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Furious

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    Anorruky
  1. Start Collecting: Beastclaw Raiders

    Are there other ones? Where did you come across this information?
  2. Rumour Engine

    Looks like a Grot Shaman, an IJ hero or a BS hero. Not even Greenskinz or Moonclan - what's the thinking there, really?
  3. Greenskinz in AoS?

    I do mine up as scrap-punk anarchists. I actually use Space Orks for my infantry (without guns and chain weapons, of course). I think they fit the AoS aesthetic better, and just look better in general.
  4. Greenskinz in AoS?

    They're almost a good faction already, with Destruction's best monster and cheap monster-riding hero. There's some decent synergy going on with the Waaagh CA and the banner, plus the casting and bravery buff of the Rogue Idol. Orruks in 30 or 40 large units rip. Their downfall is points and comparison. 140 for a below average shaman? Orruks at 100 compared to Savage Orruks at 100 is laughable when you consider that extra wound. I have a lot of fun with pure Greenskinz lists. But I've put mine away until the GHB2, to see if they get any sort of rebalancing because they certainly need it. As for their place in AoS, it's looking more and more like they won't have one without significant redesign, which probably won't happen anytime soon. You've already got both extremes of Orruky-ness with IJ and BS. I hope they get a book and just leave it at that... leave me to my conversions.
  5. News from Adepticon!

    I am extremely wary of "voting on rules." Most people aren't game designers - just check out their recent call for GHB2 input. It was a lot of "make my thing cheaper" crowding up the more constructive observations. However, fan backlash did quickly overturn that silly rule for determining dice-value damage. So who knows.
  6. Incarnate Elemental of Fire

    Check the AoS App. There's no Elemental of Fire, but there is the Elemental of Wrath. Tapping that brings you to the Elemental of Fire warscroll.
  7. Orruk Great Shaman

    In matched play, he's a very expensive mystic shield. He's twice the price and more than a Moonclan Shaman, and had a worse unique spell. He's not even that much more beefy for the points difference.
  8. Grots at Sheffield Slaughter article

    What a fun army. Well done! MCGs aren't the greatest but you managed some pretty great wins. I like your list, too, it covers a ton of variables. It just suffers from being super squishy - even the hard-hitting Manglers. And a great report!
  9. Orruk Warboss on Wyvern

    Don't underestimate his survivability or his damage output. Both aren't super impressive on the warscroll, but a 3+rerollable is friggin' hard to kill, and +1 attack to three weapon profiles and a swig of battlebrew makes him incredibly damaging. Yeah, he takes some investment with a mystic shield and an artifact, but he's only 240 points so it's well worth it. His two weaknesses are mortal wounds - he has no defence there - and rend, with all his attacks being -1, uncommonly low for things his size.
  10. Rumour Engine

    Tau Hammerhead?
  11. Aleguzzler Gargant

    Hey, I never considered that you can target models with the sack attack. That is significant!
  12. Rogue Idol

    I made my own, by greatly modifying a 40k Deff Dread. I love taking this into battle. Nobody knows how to deal with it. I've had it clear entire units in a round of combat (though usually two) without issue - 10 Saurus Knights? No problem. A unit of Knights of the Realm? Out of the way. Twenty Ard Boyz in my face? Take a hike. Now, that's not to say I'm not unlucky with this thing: it has been many, many, many games since I've landed both of its Crushin' Fists - at 2+/2+, this is extremely frustrating. So, here it is with the Rogue Idol: You have this imposing monster on the table. He's going to get a lot of attention. He's got his two attacks: Crushing Fists and Boulder Stomp. The first, two attacks at 2+/2+/-3 and D6 damage, this is pretty good for taking down any hero on foot alone, getting rid of small but elite units... few things get an armour save from this attack. Then his Boulder Stomp ruins basic infantry. 3+/3+/-2 for 2 damage each will either tear through weak, high model count units immediately, or cause them to battleshock back home. Plus you have that mortal wound potential every movement phase. Due to which you want to keep him away from your Orruks, but not too far away, because they're going to want that sweet, sweet bravery bonus - if you're running other Greenskinz. Top all of that with its defencive capabilities: 16 wounds, halving those received. It stays on the table, its only hindrances being its still-decent 4+ save and random 2D6 movement. So here's how you can use him: Depending on how your opponent deploys, you might want first turn. Rampaging Destroyers + 2D6 move + running + Spirit of the Waaagh (you have to charge) means that you can easily get off a first-round charge. Aim this MF Wrecking Ball at something nasty it can handle (not a Mournghul or anything else that ignores rend - that's just a waste so early) and enjoy an early head start in the match. After that, you kind of lose control of him. Once you wipe out a unit, be sure that you aren't forced into charging something you don't want to. Now, you can either use him to destroy your opponent's objective capturing units, or have him peel of your opponent's nasty stuff from your important stuff. Either way, while he's causing mayhem, send your Orruks after the objectives. Play him aggressively, because he's going to take a lot of aggression. Because he's such an eyesore, he probably won't survive a match, going down in the fourth or fifth round, but at that point he's done his damage. Either way, everyone who plays Greenskinz or mixed destruction should at least try this thing out. It's so much fun to cause that much MAYHEM.
  13. Hmmm... looking at what they need as a faction, what they're about as a faction and what they aren't about as a faction... I'd say some sort of moving siege catapult? Something spikey pushed by brutes that also hurls boulders between 6" and 36" or something. I guess sort for like the Arachnarok or LoA Iron Daemon - monster warmachine that has a range attack. And while those huge crossbows are super cool, and it's kind of what the faction needs... is it something the Iron Jawz Orruks would carry into battle? Strap an axe to it for God's sake.
  14. Incarnate Elemental of Beasts

    That thing is only 300 points? That's a really great monster for that pointage, I think. To bad it is OOP, but honestly it looks like you can have fun kitbashing one. Make it more Orruky, too. That Howl ability would ruin Ogor and Stormfiend armies.
  15. Squig Gobba

    D3 attacks that have less than a 25% chance of hitting. At 60 points it might almost be worth it, if you're sitting at 1940 points and don't have any more hero slots for a shaman or forgot that Fanatics exist. But the real-life fact that it's a Forgeworld (read: expensive) model kind of stops this thing from ever seeing play.
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