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==={{color|#cc9900|Battle Traits}}=== ;Ironjawz Warclans : Warclan counts as a battle trait, you are getting only one ability for picking a warclan. You pick one and that's it. (Yes, only one ability. You no longer have to pick a warlord trait or an artefact from that subfaction first - there are none). All Ironjawz units in your army are getting a keyword for that subfaction (warclan) and can use allegiance abilities (in our case one ability) of that subfaction except for if unit already has a subfaction. You still can pick that unit for your army(this unit can't use his subfaction abilities). Warclans are Ironsunz, Bloodtoofs and Da Choppas. ;Smashing and Bashing : If '''Ironjawz''' unit completely destroys an enemy unit in the combat phase then choose another {{AOSKeyword|Ironjawz}} unit that has not fought yet in this combat phase, that friendly {{AOSKeyword|Ironjawz}} unit can pile in and fight immediately instead of waiting till later in the phase. This adds a lot of finesse to an Ironjawz army as the order of activation of each unit becomes extremely important. Smashing and Bashing allows your units to fight one after another instead of players alternate picking units with which to fight. **Ability that represents Ironjaws domination in combat phase, and simultaneously pushes you into picking several strong units that capable of destroying enemy unit in one go and allow your other strong units to fight first. **Having this ability means it's you should be the one picking fights to win them. Try not to fight something you can't kill unless there is a reason for that. ;Mighty Destroyers - Command Ability: For 1 command point, in your hero phase pick a friendly {{AOSKeyword|Ironjawz}} unit wholly within 12" of your {{AOSKeyword|Ironjawz}} hero, or 18" of your general. If there are no enemy models within 12" then you must make a normal move. If they are between 3" and 12" away from any enemies then you can make a charge. If they are within 3" then you must make a pile-in move. A unit cannot benefit from this command ability more than once per hero phase. **Very important change from 2nd to 3rd edition: you can no longer fight in hero phase with Mighty Destroyers, it's still a very important movement ability that can help you reach your opponents units and prevents him from using Redeploy (in your movement phase) or Unleash Hell (in your charge phase). **It worth noting that while this command ability has range of 12' all Megabosses have a {{AOSKeyword|Totem}} keyword which allows them to issue any command abilities including this one to units wholly within 18" of them. ;Ironjawz Waaagh!: No longer a command ability which means it's no longer cost any command points. Once per battle at the start of your charge phase if your army has {{AOSKeyword|Ironjawz}} general until the end of that turn add 1 to all charge rolls for friendly {{AOSKeyword|Ironjawz}} units and improve rend for all '''melee''' weapons of {{AOSKeyword|Ironjawz}} units by 1. Improving Rend by 1 boardwide makes Ironjawz Waaagh an extremly important ability.
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