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AoS 2 - Ironjawz Discussion


Chris Tomlin

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1 hour ago, Stompa89 said:

3 more starterpacks then 😯

 

I bought 4 ;) I haven't seen lists running 3 or 4 Warchanters, but you could probably kitbash/convert them to Weirdnobs or even a Megaboss on foot to get max value out of the boxes. 

I mean you can do it without 4x3 pigs, but the general playstyle of dual MK is to shove them in your opponents face turn 1 and start chewing through stuff. If you win the double turn you get to slap him in the hero phase, then the combat phase. Most of his army will be dead by now.

Slow units don't really benefit you, so to play optimally you want the pigs to run along and join in on the fun. 

Edited by Kasper
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4 hours ago, Stompa89 said:

Hmm ok. How will the list look then?

Quote

Allegiance: Ironjawz

Leaders
Megaboss on Maw-Krusha (460)
- Boss Gore-hacka and Choppa
Megaboss on Maw-Krusha (460)
- Boss Gore-hacka and Choppa
Orruk Warchanter (110)
Orruk Warchanter (110)

Battleline
6 x Orruk Gore-gruntas (320)
- Pig-iron Choppas
10 x Orruk Ardboys (180)
10 x Orruk Ardboys (180)

Battalions
Ironfist (160)

Total: 1980 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 112

You've also got the old classic gorefist

Quote

Allegiance: Ironjawz

Leaders
Megaboss on Maw-Krusha (460)
- Boss Gore-hacka and Choppa
Orruk Warchanter (110)
Orruk Warchanter (110)
Orruk Warchanter (110)
Orruk Weirdnob Shaman (110)

Battleline
6 x Orruk Gore-gruntas (320)
- Pig-iron Choppas
6 x Orruk Gore-gruntas (320)
- Pig-iron Choppas
3 x Orruk Gore-gruntas (160)
- Pig-iron Choppas
3 x Orruk Gore-gruntas (160)
- Pig-iron Choppas

Battalions
Gorefist (130)

Total: 1990 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 129

 

Edited by Malakree
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22 minutes ago, Stompa89 said:

How is Etherial Amulet on my General and Rip-tooth fist on booth MK?

Personally I always forget Rip-tooth fist so I just run the +2 attacks with the 2" range.

22 minutes ago, Stompa89 said:

18 ggs is not something i can afford atm😅

It's not something I have 😆 You can see how something has had to be sacrificed though. If I'm completely 100% honest my recomendation would be something like this.

Quote

Allegiance: Ironjawz
- Warclan: Ironjawz
Mortal Realm: Shyish

Leaders
Megaboss on Maw-Krusha (460)
- General
- Boss Gore-hacka and Choppa
- Trait: Brutish Cunning
- Artefact: Ethereal Amulet
- Mount Trait: Weird 'Un
Megaboss on Maw-Krusha (460)
- Boss Gore-hacka and Choppa
- Artefact: Metalrippa's Klaw
- Mount Trait: Mean 'Un
Orruk Warchanter (110)
Orruk Warchanter (110)

Battleline
6 x Orruk Gore-gruntas (320)
- Pig-iron Choppas
10 x Orruk Ardboys (180)
10 x Orruk Ardboys (180)

Battalions
Ironfist (160)

Total: 1980 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 112

You have the super tanked up general, you have the killer MK, the Ironfist/Brutish Cunning combo and 2 warchanters.

EDIT: You'll notice as well that it's exactly 2 Cabbages+2 Start Collecting which makes it really simple/cost efficient to do!

Edited by Malakree
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I will stick with this one then :

Allegiance: Ironjawz
- Warclan: Ironjawz
Mortal Realm: Shyish

Leaders
Megaboss on Maw-Krusha (460)
- General
- Boss Gore-hacka and Choppa
- Trait: Brutish Cunning
- Artefact: Ethereal Amulet
- Mount Trait: Weird 'Un
Megaboss on Maw-Krusha (460)
- Boss Gore-hacka and Choppa
- Artefact: Metalrippa's Klaw
- Mount Trait: Mean 'Un
Orruk Warchanter (110)
Orruk Warchanter (110)

Battleline
6 x Orruk Gore-gruntas (320)
- Pig-iron Choppas
10 x Orruk Ardboys (180)
10 x Orruk Ardboys (180)

Battalions
Ironfist (160)

Total: 1980 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 112

 

Giving my Warchanters the +1 hit and 3d6 charge,

Should i maybe trade mean'un for fast'un?

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1 hour ago, Stompa89 said:

Giving my Warchanters the +1 hit and 3d6 charge,

Should i maybe trade mean'un for fast'un?

Na the point of that Krusha is just to hit like an absolute train. With the WC buff it's at 8 attacks 3+/3+/-3/3 and 8 attacks 3+/3+/-2/4 Stick it into something you really want removed.

You can see why the SC is such good value though 😁

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11 minutes ago, Stompa89 said:

yeah true, Ironjawz SC is amazing.

After reading on some of the artifacts from the different realms, i am not sure about what to take. Gryph-feather charm also looks amazing.

Ethereal amulet or Ignax scales as defensive option are the best 

Aetherquartz brooch as utility 

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@Stompa89

 

Check this, simply and brutish:

 

Allegiance: Ironjawz
- Warclan: Ironjawz
Mortal Realm: Shyish
Megaboss on Maw-Krusha (460)
- General
- Boss Gore-hacka and Choppa
- Trait: Right Fist of Dakkbad
- Artefact: Sunzblessed Armour
- Mount Trait: Fast 'Un
Megaboss on Maw-Krusha (460)
- Boss Gore-hacka and Choppa
- Artefact: Ethereal Amulet
- Mount Trait: Mean 'Un
Orruk Warchanter (110)
- Warbeat: Get 'Em Beat
Orruk Warchanter (110)
- Warbeat: Get 'Em Beat
6 x Orruk Gore-gruntas (320)
- Jagged Gore-hackas
3 x Orruk Gore-gruntas (160)
- Jagged Gore-hackas
3 x Orruk Gore-gruntas (160)
- Jagged Gore-hackas
Ironfist (160)

Total: 1940 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 102

 

P.S. For the second MK, you can also buy the Ignax (Aqshy) instead the Amulet. You can move 16"+16, 32" range threat.
 

Edited by Luzgurbel
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So after using both Ardboyz and Gore Gruntas extensively, I want a bit of a change of pace with using a more Brute-oriented list. I know they're sub-optimal in comparison, but I do want to try and make it work. I'm probably aiming for a 1500 list for Triumph and Treachery game against Cities of Sigmar (likely Tempest's Eye or Greywater Fastness) and Daughters of Khaine.

Allegiance: Ironjawz
- Warclan: Da Choppas
Mortal Realm: Hysh
Megaboss on Maw-Krusha (460)
- General
- Boss Gore-hacka and Choppa
- Trait: Checked Out
- Artefact: Metalrippa's Klaw
- Mount Trait: Mean 'Un
Orruk Warchanter (110)
- Warbeat: Get 'Em Beat, Artefact: Aetherquartz Brooch
Orruk Warchanter (110)
- Warbeat: Fixin' Beat
5 x Orruk Brutes (140)
- Pair of  Brute Choppas, 1 Gore Choppa and Boss Klaw and Brute Smasha
5 x Orruk Brutes (140)
- Pair of  Brute Choppas, 1 Gore Choppa and Boss Klaw and Brute Smasha
5 x Orruk Brutes (140)
- Pair of  Brute Choppas, 1 Gore Choppa and Boss Klaw and Brute Smasha
5 x Orruk Brutes (140)
- Pair of  Brute Choppas, 1 Gore Choppa and Boss Klaw and Brute Smasha
5 x Orruk Brutes (140)
- Pair of  Brute Choppas, 1 Gore Choppa and Boss Klaw and Brute Smasha
Brutefist (120)

Total: 1500 / 1500
Extra Command Points: 1
Allies: 0 / 400
Wounds: 104

The main question for me is if I should drop the Maw Krusha boss for a regular foot Megaboss to have some other mobile elements like Gore Gruntas on the flanks, or if I should bother pushing for the Brutefist and go for the tried and true Ironfist instead. Any suggestions? Do Brutes only work best under the Choppas Warclan or do they do well in Big WAAAGH! lists too?

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20 minutes ago, Grimskul25 said:

The main question for me is if I should drop the Maw Krusha boss for a regular foot Megaboss

The question is, do you have any more Brutes.

I'd also look at condensing down to 10/10/5 if you swap to Big Waaagh! means you can get the +1 damage on both units

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Unfortunately, I don't. I'm already technically proxying for 2 squads of them with Meganobz because they are quite expensive (though thankfully not gore-grunta expensive). I was considering running bigger units, but I figured I would try to make the most of Smashing and Bashing. 

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11 hours ago, Grimskul25 said:

Unfortunately, I don't. I'm already technically proxying for 2 squads of them with Meganobz because they are quite expensive (though thankfully not gore-grunta expensive). I was considering running bigger units, but I figured I would try to make the most of Smashing and Bashing. 

With the buffs we have now it's more beneficial to have some larger units as the target of them. I'd suggest running at least 1 squad of 10.

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14 minutes ago, Malakree said:

With the buffs we have now it's more beneficial to have some larger units as the target of them. I'd suggest running at least 1 squad of 10.

That's fair, I thought that given the Choppas Warclan Command Ability, its more efficient to MSU to get the multi-damage buffs across my units. I'm guessing for 10 man units I want the Jagged Gore Hackas so I can get the 2" reach for 2 ranks of combat?

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27 minutes ago, Grimskul25 said:

That's fair, I thought that given the Choppas Warclan Command Ability, its more efficient to MSU to get the multi-damage buffs across my units. I'm guessing for 10 man units I want the Jagged Gore Hackas so I can get the 2" reach for 2 ranks of combat?

Not necessarily, with the brutefist you want as many in 1" after the charge as possible so...

Thing is you currently have 5 units and 2 warchanters, so 3+2 is 2CP, if you merge 2 units you get 3+1 so you can buff them all with 1 cp if you want.

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3 hours ago, Malakree said:

Not necessarily, with the brutefist you want as many in 1" after the charge as possible so...

Thing is you currently have 5 units and 2 warchanters, so 3+2 is 2CP, if you merge 2 units you get 3+1 so you can buff them all with 1 cp if you want.

That's a good point. And the bigger units would also be more efficient to use Smashing and Bashing given that its more likely I'll wipe out a unit that big a size. 

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On 2/4/2020 at 5:41 PM, Stompa89 said:

I will stick with this one then :

Allegiance: Ironjawz
- Warclan: Ironjawz
Mortal Realm: Shyish

Leaders
Megaboss on Maw-Krusha (460)
- General
- Boss Gore-hacka and Choppa
- Trait: Brutish Cunning
- Artefact: Ethereal Amulet
- Mount Trait: Weird 'Un
Megaboss on Maw-Krusha (460)
- Boss Gore-hacka and Choppa
- Artefact: Metalrippa's Klaw
- Mount Trait: Mean 'Un
Orruk Warchanter (110)
Orruk Warchanter (110)

Battleline
6 x Orruk Gore-gruntas (320)
- Pig-iron Choppas
10 x Orruk Ardboys (180)
10 x Orruk Ardboys (180)

Battalions
Ironfist (160)

Total: 1980 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 112

 

Giving my Warchanters the +1 hit and 3d6 charge,

Should i maybe trade mean'un for fast'un?

I played the same list a few times and my problems was that the ardboyz are too slow for the rest of the army.

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6 hours ago, Stompa89 said:

Even with mighty destroyer and get em beat?

I've been playing with 6 GGs and a MK and slinging them out front and I've had trouble figuring out how the army is supposed to work now TBH. The GGs and MK are way faster than any of the other heroes, brutes or ArdBoyz and I only have so many CP I can't just MD everything up the board so it splits my army in half. Trying to figure out when/how to Mighty Waaaagh! and the rest. Always feel like my Warchanters get left behind and I've yet to use any beats tbh. 

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