More thinking about Ironjawz

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  • เผยแพร่เมื่อ 18 มิ.ย. 2024
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ความคิดเห็น • 15

  • @loopgru
    @loopgru 10 วันที่ผ่านมา

    I don't think we know enough to judge well yet. It's not as strong, certainly- single unit, only 3". But, while this may be copium, we don't know if Grunta Stampede (one of the other battle formations) will interact here, and we don't know if there will be a warscroll modification on Gore Gruntas or similar. Or if Hand of Gork is changed.
    What we *do* know now is that the warscrolls we've seen so far are *hilariously* good. With the attack profiles we've seen and all of the stacking buffs behind them (+1A from Waaagh, +1A from a long charge, crit x2 from Bash 'Em, +1 to hit from Gordrakk, +1D from Killa Beat)... That's enough to turn a reinforced Ardboy brick into a wood chipper, or a reinforced Gore Gruntas warm into an ICBM.
    So anyway. It's been a good week for reveals on my end- S2D looks great, IJ looks solid, now I just wait and hope that Khorne is good.

  • @massimorolli4414
    @massimorolli4414 10 วันที่ผ่านมา +3

    Murderlust (and the new Mighty Destroyers) are great to shut down enemy battle tactics. You can do it in the enemy hero phase, after knowing what your opponent battle tactic is and after he has moved all his units. You can close lane, protect the unit he has to kill, etc....

    • @xavierwt
      @xavierwt 9 วันที่ผ่านมา

      I think he just doesn’t want to get it.
      Mighty Destroyers was a meme ability. For it to work you had to be far enough outside 12 that you’d make a regular move, or close enough that a hero phase charge wasn’t truly relevant. This was basically only good on the fast units and was therefore a terrible army rule for the balance of a faction with such a small roster. It was abusable if you dedicated 1370 points to 12 pigs, 2 warchanters and a cabbage, but it invited an alpha strike that wasn’t all that good of a strategy in the first place and that wasn’t winning IJ games against good opponents.
      The triple move was never going to happen. We knew from the start of the edition that NO warscrolls were going to allow doubling up on commands.
      This new edition brings IJ everything it wants. No battle shocks. Elite profiles. Damage output galore. High saves.
      And on top of that, it gives us a better Murderlust. For free. 10 times per game.
      I can push a unit of Brutes 19 inches towards an enemy unit by using MD (3), At the Double (4+6), MD again (3) and then pile in (3) achieving the desired effect to tie down an enemy in their territory AND helping score Seize the Centre.

    • @scheikundeiscool4086
      @scheikundeiscool4086 7 วันที่ผ่านมา

      @@xavierwt I think this will version of the rule will still puch ironjaws towards rellying heavily on the monsters and the cavalery. Since unlike khorne ironjaws do not really have trow away units. The new mightey destroyers is great whit the big pigs for instance. You can just run up the side until your whitin 6 inches of a part of thier screen. Then mighty destroyer into combat range but only just. So that thier unit has no way in hell they can kill your giant pig. Of course they could retreat and get a other unit in to kill the pig. But something like that really causes a trafic jam. And pigs beeing faster make it both easyer to get in thier face and more threathening that they might get around thier screens and get into something soft. And not engeging the pig will get them charged by a max momentum one the next turn. And those things hurt. On the infantry it's alreight i guess but the infantry is just not that great. Because they suffer from a lack of density just based on the warscrolls. They are tough and mean sure but the footprint is just to much in most cases. Going up to 3+ is a big help and the new way casaulty removal works helps to i guess. But it is not what makes ironjaws that much better then other eliteish armies.

  • @persigvallius6778
    @persigvallius6778 10 วันที่ผ่านมา +1

    The goal of murderlust is not to run up the board. You position your unit just outside 3" and then in you opponents turn you move into close combat preventing your opponent from moving.

    • @scheikundeiscool4086
      @scheikundeiscool4086 7 วันที่ผ่านมา

      That's all great and all but the thing is ironjaw infantry is extreemly fucking slow so it could really really use an ability that helps them get up the board. Ironjaws already tend to play heavily into the cavalery side of things. This rule changes makes that even more likely. Moveing into combat is fun and all but kinda useless if everything and their mother is faster then you and can just stay outside of the range to begin whit.

  • @woolf552
    @woolf552 7 วันที่ผ่านมา

    Im pretty sure Companion weapons just cant be buffed, its worded like that to reflect that they can still be debuffed by opponent

  • @smatta84
    @smatta84 10 วันที่ผ่านมา +1

    Hello Moss, I was one of the individuals that commented on your reaction video mentioning its negative tone and I feel like I should clarify.
    1st -thank you for considering the feedback you receive, many content creators don’t.
    2nd -my comment was regarding more of a vibe than you actually disparaging on the faction. It was completely from my perspective, but once you read the army ability, you seemed to be a bit deflated, and it came of in your tone and lack of optimism for much of the rest of the review. I was/am still hype for 4th and my Ironjawz, but I felt like it was misplaced bc you are a knowledge resource and I started to feel bummed along with you.
    3rd- looking back it is a “reaction” video and I should have taken it more as such. These rules are what we have to live with and I know there will be much analysis to come given the full rules and play experience, everyone’s initial reactions are valid…even disappointed ones…don’t let me or others keep you from expressing authenticity with your content
    4th- still am a fan keep up the good work

    • @MossDogAoS
      @MossDogAoS  10 วันที่ผ่านมา

      Thanks! I'm warming up to the rules.

  • @SoroYo
    @SoroYo 10 วันที่ผ่านมา +1

    I believe there are 2 major things we haven't seen yet that will flesh out the army. Hand of gork and get'em beat.
    Imagine 10 brutes with +1dmg, 3D6 charge, crit 2hits, and +1att for charging more than 8" after a teleport.
    Or the same but with some arboys or 3 pigs, to clear screens turn 1 or use power thru to get behind them and in the enemy hero phase they move 3" tagging as much units as possible.
    That just sounds amazing and it still hard to pull off because you need at least 1 spell, 3D6 prayer and a 9" charge.

    • @massimorolli4414
      @massimorolli4414 10 วันที่ผ่านมา +1

      That 10 brutes fully buffed in the waagh cause on average 94 damage on a 4+ save.... WOW!

  • @zramirez5471
    @zramirez5471 10 วันที่ผ่านมา

    Damn dude I gotta get my discord sorted - I need some notifications for this stuff! Unrelated, I love that oddly smooth funky background music. Not everyone can pull that off.

  • @markg.3171
    @markg.3171 10 วันที่ผ่านมา

    The monkey was me 🙉 cause I hadn’t listened yet to the video

  • @solidsentinel1285
    @solidsentinel1285 10 วันที่ผ่านมา

    Definitely a little disappointed with some of the rules and no spearhead really sucks as I was planning on getting into AOS through that but I’m still excited to try them out. I think the sub factions will really have a big effect on this army especially if one lets you pick multiple units for might destroyers

  • @MisophonicMan
    @MisophonicMan 10 วันที่ผ่านมา

    Sluuuuuurp