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Malakree

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Malakree last won the day on February 8 2018

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1,445 Celestant-Prime

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About Malakree

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  1. This has almost always been the case, it doesn't help that their profile hasn't aged well but that singular drawback hacks like 60+ points off their value on it's own.
  2. I think it's more that Ironjawz themselves are broken rather than the broach, without it they drop back down into garbage tier. It's because we now have the two best CP sinks in the game.
  3. Take Mirrored Cuirass on the Cabbage and Grab the Broach, with the new changes I'd say it's mandatory. Drop the Footboss to a second weirdnob and the points difference will cover the fungoid increase, with MSU both the Gattling Cannon of the Waaagh! and the RRF wounds are really solid, the second one is a massive boost for both the cabbage and the brutes.
  4. Man I so want to try this list, it's going to be garbage but still the alphastrike is real.
  5. I knew I saw the perfect image for this the other day.
  6. "Not All" Brutefist making dem threats! Seriously though the Mighty Destroyers change is only good, it was way to unreliable previously, we are using Aetherquartz Broach anyway and in the current activation wars being able to attack before the Gristlegheist gets to attack is really important. Plus more reliably being able to trigger the MK charge in the hero phase makes him way better. If you want real lulz you take the Hulking Muscle-bound Brute, for the 2+ d3 mortal impact hits, and the Ghur Artefact which gives you an extra 4+ MW on the charge. 9 dice any 4+ are a mortal, 2+ d3 mortals. Having a pretty reliable chance to kill a 5 wound unit is pretty big for the On The Rampage, especially if you have multiple MK's since you can reliably trigger both of them to charge. My own weirdfist list actually got a pretty reasonable boost from it I think since I didn't Waaagh! bomb that often. Gives me an extra 110 points float. Not sure what I'd spend it on but being able to get my Cabbages out of Combat, stopping them from charging, once they were locked in would be massive.
  7. Fungoid will go up, everything else will stay the same or drop.
  8. Aye, that was raised slightly afterwards. Condition of being on my phone and unable to see the stuff. Brutefist and Weirdfist both went up in value. I don't think Bloodtoofs or Gorefist really change that much. Weirdnob definitely went up in value, probably at least 1 for hand of gork (it does have the cannot move afterwards but we can get round that so easily) The rest of the spells are pretty mediocre, Power of the Waaagh! explicitly requires you target different units for each 3+ so more dice only really means more reliable d6s. A solid choice to go in a weirdfist where you've got 5 units around him anyway. Hulking Muscle-bound Brute is actually a really intresting choice for a cabbage. The 2+ d3 mortals means on a charge we should deal >5 wounds. A big unit of 30 Ardboys at 420 points is always going to be a great option, hand of gork them across the board then Ironfist to pin the enemy. They were already pretty good but I can see this being really nice in Bloodtoofs. Still going to be super dependent on Aetherquartz Broach. I suspect the strongest list will now definitely be an Ardfist with Prismatic Palisade. Something like that as your standard list. Other than that I don't see that much changing, depending on how much the fungoid costs you might swap a warchanter for one although to be honest the 1 drop teleport screen is so nasty for locking your opponent in, it's basically just what they have changed sylvaneth away from. So after the Initial hype and looking at it, some interesting changes but we really need to see what happens to Skaven/FEC before we know.
  9. Bah, drop the warchanters and a weirdnob for another 2 units of gg. 11 dice instead and even more wounds on the board. Oh and 40 points float for a balewind. Actually a classic weirdfist list.
  10. 1 you will, 2 the weirdnob is an extra dice for your power of the waaagh! And has +2 to cast it, why would you take anything else... EDIT: Unless you're telling me there's a minimum unit size?
  11. Actually it makes him a pretty good target for ethereal amulet now. 3+ unrendable rr1s to save. Oh and the MSU gattling cannon is from power of the waaagh! Allegiance: IronjawzLeadersOrruk Weirdnob Shaman (120)Orruk Weirdnob Shaman (120)Orruk Warchanter (80)Orruk Warchanter (80)Orruk Weirdnob Shaman (120)Orruk Warchanter (80)Battleline10 x Orruk Ardboys (140)10 x Orruk Ardboys (140)10 x Orruk Ardboys (140)10 x Orruk Ardboys (140)10 x Orruk Ardboys (140)3 x Orruk Gore Gruntas (140)- Pig-iron Choppas3 x Orruk Gore Gruntas (140)- Pig-iron Choppas3 x Orruk Gore Gruntas (140)- Pig-iron Choppas3 x Orruk Gore Gruntas (140)- Pig-iron ChoppasBattalionsWeirdfist (160)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 196 All the classic benefits of a weirdfist, now with a 24" range 15 dice - 3+ d3 mortals, 6+ d6 mortals. Average of 24 mortals, yeah enjoy that...
  12. For a brief moment I did wonder if they had retarded it. Got another list to rock it though. Allegiance: IronjawzMortal Realm: AqshyLeadersMegaboss on Maw-Krusha (420)- Boss Gore-hacka and Scrap-tooth- Artefact: Thermalrider Cloak Orruk Weirdnob Shaman (120)Orruk Weirdnob Shaman (120)Battleline20 x Orruk Brutes (680)- Pair of Brute Choppas5 x Orruk Brutes (170)- Pair of Brute Choppas5 x Orruk Brutes (170)- Pair of Brute ChoppasBattalionBrute Fist (180)Endless Spells / TerrainChronomantic Cogs (60)Total: 1920 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 122 Cogs, hand of Gork, move cabbage with CA (+6), brutefist charge (+3 with rr), CA to pile in and attack with 20 brutes.
  13. Unless it's errata'd weirdfist explicitly states it's arcane bolt, green puke and foot of Gork. Does it say a unit can only be targeted once per phase? I can see this making brutefist more viable. Sad if bloodtoofs still requires ironfist though. You know where I was saying about how I break things? And they nerf them. This is now the most broken list in the entire game. Allegiance: IronjawzMortal Realm: HyshLeadersMegaboss on Maw-Krusha (420)- General- Boss Gore-hacka and Scrap-tooth- Trait: Live to Fight Orruk Weirdnob Shaman (120)- Artefact: Aetherquartz Brooch Battleline10 x Orruk Ardboys (140)10 x Orruk Ardboys (140)10 x Orruk Ardboys (140)Total: 960 / 2000Extra Command Points: 20Allies: 0 / 400Wounds: 80 Hand of Gork the cabbage. Mighty destroyers to charge, mighty destroyers to activate until everything is dead, then mighty destroyers to charge again... An average of 29 activations in the hero phase Edit: ****** it, remove the weirdnob for another 3 cps that should get you across the board with 36" move and generates another 2 by aetherquartz broach.
  14. That was my point, so they didn't forget about us 😉
  15. Looking at the fact they seem to be doing +/-20 I'd say rockguts and fellwaters dropping to 140 is probably reasonable...
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