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==Tactics== Use the tried and tested Orc, Ork and Orruk tactic - Get from one side of the board to the other in the fastest time and smash your opponent into smush. Because of how your Megabosses command ability works, you absolutely want to make sure there is a minimum of 6+ units near him. Because of this, the Ironjawz kind of want to play a Multiple Small Unit(MSU) list. With 2.0 allowing multpile uses of a command ability in a turn this is even more important to maximize the usage of it. HOWEVER if you're playing a relatively small army, it is HIGHLY recommended to bring an allied warboss. Its command ability still affects your units and garuntees an extra attack regardless of how many units you have. Because of how command points work in AoS 2.0 the Ironjawz really play a Power Turn approach where you drop all your points into one turns worth of extra attacks and literally wreck the enemy in a single turn due to having a bajillion attacks ALWAYS BRING THE IRONFIST. This batallion is very flexible, since you can bring ANYTHING and it gives you a great way to pad your army's main "weakness". When building lists remember that in matched play what makes you get the objectives is body count: so try to keep a ratio of 1:1 (or close to, at least) when bringing units: 1 unit of ardboys per unit of brutes/1 gore gruntas. The two early ones should be taken ALWAYS in the ironfist while the other can be taken in gore-fists (though it should be said that said formation's cost is rather high, so be wary!) or ironfists. Never take ardfists (too many points to use too late) and only take weirdfists (sure, you can make deadly spells, but those 100pts are there for a benefit only usable for the shaman and there are better uses of thos 220pts) or brutefists if you go for "fluffy" lists.
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