brovolone cheese Posted January 23, 2019 Share Posted January 23, 2019 I've been away from playing and focused more on painting, but it seems like gruntas are pretty big right now. Anyone have any c&c on this list that I'm working toward?Allegiance: IronjawzLeadersMegaboss on Maw-Krusha (440)- General- Boss Gore-hacka and Scrap-toothOrruk Warchanter (80)Orruk Weirdnob Shaman (120)Battleline30 x Orruk Ardboys (450)5 x Orruk Brutes (180)- Pair of Brute Choppas5 x Orruk Brutes (180)- Pair of Brute Choppas3 x Orruk Gore Gruntas (140)- Pig-iron ChoppasBehemothsAleguzzler Gargant (160)BattalionsIronfist (180)Endless SpellsChronomantic Cogs (60)Total: 1990 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 143 Quote Link to comment Share on other sites More sharing options...
broche Posted January 23, 2019 Share Posted January 23, 2019 @brovolone cheese drop the giant and the Cog, take let say a fungoid and 3 extra Gruntas. Gargant: Currently he just don't worth his point. The only argument to take him is fluff. He's just plain worse than any ironjawz units AND don't benefit from any bonus. Cog: With Ironfist your threath range is enough. Doesn't worth it's point. Fungoid: At 90 pts, the fact you'll get 1-2 free CP over the game mean he is basically free. and he have a 4+ ward save. good luck! Quote Link to comment Share on other sites More sharing options...
brovolone cheese Posted January 23, 2019 Share Posted January 23, 2019 (edited) @broche fair enough, thanks for the feedback! is it worth having the fungoid AND the weirdnob? or would you recommend dropping the weirdnob for something else? are warbosses on boars with banners still a thing? Edited January 23, 2019 by brovolone cheese Quote Link to comment Share on other sites More sharing options...
broche Posted January 23, 2019 Share Posted January 23, 2019 Weirnob, it depend. He's a bit expensive, but he his Ironjawz. If you play with realmspell then should worth it. And he might actually does damage when you Waagh for +6 attack (8 attack at 4+ 3+ d3 damage rend 1 is significative) Warboss on boar with banner is certainly not bad, give you some waaagh (unrestricted) redundancy and reroll wound of 1 in ironjawz is really good. Quote Link to comment Share on other sites More sharing options...
Backbreaker Posted January 23, 2019 Share Posted January 23, 2019 18 hours ago, broche said: Warboss on boar with banner is certainly not bad, give you some waaagh (unrestricted) redundancy and reroll wound of 1 in ironjawz is really good. Almost a must have for me. I don't see why any Ironjawz player wouldn't take him ! Quote Link to comment Share on other sites More sharing options...
broche Posted January 24, 2019 Share Posted January 24, 2019 2 hours ago, Backbreaker said: Almost a must have for me. I don't see why any Ironjawz player wouldn't take him ! Well, he is 140 pts, can't take artefact, can't really threaten even a small unit. You already have a big waaagh with the MK, so as long as he is alive you're good. So it depend on list, sometime you're just best gamble you're MK will survive and invest those point elsewhere. Quote Link to comment Share on other sites More sharing options...
Backbreaker Posted January 24, 2019 Share Posted January 24, 2019 8 hours ago, broche said: Well, he is 140 pts, can't take artefact, can't really threaten even a small unit. You already have a big waaagh with the MK, so as long as he is alive you're good. So it depend on list, sometime you're just best gamble you're MK will survive and invest those point elsewhere. Just rerolling to wound is enough for me. Our army does one thing, wreaking faces. Anything that help us do that in addition to a Waaagh is really good. And sometimes, we don't have 6 different IJ units clos to our Waaagh source, he's safer in that regard. But it's true that I often play Gordrakk and not a regular MK so I might be wrong ! Quote Link to comment Share on other sites More sharing options...
Vanger Posted January 24, 2019 Share Posted January 24, 2019 Doesn't Mighty Waagh! and Waagh! stack? They are differently named command abilities... Quote Link to comment Share on other sites More sharing options...
Grailstorm Posted January 24, 2019 Share Posted January 24, 2019 Have any of you managed to make two batallions work at 2,000 points? Love the idea of a third item, but at around 300 points is it worth it? Quote Link to comment Share on other sites More sharing options...
Isotop Posted January 24, 2019 Share Posted January 24, 2019 (edited) 2 hours ago, Vanger said: Doesn't Mighty Waagh! and Waagh! stack? They are differently named command abilities... They do stack. But so do Waagh! and Waagh! / Mighty Waagh! and Mighty Waagh!. Edited January 24, 2019 by Isotop 1 Quote Link to comment Share on other sites More sharing options...
Vanger Posted January 24, 2019 Share Posted January 24, 2019 2 hours ago, Grailstorm said: Have any of you managed to make two batallions work at 2,000 points? Love the idea of a third item, but at around 300 points is it worth it? What would be the 3 items you'd take? Quote Link to comment Share on other sites More sharing options...
DerZauberer Posted January 24, 2019 Share Posted January 24, 2019 (edited) 2 hours ago, Grailstorm said: Have any of you managed to make two batallions work at 2,000 points? Love the idea of a third item, but at around 300 points is it worth it? This is as far as i know a fairly typical build for Ironjawz: Quote Allegiance: IronjawzMortal Realm: AqshyLeadersMegaboss on Maw-Krusha (440)- General- Choppa and Rip-tooth fist- Trait: Ironclad - Artefact: Ignax's Scales Orruk Megaboss (140)- Artefact: Thermalrider Cloak Orruk Warchanter (80)Orruk Warchanter (80)- Artefact: The Boss Skewer Battleline20 x Orruk Ardboys (320)5 x Orruk Brutes (180)- Pair of Brute Choppas5 x Orruk Brutes (180)- Pair of Brute Choppas3 x Orruk Gore Gruntas (140)- Pig-iron Choppas3 x Orruk Gore Gruntas (140)- Pig-iron ChoppasBattalionsIronfist (180)Bloodtoofs (120)Total: 2000 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 133 The only hard to swallow pill is that you skip the magic phase. Ironjawz profit heavily from first turn to get board control and block several features of meta armies: graveyards, wyldwoods, contagion points etc. or you get quicker to armies like idoneth which u have to fight prior to turn 3. With bloodtoofs you have a very high chance of getting it because it's a one drop. You could take the weirdnob shaman but hes just so bad. He offers little to nothing. You could ally other casters to the army but then you would loose your one drop. Same for the Megaboss. In general, the warboss with waaaghbanner from the greenskinz is better for 140 points as he offers a reliable waaagh without rolling and a 1's to wound bubble. But again, you would loose your one drop. In my opinion it's the most competetive build right now for ironjawz which is not the Gorefist (Gorefist is probably really strong with 2 mawkrusha for example, but for me its really lame) The second build is without any battalion and lots of aardboys and gore gruntas as brutes are too squishy and slow without the battalions. For artifacts: if you want a Megaboss on foot, he needs fly. Otherwise he can't reach the targtes he wants to reach. The thermal rider cloak makes him a great hero hunter. Ignax scales are nice on the mawkrusha and the boss skewer is nice for debuffing and buffing morale. Second option is hysh with aetherquarz brooch and coronet for multiple multiple waaaghs, maybe even with prophet of the waaagh for rerolling the dice, fisihing for 6s. Edited January 24, 2019 by DerZauberer 1 Quote Link to comment Share on other sites More sharing options...
Malakree Posted January 24, 2019 Share Posted January 24, 2019 6 hours ago, Grailstorm said: Have any of you managed to make two batallions work at 2,000 points? Love the idea of a third item, but at around 300 points is it worth it? My Bloodtoofs list was this. Quote Allegiance: IronjawzMortal Realm: HyshLeadersMegaboss on Maw-Krusha (440)- General- Choppa and Rip-tooth fist- Trait: Ironclad - Artefact: Daubing of Mork Orruk Warchanter (80)- Artefact: Aetherquartz Brooch Orruk Warchanter (80)- Artefact: The Boss Skewer Madcap Shaman (80)Madcap Shaman (80)Battleline20 x Orruk Ardboys (320)10 x Orruk Ardboys (160)5 x Orruk Brutes (180)- Pair of Brute Choppas3 x Orruk Gore Gruntas (140)- Pig-iron Choppas3 x Orruk Gore Gruntas (140)- Pig-iron ChoppasBattalionsIronfist (180)Bloodtoofs (120)Total: 2000 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 139 It had a Fungoid and a Madcap but with the Gloomspites it no longer fits. I'm not sure how I'd alter it, maybe drop the Brutes to another 10 Ardboys and 2 fungoids instead, but it's built around the Mass Waaagh! combo one turning people off the board. Quote Link to comment Share on other sites More sharing options...
Backbreaker Posted January 24, 2019 Share Posted January 24, 2019 Fungoïd is a better ally now, between is ability and the Hysh artefact, we can generate even bigger waaagh... 1 Quote Link to comment Share on other sites More sharing options...
broche Posted January 24, 2019 Share Posted January 24, 2019 (edited) We can't really talk competitive list without Aetherquartz brooch, and now allied fungoid(s). Unless you bomb early with at least +4 attacks (ideally more), you'll never beat any of the top army. Edited January 24, 2019 by broche 1 Quote Link to comment Share on other sites More sharing options...
Malakree Posted January 24, 2019 Share Posted January 24, 2019 1 hour ago, broche said: We can't really talk competitive list without Aetherquartz brooch, and now allied fungoid(s). Unless you bomb early with at least +4 attacks (ideally more), you'll never beat any of the top army. Even then we won't beat a LoN army. You end up blowing everything into units they bring back. Quote Link to comment Share on other sites More sharing options...
Roodie Posted January 25, 2019 Share Posted January 25, 2019 Hey all, what's the current take on brute/ardboys equipment options? Is the stuff mentioned in the old weapon options topic still relevant? I am about to assemble my ardboys from the start collecting box, and the 3 brute boxes I have, and I need your input 🙂 Thanks! Quote Link to comment Share on other sites More sharing options...
broche Posted January 25, 2019 Share Posted January 25, 2019 18 hours ago, Malakree said: Even then we won't beat a LoN army. You end up blowing everything into units they bring back. I think depending on scenario/realms, if you go first in round 2 you should have a shoot at killing the general. I'm not sure Ironjawz currently have autoloss matchup, it's just that they rely pretty much on luck. Quote Link to comment Share on other sites More sharing options...
tolstedt Posted January 28, 2019 Share Posted January 28, 2019 I got a top ten finish with Ironjawz at Waaaghpaca (a four way tie for sixth place overall) out of 60 players. I used the 'ardfist. I'll post when I have a video tournament report. 3 1 Quote Link to comment Share on other sites More sharing options...
Imperial Posted January 28, 2019 Share Posted January 28, 2019 On previous week i tested Skragrott, The Loonking as ally with Scrapskuttle's Arachnacauldron. Itchy Nuisance and The Hand of Gork combo work very nice! Teleport -> Debuff -> Waaagh -> charge with MSU -> profit. 1 Quote Link to comment Share on other sites More sharing options...
Backbreaker Posted January 28, 2019 Share Posted January 28, 2019 12 hours ago, Imperial said: On previous week i tested Skragrott, The Loonking as ally with Scrapskuttle's Arachnacauldron. Itchy Nuisance and The Hand of Gork combo work very nice! Teleport -> Debuff -> Waaagh -> charge with MSU -> profit. How could you use Hand of Gork on Infonjawz units ? It's only GS Gitz units that can be selected... Quote Link to comment Share on other sites More sharing options...
Skumbaagh Posted January 28, 2019 Share Posted January 28, 2019 So I have been toying with idea of getting the most waagh out of the army. I realized playing for an early mega waagh with gorefist needed only spending points on extra command points as fungoids cost 90 points. They wont bring a lot of cp early game so I thought of an ironfist with medium speed but have had problem getting enough units in, I need 12 units for 3 fungoids. Sure one could go with only 2 fungoids but I rather commit to the waagh engine. So I figured why not bring a lot of pigs instead of an ironfist. Also I figured the pigs would cover the slow hammer which then could consist of only brutes. I have never felt I could count on ardboys killing stuff even when waaaghed, same goes with pigs. With 3 units of brutes most stuff will go down thou. One could easily change the footboss (whom is there for redundancy) to a warchanter or an extra unit of brutes. Or since I realised I now have 3 casters, I could bring an endless spell, perhaps a cog for setting the brutes in motion. Game plan is to screen/grab objectives early with the pigs and run up the brutes behind to get in good position in cover behind the pigs or retaliate when they have died. Most likely one will go first which may not be a bad thing. I'd rather build up for a serious double turn though so bringing an ironfist may not be a bad thing after all. What's your thoughts? Allegiance: Ironjawz Mortal Realm: Hysh Megaboss on Maw-Krusha (440) - General - Boss Gore-hacka and Scrap-tooth - Trait: Prophet of the Waaagh! Orruk Megaboss (140) - Artefact: Aetherquartz Brooch Fungoid Cave-Shaman (90) - Allies Fungoid Cave-Shaman (90) - Allies Fungoid Cave-Shaman (90) - Allies 3 x Orruk Gore Gruntas (140) - Pig-iron Choppas 3 x Orruk Gore Gruntas (140) - Pig-iron Choppas 3 x Orruk Gore Gruntas (140) - Pig-iron Choppas 3 x Orruk Gore Gruntas (140) - Pig-iron Choppas 5 x Orruk Brutes (180) - Pair of Brute Choppas 5 x Orruk Brutes (180) - Pair of Brute Choppas 5 x Orruk Brutes (180) - Pair of Brute Choppas Total: 1950 / 2000 Extra Command Points: 1 Allies: 270 / 400 Wounds: 138 Quote Link to comment Share on other sites More sharing options...
Malakree Posted January 29, 2019 Share Posted January 29, 2019 Do we have any results from Cancon, did any of the Ironjawz actually do reasonably well? Quote Link to comment Share on other sites More sharing options...
Imperial Posted January 29, 2019 Share Posted January 29, 2019 14 hours ago, Backbreaker said: How could you use Hand of Gork on Infonjawz units ? It's only GS Gitz units that can be selected... Yep. I teleport Skragrott to debuff enemy unit. With IJ speed i can debuff and destroy units aside from main enemy army Quote Link to comment Share on other sites More sharing options...
J.J Posted January 29, 2019 Share Posted January 29, 2019 Hey all, I was wondering if there was a reasonably competitive way to run Gordrakk in a list as I don't see him getting much love here. I realise he is pretty squishy in comparison to the cabbages with access to Ironclad and relics, but was trying to figure out a way to get him to the table. Allegiance: Ironjawz - Mortal Realm: Aqshy LEADERS Gordrakk the Fist of Gork (580) General Orruk Megaboss (140) Artefact : Thermalrider Cloak Orruk Weirdnob Shaman (120) Artefact : The Boss Skewer UNITS 5 x Orruk Brutes (180) - Pair of Brute Choppas - 1 x Gore Choppas 5 x Orruk Brutes (180) - Pair of Brute Choppas - 1 x Gore Choppas 3 x Orruk Gore Gruntas (140) - Pig-iron Choppas 3 x Orruk Gore Gruntas (140) - Pig-iron Choppas 20 x Orruk Ardboys (320) - 12 x Pair of Choppas or Smashas - 8 x Choppa or Smasha & ShieldsBATTALIONS Ironfist (180) More of a little tester in a local campaign before I try and force Gordrakk to a tournament of any kind (I realise that I have no Warchanters in there...) - If anyone has had any success with the big guy please give me your suggestions! Quote Link to comment Share on other sites More sharing options...
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