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===<span style="color:#cc9900;">Ironjawz=== Ironjawz is a melee powerhouse army with even battleline having 4+ armor and 2 plus wounds. Their biggest unit size is only 15 models. Units have a lot of attacks, wounds and a pretty good armor. No ranged units and almost no mortal wounds outside of impact hits. Battleline has access to rend -2, damage output can be high too. Army has strong buffs that your opponent can't prevent, teleport spell and killy, tough and fast HQ Monster that can issue multiple commands simultaneously. It also provides good objective play and allows execution of monster related tactics. Ironjawz is a fast army but mostly thanks to their abilities. Ironjaws want to get in combat but only in combat where they will win. You '''have to pick your fights''' and win them in order fight first again and again. ===={{color|#cc9900|Leaders}}==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_mawcrusha_megaboss_eng.pdf Megaboss on Maw-krusha]''': (480pts) Big Murderous Flying Cabbage with a Big and mean Megaboss on top of it. Even cheaper and more powerful than in previous edition. **Your only {{AOSKeyword|Ironjawz Monster}} in the book which is important in the third edition. Cabbage damage, mobility and ability to issue commands to three {{AOSKeyword|ironjawz}} units for one CP simultaneously makes it an auto include in almost any {{AOSKeyword|ironjawz}} list and also makes it a fire magnet for your opponent. **Tough with 18 wound and 4+ armor save which can be '''changed to 3+''' (''not +1 modifer'') at a small cost of having 7 (3+ 3+ -1 2) attacks instead of 9 on a Megaboss (always take this) **Cabbage itself has ranged 8' Roar with 4 (2+ 3+ -1 1) attacks and 8 (3+ 3+ -2 3) attacks with it's Mighty fists and tail. **If this model kills ''any model'' in combat phase '''Megaboss weapon''' gets +1 attack and unit gets +1 to 'Wounds' '''characteristic''' at the end of the combat phase for entire battle. (if you had 14 out of 18 wounds now you gonna have 14 out of 19). Stacks after every combat phase. **Counts as a Behemoth and flies 12' which makes it the fastest unit in {{AOSKeyword|ironjawz}} army. **When using Stomp Monstrous Rampage if it's succesful you can add up to 3 additional mortal wounds to result thanks to Destructive Bulk ability, if there are no models in 3' after that you can move d6 and use Stomp Monstrous Rampage '''again'''. (range of that ability has been nerfed to d6 from previous edition, but wording still allows you to Stomp after Stomp until there is a model in 3' after enemy models have been removed from Stomp damage. ("If you carry out Monstrous Rampage...")) **Cabbage can take a Mount trait and any other Enhancements *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_gordrakk_eng.pdf Gordrakk, Fist of Gork]''': (500pts, unique): AKA The Big Green Cheek Clapper. Your named MegaBoss on a Cabbage. The biggest meanest Orruk in town riding the biggest monster 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! **It is said his two axes, Smasha and Kunnin' once were two parts of Gorkamorkas legendary axe Worldchoppa, an axe, forged of metal ripped from Sigmars throne. Gordrakk said he split it to make the weapon twice as killy. Smart! **Both Axes have the same profile with 5 (2+ 3+ -1 2) attacks each. ***Smasha deals 2MW on '''unmodified wound rolls of 4+''' to a {{AOSKeyword|HERO}} that is '''not {{AOSKeyword|WIZARD}}''' and the attack sequence ends. ***Kunnin' doing the same but only against {{AOSKeyword|WIZARD}}s and the attack sequence ends. ***Attack sequence ends means your opponent won't be able to roll armor save! <s>Nice!</s> BRUTAL! **It worth noting since Gordrakk has two weapons he is getting one additional attack, one for each weapon when this model kills other model in combat phase. (in addition to one wound) **His Maw-krusha (named Bigteef) has two additional Roar attacks, an additional fists and tail attack, and doing one more mortal wound from it's destructive bulk ability. Unfortunately you can't pick mount trait for Gordrakk's mount. **Gordrakk has 20 wounds but only 4+ armor save and unable to take Rip-Tooth Fist to change this! This in conjunction to him being a unique character (which means he's unable to pick artefacts and amulet of destiny in particular) makes him very vulnerable in comparison to normal Megaboss on Maw-krusha **While Megaboss on Maw-Krusha can issue up to three commands for 1 CP to {{AOSKeyword|Ironjawz}} units Gordrakk is doing the same but for '''friendly units'''. Which means he can issue commands in Big Waaagh to {{AOSKeyword|Kruleboyz}} or {{AOSKeyword|Bonesplitterz}} or to any other friendly allied unit. **Gordrakk is also a general in Warclans armies, so '''if your general is dead''' you are still getting a Command Point for a general on the field and in Big Waaagh you are still getting d6 waaagh points if Gordrakk is on the field. **Bottomline: With more attacks from his Mawcrusha, additional, more numerous and precise(2+) armor piercing attacks that deal mortal wounds from his axes, Gordrakk is a more offensive character than a stock Megaboss on a cabbage. His ability to issue multiple command abilities at once to other friendly units and him being a general makes him an interesting option for Big Waaagh. On the other hand with his 4+ armor save and inability to take artefacts (for protection), command trait or mount trait makes him very vulnerable and even with 20 wounds he's gonna go down fast from shooting and magic (not to mention he should be in combat to deliver his massive damage). Usual Cabbage on the other hand is still a beast in melee combat and can be way more survivable (thanks to Rip-Tooth Fist, amulet of destiny/armor of gork, smelly 'un trait) or/and faster (fast un) or it can deliver huge damage when you need to kill something important (destroyer, hulking brute CT+Mean un). And it's 20 points cheaper. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_megaboss_eng.pdf Orruk Megaboss]''': (140pts) Big boss on foot. Buffed in 3rd edition to be even more killy and bossy and cheaper, he is still slow though. **Basically Megaboss without Maw-krusha (no tail attack, no charging ability, no flying, not a behemoth or monster) **He has Choppa and Rip-tooth Fist as his weapon, he has 3+ save 7 wounds and 8(!) attacks with a megaboss profile (3+ 3+ -1 2) which makes him more than a match for many characters and units. **Also gets the +1 attack and +1 wound after killing. **Can issue a command to TWO Ironjawz units for 1 cp. Great! **If he killed in combat phase but never fought in it, he fights and then you can remove the model. Take your enemy with you! **Good for his points and if you play at 1k points. If you play at more points, go for his monstrous cabbage riding brother. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_warchanter_eng.pdf Orruk Warchanter]''': (115pts) Orky Drummer that's missing the drum, so he just slams his sticks together! And it just works! A guy that buffs your army big time! One of the most important units in IJ army. **He has the most important support {{AOSKeyword|Ironjawz}} ability Violent Fury: In your hero phase you can pick one unit of {{AOSKeyword|Ironjawz}} wholly within 15', until your next hero phase that unit adds +1 to Damage for attacks of all its melee weapons. This does NOT stack with itself... **Warchanter can pick and attempt to cast '''only one''' of the 3 beats. Each turn on a 3+ you can either heal d3 wounds for a '''friendly MODEL''' within 12" in hero phase, let a friendly {{AOSKeyword|Ironjawz}} unit charge an enemy within 18" by rolling 3d6 at the start of charge phase, or debuff an enemy unit within 12" to get +1 to hit against it for your units melee attacks. **Warchanter can't attempt to cast a similar warbeat if other warchanter already attempted to do this (even if he failed) **Not too shabby in combat either: 6 attacks with d3 damage. Also now hits on 3+. His Melee attacks profile has been buffed in 3rd edition and now he is probably capable of taking on many weakly armored units if he attacks first. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_weirdnob_shaman_eng.pdf Orruk Weirdnob Shaman]''' (90pts) Your {{AOSKeyword|Ironjawz}} wizard. You know him, you better love him! **He can cast/unbind one spell without any bonuses and like all wizards he knows Mystic Shield and Arcane Bolt **His spell, Green Puke (CV6) draws a line 2D6 long which deals D3 mortals to each units it touches. **'''In the end of your hero phase''', If he's within 12' of at least 10 other {{AOSKeyword|Ironjawz}} models he can attempt to cast Green Puke in addition to another spell he casted, even if another wizard has already attempted it. He may even cast it if he already casted it himself if he is doing this in addition to casting other spell. **Picking an Enhancement Spell Lore Allows him to pick one spell from Lore of the Weird or Universal Spell Lore. **Lore of the Weird has pretty high casting rolls for a wizard without + casting. (7 8 10) **Making Weirdnob a general and giving him Touched by the Waaagh CT allows him to inflict d3 MW before every casting roll to a unit in 6', after casting all spells you can inflict d3 mw again before rolling for Green Puke. Then deal d3 MW more with Green Puke. **You can give him Arcane Tome to increase number of spells he may cast to 2 (plus green puke) per hero phase. That is going to improve his mortal wounds output in 6' with Touched by the Waaagh as well. **If you are giving him Touched by the Waaagh pick Foot of Gork (CV 10) as well and try to cast it on +3 to casting. IF not a 3+ wizard will cast CV 10 spell then who? ** In Big Waaagh all wizards are getting +1 casting at 12 Waaagh points. 4+ to Casting is max limit for TbtW Weirdnob. (you can improve his casting to 5+ if you are in 6' from Rogue Idol) **Endless spells now move in your and your opponents hero phase. With that much + casting you can at least try that. You can control an endless spell in 30'. Not only that but in 2022 Season Endless spells are now way cheaper and very impactful. **Weirdnob is a very fragile 6w 5+. Giving him CT and Artefacts and Endless Spells might not be the best idea. **Crazy builds aside if you don't need to cast Hand of Gork (CV 7) to teleport your {{AOSKeyword|Orruk}} units into battle or Aoe 16' Buff Your {{AOSKeyword|Ironjawz}} units with +1 to wound with Bash Em Ladz' (CV 8). You can skip Weirdnob. **If you want to pick a Wizard only to be a dedicated Mystic Shield caster for your Mawcrusha better pick an Ally GSG Fungoid Cave Shaman, he's only 95 points HQ, has 6w 5+ 4+ ward, his spell is meh but he gives you 1 CP on 4+ in you hero phase! Glorious! **Interestingly Weirdnob has 3 base Attacks at damage D3 each, rend -1, making him not completely useless in melee. ===={{color|#cc9900|Battleline}}==== ''Battleline in {{AOSKeyword|Ironjawz}} or {{AOSKeyword|Big Waaagh!}} army'' 2022 GHB changes to battleline units: All unmounted batteline units with 4 or less wounds are now {{AOSKeyword|Galletian Veterans}}. {{AOSKeyword|Galletian Veterans}} have Bonds of battle special rule that allows them to fight in two lines even with 1' range weapons (i.e. big squads with 1' weapons are back in the game despite of Coherency). Also only {{AOSKeyword|Galletian Veterans}} can score proving grounds (objective that 2nd acting player picks). There are also two new battalions that based on that keyword as well. Ironjaws {{AOSKeyword|Galletian Veterans}} are Brutes and ardboyz. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_ardboys_eng.pdf Orruk Ardboys]''': (85pts, min 5, max 15) The Ironjawz version of ~100 points, 10 wounds infantry, but boy is that description selling them short. Three attacks (Unit boss gets +1 to attacks) at 1' 4+/3+/-/1 is a pretty good attack profile and they make great use of your buffs. They have a 4+ save, two wounds and two out of every five models may carry a shield for a 6+ ward against wounds AND mortal wounds on these models. One in five models can carry a battle standard and one in five can take an instrumet. The banner gives the unit +1 bravery and the musician adds +1 to charge The ardboyz overall have seen some changes in the update. They lost their rend on their weapons and are a little slower overall along with a worse hit roll and bravery. However they have gained a unique way of reinforcing the unit. If the '''unit leader''' attempts a Rally command and they are wholly within 12" of a Warchanter, they can return models on a 4+ instead of a 6+. Allowing a unit to be returned to full health more reliably. Keep in mind that you can only do this further than 3' from enemy units. While obviously good it does force your Ardboys to be even more reliant on being near Warchanters, and the loss of rend unless you are calling a Waaagh really hurt their hitting power (along with now never hitting better than a 3+ in combat due to their hit rolls getting nerfed). Overall Ardboys are still very good and still make an excellent battleline choice, however they have lost some hitting potential and are now no longer the obvious choice when fielding Ironjawz or Big Waaagh (so that can be a good thing if you were tired of them being the obvious spamming choice). Their role is now more clear as an anvil rather than hammer. With Brutes and Goregruntas both hitting harder than them. Their problems with coherency were mostly solved in GHB2022. You can now field 15 ardboys in 2 lines with all of them attacking enemy unit. (OLD Positioning pics can stay just in case. [https://i.imgur.com/H7zecBd.jpg Theory.] [https://i.imgur.com/uEV8x6s.jpg Practice.] ) It worth noting that when moving and postioning a large unit of ardboyz make sure your boyz with shields are on the sides of your formation, that way when you resolve your wounds and remove models from a unit your coherency remains intact. Also according to 2021 FAQ when you Rally to return models you can return a model with any wargear on it that previously has been in this unit. Always return Shield bros. (Q: Do any restrictions that applied when I picked a unit for my army still apply when I return a slain model to that unit? A: ''No. For example, if a weapon can only be taken by 1 in every 5 models, you could return a slain model with that weapon option to a unit that has fewer than 4 models in it.'') *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_brutes_eng.pdf Orruk Brutes]''': (160pts, min 5, max 15) Brutes are your Hero, elite infantry and cavalry killers. For 160 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. An entire unit should pick either short ranged Brute Choppa 1' 4a 3+/3+/-1/1. '''OR''' Jagged Gore-Hakka 2' 3a 3+/3+ '''-2''' 1 which has been buffed. The unit boss gets to pick between two different weapons. Three attacks at 1' 3+/3+/-1/2 or four attacks 1' 4+/3+/-1/2. One in five models can take a massive Gore-choppa that has been buffed for additional rend since previous edition. Which is an impressive 2" 4+/3+/-2/2 Brutes have gotten some excellent new abilites that allow them to be a real nightmare as a frontal hammer, but less so as an anvil. They don't have a banner or a musician, so they're stuck at 6 bravery and no bonus to movement or charge, so their 4" move will mean they risk falling behind your other battleline options. There are ways to mitigate this, with Ironjawz generals being able to use Mighty Destroyes command ability on multiple units of Brutes will help immensely in getting them up the board faster, this combined with a Get 'Em Beat from a Warchanter will go to great lengths in helping your Brutes get into combat. You can also teleport your Brutes with Weirdnobs Great Green Hand of Gork (CV7+) to 9' from your enemy. Now as for actual combat roles the addition of extra rend on the Jagged Gore Hacka and extra reach give it an amazing boost in the new addition where +1 save and coherency issues is much more rampant. In short Jagged Gore Hackas allow you to fight in two lines with each model which is very important for brutes with their giant bases. If facing something with a halfway decent save always go with that. Short ranged Brute Choppas should be saved for small units of brutes for when light chaff need to be cleared. Always take the Gore-Choppa as it is too good not too. The Boss has a similiar weapon loadout as before with two options of better attacks or better hitting, generally the choice is up to whether the user wants better hitting or more attacks. However the true biggest change to Brutes comes in the You Messin'? ability that fully NEGATES contesting points to ANY 1 WOUND POINTS units within 3" of a Brutes unit. Making these guys utterly brutal on the objective game to 1-wound horde armies. With their hit bonus against larger targets helping them against elites. This helps in their original intended role as hard-hitting assult troops, that can get in quickly, cause tons of damage and keep your opponent from contesting the objectives. And with the Ardboys changes in profiles and Brutes combat upgrades they very handily take the role of combat units for Ironjawz forces. Just don't forget, again they lack the Bravery bonus and rally buffs of Ardboys, so cannot play the attrition game as much. Keep one CP for to Inspire them (and other units) in the Battleshock phase or use other units to wear down the enemy, and save your Brutes for the brutal conuterattack and objective steal. With some Warchanter buffs and Ironjawz Waagh to get them to lovely 2+ hitting and even -3 rend 2 damage attacks when you need it. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_goregruntas_eng.pdf Orruk Gore-gruntas]''': (170pts, min 3, max 6, (Battleline in Bloodtoofs army, max 9) Heavy cavalry, Ork style. For 170 points you get three piggies with 9" movement and five wounds. Oink oink, motherfucker. The riders can choose between short ranged 1' 4a 3+/3+/-1/1 Pig-Iron Choppas '''or''' 3 attacks at 2" range with their Jagged Gore-hacka 3+/3+ '''-2''' 1d . The piggies get four attacks at 3+/3+/-/1. If the unit charged the same turn, roll a dice for '''each''' enemy unit in 1" for each model in the unit. Adding 1 to the roll if the unit is armed with the 2" spears, for each 3+ the enemy unit takes a mortal wound. Your fastest battleline unit and a very flexible anvil and hammer! 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 with your spear wielding big-riders, they will be utterly annililate them with their 2+ mortal wound spam. Overall pretty similiar to what they were previously but now can reliably fight elites with their -2 rend Gore-Hackas, overall better damage output with their much better mortal wound spam and mount attacks being greatly improved. Still a fast and reliable heavy calvary and still essential in frontal assualt and late game objective play. Jagged Gore-hacka vs Choppa: Since October 2021 FAQ changed Gore-Hackas to rend -2 these guys are now literally Brutes that move two times faster (and even faster in Bloodtooth clan) and can do mortals on the charge. These guys now can fight and kill elites, in fact they are now pretty good at it. (especially on a Waaagh turn buffed by VF). Jagged Gore-hacka appeal is also in 2' range which becomes important in a world of coherency and large units of Gruntas because of their huge bases. (it can be hard to [https://i.imgur.com/BPNesoo.jpg postition them properly] using choppas) Pig iron Choppas is still a good choice for killing hordes and lightly armored units. Gore Gruntas with 7 (8) attacks each is a perfect target for a Violent Fury from a warchanter, that provides even more damage with each attack (and even more damage against {{AOSKeyword|Galletian Veterans}} if Gruntas are in Bounty Hunters battalion). ===={{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. Slightly undermanned but a better unit of Ardboyz because now they are trully Boyz from a better past and by that i mean from a previous second edition with -1 rend and 3+ to hit on most of their weapons! **Since previous edition these guys lost 1 bravery, no longer hit on 2+ with choppas. Boss lost his headbutt ability but gained 2 more attacks instead! (they never had any musician and standart bearer and they don't have 4+ rally) **These guys have their weapon profiles changed: three of them have range 1' 3+ 3+ -1 1 weapons. Boss have 5 (five!) attacks and other two guys have 3 each. The last guy has a big choppa 2' 2a 4+ 3+ -1 2. **All of them have 6+ ward (5+ for the boss Ironskull). **These guys are slightly tougher and more killy unit of hardboys for 5 points cheaper. With Violent Fury on a Waaagh turn they can deliver 11 (3+ 3+ -2 2) and 2 (4+ 3+ -2 3) attacks for 80 points, not bad. **These guyz look appealing as an objective holding unit. **They do have Ironsunz keyword interestingly, which means you can't mass buff them with Da Choppas Warchanter because they can't recieve Da Choppas keyword. (but you can buff them as a single unit). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos_morgoks_krushas_en.pdf Morgok's Krushas]''': (90 pts, unique). Ironjawz warband from Warhammer Underworlds changed a bit in a new edition Morgok got himself a better weapon with additional damage (usual boss choppa) but no longer has additional attack rule. His brute bro lost rend on his Krushas and got an addition attack.(meh) ,Gore Basha brute still has the same neutured specialist weapon with -1 rend. These guys are brutes without denying objectives rule but with their own special rule. While regular Brutes are 32 PPM, those are at 30 PPM. **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 11 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 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. **These guys are also Ironsunz
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