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Hot Peanut

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Posts posted by Hot Peanut

  1. On 2/4/2020 at 5:41 PM, Stompa89 said:

    I will stick with this one then :

    Allegiance: Ironjawz
    - Warclan: Ironjawz
    Mortal Realm: Shyish

    Leaders
    Megaboss on Maw-Krusha (460)
    - General
    - Boss Gore-hacka and Choppa
    - Trait: Brutish Cunning
    - Artefact: Ethereal Amulet
    - Mount Trait: Weird 'Un
    Megaboss on Maw-Krusha (460)
    - Boss Gore-hacka and Choppa
    - Artefact: Metalrippa's Klaw
    - Mount Trait: Mean 'Un
    Orruk Warchanter (110)
    Orruk Warchanter (110)

    Battleline
    6 x Orruk Gore-gruntas (320)
    - Pig-iron Choppas
    10 x Orruk Ardboys (180)
    10 x Orruk Ardboys (180)

    Battalions
    Ironfist (160)

    Total: 1980 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 112

     

    Giving my Warchanters the +1 hit and 3d6 charge,

    Should i maybe trade mean'un for fast'un?

    I played the same list a few times and my problems was that the ardboyz are too slow for the rest of the army.

  2. 7 hours ago, Malakree said:

    That said I really like the Fungoid tech, it's got the 4++ and the CP for free without the artefact. Plus the 20 points into a triumph which is super sweet.

    That was exactly why I replaced the Weirdnob with the Fungoid.

  3. @Malakree Amen brother, I am with you here, I think this is exactly why IJ has so much potential right now. Yeah the Warchanter Buff is bonkers, but it's all about presure, threat and the possibility to punish your opponent when he makes mistakes, even if you are 24" away. With the current rules of IJ you have nearly complete map control.

    I have a very similar list I want to play on my next tournament.

     

    Allegiance: Ironjawz
    - Warclan: Ironsunz
    Mortal Realm: Hysh

    Leaders
    Megaboss on Maw-Krusha (460)
    - General
    - Boss Gore-hacka and Choppa
    - Trait: Right Fist of Dakkbad
    - Artefact: Sunzblessed Armour
    - Mount Trait: Fast 'Un
    Orruk Warchanter (110)
    - Artefact: Aetherquartz Brooch
    - Warbeat: Fixin' Beat
    Orruk Warchanter (110)
    - Warbeat: Fixin' Beat
    Fungoid Cave-Shaman (90)
    - Allies

    Battleline
    6 x Orruk Gore-gruntas (320)
    - Jagged Gore-hackas
    6 x Orruk Gore-gruntas (320)
    - Pig-iron Choppas
    10 x Orruk Ardboys (180)
    - 1x Gorkamorka Banner Bearers
    - 1x Gorkamorka Glyph Bearers
    10 x Orruk Ardboys (180)
    - 1x Gorkamorka Banner Bearers
    - 1x Gorkamorka Glyph Bearers

    Battalions
    Ironfist (160)

    Endless Spells / Terrain / CPs
    Extra Command Point (50)

    Total: 1980 / 2000
    Extra Command Points: 2
    Allies: 90 / 400
    Wounds: 131

    • Like 2
  4. 7 hours ago, Arkahn said:

    ust one thing about your list, especially the second one, if you play 2 units of GGs w/ jagged gore hacka, I cant see the benefit of Big G and his CA because you will be on 2+/2+ on your GGs already.

    You are right, I thought about that, but the big G is an amazing hero slayer and I get the buff at least on the hooves and that means they have plus 4 damage in average when they charge. In normal combat they got the full buff, which is great again. 

  5. So I played my first 3 games with the new book and with the following list to prepare for a tournament

    Allegiance: Ironjawz
    - Warclan: Ironsunz

    Leaders
    Gordrakk the Fist of Gork (540)
    - Mount Trait: Fast 'Un
    Megaboss on Maw-Krusha (460)
    - General
    - Boss Gore-hacka and Choppa
    - Trait: Right Fist of Dakkbad
    - Artefact: Sunzblessed Armour
    - Mount Trait: Mean 'Un
    Orruk Warchanter (110)
    - Artefact: Aetherquartz Brooch
    - Warbeat: Fixin' Beat

    Battleline
    6 x Orruk Gore-gruntas (320)
    - Jagged Gore-hackas
    10 x Orruk Ardboys (180)
    - 1x Gorkamorka Banner Bearers
    10 x Orruk Ardboys (180)
    - 1x Gorkamorka Banner Bearers

    Battalions
    Ironfist (160)

    Endless Spells / Terrain / CPs
    Extra Command Point (50)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 107

    here is a short overview of the games

    Game 1 - Shootcast - Minor Victory

    It was tricky, my opponent screened his raptors really good and I decided to go with my MK and the big G into his lines to tear them appart.... it was a mistake, MK  died next turn and the big G was able to remove his block of Evos and then also died. I made some mistakes with the placement of the Warchanter and also some other smaller things. In the third battleround my opponent made the mistake to teleport his Raptors in range of my 6GGs... what can I say... the GGs vaporized them and so he had not much left to fight against my Gruntas. I did a minor victory but it was close.

    Game 2 - Nighthaunt - Major Victory

    My opponent decided to alphastrike me with everything he got, unfortunately he forgot my Ironsunz ability -1 hit in the first battleround and also was very unlucky with his charge rolls, so he only got one unit of Bladegheist Revenants into my Ardboyz. When my turn came, I only lost some Ardboyz so I decided to counter his alphastrike, so I fully buffed my units with everything I got and charged in. After that he lost both units of Bladegheist Revenants and half of his Grimghast Reapers and Raikenor... After the next turn in full battle mode with buffed up IJs, he gave up.

    Game 3 - Khorne - Major Victory

    He played the tripple Bloodthirster list, so I was not quite sure what to do. We played the Blood and Glory battleplan. When we set up our armies, I put both units of Ardboys at the objectives and the rest in the back middle of my deployment zone.  I gave him the first turn and he started to moving at my middle line (MK, big G, GGs and the Warchanter). I did nothing in my turn and recognised that he had only put his bloodreavers at the objectives, so I did the same thing in the next battleround, I let him come closer and just moved my MK and the big G a little bit to the sides. In the third battleround, I started first, so I popped the MD on both of them and moved them across the map to the objectives, charged the bloodreavers, killed them and won the game.

    Conclusion

    In my oppinion this battletome is really cool, the Ironsunz warclan is just amazing, I always gave my opponent the first turn, bacause with the -1 to hit it took out a lot of threat, especially against shooty armies and alpha strike. That army is really funny to play and the threat range is just crazy, but I think the MK is not the best choice here. I mean they can do a ****load of damage, but two of them kinda feels like that I cannot use the full potential. Also the Damage output from 6 GGs is much higher then from the MK and the threat range is nearly the same.

    One thing to point out here, the Mighty Destroyer CA is the engine of that battletome... I mean with it you GGs can move 18" and the big G with the mount trait 28" which is just crazy and I am not even talking about that you can fight in your hero phase.

    The Ironsunz CA is also very cool and is also something your enemy has to keep in mind, it has a high potential but is very situation-dependent. 

    In my next game I will try the following list the see the difference:

    Allegiance: Ironjawz
    - Warclan: Ironsunz
    Mortal Realm: Hysh

    Leaders
    Gordrakk the Fist of Gork (540)
    - General
    - Mount Trait: Fast 'Un
    Orruk Warchanter (110)
    - Artefact: Aetherquartz Brooch
    - Warbeat: Fixin' Beat
    Orruk Warchanter (110)

    - Artefact: Sash of the Ten Paradises
    - Warbeat: Killa Beat

    Battleline
    6 x Orruk Gore-gruntas (320)
    - Jagged Gore-hackas
    6 x Orruk Gore-gruntas (320)
    - Jagged Gore-hackas
    10 x Orruk Ardboys (180)
    - 1x Gorkamorka Banner Bearers
    - 1x Gorkamorka Glyph Bearers
    10 x Orruk Ardboys (180)
    - 1x Gorkamorka Banner Bearers
    - 1x Gorkamorka Glyph Bearers

    Battalions
    Ironfist (160)

    Endless Spells / Terrain / CPs
    Extra Command Point (50)

    Total: 1970 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 128

    I will loose the Command Trait and the artefact, but 3 CPs are more than enough (especially with the Ironfist battallion).  I also think that the fast un mount trait is better then the mean un trait I played in the last games because of the range... Also the second Warchanter is just gold here, in the other list it felt like that one is just not enough. With this list I have still a really good thread range, more potential Damage output with the Gruntas and a second Chanter for buffing.  We will see if this is the army I will pick for the tournament.

     

    • Like 5
  6. 5 minutes ago, Honk said:

    No, they’re not, but the rerolls of invocation dice is also kinda neat (arkhan can by himself, but if the cart rumbles with the 6“ to the unit, rerolling all those 1-2s (1) will push your skelli blocks to the max.

    Yeah I thought so too, if I would only play one block of skelis I do not think that I would pick the cart, but with two it makes sense to me always between those blocks.

    And yes I think Transverence would be a good fit for him, thanks. I also thought of putting a third block of skeletons in, but then it gets too messy.

    • LOVE IT! 1
  7. I have played some games with Grand Host and Nagash and now I want to try the Sacrament army. Here is the army I want to try:

    Allegiance: Legion of Sacrament

    Leaders
    Arkhan The Black Mortarch of Sacrament (320)
    - General
    - Lore of the Dead: Amaranthine Orb (Vampires)
    Vampire Lord On Zombie Dragon (440)
    - Deathlance & Shield & Chalice
    - Artefact: Shroud of Darkness 
    - Lore of the Vampires: Amethystine Pinions
    Necromancer (110)
    - Lore of the Deathmages: Overwhelming Dread

    Battleline
    40 x Skeleton Warriors (280)
    - Ancient Spears
    40 x Skeleton Warriors (280)
    - Ancient Spears
    5 x Dire Wolves (60)

    Units
    1 x Corpse Cart (80)
    30 x Grimghast Reapers (360)

    Endless Spells
    Soulsnare Shackles (20)

    Total: 1950 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 156
     

    First things first, I love skeletons and the idea of a big hordes... but what I am interested in, is the Corpse Cart with an Unholy Lodestone. In my opinion it is very strong when playing with some mages and hordes of summonable units, but I don't see it that often. Is there a reason for this. I mean it only costs 80.

    With this scenario i would have two wings:

    Wing 1:

    2x40 Skeletons

    1 Necro

    1 Corpse Cart

    Wing 2:

    1 Vampire Lord

    30 Grimghast Reapers

     

    1 Arkhan & Dire Wolves roam the board

     

    Is this a viable list? I am not a competitive player and not planning to go on tournaments.

  8. I am always thinking about building an army with the big G and a Megaboss on Maw-Krusha, so I thought a little bit about it and came up with the following, what do you think about it? The Idea behind is to use the GG as fast objective grabber combined with both cabbages and in the middle a 15 modle brute force as a hammer unit. With a fungoid and a Warchanter as support heroes. I can use MD on the Brutes to get them to the enemy combined with the CA from the big G. I love the idea of two cabbages on the rampage...

    Allegiance: Ironjawz
    Mortal Realm: Hysh

    Leaders
    Gordrakk The Fist of Gork (580)
    Megaboss on Maw-Krusha (440)
    - General
    - Trait: Prophet of the Waaagh!  
    - Artefact: Mirrored Cuirass 
    Orruk Warchanter (80)
    Fungoid Cave-Shaman (80)
    - Allies

    Battleline
    15 x Orruk Brutes (540)
    - 3x Gore Choppas
    3 x Orruk Gore Gruntas (140)
    3 x Orruk Gore Gruntas (140)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 80 / 400
    Wounds: 114
     

    What do you think about it, is it a competitive list?

  9. 8 hours ago, Andrew G said:

    IMO regular Mawcrusher with the Aetherquartz/Prophet of Waaagh CP engine is just strictly better though It allows you to throw Mirrored Cuirass

    What do you mean with that? Aetherquartz is clear, but Prophet of Waaagh CP engine? 

  10. On 10/22/2018 at 7:37 PM, broche said:

    I've never tried the Gorefist, but i suspect problem with it is more when opponent screen off effectivly, or have reserve (hence denying you the alpha strike). 

    You are rigth, I played the following army:

    Allegiance: Ironjawz

    Leaders
    Gordrakk The Fist of Gork (580)
    - General
    Orruk Weirdnob Shaman (120)
    - Artefact: Daubing of Mork  
    Orruk Warboss (140)
    - Great Waaagh Banner

    Battleline
    6 x Orruk Gore Gruntas (280)
    6 x Orruk Gore Gruntas (280)
    6 x Orruk Gore Gruntas (280)

    Battalions
    Gorefist (190)

    Endless Spells
    Chronomantic Cogs (60)

    Total: 1930 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 117
     

    And in nearly every game the opponent wput a meatshield in front of his whole army with a hammer unit behind it, so when I got in with Gorefist and charge and so on. So the whole tactic pulverised in that first row of something. I just love Gordrakk and the GG models are just amazing, so I still thinking about a list with them, we will see. 

  11. The Morghasts are amazing, buff em and go in, they are great at butchering everything in thery range, but switch to Harbringers. You want to go in with them and take as much enemy models as possible so the 3d6 charge is great to reach in first round the enemy. with 6 wounds each and a vamp lord you can heal them also.

    I play them as my left or right flank, in the center I have the skeletons and on the other flank my 10 hounds with Nagash as centerpiece.

    • Like 1
  12. 7 hours ago, Diemer84 said:

     

    Hot Peanut... How did you tournament go? I liked your lists and am curious...

     

    Hi, yeah it was amazing, had some real fun and it was quite cool to play with all matched rules and realms.

    I have to say Nagash is a beast and, in my opinion, overpowered. This Hand of Dust spell is not only way out of a matched mind, it is also very frustrating for enemies, at least that is my opinion, but I will kepp playing with him and hope that GW will nerv that spell. I had a match against Skaven and in my first turn, beforte my opponent could do anything, I casted a Spellportal and then dusted his Thanquol and Boneripper.  So 400pts removed... this is just too much with a 3+ on casting.

  13. We have a small tournament coming up and I want to try the following list:

    Allegiance: Grand Host of Nagash
    Mortal Realm: Shyish

    Leaders
    Nagash Supreme Lord Of The Undead (800)
    - General
    - Lores of the Dead Spell 1: Overwhelming Dread (Deathmages)
    - Lores of the Dead Spell 2: Fading Vigour (Deathmages)
    - Lores of the Dead Spell 3: Amaranthine Orb (Vampires)
    Necromancer (110)
    - Artefact: Ossific Diadem  
    - Lore of the Deathmages: Decrepify
    Vampire Lord (140)
    - Mount: Flying Horror
    - Lore of the Vampires: Vile Transference

    Battleline
    40 x Skeleton Warriors (280)
    - Ancient Spears
    10 x Dire Wolves (120)
    4 x Morghast Archai (440)
    - Spirit Halberds

    Endless Spells
    Umbral Spellportal (60)

    Total: 1950 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 110
     

    I already played with Grimghast and 2x40 skellis but I just like the Morghasts models and was looking to fit them in an army. What do you think about that list.

    • Like 1
  14. Hi all,

    so I recently tried to rethink my alphastrike Gorefist army and I discovered that it got even better with AoS 2.0.

    Allegiance: Ironjawz
    Mortal Realm: Hysh
    Gordrakk The Fist of Gork (580)
    - General
    Orruk Warboss (140)
    - Great Waaagh Banner
    - Artefact: Aetherquartz Brooch 
    - Allies
    Fungoid Cave-Shaman (80)
    - Artefact: Sash of the Ten Paradises 
    - Allies
    6 x Orruk Gore Gruntas (280)
    6 x Orruk Gore Gruntas (280)
    6 x Orruk Gore Gruntas (280)
    Gorefist (190)
    Chronomantic Cogs (60)

    Total: 1890 / 2000
    Extra Command Points: 3
    Allies: 220 / 400
    Wounds: 115
     

    You start with 4 command points.

    First you eat the mush mush from the Shaman then casting Cogs and a shield or whatever on some pigs and then the fun is starting. First of you pull of the Command Ability from Gordrakk then start with the Gorefist movement of 15”. In the movement phase your pigs can then move again 11“ and then charge with 3 dices. When you set the Warboss right you can give the 3 pig units and Gordrakk 3 attacks with each of their weapons with his CA and with a little luck with the Aetherquartz Brooch maybe 4 or even 5 attacks, with Gordrakks CA the pigs have at least 17 attacks each, means 306 attacks coming in first round only from the pigs and with the 2+ charge and 1+ charge from the Ironjawz CT it is viable to let the pigs charge 8“ for the D3 damage. Also Gordrakk gets +3 attacks to all of his melee weapons, so he should go in first as hard as he can. I have to try that army on one of our next gaming session with my group.

    I know all of that stuff above is assuming that everything is working with placement and casting and..., but I mean thats just freakin awsome.

    Waaaaaaaaagh!

    • Like 2
  15. 21 hours ago, Honk said:

    You‘ll not be making friends with that...  XD

    only problem might be mobility and scoring objectives

    but Nagash with his super smash bros is just awesome fun to play with (not against)

    Please use your 1,4K wrecking ball with all the aggressive spite you can muster, they need to earn those points back

    I will try to ?

    I already started putting the models together.

    I have another question, and this is the gravesides battletrait, I am not sure how to use it properly, I mean I know how it works, but some tactical hints would be nice.

    Also some general tips for grand host would be helping, I play against Seraphon, Idoneth Deepkin, Khorne, IJ and Skaven in my playing group.

  16. Hi all,

    I am also thinking of building a Death army with the big one on top, I am completeley new to Death, so I have zero experience. What do you think about the following army:

    Allegiance: Grand Host of Nagash
    Nagash Supreme Lord Of The Undead (800)
    - General
    Necromancer (110)
    40 x Skeleton Warriors (280)
    - Ancient Spears
    10 x Skeleton Warriors (80)
    - Ancient Blades
    10 x Skeleton Warriors (80)
    - Ancient Blades
    4 x Morghast Archai (440)
    - Spirit Halberds
    The First Cohort (160)

    Total: 1950 / 2000
    Allies: 0 / 400
    Wounds: 105

    Is it worth the 4 Morghat or should I switch them to get more Black Knights or Skeletons?

    Thanks.

    • Haha 1
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