Second Look at Ironjawz
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Regarding the warchanter, its wording should have been “if any models were slain within 12” of this model”. It’s an incentive to move him up but as of now, him going into combat means a dead priest most of the times. And sure, you can have him but it’s all about points, let’s hope he’s super cheap now becuase you ain’t taking him for his ability and if you have some bad luck and rolls a 1 in you first or second time of chanting he’s more or less doing nothing for most of the game :/
Agreed, this is much better. But I disagree you're taking a warchanter to give you access to the prayer lore. You're actually forced to take one because of the prayer lore now. His ability is just nothing.
@@markpandelidis2079I wasn’t clear, what I meant was, you ant taking him for his ability to possibly give you an extra d3 points, you’re taking him for his lore.
@@jesperbecker6412 for sure!
Hang about... Warchanters will still have movement increase buff? They had a chant that did that did they not? On first turn you run guys with movement increase buff, put on the - to hit buff and then charge the next turn? Looks like Warchanters will be the central part of your army and used as a buff stick to make your guys better? Looks like at least three Warchanters will be an auto-include to make this army function, unless you run all piglets. I am hoping that they are cheap enough?
So... (Just thinking out loud) what if Big Pig Boss was a priest? You attach Big Pig Boss to pigs and then you include Warchanter to every unit of Brutes and 'Ardboyz. Then every unit has a priest that can participate in combat and is guaranteed to attack something in a turn giving them a steady supply of ritual points. Kind of like what they are doing now for 40K. On second thought, that would probably be too OP and all the little girls would be crying in their cornflakes. Would be awesome though... Right?
In aos your characters are still not atached to squads. And putting them in combat is a good way to lose something expensive really fast.
Mighty destroyers is not weak but it changes style of IJ. It looks like a khorne castle. Aura on top of aura. All of it looks like It will be very powerful army when all bonuses came together. But it will be hard to make it work - move 4 for most of the units, week chanter, low to hit.
And I dont feel for those rules - different style crushed my excitement
Brutes was elite infantry and they lost it (Ard boyz with 4 to hit would be understable). Maybe Weirdbrute Wrekkaz and Brute Ragerz will be good in fight, we will see.
Any debuff, any good shooting, any good move any good magic and whole thing is falling apart. I feel those rules looks like Orc rules for WFB and AOS 1. Any enemy trick and IJ will be dead meat...
I understand that we must see whole to have a big picture but this article was big disapoitment for me. No spearhead for IJ hurts - they said that it will be easy format for every army from day one. They took my toy and gave me another. But I want my favorite toy back so I had to cry 😉
IJ are not khorne. IJ really lack the depth o units that the khorne army has. So not even that upside will ork out.
They gave mighty destroyers to skaven, 3 claws ahead.
But excited for both Krule bois and ironjawz.
I just reckon Ironjawz infantry wont have the speed to get into the scrap or be forced to fight unfavourable fights
I dunno Brutes get in 19" - 23" off the line. My main concern is what they cost now.
@@rotm4447 true dat on the points cost, but how they moving 19-23inch?
move 3" MD 4' M then 6 at a run but can't charge
or go second move 3" MD then 3" MD then 4inch move then need to be within 12 to charge, no mans land is 24inch end o end and that leaves us 2 inches short to long bomb
@@liamcarter5389 Md on their turn gives you 5.9" to get into combat, or md and countercharge.
Fair hadn't considered the 3 inch engagement.
Im just thinking about KO flying around and kiting the infantry same with slythineth and skaven.
So command phase 5.9" threat range.
9inch charge is gettable so 12 inch threat range (md is command phase so they get to move away from you)
But your opponent knows that and will always stay out of 6". That'll almost never work.
Yes the traits can suck and the army can still be good, but Vince from Warhammer weekly has seen them play in person and he's not a fan. IJ is on the bottom. No getting around that. Warscrolls can only do so much.
This is how you fix it.
Once per turn army, any hero phase.
Declare: pick a friendly Ironjawz unit that was not set up this turn to be the target.
Effect: The target can move up to half its move characteristic rounding up, or 4", whichever is higher. It can move into combat, and if it does, that unit has made a charge move this turn. If it was in combat at the start of the move, it must remain in combat.
Keyword: Charge
I shouldn't have to explain why this is infinitely better.
This is misconstruing Vince’s comments, which was the new mighty destroyer is strong but he doesn’t like it because it is a Johnny ability in a Timmy army. His words regarding mighty destroyers “it is a very skill testing ability, it is actually an incredibly powerful potent ability. I don’t want it, I just want to have my happy little orcs run around and punch people.”
Or hell if the ability was pick 3 units. That also fixes it. Because that's actually scary. 3 units every hero phase is moving. Moving closer, moving deeper into combat engagement, moving from one target to another. It would FEEL like IJ are unstoppable. Slow and steady unstoppable force that can't be pinned down but also doesn't leave combat engagement because Orruks love to fight.
This 1 unit nonsense is a big problem.