Pendulum - trying to think of niche uses. Area denial between terrain? Chokepoints? It can essentially go back and forth in a chokepoint or an objective and force enemy to spend attacks removing it. Slow Melee units it can just move through and they're forced to chase?
@martym38153 сағат бұрын
Shackles you can set up on top of units - no restriction on inches from enemies. Then it becomes a tax to kill.
@MossDogAoS3 сағат бұрын
I can't wait.
@martym38153 сағат бұрын
Also palisade works both ways.
@Morec03 сағат бұрын
I say remove the idea of manifestations, repaint this and finally give NH a monster.
@PMMagroКүн бұрын
The models do look great! can be used as champions, musican, standard in a norma unit anyway.
@SpooKimi2 күн бұрын
I really just wish they didn't change the movement as they feel so slow now for being a hyperactive squig
@MossDogAoSКүн бұрын
I want to see the Squigboss before I make up my mind.
@nigeltownley74723 күн бұрын
You can't teleport monsters, it specifies infantry. Unless I'm missing a different rule 😅
@FunkyRhymez3 күн бұрын
I love that he can get a third chance to unbind on your turn when your opponent tries to get wise and use magical intervention lol
@xavierwt3 күн бұрын
Can’t give him VEC as he’s not an Infantry unit
@MossDogAoS3 күн бұрын
Right. My bad. Going to take a bit to unlearn some things.
@DaigotsuSoetsu2 күн бұрын
Had to check comments to see if I wasn't crazy. VEW not working on Cavalry and Monsters will hopefully mean their power budget isn't dis-proportionally high compared to our lackluster infantry. I wonder if the Marshcrawla is getting the Monster keyword, with 5 control and a rampage or if it's getting something else like Cavalry and some kind of charge buff or mortals, maybe even War Machine, I think SCE/S2D chariots are considered that?
@custodesdan10893 күн бұрын
Wow thanks for the math hammer. So where’s our hammer? Cuz I’m not really seeing anything that competes with SoB, the gate keeper army
@QTheAListJ3 күн бұрын
Don't forget a single unit of 20 gutrippaz deals 15 mortal dmg with the mortals on 5, and we have yet to seen big hitting unit like the troggoth and skumdrekk. Coupled with strike last, damage wise KB looks good
@custodesdan10893 күн бұрын
It’s pre faction pack and I should wait until I see it all, but calling gutrippaz a hammer is insulting. Have you seen brutes or chaos knights? Those are hammers
@Grrg3 күн бұрын
Looks like it is still a great unit but maybe plays a little different
@brib97163 күн бұрын
Are you more excited to play KB or IG? And by how much?
@MossDogAoS3 күн бұрын
My playstyle is counter-strike castle. So KBz for sure. However, I also love IJz. So, I will certainly be mixing it up. I will likely take KBz to my GT in August.
@brib97163 күн бұрын
@@MossDogAoS What would a KB counter strike castle list look like? Was it your KB playstyle in 3rd? How do you think 4th changes it? Sorry, I'm a noob.
@MossDogAoS3 күн бұрын
@@brib9716 I played Big Wagh! In 3rd mostly. No idea what lists will look Luke in 4th. Stay tuned!
@brib97163 күн бұрын
@@MossDogAoS I mean what is a counter strike castle
@MossDogAoS3 күн бұрын
@@brib9716 In BW it was Ardboyz at the front, pigs on the flanks, and a creamy centre of casters, heroes, monsters, ranged dmg, etc. You march up the map and do your KBz' morky tricks and IJz' gorky fist. You play reactively, with a toolbelt full of options to counter whatever you come accross. My favourite type of army in any game.
@destrogio29263 күн бұрын
Yay, Gobsprakk Love :]
@davidfortin64374 күн бұрын
Just to clarify Moss, Dreadblade Harrows are now a unit of 2 and are kind of special. It used to be a single hero but it seems they finally moved it to a unit. Olynder's ability would return 2 Cavs minimum as Hexwraitys were 2 wounds (if they didn't change the health characteristic)
@jeremiahj11085 күн бұрын
Did you figure in gutrippa -1 to hit. They will have that 66% of the time vs brutes not accounting everything they could do. First strike, choking mist etc
@MattFraz13r5 күн бұрын
I really appreciate the breakdown of the statistics. My math skills have long dwindled away.. having someone else explain the use case for these moves is so helpful. I'm excited to see how the whole faction has changed into this new edition. I'm new into the hobby, but my gut has been right about a good chunk of the changes. I had a feeling the Warchanter would shift into a Priest and my Brutes, that haven't been playing very well, have gotten a decent buff. I'm hoping the Ragerz and Weirdbrutes get similar changes.. because a 5+ save with a 5+ ward isn't that great rn
@Ingethel-5 күн бұрын
You’re single handedly keeping me enthused about my Ironjawz in 4th. ……waaaaaagh
@bianerovcorbulo53545 күн бұрын
And you can still add +1 attack on a 8+ charge!!!
@massimorolli44145 күн бұрын
I think the role of Ardboyz will be to screen Brutes from units that can hurt them. Even if 10 brutes can survive most hammers, their efficiency would be hurt by half of them being killed. Also running all the buff heroes will mean you will almost never control who goes first, so protection from big hammers would be good.
@custodesdan10895 күн бұрын
Remember that if you’re 50pts down in your list you’ll get an extra cp for turn one. Use that cp or save one to chant in enemy phase for more ritual points
@rotm44475 күн бұрын
72.78 damage...bruh
@nocturnowl_01006 күн бұрын
If only overkill wasn't limited to the unit XD
@nocturnowl_01006 күн бұрын
Maybe Mighty Destroyers the Chanter away from the center of the mosh so he can dance around the edge to have less attacks coming at him.
@simonsmith23736 күн бұрын
kinda fun that a full buff 10x brutes unit should kill just about anything put in front of em
@MossDogAoS6 күн бұрын
Not anything... everything :D
@martym38156 күн бұрын
I thought dreadblade harrows were a unit of 2....
@woolf5526 күн бұрын
Im pretty sure Companion weapons just cant be buffed, its worded like that to reflect that they can still be debuffed by opponent
I personally dont like this noble deed thing, because the heroes you have are not strong enough in combat and get killed way to easy... and the spells could be unbound and you also generate no points... me as a fec player since the second edition is not happy with this mechanic...
@dannyneumann30866 күн бұрын
and you only heal your abhorrants D3 in YOUR hero phase, thats not good for undead heroes that must fight... the only hero that could handle the noble deed thing is ushoran in my opinion
@freakwifme7 күн бұрын
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?
@freakwifme7 күн бұрын
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?
@scheikundeiscool40866 күн бұрын
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.
@jameszeropr7 күн бұрын
I could see the Murknob able to back up Gutrippas and Killaboss on Gnashtoof to help take an objective in a turn. Do mortals, have a ward, force the opponent to strike last, and hopefully hit on 3+ and wound on 3+. Definitely anticipating seeing what our Swampcalla Warscroll looks like.
@pawledz8 күн бұрын
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 😉
@scheikundeiscool40866 күн бұрын
IJ are not khorne. IJ really lack the depth o units that the khorne army has. So not even that upside will ork out.
@markpandelidis20798 күн бұрын
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.
@markpandelidis20798 күн бұрын
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.
@danieldong54007 күн бұрын
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.”
@jesperbecker64128 күн бұрын
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 :/
@markpandelidis20798 күн бұрын
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.
@jesperbecker64128 күн бұрын
@@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.
@markpandelidis20798 күн бұрын
@@jesperbecker6412 for sure!
@liamcarter53898 күн бұрын
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
@rotm44478 күн бұрын
I dunno Brutes get in 19" - 23" off the line. My main concern is what they cost now.
@liamcarter53898 күн бұрын
@@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
@rotm44478 күн бұрын
@@liamcarter5389 Md on their turn gives you 5.9" to get into combat, or md and countercharge.
@liamcarter53898 күн бұрын
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)
@markpandelidis20798 күн бұрын
But your opponent knows that and will always stay out of 6". That'll almost never work.
@bramraets20948 күн бұрын
Thanks for all these vids!
@loopgru9 күн бұрын
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.
@smatta849 күн бұрын
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
@MossDogAoS9 күн бұрын
Thanks! I'm warming up to the rules.
@FunkyRhymez9 күн бұрын
power through so good. it doesnt need to end the move in combat so that opens up more options too
@persigvallius67789 күн бұрын
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.
@scheikundeiscool40866 күн бұрын
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.
@zramirez54719 күн бұрын
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.
@MisophonicMan9 күн бұрын
Sluuuuuurp
@markg.31719 күн бұрын
The monkey was me 🙉 cause I hadn’t listened yet to the video
@QTheAListJ9 күн бұрын
Moss, the carve a path must end out of combat, contrary to what you've shown, but it allows for charge which is needed for Power Through so the idea of it stays the same.
@massimorolli44149 күн бұрын
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....
@xavierwt9 күн бұрын
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.
@scheikundeiscool40866 күн бұрын
@@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.
@SoroYo9 күн бұрын
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.
@massimorolli44149 күн бұрын
That 10 brutes fully buffed in the waagh cause on average 94 damage on a 4+ save.... WOW!
@ClovisLaRoche9 күн бұрын
Carve a path is once per army.
@solidsentinel12859 күн бұрын
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
@gothicabismal9 күн бұрын
With this.... the 9 pigs list is viable!?!? :o the entire board with all pigs maybe looks cool!!!