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==={{color|#cc9900|Warclans}}=== Like in most recent battletomes, when you pick the Ironjawz allegiance you may say they are from a certain clan and get their bonus. This will probably define how are you going to play with your Ironjawz. '''{{color|#cc9900|Ironsunz}}''' ''The posterboy choice''. Not only Ironsunz are kunning but they are also fast and can get to you when you aren't expecting. (and kill you after that, yes) ;Command Ability - Alright, Get 'Em!: '''For 1CP at the end of the enemy charge phase''' If a friendly unit in 12' from enemy unit and out of 3' from other from enemy units that friendly unit can make an attempt to charge. **yes, this is charge '''in the end''' of enemy charge phase in his turn. Your unit charges when your opponent done with his actions. **you can issue this command for up to 3 units by megaboss on MK if they meet conditions described in this ability. **opponent that is aware of this ability will be very careful about his charges into your units and his movements (because in return you can countercharge with some nasty melee unit, simultaneously do this to his other units, kill his unit in subsequent combat phase and start a series of Smashing and Bashing and if your units are strong enough your opponent may never have a chance to actually fight.) **If you have a CP your opponent will stay the fuck away from your units that are not in combat. This can be problematic for him, he has to capture objectives and use his tactics. **you can charge units that just reached objectives and don't want to charge you. (charge punny 1 wound umies with brutes and literally deny them from even contesting it) **You can even ambush enemy unit on objective(or anywhere) when he approaches you in his movement phase: Position units near objective. Enemy unit finishes its move in 9' - use 3x Redeploy to move closer to him, in the end of his charge phase charge him with your three units! You need two CP for that. **another charge in a charge phase means another Stomp from your mawcrusha (if you are out of combat), don't forget about Hulking brute command trait that deals mortal wounds at the end of the charge move by general. **IF you were unable to reach your opponent units in your turn, you probably can do that in his turn. **Keep in mind that playing Ironsunz can be very CP intensive. Think about getting an ally GSG HQ Fungoid Shaman for 95 points(1CP at the start of YOUR hero phase on 4+ roll) or/and second Warlord battalion(1 free cp once per game). Core Rules CT that provides 1CP on 5+ on at the start of your hero phase might not be the best idea. Don't forget you can also use once per EACH hero phase Heroic Leadership action that provides CP on 4+ (no finest hour or heroic recovery after that though) '''{{color|#cc9900|Bloodtoofs}}''' ''They wear red armor, so you should know by now what their playstyle is about.'' Alpha strike Gore Grunta oriented clan. Picking this warclan turn Gore Gruntas into Battleline (you can take them instead of ardboys and brutes to fill your battleline slot in batallions) ;Trait - Hunt and Crush: At the end of the combat phase, your Gore-Gruntas that ''fought in that phase'' can pile in while within 3" of an enemy unit. Otherwise, they can move or charge. **It's like a Mighty Destroyers but for Gruntas and better, and it's free and you don't have to charge! You can move and block your opponent from charging your mawcrusha with your giant bases or get yourself to objective. **Fast Gore Gruntas are getting even more movement. They can go and charge your opponents units and keep them from getting objectives or shooting your mawcrushas. **You can use Mighty Destroyers to move in hero phase, then move in movement phase and then charge, kill enemy unit and at the end of combat phase charge again to tie down backline/shooter or move anywhere. That's just nuts. **You have to kill first unit you've charged before that combat phase will be finished in order to go further. Buff your gruntas with warchanter or/and charge enemy with multiple GG units, charge weak units with smaller GG units, that should be enough to get through screens. **Now armed with rend -2 Gore Hackas Gruntas can go through small armored elite unit if buffed with Violent Fury, keep in mind they do have plenty of attacks but their Rend only works on half of their attacks. **You need a Mawcrusha(or two) to charge with gruntas and multiple warchanters to support them. '''{{color|#cc9900|Da Choppas}}''' ''Buffed battleline that smashes faces.'' Warclan that focuses on smashing everything to pieces. ;Trait - Rabble Rouserss: Your Warchanter's Violent Fury can target up to three Brutes or Ardboyz. This makes Warchanters even more useful in buffing your forces and greatly increases damage of your battleline. ** Both battlelines are pretty strong in their own right, with their large numbers of attacks and damage being buffed by 1, with 4+ armor and respectable amount of wounds (more than 1) they are a force to be reckoned with, however their roles in the battlefield are different (since 3rd edition). ** Relatively cheap ardboyz with their partial 6+ ward, getting models back on 4+ Rally from a champion and 4+ to hit are better suited for tanking damage, and holding objectives. Big (15 max) unit of ardboys with 4+ rally will never fucking die. (you have to be in 3' away from enemy unit to rally though). They still can kill 1w models with ease, especially if buffed with violent fury. In 2022 season they can now realibaly attack in two lines again thanks to the Bonds of Battle rule of Galletian Veterans (which they are since they are an unmounted battleline with 4 or less wounds). ** Since brutes weapons recieved a buff in 3rd edition they became what they are always supposed to be: Elite Killer murder machines and probably one of the few battlelines in game with rend -2. Buffed by a warchanters violent fury a unit of 10 brutes with 2' range 3Π° +3(2) +3 -3 2 and Special weapons on waaagh turn will obliterate anything and will start smashing and bashing for another unit of brutes. ** Downside of this clan is that it buffs units that are both slow and have low bravery (6), likely you would have to make up for that with Inspiring Presence, Mighty Destroyers (maybe even Redeploy) which makes it rather CP intensive clan. Don't forget about Get Em beat, Great Green Hand of Gork maybe even Soulscream Bridge to get your boyz in combat. ** Your warchanter still can buff your other units with Violent Fury, but only one unit at a time. This should not be a problem since you'll probably have way more than one warchanter anyway. ** New 2022 Season brought new battalion (Bounty Hunters) that will provide +1 damage against Galletian Veterans (i.e. unmounted battletine with 4 or less wounds) for YOUR troops (i.e. not behemoths/artillery/leader units) in that battalion. Which stacks nicely with Mass Violent Fury. With damage 3 and that many attacks your ardboys and brutes will decimate your opponents battleline. Keep in mind you are vulnerable against this battalion as well.
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