My personal Orruk Warclans Ironjawz analysis
Hi everyone,
after the release of the new book of Orruks (and Bonesplitters...), I've been looking into different ways to play with them. And after a intensive reading, I decided to play them in a Orruk way, with Bloodtoof Ironjawz clan.
I know other people've been saying that it's the worst way to play with these guys, but I think it's the most Orruk way to play. And bearing in mind that AoS is a well-balanced game (...) you can play with this clan with good chances of success (...).
Well, firstly let's consider is the Ironjawz general rules:
- Eager for a fight: +1 to charge for IJ units.
- Mad as Hell, in any phase if any W or MW are put on an IJ unit from over 9” away the IJ unit gets a d6 move (you can move in any direction).
- Smashin’ and Bashin’: In the combat phase after a friendly IJ unit has fought, if attacks resulted in an enemy unit being destroyed pick 1 friendly IJ unit that has not fought in that combat phase that is within 3” of an enemy to fight. They cannot fight later in that combat phase.
- Bloodtoof: Hunt and Crush: +1 to run and charge for Bloodtoof units
- Command Abilities:
Now, an example list:
Megaboss en MK 460 points
[Mount Trait] Loud ‘Un: Once per battle, start of the combat phase. -1 to hit rolls of enemy models within 3”.
[Artifact] Quickdeath Amulet (MB only): Once per battle, the bearer can cast the Great Big Green Hand of Gork spell. Automatically cast, cannot be unbound.
[Command Ability] Voice of Gork: Start of combat. 1 unit wholly within 18", +1 to Hit.
Warchanter 110 points
[Warbeat] Killa Beat: At the start of the Combat Phase, 1 model that knows this Warbeat can use it. Pick 1 enemy unit within 12” of the Warchanter on a 4+ add +1 to hit by melee weapons that target that unit in this phase.
Warchanter 110 points
[Warbeat] Killa Beat: At the start of the Combat Phase, 1 model that knows this Warbeat can use it. Pick 1 enemy unit within 12” of the Warchanter on a 4+ add +1 to hit by melee weapons that target that unit in this phase.
Weirdnob Shaman 110 points WARLORD
[Command Trait] Dead Cunning: At the start of the first battle round get 1D3 additional CP.
[Artifact] Shamanic Skullcape: +1 to casting rolls, if an enemy is killed by attacks by the bearer you can pick one spell known by the slain wizard and the bearer knows it the rest of the battle.
[Spell] Green Puke: 6+. Straight line between shaman and 2D6" point. Each unit suffer D3MW.
[Lore of the Weird] Bash’m Lads: CV8 if cast add +1 to W rolls made by friendly IJ units wholly within 16” of the caster.
Madcap Shaman 80 points
Itchy Nuisance: 6+. Enemy unit within 18" fights at the end of the next combat phase.
10 Brutes 280 points Ironfist
5 Pair of Brute Choppa
4 Jagged Gore-Hacka
1 Boss Choppa
5 Brutes 140 points Ironfist (Boss Brute, +2 Wounds)
4 Pair of Brute Choppa
1 Boss Choppa
10 Ardboyz 180 points Ironfist
10 Ardboyz 180 points Ironfist
3 Goregruntaz 160 points Ironfist
3 Pig-Iron Choppa
Ironfist 160 points
The Burning Head 30 points
2000 points
How to play this list?
Easy... Before the battle, you can generate 1D3 CP. So, we start the battle with between 2 and 4 CP (nice!). From here, I'm gonna explain one general way to play with them. Feel free to modify whatever you want (and give your feedback if you want int the comments...):
Turn 1:
Cast Mystic Shield with the Madcap Shaman to the Brutes or MK. Moreover, you can cast an additional spell (Night Shroud or Itchy Nuisance) if you want.
Cast Bash’m Lads con el Weirdnob Shaman.
Cast Green Puke and hit with it to the Brutes. At the end of the Hero phase, you'll be able to move 1D6" with them (Smashin’ and Bashin’ ability).
+1 Damage for the Brutes with Warchanter.
+1 Damage for the Pigs with Warchanter.
Cast two Mighty Destroyers (one of them for free, tasty!) and make the movements with the MK and pigs.
Great Big Green Hand of Gork free casting (with the megaboss artifact) to set the Brutes to 9" of the enemy. After that, you can move 1D6" due to the damage from the previous green puke.
Move with everybody (and/or run), depending on the scenery (except the Brutes, you can't do it...). The Warchanters within 12" to the "charger" units.
Shamans within Mystic Shield range (for next turn) and within 16" to the "charger" units for the +1 to Wound bonus spell.
Shoot with the MK.
Combat phase, if you want, Loud ‘Un to get -1 to Hit the MK.
+1 to Hit with the Warchanters (if you are on range) with 4+ in your fights.
+1 to Hit con el MK where it's more necessary (1CP).
Charge with the MK, Pigs and Brutes.
If you've got more CP's, you can repeat some charge (Brutes...) if you need.
As I said, it's a example of usage. You can consider other posibilities and strategies.
My opinion
From my point of view, more or less the same than previous versions of the army. They've a lack of defense (your best tools are the Ardboyz shields and Mystic Shields) but hit very well.
The consistent Damage 2 with the Warchanters and the posibility to Hit with 2+ are the best improvement. But the lack of Bravery could be the most important weakness.
Although you have the clan for free, the increase in the points is massive.
Lastly, we gotta consider, as posible improvements, increase the Bravery and more Mortal Wounds.
To summarize, I think it's a very good army within a horde-based metagame, but there are other combat-centered armies better than these guys...
Regards.
after the release of the new book of Orruks (and Bonesplitters...), I've been looking into different ways to play with them. And after a intensive reading, I decided to play them in a Orruk way, with Bloodtoof Ironjawz clan.
I know other people've been saying that it's the worst way to play with these guys, but I think it's the most Orruk way to play. And bearing in mind that AoS is a well-balanced game (...) you can play with this clan with good chances of success (...).
Well, firstly let's consider is the Ironjawz general rules:
- Eager for a fight: +1 to charge for IJ units.
- Mad as Hell, in any phase if any W or MW are put on an IJ unit from over 9” away the IJ unit gets a d6 move (you can move in any direction).
- Smashin’ and Bashin’: In the combat phase after a friendly IJ unit has fought, if attacks resulted in an enemy unit being destroyed pick 1 friendly IJ unit that has not fought in that combat phase that is within 3” of an enemy to fight. They cannot fight later in that combat phase.
- Bloodtoof: Hunt and Crush: +1 to run and charge for Bloodtoof units
- Command Abilities:
- Mighty Destroyers: Pick a friendly IJ unit wholly within 12” of a hero or wholly within 18” of your general. They get a normal move if more than 12" from an enemy, must charge if within 12” of an enemy, fight if within 3” of an enemy. You cannot pick the same unit more than once per hero phase.
- Ironjawz WAAAGH: You can use this command ability once per battle. You can use this ability in your combat phase, if you have an IJ army and your general is a Megaboss and on the battlefield. Roll a die and add the number of units within 18” of the general. If you get up to an 11, ad +1 to the attack characteristics of melee weapons used by friendly IJ units wholly within 18” of the general. If you roll 12 or more, add +2 to melee attack characteristics of friendly IJ units.
- [Bloodtoof] Break through the line: Use this ability at the end of your combat phase. Pick a friendly Bloodtoof unit that fought in that combat phase and is wholly within 24” of a friendly Bloodtoof hero. That unit can make a normal move but cannot run or retreat.
Now, an example list:
Megaboss en MK 460 points
[Mount Trait] Loud ‘Un: Once per battle, start of the combat phase. -1 to hit rolls of enemy models within 3”.
[Artifact] Quickdeath Amulet (MB only): Once per battle, the bearer can cast the Great Big Green Hand of Gork spell. Automatically cast, cannot be unbound.
[Command Ability] Voice of Gork: Start of combat. 1 unit wholly within 18", +1 to Hit.
Warchanter 110 points
[Warbeat] Killa Beat: At the start of the Combat Phase, 1 model that knows this Warbeat can use it. Pick 1 enemy unit within 12” of the Warchanter on a 4+ add +1 to hit by melee weapons that target that unit in this phase.
Warchanter 110 points
[Warbeat] Killa Beat: At the start of the Combat Phase, 1 model that knows this Warbeat can use it. Pick 1 enemy unit within 12” of the Warchanter on a 4+ add +1 to hit by melee weapons that target that unit in this phase.
Weirdnob Shaman 110 points WARLORD
[Command Trait] Dead Cunning: At the start of the first battle round get 1D3 additional CP.
[Artifact] Shamanic Skullcape: +1 to casting rolls, if an enemy is killed by attacks by the bearer you can pick one spell known by the slain wizard and the bearer knows it the rest of the battle.
[Spell] Green Puke: 6+. Straight line between shaman and 2D6" point. Each unit suffer D3MW.
[Lore of the Weird] Bash’m Lads: CV8 if cast add +1 to W rolls made by friendly IJ units wholly within 16” of the caster.
Madcap Shaman 80 points
Itchy Nuisance: 6+. Enemy unit within 18" fights at the end of the next combat phase.
10 Brutes 280 points Ironfist
5 Pair of Brute Choppa
4 Jagged Gore-Hacka
1 Boss Choppa
5 Brutes 140 points Ironfist (Boss Brute, +2 Wounds)
4 Pair of Brute Choppa
1 Boss Choppa
10 Ardboyz 180 points Ironfist
10 Ardboyz 180 points Ironfist
3 Goregruntaz 160 points Ironfist
3 Pig-Iron Choppa
Ironfist 160 points
The Burning Head 30 points
2000 points
How to play this list?
Easy... Before the battle, you can generate 1D3 CP. So, we start the battle with between 2 and 4 CP (nice!). From here, I'm gonna explain one general way to play with them. Feel free to modify whatever you want (and give your feedback if you want int the comments...):
Turn 1:
Cast Mystic Shield with the Madcap Shaman to the Brutes or MK. Moreover, you can cast an additional spell (Night Shroud or Itchy Nuisance) if you want.
Cast Bash’m Lads con el Weirdnob Shaman.
Cast Green Puke and hit with it to the Brutes. At the end of the Hero phase, you'll be able to move 1D6" with them (Smashin’ and Bashin’ ability).
+1 Damage for the Brutes with Warchanter.
+1 Damage for the Pigs with Warchanter.
Cast two Mighty Destroyers (one of them for free, tasty!) and make the movements with the MK and pigs.
Great Big Green Hand of Gork free casting (with the megaboss artifact) to set the Brutes to 9" of the enemy. After that, you can move 1D6" due to the damage from the previous green puke.
Move with everybody (and/or run), depending on the scenery (except the Brutes, you can't do it...). The Warchanters within 12" to the "charger" units.
Shamans within Mystic Shield range (for next turn) and within 16" to the "charger" units for the +1 to Wound bonus spell.
Shoot with the MK.
Combat phase, if you want, Loud ‘Un to get -1 to Hit the MK.
+1 to Hit with the Warchanters (if you are on range) with 4+ in your fights.
+1 to Hit con el MK where it's more necessary (1CP).
Charge with the MK, Pigs and Brutes.
If you've got more CP's, you can repeat some charge (Brutes...) if you need.
As I said, it's a example of usage. You can consider other posibilities and strategies.
My opinion
From my point of view, more or less the same than previous versions of the army. They've a lack of defense (your best tools are the Ardboyz shields and Mystic Shields) but hit very well.
The consistent Damage 2 with the Warchanters and the posibility to Hit with 2+ are the best improvement. But the lack of Bravery could be the most important weakness.
Although you have the clan for free, the increase in the points is massive.
Lastly, we gotta consider, as posible improvements, increase the Bravery and more Mortal Wounds.
To summarize, I think it's a very good army within a horde-based metagame, but there are other combat-centered armies better than these guys...
Regards.
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