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Brakkus

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  1. Every time. I feel like ardboyz overall don't offer as much as brutes. Brutes are cheaper in min units and slightly more expensive when reinforced,, have more output, have better rend in 9/10 situations but are slightly less survivable due to a 4+ save vs a 3+ save. In my experience, opponents are also more afraid of a unit of 10 brutes over ardboyz and will actively try to avoid the brutes. Finally, most things that are going to lift a unit of 10 brutes in one go will most likely have the ability to lift 10 ardboyz in one shot as well, so the additional 80 point cost of ardboyz isn't worth it in my opinion.
  2. This was my list: I won round 1 against OBR on Nexus Collapse I lost round 2 against StD on Every Step is Forward I won round 3 against SoB w/Kragnos on Power Flux I won round 4 against Khorne on Lines of Communication I won round 5 against Kroak on Fountains of Frost
  3. Went to a 90 player GT this past weekend with my Big Waaagh and went 4-1 and finished 10th. Really enjoyed the event, all my opponents were great and very happy with my showing. In my opinion, BW is very well positioned right now with very achievable battle tactics and being above average in all phases of the game. I have another GT in a month, where I'm hoping to take out my big pig for the first time and hoping to build on my recent success.
  4. @basement dweller Sure, not a problem. My list: Allegiance: Skaventide- Mortal Realm: Ghur- Grand Strategy: Prized Sorcery- Triumphs: InspiredLeadersGrey Seer (140)*- Artefact: Amulet of Destiny (Universal Artefact)- Lore of Ruin: SkitterleapWarlock Bombardier (125)*- Lore of Warpvolt Galvanism: More-more-more Warp Power!Verminlord Warpseer (335)*- General- Command Trait: Master of Magic- Universal Spell Lore: Flaming WeaponBattleline20 x Clanrats (130)*- Rusty Spear- 1x Standard Bearers- 1x Standard Bell Ringers20 x Clanrats (130)*- Rusty Blade- 1x Standard Bearers- 1x Standard Bell Ringers20 x Clanrats (130)*- Rusty Blade- 1x Standard Bearers- 1x Standard Bell RingersUnits6 x Stormfiends (630)*- 2x Windlaunchers- 2x Ratling Cannons- 2x Shock Gauntlets- Reinforced x 1ArtilleryWarplock Jezzails (290)*Endless Spells & InvocationsWarp Lightning Vortex (90)Core Battalions*Battle RegimentTotal: 2000 / 2000Reinforced Units: 2 / 4Allies: 0 / 400Wounds: 130Drops: 1 Note the command trait on the Warpseer is the generic Master of Magic and not the one from our book. With the re-roll for the Bombardier due to warpstone sparks, re-roll for the Warpseer from the trait and the 3d6 cast on the Grey Seer you should get spells off pretty consistently. However, with skaven, should is fickle to the Great Horned Rat, as I had many rounds where I got ZERO spells off. I will say the WLV was clutch every single game and I got it off in round 1 4 out of 5 games. The one time I didn't it's because I didn't try to cast it due to the gigantic LOS blocking terrain in the middle of the board. If I were to do it over, I'd probably drop the stormfiends for something else. Yes, they are a huge threat and target for your opponent and yes, they can pump out terrifying damage, but having to buff a 630 point unit with a spell and a CP for +1 to hit isn't terribly efficient. Especially in the meta now with so many armies being able to apply their, arguably more powerful buffs, with simply a choice. Stormfiends are a fantastic unit in so many ways but they just felt like a huge weight when I didn't get my buffs on them and the end result for damage was sooooo disappointing. The jezzails were much more consistent and in all my games they only had one bad round of shooting. Any other questions around the list or games and I'm happy to share.
  5. Finally home from the tournament and finished today 1-1 for a final showing of 3-2. There were 3 skaven players in total (the other two both went 2-3) and I finished 25th overall out of 78 people that showed up. Lost against Tzeentch StD with Archie. His rerolling 1's is brutal. I wasn't counting but my opponemt rolled an obscene amount of 1's and converted probably 80% into successes. Hard to overcome the dice rolling. Last round I beat a hollowmourne FEC list to pull out the winning record for the weekend. I was particularly happy with this win as I pulled it out despite my opponent cripplong me turn 2 Overall, happy with how I did and given the state of aome armies, felt it was a good ahowing.
  6. After day 1 ended up 2-1. Had two major victories over Katakros OBR and Kragnos Gloomspite. Neither game was particularly difficult, with stormfiends and jezzails doing what they do. Major loss against double mawkrush Ironjawz. He got the double and three combat phases from two cabbages is a tough assault to come out of. Tomorrow starts early, so hoping to finish strong
  7. So here's a shot of the army I'll be taking this weekend to the GT. We'll see how it does, but I'm just really going to enjoy myself and roll some dice with actual people. I'll report back as time permits, but excited to put the Skaven on the table again.
  8. Well, attending my first GT this weekend and decided to take the rats to war! I'll try and post an army photo tomorrow at some point but excited to be playing in the 84 person event. Will update as things go along
  9. @Skreech Verminking and @fishwaffle2232 Thank you both for your responses and interesting to hear both of your viewpoints. While I have yet to try the 60 strong clan rat unit, it is something I want to further test. 60 spears hitting a unit that has been cursed will put a dent into anything. With clan rats still retaining their strengths in 3.0, I feel that flooding the table and controlling the board could be more important than previously. I know we're still early in the new edition, but we can only make decisions and observations on the information we have on hand, which is why I was asking. Additionally, I'm building around a mixed list with stormfiends and jezzails as the threats with clan rats and magic to support. I have tried the 9 fiend list a couple of times. While it definitely is an all-in approach, I felt it didn't have enough "other stuff" to be what I wanted to play for the GT. Again, thank you both for the responses, it has helped and given me other things to think about.
  10. What are thoughts surrounding skaven in a competitive environment? I'm planning on taking them to an upcoming GT and while not anticipating winning, I'm hoping for a good showing.
  11. I played a 2k game last night against Sons + Kragnos. Was an interesting game and got the victory in the end. My list was: Warpseer (general w/master of magic and flaming weapon spell), bombardier, engineer (vigorously injector) 3x20 clanrats, 6 fiends, 6 jezzails WLV Battle regiment for 1-drop His list: Kraken Eater (made him a wizard), warstomper Kragnos, 2x1 man rushers He had taker tribe so all his dudes had extra wounds We played Savage Gains. *Note we forgot to remove an objective on turn 3, as we're both still fine tuning on remembering all the details of 3.0. I finish deploying first and take first turn. Turn 1: I get MMMWP and vigordust on the fiends, but ratlings are out of range of him. I throw out WLV and get two pylons in range of his general. Clanrats run up and grab the two middle objectives while one of them strings out, preparing to be obliterated in my opponents turn. Turn sees me take his general down to 7 wounds remaining and I pass Turn, scoring my points. Opponent has minimal action in his hero phase. Moves his general away from the WLV and moves his warstomper and Kragnos up. Kragnos charges in and I unleash hell with the fiends, doing 5 wounds. Kragnos kills enough clanrats with exploding mortal wounds that casualties cause his warstomper to need a 12" charge and my opponent proceeds to roll an 11". Kraggy piles in and does surprisingly less than I expected, over killing the clanrats by only 1 wound. We roll off and I win priority (this never changes) Turn 2: A fiend dies from buffs and buffs go right back on them. I cast some spells but they're either unbound, failed or do minimal chip damage. With the fiends buffed to the gills and his general almost dead, I figure it's time to go for broke and deal a knockout blow. I shuffle around, trying to screen the incoming warstomper while also lining up to kill the two big beasties. Jezzails take off the last 9 wounds from his general, as he had healed two from heroic recovery. Stormfiends then light up Kragnos and evaporate him. My opponent and I both agree he made a mistake using all out defense on his general instead of Kragnos, but again, there's the adjusting to 3.0 details I mentioned. Opponent has less action this hero phase. He runs his mancrushers to take objectives and not fall behind on points and moves his warstomper up for a charge. Big boy makes his charge into the clan rats and the combat phase puts him a great spot. He piles away from my verminlord and into my two squisy wizards (I wasn't expecting this, as the WLV popped a hole in my clan rat screen opening up my back lines and preventing me from running in my turn). He kills the two wizards and gets some wounds in on the fiends (I have 3 left at this point) and I slap back, pushing a handful of wounds through. Turn ends and we're both taking damage and both scoring points, so a close game so far. I win priority and take the turn. Turn 3: Fiends take some damage, I dispell WLV because it hurt me more than him to this point and I focus all my efforts into killing the warstomper. By the time the combat phase starts, his big guy has 5 wounds left and is in combat with my verminlord and 3 remaining stormfiends. Fiends activate and kill the big guy, but when he falls he takes another fiend down with him. At this point, my opponent only has 2 mancrushers left and things aren't looking good. He commits one to fighting the clanrats but the writing is on the wall. Turn 4: I kill one mancrusher and take the other down to two wounds remaining and my opponent conceds. Observations: nothing new here, but fiends without buffs are lackluster. Jezzails are very consistent and reliable. WLV I'm still undecided on, but it did more damage to than my opponent. Warpseer was great with a lot of utility. I'm enjoying skaven right now and excited to see where they go as we move along the edition
  12. Finished up the finals of the tournament today and went 2-1, final record overall was 4-2 and put me in 5th place. Games this week were as follows: -Knife to the Heart against Sons of Behemat (major victory) -Focal Points against IDK (major loss) -Blade's Edge against Lumineth (major victory) I ended up going 4-0 against non-IDK (lost against the same player both weekends) so pretty happy with my performance overall. Really enjoyed playing against real life people for a change
  13. Final round of the heat saw my Big Waagh square off against my club mate and his IDK. I’d played his armies 3 times in practice games and had gone 1-2, so I knew what it was capable of. Round 3: IDK in Places of Arcane Power I don’t have a copy of his army list, so I’m not sure of the enclave/artifacts/battalion/etc but he had the following: Allegiance: Idoneth Deepkin Leaders Volturnos, High King of the Deep (270) Isharann Soulscryer (130) Battleline 10 x Namarti Thralls (120) Units 6 x Akhelian Morrsarr Guard (340) 6 x Akhelian Morrsarr Guard (340) 3 x Akhelian Ishlaen Guard (140) 1 x Akhelian Allopexes (110) - Razorshell Harpoon 1 x Akhelian Allopexes (110) - Razorshell Harpoon Behemoths Akhelian Leviadon (340) Total: 1900 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 115 My opponent out dropped me due to having a battalion and made me go first. He deployed his thralls off to his left flank, one shark and a unit of 6 eels off the board with the soulscryer and everything else was castled up in the middle. I was pretty sure I was going to be given first turn so I deployed with my 30 boys in the middle, maw krusha, ard boyz and warchanter to my right flank, prophet supporting the middle and the pigs, brutes and other warchanter slightly off center to the left. My plan was to hop the maw krusha on the right hand objective, screen out the middle objective and pop the prophet on to it and try to control those two for the game. I planned to cycle my warchanter onto the objective my maw krusha was on after two turns and then try and use the cabbage to selectively engage his army and push across with pressure. My turn 1: I did what I wanted to do but couldn’t get a good enough movement with the 30 orruks due to entangling terrain. Because of this I didn’t feel 100% confident on how well I could hold the middle. I fanned out the rest of my army and was hoping my opponent would try to focus in on my maw krusha with his eels that were off the board. I buffed up the pigs, might destroyer moved them forward and sent them in to the teeth of his army. It wasn’t a great plan but with the poor movement in the middle of the board, my goal was to hopefully keep his army back and locked up for at least the entirety of turn 1. Pigs went in to the ishlaen guard and did 6 wounds in total. A 2+ unrendable save is a pretty tough nut to crack. In return, 4 of the pigs died and I used inspiring presence to keep them around. His turn 1: He didn’t take the maw krusha bait and brought his units on from the other side of the board. He hopped Volturnos on to his far objective, pushed his 6 eels that were in the center up towards my 30 savage boys and brought his shark around to my left hand flank. He fired one shark into my 30 savage orruks, preventing them from piling in. His second shark shot at my pigs to prevent them from piling in and his turtle had to shoot the pigs as well due to being locked in combat. His 6 eels that came in off the board edge failed their re-rollable charge, which helped the situation. His other 6 eels charged into my savage orruks and I had put my prophet about 1/4" too far forward and he got electrocuted, but survived. His shark that had come in off the board edge also rolled very high and the +3 from his hero allowed him to jump my brutes and get into my warchanter. Combat phase saw my pigs die, my prophet and warchanter die and a couple of savage orruks bite the dust. A couple more wounds snuck through on the defensive eels and the savage orruks took down 1 or 2 as well. Things weren’t looking good at the end of turn 1 with half my heroes dead and one of my hammer units gone. However, I won priority and took the turn. My turn 2: I buffed up my brutes with +1 damage and ran the warchanter towards my maw krusha to hot potato the objective from the cabbage to the chanter next turn. I decided I had to commit and punch back or else I’d get rolled. I retreated my savage orruks out of combat to better try and screen off his units that were a bit further back, I pushed my brutes and ard boyz up and rolled the charges. Brutes went into his shark that had killed my warchanter and tagged his 6 eels that were previously engaged with the savage orruks. I put my ard boyz into his turtle and tagged his defensive eels so they couldn’t fly over and kill my warchanter next turn. Ard boyz did nothing to his turtle and lost 6 or 7 in total. Brutes slaughtered the shark and tore down all but one eel while losing a single brute. I scored my two points and passed the turn. His turn 2 he did the same thing with his heroes I was planning on doing next turn. His soulscryer took the objective from Volturnos and Big V moved into the middle of the board. His remaining shark shot the ard boyz, preventing them from piling in, he moved his thralls up, the defensive eels kept the 30 savage orruks from really moving anywhere and he charged his 6 remaining morsarr into my brutes. His one remaining morsarr flew over the top and eyed up my warchanter for the next turn. Combat saw the turtle and Volturnos slaughter the ard boyz, with Big V claiming the objective in the process, my savage orruks held pretty well against the shark and a couple of morsarr attacks but the brutes were taken down. I think I killed an eel but those shocks did a lot of damage to the brutes. He scored 2 points and passed the turn. I won priority going into turn 3 and took it. My turn 3: With the scored tied at 3, I knew I had to bring the cabbage into the fight. If I just sat back, he had the movement to gang up on the maw krusha and destroy me. I buffed the krusha up with the warchanter buff, mighty destroyer moved him up and prepared to take down Volturnos and the turtle in one go. In my hero phase, entangling terrain reared itself again, as even with a 6 for a run roll, my warchanter was just slightly out of claiming the objective. That hurt badly and really sealed the defeat for me, but I pushed on. Maw krusha shot at Volturnos and did a wound and I failed my charge. A re-roll saw me get in and my thought was to engage both his general and the turtle but then I remembered his army fought first in turn 3 and decided to ignore the turtle for now. After mortal wounds from the charge, Volturnos struck my maw krusha and a single attack wounded and got through. Cabbage easily destroyed V and I took the objective back. His turn 3 saw him bring basically everything he had left onto my maw krusha. The thralls and one remaining morsarr charged into the warchanter and his turtle and shark charge into the maw krusha. Warchanter got obliterated and the Idoneth took the maw krusha down to 2 wounds remaining. He lives, which was a big mistake! The megaboss and his rend 3 attacks promptly massacred the shark and the turtle was left on 3 wounds. I won the priority for turn 4 and took the turn. My turn 4 saw me kill the turtle with hero phase combat but with my maw krusha so damaged, I was down to 8” movement and couldn’t get to his hero to stop him from scoring. We called it there because it was highly doubtful my krusha would live and his hero would score 2 points on turn 4 and 3 points on turn 5. With me not being able to realistically score moving forward or being able to stop him from scoring, we called it. Major victory to the IDK Thoughts: this is a tough matchup for me, as IDK have extremely high movement, flying units all over the place and can really dictate engagements. I know I made some errors in this game but I was happy with how I was able to claw back into the game and really make a go of it. Overall, I was happy with my results, especially with not consistently playing against other people over the last year. I ended up finishing third behind the IDK and a Sons of Behemat player but I’m really loving the Warclans book and am looking forward to playing in the finals of the tournament this coming Saturday. The missions and qualifying armies were announced today and it looks like it will be a good time.
  14. Well, with more time today than expected, I was able to write up my game 2 this afternoon on my lunch break. Round 2 saw me against Legion of Night and a win would put me playing for the top spot in round 3. Again, another long post but read on for how the game went. Round 2: Legion of Night in Shifting Objectives His list: Allegiance: Legion of Night Leaders Wight King with Baleful Tomb Blade (120) - General - Mount: Steed - Command Trait: Above Suspicion Necromancer (130) - Artefact: Morbheg's Claw - Lore of the Deathmages: Overwhelming Dread Vampire Lord (140) - Mount: Flying Horror - Lore of the Vampires: Vile Transference Lord Executioner (80) Battleline 40 x Chainrasp Horde (280) 40 x Chainrasp Horde (280) 40 x Skeleton Warriors (280) - Ancient Spears 40 x Skeleton Warriors (280) - Ancient Spears Units 9 x Spirit Hosts (360) Endless Spells / Terrain / CPs Extra Command Point (50) Total: 2000 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 207 I won the roll-off to pick sides and I choose to deploy first, as I knew I’d be able to out-drop my opponent due to he not having a battalion and so many units. I knew my opponent, as we’ve played before, and knew that his list was all about overwhelming with bodies and then respawning units via graveyards with command points. I also knew that he’s a bit of a slower player, not due to slow play, but he is very deliberate and precise with his movements, checking of rules (number of attacks, rend, save, etc) and so I further knew that in order to win I’d have to score as many points as possible while trying to shut off his gravesites as best I could. Similar to my game 1, I deployed my brick of 30 savage orruks in middle of with the prophet behind them and the maw krusha slightly to their left. A HUGE piece of LOS blocking terrain in the middle of the board would make capping the center objective difficult but not impossible. Again, my brutes were on my right flank with gore gruntas and a warchanter backing them up, ard boyz were on the left flank with the second warchanter. Deployment was key, as it usually is with the army, but I also knew that turns would be very limited and so everything was even more precious. My opponent deployed with his spirit host blob and lord executioner to his right flank, a 40 block of chainrasp horde slightly to the left of the middle backed up with his necromancer and his second block of 40 chainrasp and vampire lord to his left hand flank. His general and both units of skeletons he kept off the board. Turn 1: Primary objective was in the center of the board and I got up to 16 waagh points, buffed my maw krusha and ard boyz with +1 damage from each warchanter and mighty destroyer moved my maw krusha and brutes. In my movement phase I moved the everything up further and was able to firmly entrench my brutes and ard boyz on the side objectives. I had to auto run the savage orruks 6 inches in order to get them around the enormous terrain in the middle of the board and claim the center objective. I charged in my maw krusha to his middle blob of 40 chainrasp and whiffed spectacularly. To be fair, this was the only combat phase all tournament in which this happened to the cabbage and, in hindsight, I can’t be too mad even though it hurt in the moment. I think I killed 4 chainrasp between the maw krusha shooting, mortal wounds and combat. I took zero damage in return. I spread my units out to also block him from really coming in from too many spots that would be dangerous to me and passed the turn after scoring the max 7 points. On his turn 1, he cast a couple of spells but nothing that was hugely impactful. He moved his spirit hosts up but couldn’t take the objective from due to the entangling terrain. His left blob of chainrasp horde moved up to engage my gore gruntas. He was outnumbering me on my right hand objective and he didn’t want to pull my brutes so he only got a handful into my gore gruntas after charging. He swung at my megaboss and did two wounds. I didn’t want to activate my gore gruntas and pile in to give him more frontage on my unit, so I swung with my maw krusha first. Big fatty did what you would expect him to do and smashed off about 17 chainrasp after all saves. He then attacked my gore gruntas and did a couple of wounds. I then piled the pigs in and did about 10 wounds with 4 guys attacking after pile-ins. My opponent used a CP for inspiring presence, as he was able to rez a few chainrasp models in the hero phase and daisy chain them onto the primary objective to take it from me and he scored 5 points. The primary objective jumped to my right hand objective and I won priority. I took the turn. Turn 2: On my turn 2 I buffed my ard boyz and brutes with +1 damage. I used MD on the cabbage and killed all but 1 chainrasp horde he was engaged with. Same thing with the pigs and I’m beginning to whittle down two units. The prophet summoned the balewind and I tried to use magic to pop the last chainrasp engaged with the maw krusha. I cast arcane bolt and my opponent rolled a 6 to negate the wound. We were playing in the realm of fire so I cast fireball and my opponent rolled another 6 to negate the wound. Maw krusha is now stuck and not able to move. My brutes moved up around the chainrasp horde in an effort to engage his vampire lord and kill it with the thought being to remove the death save from this side of the board as well as taking away a source of resurrecting a unit. In the middle my savage orruks had charged into his single remaining chainrasp engaged with the maw krusha and tagged his spirit host unti so it couldn’t dog pile with the 40 skeletons onto the ard boyz. Brutes rolled high enough to be able to engage his vampire lord and my maw krusha failed to yell off the last chainrasp. I started combat with my brutes and smashed his vampire lord off the table and took out a handful of chainrasp. His chainrasp swung at my megaboss and did nothing again. Pigs swung and took out a big number of chainrasp now that they didn’t have a death save. Megaboss murdered the single chainrasp. His spirit hosts piled into my savage orruks but could only get 2 models into range from me just barely tagging the unit. He did 3 mortal wounds after swinging and my savage orruks ended up killing two bases. I moved the ard boyz back as far as I could to maintain control of the left-hand objective, as I was hoping the entangling terrain would be my friend again. I scored 7 points again and passed the turn. On my opponents turn 2 he had an uneventful hero phase. He continued to keep his general off the board to deny me an auxillary objective as well as wanting to bring him on the next turn and potentially bring a destroyed unit back from one of the gravesites and either pin my unit in place or sneak an objective based on body count. He moved his skeletons up towards my ard boyz, moved his other skeletons towards my brutes and that was it. The entangling terrain did not keep his skeletons off my ard boyz this time and after combat the ard boyz were gone, his remaining chainrasp horde was gone, my brutes took about 15 skeletons on my right hand flank and the savage orruks continued their assault on the spirit hosts, killing another 3 bases. My opponent scored another 5 points and the primary objective didn’t move. My opponent won priority for turn 3 but we were down to 20 minutes remaining in the 2.5 hour round. Turn 3: We talked through turn 3, as we didn’t have enough time for both of us to get a turn. We agreed that I’d kill his necromance now that my maw krusha was free. He was firmly entrenched on my left hand objective and the primary objective on my right flank. My opponent brought his general in, but I had positioned my army in such a way that he couldn’t utilize his gravesites that would impact the board. We agreed that my opponent wouldn’t be able to take the middle objective from me. So with my opponent scoring another 5 points in his turn 3 and we agreed I’d maintain the middle objective to score 2 more points and that lead to me taking a 16-15 win on points. Thoughts: My opponent was a great guy but his army doesn’t play in a way he’ll finish many games. I knew it would be hard to deal with all his bodies (he has over 200 wounds) and him failing the charge into my ard boyz on turn 2 due to entangling terrain probably won me the game, as it allowed me to score the max points two turns in a row. Tagging his spirit hosts with my savage orruks so they were locked down in turn 2 was also clutch, as it prevented their movement so they were never able to push for the middle objective. Preventing him from really using his gravesites effectively also was a major boon, as I didn’t have to deal with but a few chainrasp that had been resurrected in his turn 1. Overall, a great opponent and another fun game and 2-0 had the Big Waagh playing the for first in round 3 against IDK
  15. So I had a bit of time this morning, so I decided to do a write-up on my game 1. Some details are missing, as I'm going from memory but for the most part I got all of the important stuff in. This will be a long post (as I'm not sure how to make his list hidden/collapseable), so read on if you like. I'll try and do write-ups of my other two games this week so keep an eye out for those. Anyways, on to game 1! Round 1: Fyreslayers in Better Part of Valor His list: Allegiance: Fyreslayers - Lodge: Hermdar Leaders Auric Runefather on Magmadroth (270) - General - Command Trait: Warrior Indominate - Artefact: Tyrant Slayer - Magmadroth Trait: Coal-heart Ancient Auric Runesmiter on Magmadroth (250) - Runic Iron - Magmadroth Trait: Coal-heart Ancient - Prayer: Searing Heat Auric Runemaster (120) - Prayer: Prayer of Ash Auric Runesmiter (120) - Forge Key - Prayer: Ember Storm Battlesmith (140) - Artefact: The Nulsidian Icon Battleline 20 x Hearthguard Berzerkers (400) - Poleaxes 10 x Hearthguard Berzerkers (240) - Broadaxes 10 x Vulkite Berzerkers (140) - War-Picks & Slingshields Units 5 x Auric Hearthguard (120) Battalions Lords of the Lodge (150) Endless Spells / Terrain / CPs Runic Fyrewall (40) Total: 1990 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 134 I won the roll-off to pick sides and I choose to deploy first, as that would allow me to decide who took first turn. My opponent was still relatively new to AoS and fyreslayers, so I wasn’t sure if his list was 100% optimized. I deployed my brick of 30 savage orruks on my middle objective with the prophet behind them, my brutes were on my right flank with gore gruntas backing them up, ard boyz were on the left flank with a warchanter nearby, maw-krusha in the middle with the other warchanter. My opponent deployed with a bunch of dwarves that I couldn’t really tell apart, but the key was he only deployed his runefather on magmadroth on his middle objective and he didn’t put anything in reserve to tunnel, so I decided to take first turn. Turn 1: I got up to 14 waagh points, buffed my maw krusha and pigs with +1 damage from each warchanter and mighty destroyer moved my maw krusha and brutes. I knew if I committed my maw-krusha on turn 1 against his isolated runefather I would be able to take it out and force his army to deal with my cabbage or he’d run the risk of it just rampaging in his lines. I spread my units out to grab all three of my objectives with my 30 savage boys, brutes and ard boys. I then moved my pigs up to threaten on turn 2, as I knew I wasn’t going to commit them into 30+ dwarves for no good reason. I moved my maw krusha again to charge into his runefather and positioned my heroes to support the rest of my army moving forward. I shot the cabbage and did no damage to his runefather and made my charge. The maw krusha easily killed his runefather and took 4 or 5 mortals from the magmadroth blood. On his turn 1, he got a bunch of buffs off, chanted a prayer but didn’t get a 6. My plan worked and he committed everything toward my maw krusha. He made a mistake and moved his one battleline unit off his right hand objective, moved his runesmiter on over and his big brick of 20 dwarves. At the end of combat the maw krusha was dead, 5 dwarves were dead and my opponent had claimed his center and left hand objectives. I won priority for turn 2 and took it. Turn 2: With my opponent moving his brick of 20 hearthguard over, my opponent had left his battlesmith exposed for me to claim an auxiliary objective. So I buffed the pigs with +1 damage and then mighty destroyer moved them up. I basically stood pat on all my objectives, put the prophet up on the balewind and plinked a few dwarves off with magic. I made the charge with my pigs and was able to shoot the gap into his battlesmith. I killed the battlesmith and a few dwarves with my pigs and only lost two in retaliation as he couldn’t pile too many hearthguard in due to them having to maintain control of his center objective. On my opponents turn 2 he again put a bunch of buffs up and moved his guys around and again didn’t get a 6 on his prayer. He ended up killing the remaining pigs and scored his two objectives again. Knowing that he couldn’t win the game in its current state he decided to burn his center objective and push forward the next turn. My opponent won priority and took the turn. Turn 3: He again buffed up his guys, succeeded on his prayer but without a 6 and moved up. He pushed his unit of 10 vulkite berzerkers up in front of my 30 guys with the remaining dwarves from the original unit of 20 supporting behind. He was able to push his magmadroth up to threaten my brutes and did a bunch of shooting onto my units that did not much damage across the board. He decided against charging and passed to me. I buffed my brutes with +1 damage, again threw out a few mortal wounds with magic and sat tight preparing for the upcoming fight. I made an error by charging my brutes into the magmadroth but could only get two in due to having to maintain control of my objective. I did 8 damage and lost two in return. I decided not to burn the objective they were holding, which was another mistake. Turn 4: My opponent kept priority and decided to make a last ditch effort to try and win the game. His magmadroth slaughtered my remaining brutes but his dwarves weren’t able to do much against my 30 boys and they did minimal damage back. With him not able to threaten to my remaining two objectives, I’d get the full points for both and he conceded, giving me the major victory. Thoughts: My opponent was a great guy and with his still being new to AoS he made a critical error in only deploying his runefather on the center objective and then abandoning his right hand objective turn one in supporting to kill my maw krusha. I almost gave the game away with feeling too confident in my position with the game state on turn 3 and I shouldn’t have charged my brutes in, especially knowing I was only going to be able to get one or two of them in, as I wanted to maintain control of the objective. I also should’ve burned the objective once I didn’t kill the magmadroth, but it didn’t end up costing me and I still was able to score max points for the round. Overall, a great opponent and a fun game and a great 1-0 start for the Big Waagh.
  16. Took part in a local 30 person tournament. 3 10-person heats (Friday, Saturday, Sunday) and top 10 play in the finals next Saturday. I played in heat 2 yesterday and went 2-1, playing against IDK for first place in round 3. I took the following list: Allegiance: Big Waaagh!LeadersMegaboss on Maw-Krusha (460)- General- Boss Gore-hacka and Choppa- Command Trait: Brutish Cunning- Artefact: Metalrippa's Klaw- Mount Trait: Mean 'UnOrruk Warchanter (110)- Warbeat: Fixin' BeatOrruk Warchanter (110)- Warbeat: Get 'Em BeatWurrgog Prophet (160)- Artefact: Big Wurrgog Mask- Lore of the Savage Beast: Kunnin' Beast SpiritsBattleline30 x Savage Orruks (300)- Stikkas10 x Orruk Ardboys (200)- 1x Gorkamorka Banner Bearers- 1x Gorkamorka Glyph Bearers6 x Orruk Gore-gruntas (320)- Pig-iron Choppas5 x Orruk Brutes (130)- Pair of Brute Choppas- 1x Gore ChoppasBattalionsIronfist (160)Endless Spells / Terrain / CPsBalewind Vortex (40)Total: 1990 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 159 I don't have enough time to do write up right now but round 1 was major victory over fyreslayers in Better Part of Valor, round 2 was a major victory over Legion of Night in Shifting Objectives and round 3 was a major loss against IDK in Places of Arcane Power. I finished third and ended up qualifying for the finals next weekend. If anyone wants me details on the rounds, I can provide that later, but I had a ton of fun and never felt like I was truly out of any game
  17. Hello all. Looking for a bit of feedback on a list I'm looking to test next week. Some rationale on the choices: Thanquol: want to give the big guy another run with the slight point drop. Loadout is a holdover from how he was previously built and he can push out an ok amount of damage in close combat, which my list severely lacks otherwise. Was unsure of his spell but decided to go with skitterleap as all my other heroes are small and can benefit from it. Warpgale can also make sense for some ranged mortal wounds/movement control. Skryre heros: went with three of the lower tier casters w/MMMWP for redundancy. Not sure if I should put the artifact on my general as well, but didn't want to paint a huge bulls eye on one of them. One unit of fiends for their pretty good output when buffed. One unit of acolytes to help with more damaging short range shooting, more bodies for objectives/zoning and they aren't as dependent upon buffs for their output as fiends. WLV is being brought back in to test again. I feel like it can have an impact as well as acting as a zoning tool because people still have a fear of it from the original incarnation. I also feel like this is a better inclusion than bridge, as really only the fiends will be able to benefit from shooting after going over the bridge. One other option I was considering is a Warpseer + extra CP instead of Thanquol. Nets me an additional 20 points (for 40 points spare total) which can be another endless spell or upgrading one of the Bombardiers to an Arch-Warlock. Any thoughts/comments are welcome. Thanks in advance WarscrollBuilderList.pdf
  18. Hello all. Long time AoS player, but just jumping into the Legion, as I've been mulling over starting a chaos dwarf army for about 2 years now. Something about them just pulls me in every time I look at them on the FW site. With that said, this is a project I'm going to be getting into slowly over this year and thought I'd work toward 1k points before moving on and expanding. This is the list I'm looking toward. From what I've read, the fireglaives and K'daai are going to be your bread and butter along with the Taur'ruk. I've included the warhound allies as a cheap, fast and disposable screen. Any thoughts on the list and/or suggestions on maybe a different/better starting point would be appreciated. Thank you in advance WarscrollBuilderList.pdf
  19. So going to my local gaming group tonight and thought I'd take the following list out for a spin. Not sure what army I'll be playing, but wanted to switch up from the stormfiend/bridge combo I've tried the last few games. Thoughts welcome. WarscrollBuilderList (2).pdf
  20. So after a few games with my current list under Big Waaaagh, I feel like I need more bodies. I've ran the MK and Rogue Idol and, while both have their benefits, I feel their points costs are taking away too much from the backbone of a Big Waaagh army, which is bodies. I've come up with the following list for testing in the upcoming weeks to see how I like it. WarscrollBuilderList (1).pdf Some notes on the changes from my previous list. I was running a foot boss for access to MD, but I've switched him for the Ironfist. The GG boss will be the one to trigger MD now. Outside of the first turn, I found the foot boss not able to really trigger MD on anything worthwhile, as he tends to be outpaced by the rest of the army. The battalion also gives me access to another artifact and a second warbeat. I cut the Prophet and added the Maniak Weirdnob and Weirdnob Shaman. I feel like this will give me more magical support spread across the board and the Weirdnob Shaman gives me access to a much needed teleport, which I feel is too important to overlook now that I've played a few games without it. I've also included a unit of Boarboys to give added mobility to the list. The Maniak Weirdnob will be taking Gorkamorka's Warcry as his second lore spell, which will allow me to participate in the activation wars if needed. It also makes him a 2-cast wizard, which dampens the impact of the loss the Prophet some. Anyways, once the Boarboys arrive (later this week) I should be able to get them assembled and put on the table next week, so practice/test games will be coming sooner rather than later. This also ups my body count to help with a first turn use to bump up my Waaagh point generation. Thoughts/comments are welcome as always.
  21. @Nezzhil Well, I ended up playing Slaanesh and the mission was Total Commitment (I think) so it was a bit rough. I played defensively the first turn, as my opponent was too far away for me to engage in any meaningful way and I didn't want to just throw away the Rogue Idol, so I re-positioned, sat on my two points and passed the turn. My opponent had an ok first turn, but didn't do too much.He more or less set up for a double, which he got, and it was an uphill struggle from there. His KoS had the thermal rider cloak, so there was no hiding from it. Between the entirety of turn 2, his KoS being able to fight multiple times and him not failing a single locus attempt, it was an uphill battle. I managed to claw back into it, as I got the double from 2-3, but Big Waagh is Slaanesh's dream, as everything has multiple wounds, so my opponent had depravity points for days. On his turn 3 he summoned in a new KoS to replace the one I killed along with a 30 block of daemonettes. At that point I didn't have the bodies or hitting power to weather the storm and he won on points. I did make some mistakes with positioning, as I had to commit mid-game to try and get his heroes off the board and I was out of position for buffing, but I feel like the list has some potential. A 6 block of pigs wiped the first KoS in a single round and the Rogue Idol survived to the end. The shootas were killed turn 2 by a double chariot charge, but they did what I wanted, which was score points/screen/die. They also don't give depravity so that's a bonus, but they need further testing. The fungoid and prophet both also generated a command point every turn, which left me with an excessive amount of CP's by the end of the game. I think if I swap the fungoid for another wardokk and the shootas for stabbas, it'll give me more utility. The stabbas can bring a minus to hit rolls and the wardokk can take Gorkamorka's Warcry to let me potentially have some punch in the activation wars. All in all, I really liked the list but it was my first time playing it, so the more I play with it, the better I'll get. However, outside of the first turn, I was impressed with my options in spell defense. Granted, I rolled boxcars to dispell one time, but I was able to unbind all my opponents spell attempts once he got close and I rolled an 11 on Fist of Gork, wiping 14 of 30 daemonettes near the end, so that was a bonus. Plus, a buffed up Rogue Idol is an absolute house.
  22. With tinkering with list ideas, I decided on allying in a unit of shootas for my back line screening unit. For reference, this is the list I'm trying out this Friday. Megaboss - General, Mighty Destroyers Warchanter - Fixin' Beat Wardokk - Kunnin' Beast Spirits Prophet - Morks Boney Bits, Breath of Gorkamorka Fungoid - Ally Gore Gruntas x6 - Pig Iron Choppas Ardboyz x15 - 1 of each banner Savage Orruks x30 - Stikkas Shootas x20 - Allies Rogue Idol Comes out to 2k on the nose. I'm trying out no cabbage, so invested those points in a few more bodies. I think the fungoid/prophet combo will give me more reliable success of an extra CP each turn. The pigs give me a nice utility unit for what the situation calls for. Ardboyz and orruks give a decent body count and something that can take a punch. Idol is the main mamma-jamma that can be buffed to holy heck and tossed wherever needed. Finally, the shootas can be either a back field screening unit that can supply some pot shots here and there, or can be a chaff wall to take incoming charges if need (I mean what are grots really there for in an orruk army) Any thoughts/critique on the list are welcome and I'm interested to see how things go with out the cabbage to be a big distraction. Thanks
  23. I have to say, as an IJ player, I've been migrating further into Big Waaagh the last few weeks. I feel the two sides compliment each other nicely and the combined passive abilities across both factions is amazing. I started with a cabbage and have added the idol recently and am now thinking of dropping the big bowling ball vegetable for more army wide support. The idol is just so good in Big Waaagh, simply because it benefits from all buffs having the appropriate IJ and Bonesplitterz key words. Biggest issue I'm finding is a cheap-ish unit to use as a backfield screening unit that I don't really care if that's all they do all game. @Nezzhil He gets 3 saves because of his armor save, his innate warscroll 5++ save then the Big Waaagh 6++ save (provided you have enough points to get the ability)
  24. @Jabbuk I agree with you that by going Big Waaagh you are no longer IJ allegiance and therefore are forfeiting S&B, MD, etc. I am just asking because as part of the Big Waaagh it states you can choose from traits on page X of the tome. One of those traits allows for use of MD. It doesn't give double allegiances to both IJ & Big Waaagh or anythingcrazy like that (so no S&B, Mad as Hell, etc), but states you can simply use MD. There are no other qualifications to using it unless it states on the traits page "you must be IJ allegiance to use these traits," or something along those lines. My book is at home and I'm at work, so if someone with a book on hand can confirm, that would be appreciated. I also wanted to point this out as another point of possibility for using MD as I had only seen it referenced in regards to the battalion is all.
  25. So I've been interested in the discussion on if Mighty Destroyers can be used in a Big Waagh! allegiance if taking the Ironfist battalion that allows you to use it, so i was looking through my tome last night (book not on hand so forgive me if my wording isn't spot on) but the Big Waagh! states an Ironjaw general can take one of the Ironjawz traits on page 56 I believe it is. One of those traits is Brutish Cunning which allows your general to use Mighty Destroyers as well. So would taking the Brutish Cunning trait allow you to use Mighty Destroyers? If so, and the battalion also allows its use, you could potentially have two free Mighty Destroyers per turn? Also could be a way to get Mighty Destroyers without spending points for the battalion if you wanted to get a few more bodies on the table
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