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[???] - Ironjawz - The fists of Gork and Mork. An Ironjaw tactica thread. (Update: brutes)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in es
Brutal Black Orc




Barcelona, Spain

In the fashion of certain 40k threads I'm planning to make this thread a comprehensive analysis for the Ironjawz army: from units (and their builds) to formations and tactics as well as list archetypes. This will help new players as well as opponents to figure out strength and weaknesses.

The components will be as follow:
Green: this unit/formation/strategy is highly competitive and good. You won't go wrong with it.
Blue: this unit/formation/strategy is good but isn't incredibly strong or the most point efficent at that.
Yellow: this unit/formation/strategy isn't bad, but you're sure to find a more point efficient answer unless you go for a very specific gimmick.
Orange: This unit/strategy/formation isn't very good as it provides little for your army and feels almost like a dead weight.


We will begin soon with an overwiew on headquarter/leader units:

Orruk Megaboss : simply put the footslogger megaboss is the second-most point efficent model in this codex, behind the brute boss. 7 wounds and a 3+ is very respectable, specially since the hero average is 5. He can be tooled to be a beast in combat or be an excellent force multiplier:

Skullhumper This build requires either the +1 wound trait and battlebrew. Simply put you're running this guy straight into the enemy lines to murderfuckk the enemy. He will beat any generic characters around and slightly above his pricetag.
WAAAGH!Bringer This build requires either devastator (+2 to the hero-phase movement) or the +1 wound trait. Recommended relic: talisman of protection. The Mega makes the guys go faster and ensures the maximum number of WAAAGH! attacks. You're pulling him where he's most needed and avoid combat so as to not get killed. Since he isn't really expensive you're not sacrificing much firepower but get a whole lot more attacks since he is there for longer and in the best possible position.
Mob-wiper This build requires might is right (+1 to your wound rolls) and meteoric hammerblade in your rip-tooth fist. With the hammerblade you get a 1/2 chance of causing mortal wounds. This, though, isn't very useful on low model units but makes an ideal countermeasure against big body masses (like high elf spearmen.)

Overall a warboss is extremely point efficient: he has a lot of good attacks, he offers a lot of army multiplying (the d6 movement in the hero phase AND the WAAAGH ability) and is tough. He's the prime commander for low points game and the best option for big points games where you are running big units.

Orruk Megaboss on Mawkrusha : the Mawkrusha is a brutal tool but too expensive at that. In 2000pts games he's costing you a quarter of your army, while a footsloger megaboss would allow you to run 10 brutes/20 ardboyz. He's good, being extremely tough and fast, but he requires a more careful planning than the footsloger. Now, he's a better army buffer since he has no trouble keeping up with his boys and reaches twice (between the extended range and the bigger base) the range for his WAAAGH! as the footslogger megaboss. Due to the bigger sice he is also a better choice for the mob-wiper boss so that one build goes pumped to full-on green. You're running a megabos on mawkrusha to break the enemy line while your other units go and crush the rest of the backline.

Weirdnob Shaman The weirdnob shaman is your only protection against magic and he can provide good boosts. The thing is that he's fairly expensive and his signature spells are very high-casting values, even with the risky bonuses. The best build for him is the mob-wiper configuration since he will do more damage than with his regular weapon in most cases.

Gordrakk, Fist of Gork Gordrakk is a beast in combat, and has a nasty trick with his command ability. The thing is that the fist of Gork is inflexible and his skill is a one time deal so he'll lose an edge in protracte fights. Cue in the fact that a boss with the battlebrew and a mawkrusha (and WAAAGH!) can outfight him while costing less and you've got another case of Gazghull Thraka. You're taking this guy to build a specific list style and gimmick, not for his stats per se, as he'll cost you a third of a 2000pts list. We will expand upon the three builds he can be constructed upon when we reach the strategy list.

Warchanter: this guy isn't good in meelee and is squishy for an ironjaw hero. He does provide two benefits to your army: +1 one to hit and an extra bubble for the d6 movement. In open play he's almost godly since he's the key for the ardfist. In matched play he will be an okay boost to your army and you'll take him mainly to get a cheap bubble for boosting your mobility. His skill isn't bad but it requires from big units to shine and that is only a real thing when you play big games so he's not universally useful. He benefits from the mob-wiper configuration and they have a special build:
Drummer of skulls combine bellowing tyrant with battlebrew. He gets extra attacks on a 4+ and wounds on a 3+. It's still not a great damage output but he can pump enough
attacks to threaten overconfident untis.


The troops:
Ironjawz have three troops choices: ardboyz, gore-gruntas, and brutes. But the early, as befitting a unit inherited by good ol' WHFB shall be examinated in its weapon load-outs case by case. The last too shall be inspected loadout by loadout.


Brutes The poster (or should say scroll?) boys of the battletome. Brutes have a crippling weakness: they have only bravery six. That means that battleshock can affect them even if losing a single member, and they are rather pricy models. Nevertheless brutes are excellent slicers and infantry blenders, as well as monster hunters-where they are at their most efficient. 4 attacks base on the regular git means they know how to put the hurt. Take as many MSU as you can so as to get as many bosses and gore-hackas as possible.
Gore-choppas and choppas This, this is what you want for your units. Gore-hackas give you a nice extra threat against bigger units and the high number of attacks with good hitting and wounding profiles make them a nice threat to massed infantry (though they should avoid the small fry to get bigger targets).
The gore-hackas Skip. You're worsening your combat capabilities by a paltry inch of range and this models are so big that even when having two ranks very tightened they'll never reach the enemy bases. Situational at the very best.
Brute Bosses Hooo boy, now this is a nasty fellow. Brute bosses are the most point efficient model in this army, if properly kitted and supported, that is if they have
the WAAAGH! extra attacks and a warchanter casting their bonus to hit. At that point you're looking at a model with 5 attacks and 90% chance of 3 of them automatically hitting. Said attacks posses a very strong rending and do d3 wounds. Brute bosses are known to kill basic generals (anything with less than ten wounds) by themselves in single rounds of combat. Models worth 100+pts dying to a 36 model. I cannot stress it enough, this boy against the right target IS A STEAL. The boss-choppa deserves a cathegory of yellow, since the other combination is much superior.


This message was edited 5 times. Last update was at 2016/10/16 21:06:57


 
   
 
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