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Spiky Norman

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Everything posted by Spiky Norman

  1. But the foot Boss is so slow, and one preferbly want to do the d3 on an enemy instead of your own, so it almost requires a teleport. What about using the Tome and Touched by Waaagh on the MK a long with Fast Un and Cogs, paired with a Rogue Idol perhaps to lean into the d3+d3 + perhaps Bash 'em lads? Maybe that's leaning in a bit too much on it, but it is a fun idea, though 🙂
  2. If it happens to be your Warlord, there is also the universal Master of Magic command trait that can be a big help in getting spells through.
  3. Be sure to post pictures of the Beast snaga-Ardboyz. I have been looking at converting the Blood bowl back orcs myself, because the Beast snagas were perhaps too metal/techy 🙂
  4. The Venom encrusted weapons and Mighty Destroyers are nice of course, but it already have a +5 Ward, so the Warpaint 6+ Ward doesn't really do anything unfortunately.
  5. If you're seeing a value in +cast and others have pointed to the lower bravery, then is the Rogue Idol still worth considering since it provides both +1 Bravery and +1 to Cast, as well as some decent damage potential with it's 12 -2 rend attacks? It's 430 though, and almost in competition with a Mawkrusha.
  6. True. I missed that it lost the Orruk keyword, but gained Orruk Warclans (and Kruelboyz) instead 🙂 Also true on the new damage profile. They skipped the lowest profile, and just let the top profile go till 8 damage have been taken instead of previous 4 damage. So that's a buff for sure.
  7. In case anyone loves their Rogue Idol like me, it seems it has taken another step towards being a pure fluff-piece with the latest FAQ. It has Gone up +10pts to 430pts Lost re-roll 1's on charge Gained +1 to hit on charge So no more buffing it with +1 to hit and having re-roll 1's at the same time Gained the Kruelboyz keyword So I guess it won't be moved to Legends in the new Orruk Warclans book. That's good news Lost +1 to cast for Grot wizards Don't kick a grot that's already lying down Let's see what the Kruelboyz keyword can do for it in the new book. A chance on mortals on it's top-bracket 12 attacks isn't all bad.
  8. I actually managed to pull this off in a game yesterday. I had +1 to hit and Mannfred had already taken 5 damage from a Mighty 'Eadbutt spell, so I was sure I was going to take him down... I did 0 damage to him. Granted my opponent rolled really well on the ward saves, but that was a bit disappointing. If I had played better I would actually have been able to swing the base of my Rogue Idol around in pile-in to get him into the fight with Mannfred too, and then it hopefully would have been another story. But still, my opponent was a bit surprised (and impressed) by that trick. So thanks againfor mentioning it 🙂
  9. Ah, that one I hadn't thought of myself or read anywhere. Thanks for mentioning that little trick 😄
  10. I've had a couple of games against Mannfred with my Ironjawz and even though he hasn't been too damaging or dominating, his is extremely slippery and without being strong in ranged damage, I was wondering if any of you had any advice on how to deal with Mannfred? Apart from just ignoring him and goad him into a melee fight, where we potentially can fight twice with Mighty Destroyer before he can slip away again.
  11. True, though the list I posted was set in Big Waagh, even though it was mainly an Ironjawz list apart from the couple of Bonesplitta wizards. 🙂 I presume it'll stay that way in the coming Battletome, but with Kruelboyz in the mix, that might be an added incentive to stray from Ironjawz and go into Big Waaagh.
  12. Ah yea, in that way. I read it as them being the very first unit to activate in all combat phases.
  13. I know we're going down a tangent in relations to Ironjawz, but why does the Rippas rule mean that they always get to activate before the opponent? It just says that they are eligible to fight in the combat phase.
  14. I personally don't like the Ardboys models, so I run without them, even though I know they were and still are quite useful. But I really love the Brutes in Morgok's Krushas, so that was my initial reason to look into whether or not they would still be total garbage 🙂 About the Rippa's Snarlfangs, are you considering them useful just based on their 12" move, or is there anything else hiding there?
  15. As have already been mentioned, the Wardokk is a very versatile buff piece. Can buff the Rogue Idol, or just use the base Bonesplittas spells like the Warcry. Currently he seems pretty cheap to me, but let's see what happens in the new battletome in a month. 🙂
  16. I've only had one 3.0 game so far with my Ironjawz, though to good success, and I'm looking forward to more games. There are two things that I have been pondering, though: Are Morgok's Krushas really as bad in 3.0 as @PlasticCraic made them out to be 2.0? It's 95 for three brutes which normally cost 30 a piece, plus 5pts for their special rule that will never come up. I find that my points in lists usually fit well together before to hit 2k or very near, now leaves bigger gaps, and I thinking that a small 95pts unit like Krushas might find a spot. Also is Ironjawz or perhaps rather Big Waaagh magic heavy as dead or dead'er in 3.0? I am looking at an primarily Ironjawz army in Big Waaagh with a Prophet, Wardokk and Fungiod mixed in along the Weirdnob and Rogue Idol. Edit: I thought maybe I should share the list I was thinking of as the details probably matter a bit 🙂 Allegiance: Big Waaagh! - Mortal Realm: Ghur - Grand Strategy: Hold the Line - Triumphs: Inspired Leaders Orruk Megaboss (160) in Battle Regiment - General - Command Trait: Brutish Cunning - Artefact: Metalrippa's Klaw Orruk Warchanter (120) in Warlord - Warbeat: Killa Beat Orruk Weirdnob Shaman (120) in Warlord - Lore of the Weird: Mighty 'Eadbutt Wardokk (85) in Warlord - Lore of the Savage Beast: Gorkamorka's War Cry - Universal Prayer Scripture: Curse Wurrgog Prophet (170) in Battle Regiment - Artefact: Mork's Boney Bitz - Lore of the Savage Beast: Gorkamorka's War Cry Fungoid Cave-Shaman (95) in Battle Regiment - Universal Spell Lore: Ghost-mist - Allies Battleline 6 x Orruk Gore-gruntas (340) in Battle Regiment - Pig-iron Choppas - Reinforced x 1 3 x Orruk Gore-gruntas (170) in Battle Regiment - Pig-iron Choppas 5 x Orruk Brutes (150) in Battle Regiment - Pair of Brute Choppas - 1x Gore Choppas 5 x Orruk Brutes (150) in Battle Regiment - Pair of Brute Choppas - 1x Gore Choppas Behemoths Rogue Idol (420) in Battle Regiment Core Battalions Warlord Battle Regiment Additional Enhancements Artefact Total: 1980 / 2000 Reinforced Units: 1 / 4 Allies: 95 / 400 Wounds: 126
  17. Ardboys are the Marauders of the Orruk Warclans. Their sculpt is old, dated and sticks out in Ironjawz, plus their warscroll is frustratingly good, so that often times you feel a bit of a pressure to include them, even with the models shortfalls. That's how I feel, at least. So I wouldn't mind a swap of the +to Charge from Ardboys to Brutes (or another buff), and then let the Ardboys fade away till we get a new sculpt that can replace the unit in the bodies on the board part.
  18. In terms of the Realmgate, I think it's been debated before and what was mentioned was something along the lines of matched play terrain placement rules allows you to just pick the Realmgate and plop it down. Now most may not play with those rules when setting up the table. Though since you've searched and didn't find any results, I am doubting if it was debated here on TGA or I saw it someplace else. One of the issues with Bloodtoof is also the fact that you will most likely take a battalion, so you will get two artifacts, and if you're picking Bloodtoof and not bringing a Weirdnob, you really don't want to waste an artifact on the Warchanters, so you're sort of pushed to bring a Warboss on foot, to go along with your Mawkrusha.
  19. Have anyone got any thoughts on including a Mega-Gargant in a Big Waaagh (or Ironjawz) army that includes Gordrakk, who can buff the gargant? Would it make much of a difference? Enough to make a Mega-gargant vial as a Mercenary in that allegiance?
  20. I took a sort of half-step in terms of either building Gordrakk or a Megaboss on mawkrusha. I used the Gordrakk head, with the rest of the model as a standard Megaboss, and then also magnetised the hands. It was quite easy to do, and will let me run either very close to WYSIWYG, because the defining traits of Gordrakk vs the normal Megaboss is the weapons, as well as the two different weapon loadouts for the Megaboss. You could consider that too, if you want the flexibility to run either and you care (some) about WYSIWYG. 🙂
  21. It's always fun to tinker around with lists in the Scrollbuilder. So I brewed up the list below, which has a magic focus, but still have 2(/3) hammers and a decent anvil. I made it mostly based off of the models I have available, though, so maybe there could be some better Bonesplitter units to sub in. What do you think? Specifically the spell selection. Is two movement/teleport spells too much? If so, which other ones would you want? Is it a good idea to keep Brutish Cunning to use on the Gruntas, Rogue Idol or Brutes, but forego a +1 to cast on the Prophet? Allegiance: Big Waaagh! Wardokk (80) - Lore of the Savage Beast: Kunnin' Beast Spirits Wardokk (80) - Lore of the Savage Beast: Breath of Gorkamorka Wurrgog Prophet (160) - Artefact: Mork's Boney Bitz - Lore of the Savage Beast: Gorkamorka's War Cry Orruk Weirdnob Shaman (120) - Lore of the Weird: Da Great Big Green Hand of Gork Orruk Megaboss (140) - General - Command Trait: Brutish Cunning Orruk Warchanter (110) 6 x Orruk Gore-gruntas (320) - Pig-iron Choppas 30 x Savage Orruks (300) - Chompas 10 x Orruk Brutes (260) - Pair of Brute Choppas Rogue Idol (420) Total: 1990 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 172
  22. Not a problem. I was simply thinking that some like the possible CP generation from the Fungoid Shaman and maybe it would be worth looking at a basic Mapcap Shaman for the -1 against shooting in a rising shooting meta. But as you also mentioned, the Wardokk is good, and it can be a hard to choice between the two/three.
  23. Big Waaagh also have the ability to transform waaagh points to +1-2 to cast, and can run the Wardokk that can also give +1 to cast. On top of that is artefacts that can provide + to casts as well as run a Rogue Idol for additional +to cast. So they can run Wardokk, Prophet and Shaman which are all decent. The Rogue idol also buffs grot casters, if you want to ally in some more casters. The question is of course whether that all makes it strong enough to be 'viable', but I think it can compare with the rest of the Destruction caster lists.
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