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Made in us
Repentia Mistress





Hey

I'm looking at investing into my first AOS army.

I was looking closely at the Ironfist formation in combination with the allegience ability. This will give my mean Orks 2d6 movement in the hero phase plus their regular movement and still allow them to charge.

Ultimately I'm trying to leverage Gordrakk's command ability as best I can.

Right now I'm looking at something simple like:

Gordrakk

3 Gore Grunta's

3 Gore Grunta's

15 Brutes

Ironfist

1660

What utility units would you add and what changes would you make? I'm thinking an arcane shield for the brute squad and maybe some bravery manipulation.

Thanks for any advice

hey what time is it?

"Try looking on page 12 of the FAQ."

-Ghaz 
   
Made in us
Parachuting Bashi Bazouk




Bowie, MD

Are the Brutes meant to be a single unit of 15? Because I'd advise against ever taking a unit larger than 10. They are extremely susceptible to Battleshock at that point and likely their own bulk will prevent a lot of them from getting in to combat even with Gore-hackas instead of Choppas.

If you're intent on running a larger unit I'd suggest making the Gore Gruntas a unit of 6 to act as tanky objective holders. Gore Gruntas are not particularly impressive when it comes to damage output (unlike Brutes which are absolutely nutso) but last a lot longer and are less prone to Battleshock (Bravery 7 and fewer models with more wounds).

You definitely want at least one and possibly two Warchanters. Shaman aren't particularly great in my (and many other's) experience.

A list I just whipped up w/ Gordrakk and a 5 unit Ironfist at 2000 on the nose:
Gordrakk
Warchanter
Warchanter
Ironfist:
- 10x Ardboys (Icon of Gork, Drummer, 2+ shields)
- 10x Ardboys (Icon of Gork, Drummer, 2+ shields)
- 5x Brutes (Choppas)
- 5x Brutes (Choppas)
- 6x Gore Gruntas (Gore-hackas)
   
Made in us
Humming Great Unclean One of Nurgle






Gordrakk's command ability is once per game, so presumably the Brutes would have Inspiring Presence for battleshock immunity in other turns. Having them as one squad means they can be mystic shield'd from a Wierdnob all at once, and benefit from other buffs similarly. On that note a Warchanter would be a great add, also a Megaboss on foot to give the Brutes hit re-rolls and to wield a magic item from the allegiance (Gordrakk can't as a named character). Keen's idea of Ardboy units for more bodies on the field is also a great idea to fill in any remaining points.

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. 
   
 
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