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8 Comments
Looks good to try. I would use psykers over iron guard in Nazdreg to benefit from the brutal (1 attack isn't much to lose)
Still no Smash n' Bash. Still disappointed.
Seriously though, it's a good build. I second the Psykers > Iron Guards opinion.
Also unsure on 3x Warpaints, especially with the lowerish unit count.
Having built a Nazdreg deck for the first time (and proxying the new 4-cost ork unit that soaks up attacks).. The Psykers will very rarely benefit from brutal like everyone thinks they will. They can simply be ignored and your warlord is the target of those attacks. The recruits at least offer one damage and are consistent. Never scoff at "only" one damage.
This is exactly the reason I went against the psyker in the build. As awritt suggests, it is rare that brutal is attributed to the Psyker because most will just avoid it and go right for the face of Naz. Having a 1/2 body there can mitigate that because it is still doing damage. I want my command units to be focused as command units and I will let my other combat units work as potential meaty command drops. Especially with the shrine guards now who can take that mantel very well.
However, I will still test with the psyker as well, but this is the initial build.
Warpaint is for the Aard Boyz mainly and to a lesser degree, the flash Gitz. I have had my Flash Gitz routed to many times after the ready to strike again. My original Smash deck had 3x Kans and 2x Squig herd, so this deck is less meaty than the other, but I thought that the Thug can take up a better slot to the Herd for economic efficiency.
Looks good, but do you really need 2x Pirate and 3x Trader? I thought perhaps you deck can use more Ork units who can smash things better.
Both Iron Guards and Psykers should rarely see combat. What plays in the Psykers favor is that they are far more resilient to all those pinging effects, and can even survive a command snipe, retreat and basically become a 2/2 afterwards. Naturally, that's not really much better than the 1/2 the Guards are.
That's reasonable, and I can see the immunity being extra valuable when you play a Rok Bombardment. Obviously won't protect your unit from it, but it forces the opponent to invest more attacks to deal with the unit, receiving more damage in the process; instead of simply using a Terror or Firestorm.
This deck wants to win command, so the neuts are very valuable. Also, 1 drops are always good as a psuedo deployment stall for your biggums.