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AoS 2 - Ironjawz Discussion


Chris Tomlin

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25 minutes ago, Skumbaagh said:

I acctually think our army is close to done model wise. One more unit at the most (whatever role it would have, shooting or something specialised, like mosterhunters or such?) and perhaps another hero which is more of a hope. A new battle tome thou, that is a must! 

Since at this point it's looking like "Grots" are going to be released as a single faction, including Troggoths and Giants. Combined with the fact that Greenskinz didn't actually get a faction focus leading up to AoS2 it puts them specifically in a bit of a dead space.

We could see in the future a reintegration of the Ironjawz and the lesser Orruks into a single faction. That would give a ton of options without breaking the IJ being black orcs aesthetic.

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2 hours ago, Malakree said:

We could see in the future a reintegration of the Ironjawz and the lesser Orruks into a single faction. That would give a ton of options without breaking the IJ being black orcs aesthetic.

I'd like to see this just because I think it makes sense.  I see no reason why the lesser Orruks wouldn't tag along to join in the Waaaagh. 

Showing my lack of rules understanding here but can this not already be done by just going destruction?

I know I'm slow but I still don't really get all this alliance and keyword and ally interaction.  Seems like needless complexity just to split factions up which in a lot of cases don't even have the models available to be full factions!  (used to play Ogres back in 8th and can't understand what happened to them in AoS at all, they are still on square bases in the garage because of that)

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4 minutes ago, paul7926 said:

I'd like to see this just because I think it makes sense.  I see no reason why the lesser Orruks wouldn't tag along to join in the Waaaagh. 

Showing my lack of rules understanding here but can this not already be done by just going destruction?

I know I'm slow but I still don't really get all this alliance and keyword and ally interaction.  Seems like needless complexity just to split factions up which in a lot of cases don't even have the models available to be full factions!  (used to play Ogres back in 8th and can't understand what happened to them in AoS at all, they are still on square bases in the garage because of that)

you can, problem is that we lose our units being battleline, and we have to take the regular orc tax (not to mention we lose smash and bash and +1 to charge)

That is a lot of tax and loss of benefit for not too much gain

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1 minute ago, Oreaper84 said:

you can, problem is that we lose our units being battleline, and we have to take the regular orc tax (not to mention we lose smash and bash and +1 to charge)

That is a lot of tax and loss of benefit for not too much gain

Thanks, I knew there would be a reason.  Also why it makes sense to have all the old 'Orcs' in one place.  Nothing to stop them still being able to be fielded as pure IJ or pure Bonesplitters or whatever if you want to tho.  You could easily swap the battleline requirements dependant on the leader you choose.

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I'd personally like to see Ironjawz just stay the semi elite army they are. 

Let the Grots have the horde title. 

Be patient. Their update will come. Probably sooner than later. They are pretty much the destruction posterboys. 

We'll get some new toys and tools. 

Im predicting we'll see some warmachines, some kind of scout/ranger/ranged type unit, and some Gore grunta heros. 

I firmly believe that if we got some upgrade sprues for brutes with some new weapon options that would go a lonnnng way. 

Id love to see a Troggoth unit added to us as well as it seems Moonclan are getting one. 

Then if a soup tome drops later on for a unified way to play all, thats cool too!

I know there's others that feel the same and GW continuously give hints that IJ are not typical "hulk smash" orruks and are actually pretty cunning, but I have always viewed them as heavily influenced by Urruk Hai from LotR.

 

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On 9/24/2018 at 8:57 PM, Malakree said:

Seeing @Chris Tomlin and @Sangfroid both being order traitors is sad :( Generic Destruction in 2nd place, and one of only two 5 majors is nice. I would like to see the list (@Donal?) but I suspect it has at least 180 grots....

It definitely looks like destruction is better than any specific allegiances.

In my defence I lent my Ironjawz to @domus as he had travelled over from America and he managed to place best destruction meaning Da Ghostwulfz have retained it for all three years of FHGT I was a very proud megaboss on Sunday ?

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5 hours ago, Vasshpit said:

I'd personally like to see Ironjawz just stay the semi elite army they are. 

Let the Grots have the horde title. 

Be patient. Their update will come. Probably sooner than later. They are pretty much the destruction posterboys. 

We'll get some new toys and tools. 

Im predicting we'll see some warmachines, some kind of scout/ranger/ranged type unit, and some Gore grunta heros. 

I firmly believe that if we got some upgrade sprues for brutes with some new weapon options that would go a lonnnng way. 

Id love to see a Troggoth unit added to us as well as it seems Moonclan are getting one. 

Then if a soup tome drops later on for a unified way to play all, thats cool too!

I know there's others that feel the same and GW continuously give hints that IJ are not typical "hulk smash" orruks and are actually pretty cunning, but I have always viewed them as heavily influenced by Urruk Hai from LotR.

  

I believe there is more than a handful of new models that could be released for Ironjawz and still remain in the theme of the army.   Though I would like to stay semi elite, I really wouldn't mind a cheap chaff unit (cheaper than gruntas/ardboys) like general greenskin orruks or even some kind of beast.   Seems like there would be more beasts incorporated in the army since we come from Ghur.  I would love a warmachine of some kind, a scout type, and the gore grunta heroes as you have proposed.

I agree with the notion that they should/could be cunning.  Or slap another thought in there like "fights dirty".   Something.   Just saying "all they do is x" is bland, especially when compared to other factions.

Different cheap caster would be nice. I love the Fungoid, but wish we had an Ironjawz equivalent.  The one we have seems to be a higher level caster who is deep in the dangerous Waagh! Magic that blasts those around him, while also having a fear of being alone.

I feel with all the pokey bits coming off our armor we should do damage to the enemy when they attack us(or the chance to).  Or at least have a figure that does that.  I'd love to see a figure (beast?) covered in spike armor that is sent in as bait.

image.png.c93fb747e2fe6e10727de9ce79b56d59.png

 

Even if we do not get new models, I am hoping for a new battletome or a tweak of some kind. 

Edited by Superninja
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I think a Megaboss on a gruntas is a given. Would be really nice too to have a more midrange model (like in the 240 point range) with same attacking power but more mobility and better waaagh range, and could give a reroll 1 bubble of something to Gruntas instead of brutes!

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2 hours ago, novakai said:

well if they release AoS 3.0 and it isn't Stormcast vs Ironjawz (or any force of destruction) I think we can riot at that point in time.

I wouldn't be surprised if they get there and decide that what's needed is a stormcast civil war so they can open 2 new chambers at the same time....They really need to make Grand Alliance: Stormcast it's own thing and stop messing around pretending it's Order. 

Have each of the chambers with their own units and allegiances.

  • Extremis with Dracoths as Battleline and all Dracoth/Stardrake units part of this chamber.
  • Strike Chambers with different Elite units as battleline depending on what your general is. (Prosecutors, Judicators or Paladins)
  • Vanguard Chambers actually making Vanguard Hunters for their battleline
  • Sacrosanct Chamber being pretty obviously the new stuff.

Then have the Broader Stormcast Allegiance which only has access to Liberators as their battleline, this would stop all the crossbuffing ****** which goes on in the stormcast faction while adding more depth and choice to each of the chambers. Suddenly if you want to use a mounted Lord-Celestant you're either putting 3 units of liberators on the board, a 300 point battleline tax and losing your specific allegiances, or you're playing as Extremis.

You then have Staunch Defender be a command trait for the Strike Chambers so that a generic GA:SC can't actually run it.

Edited by Malakree
I should make a pirate themed force to reflect this salty megaboss post!
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10 hours ago, Malakree said:

 

Have each of the chambers with their own units and allegiances.

  • Extremis with Dracoths as Battleline and all Dracoth/Stardrake units part of this chamber.

 Suddenly if you want to use a mounted Lord-Celestant you're either putting 3 units of liberators on the board, a 300 point battleline tax and losing your specific allegiances, or you're playing as Extremis.

 

As someone who actually plays strickly Extremis chamber(as much as I legally can) this would make me sooooo happy !

 

But back to my Ironjawz.

I got a 1500 point 3 game local tournament comming up in November. This will be my first tournament and properbly some of the first battles I'll have with Ironjawz. So my big question now is; Mawkrusha or formation? or neither? Seems like at lot of points out of a 1500 point army..

Edited by Thenord
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7 hours ago, Imperial said:

Yestarday i tryed Megaboss on foot with Thermalrider Cloak (+4 move and fly). He easy catch up unit of brutes what i moved with Mighty Destroyers

i am prepping for a 2k tourney with this dude as the 2nd artifact holder, got a lil prep time to practice but nice to hear that he has some use.

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8 hours ago, Imperial said:

Yestarday i tryed Megaboss on foot with Thermalrider Cloak (+4 move and fly). He easy catch up unit of brutes what i moved with Mighty Destroyers

I think it's the best way to use the footboss. Make him super mobile and he can get easily get to the back row killing small heroes, getting stronger in the process. Didn't get the chance to try it unfortunatly

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1 hour ago, broche said:

I think it's the best way to use the footboss. Make him super mobile and he can get easily get to the back row killing small heroes, getting stronger in the process. Didn't get the chance to try it unfortunatly

WIth cogs and artefact he got 10" move. With 4+ save from mortal wounds on Maw from aqshy artefact it's nice combo. 

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Just now, Imperial said:

WIth cogs and artefact he got 10" move. With 4+ save from mortal wounds on Maw from aqshy artefact it's nice combo. 

This is what i'm running, the real question is to whether i double down on resilience and go ironclad....or give him PotW for reliable Waaaaghs....

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6 minutes ago, Oreaper84 said:

This is what i'm running, the real question is to whether i double down on resilience and go ironclad....or give him PotW for reliable Waaaaghs....

I think you go resilience tbh. If you aren't running the broach then prophet tanks in value. Especially if you don't have at least 3cp on first turn.

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I would not even bother with cog. Having the Maw at 12'' flying and Footboss at 8'' give you 2 flying threath. At 8'' and fly Footboss is garantee to see action in round 2. His base is relativly small so it's harder for your opponent to deny him space he need to attack.

problem is that with the cloak he's not that killy, he will probably need 2 turn to kill most heroes...

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So Da 'Eavy Fists got another victory tonight in a 2k game against Fyreslayers. We rolled up Take and Hold and I was a bit nervous as this guy was new to the FLGS and I'd never played the dwarves before this. I was trying a list with no battalion and more bodies. I ran the following: 

Cabbage - Ethereal Amulet

Warchanter: General, Prophet of the Wagggh

Troggoth Hag

Ard Boyz x30 - shields x10, double weapons x20, drummer, banner

Brutes x5

Brutes x5

GG x3

Ironskull's Boyz

Cogs

 

My opponent finished deploying first and gave me first turn. I moved up cautiously, repositioned some and tried to cast cogs. He had an auto dispel ability that he used and that was the end of my turn. He moved up, did some shooting with doubling his range and that was the end of turn 1.

Turn 2 he won the initiative and took the turn. He buffed up his units to have 2+ rerollable saves with an additional ward save, which I had trouble pushing through all game. He did some more shooting and had a failed charge. I pushed up with my units and charged in my 30 strong unit into one of his 30 strong units, cabbage charged into a small 5 man squad and 1 unit of brutes got in. Pigs failed their charge and I didn't burn a CP to reroll, as I wanted to use both on waaagh rolls. Hag moved up on the center objective and I kept the second unit of brutes back. Megaboss quickly wiped the small unit and the brutes proceeded to do nothing off smashing and bashing. I score my objective and the middle objective to take the lead on points. I was also able to get cogs off and I slowed down time to get the extra cast and rerollable save.

From here the game essentially came down to me tying his two big units up which clogged the board and his ability to get to the hag sitting on the middle objective. I won on scenario because of this, despite the fact that I didn't really kill much of his army.

Key take aways were don't be afraid to throw units into combat youknow you won't win if you can use the positioning to score points and win tge scenario. 

The 30 blob of boyz was great, as it held up the entire game.

Being ableto flat out ignore rend on the cabbagewas huge. It allowed me to play it even moreaggressively than normal and was a very good mental tool against my opponent. By the time he stopped fousing on it in his turn 3, it had soaked a lot of fire and only suffered 3 wounds thanks to mystic shield.

Again the hag was my MVP. She scored the most points being able to sit on the moddke objective, made the megaboss more survivable by casting mystic shield and ended up taking out his magmadroth all by herself in 2 turns.

Overall, a fun game and a great new player forthe FLGS. I did the miss the extra move from the ironfist first turn, but I feel we can't necessarily just brute force all our oppponents. We need to leverage our cunnin' more and try for the scenario. I must say though, Ironjawz are damn fun!

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