Had another game against Daz and his stormcast last night, and I have to say I struggled. Daz was running a stardrake and two units of fulminators list which with so little mortal wound output I couldn't deal with.
We played the mission with an objective in each corner and I suffered a minor loss with Daz controlling 3 objectives to my 1 at the end of the game.
Turn 1 Daz managed to charge the stardrake across the board and into my unit of 15 brutes and over the course of a few turns took them off. I even threw in a battle brewed megaboss to help them who also got dealt with easily. After these the drake then ate 10 ard boys who were guarding one of my objectives. I really don't know how I would deal with this in future the 0+/1+ armour re-rolling 1's and healing wounds on a 7 just meant nothing got through to it. Rend 1 didn't hurt it only stopped it healing and there doesnt seem to be enough -2 rend in the army. I tried a foot of gork to get some mortal wounds through but the fact the drake can alter spell rolls up/down by 1 meant I couldn't even get the spell off. Any ideas how Ironjaws deal with stardrakes?
On the other side of the board it was a better game, I got the charge off on the fulminators meaning they didnt cause me too much trouble. They held me up for a while but didn't do too much damage. However them holding me up for a while meant the stormcast won the war of attrition as the judicators kept firing into me while I was stuck in combat.
Rain of stars and the knight heraldors ability also snuck a few wounds off here and there and managed to take out a few of my characters.
Overall I am struggling to know what to do with the ironjaws now. Having played a few games I think the brutes are awesome but the army seems to solely rely on them. The megaboss can be good, but for me at least is too often hit or miss. I am also finding that my unit of 10 brutes with 2 hand weapons is just as useful as the 15 brutes with 2 inch reach weapons as they don't need babysitting by a warchanter and can still usually get all 10 in.
The ardboys are beginning to seem like a bit of a waste, in this game particular they just sat on my objectives all game and meant it felt like I played 360 points down. I probably should have thrown them forward with everything else however the movement of the stardrake, fulminators and the lightning chariot spell meant I didn't feel comfortable leaving my objectives unguarded.
I am also finding that I don't get the most out of my characters as 1 megaboss, a shaman and a warchanter are usually babysitting the unit of 15 brutes ensuring they get +1 to hit, re-roll 1's to hit and are mystic shielded. Beginning to seem like all my eggs in one basket.
Any ideas how to improve my list/ gameplay? my list at the moment is
2x megaboss, warchanter, shaman, 15 brutes with 2" reach weapons, 10 brutes with 2 hand weapons, 10 ard boys with shields, 10 ardboys with 2 hand weapons, 3 gore gruntas and the ironfist formation.