Switch Theme:

Gordrakk vs Megaboss  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


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.




Made in us
Fresh-Faced New User




So I'm trying to make an army of greenskins and it seems I have more than enough points to boot! I have 2 questions, is either gordrakk or a regular megaboss on maw krusha worth it? How many ironjawz units should I include minimum? Is it possible to include a small battalion of ironjawz and then support that battalion with some extra units? Namely, arachnarok spider and rock lobbas? Currently I am having troubles filling the battle line requirements. If it is possible to have a battalion of ironjawz with points leftover than that will help make gordrakk or regular boss much better and expand my battle line options.

Otherwise, I'll be stuck being cramped for points, a less than ideal maw krusha dude, and some...savage orcs?? Feels bad.
   
Made in us
Stabbin' Skarboy




Pittsburgh

The MawKrusha models are both pretty good. I don't know how they fair against ranged units but they do work in combat.

My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly 
   
Made in ie
Terrifying Wraith






I've played with both gordrakk and megaboss on maw crusha and found them both to be underwhelming. I'm also not the biggest fan of brutes who with 4" movement are getting nowhere fast. The best greenskins I've seen revolve around spider riders, savage orks and gitmob artillery
   
Made in us
Lieutenant General





Florence, KY

 Spyro_Killer wrote:
I'm also not the biggest fan of brutes who with 4" movement are getting nowhere fast.

You are using the 'Rampaging Destroyers' Battle Trait? That gives you an additional D6 inches in the Hero phase and can be upped to D6+2 inches with the 'Ravager' Command Trait.

'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
 
   
Made in ie
Terrifying Wraith






I do but it gives them an average of 3/4 if within 6" of a hero, not exactly reinventing the wheel especially given the speed of other greenskin units where this ability opens up the possibility of turn one charges
   
Made in us
Monstrous Master Moulder





Longmeadow MA 25+ Trade Rep

Take Ravager for the +2, I always take Ironfist Battalion for 2d6 +2 movement in the Hero phase which all but guarantees first turn charges where my Brutes just shred whatever th y come across. Ardboys with musician haven't failed to make it yet. Throw on Warchanter Buffs and Megaboss command and stuff just melts. I try to get the least amount of drops possible so I can dictate first turn. I'll then rip across the board and put on the Battleshock hurt before they have a chance to buff. This deletes massive units.

Gordrakk is great, even unsupported. He has no Mortal Wound protection though. This is where a Megaboss in Mawkrusha can shine with the Talisman of Protection. Use it to support a flank and take out key elite units.

"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.
ADB 
   
 
Forum Index » Warhammer: Age of Sigmar
Go to: