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Found 264 results

  1. Hi guys I am person who has just gotten into AoS and into Miniature war gaming in general, I decided to dive deep into this hobby because I greatly enjoy painting miniature and I always have drive to keep improving my art skills. Also I have always been a fan of Warhammer after I played video games such as Warhammer Online and Dawn of War. Currently I am working on my Ironjawz armies because I always loved Warhammer Orcs from both Universe and I hope to eventually get into the gaming part of the hobby.
  2. Bone Banga

  3. Gore Grunta's

  4. Magic Boyz

  5. Looking for suggestions: I have an upcoming League game and it's 1500 points on the Knife to the Heart battleplan. My opponent is playing Seraphon. The models I currently have to choose from are: 1 Gordrakk/Megaboss on MawKrusha 1 Megaboss 2 Warchanfers 1 Weirdnob Shaman 6 Gore Gruntas 20 Ardboyz 10 Brutes 20 Arrowboyz allies
  6. Looking for suggestions: I have an upcoming League game and it's 1500 points on the Scorched Earth battleplan. My opponent is most likely using Spiderfangs. He has Greenskins as well. The models I currently have to choose from are: 1 Megaboss 2 Warchanfers 1 Weirdnob ShMan 6 Gore Gruntas 20 Ardboyz 10 Brutes 20 Arrowboyz allies I could possibly borrow a MawKrusha from a friend, but that's just an option.
  7. 1200 point Ironjawz list

    I'm playing in our local league and battleplan for this game is Total Conquest set st 1200 points for both armies. My opponent is playing Blades of Khorne. Looking for opinions on a possible list. Thanks in advance! I currently have 1 Megaboss 2 Warchanfers 1 Weirdnob ShMan 6 Gore Gruntas 20 Ardboyz 10 Brutes 20 Arrowboyz allies
  8. New to Ironjawz and Sigmar in general

    Hey all, As the title says I'm new to Sigmar, as a long standing 40k player I thought I'd branch out more and start into our game store's Sigmar scene. I normally play Necrons and Imperial Guard in 40k so it's definitely a bit odd going from them to a smaller elite army like Ironjawz lol. So with that being said, I bought a Start Collecting Box to start my Ironjawz army. I guess my biggest question is, what are the most effective unit sizes? From my understanding Brutes are the go to in the Competitive scene, which my game store is competitive but not top end best tournament lists possible. How many Brutes is too many, same with Ard Boys? I built my Gore-gruntas with Choppas so I hope I didn't ****** myself there lol. Megaboss on Maw-krusha or on foot? Thanks for you time!
  9. Missing Gore Grunta bit

    So I recently purchased a start collecting box second hand and it was partially assembled and painted. I chucked the rest in Simple Green no worries but when I started assembling the remaining Gore Grunta's I found a couple of pieces missing. One of the boars tusks was missing but I replaced it with a dagger. The other piece missing was one of the leather straps for the boar armour. I can't for the life of me think of what I can do to fill that gap (I've never used green stuff and don't have any). Any suggestions welcome. On another note, I'm really wondering why you would cut this very specific piece off the sprue if you weren't about to use it. One of the Gruntas was fully assembled, the rest were totally on sprue. Pretty annoying.
  10. Starting new with IronJawz

    Coming back to Wargameing after a long time away and knew that IronJawz had to be my dudes! This is the list I’ve come up with for my 1st 1000 points, let me know what you think and where I should go from there! Mega boss x1 140 Shaman x 1 120 Warchanter x1 80 Ardboys x10 180 Goregrunts x3 140 Brutes x5 180 Iron first BT 160 Point cost 1000
  11. Weirdfist list

    Now that LVO is passed, i want to move to build and paint my ironjawz. Ironfist and Gorefist done their proof as a solid T2 armies, so i want to try something else. I played weirdfist in 2016 and had good result with it (was only 100 pts back in the days). What i like with Weirdfist is it give you long range sniping ability, something lacking in ironjawz. Successful list when with spear chucka to cover that weakness, i think weirdfist can do the same job but bit better. My core would look something like: Weirdfist, Shaman, 30 arboyz, 2 x 5 brutes, 2 x 3 gore gruntas. That's 1410 pts. Questions i'm asking: 1. Maw-Krusha or not? He is a good model, but 460 point is a lot. I could play a Megaboss and more troops/character. 2. Balewind or not? +1 to cast foot of gork can have a huge impact, however it force your play as you're stuck keeping Ardboys near your shaman. Also arcane terrain can do same job. Other tought?
  12. Ironjawz vs Ko 1k list feedback

    Dear community, I’m Corkinimus and new to this community seeking for help, I’ve been looking at everything on this page for a long time now and decided to join in so Hello! I would like to ask for feedback. Soon I will play a rematch for a local tournament with my Destruction/Ironjawz army vs Kharadron overlords, the tournament is basicly deathmatch... wish it was objectives but it isn’t. from memory he plays, chemist, admiral, 6 edrinngers with drillguns, gun hauler and two squads of argonauts, And perhaps something more I can’t remember, in my last game I got shot of the table easily, playing mawcrusha, 5 brutes, megaboss on foot, moonclan grot shaman, no wounds I know. I was planning on this fun list tell me what you think! 1, General, troggoth hag 2, moonclan grot shaman 3 moonclan grot shaman 4 gore gruntas 5 gore gruntas 6 Rock lobber. 7 rock lobber Tactic. Stay behind, shoot his edringgers with rock lobers, when he gets closer move everything up, charge with the boars, vomit with the hag and cast arcane bolt and curse of the bad moon with he shamans while shooting with my rock lobbers, what do you guys think? Mans if you got any suggestions let me know I got lots of ironjawz models and moonclan alike. Thanks already. Corkinimus.
  13. How balanced is AoS now?

    After returning to AoS after a year's hiatus, I played my first game using the GHB2. I've heard that it has improved some of the armies that were previously struggling in the meta, however, after a very one-sided victory for Khorne against Ironjawz I started to question how balanced the factions are now? In terms of luck, I would say I rolled far worse than he did, which is the reason for us to question the balance. Is Khorne overpowered or maybe Ironjawz still overpriced? As background for the game, we only played 1000 points, which meant he couldn't use his Mawcrusher (would that make the difference in 2000pts perhaps?) His army: Orruk Megaboss, Weirdnob, 20 Ardboys, 5 Brutes, 3 GoreGruntas My army: See below What are the current strong/weak factions right now? 1000ptsKhorne.pdf
  14. Destruction at CanCon 2018

    I thought I’d create a thread for those of us who attended CanCon over the weekend to report back on how our games went, any learning points, and general thoughts on the event. For those who don’t know, CanCon is a major wargaming convention in Australia which takes place in Canberra on Australia Day weekend. The AOS event was a 2-day, 5 game tournament with 104 attendees (from 110 places sold). We did notice that we were bigger than LVO this year J I took Ironjawz to the event, and finished up with 3 Major Wins, 1 Minor Loss and 1 Major Loss. This only got me to 40th place overall, but I did meet my personal targets of 3 wins and Top 3 for Destruction. My army was: MBMK (Ironclad, Meatrippa) Shaman Chanter (Boss Skewer) Troggoth Hag 10x Brutes 10x Ardboyz 3x Pigs 3x Pigs Ironfist Just as a bit of background I took Ironjawz knowing that they are an army that can be very punishing of mistakes, because I do want to improve my game. I think I made two significant mistakes across the tournament which I will cover in the batreps, but I’m very open to any feedback people have, including any questions you might have on more specifics / positioning etc.
  15. 600 point IronJawz List

    I'm going to be playing the first game in a escalation league soon. I have the IronJawz as an army. First game is 600 points. Any ideas on potential lists? The units I own are: 1 Megaboss 9 Gore Gruntas 20 Ardboys 10 Brutes 2 Warchanters 1 Weirdnob Shaman Thanks in advance!!
  16. I'm going to be playing the first game in a escalation league soon. I have the IronJawz as an army. First game is 600 points. Any ideas on potential lists? The units I own are: 1 Megaboss 9 Gore Gruntas 20 Ardboys 10 Brutes 2 Warchanters 1 Weirdnob Shaman Thanks in advance!!
  17. Hey Hey Everyone So Last Year i got stuck in Sylvaneth did well with them and no playing around with fun lists that arnt Gnarlroot. I did Death path (Which ill go back to one day or maybe sooner, depending on discussion here). My death list did really well and i didn't enjoy playing it as most of my opponents complained how ****** it was so I have decided to retire it sadly. So im looking at doing a destruction project, Low model count, that is why I have picked these two armies. Looking to take to events to be not ultra competitive but enough to have fun and laugh and do destruction things. My choice for BCR is because I love the big models including morfang which are quite big IMO for a battleline unit. Command Traits etc arn't included in these lists just going by rule of cool and models of course. BCR list: Allegiance: Beastclaw RaidersLeadersFrostlord on Stonehorn (460)- General- Trait: Everwinter's Master Huskard on Thundertusk (380)- Blood Vulture - Artefact: The Pelt of Charngar Battleline4 x Mournfang Pack (320)- Gargant Hackers - Beastclaw Raiders Battleline4 x Mournfang Pack (320)- Gargant Hackers - Beastclaw Raiders Battleline2 x Mournfang Pack (160)- Gargant Hackers - Beastclaw Raiders BattlelineThundertusk Beastriders (360)- Beastclaw Raiders BattlelineTotal: 2000 / 2000Allies: 0 / 400Wounds: 97 IRONJAWZ List: Allegiance: IronjawzLeadersGordrakk The Fist of Gork (620)- GeneralOrruk Warchanter (80)Orruk Weirdnob Shaman (120)- Artefact: Daubing of Mork Battleline10 x Orruk Brutes (360)- Ironjawz Battleline6 x Orruk Gore Gruntas (280)- Ironjawz Battleline3 x Orruk Gore Gruntas (140)- Ironjawz Battleline3 x Orruk Gore Gruntas (140)- Ironjawz BattlelineBattalionsGorefist (220)Total: 1960 / 2000Allies: 0 / 400Wounds: 117 Both list i think have some flavour in them and as you can see i definitely want to do a mounted heavy army. As they are low model count and look awesome. Remember i'm looking for a fun list just to take to events and have a laugh. Im open for suggestions in things but im intrigued on peopels thoughts on these two lists and which one you think will be more enjoyable to play (Remember winning all the time isnt all that enjoyable) just rolling some dice doing some fun damage is what im looking for. Note: IM NOT GOING TO SWAP GORDRAK FOR A VANILLA MEGABOSS ON MAWKRUSHER Peace xoxo Okami
  18. Finished my latest additions to my Ironjawz, a Warchanter and two squads of five brutes. Took a long time but were very fun models to paint. Trying to decide if I should go back to finish my last 3 Gore-Gruntas, some Ardboyz or the Megaboss. Let me know what you think! Keeps me motivated to finish this army.
  19. Ironskull's Boyz

    Here's my Orruk warband for Shadespire. Went for the same black-red theme as my other greenskinz/ironjawz army. Pretty happy with how they turned out.
  20. Hey Everyone - been lurking around here for a long time, only a few posts under my belt. Essentially I wanted to start this thread to keep myself motivated to get my ironjawz army to the table. Its been a busy few months for me - I've got a 4 month old now, so hobby has been virtually non-existent, and I've just moved house. So in the process of unboxing all the warhammer again. My local GW shop runs little tournaments all the time, more frequently at the 1000 point mark. As part of their new years resolutions, they're hanging little purity seals that people can write on what they'd like to achieve hobby wise. For mine, I've put to rock up to my first tournament with a 1000 points painted ironjawz army for April. I thought this thread could be a good way to update my progress on this, and then I suppose add some brief battle reports for the day in April. End plan would be of course to keep painting the rest of everything I have for the 2000 point games towards end of the year (as well as keep progressing on my Tyranids also). Plan is to paint them as Bloodtoofs (after already starting painting them blue, then changing my mind to black, then changing my mind to red lol). But red it is now. No turning back! So then - what will I be painting! Im going to cheat a little for now on the list, as I've got one or two things done already, and im going to keep it as a semi bare bones list so I can actually achieve the goal (as that will make me feel better). If I get things done before hand, then ill def look at changing up the list to suit a bit better, and paint another unit that can sub in. The list LeadersOrruk Megaboss (140)- GeneralOrruk Warchanter (80)Orruk Weirdnob Shaman (120)Battleline3 x Orruk Gore Gruntas (140)- Ironjawz Battleline5 x Orruk Brutes (180)- Ironjawz Battleline5 x Orruk Brutes (180)- Ironjawz Battleline3 x Orruk Gore Gruntas (140)- Ironjawz BattlelineTotal: 980 / 1000Allies: 0 / 200Wounds: 79 Seemed like as good as any place to start. The units ill be painting in addition will be a 2nd warchanter, an aleguzzler, and probably 10 ardboyz. I'd like to paint my 4 shadespire boyz also, so probably means I only need to paint 6 of the ardboyz to bring it up to the 10. I think realistically I wouldnt mind subbing out the shaman (and maybe gore gruntas), and putting in the 2nd warchanter and the ardboyz. But this is what im going to do for now. Next post, ill update with what I had done so far. Thanks! Tim
  21. Updating Ironjawz

    So I don't believe anyone who looks at the Ironjawz Warscrolls or Battletome would disagree that they are showing their age. This is thoughts on how to update them with both Quality Of Life changes, Bringing them in line with Modern Battletomes (Modernising) and just random thoughts which would allow for greater diversity of lists. With this in mind I'm going to go through and list what I see as issues within the faction. I invite you to get some cheese and biscuits to enjoy with this fine whine or maybe even contribute with your own favourite vintages yourself. This thread is to promote discussion, ideas and other weird things, feel free to call me an idiot, I'd do the same! Problems and Issues - (Otherwise known as WAAAGH why is Gordrakk so suck) Units Gordrakk - To expensive and it's questionable whether he is better than a normal MBoMK Megaboss on Mawkrusha (MBoMK Henceforth known as the Cabbage) - Strength from Victory is poorly worded Orruk Megaboss (Henceforth known as the Footboss) - Expensive, slow, mediocre ability, pays for a command ability you can never use Warchanter - Frenzy of Violence(Fov) is 1 unit for next combat phase only, probably undercosted, FoV stacking is a thing. Weirdnob - Expensive, Power of the Waagh! is badly worded, pays for Greenpuke which is bad, 120 points for 1 spell, needs 20 nearby orruks in ****** Ironjawz (???) Goregruntas - Gore-Grunta Charge is super poorly worded and almost never goes off, no -2 Rend option is awful, Jagged Gore-Hacka is ****** Brutes - Bravery 6, slow Ardboyz - Probably Overcosted, Slow, Orruk-forged Shields is ambiguous Battalions Brutefist - Overcosted, contradicts the rest of the ironjawz kit (Needs MSU), ability is limited range, situational and bad even if it goes off Gorefist - Probably overpowered, requires alphastrike (first turn) Ardfist - reliant on keeping WC alive, doesn't do anything in matched play, to expensive, still doesn't make you want to use 3 units of Ardboyz Weirdfist - Random, to expensive, vulnerable to hero sniping, overpowered if it ever works. Ironfist - Overpowered, required to fix Brute/Ardboy mobility issues, ends the moment Bigboss is slain. Bloodtoofs - Requires maxed Ironfist Ironsunz - Bonus can randomly not happen, requires maxed Ironfist, overcosted next to the Bloodtoofs Allegiance Fings an Stuff Mighty Destroyers - Far to random, normally does nothing, is overly restrictive, can potentially be overpowered as all hell if you get that 1/72 to grab the 18" of free movement on one unit. Ironclad - Is the only option, seriously everything else might as well say "makes your general sparkle" for how irrelevant it is next to this. Hulking Muscle-bound Brute - Doesn't affect the Cabbages attacks making it bad. Live to Fight - Doesn't affect the Cabbages attacks making it bad. The Golden Toof - Range is to short So this is a none exhaustive list which is basically everything I could think to cry (WAAAAGH) over. I'll now go into the three areas I said I would and try to cover everything I just listed. Fixing Wording One of the big areas in which Ironjawz show their age is the ambiguous wording of so many of their abilities. This section is basically going over those in order to make them clearer and not have bizarre interactions with current FAQ's. Most of these are neither buffs or nerfs, they are just solving things which have occurred due to the way the game has evolved since the Ironjawz were released. Cabbage - Strength from Victory The current wording of this ability actually makes it unclear as to who or when it's triggered. To summarize, because all damage resolves at once and technically your opponent picks how wounds are distributed he can, by assigning the "killing blow" to one of the Mawkrushas attacks, stop this from ever triggering. You could kill 100 heroes in a game with it's current wording and this buff would never go off. Weirdnob Shaman - Power of the Waaagh! This has become an issue because of the FAQ which says a model is always in range of itself, as a result the model is always it's own closest model, hence the mortal wounds from this ability are always applied to the shaman. Gore-Gruntas - Gore-grunta Charge This ability has a couple of different issues in it. Firstly is that it just measures to the closest enemy unit, whether or not you charge that unit, whether or not you CAN charge that unit. This makes it incredibly easy to disable. Additionally when it DOES trigger it doesn't actually specify when or how long the D3 damage lasts for. Theoretically getting a single charge which is more than 8" away from the opponent makes them deal D3 damage for the rest of the game. Obviously this isn't intended but RAW (rules as written) don't ever remove the bonus once it's gained. Ardboys - Orruk-forged Shields Yet another ambiguous rule. This is due to the specifics of the mortal wounds wording in the general rules which mean that technically they are "allocated" as normal wounds which means that the shields also get a 6++ against mortal wounds as well as normal wounds. In every game or tournament I have ever played this interpretation of the rules has been upheld, it is questionable though. Quality of Life Changes (QoL) So the first few Quality of Life changes are actually listed above in the Gore-grunta Charge and Weirdnob abilities. Both of these are hyper sensitive to positioning and other very minor factors to produce some horrible effects. The fact the mortal wounds on a double triggers irrelevant of having the buff is huge detriment to an already expensive character, being unable to decide which of the units near him receives those wounds is likewise very fiddly for some potentially devastating negative outcomes. The first of the QoL changes is both a buff and has huge effects across the army as a whole. As it stands at the moment every casualty is potentially another fleeing, a fleeing Brute is 36 points down the pan, due to the cost of the unit as a whole combined with the relative number of wounds and small unit sizes this necessitates the use of inspiring presence on the off chance they will take a casualty. When you consider how integral the Waaagh! is both lore and flavour of all Orruks, then look at the points tax we pay on the Cabbage and Footboss warscrolls for that ability it really brings into focus just how much this change does for the army as a whole. I cannot overstate how much this change is needed. For the next Combat Phase My number one issue with Ironjawz as an army. For some messed up reason our buffs, which aren't hugely out of wack, are the next combat phase only. Compare the Lord Castellant to the Warchanter for a stunning example of this. The Lord Castellant provides a buff which is not only significantly better but lasts until the end of the next hero phase. Points wise Lord Castellant is 100 points vs the Warchanters 80 points however his attacks, move and save are all strictly better. Another amazing comparison is all the different forms of Tzaangor which get a +1 to hit for just being 9" away from the shaman, a character who flies, unbinds and poops mortal wounds also just randomly provides your nearby units with a +1 to hit whenever. This is such a crippling difference it's unreal. The two big criminals for this in the Ironjawz army are the various "Waaagh!" abilities and Frenzy of Violence. Changing these to last till the next hero phase is both a Quality of Life and a modernisation change both rolled into one, modern armies just aren't released with "for the next combat phase". This then leads into three potential changes which will make as much of a difference as the Bravery increase of Brutes. As an extension to the QoL featured here there are also a couple of extra changes to the Warchanters warscroll which bring it more in line with the Lord-Castellant. Bloodtoofs and Ironsunz General Stuff The Final Note - An Olive Branch to Destruction The Maddness of Mork (or all those crazy Ideas I just really desperately want) Preface So this section is going to be less about the obvious things, which I've dealt with above, and much more throwing ideas out there over buffs, improvements, changes which alter and affect the remaining problems while trying to stick within the Theme and Flavour of the Ironjawz. I'll try to be logical in how I present it and save the most outright mushroom fuelled visions for last. PHASE 1 - Updating the unused areas of Ironjawz This is not the full list of what should go here, it is instead the parts of which could still be considered "sane". Gordrakk - The Big Boss himself. Ardest of the Ard, Fightiest of the Fight, Most Expensive of the Unplayable stuff. New Ability - Fist of Gork Gordrakk is the Undisputed Megaboss of all Ironjawz, when he calls forth a Great Waaagh! Megabosses and Warclans alike band together in a tide of unstoppable Carnage. As a Result Gordrakk can use his Command Ability even if he is not the General, instead of your General. In addition he knows the Mighty Waaagh! Command Ability from the Megaboss on Mawkrusha Warscroll. Strength from Victory - Updated Whenever Gordrakk (or Bigteef) makes an attack or uses which slays an enemy Hero, add one to his wound characteristic and the attacks characteristic of both Smasha and Kunnin'. In addition he counts as having suffered one less wound when consulting the Damage Table for his movement, Mighty fists or Destructive Bulk. This effect lasts until the end of the game and stacks. Save Improved to 2+ To keep him on par with the Cabbage save improvement below. Minor Points Cost decrease - 560 This still makes him 100 points more expensive than a standard Cabbage, however with the improved version of Strength from Victory and the new Fist of Gork rule he is now not only strictly better than a normal Cabbage but also fits well alongside one. Cabbage Save Improved to 2+ This is partially as compensation for the loss of Ironclad and a slight increase in his survivability. The Ironjawz equivilent to the Sigmarite Thundershield of the Stardrake. Footboss Waaagh! - Removed With the introduction of "Prophet of the Waaagh!" as a Command Trait this just needlessly increases the points of the Footboss. This is doubly true since he is generally not used in any larger game and in smaller games is more likely to throw Inspiring Presence than actually use his Waaagh! This just cleans up his warscroll. Go on Ladz, Get Stuck In! - Redesigned Any Orruk unit within 10" of an Orruk Megaboss may reroll failed Charge Rolls in the Charge phase. Ironclad - I told you it wasn't forgotten. Reduce the rend characteristic of all weapons used to target an Orruk Megaboss by 1, to a minimum of "-". This gives the Footboss a much clearer roll in an Ironjawz army while also making him more resilient as he slogs his way to combat. The restriction to charge phase charges is intentional because of the change to Mighty Destroyers down in the insane section. Allowing his ability to affect any Orruk within 10" also makes him a great allies choice or even an inclusion in a GA:Destruction army. He's such a fantastic model he really deserves to see more use. Weirdnob Shaman Greenpuke - No longer a Spell Weirdnob shamans channel the raw Waaagh! energy from Orruks around them. In the shooting draw a straight line 2d6" long from the Weirdnob. Any enemy unit this line crosses takes d3 mortal wounds as the Waaagh! energy bursts forth from the Weirdnob in a torrent of destructive green energy. If you roll a double when determining the range the Shaman takes a mortal wound after this attack finishes due to the violent Waaagh! ravaging their body as it leaves. Removes one of the shamans spells and instead turns it into a short ranged attack. This adds a slightly more reliable source of mortal wounds to Ironjawz while also justifying the Weirdnobs higher points cost compared to other wizards. Does so without giving him 2 casts/unbindings a turn. Actually makes it worth bringing more than one in your Army. Gore Gruntas Jagged Gore-Hacka - Attacks Profile changed, Ability added Now only has 2 attacks but hits on a 3+ instead. When a unit of Goregruntas makes a successful charge in the charge phase, increase the rend of attacks made with a Jagged Gore-Hackas to by 1 to "-2" Adds a higher rend option which is conditional. The improvement to 3+ at the cost of an attack makes the choice here a serious consideration. Ardboys Minor Points Cost Decrease - 160/400 Makes them slightly cheaper than Brutes but slightly more expensive than Goregruntas. Generally makes them slightly easier to field with a 50 point reduction at max unit size. Should offset some other changes to be made down below, and the slight increase in warchanter points cost. Phase 2 - Descent into Shroom Crazed Madness So the three big things I haven't tackled so far are Ironjawz are still slow as ****** Mighty Destroyers Battalions This is ultimately because the three of them are so tightly linked. The changes that are coming up are all a consideration of this single combined problem. The Ironfist is mandatory, which makes Ironjawz technically faster than a bunch of other factions but has both a points tax and is conditional. As a result of the Ironfist Mighty Destroyers can't be to good or we will be zipping across the battlefield in a giant mockery of other factions cavalry. The only battalion worth anything compared to the Ironfist is the Gorefist because mobility is such an issue. Overall the problems stem from how much potential extra movement we get and how variable it makes us. To this end I think the first item to comment on is pretty obvious. Ironfist Organisation - Added Footboss 1 Orruk Megaboss (Footboss) 3-5 Ironjawz units. Ironfist Big Boss The Orruk Megaboss is the battalions Big Boss, add 2 to his wounds characteristic. This adds a 140 tax to the Ironfist in the form of a Footboss. Also makes him vulnerable to snipes but does give him the +2 wounds. Essentially a tax to increase it's points cost without just increasing the points cost. Brutefist Organisation - Added Footboss 1 Orruk Megaboss (Footboss) 3-5 units of Orruk Brutes Brute Big Boss - Changed Now called Biggest and Ardest: Add two to the wounds characteristic of the Battalions Orruk Megaboss. Green-skinned Battering Ram - Redsigned A Brutefist is a living tide of destruction which is impossible to stop. When you make a charge move with any of the units in this battalion they may pass across models and terrain as though it was not there. The unit must still end within Coherency and cannot end the move ontop of any other model. When a unit moves over any enemy units in this way, once per turn per unit, they may inflict d3 mortal wounds to that unit. Points Cost Increased to 220 points The double whammy of a 140 for the Footboss and 40 extra for the battalion will make way more sense after reading the redesigned Mighty Destroyers. Just trust me on that. This makes the Brutefist a way more viable option, allowing the Brutes to potentially bypass blocking units and get into units your opponent is trying to protect. It combines amazingly well with the updated Footboss and the extra 2 wounds on him brings him up to a staggering 9 wounds. Hopefully really opens up the choices and brings it in line with the other battalions we have available . Ardfist Endless Waaagh! - New Ability Add two wounds to the Battalions Warchanter. Drawn to the the Waaagh! - Redesigned Slightly The thundering beat drummed out by Orruk Warchanters draws Orruks from all across the mortal realms. Once per hero phase, while the Warchanter is still alive, roll a d6. You may add that many Ardboys, distributed as you want, to the units in the battalion who are within 10" of the Warchanter. Proving Grounds In addition to it's normal effects, any Ardboy unit with 20 or more models affected by the Warchanters Frenzy of Violence causes a mortal wound when they roll a 6+ to wound instead of it's normal damage. This makes the Ardboys in the battalion potentially throw out mortal wounds. However all the power of the battalion is concentrated into the Warchanter. Potentially makes an army of Arboys actually quite dangerous but is very vulnerable to hero sniping despite his now 8 wounds. Combined with the Points cost reduction on Ardboys should open up some fun fluff lists. Weirdfist As we descend further into the shroom fueled visions we get to the first one which is both potentially competitive and very out there in terms of rules. Organisation - Changed 1 Weirdnob Shaman 1 Unit of Ardboys Vortex of Waaagh! Energy This battalion must be deployed together and the Weirdnob is considered to be part of the Ardboy unit for the entire of the game, he must remain within coherency and cannot be targeted separate from the unit. The Ardboy unit gains the Hero, Wizard and Weirdnob Shaman keywords so long as the Weirdnob is alive. If the Weirdnob dies then the unit loses those keywords. Power of the Waaagh! When calculating the bonuses to casting and unbinding for the Weirdnob shaman instead calculate the number of models left in this battalion and multiply it by 2 to work out whether or not you get the bonus. Channel The Waaagh! When determining the range for Casting or Unbinding a spell you may do so from any model in the unit. If you do so that model is considered to be the origin of the spell for that Casting or Unbinding roll. Bloodtoofs Organisation change 1 Cabbage Either 1 Ironfist or 1 Brutefist (The battalion must include at least one Brute unit with 20 Models) Requiring the full strength unit of Brutes is a huge Swing in the dark. However with the change to the Brutefist makes this potentially an intresting choice especially when the +2 bravery is added on the increase to 7 on the warscroll itself. Requires a huge investment but since it doesn't need the full 5 units in the battalion it doesn't actually work out any more expensive. The primary cost increase comes from the 140 points required to get the footboss in either the Ironfist or the Brutefist. Phase 3 - Prophecies of Gorkamorka This is what I've been building up to here. You can no doubt see the references to it the whole way through and might have gleaned what I'm thinking of, it's definitely crazy though but has huge potential. This has a few huge ramifications and implications which I'll go through to really try and explain it in full. We have to note that because it occurs in the movement phase this means that it happens after the Ironfist movement, this is very important to avoid some very dodgy interactions and should hopefully keep the Ironfist from being mandatory. It also requires that the units be within 6" of a hero, this gives your opponent some counter play and requires tactical play to properly utilise all of which is important given the strength of the ability. Going through the warscrolls above I've been careful to try and stop any interactions with this which let you reroll or otherwise mess around with this roll. The only exception is the Brutefist which can use this to move through enemy units and inflict the D3 wounds, if they do though they won't be able to then inflict the mortal wounds later in the turn. The most basic usage of this is that you can choose, instead of using the movement listed on the warscroll, to make a charge move. For a unit like the Goregruntas this is potentially a very bad trade off, but for Ardboys it's an amazing options, the minimum move distance is 5" while the maximum is 15". It allows the slower parts of the Ironjawz army to move faster but slaanesh isn't going to suddenly be jealous of the faster elements. What makes this truly unique however is that you can declare the charge even if you are already locked in combat. This lets Ironjawz move through a combat like no other army out there, forcing your opponent to ensure that no holes in his lines open up which could let the IJ charge through and get behind them. Obviously this combines amazingly well with the new and Improved Brutefist, there truly is no stopping it as even if you lock them in combat they can just charge right through your unit in the movement phase dishing out d3 mortal wounds for your troubles. Another option is to have your Gore-gruntas declare a charge in the movement phase, if they roll an 8+ then it activates their d3 damage even though they are already in combat. Mighty Destroyers is now an ability which gives Ironjawz unparalleled mastery of the combat and charge phase, able to get round blocking units, quickly cover ground and get hold of things your opponent is trying to protect. Beware however, this IS a charge movement, deadly terrain will still ****** you and those sylvaneth wildwoods are even more scary now you can't destruction move to power through. Conclusion As I said at the start the idea of this is to start discussions. I tried to put the more sane and benign suggestions/changes at the start so they didn't get wrapped up in what is clearly a Gorkamorka blessed vision of what could be. I'll try and have a think about new units/heroes we could potentially add to the Ironjawz but I wanted to keep this post as a change to what is rather than asking for entirely new units. First thing which jumps to mind is a Weirdnob on Mawkrusha esque model but how to stat it or justify it is a whole separate post. Comment and discuss, maybe we can get Ironjawz the update they deserve!
  22. Allegiance Cards: Ironjawz

    Version 3.00.00

    77 downloads

    Age of Sigmar started out simple enough. But the first General's Handbook changed a lot of things. Suddenly you could personalise a few things for your army with command traits for your general and artefacts for your heroes. Then dropped the first battletomes which included allegiance abilities. And the amount grew rapidly. Because I don't like flipping back and forth in my books for every other ability, I created some cards to help keep the important rules right at the table, beside your models. All cards are available as print files with 3mm bleed and cutting marks, as a 'web' version (for viewing on smartphones/tablets), and DIN A4 printing sheet. each set contains: cover / card backside, Battle Traits, Command Traits, Artefacts, Command Abilities, a spell card for Arcane Bolt and Mystic Shield, cards for spell lores and faction specific skills card size is 63 x 88 mm (same Pokemon, Magic, 40k Datacards, etc.) language: English I tried to keep the original wording, but sometimes I had to abbreviate it to fit on the card without scaling down the font size. The rule intentions should still be clear. 'Dice' was continuously replaced with D3 or D6, 'wound roll' with 'To-Wound roll' (same for hit), 'Mortal Wounds' sometimes with 'MW' each set can be stored in a faction specific card box, with contents listed on the back (instructions) I will expand these cards further, but don't count on any release schedule or certain timeframe after release of new stuff. If you find any errors or have suggestions, please let me know. I had fun creating these cards and hope people will find them useful and have fun using them in their games. All rules, artwork and the Age of Sigmar logo © Games Workshop PLC These cards are for personal use only and you should always keep your General's Handbook and/or Battletome nearby to solve any conflicts from bad wording on the cards. These cards are only a playing aid and never could nor should replace an official publication. Please let me know if I have used anything you would like to be removed. Overview and changes
  23. Hey there, Read the FAQ and I think this is allowed here if not, I'll delete. Thanks for reading, I'm new to AoS and starting an IronJawz army. I've been lurking here for awhile and list building. I hate joining a forum and asking how to build a list for the first post. I have some questions on resources and advice if any would kindly lend there knowledge. I came here because I started listing to tales of sigmar which led me to the black song podcast which then that brought me here. From Northern Canada and our small city is starting a 3 month AoS escalation starting at 1000pts. AoS is new to everyone (About 50-70 of us). So far I'm the only pure IronJawz player so don't have many people to throw ideas off and we don't have a local Meta yet. So before I show my lists or ask I have some other questions. Resources: I've read through all the starter and Ironjawz discussion that Chris has started which has been very good reading. I just recently joined Twitter because that seems to be where everyone shares ideas and the such. I'd really like to see some games of Ironjawz since the new handbook. Only ones I could find are from war gamming YouTube channel annnnd they seemed new. Do you guys follow anyone or a channel on YouTube or twitch that has videos or commentary on Ironjawz games? Also what's your favorite go too for listening and watching for AoS? List: So my little town is doing escalation like I said earlier and starting off at 1000pt. So I guess the idea is to cover all bases? I have a generic list and one I built around a weirdnob stomping the place up and would like your views on them. Generic list: Cabbage (General) :460pts Ourruk Ard'Boyz (5 shield, 5 Big forged choppa) : 180 pts Brutes (Klaw n smasha, Gore, Choppas) : 180pts Grot rock lobbers :100 pts Ironskullz: 80pts 1000 total Idea is I can split the army if need with cabbage and ironskull one side and the rest the other to capture pts. I think with the split it'll mess with people since where all new and use to just 40K murder and chase the big cabbage. Lobber can just sit back and fire at heroes. Weirdfist: My fun list which I got to try out and it was amazing. Wiped 20 dryads first turn, killed ancient second turn and orruks cleaned up the rest when they went charging out. Weirdnob Shaman: 120pts (General) Baldwind Vortex: 100pt Ard'Boyz: 180pt Ard'Boyz: 180pt Gore-grunta:140 Ironskullz boyz: 80pt Weirdfist :200 or Idea here is too nuke important units first round and take any close objs. Send Gore-Gruntas far flank to pick up objs on other side or flanking position. This list just seems fun but I think it'll get weak after 1000pt and from month to month we can only change 25% of the units. Any ideas or criticism on my lists would be welcomed. I'd also love to see your favorite 1000pt lists and how they work. Thanks for reading. Community seems very welcoming. Glad to be here. P.S: Any bettwr ways to copy lists from the app because damn that a bunch of repetitive writing on mobile.
  24. After hours of tweaking and pulling hair i've finally come up with a Ironjawz list with allies i think cover the most ground. I tried (bcs i wanted) to create a list that wasn't all Ironjawz but still could use the Ironfist Battalion to give it a little bit more "flavour" you know im sayin? WARNING: Please note im not looking for an ALL IRONJAWZ list here. I've already done that so just Allied forces or a mixed Destruction list. Thank you for considering this Ma Green Boyz! Every crazy idea you may have thought of: i want it! Leaders Orruk Warchanter (80 Megaboss on Maw-Krusha (460) - General - Command Trait : Bestial Charisma (The moonclan needs it) - Artefact : Daubing of Mork (well...it's nice!) Orruk Megaboss (140) - Artefact : Destroyer (Obvious chest) Orruk Weirdnob Shaman (120) Units 40 x Moonclan Grots (260) -Pokin Spears & Moon Shields - Bad Moon Icon - Allies 3 x Grot Fanatics (100) - Allies 5 x Orruk Brutes (180) 10 x Orruk Brutes (360) 3 x Orruk Gore Gruntas (140) Battalions Ironfist (160) Total: 2000 / 2000 Allies: 360 / 400 Thoughts on this list - In my opinion what Ironjawz lack is field presence and the best way to do this (within the 400 points) is to ask the moonclan for da help. You can use them as a BIG blocker in the front preventing charges if you don't get that 2 turns in a row charging madness. keeping your Orruk Brutes ready for the charge behind them. And one other thing is you get a big blob that is above 20+ and in my opinion is more "adapted" to many other lists you're facing. Am i wrong? am i looking at the wrong picture here? you tell me! So basically im trying out an allied force to my already strong Ironjawz army but it's actually harder than i thought to fill the gap with only 400 and still go out a champion. Anyone here playtested an allied force with Ironjawz and felt like: this is it!!? Basically im looking for help here. please for Da mork and Da Gork?
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