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===={{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).
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