Volund wrote:I dont know what your other list was, but did you consider taking a weirdnob instead of one of the chanters to make it an even 800? My other thought is to wonder why you are giving the war chanters the hammerblade instead of the battle brew. With the brew, you could have a guy chant at himself, drink a swig, and then be hitting on a 2+ and have extra attacks on 4+ (heck, have the general give him another +1 to hit and generate additional attacks on most of your dice rolls!)
Quick clarification from a fellow Ironjawz player. The Warchanter scroll says that you get extra attacks on "a roll of 6" , not "a roll of 6 or more" like warscrolls in many other armies (this seems to be a weird Orruk thing, it's also on several other Orruk warscrolls and is easy to miss). I play this as written, so if the Warchanter gives himself a +1 to hit then he would get additional attacks on dice rolls of 5s but not 6s.
Also don't forget that Ironjawz 'Ard Boyz have the old black orcs ability to mix and match their weapons within units. If you don't know what you'll be up against, you can mix in any combination of big choppas, shield + choppa, or choppa + smasha in each unit. I personally like to have at least one shield + choppa model per unit for a chance to ignore any really nasty wounds that might come their way. I also tend to play a lot against Seraphon, who have shields that negate -1 rends. Getting a mix of models lets you take casualties from your least useful weapons and get in with the best weapons for the situation.
While Ironjawz have virtually no ranged attacks, they are a surprisingly versatile melee army and really benefit from the default Destruction allegiance traits. Your list looks fun and should hit hard when they reach the enemy.