Age of Sigmar/Tactics/Edition 1.1/Ironjawz: Difference between revisions
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** Plain brutes can choose between a pair of Brute Choppas or a Gore-hacka. The difference between the Choppas and the Gore-hacka is that the former deal one attack more than the latter while having a shorter range. As a rule of thumb, the less Brutes you're gonna use the better is to equip the two Choppas. | ** Plain brutes can choose between a pair of Brute Choppas or a Gore-hacka. The difference between the Choppas and the Gore-hacka is that the former deal one attack more than the latter while having a shorter range. As a rule of thumb, the less Brutes you're gonna use the better is to equip the two Choppas. | ||
** A guy every five models can take the Gore-Choppa (D3 damages at 4+to hit) | ** A guy every five models can take the Gore-Choppa (D3 damages at 4+to hit) | ||
** The Boss gets a Brute Smasha | ** The Boss gets either a Brute Smasha with Boss Klaw or a Boss Choppa. The Boss Choppa gets 3 attacks that hit on a 3+ while the Boss Klaw only gets a single attack hitting on 4+, but the Klaw has an extra effect: if its hit roll is successful, the Brute Smasha hits automatically. Boss Choppa can potentially put out 6 damage per turn while the Klaw and Smasha combo has the potential to put out 8 damage (2d3 for the two Smasha attacks and 2 for the Klaw). If you want consistent damage output go with the Boss Choppa. If you want the potential for more destruction but with more risk, go with the Klaw/Smasha combo. | ||
* '''Orruk Gore-gruntas:''' Your elite fast generic unit. Again choosing between Pig-iron Choppa and Jagged Gore-hackas, strangely with a 4+ to hit instead of the 3+ of the same weapon-armed Brutes. If you are using less than 6 of them per unit, always choose the Choppa. The terrifying pig-things they ride deal D3 damage instead of 1 with their own attacks after they charged from at least 8". | * '''Orruk Gore-gruntas:''' Your elite fast generic unit. Again choosing between Pig-iron Choppa and Jagged Gore-hackas, strangely with a 4+ to hit instead of the 3+ of the same weapon-armed Brutes. If you are using less than 6 of them per unit, always choose the Choppa. The terrifying pig-things they ride deal D3 damage instead of 1 with their own attacks after they charged from at least 8". |
Revision as of 15:49, 15 July 2016
Warscrolls
The common keywords of these warscrolls are: DESTRUCTION, ORRUK and IRONJAWZ.
Leaders
- Gordrakk, the Fist of Gork: This count also as Behemoth.He wields his two weapons Smasha and Kunnin': They have similar profiles (except that Smasha deals 2 damage with Rend -1 with each attack while Kunnin' deals a single damage) and different abilities: Smasha deals D3 mortal wounds against any HERO on a 6 to wound, while Kunnin' does the same against any WIZARD on a 4 to wound. Every time he kills an HERO, for the reminder of the game the weapon who dealt the final blow gets an extra attack and deals an extra damage. And that is cumulative if you kill multiple heroes, of course. He rides on his own Maw-krusha named Bigteef, who haves the same abilities as a regular Maw-krusha (see below), except he deals more attacks (5 fist attacks and 3 tail attacks, against a regular Maw-krusha's 4 fist attacks and D3 tail attacks). Its command ability allows a DESTRUCTION unit (yes, not necessarily Ironjawz or even Orruks) within 20" to do a 3D6" charge and deal 2 extra attacks with each of its weapons if the charge is successful. And there's more: if the unit was part of a battalion, every other unit in that battalion gets the ability too.
- Megaboss on Maw-krusha: This count also as Behemoth. Can choose if holding a Gore-hacka and a Scrap-tooth (dealing more attacks) or a Choppa and a Rip-tooth Fist (slightly less attacks, but the Choppa deals 2 damage with Rend -1 and the only attack the Rip-tooth Fist gets deals D3 damage with Rend -2). As above, if he kills a HERO the murder weapon gets extra attacks and deals more damage. It's also time that we talk about the Maw-krusha abilities: this big thing can deal up to 8 mortal wounds right after it charged, and if it happens to kill the entire unit he just charged towards, he can charge again. And again. And again. The command ability it's a Waagh! like the one the Greenskinz Warboss haves, but this time targets only IRONJAWZ units and you have to roll a dice every turn to check if it worked. Also if there are 6+ units in the range and you rolled a 6 everyone gets 2 extra attacks rather than 1.
- Orruk Megaboss: It's like the one above, except without the Maw-krusha and forced to choose the Choppa and Rip-tooth Fist as his weapons. At least the number of attacks they deal is higher than the one on the Maw-Krusha. Also the command ability haves a slightly smaller range. And it comes with this other ability that allows Brutes units within 5" to reroll every 1 to hit.
- Orruk Warchanter: Guy with magic sticks. Gets an extra attack for every 6 to hit and gives +1 to hit rolls to a single IRONJAWZ unit within 10".
- Orruk Weirdnob Shaman: Gets bonus to casting and unbinding depending on how many ORRUKS are within 10" (+1 if there are 10+ models, +2 if 20+), but also suffers D3 mortal wounds if he rolls a double when casting or unbinding. He also gets the honor of being the only WIZARD with two exclusive spells that is not a named character (unlike Lord Kroak and Nagash): Green Puke is a 2D6" line that deals D3 mortal wounds to every unit with at least a model under the line, while Foot of Gork... take a guess. Exactly, D6 mortal wounds on a unit within 18" that can be dealt over and over as long as you keep rolling a 4+ in between each stomp. While awesome, Foot's prohibitively high casting value of 10 means you probably won't be pulling it off very often.
Troops
All troops here cost 180pt. and are considered Battleline if the army has IRONJAWZ allegiance.
- Orruk Ardboys: The Artists Once Known as the Black Orcs, AKA your basic unit and the first step to become a Megaboss. Can choose between shields (read: a 6+ save that happens after the regular save was rolled), a Big Choppa (read: Rend -1) or a second melee weapon (read: an extra attack). Waaagh! Drummer gives them +2 to charge and Standard Bearer can choose between the Orruk Banner (+2 Bravery in melee) or the Icon of Gork (can block escaping models on a 6).
- Orruk Brutes: Everybody knows orcs get bigger the more fights they win. What happens after an age spent fighting the toughest Chaos boys you can find? You get bigger and 'arder than anybody! These are the big guys of the army. The entire unit can reroll failed hits against models with 4+ wounds and get a shitload of different weapons:
- Plain brutes can choose between a pair of Brute Choppas or a Gore-hacka. The difference between the Choppas and the Gore-hacka is that the former deal one attack more than the latter while having a shorter range. As a rule of thumb, the less Brutes you're gonna use the better is to equip the two Choppas.
- A guy every five models can take the Gore-Choppa (D3 damages at 4+to hit)
- The Boss gets either a Brute Smasha with Boss Klaw or a Boss Choppa. The Boss Choppa gets 3 attacks that hit on a 3+ while the Boss Klaw only gets a single attack hitting on 4+, but the Klaw has an extra effect: if its hit roll is successful, the Brute Smasha hits automatically. Boss Choppa can potentially put out 6 damage per turn while the Klaw and Smasha combo has the potential to put out 8 damage (2d3 for the two Smasha attacks and 2 for the Klaw). If you want consistent damage output go with the Boss Choppa. If you want the potential for more destruction but with more risk, go with the Klaw/Smasha combo.
- Orruk Gore-gruntas: Your elite fast generic unit. Again choosing between Pig-iron Choppa and Jagged Gore-hackas, strangely with a 4+ to hit instead of the 3+ of the same weapon-armed Brutes. If you are using less than 6 of them per unit, always choose the Choppa. The terrifying pig-things they ride deal D3 damage instead of 1 with their own attacks after they charged from at least 8".
Battalions
Brutefist
Found in the Ironjawz Battletome. - min. 620pt., max. 3680pt.
3-5 units of Brutes. 80pts
An uncomplicated battalion for an uncomplicated faction, the Brutefist is useful for smaller games and offers some relatively minor benefits.
You must elect a Brute Boss from one of the Brute units to be the battalion's Big Boss. This model gets 5 Wounds instead of the usual 3.
Secondly, units from this battalion can charge in your Hero phase as well as in the Charge phase, as long as the unit is within 10" of the Big Boss. If they successfully charge under this rule, one enemy unit of your choice within 3" of the Brute unit that charged suffers d3 mortal wounds.
This benefit seems fairly good on paper but in reality will likely not mean much. You're not going to be any closer than you were in the previous turn, so all it serves to do is allow you to attempt some risky charges before moving normally. It might be tempting to risk not charging in the previous turn just so you can activate this rule and get the mortal wounds, but that relies upon you going first in the next turn. Unless you're sure you won't be charged in the next turn even if you go second, it's probably better to just charge and forgo the bonus.
It's relatively cheap, but doesn't do that much for you. Leave this for smaller games or use it as part of the larger Brawl Battalion.
Gorefist
Found in the Ironjawz Battletome. - min. 660pt., max. 3720pt.
3-5 units of Gore-gruntas. 120pts
Similar to the Brutefist, the Gorefist requires you to pick one of the Gore-grunta Bosses to be the battalion's Big Boss. This model gets 7 wounds instead of 5.
Secondly, you can tell your opponent that the units from this battalion are in some fancy-schmancy formation as long as you set up all of the units from this battalion within 10" of the Big Boss' unit. If you do, the whole battalion gets to make a move of up to 15" in your first Hero phase. They can't run after they do, but it doesn't stop them from moving normally later in the turn.
Depending on the mission you're playing and the deployment you use, this can allow you to get right into the enemy's craw really, really quickly. Generally, you need to set up your units at least 12" from the enemy's territory. Gore-gruntas can use this to move a total of 24" from the edge of your deployment area. This means you can be be balls-deep (12") in the enemy's territory on the first fucking turn.
Assuming the enemy has deployed pretty normally, this should allow you to get off some nice charges right away, locking down enemy units, preventing them from moving, or wiping out/severely damaging war machines and ranged units before they can contribute.
A few things to keep in mind - this battalion is at minimum 780pts and needs support, so it;s not a great choice for small (1000pts) games. Secondly, Gore-gruntas really like getting 8" charges, so decide whether you want the certainty of locking down a unit or want to risk it for the extra damage when you're moving the units, don't just move the full distance because you can. Remember, it's not enough to just roll 8 on the dice, the distance between units needs to be at least 8" for the ability to activate.
Finally, Gore-gruntas aren't fantastic, they won't just rip and tear everything to death. Use these as a vanguard, not as a trump card.
Ardfist
Found in the Ironjawz Battletome. - min. 620pt., max. 2820pt.
A Warchanter, 3-5 units of Ardboys. 40pts
An absolute steal at 40pts, this battalion revolves around the Warchanter. As long as he's still alive, you can replace any of the 'Ardboyz units from the battalion that have been wiped out. The replacement has to be placed with all models within 6" of the edge of the battlefield and at least 6" away from any enemy units. Plus, it needs to be deployed as close to the Warchanter as possible.
Before passing judgement, I'd like you to keep a couple of things in mind: 'Ardboyz units can have 30 models in the unit, and although the replacement units can't move after they rock up, they can still charge.
This leads to interesting tactics, such as purposefully running up an unsupported 'Ardboyz unit into the hardest units the opponent has, letting them be utterly destroyed. Then, yell "SURPRISE, COCKFAGS!" as the full unit arrives on whatever flank you want, or behind the enemy army, or whatever serves your purpose best.
To prevent inevitable snipage of your Warchanter, consider combining this battalion with other Ironjawz units and screening him using a larger model, like a gore-grunta or mega boss. You can then use the 'Ardboyz units as sacrificial, move the Warchanter safely to the middle of the board, then flank the opponent's army with reinforcements.
Also, this battalion only costs 40pts. If you're taking 3 units of 'Ardboyz and a Warchanter anyway, pay the points.
Weirdfist
Found in the Ironjawz Battletome. - min. 660pt., max. 3820pt.
A Weirdnob shaman, 3-5 units of Ardboys/Brutes/Gore-gruntas. 100pts
This battalion is a lot more flexible than the previous ones, though at least one unit of 'Ardboyz is likely a good choice simply to get the best casting bonus for the Weirdnob.
For every unit from this battalion within 10" of the Weirdnob, roll a dice when you successfully cast either Arcane Bolt, Green Puke, or Foot of Gork. Every 1-3 result increases the range of the spell by 6", every 4-6 result increases the number of mortal wounds the spell does by 1.
Assuming you took 4 units in this battalion, in general you're getting +2 mortal wounds and an additional 12" range on any spell you cast.
Due to the wording of this ability, you seem to have to pick the target for the spell before you roll to see whether the range is extended, which makes sense for a spell like Green Puke, but it severely limits the utility of Arcane Bolt. I'd suggest discussing this with your opponent and see whether they'll allow you to pick a different target if, after you successfully cast, your range is extended.
That said, this makes something like Arcane Bolt pretty excellent for hero sniping, as with 5 units within 10" you've got a good chance of dealing 5-6 mortal wounds with any cast. That's going to either cripple or outright kill most characters on foot, and severely dent any that aren't. Once the enemy has closed in, switch to Green Puke, as both the range extension and the additional mortal wounds are beneficial.
For the price you pay, this is a decent battalion, just remember the Weirdnob is vulnerable to sniping himself and is the only beneficiary, so keep him safe!
Ironfist
Found in the Ironjawz Battletome. - min. 540pt., max. 3660pt.
3-5 units of Ardboys/Brutes/Gore-gruntas.
As per usual, you need to nominate either a Brute Boss or Gore-grunta Boss in this battalion to be the Big Boss, and add 2 to their total wounds.
This means although technically you can fill this battalion with nothing but 'Ardboyz, you'd miss out on the extra wounds bonus, since it specifies a Brute boss or a Gore-grunta boss. An 'Ardboy Boss is neither.
As long as the Big Boss is alive, each unit in the battalion can move d6" in the Hero phase. They can move normally after they do so, except they can't run. Essentially this battalion gives each unit a run move without the restrictions.
This battalion is pretty cheap, it helps to shore up a weakness in the army, and it's flexible. Plus, as the Big Boss remains part of his unit, he's not as vulnerable to sniping as separate heroes would be, so unless you're reckless you should receive the benefit for most of the game.
I'm not entirely sure exactly how this will synergize with the Destruction battle trait, but you might be able to get 2d6" of extra movement by combining the benefits.
Brawl
Found in the Ironjawz Battletome. - min. 3440pt., max. 19920pt. (aka a fuckton of models - aka Richie Rich level)
A Megaboss (on foot or on Thicc Wyvern), a Warchanter, a Weirdnob shaman, 5 of the following battalions in any combination Brutefist/Gorefist/Ardfist/Weirdfist/Ironfist
Holy crap, this battalion even at minimum is expensive. Consider this like an apocalypse formation - only for really big games.
Anyway, the Megaboss can use an ability called 'Big Waaagh!' as long as he's within 10" of both the Warchanter and the Weirdnob in the hero phase.
If the Megaboss does use Big Waaagh!, all units in this battalion within 15" of him at the start of the next combat phase make two extra attacks with each of their melee weapons. Any units that don't receive this bonus but are within 10" of a Big Boss make 1 extra attack instead.
Given how much this battalion costs to run, the 100pts for the extra benefit seems paltry in comparison. Plus, as a Command ability, the Megaboss can use it each and every hero phase, leading to ridiculous amounts of carnage.
Army building
1000 pt.
At 1000 pt. you can deploy almost all the battalions at minimum size. Consider that not all of them have a leader so you have to left some room for your heroes.
Alternatively you have a minimum core tax of 440 pt. with 2 Battleline units and a Warchanter.
2000 pt.
2000 pt. is the sweet spot for using the battalions. You can use around 1400pt. to develop them to full potential and then add some customization (think about Megabits on Maw-krusha or a couple of heroes on foot and a different unit if you are using one of the 3 monothematic battalions).
Alternatively you have a minimum core tax of 620 pt. with 3 Battleline units and a Warchanter.
2500 pt.
You have a minimum core tax of 800 pt. with 4 Battleline units and a Warchanter.