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=={{color|#cc9900|Ironjawz Allegiance Abilities}}== Ironjawz Allegiance Abilities tailored to help your big armored boyz to get into the fight and then absolutely destroy everyone there. They are focused on movement and improving your ability to fight and win in combat phase. ==={{color|#cc9900|Battle Traits}}=== ;Ironjawz Warclans : Warclan counts as a battle trait, you are getting only one ability for picking a warclan. You pick one and that's it. (Yes, only one ability. You no longer have to pick a warlord trait or an artefact from that subfaction first - there are none). All Ironjawz units in your army are getting a keyword for that subfaction (warclan) and can use allegiance abilities (in our case one ability) of that subfaction except for if unit already has a subfaction. You still can pick that unit for your army(this unit can't use his subfaction abilities). Warclans are Ironsunz, Bloodtoofs and Da Choppas. ;Smashing and Bashing : If '''Ironjawz''' unit completely destroys an enemy unit in the combat phase then choose another {{AOSKeyword|Ironjawz}} unit that has not fought yet in this combat phase, that friendly {{AOSKeyword|Ironjawz}} unit can pile in and fight immediately instead of waiting till later in the phase. This adds a lot of finesse to an Ironjawz army as the order of activation of each unit becomes extremely important. Smashing and Bashing allows your units to fight one after another instead of players alternate picking units with which to fight. **Ability that represents Ironjaws domination in combat phase, and simultaneously pushes you into picking several strong units that capable of destroying enemy unit in one go and allow your other strong units to fight first. **Having this ability means it's you should be the one picking fights to win them. Try not to fight something you can't kill unless there is a reason for that. ;Mighty Destroyers - Command Ability: For 1 command point, in your hero phase pick a friendly {{AOSKeyword|Ironjawz}} unit wholly within 12" of your {{AOSKeyword|Ironjawz}} hero, or 18" of your general. If there are no enemy models within 12" then you must make a normal move. If they are between 3" and 12" away from any enemies then you can make a charge. If they are within 3" then you must make a pile-in move. A unit cannot benefit from this command ability more than once per hero phase. **Very important change from 2nd to 3rd edition: you can no longer fight in hero phase with Mighty Destroyers, it's still a very important movement ability that can help you reach your opponents units and prevents him from using Redeploy (in your movement phase) or Unleash Hell (in your charge phase). **It worth noting that while this command ability has range of 12' all Megabosses have a {{AOSKeyword|Totem}} keyword which allows them to issue any command abilities including this one to units wholly within 18" of them. ;Ironjawz Waaagh!: No longer a command ability which means it's no longer cost any command points. Once per battle at the start of your charge phase if your army has {{AOSKeyword|Ironjawz}} general until the end of that turn add 1 to all charge rolls for friendly {{AOSKeyword|Ironjawz}} units and improve rend for all '''melee''' weapons of {{AOSKeyword|Ironjawz}} units by 1. Improving Rend by 1 boardwide makes Ironjawz Waaagh an extremly important ability. ==={{color|#cc9900|ENHANCEMENTS}}=== Since 3rd Edition GW made an attempt to sort all kind of enhancements for Armies and Heroes in Age of Sigmar. These enhancements are now called {{AOSKeyword|ENHANCEMENTS}}. They are divided and contain '''command traits''', '''artefacts of power''', '''spell lores''', '''prayer scriptures''', '''mount traits''', '''triumphs''' and one or more sets of '''unique enhancements'''. Enhancements are picked after you have chosen the battalions for your army. '''You can always take 1 enhancement of each type''' for your army, and the '''battalions or battlepack''' you are using may '''allow you to take additional enhancements''' for your army. Enhancements cannot be given to Unique units or allied units, unless noted otherwise. ==={{color|#cc9900|Command Traits}}=== Your general gets to choose ONE (and only one) of: <tabs> <tab name="Ironjawz Warlords"> {{AOSKeyword|Megaboss}} only #'''Hulking Brute:''' After your general made a charge move, pick an enemy unit within 1" and on a 2+ that unit takes D3 MW's. When you really don't want to fight that 2+ Mystic Shielded guy just kill him with Mortal Wounds from a charge! In combination with Mawcrushas Destructive Bulk and Stomp Monster Rampage ability with Mean Un mount trait your general can potentially inflict up to 12 mortal wounds on a charge (7-8 MW average). If you pick this trait you better make sure your general will charge multiple times. Wording of this trait is "after your general makes a charge move" so you can potentially deal mortal wounds with Mighty Destroyers charge in your hero phase and with help of Ironsunz command ability in your opponents charge phase. #'''Mega Bossy:''' You can issue Mighty Destroyers Command Ability one more time even if it has already been issued by another friendly model. Very good for moving your slow boyz! With this trait you can issue up to 4-6 Mighty Destroyers Commands per hero phase for 2 command points which is absolute bonkers and greatly helps with turn 1 alpha strike/capturing objectives/movement and getting into combat. Make sure you do have command points to spend before picking it. #'''Mighty Waaagh! Leader:''' If you use Ironjawz Waaagh! you can reroll charges for friendly Ironjawz units wholly within 12". Simple and effective trait when you have to get the charge. </tab> <tab name="Champions of the Weird"> {{AOSKeyword|IRONJAWZ WIZARD}} only #'''Master of the Weird:''' Pick 1 extra spell from Lore of the Weird. Not Great in comparison to other one #'''Touched by the Waaagh!:''' before casting pick a unit in 6' it takes D3 Mortal Wounds (it can be the caster too), add number of inflicted MWs to casting. Actually really good if you want to more or less reliably cast Foot of Gork (10) or Bash 'Em Lads(8). The only source of + casting in {{AOSKeyword|Ironjawz}} allegiance. (Aside from +1 for being in 6' from Rogue Idol) * Currently there is no strict order in which you can pick enhancements in Core Rules. That means you can pick Arcane Tome for a MEGABOSS and become a WIZARD, after that this model will be eligible for picking Touched by the Waaagh! Command Trait. Congratulation, your cabbage now does an additional d3 MW in Hero phase, in addition to always having a Mystic Shield you can also pick a +1 damage for one melee weapon (including mount) from Flaming Weapon from Universal Spell lore or pick a spell from lore of the Weird. You can even cast and control Endless spells (yes, like emerald lifeswarm) </tab> </tabs> You can pick Command Trait from Core Rules but they aren't that great in comparison to these ones. (Reroling charge and run rolls for a general and getting CP on 5+ at the start of your hero phase are worth mentioning) ==={{color|#cc9900|Artefacts Of Power}}=== A {{AOSKeyword|hero}} can get one, in addition other heroes can get more for certain battalions: '''{{color|#cc9900|Da Boss's Hoard}}''' {{AOSKeyword|Megaboss}} only #'''Armour of Gork:''' 6+ ward save, add +1 to hit for '''bearers''' melee weapons, lose 2" to your move and you can't run. <s>Likely it won't be taken over Amulet of Destiny.</s> After December 2021 FAQ nerfed amulet of destiny ward save from 5+ to 6+ Armour of Gork might actually be in a pretty good place as a better alternative on fast heroes (mawkrusha will still fly 10' with it). Might be good on having on a 2nd Mawkrusha in your army. #'''Destroyer:''' Pick a melee weapon, once per battle at the start of combat phase, add +3 to the damage of that weapon until the end of that phase. When you absolutely need to kill an important enemy unit or trigger smashing and bashing or take an objective. Works best with Their Finest Hour, Ironjawz Waaagh and Inspired Triumph. Obviously pick a melee weapon with the best stats (attacks). In combination with Fast Un mount trait and Mighty Destroyers can create a Maw-Krusha Missile that can fly 36' and then charge 2d6 and absolutely destroy anyone! Forces your opponent into playing defensively, Yes let them fear you! #'''The Boss Skewer:''' Add 1 to bravery for friendly {{AOSKeyword|Ironjawz}} units wholly within 18" of the bearer, subtract 1 from enemy units within 12". Probably not a bad option for a second artefact against bravery reducing armies (Legion of Blood etc.) Instead of taking a pole just keep one CP for 3x Inspiring Presence from MegaBoss. ** Artefacts of power and command traits that affect attacks made by friendly models '''do not''' affect attacks made by their mounts, unless noted otherwise. **While Artefacts from battletome aren't bad they lack of what our heroes really need - more protection, thankfully Core Rules allow us to pick '''Amulet of Destiny''' for 6+ ward save which is important for keeping our Megaboss alive. (since amulet of destiny has been nerfed from 5+ ward save to 6+ in December 2021 FAQ it's not as important as it used to be) **'''Arcane Tome''' from Core Rules can be helpful as a secondary artefact as well: **Since our Weirdnob shaman doesn't have any + casting you can give this artefact to basically any hero to save points on a dedicated Mystic shield caster. **Give it to your Megaboss on foot and he will for sure make a good use of Flaming weapon with his 8+ attacks (even if someone will kill him). Give it to your Megaboss on Maw-Krusha and you can protect yourself with Mystic Shield or improve your Maw-Krushas Fists damage to 4! (or 5 if buffed by Violent Fury from a warchanter). **Ironjawz general Weirdnob Shaman hero with Arcane tome and Touched by the Waaagh! can cast 2 spells with average +2 to cast roll also inflicting 2x d3 MW to any unit in 6'. In addition to spells he casted Weirdnob Shaman can also cast 2d6 range d3 mortal wounds Green Puke spell in the end of the hero phase if 10 or more {{AOSKeyword|Ironjawz}} MODELS are in 12' from him, you have to roll 6+ to cast it, that is d3 more mortal wounds in 6' from Touched by the Waaagh!. Not to mention you can actually cast spells that deal mortal wounds. Weirdnob is a very fragile hero though, especially in 6' from enemy. ==={{color|#cc9900|Warchanter Beats}}=== There are no priests in Ironjawz army, but there are warchanters. Every Warchanter in your army knows a warbeat. Pick one from the table below, you can only use this ability once per turn. (i.e. no point of picking same warbeat with different warchanters, unless you want a back up for a specific chant) Note that this DOESN'T count as an Enhancement, since all warbeats are available on the Warchanter's battlescroll. Since 3rd edition you can cast warbeats on +3 instead of 4+. #'''Get 'Em Beat:''' At the start of ''charge phase'', roll a dice, on a 3+ pick a friendly {{AOSKeyword|Ironjawz}} unit wholly within 12", that unit can charge with 3D6 dice and can attempt a charge from 18". You CAN'T use this with Mighty Destroyers since it only works in charge phase. #'''Fixin' Beat:''' In the hero phase, pick a friendly MODEL within 12" and on a 3+ you heal it for D3 wounds. A warbeat to heal your boss on a cabbage. No keyword so it works on allies/big waagh. #'''Killa Beat:''' At the start of the combat phase, pick 1 enemy unit within 12", on a 3+ your units get +1 to hit when attacking that target in that phase. Most of IRONJAWZ army hits on 3+ anyway but: **Can be pretty useful when you need to debuff a tough target before mawcrusha or a unit of brutes is about to fight it. **Use it on enemy units you're not sure you will kill to start Smashing and Bashing **Ardboyz, Gutrippas, many Bonesplitters Units have 4+ to hit and a lot of attacks and models. This warbeat can help them immensely. ==={{color|#cc9900|Spell Lore}}=== When you pick an Enhancement Spell lore for your army '''Each wizard''' in your army can pick '''one''' spell from '''ANY lore''' he knows in addition to spells he already knows (i.e. arcane bolt, mystic shield and a warscroll spell). Ironjawz wizards can pick a spell from ''Lore of the Weird'' or ''Universal Spell Lore''. If you are picking additional Enhancement Spell lore (battalion or battlepack may allow you to do this), you can pick one additional spell for each of your your wizards again (and so on). <tabs> <tab name="Lore of the Weird"> Only Ironjawz wizard can cast this. Expensive and impactful spells that only a wizard with Touched by the Waaagh! Command Trait can reliably cast (usual weirdnob doesn't have any + cast bonuses) #'''Foot of Gork:''' On a 10+, pick 1 Enemy unit within 18" that unit suffers D6 MWs, then roll a dice on a 4+ they suffer another D6 MWs. Keep rolling until you roll a 1-3. Crazy potential but gimmicky and very hard to cast on a 10+. Doable with Touched by the Waaagh! Command Trait with Weirdnob as your General. #'''Mighty 'Eadbutt:''' On a 5+, pick 1 enemy hero within 18" and visible, it suffers 1 MW, if it's a Wizard then it suffers D3 MW's instead. A cheap spell to trigger Green Puke for additional mortal wounds. You'll probably never pick this spell. #'''Da Great Big Green Hand of Gork:''' On a 7+, pick a friendly {{AOSKeyword|Orruk}} '''wholly within 12"'''(nerfed from 24' from previous edition) and more than 3" from enemy units, pick it up and set it up more then 9" away from enemy models, it can't move in the movement phase. (But it can charge in charge phase later) (Ironjawz units can move or charge in Hero phase thanks to Mighty Destroyers) Since this spell no longer has IRONJAWZ keyword it can teleport literally ANY friendly {{AOSKeyword|Orruk}} unit. #'''Bash 'Em Lads:''' On a 8+, add 1 to wound rolls for friendly {{AOSKeyword|Ironjawz}} units wholly '''within 16'''" of the caster. Expensive spell with a huge radius that turns your army 3+ to wound into 2+. Great if you can cast it in Waaagh turn. </tab> <tab name="Universal Spell Lore"> Spell lore that can be used by any army. #'''Flaming Weapon:''' Casts on 4+. Pick '''one''' melee weapon of the ''caster'' adds +1 to damage until your next hero phase, which matters more for a wizard meant to be up-close and personal. Works on a mount melee weapon too (FAQ 2021). **Alternate Take: Combine this with the Arcane Tome which makes any hero unit a Wizard, give it to a hero with a lot of attacks. Stacks with Violent Fury +1 damage buff from warchanter. #'''Levitate:''' Casts on 8+. One friendly unit within 18" can fly until your next hero phase. #'''Ghost Mist:''' Casts on 5+. Pick a terrain feature within 6" of the caster. Until your next hero phase, visibility between 2 models is blocked if a straight line 1mm wide drawn between the closest points of the 2 models passes across more than 3" of that terrain feature. This effect does not block visibility to or from models with a Wounds characteristic of 10 or more. </tab> </tabs> ==={{color|#cc9900|Warclans}}=== Like in most recent battletomes, when you pick the Ironjawz allegiance you may say they are from a certain clan and get their bonus. This will probably define how are you going to play with your Ironjawz. '''{{color|#cc9900|Ironsunz}}''' ''The posterboy choice''. Not only Ironsunz are kunning but they are also fast and can get to you when you aren't expecting. (and kill you after that, yes) ;Command Ability - Alright, Get 'Em!: '''For 1CP at the end of the enemy charge phase''' If a friendly unit in 12' from enemy unit and out of 3' from other from enemy units that friendly unit can make an attempt to charge. **yes, this is charge '''in the end''' of enemy charge phase in his turn. Your unit charges when your opponent done with his actions. **you can issue this command for up to 3 units by megaboss on MK if they meet conditions described in this ability. **opponent that is aware of this ability will be very careful about his charges into your units and his movements (because in return you can countercharge with some nasty melee unit, simultaneously do this to his other units, kill his unit in subsequent combat phase and start a series of Smashing and Bashing and if your units are strong enough your opponent may never have a chance to actually fight.) **If you have a CP your opponent will stay the fuck away from your units that are not in combat. This can be problematic for him, he has to capture objectives and use his tactics. **you can charge units that just reached objectives and don't want to charge you. (charge punny 1 wound umies with brutes and literally deny them from even contesting it) **You can even ambush enemy unit on objective(or anywhere) when he approaches you in his movement phase: Position units near objective. Enemy unit finishes its move in 9' - use 3x Redeploy to move closer to him, in the end of his charge phase charge him with your three units! You need two CP for that. **another charge in a charge phase means another Stomp from your mawcrusha (if you are out of combat), don't forget about Hulking brute command trait that deals mortal wounds at the end of the charge move by general. **IF you were unable to reach your opponent units in your turn, you probably can do that in his turn. **Keep in mind that playing Ironsunz can be very CP intensive. Think about getting an ally GSG HQ Fungoid Shaman for 95 points(1CP at the start of YOUR hero phase on 4+ roll) or/and second Warlord battalion(1 free cp once per game). Core Rules CT that provides 1CP on 5+ on at the start of your hero phase might not be the best idea. Don't forget you can also use once per EACH hero phase Heroic Leadership action that provides CP on 4+ (no finest hour or heroic recovery after that though) '''{{color|#cc9900|Bloodtoofs}}''' ''They wear red armor, so you should know by now what their playstyle is about.'' Alpha strike Gore Grunta oriented clan. Picking this warclan turn Gore Gruntas into Battleline (you can take them instead of ardboys and brutes to fill your battleline slot in batallions) ;Trait - Hunt and Crush: At the end of the combat phase, your Gore-Gruntas that ''fought in that phase'' can pile in while within 3" of an enemy unit. Otherwise, they can move or charge. **It's like a Mighty Destroyers but for Gruntas and better, and it's free and you don't have to charge! You can move and block your opponent from charging your mawcrusha with your giant bases or get yourself to objective. **Fast Gore Gruntas are getting even more movement. They can go and charge your opponents units and keep them from getting objectives or shooting your mawcrushas. **You can use Mighty Destroyers to move in hero phase, then move in movement phase and then charge, kill enemy unit and at the end of combat phase charge again to tie down backline/shooter or move anywhere. That's just nuts. **You have to kill first unit you've charged before that combat phase will be finished in order to go further. Buff your gruntas with warchanter or/and charge enemy with multiple GG units, charge weak units with smaller GG units, that should be enough to get through screens. **Now armed with rend -2 Gore Hackas Gruntas can go through small armored elite unit if buffed with Violent Fury, keep in mind they do have plenty of attacks but their Rend only works on half of their attacks. **You need a Mawcrusha(or two) to charge with gruntas and multiple warchanters to support them. '''{{color|#cc9900|Da Choppas}}''' ''Buffed battleline that smashes faces.'' Warclan that focuses on smashing everything to pieces. ;Trait - Rabble Rouserss: Your Warchanter's Violent Fury can target up to three Brutes or Ardboyz. This makes Warchanters even more useful in buffing your forces and greatly increases damage of your battleline. ** Both battlelines are pretty strong in their own right, with their large numbers of attacks and damage being buffed by 1, with 4+ armor and respectable amount of wounds (more than 1) they are a force to be reckoned with, however their roles in the battlefield are different (since 3rd edition). ** Relatively cheap ardboyz with their partial 6+ ward, getting models back on 4+ Rally from a champion and 4+ to hit are better suited for tanking damage, and holding objectives. Big (15 max) unit of ardboys with 4+ rally will never fucking die. (you have to be in 3' away from enemy unit to rally though). They still can kill 1w models with ease, especially if buffed with violent fury. In 2022 season they can now realibaly attack in two lines again thanks to the Bonds of Battle rule of Galletian Veterans (which they are since they are an unmounted battleline with 4 or less wounds). ** Since brutes weapons recieved a buff in 3rd edition they became what they are always supposed to be: Elite Killer murder machines and probably one of the few battlelines in game with rend -2. Buffed by a warchanters violent fury a unit of 10 brutes with 2' range 3Π° +3(2) +3 -3 2 and Special weapons on waaagh turn will obliterate anything and will start smashing and bashing for another unit of brutes. ** Downside of this clan is that it buffs units that are both slow and have low bravery (6), likely you would have to make up for that with Inspiring Presence, Mighty Destroyers (maybe even Redeploy) which makes it rather CP intensive clan. Don't forget about Get Em beat, Great Green Hand of Gork maybe even Soulscream Bridge to get your boyz in combat. ** Your warchanter still can buff your other units with Violent Fury, but only one unit at a time. This should not be a problem since you'll probably have way more than one warchanter anyway. ** New 2022 Season brought new battalion (Bounty Hunters) that will provide +1 damage against Galletian Veterans (i.e. unmounted battletine with 4 or less wounds) for YOUR troops (i.e. not behemoths/artillery/leader units) in that battalion. Which stacks nicely with Mass Violent Fury. With damage 3 and that many attacks your ardboys and brutes will decimate your opponents battleline. Keep in mind you are vulnerable against this battalion as well.
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