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====Ironskull's Boyz==== [[File:60120709001 IronskullsBoyzENG02.jpg|right|250px|Ironskull's Boyz]] WAAAAAAAAAAAAAGGGGGGHHHH!!!! The 'Ardboyz representing green power. These guys have been stuck in the city for a while(decades) after a looting spree gone wrong. At first the leader, Gurzag Ironskull, did not like it one bit but after the years has grown rather fond of the place. [[Tuska Daemon-Killa|What with an endless cycle of battle and bloodshed, this place is actually rather nice for an Orruk]]. These guys are one of the simpler teams to play and is great for beginners. They are tough as hell, have alright movement and hard hitting power from 2 of the 4 members. They inspire simply by taking damage which is rather easy as only a few combos can one-shot these monsters of melee (EDIT: Obviously this was before the COMPLETELY UNEXPECTED power creep in the last expansion block. Now they can die on turn 1. Not that they really care.). Most of their unique Ploys are made to essentially break the game; making extra moves and attacks, making moves after attacking or attacking after moves and so on and so forth. Combining these Ploys in one Activation can cause you to play an entire Turn in a single Activation, clutching a win from defeat at lightning speed! Almost all their objectives focus on them hitting enemies, so don't include all of them in one deck. The orcs aren't suited for Objective play either; they just don't have the movement to claim a lot of Objectives in time. Their main weakness is Hakka and Basha, whose damage sucks up to several colors of chode, even after they're Inspired. However, with some clever use of Upgrades they can get alright. They are also very predictable to play against, predictable in their unpredictability in a sense. While their Ploys can mess up the game, that's what they have to play with mostly. This isn't that bad though; you've still got 17 Wounds with good Defense, so whatever the enemy can throw at you, you can probably take it in stride. Ironskull's Boyz used to be a tournament winning warband, and were able to stomp down any other warband in its heyday. Now Ironskull's Boyz is consistently considered one of the worst warbands in the entire game in Championship Format (the standard card rotation system that GW's rule writers have implemented). This mainly comes from their inspire condition being a little outdated (taking damage to inspire is easy, but automatically puts you on the backfoot), their faction specific cards being extremely basic, and from Hakka and Basha being absolute shit. Gurzag can still do well on his own, and he is genuinely a good fighter compared to a slew of others; however, his own strengths are not enough to make up for the weakness of the rest of his deck. =====Orruk Decks===== *'''Grind-Out Orruks:''' With four tough-as-nails boyz that actually like to take damage, you've got no reason not to throw them into the fire and let them roast. The main difference between you and most Warbands is that ''you'' can take it; they usually can't! This deck-type needs a keen eye for opportunities and openings to exploit, as well as a tactican's mind to utilize your Ploys and Upgrades well. For example, don't burn Power Cards on a dude who's probably gonna die soon, and never think that even Basha or Hakka can't do their share; even a single Wound of Damage can make a great difference. This deck uses Brutal but Kunnin' (Make a Move after an Attack), Kunnin' but Brutal (Take a guess), 'Avin' A Good Time (50/50 chance of making an extra attack) to squeeze the most value out of each dude, as well as upgrades like Daemonic Weapon (Dude gets a nasty-ass attack) and 'Ard Head (Hakka or Basha takes a permanent -1 Damage) to boost Basha and Hakka to true killyness. *'''"You On Da List?":''' Also called Board Orcs or Bouncer Orcs, this is a deck based on three Objective Cards that can give fucking '''8''' Glory Points by the end of the game, with the same requirements basically! These three are Denial (Enemy models didn't end on your board), Contained (Enemy models ended in their Board entirely) and Conquerors (All your models ended in the enemy board), which, as you can imagine, can win you almost any game immediately. Here's the issue - Almost all players who've lost to this before will do ''everything'' they can to stop you, Sprinting to the end of your board side to ruin your life. This is why you'll want to make like Blood Bowl and wall the fuck up at the No-Mans Land between the boards, hopefully stopping any intruders. Your deck should also be filled up by defensive and supportive Ploys and Upgrades like Great Toughness (+1 Wound), Unkillable (When Gurzag is killed, 50/50 chance he lives), Healing Potion (Heal 1 or 2 Wounds) and 'Ard Head (Hakka or Basha takes -1 Wounds) to increase your staying power. Note that most of the Nightvault Warbands have a hard counter for this: the Thorns of the Briar Queen can pass right through you, the Eyes of the Nine can summon their Horror into your starting hexes, and Zarbag's Gitz can make mass moves on top of the fact there's twice as many of them as there are of you. [[File:Shadespire-WarbandsSkeletons.jpg|right|250px|Sepulchral Guard]]
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