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Brakkus

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  1. Just got ack from a local 1k tourney with the IJ and was pretty pleased with how I did. I went 2-1, and considering it's been over a year since Iplayed the big green boys, I feel good about my showing. Quick recap of my list: Footboss w/live to fight Warchanter w/brooch Fungoid Brutes x5 Brutes x5 Pigs x3 Pigs x3 Since it was only 1k and we were playing on 4x4 boards, all mission deployment were slightly modified. Round 1 against death playing duality of death. From memory, he had the following: Arkhan Vampire Lord Wolves x5 Wolves x5 Skeletons x30 Knights x5 He finished dropping first and gave me first turn. I deployed one unit of pigs on my right and everything else on the left. Plan was to grab both objectives turn 1 then sit on the left one with my army to win on points. He put one unit of wolves to my left with the unit of knights and everything else on my right. I move up turn 1, grab both objectives, score my points and hunker down. He gets his wolves in on my left but his knights fail a charge. I kill the wolves and his turn ends with him not scoring. Turn 2 I win priority and take it. I keep the right pigs on the objective to score again, but string them out to potentially help with the Waggh! next turn. I move the left side of my army up to kill the knights with 5 brutes and position the rest centrally preparing for next turn. I score again at the end of my turn. He resummons the unit of wolves I killed turn 1, moves his entire army up and gets in on the pigs. He had like 60 attacks froma handful of skeletons and barely killed my pigs, claiming the objective. He scores a point and the turn is over. Turn 3 I win priority and give it to him knowing he has to push to me or else he'll fall too far behind on points. His skeletons were also positioned in a way they blockeda lot of his movement, so he tries his best but doesn't do much as a result. He failed a couple charges and is ina pretty bad position. I go and call for the Waggh! With only 4 units in range, it was risky, but between the brooch and fungoid giving extra CPs, I was able tp stack +5 attacks on everyone. A unit of 5 brutes and the megaboss were able to clear out all 30 skeletons, one unit of wolves (which the brute boss crushed by himself) and the unit of knights. I score again and the turn ends. Turn 4 I get priority, take it and clean up both heroes to seal the deal, as he only had his 5 wolves on the right objective. Victory for the IJ Round 2 was against chaos dwarves, mission was battle for the pass. His list: Demonsmith Chaos sorcerer lord Fireglaves x10 Fireglaves x10 Fireborn x12 He finshes dropping first and gives me first turn. Turn 1 I jump my pigs up again to claim the two central objectives by just barelygetting into range of them, claim my home obective and move the rest up cautiously, making sure to stay out of range of the fireborn. He moves up aggressively with his fireborn, claims his home objective and can't quite reach the right hand objective. He only has like 5 fireglaives in range to shoot and does no wounds. His fireborn fail their charge, but he was able to take the point from me and his turn ends. Turn 2 he wins the roll and he positions to prepare for a massive brawl with his fireborn. He slams into theleft unit of pigs, slaughtering them with sheer weight of attacks. He scores again and gets his stunty leggedriflemen close enough to body the right objective away from the pigs. I go and call for the Waggh! knowing I have to decimate the fireborn. Both units of brutes charge in along with the megaboss. I end up with +7 attacks (brooch refunds were crazy this game) and when all is said and done, I kill only 6 fireborn and he kills 7 brutes (I kept one CP for inspiring presence, thankfully). 3 more fireborn run from battleshock and I take the objective back. My right pigs rolled horribly (even with bonus attacks) and only killed 7 fireglaves. I score some and the turn ends. Turn 3 he wins the roll and his turn is largely ineffective. His fireborn do a few wounds, and the remaining pigs finish off his unit tp take the objective. My turn 3 I use the warchanter buff on the last couple brutes and then mighty destroyer the last two fireborn. I move up, charge his remaining unit and heroes and mop up the rest of the game. Another IJ victory and sitting at 2-0 Round 3 was against slaanesh, mission was starstrike. I immediately know I have basically ZERO chance to win and I was rigjt. I'll spare the details, but by turn 2 he had summoned a keeper and all I had left was a warchanter, half dead megaboss and two brutes. It was PAINFUL Overall, I had fun and was glad I played as well as I did. I'm still trying to learn to properly position my army, but the brooch and fungoid are soooooo good I'll never play without them again. Plus, slaanesh is just a super hard counter and when your opponent can basically double their army by turn 3, it's a damn hard uphill battle
  2. @Malakree, thanks for the response and it makes sense what you said. I was running larger units for a lower drop count and to maximize the warchanter buffs, but being able to have a bit more flexibility with unit placement, threat saturation and applying buffs where best needed makes sense. Plus, it does also give me the Waaaagh! option with more consistency than the setup I originally had. Appreciated and will report back with how it went afterwards.
  3. Hey all, have a 1k tourney coming up at my FLGS this weekend and have settled on taking my IJ. I was thinking of the following and was looking on some input on rounding the list out. Allegiance: IronjawzLeadersOrruk Megaboss (140)Orruk Warchanter (80)Battleline10 x Orruk Brutes (340)- Jagged Gore-hackas- 2x Gore Choppas6 x Orruk Gore Gruntas (280)- Jagged Gore-hackasTotal: 840 / 1000Extra Command Points: 0Allies: 0 / 200Wounds: 73 The tourney is being played on 4x4 tables, so that impacted some of my decisions. I went with 6 pigs over 20 ard boys, because on the smaller tables, and without an Ironfist, I felt the pigs superior movement would be more of an advantage. Also, without a cabbage, movement is severely lacking. I do understand that a maw krusha would be a big boon in this format, but I wanted to give the footboss a go. Unsure of what artifacts/command traits to give my general. I was thinking of either thermal rider cloak on the footboss to help with the low movement. Or I could go with either the combo of etheral amulet/ironclad for the super tanky route, or I was thinking of live to fight/metalrippas claw for more reliable output from the boss. As far as additional points, I'm leaning towards a fungoid to help with a slight bit of magic/unbinding and CP generation, but not sure if 3 heroes is too much. As far as models go, pretty much everything is available, so any thoughts? Appreciate any feedback. Thanks
  4. Fellow Dank enthusiasts, I'm looking for some help. I've got a 1k tourney later this month at my FLGS and I'm looking at taking the troggs out for a go. Now, I'm struggling to settle on a list that I am comfortable with. I'd like to take the hag, but at 1k she and the boss are a considerable investment. I would also like to take a unit of stabbas as a screen and for padding the body count. Currently my available models are: Troggboss Hag Mollog Fungoid Madcap Rockgut x6 Fellwater x6 Stabbas x40 Shootas x20 Arachnacauldron So not a huge variety, but we play troggs and variety isn't exactly abundant. Any suggestions or thoughts about how to approach a 1k list? Any input is appreciated Thanks
  5. Looking for some feedback on a couple of options for a shooting component to my list. Option 1: Acolytes x20 Jezzails x9 Total points: 660 Option 2: Stormfiends x6 WLC Total points: 700 So as you can see, the points are roughly equivalent, with option 2 being just slightly more expensive. Some of my thoughts on each option. Option 1 gives layered threat bands to the army. The jezzails provide long range firepower, potential MW output and the invaluable ability to snipe characters. The acolytes provide a more mobile shooting platform, albeit with a bit more risk due to their need to be closer. But, as numerous others have pointed out, a unit of acolytes w/MMMWP and/or vigordust is absolutely lethal. However, both units are fragile so the tolls that the buffs will take plus any damage suffered throughout the battle make their effectiveness diminish. Option 2 gives less layered threats, but more sustainable units. Stormfiends are much sturdier than jezzails and acolytes combined. They must take at least 20 wounds before losing any ranged effectiveness, and become more dangerous the closer the engagement. They also make a fantastic target for the standard MMMWP/vigordust buffs. The WLC compliments them nicely and helps to fill that MW output that’s missing without jezzails. Granted the WLC is slow, but it has a decent threat range and can be a great source for MW output. The drawbacks of this option is the shorter threat range and less mobility for the stormfiends compared to the acolytes. I’d also want to consider an extra engineer for the WLC, so the cost would really be 800. For reference, because I know it’s difficult to comment without the full picture, but the core of my list is as follows: Arch Warlock – MMMWP/Vigordust Injector Grey Seer – skitterleap Warpsee Clanrats x40 – spears Clanrats x20 – swords Clanrats x20 – swords WLV Total: 1140 points So in saying that, Option 1 leaves a little wiggle room with points to play around with. Option 2 pretty much locks in the rest of the list. Thoughts/comments/suggestions? Thanks in advance
  6. So went to the tournament today and finished 2-1. Was a lot of fun and skryre can shoot...A LOT. I played the 1200 point list I put up. Game 1 was against Legions of Nagash. I gave him first turn and he ran everything up into shooting range. Took out 2 heroes and a unit of 10 knights. Got the double turn and after two straight shooting phases, the rest was clean up. I was surprised how effective my shooting was even though I failed every spell cast attempt, even with spark rerolls Game 2 was against slaanesh. Again, I gave him first turn and he ran up. I made sure I was far enough back not to give him easy charges and he didn't get in to me. I shot and killed his Keeper and unit of 10 seekers turn 1. Didn't get the double and he hit my lines with 2 chariots, hellstriders and the unique character. Got lucky with some bad rolls from my opponent and decent save rolls. I retreated from the combats I could and shot off some wounds, but only wiped the striders from battle shock. I got the double and killed the rest of his heroes. All that was left was to take the objectives and hunt down his unit of daemonettes. Game 3 was against gloomspite, knife to the heart. I knew this would be tough as he had FAR more models than me. We also rolled up the feature that units couldn't run unless they could also fly. Long story short, his boing grot bounders got him to take my objective bottom of 4. I sling shotted my AW up to try and sneak onto his unguarded objective bottom of 3, but was 2" away...if only I could've ran... As most have said, pure skryre is bonkers fun but not having any clan rats was really felt. Jezzails, cannon and AW were all stars, and while the acolytes were good, I felt they were inconsistent, especially since my magic was ice cold all day. I'm thinking of trying out a unit of 6 stormfiends and see how that goes, as the unit of 3 were solid all day. Anyway, skaven continues to be loads of fun and I look forward to playing them more and really settling into how I want/like to play them.
  7. @5kaven5lave I see your point on putting everything into the AW, as he is more survivable than the Bombardier, and I was envisioning their roles as you described but flipped. I figured the Bombardier would hang back more with the jezzails and cannon. That way I can overcharge the cannon or provide the re-roll buff to the jezzails should they need to move. The Bombardier could also provide MMMWP to the jezzails if they need it that turn as well. Then the AW would move up with the fiends and acolytes to give whichever needs MMMWP or vigordust more. As you said, he's also a tankier so he's better suited to push up closer to the front lines than the squishy Bombardier. @Darkhan I agree the WLV is worth everypoint, but there's 2 reasons I didn't bring it. 1 is, as I mentioned, it's a more casual/friendly type event with a potentially high number of newer players and I just think WLV could be a very negative play experience, especially for a newer player. 2 is that to include the WLV I would have to make some changes to the list to include it, as I'm short 60 points. The two changes that most readily jump out to me is I could downgrade the AW to either an Engineer/Bombardier or reduce the acolytes to 10. I don't really want to do either, as I feel the AW is much better than either of the two engineer HQ's and if I reduce the acolytes any further I might as well just take a min unit to fill out my battleline. If either of you feel differently or are seeing something that I'm missing, please point it out to me. Appreciate the feedback and welcome any more. I'll for sure report back after the tournament and let you know how it goes. Skaven has been a great time for me since the new book and I'm looking forward to playing and learning more moving forward
  8. So I have a 1200 point tournament this Saturday that's being advertised as "casual", so more of a chance to take things I like rather than optimizing for cut throat tournament play. In saying that, I know what I take is rather inconsequential, but that I'd post it up here for a little feedback anyway. HQ: Arch Warlock - MMMWP, Vigordust Injector Bombardier - General w/Deranged Inventor Units: Stormfiends x3 - Ratling cannon, wind launcher, shock gauntlets Acolytes x15 Jezzails x6 WLC Total: 1160/1200 Plan is to use the Bombardier to help support the WLC and Jezzails that will mainly be responsible for hero sniping and taking out priority targets. The stormfiends will be the "front line" unit, but with a bit of ranged punch with the above setup. I figure they won't last long from any type of dedicated combat unit, but the models are so freaking awesome. Acolytes are there to back up the fiends or potentially grab a lightly guarded objective. Arch Warlock does Arch Warlock things. I decided to not bring the WLV on purpose, as I expect a number of newer players to attend and don't want to be that guy that creates an un-enjoyable experience. That's also why I decided on a pure skryre list, but I do have quite a few other models available should any of the above look to be "too casual" or maybe just an odd choice. Anyways, looking forward to any feedback. Thanks
  9. I've got a 1200 point tournament coming up in 2 weeks and was looking at taking the following. Thoughts? Frostlord on stonehorn - ethereal amulet Frostlord on stonehorn Hunter - general w/everwinter master Frost sabres x4 Frost sabres x2 Frost sabres x2 Total: 1140 Only tweak I was thinking of would be refuce the unit of 4 sabres to 2 and take a fungoid
  10. So I took beastclaw raiders to a local 3 round Adepticon primer this weekend. My goal was to win at least 1 game, as beastclaw is clearly an army you play because of the hobby as opposed to power gaming. My local area has some great players that have frequently placed top 5 at major tournaments, Adepticon included, so I wasn't getting my hopes too high. My list was the following: Frostlord on stonehorn- ethereal amulet Hunter - general w/everwinter master and mammoth skull plate Mournfang x4 (full command) Mournfang x4 (full command) Goregruntas x3 Goregruntas x3 Frost sabres x2 Frost sabres x2 Frost sabres x2 Skal Braggoth's beast hammer I know the beast hammer has mixed feelings here, but if I'm playing beastclaw to begin with, why not play what I want, have fun and see what happens? Round 1 I'm paired with gloomspite. His list from memory: Madcap shaman Dankhold troggboss Boss on mangler squig Stabbas x60 Shootas x20 Shootas x20 Rockgut troggoth x3 Boinggrot bounders x10 Boingrot bounders x10 We played the mission with 1 objective in each of our terroitory amd 2 along the center line. I won priority and made him go first. He didn't do much but move his grots up to the objectives and score 5 points. My turn and I keep the skal off the board. Roll up extra movement for my blessing and do what beastclaw raiders do best and CHARGE. Combat went very well for me. I got frosty, both mournfang units and a unit of pigs in. I used the double pile in for the beast hammer and when the dust settled I had wiped out all but 10 grots. The +1 to hit bonus helped offset the netter penalties, so that made my charge pretty devastating. I won priority and got the double turn. I kept the skal off again and the Frostlord charged into a unit of bounders, also sucking in the second unit. I flubbed my rolls pretty bad, but still took out 8 of them. Mournfang finished chewing through the remainig grots and the rest of the army picked up objectives. He brought all the troggs up and slammed them into ol' frosty who promptly made all his saves. The frostlord proceeded to one shot the troggboss. He won priority and started with movement shenanigans with his mangler and ended up capping my objective. Again, the amulet proved amazing and I've only taken like 3 wounds at this point. I ended up smoking all the rockguts, however, he did score quite a few points and the game is still up in the air. My turn 3 I brought the skal down to claim his objective and moved some cav back to take mine again. Frostlord once again made quick work of his target, destroying the mangler squig. My opponent conceded at this point, as he had his shaman left and a full turn was left. So a major victory round 1, my goal of winning a game was accomplished and I'm feeling good. I know the next round was going to be tough, so I didn't want to get too excited. Round 2 against Legions of Nagash. I see the big daddy of the undead and already know I'm screwed. I won't bore you, but I took first turn trying to do as much damage as I could. I failed all charges except the frostlord, who did well all things considered. Nagash then hand of dusted him into nothing and that was that. Major loss So after being brought back to earth, I figured I'd do my best to pick up that 2nd win. I'm paired with Beast of Chaos. His list from memory: Tzaangor shaman Bray shaman Shaggoth Tzaangor enlightened x6 Tzaangor enlightened x6 Bestigors x30 Bestigors x30 Beastigors x10 Ungors x40 We played the mission with 2 objectives that can only be taken by a behemoth or hero with an artifact. Again, I won priority and made him go first. He wasn't in range of anything, so he moved up. He brought on the unit of 30 and unit of 40 from a board edge, but failed his charges. His shooting did kill 2 pigs. One of his tzaangors made a long charge, but his shaman failed so he didn't do much. I killed a few in return and he sat his shaggoth on one objective. I brought my skal down because I had to match him on points, and I'm not leaving a 420 point frostlord to babysit an objective. My mournfang exploded into the remaing tzaangor and deleted them. My frostlord hit his screen of 30 along with the other mournfang and by the end, they were dead. I won priority and took it. I moved away from the mass of 70 models and swung around to kill the tiny sacrificial squad and the bray shaman. I pulled the rest of my army back and protected my objective. His turn 2 he started running across the board. He repositined everything, fortified his shaggoth and tried to set up for a killing blow next turn. He won priority and gave it to me. I looked at the field and my frostlord was 31" from his shaggoth. I got the everwinter move, ran and made it a 6 so I needed a 10" charge to make the shaggoth and essentially close out the game. I failed the charge and re-rolled hoping for that 10...I got a 9. So I settled for charging both my mournfang and goregruntas into the tzaangor and the shaman. I hit pretty well with the mournfang and they proceeded to absolutely murder my pigs. I activated my double attack and killed all but 1 tzaangor and was able to sneak around and sneak one rider within 2" of his shaman. Both attacks hit and wounded and he failed both saves and POOF! No more tzaangor shaman. The rest of the game ended in a draw, as neither of us could get to the remaining hero and I suffered a minor loss because I missed my secondary objective and he got his. So afterwards, I was very happy with how the army played. I made a few errors, my opponents did too. The power discrepancy was painfully obvious but with good target priority, a few rolls going my way and the frostlord going absolutely BERSERK, beastclaw was a lot of fun
  11. It's only 20% of your total army. In a 2000 point matched play list you can have up to 400 points of allies. 400/2000 is 20%. I'm not sure the exact page and can't check until I get home tonight, but I do believe the ally rules says something about 1 in every 4 can be an allied unit. However, I could be wrong and it might be 1 in every 3. As you have 6 BCR units, if it's 1 in 3 you're ok. If it happens to be 1 in 4, you would need 2 more BCR units to take the 2nd butcher. I use warscroll builder a lot to make lists and check on things, but tools like that aren't always accurate which is why I tend to double check rule books, FAQ's, etc. Also, sometimes folks on here point out things we might overlook. Anyways, just trying to be helpful and don't want you to buy and build a list and run into a little problem like it being legal and all Annndddd I just realized that I was wrong on my point, as I had a brain ******. The 1 in 4 would be ok with your current set up. As if you have 3 BCR units, then the next unit COULD be an ally. So that would be your 1st butcher. Then you take your next 3 BCR units then you take your 2nd butcher. My apologies, as that subtle point wasn't sticking in my head until JUST now.
  12. Also, don't forget that if you're taking BCR allegience, you can only have 1 allied unit for every 4 BCR unit. So to take 2 butchers you need 8 BCR units. This can be difficult for our faction
  13. So I've been expanding my destruction collection, as I have a healthy Ironjawz army and now am branching into BCR. In saying that, my FLGS is having a small tournament at the end of the month for a few newer people that recently moved into the area so I figured it was a good time to bust out the BCR for the first time. I'm thinkingabout taking the following list. Any thoughts and/or feedback is appreciated: Huskard on Thundertusk Mournfang x2 Mournfang x2 Stonehorn Beastriders I know it's light on models, but that's BCR for you. I do have other models available to play aroud with, but felt this was a good balance of range, hitting power and embodied what I picture BCR to be. Only question is what artefact to take on the general?
  14. @Skumbaagh As I understand, since the waagg comand ability doesn't specify at what phase it needs to be used, it would be declared in the hero phase. With that said, I made the mistake of not doing so (as this was the first time I was able to play in a month) and my opponent was nice enough to let me do it in the combat phase. We were playing a friendly game and I even said I screwed up but he let me do it anyway.
  15. So Da 'Eavy Fists got another victory tonight in a 2k game against Fyreslayers. We rolled up Take and Hold and I was a bit nervous as this guy was new to the FLGS and I'd never played the dwarves before this. I was trying a list with no battalion and more bodies. I ran the following: Cabbage - Ethereal Amulet Warchanter: General, Prophet of the Wagggh Troggoth Hag Ard Boyz x30 - shields x10, double weapons x20, drummer, banner Brutes x5 Brutes x5 GG x3 Ironskull's Boyz Cogs My opponent finished deploying first and gave me first turn. I moved up cautiously, repositioned some and tried to cast cogs. He had an auto dispel ability that he used and that was the end of my turn. He moved up, did some shooting with doubling his range and that was the end of turn 1. Turn 2 he won the initiative and took the turn. He buffed up his units to have 2+ rerollable saves with an additional ward save, which I had trouble pushing through all game. He did some more shooting and had a failed charge. I pushed up with my units and charged in my 30 strong unit into one of his 30 strong units, cabbage charged into a small 5 man squad and 1 unit of brutes got in. Pigs failed their charge and I didn't burn a CP to reroll, as I wanted to use both on waaagh rolls. Hag moved up on the center objective and I kept the second unit of brutes back. Megaboss quickly wiped the small unit and the brutes proceeded to do nothing off smashing and bashing. I score my objective and the middle objective to take the lead on points. I was also able to get cogs off and I slowed down time to get the extra cast and rerollable save. From here the game essentially came down to me tying his two big units up which clogged the board and his ability to get to the hag sitting on the middle objective. I won on scenario because of this, despite the fact that I didn't really kill much of his army. Key take aways were don't be afraid to throw units into combat youknow you won't win if you can use the positioning to score points and win tge scenario. The 30 blob of boyz was great, as it held up the entire game. Being ableto flat out ignore rend on the cabbagewas huge. It allowed me to play it even moreaggressively than normal and was a very good mental tool against my opponent. By the time he stopped fousing on it in his turn 3, it had soaked a lot of fire and only suffered 3 wounds thanks to mystic shield. Again the hag was my MVP. She scored the most points being able to sit on the moddke objective, made the megaboss more survivable by casting mystic shield and ended up taking out his magmadroth all by herself in 2 turns. Overall, a fun game and a great new player forthe FLGS. I did the miss the extra move from the ironfist first turn, but I feel we can't necessarily just brute force all our oppponents. We need to leverage our cunnin' more and try for the scenario. I must say though, Ironjawz are damn fun!
  16. I have to say that with recently playing a Bloodtoofs list, I agree it felt light on bodies. After playing it just one game, I felt that it was it's biggest weakness. I generally like to play a list 4-5 times before making adjustments, but I immediately started tweaking after that game and was putting Ard Boyz in. I have a list with 1x10 and another with 2x10 that I'm going to try out
  17. @Hankster Game went well, as I was able to pull out the victory, really, mainly because of the hag. I tried to cast cogs on turn 1 & 2 but my opponent had two models that auto unbind, so he used those right away. He was terrified of me getting any type of movement bonus, as he knows that's one of the big setbacks of IJ. She was able to get her signature spell debuff off once during the game and charged into that unit and was able to crush them in close combat as a result. -2 to hit and -1 to saves makes it tough for anything. We played starstrike, and the first objective fell in the middle of the table, so I was able to park her there from turn 2 until the end of the game, so she scored the majority of my points. My opponent got her all the way down to 4 wounds remaining on turn 3 and I was able to regenerate her back up to 12 wounds by the end of the game, so that was frustrating for him. I unbound 2 spells with her throughout the course of the game and the second time I got the mortal wound ability to trigger and killed his caster that was on 1 wound remaining. She's 380 points and not listed in GH18, but you can find her warscroll and updated point value on the FW website. I really enjoy her and will be using her for the foreseeable future to truly get a better feel for her, as I think this was one of those games where a model/unit can do no wrong and it skews your view of their true effectiveness. My only real gripe about her is she can only cast 1 spell a turn, but it's not a big enough of a drawback for me to NOT play her; as I feel she's infinitely better than the weirdnob. Even though you can get 3 shaman's for the cost of 1 hag, I still feel like she's the better choice.
  18. So pulled out the win today against Stormcast. We rolled up starstrike, 2k game, and he was playing a number of different units. From memory he had: Sequitors Retributors Ballista x2 Evocators Lord orinator Prosecutors w/hammers Knight Vexillor Neave Blacktalon Lord Aquilor Pendulum and shackles for endless spells He may have had more, but can't recall. I played the bloodtoofs list with the hag above Basically, pigs were able to tarpit and survived longer than the should've. Cabbage was an all-star and did a decent job of doing damage and drawing attention from the rest of my army. The brutes did most of the heavy lifting, but the hag was the MVP. She scored the center objective evry round, got her signature debuff off and even punched out a unit that tried to take it from her. I was able to jump out to an early lead, score points every turn and do enough damage to win on scenario. After one game, I'd look at dropping the bloodtoofs to get either more bodies or or heros. However, I like the base of the list and am looking forward to building off of it moving forward
  19. @Superninja Yes, I understand I'm losing out on the extra artefacts, but it's something I'm willing to accept with trying out a list. For the general I was leaning toward taking the ethereal amulet to totally ignore rend. Hopefully that helps in making him a bit more tanky and live a little longer. I've tried cogs in a few games before and, while helpful and powerful, I'm next leaning towards swapping it out for the emerald lifeswarm. Even point swap and helps with the lack of regeneration that ironjawz suffer from.
  20. I have a game lined up with a guy from my local club on Sunday and I'm looking at trying the following: Cabbage: general Hag: ally Brutes x5 Brutes x5 Brutes x5 Gruntas x3 Gruntas x3 Ironfist Bloodtoofs Cogs Wanted to try bloodtoofs for the bonus to bravery, charging and reducing the number of drops. Hag is for some magical support and another durable body. Cogs helps with the slow movement and can potentially make the hag a bit more durable. Plus, the hag is a damn fine model and I don't put it on the table enough as I'd like. Thoughts?
  21. Player Location: Lansing, MI Name: Jacob Dungey, Handle: Brakkus Contact: via the forum or email @ Brakkus2001@gmail.com Community/Store Location: Evolution Games on Saginaw in Lansing, MI
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