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Rock Lobster

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Everything posted by Rock Lobster

  1. No sorry, I just meant repeat them again here so they are easily accessible in quick succession rather than people digging back through. When they are collated and people have said which they like I will post them all in a new thread as a resource with credit to the writer of each list.
  2. Post em up and let the green people vote, it will be a great resource for other players.
  3. MY LIST IS DA BEST! Name: Bodies, Bravery and Bashiness IronJawz – Hysh Megaboss on Maw Krusha – Prophet of the Waaagh and Mirrored Cuirass Warchanter – Aetherquartz Broach Warchanter – Boss Stikka 20 ardboyz – Big Choppas 20 ardboyz – Big Choppas 5 brutes – claw, gore choppa and two brute choppas 3 gore gruntas – pig iron choppas 3 gore gruntas – pig iron choppas Ironfist Bloodtoofs 2000 on the nose Drops: 1 Command Points: 2 Wounds: 151 Why this list is good: 1. 1 drop – you can almost always go second and potentially secure a turn 1 charge if the opponent gets too close, or the possibility of a double turn. 2. Look at the wound count, that is a lot of wounds with a 4+ save to chew through and hold objectives. 20 Ardboyz have 33% more wounds than 10 Brutes but suffer more from morale, except than… 3. Extra durability through bravery, those 2 big 20 man arboyz units don’t run easily, at bravery 9 with the bloodtoofs and boss stikka they will grind it out with opponents and force them to extract every wound there 4. Punchy – first turn you will already have 3 command points, with aetherquartz broach you can burn those 3 on a big waaagh and get 1 back on average, also with prophet of the waaagh you will likely get 4 attacks from those 3 waaaghs. If you are fighting turn 2 and turn 3 (not turn 1) you will likely be able to get 4 attacks both turns and mincemeat your opponent. 20 Ardboyz backed by a warchanter are as choppy as 10 brutes base – each Waaagh increases their effectiveness beyond the brutes. 5. The army is moderately fast. The ardboyz will get +4 to charge with their banner and the ironfist move, assuming an average charge roll that is a decent 16” – 21” threat range for charges, since I only consider a roll of 5” for a charge reliable I call that 14” – 19” subject to ironfist roll. Weaknesses: 1. I sacrificed all magic and potential cogs movement for bodies and the mega battalion – making the army potentially slower and at risk to magic. 2. Only 1 character provides a Waaagh, if he goes down then a lot of power in the list is lost – play more cagey with him 3. For the extra Waaagh power I sacrificed ironclad on the megaboss for prophet of the waaagh, this could be the difference between life and death in certain circumstances, but also it nets him an average of 3 extra attacks a game for all units which feels worth it.
  4. MY LIST IS DA BEST! All right you lot, Christmas exercise for you all. 2018 has seen the release of AOS 2 and important clarifying FAQs. Many of us have played a lot of games and some tournaments. Looking at the statistics for tournaments there are a lot of Ironjawz players and we have yet to crack a top 3 spot in a tournament and have rarely cracked a top 10 (and I am 1 of those top 10 finishes) https://thehonestwargamer.com/age-of-sigmar-stats-dec-3rd-2018/ Now I don't think we are capable without incredible luck of breaking the top bracket given the fundamental flaw in our army compared to the top tier armies, but I thought it might be worth getting a quick round of what each of us feels are the top tournament lists and why (also what its weakness is). Then using likes of posts we can vote for the lists we like and have a ranking of what we believe are some of the top lists for people to try. I'll kick off with a post after this one with my current list thought.
  5. Invaders is very pointless now. If they changed it to spend a command point and each of your 3 generals can use their command ability it would have some potential interesting value in lists (a bit like archaon), as it is now it does nothing and comes with a glaring downside. Pretenders have been comparatively nerfed by changes to warscrolls which allow the numerous units that would get reroll 1s to get that innately, but you still benefit from 2 command traits so it is not terrible. The big winner is seekers, which continues to provide the extra movement, but has also been blessed with another fast moving and hard hitting unit in the fiends to take advantage of the substantial +2 to move and charge. Glad to hear seekers (the unit) is doing well for you. I would strongly recommend those are kept to a pretenders list rather than seekers though, as with the seekers ability there is no way to stop them charging to their deaths.
  6. Indeed! Seekers is the best host in my oppinion, but it makes seekers the unit super risky, you can't even run to stop them charging away out of position and getting slaughtered. Hellstriders are again better as if you want them to run off and sit on an objective you can run them and they will stay put rather than doing the charge of the light brigade routine.
  7. I feel our chain is being yanked. I demand satisfaction!!!
  8. Don’t you think though that the bubble wrap role can be better filled by hellstriders for cheaper, occupying battle line and With a little more resilience if hit with their -1. If you have fiends, you can even keep good fighting units within 3 inches to pile in with the added protection of the -1 like fiends to blunt a turn 1 rush and backfire it on the opponent.
  9. Yes I forgot that the seekers were not battleline, another point against them when they are already poor. I dont like the battalion, but in the land of the blind the one eyed man is king. We have no battalions so if you want to get a 2nd artifact and fewer drops, at least it is cheap. My lists I am actually running do not include this as I think losing seekers is an unnacceptable loss. When our book comes, problem solved with battalions.
  10. Yes... but she hits like a wet noodle, I doubt you will notice it.
  11. I think you would be kicking yourself for not exchanging the exalted seeker chariot and small keeper for the big keeper. Particularly with pretenders and the tasty 2 command command traits, plus the command trait is so much better. then you give him/her/xi the dimensional blade, daemonic power and just annihilate anything touched. Imaging just walking up and standing 4-6" inches away from the enemy with a 6" pile in and not being attacked, then walking in with supremely vein and 2+ 3+ rend -3 D2 reroll all ones with 14 attacks and 8 attacks with 2+ 2+ rend -2 D3 reroll all ones. You can maybe kill a whole unit of 20 sequitors that way, one of the most resilient things in the game.
  12. Lots of potential options. You could go uglu and go dimensional blade on 1 guy and then sword of justice on the lord with supremely vein to trigger D6 mortal wounds as a character assassin. Maybe Aqshy for thermal rider cloak on one to be a super fast flying menace and then on the other the +1 to wound Blade to make both weapons 3+ 2+, pairs well with supremely vein for 2+ 2+ and even better with daemonic power if you can squeeze in a sorcerer for reroll 1s to hit and to wound. So the one guy gets powered up massively and hits and wounds with circa 21 of his 22 attacks and dishes out a ton of damage, the flying menace jumps over the screen and barrels into a couple of key characters to slay them.
  13. Ooh 120 points is a bargain! Worth the 120 just to reduce drops and gain a command point and artifact even if the ability said 'does nothing' the +1 attack on the daemonettes is crazy good. 2 x exalted keepers (2 artifacts) = 880 30 daemonettes = 270 6 fiends = 360 5 seekers = 120 enrapturess = 120 battalion = 120 5 hellstriders = 100 Total = 1970 Could be a fun alternative, 2 exalted keepers with artifacts hitting twice with the 2 command points you will have, fiends solid as always and 30 daemonettes following up with 90 attacks, ouch.
  14. Where was the teaser? I must have missed it?
  15. The list looks really solid, my one comment would be that the normal keeper is perhaps the odd duck with a worse command ability and adding a 4th spell that isn't really needed in the list, although has uses as a backup if the exalted greater daemon dies and you can use her command ability. Keeping the big greater daemon alive alive is going to be an issue in melee without some hellstriders to babysit for at least the -1 to hit, and your 1 unit is going to be spread very thin. Also the daemonettes wont benefit as much from seekers as the keeper etc so you will likely end up in 2 waves of attack with the first wave being a little small and losing those characters potentially before the 2nd wave hits. Although I dont know for sure, the 2 waves could be a nice approach in breaking the screens and then consuming the stuff inside. The below suggestions are alternative options, I dont think they are necessarily stronger at all, just food for thought. 3 potential options would be: 1. (more durable wave 1 with extra attacks) Maybe you could drop the small keeper and bump up 1 unit of 30 daemonettes to 6 fiends, invest in 5 more hellstriders and a command point. More durable first wave with the daemonettes filling in behind. Hurts depravity though without the keeper, allows you to get 2 units to double attack which means a big first hit. 2. (fast and 1 wave) drop both damonette units for hellstriders and use the excess points plus your 20 spare for 6 more fiends. You lose a lot of hitting power swapping the 60 daemonettes for 6 fiends, but it makes the slowest movement in your army (outside of enrapturess and sorcerer) 14 with the seekers ability and averaging a 9" charge. Also you can spread your hellstriders in 3 locations to cover the fiends and both keepers which is nice for a big charge that wont just melt when hit back. Plus you dont lose the characters depravity 3. (Bodies - so many bodies) If you dont want things to hit in 2 waves the other option is to accept you are moving slower. Drop the keeper, drop the fiends and have 4 units of 30 daemonettes barreling across the table at your opponent. This would be a scary sight to look across the table and very killy. With the spare 100 points you can get cogs potentially, which could really help the daemonettes allowing them to move an average of 9" plus D6 in a turn and charge an average of 10", or 2 command points and you can use them to make the daemonettes run 6", or another unit of hellstriders to spread out protection. Much slower than the other options but by anyone elses consideration, not a slow army for sure making getting stuck in turn 2 fairly easy.
  16. Bear in mind, destiny dice are a limited resource. Tzeetch relies on reliably executing spells most of the time and using the destiny dice to fill in the gaps. Typically there are only 6 destiny dice that are a three of more to use. The Enrapturess is going to burn those dice much faster, increasing the number of failed casts that then require destiny dice to make up the difference (if there is a suitable dice to use). The usable dice are further confounded by the fact they must select dice that do not result in a double or suffer a mortal wound. This burns the dice pool much faster. Your opponent will not be pleased to burn twice as many dice to perform the same actions and will find summoning and magic support very tricky after turn 2 if you have hit them with the enrapturess and fiends. It is the most effective combo I can thing of against Tzeetch, even more so than against nagash it will really hurt. Hand of dusts threat is more of a turn 2 affair, turn 1 you will typically be out of range with the spell portal, but turn 2 it is almost impossible to avoid unless you want to keep the exalted keeper off the front line which severely reduces power. Regarding the chaos sorcerer I think there is a place in the list for both the enrapturess and the sorcerer. The daemonic power ability is great, just bear in mind against the magic heavy armies we just talked about the sorcerer is likely a 160 point low wound boondoggle that wont successfully cast without getting dispelled. On the flip side, he is useful in matchups with no enemy wizards where the enrapturess at 120 points is overcosted without getting the benefit from that anti magic ability. Consider the pair, a unit of 5 hellstriders and a unit of 6 fiends as a solid investment for a neat 740 points to build upon. Fantastic magic defence plus a chance to dispell, hard hitting really durable unit and potentially a unit to peel off and nab objectives, a really fantastic spell and some mediocre shooting. All around a great little package for the army when preparing for a tournament against all comers.
  17. The time a 6 is rolled for the ironfist will be rare but so glorious, the entire battalion surging forward at 1.5 times their normal movement rate! Imagine with Cogs, you have a in in 6 chance with Brutes to sling your entire battalion forward 12" with their ironfist and movement. This is far superior as you know how to position all units up front, i.e. you roll a 1, you know you are not going to be charging and will move all units cagey and wont spend command points, roll a 6 and throw caution to the wind, burn 3 command points and get stuck in.
  18. Thanks for the analysis, its good stuff. With the enrapturess, I agree the range shooting is subpar. I do think however the magic denial is 1+ to get 1 in your army against those magic heavy lists and is not to be underestimated. Take the nagash list for example. If he is casting hand of dust on an 8 with his plus three to cast it is extremely easy requiring a 5, meaning 83% of the time he will successfully cast - as you know he will cast portal and immediately try this on the exalted keeper, if he rolls a 9 he can cast the same spell twice - very nasty. The reroll makes a big difference here from the enrapturess, that 83% chance of success drops to a 69% chance of success just from the reroll. Sneak a unit of fiends within 12" for -1 to cast and suddenly Nagash is looking at a 52% success rate, in addition a 1 in 6 chance on all of these to score a mortal wound when the spell is rerolled. Getting a unit of fiends within 12" isn't tough as you just need to hit his screen of reaper and fiends are fast. The combination of these things means Nagash can be looking at going from a game dominating 20-22 successful spells over 3 turns out of 24, to an unreliable 12-14 spells. Nagash lists will hate that enormously. The same can be said for tzeetch lists which will loathe these pieces. For 120 points making your opponents magic phasemuch less reliable in those match ups is a bargain with all the other stuff being gravy on top. Of course it is a disaster for any magic user not as potent as Nagash where your opponent was hoping to use a helpful endless spell like cogs or portal. They will get hit super hard by the reroll of success. That is the most exciting element of the new stuff in my book. It makes Slaanesh one of the best armies to take on likes of legions of nagash and Tzeetch, hit them hard and early and really hurt their magic.
  19. If you are looking for an alternative I used the raging heroes avatar of shah for mine. Gigantic and very slaaneshi:
  20. It’s not mandatory by any stretch, there are many ways to play now with the new war scrolls. What you lose is the command abilities for attacking twice which is a significant loss. You can compensate for this with more bodies and shooting perhaps. You could try this if you don’t mind a lack of variation: seekers host enrapturess x 4 = 480 herald on steed x 2 = 120 6 x fiends = 360 6 x fiends = 360 6 x fiends = 360 5 x hell striders = 100 5 x hell striders = 100 5 x hell striders = 100 This list doesn’t do magic offence but has great magic defence. It is wicked fast with turn 1 charges easy on many scenarios with your fiends averaging a 23” charge. shooting is not too shabby with the enrapturesses and they will help generate depravity both through attacks and passive abilities. the heralds keep up with the fiends to activate their locus and make them more dangerous plus generate depravity. the fiends are super resilient in melee, very nasty with -2 to hit and -1 to wound next to their hell strider buddies. i think many would struggle against such a list.
  21. Haha it was only a matter of time. Makes me think lord Is a bit less reliable without ability to stack -2 but fiends are a Stella choice even with just the one debuff on the opponent.
  22. Where did you see that they cannot stack? Has the warscroll changed?
  23. The enraptures is very good value at 120 points. Makes a legitimate choice between an exalted daemon and three of these and 60 points spare for the same points. 180 for the fiends puts them in line with ironjawz brutes that seems fair.
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