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===={{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 GetβEm 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.
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