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Age of Sigmar/Tactics/Destruction/Orruk Warclans
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===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.
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