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Made in au
Ork Boy Hangin' off a Trukk





So, the new generals handbook has given us a handful of changes and I thought it may be worth making a thread to chat about it. Reading through my views are as follows.

Mighty destroyers became a command trait, making it more expensive but more reliable.
We now have access to a few more standard command traits, re-rolls of 1 to hit or armour save. Brutes being what they are rarely will need that hit buff but goregruntas and ardboys could use it in tandem with a warchanter or 3 to hit most of the time.
Our traits haven't changed much and often I feel the re-roll to megaboss's waagh is going to be the main one taken, I believe it still can be put on none Megaboss'
Relics again have stayed mostly the same. Though now the Rend relic has been changed to a flat -3 which could be okay.

The big thing is the new spell list. We got Da Jump, which apparently every type of greenskin is contractually bound to have. A pair of 1 to D3 smites for 5 casting. A rather nice spell that gives a unit re-rolls to wound which I think will be used frequently, maybe on a massive blob of ardboyz or on megaboss to bump up their damage. An interesting spell that does mortal wounds on rolls that are generated based on how many units are hanging around. The ironskulls boys would be a cheap and cheerful generation of a roll I suppose. The other one being a 4D6 line that causes mortal wounds on 5+ for every model (not unit yay!) that it passes over. Probably best used after the battle lines have met and the enemies are all nicely lined up for you.

Quite a few units also got cheaper, allowing you to get more stuffed into your list. I don't think any warscrolls have changed but if you noticed bring it up.

The megabattalions did change a little, the -1 to hit is now on a 2+ but from the wording it only seems to be the first player turn.
The one that lets your megaboss count have killing a character has been bumped up to a d3 which can get pretty mean.

Do you think these changes are going to shake up your list? Bump up our competitiveness or fun of play?
   
Made in us
Preceptor




Krumpin gits iz fun. Anyfing wot gets us to da krumpin quicker iz more funerer.


Automatically Appended Next Post:
On a more serious note I think that teleportation lends a little more competitive viability in many different ways. More spell options is always welcome. Ill trade reliability for cost any day of the week, so the mighty destroyers change seems like a buff. I think the game has changed for the 'jawz, with the harshest change being the max 1 extra command point thing. Removing the turn 1 or 2 uber-Waaaagh alpha strike hits /most/ 'jawz lists I've seen recently. I think though that enough tools were added to the toolbox that there will be more viable builds than there were previously, its just going to take some table time to figure out what they are.

This message was edited 1 time. Last update was at 2019/06/24 00:27:46


2000 2000 1250

Malifaux: 75 ss neverborn, 50 ss Guild.

Warmachine: 75 pts Menoth
Hordes: 65 pts trollblood


 
   
Made in au
Ork Boy Hangin' off a Trukk





With our stacking buffs the TP spell is terrifying for Ironjaws. Take the ironsunz for the 1+ charge and the native one for being inronjawz, throw in goddrakks waagh for the 3d6 charge and TP the unit of your choice (let's say a large buffed up units of brutes or maybe a megaboss on mawkrusha) and you have an exceptionally easy charge anywhere on the table turn one.

This message was edited 1 time. Last update was at 2019/06/24 00:52:45


 
   
Made in us
Insect-Infested Nurgle Chaos Lord






Ironjawz just got a ton of tools to help them adapt to the battlefield and enemies they face, which is huge and something they desperately needed. Before they could do little beyond run forward and hit hard, hoping it was enough. If it wasn't, tough luck. Mighty Destroyers allowing for a hero phase melee attack is a BIG deal, as are those support spells. I don't expect to see the damage spells taken very often.

"Putting a statement in quotations makes it seem more legitimate."
--Bette R. Withname

Imagine three people with the same set of values but radically different emotional states, each of them believes their position is more valid than the other two, they all post using the same account, and your job is to make it coherent. 
   
Made in au
Ork Boy Hangin' off a Trukk





 NinthMusketeer wrote:
Ironjawz just got a ton of tools to help them adapt to the battlefield and enemies they face, which is huge and something they desperately needed. Before they could do little beyond run forward and hit hard, hoping it was enough. If it wasn't, tough luck. Mighty Destroyers allowing for a hero phase melee attack is a BIG deal, as are those support spells. I don't expect to see the damage spells taken very often.


Wait the Mighty Destroyers actually allows an extra round of melee? I thought it was just a useless charge where you have to sit around waiting for later like it used to be.
   
Made in us
Insect-Infested Nurgle Chaos Lord






Yeah it does. Do you not have the new GHB yet?

"Putting a statement in quotations makes it seem more legitimate."
--Bette R. Withname

Imagine three people with the same set of values but radically different emotional states, each of them believes their position is more valid than the other two, they all post using the same account, and your job is to make it coherent. 
   
Made in au
Ork Boy Hangin' off a Trukk





Yup, but may or may not have skimmed over that part. Certainly going to have a closer look. Because a Megaboss or meaty unit attacking twice a turn is rather delicious.
   
Made in us
Insect-Infested Nurgle Chaos Lord






Gotcha, it's just one part of a sentence so easy to miss!

"Putting a statement in quotations makes it seem more legitimate."
--Bette R. Withname

Imagine three people with the same set of values but radically different emotional states, each of them believes their position is more valid than the other two, they all post using the same account, and your job is to make it coherent. 
   
Made in au
Ork Boy Hangin' off a Trukk





I've heard somewhere that unless specified otherwise you can use a command ability multiple times in the one command phase. Thus a Megaboss can use his waaagh as many times as you have command points, giving every lad around him attacks for each cast. That sounds a little off, surely it's not the case but I can't find anything to refute it.
   
Made in us
Insect-Infested Nurgle Chaos Lord






It is the case, though they have frequently errata'd abilities to say they cannot target the same unit multiple times.

"Putting a statement in quotations makes it seem more legitimate."
--Bette R. Withname

Imagine three people with the same set of values but radically different emotional states, each of them believes their position is more valid than the other two, they all post using the same account, and your job is to make it coherent. 
   
 
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