Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Search the Community

Showing results for tags 'ironjawz'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • TGA Community Rules and Announcements
    • New Member Welcome
    • Site Rules and Announcements
    • Feedback
  • The Grand Alliance Community
    • Age of Sigmar Discussions
    • Rules Questions
    • Narrative and Open Play
    • Underworlds
    • Warcry
    • Warhammer Quest
    • International AoS Communities
    • Age of Sigmar Champions
  • Organised Play
    • Events
    • Gaming Clubs
    • Age of Sigmar Rankings
  • Choose your Alliance
    • Order
    • Chaos
    • Death
    • Destruction
  • The Painting Table
    • Painting and Modelling
    • Gallery
  • Age of Sigmar Online
    • Podcasts
    • YouTube
    • Age of Sigmar Forums
    • Blogs
    • Facebook
    • Twitch
  • Market
  • Devizes & District AoS's General Discussion
  • Devizes & District AoS's Painting & Modelling

Product Groups

  • Dice
  • T-Shirts
  • Bad Dice TGA Events


There are no results to display.

There are no results to display.


  • Community Calendar
  • Events UK
  • Events Poland
  • Events USA
  • Events New Zealand
  • Events Canada
  • Events Australia
  • Events Singapore
  • Events The Netherlands
  • Events Sweden
  • Events Germany
  • Events Belgium
  • Devizes & District AoS's Calendar

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



About Me

Found 296 results

  1. Hi all I got into AoS just before Christmas, agonizing over whether to get the IJ start collecting box or wait a week for gloomspite gitz to be released. Old, out of date limited army or shiny new beautiful gobbos with all the modern features, if I could just be patient...? So here is my Ironjawz army. I've always had a thing for orks but the thought of painting so many models put me off, so having an elite ork army was brilliant! With the new ghb abilities I love playing them, the army is limited but that just makes it easier for me to work out how to use it. The colour scheme was chosen based on my love of vallejo magic blue, a paint that covers anything. I like paints that make my life easy and are nice and bright, and it seems to be the only way I can paint. My painting style (read: ability) tends to be quite graphic and cartoony, and I am trying not to get too hung up on details on an army for gaming rather than display. I've been trying to relearn Zbrush recently using the army as motivation and inspiration, and am planning to custom sculpt and 3d print some figures. So far I've got a fungoid shaman I do like and a megaboss that is pretty awful, but it's early days! Ardboyz, my plan was to have them stand out from the brutes by having soft highlighting on the armour where the brutes have sharper highlights on their beaten plates. The brutes were the first unit I painted and set the scheme. I love these boyz, my highlight was one unit of 5 killing 2 slaughterpriests and a bloodsecrator in one hit, while the second unit of 5 killed 3 khorgoraths in the same turn. I love smashing and bashing! Weirdnob shaman, built and painted the night before a tournament. Maw krusha inspired by my 2 tabby cats, and the one model I did want to put some love and effort in to. I love this big brute barrelling around smashing into things! My custom fungoids wip, they're currently painted to battle-ready standard waiting for a second pass to do them properly. The army ex-shaman and krusha. 1 unit of ardboyz, brutes, the gruntas and the shamans are just base coated and washed to be ready for a tournament until I get on to the highlighting proper. The army at the tourney, getting ready to smash some dirty rats. Ovjectives and vp dial I made, I've also done some orky combat gauges and range rulers, and am working on a dice tray. Next plan for the army is a second maw krusha (I have two cats, so need two krushas right?) and some more ardboyz, then wait and see if we get any new units added to the army. I also have some bonsplitterz allies to consider.
  2. Introduction In the primordial times before the Age of Myth and the coming of Sigmar, the mortal realms were forged, bound and molded by the magics they embodied. But in the aetheric void, the ash and embers of the reforging of the world-that-was came together to form the Shard Realms, a multitude of fragmentary worlds rendered into curious aspects by the debris that formed their mass, realmstone scoria and crystal fused into the essence of the shard realms creating strange fusions of magic that permeate the lands and infuse the environment, spawning creatures both fantastic and fel. The permutations of these fusions are endless, realms of fire and death burn in the void with a baleful glow, plains stalked by beasts of molten metal spawned of Chamon and Ghyran magic, cavernous deeps inhabited by shadowy beasts. These realms are only as limited as the realmstone that makes up their form, some only fusing a handful of types, to some riddled with debris from each of the realms creating a Shard Realm of infinite variety. The Shard Realm of Yss is such a place…... The Shard Realm of Yss Yss is a shard realm filled with a myriad of environments, from the mundane to the reality defying. A realm of ancient kingdoms and fresh frontiers, treacherous oceans and unfathomable subterranean expanses. As such, its inhabitants are as varied and colourful as the places they inhabit. In the Grunvale and its surrounding regions the Free People settled, building great cities and forging vast nations. In the distant west on the Al’Arkan peninsula, explorers led intrepid colonists from beyond Yss to settle the coastal regions, with powerful city states blossoming on the fringes of the great deserts, the vast savannahs, and primordial jungles. Amongst the alpine peaks of the Reach lies the great elven province of Ahmarha, its citizens hardy and pragmatic. In times of war, hunters, woodsmen, and pathfinders answer the call to protect their secluded alpine realm. In the north lies the the Uilebheist Plateau, a nest for all manner of primal horrors too terrifying to describe. And beyond that is the Sundered Veil, a vast stretch of lands tainted and misshapen by fel magics during the Age of Chaos, a realm of unnatural horrors. Gibbering men cavorting amongst the ruins of lost kingdoms seeking eldritch power and the patronage of abyssal beings. To the east of the Uilebheist Plateau is the Isle of Elthuin. An ash choked volcanic landscape with vast tunnels that lead deep into the under realms below. Few travel there, the stories of the Ashen keeps sane folks away. These are just a small number of the many realms, wild regions and savage hinterlands of Yss, there are many more to be explored and revealed. An endeavor I hope you will join me in…… ~Jhez Al’Waide, Explorer and Scholar at the University of Fyrdhathen, Professor of Psariology, Amphiviology, and Yssian History. Author of the “The Fulminous Kings: The Concise Lineage of Esel’s Royalty” and “The Spined Merwyrm: The Fisherman's Bounty”.
  3. 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.
  4. Version 4.10.00


  5. Version 4.11.00


    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
  6. 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
  7. I've been lurking awhile on this forum and have got plenty of good advice and inspirattion from everyone else, so I thought I'd post up my latest force, a new Ironjawz force that I'm doing as being from Ghur, Realm of Beasts. It started with the Underworld warband I got and enjoyed painting them, so ended up using them as the start for a small Ironjaws army. So starting with the Ironskull's Boyz that kicked it all off I then completed two units of Brutes, firstly with choppas The second unit with gore-hackas, led by a boss (big boss when running Ironfist) kitbashed from the warchanter. The idea being that i'll expand these to a unit of 10 in the future. The spare brute body was then used to make a standard bearer, which if I ever play with them may get used as an allied warboss with great Waaagh! banner Currently led by a Megaboss on foot And all of them together I've got some other bits that i'm working on, but only want to post up painted stuff to keep my motivation going.
  8. Salve First things first: english isn't my native language, so please pardon my mistakes. I try my best not to torture your beautiful language to much. I am thinking to start an ironjawz army as an alternative to my SCE. I realy love the models, with the exception of the Ardboyz. I know, they are the old blackorc models, but they just don't fit in the new esthetic of the Ironjawz. At least in my opinion. The worst part for me are the helmets. I want my Orcs to look the enemy straight in the eye, not to hide cowardly behind a slap of metal. And the groin protector. They just look like robots, with the legs spread so far apart. Do you know any good alternative models for the Ardboyz that fit in the Brute/Gore Grunta esthetic? Most models i found look to different, and/or there are just 2 or 3 different models, wich might look a bit boring in a horde of 10 to 20 Boyz.
  9. I have wanted to mount an Ironjawz Megaboss onto the Magewrath Throne for a while, sitting in that brooding, slightly slumped position you see Conan sitting in (or any of the Jarls in Skyrim...). Thing is, I am: a) paranoid about cutting him up and getting it wrong b) concerned that the angles will all be off c) worried that the megaboss is the wrong model So, in light of all of that, are there any decent tutorials or help that can be offered? I have scoured you tube and not seen anything that makes sense or fits what I am trying to do. Eventually I want to use it as the centerpiece for an armies on parade type entry of a cave of treasure and the armies about to march out to war. Or something like that. Any help, hints or advice would be appreciated.
  10. Hello fellow community members, Last night me and my brother played a 2000pts game of Ironjawz vs his new Kharadron Overlords army. While playing we came to a disagreement regarding two rules that seem to counter each other in both our armies - Ironjawz' Smashing and Bashing and the Arkanaut Frigate's Bomb Racks: Smashing and Bashing reads: "In the combat phase, after a friendly IRONJAWZ unit has made all of its attacks, if the attacks made by that unit resulted in any enemy units being destroyed, one friendly IRONJAWZ unit that has not yet fought in that combat phase can fight, instead of doing so later in the phase". Bomb Racks reads: "If any enemy unit ends its charge within 1" of the Frigate, it can drop Detonation Drills (...). On a roll of 4+ the enemy unit cannot be chosen to pile in and attack until all other units have done so". In my charge phase, I have charged my 10 Brutes into his Frigate, and he managed to drop Detonation Drills on them. In the following combat phase, my Megaboss on Maw Krusha has destroyed one of his other units, thus triggering Smashing and Bashing. Question is: Can I choose my Brutes to benefit from Smashing and Bashing in this circumstance, and swing into the Frigate, as they have not fought yet that phase? Or do the Detonation Drills deny S&B , because the Brutes "cannot be chosen to pile in and attack until all other units have done so"? We ended up with my Brutes going last per Bomb Racks ruling, although admittedly it felt meh to have your allegiance ability be completely denied by a warscroll rule. What do you guys think was the right thing to do here? First post ever here, so I'm sorry if it was lenghty. If the question was answered in another thread, please do share a link!
  11. Chris Tomlin

    Megaboss on Maw-krusha

    Commission job to match my Black Sunz colour scheme. Full army pics in my thread (search “The Black Sunz”).
  12. Chris Tomlin

    Megaboss on Maw-krusha

    Commission job to match my Black Sunz colour scheme. Full army pics in my thread (search “The Black Sunz”).
  13. Chris Tomlin

    Megaboss on Maw-krusha

    Commission job to match my Black Sunz colour scheme. Full army pics in my thread (search “The Black Sunz”).
  14. Chris Tomlin

    Megaboss on Maw-krusha

    Commission job to match my Black Sunz colour scheme. Full army pics in my thread (search “The Black Sunz”).
  15. We walk de foot a de movnten. We scovr de lands fer pillage an plunder. We fite dose in ovr vey - de walkin ded men from de sovth, de ritechus umens from west, de hords ov demons from de summit a de movnten, de oger berberiun tribes sharin ovr lands. Befor de movnten blew up, de Northern Steppes was land ripe ov tunder life, ov gruntas an mornfang an mity beasts. Den de summit brovk an de hordes ov demons pored into de world, an de steppes became Dreadlands. De towns an settelmens was razd an the land became barren. But we will not surrender. We fite. We paint ovr armor in de warpaint ov demons. We bekom de enemy an take de fite to dem. We are de Neona Dēmons ov de Dreadlands, an we will fite until dees lands are ovrs an ovrs alone. THE STORY SO FAR. Back in January, I was participating at the Norwegian national championships with my Sisters of Sigmar. That didn't end particularily well, at least in terms of gaming (I placed 19th out of 24 overall), but I did win best painted army, which we all know is the real prize. For game 4, however, something happened. My life changed. I was up against a double cabbage pure Ironjawz list, and I was utterly destroyed. He double-turned me between one and two, and by the end of turn three I was wiped out to a (wo)man. It was glorious and thanks to a combination of an amazingly sporting opponent, some really cool dice moments and just being awestruck by these ****** orcs, it remains, to this day the single most fun game of Age of Sigmar I've ever played. We shook hands, and I asked if I could borrow his battletome for a gander; five minutes later, I was at the tournament store, getting my Start Collecting Ironjawz box. After the prize ceremony, my opponent came up to me, asking how I planned to paint my Ironjawz to defend my title next year. "Pink," I said. "Grimdark and pink, with lots of checkers." Laughs were had, Facebook contacts were exchanged, we went our separate ways. Which brings us to the current. The Neona Dēmons are now fast becoming a reality. Pink orcs are happening, ladies and gentle men, and for this, my 100th post on the TGA forums, I am starting my new army thread with photos of my progress so far, to function very similar to @Chris Tomlin's thread - document games and modelling progress as I go along, to both encourage myself to work faster and play more games, and document my progess onwards to next year's tournament. So without further ado... WARCHANTER. This was the test model. There are things about him that I'm not entirely happy with (the Mordheim tufts on the base, the depth of the brown wash on his stikks), but overall, I like him well enough to not be bothered to do anything more with him. I can always paint up more, it's not like I won't have spares lying around from all the Start Collecting-boxes. BRUTES. With the Warchanter done and my colour scheme set, I went out to model some Ardboys, only to put them aside and paint Brutes instead. Because the Brutes kit is just too damn awesome and I wanted to. I got some proper winter tufts from a modelling shop that looks far better on the bases, which I will keep using throughout my army (I might scatter in one or two Mordheim tufts here and there on larger bases, to break up the monotone colour and make the Warchanter look less out of place). These ones are with Jagged Gore-Hackas and will likely be the unit I expand upon into me 15-strong Megabrutes eventually. UPWARDS AND ONWARDS. I'm an abysmally slow painter, and I refuse to play with unpainted models, which means updates will be a bit slow. I try to aim for about a unit per ten days or so, give or take, and a character for every two units I paint, to reward myself. Currently on my painting table are ten Ardboys with twohanders: Apart from the banner bearer, they're all recess shaded and ready for highlighting and battle damage, and after that I only have to do the checkers, steel, leather, wood, cloth, skin, eyes, bone and teeth, banner... yeah. You get the idea. After that, I'm painting a Megaboss on foot, then three Gruntas, before another five Brutes will take me to a flat 1000 points for actually playing some games. Seeing how my regular opponents will primarily be Sylvaneth, Khorne and Bonesplitterz, I reckon I'll have a steep learning curve... I also plan to make a step-by-step painting guide for how I do these guys once I get to the Megaboss. For now, however, I'll get back to painting. Finally, a big thank you to everyone in this section for being awesome and inspirational about the Ironjawz. I've genuinely not had this much fun working on an army for as long as I can remember.
  16. Hey! Im gonna play a 600p death match against a friend soon, we both are new To The game so i thought i would ask you guys for a good list! Models that are available: 1 Mawkrusha 5 brutes 20 ardboys 3 gore gruntas 2 warchanters 1 wierdnob 1 fungoid cave shaman 1 aleguzzler gargant Is it worth picking a battalion for such a low point game? Thanks in advance!
  17. With Greenskinz most likely getting squatted (or somehow getting a hidden rebox....yea probably not likely) I just thought of some (probably) imbalanced ways to give them a proper orcy allegiance (well it's more like IJ revamp with normal greenskinz being the cheap chaff, but chaff that can pack a punch!). Basically boils down to massive point cuts, buffed bravery, revamped artefacts and traits, magic and prayers. It's not too well thought out, I basically replaced IRONJAW keywords with ORRUK for example. It is probably way more OP than I think it is but this was more of a thought experiment. In memorium of the OG Orcs, I mean come on how can you look at this art and not feel bad the old orcs are going the way of the old gobbos! The Orruk Waaagh’s of Gorkamorka (Faction Keyword: Orruk Waaagh) Made up of Greenskinz and Ironjawz Allegiance Abilities Command Traits Orruk Traits (so both greenskinz and ironjawz) Ironjaw Traits Orruk Artefacts Shaman Artefacts (Wizards only) Ironjaw Artefacts Lore of the Big Waaagh! Prayers of the Waaagh! (All Prayers last until the start of your next HERO Phase) Points Misc Rules Terrain Haven't really thought of endless spells yet. I guess the Foot of Gork can become a proper ES.
  18. GreenGoblinStudio

    Grimgor Ironhide

    My favourite model growing up as a kid! Manage to track one down, in the background are my old converted Black Orks Available for commissions www.greengoblinstudio.com

    © GreenGoblinStudio

  19. Hi Guys, I have only very recently dived into AOS both with the models and gaming which I enjoy very much so far picking up the Ironjawz as my main army focus. I am looking at building towards a sizeable WAAAGH! of 2750 points mainly to play with my small group of friends, I have so far played at a maximum of 1260 (winning every game I might add) but something feels off since I am using a mostly unpainted army. The paint scheme I have gone for is pretty much the Bloodtoofs as when I first saw the Ironjawz models I immediately decided on red armour and yellow details (A scheme I had used long ago on a few 40k Orks). Now I'm the kind of person who doesn't want to just follow the existing fluff to the letter and would rather my army have their own fluff so my current Idea is that several fists of the Bloodtoofs led by a particularly strong and impulsive Megaboss have broken off from the others to rampage in the Ashlands of Aqshy smashin' against the forces of Khorne for endless fun! (I may be slightly inspired by the story of Tuska Daemonkilla from 40K) Anyway! the point of this is to post painting / modelling progress for my army ( C&C very much appreciated) and to expand the fluff taking opinions into account. Now lets start with some pictures of my Footboss which is so far the only painted mini in my Ironjawz collection, I do feel as though I probably should have painted some brutes first for practice but I was so darn excited!
  20. 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 EDIT: So I made it to B&G, and although looking back on the army now and comparing it to the stuff that I am painting now to add to it, the original 2k definitely looks a bit rough and ready, I'm chuffed I did it in 2 months essentially. I've bought a cheap and cheerful light box to allow me to get some better photos, so I'm updating the first post with some actual photos of the finished army.
  21. Da Black Jawz I should probably find a more Orruk version of Black for the name, just Blak perhaps? Anyway lets see if I can get some motivation together to actually see this project through to its completion? I have been very much a hobby butterfly since Age of Sigmar dropped. As I have almost no local players it has been tough to stick to one project and I have just been jumping from one unit or model to the next as I saw fit. For the year before Age of Sigmar dropped I had been collecting and painting a huge Destruction army. I am not yet brave enough to rebase it, especially as I would need three hundred bases. Who knows it may eventually happen. What I hadn't painted yet was my Black Orcs. Now that they are 'Ardboyz I took them out and just started painting. I am trying to keep it quick and simple so that I don't lose motivation. The models are great and so that has helped enormously when it comes to the painting. I haven't rebased these guys off of their square bases just yet as I don't know what way I want to do their bases. My order forces are all based on a ruined sigmarite temple theme but that doesn't fit here and I want something a little easier as the greenstuff bases takes ages to do. I have done forest bases to death at this point and while I like them I think I need something else. What I definitely won't do is snow. I hate snow bases, they invariably look poor and I also don't have any snow terrain.
  22. 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.
  23. 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?
  24. 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!
  • Create New...