Editing
Age of Sigmar/Tactics/Old/Destruction/Ironjawz
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Why Play Ironjawz?== Because green is da best color, you want to be a hulking green brute whose head is filled only with violence and still be competitive (looking at you, orks). '''PROS''' *You fuck with people's minds with your blinding speed. Sure, your guys move only 4"... base. You see Ironjawz are a destruction army and this means that your guys can move d6" in the hero phase (they cannot run, but CAN charge, so better) if they are within 6" of a hero (the hero too, as per the GHB's jurisprudency regarding the "units within" rulings). There's a command trait that boosts said rolls by two so your guys suddenly get from 4" to 7-9" on average. Then comes into play the Ironjaws batallion ironfist: basically, as long as the batallion's boss is alive, you get to "run" in the hero phase a d6" (and yes, this IS cumulative with rampaging destroyer's d6"). What does that mean? That all of a sudden that seemingly slow brute unit has gone from a meager 4" to 6" (4+2 from the command trait, so you may not always have it) plus 2d6" of movement (so averaging 13" and maybe making 18"). Yeah guys, these assholes are as fast as warpspiders! The gore-fist batallion is even more hilarious as your gruntas go from 8" to 2+d6" (always keep em close to the bossmen!) plus 15" plus 8" of movement. Paint them red and shout how the red ones go faster! **To put the icing on the cake, one of their new spells introduced in GHB2019 allows you to take any unit within 24" of a wizard and 3" away from an enemy and put them '''''anywhere''''' on the table 9" away from the enemy. Albeit the teleported unit can't move in the movement phase afterward but with good placement and your Command Abilities, it wouldn't matter much. **Remember though, if you're using the Ironjaw Allegiance (and therefore getting access to the spells), you are not getting the Destruction Allegiance's extra move. Although said extra move has been <b>heavily</b> reduced from what is described above nowdays. *Brute bosses. A.K.A. the bane of leaders. Brute bosses deserve a great mention as they, with the right support, could deliver a potential '''''18 wounds (66 Wounds as of AOS 2nd edition)''''' on a single combat phase... it would take a miracle from the dice gods but it effectively means ANY model (barring good ol' archaon, and even then he'd be on his last legs) could die from them. Nevertheless, they are ''really'' cost effective and your best bet when dealing with hero-grade units (dracothian guard, heroes, wizards, monsters, etc) *Loads of dice. Your guys pump loads of attacks (case in point: Ardboyz, for 18ppm, can deliver 3 to 5 attacks whereas liberators for 20ppm deliver 2!) and hit hard as trucks, with many of your weapons doing d3 or 2 and above damage. *Tough as nails. Your frailest model rocks a 4+ save and has 2 wounds. Your guys are hard to kill and can take enough punishment to the frontlines. *The new edition has has allowed for the silly stacking of attacks. Thanks to having different names Waaagh, Mighty Waaagh and Goddrak's Voice of Gork can now be used in the same turn if one has the command points available . This leads to the affected units having 4-6 attacks per weapon. Your brute bosses, goregruntas and megabosses all have a ludicrous amount of attacks if the stars align. ** Why would having different names matter? Page 3 specifically says "You can use the same command ability several times in the same phase as long as you have enough command points to do so.". Only need 1 guy on the field to call a Waaagh 10 times if you have the CP for it. '''CONS''' *You're slow: your guys will move only 4", one of the lowest move profile in the meta. Now, this is actually one of your strengths, which we will discuss later, but note that quite a few models may not make it to the combat phase. *You lack reliable ways to deliver mortal wounds. The brute formation, shamans and mawkrushas are the only models that deliver mortal wounds. Compare it with other armies like the infamous gautfire skorch from the skavens or the drake/deepstrike spam of the sigmarines, * NO missile weapons. If you like tau and the like, just stay out of this army: only mawkrushas have shooting attack. Shamans too, but they may choose to rather strengthen your army's resilience. * Elite army with average bravery. Battleshock tests are your bane. Just losing a single model on elite squads (read: brutes) can mean you lose another one, effectively brining you to almost half numbers. Gruntas with their low model count and ardboyz with the WAAAGH!banner in close combat may be safer though. * Strong reliance in leader units. Ironjaws do really depend in their bossmen (both heroes/leaders, unit unit bosses) to really shine, but this isn't entirely a bad thing, just try to keep them alive! So in short: keep your bossmen alive and you're king, as you're reaching combat by turn 1.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information