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===={{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.
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