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Made in kr
Regular Dakkanaut




Los Angeles

Hey guys!

I'm really interested in these new Orcs and I'd like to talk strategy.

My opening points:

- Is the Warchanter horrible? I mean, I keep looking at it and it seems just plain bad.

- 4" movement for all foot soldiers is rough, and they can't run and charge, nor have a charge bonus like most units with musician.

- I think the Weirdnob is the first wizard with two spells of his own. And they seem really good.

- Gordrakk ability is beast combined with other Destruction units, and while I don't usually mix different armies together, this is a great opportunity to do so.

- Most weapons are either 2" range for 4+ hit or 1" range for 3+. Considering how big the bases are, which one would be the best choice?

It seems to me the general strategy with them will be to divide them in as many units as possible and keep them really close from each other so the Warboss and the Shaman get the best out of they abilities. And with 4" movement, there isn't much else you can do but wait for the charge. Could be very rough to face armies meant for ranged battles.

Thoughts?
   
Made in ca
Dakka Veteran




They're definitely slow, but seem quite tanky and hit hard. The enemy's not going to shoot them down all that quickly, as even the Ardboyz are 2 wounds with 4+ armour.

I like the Warchanter for his ability, which is a pretty big bonus.

You want to try to take advantage of the gore-gruntas charge ability. They seem tanky but meh in combat, probably get into a lot of drawn-out grinds with them if you don't pick your targets.

Weirdnob I'd say is a must.

Hard to resist Gordrakk if you pick up the crusha. He might be one of the most powerful single models in the game. Absolute hero/wizard killer. I like the tactics with on the rampage - you want to try to hit a weak unit first and bounce into another target if you can.

Overall I'd be inclined to use the foot troops to slog up the main enemy force while angling the crusha and gruntas to charge in on clean-up duty, hopefully getting the crusha in for multiple charges in a turn.

They'd likely benefit from something fast that can distract your opponent while the main orruk line advances.
   
Made in us
Dakka Veteran






Backwoods bunker USA

I'm going to get them regardless but, depending on whether you use some sort of Wounds / Point Comp, they don't have that many attacks for their wounds in comparison to the "top tier".

Wound for wound, Executioners, Bestigors, Phoenix Guard, etc. have the same armor and put out more attacks / damage.

But then again with the Mighty Waagh Command Ability things get incrementally a lot better. Though even more so for Ardboys
   
Made in us
Sword-Bearing Inquisitorial Crusader





North idaho/ Washington

Taking a quick look at them I like both models and rules! Really cool stuff.

The warchanter looks dope as hell, take one for two or three units for that +1 to hit bonus which in most cases turns the iron jaws fro hitting on 4s and 3s to 3s, and 2s! that says something when most those weapons have rend and deal multiple wounds.

As for attacks, those brutes have 3-4 attacks at 3+ and 3+ with a -1 rend, thats pretty good. match that with caster letting them hit on 2+ and command ability for more attacks....thats scary as hell. Thank lord they are 4" movement cause I wouldnt want that unit coming at me any faster.

If you play model to model I can see the issue about weapon but most time we play base to base so that wont be too much of an issue. Also hitting on 4+ with 2" is decent, most spear units do that on 5+.

All and all I like this first showing of the Ironjaws, I want to see what kind of range they might get and if it is even half decent then Stormcast will have a real competitor to deal with finally.

I would sign this contract but I already ate the potato

GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in us
Humming Great Unclean One of Nurgle






Like others have said, much depends on the comp. I saw a lot of Ironjawz action in a game the other day and I think for a player running pure/mostly Ironjaws then the pigs become your tanky unit because they can run up ahead or charge a unit you want to lock down, either way they have 5 wounds each and a 4+ save, as well as bravery 7 (they need to lose 2 models to even have a chance of failing a normal battleshock). Their charge ability is nice but really only a small part of their effectiveness since it comes on 4+/4+ attacks with no rend. At any rate, once the enemy is tied up with piggies then it gives you ample time to get the slower portions of your army in range. A warchanter is great for some extra oomph where you need it (since your slow units probably won't get there in time) and notably counts as another Ironjawz unit for triggering a mega boss' command ability.

For arming brutes, I would recommend the 1" range basic weapon because a 2" range is unlikely to allow many models to hit over their 40mm base buddies anyway. Just use the 1-in-5 weapon for the 2" range you need. For the leader I would go with the klaw/smasha option mostly since it adds rend -2 to an otherwise completely rend -1 unit, but also because the 'grab' ability looks fun.

Also, a Maw Crusha is really good for hitting those individual support characters, because it has good odds of killing them with its bulk then getting to charge something else.

This message was edited 1 time. Last update was at 2016/04/27 23:49:24


Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Regular Dakkanaut





I am looking at running ironjawz for my FLGS summer league... D1 is 30 wounds 7 can be spent on a hero and 8 on a monster/warmachine

was look at running
megaboss 7
7 brutes 21
for 28 wounds

d3 is 50 wounds 12 on hero and 12 on monster/warmachine
this one i dont know
should i run megaboss or switch to shaman and warchanter

   
Made in us
Sword-Bearing Inquisitorial Crusader





North idaho/ Washington

Thor0298 wrote:
I am looking at running ironjawz for my FLGS summer league... D1 is 30 wounds 7 can be spent on a hero and 8 on a monster/warmachine

was look at running
megaboss 7
7 brutes 21
for 28 wounds

d3 is 50 wounds 12 on hero and 12 on monster/warmachine
this one i dont know
should i run megaboss or switch to shaman and warchanter



Can you ally in? with a higher wound allocation I wouldnt drop the big boss but would try to get another hero in there. Can you combined the monster and hero points for a boss on a maw crusher? If you can then I would add a shaman as a second hero, after that start loading up on chanters to buff units.

Another option is snatch up a goblin warlord on a spider or squig along with a group of spider/squig calvary for the speed you are lacking. They can capture obj, chaff units, or just force some nice distraction so the boys can get in there and smash.

I would sign this contract but I already ate the potato

GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in us
Regular Dakkanaut





If it's a hero/monster it counts for both caps. Not added together. So maw crusher will be in my division 3 list
   
Made in us
Sword-Bearing Inquisitorial Crusader





North idaho/ Washington

Thor0298 wrote:
If it's a hero/monster it counts for both caps. Not added together. So maw crusher will be in my division 3 list


Drats lol, well good luck in your league and let us know how the ironjaws are

I would sign this contract but I already ate the potato

GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in us
Dakka Veteran






Backwoods bunker USA

So the following already tops out at over 100 wounds:

Maw Krusha
Mega Boss
Warchanter
Shaman
10 Brutes
15 Ard Boys
3 Gruntas

Do we see any viable strategies to using them apart from heading straight down the middle (maybe with one of the formations that give bonuses to move)?

But then again, maybe straight down the middle is the Orruk thing to do....
   
Made in us
Regular Dakkanaut





I used mine today in a small 30 wound practice game. Against blight kings and jezzails. I don't know that megaboss is worth it. Especially at small wound capped games. I had two units so for waagh that's rolling a 2 or less for one extra attack. Which never happened. So I think Orc war boss is a much better option. That is a garaunteed extra attack and if totem add reroll of wounds of one. Or maybe black Orc big boss. Have to say the waagh on megaboss was kind of disappointing it's number of units you need to roll under. But I may look for some other synergies to see if I can make this viable. But I wasn't too impressed. I think they are definately suited for big games only
   
Made in us
Humming Great Unclean One of Nurgle






Keep in mind that the Megaboss himself is an Ironjawz unit, so when you say two units did you mean that you had just the Megaboss and one other unit? Also, wound-count games have a different balance to them, a lot of otherwise good models are outright terrible in wound-count so you'll have to do a bit of your own extrapolation there. FWIW most things in wound-count simply will not stack up well against Jezzails.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in ca
Dakka Veteran




 NinthMusketeer wrote:
Keep in mind that the Megaboss himself is an Ironjawz unit, so when you say two units did you mean that you had just the Megaboss and one other unit?


I know the FAQ stated that models are within X of themselves, but wondering what that means for the Weirdnob shaman. If he rolls a double, then the D3 wounds have to go to himself, as he's the closest unit within 10 inches. I don't think that was their intent though.
   
Made in us
Regular Dakkanaut





Yes I counted megaboss as a units only had him and one unit of brutes
   
Made in us
Dakka Veteran






Backwoods bunker USA

Anyone know of any other units that buff Ironjaws other than Ironjaws and the one Orc Warboss?
   
Made in us
Regular Dakkanaut





Unfortunately my store wound balances. Seraphon best jezzails in wound balanced games


Automatically Appended Next Post:
Black Orc big boss buffs them

This message was edited 1 time. Last update was at 2016/05/04 22:25:53


 
   
Made in us
Regular Dakkanaut





Played two more quick 30 wound games. One against seraphon and one against fyreslayers (who in wound based also have major issues since they give opponents sudden death in every game and they are all one wound). And ironjawz underperformed really bad against both. I really like the models but it seems in a wound and keyword restricted game, they have almost no viability that I can see unless they find buffs somewhere. And by the time you get six units to maybe get the waagh bonus, at least in the wound and keyword restricted games, I'd have so many wounds I'd just take maw crusha instead. I'll probably try a few more games this weekend but I'm hoping match play fixes some of these issues
   
Made in us
Humming Great Unclean One of Nurgle






I can very much see how Ironjawz would be weak in a wounds-count game. Part of the models' strengths is a high wound count with a good save, but when using wounds as a point cost that makes them pretty bad (much like many Nurgle models). The solution may be to negotiate better terms or use a comp system.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Regular Dakkanaut





Yeah. Unfortunately since the stores league is balanced that way. That's how everyone plays. I'm hoping when match play comes out it helps that a bit since it's a GW store
   
Made in us
Humming Great Unclean One of Nurgle






Clearly the solution is to break the game so hard they cry for mercy!

(But seriously PM me a list of the models you own if you want to do that...)

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Monstrous Master Moulder





Longmeadow MA 25+ Trade Rep

I'm looking forward to hearing more in this, I haven't been able to find any Ironjawz batreps around.

"Orkses never lost a battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!"

I dig how in a setting where giant, muscled fungus men ride Mad Max cars and use their own teeth as currency, the concept of little engineering dudes with beards was considered a step too far down the aisle of silliness.
ADB 
   
Made in ch
Warning From Magnus? Not Listening!





Holy Terra.

Honestly the Warchater is great just because he puts out 4 3+/4+ attacks per turn, with the Ability to get more with every 6 rolled. I literally have my WD 117 with me right now and am debating with myself if the Warchater would be a good addition to my soon-to-be-built-Ironjawz-army (currently a couple bits of 40k Orks, mostly arms, for test painting). The Weirdnob looks awesome, Gorks Foot seems amazingly over powered, and the Gore Gruntas look godly.


Ember

This message was edited 1 time. Last update was at 2016/05/15 12:45:18


   
Made in us
Dakka Veteran






Backwoods bunker USA

Weirdnob Gorks Foot has high casting min though. Need to run a few squads of Ard Boys for the casting boost (and in case it fails).

The problem with Gore Gruntas is they outrun the rest of the army but don't do that much more damage. Maybe use them just to run down backfield casters or artillery?

I'm still experimenting with everything myself.
   
Made in us
Fresh-Faced New User




One neat thing about Ironjawz is they are the only army that can reliably take down Nagash every single game. How you ask?

Well simple, the obvious advantage is Gordrakk. He is a hero and wizard killer at its finest. Moves fast, charges far, attacks many times with Mortal wounds. Unfortunately, he alone isn't reliably strong enough to take out Nagash. You basically get one turn to kill this God of death before he self heals and instant kills whatever is near him. The real secret of the Ironjawz is their new formation. The Weirdnob's fist formation. The Weirdnob shaman is ridiculously powerful. It gets the foot of gork spell, which has a casting value of 10, range of 18'' and does D6 mortal wounds. Then on a roll of 4 or more, it does D6 more mortal wounds to the same unit. This repeats infinitely until 4 is failed to reach or the unit dies. Normally no one has a chance in heck to cast a spell near Nagash with his unbinding godliness. However in the new formation, which requires a Weirdnob and 3-5 Ironjawz units of any kind. For each unit near a Weirdnob he rolls a dice when casting a spell. On a 1, 2, 3 the spell increases in RANGE by 6'' and for every 4, 5, 6 it does an additional mortal wound for every foot of gork that lands, including the additional ones from a 4+. Now if you are fighting Nagash, the death user is overconfident because Nagash never loses. Summoning is usually limited. I use www.ageofbalance.com which requires a player to pay for summons. Rumors say even with the point systems being added soon you will have to pay full for summons, making summon similar to Deep Strike reserves in 40k. So... here's how you bring the beast down. Spend turn one moving the Weirdnob and Godrakk closer. Then when Godrakk is at around 20'' pop his command ability on himself giving him plenty of extra attacks and unload your Weirdnob. On optimal conditions, the Weirdnob will get +6'' making his range extend past Nagash's unbinding. Then +4 mortal wounds. This is D6+4 mortal wounds for every 4+ you roll. Nagash does have a 4+ vulnerable save, but then Godrakk charges with his HERO and WIZARD killing weapons, high rend, mortal wounds and your chances of taking him down in one round is high. Once Nagash falls, the rest of the army should pose no threat since Nagash is a bucket of points.
   
Made in us
Dakka Veteran






Backwoods bunker USA

Worth a shot but Nagash can also nuke the Weirdboy from 24" away.
   
Made in us
Fresh-Faced New User




True, but 24'' is just a single 1, 2, 3. Its likely if you have 5 units, you're going to get at least 2 of them making his range 30'' or more
   
Made in us
Regular Dakkanaut





Michigan

I've been running a unit of 5 Orruk Brutes with my Greenskin army of...

20 boys
5 brutes
10 boarboys
2 boar chariots
1 great shaman
1 weirdnob shaman (using the wurrzag, da great green prophet sculpt, because it's perfection in plastic form)
1 warboss with banner
1 boarboss with massive choppa

Most of the time I'll use the Brutes as a way to control space against enemy heroes and monsters, stuff that threatens a flank of my Boys or Shaman. On games with a stationary objective I can surround my Shaman, cast Mystic Shield once or twice on the Brutes and have a tanky objective camper that can double as a pretty safe Shaman turret.

I honestly don't think I'll pick up anything else from the Ironjaws except maybe 5 more brutes and a Weirdnob Shaman (such a nice looking model). I'm willing to bet that most of the Ironjaws will be more of a point sink than I'll want to burden as it'll run counter to my desire to field lots of Greenskin Orruks. The Brutes and Weirdnobs though? They're awesome. Would happily Foot of Gork again.

Iron Warriors
Grey Knights

Iron within, iron without! 
   
Made in us
Dakka Veteran






Backwoods bunker USA

Despite their horrendous cost if going by Wounds (we'll see how the General's turns out), I'm currently painting and gearing up the following for Global War:

Gordrakk
Megaboss
Warchanter
Weirdnob
3x5 Brutes
2x3 Gores
3x10 Ards
Rogue Idol

Still low model count for the number of Wounds though.
   
 
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