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AoS 2 - Ironjawz Discussion


Chris Tomlin

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Not sure if it's intended and how easy it will be to do that trick, but some people is trying to use a pseudo-attack first with Mighty Destroyers that seesm totally legal at the moment:

  1. Charge using Mighty Destroyer with Big MawCrusha (that's the hard part of the strategy).
  2. Retreat in you movement phase to be 3.1" from the enemy.
  3. Pile In in the combat phase and attack the enemy.

Unless the enemy have an abilility to activate and Pile In 6", the Ironjawz player is going to attack first.

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Can chime in with the MBoMK chat, had my rematch the other night and he died very quickly for the second game in a row having done a disappointing amount of damage.

Do think splashing a bit of Kruleboyz in BW has some legs, the Killbow has been mainly disappointing but I think Gobby brings a lot, the -1 attack and no ward spells are supreme if you can get them off and he spiked 9MW in one combat phase.

Managed to lose again btw vs. Stormcast dragons, think I need to send the MBoMK off against smaller units rather than the big daddies. 

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1 hour ago, Beliman said:

Not sure if it's intended and how easy it will be to do that trick, but some people is trying to use a pseudo-attack first with Mighty Destroyers that seesm totally legal at the moment:

  1. Charge using Mighty Destroyer with Big MawCrusha (that's the hard part of the strategy).
  2. Retreat in you movement phase to be 3.1" from the enemy.
  3. Pile In in the combat phase and attack the enemy.

Unless the enemy have an abilility to activate and Pile In 6", the Ironjawz player is going to attack first.

It's been legal for ages. Just have to be careful of a redeploy on the retreat.

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7 hours ago, Beliman said:

Not sure if it's intended and how easy it will be to do that trick, but some people is trying to use a pseudo-attack first with Mighty Destroyers that seesm totally legal at the moment:

  1. Charge using Mighty Destroyer with Big MawCrusha (that's the hard part of the strategy).
  2. Retreat in you movement phase to be 3.1" from the enemy.
  3. Pile In in the combat phase and attack the enemy.

Unless the enemy have an abilility to activate and Pile In 6", the Ironjawz player is going to attack first.

I’ve always been curious how this works? 
How can you pile in when you’re further than 3”?

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I just went 2-1 in a local tournament. Well, not local for me. I drove 3 hours from Montreal to Quebec City and back to play! Here are my thoughts. I was robbed of a 3-0 and the title. I am of the opinion that the MBMK can't issue AAA and AAD 3 times and I will play it this way until I get a FAQ, with that I could see multiple instances of when giving 3 orders of AAA or AAD would have been crazy good and maybe OP good. 3 units Inspiring Presence was MVP because Orruks leadership sucks now, big time sucks. With the right matchups you can go 4-1 with some skill. 5-0 will be hard. I am not sure how to get the output to take down Gargants. Get'Em on a 3+ much love. Ardboys are now wet noodle smackers. I will probably replace a unit of 10 with Morgog's and Ironskulls. They did their job, but those Underworlds specialists will do it better.

 

Here was my list. Skilled Leader rolled me zero CP's in all my games. I didn't have any use for Mega Bossy or Waaaaghiest whatever either as I never failed a charge.. 1970pts gave me the triumph in every game, which I forgot to use. Did I mention I was robbed, I meant I blew it with my own stupidity!

Spoiler

Allegiance: Ironjawz - Warclan: Bloodtoofs
- Mortal Realm: Ulgu
- Grand Strategy: Hold the Line
- Triumphs: Inspired

Leaders
Megaboss on Maw-Krusha (480)*
- General
- Boss Choppa and Rip-tooth fist
- Command Trait: Skilled Leader
- Artefact: Amulet of Destiny (Universal Artefact)
- Mount Trait: Fast 'Un
Orruk Warchanter (115)*
- Warbeat: Get 'Em Beat
Orruk Warchanter (115)*
- Warbeat: Get 'Em Beat

Battleline
3 x Orruk Gore-gruntas (150)*
- Jagged Gore-hackas
3 x Orruk Gore-gruntas (150)*
- Jagged Gore-hackas
6 x Orruk Gore-gruntas (300)
- Jagged Gore-hackas
- Reinforced x 1
10 x Orruk Brutes (320)*
- Jagged Gore-hackas
- 2x Gore Choppas
- Reinforced x 1
10 x Orruk Ardboys (170)*
- 2x Gorkamorka Banner Bearers
- Reinforced x 1
10 x Orruk Ardboys (170)*
- 2x Gorkamorka Banner Bearers
- Reinforced x 1

Core Battalions
*Battle Regiment

Total: 1970 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 160
Drops: 2

Game 1 vs Lumineth - Feral Foray - 30 Sentinels, Teclis

Spoiler

Army Faction: Lumineth Realm-lords
Subfaction: Zaitrec
Battlepack: Pitched Battles
Points Limit: 2000 pts
General: Hurakan Windmage
Grand Strategy: Prized Sorcery
Triumph: Inspired
Core Battalions
Battle Regiment
Archmage Teclis
Battalion Slot Filled: Commander
Battlefield Role: Behemoth, Leader
Points Cost: 740 pts
Hurakan Windmage (General)
Battalion Slot Filled: Sub-commander
Battlefield Role: Leader
Command Traits: Fast Learner
Artefacts of Power: Gift of Celennar
Points Cost: 120 pts
Vanari Auralan Wardens
Battalion Slot Filled: Troops
Battlefield Role: Battleline
Spells: Speed of Hysh
Points Cost: 145 pts
Vanari Auralan Wardens
Battalion Slot Filled: Troops
Battlefield Role: Battleline
Spells: Speed of Hysh
Points Cost: 145 pts
Hurakan Windchargers
Battalion Slot Filled: Troops
Battlefield Role: Other
Reinforced: Once
Points Cost: 310 pts
Vanari Auralan Sentinels
Battalion Slot Filled: Troops
Battlefield Role: Battleline
Reinforced: Twice
Spells: Speed of Hysh
Points Cost: 450 pts
Endless Spells/Invocations
Umbral Spellportal
Points Cost: 70 pts
Faction Terrain
Shrine Luminor
Total Points: 1980 pts

He castled, I castled. I give him. T1. I have no Wizard so he does whatever magic he wants. Portal, half move on MBMK, Voice -2 bravery, ugh. Thank you Inspiring Presence MBMK! I escape the turn only losing a unit of 3 pigs. My T1 I move up my castle to the middle. My 6 GG's take out the Windchargers.

I win prio and its game over. Best day ever for the MBMK, Mighty Destroyers for the 3 GG's and the Brutes. I used Fast Un (still on half move debuff) and then moved to make it 18" across the board and snuck in to a corner of the Sentinels. Waaaagh used. The MBMK took 9 wounds going in to the Sentinels and then did enough damage to kill 40 of them. The other Orcs smashed their targets. There was only Teclis left at the end of the turn. In his turn Teclis did 13 MW's from Searing but I had MBMK Inspiring Presence.

Ferrocious Advance -> Conquer -> Broken Ranks

 

Game Two vs Beastclaw Raiders - First Blood

I felt really good going in to this matchup. I had just used speed to dismantle a very tough Lumineth list and I knew that I was faster than BCR and that they had no shooting or spells to worry about.

Spoiler

Allegiance: Ogor Mawtribes
- Mawtribe: Boulderhead
- Grand Strategy: Beast Master
- Triumphs: Bloodthirsty

Leaders
Huskard on Thundertusk (335)
- Blood Vulture
- Mount Trait: Alvagr Ancient
- Prayer: Pulverising Hailstorm
Frostlord on Stonehorn (430)
- General
- Command Trait: Lord of Beasts
- Artefact: Brand of the Svard
- Mount Trait: Metalcruncher
Frostlord on Stonehorn (430)*
- Mount Trait: Black Clatterhorn

Battleline
2 x Mournfang Pack (160)
- Gargant Hackers
Stonehorn Beastriders (320)*
- Weapon: Blood Vulture
Stonehorn Beastriders (320)*
- Weapon: Blood Vulture

Core Battalions
*Battle Regiment

Total: 1995 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 74
Drops: 4

I deployed to threaten him T1 and he deployed conservatively so this wouldn't happen. I had prio and took first turn. I ran a unit of Ardboys over to one objective as bait. His turn he took the bait and moved his army up. I used MD to move up 6 GG's and the two 3 GG's and the MBMK in to charge range, like 3" charges. He spiked a 6 on his redeploy for one of his Frostlord on Stonehorn. Lucky I made my 3+ Get'Em wioth the 6 GG's. Waaaaaagh turn, everything smashed in to combat. 6 GG's with MD vs the Frostlord. 3GG with MD vs a Stonehorn Beastriders. MBMK and 3 GG's vs another Stonehorn.

The MBMK went first and took out the Beastriders, Smashing and Bashing in to the 6 GG's who left the Frostlorf on 1 wound!. Noooooooo! That's game. The Beastriders did 8 damage to the unit of 3 GG's who fought back and left them on 2 wounds! OMG! The other 3 GG's piled in to another Frostlord and did 4-5 damage but they lost a pig in return.

I was in shock. The perfect setup failed because of 1 wound! Oh well. This is where if I could use AAA on 3 units it would have been amazing.

The rest of the game played out closely and the Frostlord healed back up to 4 wounds and then I brought him back down to 1 again... The Ten Brutes did eventually charge his general Frostlord but they completely failed to do anything. In return he did something like 24 damage to them and they were gone. lol! In the end I lost a close game but I really felt it shouldn't have been close at all. I had set up my turn perfectly and used Waaaagh to maximum benefit. Oh well. Did I mention the 1 wound part. zzz

Aggressive Expansion -> Ferrocious Adv - > Conquer - > Broken Ranks Fail

This loss was painfull. as the winner went on to play this list:

Spoiler

Allegiance: Legion of the First Prince
- Grand Strategy: Prized Sorcery
- Triumphs: Bloodthirsty
Be'Lakor, the Dark Master (360)*
- Lore of Ruinous Sorcery: The Master's Command
Kairos Fateweaver (435)
- Lore of Ruinous Sorcery: The Master's Command
Slaves to Darkness Daemon Prince (210)*
- Sword
- Mark of Chaos: Khorne
Bloodthirster of Insensate Rage (280)
- General
- Command Trait: Ruinous Aura
- Artefact: Armour of the Pact
10 x Pink Horrors of Tzeentch (215)*
10 x Pink Horrors of Tzeentch (215)*
10 x Plaguebearers (110)
Emerald Lifeswarm (60)
Umbral Spellportal (70)
*Battle Regiment

Total: 1955 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 80
Drops: 4

Which I felt that I matched up well against. The Brutes ability vs pinks is so good and another reason I will probably drop 10 Ardboys for 5 Brutes sometime.

 

Game Three vs Sylvaneth - The Vice - Damn I hate this deployment

Spoiler

Allegiance: Sylvaneth
- Glade: Gnarlroot
- Grand Strategy: Prized Sorcery - Triumphs: Inspired
LEADERS
Alarielle the Everqueen (740)**
- Deepwood Spell: Regrowth
Warsong Revenant (275)*
- General
- Command Trait: Nurtured by Magic - Artefact: Chalice of Nectar
- Deepwood Spell: Throne of Vines
Spirit of Durthu (340)*
- Artefact: The Oaken Armour
Branchwraith (95)*
- Deepwood Spell: Verdurous Harmony
UNITS
5 x Tree-Revenants (80)**
5 x Tree-Revenants (80)**
5 x Tree-Revenants (80)**
3 x Kurnoth Hunters with Kurnoth Greatswords (225)** ENDLESS SPELLS & INVOCATIONS
Umbral Spellportal (70)
CORE BATTALIONS
*Command Entourage - Magnificent **Battle Regiment
LEADERS: 4/6
ARTEFACTS: 2/1 ENDLESS SPELLS & INVOCATIONS: 1/3
REINFORCED UNITS: 0/4
TOTAL: 1985/2000
WOUNDS: 70
BATTLELINES: 3 (3+)
BEHEMOTHS: 2/4
ARTILLERY: 0/4 ALLIES: 0/400

Long deploy. He put the Warsong in the back corner. We are 24" apart. He has his Tree Revenants to screen. I gave him first turn because I knew I could peel his screens with my 2+ mortals and somehow smash in to the Kurnoths. I can't do much about the Warsong and I don't want a piece of either Durthu or Alarielle. The flat 6 damage has killed many a pig! He was a smart player, he did his Ferrocious Advance on Durthu Alarielle and the wizard lady he used the monster spell on to get a bonus point. I was like ok. ummmm, game on! He did his hero phase in French and I had no idea what was going on or what the spells were. The joke is on him because I had no Wizard to dispell so it made it much easier, I just listened for "mortals" and rolled my dice.

I did Ferrocious -> Broken -> Conquer -> Savage

T2 I charged the 6 GG's and some Ardboys into his zone to kill chaff and get in the way while taking his objective.

T3 I charged the Brutes in to take his objective on the other side. At this point I was up on points and I was enjoying just getting in his way and running from Durthu and Alarrielle, he didn't have much else left.

End of turn 4 it was 18-14 for me. He won the prio and could only get 3pts. It was an 18-17 win.

I did Ferrocious - > Broken -> Conquer -> Savage (Here is where I felt I made a mistake. I should have done Monstrous Takeover and kept Savage for T5. I had 2 units of 3 GG's that were roaming the board.)

T5 I had 2 GG's and a warchanter left meaning I didn't give up Hold the Line. He had Durthu, Alarrielle and that Warsong who had like 10+ to cast at that point. Did I mention that I failed to kill the Frostlord on Stonehorn and left him on 1 wound twice in my previous game? Oh well. He went on to win the event.

Three great games. All three completely different. I am really happy with how the army performed and I am excited for the FAQ.

Sadly, I don't see myself playing these guys much after this. I spent a huge chunk of the last two lockdowns hobbying an Ossiarch Bonereapers army. Honestly I have 3k pts painted and I have never played them! If you see me in the Death forums say "Hi"

Thank for you much for reading this mess of words. Play games. Read! Experiment!

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So I fought Slaanesh yesterday using my Ironjawz.

His list.

Lurid Haze
Glutos
-Extra spell... i had no idea what he was taking, I know one was Dark Delusion, don't know what the other spell was. 
Sigvald
Masque
Lord of Pain
-General with lurid haze trait and Artifact
Warstomper Mega Gargant Ally
3 Myrmadesh
Warlord and Battle Regiment. 

He said he was basing it off of the list that went 4-1 but added in the warstomper for some resilency. 

My list was Maw krusha with tons of MW capability on the charge and amulet
Megaboss on foot with a once per game +3 dam
2 warchanters
15 brutes
2x5 brutes
6 gore gruntas.

Scenario was shifting objectives.

I won to choose priority, so I allow him to go first. 

Turn 1
Top of 1
Sigvald is the only flanker
Glutos casts only shield, gargant is too far away to receive it, so it goes on glutos (this will end up saving glutos as he really wanted it on the gargant). Gargant moves on to my right most objective, while the myrmadesh form a small shield wall with glutos somewhat protected, masque and lord behind one wall of myrmadesh. It's a V formation with a terrain piece forming part of the blockade. Sigvald flanks my boars and kills one, I do 2-3 damage back to sigvald. He scores 5 points (Running battle tactic)

Button of 1

Battle tactic, take objective
15 brutes and maw krusha receive +1 damage. Everything moves up. Maw krusha gets 3" away from his front move. Boars retreat to take objective from the giant. 15 brutes moved 8" through mighty destroyers and walk.. I give the brutes a 3d6 charge and WAAAAGH'd. Maw krusha erases 5 myrmadesh and 15 brutes make it into other myrmadesh and glutos, dealing 8 wounds to glutos. Score 6 points.

Score 6-5, Ironjawz

Priority for 2, Slaanesh.

Glutos casts shield, and casts Dark Delusions, casting it on an 11... then failing to beat bravery 6 on orcs. (It's a bad spell, continuing to be bad).

Sigvald moves up to re-engage boars, masque moves out to try to pin my boars (Opponent did not see the GHB faq about fixing piling in again). Giant moves up to charge boars. Glutos retreats. Because maw krusha is unengaged, I charge the masque who failed to charge herself. Sigvald attacks some boars, Brutes kill more myrmadesh leaving 3 myrmadesh, lord of pain, and glutos to hold his center and the left flank agaist the remenant of my 15 brutes (down to 5 at this point and 2 5 man brutes in back up). Giant piles in to my maw krusha and megaboss and does 4 damage to my maw krusha and 6 damage to my megaboss. Megaboss has activated destroyer, piles in and deals 20 damage to the giant. 

Bottom of 2, Giant has 15 wounds remaining and in combat with the maw krusha and megaboss. Glutos has 11/18 wounds. Sigvald is half dead. lord of pain and 3 myrmadesh are still in combat with brutes.

At this point I have lost 2 boars, and 10 brutes while most everything of mine remains healthy. 

 

After the game, he admitted he over committed in the center instead of leaving just a myrmadesh squad to take the objective. He was always short on command points as I never really killed his generals and he kept going first, putting a lot of pressure on him to all out defense a lot to counteract the rend 2 on the brute squad. 


------------------------------------------------------------------------

In other news, while I don't like going super monster meta,

Thinking of this list. 

Allegiance: Ironjawz
- Warclan: Ironsunz
- Grand Strategy: Beast Master
- Triumphs:
Megaboss on Maw-Krusha (480)
- General
- Boss Gore-hacka and Choppa
- Command Trait: Touched by the Waaagh!
- Artefact: Arcane Tome (Universal Artefact)
- Lore of the Weird: Bash 'Em Ladz
Megaboss on Maw-Krusha (480)
- Boss Gore-hacka and Choppa
- Artefact: Amulet of Destiny (Universal Artefact)
- Mount Trait: Fast 'Un
Orruk Warchanter (115)
Orruk Warchanter (115)
10 x Orruk Brutes (320)
- Pair of Brute Choppas
- Reinforced x 1
10 x Orruk Brutes (320)
- Pair of Brute Choppas
- Reinforced x 1
5 x Orruk Brutes (160)
- Pair of Brute Choppas

Total: 1990 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 123
Drops: 7

I didn't add in the battalions but It'd be Battle Regiment/Entourage (mag)

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Also played a game tonight at club. I was running this list.

Allegiance: Ironjawz
- Warclan: Bloodtoofs
- Grand Strategy: Hold the Line
- Triumphs:

Leaders
Megaboss on Maw-Krusha (480)**
- General
- Boss Gore-hacka and Choppa
- Artefact: Amulet of Destiny (Universal Artefact)
Megaboss on Maw-Krusha (480)*
- Boss Gore-hacka and Choppa
- Artefact: Armour of Gork
- Mount Trait: Fast 'Un
Orruk Warchanter (115)*
Orruk Warchanter (115)*

Battleline
15 x Orruk Ardboys (480)**
- Reinforced x 2
15 x Orruk Ardboys (480)**
- Reinforced x 2
3 x Orruk Gore-gruntas (150)**
- Pig-iron Choppas
3 x Orruk Gore-gruntas (150)*
- Pig-iron Choppas

Core Battalions
*Warlord
**Battle Regiment

Additional Enhancements
Artefact

Total: 2450 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 138
Drops: 5
 

He was legion of blood with nefrata. The main goal was to test the units of 15 ardboys, holy gods are they good. I deployed the units such that the boss and a banner were actually at the back of the unit so they would be 3" away from anything which charged. Managed to rally twice, once for 6 ardboys the other for 7. Was absolutely disgusting and it was turn 4 before he managed to kill either unit which let me dominate the board by tying him down in combat while the cabbages had free reign, was weird to outlast a death army...

I also completely forgot to use either the warlord cp or the general command trait 😅

The 10 Brutes really were overkill and I much prefer this list to the previous, you just don't need the 3rd hammer with 2 cabbages.

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6 hours ago, Arkahn said:

@Malakreeeach 3 Gruntas as duo with a MK ? While you let Ardboyz behind ? 

And how bloodtoofs perform with just 2x3 gruntas ? 

I played it slow pushing the ardboys forward not going for the alpha.

Bloodtoofs was there to make them battleline, wasn't terrible but only used it once haha.

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12 minutes ago, dnusha said:

@Malakree wow I thought legion of blood would destroy ardboys with their low bravery.  

What are your thoughts on picking a second Mount Trait as an Enhancement since Core Rules have been FAQed?

FAQandWarclansMountTrait.png

I just used IP every turn to ignore battleshock on 3 units, completely negated the issue.

Problem with the double mount trait is that it's worse than the 2nd artefact. So unless you are taking 2 warlord/entourage you can't get it, that means you're spending ~1.4k points on heroes though which is sacrificing a lot of board presence for it.

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13 hours ago, Malakree said:

I just used IP every turn to ignore battleshock on 3 units, completely negated the issue.

This.

Every turn I think about the 18" bubble to get the 3 units I want to MD and IP.

If I am lucky I will have a 3rd CP to spend on something else like Waaaaagh, or maybe if I am more lucky something Aelfie like Redeploy.

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WoW! Ok. That's what I get for getting my info from 1d4chan I guess:

Ironjawz Waaagh!
You can use this command ability once per battle at the start of your charge phase if your army has IRONJAWZ general until the end of that turn add 1 to all charge rolls for friendly IRONJAWZ units and improve rend for all melee weapons of IRONJAWZ units by 1.

This doesn't really change my CP usage. Every turn MD and IP in an 18" bubble.

 

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I'm starting to think about getting a Fungoid Cave Shaman (HQ 95 points) or two . He gives 1 CP on a roll of 4+ at the start of your hero phase. His spell is very close range (D6 range) and inflicts d3 MW  to all enemy units, and once per combat he can cast 2 times any spells he knows. Ah.. too bad we can't pick our allies Spell lore (some GSG spells are nuts) so he's stuck with mystic shield most of the time. He is also pretty tough 4W 6+ 4+ Ward also his model is awesome. 

 

 

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I run a fungoid, he is a no-brainer with the CP needs. He is the mystic shield caster. My list is something like that.

 

Allegiance: Ironjawz
- Warclan: Ironsunz
- Mortal Realm: Ghur
- Grand Strategy: Hold the Line
- Triumphs: Inspired

Leaders
Megaboss on Maw-Krusha (480)***
- General
- Boss Choppa and Rip-tooth fist
- Artefact: Amulet of Destiny (Universal Artefact)
Orruk Warchanter (115)***
- Artefact: Arcane Tome (Universal Artefact)
- Warbeat: Fixin' Beat
- Lore of the Weird: Da Great Big Green Hand of Gork
Orruk Warchanter (115)**
- Warbeat: Get 'Em Beat
Orruk Warchanter (115)**
- Warbeat: Killa Beat
Megaboss on Maw-Krusha (480)**
- Boss Choppa and Rip-tooth fist
- Artefact: Destroyer
- Mount Trait: Fast 'Un
Fungoid Cave-Shaman (95)***
- Allies

Battleline
10 x Orruk Brutes (320)*
- Jagged Gore-hackas
- 2x Gore Choppas
- Reinforced x 1
10 x Orruk Ardboys (170)*
- 1x Gorkamorka Banner Bearers
- 4x Gorkamorka Glyph Bearers
- Reinforced x 1
5 x Orruk Ardboys (85)**
- 1x Gorkamorka Banner Bearers
- 2x Gorkamorka Glyph Bearers

Core Battalions
*Hunters of the Heartlands
**Warlord
***Command Entourage - Magnificent

Additional Enhancements
Artefact
Artefact

Total: 1975 / 2000
Reinforced Units: 2 / 4
Allies: 95 / 400
Wounds: 118
Drops: 9

 
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7 minutes ago, glytch said:

I run a fungoid, he is a no-brainer with the CP needs. He is the mystic shield caster. My list is something like that.

I really thought about it but I'm not sure I can cut down to that few bodies...whenever I get the next 15 Brutes finished I'm guna try a single cabbage list which I think has space for one.

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The goals in my list 1/ was to bypass the Weirdnob Shaman coz he brings nothing but the TP on the table, 2/ Two cabbages, one with Amulet, second with Destroyer/Fast'Un. That is three artefacts, so 6 heroes. I have a variation with the weirdnob, two artefacts, 4 drops and one less warchanter.

Body counts are fine, Brutes have a 10" charge T1, 3d6 on 3+. That is three menaces (2 MK + 10 brutes) and three warchanters to buff them. I would run 5 more brutes instead of 10 ardboys but don't have models atm.

Best options of Ironjawz are Ironsunz +  Fungoid + TP + MK Destroyer/Fast'Un + 10 brutes.

10 brutes + violent fury + waaagh = one dead Mega-gargant

MK Destroyer + violent fury + waaagh (AKA rend -3 flat 7) = one dead Archaon (with full reroll and +1 save only)

MK Fast'Un + TP = 3" charge with no redeploy/unleash hell options

I love reliability. Reliability wins games.

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10 minutes ago, broche said:

What do you guys think of the 16'' bubble +1 to wound spell? Could be taken with the trait that give +X to cast since Megaboss trait are not that great anymore. 

I seriously considered it but the weirdnob is just so questionable and I wouldn't want to risk an MK without a ward save, might actually be a solid choice on a footboss with arcane tome. Maybe something like this...

Spoiler

Allegiance: Ironjawz
- Grand Strategy:
- Triumphs:

Leaders
Megaboss on Maw-Krusha (480)**
- Boss Gore-hacka and Choppa
- Artefact: Amulet of Destiny (Universal Artefact)
Orruk Warchanter (115)
Orruk Warchanter (115)
Orruk Megaboss (140)*
- General
- Command Trait: Touched by the Waaagh!
- Artefact: Arcane Tome (Universal Artefact)
- Lore of the Weird: Bash 'Em Ladz

Battleline
10 x Orruk Brutes (320)*
- Pair of Brute Choppas
- Reinforced x 1
10 x Orruk Brutes (320)*
- Pair of Brute Choppas
- Reinforced x 1
10 x Orruk Brutes (320)*
- Pair of Brute Choppas
- Reinforced x 1
5 x Orruk Ardboys (85)*
5 x Orruk Ardboys (85)**

Core Battalions
*Battle Regiment
**Warlord

Additional Enhancements
Artefact

Total: 1980 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 147
Drops: 5

 

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3 hours ago, dnusha said:

I'm starting to think about getting a Fungoid Cave Shaman (HQ 95 points) or two . He gives 1 CP on a roll of 4+ at the start of your hero phase. His spell is very close range (D6 range) and inflicts d3 MW  to all enemy units, and once per combat he can cast 2 times any spells he knows. Ah.. too bad we can't pick our allies Spell lore (some GSM spells are nuts) so he's stuck with mystic shield most of the time. He is also pretty tough 4W 6+ 4+ Ward also his model is awesome. 

 

 

You could take the Arachnacauldron Endless Spell for another 50 pts.  Gives him an extra cast and unbind each turn  and access to the whole Moonclan spell lore.  It does do D3 MW automatic damage to a unit within 3" when set-up and start of your hero phase, but, as you say, Fungoid does have a 4+ ward and you can apply it to another friendly unit or an enemy unit if within reach.

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