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==Warscrolls== The common keywords of these warscrolls are: '''DESTRUCTION''', '''ORRUK''' and '''IRONJAWZ'''. ===Leaders=== ;Gordrakk, the Fist of Gork : Gordrakk also counts as a '''Behemoth'''. He wields his two weapons Smasha and Kunnin': They have similar profiles (except that Smasha deals 2 damage with Rend -1 with each attack while Kunnin' deals a single damage) and different abilities: Smasha deals D3 mortal wounds against any '''HERO''' on a 6 to wound, while Kunnin' does the same against any '''WIZARD''' on a 4 to wound. Every time he kills a '''HERO''', for the reminder of the game the weapon who dealt the final blow gets an extra attack and deals an extra damage. And that is cumulative if you kill multiple heroes, of course. He rides on his own Maw-krusha named Bigteef, who has the same abilities as a regular Maw-krusha (see below), except he has more attacks (5 fist attacks and 3 tail attacks, against a regular Maw-krusha's 4 fist attacks and D3 tail attacks). It's command ability allows a '''DESTRUCTION''' unit (yes, not necessarily Ironjawz or even Orruks) wholly within 24" to do a 3D6" charge and deal 2 extra attacks with each of its weapons if the charge is successful. And there's more: if the unit was part of a battalion, [[Awesome|every other unit in that battalion gets the ability too]]. :*Unfortunately, Gordrakk suffers the same problem Thraka has in 40k: the generic version does more for less. You see, with the right command trait (which Gordrakk lacks access to) the Megaboss can reach 15 wounds. With the Battlebrew he can boost his wound and hit rolls by 1 (thus getting better stats in the Choppa, Mawkrusha stomps, and the tail) while also getting the WAAAGH ability which boosts his attacks profiles AND those of the closest units every single combat phase. He also costs <s>180pts</s> 140pts less than Gordrakk, meaning the match-up should be Gordrakk vs the Megaboss AND another units (preferably brutes). Sadly he doesn't come on top. Although, Gordrakk comes at 15 wounds standard, and these days artefacts such as the battle brew don't affect mount attacks. :*He may not beat the regular Megaboss in staight up brawling, but Gordrakk has undoubtedly one of the best command abilities in the game. Use it on a Gorefist formation and you have Gore-Gruntas charging 3D6" after moving 24". Once they crash into the enemy lines, you're looking at ELEVEN attacks for EACH Gore-Grunta. And you thought Khorne could stack attacks? :*Even better, the Ironsunz and Bloodtoofs can include Gordrakk under the additional units which allow him to not only affect your entire army but also himself. ;Megaboss on Maw-krusha : The Megaboss also counts as a '''Behemoth'''. Can choose between using a Gore-hacka and a Scrap-tooth (dealing more attacks) or a Choppa and a Rip-tooth Fist (slightly less attacks, but the Choppa deals 2 damage with Rend -1 and the only attack the Rip-tooth Fist gets deals D3 damage with Rend -2). As above, if he kills a '''HERO''' the murder weapon gets extra attacks and deals more damage. It's also time that we talk about the Maw-krusha's abilities: this big thing can deal up to 8 mortal wounds right after it charged, and if it happens to kill the entire unit he just charged towards, he can charge again. And again. And again. The command ability it's a Waaagh! like the one the Greenskinz Warboss has, but this time targets only '''IRONJAWZ''' units and you have to roll a dice every turn to check if it worked. Also if there are 6+ units in the range and you rolled a 6 everyone gets 2 extra attacks rather than 1. Interestingly, this command ability affects '''IRONJAWZ''' units, but there's nothing that says they have to be <i>friendly</i> '''IRONJAWZ''' units. If your opponent brought Ironjawz too, bear that in mind. ;Orruk Megaboss : It's like the one above, except without the Maw-krusha and forced to choose the Choppa and Rip-tooth Fist as his weapons. At least the number of attacks they deal is higher than the one on the Maw-Krusha. Also the command ability haves a slightly smaller range. However, the two abilities can stack! And it comes with this other ability that allows Brutes units within 5" to reroll every 1 to hit. ;Orruk Warchanter : Guy with magic sticks. Gets an extra attack for every 6 to hit (but why are you putting him in combat?) and gives +1 to hit rolls to a single '''IRONJAWZ''' unit within 10" which stacks with other Warchanters to get an easy 2+ to hit! Stick him near a unit of ten brutes and watch them tear a new one on whatever poor sod they're in combat with. Also your cheapest Ironjawz unit to count for the Megaboss WAAAGH ;Orruk Weirdnob Shaman : Gets bonus to casting and unbinding depending on how many '''ORRUKS''' are within 10" (+1 if there are 10+ models, +2 if 20+), but also causes another nearby unit to suffer D3 mortal wounds if he rolls a double when casting or unbinding. He also gets the honor of being the only '''WIZARD''' with two exclusive spells that is not a named character (unlike Lord Kroak and Nagash): Green Puke is a 2D6" line that deals D3 mortal wounds to every unit with at least a model under the line, while Foot of Gork... take a guess. Exactly, D6 mortal wounds on a unit within 18" that can be dealt over and over as long as you keep rolling a 4+ in between each stomp. While awesome, Foot's prohibitively high casting value of 10 means you probably won't be pulling it off very often. * Might be good to take an allied unit of Greenskin Orruks with Bows to babysit the Shaman. The Shaman gets 30-40 cheap bodies to gain his +2 to Cast, and the bows will give you a rare shooting attack. * Much more useful now that Ironjawz have a spell lore, including a spell that can teleport a unit, and a spell that can give your guys rerolls to wound. The Weirdnob Shaman is the only one who can cast them. ===Troops=== ;Orruk Ardboys : '''BATTLELINE''' if the army has '''IRONJAWZ''' allegiance. : The Artists Once Known as the Black Orcs, AKA your basic unit, hangers on to the mighty armies of the Ironjaws. Can choose between shields (read: a 6+ save that happens after the regular save was rolled), a Big Choppa (read: Rend -1) or a second melee weapon (read: an extra attack). After doing the math, two choppas are generally the way to go as they have a greater damage output against 4+ or worse saves (i.e. most other infantry you will be fighting); the two options have the same damage output against a 3+ save; and Big Choppas are better against a 2+ save (but why would you send ardboys at this unit?). It's recommended to take about a quarter of the unit with shields and keep them in the back to soak up a couple of wounds, while the models with better weapons are out front ready to charge and pile in. Waaagh! Drummer gives them +2 to charge and Standard Bearer can choose between the Orruk Banner (+2 Bravery in melee) or the Icon of Gork (can block escaping models on a 6). ;Orruk Brutes : '''BATTLELINE''' if the army has '''IRONJAWZ''' allegiance. : Everybody knows orcs get bigger the more fights they win. What happens after an age spent fighting the toughest Chaos boys you can find? You get bigger and 'arder than anybody! These are the big guys of the army. The entire unit can reroll failed hits against models with 4+ wounds and get a shitload of different weapons: :* Plain brutes can choose between a pair of Brute Choppas or a Gore-hacka. The difference between the Choppas and the Gore-hacka is that the former deal one attack more than the latter while having a shorter range. As a rule of thumb, the less Brutes you're gonna use the better is to equip the two Choppas. :* One in every five models can take the '''Gore-Choppa''' (2"/3 ATK/4+/3+/-1 Rend/2 DMG) :* The Brute Boss gets either a Brute Smasha & Boss Klaw or a Boss Choppa. The Boss Choppa gets three attacks that hit & wound on a 3+ while the Boss Klaw & Brute Smasha gets four attacks (4+ to hit & 3+ to wound). Both weapon options have -1 rend and 2 damage. ;Orruk Gore-gruntas : '''BATTLELINE''' if the army has '''IRONJAWZ''' allegiance. : Your elite fast generic unit. Again choosing between Pig-iron Choppa and Jagged Gore-hackas, strangely with a 4+ to hit instead of the 3+ of the same weapon-armed Brutes (probably because it's harder to swing a two-handed weapon while trying to stay on a mad piggy). If you are using less than 6 of them per unit, always choose the Choppa. ===Others=== ;Ironskull's Boyz : Those guys have left Shadespire to wander the battlefields on the mortal realms. They are pumped up 'Ardboys, costing 4 more points per model, and coming in fixed sized unit of 4, 3 boyz wielding 2 handed weapons, and one a big choppa, all with the same stats as those of regular 'Ardboys. What you gain is a special attack called 'Eadbutt for the leader, which is another Choppa attack but causing D3 damages and a 6+ invulnerable save (5+ of you take it on the leader) against wounds and mortal wounds. What you lose is the drummer, which is a critical part of the 'Arboys thanks to its +2 to charge rolls, and the banner. Does it justify the +4 points per model ? Probably not. However, Ironjaws do not have "low points" units, and if you have 80 points lying around and no desire to take a third Warchanter, then it might fill in the gap. In other cases, it does not have many redeeming qualities. *If you have the points lying around and are already planning on bringing a Wierdnob Shaman with you, these guys make for great bodyguards. Not only do they help free up your other forces to attack more important targets, but their ability to ignore mortal wounds on a 6+ (or 5+ for the leader) can potentially help shake off some of the damage caused by the Shaman if he gets too warp-happy.
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