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About Me

  1. So I've recently finished collecting my Ironjawz starter army and want to expand. I don't feel like buying a new battlebox for the Kruleboyz but Bonersplitterz seem a simple addition to the army. I'd be playing at 1000 to 2000 points and I was wondering if anyone could help me with what to buy and how to run it. Thanks!
  2. Just wondering if anyone has any decent 1000 point Ironjaw lists for 3rd edition. I have all the models bar gordrakk. Not many ardboys though
  3. Anyone got some nice Ironjawz 1000 point lists I could use? I have two SC boxes, a maw krusha a box of ardboys, and a box of brutes
  4. Ok so: I'm an kinda new player and I'm currently using Ironjaws as my army. My usual list consists of: Bloodtoofs MK Warchanter Ardboys x10 Ardboys x10 Piggos x6 Ironfist Battalion Command point 1500 points But the thing is I'm a stickler for lore-accurate stuff and of course ardboys aren't real Ironjaws canonically just orruks that follow them round, so what I want is to add a squad of brutes into the army without going over the 1500 point limit my friends usually use. What do I change? Is the MK using to many points? And do I use normal brutes or Morgoks Krushas instead? (pricing stuff my budget isn't much) I also have a 2k point list I could add that I need help with if you can be bothered. Many thanks
  5. © @spouik.painting

  6. © @spouik.painting

  7. © @spouik.painting

  8. Hey all, I decided to switch to Destruction as my main faction when COVID hit, so I figured i'd need a place to put up the photos of what I've done, mainly to stop me from carpet bombing the club chat with every small bit of progress I'll start with my latest army, my Ironjawz. I converted 30 Ardboyz from Blood Bowl orcs with savage orruk weapons and headswaps from Brutes, 40k and Savage Orruks so they matched the Brutes and Savage Orruks better (for when I run Big Waaagh). They were converted slowly as a break in between painting Savage Orruks, but I managed to get 30 Ardboyz, 15 Brutes, 3 Warchanters, Mawkrusha and a Megaboss on foot painted in 2 months which is not something I usually do The Battle Tortoise has taken a load of time to get finished, but I'm well chuffed with it. I've got 6 Goregruntas in the works based on Dragon Ogor bodies and Hydra heads, Blood Bowl Black Orcs as riders. My aim for March is to get these finished but I'm in a bit of a hobby lull this month.
  9. Hey! 1st ever Ironjawz list. I like the idea of a fairly low model count army that's all about the charge. Plus I love the Gore Gruntaz models. Allegiance: Ironjawz - Warclan: Bloodtoofs Leaders Orruk Megaboss (140) - General - Command Trait: Get Da Realmgate - Artefact: Quickduff Amulet Orruk Warchanter (110) - Warbeat: Killa Beat Orruk Warchanter (110) - Warbeat: Get 'em Beat Orruk Weirdnob Shaman (120) - Artefact: Great Green Visions - Lore of the Weird: Brain-busta Battleline 9 x Orruk Gore-gruntas (480) - Jagged Gore-hackas 9 x Orruk Gore-gruntas (480) - Jagged Gore-hackas 10 x Orruk Brutes (260) - Jagged Gore-hackas 5 x Orruk Brutes (130) - Pair of Brute Choppas Battalions Ironfist (160) Total: 1990 / 2000 Extra Command Points: 1 Wounds: 160 So here's my thinking - The big gruntas units get buffed by the Warchanters and head forth to lay waste. The Bloodtoofs artefact let's me teleport one for free too. The 10 brutes follow up to mop up and take on any bigger multi-wound units. The 5 brutes mainly hang back to hold home objectives and go where needed. The shaman tries to generate more CP and spits out some MWs. There is an alternative version that simply has 12 Gore-gruntas instead and a Megaboss on Mawcrusher. Idea remains the same except the Mawcrusher also lays waste. Any feedback welcome!
  10. 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?
  11. 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.
  12. Hey everyone, I'm working on finally painting a Start Collecting box I bought way back. I think i have the armor and skin sorted, but I'm not sure about the Gore-Grunta. The armor is Mechanicus Grey darkened down a bit and the details/flames/etc are wazdakka red. I'm not sure if I should go really dark for the fur to contrast or maybe really light. The base will be in dark browns and the intent is that these guys live in Shyish. Does anyone have an idea for what color would go well with the Orruk's paint scheme?
  13. So, I'm looking to expand my Ironjawz to a competitive 2k list but I'm not 100% convinced that a pure Ironjawz list would be efficient due to the lack of ability to inflict/resist mortal wounds and model count. The list I think will be most efficient is below. I chosen this to maximize speed and the characters unit buff abilities over the classic cabbage option you see out there. Leaders Orruk Megaboss (140) Battle Brew & Ravager Orruk Megaboss (140) Gem of Seeing Orruk Warchanter (80) Orruk Warchanter (80) Orruk Warchanter (80) Orruk Weirdnob Shaman (120) Battleline 20 x Orruk ‘Ardboys (360) 10 x Orruk-forged Big Choppa’s & 9 x Orruk-forged Choppas & Smashas 10 x Orruk ‘Ardboys (180) 9 x Orruk-forged Choppas & Smashas 10 x Orruk Brutes (360) Boss Klaw & Brute Smasha, 2 x Gore-Choppas, 5 x Jagged Gore-Hacka’s & 2 x Two Brute Choppas 10 x Orruk Brutes (360) Boss Klaw & Brute Smasha, 2 x Gore-Choppas, 5 x Jagged Gore-Hacka’s & 2 x Two Brute Choppas 5 x Orruk Brutes (180) 3 x Two Brute Choppas, Boss Klaw & Brute Smasha & 1 x Gore-Choppas Battalion Ironfist (60) Input would be great. Clearly it lacks shooting & numbers but as I don't have experience in playing 2k games I am unsure if this is such a disadvantage considering the units damage output...
  14. 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.
  15. 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”.
  16. 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.
  17. Version 4.11.00

    333 downloads

    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
  18. Version 4.10.00

    262 downloads

    DONT'T USE THIS, IT GOT ROLLED INTO ORRUK WARCLANS. PLEASE USE THE CARDS FROM:
  19. 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
  20. 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.
  21. 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.
  22. 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!
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