The problem in moving the Maw-Krusha is the following:
That thing has a HUGE base. Quite often my friend finds himself in a situation where my line is too close to his troops to place the Maw-Krusha between his guys and my guys (in the movement phase he has to stay 3" away, so his base size+3.1" is the gap he needs), but the 14" move are not enough to hop over my line either, so he cannot attack it from behind. That means the only option (that I see) would be to run, but then he cannot charge (which of course is bad news as well, his charge does a lot of damage and if he doesn't use it he is a sitting duck waiting in plain sight to be shot).
About reaching my battleline: As soon as we start playing with allegiance abilities and artefacts from the GHB I assume that won't be such a big problem anymore. The extra move from rampaging destroyers is pretty nice, and if he uses an ironfist instead of a weirdfist (which he did during our last games) he can reach my line in turn one, because those two movement bonuses stack, making that 2d6" of movement in the hero phase.
During our last games I tried to mitigate that extra movement problem by charging him with a unit (like some Knights, or with the Terradons from the back of his line), denying him that movement (as it works like in the movement phase, so you can't be in melee).
The Warchanter is mostly used for buffing the Maw-Krusha and he doubles as a bodyguard for the Weirdnob. The idea was at least denying my flyers the charge on the shaman. The problem with buffing Mr.Dragonguy is the following though: There is no way the Warchanter can keep up with it. Even when he runs, by round 3 the boss is out of his range. I wouldn't call it useless though, combined with the Warboss' Waagh those +1 on hits can really hurt, with quite some Ironjawz hitting on 2s all of a sudden.
About the Warboss: Up until now my friend was using a Greenskinz Orruk Warboss (on boar) to get the Waagh, and either gave him a shield to make it more durable or gave it the banner for the second buff. But of course that breaks Ironjawz allegiance (in the future he wants to play without our houserule which is allowing Ardboyz as Destruction battleline), so he will replace that one with an Ironjawz Megaboss to still get that Waagh. On setup the Warboss is also used to try and make sure I don't get to his Weirdnob with my flyers.
The reason for not using the Maw-Krusha as general is that he wants to use it for charging my line, and it probably isn't that wise to do that with his general, since by now he knows that every unit charging my line first is pretty likely do die. I killed that Maw-Krusha by concentrated fire in one round more than once.
And yeah, as mentioned before: He isn't going to drop his newly acquired Ironjawz heroes, he loves them. Especially the Maw-Krusha, although we all know that it is almost as expensive as three units of Brutes, and those guys are good.
About the Balewind: Well, if he uses the Weirdfist he probably doesn't need it, but his line of thinking was like this:
- summon in round one (with many boys close so probably won't fail), pushing some of the boys forward three inches, then they get their bonuses from Rampaging Destroyers and their Ironfist movement. 2D6+3+4" makes 14" on average so that unit (or probably two units) have a pretty solid chance for charging me in round one.
- use the double range (meaning 36") and the bonus on the cast to get that Foot of Gork to stomp the puny lizards. It is pretty likely something valuable is in range and will probably die. Last week I had my Skink Chief, Astrolith Bearer, and my Shadowstrike's Starpriest in range, all three of them died which ensured his victory. Four stomps, all rolling four or more damage were just too much for me. Granted, that was a LOT of luck. I was still shocked.
About building the resin models for him: That's actually not a bad idea at all, I will suggest that to him. Might be interesting in the future as well, because other armies he's interested in also have a few resin models.
...which brings me to my next army to fight against Seraphon.
Take a look at the following Nurgle list: Do you think it has a chance against one of my lists, and why?
If it doesn't: What would you change?
It is basically two Nurgle Demon starter boxes + a load of Plaguebearers + an unclean one and a beast.
Epidemius would also be nice but you can't buy him right now it seems.
My gripes with it:
- all Demons. Some Seraphon units do an almost disgusting amount of damage against them and/or to stuff like lower their bravery. I might play double Basti, Starpriest and Slann, just to make their faces melt. ...well, melt even more that is.
- Nurgle Demons only have one battleline unit (Plaguebearers), and those guys are a bit like our Saurus Warriors in how they become maximum effective only as units of 20+ models (which means 30). I don't know if building and painting 80 of them is any fun.
- The only ranged units are the Drones. I love how they look. They can fly but their range is not exactly high, and neither is their move.
- Great Unclean One's Command ability kinda sucks
Since demons of Nurgle have no Battletome with cool allegiance stuff I assume we could use other stuff in as battleline.
Unfortunately Blight Kings don't work, since they are only MORTAL NURGLE battleline...
I don't know about their synergies but Blight Kings look pretty awesome.... well, depending on your definition of awesome of course. I wouldn't date them I guess.
Allegiance: Chaos
Leaders
Great Unclean One (240)
- General
Herald Of Nurgle (100)
Herald Of Nurgle (100)
Battleline
30 x Plaguebearers Of Nurgle (300)
30 x Plaguebearers Of Nurgle (300)
20 x Plaguebearers Of Nurgle (200)
Units
6 x Nurglings (160)
3 x Plague Drones Of Nurgle (220)
3 x Plague Drones Of Nurgle (220)
1 x Beasts Of Nurgle (60)
Battalions
Tallyband of Nurgle (100)
Total: 2000/2000