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Malakree last won the day on February 8

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About Malakree

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  1. Malakree

    AoS 2 - Ironjawz Discussion

    That right there is known as a "f*ckton of brutes"
  2. Malakree

    AoS 2 - Ironjawz Discussion

    They were imported into the none malign portents rules. That's part of why it's so hard to find all this stuff.
  3. Malakree

    AoS 2 - Ironjawz Discussion

    Check the Malign Portents Errata. A Harbringer can be included in any army of their Grand Alliance regardless of allies and may be the general in those armies. He addressed this at the bottom, the Edit: where it says about only rolling the 6s because he doesn't get to roll for the fungoid. It's great the way GW hides these things in a bunch of different places isn't it ? If they hang around and hold the objectives till turn 3 you've won anyway. There's some funky rules around when you can actually use the replacement ability, as it stands right now you can use it at any point whenever you like, which means you could technically lose them at the end of your turn (combat/battleshock) resummon them and get to move them your turn after that.Plus with correct warchanter positioning you can more or less pick where you want them to come on, if they are within 12" then you're +3 to charge gives them good odds of getting in. Yes that is a weakness with it and it's why I also included a bunch of smaller units in my theoretical version. Idea being you probably won't bring back the unit of 30 unless your opponent hard focuses it, this means you're either getting a bunch of smaller units back which can reposition while the large unit holds or visa versa.
  4. Malakree

    AoS 2 - Ironjawz Discussion

    Aye I've gradually come to the conclusion that a massive Ardfist is probably our best list. Something like Maybe something like that, ton of wounds, big blocks of Ardboys and fungoid to allow you to reposition if they try and pin your unit down or just to have the MK do multiple charges. Hell maybe even go the whole hog. 203 wounds which you can potentially bring back 180 of them. Most armies are not going to be able to get through that number of wounds with a 4+ save and a bunch of 6++ as well.
  5. Malakree

    AoS 2 - Ironjawz Discussion

    Iirc 4+ the extra attack is slightly better but it's essentially equivalent. For every type of reroll, 1+/2+/rra the -1 gets one save step better. So with rra they are approximately equivalent at 6+ Weirdnob+balewind seems a lot considering your lack of bodies. I'd drop both for 10 ardboys instead, no wizard only hurts if you are using realm spells and at that point I'd drop the spearchukkas for a fungoid general if you want cheeky.
  6. Malakree

    Destruction - Battle of TGA

    It made me sad that there was less destruction players than there were daughters of khaine on the top 5 tables... Whoever wrote the gbh18 royally screwed up the points costs.
  7. Malakree

    AoS 2 - Ironjawz Discussion

    The biggest issues come from the command squad and shield options. You generally want to remove the command squad last so what it has decides what you end up with. For larger units 10/10/10 is worse than 10/20 because of how the 6++ functions as the number of shields increases.
  8. Malakree

    AoS 2 - Ironjawz Discussion

    You actually get enough in the SC for 2 drummers, an Icon of Gork and Orruk Banner. Ideally your units of 10 should be either 7-3 or 1-9 Great Weapons/Shields depending on what role you want them to do. When you go up to larger size units the % of shields increases because they scale so well the more of them you have, plus you often won't get more than 10-15 in combat anyway. So at 20 I use 7-13 and for 30 I prefer 12-18. Those are vague numbers but you can see the approximate distribution. In the modern meta and using our current tactics GW are better than DW. This is for a few reasons. Yes you have armies like Seraphon or Nighthaunt floating around (!) but they are a relatively small amount of the army pool. On the other hand you have units like Black Knights/Skeletons whose shields give them +1 save vs no rend, so the 2h are actually -2 rend. You also have things like sequitors which have RRsaves, because of how modifiers are applied getting them below their native save is massive. The ordering is below. Opponent makes saves (4+) Opponent rerolls any failed saves (1-3) Modifiers are applied (-1) Check to see what went through. So against sequitors if you have -1 rend and they have no +save then their save rolls are actually 1/2/3 Reroll, 4 fail, 5/6 success So that -1 rend gives them a "failed save" that they can't reroll, which is significantly strong than the extra attack. Lastly is the fact we are using Waaagh! far more than we used to, and the more extra attacks you get the better then -1 rend becomes relatively. +1 attack is practically meaningless if you're getting +3/4 attacks from Waaagh, on the other hand an -1 rend only gets better the more bonus attacks you stack.
  9. Malakree

    Getting my feet wet

    Ok this actually makes it super easy. Right now the only allegiances which are arguably worth taking are Ironjawz and Bonesplitterz. Mixed destruction is the way to go .Grots are fantastic battleline, all forms. There's a bunch of great hero options and choices across the range and we have a wide range of great monsters. You don't want finecast, that's ok you don't need them for mixed destruction. Personal opinion, don't go for Moonclan right now, you don't need them to get a functioning force and at some point over the next year they will be getting an update with and probably have their entire range updated. Where do we go from here? Clearly you're a thematic person more than a power-gamer so I think establishing a theme for the army is a great way to start off, so lets do that. Throughout the thread there's been a few things which I've noticed/picked up on. Ogors, You started out with a desire to go for Ogors, you've reiterated it all the way through. Horde. This is something from your latest post but also earlier you said you grots would be good aswell. This is super condensed but it gives me what I need to set a theme for how to start your path of destruction through the realms. A force of huge hungry ogors with a swarm of grots running ahead and around them. A new take on the old armies of Grots and Giants. I said that you should probably steer clear of moonclan for now but that's easy to do with Ogors being battleline. So where to start, here's an easy list for you. Lets just quickly go over what this list gives you. Flying Stonehorn! One big block of hungry meat, 240 points 24 wounds with 19 attacks at damage 2! Bellowing tyrant to give Bravery 8 grots, that's right, grots with better bravery than Liberators! A mediocre wizard with a Godly spell The gitmob combo is a staple of destruction, before AoS2 I would regularly try to fit it into my IJ list. The Grot bows look pretty bad on their own, 5+/5+/-/1 with a 16" range. However there are two key things which make this unit terrifying. Firstly is the fact they get a bonus to hit as there are more than the, importantly this applies to all weapons! 61 shots at 3+/5+/-/1 is far more tasty but it gets better. The gitmob shaman spell "sneaky stabbin' not only gives a gitmob +1 to wound, it also increases the rend of their weapons by -1. Suddenly that's 61 shots at 3+/4+/-1/-1 all for 350 points! This gives you a good taste for the two different aspects you were looking at, you get both the beafy Ogors and can also try out the grot swarm. More over it's got good room for expansion and forms a nice solid base for any mixed destruction. Best part is that it's all in plastic. Hope this was helpful!
  10. Malakree

    Getting my feet wet

    One thing I would recommend is looking at the Gutbusters and Beastclaw Raiders AoS2 posts. We do have a tendency to drift off topic in the destruction forums but there is always great information in those threads.
  11. Malakree

    Getting my feet wet

    So obviously the Shadespire band you saw So combined with the fungoid shaman there is a pretty strong thematic for an upcoming Moonclan Book. We've been waiting for it for a while and rumour has it that it switch slots with the Beasts of Chaos book. That said we don't have a date yet so it could be after the new year or next feb time.... On the specifics of Gutbusters vs Beastclaw I'm honestly not knowledgeable. I would suggest if you don't want to wait for Moonclan then a mixed destruction army is a good place to start. Not only are grot mobs the best destruction armies at the moment but it gives you the flexibility to play whatever you want. In addition pure beastclaw is pretty bad right now, they have trouble with model count and the allegiance isn't that good (@heywoah_twitch is the person I always think of when it comes to beastclaw.
  12. Malakree

    Getting my feet wet

    So couple of questions first. When you say you don't want to do Orruks, do you mean Orruks or Anything Green? Are Grots fine or do they count as the Anything Green? Have you seen the new Moonclan stuff which has been teased? What is it that you want from the army thematically? What is it you want from the army hobby wise? (When I came back my two points were "Not Horde" and "Robust Models", so obv not skeles) Are there any destruction models that you really just want? What is your local Meta like? this is important because it's not going to be fun if you are getting constantly ****** on. Are Troggoths an option? Are forgeworld models an option? If so are there any you really like (or don't like) the look of? Have you had a play on Warscroll Builder to see what you actually fit in a list? As an addition to the above, Gutbuster Ogors are actually generic Destruction battleline! This is a totally viable List! I hope you can see how these questions are important, but also the thought process that's going into them. If you have any other thoughts or ideas that aren't covered by these questions then absolutely include them, the more info you can give the better the response we can give.
  13. Malakree

    AoS 2 - Ironjawz Discussion

    When reading warscrolls it is important to note WHEN the warscroll was written. The modern one's are written in the knowledge that any ambiguity is going to get rules-lawyered into the floor as people argue edge cases. For the first year or so there was no matched play/points, the game was supposed to be "narrative and non-competitive". So the rules from back then are more vague and fluffy. The IJ battletome was released 3rd of May 2016. While I believe the first General's handbook which introduced matched play/points wasn't released until summer that year. As a result the Ironjawz battletome isn't as clear as it should be in a lot of places.
  14. Malakree

    AoS 2 - Ironjawz Discussion

    It's Rules as Written not Rules as Intended. We read through the rules in order and see if it makes sense as written. If it does then we follow that rule process. So to do that for the Ardfist step by step. The intoxicating beat drummed out by Orruk Warchanters draws Ardboys out of the badlands. This sentence is just fluff. Once per battle, if the battalion's Warchanter is still on the battlefield, in your hero phase, you can replace any units from this battalion that have been destroyed. This tells us we can replace ANY UNITS that have been destroyed if the Warchanter is still on the battlefield. So RaW it is multiple. The replacement unit is identical to the unit that was destroyed and must be set up with all models within 6" of the edge of the battlefield, and more than 6" from any enemy units. This says "The replacement unit is...." so, when a unit is Replaced it must satisfy these conditions. It does NOT say that only one unit can be brought back this way. Within these restrictions, it must be deployed as close to the battalion's Warchanter as possible. How to set it up This counts as the unit's move for the following movement phase. Can't be moved in the movement phase. So RaW once per game you can use the ability. When you do so bring back any (or all as you don't have to bring back a unit if don't want to/cant) units. Each of these units individually must be exactly the same as the unit they are replacing. It's essentially just the English language being screwy, however the first makes an explicit statement of the multiple. As the second doesn't directly contradict that and does make sense if it is applied in the multiple then we take the only explicit point which is that it affects multiple. In addition the sentence which contains "Any Units" is in the Errata published with AoS2 while the former statement is from the Battletome released in 2016. As such it's also the more recent rules release which would infer that RaI is you can bring back multiple. To give a comparative sentence in English. Here we see a multiple in the first phrase, "Any student" with a singular in the second. In this case however "The student" could be exchanged with "Any student who does enter the event" So despite the first being "singular" it's actually interchangeable with a plural. I realise I went a bit off topic but hopefully it makes sense. I do tend to ramble
  15. Malakree

    AoS 2 - Ironjawz Discussion

    So I'm once again braving the hellscape that is Blood and Glory intent on getting whopped once more. The rules in play are Terrain Warscrolls, Realm Magic, Realm Commands and Realmscape Features. This poses some interesting questions from a list building perspective and I'm here to delve into the Great Minds (Ardest Eads) of the destruction forum. Initial Thoughts Terrain Warscrolls means that the Bloodtoofs Realmgate might actually be useful. To use the Realmgate we need a Wizard or Priest (cos ****** us and our Totems rite) Realm Magic means I need at least one wizard, preferably two. Realm Commands and Realmscape Features. Tells me I want CP's and the Aetherquartz Broach. So end result of this is that I have to many things I want and not enough points to get them, story of this GHB for us. So lets start with the stuff I know I want. I've taken Prophet because honestly I looked at the realm command abilities and decided I should have the Aetherquartz Broach, they combo so well and the way I use the cabbage is very defensive anyway. The rest of the list is standard as you can get, Ironfist is for the second Artefact, CP, Drops and movement. This leaves me with 340 points and the following wish list. The downside being this is 150 points over budget at it's smallest. I do have some initial thoughts as to where I would go with this and even if I go Bloodtoofs I'm not married to the 1 drop concept. What are peoples thoughts and opinions, I feel like I need at least 2 wizards minimum whatever. EDIT: other option ofc is to just say ****** it and go for something like this. Allegiance: IronjawzMortal Realm: HyshLeadersMegaboss on Maw-Krusha (440)- Artefact: Guardan's Coronet Megaboss on Maw-Krusha (440)- Artefact: Aetherquartz Brooch Fungoid Cave-Shaman (80)- General- AlliesBattleline3 x Orruk Gore Gruntas (140)3 x Orruk Gore Gruntas (140)10 x Orruk Ardboys (160)5 x Orruk Brutes (180)5 x Orruk Brutes (180)Units5 x Cave Squigs (60)BattalionsIronfist (180)Total: 2000 / 2000Extra Command Points: 1Allies: 80 / 400Wounds: 122 Low on everything but cabbages, obv fishing for fungoid destructive bulk shenanigans.