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Gorks Pokin' Finger

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181 Celestant-Prime

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  1. Gorks Pokin' Finger

    Malign Portents

    Latest story is up. Nice to see Silver Tower was featured. The Gaunt Summoners are making moves https://malignportents.com/story/day-of-the-summoner/
  2. Gorks Pokin' Finger

    GH2017 - Ironjawz Review & Discussion

    Its just my play style. I prefer MSU over hordes, hence I prefer the 20 over the 30 because I feel 30 is too bulky. 20 can do the job for me. 10 Ardboyz are fine, but I'd rather spend that on Brutes. Plus, we might save 90 points by taking 30, but for a full 2k list, all you can add to the army is either a warchanter. Grot shaman, maybe 10 Orruks, or the shadespire warband. I can already fit most of that in my list. Also, I only give them all shields if I know their only job is to sit on an objective all game to deter the enemy. So scorched earth, for example, leave them on an objective with a shaman and warchanter nearby and deter your opponent from charging. I also rarely daisy chain unless I'm making a buffer to defend an objective.
  3. Gorks Pokin' Finger

    GH2017 - Ironjawz Review & Discussion

    Throw every buff you have on them. Make your opponent hate sending something into them because they are going to tarpit anything that they go up against (aside from a Stardrake. Found that out the hard way ). I use them to lock down objectives in Scorched Earth and Border War/Battle for the Pass, then use them offensively for Knife to the Heart, Total Conquest, and Starstrike. Don't forget they have a +3 charge with drums and allegiance ability. They should never fail a charge if you position them correctly. I also give everyone the same weapon load out depending on the match-up. Any Death or horde armies I'll use two choppas and any army with a 4+ save I'll use big choppa. Keeps it simple and allows me to optimize their offensive potential rather than rely on which models did I glue these weapons to
  4. Gorks Pokin' Finger

    GH2017 - Ironjawz Review & Discussion

    Personally I love Ardboyz. I've had success with 20 Ardboyz in my lists and they've been MVP many times. I prefer it to a unit of 30 because it's more maneuverable across the battlefield. Yet I see why 30 Ardboyz is a good option. No one is going to kill 60 wounds of Ardboyz, especially if you give them Mystic Shield, inspiring presence and Warchanter buffs. To answer your question, no, I don't think they're being disregarded. The issue is they need to be taken in large numbers in the current meta to really make an impact. I think Ironjawz units are fairly priced for what they are. Only the heroes (both megabosses and Weirdnob Shaman) could be due for a point reduction. I'm confident Ardboyz will still be used. I intend to use them again.
  5. Gorks Pokin' Finger

    GH2017 - Ironjawz Review & Discussion

    I have a GT coming up in June. We are required to have a fully painted army. I am using the base of a recent 1500 list I used that won a local tournament. I'm just having a hard time figuring out what to select with the final 180 points I have left Allegiance: Ironjawz Leaders Megaboss on Maw-Krusha (460) - General - Command Trait : Ironclad - Artefact : Metalrippa's Klaw Orruk Warchanter (80) Orruk Warchanter (80) Orruk Weirdnob Shaman (120) Units 10 x Orruk Brutes (360) 5 x Orruk Brutes (180) 5 x Orruk Brutes (180) 3 x Orruk Gore Gruntas (140) 3 x Orruk Gore Gruntas (140) 4 x Ironskull's Boyz (80) Total: 1820 / 2000 Leaders: 4/6 Battlelines: 5 (3+) Behemoths: 1/4 Wounds: 130 My options are: Megaboss on Foot (140)- boosts the Brutes, provides another chance at Rampaging Destroyer, and can claim objectives while the rest of the boyz do their work Brutes (180)- this would bring me to 25 Brutes with 4 Boss Klaws. Fun times when there's more boyz on the table. Need to buy the box but Brutes don' take too long to build and paint 3 x Gore Gruntas (140)- gives me a third fast option on the table and the potential to challenge far off objectives. I have to finish assembling the models, but GG are intricate to paint and could take longer to finish Ironfist (160)- gives my boyz some speed and another item. I'd probably stick a warchanter with The Boss Skewer to boost my Brute's Bravery. I'm considering the Megaboss because he's one of my best-painted models and he worked well in my last tournament. His speed though will be a concern. What would you guys suggest?
  6. Gorks Pokin' Finger

    Share your successes

    Two weeks ago I went to a local tournament near me and took my Ironjawz. The boyz went 3-0 and I ended up taking 1st place. This is the list I brought: Allegiance: Ironjawz Leaders Megaboss Gorfang Da Immortal (140) - General - Command Trait : Brutish Cunning - Artefact : Metalrippa's Klaw Jazood Warchanter (80) Jazood Warchanter (80) Weirdnob Shaman Nogoog (120) Units 5 x Zodgrob’s Bashin’ Brutes (180) 10 x Ugly Bogg’s Kunnin’ Brutes (360) 5 x Dradruzak’s Fightin’ Brutes (180) 3 x Korkrok’s Gore Gruntas (140) 3 x Ruglid’s Gore Gruntas (140) 4 x Ozdrog’s Rowdy Raiderz (Ironskull's Boyz) (80) Total: 1500 /1500 Leaders: 4/6 Battlelines: 5 (3+) Wounds: 123 I was a bit surprised the list worked very well without a Maw Krusha. The Shadespire Warband was also quite helpful in maintaining my objectives which freed up a unit of Brutes or a character to advance. I also got some helpful rolls on Rampaging Destroyers, especially during my Round 2 match against Sylvaneth in Scorched Earth. You can read the recap of my three matches over on my army blog
  7. Gorks Pokin' Finger

    Malign Portents

    I'm curious to see if Kavastus is the rumored new stormcast wizard we might be getting this summer. Perhaps Soul Wars will reveal what exactly is going on with the reforging process and the toll it's taking on Sigmar's warriors
  8. Gorks Pokin' Finger

    Updating Ironjawz

    I think most Ironjawz players here would agree with you @Megaboss Badgash. If the new magic supplement that's coming out this summer (or GH3) can give us a lore/prayer list, we'll be almost up-to-date. It gives our support characters more things to do and can help vary each general's play-style in a way. I really like Fist of Mork (or Gork) as well as Dead "ard
  9. Gorks Pokin' Finger

    Malign Portents

    Agreed. It's not a bad story in terms of building up the smaller parts in the lore. I think it would have felt more in place when Malign Portents first started and no one knew what the signs meant. Now with the Idoneth revealed and the stories in the last month and a half that have ramped up the seriousness of Nagash's plot, it feels a bit insignificant and out of place
  10. Gorks Pokin' Finger

    Da Bloodbreaka Clan

    Oi lads over the weekend, I attended a 1500 AOS Tournament in my neck of the woods on Long Island and decided to bring the Ironjawz out for a run. We had a good turnout of 14 players. Good balance of armies across the board and it seemed everyone enjoyed their time. Our community has grown over the past few months, and it seems we might start having bi-monthly tournaments As for Da Bloodbreaka Clan, I'm happy to report the Ironjawz took first place! I finished 3-0 with wins over a heavy handgunners Free People list, a Gnarlroot Household Sylvaneth force, and a Daughters of Khaine army with the Temple Nest Battalion. The List I used: Allegiance: Ironjawz Leaders Megaboss Gorfang Da Immortal (140) - General - Command Trait : Brutish Cunning - Artefact : Metalrippa's Klaw Jazood Warchanter (80) Jazood Warchanter (80) Weirdnob Shaman Nogoog (120) Units 5 x Zodgrob’s Bashin’ Brutes (180) 10 x Ugly Bogg’s Kunnin’ Brutes (360) 5 x Dradruzak’s Fightin’ Brutes (180) 3 x Korkrok’s Gore Gruntas (140) 3 x Ruglid’s Gore Gruntas (140) 4 x Ozdrog’s Rowdy Raiderz (Ironskull's Boyz) (80) Total: 1500 /1500 Leaders: 4/6 Battlelines: 5 (3+) Wounds: 123 Here's a quick recap of each match: GAME ONE: BATTLE FOR THE PASS vs FREE PEOPLE - MAJOR VICTORY (23-11) My opponent had 2x30 Handgunners, a unit of 40 Swordsmen, 10 Greatswords, Luminark, General on foot and general on horse The amount of fire was intimidating. His Luminark wiped out my shaman on his first turn. It could have been a bad day, but I used his large blocks to my advantage. Because of the Freeguild Detachment Allegiance ability, he had to keep his units close together to receive the benefits. Fortunately, I outmaneuvered him, grabbed the middle objectives first, then charged everything at him to tie his army up. I wisely charged my Gruntas on the bottom first into his Handgunner's flank, allowing my Brutes to avoid crossfire. Needless to say, those 40 swordsmen were gone after a turn and a half, even with their buffs and defense. The far-side Gruntas could not weaken the Luminark and it eventually took off my Megaboss, but the damage had been done. By turn 4, I was too far ahead for him to catch up. Funny footnote: his general on horseback heroically tried to charge my lines to remove one of my warchanters. He survived, then he pulverized the humie with some assistance from the Brutes. His Luminark also did work in close combat and killed a Gore Grunta outright. Angry old wizards know how to weaponize their sticks GAME TWO: SCORCHED EARTH vs SYLVANETH - MAJOR VICTORY 15-14 My opponent had the Gnarlroot Household Battalions. His list featured Durthuu, Treelord Ancient, Branchwych, Loremaster, 20 Dryads, 2x5 Tree Revenants. He also had teleport items or command abilities to help him move around. What was a potentially difficult game became a nail-biter that came down to the final two dice rolls. First turn, he teleported half his army onto my left flank and Durthuu wiped out my 5-Brutes on the left objective. When he is paired with Lay of Hands, he is near unstoppable. I had to sacrifice my Warchanter to score the left. Thankfully he failed his charges. Meanwhile, my Gore Gruntas units charged his weakened corner objectives. Then my surviving 5-Brutes zoom up the middle with some help from Rampaging Destroyers. I won the double for Turn two, charged in, killed tree things and claimed all three of my opponent's objectives. Then I made a mistake that almost cost me the match: I burned them! It did give me a 9 point boost that turn, but now he had no reason to split his remaining forces and left half of mine across the board. In two turns, he claimed my left with his 20 Dryads while Durthuu and the Treelord wallop my 10-Brutes to take the center. He kills my Megaboss with his shooting but somehow leaves my Shaman on one wound. Fortunately, I retreat my surviving Brutes back along with my two Gore Gruntas. My opponent decides to charge Durthuu at the Brutes and takes them out, but he exposes his weakened Treelord holding the center objective. I charge with the left Grutnas and kill the Treelord to steal it back. The other Gruntas form a line to block any teleporting woods shenanigans from taking the right side. His next turn he throws everything at the center to kill the Gruntas and retake the objective. We enter Turn 5 with me ahead 14-10. He goes first and moves Durthuu 9' away from my right objective. He shoots off the Shadespire Orruks and then wipes out my wall of Gore Gruntas, but because of my positioning, he cannot contest the objective. He rolls two dice to burn his two objectives and scores only four points. My Warchanter boogies for turn five to score me one point and lets me escape with the major. GAME THREE: DUALITY OF DEATH vs DAUGHTERS OF KHAINE - MAJOR VICTORY 5-3 My opponent used the Temple Nest Battalion with a Medusa, 3x10 Blood Stalkers and 2x5 Blood Sisters, a Slaughter Queen and a Hag Queen. His genreal had a once-per-turn ability to teleport any unit close to her 9' away from me. The snakes also had this evil ability where any hit roll of one turned into a mortal wound against me. This was the first time I played DoK, but also the first time my opponent played Ironjawz. After we explained all the combat shenanigans each of our armies could do, we were hesitant to make the first move. His high movement and charge range made me advance my entire line up slowly, while he chose to keep his Medusai back, expecting me to make the first move. He did make a mistake by teleporting 10 Stalkers to the right side, essentially forfeiting the left for me to take. By the end of Turn two, one of my Warchanters was sitting on the right objective, while my other warchanter was close to the left objective. I won the turn three roll and solidified my position. I blocked off my Warchanter on the right side with the three Gore Gruntas while my other Warchanter took the left one . I also held the center structure with my Shadespire Orruks, Megaboss and Brutes, then charged my Gore Gruntas and 5-Brutes at his exposed Blood Sisters. I killed four of them, but all the ones I rolled for both units cost me two Brutes and a Gore Grunta. By bottom of turn 3, I was ahead 4-0. Then he struck. 10 Stalkers charged the right objective and killed the Gruntas. His next 10 Stalkers were about to charge my 10-Brutes, but I rolled Brutal Cunning and sent my surviving Shadespire Orruks into them to lock them for a turn. He also teleported the other 10 Stalkers to the left to kill my Warchanter, but they failed the charge. Turn Four comes and he wins the roll. He finally gets one of his priests onto the right objective and takes it when my Warchatner dies. He teleports his Medusa to the left as well, but he cannot make the charge and fails to capture the left. The Stalkers annihilate my 10-Brutes and locks down the right side. However, the best he can do is tie now. The game is decided after I double turn him from bottom of four to top of five and send everything at the left objective. The snakes die and my Megaboss and Wierdnob both land on the objective to take the vital fifth point. Those snakes hit like a ton of bricks. With all their buffs and rerolls, as well as the mortal wounds on 1's to hit, they can be devastatingly effective. Fortunately in the key combats in Turn 4, my Megaboss on Foot saved some Brutes with the reroll 1's to hit. Glad to see not taking the Maw Krusha this time turned out to be the wise move. Now I am going to start using the Shadespire Orruks in my lists more. For 80 points, they are great objective holders. By including them, I don't have to leave behind a caster or a Warchanter to hold an objective. Plus, they count towards the Megaboss Mighty WAAAGH ability. Hopefully you guys enjoyed the reports and learned some tips (like not burning SE objectives so early). I will try to get my lore stories up asap. Next time my Ironjawz will hit the tabletop should be the Triumph GT in New Jersey in June. Until next time Cheers
  11. Gorks Pokin' Finger

    Malign Portents

    New story up and our beloved Ironjawz return https://malignportents.com/story/the-hunt/
  12. Gorks Pokin' Finger

    Let's Chat Dispossessed

    Hail fellow Dawi I brought my Dispossessed to their first 2k tournament over the weekend in New Jersey. Proud to say they performed admirably. The list I used was: Leaders Warden King (120) - General - Command Trait : Grudgebearer Runelord (80) - Artefact : Ancestral Pickaxe Runelord (80) Units 20 x Warriors (160) -Double-handed Duardin Axes & Shields - Runic Icon 10 x Longbeards (120) -Great Axes & Shields 20 x Hammerers (360) 20 x Quarrellers (240) - Runic Icon 20 x Ironbreakers (320) 10 x Irondrakes (200) War Machines Cannon (180) - Allies Organ Gun (120) - Allies Total: 1980 / 2000 Allies: 300 / 400 Leaders: 3/6 Battlelines: 3 (3+) Behemoths: 0/4 Artillery: 2/4 Wounds: 123 GAME ONE - STARSTRIKE vs MAGGOTKIN OF NURGLE (Glotkin, a GUO, Gutrot Supreme, LoP, 10 Marauders, and 25 Blight Kings) This was my opponent's first ever tournament game, and he tactically handled himself well. His Glotkin and 15 Blight Kings forced me to keep the bulk of my forces in the center to try to wither his units in case one of the comets came in that area. The concentrated fire of Irondrakes, cannon and Organ Gun took their toll and greatly weakened all three by the time the lines were met. Meanwhile, the left saw my Ironbreakers serve their roles dutifully by holding off the GUO, LoP and Blight Kings from getting to my corner objective which my Warriors held. On the right, Gutrot and his ambushing BK took the middle objective early then split up into two to secure his back corner objective. By the end of Turn 4, he was ahead 16-7. By now, my Runelord and Quarrellers had redeployed on the board and killed Gutrot from the middle objective on the right, while my Ironbreakers had finally died. Big roll for the start of turn five and I won it. I was able to capture the middle comet with my runelord, then with my quarrellers and cannon, withered the Blight Kings on his objective so my unit could outnumber and finish him off. Along with the comet in my own zone, I stole 15 points in the final round,. By the bottom of five, my Longbeards finished off his GUO and his Blight Kings & LoP would have been too far from the objective to claim it if they had charged. MAJOR VICTORY 22-16 GAME TWO - BATTLE FOR THE PASS vs THE LEGION OF AZGORH (Bull Centaur Taur'ruk, 3 Bull Centaur Renders, Daemonsmith, Drazhoath, 2x10 Infernal Guard Fireglaives, 30 Infernal Guard Ironsworn, 3xMagma Cannons, 2xSkullcracker War Machine) Never played against a Chaos Dwarf army before or seen one in the flesh. It was beautiful. As for the game, my opponent took Cunning Deceiver, so all my hit rolls for Turn 1 were now at a -1. And I had to choose who goes first. For those that haven't played Magma Cannons before, they deal D6 Mortal Wounds on a 3+, but shooting against units of 10+, they roll two dice and choose the highest. Needless to say, it was I shoot first or he eliminates my shooting first. I chose to go first and try to jump on the objectives quickly and kill a machine along the way. Unfortunately that failed. Bottom of turn one, my opponent unleashed hell. My siege crew all died, the Irondrakes practically disappeared, and the hammerers and ironbreakers got hit hard. Turn two roll, and the Chaos Dwarfs won the double turn. He charged in his remaining siege engines, melted most of my units off the map, overran my Ironbreakers and hero with his bull centaurs, and easily took most of the objectives. We played one more turn just because my quarrellers deep struck, but the damage was done. Despite getting destroyed, I had a fun time seeing the destructive might against Legion of Azgorh. They are anti-dispossessed. They handle slow armies with shooting and magic, backed up with decent close combat. But against a fast moving army or deep strike, they are vulnerable. MAJOR LOSS 33-4 GAME THREE - SCORCHED EARTH vs STORMCAST ETERNALS (Celestant Prime, Lord Celestant, Lord Castellant, Lord Relictor, 2x10 Liberators, 5 Judicators, 2x5 Retributors, Prosecutors, Gryphound, Hammerstrike Battalion) Final match saw the dawi fight the Hammerstrike Force in Scorched Earth. With three deep strikers expected, I figured it would be best to sit back, soften up one of the Stormcast objectives, then deploy the Quarrellers & Runelord to steal and burn it. For the first two turns, that worked. My siege machines and quarrellers crippled his liberators, leaving only 3 remaining on the right side and exposing his central objective with only two heroes. With his prosecutors so far away and none of his models claiming his back left objective, I chose to advance my hammerers, warden king and quarrellers on foot. I also moved both my siege engines within 3 inches of each other to start peppering the right side. Then Turn 3 came and the heavens opened up. Celestant Prime came down and wiped out my siege machine crews with his comet. Then the prosecutors moved towards my hammerers and dropped both units of retributors. The Lord-Celestant advanced as well and charged my quarrellers with the prime. After combat, I had 8 hammerers remaining and 7 quarrellers alive. All my Irondrakes were lost. The Quarrellers managed to pass battleshock fortunately and left the Lord Celestant on 1 wound. With them crippled, I took my runelord and longbeards and got out of there. I still had the other runelord and siege machines themselves still on the central objective so I still scored 3. In my turn 4, I activated my quarrellers first to kill his Lord Celestant, but it cost me my Warden King. I chose that because it now meant the Prime would have two turns to try to take my stuff, if he could get past my remaining warriors on the right. On his turn, he retreated the prosecutors to protect the back left, while his Prime charged my warriors. He killed 12 warriors, and I failed battleshock, which broke the unit. He burned my objective and closed the gap to two. He won the double turn for Turn 5 and the Prime then wiped out both siege engines on my back central, but only scored one. However, he decided to charge his Lord Relictor off the back central and charge my nearby hammerers. Once my turn came around, my Runelord and Longbeards deep struck, claimed it, and burned it, giving me a razor-tight 14-13 victory. The dwarfs really earned this one with their stubbornness. MAJOR VICTORY 14-13 Winning two out of three and finishing in the middle table with an army I used for the first time competitively was not what I expected coming into the event. I like to believe I showed myself and others that Dispossessed can work competitively. You just have to know what they are capable of and play to their strengths while limiting their weaknesses. Sound the Advance is underrated imo and gives us a deceptive speed bump (so long as you don't put yourself in a possession to get charged and lose the re-roll save). Our synergy isn't bad as well. I think focus firing and attacking is the way to go so you can take advantage of Settle the Grudge, Grudge allegiance ability, and the Longbeards ability to reroll 1's to wound. Not to mention Dispossessed being difficult to break on battleshock, along with our above average anti-magic, we can make it a difficult game against our opponents. I plan to use them again soon, perhaps even tinker later this year with a steam tank if possible.
  13. Gorks Pokin' Finger

    Slaanesh Return - a theory/wish

    *sad waaagh*
  14. Gorks Pokin' Finger

    Greenskin Lore Confusion

    If they give Greenskins their own allegiiance ability in GH2018, then we'll have an idea what direction they want to take them in. The issue (tabletop wise) is how do you make them standout when Ironjawz practically do what they do but better? The recent Beast Arises series from 40k fascinates me. I haven't read most of it, but from the spoilers and tidbits I've seen, it was pretty cool to see a burgeoning ork society. I personally wouldn't mind Destruction cities, or their imitation of cities. The barbarian "city" concept could be a cool idea to pursue. Like the Khans, the Greenskins could also pack up their city and take it with them on their WAAAGH! or just build over the ruins of their former occupants. I wouldn't mind if Greenskins pretty much stayed the same from WHFB, but I do agree they need some kind of IP addition that makes them unique
  15. Gorks Pokin' Finger

    Slaanesh Return - a theory/wish

    What would be cool is if they released a Slaanesh boxed game similar to Gorechosen. You have four heroes (all potentially new molds for a future release?) who have a choice: work to find an artifact that could save/locate their god, or kill your enemies to become the new Slaanesh. You take the rules based off the Allegiance ability. To be fair, I feel this would only work if they released the Slaanesh battletome with the God of Pleasure still locked up. However, those new models though