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Skumbaagh

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Everything posted by Skumbaagh

  1. It is 1 MW on a 4+ per gore grunta model within 1" of an enemy model, and as of the wording it could be dealt to several units from a singel gore grunta if they are within 1"
  2. Only in the big waagh right? I am not sure about the wording in the book thou. "Battleline in Ironjawz or Big Waagh! army if unit has 10 or more models" Warscrollbuilder has it in big waagh only but they have been wrong before.
  3. The Bowling Bully Brothers! Now with grots to bully .. (no need to stay back for footslogging warchanters, cause there aint none!) "Hmm.. should I focus on the right side of the board?" "S-T-R-I-K-E!" "Oh I won the roll off.." Sure, I'll go for the left side!" Allegiance: Ironjawz Mortal Realm: HyshLeadersMegaboss on Maw-Krusha (460)- General- Boss Gore-hacka and Choppa- Trait: Brutish Cunning- Artefact: Aetherquartz Brooch- Mount Trait: Loud 'UnMegaboss on Maw-Krusha (460)- Boss Gore-hacka and Choppa- Mount Trait: Mean 'UnGordrakk the Fist of Gork (540)- Mount Trait: Big 'UnFungoid Cave-Shaman (90)- AlliesFungoid Cave-Shaman (90)- AlliesBattleline5 x Orruk Ardboys (90)5 x Orruk Ardboys (90)5 x Orruk Ardboys (90)5 x Orruk Ardboys (90)Total: 2000 / 2000Extra Command Points: 0Allies: 180 / 400Wounds: 94 Seriously.. keep the cabbages out of reach in the back until an opportunity shows.
  4. Now when the damage table is beaten to death... I have been trying to get myself a wrath of gork list and this is what I have come up with. With +3 to cast (when within 6" of the idol), two really punchy units and a bunch of ardboys for screening. On a 4+ they may or may not come back to grab an objective in the enemy territory. The idea is to put out 8-10 mortal wounds the first turn and something similiar the second. To play defensively and use the ironsunz charge in the opponents charge face as a defensive counter. I could either go with the spell portal to target a support hero or put the weirdnob in the front line to get 27" reach T1. (1+4" base size+16"+6") to maybe reach something juicy or force a battle shock on a screen. The list is quite slow and the weirdnob needs to stay in the middle and close to the idol at all times. With this list its either going ironsunz or the big waagh! Ironsunz doesnt force any compromises so there is no point not using it. Big waagh is good but one would want to keep the waagh points for the passives instead of using them to add to cast rolls the first couple of turns. A maw krusha instead of gordrakk unlocks IJ waagh which could be brutal but I figured Gordrakks ability is better. instead one could bring pigs for some speed and more boys for the wrath of gork damage output. List is 4 drops now which is really good IMO. Allegiance: Ironjawz- Warclan: IronsunzMortal Realm: HyshLeadersOrruk Weirdnob Shaman (110)- General- Trait: Master of the Weird- Artefact: Shamanic Skullcape- Lore of the Weird: Wrath of GorkOrruk Warchanter (110)- Artefact: Aetherquartz Brooch- Warbeat: Fixin' BeatGordrakk the Fist of Gork (540)- Mount Trait: Weird 'UnBattleline10 x Orruk Ardboys (180)10 x Orruk Ardboys (180)5 x Orruk Ardboys (90)5 x Orruk Ardboys (90)5 x Orruk Ardboys (90)BehemothsRogue Idol (400)BattalionsArdfist (120)Endless Spells / Terrain / CPsUmbral Spellportal (70) OR Balewind Vortex (40) + 1 Command Point (50)Total: 1980 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 114 What are your opinions!?!
  5. I had so much wanted it to have the hero keyword for an artefact!
  6. The warscroll also changed! No more halving damage and 5+ to negate both wounds and mortal wounds. Points on warscroll builder are still the same but they may have not yet been updated. Will it get cheaper or more expensive or stay?
  7. Allegiance: Ironjawz- Warclan: IronsunzLeadersOrruk Weirdnob Shaman (110)- General- Trait: Bursting with Power- Artefact: Shamanic Skullcape- Lore of the Weird: Da Great Big Green Hand of GorkOrruk Weirdnob Shaman (110)- Artefact: Great Green Visions- Lore of the Weird: Mighty 'EadbuttOrruk Warchanter (110)- Warbeat: Get 'Em BeatOrruk Warchanter (110)- Warbeat: Killa BeatBattleline6 x Orruk Gore Gruntas (320)- Jagged Gore-hackas20 x Orruk Ardboys (360)10 x Orruk Ardboys (180)10 x Orruk Ardboys (180)10 x Orruk Ardboys (180)10 x Orruk Ardboys (180)BattalionsArdfist (120)Endless Spells / Terrain / CPsBalewind Vortex (40)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 174 First of all, is this list legit? Played a game with double Dragons against daughters and what can I say.. I need more wounds! I figured I get as many wounds in as possible while building the list around movement shenanigans. Weirdnob general has +2 to cast and can try hand of gork 20 boys from out of dispell range. 6 gruntas can get into combat turn 1 as well if necessary, making the most out of the -1 to hit in a first turn charge. Or they will just get across the board to sit on an objective for a while (18+2D6 run). Weirdnobs will help getting all of the boys up to speed to screen off the middle of the table. Warchanters will stay behind the ardboys for support, both for the +1 hit in the opponents combat and for charging boys in the end of the opponents charge phase to mess with pile ins. The one Weirdnob with mighty headbutt could get onto a balewind and target keepers and such which could be done as early as beginning of t1 because of the 22" cast. Target saturation is good. 3 out of 4 heroes are powerful, targeting priorities will not be easy for the opponent. Imo the general is the most important one. With teleport, charging in the opponents turn and a chance to come in from the sides I think this list can do a lot of stuff. One could easily change the ardfist and vortex for an ironfist to save CP on the pigs making them a solo unit without need of backup. What do you guys think?
  8. Here is another question for you fellas to take a bite at. Attempting to cast the same spell twice in one turn is not possible unless stated otherwise. What about a bloodtoof army with the quickduff amulet that says "the bearer can cast the great green hand of gork"? Does that still count as an attempt or is it possible to teleport with the amulett and the spell from a weirdnob too?
  9. But slaanesh will let your fight last on a 2+ or 4+ with a lot of stuff.
  10. Malakree I played your gordrakktoof this last weekend and it was such a blast! I went 3-2 with loses against legion of greef and slaanesh. Only the slaanesh game felt really uneven. The only thing I regret is that I went the ardboy way with playing 60-70 ardboys since ghb19 when I could have played this mega fun list! Gordrakk, Mbmk, 2*10 ard boys, 2*3 pigs and 5 brutes. Anyways, the fear of gordrakks threat range was real! The changehost deployed so far back that he couldn't come back at me on points. It was a great win with most of my stuff blown up! The match against a stormcast heavy casting list was the easiest game ever. That player normalt goes 4-1 but in this game with the list he was playing he turtled up with his sequitors on terrain waiting all game for me to come at him. Which I never did. Blew him up when he realized he had to go for the objectives with all he had. I activated the bomb and moved gordrakk and the maw krusha forward some 24 inch from way back were they locked the table from airdrops and kept out of harms way. With the above I want to highlight soft values such as fear of what you can do (supercharges or unbindable teleport for example) and the mistakes that comes with. The flexibility that comes with insane movement is huge, one may think moving 24 inch is not necessary but finding those mistakes and making a 40 inch move to stomp a lone character and capturing an objective is really satisfying while tipping the scale. I totally agree that we (ironjawz) are not in much of a better place than before. We didn't really get the much need tools for fighting the cheese. It will be more fun to play thou, with more tools to lean on. I will aim for making the 4-1. It will be much up to matchups thou. And I don't really want to mix in with the Bonesplitterz, then I could as well get myself a another army instead.
  11. Alright. And both the passive and the active abilitys are only available for the big waagh and not for IJ and bonesplittas?
  12. As for the big waagh I remember reading or hearing Ben say something about waagh point mechanics. On a roll 1 of one the points reset to 0. On a 2-5 it halves and on a 6 it stays on the current level. On another note: at the end of the game on twitch the IJ player puts back his dead MBMK on the table right before the game finishes. I didn't get what he says while doing it and there is no talk about accumulating reinforcement points or such......
  13. Yes but then we would loose IJ allegiance abilities. (mighty destroyers, smashing, +to charge). We would be able to bring artefacts from IJ thou. Ben said something about this.
  14. Notes I made from watching the twitch streams: Brute fist does mortal wounds for each model within 1 inch on a 4+ after charging. MBMK 460 points: Destructive bulk does mortal wounds on a 5+ instead of 4+. Same amount of dice. Save rolls of 6 does mortal wounds back (not 100% sure of this on the MBMK). Smasha and rip tooth is 6 attacks at 3+/3+/-1/2 and mighty fist and tail does 8 attacks at 3+/3+/-2/2 and is still on the damage table. Strength from victory for any kill. D6 scream attacks at 2+/3+/-1/1. Command ability: units gets +1 to hit. Brutes 140 points: Claw+club 4 attacks at 4+/3+/-1/2 Gore choppa 3 attacks at 4+/3+/-1/2 Dual choppas 4 attacks and two handers 3 at 3+/3+/-1/1. Megaboss 150 points: 6 attacks 3+/3+/-1/2. Strength from victory and mortal wounds back on saves of 6. Notes from the interview with Ben johnson: No battering ram or endless spells. Ardboys got only one profile, don't know if Ben had it wrong but he said 2 attacks 3+/3+/-1/1. Warchanter gives +1 damage for no cost(?) or and no test and 3 dice to charge on a 4+ prayer to a unit wholy within 12 (or 18?) Gordrakk: 9 attacks with mighty fist and tail. 5 attacks with each axe hitting on 2+/3+/-1/1 and D3 and extra damage to heroes/wizards. 6 instead of D6 screaming attacks. Command ability. Destruction units gets +1 to hit. Units in cover gets damaged on charge? Smashing and bashing and mighty destroyers are unchanged. Mighty waagh allegiance: D6 waagh points every turn. Bringing gordrakk makes it a 6.Each warchanter gives 2 each turn. 6 waagh points for +to cast and 8 for +to charge.
  15. Yup. Ironfist movement (and ardfist deployment) were stuff that was believed to be FAQed. Never happened thou.
  16. My guess is within the coming month since the book was on display
  17. Too worried about what? Getting new models? 😂
  18. Yeah I was hoping this ghb bump meant a late coming tome with new models bringing IJ to top meta. So now I have about 10k points of IJ with 20 queued ardboys for painting, and I need to buy into the savages as well... Great. This new book coming up says to me that there is no use experimenting on the ghb rules. I am working hard on getting the ardfist in a state where I can bring it to the top tables, now that seems kind of pointless. But sure I am glad we are getting something, I was hoping for something totally new thou. Looks like there is a couple of stone made totems coming our way
  19. Nah skip the battalion. And bring a maw krusha and pigs and a few ardboys for objectives.
  20. I havent yet desided if a second weirdnob with bash em lads is the way to go or if the warboss on piggy back with the banner is.. (greenskins didnt have their points removed and are still listed as allies for IJ!) Weirdnob could be teleported by the (mandatory) telenob to be placed were those rerolls would matter the most. It would most likely only buff two units due to the wholly within restriction. Also failing the teleport or the bash makes it a bit risky. bash em lads buffs everything no matter what phase one fights in which is really good now thou. Bannerboss has a 16" range with no wholy within restriction but only rerolls wounds rolls of 1.. He is also a great source for waagh with the 12" bubble. 9" piggyback riding makes him easier to get were one wants him to go too. I am working on an ardfist and am leaning more toward the bannerboss, maybe both since a second caster would be useful with casting cogs and teleporting in the same turn. that second weirdnob could also be made general with the prophet of the waagh trait for waagh redundancy. Also one could waagh and cast the bash em spell and then teleport him to a good location for both buffs.
  21. I didn't think of the weirdfist... I'd rather use the balewind for a bigger bubble of rerolling wounds.. The foot doesn't help much and keeping that much stuff back with the balewind to get a heavier foot off isn't worth it either.
  22. Also teleporting the Weirdnob for bash em Lads would require another Weirdnob. What malakree suggested is that the Weirdnob pops the balewind and bash spell while out of range for dispell, and the another Weirdnob teleports him in range for bash to work. A very smart move indeed. Since if the spell doesn't go off then there is no use teleporting him anyway which is another positive thing with executing the spells in that order. Very kunning malakree! I am puzzled thou if it is possible to teleport a balewind.
  23. I have been thinking about a wound heavy ardfist list for a long while. Focus on board control and trying to make quality attacks with a few waagh, + to hit and rerolls of wounds. Artefacts would be mortal wound saves. Keeping the warchanter way back and then teleporting him were redeploys would be most needed in the endgame. The general could be teleported forward for waagh and reroll wounds with added range from the balewind if necessary in the second or third turn. Balewind also gives him better save. Teleporting the 30 boys is mandatory of course. List also would give a lot of minor wins to submarine up the tournament ladder. It is 5 drops for a good chance att choosing who goes first, gives an extra CP and a trophy and have got 200 wounds with 4+ save. Downside one needs to paint 90 ardboys and the opponent may not enjoy the game very much. My biggest concern is that the boys are kind of pillow fisted. Making their attacks better in other ways would be nice. Whats your thoughts? Allegiance: IronjawzOrruk Weirdnob Shaman (120)- General- Trait: Prophet of the Waaagh! - Spell: Bash 'Em LadzOrruk Weirdnob Shaman (120)- Spell: Da Great Big Green Hand of GorkOrruk Warchanter (80)Orruk Warchanter (80)30 x Orruk Ardboys (420)20 x Orruk Ardboys (280)20 x Orruk Ardboys (280)10 x Orruk Ardboys (140)10 x Orruk Ardboys (140)Ardfist (160)Balewind Vortex (40)Chronomantic Cogs (80)Total: 1940 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 204
  24. Is it me missing something or did the khorne dragon (vorgaroth) loose its matched play points? Can't find it in the profiles..
  25. Sure but they said all forgeworld models would be included in ghb19. I guess we have to wait for the FAQ, they may adress it in there.
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