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Malakree last won the day on February 8 2018

Malakree had the most liked content!

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1,294 Celestant-Prime

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About Malakree

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  1. Malakree

    AoS2 - Dankhold Troggoth Discussion

    Fellwaters are the answer to hordes, they pump an ungodly amount of damage out against them. Rockguts are the answer to tanky elite units, things like sequitors. I'd say the big thing is that your list is tailored against more elite units, so you struggle with hordes. EDIT: To clarify, against Clanrats with shields you would expect to kill ~20 with a unit of 6 Fellwaters in one combat phase, it goes up to 30 if you have a troggherd and include shooting. This then forces your opponent to IP for face a battleshock.
  2. Malakree

    AoS2 - Dankhold Troggoth Discussion

    Accurately representing how often he falls down 🤣
  3. Malakree

    Put it all together, help with 2k Gitz list

    If you're doing this go 60/40/20. The unit of 20 still has a ton of utility, things you probably would have used them for before anyway, while the unit of 60 becomes far more useful. Not to mention it costs 30 points less. 20 Spider Riders and a Scuttleboss is easily enough to run a spiderfang contingent in your army. You could even use him as your general, grab the monsterous mount trait to double his MW output, then use the spider riders as a 3rd battleline. It also works fantastically alongside the Webspinner Aracharok you already have. Throw in the Hag with Gryphfeather and you are already close to a pretty solid list. Leaves you with 460 points of float after increasing the stabbas to 60. Add in the second unit of stabbas, just for bodies/wounds, and then you have just enough space for Morks Mighty Mushroom and Quicksilver Swords. This list requires you add 100 more stabbas which is a pain to paint, although I think you were suggesting that anyway. The sneaky bit here is when you get the Arachnarok spell on your scuttleboss, 8 attacks with 6s to hit doing 4 mortals! Especially vicious if you are under Da Bad Moon.
  4. Malakree

    AoS 2 - Ironjawz Discussion

    If I was going to run an Ardfist it would probably be this list, main reason I haven't tried it is because I'm 60 Ardboys short and really aren't in the mood for painting more of them. Thought processes behind it are fairly simple. In the current Metagame you need to tank the Battalion warchanter up as hard as possible. Weirdnob is there because with this many Orruks it feels like a crime not to. Probably casts Mystic shield more than Foot though. Unit of 30 Ardboys is there to act as the core of your army, it's such a nightmare for everyone to remove you should be able to get on a key objective then hold it. The two blocks of 20 are your satalite units, they act hyper aggressively and screen the flanks of the unit of 30 so that your opponent is forced to kill them before they can fully commit onto your block of 30. Two units of 10 then act as utility. Claiming "safe points" suiciding to stall a key enemy unit for a turn, screening drops etc. They act more independently than the rest of the army. Bannerboss is your Waaagh! source. Due to how the army works/plays out you're going to struggle to get/keep 6 IJ in range of a 10" bubble. This just avoids that issue completely. The wound reroll is the icing on the cake. At a fundamental level it operates exactly the same as every other Ironjawz list I've ever concocted with the sole exception of my Weirdcabbage list. Only difference is that you get more wounds, can potentially bring them back and they are tankier than other variations. IMO this is probably the most viable IJ list for "winning" games rather than cheesing them off the back of Foot.
  5. Malakree

    AoS 2 - Ironjawz Discussion

    While I like the troggs I personally would say that for an ironjawz army just taking units of 5 brutes would be a better option. The power of the waaagh! On a brute boss outweighs anything the troggs might bring imo. My argument essentially boils down to are you running a waaagh! Machine, if yes then 5 brutes are better for a whole host of reasons. If you aren't then you're running some for of niche list which will prefer to run whatever it's theme is. In either case what you'd be looking for is something which ironjawz can't provide, not a slightly different take on brutes. The only case I can think of where you would want troggs in ironjawz is 6 rockguts in alongside The Big G. That particular synergy totally justifies including them. To put it more out for debate, what sort of list are you considering and how does the list utilise them in a way which our other options can't. I ask because I'm struggling to come up with such a list.
  6. Malakree

    AoS 2 - Ironjawz Discussion

    My argument here then is that you shouldn't be allying them into ironjawz, you should just run gloomspite. It's like taking 90 Grimghast reapers and arkhan then running nighthaunt instead of LoN. In that situation you're running IJ for fluff reasons so embrace it and be a real Orruk! So this is potentially my fault, when I read "shootas/stabbas" I immediately took it to be the Gloomspite units. In that case Shootas are bad enough that they are basically stabbas without the shields. Gitmob Archers with a Shaman are an entirely different beast that is definitely still viable, not least because it's 10 points cheaper than the 60 stabbas and you get an extra unbind, thus satisfying both of my caveats. It's still legal till they remove it from the GBH, until then the Gitmob block and the Bannerboss are still two of our strongest allies options.
  7. Malakree

    AoS 2 - Ironjawz Discussion

    My issue with them is that they function as a direct replacement for something we are already doing but without the benefits of being Ironjawz, Stabbas/Shootas fit in the exact same role as Ardboys while Rockguts are just Brute replacements. Generally if you're allying it should be something that you can't get within faction, good shooting and wizards being the archetypal options.
  8. Malakree

    AoS 2 - Ironjawz Discussion

    I don't agree on the Gitz front. I know from attending slaughter and heat 1 that there are very few people who have seriously been playing them super well. Most of the lists are fluff lists, see the Troggherds at heat 1, or people are still learning the rules. Example being @Skeekrit who I know from our game is still learning/remembering all the new stuff from the Gloomspite book, even despite that he still qualified for the Grant Tournament! With that in mind I suspect Gitz will shake out to be our best army once people have the models fully painted up and some experience to go with it. Compare that to Bonesplitterz who are a legacy faction. So there are going to be a small number of players who are bringing out the absolute best in the army, given that we haven't seen them properly podium in a while we pretty much know where they will land. There's a huge difference between comparing established factions, like BCR, Ironjawz and Bonesplitterz, with armies that haven't even been out long enough for people to have finished their armies with them let alone getting the experience.
  9. Malakree

    AoS 2 - Ironjawz Discussion

    Did another tournament today and honestly I've had enough of the ridiculous uphill struggle against even soft lists. We pay way more for stuff which is just worse than what your opponent is fielding. The only unit which comes close to reasonably coated is the block of 30 ardboy, even the ggs don't pull their weight at 140 points when you look at some of the other cavalry. Mediocre attacks, good wounds but only a 4+ save with no heals or resurrection. This is all before you start looking at the complete lack of tools we have across the army of that our stuff is our next combat phase only. Worst of all is how every new book dogs the grave a little deeper and further removes what fair matchups we did have. With that in mind I'm sadly going to bench the ironjawz for gloomspite till we either get a massive points cost reduction of fixed.
  10. Malakree

    AoS2 - Dankhold Troggoth Discussion

    Seems almost intentional!
  11. Malakree

    AoS 2 - Gloomspite Gitz Discussion

    A few things to consider. Against Mortal Wounds your save is irrelevant, all that matters is if you can soak the raw damage. Given the recent direction of the game all the new armies have mortals pouring out of them. Against a warp lightning cannon doing 12 mortal wounds your squig herd has the exact same survivability as sequitors. On the other hand against normal attacks a "save" is just a total wounds modifier. So if you get hit 6 times with a 1 damage attack you would expect to take 5 damage as you save one, what the save is actually doing is just increasing your effective wounds. As a comparision Ardboys have a save of 4+ so they would take 3 damage for every 5 you take, so if you are taking 15 damage they are taking 9. So a good way to look at it is how many effective wounds are you getting for your points. A Squig Herd is getting 12 wounds for 70 points, that's ~5.8 points for a wound against mortals. If you factor a 6+ save in you're paying 4.9 points for a wound, by comparision a unit of Ardboys is paying 8 points a wound vs mortals and 4 against normal attacks. From that perspective Squig Herds are actually really durable, not because they soak damage but because they put so many wounds on the board. If we compare it to sequitors, they get 40 wounds for 400 points (and are undercosted) while 420 points puts 72 wounds worth of squigs on the board. A Terroghiest piling in and attacking twice is potentially doing 36 mortal wounds, that decimates the Sequitors and only does half the wounds of the squigs, who will then get to retaliate AND inflict mortals when the rest of the unit inevitably flees. Raw wounds/bodies on the the table has and always will be a great way to win games, especially with the elite meta meaning people are building to deal with tough low wounds stuff. It might seem stupid but imagine trying to get through this. It's such an insane amount of wounds that the time it takes is going to let you score a ton of objectives. If I was going to do it, it would be Troggs with Boingrots. It's really light on bodies but you're trying to maximise what's best about both parts without the chaff. Skragrott is a bit overkill but eh. Could drop him and the Quicksilver Swords for a Madcap+3 more Troggs to get more bodies/wounds.
  12. Malakree

    AoS 2 - Gloomspite Gitz Discussion

    @RaritanAnon So I'm not sure I agree with your critique of squigs. Primarily because of how good Squig Herds are, they function as a more killy version of Stabbas giving you a huge amount of wounds for no cost. This for example is a disgusting amount of wounds that hit as hard as Ardboys, harder than things like Bloodwarriors! You're also getting move 8 on the Squig Herds for 1 cp which is at cavalry levels of movement. Combine this with them inflicting mortal wounds when they flee and suddenly you have an amazing anvil unit that's cheap, has a ton of wounds, does good damage and hurts your opponent when you fail battleshock. Looking at the list you just posted I have a few concerns. You're actually not that tanky, 150 wounds is a reasonable amount but you're at 5+ saves without deaths multiple 6++ and revives. It feels like you have two parts of your army trying to do the same thing, both Troggs and Mangler/Boingrots are hammers not anvils. My biggest concern is that you're hitting in waves. This means your opponent is essentially fighting only 2/5ths of your army at any given time. So I'd say you either need to drop the Squig element and grab some stabbas instead. Or drop the Troggoths and go full on Squig. Honestly of the 2 the Squig list scares me more I think, if you add up all the potential squig attacks you get to 160 attacks on 4+/3+/-1/1 plus all the mortals the list will be throwing out. Not to mention how Good Squig Lure is for the list, that's 24 squigs moving 14" and still being able to charge, something which is generally reserved for Slaanesh.
  13. Malakree

    Events UK: Mancunian Carnage

    That's super cool, I wish more tournaments would run that rule. Actually the realm of fire spell inferno blades just becomes the mandatory pick doesn't it... Woops forgot the question. Would this include things like the Shyish dice with a skull for the 1 and Shyish for a 6?
  14. Malakree

    AoS 2 - Gloomspite Gitz Discussion

    Allegiance: Gloomspite GitzLeadersSkragrott, The Loonking (220)- General- Lore of the Moonclans: The Great Green SpiteFungoid Cave-Shaman (90)- Lore of the Moonclans: The Hand of GorkLoonboss (70)Webspinner Shaman on Arachnarok Spider (300)- Artefact: Totem of the Spider God - Lore of the Spiderfangs: Venomous SpiderlingsBattleline60 x Stabbas (360)- Pokin Spears & Moon Shields6 x Squig Herd (70)6 x Squig Herd (70)10 x Spider Riders (200)Units5 x Sporesplatta Fanatics (120)6 x Sneaky Snufflers (70)5 x Loonsmasha Fanatics (140)10 x Boingrot Bounderz (200)Endless SpellsMork's Mighty Mushroom (80)Total: 1990 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 175 Is the result. Only mistake is it thinks skragrott makes spider riders battleline which he shouldn't.
  15. Malakree

    AoS 2 - Gloomspite Gitz Discussion

    https://www.warhammer-community.com/warscroll-builder/ This is what I use to build lists. It will check all your various restrictions like battleline, allies, artefacts etc. So that you know your list is legal. If you click the little ? At the top it will also bring up your list in a nice format. Push the copy button at the bottom of that window and you can copy it as text. It's great for putting on a forum or in a word document to print off! Overall I think you might find you're trying to do to much but each of the pieces works fine and gives you a flexible force. Drop the 6 snufflers for 6 squig herd and dump the spiteful prodder. Solves both those issues in a clean way which doesn't hurt the list.