I too have recently started playing Ironjaws and returned from a tournament last weekend (only 1000 points...).
Pros: So...many...attacks! Unbelievable the amount of attacks these guys can dish out, and mostly hitting on 3+, wounding on 3+ with a Rend -1. These guys are the Bees Knees in close combat! Multiple wounds give them a lot of staying power, and 4+ save is great. All the units are this tough, which some a little better in close combat then others. The Megaboss on foot is a terror to behold in close combat, and his WAAAAAGH! Command Ability is frightening in how good it is (+1 or +2 attacks with all melee weapons? UGH!). Not to mention he gets BETTER after slaying a Hero (gains +1 wound and +1 attack with each weapon...). They are a very small model count army. I had 25 models in my 1000 point list? I was always out numbered by around 2-1, but ya know what? I never felt like it was a negative thing, if that matters. All the Warscrolls for them are pretty good, and even the Shaman spell "Foot of Gork" is devastating when you can cast is. Beware the doubles with him though! Bravery seems about the standard 5 or 6, and you can always toss out the "No Break Tests for this Unit" Command ability. A Drummer and Standard Bearer are a must for the 'Ardboys though. And keep your Warboss close to the Brutes!
Cons: Slow. 4" move is the standard speed across the entire army except for the Gore-Gruntas. They are Cavalry with a 9" move and 5 wounds each. No shooting- as in, the Ironjaws have ZERO shooting attacks unless you take a Warboss on a Mawcrusher or ally in another unit of Destruction from another army. If you face a shooty army, you will take a lot of casualties on your way in to close combat, but the army has enough wounds and the save is good enough that you will make it, and once in close combat, the army excels. You have no "special rules" like reroll saves, or deal X Mortal Wounds when this happens, etc. like a lot of other armies, but you really don't need it. The one thing that bothered me about close combat: I used the Starter Set and an extra box of Brutes for my 1000 point list, and trying to see that a model had Brute Choppa's and Smashas, that model had a Jagged Gore Hacka, that model had a Boss Choppa... was a headache. I could tell more than once that my opponent had a dubious look on his face while I was rolling so many attacks with different to hits, wounds, and damage. It would be much easier to try and equip everyone in the unit the same way because yeah, you will be rolling that many dice (my five model Brute unit had 16 attacks with 4 different weapon profiles...). Don't even ask about my 'Ardboy unit!
The Ironjaws are a solid, elite style army with few special rules, and very easy to run. If you play Space Marines in 40K, then Ironjaws will feel familiar to you.
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