MKsmash Posted June 9, 2020 Share Posted June 9, 2020 @VonSmall I must agree this trick is quite powerful. @Ravinsild This trick works for any attack first tricks. Quote Link to comment Share on other sites More sharing options...
Ravinsild Posted June 9, 2020 Share Posted June 9, 2020 Is this similar to the whole charge with the megaboss, retreat deeper into enemy lines and be just outside of 3'' of a totally different unit then pile in (because you charged) and attack that unit instead? Quote Link to comment Share on other sites More sharing options...
VonSmall Posted June 9, 2020 Share Posted June 9, 2020 6 hours ago, Ravinsild said: Is this similar to the whole charge with the megaboss, retreat deeper into enemy lines and be just outside of 3'' of a totally different unit then pile in (because you charged) and attack that unit instead? Yeah exactly that. 1 Quote Link to comment Share on other sites More sharing options...
Arkahn Posted June 12, 2020 Share Posted June 12, 2020 On 6/9/2020 at 2:00 AM, VonSmall said: Hi @Ravinsild Slannesh is a really tough matchup for us as the number of wounds they do to us that get converted into slannesh points is huge. However, your list is actually one of the better ones for us because you have a couple of really good combo's you can pull off using activation shenanigans. It would involve you swapping out the Wurgog for a Weirdnob with Hand of Gork though. So...picture this. If you want to pretty much guarantee the charge you can do the following: Hero Phase: Buff up the Ardboys with Warchanter. Teleport the Ardboys 9" in front of the Slannesh line. Pigs use their Might Destroyers on the Maw Krusha who bounds up the board so he's within 18" of the ardboys. Maw Krusha then uses his Mighty Destroyers on the teleported Ardboys to make them charge (which you can re-roll with CP if failed) Movement Phase: Retreat with the ardboys so they are now just over 3" away from any Slannesh models. You cant retreat during the movement phase because you use hand of gork on them 2 Quote Link to comment Share on other sites More sharing options...
Ravinsild Posted June 12, 2020 Share Posted June 12, 2020 13 hours ago, Arkahn said: You cant retreat during the movement phase because you use hand of gork on them Is that because it says you cannot move in the subsequent movement phase and retreat is a type of movement? Quote Link to comment Share on other sites More sharing options...
Arkahn Posted June 12, 2020 Share Posted June 12, 2020 1 hour ago, Ravinsild said: Is that because it says you cannot move in the subsequent movement phase and retreat is a type of movement? Exact, retreat is a part of a normal move. 1 1 Quote Link to comment Share on other sites More sharing options...
VonSmall Posted June 16, 2020 Share Posted June 16, 2020 Good point! Quote Link to comment Share on other sites More sharing options...
Souleater Posted June 17, 2020 Share Posted June 17, 2020 Trying to decide on a colour of warpaint. 4 Quote Link to comment Share on other sites More sharing options...
cplhicks Posted June 17, 2020 Share Posted June 17, 2020 Classic bloo all the way! Dat one's lucky. 2 Quote Link to comment Share on other sites More sharing options...
Alessio Posted June 17, 2020 Share Posted June 17, 2020 Hi guys I'm new to the orks topic! I wanted to ask you why arboyz are generally chosen instead of brutes? Are brute covering a different role or they are just less usefull? I ask you that because I prefere the brutes model to the ardboyz. Thanks! 1 Quote Link to comment Share on other sites More sharing options...
mrteige Posted June 17, 2020 Share Posted June 17, 2020 24 minutes ago, Alessio said: Hi guys I'm new to the orks topic! I wanted to ask you why arboyz are generally chosen instead of brutes? Are brute covering a different role or they are just less usefull? I ask you that because I prefere the brutes model to the ardboyz. Thanks! They can charge with a +3 because of their drummer, they have an ekstra 6+ aftersave because of their shield and they are more bodies. So they are more survivable, easier to get into combat and hold objectives better. On top of that you can run them in an Ardfist battallion which makes the units of ardboys come back to life after they are destroyed. I still like Brutes but they show up less and less in my armylists. They are really good against models with 4 or more wounds. that makes the big bad weapons hit and wound on 2's Quote Link to comment Share on other sites More sharing options...
Vasshpit Posted June 17, 2020 Share Posted June 17, 2020 @Alessio I too prefer the Brutes models but if you want to run Ardboyz you have two different modeling options. 1: Use the Bloodbowl orc team and add the necessary weapons. (A pretty popular conversion choice) 2: Use the Brutes models, stick them on 32mms, I'd leave off the shoulder pads, possibly even the torso armor, to help distinguish them from Brutes for your opponents. Also add the necessary weapons. I find it sad and a little upsetting that they got nerfed in this way. I also feel the Ardboyz battalion is lazy and unthematic. just my opinion. To each their own. 1 Quote Link to comment Share on other sites More sharing options...
Alessio Posted June 19, 2020 Share Posted June 19, 2020 @Vasshpit@mrteige Thanks guys I see what yo are saying. Ardboyz seems better, the only things that could be better for brutes equipped with jagged gore-hacka is their 2" range which can make them attacking on 2 ranks while for the ardboyz with their 1" range it'd be more difficult. Do you confirm me that? Are the brutes a little more offensive? Quote Link to comment Share on other sites More sharing options...
Souleater Posted June 20, 2020 Share Posted June 20, 2020 A while back I had the idea to make an alternate Rogue Idol for my Bonesplitterz . I thought they might conjure up a boar shaped idol. Prototype pictures. Base size is correct, for reference. So think the actual model needs to be double the size. 1 Quote Link to comment Share on other sites More sharing options...
NauticalSoup Posted June 20, 2020 Share Posted June 20, 2020 On 6/19/2020 at 3:20 PM, Alessio said: @Vasshpit@mrteige Thanks guys I see what yo are saying. Ardboyz seems better, the only things that could be better for brutes equipped with jagged gore-hacka is their 2" range which can make them attacking on 2 ranks while for the ardboyz with their 1" range it'd be more difficult. Do you confirm me that? Are the brutes a little more offensive? It's been discussed to death a dozen times in this and the ironjawz thread. There is a narrow situation where hackas do a but more concentrated damage thanks to their reach but only if there's no attrition (brutes are paper for their points) and only if there isn't room for the Ardboys to get in 'dere. Ultimately it's so narrow you're pretty much always better of with ardboys (the charge bonus is nothing to sniff at). People still use brutes sometimes because they like em though. 1 Quote Link to comment Share on other sites More sharing options...
NikitaCrab132 Posted June 26, 2020 Share Posted June 26, 2020 Hello boyz! What do you think about that list? It's like Semi-alphastrike I think. Allegiance: Big Waaagh!LeadersManiak Weirdnob (120)- General- Command Trait: Fuelled by the Spirits- Artefact: Mork's Boney Bitz- Lore of the Savage Beast: Gorkamorka's War CryOrruk Weirdnob Shaman (110)- Artefact: Shamanic Skullcape- Lore of the Weird: Da Great Big Green Hand of GorkOrruk Warchanter (110)- Warbeat: Get 'Em BeatOrruk Warchanter (110)- Warbeat: Fixin' BeatBattleline15 x Orruk Ardboys (270)- 2x Gorkamorka Banner Bearers- 1x Gorkamorka Glyph Bearers15 x Orruk Ardboys (270)- 2x Gorkamorka Banner Bearers- 1x Gorkamorka Glyph Bearers6 x Orruk Gore-gruntas (320)- Pig-iron Choppas3 x Orruk Gore-gruntas (160)- Jagged Gore-hackas30 x Savage Orruk Arrowboys (360)BattalionsIronfist (160)Total: 1990 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 189 Quote Link to comment Share on other sites More sharing options...
Arkahn Posted June 26, 2020 Share Posted June 26, 2020 I'm not a fan of Ironfist as the only source of mighty destroyer in BW Imo you need the +1 hit/run/charge spell to make the arrowboyz better than the savage orruks Quote Link to comment Share on other sites More sharing options...
NikitaCrab132 Posted June 26, 2020 Share Posted June 26, 2020 7 minutes ago, Arkahn said: I'm not a fan of Ironfist as the only source of mighty destroyer in BW Imo you need the +1 hit/run/charge spell to make the arrowboyz better than the savage orruks So better to take ironfist and megaboss? Quote Link to comment Share on other sites More sharing options...
Arkahn Posted June 26, 2020 Share Posted June 26, 2020 7 minutes ago, NikitaCrab132 said: So better to take ironfist and megaboss? Ardfist with a megaboss works too, just add 6 gruntas or turn your megaboss to a MK. Ironfist + a megaboss works too though Quote Link to comment Share on other sites More sharing options...
DestructionFranz Posted June 26, 2020 Share Posted June 26, 2020 7 hours ago, NikitaCrab132 said: Hello boyz! What do you think about that list? It's like Semi-alphastrike I think. Allegiance: Big Waaagh!LeadersManiak Weirdnob (120)- General- Command Trait: Fuelled by the Spirits- Artefact: Mork's Boney Bitz- Lore of the Savage Beast: Gorkamorka's War CryOrruk Weirdnob Shaman (110)- Artefact: Shamanic Skullcape- Lore of the Weird: Da Great Big Green Hand of GorkOrruk Warchanter (110)- Warbeat: Get 'Em BeatOrruk Warchanter (110)- Warbeat: Fixin' BeatBattleline15 x Orruk Ardboys (270)- 2x Gorkamorka Banner Bearers- 1x Gorkamorka Glyph Bearers15 x Orruk Ardboys (270)- 2x Gorkamorka Banner Bearers- 1x Gorkamorka Glyph Bearers6 x Orruk Gore-gruntas (320)- Pig-iron Choppas3 x Orruk Gore-gruntas (160)- Jagged Gore-hackas30 x Savage Orruk Arrowboys (360)BattalionsIronfist (160)Total: 1990 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 189 Yes semi aplha-strike because you don't have any heroes with the Brutish Cunning command trait. Moreover the Savage Orruks with bows need "Brutal beast spirit" spell (+1 to hit roll) to be dangerous in a Big Waaagh army. Quote Link to comment Share on other sites More sharing options...
Newtype_Zero Posted June 28, 2020 Share Posted June 28, 2020 On 6/17/2020 at 3:01 AM, Souleater said: Trying to decide on a colour of warpaint. A little late on this one but why not all three? I personally use different color details to make my squads more easily discernible on the board. 1 Quote Link to comment Share on other sites More sharing options...
Bululu Posted June 28, 2020 Share Posted June 28, 2020 (edited) Wow meets AOS, converted by theblacktempleminiatures and painted by belselch_medina the begining: Blackhand the destroyer Kilrogg Deadeye Dal'Rend Blackhand Kargath Bladefist Edited July 9, 2020 by Bululu 3 1 2 Quote Link to comment Share on other sites More sharing options...
Souleater Posted June 29, 2020 Share Posted June 29, 2020 21 hours ago, Newtype_Zero said: A little late on this one but why not all three? I personally use different color details to make my squads more easily discernible on the board. Haha, yeah, that's what I ended up doing. 👍 Quote Link to comment Share on other sites More sharing options...
Bululu Posted July 3, 2020 Share Posted July 3, 2020 (edited) Well only change to our points is raised rogue idol 40 pts to 440 points and the lost artifacts from malign sorcery. All the new realm artifacts are useless generic things like reroll charges and 1s to saves or hit or wound etc Edited July 3, 2020 by Bululu Quote Link to comment Share on other sites More sharing options...
Hannibal Posted July 3, 2020 Share Posted July 3, 2020 9 minutes ago, Bululu said: Well only change to our points is raised rogue idol 40 pts to 440 points and the lost artifacts from malign sorcery. All the new realm artifacts are useless generic things like reroll charges and 1s to saves or hit or wound etc Where did you get that info from? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.