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newsun

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Posts posted by newsun

  1. Any one run a list like this?

    Allegiance: Tzeentch
    Gaunt Summoner and Chaos Familiars (180)
    Tzaangor Shaman (180)
    Magister (140)
    10 x Kairic Acolytes (80)
    10 x Kairic Acolytes (80)
    10 x Kairic Acolytes (80)
    9 x Tzaangor Enlightened on Disc (420)
    9 x Tzaangor Enlightened on Disc (420)
    9 x Tzaangor Enlightened on Disc (420)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 154
     

  2. 10 hours ago, Scurvydog said:

    @Czarnyjas

    The Megaboss both counts as a unit and gets the full benefit and attacks himself.

    You use Whaagh at the start of the combat phase and then it lasts for that phase only. This means you need to plan where all your units are after charges, so charging 1-2 units too far ahead and out of range of whaagh (10" for a megaboss on foot) will be a problem.

    I think it's actually used in hero phase and just triggers in next combat phase.

    • Like 2
  3. 13 hours ago, Malakree said:

    Part of the fun that comes from the whole endless spell mechanic is that you end up picking and choosing, that it can come back on you. It's a balancing mechanic for going 2nd vs going 1st.

    The endless prayers just ignore all that for no good reason. 

    I get it and there might be some places where it makes sense to have endless (xxx) all behave the same.

  4. 3 hours ago, Malakree said:

    I said considered (I meant treated as) "spells" not being spells. Mechanically the predatory Khorne/Fyreslayers prayers should be moved just like Endless Spells and things which affect Endless Spells explicitly and only should also affect Endless Prayers. It really annoys me when they introduce mechanics with checks and balances then go "oh except this one"

    Exceptions are what bring about the character, beauty, and depth in life, I enjoy those things in games as well. Fully homoginized is boring for me...

  5. 28 minutes ago, Malakree said:

    I guess my issue is that if you're going for the Ignix Scales you're crippling the Troggboss potential to the point where he's probably not worth it. Really need to see how the Meta shakes out on that one. The prayers really need to be considered "spells" for the purposes of everything other than dispelling...

    LoL Khorne prayers as spells. LoL

  6. This is what I'm building with Troggs focus

    Allegiance: Gloomspite Gitz
    Dankhold Troggboss (300)
    - General
    Fungoid Cave-Shaman (90)
    Troggoth Hag (380)
    6 x Fellwater Troggoths (320)
    6 x Rockgut Troggoths (320)
    20 x Shootas (130)
    60 x Stabbas (360)
    - Pokin Spears & Moon Shields
    5 x Boingrot Bounderz (100)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 170

    No idea what artefacts or command trait yet.

    • Like 1
  7. 17 hours ago, tolstedt said:

    I managed 2 games at adepticon.  I'm going to do one three game tournament next month and then the ladz are goin on the shelf.

    I was so thrilled to get top 16 for painting and hope that I did well to represent destruction for painting.   Really happy.  Played five great games.   Please take a look here at the best armies.
    https://aosshorts.com/adepticon-2019-champs-wrap-up/
     

    My first game was against Richie's emerald knights who is also in the top 16 and my second was against Tony's flesh eaters who is also in the top 16.  Nothing is better in this game than two beautiful armies on the table and adepticon is the place to get it.

    The flying thermalrider megaboss (Megaboss Blackaxe Mother Father) was so ****** fun I am never going without him again.  One game he moved 24 inches and charged ten dryads and turned them to firewood.  I have purchased Archaon's cloak from ebay to put on the flying megaboss.
     

    I saw pics of your game against Tony, two very pretty armies for sure. You have more of yours?

  8. 59 minutes ago, Malakree said:

    Loonbosses and snufflers aren't worth it with shootas. You're also going to struggle to make them work on units of 20 stabbas, you really need a 60 stabba block for the two to be worth it.

    Drop the grot synergy stuff, go to 2 stabbas and a shoota, grab a madcap with moonface momet? I feel like you want the frog synergy OR the troggherd, both together is a lot of points which don't enhance each other.The

    For perspective you're looking at spending 210 points to buff 140 points of grots.

    Ug, I missed moonclan only. 

    • Haha 1
  9. 4 hours ago, Malakree said:

    Depends on how far into pure troggs you want to go and what you mean by competitive.

    Having played gloomspite at throne of skulls a trogg+grot build definetly works. You get so much damage out of the troggs it's unreal while the grots give you the objective holding potential.

    A highly tuned pure trogg list is probably going to be a solid 3+ occasionally 4+ list for big tournaments. Everything except the dankholds are solid for their price which really helps.

    For the dankholds, normal troggs are overcosted by quite a lot, troggbosses are overcosted a bit but you can use the combination of artefact+command trait to bring them up to par and tailor them for your needs. Mollog is a beast for his points, hard to kill with a ton of utility and churns out mortal wounds.

    Personally I'd advocate for at least a fungoid and 20x20 grots to back the troggs up. I think they need the bodies/screen.

    Maybe something like this

    Allegiance: Gloomspite Gitz
    Dankhold Troggboss (300)
    - General
    Loonboss (70)
    Fungoid Cave-Shaman (90)
    6 x Fellwater Troggoths (320)
    6 x Rockgut Troggoths (320)
    6 x Fellwater Troggoths (320)
    20 x Shootas (130)
    20 x Shootas (130)
    6 x Sneaky Snufflers (70)
    Troggherd (180)

    Total: 1930 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 145
     

     

    There are 70 points play in it, though with battalion, loonboss, and snufflers one unit could really wreck shop. Possibly another depending on how many CP you have. I'd almost lean to another loonboss to cover more board with that buff or maybe second snufflers. Artifacts and traits I'd want to test.

  10. On 3/22/2019 at 10:21 AM, RaritanAnon said:

    I have a load of Daemons and Mortals but I absolutely hate the Tzaangors, both model wise and game-wise. 

     

    Are they viable at all, that is, a Tzeentch list without Tzaangors? Every game I've played I tend to eke out a very close win or I get curbstomped. To that end I've thought about running masses of Kairics in a Witchfyre Coven. See what 160 fireballs can do. This is what I came up with. 

    Allegiance: Tzeentch

    Lord of Change (380)

    Gaunt Summoner and Chaos Familiars (180)

    Ogroid Thaumaturge (180)

    Chaos Sorcerer Lord (160)

    - Runestaff

    40 x Kairic Acolytes (300)

    40 x Kairic Acolytes (300)

    10 x Pink Horrors of Tzeentch (200)

    3 x Tzaangor Enlightened on Disc (140)

    Witchfyre Coven (120)

    Balewind Vortex (40)

     

    Total: 2000 / 2000

    Extra Command Points: 1

    Allies: 0 / 400

    Wounds: 134

    Sorcerer lord and Ogroid to babysit the Kairics. Pinks to die quickly. Enlightened to go character hunting and Gaunt/lord of change for heavy hitting spells. 80 shots in the hero phase and 80 in the shooting phase. That's gnarly. 

    I'd probably drop the sorc Lord or ogroid to make enlightened 6 strong. Then get pendulum or swords

  11. 54 minutes ago, tolstedt said:

    I'm really holding out hope that Ironjawz get on par with the ridiculous damage that we are seeing from the new book.  I think it's a good sign.  I hope they continue to go with the Ironjawz thematic style of dealing damage in silly ways via mechanics (waaghs, destructive bulk, smashin' and bashin') rather than raw damage buffs.  

    How does everyone feel about points?

    I think that without any rules changes the Krusha should be 340, Brutes 140, Gruntas 140, Ardboyz 120, Footboss 120, Weirdnob 100

    Those look decent ardboyz maybe 120/320-330

  12. 9 hours ago, tolstedt said:

    I've played the ardfist enough and would caution against a 30 of boyz.  They are too 'ard to die and bring back.  Unless you keep them back on an objective.  That might be their best strategic value.

    It does not matter if they come back. As long as 1-2 units of 10 come back I've gotten value out of the battalion. 170 to get less drops, +1cp, and 160+ points back on the field means it's basically paid for itself after a single unit is returned.

  13. 2 hours ago, Malakree said:

    While I like the troggs I personally would say that for an ironjawz army just taking units of 5 brutes would be a better option. The power of the waaagh! On a brute boss outweighs anything the troggs might bring imo.

    My argument essentially boils down to are you running a waaagh! Machine, if yes then 5 brutes are better for a whole host of reasons. If you aren't then you're running some for of niche list which will prefer to run whatever it's theme is. In either case what you'd be looking for is something which ironjawz can't provide, not a slightly different take on brutes.

    The only case I can think of where you would want troggs in ironjawz is 6 rockguts in alongside The Big G. That particular synergy totally justifies including them.

    To put it more out for debate, what sort of list are you considering and how does the list utilise them in a way which our other options can't. I ask because I'm struggling to come up with such a list.

    Even with mawkrusha you can't waagh all of 4x6 consider what is part of the waagh, the rest can be from allies as they are unlikely to receive the benefit on their flank. At that point the Trogs get more interesting as they bring something IJ does not have.

    1 hour ago, tolstedt said:

    What about horde style?  Run the ardfist forward turn one to die.  Second wave of brutes.  Pretty silly  but good on a few maps.

    Allegiance: Destruction

    Leaders
    Orruk Megaboss (140)
    Orruk Megaboss (140)
    Orruk Warchanter (80)
    Orruk Weirdnob Shaman (120)

    Battleline

    Units
    10 x Orruk Ardboys (160)
    10 x Orruk Ardboys (160)
    10 x Orruk Ardboys (160)
    10 x Orruk Ardboys (160)
    10 x Orruk Ardboys (160)
    5 x Orruk Brutes (180)
    - Pair of Brute Choppas
    5 x Orruk Brutes (180)
    - Pair of Brute Choppas
    5 x Orruk Brutes (180)
    - Pair of Brute Choppas

    Battalions
    Ardfist (170)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 171
     

    I like. This is what I'm going to build with a similar idea. Mostly keep sending waves and grinding it out. Losing the MB could suck as there is no redundancy.

    Allegiance: Ironjawz
    Mortal Realm: Aqshy
    Orruk Megaboss (140)
    Orruk Warchanter (80)
    Fungoid Cave-Shaman (90)
    Fungoid Cave-Shaman (90)
    30 x Orruk Ardboys (450)
    20 x Orruk Ardboys (320)
    10 x Orruk Ardboys (160)
    10 x Orruk Ardboys (160)
    10 x Orruk Ardboys (160)
    5 x Orruk Brutes (180)
    - Pair of Brute Choppas
    Ardfist (170)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 196
     

  14. Hey guys, just finished getting caught up with the last 5-6 months of discussion on here, big shout out to all who offered their insight and experiences. Despite the state of the army book, I'm still endeavoring to play some Orks in Armor. So initially I'm looking at using this as the starting point for my hobby and play. Looking for thoughts on how you would finish this list off.

     

    Quote

    Allegiance: Ironjawz
    Mortal Realm: Aqshy
    Megaboss on Maw-Krusha (440)
    - General
    - Boss Gore-hacka and Scrap-tooth
    - Trait: Ironclad 
    - Artefact: Ignax's Scales 
    Orruk Warchanter (80)
    30 x Orruk Ardboys (450)
    10 x Orruk Ardboys (160)
    10 x Orruk Ardboys (160)
    10 x Orruk Ardboys (160)
    10 x Orruk Ardboys (160)
    Ardfist (170)

    Total: 1780 / 2000
    Extra Command Points: 5
    Allies: 0 / 400
    Wounds: 160
     

     

  15. 4 hours ago, obmik1 said:

    My main issue with just using pinks, as I am now, 3 u it's as my battle line. Is that I struggle to cap objectives with summoning. I feel a nice big block will provide me an opening screen from alpha and later provide bodies that can get into combat potentially to claim objectives.

    Warriors are good battleline and hard to shift with their 4+/5++

  16. I'd run it like this

    Allegiance: Beasts of Chaos
    Tzaangor Shaman (180)
    Tzaangor Shaman (180)
    Great Bray Shaman (100)
    10 x Ungors (60)
    - Mauls & Half-Shields
    10 x Ungors (60)
    - Mauls & Half-Shields
    10 x Ungors (60)
    - Mauls & Half-Shields
    6 x Tzaangor Enlightened on Disc (280)
    6 x Tzaangor Enlightened on Disc (280)
    20 x Tzaangors of Beasts of Chaos (360)
    10 x Bestigors (120)
    10 x Bestigors (120)
    Phantasmagoria of Fate (200)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 155
     

  17. 5 hours ago, The_Yellow_Sign said:

    I would strongly recommend against dropping 3 Skyfires; they definitely work best in units of 6, since they are very good in melee if they go first. 

    They go first, but are only okay. The enlightened are the melee unit. Could consider two units of them and gain 120pts.

    • Like 1
  18. 15 hours ago, Lughaidh said:

    For the Acolytes and Tzaangors Acanite Shield ability; If the roll fails, does the damage have to go on the model with the shield?  The warscrolls says "before allocating a wound or mortal wound to a model that has an Arcanite Shield."

    They are worded differently, I've read of people playing both how the Tzaangors read, though they specifically state their unit name if contains can roll the save. Arcanites read the model wounded must have the shield. They are such through away unit that probably best to equip all with shield anyhow for the slight additionally survivability.

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