrusha (440) General, Ironclad, Daubing of Mork Warchanter (80) Boss skewer Weirdnob Shaman (120) 10 Ardboyz (160) 10 Ardboyz (160) 10 Ardboyz (160) 5 Brutes (180) 5 Brutes (180) 3 Gore Gruntas (140) 3 Gore Gruntas (140) Weirdfist (180) Chronomatic Cogs (60) Giving 2000 points exactly, with 146 wounds. The 30 ardboyz and 10 brutes accompany the weirdnob shaman in the weirdfist. The two gore grunta units are there to act independently . I'm kinda tempted to swap out the two gore grunta units for two Rockgut troggoth units.. I love the models, and the idea of the ranged mortal wounds.. but I think Rockgut's probably work better in one unit of six, rather than two units of three, and their lower wounds, lower save, lower bravery, lower movement speed than Gore gruntas, which makes me think they're really not cut out for acting independently away from the weirdfist blob.
  8. I really like the originally of this concept @broche and I love the fellwater troggoths so I'd love this to be good. The thing I'd be worried about is that the ranged attacks are all really short range so do you think you'll struggle to bring them to bear on the key targets? I think the advantage Weirdfist would have over this is extra range which means you can apply the damage where you need to...
  9. It depends what kind of list you're running. I think if you're planning on playing a Gorefist then 15 isn't too many at all, and you may even want a few more! On the other hand for other kinds of list it probably is more than you need. So I guess the question is; do you want to play Gorefist (or at least have the option to)?
  10. Hey @Malakree thanks for the report! I am just checking out the Honest Wargamer coverage of Crimbobo now while doing some painting and have just seen your game, shame it was the first, would have loved to see your army going crazy and crushing, but the destructive bulk run at the end of the game was pretty cool anyway Sounds like you really enjoyed the weirdfist, which is cool, what about the double mawkrusha, how did that do, and would you stick with it?
  11. Hey @Andrew G thanks for your thoughts! It's interesting that you list Bloodtoofs lists as one of the three mistakes people are making, but the third list you've been playing *is* a Bloodtoofs list, so you must think it still can be worthwhile - what makes you take it in that third list? I'm going to try the following list for my next games - mainly because I want to try a larger unit of Gruntas & Brutes. Not sure whether I wanna keep that 100 points for command points, out try to fill it with something... LeadersMegaboss on Maw-Krusha (440)- GeneralOrruk Warchanter (80)Orruk Warchanter (80)Battleline6 x Orruk Gore Gruntas (280)10 x Orruk Brutes (360)10 x Orruk Ardboys (160)10 x Orruk Ardboys (160)10 x Orruk Ardboys (160)BattalionsIronfist (180)Total: 1900 / 2000Extra Command Points: 3Allies: 0 / 400Wounds: 146
  12. I love the idea of the 6 strong GGs that get launched into the opponent, pinning him in his deployment zone. The extra two wounds is nice, but it feels kinda awkward that once the unit dies everything loses the 'ere we go d6 move... How do people play this bigger unit?
  13. Hey @Malakree awesome to hear your report as that's exactly the list I'm currently building towards! It's a shame you hate the footboss as he's such a great model! What are you considering swapping him out for? Obvious choice is the warboss on a boar with the waaagh banner as he's a straight swap for points.. or maybe go for something more interesting - a wizard + endless spell perhaps?
  14. Awesome to hear your success @Superninja! I kinda wanna remain pure Ironjawz at the moment so haven't tried the Orruk Warboss yet, but I do think the Great Waagh Banner sounds great. What was the reason you inlcuded those 10 Orruks, just because you had an 80 point whole to fill? Do they do anything other than sit on an objective and hope to be ignored? @Skreech Verminking sounds like it could be fun - you've certainly got a lot of heroes. The thing I would be worrying about is how slow everything in your army is (except your warboss). I've seen people play all brute armies, but usually this is at 2000 points with bloodtoofs and cogs to help speed them up. I suspect that although that list could work, if you included a Gore Grunta unit or two (or a fast ally unit) then it'd be stronger. The list I am currently playing with a 1000 points is: Mawkrusher, Warchanter, 10 Ardboyz, 5 Brutes, 3 Gore Gruntas. I mostly made this just because I wanted one of each unit so I could play with them all, so I'm not claiming it's super competitive. But that diversity is something of a strength, and I'd expect to be able to dictate which combats happen because of the extra speed my Mawkrusher and Gruntas have over your army. I think it's always going to be a struggle for an army which has no ranged or magic threat, so it combat only, and is also slower than it's opponent.
  15. Hey @Superninja sorry to hear you're feeling down! Here are some thoughts on your problems You've got two options. First is go for it. So you charge in with one of your key combat units - usually either your mawkrusha or a big unit of brutes. (have you tried 10 - 15 of them in a single unit?). Give them the buffs you can, hope you can do it. Possibly this isn't the best option though - what might be better is pin this large unit in place by charging it with a unit which is just gonna hold them there for a bit - like some Gore Gruntas. Then move around that unit and attack other stuff with your key combat units - like the heroes that are buffing that large unit in the first place for example. Mawkrusha is particularly good at this because he can fly over stuff that's in the way and attack enemies that are behind the front line. Deciding which of these two options to take is kinda the fun part of playing Ironjawz Yeah ranged units hurt, and it's really hard to watch your guy slowly (or not so slowly) dieing if they're not really achieving much. I guess as Ironjaws we never really defend (unless playing weirdfist *maybe*) - you've just gotta try to play the objective and accept that some (or lots) of your stuff is going to die, it's just a question of "what value can I get from it before it does die"... Yeah we don't have these shenanigans, which in some ways means we're playing proper, but it can be tough. The best way I can think of to counter this kinda stuff is allied goblins for board control, or at least as a shield protecting your key combat units from getting hit. Ardboyz can kinda do that job too in a pure Ironjawz list. Spread out to limit where they can drop, and physically stand in front of the important units you want to keep alive, so that they have to charge your shielding unit. Of course if the deep strike unit can fly or has ranged attacks it becomes even harder... I think because of Waaagh, and Smashing & Bashing, we can feel like we need one or two epic turns where we absolutely explode and annihilate the enemy.. and I guess this *can* happen - but it's not always possible, and it's not the only way to play. There's no reason you can't use waagh in a turn just to buff one or two combats to make the difference. I know this is easier said than done, but in this scenario you are correct. You kinda have to accept that you're going to get hit first - so you push a unit in front of the enemies face (Gruntas or Ardboyz probably) knowing it's going to get hit and maybe killed. Your key combat units are behind that somewhere waiting to counter charge your enemy after he has hit your unlucky first wave. Of course.. your opponent is probably going to be trying to do something similar back to you... that's Warhammer
  16. Hey guys, love some of the discussion going on at the moment, so thanks to everyone who's contributing! I am currently building my guys towards playing a Bloodtoofs list - I really like the one drop, bravery, and extra artifacts. What I'm not sure I like is the cogs that everyone seems to pair them with. I'm just not convinced that an 80 - 120 points shaman + 60 points cogs (combined that equivalent to having another unit) is worth it - partly because I don't see our shaman options doing much *besides* casting cogs, partly because I don't like that in spending all those points there's no guarantee I'll get cogs cast on the first turn (although for this reason I do think Fungoid is the better option) and partly because the cogs also help out opponents! Has no one who's played these kind of lists found they've had these issues with cogs? Anyway I was wondering what a nice Bloodtoofs list might look like without cogs and came up with this: Megaboss on Mawkrusha Megaboss Warchanter Warchanter 20 Ardboyz 5 Brutes 5 Brutes 3 Gore Gruntas 3 Gore Gruntas Ironfist & Bloodtoofs 2000 points on the nose. What I like about this as I've switch what would usually be a shaman + cogs into a warchanter + 10 extra Ardboyz. I really like a larger unit like this, and the warchanter guaranteed buff is great too. It feel like its going to be more reliable to me, but I guess I'm going to have to play it and find out...
  17. Looks nice @Malakree, very similar to my list except I've swapped one of your Shamans for the foot Megaboss... mostly just because that means I'm playing with the entire Ironjawz range, and I like the diversity Good luck, I look forward to hearing how you do! Regarding the tournament stats for Ironjawz.. it essentially says that you're more likely to lose any give game than win it.. but not by that much - you've still got a decent chance. So you'll probably win 2 - 3 games at a tournament.. but are be very unlikely to win them all. I don't actually think that's a bad place to be in. It'd be really interesting to see those stats broken down a bit further. I wonder for example if Gorefist, Ironfist, Bloodtoofs, and no Battalion lists have very different win rates.
  18. That's a really nice lean list! I've been working towards something similar myself which looks like this Megaboss (Krumpit) on Mawkrusha (skwash) Megaboss (Can't remember this poor ladz name..) Warchanter (Teebag) Weirdnob Shaman (Sosij) 10 Arboyz (Really want to call this the ardboy'ld eggs... but this pun is just so bad) 2 x 5 Brutes (Banga & Masha) 2 x 3 Gruntas (Skratchins & Beans) Ironfist and Bloodtoofs Cogs (warcry, for anyone who really wants to groan: "We'll av ya fur brekfust") But I really just wanted to pick list that is fast and has a least one of all the things Still feels a bit awkward at only 1940 points, and I'd really love to bump the ardboyz up to 20 or 30 ladz, but I dunno where I'd get the points from. Really like that you've managed to hit 2000 bang on the nose by switching the Weirdnob out for a Fungoid and then upgrading all the other units to Brutes! Good luck with your tourney, looking forward to hearing how you do...
  19. Hey @Chris Tomlin, nice to read some reports from you again, its cool to hear things going well too! Have you and @Sangfroid decided whether you'll be using Ironjawz in any more tournaments this year?? The pics were cool too, we got a *lot* of sweet maw-tail! Regarding this I have actually thought about this before - I spend so much time painting the model's faces, then all I ever see of them is the back of the head! I wonder if anyone really focuses on what they will look like from a on-the-table-top-from-behind perspective... gotta start giving more attention to that back of the head, and shoulder detail!
  20. Those are great conversions, really cool and different! I'm looking forward to seeing them painted and also how you find playing with them! I have a sneaking suspicion that the list you posted earlier might be the One True Ironjawz List for GHB2017... But what do I know?
  21. Oh I actually have two from "back in the day" so I'm quite tempted to give it a go, but to be honest I even think they're the kinda thing that is very scratch-buildable if you're not sure of the price.. Yeah not needing LOS seems great to me.
  22. Hey @Chris Tomlin, thanks for the report! Haha the good old Carlsburg get out clause So do you like the 3 chukkas as a serious option? I guess it might be hard to tell after just one game in which they were brilliant, but does 3 feel better than 2, or too many points invested in them. @Sangfroid interesting option! I had a go seeing if I could sneak one 10 strong brute squad into that list but couldn't find a gap big enough for them However I'm not sure you need both warchanters in that list and if you drop one you could go for a full on Rockjawz list Cabbage Warchanter Weirdnob Shaman 30 Ardboyz 3 x 3 Gruntas 4 Rocklobberz 1990 points I know the lobberz aren't as good as the chukkas or divers, but I quite like that because there are four they can be placed in two groups of two - holding two objectives and meaning the opponent has to attack two different places to take them all out, but they still all get their battery bonus. To be honest though I'm mostly just sold because of the name Rockjawz ?
  23. Hey one thing that has come time mind.. so it's this it? Is this the one true perfect list? Gone stock with it a while, or have you got chants you'd like to make?
  24. I totally agree on the rule interpretation and it not being cheesy regarding pile ins. On a slight side track though the tactical removal of casualties is never something that's sat right with me - again I agree that it's totally legitimate, but for me it just breaks the immersion if that's the right word. It just doesn't make much sense. I think it'd be a nice improvement if the rule was to remove the model(s) closest to the attacking model(s).
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