Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
No adverts like this in the forums anymore.
Times and dates in your local timezone.
Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
Email notifications for threads you want to watch closely.
Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.
Kriswall wrote: I decided on dual Warchanters and only using 1440 out of 1500 of my points. I think the Warchanter is less of a threat/target, so I'm likely to get the +1 to hit buff for most of the game.
I think you made the right choice here. The nice thing about warchanters is they are still strong enough to beat up small chaff units on their own, especially if he is in cover. Since you have an extra battle brew from the battalion anyway, you can put it on a warchanter meaning his 'extra attack on a 6 or more' ability will trigger on a 5+ which is nice. If you really enjoy that combo you could even split up the ardboyz unit and run two ironfists to get yet another battle brew! (Lets face it, until they errata it to be 1/game the battle brew is by far the best artifact destruction has.)
Something I've noticed getting missed a lot is that both the Megaboss waaagh and warchanter buff last only one combat phase, not until your next hero phase like most abilities. The dice roll for waaagh doesn't happen until the start of the combat phase, too.
This message was edited 1 time. Last update was at 2016/10/19 17:36:22
Tamwulf wrote: I think we can also both agree that Ironjawz are the bestest greenskins around! Way better then those cowardly, stunty Arrowboys. "Oh, look at me! I'm a green skin! I use a bow and arrow! Pew pew!" Bah!
100% agreed. Arrows are for grots.
Also, with the Ravager trait, you're effectively getting a potential 1d6" (Rampaging Destroyers/Hero Phase) + 2" (Ravager/Hero Phase) + 1d6" (Ironfist/Hero Phase) + 4" (Move/Movement Phase) + 2d6" (Charge/Charge Phase) + 2" (Ardboys Drummer/Charge Phase) threat range for a unit of Ardboys. That's a minimum guaranteed threat range of 12" for a unit with a 4" move and a maximum of 32". A 4d6 + 8 inch charge threat range is nothing to sneeze at. With good rolls, you can get a charge off on the first turn. If your opponent went first and moved up at all, the range you need is even less. Warchanters can potentially make that +1 to hit useful on turn 1 with a little luck. Definitely by turn 2. If you're playing Ironjawz and it takes you until turn 3 to get into combat... you've probably done something wrong.
Check out my website. Editorials! Tutorials! Fun Times To Be Had! - kriswallminis.com
Haha everyone pretty much covered my pro Warchanter/Anti Weirdnob points.
This is a tournament list, hence why I mentioned you want to suppress the random as much as possible. When you go to a tournament, you go there to win. It's not WAAC to optimize your list for this style of play, it's what is expected. If I go to a tournament, I expect to play my best and for my opponent to bring it too. However, I'm the first one to laugh at my abysmal rolls and I always help my opponent with reminders and try to be a good sport and be sure we are having the best game possible.
Yes, I have faced down multiple caster armies. It's not easy, I fully admit it's frustrating to try and bust through those lines but not impossible by far with concentrated effort, smart charges and pile in.
I'm all for Weirdnobz in Casual and pickup game play. I have 2 of them! They just aren't meant for tournaments the way they are.
"Orkses never lost a battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!"
I dig how in a setting where giant, muscled fungus men ride Mad Max cars and use their own teeth as currency, the concept of little engineering dudes with beards was considered a step too far down the aisle of silliness.
NinthMusketeer wrote: Since you have an extra battle brew from the battalion anyway, you can put it on a warchanter meaning his 'extra attack on a 6 or more' ability will trigger on a 5+ which is nice. If you really enjoy that combo you could even split up the ardboyz unit and run two ironfists to get yet another battle brew! (Lets face it, until they errata it to be 1/game the battle brew is by far the best artifact destruction has.)
You can have multiple of the same artefact of power? That seems like an oversight.
NinthMusketeer wrote: Since you have an extra battle brew from the battalion anyway, you can put it on a warchanter meaning his 'extra attack on a 6 or more' ability will trigger on a 5+ which is nice. If you really enjoy that combo you could even split up the ardboyz unit and run two ironfists to get yet another battle brew! (Lets face it, until they errata it to be 1/game the battle brew is by far the best artifact destruction has.)
You can have multiple of the same artefact of power? That seems like an oversight.
They spell out that no hero can have more than one artifact but don't say the same for having multiples of the same item in an army. It doesn't seem to have been an oversight on their part IMO, though there's always a chance that's the case. Certainly battle brew being usable every hero phase is.
This message was edited 1 time. Last update was at 2016/10/20 00:25:59
NinthMusketeer wrote: Since you have an extra battle brew from the battalion anyway, you can put it on a warchanter meaning his 'extra attack on a 6 or more' ability will trigger on a 5+ which is nice. If you really enjoy that combo you could even split up the ardboyz unit and run two ironfists to get yet another battle brew! (Lets face it, until they errata it to be 1/game the battle brew is by far the best artifact destruction has.)
You can have multiple of the same artefact of power? That seems like an oversight.
They spell out that no hero can have more than one artifact but don't say the same for having multiples of the same item in an army. It doesn't seem to have been an oversight on their part IMO, though there's always a chance that's the case. Certainly battle brew being usable every hero phase is.
Gee Dub seems to have approved of multiple duplicate artifacts in a list, as well as the way Battle Brew works because it did not address the issue in the General's Handbook FAQ that was put out this summer. The General's Handbook seems to have been begrudgingly released to placate the WAAC/Tournament players (and I have to say, a lot of casual players as well). Gee Dub still looks at Age of Sigmar as a non-competitive, "let's play with our toy models on the table!" game. Even with the surge in popularity the game has experienced since the General's Handbook came out, Gee Dub still refuses to really do anything with it.
Kara Sloan shoots through Time and Design Space for a Negative Play Experience
Tamwulf wrote: The General's Handbook seems to have been begrudgingly released to placate the WAAC/Tournament players (and I have to say, a lot of casual players as well). Gee Dub still looks at Age of Sigmar as a non-competitive, "let's play with our toy models on the table!" game. Even with the surge in popularity the game has experienced since the General's Handbook came out, Gee Dub still refuses to really do anything with it.
This message was edited 1 time. Last update was at 2016/10/20 15:42:36
'It is a source of constant consternation that my opponents cannot correlate their innate inferiority with their inevitable defeat. It would seem that stupidity is as eternal as war.'
- Nemesor Zahndrekh of the Sautekh Dynasty Overlord of the Crownworld of Gidrim
Haha as well as having The Warlords on twitch with plans to weekly as well as special event casts
"Orkses never lost a battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!"
I dig how in a setting where giant, muscled fungus men ride Mad Max cars and use their own teeth as currency, the concept of little engineering dudes with beards was considered a step too far down the aisle of silliness.
LOL both of those things are really recent happenings, as in this is the first time I've even heard about both those events! That's awesome! Is that GT a Games Workshop only thing, as in, I have to travel somewhere to a GW location to play, or is it a kit my FLGS can order? If anyone can get the kit, how is it any different from the AoS tournaments my FLGS has already been running for the last several months?
Kara Sloan shoots through Time and Design Space for a Negative Play Experience
"Orkses never lost a battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!"
I dig how in a setting where giant, muscled fungus men ride Mad Max cars and use their own teeth as currency, the concept of little engineering dudes with beards was considered a step too far down the aisle of silliness.
I hope your tournament went well! I forgot to mention I had my own this weekend at 1000 points, I just got home. I brought Ironjawz:
Megaboss
-Ravager
-Battle Brew
Warchanter
-Battle Brew
Ardboyz x10
-Full command, Big Choppaz
Goregruntaz x3
Brutes x5
Brutes x5
Came out with the win! I hope yours went well too.
"Orkses never lost a battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!"
I dig how in a setting where giant, muscled fungus men ride Mad Max cars and use their own teeth as currency, the concept of little engineering dudes with beards was considered a step too far down the aisle of silliness.