Kasper Posted March 6, 2020 Share Posted March 6, 2020 (edited) @VonSmall I think it is quite interesting with events removing Malign Sorcery artefacts. I actually really dislike them and think some of them are way too powerful. I personally feel compelled to always take Ethereal Amulet on my Maw Krusha because it is just that good. It is just kinda unfortunate for us that Warchanters and the Orruk Warboss are left in the dirt if this becomes a more common thing. It is fair about the trait, and it really depends on how you are gonna position him too. I think people who rely on the bridge is gonna place their wizard outside of unbind range turn 1 though. But if your Shaman is gonna hang back, he wont have range to do the Wrath of Gork anyways, so might as well increase the odds of getting a teleport off. If you were planning to slowly move everything forward in a tight ball, I could see Wrath of Gork being really nice. It doesn't matter if you are gonna zap a Terrorgeist, 10 Mortek Guard or a support hero. I would personally value the extra (and a significant amount) ranged MW output vs +1 to cast/unbind/dispell. Would probably help against OBR too. Don't know if it will be significant enough to kill Fyreslayers heroes. Still a really solid list imo that I'm gonna build towards. Still got quite a few Ardboyz to paint.. Edited March 6, 2020 by Kasper Quote Link to comment Share on other sites More sharing options...
tripchimeras Posted March 6, 2020 Share Posted March 6, 2020 (edited) On 3/4/2020 at 5:41 AM, Garuun said: Trust me the mega boss on foot is not a tax, he’s the one hidden threat of the list, can drop a horror unit on his own, it is also another source of +1 to hit for the list to fight around debuffing armies. I’ve tried to fit in a maw boss but then I’m stuck giving the cabbage my artefact and dropping my arrow boys to make room, sure it would make the obr match up slightly easier but between the idol, arrows and wurrgogs warscroll spell I typically can fight my way through mortek guard walls. Tl;dr foot boss is fine, maw krusha boss requires gutting the list, though the I like the maw/idol list, it’s identical to the one I wrote myself in release, though I’ve swapped the Brutes for some arrow boys just so I can leave them at home and still have some input later in the game. Also on the subject of the arrowboyz, while they aren’t the all conquering point, click and delete unit they used to be what they are useful for is utilising another phase to do damage, freeing up your melee units getting around combat phase defensive buffs (mortek guard) and threatening heroes for the hero centric missions and match ups (fyreslayers and changehost) Thanks for the feedback, good points all. The loss of the arrowboyz has definitely been my biggest concern for exactly the reason you outline. I really didn't feel like Brutes fit into the list well either after my first game, I picked them because they were the perfect # of points more then for a specific strategic reason; I think I'm going with boarboyz for now simply because I'm maxed out on savage orruk models at 60 for time being (and getting all of them finished painted in time is going to be hard enough). Going to finish painting everything else before I touch the second unit of savage orruks to hopefully get at least 1 more game in before deciding; 20 of them still have bows and the last ten I've been using in past 2 games without hands (my friends love me for this I am sure). This should buy me another week at least to decide whether I am going to go maw or not. Definitely appreciate the feadback though, pretty much confirms all of my perceived downsides of the list. If I stick with the Maw build at this point its going to be for the double monster cool factor rather then tactical reasons. I definitely think you are right that the non-maw build with arrowboyz is stronger, but I think the difference isn't so huge that it will impact my performance a great deal given how little practice I've had in the past 3 months haha. The small competitive differences are going to end up being far outweighed by the giant gaping rusty mistakes I make. Won't stop me from obsessing over it till the last second before the GT though 🙂. Edited March 6, 2020 by tripchimeras Quote Link to comment Share on other sites More sharing options...
Ravinsild Posted March 6, 2020 Share Posted March 6, 2020 I just wish I knew how to make meaningful moves with my maw-krusha. It feels like I either shoot it forward turn 1 and blow up like a screen and then it gets counter charged and dies, or I put it where I think it's safe but surprise the enemy is super speed and can run and charge or something and behold it's dead before it even got to do the combat phase. Quote Link to comment Share on other sites More sharing options...
Malakree Posted March 6, 2020 Share Posted March 6, 2020 2 hours ago, Ravinsild said: I just wish I knew how to make meaningful moves with my maw-krusha. It feels like I either shoot it forward turn 1 and blow up like a screen and then it gets counter charged and dies, or I put it where I think it's safe but surprise the enemy is super speed and can run and charge or something and behold it's dead before it even got to do the combat phase. Screen it. Protect it until you can unleash it on a meaningful target. At the moment Ardboys will mince through any other screens without requiring a hammer to do it. So you screen out deepstrikes etc. while your Ardboys slowly meatgrinder their way through the opponents screens. At some point they will have to commit something meaningful to deal with the Ardboys which you then want to pounce on with the MK, preferably in such a way that it's protected from retaliation. In other words, practice practice practice. I've been playing my IJ for 3 years now with maybe 200 tournament games. I cannot tell you how many times my MK died for absolutely nothing, there was a rather embarrassing game on THW stream for chrimbobo game 1, chucked one into 6 kurnoths and lost it to kill 2 which were instantly regrowthed back....So yeah, practice. 1 1 Quote Link to comment Share on other sites More sharing options...
Hannibal Posted March 11, 2020 Share Posted March 11, 2020 (edited) Yesterday I noticed that there is something about the Rogue Idol, at least it´s included in many lists. And because I pretty like that model I´m right now thinking about an army with some Rogue Idol and plenty of Ardboyz. Might this work well? Maybe with some wizards included? Thanks in advance. Edited March 11, 2020 by Hannibal Quote Link to comment Share on other sites More sharing options...
hurben Posted March 11, 2020 Share Posted March 11, 2020 51 minutes ago, Hannibal said: Yesterday I noticed that there is something about the Rogue Idol, at least it´s included in many lists. And because I pretty like that model I´m right now thinking about an army with some Rogue Idol and plenty of Ardboyz. Might this work well? Maybe with some wizards included? Thanks in advance. Could you provide an example of list ? Quote Link to comment Share on other sites More sharing options...
Hannibal Posted March 11, 2020 Share Posted March 11, 2020 1 minute ago, hurben said: Could you provide an example of list ? Right now I even lack the battletome. I asked just because I wanted to know if it´s any good before I go and get some stuff. Quote Link to comment Share on other sites More sharing options...
hurben Posted March 11, 2020 Share Posted March 11, 2020 1 minute ago, Hannibal said: Right now I even lack the battletome. I asked just because I wanted to know if it´s any good before I go and get some stuff. I play a RI and it's awesome for the rend -2, we can buff him with +2 save that's litteraly a flying rock Quote Link to comment Share on other sites More sharing options...
Tezia99 Posted March 12, 2020 Share Posted March 12, 2020 18 hours ago, hurben said: I play a RI and it's awesome for the rend -2, we can buff him with +2 save that's litteraly a flying rock Allegiance: Big Waaagh!Mortal Realm: ShyishOrruk Weirdnob Shaman (110)- General- Command Trait: Bursting with Power - Artefact: Shamanic Skullcape - Lore of the Weird: Wrath of GorkOrruk Warchanter (110)- Warbeat: Fixin' BeatOrruk Warchanter (110)- Warbeat: Get 'Em BeatWurrgog Prophet (160)- Artefact: Mork's Boney Bitz - Lore of the Savage Beast: Gorkamorka's War CryWardokk (80)- Lore of the Savage Beast: Kunnin' Beast Spirits10 x Orruk Ardboys (180)10 x Orruk Ardboys (180)10 x Orruk Ardboys (180)10 x Orruk Ardboys (180)Rogue Idol (400)Ardfist (120)Balewind Vortex (40)Umbral Spellportal (70)Extra Command Point (50)Total: 1970 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 126 I’ve been playing around with this lately. Sending Ardboyz out to play, weirdnob up on the balewind, spell portal from the prophet, and casting whichever 1 spell I need at the moment out of it. Makes for a good MW output. Opted for the weirdnob to be have 2 spells command trait(3 on balewind) next to the rogue +2 to cast for prophet/weirdnob. Plus 3 for prophet if needed from wardokk or wardokk gives +1 save spell to idol when I want to send him in. It’s that or breath and hold him back then surprise a charge with a 20” move to charge combo from the back line. Good all around army. 2 1 Quote Link to comment Share on other sites More sharing options...
Wengiel Posted March 17, 2020 Share Posted March 17, 2020 Quick question, probably asked a lot before: For BW: Gordrakk or Megaboss on Cabbage? Quote Link to comment Share on other sites More sharing options...
Lanoss Posted March 18, 2020 Share Posted March 18, 2020 Tbh Big G doesn’t offer enough for me to take in a BW. But that’s probably my chosen play style. MBMK w/ Brutish Cunning and an artefact is so good comparatively I feel Big G is probably best in a Grunta BW or a Bonesplitters Big W. IMO His synergies don’t really have a huge affect on armies unfortunately Quote Link to comment Share on other sites More sharing options...
Latty Posted March 19, 2020 Share Posted March 19, 2020 Have any Bonesplitterz playerz undertaken the task of magnetizing their orruks? I started on a box today and it is quite the time consuming process... And then I look over and see all the extra weapons to paint now Quote Link to comment Share on other sites More sharing options...
cplhicks Posted March 19, 2020 Share Posted March 19, 2020 I'm new to the Ironjawz side of things. Is the Jagged Gore Hakkas the best choice for Goregruntas? Quote Link to comment Share on other sites More sharing options...
NauticalSoup Posted March 19, 2020 Share Posted March 19, 2020 19 hours ago, Latty said: Have any Bonesplitterz playerz undertaken the task of magnetizing their orruks? I started on a box today and it is quite the time consuming process... And then I look over and see all the extra weapons to paint now The time and effort required had me just buying more. I can't really imagine every deploying more than the 20/20/20 Kunnin' Ruck or the 30/30 Big Waaagh! standard package anyway so there didn't seem to be any tangible benefit to magnetization. Also since they're all flesh the seams from magnetization would probably make them look a lot worse. Quote Link to comment Share on other sites More sharing options...
NauticalSoup Posted March 19, 2020 Share Posted March 19, 2020 11 hours ago, cplhicks said: I'm new to the Ironjawz side of things. Is the Jagged Gore Hakkas the best choice for Goregruntas? People use both the choppas and the hackas. The hakkas perform better in situations where you haven't taken losses and are fighting in a bottleneck. If you take losses before your big charge or if you can fit them all in the choppas perform better. I prefer the robustness of the choppas, personally. Also in Big Waaagh! the choppas benefit a lot more from the +1/+1 maths since the hacka charge bonus is reduntant and the extra attacks is better. Either is probably fine though. 1 Quote Link to comment Share on other sites More sharing options...
Keilerei Posted April 1, 2020 Share Posted April 1, 2020 (edited) Oi lads! „Brutal Beasts Spirit“ spell fron the Bonesplitterz lore, does what exactly? I wonder if in my German Warclans book there was a translation error, because attacking and charging are kind of the same words in German. The reason why I‘m asking is the following; I read multiple times in different sources that the mentioned spell grants 1(2) BS units +1 to run, charge AND to Hit in my book it only says +1 to run and charge. I would like to make a big block of arrowboys usefull in a Big Waagh list and I am looking for ways to make 90 miserable shots at least Hit something! Many thanks. EDIT: I found the right translation in the German FAQ. But any advice on how to utilize arrowboys in Mixed big waagh Is still welcome Edited April 1, 2020 by Keilerei Quote Link to comment Share on other sites More sharing options...
Kasper Posted April 1, 2020 Share Posted April 1, 2020 4 hours ago, Keilerei said: Oi lads! „Brutal Beasts Spirit“ spell fron the Bonesplitterz lore, does what exactly? I wonder if in my German Warclans book there was a translation error, because attacking and charging are kind of the same words in German. The reason why I‘m asking is the following; I read multiple times in different sources that the mentioned spell grants 1(2) BS units +1 to run, charge AND to Hit in my book it only says +1 to run and charge. I would like to make a big block of arrowboys usefull in a Big Waagh list and I am looking for ways to make 90 miserable shots at least Hit something! Many thanks. EDIT: I found the right translation in the German FAQ. But any advice on how to utilize arrowboys in Mixed big waagh Is still welcome I would always get the english version of the book to prevent mistakes like these. You really only have Brutal Beast Spirits for +1 to hit and then the Maniak Weirdnob warscroll spell Bone Spirit, gives them exploding hits on 6s. To be honest I'm really not fond of the Arrowboyz and would prefer the Stikkas any day of the week. The damage just seems lackluster from range and would prefer to beef the Stikkas up to a 3+ save etc. Quote Link to comment Share on other sites More sharing options...
Keilerei Posted April 1, 2020 Share Posted April 1, 2020 5 hours ago, Kasper said: I would always get the english version of the book to prevent mistakes like these. You really only have Brutal Beast Spirits for +1 to hit and then the Maniak Weirdnob warscroll spell Bone Spirit, gives them exploding hits on 6s. To be honest I'm really not fond of the Arrowboyz and would prefer the Stikkas any day of the week. The damage just seems lackluster from range and would prefer to beef the Stikkas up to a 3+ save etc. Yeah you are right about the english Version. I am aware, that Stikkas are probably the stronger Build on the Basic BS orruks, but I would like to use the arrowboys in a mixed Big waagh list. Supporting my grindy and somewhat tanky Ardboys and giving me something to do in my shooting phase. Maybe more for flavour, than winning tournaments. Quote Link to comment Share on other sites More sharing options...
NauticalSoup Posted April 2, 2020 Share Posted April 2, 2020 There's no requirement to use either Arrowboys or Stikkas, one of the strongest Big Waaagh! lists floating around atm, Dalton Copeland's, uses a full block of 30 each. Quote Link to comment Share on other sites More sharing options...
Karazla Posted April 2, 2020 Share Posted April 2, 2020 I want to run this list. But I dont know it two maw crushas are the way to go. Going to converteren the boss on maw crusha to be more savage like. Megaboss on Maw-Krusha (460) - General - Boss Gore-hacka and Choppa Megaboss on Maw-Krusha (460) - Boss Gore-hacka and Choppa Wurrgog Prophet (160) Savage Big Boss (100) Battleline 10 x Savage Orruk Arrowboys (120) 10 x Savage Orruk Arrowboys (120) 5 x Orruk Brutes (140) - Pair of Brute Choppas Units 6 x Savage Big Stabbas (300) Battalions Kunnin' Rukk (140) Quote Link to comment Share on other sites More sharing options...
decker_cky Posted April 5, 2020 Share Posted April 5, 2020 On 3/17/2020 at 8:01 PM, Lanoss said: Tbh Big G doesn’t offer enough for me to take in a BW. But that’s probably my chosen play style. MBMK w/ Brutish Cunning and an artefact is so good comparatively I feel Big G is probably best in a Grunta BW or a Bonesplitters Big W. IMO His synergies don’t really have a huge affect on armies unfortunately His command ability affects the entire faction, including bonesplitters and greenskinz, which is nice. In essence, the more mixed your army, or the more heavily you lean into greenskinz, the more value he provides compared to alternatives. Quote Link to comment Share on other sites More sharing options...
Kasper Posted April 6, 2020 Share Posted April 6, 2020 (edited) On 4/2/2020 at 11:58 AM, Karazla said: I want to run this list. But I dont know it two maw crushas are the way to go. Going to converteren the boss on maw crusha to be more savage like. Megaboss on Maw-Krusha (460) - General - Boss Gore-hacka and Choppa Megaboss on Maw-Krusha (460) - Boss Gore-hacka and Choppa Wurrgog Prophet (160) Savage Big Boss (100) Battleline 10 x Savage Orruk Arrowboys (120) 10 x Savage Orruk Arrowboys (120) 5 x Orruk Brutes (140) - Pair of Brute Choppas Units 6 x Savage Big Stabbas (300) Battalions Kunnin' Rukk (140) I mean you play whatever you want to play, but the list imo doesnt really make sense. You have 2 incredible fast hammers in the 2 Maw Krushas, but the rest of the army is super slow. You also have almost no bodies on the table to take objectives. Bonesplitterz are generally great, but they require buffs/spells to really bring the oompf, which you dont really have. Maw Krushas are generally not good for their damage, but for their speed. If you have 2, you really want to play to their full advantage which alas is speed. So the remaining army should compliment this by also being fast - That's why 2 Maw Krusha lists in Ironjawz always run 4x3 Pigs - They can somewhat keep up, instead of slogging behind and effectively be a waste of points. Edited April 6, 2020 by Kasper Quote Link to comment Share on other sites More sharing options...
Karazla Posted April 6, 2020 Share Posted April 6, 2020 Heej, Thanks for the feedback I was thinking the same thing that is mis bodies. I love the mawcrusher. I was maby thinking of boares or at least get rit or the brutes and make squads bigger. Maby less stabba's and stuff. Quote Link to comment Share on other sites More sharing options...
Hannibal Posted April 7, 2020 Share Posted April 7, 2020 On 4/6/2020 at 10:04 AM, Kasper said: Maw Krushas are generally not good for their damage, but for their speed. If you have 2, you really want to play to their full advantage which alas is speed. So the remaining army should compliment this by also being fast - That's why 2 Maw Krusha lists in Ironjawz always run 4x3 Pigs - They can somewhat keep up, instead of slogging behind and effectively be a waste of points. What abou running the MK with some potent shooting as well as some fast supporting troops? Shooty units will give you bodies and can still "reach out". Quote Link to comment Share on other sites More sharing options...
Arkahn Posted April 9, 2020 Share Posted April 9, 2020 (edited) Hello boyz ! This situation give me time to theorycraft more than ever, so I'm into a BW list and want your opinion... First one, 30 Arrowboyz / Ironfist and without Wurrgogg / Maniak Weirdnob Spoiler Allegiance: Big Waaagh!LeadersWardokk (80)- General- Command Trait: Dead Kunnin'- Artefact: Mork's Boney Bitz- Lore of the Savage Beast: Breath of GorkamorkaOrruk Warchanter (110)- Warbeat: Fixin' BeatWardokk (80)- Artefact: Mystic Waaagh! Paint- Lore of the Savage Beast: Kunnin' Beast SpiritsBattleline30 x Savage Orruks (300)- Stikkas6 x Orruk Gore-gruntas (320)- Pig-iron Choppas30 x Savage Orruk Arrowboys (360)Units5 x Orruk Ardboys (90)5 x Orruk Ardboys (90)BehemothsRogue Idol (400)BattalionsIronfist (160)Total: 1990 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 202 Second one, Wurrgog prophet / Ironfist / 4 Big stabbas and without 30 Arrowboyz / Maniak weirdnob Spoiler Allegiance: Big Waaagh!LeadersWurrgog Prophet (160)- General- Command Trait: Dead Kunnin'- Artefact: Mork's Boney Bitz- Lore of the Savage Beast: Breath of GorkamorkaWardokk (80)- Artefact: Mystic Waaagh! Paint- Lore of the Savage Beast: Kunnin' Beast SpiritsOrruk Warchanter (110)- Warbeat: Fixin' BeatBattleline6 x Orruk Gore-gruntas (320)- Pig-iron Choppas30 x Savage Orruks (300)- Stikkas10 x Orruk Ardboys (180)Units5 x Orruk Ardboys (90)4 x Savage Big Stabbas (200)BehemothsRogue Idol (400)BattalionsIronfist (160)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 170 Third one, Wurrgog prophet / Weirdnob IJ / Ironfist and without 30 Arrowboyz / Maniak weirdnob Spoiler Allegiance: Big Waaagh!LeadersWurrgog Prophet (160)- General- Command Trait: Dead Kunnin'- Artefact: Mork's Boney Bitz- Lore of the Savage Beast: Breath of GorkamorkaWardokk (80)- Lore of the Savage Beast: Kunnin' Beast SpiritsOrruk Warchanter (110)- Warbeat: Fixin' BeatOrruk Weirdnob Shaman (110)- Artefact: Shamanic Skullcape- Lore of the Weird: Da Great Big Green Hand of GorkBattleline6 x Orruk Gore-gruntas (320)- Pig-iron Choppas10 x Orruk Ardboys (180)30 x Savage Orruks (300)- StikkasUnits5 x Orruk Ardboys (90)5 x Orruk Ardboys (90)BehemothsRogue Idol (400)BattalionsIronfist (160)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 170 Fourth one, "standard", who made great results already, Wurrgog prophet / 30 Arrowboyz / Maniak weirdnob and without Ironfist (but Brutish cunning from the Megaboss) Spoiler Allegiance: Big Waaagh!LeadersManiak Weirdnob (120)- Lore of the Savage Beast: Brutal Beast SpiritsOrruk Warchanter (110)- Warbeat: Fixin' BeatWardokk (80)- Lore of the Savage Beast: Kunnin' Beast SpiritsWurrgog Prophet (160)- Artefact: Mork's Boney Bitz- Lore of the Savage Beast: Breath of GorkamorkaOrruk Megaboss (150)- General- Command Trait: Brutish CunningBattleline6 x Orruk Gore-gruntas (320)- Pig-iron Choppas30 x Savage Orruk Arrowboys (360)30 x Savage Orruks (300)- ChompasBehemothsRogue Idol (400)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 197 So, many interrogations : access to Mighty Destroyers is mandatory but from a Megaboss is kind of a tax, instead from an Ironfist, GGs are in every list (for a good reasons !) I need to try more 30 Arrowboyz to see how worth they are, with and without the Maniak weirdnob (+1 to hit spell can be mandatory is this case) are 4 Big stabbas can be worth over a HoG / 5 Ardboyz.. ? can we make a BW list without a Wurrgog prophet ? Edited April 9, 2020 by Arkahn Quote Link to comment Share on other sites More sharing options...
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