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Spiky Norman

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Posts posted by Spiky Norman

  1. 3 hours ago, Malakree said:

    I seriously considered it but the weirdnob is just so questionable and I wouldn't want to risk an MK without a ward save, might actually be a solid choice on a footboss with arcane tome. Maybe something like this...

      Reveal hidden contents

    Allegiance: Ironjawz
    - Grand Strategy:
    - Triumphs:

    Leaders
    Megaboss on Maw-Krusha (480)**
    - Boss Gore-hacka and Choppa
    - Artefact: Amulet of Destiny (Universal Artefact)
    Orruk Warchanter (115)
    Orruk Warchanter (115)
    Orruk Megaboss (140)*
    - General
    - Command Trait: Touched by the Waaagh!
    - Artefact: Arcane Tome (Universal Artefact)
    - Lore of the Weird: Bash 'Em Ladz

    Battleline
    10 x Orruk Brutes (320)*
    - Pair of Brute Choppas
    - Reinforced x 1
    10 x Orruk Brutes (320)*
    - Pair of Brute Choppas
    - Reinforced x 1
    10 x Orruk Brutes (320)*
    - Pair of Brute Choppas
    - Reinforced x 1
    5 x Orruk Ardboys (85)*
    5 x Orruk Ardboys (85)**

    Core Battalions
    *Battle Regiment
    **Warlord

    Additional Enhancements
    Artefact

    Total: 1980 / 2000
    Reinforced Units: 3 / 4
    Allies: 0 / 400
    Wounds: 147
    Drops: 5

     

    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. 26 minutes ago, SunStorm said:

    Good to see the discussion now online is into the nitty gritty of how to use IJ effectively and a lot less of the complaining about the potential of IJ being sidelined in this new book. 

    I'm excited to get my Brutes on the table, finish painting my 2nd MK and Gore-gruntas. I've even made a start on some new ardboy counts as, from the beastsnagga boyz. 

    Happy times. 

     

    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 🙂

  3. 9 minutes ago, Holy_Diver said:

    Pebble in Big Waagh! takes all the 3 orruk warclans traits 😏 

    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.

    • Like 1
  4. 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.

    • Like 1
  5. 12 hours ago, Orkmann said:

    That's a good summary. But he is not an Orruk anymore, so he cant benefit from the poison (unless there is some tricks in the tome to arrange that). What's good however is that he gained the Totem keyword, so can issue CAs to himself. Another thing I found great is that his damage table is much more forgiving now. So overall it is an improvement I believe, but looks still a bit pricey compared to the top monster heroes.

    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.

    • Like 1
  6. 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.

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  7. On 8/13/2021 at 6:24 PM, mrteige said:

    I killed him once by using the Mighty destroyers trick.

    Charge him in the hero phase, retreat in the movement phase (3,1" away) then pile in and smack him in the face at some point in the combat phase. ;)

    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 🙂

    • Like 1
  8. 2 hours ago, mrteige said:

    I killed him once by using the Mighty destroyers trick.

    Charge him in the hero phase, retreat in the movement phase (3,1" away) then pile in and smack him in the face at some point in the combat phase. ;)

    Ah, that one I hadn't thought of myself or read anywhere. Thanks for mentioning that little trick 😄

  9. 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.

  10. 5 hours ago, Backbreaker said:

    I believe you can't. You cannont choose spell for bonesplitterz shamans if you take them as allies, only in Bonesplitta or BigWaa.

    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.

  11. 6 hours ago, Malakree said:

    [...]

    As to Rippa's, they are a fast and cheap unit which is always really useful to have to threaten exactly the kind of defence I listed above, small points controlling units which aren't super dangerous.

    In addition they have a ranged weapon, which is always a benefit, not irrelevant melee damage especially from the mounts. Most important though is the 6" pile in, it means you can run and still pile in/attack, don't have to charge which stops the stand and shoot but it also means you ALWAYS get to activate them before the opponent.

    For 70 points their only weakness is the drastically low wounds making them super fragile.

    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.

  12. 6 hours ago, PlasticCraic said:

    If you like the models, don't let me be the one to crush your dreams!

    [...]

    You could also look at squeezing in an extra hero, or allying in a fun and useful piece like their fellow warband Rippa's Snarlfangs, but really in a straight like-for-like I'd still go with the Ardboyz personally.  The additional speed just makes them better.

    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?

  13. 11 hours ago, Bruteforce said:

    Can i ask what you would use the Wardokk for in this list? Interested in the synergy

    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. 🙂

  14. 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

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  15. 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.

    • Like 1
  16. 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.

  17. 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. 🙂

    • Like 2
  18. 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

     
    • Like 3
  19. 14 minutes ago, PlasticCraic said:

    You are correct @EMMachine, sorry for misunderstanding your point @Spiky Norman!

    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.

    • Like 1
  20. 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.

    • Like 1
    • Thanks 2
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