Jump to content

Skumbaagh

Members
  • Posts

    130
  • Joined

  • Last visited

Everything posted by Skumbaagh

  1. With 3 chanters, what is your regular ironsuns list?
  2. 1 mbmk, 3 warchanters, 15 gore gruntas and 1 rogue idol is 2005 points. Arrgh!
  3. That list wouldnt be legal unless in blood toofs since gore gruntas are not battleline elsewhere. I struggle to write lists now with gruntas and a lot of brutes.
  4. Just want to say how glad I am to be back in the IJ forums and see the old faces again! Malakree, andrew G, broche, plastic Craic and others! You guys have made my Orctober! These discussions are extremely helpful, thank you for putting in the time into this. I'll be lurking around!
  5. I read in the gitz forum that the bossfist won a tournament recently, Does anyone have any more info on this such as the list?
  6. I tried to find the list that won in the IJ subforum, Do you happen to know what the list was? I acctually got a tournament this weekend!
  7. Until the warboss most likely get removed in the next generals handbook he is auto include for me. Pigboss with banner is just amazing with masses of ardboys. Their output goes up by 50%. If you find the old model you must convert it either way since it builds with banner when on foot only. Warscroll let it have a pig for no cost thou. If you covert a gore grunta you need to change its base for a much smaller oval.
  8. I rather use ethereal. He is punchy as he is and needs to stay alive, by giving him a survivability artefact he wont go down on his damage table as fast. Ethereal is a real nightmare for your opponent. But I dont ever play him anymore, I am all into ardboys, warchanters and a warboss in a big waaagh! Sometime I will paint my third MBMK and bring them all to a friendly tournament thou.
  9. Fair. I'd rather change the footboss for a unit of 10 brutes which would also allow me a fungoid instead of the madcap.
  10. This is interestering . Did anyone else look into this? FAQs and such? I havent had the time yet.
  11. Big waagh scales really nice in 2500p games indeed! Something to consider when removing the teleport is the threat of it. Especially in big waagh when you can add to your casting roll. Your opponent must cover his flanks at all times which is costly.
  12. When you are done with your save rolls and are about to remove models you can choose an ardboy equipped with a shield and make two singel rolls. If those roles are not a 6 that model is dead and you can continue allocating wounds. If you rolled a 6 you can roll another one and see if he dies. Another example. You take 8 damage and you have 3 ardboys with shields in the unit of 10 models and none of them are damaged since earlier. You make 6 rolls since they have 6 wounds (you cant roll more than the boys have wounds). One of the dice rolls a 6. 2 of the shieldboys die and 1 is left with 1 wound. You now still have 2 wounds to allocate. You roll 1 dice to see if you save this one too, You dont and he dies. the single last wound is allocated as usual to a model. Important to note: Doing the above and then removing models without shields would be cheating. Also, you can accidenty remove models and break coherensy. This is why you always consider the placement of the shieldboys when charging and piling in. Just keep them together in the back and if you by accident have them mixed in with the others, just remove something else instead, you are not forced to use the shields and as of the new book they have the same attack profile as the rest of the boys.
  13. yes with the ironfist with a gruntaboss or bruteboss. In the few games I have played I have kept the ironfist gruntaboss behind my frontal ardboys screen to trigger a hero phase attack or to move them an extra 4 inch.
  14. I like it. My thoughts are that the Ironfist give you either more movement or fighting power instead of bringing boys back later game. And the 4+ kills it for me. On the other hand, the Ardfist is cheaper and brings your drops down and also sets a bulls eye on a warchanter which draws the attention away from the warboss and weirdnob. IMO Megaboss is too expensive to bring just for the mighty destroyers ability since he has no other use. In the games I have played so far there was most often turns when I needed three +1 damage units. Either for a defensive screening or when going all out attack. The extra waagh energy sold the triple warchanter. On the other hand I never tried bringing only two either...
  15. Sounds very much like how I played my three games the other day. Had 3 pigs strategically in the back line to counter stuff. Instead of the fotboss I used warboss with banner which is totally bonkers. Look in the Warclans thread for my battle reports.
  16. Totally depends on how you play. Personally Id bring either more pigs for a fast list in ironsunz or more ardboys in big waagh.
  17. Oh you are right about that. Had I played it the right way I would just have skipped wrath of gork since he had so much protection from MW (4+) and spells (5+). Good call thou. I rarely use green Puke either way.
  18. Third game was focal points versus the city's list from the first game. I gave him first turn and he castled up and took both objectives on his side and the middle objective and one of my frontal units -2 to hit against his wall of Phoenix guard. On my turn I got bold and 2green puked and teleported a unit of 15 boys to his right side. I sent forward my frontal screen of boys 4" with the pigs iron fist move. If I wouldnt roll high enough on mad as hell i would have wanted to charge both units to strain his line. Luckily I rolled a 3 and got in enough models to capture his right objective without going into combat on that side. My frontal line I just ran up and captured the middle objective instead of going into combat. T1 I successfully cast both the horde killer on a 10+ and wrath of gork but he rolled 5+ both times so nothing happened. Had I won the roll off I would have teleported a unit to his left side to capture every objective scoring 8 points but we both rolled 1s. Instead I got my 15 boys on the right side destroyed by his second Phoenix guard unit who took that objective back. His screen of Phoenix guard attacked my front of 15 boys and killed a few of them and took back the middle objective. On my turn I failed my teleport but got 10 ardboys on my left flank and the 3 pigs into combat with his bird that was left protecting his left objective. +3 to charge saved my day and the pigs barely got in as well. The wurgog got off his gorkamorka spell that made the bird fight last too which helped. Warboss was positioned in the middle just behind my ardboys who was in combat and waaghed. Bird got killed and he didn't make the roll to get it back. My right flank boys got into combat in the middle but couldnt shift the Phoenix guard even thou the first unit of boys had attacked in the hero phase and attacked again in the combat phase while waaghed. Round 3 I won the roll off and got the double. His big blob of Phoenix guard who has killed my boys on his right side was still sitting there on the objective but too far off to be a threat. His Mages and whatnot was in the open for an attack from the pigs and ardboys on his left side. I charged the warboss who was in the middle around what was left of the Phoenix guard attacking their backside. (I had previously got the spell off to make them fight last.) this would make the warboss waagh and reroll reach my pigs and boys in his back line. I killed the mages and the Phoenix guard in the middle (at last) and won the game. Thanks for reading this far and sorry for not presenting my opponents lists, I didn't have them and there were a lot of proxys. I agree with what Kasper wrote in his post above. The 6+ FNP and ardboys shields chips off a lot of damage. I don't think the warboss is broken, his warscrolls is updated to not stack and be wholy within. There is a lot of broken stuff out there anyway. If one wants to go faster and more punchy one could bring the vywern instead for rerolling saves and put ethereal amulet on him.
  19. Second game was against slaves to darkness on starstrike. Opposing army was two blobs of 40 marauders, one keyword khorne and the other nurgle. Then there was belakor and two demon princes. Belakor chose my weirdnob for doing nothing on a roll of 1-4 in round 2 when i wanted to do stuff with him. I threw not one 5+. He on the other hand failed all his teleports during the whole game. Before the first battle round he threw belakor onto terrain as well as another deamon prince. I gave him first turn and he castled up with a small screen in front of one deamon prince. I castled up and killed his small screen while still keeping a good frontal screen for myself. Three units got +1 damage. Since he could teleport one of those blobs of 40 marauders and would charge them at least 8 inch it was important to screen well. Again 3 pigs in the back line having a couple of units of ardboys wholy within 12" would give me the possibility to attack in the hero phase or move them an extra 4" depending on if I would win or loose the roll off. The opponent won the roll off but failed his teleport. He instead buffed a unit of marauders with the spell/ability or whatever that makes me get mortal wounds back on hit rolls of 6. (we chose to not make the ability stack since it will be FAQed anyway) Then he attacked my front line with those marauders and captured the star that had landed in the middle of the table {rolled 7). He couldn't get a lot of them into combat since he wanted to keep them wholy within buffs and only killed a few ardboys. Ardboys hit back with 2 damage attacks and killed 17 marauders and also rolled 4 hit rolls of 6 dealing 12 MW onto themselves. Yeay! My turn 2 I failed teleports, movements and whatever else I wanted to do with the weirdnob since my opponent had chosen him for his special belakor ability and chose to activate his it in turn 2. I threw the horde spell form the wurgog on the blob of marauders I was in combat with, I then attacked them in the hero phase with the ardboys since they were wholy within my pigs which killed off the remaining 23 marauders. This time only a few of them were hurt from rolling sixes to hit which gave them the opportunity to move 1D6 att he end of the hero phase. I rolled a 6 and then moved them another 4" and attacked supporting heroes that previously was behind his now dead screen. On my left flank I moved up 15 boys who also took damned terrain to get them 1D6 further. I moved them up and charged belakor who was in cover in terrain on top of a balewind with ethereal amulet. I ran up three pigs and the warboss to the fallen star and waaghed and then attacked with the 4 remaining boys who were attacking his support heroes and the 15 boys who attacked belakor. 13 boys got into combat with a total of 41 attacks hitting on 2s, rerolling 1s, wounding on 2s but no reroll of those since they were inside of 18" but outside of 16" from the warboss. Belakor saved all but 3 attacks taking 6 damage! One more failed save and he would have been dead. Round 3 roll off was won by my opponent who failed teleporting marauders once more. The stars came down on his right side and in the middle of my castle. He killed the four ardboys and threw in one deamon prince on my warboss killing him and another deamon prince charged over my screen and killed my weirdnob who was standing on the fallen star. He didn't get to capture either the middle star or the one on my side but killed both my general and my warboss. On my turn I was capped on waagh points and had only lost a unit of ardboys and I was confident I would win since belakor and 2 deamon princes were in the open. I killed all of them and scored the middle star and the one on my side. The prince who had previously attacked my warboss got killed in my hero phase by my pigs who could then charge his support heroes once more killing two of them. Round 4 roll off was won by me and we called it. Another win for the boys!
  20. First game was Relocation orb vs a city's list with a lot of MW protection and two blocks of Phoenix guard and a unit of shadowwarriors in ambush. +1D6 to cast and the big bird that comes back from death on a 4+. I let him go first. He moved up with his bird on the objective (wizards counts as 20 models). He failed a -1 to hit spell which would have had his bird on a -2 to hit. I rolled a 6 on the waagh for a total of 6+7+5 before charges. Charging and attacking with a block of 15 boys for another 2 waagh gave me a total of 20. With waagh and rerolling 1s to wound the bird got dead. He rolled a 3 and it didn't come back. I had moved up with my other boys and kept the pigs in the back field to protect as much as I could from shadowwarriors. Sure they could have shot down a hero but they would have been too far away from getting charges in. Also I don't mind losing one support character. None of them are essential when the boys have moved up. Ardboys aren't exactly pillowfisted as they used to be now when they hit on 3s base. I got the double turn and charged with all I had, rerolling one charge. I had only 1 CP so I positioned the warboss for a covering 32" bouble of waagh and reroll of wounds. Win. I'll get back later for the next two games.
  21. I played three games today and here are some key notes. Warboss on piggy back is bonkers. In a list with 50 ardboys attacking on 2/2/-1/2 per model, adding another 50% or 100% attacks with waagh from the pig and waagh from the big waagh really puts them to 11. Using the big waaghs waagh CA is not something one wants to do until late game when you need to go "broken arrrow", use the warbosses waagh instead! And he got 9" movement too so he is not hard to get were you want him to go. Or you could give him the realmartefact that gives him fly and +4 movement! The passive ability to reroll wound rolls of 1 wholy within 16" is massive too. In all three games I had the pigs in my backline to prevent the opponent from droping stuff behind me. Keeping stuff wholy within 12 from the iron fist boss let me move up ardboys or a caster 4 inch or let something attack in the hero phase. With 9 inch move they are quite easy to move up front were the fighting is heaviest or let them move 18+run (if outside of 12 from the enemy) for grabbing objectives. They could be teleported 12" away from an enemy and then moved just 3" from them for an easy charge. 3 models also covers a lot of area in your own back field. Keeping the ironfist pigs alive until late in the game gives you a great tool for a lot of situations. (instead of having six pigs go have themselves killed in T1 or T2. Wurgog is quite expensive but with a possible +3 to cast getting that 10 for the horde spell is really darn good! Gorkamorkas warcry is also useful since one doesn't have smashing and bashing. The chance for an extra CP also comes in handy. The one thing that on paper looked so good was the thing I had the least use of. Wrath of gork. Early in the game a chance for 10 MW with 22" range is a real threat but first one has got to succeed with the balewind. I feel like I could easily remove the balewind and change the extra spell for +to cast. The teleport is just so important. 2 to hit and wound. Wow. No need to put spears on the pigs. 3 warchanters really was useful in every turn. Having the whole defensive line have 2 damage each is so useful when withstand an all out attack. Even when half a unit of 15 boys dies the rest of them still will hit back really hard when on 2 damage. I wouldnt ever go past 15 models in a unit. 3 warchanters and the wurgog gives you 7 waagh points. The CA gives you another 5. With D6 waagh points you could easily get to 16 for army wide +to hit in the first turn after charging and attacking with 1 or 2 units. One really wants to go to 20 points in the second turn and starting with 7+D6 gives you options to add to casting rolls. In this list only the heroes are what you need to protect. The boys and pigs can take a beating. Bring a maw krusha or brutes and suddenly screening is much harder. I will try some more games but as of now I believe I have a great toolbox for taking on most opponents. The list have answers to hordes and hero sniping, teleport and a lot of bodys with insane damage output. It's only weakness is its not very fast, and sure still no shooting. 😅
  22. Thx for your replies! Yes I will be playing two or three games tomrrow. I might change up the list a bit between the games, skipping the wurgog or such. I'll get back here with a report!
  23. I posted this in the IJ thread but I guess this is were it should go. I am looking into making the most out of the combat phase while stil bringing mortal wounds for taking out hordes and support heroes. The warboss with banner will buff the boys to 11 but I get it that people will recommend not bring him. The plan is to keep the gruntas in the back field to stop teleports while still be in range for triggering a pile and attack with ardboys that are in combat. Whats your thoughts? Allegiance: Big Waaagh! Leaders Orruk Weirdnob Shaman (110) - General - Trait: Bursting with Power - Artefact: Shamanic Skullcape - Lore of the Weird: Wrath of Gork and Big great hand of Gork Orruk Warboss (140) - Great Waaagh Banner Orruk Warchanter (110) - Warbeat: Fixin' Beat Orruk Warchanter (110) - Warbeat: Get 'Em Beat Orruk Warchanter (110) Wurrgog Prophet (160) - Artefact: Mork's Boney Bitz - Lore of the Savage Beast: Gorkamorka's War Cry Battleline 15 x Orruk Ardboys (270) 15 x Orruk Ardboys (270) 10 x Orruk Ardboys (180) 10 x Orruk Ardboys (180) 3 x Orruk Gore-gruntas (160) - Pig-iron Choppas Battalions Ironfist (160) Endless Spells / Terrain / CPs Balewind Vortex (40) Total: 2000 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 152
  24. I am looking into making the most out of the combat phase while stil bringing mortal wounds for taking out hordes and support heroes. The warboss with banner will buff the boys to 11 but I get it that people will recommend not bringing him. The plan is to keep the gruntas in the back field to stop teleports while still be in range for triggering a pile and attack with ardboys that are in combat. Whats your thoughts? Allegiance: Big Waaagh! Leaders Orruk Weirdnob Shaman (110) - General - Trait: Bursting with Power - Artefact: Shamanic Skullcape - Lore of the Weird: Wrath of Gork and Big great hand of Gork Orruk Warboss (140) - Great Waaagh Banner Orruk Warchanter (110) - Warbeat: Fixin' Beat Orruk Warchanter (110) - Warbeat: Get 'Em Beat Orruk Warchanter (110) Wurrgog Prophet (160) - Artefact: Mork's Boney Bitz - Lore of the Savage Beast: Gorkamorka's War Cry Battleline 15 x Orruk Ardboys (270) 15 x Orruk Ardboys (270) 10 x Orruk Ardboys (180) 10 x Orruk Ardboys (180) 3 x Orruk Gore-gruntas (160) - Pig-iron Choppas Battalions Ironfist (160) Endless Spells / Terrain / CPs Balewind Vortex (40) Total: 2000 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 152
×
×
  • Create New...