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MeSmashDaNoobs

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Posts posted by MeSmashDaNoobs

  1. hello!

    I did this list and would like some input on this one.

    bestigors have re rolling 1's to hit and 6's are 2 more hits. re rolling wounds with bestigor (Beastlord) and immune to battleshock (Keeper of Secrets)

    endless spells helps me get more mortal wounds on spells/faster units.

    1 unit on deamonettes for KoS CA.

    ungors for battalion requirement/backfield objective holders.

    every blob has run + charge + cogs + shaman 3" movement

    2 of my heroes have Locus of Diversion (2+ and re rollable 4+)

    Did i miss anything or is this a great idea? Comment belove!

    Allegiance: Slaanesh
    - Host: Pretenders Host
    Leaders
    Beastlord of Slaanesh (90)
    Bladebringer, Herald on Exalted Chariot (220)
    - Artefact: Breathtaker 
    - Lore of Slaanesh: Phantasmagoria
    Great Bray Shaman of Slaanesh (100)
    Keeper of Secrets (360)
    - General
    - Sinistrous Hand
    - Trait: Inspirer 
    - Artefact: Sliverslash 
    - Host Option: Strength of Godhood (Pretenders Host Second Command Trait)
    - Spell: Soulslice Shards

    Battleline
    10 x Ungors (60)
    - Mauls & Half-Shields
    10 x Ungors (60)
    - Mauls & Half-Shields
    10 x Ungors (60)
    - Mauls & Half-Shields
    30 x Daemonettes (300)

    Units
    20 x Bestigors (240)
    20 x Bestigors (240)

    Battalions
    Depraved Drove (150)

    Endless Spells / Terrain
    Ravening Direflock (30)
    Chronomantic Cogs (80)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 134
     

  2. 12 minutes ago, Great Bray Tom said:

    Looks good! One thing I am hesitant about:

    you want to sac Ungors for points but then you only have one aupport hero up the field alongside your units so I’m afraid the Gavespawn benefits might not be very effective! 

    I run the Chaos Sorcerer Lord because I used it once as a joke and it made me have such a higher damage output that i really want to run it in a tournament. It buffs 2 units btw! One with his ability and one with the spell. But I can see why one would much rather run one more Shaman and an extra unit perfectly fine. Matter of preference I think! 

    Yes that is true. Minor tweeks depends on your own meta :)

    yeah to fix that problem i could swap the extra command point for 1 more spawn and have them both go up right?

    that sounds good to me :)

     

  3. 22 minutes ago, Great Bray Tom said:

    Hey man! I have a 1K tournament coming up and have been playtesting for weeks. For me, this worked best so far:

    1 Beastlord, general with the artefact

    1 Great bray Shaman, vicious stranglethorns

    1 Chaos sorcerer lord

    10 bestigors

    10 bestigors

    10 bestigors

    10 bestigors

    10 Ungors with maul and shields

    1 chaos spawn

    and the only thing i’m unsure about:

    1 tuskgor chariot or 10 more Ungor.

    I only have one more playtest to run and that is with one unit of Bestigor less and without the sorcerer and adding a blob with 40 Ungors.

    alright sounds like a plan!

    what does the sorcerer buff in this list? isnt it good to have 1 more unit of bestigor than making one a little bit better?

     

    i made one myself and this is just theory, what do you think about it?

    Allegiance: Beasts of Chaos

    Leaders
    Tzaangor Shaman (160)
    - Artefact: Mutating Gnarlblade 
    - Lore of the Twisted Wilds: Titanic Fury
    Great Bray Shaman (100)
    - General
    - Trait: Unravelling Aura 
    - Lore of the Twisted Wilds: Vicious Stranglethorns

    Battleline
    10 x Bestigors (120)
    10 x Bestigors (120)
    10 x Bestigors (120)
    10 x Ungors (60)
    - Mauls & Half-Shields

    Units
    1 x Chaos Spawn (50)
    6 x Tzaangor Enlightened (200)

    Total: 980 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 74
     

    basically Enlightened takes care of the big problems supported by a chaos spawn. If the shaman dies he becomes a spawn to further buff them.  Ungors for sacrifice and bestigors for the rest. then 1 CP to spend on the command ability.

     

    is this somewhat viable?

  4. 3 hours ago, Laststand said:

    I'd be tempted to go with:

    1 master moulder -100

    Packmasters - 60

    Giant rats x20 - 120

    Giant rats x20 - 120

    Rat ogresx6 - 300

    Rat ogres x6 - 300

    1000 even. 

    If the ogres get into combat they are vicious ( 6 will be pumping out 24 attacks on 4(3s when whipped), 3 to wound, -1, 2 damage. They do need to be whipped to boost bravery and screened by the rats.  

    Or cut some rat ogres and add a hellpit and more pack masters. 

     

    sounds like a nice mix. what about forgeworlds wolf rats, they seem like a good pick? if you would've made a 2k list with moulder, how would you progress from that 1k list?

  5. Hello!

     

    Im very interested in making a 1k points list with Clan Moulder.

    Can someone give me an input on them, what is good and what is not?

    and if you have the time giving me a list that i can work from :)

    i see potential in them, i hope you do too!

  6. Hey!

    Are Mighty Skullcrushers any good?

    you can make them insanely strong with some of the priest buffs.

    they have a really good survival stat for 180 points (especially with bronzed flesh)

    they are faster than anything of foot

    they hit pretty decent.

    experience in running them?

     

    and if you have the time, help me build a good 1k list with them :)

     

    this is my idea

    Leaders
    Bloodsecrator (140)
    - Banner of Khorne (Artefact): Banner of Rage
    Lord of Khorne on Juggernaut (160)
    - General
    - Trait: Disciple of Khorne 
    Slaughterpriest (100)
    - Blood Blessing: Bronzed Flesh

    Battleline
    6 x Mighty Skullcrushers (360)
    - Ensorcelled Axes
    40 x Bloodreavers (240)
    - Reaver Blades

    Total: 1000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 89
     

    feel free too comment how to change it to the better!
     

  7. On 5/8/2019 at 11:46 AM, Overread said:

    The other is that fiends are at the 210 price point which is fair for what they are, but competes with several heroes in the same price slot.

     

    I like how GW has limited how Slaanesh can generate depravity points, but I worry that in a bid to avoid having everything generate them they've gone a touch too far to the point where Slaanesh armies are all generals no troops. I wonder if a subtle shift such as allowing the whole army to generate depravity points on wounds caused, but not kills; would even the score. That would still make heroes great to use, but it would at least make troops and regular units more viable to take and balance out the heavy offset in taking more leaders. 

    yeah i like this idea alot, not only that but you would also consider slaanesh mortal more. This idea is game changing.

  8. i have one more question

    territorial predator - Chaos Lord on Manticore

    does the rules mean that if you attack ANY unit in your territory, you get the re rolls for the claws and jaws?

    first it says MONSTER in enemy territory ( re rolling ones) but does it mean it can be ANY target in my territory ( re rolling all )?

  9. 2 hours ago, carnith said:

    if the daemon prince is within 3" of a unit that activates, he automatically gets to activate. Now nothing says he must move towards the activating unit, and nothing says his attacks have to go into the unit that is activating. If your DP is within equal distance to 2 units, as per faqs, you can decide who you wish to pile in to. You could pile in away from the activating unit in this case. Simply put your friend is wrong.

    Thank you very much.

     

    in that case a DP with pretenders host

    • 1. Strength of Godhood. Once per combat phase, in step 4 of the attack sequence, you can add D3 to the damage inflicted by one attack made by this general.
    • 2. Strongest Alone. If there are no friendly models within 6", you can reroll hit rolls made by this general.
    • 3. Sliverslash. Pick one melee weapon, add 2 to the Attacks characteristic of that weapon.

    these put together gives his attack profile an insane boost. i wouldnt play this in 2k put in 1k matches...wow.

    i one shotted a Lord of Change with a 160 point model, my friend thought i was cheating thats why i wrote this to get it confirmed.

  10. hello!

    deamon prince of slaanesh have a ability that lets him attack before the first chosen enemy unit in a combat phase.

    if 2 different units is 3" away and want to pile in my friend says i need to attack the first unit that he attacks with.

     

    i say i can choose to attack any unit i want inside 3" of me.

     

    who is right amd who is wrong?

     

    please help me with this.

  11. ive played a couple of 1k games recently and had great success.

    i run 31 boars and 1 savage boss

    there is alot of good movement and if my opponent wants to lock my units up i usually have other units moving free.

    play every group of boars in 5 man squads ( except if your running into the likes of cauldron of blood or note worthy units ) then i change one 2x5 man unit to a 10 man (counter deploy).

    control the field, winning on points.

    ive won against;

    Daughters of Khaine

    Stormcast

    Nurgle

    what im trying to say is...

    this army is not the best in saves and damage output per point.

    but it excels on being able too lock down objectives and have a shot at staying on the board and winning on points.

    1k list ive used

    1 maniak wierdnob - waagh monger/dokk juice

    brutal beast spirits with 10 man and

    hand of gork if i only play with 5 man units

    1 Savage Big Boss

    5 maniaks

    5 maniaks

    5 maniaks

    5 maniaks

    5 boarboyz

    5 boarboyz

    i use the boarboyz more defensive.

    i take the most points turn 1-3.

    deploy as high up as you can in a line.

    when i catch up to an objective i block it with a line just at 6".

    just ignore things with good saves and focus on everything else.

    • Like 1
  12. This is something ive noticed just now.

    orruk warboss command ability says EVERY melee weapon gets 1+ attack.

    when you look at the warscroll of maniak squad the boars attacks are also listed under melee weapons.

    does that mean both the rider and the boar get 1+ attack? 

    has this been faq'd?

  13. 17 hours ago, Kaleun said:

    feel free to post a list for discussion.



    Leaders
    Hag Queen (60)
    Bloodwrack Medusa (140)
    - General
    Slaughter Queen on Cauldron Of Blood (330)
    Hag Queen (60)

    Battleline
    30 x Sisters Of Slaughter (300)
    - Barbed Whips and Sacrificial Knives

    Units
    20 x Blood Sisters (480)
    5 x Blood Sisters (140)
    5 x Blood Stalkers (160)
    5 x Blood Stalkers (160)

    Battalions
    Temple Nest (130)

    Total: 1960 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 129
     

    The only requirement: Temple Nest

    Is this something that could work?

  14. On 12/12/2018 at 9:14 PM, broche said:

    nice write up, but some of this part (the charge) is not legal unfortunatly ;)

     

    haha of course not. i wrote to much in one thread!

     

    my point is that you can retreat very long and /or possition yourself to charge THE NEXT TURN to have long threat range :)

  15. I played this list at my local tournament and never lost a match (though a little one but got 3-0).

    I have most experience in playing against Death, Stormcast, Khorne, Nurgle

    This is a brief idea and tips to play Ironjawz in 1K matches.

    Leaders
    Orruk Megaboss (140)
    Orruk Warchanter (80)
    Orruk Warchanter (80)

    Battleline

    Units
    5 x Orruk Brutes (180)
    - Pair of Brute Choppas
    5 x Orruk Brutes (180)
    - Pair of Brute Choppas
    10 x Orruk Ardboys (160)

    Battalions
    Ironfist (180)

    Total: 1000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 69

     

    First of: Turn one helps alot for melee oriented armies. that's why i played with the Ironfist battalion to get a 1+ to my roll (my tournament had that rule)

    bcs i could deploy my army with just 4 drops and increase my chances of getting it ( Ironfist is really good aswell )

    You'll be suprised how little people play battalions in 1K.

     

    How i played each unit

    Brutes: Deploy as close to the front as you possibly can and go for elite units first. if you're up against monster then brutes can do even more damage.

    If they deploy thier characters in the open...go for them at once. In 1k characters are your most important aspect imo and you can

    cripple synergies and buffs really well and that often makes players do bad moves later on and hesitate on being aggressive.

    10 brutes in 1k is more than enough damage to survive against most lists when it comes do damage output.

     

    Ardboyz: 1 mission - Camp an objective as long as possible to get points. Usually they are underestimated too.

     

    Megaboss:  MVP in most of my matches. buff him with HULKING MUSCLE-BOUND BRUTE + DESTROYER..

    i played him without hesitation and buffed him with max damage and oh boy could he smack some faces in.

    I even killed Arkhan  with some help of brutes in 1 turn. Have him close to both or one of the brutes for the buff and assist.

    Watch out for Mortal Wounds and if you can't assure a pretty simple charge i would suggest not leaving him in the open.

    i usually put him a bit further back from my brutes so they can lock a unit up and cripple it and then end it with the megaboss.

    The WAAAAAAGH + attack buff is.....everything. If you wait 1 turn to use it you'll have 3 Command points turn 2 with this list.

    HINT: if you know he is up against something you need to be killed...use the warchanter buff on him.

    using 3 command points and warchanter buffs gives your choppa a nasty profile:

    9 Attacks 2+ / 3+ re rolling 1's -1 Rend 3 Damage - you can kill arkhan with this dude alone....

     

    Warchanter: Really important unit. i would give him the extra artefact (The Golden Toof) so he can safely stand back and assure nothing flees.

    go to the nearest objective and leave him there. this guy saved me a game bcs he usually gets ignored.

    Combination: Objective + reaching the buff. could be tricky but it's awsome when it works.

     

    ALWAYS GO FOR POINTS WHEN PLAYING IRONJAWZ - Cripple them and then use your movement to back up and camp objectives.

     

    Summary: If you're up against armies that is slow and tough and rely on synergies you try to counter charge them. stack the Command Points and then

    swoop in using them all on the WAAAAGH buff from your Megaboss and things will die.

     

    Use Ardboyz and Warchanters as objective holders and Brutes +  Megaboss for the damage.

     

    If you face a squishy army / normal wound army you go for the throat as soon as you can. tie up units just outside objectives if possible.

    this list gives you 2 command points turn 1...use them both turn 1 and use your 2D6 move to get a sweet charge in the face.

    In my experience this works best when you get the deployment type that lets you deploy 9" from the middle. perfect for Ironjawz in every way.

    Quick Math: go for the charge if you have 19" from your opponents nearest enemy model or less. that gives you over 50% chance of completing the charge bcs we have +1 to charge rolls.

    If you get the MIGHTY DESTROYERS move in you should always think 19,5 inch threat bubble. every unit in this list have base 4" move so the math is this

    4 + 4 + D6 (3) + D6 (3) + Charge 6" (becomes 5" with Ironjawz) to be exactly right you could be 19,5 away beacause the charge is completed if you're half  a inch away.

    Same mindset goes in when trying too reach an objective (Remember you cant run if you use the D6 move...if you need 6" use the Command points for automatic 6" run instead of the D6.

    The best thing to learn when playing Ironjawz is the movement. you can use it in many ways:

    Get out of combat in the hero phase and charge other units and/or Run later in the same turn.

    Get a 19,5 inch threat range with brutes when rolling average D6 and Average Charge rolls and Mighty Destroyers (4+ roll with megaboss)

    Go for far away objectives and surprise your opponent.

    It's all about putting your opponent off guard. this army is really good in the end game bcs of the movement. I won 2 of my games when u charged fully buffed and then backed off to go for every objective turn 2 and after that they fell behind in points. they usually had more units than me turn 4 but i got the points to win the game. that's the good thing about Sigmar, even if you get tabled you can still win.

    Best Advice when playing Ironjawz:

    Stack as much command points and use them all at the same turn.

    When you've crippled summoning armies and Elite armies...back off and go for the big price (Objectives)

    Go for Characters left in the open.

    Use the movement to your advantage and always think points before killing units (Except turn 1 if you get it)

    This is my experience on how to use them well. The movement + command ability is everything in this list.

    when you get the timing right...you'll be a hard opponent to win against.

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