Jump to content

Izikail

Members
  • Posts

    108
  • Joined

  • Last visited

Everything posted by Izikail

  1. Nice. The one thing i may change (although it looks good) is split the ardboys unit gives you more flexability with tieing up and objectives if you need to hold a unit back and ptotects you from battleshock against the first turn snipings
  2. I would suggest drop the weird nob as you dont even have enough orks on the bord to give him a casting buff. Id say either Swap ardboys for another grunter unit to tie up ranged units Remove weird nob and ardboys get a fungoid shaman, gruntas, cogs Or double down on the shaman swap ironfist for weirdfist, swap the gruntas for boys to trigger your caster buff and be close to the nob, remove warchanter and get a balewind so you can spell spam.
  3. I actualy am curious how to use a weird nob weird fist list
  4. On stormcast they said you got triumphs aswell
  5. So... How do we make a weird fist work? There is an odd contradiction in focusing on your nob. To get the units for the extra triggers you need melee units near your nob. So you must have you nob upfront, but, To benifit you want something such as a balewind or cogs for extea spells. This however makes your nob imobile. So what do you do to make this function? Charge your nob up?
  6. So just a thought. If we just wait 3 years maybe it will become the age of destruction and distruction will be the major focus. We have akready had the age of chaos and the age of death
  7. Im not sure why they have the restrictions. To top armies are doing fine without allies cus there the top armies. The lower tier armies need some allie support but are having it removed
  8. Unless im wrong or you miss rememberd, he has 7 heros ergo cheated so you win by default
  9. 15 ardboys. Well thats an egg/baskit situation How are people running there weirdfist lists? Its wht im most intrested in but im still super new to aos and ironjawz
  10. How many ard boys do you tend to run in a squad. Keep it min 10 or go for a bigger blob?
  11. The pts change from the addition hasnt been to kind to the IJ. Do we think that the comand ability change is enough to carry IJ forward into the new edition successfully? I like most share a fear of jamming, charictor wraping and ranged punch. We cant afford to splurge CP on a turn where we are going to be cought on trash, but if we dont then the counter charge will hurt.
  12. I inow alot of players are hating on ardboys atm and i get it. But still love the modles. Do we know if they are becoming battleline in ghb 2018? Edit. I ment destuction bl. I know there ij bl
  13. Rogue idke dose no longer hit your bravery on death if i remember what i read
  14. I saw very few changes but the odd increas such as gober squig going to 160 from 140
  15. In answer to what id like to see for the faction especialy as ironjawz are the orks who know tactics. Id like brutes with giant crossbows,maybe add in a funcky rule like any 8 wound or more model hit but not killed by this unit may not move any further away in there next turn (cus the balisters have ropes attatched) helps bring people into punching range. Brutes with giant shileds that have some sort of rule were on a charge they can push enemy models, as the faction likes alphas it would help stop jamming. A gore grunter massive battering ram/chariot, could have a similer pushing rule. Mainly just hear as i like big things and gore grunters. If you wanted anothere smaller unit maybe ard boy berzerkers lowest in faction save, Biger damage output. Edit Also make ardboys destruction battleline
  16. Im not looking for subtlety. My point being. Bonespliterz can caster spam, Boar charge, infantry spam, ranged barrage. Ironjawz can do i bit of spelling. But is mostly infentry spam that runs fast no mater how you build them. Weather you spam brutes or ard boys either way you use the same frame. Also from what i read and my own maths gore grunters dont pack as much punch as the rest of the army or as similarly priced other cav
  17. I like orks but ironjaws seem souch more onedimentional than bonespliters. Can they do much more than move fast and attack fairly well?
  18. I feel like a read somewere its 40 now although i may be wrong
  19. @Kanamorf i think your list is only geting 40pts cheeper and dosnt fit 100 saving on bore boys 40 more on archers 20 more on batalion So 2050
  20. If the incarnates can still be summoned there is some jucy possibilities there to. Using a kopp rukk and its super batalion you can get the cast chance to about 1 in 2.8 due to the buffs and the casts on doubles Or if you want to use a rock idle to you get to about a 1 in 2 These would work to trigger morboys they are 300 pts so getting two of them of in a game would be a massive increas in pts Just realised the dokks can makes this even more likely some times. I can see a conversion for the forgeworld samus demonprince and a frosthorn face for beast or the forgeworld avatar of kaine (not sure how to change him though) for fire
  21. Plasticcraic, you have to many heros. I think i count 8 and your only allowed 6 at 2000 pts
  22. Has there been any word on bonespliters pts changes guys?
  23. Ok thanks. Couldn't remember. I considerd buying the mirror to puke from but the turn setup may render it useless
  24. List designed a list called Weirdly ard fist (not to creative) Warchanter Weirdnob Orruk warboss with flag 3 x 10 man ardboy units 4x 5 man brute units Weirdfist betalion Ardfist bettalion Think its 1890 at this point with the ghb 2018 changes if the rumors are belived Plan is chuck the ardboys up fast,dont worry as we get them back. Then second wave charge the brutes in with a bana buff and waaagh. Would have liked a megaboss to but nvm. Dont remember the wording on the spell buffs for the weirdfist battalion but they may make endless spells uber if it works like that although 1 spell a turn is probably just getting dispeled
×
×
  • Create New...