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![[Post New]](/s/i/i.gif) 2018/07/03 00:14:11
Subject: [2000] - Ironjawz
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Yellin' Yoof
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Leaders
Megaboss on Mawkrusha
General, ironclad, duabing of mork
440pts
Warchanter
80pts
Wierdnob shaman
120pts
Battle line
Ardboys x 10
Boss, 5 shields, 4 choppas/smashas drummer, banner
160pts
Ardboys x 10
Boss, 5 shields, 4 choppas/smashas, drummer, banner
160pts
Ardboys x 10
Boss, 5 shields, 4 choppas/smashas, drummer, banner
160pts
Battlian
Ironfist
Brutes x 5
Boss klaw & smasha, gore hacka, 3 choppas & smashas
180pts
Brutes x 5
Boss klaw & smasha, gore hacka, 3 choppas & smashas
180pts
Gore gruntas x 3
Jagged gore hackas
180pts
Gore gruntas x 3
Jagged gore hackas
180pts
Total: 1940pts
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Orks 8500 points |
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![[Post New]](/s/i/i.gif) 2018/07/03 18:53:38
Subject: [2000] - Ironjawz
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Tunneling Trygon
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Gruntas are 140 in GH2018 I believe, so more points to play with. Could grab the 80 point shadespire guys for objective grabbers or dip into allies and take the cog, or take another unit of gruntas. Getting a chronomantic cog makes a ton of sense with IJ (its what I am taking for sure) but more units is good too.
I'd throw one of the ardboyz into the ironfist unless you take the 3rd gore grunta. No reason not to.
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snoogums: "Just because something is not relavant doesn't mean it goes away completely."
Iorek: "Snoogums, you're right. Your arguments are irrelevant, and they sure as heck aren't going away." |
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![[Post New]](/s/i/i.gif) 2018/07/05 14:44:34
Subject: [2000] - Ironjawz
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Infiltrating Broodlord
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Might it be worthwhile to put the Ardboyz and Warchanter in an Ardfist battalion? Unless I've overlooked something the removal of reinforcement points should mean it now should be able to keep replacing destroyed boyz every turn.
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![[Post New]](/s/i/i.gif) 2018/07/05 20:38:17
Subject: [2000] - Ironjawz
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Tunneling Trygon
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Strat_N8 wrote:Might it be worthwhile to put the Ardboyz and Warchanter in an Ardfist battalion? Unless I've overlooked something the removal of reinforcement points should mean it now should be able to keep replacing destroyed boyz every turn.
That battalion has a new errata making it once per game.
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snoogums: "Just because something is not relavant doesn't mean it goes away completely."
Iorek: "Snoogums, you're right. Your arguments are irrelevant, and they sure as heck aren't going away." |
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![[Post New]](/s/i/i.gif) 2018/07/06 00:44:57
Subject: Re:[2000] - Ironjawz
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Longtime Dakkanaut
Northridge, CA
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This looks exactly like what my buddy will be bringing Sunday against my Blades of Khorne, except he had room for an endless spell or two. What is your strategy with this army? I'm not very familiar with the Iron Jaws.
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![[Post New]](/s/i/i.gif) 2018/07/07 05:59:34
Subject: [2000] - Ironjawz
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Hoary Long Fang with Lascannon
Finland
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This looks exactly like every Ironjawz list out there. I'm thinking of starting AoS and Ironjawz are a strong contender for my army since the models are badass. However I'm not super interested in playing a mono build army. How do Ironjawz play and what are the options or variations you can bring to a list (outside allies)?
Do you think Ironjawz will receive new units some day?
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![[Post New]](/s/i/i.gif) 2018/07/07 11:10:10
Subject: [2000] - Ironjawz
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Yellin' Yoof
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I made a mistake with the gore-grunta points. Also ardboys and maw-krusha are cheaper now, thanks to AoS 2.0 GH. Which would allow for the taking of some destruction spells or another unit or hq.
Ironjawz have no dedicated shooting unit, other than the maw-krusha ranged attack. They function on speed, charge and assault. The ironfist battalian exploits that.
If you build pure Ironjawz, it will always have a maw-krusha or Gordrak, 1-3 shaman for spells and 1 war chanter for buffs. then you can add all ardboys, brutes, gore-gruntas or variation of the 3. The ironfist battalian has no restriction on unit type just 3-5 ardboys/brutes/gore-gruntas.
As for new models, its possible, but honestly the current models look amazing and are imo some of the best sculpts GWS have ever produced. You have you basic infantry; ardboys, elites; brutes, calvary; gore-gruntas, wizard; wierdnob, buffer; warchatner and warboss; Megaboss and centre piece; the Maw-krusha. I suppose maybe some ranged unit would be good, like axe thrower or something but honestly thats kinda against the Ironjawz playstyle.
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Orks 8500 points |
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![[Post New]](/s/i/i.gif) 2018/07/07 14:41:48
Subject: [2000] - Ironjawz
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Hoary Long Fang with Lascannon
Finland
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Okay thanks for the info, much appreciated.
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![[Post New]](/s/i/i.gif) 2018/07/07 17:11:29
Subject: [2000] - Ironjawz
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Abel
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Weazel wrote:This looks exactly like every Ironjawz list out there. I'm thinking of starting AoS and Ironjawz are a strong contender for my army since the models are badass. However I'm not super interested in playing a mono build army. How do Ironjawz play and what are the options or variations you can bring to a list (outside allies)?
Do you think Ironjawz will receive new units some day?
Ironjawz are pretty much monobuild. Run straight at the enemy and smash them in melee combat. That's the main strategy of an Ironjawz army. Don't expect them to generate a lot of mortal wounds- though the Shaman can kill a lot of your own guys with d3 mortal wounds when he rolls doubles. Otherwise, the Shaman has Arcane Bolt and Maw-Krusha's can generate mortal wounds as well. The Shaman use to be an overcosted, hopeless model that did very little except kill your own Boyz. Things have changed a little, and he is now worth taking, though he still throws mortal wounds on the Boyz. No mortal wound spamming here! Finally, forget about shooting. You have none.
Making an army is, well, there isn't much depth in units or selection. You'll want to take as many Brutes as you can, as they are the main unit that gets things done in your list. Don't underestimate the effectiveness of the 'Ardboyz. No, they are not as good in melee combat as the Brutes, but they have a lot of stacking bonuses and a lot cheaper then the Brutes. I've had opponents totally ignore my 'Ardboyz because they were so scared of my Brutes, and boy where they in for a surprise when the 'Ardboyz made it into melee. The Gore Gruntas are stupid fast and hit like a ton of bricks if they manage to charge more than 8". Believe it or not, they are actually a great tar pit unit thanks to having 5 wounds each. Many times I've managed a turn 1 or turn 2 charge that totally caught my opponent by surprise and tied up his battle line long enough for the rest of my army to arrive the next turn. Did I mention how fast the Ironjawz are?
The army surprisingly enough synergies very well with itself. Command Abilities and hero abilities all add some kind of melee benefit (more attacks, + to hit, etc), and even better they all stack.
I chose and play Ironjawz because I wanted a low model count army, that didn't require some kind of Rube Goldberg Machine Strategy to win. They are very one dimensional, and easy enough to play. They do not have any tricks, or "Grand Strategy". If all you want to do is roll a lot of dice in melee combat and win, then the Ironjawz are for you. Few other armies can stand against them in melee combat. Another great thing: They are a fast army to play. Not only do they get across the board surprisingly fast, but in actual time to play. Your hero phases are pretty much "I'm WAAAAGH-ing this turn" and that's it. Magic? You'll have maybe one Shaman. Unless you manage to cast Foot of Gork, his phase won't last long. You can skip the entire shooting phase. There has been times when my turn took like 10-15 minutes, combat included. Then I sit around for like, 45 minutes to an hour while my opponent does all his hero phase shenanigans, move, shoot, spells, etc. etc. Yeah, I'll get to roll a dice every once in a while, but overall, you'll have a lot of down time when it isn't your turn, and your turns will go very quick.
Finally, the models are absolutely fantastic! The Megaboss is without a doubt one of the best models GW has ever produced.
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Kara Sloan shoots through Time and Design Space for a Negative Play Experience |
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