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Made in us
Shas'ui with Bonding Knife






As always, suggestions welcome

Leaders (220)
- Orruk Megaboss (140)
- Orruk Warchanter (80)

Battlelines (720)
- 10 x Orruk Ardboys (180)
- 5 x Orruk Brutes (180)
- 3 x Orruk Gore-Gruntas (180)
- 3 x Orruk Gore-Gruntas (180)

Warscroll Battalion (60)
- Ironfist (60)

Thanks

SG

This message was edited 2 times. Last update was at 2017/06/08 15:34:02


40K - T'au Empire
Kill Team - T'au Empire, Death Guard
Warhammer Underworlds - Garrek’s Reavers

*** I only play for fun. I do not play competitively. *** 
   
Made in es
Brutal Black Orc




Barcelona, Spain

 ServiceGames wrote:
As always, suggestions welcome

Leaders (220)
- Orruk Megaboss (140)
- Orruk Warchanter (80)

Battlelines (720)
- 10 x Orruk Ardboys (180)
- 5 x Orruk Brutes (180)
- 3 x Orruk Gore-Gruntas (180)
- 3 x Orruk Gore-Gruntas (180)

Warscroll Battalion (60)
- Ironfist (60)

Thanks

SG


You got it pretty set up, unless you want to go for something wildly different and try a weirdfist. In me experience I get more mileage by having a 2:1:1 ration on ardboyz' favour but I think you'll do well.
   
Made in us
Confident Halberdier




Los Angeles, CA

Needs a bigger blob of Ardboyz I agree.
   
Made in us
Shas'ui with Bonding Knife






So, remove the Brutes for Boys? The main reason I got into this army is because there is a Beastclaw Raiders battalion that allows for two units of Gore-Gruntas. That being the case, I kinda wanna leave them in.

What do you all think?

Thanks

SG

40K - T'au Empire
Kill Team - T'au Empire, Death Guard
Warhammer Underworlds - Garrek’s Reavers

*** I only play for fun. I do not play competitively. *** 
   
Made in es
Brutal Black Orc




Barcelona, Spain

 ServiceGames wrote:
So, remove the Brutes for Boys? The main reason I got into this army is because there is a Beastclaw Raiders battalion that allows for two units of Gore-Gruntas. That being the case, I kinda wanna leave them in.

What do you all think?

Thanks

SG


I'd say that you actually remove a unit of gore-gruntas. At this point level one unit will serve you perfectly but anymore is too high to justify their presence. 2 or more should be for 2k games, though that may change with GHB II's decrease on gruntas.
   
Made in us
Hurr! Ogryn Bone 'Ead!





New to ironjawz but I agree with Kragan, take out a unit of gore gruntas and keep the brutes.

 
   
Made in us
Snord




Midwest USA

I have had similar luck at 1000 points with an almost identical list for my Ironjawz:

Leaders:
- Megaboss
- Warhchanter

Units:
- Ardboys (x10)
- Brutes (x10)
- Gore-gruntas (x3)

Battalions:
- Ironfist

I have found that the mobility provided by the one unit of Gore-gruntas is more than sufficient to get around the board and tie stuff up. In my experiences, Gore-gruntas lack offensive output but have decent staying power with their high wounds count. I use them as a mobile tarpit that holds a flank or chases after really squishy targets.

Ardboys are a solid choice, and can tarpit anything effectively, since they have the same save but 5 more Wounds over Brutes and Gore-gruntas for the points. You will want to give them both banners to help handle Battleshock, and I have had the drummer make the difference on many charges. Send them to the target or flank you want kept busy.

Brutes are the heavy hitters of the Ironjawz. I would give the Boss the Klaw and Smasha, and throw in the Gore-choppa every chance you get (every five models). I have had massive luck with them tearing through large monsters and enemy heroes, and they even do well against big tarpits and elite choices. Throw them at the biggest and scariest enemy models. Also, supporting them with the Megaboss and Warchanter makes them absolutely devastating against any target.

For the Megaboss, don't be afraid to pass out Inspiring Presence instead of using his Waaagh ability, particularly for the Brutes. I have found that, aside from ranged units and Mortal Wound output, the biggest threat to the Ironjawz is the Battleshock phase. Ardboys banners help with their Bravery, and Gore-gruntas are Bravery 7, so you have to lose two models in one turn to even check with them. The Brutes are the most susceptible to Battleshock, and may need Inspiring Presence if they are going into a large, protracted melee, especially against another heavy melee fighter (like Khorne units).

If you are in the same boat as me and are stuck with using certain models, then you shouldn't worry about that, and just play to have fun. Good luck!

This message was edited 1 time. Last update was at 2017/06/13 18:57:11


 
   
 
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