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==Warscrolls== ===<span style="color:#cc9900;">Ironjawz=== ===={{color|#cc9900|Leaders}}==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_gordrakk_eng.pdf Gordrakk, Fist of Gork]''': (540pts, unique): AKA The Big Green Cheek Clapper. The biggest meanest Orruk in town riding the biggest cabbage around that'll stab you, stomp you, chop you and bite you, Orky style! **Rather considerable price-tag both in green dough and points. It sure does want to make up for it though, being an unsurprising brute force in melee. This amazing centrepiece is a juicy pick for any Waaagh! **He wields his two weapons, Smasha and Kunnin': They have similar profiles (except that Smasha deals D3 damage with Rend -1 with each attack while Kunnin' deals a single damage) and different abilities. Smasha deals D3 mortal wounds against any non-Wizard {{AOSKeyword|HERO}} on a 4+ to wound, while Kunnin' does the same against any {{AOSKeyword|WIZARD}}. **His Maw-krusha (named Bigteef) has a shooting bellow attack and a melee tail. **Counts as a Behemoth and flies. **Deals up to 9 mortal wounds right after it charged (each one requiring a roll of 5+) and if it happens to kill the entire unit he just charged towards, he can charge again. And again. And again. Plus if there is a terrain feature nearby he can roll all the dice again, and if any is a 6 it's smashed and no longer provides cover. **If he kills ''any models'' in the combat phase, Smasha and Kunnin' get an extra attack and he gets an addition wound. Only once per turn, but stacks across turns and even works in your opponents turn. **Command ability gives +1 to hit rolls to three nearby {{AOSKeyword|Destruction}} units. Does not stack with the Megaboss versions. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_mawcrusha_megaboss_eng.pdf Megaboss on Maw-krusha]''': (460pts) Generic Boss on Giant Cabbage **Slightly cheaper, slightly neutered version of Gordrakk. Still a complete beast though, and nothing stopping you taking multiple into battle. **Counts as a Behemoth and flies. **Can choose between using a Gore-hacka and a Scrap-tooth or a Choppa and a Rip-tooth Fist, which has fewer attacks and less range but when attacked back deals a mortal on a save roll of 6. **Maw-krusha has the same attack profile as Gordrakk, but deals fewer attacks (the bellow is D6, down from 6, and the tail deals 1 fewer). **Similarly to Gordrakk, can deal mortal wounds after it charges, but does not damage scenery. Also gets one less dice to roll. **Command ability is the similar as Gordrakk, giving +1 to hit rolls to a single nearby {{AOSKeyword|Ironjawz}} unit. Does not stack with Gordrakk's version. **As with Gordrakk, each turn he kills ''any models'' in melee, the rider's weapon gets an extra attack and he gets an addition wound. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_megaboss_eng.pdf Orruk Megaboss]''': (140pts) Big boss on foot **Like the Maw-krusha version, but without the Maw-krusha abilities (no tail attack, no charging ability, no flying, not a behemoth) **Forced to take the Choppa and Rip-tooth Fist as his weapon, which still deals the mortals on a save. **Also gets the +1 attack and +1 wound after killing. **Command ability is identical. **He's the cheapest IJ source for Waaagh CA. **Really only worth it at 1k points. If you play at more points, go for his cabbage riding brother. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_warchanter_eng.pdf Orruk Warchanter]''': (110pts) Orky Drummer that's missing the drum, so it just slams his sticks together! **This guy got a huge buff in the book: <s>command ability gives a nearby unit +1 damage to every attack.</s> Even better, he gives +1 damage to every melee attack to that unit as a normal ability - so no command point required! This does NOT stack with itself... **Remember, he also knows one of the allegiance Warchanter Beats. **Not too shabby in combat either: 6 attacks of damage 1 and each hit of 6 becomes two attacks. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_weirdnob_shaman_eng.pdf Orruk Weirdnob Shaman]''' (120pts) Your {{AOSKeyword|Ironjawz}} wizard. You know him, you better love him! **His spell, Green Puke (CV6) draws a line 2D6 long which deals D3 mortals to each unit it touches. **If near other {{AOSKeyword|Ironjawz}} (unit size at least 10) he can attempt to cast Green Puke in addition to another spell, even if <s>other</s> a wizard has already attempted it. **Remember, he also knows one of the spells from the allegiance lore. **Interestingly has 3 base Attacks at damage D3, rend -1, making him not completely useless in melee. ===={{color|#cc9900|Battleline}}==== ''Battleline in {{AOSKeyword|Ironjawz}} or {{AOSKeyword|Big Waaagh!}} army'' *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_ardboys_eng.pdf Orruk Ardboys]''': (90pts, 5) Only counts as Battleline when taken in a unit of 10 or more. The Ironjawz version of ~100 points, 10 wounds infantry, but boy is that description selling them short. Two attacks (Unit boss gets +2 attacks) at 3+/3+/-1/1 is a great attack profile and they make great use of your buffs. They have a 4+ save and two out of every five models may carry a shield for a 6+ ward against wounds AND mortal wounds. One in five models can carry a battle standard and you get two choices, so at ten models you can field both. The banner gives +2 bravery and the glyph gives a -1 to bravery to any unit within 3" of your unit. Their 4" move is pretty bad, but the musician gives your boys +2" to charge rolls, which is pretty sweet. Ardboys are the backbone of your Ironjawz army. They're a great anvil that will hold objectives without issue. And with +1 damage from the warchanter and the Megaboss' Waaagh (and optionally the +1 to hit) command ability they become crazy strong hammers as well. Several units of 10 boys will be a great front line. In the Ironjawz Allegiance they are crazy fast, with their total +3" charge range they will make the charge more often than not. A 10" charge difficult? Not for your boys. Load them up with buffs and send them in. Gives them a good chance to trigger "Smashing and Bashing" and snowball the combat phase in your favor. In the Big Waaagh Allegiance these guys are borderline broken. At max Waaagh points and with a Warchanter to buff them they have 2+/2+/-1/2 with a 6+ ward on top of your normal saves and shield saves. Bringing 40 of these lads is a good way to lose your friends quickly. Counterpoint: Ardboys require a lot of support to be useful against any opponent with more then 2 braincells. The reality of the situation is that they will crawl across the board and get tied in combat for 3 turns unable to kill anything which isn't chaff. Brutes are more reliable and their small unit size makes them flexible and more annoying to deal with. They are situational at best *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_brutes_eng.pdf Orruk Brutes]''': (130pts, min 5, max 20) Brutes are your Hero, elite infantry and cavalry killers. For 130 points you get 15 wounds worth of angry green muscle that gets +1 to hit if they target a unit with a Wounds characteristic of 4 or more. Their weapons are 3+/3+/-1/1. With the choice of 4 attacks at 1" or 3 attacks at 2". The unit boss gets to pick between two different weapons. Three attacks at 3+/3+/-1/2 or four attacks 4+/3+/-1/2. One in five models can take a massive Gore-choppa. Which is a free 2" 4+/3+/-1/2 weapon making three attacks. Brutes excel in killing units with multiple wound models. Which sounds great in theory, but there's a couple of things you need to keep in mind when you run them. They don't have a banner or a musician, so they're stuck at 6 bravery and no bonus to movement, so their 4" move will mean they will lag behind the rest of your battleline options. So they will take a while to get into combat. And when they get there the low bravery means there's a chance they won't stick around. But when you get them in combat and they attack their intended targets first, they will absolutely destroy. The 1" weapons are great when running MSU and the 2" weapons are great for when you want to put them behind a line of ardboys. That's a charge your opponent will regret. The boss is best equipped with the 4 attacks claw, as it performs slightly better. If you want to have your brutes running up the table to kill Heroes, consider bringing a warchanter with the Get’Em beat (3D6 charge). It only works on a 4+, but is very much worth it if it means your Brutes get to attack first. Alternatively, you can leave your brutes on your home objectives. Your opponent will most likely want to come and grab them with cavalry or fast elite units. Most of these have 4 or more wounds. Exactly the kind of units Brutes like to smash. Keep these things in mind when fielding them. They require some work and thinking but are great at what they're supposed to do. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_goregruntas_eng.pdf Orruk Gore-gruntas]''': (160pts, min 3, max 12) Heavy cavalry, Ork style. For 160 points you get three piggies with 9" movement and five wounds. Oink oink, motherfucker. The riders have the same attack profile as brutes: 3+/3+/-1/1. With the choice of 4 attacks at 1" or 3 attacks at 2". The piggies get four attacks at 4+/4+/-/1. If the unit charged the same turn, the piggies and the 2" spears get +1 to hit and wound. You also roll a D6 for every enemy unit that has a pig end the charge within 1" of it. On a 4+ that unit gets a mortal wound. Your fastest battleline unit is a very flexible anvil. They make for great screens for the Maw-krusha due to their speed. The 1" Choppas are great at dealing with enemy hordes. A MSU of the 2" Spears are a surprisingly great scalpel, good for targeting enemy 6 wound heroes and elite infantry. If you charge an enemy 6 wound support hero, they will delete it in the combat phase. Remember these guys are battleline and you can feasibly spam these for an alpha-strike list with the gorefist battalion. You'll need plenty of command points for mighty destroyer moves though so you'll need to either look at buying some or using the Brutish Cunning warlord trait, though that means giving up the clan bonus. ===={{color|#cc9900|Other Units}}==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_ironskulls_boyz_eng.pdf Ironskull's Boyz]''': (80pts, unique) The quartet of Ardboys from Shadespire. They’ve gained the Ironsunz keyword interestingly, so they can benefit from the buffs of that tribe. Otherwise they play like a slightly undermanned Ardboys unit. Their main gimmick is negating wounds on a 6 (5+ for the boss Ironskull), and that’s about it. Consider bringing them as bodyguards for your more important heroes. Other than that, you can just ignore ‘em. **The main benefit to Ironskull's Boyz is being in a unique 80pt position. If you can't get an extra 20pts for another 5 Arboyz, Ironskull's can make an excellent filler if you didn't want to take an endless spell or two(you might be better of just buying a command point and then getting a triumph) **Their Pair of Ardboyz Choppas has the same profile as Ardboy Choppas for normal Ardboyz but the warscroll does say that Pairs of Ardboyz Choppas get +1 to hit. So, they hit on 2+ !!! **With the points increase to Ardboyz, these guyz look alot more appealing as an msu objective holding unit. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos_morgoks_krushas_en.pdf Morgok's Krushas]''': (90 pts, unique). Ironjawz. At long last a unit drawn from a specialist game that doesn't suck balls. These guys are slightly souped up brutes. While regular Brutes are 28 PPM, those are at 30 PPM, so you don't pay that much of a premium. Morgok,the leader does not have access to the traditionnal brute leader weapons, but makes one extra attack with his Krushas. So instead of 3 attacks at 2W, you get 5 at 1. While you lose here, you still get the special 2W weapon for another member of the squad that normally only one of every 5 Brutes can take, despite behing only 3. **The special knack of this unit is that once they finish a monster for the first time in a battle, they get +1 to wound permanently(thus wounding on 2+) which seriously boosts up they attack power, and these guys have 12 attacks! **To help them in this endeavour, they still get the Brutes' bonus of +1 to hit against models with 4 wounds or more, meaning they can be efficient minor heroes hunter too, and by that I mean if they can make contact with any ~100 pts hero they will turn him/her into a bloody pulp. They are also good monsters FINISHERS, as they lack the number to take them down by their own. **They have 9HP with a 4+ save, which makes them reasonnably tanky for a unit this size, at A LOT more survivable than a lot of other overpriced specialist units with 1W per model. ==={{color|#009933|Bonesplitterz}}=== ===={{color|#009933|Leaders}}==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_wurrgog_prophet_eng.pdf Wurrgog Prophet]''': (160pts) A wizard who can cast and unbind 2 spells and is pretty good in a scrap for a caster. His scary mask means he's always got a -1 to be hit in melee, and he can generate more command points in-game. His Fists of Gork spell has a good 24" range and rolls as many dice as models in the unit, doing mortal wounds on 6's <i>unless</i> you cast on a 10+, in which case it does the damage on 4+! *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_big_boss_eng.pdf Savage Big Boss]''': (90pts) A melee force multiplier. Decent melee fighter with an ability allowing another Boneplitterz unit nearby to fight immediately after he does. His command ability allows a friendly unit to get two hits rather than 1 on unmodified 6's in melee. This command ability no longer affects ranged attacks! Still good anyway, you just have a harder time drowning your opponent in shots. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_wardokk_eng.pdf Wardokk]''': (80pts) Cheap caster with no unique spell but the ability to do buff friendly units with his dances on a 3+. He can heal, increase save rolls or give a wizard +1 to cast/unbind/dispel. Although the buffs don't stack, you can heal a unit more than once with a couple of these guys. Never leave home without two. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_maniak_weirdnob_eng.pdf Maniak Weirdnob]''': (140pts) A nutter on a piggy, another wizard with surprisingly good melee abilities (if you are lucky), a reroll to cast/unbind/dispel once a turn due to his squig and a spell that grants the same double hit shenanigans as the Big Boss's command ability. This spell works on both melee and ranged attacks, though. ===={{color|#009933|Battleline}}==== All of these units can have banners and musicians that give them +2" charge and +1 Bravery *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_savage_eng.pdf Savage Orruks]''': (Battleline, 120/300pts, min 10, max 30) At two wounds a pop minimum, there are no truly cheap units in the army, but these guys are the closest. Armed with chompas (blades) or stikkas (spears), they each get 2 attacks with the stikkas having one worse to wound roll but a greater range. With shields giving them +1 save in melee, combine with the Kunnin' Beast Spirits' spell to make them surprisingly hard to shift considering they're only armored in a loincloth. In bigger units stikkas are best, 32mm bases will make attacking in two ranks with chompas difficult. ''Battleline in {{AOSKeyword|Bonesplitterz}} or {{AOSKeyword|Big Waaagh!}} army'' *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_arrowboys_eng.pdf Savage Orruk Arrowboys]''': (120pts, min 10, max 30) Lots of inaccurate shots at 18" range. A bit pricey for the damage they'll inflict, even with 3 shots each while at 15+ models, although they aren't completely useless in a close-up fight. Their bows get a point of Rend against {{AOSKeyword|Monsters}}. Not as devastating with Kunnin' Rukk as they use to be, but will still lay wast with sheer volume of arrows. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_boarboys_eng.pdf Savage Boarboys]''': (130pts, min 5, max 20) Basically the Savage Orruk onna pig. Extra wound, extra attack with their melee weapons but both the stikkas and the boars get + 1 to hit <i>and</i> wound on the charge. ''Battleline in {{AOSKeyword|Bonesplitterz}} army'' *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_boarboy_maniaks_eng.pdf Savage Boarboy Maniaks]''': (140pts, min 5, max 20) Maniaks lose the shield save and stikka option, but their chompas get another attack (so they're twice as damaging unbuffed as a Savage Orruk on foot). If there's 5 or more of them they get <i>another</i> attack with their chompas too. They're also a little braver than the non-maniak boarboys. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_morboys_eng.pdf Savage Orruk Morboys]''': (120pts, min 10, max 30) In a similar vein to the Maniaks, Morboys are Savage Orruks with one extra attack, no shield, and a bit more bravery. They do also get a permanent +1 to hit if any enemy {{AOSKeyword|Monsters}} have been killed, however. ===={{color|#009933|Other Units}}==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_big_stabbas_eng.pdf Savage Big Stabbas]''': (100pts, min 2, max 8) A couple of Orruks lugging around a massive spear, each big stabba hits as hard as some melee heroes, do extra damage against monsters and can run and charge too. If they're killed in the melee, they may also do D3 mortal wounds to an enemy unit within 3" - so expect them to get shot down early. ==={{color|darkred|Kruleboyz}}=== ===={{color|darkred|Leaders}}==== *'''Breaka-Boss on Mirebrute Troggoth''' *'''Killaboss with Stab-grot''' *'''Killaboss with Great Gnashtoof''' *'''Murknob with Belcha-banna''' *'''Swampcalla Shaman and Pot-grot''' ===={{color|darkred|Battleline}}==== *'''Gutrippaz''' ===={{color|darkred|Other}}==== *'''Beast-Skewer Killbow''' *'''Hobgrot Slittaz''' *'''Man-skewer Boltboyz''' ==={{color|mediumspringgreen|Greenskinz}}=== Greenskinz are allowed in a Big Waagh faction as the keyword requirement for these units is {{AOSKeyword|orruk}}, which all greenskinz possess. However, they are no longer on sale and have been relegated to [[Age of Sigmar/Tactics/Legends|Legends]] as of GHB2020. Feel free to use them if your opponent allows and you really want an uphill challenge. [[Age of Sigmar/Tactics/Legends/Greenskinz|Tactics can be found in the Legends section]]. ==={{color|#999900|Others}}=== {{anchor|FWRogue}} *'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS//aos-warscroll-rogue-idol-2019.pdf Rogue Idol]:''' (420pts) Your resin FW beast. Now with {{AOSKeyword|Orruk}}, {{AOSKeyword|Ironjawz}}, {{AOSKeyword|Bonesplitterz}} and {{AOSKeyword|Greenskinz}} keywords so that you can field him as you see fit. A Fighting monster and a minor buffer to any Orruk or army. In addition to its combat powers, it also adds one to Orruk and Grot casting rolls and Bravery. Make sure that your units don't get too close to it as rocks will fall off it and harm units. Also good to note, it can be buffed from both factions spells. So Bonesplitterz can send out a Rogue Idol with a 2+ save!
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