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===From Battletome Ironjawz=== ;Brutefist (min. 670pt.): ''3-5 units of Brutes'' : An uncomplicated battalion for an uncomplicated faction, the Brutefist is useful for smaller games and offers some relatively minor benefits. You must elect a Brute Boss from one of the Brute units to be the battalion's Big Boss. This model gets 5 Wounds instead of the usual 3. Secondly, units from this battalion can charge in your Hero phase as well as in the Charge phase, as long as the unit is within 10" of the Big Boss. If they successfully charge under this rule, one enemy unit of your choice within 3" of the Brute unit that charged suffers d3 mortal wounds. This benefit seems fairly good on paper but in reality will likely not mean much. You're not going to be any closer than you were in the previous turn, so all it serves to do is allow you to attempt some risky charges before moving normally. It might be tempting to risk not charging in the previous turn just so you can activate this rule and get the mortal wounds, but that relies upon you going first in the next turn. Unless you're sure you won't be charged in the next turn even if you go second, it's probably better to just charge and forgo the bonus. <s>Don't forget that your Destruction Battle trait gives you a free 1D6 move in your hero phase as well. Getting you closer to get this charge off.</s> It's relatively cheap, but doesn't do that much for you. Leave this for smaller games or use it as part of the larger Brawl Battalion. - Additional Note: There is nothing saying a unit cannot charge more than once in a turn. If the charge succeeds at the start and your opponent is cheeky and removes models that are keeping your brutes there and/or the mortal wounds kill the unit, you can always charge again later in the turn! This lets your brutes gangpile something dead with mortal wounds during the hero phase then charge again later. ;Gorefist (min. 590pt.) : ''3-5 units of Gore-gruntas'' :Similar to the Brutefist, the Gorefist requires you to pick one of the Gore-grunta Bosses to be the battalion's Big Boss. This model gets 7 wounds instead of 5. Secondly, you can tell your opponent that the units from this battalion are in some fancy-schmancy formation as long as you set up all of the units from this battalion within 10" of the Big Boss' unit. If you do, the whole battalion gets to make a move of up to 15" in your first Hero phase. They can't run after they do, but it doesn't stop them from moving normally later in the turn. Depending on the mission you're playing and the deployment you use, this can allow you to get right into the enemy's craw really, really quickly. Generally, you need to set up your units at least 12" from the enemy's territory. Gore-gruntas can use this to move a total of 24" from the edge of your deployment area. This means you can be be balls-deep (12") in the enemy's territory on the ''first fucking turn.'' Assuming the enemy has deployed pretty normally, this should allow you to get off some nice charges right away, locking down enemy units, preventing them from moving, or wiping out/severely damaging war machines and ranged units before they can contribute. A few things to keep in mind - this battalion is at minimum 610pts and needs support, so it;s not a great choice for small (1000pts) games. Secondly, Gore-gruntas really like getting 8" charges, so decide whether you want the certainty of locking down a unit or want to risk it for the extra damage when you're moving the units, don't just move the full distance because you can. Remember, it's not enough to just roll 8 on the dice, the distance between units needs to be at least 8" for the ability to activate. Finally, Gore-gruntas aren't fantastic, they won't just rip and tear everything to death. Use these as a vanguard, not as a trump card. ;Ardfist (min. 660pt.) : ''A Warchanter, 3-5 units of Ardboys'' :This battalion revolves around the Warchanter. As long as he's still alive, once per game you can replace any of the 'Ardboyz units from the battalion that have been wiped out. The replacement has to be placed with all models within 6" of the edge of the battlefield and at least 6" away from any enemy units. Plus, it needs to be deployed as close to the Warchanter as possible. Before passing judgement, I'd like you to keep a couple of things in mind: 'Ardboyz units can have 30 models in the unit, and although the replacement units can't move after they rock up, they can still charge. This leads to interesting tactics, such as purposefully running up an unsupported 'Ardboyz unit into the hardest units the opponent has, letting them be utterly destroyed. Then, yell "SURPRISE!" as the full unit arrives on whatever flank you want, or behind the enemy army, or whatever serves your purpose best. To prevent inevitable snipage of your Warchanter, consider combining this battalion with other Ironjawz units and screening him using a larger model, like a gore-grunta or mega boss. You can then use the 'Ardboyz units as sacrificial, move the Warchanter safely to the middle of the board, then flank the opponent's army with reinforcements. It's worth noting that due to the replacement effect being a once per battle thing, it works best with 20 or 30 man units so whether this battalion is worth it is up to you. ;Weirdfist (min. 700pt.) : ''A Weirdnob shaman, 3-5 units of Ardboys/Brutes/Gore-gruntas'' : This battalion is a lot more flexible than the previous ones, though at least one unit of 'Ardboyz is likely a good choice simply to get the best casting bonus for the Weirdnob. For every unit from this battalion(including the shaman) within 10" of the Weirdnob, roll a dice when you successfully cast either Arcane Bolt, Green Puke, or Foot of Gork. Every 1-3 result increases the range of the spell by 6", every 4-6 result increases the number of mortal wounds the spell does by 1. Assuming you took 4 units in this battalion, in general you're getting +2 mortal wounds and an additional 12" range on any spell you cast. This makes something like Arcane Bolt pretty excellent for hero sniping, as with 5 units within 10" you've got a good chance of dealing 5-6 mortal wounds with any cast. That's going to either cripple or outright kill most characters on foot, and severely dent any that aren't. Once the enemy has closed in, switch to Green Puke, as both the range extension and the additional mortal wounds are beneficial. For the price you pay, this is a decent battalion, just remember that the danger of damaging your own units is there. ;Ironfist (min. 500pt.): ''3-5 units of Ardboys/Brutes/Gore-gruntas'' : As per usual, you need to nominate either a Brute Boss or Gore-grunta Boss in this battalion to be the Big Boss, and add 2 to their total wounds. This means although technically you can fill this battalion with nothing but 'Ardboyz, you'd miss out on the extra wounds bonus, since it specifies a Brute boss or a Gore-grunta boss. An 'Ardboy Boss is neither. As long as the Big Boss is alive, each unit in the battalion can move d6" in the Hero phase (They all use the same D6 result). They can move normally after they do so, except they can't run or retreat. Essentially this battalion gives each unit a run move without the restrictions. This battalion is pretty cheap, it helps to shore up a weakness in the army, and it's flexible. Plus, as the Big Boss remains part of his unit, he's not as vulnerable to sniping as separate heroes would be, so unless you're reckless you should receive the benefit for most of the game. This does synergize with the Destruction battle trait, to get move + d6" of extra movement by combining the benefits during the hero phase.
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