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Rock Lobster

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Rock Lobster last won the day on August 20 2018

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  1. First 5 wardens minus the bases - waiting for some new base materials to be delivered. I am such a slow painter so this will be a long project.
  2. First test model completed, was too lazy to think of a new scheme so used the same from my 40k space marines. I think it works well for lumineth though.
  3. What is the difference between a soul grinder and an Alegyzzler gargant? One has hydraulics the other has high-bollocks...
  4. What’s long brown and sticky? ...Durthu
  5. Nagash: Lady Olynder, why did you miss the mortarch social last night? Olynder: I had no-body to go with...
  6. I would urge everyone to be considering this a very positive development. For those worried about having to pick up bonesplitters now, don’t worry, it explicitly says pure armies and mixed armies. If a stronger army can be made by adding bonesplitters then don’t consider that being forced, but a bonus that you can access if you choose to make your force even stronger. The reality is that unless the mechanics of ironjawz change a lot, there is little benefit to diluting your army with other units. The more units you have and taking the big battalions makes ironjawz strong and a force half the size is far less than half the effectiveness if diluted with a bunch of bonesplitters. the biggest deal here is new wars rolls. Our warscrolls are so broken it would be amazing to have ones that work. Maybe brutes are worth their points, maybe the list of battalions and functionally useful. Maybe the mawkrusha becomes stronger to justify the points. Could be all kinds of great things happening.
  7. The meta can easily solve hedonites in general. I think anyone who is not playing hedonites and is playing a combat army feels we are at the top tier. However, I think anyone with experience of the army (i.e. all of us) knows that it is the most weak of any of the top tier books to shooting, hands down - we just arnt seeing shooting. I would be confident with my experience of using HoS to build a karadron overlord or even freeguild army that annihilates HoS in a tournament setting. Against the right builds keepers a 360 points dissolve with only 14 wounds and a 4+ save, they are as resilient as 7 ironjawz ardboyz which is 98 points worth of models. In those matchups, none of your characters will survive turn 1/2, you will lose all deprativity and be back to just troops. Those are the times you will be happy to have 60 bestigor in a pretenders host with rerolls 1s to fight which your characters cower or die.
  8. Assuming this was supposed to respond to my post. Definitely a player error. Although in this situation (anecdotal as i may be) about 20 wounds were off the back of attacks hitting on 3s which would have been a nice little saving. having 18 guys with shields would have been another 7 wounds saved, so 16 ardboyz left alive even after that tactical blunder would have pinned me in place another turn and cost me all 4 command points over his turn and my turn to kill them off, leaving me with no CP. If ironjawz win the roll there would be the option to waagh charge in and using smashing and bashing pick up the keepers.
  9. As a Slaansh player I don't disagree. With few attacks that hit really hard and limited access to rerolls, that -1 to hit can be infuriating. I have the same frustration when fighting moonclan grots which will never die because of it.
  10. I recently played a game against Ironjawz with my Slaanesh, his was the typical bloodtoofs / 30 ardboys list and mine was the double keeper, 30 daemonettes and hellstrider chaff list. It is a tough road for the ironjawz in this battle. He made the mistake of using his hand of Gork to put 30 Ardboyz with big choppas into the 5 helstriders screening my 2 keepers and epitome where he was hoping to wipe them out in 1 turn with a couple of Waaghs. Things to consider as to why this was a bad call and lessons for everyone here: 1. Ardboyz will almost certainly strike last, and I had 2 command points, which is 2 keepers fighting twice, some hellstriders and an epitome. I did the full 60 wounds on his turn, wiped them out and summoned a 3rd keeper turn 1 - it was over in his first turn. Keep track of the number of command points, I just barely did the 60 wounds, if I only had 1 battalion there would have been a good number of survivors. If they had shields a few would have been left alive, even better would have been ironsunz since I hit with a lot of 3s which would have missed. 2. Dont need to engage. The ironjawz took position on the table and my stuff didn't fly. The ardboyz could have not charged at all, just sat back a few inches and screened in my army meaning rather than me killing them all and then moving out in my turn, I can only hit the ardboyz on my turn. Plus if I am charging then my characters have to be within attacking range. 3. Remember 1" range. It was a doomed attack since the helstriders screened my keepers and my 2" range could fight over them. Even if he went first he could kill the Hellstriders and still be killed back. As mentioned in an earlier post, it would have been a very clever move that might have won him the game turn 1 to tag in the megaboss on mawkrusha onto the corner of the hellstriders (hopefully just out of 6" of my locus, kill them and allow the ardboyz to smashing and bashing fight with no screen, that would have been a nasty shock. So in short: 1. Dont overestimate your ardboyz resilience or underestimate opponents killing power - be aware of double fighting and how many CP they have 2. Decide if you even need to fight that turn. If you are screening anyway and they dont fly, you can reduce the damage you take in 1 combat phase to 0 by not being engaged. 3. Remember your range is short, things can attack you over screens and you cant attack them. Consider other things to kill the screen first, especially if chaff which can allow you to pile in and fight immediately afterwards.
  11. I am really pleased to see you put those lists into action, all very solid. I am particularly taken with the Ironsunz approach (partly out of blood toofs fatigue after a year) and I think it has real legs for those tanky ardboyz, and a boss that has a little more survivability. I like your take on the protection verses offense. With the rerolls to wound and extra attacks you really dont necessarily need the extra oomph of the rend. That 5+ against mortal wounds is great, at his average of 16 wounds, it will take 24 mortal wounds to bring him down, meaning you can tank an entire skaven army's ranged mortal wound output for a turn and live potentially if you desperately need him to be somewhere exposed. He even has the potential to survive the girstlegore general if they dont roll well which is a claim few other characters can make. Did you feel the Brutes upgrades were worth it (aside from rule of cool) compared to arboyz or would you have rather had a CP in retrospect? Do you think you get more value out of the fungoid and the potential for a mystic shield on the ardboyz or a 2nd warchanter for the 2+ to hit when they go in? I am genuinely on the fence so actually interested in your perspective.
  12. In short, on your turn yes as you get to choose what activates first a the start of the combat phase, on their turn no as they will choose what gets to activate first in the combat phase. However, on their turn if you buy them a beer and ask pretty please maybe they will allow you to activate your cloak first and kill their killer general...
  13. I didn’t see the original post but unfortunate to see name calling came up. Been on this thread a long time and it has always been great and cordial. Ironjawz is da politest!
  14. Depends on your definition of a nerf. if your definition of a nerf is many of our units getting cheaper, battalions getting cheaper, mega battalions getting cheaper and stronger, additional very useful command abilities and a new and extremely useful spell lore a nerf... then I suppose it’s a nerf...
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