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===={{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.
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