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Found 283 results

  1. Lord Panther

    Mixed Bag

    I've been pretty busy beavering away at all sorts of things. Here's a few new bits for the KO. An Admiral to lead them, the completed Gunhauler and a Knight Incantor in case I wanted to ally one in. I've also finished off a bunch of my Nighthaunt. The colour scheme I went with is kind of a mix between Peachy's and Mengel's. And last but not least, a decent pic of my Megaboss.
  2. It seems that every time I get a 2000 point army painted for AoS the rules change or the army gets a new book and I just don't have the motivation to paint a whole new list in the same colour scheme. I'd planned to start nighthaunt with the release of AoS 2 and take them to blood & glory, but having made a start I wasn't particularly enthused about painting or playing them and didn't feel like they were pushing my painting like I should be. However I'm a very slow painter so if I was going to do something new for b&g it'd need to be something low model count that was fun to paint to keep my attention. Ironjawz certainly seemed to fit the bill and also appeal to my haphazard playstylez so after some scouting for colour schemes 'Da Rusted Claw' was born. I've managed to pick a list which is only 7 units, and put together a schedule that may just be achievable so the race is on. Here's a photo of my test model and I'll update later with the rest of the first unit
  3. Hi all! I recently finished an orc blood bowl team commission for a mate (including some brute players) and liked the models and colour scheme so much I decided to start an Ironjawz army! With all the excitement building for AoS2, I thought it would be a perfect time to start mustering the waaagh! So far, I have a megaboss and the start collecting box and think I'll just let the force grow organically, no real grand plan as such. I really want to take my time on this army, make some characterful little conversions and do a nice paint job. I recently got 2nd best army for my Stormcast at SCGT2018 and would love to be able to take something totally different next year. So to get the ball rolling, I've started on a couple of characters. First of all,my megaboss, Hogga. I really love the model, but felt I wanted to add a bit more height to his profile. A megaboss has got to be seen by 'da ladz' right? I went for a boss pole - I still need to greenstuff bits to make the rope/chain banner supports fit and fill gaps. I'm not 100% on the head and left (his) shoulder decoration. The bloodletter skull is cool and all, but wonder if something else might help him stand out from the others - potentially a shield or helmet etc - thoughts appreciated! Anyone used different heads on their boss?
  4. Malakree

    Updating Ironjawz

    So I don't believe anyone who looks at the Ironjawz Warscrolls or Battletome would disagree that they are showing their age. This is thoughts on how to update them with both Quality Of Life changes, Bringing them in line with Modern Battletomes (Modernising) and just random thoughts which would allow for greater diversity of lists. With this in mind I'm going to go through and list what I see as issues within the faction. I invite you to get some cheese and biscuits to enjoy with this fine whine or maybe even contribute with your own favourite vintages yourself. This thread is to promote discussion, ideas and other weird things, feel free to call me an idiot, I'd do the same! Problems and Issues - (Otherwise known as WAAAGH why is Gordrakk so suck) Units Gordrakk - To expensive and it's questionable whether he is better than a normal MBoMK Megaboss on Mawkrusha (MBoMK Henceforth known as the Cabbage) - Strength from Victory is poorly worded Orruk Megaboss (Henceforth known as the Footboss) - Expensive, slow, mediocre ability, pays for a command ability you can never use Warchanter - Frenzy of Violence(Fov) is 1 unit for next combat phase only, probably undercosted, FoV stacking is a thing. Weirdnob - Expensive, Power of the Waagh! is badly worded, pays for Greenpuke which is bad, 120 points for 1 spell, needs 20 nearby orruks in ****** Ironjawz (???) Goregruntas - Gore-Grunta Charge is super poorly worded and almost never goes off, no -2 Rend option is awful, Jagged Gore-Hacka is ****** Brutes - Bravery 6, slow Ardboyz - Probably Overcosted, Slow, Orruk-forged Shields is ambiguous Battalions Brutefist - Overcosted, contradicts the rest of the ironjawz kit (Needs MSU), ability is limited range, situational and bad even if it goes off Gorefist - Probably overpowered, requires alphastrike (first turn) Ardfist - reliant on keeping WC alive, doesn't do anything in matched play, to expensive, still doesn't make you want to use 3 units of Ardboyz Weirdfist - Random, to expensive, vulnerable to hero sniping, overpowered if it ever works. Ironfist - Overpowered, required to fix Brute/Ardboy mobility issues, ends the moment Bigboss is slain. Bloodtoofs - Requires maxed Ironfist Ironsunz - Bonus can randomly not happen, requires maxed Ironfist, overcosted next to the Bloodtoofs Allegiance Fings an Stuff Mighty Destroyers - Far to random, normally does nothing, is overly restrictive, can potentially be overpowered as all hell if you get that 1/72 to grab the 18" of free movement on one unit. Ironclad - Is the only option, seriously everything else might as well say "makes your general sparkle" for how irrelevant it is next to this. Hulking Muscle-bound Brute - Doesn't affect the Cabbages attacks making it bad. Live to Fight - Doesn't affect the Cabbages attacks making it bad. The Golden Toof - Range is to short So this is a none exhaustive list which is basically everything I could think to cry (WAAAAGH) over. I'll now go into the three areas I said I would and try to cover everything I just listed. Fixing Wording One of the big areas in which Ironjawz show their age is the ambiguous wording of so many of their abilities. This section is basically going over those in order to make them clearer and not have bizarre interactions with current FAQ's. Most of these are neither buffs or nerfs, they are just solving things which have occurred due to the way the game has evolved since the Ironjawz were released. Cabbage - Strength from Victory The current wording of this ability actually makes it unclear as to who or when it's triggered. To summarize, because all damage resolves at once and technically your opponent picks how wounds are distributed he can, by assigning the "killing blow" to one of the Mawkrushas attacks, stop this from ever triggering. You could kill 100 heroes in a game with it's current wording and this buff would never go off. Weirdnob Shaman - Power of the Waaagh! This has become an issue because of the FAQ which says a model is always in range of itself, as a result the model is always it's own closest model, hence the mortal wounds from this ability are always applied to the shaman. Gore-Gruntas - Gore-grunta Charge This ability has a couple of different issues in it. Firstly is that it just measures to the closest enemy unit, whether or not you charge that unit, whether or not you CAN charge that unit. This makes it incredibly easy to disable. Additionally when it DOES trigger it doesn't actually specify when or how long the D3 damage lasts for. Theoretically getting a single charge which is more than 8" away from the opponent makes them deal D3 damage for the rest of the game. Obviously this isn't intended but RAW (rules as written) don't ever remove the bonus once it's gained. Ardboys - Orruk-forged Shields Yet another ambiguous rule. This is due to the specifics of the mortal wounds wording in the general rules which mean that technically they are "allocated" as normal wounds which means that the shields also get a 6++ against mortal wounds as well as normal wounds. In every game or tournament I have ever played this interpretation of the rules has been upheld, it is questionable though. Quality of Life Changes (QoL) So the first few Quality of Life changes are actually listed above in the Gore-grunta Charge and Weirdnob abilities. Both of these are hyper sensitive to positioning and other very minor factors to produce some horrible effects. The fact the mortal wounds on a double triggers irrelevant of having the buff is huge detriment to an already expensive character, being unable to decide which of the units near him receives those wounds is likewise very fiddly for some potentially devastating negative outcomes. The first of the QoL changes is both a buff and has huge effects across the army as a whole. As it stands at the moment every casualty is potentially another fleeing, a fleeing Brute is 36 points down the pan, due to the cost of the unit as a whole combined with the relative number of wounds and small unit sizes this necessitates the use of inspiring presence on the off chance they will take a casualty. When you consider how integral the Waaagh! is both lore and flavour of all Orruks, then look at the points tax we pay on the Cabbage and Footboss warscrolls for that ability it really brings into focus just how much this change does for the army as a whole. I cannot overstate how much this change is needed. For the next Combat Phase My number one issue with Ironjawz as an army. For some messed up reason our buffs, which aren't hugely out of wack, are the next combat phase only. Compare the Lord Castellant to the Warchanter for a stunning example of this. The Lord Castellant provides a buff which is not only significantly better but lasts until the end of the next hero phase. Points wise Lord Castellant is 100 points vs the Warchanters 80 points however his attacks, move and save are all strictly better. Another amazing comparison is all the different forms of Tzaangor which get a +1 to hit for just being 9" away from the shaman, a character who flies, unbinds and poops mortal wounds also just randomly provides your nearby units with a +1 to hit whenever. This is such a crippling difference it's unreal. The two big criminals for this in the Ironjawz army are the various "Waaagh!" abilities and Frenzy of Violence. Changing these to last till the next hero phase is both a Quality of Life and a modernisation change both rolled into one, modern armies just aren't released with "for the next combat phase". This then leads into three potential changes which will make as much of a difference as the Bravery increase of Brutes. As an extension to the QoL featured here there are also a couple of extra changes to the Warchanters warscroll which bring it more in line with the Lord-Castellant. Bloodtoofs and Ironsunz General Stuff The Final Note - An Olive Branch to Destruction The Maddness of Mork (or all those crazy Ideas I just really desperately want) Preface So this section is going to be less about the obvious things, which I've dealt with above, and much more throwing ideas out there over buffs, improvements, changes which alter and affect the remaining problems while trying to stick within the Theme and Flavour of the Ironjawz. I'll try to be logical in how I present it and save the most outright mushroom fuelled visions for last. PHASE 1 - Updating the unused areas of Ironjawz This is not the full list of what should go here, it is instead the parts of which could still be considered "sane". Gordrakk - The Big Boss himself. Ardest of the Ard, Fightiest of the Fight, Most Expensive of the Unplayable stuff. New Ability - Fist of Gork Gordrakk is the Undisputed Megaboss of all Ironjawz, when he calls forth a Great Waaagh! Megabosses and Warclans alike band together in a tide of unstoppable Carnage. As a Result Gordrakk can use his Command Ability even if he is not the General, instead of your General. In addition he knows the Mighty Waaagh! Command Ability from the Megaboss on Mawkrusha Warscroll. Strength from Victory - Updated Whenever Gordrakk (or Bigteef) makes an attack or uses which slays an enemy Hero, add one to his wound characteristic and the attacks characteristic of both Smasha and Kunnin'. In addition he counts as having suffered one less wound when consulting the Damage Table for his movement, Mighty fists or Destructive Bulk. This effect lasts until the end of the game and stacks. Save Improved to 2+ To keep him on par with the Cabbage save improvement below. Minor Points Cost decrease - 560 This still makes him 100 points more expensive than a standard Cabbage, however with the improved version of Strength from Victory and the new Fist of Gork rule he is now not only strictly better than a normal Cabbage but also fits well alongside one. Cabbage Save Improved to 2+ This is partially as compensation for the loss of Ironclad and a slight increase in his survivability. The Ironjawz equivilent to the Sigmarite Thundershield of the Stardrake. Footboss Waaagh! - Removed With the introduction of "Prophet of the Waaagh!" as a Command Trait this just needlessly increases the points of the Footboss. This is doubly true since he is generally not used in any larger game and in smaller games is more likely to throw Inspiring Presence than actually use his Waaagh! This just cleans up his warscroll. Go on Ladz, Get Stuck In! - Redesigned Any Orruk unit within 10" of an Orruk Megaboss may reroll failed Charge Rolls in the Charge phase. Ironclad - I told you it wasn't forgotten. Reduce the rend characteristic of all weapons used to target an Orruk Megaboss by 1, to a minimum of "-". This gives the Footboss a much clearer roll in an Ironjawz army while also making him more resilient as he slogs his way to combat. The restriction to charge phase charges is intentional because of the change to Mighty Destroyers down in the insane section. Allowing his ability to affect any Orruk within 10" also makes him a great allies choice or even an inclusion in a GA:Destruction army. He's such a fantastic model he really deserves to see more use. Weirdnob Shaman Greenpuke - No longer a Spell Weirdnob shamans channel the raw Waaagh! energy from Orruks around them. In the shooting draw a straight line 2d6" long from the Weirdnob. Any enemy unit this line crosses takes d3 mortal wounds as the Waaagh! energy bursts forth from the Weirdnob in a torrent of destructive green energy. If you roll a double when determining the range the Shaman takes a mortal wound after this attack finishes due to the violent Waaagh! ravaging their body as it leaves. Removes one of the shamans spells and instead turns it into a short ranged attack. This adds a slightly more reliable source of mortal wounds to Ironjawz while also justifying the Weirdnobs higher points cost compared to other wizards. Does so without giving him 2 casts/unbindings a turn. Actually makes it worth bringing more than one in your Army. Gore Gruntas Jagged Gore-Hacka - Attacks Profile changed, Ability added Now only has 2 attacks but hits on a 3+ instead. When a unit of Goregruntas makes a successful charge in the charge phase, increase the rend of attacks made with a Jagged Gore-Hackas to by 1 to "-2" Adds a higher rend option which is conditional. The improvement to 3+ at the cost of an attack makes the choice here a serious consideration. Ardboys Minor Points Cost Decrease - 160/400 Makes them slightly cheaper than Brutes but slightly more expensive than Goregruntas. Generally makes them slightly easier to field with a 50 point reduction at max unit size. Should offset some other changes to be made down below, and the slight increase in warchanter points cost. Phase 2 - Descent into Shroom Crazed Madness So the three big things I haven't tackled so far are Ironjawz are still slow as ****** Mighty Destroyers Battalions This is ultimately because the three of them are so tightly linked. The changes that are coming up are all a consideration of this single combined problem. The Ironfist is mandatory, which makes Ironjawz technically faster than a bunch of other factions but has both a points tax and is conditional. As a result of the Ironfist Mighty Destroyers can't be to good or we will be zipping across the battlefield in a giant mockery of other factions cavalry. The only battalion worth anything compared to the Ironfist is the Gorefist because mobility is such an issue. Overall the problems stem from how much potential extra movement we get and how variable it makes us. To this end I think the first item to comment on is pretty obvious. Ironfist Organisation - Added Footboss 1 Orruk Megaboss (Footboss) 3-5 Ironjawz units. Ironfist Big Boss The Orruk Megaboss is the battalions Big Boss, add 2 to his wounds characteristic. This adds a 140 tax to the Ironfist in the form of a Footboss. Also makes him vulnerable to snipes but does give him the +2 wounds. Essentially a tax to increase it's points cost without just increasing the points cost. Brutefist Organisation - Added Footboss 1 Orruk Megaboss (Footboss) 3-5 units of Orruk Brutes Brute Big Boss - Changed Now called Biggest and Ardest: Add two to the wounds characteristic of the Battalions Orruk Megaboss. Green-skinned Battering Ram - Redsigned A Brutefist is a living tide of destruction which is impossible to stop. When you make a charge move with any of the units in this battalion they may pass across models and terrain as though it was not there. The unit must still end within Coherency and cannot end the move ontop of any other model. When a unit moves over any enemy units in this way, once per turn per unit, they may inflict d3 mortal wounds to that unit. Points Cost Increased to 220 points The double whammy of a 140 for the Footboss and 40 extra for the battalion will make way more sense after reading the redesigned Mighty Destroyers. Just trust me on that. This makes the Brutefist a way more viable option, allowing the Brutes to potentially bypass blocking units and get into units your opponent is trying to protect. It combines amazingly well with the updated Footboss and the extra 2 wounds on him brings him up to a staggering 9 wounds. Hopefully really opens up the choices and brings it in line with the other battalions we have available . Ardfist Endless Waaagh! - New Ability Add two wounds to the Battalions Warchanter. Drawn to the the Waaagh! - Redesigned Slightly The thundering beat drummed out by Orruk Warchanters draws Orruks from all across the mortal realms. Once per hero phase, while the Warchanter is still alive, roll a d6. You may add that many Ardboys, distributed as you want, to the units in the battalion who are within 10" of the Warchanter. Proving Grounds In addition to it's normal effects, any Ardboy unit with 20 or more models affected by the Warchanters Frenzy of Violence causes a mortal wound when they roll a 6+ to wound instead of it's normal damage. This makes the Ardboys in the battalion potentially throw out mortal wounds. However all the power of the battalion is concentrated into the Warchanter. Potentially makes an army of Arboys actually quite dangerous but is very vulnerable to hero sniping despite his now 8 wounds. Combined with the Points cost reduction on Ardboys should open up some fun fluff lists. Weirdfist As we descend further into the shroom fueled visions we get to the first one which is both potentially competitive and very out there in terms of rules. Organisation - Changed 1 Weirdnob Shaman 1 Unit of Ardboys Vortex of Waaagh! Energy This battalion must be deployed together and the Weirdnob is considered to be part of the Ardboy unit for the entire of the game, he must remain within coherency and cannot be targeted separate from the unit. The Ardboy unit gains the Hero, Wizard and Weirdnob Shaman keywords so long as the Weirdnob is alive. If the Weirdnob dies then the unit loses those keywords. Power of the Waaagh! When calculating the bonuses to casting and unbinding for the Weirdnob shaman instead calculate the number of models left in this battalion and multiply it by 2 to work out whether or not you get the bonus. Channel The Waaagh! When determining the range for Casting or Unbinding a spell you may do so from any model in the unit. If you do so that model is considered to be the origin of the spell for that Casting or Unbinding roll. Bloodtoofs Organisation change 1 Cabbage Either 1 Ironfist or 1 Brutefist (The battalion must include at least one Brute unit with 20 Models) Requiring the full strength unit of Brutes is a huge Swing in the dark. However with the change to the Brutefist makes this potentially an intresting choice especially when the +2 bravery is added on the increase to 7 on the warscroll itself. Requires a huge investment but since it doesn't need the full 5 units in the battalion it doesn't actually work out any more expensive. The primary cost increase comes from the 140 points required to get the footboss in either the Ironfist or the Brutefist. Phase 3 - Prophecies of Gorkamorka This is what I've been building up to here. You can no doubt see the references to it the whole way through and might have gleaned what I'm thinking of, it's definitely crazy though but has huge potential. This has a few huge ramifications and implications which I'll go through to really try and explain it in full. We have to note that because it occurs in the movement phase this means that it happens after the Ironfist movement, this is very important to avoid some very dodgy interactions and should hopefully keep the Ironfist from being mandatory. It also requires that the units be within 6" of a hero, this gives your opponent some counter play and requires tactical play to properly utilise all of which is important given the strength of the ability. Going through the warscrolls above I've been careful to try and stop any interactions with this which let you reroll or otherwise mess around with this roll. The only exception is the Brutefist which can use this to move through enemy units and inflict the D3 wounds, if they do though they won't be able to then inflict the mortal wounds later in the turn. The most basic usage of this is that you can choose, instead of using the movement listed on the warscroll, to make a charge move. For a unit like the Goregruntas this is potentially a very bad trade off, but for Ardboys it's an amazing options, the minimum move distance is 5" while the maximum is 15". It allows the slower parts of the Ironjawz army to move faster but slaanesh isn't going to suddenly be jealous of the faster elements. What makes this truly unique however is that you can declare the charge even if you are already locked in combat. This lets Ironjawz move through a combat like no other army out there, forcing your opponent to ensure that no holes in his lines open up which could let the IJ charge through and get behind them. Obviously this combines amazingly well with the new and Improved Brutefist, there truly is no stopping it as even if you lock them in combat they can just charge right through your unit in the movement phase dishing out d3 mortal wounds for your troubles. Another option is to have your Gore-gruntas declare a charge in the movement phase, if they roll an 8+ then it activates their d3 damage even though they are already in combat. Mighty Destroyers is now an ability which gives Ironjawz unparalleled mastery of the combat and charge phase, able to get round blocking units, quickly cover ground and get hold of things your opponent is trying to protect. Beware however, this IS a charge movement, deadly terrain will still ****** you and those sylvaneth wildwoods are even more scary now you can't destruction move to power through. Conclusion As I said at the start the idea of this is to start discussions. I tried to put the more sane and benign suggestions/changes at the start so they didn't get wrapped up in what is clearly a Gorkamorka blessed vision of what could be. I'll try and have a think about new units/heroes we could potentially add to the Ironjawz but I wanted to keep this post as a change to what is rather than asking for entirely new units. First thing which jumps to mind is a Weirdnob on Mawkrusha esque model but how to stat it or justify it is a whole separate post. Comment and discuss, maybe we can get Ironjawz the update they deserve!
  5. Gorks Pokin' Finger

    Da Bloodbreaka Clan

    Breaking the Chains Long ago, in Age of Chaos, the Skullthumpas were a prominent Orruk tribe that terrorized the mortal realms. Led by their brutal but cunning Warboss, Gorfang, the clan claimed victories against all they came across. They sacked the impenetrable Dwarf Hold of Karaz Zulfin, brought down Warlord Korkid Da Mighty and his IronSkullz boyz, defeated the Unending Tide of Skaven and Lord Zheed in the burrows of the Forgotten City, put the horse nation of Parravin to the torch, and slayed Daemonlord Thzadrith, a champion of Khorne. While Archaon’s forces spread their presence across the realm, the Skullthumpas continued to persevere against the legions of the Dark Gods. There were so many dead enemies that the Orruks would not have to resort to eating their Grot companions. Although, this did not completely stop the Ogre chefs from whooping up Grot Stew for da boyz. Alas, the Skullthumpas would eventually meet a grisly end at the hands of Chaos. A combined host of Khorne and the Legion of Azgorh ambushed the clan in the Valley of Hargth. The weavers claimed the valley was created when a massive stone-gargant fell from the skies to his death on this spot, littering the ground with large rocks and crags, perfect for taking an enemy by surprise. Despite their fury, Gorfang’s troops were torn apart by daemon blade and fell firepower. The warboss himself was wounded but survived. Much of the army was either sacrificed to the Blood God, while the rest were taken as prisoners by the Chaos Dwarfs, including Gorfang. Very few escaped into the wilderness, including Gorfang's second in command, Urgkash da Stompa. Gorfang and his surviving boyz were marched into the Realm of Fire to the cursed hold of the Chaos Dwarfs, Zharr Haraz. For years, the former warboss slaved away in the quarries of the slave pits beneath the hold alongside his fellow Orruks, as well as slave duardin and humans. All the grots had perished, but Gorfang and most of his orcs endured, plotting and planning for a rebellion. Eventually, they rose against their taskmasters, but it ended in failure. Despite being impaled by an Ironsworn halberd, Gorfang survived. As punishment, the Dawi Zharr began using the slaves as cannon fodder for their armies as they marched across the mortal realms. More orruks perished in battle or grinded to death in the slave pits, but once more, Gorfang endured. Throughout the years, his size and strength grew with each minor victory. He continued to plot for his next rebellion, but he received aid from an unexpected host. After seizing duardin slaves from the Ankor Volghar of the continent of Zarcosia, a mighty throng of the Stormbolt Clan marched into Aqshy and laid siege on Zharr Haraz. While the Chaos Dwarfs attempted to defend their hold, a regiment of Stormbolt Rangers infiltrated the slave pits to free their kin. They attempted to escape using a long-forgotten realmgate concealed during the seizure by the Chaos Dwarfs. However, the portal was too badly damaged as Dawi Zharr reinforcements began flooding the pits. Left with no choice, the Ranger captain freed Gorfang and his Orruks in order to fight off their slavers. Swearing an oath to free the Greenskinz, the orruks were more than eager to seek revenge after decades of enslavement. Using crude tools and smuggled weapons, the orruks turned the tide and slaughtered the fallen duardin. Gorfang himself slew the Castellan of the hold, Rhagrakki Burnfist. With his demise, so too did Zharr Haraz. While the majority of the Stormbolt Clan wished to do away with the Orruks as well, the Ranger captain's oath was fufilled, though with a compromise. Gorfang and his clan would be allowed to sack the hold, but had to leave into the realm of shadows. Zharr Haraz was then raised to the ground, for the taint of chaos had tainted its once proud halls and had to be purged in order to erase the grudge from the clan's Book of Grudges. As for the orruks, they soon banded together to create a new clan. They entered slavery as Greenskinz, but earned their freedom as Ironjawz. They would be known as the Bloodbreaka's, led by the orruk who kept them alive, fought and survived the worst thrown at him at the hands of chaos, Megaboss Gorfang da Immortal. Their quest for vengeance, conquest, and liberation of the mortal realms has begun. ___________ Greetings everyone long-time Warhammer player here since 6th Edition fantasy but I have loved how the game and community has grown since Age of Sigmar began. This is going to be my army blog for my mixed Destruction forces. It will mostly focus on my Ironjawz and Greenskinz, but it will also include Moonclan Grots and hopefully Ogors in the future. In this thread, I will update the progress and construction of my armies, write lore stories surrounding my characters/armies, and battle reports from my matches. Hopefully you all enjoy it and we can share our love for the hobby. --------------- GORFANG DA IMMORTAL From his time as a warboss, to the grueling years of slavery under the Dawi Zharr, Gorfang has emerged from the ashes of those pits a free Orruk, bigger, stronger, and more cunnin' from his trials. He has survived many close calls and grievous wounds in his life: avoiding slaughter at the hands of Khone's worshipers, withstanding the vicious environment of the slave quarries, persisting in the front lines of the Chaos Dwarf armies, as well as the final rebellion that won him his freedom. This has led his followers to refer to him as Da Immortal. Yet, Gorfang is not satisfied. During his years as a slave, the megaboss claims Gorkamorka spoke to him in a dream, telling him to start gathering the downtrodden clans and uniting them into a WAAAGH! to drive out the forces of chaos from the mortal realms. Recalling his time as warboss of the Skullthumpas, Gorfang has revived his practice of adorning his armour with the heads of his fallen foes. Each one tells the story of Gorfang's trials as an Ironjaw. The taskmaster Rhagrakki Burnfist's head sits next to the ogor Turokk The Hairy, whose raiding party was stomped into the ground after they betrayed the Bloodbreaka's while escaping the Realm of Ulgu. The scalp of the Aspiring Deathbringer Kalrak Bloodmarked hangs from the belt of Gorfang after his bloodbound were broken in a vicious battle with the Bloodbreaka's, retribution for their massacre ages ago. And the monster's skull that sits on Gorfang's right shoulder? No one knows what it was, only that Gorfang went on a raid into the Realm of Ghur and returned a week later with the skull intact, along with Urgknash and an army of Skullthumpas.
  6. This could easily be titled 'A tale of one (split personality) painter'. I love this hobby and pretty much every army and model. I have painted up a number of warhammer armies over the last few years and hope to continue adding to each grand alliance with this plog. Im also finally starting to play a couple of games at my local store in a path to glory with ironjawz being my first project. However I couldn't help but pick this guy up last Saturday. I havent got any of the new tzeentch stuff yet but may do once I have the ironjawz done.
  7. paul7926

    noob question about allies

    Dumb noob question I know but.... I know I can take some Gutbusters as allies to my Ironjawz. I checked because I still have some square based Orges from past editions that are already painted and sat in storage. (Tyrant, normal Ogres and Ironguts painted, leadbelchers and buther unpainted) The question really is not can I do it but is there any point? Can they do anything that can't be done by normal Brutes who would benefit from being Ironjawz in the first place? Kinda tempted to give those old models some more life but not sure there is any valid reason to do that.
  8. After advice folks. Is the attached image orky enough or is it too chaos like. It felt like a good idea but really not sure now. It's still work in progress so ignore all the missing details. Thanks
  9. Hanskrampf

    Allegiance Cards: Ironjawz

    Version 4.00.00


    Age of Sigmar started out simple enough. But the first General's Handbook changed a lot of things. Suddenly you could personalise a few things for your army with command traits for your general and artefacts for your heroes. Then dropped the first battletomes which included allegiance abilities. And the amount grew rapidly. Because I don't like flipping back and forth in my books for every other ability, I created some cards to help keep the important rules right at the table, beside your models. All cards are available as print files with 3mm bleed and cutting marks, as a 'web' version (for viewing on smartphones/tablets), US letter and DIN A4 printing sheet. each set contains: cover / card backside, Battle Traits, Command Traits, Artefacts, cards for spell lores and faction specific skills card size is 63 x 88 mm (same as Pokemon, Magic, 40k Datacards, etc.) language: English I tried to keep the original wording, but sometimes I had to abbreviate it to fit on the card without scaling down the font size. The rule intentions should still be clear. 'Dice' was continuously replaced with D3 or D6, 'wound roll' with 'To-Wound roll' (same for hit), 'Mortal Wounds' sometimes with 'MW' each set can be stored in a faction specific card box, with contents listed on the back (instructions) If you find any errors or have suggestions, please let me know. I had fun creating these cards and hope people will find them useful and have fun using them in their games. All rules, artwork and the Age of Sigmar logo © Games Workshop PLC These cards are for personal use only and you should always keep your General's Handbook and/or Battletome nearby to solve any conflicts from bad wording on the cards. These cards are only a playing aid and never could nor should replace an official publication. Please let me know if I have used anything you would like to be removed. Overview and changes
  10. Hello fellow Destruction fans! I recently came back to my once favorite hobby of miniature gaming, after not painting a single model or playing a game in about 7 years. Yeah, I know - a long time! Like the first real bite of enthusiasm to this noble pastime, the inspiration to pick up the brush again came in the form of a computer game. Back then it was the original Dawn of War, now it was Total War: Warhammer. GW really knows the power of licensing. Anyway, I used to play a pretty basic Orcs & Goblins army, so naturally that's where I picked things up again. Unfortunately, no matter how much I dug into the closets I just couldn't find my "metals box", a small wooden box that held all my painted metal miniatures. This means I started the hobby anew with no leaders and no war machines, but with a bunch of rank and file soldiers made of trusty plastic. Digging deeper, I did recover some unpainted metallic models, so all I had to do is purchase some more models and my army was ready to play. I had the first Vanguard game two weeks ago, with the following list. Orc Warboss on Boar Black Orc Big Boss Orc Boar Chariot 10 boyz with shields 10 boyz with two choppas 5 grot wolf riders 20 night goblins with spears (no fanatics because I found 2 of them only later) 2 speak chukkas The game was against Khorne Bloodbound and naturally, after making pretty much every mistake I could, I lost the game only in 4 rounds, losing every single mini on the board. Which - to be honest - was the result I was pretty much expecting, so no bad blood there. After the game I've made some more purchases, painted and converted some more models and here are a few of them to show for now. Next game is this sunday. We will be playing with the original GHB because we both wanted some more time to dig into GHB2017 before playing a game using it, so my list for the game (another Vanguard match) will be: Orruk Warboss on Boar (see I'm learning the new names) Black Orc Big Boss Moonclan Grot Shaman 20 Moonclan Grots with spears (this time with 2 fanatics, 3 netters and all the other bells and whistles) 10 Orruks with Twin Choppas 2 Grot Spear Chukkas 1 Aleguzzler Gargant The gargant I bought ready painted from a friend of mine who had been sitting it in the shelf for 10 years (he never managed to get his O&G army in a playable state). I'll see how the game goes, but my plans are to field a full 40 strong unit of Orruks with the new GHB, but not sure how I will fill out the rest of the battleline yet. I also bought a used wyvern boss which is currently sitting in paint remover. In the shelf there is also the starters of an Ironjawz army, but to be honest I'd like to get my classic O&G army to at least 1500 painted points before going for the Ironjawz - maybe except a unit of Brutes to mix in. My biggest beefs with the Ironjawz is that I don't like either the Megaboss or the Megaboss on Maw-Krusha models that much. Might be the Ironjawz will always be only sidekicks and allies in my army - unless GW releases some prettier generals for them. That's all for now. Sorry for the wall of text! Will be taking more shots of the models as they are completed/rebased/retouched for the new rise of my Warhammer gaming. Let the WAAAGH! go on!
  11. MeSmashDaNoobs

    Help with Ironjawz Lists / Allies

    This is 2 lists i've made and i was hoping to get some good advice or comments on what to to further evolve this into a more competetive one or just to hear your thoughts on what you like and don't. so too explain the thought process behind this in a very short review: 80 point wizard with Chronomantic Cogs to further help my dudes fly up the board + some MW spells to help around. Warboss + Megaboss to combine the command abilities to get 2 extra attacks. Guzzler because with MS i think it has got a place in this list (maw krusha to expensive) and i wanted some big support. Ironfist for the movement and som extra wounds. Gruntas and/or Ard boyz depending on you comments and critical views of one of the lists or both. Brutes because Brutes Da Best! warchanters are always good? 2 CP to start with and a variety of models to both have fun and smack som heads in. anything i've missed or something you've discovered in the new edition that could be good to know?
  12. Hedgehog39

    Surlak's mob

    "Oi, whot's 'ee talkin' 'bout now?" Grushnak looked up at the distant figure of Da Whisper. Like usual, the shaman was twitching and staring off into the realmgate that formed the basis of the Snowboyz' camp. He would occasionally mumble something that was dutifully repeated and shouted across by Zig'rut. "Not sure, boss. Sumfink about beasts." Surlak frowned, then coughed up a wad of phlegm and spit it out a good twelve paces. Not his personal best, but respectable. With a satisfied grunt, he turned his attention to the multicolored firmament of stars above the tundra. It was a remarkably clear night, with only a few shadowy clouds overhead. "Da 'chanter is sayin' dat Da Whisper knows when da gate is gonna open. It's gonna go to da realm of da beasts." Grushnak frowned and squinted at the boss. "So why'd ya ask me?" He was rewarded with a comradely thwack upside the head. Grushnak's skull was thick enough that the stars barely lasted a second before clearing. "Just wanted ta make sure I isn't goin' barmy. Get yer gear ready and get drillin'" Grushnak frowned but kept his mouth shut. The boss' plan sounded weird. Let the 'ardboyz go first? What kinda thinking was that? Still, he was only regrowing his tusks now, a week after the first time he'd brought his concerns up. With a snarl, he stood up and went about finding Gristle and his shield boyz. Taktiks, feh. ***** Surlak's mob is a squad of brutes with a surprisingly thoughtful boss who is plagued with bouts of Finkin'. They work more closely than usual with the 'ardboyz of the warband and do some strange things like "Movin' in formashun" and "keepin' ranks". It is only be sheer stubborn belligerence and frequent stompings of the orruks that question him that Surlak maintains leadership of the mob.
  13. Hedgehog39

    Surlak's mob

    Basic shade and highlighting on the first of Surlak's Mob of Brutes. I'm not entirely happy with the highlights on the armor, but it'll suffice for tabletop quality.
  14. So, can we use the command ability waaagh multiple times in the same action phase with one Megaboss, and get the effect (+attacks) multiple times? Example: megaboss spend 3 command points, waaghs 3 times, and in combat phase rolls 3 dice and give units in range +3 (or more) attacks.
  15. William Dickinson

    Da Bad Grinz - Ironjawz

    Hello there traveller, This is slightly overdue but alas here we are - Da Bad Grinz - I won't lie, it took me a lot longer to come up with the name (In fact it came to me one particularly unpleasant night during some sort of fevered dream state) than I care to admit, I'm quite particular about naming things so I don't want to commit and decide to change in a months time! Similar to other topics of this sort I'll be posting progress as well as thoughts and questions to those of you who have more answers than myself. As such any feedback or help you are willing to offer - please do! I'll also make an effort to comment on certain things I struggled with and any solutions I found so that others may benefit. My Ironjawz consist of a start collecting box, a Weirdnob warband, a black orc big boss I recently acquired and another unit of brutes that is constructed of other models within the GW and FW range. Another thing I don't care to admit is how long it has taken me to assemble all of this, it seems I'm quite slow and overly thorough with mould lines, even going as far at times to scrape edges when I know they're there but can't see them. Anyway time to attach some bad pictures of grey plastic dappled with milliput as I'm currently in the process of filling every gap that I can see, probably making more of a mess in the process. This is Megaboss 'Daddy' Waaghbux - Not 100% on the name but it makes me chuckle. Apologies for the blutac, I haven't attached his hands as I want to magnetise them both for future ventures, and the skull parts too as I'm in the process of sorting any gaps first. Also different head on this guy which was fun and satisfying to do. Here we have my Weirdnob who has no name, probably because I like calling him a Weirdnob. And my Warchanter Garth whose chest pieces caused me an absolute nightmare as I decided it was a good idea to glue them together so sub-assembly purposes, in the end I've pinned both and drilled his nips ( managed to go straight through one chest piece with my drill which was rad cool) Brutes, they were all a dream as I was able to stick their chest pieces together separately for painting purposes, and still manage to wriggle them into place for when I do eventually glue them. All apart from peg leg there second from the right, he's the only one who won't do that and as such I've had to leave his chest pieces separate to get them in - which is why they look weird propped up in there. Okay so technically I've lied, I have only constructed five out of my fifteen 'Ardboys. I plan on having them all with two single handed weapons, and I'll probably get another Weirdnob Warband to round them out to 20 'Ardboys and for the other Brutes too. I've also decided not to bothwe with any Milliput goodness on these guys as I'm going slightly insane with it, and also the joints aren't bad at all, none of them are over flat pieces of armour so I'm chill. Very Excitingly I've done a minor addition to my drummer and added a spare axe to his back for cool factor and also so he legitimately has two weapons. I've used two small lengths of wire and twisted them tightly using an electric drill to get this rope effect, and after a bit of manipulation I'm happy with the results. Gore-Gruntas are super super cool models, the number of gaps in their faces and undersides annoy me, as well as the backs of the riders themselves having lots of joints to fill, also on the two normal pigs the ears were fairly frustrating. In fact the one on the right didn't go in properly before the glue set so I've had to fill a couple of mm here and there around the ears but it makes no difference now. Also the boss has a second choppa, because he's the boss and gets an extra attack so it's fluffy or something. The weapon was an unused one from my Brutes and fit perfectly. And finally my rag-tag band of Brutes from across the realms. Featured as the Brute boss with claw and smasha we have Grumlok and Gazbag in the centre, the friendly Moonclan Grot offering emotional support in the bromance. Either side of Grumlok we have Badruk on the left and Grimgor on the right (Jagged Gore-Hackas), both direct descendants from their name-sakes (or so they tell everyone). And finally the two resin models from Forgeworld have yet to be named, for the one with the big axe (Gore-choppa) I'm thinking Ludwig 'Eadhunter, and for the one with the wyvern wing standard (Jagged Gore-Hacka) I'm thinking 'Blahblah Wyvernsmasha' or something along those lines. And that's it for now! I'm putting them all on Shattered Dominion bases, I'm looking to use a colour scheme that compliments their skin and armour. But this post is probably illegally long or something like that now so I'll stop here. I'm away for the weekend so progress will be slow for a while. I'm super stoked to get them on the table but that won't be for a long time yet as I don't want to put them on their bases until everything is basically painted. I've pinned all their feet for painting access and drilled some pieces of wood for them to sit on. Okay seriously I'll stop now, if you've read this far then thank you for feigning interest. Thanks team Will x
  16. I know this question has been answered lot of times, but I need some other Megabosses opinions and ideas on this specific subject. How and where do you transport your Ironjawz army? Luckily we have a relatively low count model army, but on the other hand we usually need to transport the Maw-Krusha and this cabbage is BIG and takes a lot of space. I've seen some options: - Foam cases: Battlefoam, KR cases... They look good, albeit a bit expensive, but they don't have an specific foam for the cabbage. - Victory Army case (https://shop.army-case.com/product/acase-victory-miniatures-case/) : Looks great, but it's expensive and don't know if i could fit all my army. If they fit, its a great option, cause so compact. - Handmade magnetized box: Cheapest option, but maybe the worst. Need to make it myself, look for components and worst look. So how do you transport your boyz? Some exaples or pics would be great. How tall is the Maw-Krusha? Have mine in the box unassembled and need to know his height to see where can I fit the cabbage. Thanks.
  17. So as the title say, what do u think about our new allegiance ability in firestorm? A new life into mixed destro list? I show up my own take on it: Allegiance: Stoneklaw's GutstompasLeadersOrruk Warboss On Wyvern (240)- General- Trait: Ravager- Artefact: RockeyeOrruk Warboss (140)- Great Waaagh Banner Moonclan Grot Shaman (80)Orruk Warchanter (80)Moonclan Grot Shaman (80)Moonclan Grot Shaman (80)Battleline10 x Orruk Brutes (360)- 2x Gore Choppas- Ironjawz Battleline3 x Orruk Gore Gruntas (140)- Ironjawz Battleline3 x Orruk Gore Gruntas (140)- Ironjawz Battleline10 x Savage Orruks (120)10 x Savage Orruks (120)10 x Savage Orruks (120)War MachinesGrot Rock Lobber (100)Grot Rock Lobber (100)Grot Rock Lobber (100)Reinforcement Points (0)Total: 2000 / 2000Allies: 0 / 400 and a second variant with more brute and less warmachine Allegiance: Stoneklaw's GutstompasLeadersOrruk Warboss On Wyvern (240)- General- Trait: Ravager- Artefact: RockeyeOrruk Warboss (140)- Great Waaagh Banner Orruk Warchanter (80)Moonclan Grot Shaman (80)Moonclan Grot Shaman (80)Battleline5 x Orruk Brutes (180)- 2x Gore Choppas- Ironjawz Battleline10 x Orruk Brutes (360)- 2x Gore Choppas- Ironjawz Battleline3 x Orruk Gore Gruntas (140)- Ironjawz Battleline3 x Orruk Gore Gruntas (140)- Ironjawz Battleline10 x Savage Orruks (120)10 x Savage Orruks (120)10 x Savage Orruks (120)War MachinesGrot Rock Lobber (100)Grot Rock Lobber (100)Reinforcement Points (0)Total: 2000 / 2000Allies: 0 / 400 Wich stratagem u think is the best? Considering u will have 1/3 chance of getting what u want wich will be ur first pick?
  18. Hedgehog39

    Trukka's Flattenerz

    Trukka is a hoary old chieftan who is a bit too old to really be more than surly about having to follow Da Whisper’s ravings. Although he’s getting on in years, he’s more than capable of putting the stomp on any who would challenge his authority. And getting to run down poor ****** is also fun.
  19. Deathseller

    New Ironjawz Player Needs Advices

    Hi guys! i am a new ironjawz player from China, got few questions about how to build my ironjawz army and which battalions should i use. Now i only have two start clollecting packs, since my budget is limited and the models here in China are pretty expensive, now i am trying to bulid a 1000 points list first. As far as i know, those ironjawz players in China, they love the gorefist so much! i can barely see any other battalions here, but i would love to have my army more varied, so i am here to ask for more advices about army list and battalions, i hope i do not cause any trouble here, this is my first topic and please pardon my English, thanks for reading these, wish you guys a great victory in battle! PS: i may not reply in time due to the time difference, sorry for that~
  20. Good morning all, I thought it was time I got a thread together to gather all my thoughts and progress on my Ironjawz army (perhaps branching into Destruction in a broader sense). I will be including modelling, painting, army lists, battle reports etc etc, I didn't want to do it as a separate blog or anything as I like the idea of keeping it within this Destruction sub forum (which for my money is the best part of the forum at the moment - some great chat, really enthusing me for this army). Hopefully @Ben and the Moderators are cool with this decision. As well as this thread, you will also be able to hear about my exploits on my podcast - The Black Sun. You can find all the most recent episode on this forum, or check out iTunes or www.theblacksun.co.uk - It's not family friendly like most of the other podcasts out there, but is entertaining I like to think. Also I am reasonably active on Twitter, and usually like to post photos of most my games etc. Follow me @the_black_sun I do actually have armies for all 4 of the Grand Alliances in AoS and whilst I am working on all of them simultaneously in various ways, I've definitely noticed my focus begin to increasingly shift towards Destruction. Disclaimer - when the Dark Aelves are released in whatever guise they may be, I am likely to abandon ship and spend all my time in the Order sub forum, being that they are my true Warhammer love, but for now, I'm all about the Ironjawz! I've always been a fan of Orks in Warhammer 40,000 but have never actually played Orcs & Goblins in WFB. So whilst the detractors and troggoths bemoaned the pseudo 40K look of the Ironjawz, I think for me this aesthetic really drew me in and got me going green. So I have already actually played a bunch of games with Ironjawz, having gone "all in", as they say, on the release, but these were all at 100 SCGT points and included a Magma Dragon just to make up the points (oh, and its pretty good!). I figured with the impending release of the General's Handbook, now was a perfect time to draw a line under what's gone so far and start afresh with the new system. We won't get into all the recent allegiance nonsense, you can read about that in other threads. Suffice to say, the Battleline "unlocks" for Ironjawz and the Destruction traits and artefacts make for a pretty nice combination. I'm not saying Ironjawz are going to be out there winning events (certainly not with me using them, if my abysmal results at Call to War are anything to go by!) but I am hoping and somewhat confident they can be competitive...and we have a pretty extensive thread on that right here in this forum! So this is pretty much just an introductory post for now. I have already painted some models (not as many as I would've liked); Megaboss Krunk, who can be found in the gallery and 5 Brutes. I will take some better photos and add them to this thread as soon as possible. I am reasonably happy with the level of the paint jobs and whilst not my best work, believe the army will look nice upon the table. I've intentionally kept the basing quite plain, though I am consider scraping off some areas and adding the flavour of the month; Agrellan Earth, just to add some interest. Using my 40K Ork bitz box I have been able to customise my models and this combined with some reposing has allowed me to make all 20 Brutes so far individual. Just a bit of a shame I got my Gore-gruntas after the Brutes as mixing in their Jagged-Hackas would've been super cool. Considering another 10 Brutes just for this purpose. This weekend (Thursday night to Sunday) I am attending Bossfest, a camping, drinking, gaming extravaganza. Whilst there will be various games being played, I am hopeful of getting in a good few games with Da Black Sunz, which will be the only AoS army I'll be taking. These will be my first games under the General's Handbook and will be played to 2,000 points using the Matched Played Battleplans. Many people in attendance will be practising for my 1 day event, Rain of Stars, which is removing the army restrictions and adding a sideboard (as the event is two weeks after the book drops), so we will also allow that over this weekend, therefore some of the armies I play may not be exactly true to the book. However, this should allow for some solid competition and really stress test the army. The list I use personally will be General's Handbook legal though. For now, my pool of Ironjawz models is; Maw-krusha (happy to use as Gordrakk or Megaboss), Megaboss, Warchanter, Shaman, 20 Brutes, 10 Ardboyz, 3 Gore-gruntas. I am not adverse to buying more though! 2 more boxes of Gore-gruntas are definitely happening after assembling some this past weekend - amazing models. It's worth pointing out that aesthetics are definitely a consideration to me in this army. Here is the list(s) I am currently considering for the weekend; Da Black Sunz - 2,000 points Gordrakk - 700 Megaboss - 140 Warchanter - 80 Weirdnob Shaman - 120 10 Brutes with Jagged Hackas - 360 5 Brutes with Choppas - 180 5 Brutes with Choppas - 180 10 Ardboyz - 180 Ironfist - 60 Total - 2,000 points Nice to hit the 2,000 points dead on really! That seems a challenge in of itself under General's Handbook. The main change I am considering is dropping Gordrakk for a baby Cabbage. The 180 point difference is nice as it allows another battleline unit - in this case Gore-gruntas (mostly just to get all my models on the table). If I wanna keep the big man in there, I can also include the Gore-gruntas by dropping 5 Brutes. What do people think on this? Seems small to me! I'll leave it there for now. This afternoon I'll add my thoughts on Command Traits and Artefacts! Thanks for reading, Chris