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Malakree last won the day on February 8

Malakree had the most liked content!

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830 Celestant-Prime

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About Malakree

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    Lord Celestant

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  1. Malakree

    AoS 2 - Mixed Destruction Discussion

    Specifically fw models all have pitched battle profiles and warscrolls produced by GW which makes them matched play legal. There are some tournaments that will say "no forgeworld" etc. or at a more casual level some people might object. Ultimately you can't force people to play against them but if it's a tournament they are essentially forfeiting.
  2. Malakree

    noob question about allies

    This really sums it up perfectly. If you want to run Gutbusters+Ironjawz my recommendation would be to just play GA:Destruction with your Ogors filling your battleline roll. That way all your allegiance abilities are affecting everything and you don't need to worry about the allies rules.
  3. Malakree

    AoS 2 - Ironjawz Discussion

    The no charging if you use Ironfist to retreat is pretty much the one thing that seems guarenteed. The issue here is specifically that you have a warscroll ability instructing you to make a charge, you can't choose to make the normal move instead of the charge. As a result it seems that's the allegiance would let you make the extra charge. If you are attempting to make a charge without using a warscroll or allegiance which lets you do that having fallen back then you can't declare a charge in the charge phase.
  4. Malakree

    AoS 2 - Mixed Destruction Discussion

    You have an old pdf you need to dl the new monstrous arcarnum
  5. Malakree

    AoS 2 - Ironjawz Discussion

    So as an extension of the question brought up by @jondoe297 there's something that I've been looking at which seems funky and am wondering if anyone can come up with a reason why it doesn't work. Specifically it's for the following sequence. Ironfist move to fall a unit back out of combat. Mighty Destroyers trigger on the unit. Unit makes a Charge move. Now down to why I'm asking this. Firstly the Ironfist and core rules say The core rules thus don't define a "retreat" as a different type of move. It's an addendum to a normal move rather than it's own type of movement. Since the Ironfist lets you move as if it were the movement phase this means you can use it to retreat. Next is the Mighty Destroyers trait and the Core Rules FAQ part which matter. Thus while a unit couldn't normally attempt to charge having retreated with the Ironfist it CAN make a charge because of a Mighty Destroyers trigger. Question then is. Have I messed up anywhere, has anyone already been doing this and I'm just a numpty? Personally I always just assumed you couldn't retreat with the Ironfist move but that doesn't seem to be the case.
  6. Malakree

    AoS 2 - Ironjawz Discussion

    You can, the Ironfist specifically has no restrictions on running or moving later in the phase. I don't remember where but I think I read something which implied to me you couldn't use it to retreat. Something to do with not being able to use it while within 3" of an opponent. I'll have a fish through the FAQ's and see if I can pull up a reason. EDIT: Apparently I'm wrong on point 2 at least. EDIT2: Checked the Ironfist wording. It says "can move as if it were the movement phase but cannot run. So while it doesn't say "normal move" it is because it predates that term. So yes you could retreat but no you can't charge later. Going to look up the Ironjawz rules wording, think there might be some shenanigans here.
  7. Malakree

    AoS 2 - Ironjawz Discussion

    Personally I magnetised the hell outa my MK's just to make them more transportable. One thing I would definitely recommend is doing it for the boss to the MK and the bosses banner off his back. This means if you paint your cabbages up to look distinct from each other you can transfer your bosses around them for variety when using them.
  8. Malakree

    AoS 2 - Ironjawz Discussion

    Basically this Allegiance: IronjawzMortal Realm: HyshLeadersMegaboss on Maw-Krusha (440)- General- Artefact: Mirrored Cuirass Orruk Warchanter (80)- Artefact: Aetherquartz Brooch Orruk Warchanter (80)- Artefact: Lens of Refraction Orruk Weirdnob Shaman (120)Orruk Weirdnob Shaman (120)Battleline10 x Orruk Ardboys (160)5 x Orruk Brutes (180)5 x Orruk Brutes (180)3 x Orruk Gore Gruntas (140)3 x Orruk Gore Gruntas (140)BattalionsIronfist (180)Bloodtoofs (120)Endless SpellsChronomantic Cogs (60)Total: 2000 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 118 The key point is the Broach and Bloodtoofs. It wasn't supposed to be a competitive tournament and I felt bad about it afterwards.
  9. Malakree

    AoS 2 - Ironjawz Discussion

    So there's a few things which are important. First is that an average ~3.5" of movement nearly doubles the move characteristic of the units which need it. Second there's the extra CP, which is "50 points" on it's own, then you get the second artefact and lastly it reduces you down to the mid-range number of drops. That last one is something I found is way more important than you think as armies generally fall into one of two categories. "I want to decide whether I go first or not" and "I don't care whether I decide". With an Ironfist, our average drop count is at around 6/7. This obviously won't give you a choice against one drops, like bloodtoofs, but it will reliably give you the choice against any army which even vaguely sits on the fence. Lastly, as The Big G is one of the main reasons to NOT go Bloodtoofs, you still want a battalion to go with him. Assuming you aren't going Gordrakkfist then the Weirdfist is really....well weird with him. It doesn't synergise properly and feels like the two portions of your army are fighting against each other. In that regard the Ironfist is the clear winner. In the end it really comes down to what level you are after achieving. If it's topping the grand final, go look at another allegiance because honestly we are not even close to king at the moment, or if you want the strongest army IJ can put out at the moment it is probably Gordrakkfist. Other than that only the Brutefist isn't a 3/5 or 4/5 (on a good day) imo. Just don't take the Brutefist and you'll get something that is pretty solid.
  10. Malakree

    AoS 2 - Ironjawz Discussion

    So I just want to add here. @DerZauberer is "correct" in that everything he has said after his initial assumption is true based on that assumption. The true power of a standard Ironfist, as opposed to a Mega-battalion of either variety, is that you don't need to max out the battalion. This, combined with the 120 points spare from the Mega-Bat and the fact the MK is no longer required, makes a standard Ironfist infinitely more flexible than a Mega-Battalion list. To illustrate this point here are two lists which hit the absolute minimum requirements to be legal at 2k. Given how expensive Ironjawz units are, across the board, the flexibility and lack of restrictions (two separate things) allows you to have a much more personalised list. As an example try building a Bloodtoof's list with 30 Ardboys in it, having done so it's incredibly tight on the points and essentially mandates what list I'm running. With only a basic Ironfist I can comfortably fit two units of 30 in and still have points to throw around. Additionally, as @DerZauberer pointed out, you are just putting more models and wounds on the board, this is not something to overlook. If you are going up to the full 5 stack Ironfist at that point, in my opinion, you are better off swaping into either a Mega-Battalion or a weirdfist. 120 points to get +2 bravery across the board is a god send, that's before you add in the third artefact or free CP. Another great point to bring up is the one which @Backbreaker asked about a few pages back, that being any list which doesn't use a Cabbage. In that case it was a question about using Gordrakk with an Ironfist, something which we fall 20 points short of doing in a Mega-Battalion. The Big G is actually one of the best reasons you would take an Ironfist without taking Bloodtoofs or Ironsunz, the Weirdfist just doesn't fit with him. Conclusion In a lot of ways Bloodtoofs is the modern incarnation of our old Ironfist lists however in reality it's actually a small sub-set of the broader Ironfist lists which work for all the same reasons. If you are considering which of the two to use it really comes down to asking yourself how drastically your Ironfist list will change to become a Bloodtoofs. If it's just "I have 1 shaman instead of 2" grab the Bloodtoofs, on the other hand if it requires you to add in two whole new units and drop a bunch of stuff then those are actually two different lists that will play very differently. In that regard play with both and see what you prefer. To give you an idea, this is the list I was using prior to AoS2, against the one I'm using now, to show how some lists don't transfer straight over. One thing I would say in particular is notice the huge difference in how many wounds/models I'm putting on the table.
  11. Malakree

    Beasthammer at Blackout

    Really want them to implement the rule from 40k where if you have more than 1 "totally not a save" save then you get the best. That would really help tone down some of the more obnoxious stuff.
  12. Welp destruction is ****** 🤣
  13. Malakree

    AoS 2 - Ironjawz Discussion

    If I was going to do it I would take probably 4/5 units of 10 and then use them to screen. Push them right up the board as far as possible so that armies which hit really hard run into a giant speed bump, then ideally let them have priority turn 2 so that you get the endless spells move first and they waste their turn trying to get through the Ardboys. At that point you can probably bring back 2-4 units on YOUR turn 2 and fish for the double yourself. Hell it's a bit of a funky list but this would be a laugh at least
  14. Malakree

    AoS 2 - Moonclan Discussion

    So if it is "unmodified 6s count as 1s instead" this happens the moment the dice is rolled. Essentially the dice now becomes 1/2/3/4/5/1 in which case yes RR1s would let them reroll it. If it's 6+ then that's after modifications and no RR1s wouldn't work.
  15. Malakree

    AoS 2 - Moonclan Discussion

    As I said, I remember seeing something about it in one of the Erratas and went looking for it. Couldn't find it in the newer ones though so...