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Skumbaagh

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Everything posted by Skumbaagh

  1. Hmm.. so now one need to read the rules from the app as well? I have only read the rules from the book and the faq and maybe an official answer on the fp page but never from the app. I figured there wasnt going to be an IJ faq since the ghb faq doesnt reference to one in the list of updated faqs. Maybe the list only mention faqs with changed points. Too bad since I really hoped for brutes to go down 20 points.
  2. I brought an ardfist ironsunz list to a five game tournament a week ago and here are a few conclusions I made: The positives: Bringing the ardfist as an extra tool in your tool box is quite strong. - Getting low drops, a CP, an artefact and an cheap battalion is something to consider instead of bringing the ironfist. Sure the ironfist is really strong too but the ardfist bring something else to the table. - The threat from the "teleport" mechanic is really good. Your opponent need to have his back covered. Since the ardfist does not involve a spell to be cast there is no way to counter it. - The chance to win the game when an opportunity shows later rounds on a 4+ is really strong. You are often a run or countercharge away from capturing an objective with 10 boys. - The ardboys themselves are such a good unit! with +3 to charge that 9 is not so hard to get. 10 models for capturing, yes I very much like that! are they punchy? Yes! Had it been brutes this battalion would have been useless IMO. Why trying to spam 40 boys on average T1 is not broken (the negatives): - Everyone must have read about the theorethical average 40 ardboys T1, Forcing to trigger it T1 is not that easy, (a unit from a battalion can not be understrenghted, thus you must either kill your 5 boys yourself or having them die in combat.) Try and do that against Tzeench. And again if you succeed with your teleport (tip of the day: Bloodtoofs) , how are you going to have them killed in combat? Against horrors? How about against Seraphon? Sure both Tzeench and Seraphon must deal with you other ardoys eventually (they are not going to fight the ones you teleport T1) but building the list to generate CP and not have the boys die T1 really gives you not much else to do, the tactics revolve around this ardboys spam early game. - 4+. Doing a 5 game tournament? How about spending 6 CP and getting 0 boys to fight? Yes it does happen! - Keeping the warchanter alive may or may not be hard, it really depends on the match ups and if you keep it far in the back it is quite safe. He is not going to be much useful either thou. If he dies before you can spam, GG! - Ironjawz are really CP hungry, especially in an ironsunz list were you want to spend CP on countercharges and also fight in the hero phase. I only spend CP on recycling if it also would give me points to do the other stuff we want to do. At the best I spent 2 CP to try getting 10 boys back. - the ardboys are not easily killed with 20 wounds on a 4+ save. You will need to have them die early if you want the spam to as your main force. To sum it up: Yes the spam is filthy if it triggers, but it wont win you no tournaments. Using it as a an extra tool is the way to go. The ardfist is not at all broken in my book, My tournament: The list I played was 60 boys, 3 warchanters, weirdnob, fungoid, megaboss on foot as ironsunz. I brought 10 extra boys for summoning (never got played). I had a game against skaven were I spent 6 CP over 3 turns to get the boys back but no-no (won on points but i got tabled). In a game against a magic heavy stormcast list Gotrek "teleported" two unit of ardboys from the mid table to behind his own back line (win). In a mirrormatch I got 1 unit back which got me a major win instead of a minor. Against ogors I had the warchanter ambushed and got double turned (lost). Against tzeentch I got burned off the table. Went 3-2.
  3. Woho! My list for the tournament Krigsluntan in Stockholm this coming weekend got a mentioning on the Honest Wargamer. Here it is: Allegiance: Ironjawz - Warclan: Ironsunz Leaders Orruk Megaboss (150) - General - Trait: Right Fist of Dakkbad - Artefact: Sunzblessed Armour Orruk Weirdnob Shaman (110) - Artefact: Shamanic Skullcape - Lore of the Weird: Da Great Big Green Hand of Gork Orruk Warchanter (110) - Warbeat: Fixin' Beat Orruk Warchanter (110) - Warbeat: Killa Beat Orruk Warchanter (110) - Warbeat: Get 'Em Beat Fungoid Cave-Shaman (90) - Allies Battleline 15 x Orruk Ardboys (270) 15 x Orruk Ardboys (270) 10 x Orruk Ardboys (180) 10 x Orruk Ardboys (180) 10 x Orruk Ardboys (180) Battalions Ardfist (120) Endless Spells / Terrain / CPs Chronomantic Cogs (80) Scrapskuttle's Arachnacauldron (40) Total: 2000 / 2000 Extra Command Points: 1 Allies: 90 / 400 Wounds: 155 Its about teleporting (and summoning with some luck) units on the other side of the table and countercharging with +5 to charge.
  4. A unit of 5 is not understrenghtened. It's just not battle line. Oh you mean 5 units or 1? Sure you are right, this have been discussed some pages back.
  5. I have tried it. Spent 6 CP (with brooch giving one back). Got me 1 unit. Even with an average of 4 units per T1 it sometimes does nothing, especially in a five game tournament. I played it in a bloodtoofs list to autoport them into combat T1. Charged 5 boys into Gotrek. I realized that against lists with huge screens and few punchy units you may not have them die in the first two rounds or so. Rules has it that you can not understrength a unit from a battalion so you need to put out 10 MW the first round if you want to kill them yourself. In a tournament next weekend I will be running a 60 ardboys list with cogs and bring the ardfist as a useful tool rather than building the list around it. I figure a battalion gives me less drops, 1 CP and an artefact and summoning as a bonus. I will run ironsunz to max benefits from the cogs.
  6. Quick question. With the ironsuns, can I attempt to charge several units at the end of the enemy charge phase? With one cp each? No, yes?
  7. The posibility to countercharge and the -1 in the first BR makes the ironsunz my goto choice. Gorefist to push up the board asap and cogs for those table edge deployments. Gravetide and 10 ardboys to get the green puke off on one poor sod. 7 drops Got 70 ardboys painted and good to go! Probably enough for the first turn anyway =D Allegiance: Ironjawz- Warclan: IronsunzMortal Realm: HyshOrruk Weirdnob Shaman (110)- General- Trait: Dead Kunnin'- Artefact: Great Green Visions- Lore of the Weird: Da Great Big Green Hand of GorkOrruk Warchanter (110)- Artefact: Aetherquartz Brooch- Warbeat: Killa BeatOrruk Warchanter (110)- Artefact: Lens of Refraction- Warbeat: Fixin' BeatFungoid Cave-Shaman (90)- AlliesFungoid Cave-Shaman (90)- Allies Fungoid Cave-Shaman (90)- Allies10 x Orruk Ardboys (180) 5 x Orruk Ardboys (90)5 x Orruk Ardboys (90)6 x Orruk Gore-gruntas (320)- Pig-iron Choppas3 x Orruk Gore-gruntas (160)- Pig-iron Choppas3 x Orruk Gore-gruntas (160)- Pig-iron ChoppasArdfist (120)Gorefist (130)Extra Command Point (50)Chronomantic Cogs (80)Suffocating Gravetide (20)Total: 2000 / 2000Extra Command Points: 3Allies: 270 / 400Wounds: 130
  8. Waaiit for it! (incoming math from Malakree) Also, with that many ardboys you really dont need to fight in the hero phase.
  9. I assume it overrides the cap since it states that the unit is _added_ to the battalion.
  10. I haven't tried the ardfist yet but as of calculations one could summon on average 50 ardboys T1. With -1 to hit in the first round, look out sir, cover and line of sight breakers its not very hard to protect the warchanter the first round. In round two one could easily crowd the quadrant were the warchanter is with new boys, if one doesn't summon them in the back of the opponents side. The ardfist is pure filth as of now if played optimized and according to RAW. I just can't see the ironfist being the better option. That said, most people wouldn't want to win because of a broken mechanic. Also, 70 ardboys is enough for me, not gonns paint more of those for a while.
  11. If one builds the. You need the ardboys to be 3 units of 10 in the ardfist. (Battleline in units of ten.)
  12. Warscroll builder is updated with ardboys in units of 10 to be battleline also in IJ. FAQ is not updated. Could there have been more stuff updated in an official answer somewhere?
  13. Here is a start... Now were do we wanna go? I think more ard boys is not necessary at all since you could bring more boys from the boys you just summoned. A maw krusha and pigs perhaps? We need 12 units thou to bring 3 fungoids. 2 may be enough. Big waagh may be the best way for the +to hit and wound and smashing and bashing doesn't work very well with small unbuffed units. Allegiance: Ironjawz Leaders Orruk Weirdnob Shaman (110) - General - Trait: Dead Kunnin' Fungoid Cave-Shaman (90) - Allies Fungoid Cave-Shaman (90) - Allies Fungoid Cave-Shaman (90) - Allies Orruk Warchanter (110) Battleline 5 x Orruk Ardboys (90) 5 x Orruk Ardboys (90) 5 x Orruk Ardboys (90) Battalions Ardfist (120) Endless Spells / Terrain / CPs Extra Command Point (50) Total: 930 / 2000 Extra Command Points: 2 Allies: 270 / 400 Wounds: 54
  14. ... Or do you need the opponent to kill them? What is the minimum size of a unit? 1 model right? You just pay the tax for 5 models... The you have a spell like green puke that targets an area. You even get to throw it twice if you have a unit of 10 models close. The burning head is a D3 damage too.. It's pretty easy to kill off a 2 wound model by yourself... 3 CP+D3 you say? How about another 3 CP on 4+ from 3 allied fungoid cave shamans!? Then we have the brooch on top of that.
  15. There is an interesting discussion on the warclans group on Facebook about the ardfist and the wording of the ability. As it is written (RAW) it seems that one could burn several CP when a unit of ardboys die and get back a unit on each 4+. Do you guys have any opinions on this?
  16. oh is it. Well you live you learn. 😃
  17. Oh, sorry about that, I was refering to the phase [start of the combat phase]. A lot of people are not aware of the mechanics of "I go, you go, I go ...." in [the start of the combat phase] as well as in [the combat phase].
  18. Doppelganger would only work in your own turn but that may have been what you meant. (Because in your turn you play out your activations first "at the start of the combat phase")
  19. Those models are really great to paint. I am not going to advice against it, but I havent used the footboss in any game the last two years. The maw krusha model is also so great to paint, play and fits in most lists. Magnetize the weapons and play it as either gordrakk or any of the Mbmk outputs. When you have tired of painting ardboys it's time to mix in something fun to paint, and the mbmk also takes quite some time to finish.
  20. Buy another start collecting box! 😃 ... and a maw krusha. and then skip a warchanter and you are right at 1250. Most 2000p competetive lists at least consists of: 1-2 MBMK (MBMK+Gordrakk) 1-2 Warchanters 0-1 Weirdnob shamans 0 megaboss on foot (who?) 3-6 pigs 10-20 ardboys 0-10 brutes = 2 start collecting boxes and a MBMK are essential when growing to 2000p
  21. Yeah what I meant was if its going away..
  22. When can we expect the errata/faq for warclans? What changes do you guys think it will bring? Ardboys battleline in fives? Mount trait for gordrakk?
  23. Oh I remembered it being like that only for big waagh armies. Too bad for the triple build. Yes I had a guy in the US build me a mbmk in flight mode. He didn't take much for his work but with shipping around the world and customs it cost me the price of three mbmks. Totally worth it!
  24. Tbh I dont play it like that. I just make the charge, move all the models and then check what units are within 1" of any of my models. Then i roll the dice for each unit. (I see now how my own wording could be interpreted as something else!=) )
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