It's a damn shame GW doesn't release more units for Iron Jawz. They are so frikkin cool but gets so one sided. And NO, i don't want to ally with Bonesplitterz.
@@qyzxger790 they're just missing enough stuff for options. Ironjawz are also not very orky, they play more like how i'd imagine khorne. Bonesplitterz are my fav faction, but they have like no units.
@@williamgoyette517 Yeah but i think ork and khorne should always be closely together. Isn't khorne enjoying the orcish way? :P i thought he does like it :P
Quick tip for Matthew, you can use Mighty Destroyers to charge in the hero phase, then retreat away in the movement phase to a position 3.1” away from other units. Then in the charge phase because they made a charge earlier in the same turn they are still eligible to activate and pile in to attack. This could have been used to try and charge morathi in your turn 2 hero phase, do some mortals and then move out and behind her to pile into the archers. It’s also a useful trick for getting multiple activations without being hit back first.
@@olafolafsson2755 if you make a charge move during the turn you are able to pile in and attack, even if you start more than 3” away during the combat phase. So if you charge with mighty destroyers in the hero phase you gain the right to pile in later in that turn during the combat phase.
Probably the most enjoyable replay i have senn here for a long time (and I really like your replays). I really love the fact, that ironjaws are this massive bruts that just smash and bash yet they are one of the most tacticall armies in the game haha. Allso like this sscenario. Makes fame much more than just kill your enemy.
Was thinking of getting into this game, only army that caught my eye was the daughters of khaine, plus I could use the giant snake lady as a proxy for a deamon of slannesh in 40k so it all works out lol
Hi Matt, I've been watching you play Ironjawz for a bit now and I think you can build your lists a bit better/more efficient. See if you can ally a Fungoid Cave Shaman from the Gitz. Maybe two if it fits. They're a great source of free CP and unbinds, and IJ can never have enough CP 2x 15 ardboys and 1x 6 Gruntas is and odd choice imo. If you split them up into 3x 10 and 2x 3 you have another 2 units that count to your "Waaagh" command ability. Another great video, keep it up!
he wants to buff bigger units with the warchanters - so he doesnt split so much. IJ shaman can also get 1+ CP ability, also Ironsunz generate a cp - orks have a lot cp actually, also while the cunning general command and the ironfists dont need CPs to activate mighty destroyers.
I know you said the mat is from studio level but is it purchasable? I cannot find it anywhere and studiolevel appears to just do commission work. Thanks
Awesome table! Love your thematic builds. Luca, I think you should have fought the pigs with the Shadowqueen in your herophase to potentially free up her and the bloodstalkers.
I've always been confused by how you play Ironjawz - specifically the Warchanters...though I am admittedly pretty new to the game. Don't you have to roll a dice and get 4+ before you apply the buff, and also each warbeat can only be used once per turn regardless of the number of warchanter models you have? (pg 58) In first round Matt just applied buffs automatically and used the Killa Beat twice. Love the battle reports and I'm enjoying the house rule sequential turns!!!
Gottta say, Matt winning this very unfavourable matchup vs daughters on a table that has too much terrain for ironjawz in a scenario where morathi excels is pretty impressive. Also, Luka gave the witch aelves too many attacks.
I love seeing Ironjawz, but I wish another battleplan would have been selected, esp because the scoring was not accurate. In this battleplan the player loses control of the objective, when a hero (eg Megaboss in turn2) leaves the objective, so when another (eg warchanter in t2) recapture it, the scoring starts from one point again.
That's not how it works. If your hero leaves the objective you lose control of it, but you regain control when another hero moves onto it. You're then still holding it for consecutive turns.
@@jordivermeulen2519 The designer’s commentary for GH 2020 does actually specify it a bit more: you don’t get more than 1 victory point if you lost control in between your last turn and your current turn. So consecutive is meant to be read as uninterrupted.
49:00 Technically the attack sequence is made up of hit -> wound -> save for each attack one after the other. We can speed it up by rolling them in parallel. But technically, declaring to use Bloodthirsty after the hit rolls of a whole bunch of attacks breaks up the attack sequence. Let's say you have 10 attacks: You hit with 9 of them and decide to use Bloodthirsty, because you know it was a good hit roll. But if you follow the attack sequence, you only would have known you rolled above average with your hits after you went through the whole sequence with more than half (assuming 4+ rolls for this example). Unless there is a FAQ about triumphs im not aware of, I like to go with rules as written if in doubt. Does that make sense at all? x)
That makes perfect sense! We have agreed amongst ourselves that we will allow that type of rules interaction as it speeds up the game. This usually benefits both players equally over the course of several games.
The reroll hits and wounds triumphs are activated when you pick a unit to fight, not after you've seen the rolls. Only the reroll saves is activated before you make the save rolls, so you can see how many you need to make before deciding.
@@jordivermeulen2519 Agreed, though through implication and really screening the rules rather than GW actually writing it out for the ability. I don't think it'd be a hill I'd die on, if i came across an opponent who wanted to activate it late. My wish is that GW makes it more clear to begin with.
@@Lodorn the rules as written seem crystal clear to me: "Once per battle, when a friendly unit is picked to shoot or fight, you can say it is bloodthirsty. If you do so, you can re-roll wound rolls for attacks made by that unit until the end of that phase." Compare this to Indomitable, which says "Once per battle, before you make a save roll for a friendly unit, you can say it is indomitable. If you do so, you can re-roll save rolls for attacks that target that unit until the end of that phase." From page 75 of the GBH 2020.
Tanky? I felt them quite the opposite: The best saves they have are 5+ (4+ with the cauldron in range) and the 6+ FNP is not that great. Maybe with some interesting combos they can get a bit better, but not by a great margin
I wonder how many games get scrapped to make these vids, because they don’t have a backlog of usable games big enough to upload some of them on weekends, and it doesn’t seem like they’d only film two games a day
We actually very rarely scrap a battle report, and usually then only if there were major technical difficulties. We don't have the manpower to scrap games.
If you look at the map, they seem to be within 12 inches of his commander, and he mentioned an ability in the beginning that gives them +1 to their saves.
@@ClosedGame75 nah. The cauldron? He assumed witches started at a 5+And he added +1 and played them as having a 4+ iirc. The best Save they can get is the following: +1 for cover, +1 for shields, +1 realm of meta spelll, +1 for the cauldron = 2+ save. Usually you‘ll end up with a 5+ or a 4+ with shields. :)
@@lestrike2707 page 68 of the new battletome. Hagg Nar gets a 5+ fanatical faith save when within 12 inches of the general. The general was the bloodwrack medusa.
They auto animate turn 2 onward from hagg nar, so he only needed to roll to walk the guy turn 1. Not a terrible choice but more snakes are still better imo.
@@jgicantfindaname there’s enough turn 1 combat a bad scenario/matchup could really hurt your chances with the dead weight or underpowered cauldron I don’t think I’d do it even with hagg narr
The actual rule probably says something like „your turns“ and not just „consecutive turns“. Always read the actual rules, because some slight differences in wording matter a lot.
@@davidgantenbein9362 "Each player scores victory points at the end of each of their turns for each objective they control. The number of victory points is equal to the number of consecutive turns the player has controlled the objective for: 1 VP on the turn they gained control, 2 VP at the end of their 2nd turn, and so on." Quote from GHB2020 It only says consecutive turns.
@@Lodorn Interesting. I only have the wording for „three places of power“, where it states „victory points are equal to the number of your turns the hero has controlled the place of power“. There is though a designer note for GH 2020 on how to score. Imo it’s written badly, but it seems to try and clarify this.
@@davidgantenbein9362 You are correct, there is something in the FAQ: Q: Can you explain in more detail how to determine the number of victory points I score in the Places of Arcane Power battleplan? A: Victory points are scored at the end of each of your turns only. This means that you would score 1 victory point if you gained control of the objective in the same turn, you would score 2 victory points if you controlled the objective at the end of your last turn and had not lost control of it since, and so on. That makes it seem to me, that you have to hold it through your opponents turn, too though.
@@Lodorn Maybe I misunderstood you. I was of the opinion that you wanted to add victory points based on turns. I.e. getting 3 points because you held it for your turn 1, the enemy’s turn 1 and your turn 2. That‘s why I mentioned that there is probably some kind of wording limiting it to your turns, so that you only get 2 points for holding it. But it seems you were more like asking if you would get 2 points for getting the point back in turn 2 after already owning it in turn 1. To my understanding the mission is supposed to work like this: you have to hold the place without any interruption to get an amount of victory points equal to your turns that passed, not total turns.
Did you know that the animated prayer for the avatar of khaine lasts only until your next hero phase? I see in a couple battlereports that you just use that prayer at the beginning of the battlereport and then just move and attack with the avatar for the rest of the battle, but you would have to use the animated prayer every turn to do so
@@cberg2731 not really when you can consider the detail and the process required from design to casting. You're more than free to invest in a 3D printer or casting equipment. Either that or stop being a poor little baby in a hobby that costa money cause here news all hobbies are expensive. Wait till you see what they charge for paints.
Make luka share dice… it makes the matches less entertaining when his rolls are always stupidly above average. He also plays cheese armies. I would be fine with less videos with him.
You guys. Your playing on a battle matt with a river. You put a bridge over the river. Then you marched your orcs right into...the river. Smh. Why have the river at all?
turned off when they said they don't play the game anymore. Until double turns are removed from the game you should play with them. Matt just over-extended if a double turn on turn 2 was going to cause him to instant lose.
They've explained a couple of times why they chose to stop doing the double turn. In case u missed it, they found, as content producers of AOS, it was leading to way too many stomps and videos that overall were not entertaining. I can understand why u'd want them to keep it, but also, I totally understand why they dropped it.
Wow, you're a big man aren't you? Another keyboard warrior spitting unnecessary venom with no intelligent reasoning. If you can't be constructive & helpful, then I'd suggest you keep you're opinions to yourself ... or better still just stop watching the channel.
I don't normally take specific notice of this, but the table setup is absolutely gorgeous and thematic.
What colours are the Ironjaws painted in? It’s such a great yellow and green combo!
Yellow and green
@@benn1181 😂😂😂
They were most likely commission painted by one of their many painting partner program studios wich one specifically I do not know
@@benn1181 i think he means the paint shades
"I'd rather you try and get me off." Hur hur hur. -Turkle the Uncivil.
Bridge battle, bring me 1000 genoese crossbowmen and 2500 italian spear militia. The Hungarian kingdom will not take Italy.
But only after I've exposed myself
Daughters of Khaine are such a beautiful army. So tempted to build one of these
It's a damn shame GW doesn't release more units for Iron Jawz. They are so frikkin cool but gets so one sided.
And NO, i don't want to ally with Bonesplitterz.
AoS 3.0 Gordrakk bringing the fight to Sigmar
The thing is what does a real orkish army is missing? :D i mean they have not much but everything that makes them what they are :D
Bonesplitterz need more than ironjawz lol, they only have like two kits.
@@qyzxger790 they're just missing enough stuff for options. Ironjawz are also not very orky, they play more like how i'd imagine khorne. Bonesplitterz are my fav faction, but they have like no units.
@@williamgoyette517 Yeah but i think ork and khorne should always be closely together. Isn't khorne enjoying the orcish way? :P i thought he does like it :P
Lukka - Witchbrew it is 1 roll specified twice on a 5+ to keep people from mistaking that they would get the battleshock immunity free.
Quick tip for Matthew, you can use Mighty Destroyers to charge in the hero phase, then retreat away in the movement phase to a position 3.1” away from other units. Then in the charge phase because they made a charge earlier in the same turn they are still eligible to activate and pile in to attack. This could have been used to try and charge morathi in your turn 2 hero phase, do some mortals and then move out and behind her to pile into the archers.
It’s also a useful trick for getting multiple activations without being hit back first.
I do this sometimes but in khorne to keep 1 of my elites safe
why can I pile in more than 3 away from opponent?
@@olafolafsson2755 if you make a charge move during the turn you are able to pile in and attack, even if you start more than 3” away during the combat phase. So if you charge with mighty destroyers in the hero phase you gain the right to pile in later in that turn during the combat phase.
Probably the most enjoyable replay i have senn here for a long time (and I really like your replays). I really love the fact, that ironjaws are this massive bruts that just smash and bash yet they are one of the most tacticall armies in the game haha.
Allso like this sscenario. Makes fame much more than just kill your enemy.
Witch Aelves only got a 5+ save if they use shields, so with Blood Shield Luka would just have a 5+ save before rend.
Witchbrew is not 2 separate rolls, its one but if its 5+ you get immunity also. Thats how it works now. Waiting for FaQ to change this.
So almost two hours, so I guess it's just two elf command phases and the rest is cut for time?
Was thinking of getting into this game, only army that caught my eye was the daughters of khaine, plus I could use the giant snake lady as a proxy for a deamon of slannesh in 40k so it all works out lol
Hi Matt, I've been watching you play Ironjawz for a bit now and I think you can build your lists a bit better/more efficient.
See if you can ally a Fungoid Cave Shaman from the Gitz. Maybe two if it fits. They're a great source of free CP and unbinds, and IJ can never have enough CP
2x 15 ardboys and 1x 6 Gruntas is and odd choice imo. If you split them up into 3x 10 and 2x 3 you have another 2 units that count to your "Waaagh" command ability.
Another great video, keep it up!
he wants to buff bigger units with the warchanters - so he doesnt split so much. IJ shaman can also get 1+ CP ability, also Ironsunz generate a cp - orks have a lot cp actually, also while the cunning general command and the ironfists dont need CPs to activate mighty destroyers.
I know you said the mat is from studio level but is it purchasable? I cannot find it anywhere and studiolevel appears to just do commission work.
Thanks
Awesome table! Love your thematic builds.
Luca, I think you should have fought the pigs with the Shadowqueen in your herophase to potentially free up her and the bloodstalkers.
It hurt to watch that part @.@
I've always been confused by how you play Ironjawz - specifically the Warchanters...though I am admittedly pretty new to the game.
Don't you have to roll a dice and get 4+ before you apply the buff, and also each warbeat can only be used once per turn regardless of the number of warchanter models you have? (pg 58) In first round Matt just applied buffs automatically and used the Killa Beat twice.
Love the battle reports and I'm enjoying the house rule sequential turns!!!
yep they do these mistakes all the time^^
The +1 Damage buff Need no diceroll. U just pick a Unit within 15.
But Ur Right with the beats.
Super fun game! I actually learned at lot from your detailed actions
The witch brew scroll literally says roll a dice not roll 2 dice.
Getting in position before watching: Orkz all da way!!!! Now lets see who makes it!
Right pn time! Just picked up ironjawz and making them chaos orks glad to see more gameplay
Very interesting and close game, definitely worth staying up late for
I actually don't understand why Matt's dice refuse to let him enjoy the game
where are you guys located? Nice battle report, few mistakes but hay we all make mistakes, so all in all great thanks!
The vyperic guard ability only lets you use a command ability without cp once a game, not every turn
Gottta say, Matt winning this very unfavourable matchup vs daughters on a table that has too much terrain for ironjawz in a scenario where morathi excels is pretty impressive. Also, Luka gave the witch aelves too many attacks.
What a board, GORGEOUS!
I love seeing Ironjawz, but I wish another battleplan would have been selected, esp because the scoring was not accurate. In this battleplan the player loses control of the objective, when a hero (eg Megaboss in turn2) leaves the objective, so when another (eg warchanter in t2) recapture it, the scoring starts from one point again.
That's not how it works. If your hero leaves the objective you lose control of it, but you regain control when another hero moves onto it. You're then still holding it for consecutive turns.
@@jordivermeulen2519 The designer’s commentary for GH 2020 does actually specify it a bit more: you don’t get more than 1 victory point if you lost control in between your last turn and your current turn. So consecutive is meant to be read as uninterrupted.
Top notch. Such a good game
I wish I could see some Idoneth Deepkin Battle reports and also more creative lists for Cities of Sigmar we always get more of the same for that army!
Anybody know where to get sweet terrain like this? Really diggin the entire theme
49:00 Technically the attack sequence is made up of hit -> wound -> save for each attack one after the other.
We can speed it up by rolling them in parallel. But technically, declaring to use Bloodthirsty after the hit rolls of a whole bunch of attacks breaks up the attack sequence. Let's say you have 10 attacks: You hit with 9 of them and decide to use Bloodthirsty, because you know it was a good hit roll. But if you follow the attack sequence, you only would have known you rolled above average with your hits after you went through the whole sequence with more than half (assuming 4+ rolls for this example).
Unless there is a FAQ about triumphs im not aware of, I like to go with rules as written if in doubt.
Does that make sense at all? x)
That makes perfect sense! We have agreed amongst ourselves that we will allow that type of rules interaction as it speeds up the game. This usually benefits both players equally over the course of several games.
The reroll hits and wounds triumphs are activated when you pick a unit to fight, not after you've seen the rolls. Only the reroll saves is activated before you make the save rolls, so you can see how many you need to make before deciding.
@@jordivermeulen2519 Agreed, though through implication and really screening the rules rather than GW actually writing it out for the ability.
I don't think it'd be a hill I'd die on, if i came across an opponent who wanted to activate it late.
My wish is that GW makes it more clear to begin with.
@@Lodorn the rules as written seem crystal clear to me: "Once per battle, when a friendly unit is picked to shoot or fight, you can say it is bloodthirsty. If you do so, you can re-roll wound rolls for attacks made by that unit until the end of that phase." Compare this to Indomitable, which says "Once per battle, before you make a save roll for a friendly unit, you can say it is indomitable. If you do so, you can re-roll save rolls for attacks that target that unit until the end of that phase." From page 75 of the GBH 2020.
@@jordivermeulen2519 Oh, maybe i had the wording wrong in the back of my head. That is indeed pretty clear.
can you do the new mortal slaanesh units soon please?
Very interested in this DoK list.
Do you have plans to do new Hedonites with some of the new units?
Vampiric battalion is a free cp a GAME not a turn.. good to see these bat reps are still riddled with errors :D
thses guys do nothin else but playin - how they still do these noob errors :/ hard to watch sometimes.
Yeah, orruk warchanters provide some amazing buffs
Good video but Luka really needs to work on his rambling intros. Went over the same thing like 3 times just slightly different wording.
Matt, at 48 minutes, im so sorry, lol. I was so surprised I forgot your name for 5 seconds. rofl
Will there be a Hedonists battle rep out soon?
I can't unsee the fact that these DoK tails look like anchovies
Witchbrew is only a single roll, and the battlerites bonus applies to both effects
The rules refers to them as abilities meaning more than one. It's two rolls.
@@AvatarOfNateP nope. Look up the rule. It says one roll. There`s no mention of a second roll.
@@AvatarOfNateP @Heinvar is right. It‘s one roll
@@lestrike2707 Learned something. Now in 6 months i'll have to remember it... Back to pocket pool until then.
@@AvatarOfNateP touché:D
Daughters of Khaine SEEM SO OP
I'm not a fan of DoK, simply because of how tanky they are. It just feels wrong that they're tougher than Nurgle troops.
Tanky? I felt them quite the opposite: The best saves they have are 5+ (4+ with the cauldron in range) and the 6+ FNP is not that great. Maybe with some interesting combos they can get a bit better, but not by a great margin
No double turns confirmed at 39 mins in, for those that would like to know beforehand.
Thanks for saving me the watch!
*sees a sylvaneth game in the vault* haha, I get that reference.
I wonder how many games get scrapped to make these vids, because they don’t have a backlog of usable games big enough to upload some of them on weekends, and it doesn’t seem like they’d only film two games a day
We actually very rarely scrap a battle report, and usually then only if there were major technical difficulties. We don't have the manpower to scrap games.
The megaboss rolls omg
Are we gonna start seeing Sylvaneth in battle reports? I love that faction and haven't seen them in awhile!
We just posted one today in the Vault! www.miniwargaming.com/content/sylvaneth-vs-ossiarch-bonereapers-age-of-sigmar-battle-report-ep-103
@@miniwargaming saw that! Was wondering if it was indicative of them returning to the channel in future content. Thanks!
15:02 "I'd rather you have to get me off. Now, it does mean I have to expose myself". -Matt, March 2021
Matthew forgot destructive bulk...
Good armies but the Sylvaneth are the best!
The two Kings of Hypotheticals, you two don't play all that often
Need to see some of da propa orruks aka da bonesplitterz, dem armoured yellow gitz are too soft needing all dat armour
Aw yeah my favorite armies!
thought witch aelves have a 6+ save as standard so the cauldron makes it a 5 + doesn't it?
I wanna waaagh! By Twisted Oruk sister!
Witch elfs have a 6+ save, i think luka is using them as a 5+. With sheads is +5 and with blood shield would be a +4
Correct.
Don’t let those pesky rules get in your way
If you look at the map, they seem to be within 12 inches of his commander, and he mentioned an ability in the beginning that gives them +1 to their saves.
@@ClosedGame75 nah. The cauldron? He assumed witches started at a 5+And he added +1 and played them as having a 4+ iirc. The best Save they can get is the following: +1 for cover, +1 for shields, +1 realm of meta spelll, +1 for the cauldron = 2+ save. Usually you‘ll end up with a 5+ or a 4+ with shields.
:)
@@lestrike2707 page 68 of the new battletome. Hagg Nar gets a 5+ fanatical faith save when within 12 inches of the general. The general was the bloodwrack medusa.
Monster mega boss doesn’t get cover iirc.
Monsters don’t in general
Just watched this and was wondering how Morathi was on the table in both her forms for the 1st turn? I thought she transformed mid battle? @mwgstudios
As of the new battletome, Morathi Khaine (as she's called now) has split into two forms, so both are on the table now.
I WANNA WAAAGH LUKA, I WANNA WAAAGH! © Matthew 2021
@Luca: Witches have a 6+ save, not a 5+
They're wholly within 12 inches of his commander, though ... he mentioned an ability at the start that gives them +1 to their save.
@@ClosedGame75 he played them with a 4+ near the commander iirc :)
I wouldn’t bring the lone avatar when the only priest is on the cauldron. That’s two avatars with only one ability to animate.
They auto animate turn 2 onward from hagg nar, so he only needed to roll to walk the guy turn 1. Not a terrible choice but more snakes are still better imo.
@@jgicantfindaname there’s enough turn 1 combat a bad scenario/matchup could really hurt your chances with the dead weight or underpowered cauldron I don’t think I’d do it even with hagg narr
You can play with fewer warchanters if you run Da Choppas
If you’re not rolling for each turn, then you should roll to see who goes first rather then “I have less drops then I go first”
great game
Good fight.
"consecutive turns" does not include your opponents? I didn't know that!
The actual rule probably says something like „your turns“ and not just „consecutive turns“. Always read the actual rules, because some slight differences in wording matter a lot.
@@davidgantenbein9362 "Each player scores victory points at the end of each of their turns for each objective they control. The number of victory points is equal to the number of consecutive turns the player has controlled the objective for: 1 VP on the turn they gained control, 2 VP at the end of their 2nd turn, and so on."
Quote from GHB2020 It only says consecutive turns.
@@Lodorn Interesting. I only have the wording for „three places of power“, where it states „victory points are equal to the number of your turns the hero has controlled the place of power“. There is though a designer note for GH 2020 on how to score. Imo it’s written badly, but it seems to try and clarify this.
@@davidgantenbein9362 You are correct, there is something in the FAQ:
Q: Can you explain in more detail how to determine the
number of victory points I score in the Places of Arcane
Power battleplan?
A: Victory points are scored at the end of each of your
turns only. This means that you would score 1 victory
point if you gained control of the objective in the same
turn, you would score 2 victory points if you controlled
the objective at the end of your last turn and had not
lost control of it since, and so on.
That makes it seem to me, that you have to hold it through your opponents turn, too though.
@@Lodorn Maybe I misunderstood you. I was of the opinion that you wanted to add victory points based on turns. I.e. getting 3 points because you held it for your turn 1, the enemy’s turn 1 and your turn 2. That‘s why I mentioned that there is probably some kind of wording limiting it to your turns, so that you only get 2 points for holding it.
But it seems you were more like asking if you would get 2 points for getting the point back in turn 2 after already owning it in turn 1.
To my understanding the mission is supposed to work like this: you have to hold the place without any interruption to get an amount of victory points equal to your turns that passed, not total turns.
Matt pls burn this dice. Theyre cursed... i Feel the pain xD
Good game
Did you know that the animated prayer for the avatar of khaine lasts only until your next hero phase? I see in a couple battlereports that you just use that prayer at the beginning of the battlereport and then just move and attack with the avatar for the rest of the battle, but you would have to use the animated prayer every turn to do so
They auto activate turn 3 ... turn 2 in hagg nar
@@GaryP336 oh I didn’t know that
I want to build a khaine list just don't want to waste money on the wrong units. This army is expensive as heck
LRL & DoK aren't budget friendly. I'm afraid to add up the cost of my DoK army.
DoK are so strong there are very very few, if any, "wrong" units. If a unit looks cool, you can work it into a DoK list
Shadow and Pain. Get two and sell the other half or get one and get the starter box.
@@40KWill everything this guy is saying is 100% correct
@@AvatarOfNateP Fortunately I bought $3,000 worth unpainted and superb condition for $400 flat :D
Where Vito hmm
Vito left the channel quite a while ago. He has his own painting business as far as I know. He sometimes comments on „where is Vito“ posts.
15:00 that's what she said.
GO ORCS!!!
Great game, guys! Shame that the Daughters were played as Hag Narr again, would be nice to see other temples given some love.
About 58:20, cast horror of.... on a 9, rolls 8, rolls wounds anyway. Deploy finger guns.. pew pew
Morathi gets +1 to her casting rolls...
@@luccabuonamano7430 well played...
1970 Point Army. What it also cost in $$$ to buy it.
Lol it's only about 400 for a 2k point army. Maybe a bit less if you shop
@@williamhofman7844 still a rip off for plastic.
@@cberg2731 not really when you can consider the detail and the process required from design to casting. You're more than free to invest in a 3D printer or casting equipment. Either that or stop being a poor little baby in a hobby that costa money cause here news all hobbies are expensive. Wait till you see what they charge for paints.
@@williamhofman7844 you must work for GW.
@@cberg2731 get a job - or just dont buy minis.
Make luka share dice… it makes the matches less entertaining when his rolls are always stupidly above average. He also plays cheese armies. I would be fine with less videos with him.
39:30
Eyyyyyy.
They start playing at 15:56 by the way
36:29 - all the glass in my computer room just cracked due to high pitched voices.... >.>
As a former dark elf fantasy player it hurts seeing what happened to them in AoS :'(
Ayyyy, first!
"Socialism...good."
Riiiiiigggghhht.
Easy for you to say Malekith, you’re a monarchist 😂
You guys. Your playing on a battle matt with a river. You put a bridge over the river. Then you marched your orcs right into...the river.
Smh. Why have the river at all?
turned off when they said they don't play the game anymore. Until double turns are removed from the game you should play with them. Matt just over-extended if a double turn on turn 2 was going to cause him to instant lose.
If that was all it took for you to turn off then good riddance. It is only a game and a delightful one at that mistakes and all :)
They've explained a couple of times why they chose to stop doing the double turn.
In case u missed it, they found, as content producers of AOS, it was leading to way too many stomps and videos that overall were not entertaining. I can understand why u'd want them to keep it, but also, I totally understand why they dropped it.
I hope they put double turns in 40k
@@markmccabe7465 Oh no he didn't miss it he just needed another video to cry about it
U cringe bro.
great, the stupid 40k rules. Since when in war do you get to choose which of your guys get hit?
Since when in war do soldiers roll a d6 to see if a bullet kills them? It’s a board game it isn’t going to be super realistic
@@sturm9087 if anything your opponent should choose which models are removed
@@stethespaniard2 so special weapons and sergeants always die first in war?
@@sturm9087 they’re usually targeted first yes. Especially if they’re on the very front line
@@stethespaniard2 good luck picking out who is a sergeant or radioman in the middle of combat. You usually just fire at whoever you can fire at
Jesus... How Can you so be BAD at playing Orruk Warclans 😩
Wow, you're a big man aren't you? Another keyboard warrior spitting unnecessary venom with no intelligent reasoning. If you can't be constructive & helpful, then I'd suggest you keep you're opinions to yourself ... or better still just stop watching the channel.
tell us what he did bad.