IRONJAWZ: Faction Focus AOS4

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  • เผยแพร่เมื่อ 7 พ.ย. 2024

ความคิดเห็น • 25

  • @strategoi
    @strategoi  4 หลายเดือนก่อน +5

    Correction time! Ryan here...my buddy Marko pointed out that Companion weapons DO get affected by any abilities that don't originate from a friendly unit. Sooooo..that means that rules that originate from the player such as the OPB Waaagh! ability (for +1A) and the formation ability that we saw for +1A on unmodified charges of 8+ do in fact apply to the companions. The question still remains as to whether or not a spell (like the one we saw for Crit 2 Hits) would apply to the companions, because the trigger word we're looking for here is abilities "used" by a friendly unit, but still, good news for Ironjawz players!

    • @markpandelidis2079
      @markpandelidis2079 4 หลายเดือนก่อน

      That's great news.
      The one about spells is still muddy, but we can see that spell abilities are always picked by a wizard unit to use. So that would usually indicate that it doesn't affect companions, however, we now have to ask, does adding a weapon ability count as part of the attack sequence? Because Crits always happen regardless of whether the weapon has an ability or not. So does adding a weapon ability count as affecting the attack sequence? It does affect the sequence by either increasing the number of dice to wound rolls or etc. but is it intended to be that way? It needs to be cleared up.

  • @Fotta1989
    @Fotta1989 4 หลายเดือนก่อน +1

    I actually love the loss of the warchanta damage buff. The whole power budget for the army was balanced around Violent Fury before since ardboys, brutes, and gruntas were all damage 1 previously. Now the individual units can get better damage on their own, and the Warchanta can have other value.

    • @strategoi
      @strategoi  4 หลายเดือนก่อน

      I love that perspective on it!

  • @jakea3950
    @jakea3950 4 หลายเดือนก่อน

    Another big change to the warchanter is, like starborne, all the scrolls dont pay for their sins. Before you paid army wide for the chanters buffs, now hes entirely optional vs a must have multiples.
    Really like the changes. If we get a spearhead think ill be in! Paint em red plate and then ill have a red, green and blue army lol.

  • @markpandelidis2079
    @markpandelidis2079 4 หลายเดือนก่อน

    They said in the article that he Max's at 3.
    So what this seems to read is everytime he damages a in unit combat and it gets destroyed, he gains 1 token. They never go away, and at the of every turn it checks to see how many tokens you have and you get + attacks based on what you have to a max of 3. I imagine it's worded that way because there may be ways of turning off abilities. Like Belakor. You'd have to pass the 3+ gate to be able to activate this ability, it's not permanent like it was before. It has to be activated, but as long as there's nothing stopping it, it is basically always on, but it's also different than a passive.

    • @strategoi
      @strategoi  4 หลายเดือนก่อน

      Makes sense! How are you interpreting the generating of the tokens? Could he generate three in one turn if 3 units he tagged die?

    • @markpandelidis2079
      @markpandelidis2079 4 หลายเดือนก่อน

      ​@@strategoiya I don't see why you couldn't. It gets exponentially harder to pull off because of how thin your stretching yourself, it's only combat attacks, so you have to be in combat with 3 units and have atleast 2 more of your units in combat with the same enemy units and not have your stuff die in between combat activations. So I'd say you'd be lucky to get 2 in a turn, which is still pretty good.

  • @starslayer2438
    @starslayer2438 4 หลายเดือนก่อน

    You two are doing a great job! Putting out five of these videos per week (and most on the same day that the corresponding article was posted!) is quite the endeavor!
    For Gordrakk, I would say that the tokens definitely stay. Since the ability doesn't say that those are removed or that they only stay for a turn. However, I initially read it that you would only get 1 token per turn, but your video made me reconsider that. Actually not sure if you get 1 per destroyed unit or a maximum of 1 per turn total.
    Overall, a sweet little faction focus. Ironjawz looking good. Though the inclusion of that Waaagh makes me wonder why Kruleboyz didn't get one. That one probably fell victim to the "all battle traits of a faction must fit on a single card" paradigm that the indexes seem to have. I suppose factions will get more abilities in their battletomes.

    • @strategoi
      @strategoi  4 หลายเดือนก่อน

      Agreed about the kruleboyz. Definitely a design based sacrifice.

  • @The_ZerGhoul
    @The_ZerGhoul 4 หลายเดือนก่อน +2

    Great video again! Perhaps you don't need to be emotional about it coming to an end and you can take it slower and do full reviews once we get full rules :P (analysis of battleplans could also be nice).
    My 2 cents here, obviously not having all the info:
    Overall it seems like the playstyle might change (same as when I said OBR might shift back from potential big elite model armies into bubbles of mortek guards+catapults). We haven't seen the cavalry battle formation yet but I'm thinking that a big alpha strike round 1 might no longer be possible.
    Right now, warchanters give 100% chance +1 dmg to a unit. So people can bring 2-3 of them, buff up models and then mighty destroyer them across the table (double move, sometimes tripple move with mount trait maw-krusha). The Maw-Krusha can issue the commands x3 and if really needed, there is a command trait to issue it again (but costs more CP, if I'm not mistaken, a 2nd maw-krusha could potentially issue it 3x as well but I don't think it's a popular play). There is also a thing about teleporting a unit and then moving it with mighty destroyer to almost guarantee a deepstrike charge. Now, the boring part about this playstyle is that if there are good screens, you may hit into those and straight up die from the counter-attack because Ironjawz, although having an ok amount of wounds are a bit squishy for a melee army. With Smashing and bashing, if no good screens, you may be able to get in Round 1 and chain kill enough to more or less win from that, lose hard if it fails. I guess some players might try to send it by waves but the warchanters cannot keep up with that fast army so it hits super hard on the Waaagh+buffs and then is a bit squishy with soso dmg afterwards so it runs out of gas sort of. The small pigs also gain a ton of dmg from the warchanters because it buffs both the mount and rider (+1 dmg), I'm not sure it'll still be the case. Waaagh used to be board wide in 3rd edition so going back to a bubble kind of sucks for that. Losing the chain attacks will be big for sure.
    With the faction focus from today:
    1- The new Mighty Destroyers:
    might not be great for new players but maybe better for more advanced ones (maybe you can sometimes pull tricks like Khorne does by moving out of sequence into combat although it's still only 3").
    2- Warchanters:
    I'm guessing the Ardboyz might be still only on 1 dmg (hacking crew on the big pig are 2 ardboyz) but the thing about the Warchanter buff change is that Brutes now have the extra dmg built into their warscroll which is big. It's as if they were permenantly buffed already and you MAYBE can add the new prayer to buff them even further (we're now looking at a reinforced unit with 8 models that would hit for 3 dmg and 2 that would hit for 4, it seems very scary). It also means that you might no longer struggle as much if your warchanter can't keep up with your army to double their dmg output.
    3- Gordrakk:
    Almost no one plays him because the generic version with enhancements is flat out stronger and even now that he's cheaper than the generic Maw-Krusha, you MIGHT consider him if you want to run a 2nd one and have no enhancements available but several people still would not take him mostly for the fact that he's on a 4+ save while the generic one can be put on a 3+ save. So the save change here is good. My understanding of his Waaagh is that it's adding +1hit on top of the rest so it's a better version. It's very funny because I watched another Orruk channel's review earlier today and no one there either (neither him nor anyone in his chat) could agree on and figure out how the Strength from Victory worked, it'll certainly need an FAQ.
    4- potential synergy with Kragnos although Kragnos' warscroll looked terrible (4+ save) so it will probably depend on how cheap his new warscroll his and how much you can fit in the bubble.
    5- Big Pigs: I think the reason for the 2 profiles is that this one is the mid one (there is a hero + guys on the sides, generic + guys on the sides, regular single pig with no guys on the sides). So they probably kept those separate so that the one without these guys on the sides just has the same regular rider weapons profile. The rampage looks amazing and 5 dmg attacks is very scary but it'll require it surviving a turn in combat with its 12 wounds and also means I'm slightly confused about how difficult it may be to build momentum on the basic big pigs without this rampage (maybe the cavalry battle formation will give them run+charge?). If you can't get your 3 momentum, the dmg output isn't that impressive.
    Overall, the battle traits look weak but the warscrolls look strong. It seems like it may be a bit swingy but will hit very hard if damage goes through. I'm not sure if it'll be stronger or weaker (mounts no longer being buffed by the +1 dmg and maybe CPs, I'm not sure I fully understand the new Companions rule) but it seems like it will hit very hard in melee and will be better at brawling with now a 3+ save instead of a 4+. So I think the playstyle might shift away from alpha strike to a more brawly more consistent army that can push enemies off objectives.
    Final note, make sure to use the LRL Facet of War to make Ironjawz high dmg attacks hit on 5s or even 6s and dodge as many of those 3-5 dmg attacks as possible ;)

    • @kennypalmer8971
      @kennypalmer8971 4 หลายเดือนก่อน +1

      I definitely think Ironjawz playstyle is shifting. It’s no longer an alpha strike army which some people are going to be upset about, but in general is healthy for the game. It’s going to shift to a more mid range bruiser type army, especially with the changes to Brutes. Brutes doing more damage, getting a better save, and preventing enemy units with health characteristics of 1-2 from contesting objectives is massive. Most armies will have units with 1-2 wounds that they rely on for getting objectives. Even then if they run a 3+ health characteristic infantry unit into you, you’re going to still destroy them. The new Mighty destroyers may seem like it got nerfed from the previous version, but being able to just guarantee move 3” into combat on both players’ turns is insane. Khorne got to be a meta army because they could move d6” into combat. It’s a guaranteed way to shut down enemy charge bonuses in some cases. it can move you onto objectives that maybe you don’t control and now you’re forcing your opponent to have to turn over there to deal with you. The flexibility of the army is going to make playing it a bit more dynamic to experienced players.

  • @SirTimbo
    @SirTimbo 4 หลายเดือนก่อน +4

    I also read it as gordrakk can get 3 per turn, assuming he somehow damages 3 units that get destroyed.

    • @strategoi
      @strategoi  4 หลายเดือนก่อน

      3 per turn and up to 3 as well, or simply 3 per turn and thus stacking endlessy? 🤔

  • @christianjohansson7185
    @christianjohansson7185 4 หลายเดือนก่อน

    Waagh?!
    Oink?
    Waaagh?!!
    Squeee???
    WAAAAAAAGGGHHH!!!!
    SQUEEEEEEEE!!!!
    NOBODYZ REDY FER DA PIG WAAGH!

    • @strategoi
      @strategoi  4 หลายเดือนก่อน +1

      😂 I want all comments to be like this on every ironjawz video

  • @shethek1733
    @shethek1733 4 หลายเดือนก่อน

    To be fair, the You Messin'? seems way too good to me. We have to see the point costs but the fact You can just deny the enemy ability to contest objectives with his line troops seem like an absolutely overpowered ability.

    • @strategoi
      @strategoi  4 หลายเดือนก่อน

      Very strong, yeah. If brutes end up being cheap, you could literally have turns where your opponent doesn't score anything from objectives. So I imagine they'll be priced appropriately.

  • @alias-yv2ro
    @alias-yv2ro 4 หลายเดือนก่อน

    I’m a little sad that there wasn’t a ironjaws spearhead revealed, I was hoping to get into ironjaws but without a spearhead I’ll prolly have to 3D print EVERYTHING instead of like. Half of the stuff

    • @strategoi
      @strategoi  4 หลายเดือนก่อน

      😂

    • @jakea3950
      @jakea3950 4 หลายเดือนก่อน

      They'll definitely get one once they get their index.

  • @Strade8
    @Strade8 4 หลายเดือนก่อน +1

    Godrakk doing less damage than Belakor on the charge (if he has nonother buffs) looks a bit weird to me..
    The gameplay changed, they are no more an alpha strike army that dies if you position wrong, they tank and hold objectives.

    • @strategoi
      @strategoi  4 หลายเดือนก่อน +1

      Hah, yeah, good point about belakor. Then again, he was the first chosen of the chaos gods 🤷‍♂️.
      Do you like the fact that they appear tankier now? Sure fits the way they look.

    • @jakea3950
      @jakea3950 4 หลายเดือนก่อน

      Super weird comparison, lol. I'm pretty sure the first chaos price thats millennia old is more dangerous than a crazy orc on a dopy brute.

    • @Strade8
      @Strade8 4 หลายเดือนก่อน

      @@jakea3950 I have no idea about the lore, but Belakor in third costs 80 points less than goddrakk. Belakor was a tech piece that still has one of the strongest ability in the game, it could no do much damage in third edition, goddrak lost his super powerfull ability to do 3 commands, was able to do a lot of damage and cannot move as much as before.
      So Belakor became much more powerful than Goddrak and I am pretty sure points will not respect that.