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==Super-Battalions== ===From Battletome Ironjawz=== ;Brawl (min. 3520pt.) : ''A Megaboss (on foot or on Maw-krusha), a Warchanter, a Weirdnob shaman, 5 of the following battalions in any combination Brutefist/Gorefist/Ardfist/Weirdfist/Ironfist.'' :Holy crap, this battalion even at minimum is expensive. Consider this like an apocalypse formation - only for really big games. Anyway, the Megaboss can use an ability called 'Big Waaagh!' as long as he's within 10" of both the Warchanter and the Weirdnob in the hero phase. If the Megaboss does use Big Waaagh!, all units in this battalion within 15" of him at the start of the next combat phase make ''two extra attacks'' with ''each of'' their melee weapons. Any units that don't receive this bonus but are within 10" of a Big Boss make 1 extra attack instead. Given how much this battalion costs to run, the 200pts for the extra benefit seems paltry in comparison. Plus, as a Command ability, the Megaboss can use it each and every hero phase, leading to ridiculous amounts of carnage. ===From General's Handbook 2018=== Trying to shove Gordrakk into either of the below batallions results in a 2020 point list and sadly juuust out of reach of being done. A shame since both would help tremendously. <b>Edit for 2019</b> As of General's Handbook 2019 due to point cost reductions you can now include Gordrakk in either of the below with points left over. ;Bloodtoofs (min. 1360pt.) : ''A Megaboss on Maw-krusha, 1 Ironfist (must contain 5 units), 0-4 of the following battalions in any combination Brutefist/Gorefist/Weirdfist/Ironfist, any number of additional IRONJAWZ units.'' All units in the battallion gain +1 to run and charge rolls, stacking with Ironjawz for a minimum 4" charge. Pretty nasty and increasing out your threat range but...RAW the rules say you can only declare a charge if you're within 12" of a unit regardless of bonuses. In addition, gives Ironjawz units +2 Bravery so long as a Baleful Realmgate is on the field, making your high wound high cost models harder to run off the field. As of GHB 2019, also makes each of your units count as 2 when using the mandatory Megaboss's Mighty Waaagh ability. ;Ironsunz (min. 1360pt.) : ''A Megaboss on Maw-krusha, 1 Ironfist (must contain 5 units), 0-4 of the following battalions in any combination Brutefist/Gorefist/Ardfist/Ironfist, any number of additional IRONJAWZ units.'' During the first round, has a <s>66%</s> 5 in 6 chance of forcing your opponent to have -1 to hit. Cuz Ironjawz are kunnin'. Potentially useless or amazing depending if you get it against a gunline. Your Megaboss on Mawkrusha also starts the game as if he had slain D3 enemy heroes with your weapon of choice. Getting free wounds and attacks is never a bad thing.
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