hurben Posted October 13, 2019 Share Posted October 13, 2019 3 minutes ago, kenshin620 said: Could toss in Burning Head. But you'll have to hug the darn thing with its 9" wholly within and be careful to not burn yourself. That's an idea, I would prefer a safest way to go but that's an idea 😅 Quote Link to comment Share on other sites More sharing options...
broche Posted October 13, 2019 Share Posted October 13, 2019 32 minutes ago, hurben said: Do you know a good way to improve the hit of the arrowboys instead of Brutal Beast Spirits which gives them a +1 to hit. spend a CP for volley fire. Quote Link to comment Share on other sites More sharing options...
hurben Posted October 13, 2019 Share Posted October 13, 2019 25 minutes ago, broche said: volley fire Volley fire ? 🧐 Quote Link to comment Share on other sites More sharing options...
Belmail Posted October 13, 2019 Share Posted October 13, 2019 (edited) 6 minutes ago, hurben said: Volley fire ? 🧐 Its one of the new generic command abilities from the most recent GH. You can spend 1 to reroll 1s to hit in shooting, melee, or saves, depending on the phase. Still need a hero in range. Edited October 13, 2019 by Belmail Quote Link to comment Share on other sites More sharing options...
hurben Posted October 13, 2019 Share Posted October 13, 2019 1 minute ago, Belmail said: Its one of the new generic command abilities from the most recent GH. You can spend 1 to reroll 1s to hit in shooting, melee, or saves, depending on the phase. Still need a hero in range. Ooooh OK nice, that's indeed a must to have. Quote Link to comment Share on other sites More sharing options...
svnvaldez Posted October 14, 2019 Share Posted October 14, 2019 7 hours ago, hurben said: Do you know a good way to improve the hit of the arrowboys instead of Brutal Beast Spirits which gives them a +1 to hit. I'de like to play a really competitive list in 1k for a tournament 2x1000 and Kunnin' Rukk looks pretty cool with Drakkfoot. The idea to play against armies with a lot of possibilities to negate wounds is a charm 😛 Maybe consider leaving the Krukk at home for 1k? Just take a unit of 30 behind a 10 man screen? Give them the spell +1 to hit. Maybe something like this? Allegiance: Bonesplitterz - Warclan: Drakkfoot Leaders Maniak Weirdnob (120) Battleline 30 x Savage Orruk Arrowboys (360) 10 x Savage Orruks (120) - Chompas Behemoths Rogue Idol (400) Total: 1000 / 2000 Quote Link to comment Share on other sites More sharing options...
hurben Posted October 14, 2019 Share Posted October 14, 2019 (edited) That's interesting. I'de like to use a battalion because the deal is to hit from T1/T2...the end of the game is not a problem because my game partner will assure it. I'll be deeply focused on sniping heros and make as much MW as possible. I also have to reduce the number of poses as much as possible. My potential list : Allegiance: BonesplitterzWarclan: Drakkfoot LeadersSavage Big Boss (100)- General - Artefact : Burnin' Tattooz Wurrgog Prophet (160)- Artefact : Big Wurrgog Mask - Lore of the Savage Beast : Brutal Beast SpiritsWardokk (80)- Lore of the Savage Beast : Kunnin' Beast Spirits Battleline20 x Savage Orruk Arrowboys (240) 20 x Savage Orruk Arrowboys (240) BattalionKunnin Rukk (140) Endless SpellBalewind Vortex (40) TOTAL: 1000/1000 EXTRA COMMAND POINTS: 1 WOUNDS: 98 Edited October 15, 2019 by hurben Quote Link to comment Share on other sites More sharing options...
Walrustaco Posted October 15, 2019 Share Posted October 15, 2019 On 10/14/2019 at 8:23 AM, hurben said: That's interesting. I'de like to use a battalion because the deal is to hit from T1/T2...the end of the game is not a problem because my game partner will assure it. I'll be deeply focused on sniping heros and make as much MW as possible. I also have to reduce the number of poses as much as possible. My potential list : Allegiance: BonesplitterzWarclan: Drakkfoot LeadersSavage Big Boss (100)- General - Artefact : Burnin' Tattooz Wurrgog Prophet (160)- Artefact : Big Wurrgog Mask - Lore of the Savage Beast : Brutal Beast SpiritsWardokk (80)- Lore of the Savage Beast : Kunnin' Beast Spirits Battleline20 x Savage Orruk Arrowboys (360) 20 x Savage Orruk Arrowboys (360) BattalionKunnin Rukk (140) Endless SpellBalewind Vortex (40) TOTAL: 1000/1000 EXTRA COMMAND POINTS: 1 WOUNDS: 98 That's actually 920 pts 100+160+240+240+140+40. Room for a wardokk in there. Arrowboys are 240 for 20. Quote Link to comment Share on other sites More sharing options...
hurben Posted October 15, 2019 Share Posted October 15, 2019 (edited) 42 minutes ago, Walrustaco said: That's actually 920 pts 100+160+240+240+140+40. Room for a wardokk in there. Arrowboys are 240 for 20. Sorry I think we are both a bit blind haha. I put the wardokk and also I wrote 360 pts for 20 arrowboys contrary to 240 ^^ Update for the points of the arrowboys Edited October 15, 2019 by hurben 1 Quote Link to comment Share on other sites More sharing options...
Warbossironteef Posted October 16, 2019 Share Posted October 16, 2019 Stealing a lot of ideas from others but here is my 2k Rogue Idol list. I'm not sure if it needs the Big Stabbas. It might be better to trade them in for a Warchanter and a unit of Ardboys or Wardokk (warchanter on Idol is really good). That being said Big Stabbas are really good and are a decent way of dealing with Mawcrushas and other monsters. The strengths of the list is that it can still alpha really hard but it also has board control with the 60 boys. Boarboys don't necessarily need buffs and they can be solid flankers. A little light on heros, i'd like 2 Wardokks, but you have to cut points somewhere. Wurrgog Prophet (160) Maniak Weirdnob (120) Savage Big Boss (100) Wardokk (80) 30 x Savage Orruk Arrowboys (360) 30 x Savage Orruks (Stikkas) (300) 10 x Savage Boarboy Maniaks (280) 4 x Savage Big Stabbas (200) BEHEMOTHS Rogue Idol (400) 2,000 points - 206 wounds 1 Quote Link to comment Share on other sites More sharing options...
5kaven5lave Posted October 16, 2019 Share Posted October 16, 2019 Looks good man. I love my RI but I’m not bringing him yet, wanna try this mix of big blobs and speedy flankers first: Allegiance: BonesplitterzLeadersWurrgog Prophet (160)- General- Trait: Master of the Weird - Artefact: Glowin' Tattooz - Lore of the Savage Beast: Brutal Beast SpiritsSavage Big Boss (100)Maniak Weirdnob (120)- Lore of the Savage Beast: Breath of GorkamorkaManiak Weirdnob (120)- Lore of the Savage Beast: Brutal Beast SpiritsWardokk (80)- Lore of the Savage Beast: Kunnin' Beast SpiritsBattleline30 x Savage Orruks (300)- Chompas30 x Savage Orruk Arrowboys (360)10 x Savage Boarboy Maniaks (280)10 x Savage Boarboy Maniaks (280)Units4 x Savage Big Stabbas (200)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 226 Wurrgog and Big Boss buff Arrowboys, Weirdnob gets one unit of Boarboys moving 24” turn one, Wardokk dances and spells Savages to a 3+ save in combat. 2nd Weirdnob is a mobile buff giverouterer as needed. Big Stabbas as run and charge assassins for monsters etc. Also, stupid amounts of wounds. 1 Quote Link to comment Share on other sites More sharing options...
DestructionFranz Posted October 16, 2019 Share Posted October 16, 2019 Brutal Rukk Battalion. Units from this battalion that are wholly within 12" of the same battalion’s Big Boss at the start of the charge phase can run and still charge later in the same turn. It means that I can run even in the opponent Charge Phase? Quote Link to comment Share on other sites More sharing options...
broche Posted October 16, 2019 Share Posted October 16, 2019 Out of curiosity, am I the only one to find that Maniak just seem strickly superior to regular boarboys for just 10 extra points? 2 extra attack just seem better than a save increase from 6 to 5. The only utility would be using them as a small anvil with Kunning best spirit / wardock dance but spearman can just do that for cheaper Quote Link to comment Share on other sites More sharing options...
PlasticCraic Posted October 16, 2019 Share Posted October 16, 2019 Remember the Boarboys get + to hit and wound on the charge. Their output is identical to Maniaks if they charged, And like you said, they have a better save. Maniaks are better offensively if you stack the buffs (more dice = more exploding hits) but Boarboys have their place at 10 points cheaper. Especially if you are stacking saves on them and using them as a mobile tarpit. 1 Quote Link to comment Share on other sites More sharing options...
broche Posted October 17, 2019 Share Posted October 17, 2019 Yeah I've them set up with Chompa tough, but spear seem better now suck a bit for me lol. Maniak will still put more damage if they are 5 model of more, even on the charge! Also I guess the +1 save is much better now that our ability allow the save after save (as we get double 6+ against rend 1) 1 Quote Link to comment Share on other sites More sharing options...
5kaven5lave Posted October 17, 2019 Share Posted October 17, 2019 Anyone know any good dice rolling apps? Think we might need one with all these exploding 6s and extra attacks. Quote Link to comment Share on other sites More sharing options...
TalesOfSigmar Posted October 17, 2019 Share Posted October 17, 2019 I'm running this next week at The Howling, got my first practice game against Daughters tonight should be a fun list to push around the table. Allegiance: Bonesplitterz- Warclan: IceboneLeadersWurrgog Prophet (160)- General- Trait: Master of the Weird- Lore of the Savage Beast: Breath of GorkamorkaManiak Weirdnob (120)- Artefact: Kattanak Pelt- Lore of the Savage Beast: Breath of GorkamorkaWardokk (80)- Lore of the Savage Beast: Gorkamorka's War CryWardokk (80)- Lore of the Savage Beast: Brutal Beast SpiritsWardokk (80)- Lore of the Savage Beast: Kunnin' Beast SpiritsBattleline30 x Savage Orruks (300)- Stikkas30 x Savage Orruks (300)- Stikkas20 x Savage Orruk Arrowboys (240)20 x Savage Orruk Arrowboys (240)BehemothsRogue Idol (400)Total: 2000 / 2000 Quote Link to comment Share on other sites More sharing options...
Malakithe Posted October 17, 2019 Share Posted October 17, 2019 1 hour ago, TalesOfSigmar said: LeadersWurrgog Prophet (160)- General- Trait: Master of the Weird- Lore of the Savage Beast: Breath of Gorkamorka Icebone general has to take Pure-bred War Boar from the Icebone warclan abilities Quote Link to comment Share on other sites More sharing options...
TalesOfSigmar Posted October 17, 2019 Share Posted October 17, 2019 3 minutes ago, Malakithe said: Icebone general has to take Pure-bred War Boar from the Icebone warclan abilities Nope, that's only if you have a Maniak Weirdnob as the general. As it doesn't say Icebone has to have a Maniak Weirdnob as the general, any other general can take whatever command trait they want. Quote Link to comment Share on other sites More sharing options...
5kaven5lave Posted October 17, 2019 Share Posted October 17, 2019 6 minutes ago, TalesOfSigmar said: Nope, that's only if you have a Maniak Weirdnob as the general. As it doesn't say Icebone has to have a Maniak Weirdnob as the general, any other general can take whatever command trait they want. Ooooooh. Well it’s definitely RAW. RAI however is up for debate. Quote Link to comment Share on other sites More sharing options...
Malakithe Posted October 17, 2019 Share Posted October 17, 2019 Ahh I see now. Seems like all of the Warclans have strange wording like this for both BS and IJ Quote Link to comment Share on other sites More sharing options...
hurben Posted October 17, 2019 Share Posted October 17, 2019 27 minutes ago, TalesOfSigmar said: Nope, that's only if you have a Maniak Weirdnob as the general. As it doesn't say Icebone has to have a Maniak Weirdnob as the general, any other general can take whatever command trait they want. True. This is only in the case you have a weirdnob as the general. Quote Link to comment Share on other sites More sharing options...
Malakithe Posted October 17, 2019 Share Posted October 17, 2019 This is a true Green Tide list. Or meat grinder. I like the idea of Icebone for more exploding 6s fun. Allegiance: Bonesplitterz- Warclan: IceboneLeadersWurrgog Prophet (160)- General- Trait: Master of the Weird- Lore of the Savage Beast: Breath of GorkamorkaManiak Weirdnob (120)- Artefact: Kattanak Pelt- Lore of the Savage Beast: Breath of GorkamorkaSavage Big Boss (100)Wardokk (80)- Lore of the Savage Beast: Brutal Beast SpiritsBattleline30 x Savage Orruk Arrowboys (360)10 x Savage Boarboy Maniaks (280)10 x Savage Boarboy Maniaks (280)30 x Savage Orruks (300)- Stikkas30 x Savage Orruks (300)- StikkasTotal: 1980 / 2000Wounds: 264 1 Quote Link to comment Share on other sites More sharing options...
hurben Posted October 17, 2019 Share Posted October 17, 2019 14 hours ago, DestructionFranz said: Brutal Rukk Battalion. Units from this battalion that are wholly within 12" of the same battalion’s Big Boss at the start of the charge phase can run and still charge later in the same turn. It means that I can run even in the opponent Charge Phase? Would love to have a reply for this post too Quote Link to comment Share on other sites More sharing options...
Walrustaco Posted October 17, 2019 Share Posted October 17, 2019 1 minute ago, hurben said: Would love to have a reply for this post too It's pretty bad wording. You'd think it should read: "Units from this battalion that are wholly within 12" of the same battalion’s Big Boss at the start of the charge phase can charge even if they ran in the preceding movement phase." I think it's just supposed to be run and charge in your turn if wholly within 12 of your SBB. Quote Link to comment Share on other sites More sharing options...
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