Editing
Age of Sigmar/Tactics/Destruction/Orruk Warclans
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Why Play Orruk Warclans== Savage [[Age of Sigmar/Tactics/Old/Destruction/Bonesplitterz|Bonesplitterz]] and Brutal [[Age of Sigmar/Tactics/Old/Destruction/Ironjawz|Ironjawz]] with the new Kruleboyz together under one battletome. You can play them as three different armies or combine them together in Big Waaagh. You can also take Gloomspite Gitz as allies. ===Pros=== *Mix-and-match Army Building with three factions and the Big Waaagh. Warclans are basically three armies in one. *Each Warclan specializes in their own thing: Ironjawz is a fast and strong melee army that tries to get into combat they want, then smash everyone there thanks to their killyness, and then fight again with their other units. Bonesplitterz are horde army with good wizards that can support giant blobs of troops and deal damage with spells and abilities. Kruleboyz are your combined force army with insane mortal wounds output, strong shooting and one use tricks. *Models for two factions have been produced in AoS times and look great, Bonesplitterz don't look bad either. *Warclans are simple to learn: Many units while having solid base stats don't have complex special or command abilities. They don't have too much in the way of complicated strategies, just slap a command ability, buff them with a shaman and go to town with great base stats. *The All-In faction: Orruks hate holding back and playing safe (but you can do this if you want), most of their abilities are designed to help them push forward and be as aggressive as possible. You'll rarely have a situation that can't be solved by just drowning it in angry green morons. *Ironjawz and Bonesplitterz are fast armies: it's not hard to run across the table and start clapping cheeks on turn 1. Kruleboyz are pretty slow army but they don't mind when enemy is coming to them. *All Clans have access to stong buffs that your enemy can't dispel/unbind. Bonesplitterz and Kruleboyz have additional +1 to save buff. *Penalties to Hit aren't shit to Ironjawz, who mostly hit on 3's as it is (even goddamn boars). With how easy it is to get to a 2+ to hit you'll be unconcerned about what is normally a pretty crippling debuff. Kruleboyz usually don't care about to hit debuffs at all, most of their damage is coming from Mortal Wounds from unmodified 6(5+) to hit anyway. *If a Clan doesn't have access to strong mortal wounds output it has access to -2(3) Rend (Ironjawz). If a Clan doesn't have access to rend it has armywide access to Mortal Wounds. (Kruleboyz, Bonesplitterz Icebone). *Megabosses issue commands to three units for 1 CP, Bonesplitters has a subfaction which attacks ignore any wards armywide, Kruleboyz can drown their opponent in mortal wounds, Wurgogs Mask can explode Archaon in one phase, Foot of Gork can trample Archaon in one phase, what not to like? *Tough as old boots. Your enemies will struggle to take your tough orruks off the board, even Bonesplitterz have plenty of ways to avoid death. Almost all models have 2 or more wounds, your army is rather tough and hard to kill. *Everything in your arsenal is ready to be anvil, hammer, Can opener or whatever the hell you want. ===Cons=== *DATZ A LOT OF GREEN PAINTS YA GOT DERE BOSS (though made a lot easier with Ork Flesh and other green contrast paints) *[[Squats|The generic Greenskinz from Fantasy Battles are now effectively snuffed with the new battletome.]] *Bravery across every faction is pretty low, you have means to deal with it though. *If you are playing Ironjawz you are likely to have a low model count. It's an elite army and you are prone to being outnumbered, making it hard to secure objectives. This is made doubly worse by Reinforcement Points, as you can't get bigger than 15-strong squads of Ardboyz and you're stuck with 5-man squads most of the time. *Ironjaws may have troubles fighting against god magic users (Teclis, Nagash) *While having pretty good spell lores, Kruleboyz and Ironjawz don't have access to strong wizards with + casting. Dedicated magic users with many + casting bonuses have a pretty good chance to unbind their spells. Ironjaws can partially solve this problem but it requires sacrificing their command trait and artefact. Bonesplitterz will often use their Mask Ability instead of casting spells. *In 3rd edition Bonesplitters lost thier anti monster specialities and a lot of their warscroll abilities have been purged. They also have no monsters in a monster related edition. (you still can take Rogue Idol though) *If you are playing Kruleboyz, your forces focus more on being subversive and ganging up on the enemy. They lack the typical boosts to fight up-front. Your only unconditional battleline is a little squishy and a little overpriced for what they do, and if you're Big Yellers, your other battleline option is impossibly squishier. Play like a bastard and sneak out victories, because as soon as you're fighting on a level playing field, you're donezo. *If you're playing BIG WAAAGH!, the three chunks of the army don't really play too nice. While all three factions can carry some abilities over, they lose out on quite a bit just by being mashed together. Not to mention, your allegiance has absolutely no effect whatsoever until you start getting some Waaagh points. Mixed warclans army can '''ONLY''' be played in Big Waaagh! allegiance. *Not having dedicated hammer and anvil can make this faction challenging for experienced players, as not even your cavalry hits harder than your normal dudes, its just faster and hurts a little on the charge. *LOTSA DICEZ! Playing as a bonesplitterz only army means that you have something on the line of 3 attacks for model in horde units, with always the possibility to generate some more. Expect to play with almost the double amount of dices than your adversary. **While the new reinforcements rule limits just how many you roll, it also means that you're going to have to live with a lot of units only being at the minimal size. *Warclans don't have any coalitions with other factions and can only ally with 200/400 points of Gloomspite Gitz in 1000/2000 points games (1 in 4 units in your army can be allies) or take a named mercenary gargant.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information