Tag Archives: Ironjawz

Top Three AoS Lists from Golden Sprue AoS GT 2022 (New York, US) 15/16th January 2022

This event saw a total of 26 players take part in five games over two days.

Most Selected Faction/Subfaction

The appeal of playing with Dragons is obviously very strong at the moment, with seven of the twenty-six payers choosing to select the Hammers of Sigmar for the tournament. The winning list was also from this faction.

Win Rate

While the Hammers of Sigmar were the most selected faction/subfaction at the event and held the honour of a list in first and second place at the tournament, they were only middle of the table when it came to their win rate. Perhaps a sign that the popular list could be hard to use well?

Advertisements

The Top Three Lists

These were the top three lists from Golden Sprue.

Corey Begley – Stormcast Eternals

Corey won all five games with 169 battle points.

Allegiance: Stormcast Eternals
– Subfaction: Hammers of Sigmar
– Grand Strategy: Hold the Line
Triumph: Inspired

Leaders
———-
Aventis Firestrike Magister of Hammerhal (310)*
– Spell: Thundershock
Lord-Relictor 
(General)(145)*
– Command Trait: High Priest
– Prayer: Translocation

Knight-Judicator with Gryph-Hounds
(205)*
– Artefact: Arcane Tome
– Spell: Celestial Blades


Battleline
———-
2x Dracothian Guard Fulminators (230)*
2x Dracothian Guard Fulminators (230)*
15x Judicators with Skybolt Bows
 (600)*
– Reinforced: Twice

5x Liberators (115)*
– Heavens-wrought Weapon and Shield
– 1x Grandweapons


Core Battalions
———-
Battle Regiment*

Total Points: 1950 pts

Advertisements

Thomas Zhennan Guan – Stormcast Eternals

Thomas managed four wins from five and 153 battle points.

Allegiance: Stormcast Eternals
– Subfaction: Hammers of Sigmar
Grand Strategy: Hold the Line
Triumphs:

Leaders
———-
Lord-Relictor (General) (145)**
– Command Trait: High Priest
– Artefact: Mirrorshield
– Prayers: Translocation


Battleline
———-
4x Dracothian Guard Tempestors (440)*
– Reinforced: Once

2x Dracothian Guard Fulminators (230)*
2x Dracothian Guard Fulminators (230)*
2x Dracothian Guard Concussors (220)**
2x Dracothian Guard Concussors (220)**

Units
———-
6x Vanguard-Raptors with Longstrike Crossbows (480)*
– Reinforced: Once


Core Battalions
———-
*Redemption Brotherhood
**Battle Regiment

Total Points: 1965 pts

Advertisements

Tyler Bushey – Ironjawz

James came third and also managed four wins from five with 147 points.

Allegiance: Ironjawz
Subfaction: Bloodtoofs
Grand Strategy: Hold the Line
Triumphs: Inspired

Leaders
———-
Megaboss on Maw-Krusha (General)(480)*
– Command Trait: Mega Bossy
– Boss Choppa and Rip-Tooth Fist
– Artefact: Armour of Gork

Megaboss on Maw-Krusha 
(480)*
– Boss Choppa and Rip-Tooth Fist
– Artefact: Destroyer
– Mount Trait: Fast ‘Un

Warchanter (115)*
– Warbeat: Killa Beat

Warchanter (115)*
– Warbeat: Get ‘Em Beat

Warchanter (115)*
– Warbeat: Fixin’ Beat


Battleline
———-
3x Gore-Gruntas (170)*
– Jagged Gore-Hackas

3x Gore-Gruntas (170)**
– Jagged Gore-Hackas

3x Gore-Gruntas (170)**
– Jagged Gore-Hackas

3x Gore-Gruntas (170)**
– Jagged Gore-Hackas


Core Battalions
———-
*Warlord
**Hunters of the Heartlands

Total Points: 1985 pts

Advertisements

Wildcard! Justin Hagelin – Gloomspite Gitz

Justin came in 13th out of 26th with a two drop squig heavy Gloomspite Gitz army that our Declan would be proud of, Especially as it includes Kragnos! This must have been a lot of fun to play.

Allegiance: Gloomspite Gitz
Subfaction: Jaws of Mork
Grand Strategy: Hold the Line
Triumphs:

Leaders
———-
Kragnos, The End of Empires (720)*
Loonboss on Giant Cave Squig 
(General)(110)*
– Moon-cutta
– Command Trait: Envoy of the Overbounder
– Artefact: Syari Screamersquig


Battleline
———-
10x Squig Hoppers (180)*
10x Squig Hoppers (180)*
10x Squig Hoppers (180)

Units
———-
10x Boingrot Bounderz (210)*
– Reinforced: Once

10x Boingrot Bounderz (210)*
– Reinforced: Once

10x Boingrot Bounderz (210)*
– Reinforced: Once


Core Battalions
———-
*Battle Regiment

Total Points: 2000 pts

The Final Tournament Placings

Top Three AoS Lists from General’s War #46 (Warsaw, PL) 19th December 2021

These were the top three lists from General’s War #46 held on 19th December 2021.

Piotr Kurkowski – Lumineth Realmlords

Piotr won the event with threw wins from three and 79 points. Beating an off-meta Nagash Soulblight Gravelords army in the first round, a Nagash Petrifex Ossiarch Bonereapers list in the second round and a Sons of Behemat list in the final round with four mega-gargants.

Allegiance: Lumineth Realmlords
– Great Nation: Syar
– Grand Strategy: Prized Sorcery
Triumphs:

Leaders
———-
Sevireth, Lord of the Seventh Wind (345)*
Vanari Lord Regent 
(155)*
– General
– Command Trait: Goading Arrogance  
– Artefact: The Perfect Blade  
– Lore of Hysh: Lambent Light
Scinari Cathallar 
(145)*
– Lore of Hysh: Total Eclipse

Battleline
———-
10 x Vanari Auralan Wardens (145)*
– Lore of Hysh: Speed of Hysh
10 x Vanari Auralan Wardens
 (145)*
 Lore of Hysh: Lambent Light
30 x Vanari Auralan Sentinels
 (450)*
– Lore of Hysh: Protection of Hysh
– Reinforced x 2

Units
———-
1 x Hurakan Spirit of the Wind (265)*
1 x Hurakan Spirit of the Wind 
(265)*

Core Battalions
———-
Battle Regiment*

Total Points: 1985 pts

NB: – With the recent points update from Battlescroll: Gods & Heroes this list would now cost 2,085 points due to the +20 points for the Sentinels and is no longer a valid list for Age of Sigmar

Tomasz Litman – Ironjawz

Tomasz also managed three wins from three beating a Stormcast list with Vindictors and two units of reinforced longstrike crossbows in the first round, an off-meta Slaves to Darkness list in round two and a Soulblight Gravelords Grave Guard army in round three.

Allegiance: Ironjaws
– Warclan: Bloodtoofs
Grand Strategy: Dominating Presence
Triumphs: Inspired

Leaders
———-
Megaboss on Maw-Krusha (480)**
– General
– Boss Choppa and Rip-tooth fist
– Command Trait: Mega Bossy
– Artefact: Amulet of Destiny (Universal Artefact)

Megaboss on Maw-Krusha (480)*
– Boss Choppa and Rip-tooth fist
– Artefact: Destroyer
– Mount Trait: Fast ‘Un

Orruk Warchanter (115)*
– Warbeat: Get ‘Em Beat
Orruk Warchanter (115)*
– Warbeat: Fixin’ Beat
Orruk Weirdnob Shaman (90)**
Lore of the Weird: Da Great Big Green Hand of Gork

Battleline
———-
3 x Orruk Gore-gruntas (150)*
Jagged Gore-hackas
3 x Orruk Gore-gruntas
(150)***
– Jagged Gore-hackas
3 x Orruk Gore-gruntas
(150)***
– Jagged Gore-hackas
3 x Orruk Gore-gruntas
(150)***
– Jagged Gore-hackas

Core Battalions
———-
*Warlord
**Command Entourage – Magnificent
***Hunters of the Heartlands

Total Points: 1995 pts

NB: – With the recent points update from Battlescroll: Gods & Heroes this list would now cost 2,075 points due to the +20 points for the Gore-Gruntas and is no longer a valid list for Age of Sigmar

Robert Rajkowski – Soulblight Gravelords

Robert also managed three wins from three, facing off against a Tree-Revenant Sylvaneth list in the first round with Alarielle, a Kruleboyz Gutrippas spam list in round two and another Tree-Revenant Sylvaneth List with Alarielle in the last round.

Allegiance: Soulblight Gravelords
Lineage: Avengorii Dynasty
Grand Strategy: Hold the Line
Triumphs: Indomitable

Leaders
———-
Big Drogg Fort-Kicka (525)*
– Allies
Necromancer
 (125)*
– General
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Lore of the Deathmages: Decrepify
Vampire Lord 
(140)*
– Universal Spell Lore: Levitate

Battleline
———-
60 x Deadwalker Zombies (345)*
– Reinforced x 2
40 x Deadwalker Zombies 
(230)*
– Reinforced x 1

Units
———-
Zombie Dragon (295)*
– Cursed Mutation: Urges of Atrocity
Zombie Dragon (295)*

Core Battalions
———-
*Battle Regiment

Total Points: 1955 pts

Ironjawz – A Competitive View

With the Winter FAQ about to drop we wanted to take some time to talk about the new kids of the block, kicking butt and taking names… the Ironjawz! Since the Orruk Warclans book was released the Ironjawz have been climbing the stats and have appeared on tables everywhere in the UK and beyond.

What makes them so popular, and what is driving up this win-rate? We wanted to get the view of a tournament attendee and what better person than the Top Ironjawz player according to Bad Dice Podcast. We searched high and low, vale and dale and all across the UK but wouldn’t you know the person was sat here in Northampton all along!

I was as surprised as all our readers, so I demanded a recount… but blow me if it didn’t come up with my name again… So we’ve asked Declan to write a few words! (and talk about himself in the 3rd person for a bit for some reason).

Screenshot, before it all changes!

Who are the Ironjawz?

The Ironjawz are one of 3 allegiances within the Orruk Warclans book which was recently released. Along with Bonesplitterz and Kruleboyz they make up a book which you can run the allegiances separately (with limited model availability) or run them all in one list called Big Waaagh! Under the previous book Big Waaagh was the most popular list, but this has now pivoted to Ironjawz – although Kruleboyz are likely behind because fewer people have armies painted for them.

What is their playstyle?

Ironjawz love Smashing & Bashing and so they are an army that fights in close combat – none of the sneaky Lumineth shooting shennagins. This means that they will be attacking their opponent quickly and early in the game and hitting hard when they do so. Beware of the speed (up to 36″ + charge with the right Mount Trait) and the damage of their MawKrushas (Wyverns who fly because gravity itself is too scared to stop them).

Their Warchanters add to this damage, whilst the Gore Gruntas charge in with the MawKrushas and the Brutes slowly cross the table, before hitting like a steam train.

This means that they damage and then get damaged if the attacks don’t go as planned. So they are beatable, but as their opponent you do need to be careful.

A bit of everything in this one-drop. Apart from the Shaman… he’s at home!

Ironjawz Abilities

Ironjawz have 3 great abilities:

  • Smashing & Bashing – If an enemy unit is destroyed in combat by an Ironjawz unit, the Ironjawz player may immediately select another unit to fight
  • Mighty Destroyers – Hero phase free move if outside 12″ of enemy, pile in if within 3″ (no fighting), or charge otherwise
  • Waaagh – +1 to charge and -1 Rend

All of these abilities get the Ironjawz closer to the enemy, faster and they are great. A little care is needed with Mighty Destroyers as the 12″ rule for charging is regardless of whether you could make a charge or finish within 0.5″ of an opponent so a clever opponent can throw units forward to prevent the move being used.

Allegiance Abilities

There are 3 allegiance options for the Ironjawz but only two are regularly seeing play at the moment.

Ironsunz is the one I use as it gives a command ability to allow Ironsunz units to charge at the end of an opponent’s charge phase – perfect for counter charges with Brutes.

A small selection of my Brutes – the backbone of the Ironsunz!

Bloodtoofs makes Gore Gruntas battleline, and any Gore Gruntas that fought in a combat phase can make a pile in, move or charge at the end of the charge phase.

Both of these are great for speed, and getting into combat to do the Smashing and Bashing and get enemies killed. Again the Ironjawz do need to be in combat to do damage, but they do a lot whilst they are there and alive.

Megabosses – Command Abilities

I would be remiss if I didn’t mention the Maw Krushas and Megaboss special abilities (on their warscrolls). The Maw Krusha can issues the same command ability three times, and the Megaboss on Foot can do one twice – all for one command point. I’ve lost count of the number of redeploys I’ve done to stop Broken Ranks (step back one unit, step forward another) or Savage Spearhead (step up to my territory to stop the enemy). Or simply saving 3 units with Inspiring Presense. It’s a great ability – be warned!

Warchanters

The warchanters are the key to the army, although they only have 6 wounds on 4+ armour, but they use Vicious Fury which gives an Ironjawz unit +1 damage. This is critical to the Boars and Brutes and great on the Maw Krushas, but without it the army’s damage is severely reduced. Don’t leave home without 2 of them – and I’ve seen some Ironjawz players run 3!

Army Lists

I’ve run a few army lists that you can find in these articles

I also did well in War in the Heartlands with a similar list to my Carnage list. These are all Ironsunz lists, because I love Brutes and the counter charge ability is very complimentary to my playstyle. (Sit back, take a hit, punch… hard!)

The other army list available at the moment is Bloodtoofs and Gore Gruntas (pigs) massing for a charge. There is a 2 MawKrusha, 2 Warchanter, 24 Pigs list… and it is brutal! This list has done very well into the current meta, but before you start picking up Gore Gruntas wait for the Winter FAQ! Things may be changing.

How do I play them?

As alluded to above and with the lists in the other articles I play with 1 MawKrusha, 2 Warchanters, and lots of units – often being 10 or 11 drop. My favourite unit in the Destruction tomes – Rippa’s Snarlfangs – joins the army for some much needed speed, but you can leave these at home if you are going Bloodtoofs.

I tend to sit back, occasionally throwing the MawKrusha forward to krump, to get my Brutes in range so that I can charge in my opponent’s turn – or at least threaten to. I also make extensive use of Hand of Gork with the following combo (cheer Russ Veal of Facehammer fame for discussing this one):

Megaboss on Foot (you can use a MawKrusha) with Arcane Tome as the general. He then takes the Wizard Command Trait Touched by the Waaagh! This gives the Hand of Gork between +1 and +3 depending on causing D3 mortal wounds within 6″ (even the enemy if they are close enough). This turns a 50/50 spell into something much more likely to come off, and makes my Brutes appear in the strangest of places – exactly where my opponent doesn’t want them. Hand of Gork also forces opponents to stay on objectives in much the same way as a Fast ‘Un Maw Krusha.

How else can they play?

In a word Fast! The Bloodtoofs ability to make Gore Gruntas battleline and bringing 2 MawKrushas gives you a smashing & bashing army that no-one wants to fight. Swapping out a Maw Krusha for a Rogue Idol (Forgeworld, not in the book), means you can have a very powerful and hitty Battle Regiment – 1 drop. So you can decide who goes first. Just don’t face Morathi who can stop this tactic in it’s tracks.

How to beat them?

This being a Destruction book, it is obviously unbeatable (see also Gloomspite Gitz in the same position)… but if you wanted to beat them then you need to survive the alpha strike, and be able to do damage back to them.

Screens are coming back into the game and this is only a good thing although it does stunt the Ironjawz alpha strike capabilities. I bring 2 x Ardboyz and they are great in the mirror match either for holding objectives, or preventing the turn 1 charge by the GoreGruntas doing massive damage.

The Ironjawz are also surprisingly easy to kill – in combat or with shooting. A 4+ armour save (except for the Maw Krushas) means that most armies have something that can kill a Maw Krusha in 2 rounds, so if you can survive a charge (Morathi!) and get a few additional wounds in on the Ironjawz turn, you can be killing a Maw Krusha turn 1!

They also have very poor bravery for their size – just 6 on the Brutes & Gore Gruntas – so causing damage to multiple units can see models flee from battleshock – or means the Ironjawz player has to keep command points for inspiring presence.

Finally, remember that this is an objective game, so go after the objectives (unless your models are 1 wound and there are brutes), and don’t worry if the Ironjawz are ahead in turn 1 and 2 – it really is an alpha strike armour and a glass hammer and it can be stopped and then killed!

Good luck to the Ironjawz players out there – hope the Winter FAQ treats us well.

— Declan

Top Three Lists from the Everwinter Grand Tournament (Boston, US) 11/12th December 2021

These were the top three lists from the Everwinter Grand Tournament held on 11/12th December 2021.

Sam Gould – Seraphon

Sam won the event with five from five wins and 163 points.

Allegiance: Seraphon
– Constellation: Koatl’s Claw
– Grand Strategy: Prized Sorcery
Triumphs: IBloodthirsty

Leaders
———-
Celestant-Prime (325 pts)++
– Allies
Slann Starmaster (General) (265 pts)+
– Command Trait: Arcane Might
– Spell: Stellar Tempest
Engine of the Gods (265 pts)+
– Artefact: Cloak of Feathers
– Universal Prayer Scripture: Curse
Saurus Scar-Veteran on Carnosaur (215 pts)++
– War Spear
– Artefact: Amulet of Destiny
– Mount Trait: Beastmaster
Skink Priest (80 pts)++
– Prayer: Heal

Battleline
———-
Saurus Knights (220 pts)++
– Reinforced: Once
Saurus Knights (110 pts)++
Skinks (75 pts)+
Skinks (75 pts)++
Saurus Guard (115 pts)++

Units
———-
Chameleon Skinks (115 pts)+

Core Battalions
———-
Warlord+
Warlord++

Total Points: 1990 pts
Made with AoS App List Cleaner

Roger Barker – Big Waaagh!

Roger managed four from five wins with 169 points.

Allegiance: Big Waaagh!
Grand Strategy: Waaagh!
Triumphs: Indomitable

Leaders
———-
Swampcalla Shaman with Pot-grot (105 pts)++
– Spell: Nasty Hex
Swampcalla Shaman with Pot-grot (105 pts)+++
Spell: Nasty Hex
Megaboss on Maw-Krusha (General)(480 pts)+++
– Artefact: Amulet of Destiny
– Command Trait: Hulking Brute
– Mount Trait: Fast ‘Un
Orruk Warchanter (115 pts)+++
– Artefact: Arcane Tome
– Warbeat: Fixin’ Beat
– Spell: Da Great Big Green Hand of Gork

Battleline
———-
Orruk Ardboyz (85 pts)++
Orruk Ardboyz (85 pts)++
Orruk Ardboyz (255 pts)+
– Reinforced: Twice
Shootas (140 pts)++
– Ally

Units
———-
Man-Skewer Boltboyz (240 pts)+++
– Reinforced: Once
Man-Skewer Boltboyz (240 pts)++
– Reinforced: Once
Orruk Gore-Gruntas (150 pts)+

Core Battalions
———-
Hunters of the Heartlands+
Battle Regiment++
Warlord+++

Total Points: 2000 pts
Made with AoS App List Cleaner

Jiwan Noah Singh – Ironjaws

Jiwan also managed four wins from five and 150 points.

Allegiance: Ironjawz
Subfaction: Bloodtoofs
Grand Strategy: Predator’s Domain
Triumphs: Bloodthirsty

Leaders
———-
Megaboss on Maw-Krusha (480 pts)+++
– Artefact: Amulet of Destiny
Mount Trait: Mean ‘Un
Orruk Warchanter
(115 pts)+++
– Warbeat: Fixin’ Beat
Orruk Warchanter (115 pts)+++
– Warbeat: Get ‘Em Beat
Orruk Weirdnob Shaman (90 pts)+
– Spell: Bash ‘Em Ladz
Megaboss on Maw-Krusha (General)(480 pts)+
– Command Trait: Touched by the Waaagh!
– Artefact: Arcane Tome
Mount Trait: Fast ‘Un
– Spell: Foot of Gork
Fungoid Cave-Shaman (95 pts)+
– Ally

Battleline
———-
Orruk Gore-Gruntas (150 pts)+
Orruk Gore-Gruntas (150 pts)+
Orruk Gore-Gruntas (150 pts)++
Orruk Gore-Gruntas (150 pts)++

Core Battalions
———-
Warlord+
Hunters of the Heartlands++
Command Entourage – Magnificent+++

Total Points: 1975 pts
Made with AoS App List Cleaner

Tournament Preparation – Leicester GT

Following my reasonable success with the One Drop Ironjawz list at Warfare, Ascot I am back on the tournament scene this weekend and heading to Leicester. Leicester GT is using the Win/Draw/Loss scoring system as the primary scoring (with 20-0 as the tie breaker). This meant that winning by smaller values will still see us playing against other winners.

Because of this I have decided to bring a very different Ironjawz force with 10 drops, and no Gore Gruntas… which fits my playstyle (wait, wait, counter punch) much better than the hyper agressive 1 drop list I took to Warfare.

Brutes and more Brutes!

I had to send this list in before seeing how the Reading list did, and I may have swapped in a few Gore Gruntas before the inevitable points increase, but I am happy overall with the following list:

Allegiance: Ironjawz
– Warclan: Ironsunz
– Grand Strategy: Hold the Line
– Triumphs: Inspired

Leaders
Megaboss on Maw-Krusha (480)*
 Boss Choppa and Rip-tooth fist
 Artefact: Amulet of Destiny (Universal Artefact)
 Mount Trait: Smelly ‘Un
Orruk Megaboss (140)***
 General
 Command Trait: Touched by the Waaagh!
 Artefact: Arcane Tome (Universal Artefact)
 Lore of the Weird: Da Great Big Green Hand of Gork
Orruk Warchanter (115)*
 Warbeat: Fixin’ Beat
Orruk Warchanter (115)*
 Warbeat: Get ‘Em Beat

Battleline
10 x Orruk Brutes (320)**
 Jagged Gore-hackas
 2x Gore Choppas
 Reinforced x 1
10 x Orruk Brutes (320)**
 Jagged Gore-hackas
 2x Gore Choppas
 Reinforced x 1
15 x Orruk Ardboys (255)**
 3x Gorkamorka Banner Bearers
 Reinforced x 2
5 x Orruk Ardboys (85)***
 1x Gorkamorka Banner Bearers
5 x Orruk Ardboys (85)***
 1x Gorkamorka Banner Bearers

Units
3 x Rippa’s Snarlfangs (70)*

Core Battalions
*Warlord
**Hunters of the Heartlands
***Vanguard

Additional Enhancements
Artefact

Total: 1985 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 150
Drops: 10

As a 10 drop I’ll likely not often get the choice of first or second, and so need something to grab early objective or put some threat on the opponent. The Maw Krusha is the threat with 24″ + charge threat range on turn 1, and Rippa’s are the speed to grab a middle objective. Other that the main aim is to advance as quickly as possible and hit the enemy turn 2 or 3… I will be honest about a concern against shooting armies, but I can always use Foot of Gork or the Maw Krusha for an alpha strike if I need it!

Character 1 – Megaboss on Maw-Krusha

The Megaboss on Maw-Krusha is a great unit, and a fun warscroll and is currently an auto-include in every Ironjawz list I have seen to date. His equipment is easy – a Rip Tooth for a 3+ armour save is this only real option.

I then make his mount a ‘Smelly ‘Un’ which is my go-to option at the moment, as it makes opponents -1 to hit in combat if you don’t charge. Perfect if you plan to alpha strike and then survive an opponent’s turn.

He also has the essential Amulet of Destiny, so he has a chance of reaching turn 2. As a combat unit his only chance is to get into range of the enemy and take some damage – unlike similarly priced shooting units – so his task is to either be a powerful counterpunch unit with the Ironsunz ability to charge in my opponent’s charge phase. The 1″ reach has been a problem, but that just needs to be worked around!

Character 2Megaboss on Foot

This will be the first time I have run my General as a foot Megaboss which will allow my opponent to Bring it Down (Maw Krusha) and Slay the Warlord (Megaboss) so I will need to be careful with him.

His main reason for being here is as a more defensive Orruk Shaman, with Arcane Tome, Hand of Gork and Touched by the Waagh! This command ability requires him to cause D3 mortal wounds before casting a spell and add this to the spell casting. Turning a 55/45 into a 60/40 or even better, and also making it more difficult to dispel.

Hand of Gork was the mobility I really missed at Warfare, so I’m really glad to have it back. He may have to hide near the back though until any shooting threats are removed, but I do have the option of using Hand Gork on him, charging and then casting Arcane Bolt in the next phase (D3 wounds from the command ability, D3 wounds from the Bolt). Could catch out a few players!

Characters 3 & 4 – Warchanters

The Warchanters are just superb with Violent Fury providing +1 damage and two of them allow to buff the Maw Krusha and one other unit. I give them Fixin’ Beat (healing) and Get ‘Em Beat (3D6″ charge) to give me an option of going second, healing damage done to the Maw Krusha and striking back.

No self respecting Orruk Ironjawz general wouldn’t go to war with at least 2 of these – and I’ve seen people take 3 with success. They are also not bad themselves with 6 attacks, 3+/3+/-/D3 – especially against things with low armour saves

Units 1 & 2 – 10 Brutes, 10 Brutes

20 Brutes, 3 wounds at 4+ save and Jagged Gore-Hackas. These guys can push out some serious damage, can stop 1 wound models counting on objectives (looking at Pink Horrors here!) and can be used as a screen if that is what’s needed. Plus they are great models, and who doesn’t love great models. They are definitely signifcantly better with the Warchanter buff (+1 damage) on them but I also love their movement shenanigans with redeploy and counter charge. They can suddenly be on an objective that your opponent thinks is safe.

They are also both in the War in the Heartlands battalion to stop monsters using their monstrous rampage abilities – this is great to guarantee that they can have the +1 to save (they rarely need the +1 to hit because they get this naturally against 4 wound models).

If you’re unsure how Brutes work, you’re also in luck, for there’s an article on this very blog on it. Just here.

Units 3,4 & 5 – 15 Ardboys, 5 Ardboys, 5 Ardboys

One of the things I really missed at Warfare with the 1 drop was having units to hold rear objectives, or throw forward as screens. Fortunately, I can bring them back now and use them to slow down fellow Ironjawz players or to stop teleporting units from getting my objectives. The unit of 15 will either be a last punch unit, or a forward screen with Hand of Gork. They will also be used as fodder for the General’s Touched by Waaagh! command ability. I am hoping I may be able to get off some cheeky rallies with this unit (on a 4+ if done with their leader and a Warchanter nearby), but I’ve not used it in 15 games, so it may just be a pipedream.

Unit 6 – Rippa Snarlfangs

I got them back in the army… thank Mork (or possibly Gork) for their reappearance. I’ve written about these guys a lot, so if you’ve read my previous blogs you’ll already know about them. If you need a catch-up it can be found here.

Ironsunz, Grand Strategy & Triumph

These are unchanged from Warfare. Alright, Get ‘Em allows me to charge units in my opponents charge phase either forcing them to charge me, or be counter charged. It’s great for keeping the Maw Krusha in combat. Grand Strategy is Hold the Line so my opponent needs to kill (and catch) all the Brutes and Ardboyz and Triumph is inspired (+1 to wound)

My Grand Strategy was equally easy to chose – Hold the Line – and the reason why I have taken 10 Ardboyz at my final unit.

What would you run in a Win/Loss/Draw system with Ironjawz; can’t get enough Gore-Gruntas or just want to run 3 MawKrushas – let us know below!

— Declan

Orruk Warclans – Ironjawz in 20-0 System

5 Tournament games at Ascott Race Cource – Warfare 2021

Last weekend I was happy to be able to revisit an old event, that I have been attending for many years – Warfare. But this time there was a change of venue as the old sports hall in Reading was being redeveloped and the show had outgrown the venue anyway. (For those who may not know, Warfare is a trade show with some tournaments along the side)

I would be bringing my Orruk Warclan – Ironjawz – after my success at Carnage and War in the Heartlands with them. But this time I wanted something that was quicker to play than my normal armies – because I wanted to see the trade show!

The army in all its Glory

The thoughts behind my list can be seen in my Ironjawz One Drop Article, and is repeated below:

Allegiance: Ironjawz
– Warclan: Ironsunz
– Grand Strategy: Hold the Line
– Triumphs: Inspired

Leaders
Megaboss on Maw-Krusha (480)*
 General
 Boss Choppa and Rip-tooth fist
 Command Trait: Hulking Brute
 Artefact: Amulet of Destiny (Universal Artefact)
 Mount Trait: Smelly ‘Un
Orruk Warchanter (115)*
 Warbeat: Fixin’ Beat
Orruk Warchanter (115)*
 Warbeat: Get ‘Em Beat

Battleline
10 x Orruk Brutes (320)*
 Jagged Gore-hackas
 2x Gore Choppas
 Reinforced x 1
10 x Orruk Brutes (320)*
 Jagged Gore-hackas
 2x Gore Choppas
 Reinforced x 1
5 x Orruk Brutes (160)*
 Jagged Gore-hackas
 1x Gore Choppas
10 x Orruk Ardboys (170)*
 1x Gorkamorka Banner Bearers
 Reinforced x 1

Units
6 x Orruk Gore-gruntas (300)*
 Jagged Gore-hackas
 Reinforced x 1

Core Battalions
*Battle Regiment

Total: 1980 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 155
Drops: 1

I’ve never really tried a 1 drop army before, but I knew that this would definitely have quick games… allowing more time for shopping!

Although the Gore-Gruntas are a more popular choice I had two things which limited what I would take. Firstly I didn’t have any painted, and only had 6 available so I didn’t want to give myself too much painting to do… secondly I like to sit and counter punch so the idea was that the Maw Krusha & Gore Gruntas would charge first, and the Brutes would follow up… but no plan survives contact with the enemy!

Game 1 Savage Gains v Kharadron Overlords

I was drawn against club mate – Ben – in this clash which was great as we’ve not had an opportunity to play recently because of COVID. Also he was using his great undead KO army. It’s lovely!

Lots of Boats, Boats, Boats!

Survival of the Fittest doesn’t use the ‘normal’ scoring for AOS3, and instead has 1 point for a home objective, 2 for each of the middle ones, and 4 for the opponent’s. I was also lucky enough to have recently played against KO – albeit with my Gitz.

I started with Agressive Expansion, and grabbed the two neutral objectives, putting a toe on the one on the left (picture above), and moving some Brutes onto the one on the right. The MawKrusha (MK) meanwhile used Mighty Destroyers, and charged off to kill a unit of Duardin – I wanted to reduce the size of Ben’s army and was reasonably confident the MK could survive a round of shooting.

In Ben’s turn he picked up his boats and put them all over on my right away from the Maw Krusha, getting the objective (Agressive Expansion) and killing a few models with shooting. The Gunhauler charged 10 Brutes… it’s torpedo missed and it was killed.

I won priority turn 2, triggered Monstrous Takeover and charged the frigate off the objective, whilst getting near the Ironclad – I didn’t want to have unleash hell without the MK & GG getting in, but I failed the MK charge… however I had also made a mistake and the MK was a little too near Gotrek! I redeployed 3 away, forcing an 8″ charge but he succeeded with his reroll and charged… MK died! I’ve only played Gotrek with Gitz before and watching him wipe out an MK (albeit only just) was a shock! Ah well live and learn – I was still ahead 16-11 though because the MK had grabbed 4 points for Ben’s objective.

Winning Priority again, I chose Slay the Warlord… but failed to get through his armour and he lived – I always seem to do this instead of just attacking the boats — must remember next time! Ben did Broken Ranks and the difference was still 5 points in my favour.

Turn 4, and Ben won his first priority completed his Savage Spearhead and picked up 3 points; however I was struggling to get objectives and running out of Brutes – I did grab three objectives though to lead 26-19.

Turn 5, and I won priority again – unfortuantely with units in combat I couldn’t do any Battle Tactics (my third failure in the game!) and picked up 5 points… Ben then taught me the garrison rules – his general deployed out of the Ironclad onto my home objective and shot off the last of the Brutes getting the full 9! … This gave him 12 points at the last… bringing us to 31-31 DRAW!

It was a great game, and really happy it ended in a draw for both of us – must remember to avoid Gotrek with the MK, and attack the Ironclad and not the people inside it next time.

Advertisements

Game 2 Survival of the Fittest – vs Sylvaneth

Ready, Steady, Waaagh!

This was bloody and very, very short. I took the first turn, charged the Kurnoth with the Gruntas – killing them, charged the Revenants with the MK – killing them with the impact hits & Stomp – charged again into the other Kurnoths – killing them! The Ardboyz & 5 Brutes took the outside objectives.

In his turn 1, he charged the MK with everything, but this allowed my Gore Gruntas and Ardboyz to counter charge with the Ironsunz ability – Drycha did some damage, but the Gore Gruntas killed the Warsong Revenants. The Treelord & Stormcast chap couldn’t finish off the MK who then killed the Stormcast and hurt the Treelord.

I won priority for Turn 2, and my opponent conceeded… I was a huge rock to his surgical scissors – 20-0 WIN

Game 3 Power Struggle – Bonesplitterz

The board after the Bonesplitterz free movement

This was a classic army with 4 Wurrgog Prophets:

What an ability

This is a superb characterful ability and I was worried about the potential damage – especially as the Prophets have 6+ ward, and general has a 4+ ward, to reduce the damage they take! These things can (and in the tournament did) take down a Gargant so my MK was at risk… given that I needed to try to get his units away from the Prophets and let the Bonesplitterz go first.

Turn 1, he took Monstrous Takeover and moved his units forward whilst ensuring the Prophets could cover some of the units if I charged them. I took the bait, charged into the Rogue Idol with the MK, and engaged 2 of the Boar Boyz. Killing the Idol, 5 Boars and 3 Boars I was ready for the punch back… but if I could win priority it would all be over.

But it was not to be, and the Bonesplitterz won the priority and took the run selecting Bring it Down on the MK. The first Prophet started the attack doing only 5 damage before dying, but the general was still available – he went all out and rolled until his head exploded… but the MK had only 3 wounds left. Meanwhile one prophet was in range of the GoreGruntas and killed three of them, but died leaving just 1 Prophet left. He charged the MK with some boarboyz, and I counter charged with 5 Brutes and the remaining GG. The boars killed the MK, but the Brutes & GG took down the Boarboyz. Whilst I had lost the big guy I’d done a lot of damage, and was able to grab Broken Ranks in my turn. Meanwhile one of my units of 10 Brutes was walking towards the objective on his side of the board. It was 9-9 but the Bonesplitterz had lost most of their damage dealers.

Turn 3, and Bonesplitterz went first again, the remaining Prophet killing 9 Ardboyz and surviving… wow! gaining Broken Ranks, but this was the high point and I took Agressive Expansion, killed the 10 Orruk Bonesplitters and moving 12″ away from the remaining Prophet. I finished off with Furious Advance and then Savage Spearhead giving me the win. WIN 17-3

Advertisements

Game 4 Veins of Ghur vs Blades of Khorne


Cagey Start from both players!

Bright and early on the Sunday and I was playing Blades of Khorne and Myles, who I had played before recently. I knew this would be fun, although with Veins of Ghur having the random drop locations I didn’t know if Skarbrand and his mates were coming straight for me.

I set-up defensively, gave Khorne the first turn and we both just shuffled a bit, gained Furious Advance and waited for turn 2.

Khorne won priority turn 2 and gave it to me after the middle objective fell on the side of my MK… this was also the side of his Bloodthirster and Skarbrand, so we knew where the fighting would be. I decided to ignore Battle Tactics for this turn and just moved the Ardboyz onto the objective whilst my 5 Brutes and 10 Brutes advances on my left in case an objective landed over there. Myles predictably took back the objective with Conquer and he led 6-4. A very small lead in Veins.

I won priority turn 3, but the objectives fell reasonably for us both (his on my left guarded by Fleshounds so I couldn’t reach it, mine in the middle) so I gave the turn away. Khorne again played carefully and took Agressive Expansion for the two objectives he already held. I took the same, took back the one in the centre on my right with my Ardboyz and charged into the Fleshounds on the left. I had to keep out of 18″ from the Daemon Prince of Khorne to ensure my charge was successful. The unit of 5 did some damage to the Fleshounds.

I won the key turn 4, declared Monstrous Takeover with the MK who toe poked the objective, whilst on the left the 10 Brutes joined the 5 Brutes and started to threaten the objective. In Myles’ turn they took over the objective and so Myles went on the attack… but Skarbrand failed an 8″ with re-roll and so the Bloodthirster and Juggernaughts went into my force on their own. They failed to kill the 10 Ardboyz, failing their Battle Tactic… but worse – failing to capture the objective. 0 points gained in turn 4 and I was ahead 22-14.

However, the game still had something to give – and by this time we had quite an audience – and turn 5 priority went to Khorne – he selected Slay the Warlord and Skarbrand went for the kill – he wiped out the GG who were guarding the MK and did 16 wounds to the MK. The MK swung back and killed Skarbrand, but the Bloodthirster swung around and killed the MK. The Deamon Prince stood on my objective which I thought was safe as I had a garison near it… only to be told it only counted as 1… ooops! It was 28-22 going into my turn 5.

I selected conquer, set-up outside my garrison and charged the Brutes and one Warchanter into the Bloodthirster (who had used Bloodtithe to get onto my objective). The Daemon Prince’s Blood Soaked Ground made the charge a little more difficult but I was succesful and the Daemon Prince fought twice… killing 3 Brutes – but it wasn’t enough and the Brutes killed the Bloodthirster! I had won 38-31. WIN 14-6. Because of his previous games though Myles was still ahead of me in the tournament.

Game 5 Feral Foray vs Daughters of Khaine

Morathi plans her revenge agains the GG

I had not played Morathi yet (suprising with all the games in AOS3 I’ve played) and so this would be useful. My opponent had already beaten an Ironjawz list to get to this point in game 5 and so this might be difficult!

I went first, moved the GG up to grab an objective and got the 5 points… and then found out what Morathi does! She shot, charged the GG and killed 5 of them. The remaining one managed to do the 3 wounds needed (because little Morathi had miscast), but this was a bad start! On my right the Bow Snakes and Shadowstalkers were advancing and killing anything I put within 32″ of them – I did know enough to be outside 24″. First up was the Ardboyz.

With no throw away units or ranged damage to hurt Morathi I was struggling to see a way out, so I took Monstrous Takeover turn 2, and 3 objectives (2 points) putting me on 9. The DoK took the objective on my right, which I had retreated my Brutes from to stop them dying in the hero phase, and we were 9-9… and then it went wrong as I lost the third turn priority. I burnt my middle objective to make the DoK concentrate on an area I wasn’t in, whilst Morathi killed 10 Brutes and put loads of wounds on the MK. I did do three more wounds, but this was too little too late and the teleporting troops meant I couldn’t escape them.

I lost priority turn 4, and hence the MK. The last 3 Brutes charged Morathi and did the remaining 3 wounds gaining some valuable points but I was then wiped out finishing 32-14 for LOST 1-19

This army really struggles in this match-up especially as I don’t have any throw away units, and he was screening well. I think next time I’ll try to get the Warchanters into Morathi as they can be reasonably confident of doing the 3 damage required, but with my other Ironjawz army (lots of drops and Rippas!) I fancy my changes more.

The army again… just in case you missed it the first time ’round

Summary

I finished with 3-1-1 and 62 points having only lost to Morathi. It was a great tournament and I finished 10th out of 38, so very happy with the result. Also managed to chat with a lot of the other gamers there and catch up with friends on the 40k tables!

This was a great army which definitely achieved the target of being quick to play, but still having a chance. The last game draw was critical though and the game against KO was perhaps a little short of what I should have got… but that would have got my playing against some of the Team England chaps who had turned up due to a cancelled event at Warhammer World, so I definitely can’t grumble

I’m not sure it’s a play style I like (a little too reckless for me) but I can definitely see how this can regularly get very high scores in a 20-0 tournament and I may bring it back to the next one of those.

Ironjawz – One Drop List?

Whilst talking through list options on the Warclans WhatsApp group a question was raised as to whether a one-drop Ironjawz list would work. As is often the case, the question was also asked by Rob on The Honest Wargamer during his review of the AOS lists, which can be found here.

Brutes and more Brutes!

So, I started writing a list. For those who don’t know what a ‘one drop’ means, it is a force in Age of Sigmar which is deployed all at once. The advantage of it is that the first player to fully deploy gets to chose who goes first… there are also a lot of top-meta armies in the UK at the moment which are 1 or 2 drop. This can only be achieved by use of the Battle Regiment Core Battatlion – what’s that; I’m glad you asked:

From the Age of Sigmar App

This means that in order to be able to have an army that was deployed in go, I would have a maximum of 3 characters (only one at 10 wounds or above), 5 units and a behemoth or artillery. ‘Fortunately’ Ironjawz don’t have either of the last 2, so I was looking at an army with 3 characters and 5 units – this would certainly be a struggle but let’s see what I can do.

Character 1 – Megaboss on Maw-Krusha

There is no way I can reach the points level without an expensive unit and the Megaboss on Maw-Krusha satisfies this. Fortunately he is also a great warscroll and an auto-include in every Ironjawz list I have seen to date. His equipment is easy – a Rip Tooth for a 3+ armour save is this only real option.

I then make his mount a ‘Smelly ‘Un’ which is my go-to option at the moment, as it makes opponents -1 to hit in combat if you don’t charge. Perfect if you plan to alpha strike and then survive an opponent’s turn.

I follow up with Hulking Brute command ability (2+ D3 wounds on charge) to help him clear screens with Stomp & Destructive Bulk, and add the essential Amulet of Destiny for more survive-ability. He’s my General, my spear and the way I plan to kill the enemy’s big bad units early.

Characters 2 & 3 – Warchanters

I really like Hand of Gork because of it’s threat, but the Warchanters are just superb with Violent Fury providing +1 damage and two of them allow to buff the Maw Krusha and one other unit. I give them Fixin’ Beat (healing) and Get ‘Em Beat (3D6″ charge) to give me an option of going second, healing damage done to the Maw Krusha and striking back.

With my characters done, I’m at 710 points, so lots still to get… onto the units

Unit 1 – 6 Gore Gruntas

With the Maw Krusha, I need something that can alongside him if I have to take the turn one (to go after sentinels for example) and these are perfect. I have also never used them and – whilst I have 6 – they are all unassembled. This shocking situation would have to stop.

The intention if I take the first turn is to Mighty Destroyers these and the Maw Krusha and then move, and go for a charge on the enemy’s worst units. The Gore Gruntas go in first, take ‘Unleash Hell’, do mortal wounds and then the Maw Krusha can follow up, do D3 mortal wounds, and then stomp the same screen, allowing triggering of Destructive Bulk to move D6″ and do it all again. At least that’s the plan!

If I give up the first turn, these guys will likely become a mobile counter charge threat under Ironsunz (more on this later), and the Brutes (see below) will get the Mighty Destroyers.

I was asked why it isn’t two units of 3, and that’s because I have 1,290 points left so I need most of my remaining units to be reinforced.

Unit 2, 3 & 4 – 10 Brutes, 10 Brutes, 5 Brutes

25 Brutes, 3 wounds at 4+ save and Jagged Gore-Hackas. These guys can push out some serious damage, can stop 1 wound models counting on objectives (looking at Pink Horrors here!) and can be used as a screen if that is what’s needed. Plus they are great models, and who doesn’t love great models. I have 20 painted, so would only need to add an additional 5 to make this work.

If you’re unsure how Brutes work, you’re also in luck, for there’s an article on this very blog on it. Just here.

Unit 5 – 10 Ardboys

I was really torn on this selection, because I wanted to try to fit in my unit of Rippa’s Snarlfangs…. but the Gore Gruntas do a lot of what Rippa can do – so I went for a solid unit to keep a back objective and, if things start going wrong, get buffed by the Warchanter for a glorious charge. They are also Battleline, so my Grand Strategy makes these a unit that can definitely be hidden to get me those 3 (often crucial) points.

Ironsunz

I’ve chosen Ironsunz because the command ability is superb. Alright, Get ‘Em allows me to charge units in my opponents charge phase either forcing them to charge me, or be counter charged. It’s great for keeping the Maw Krusha in combat.

Grand Strategy & Triumph

For my Triumph I can’t see beyond Inspired (+1 to wound), and at 1,980 points for the army, I may get a few cheeky options for this in a tournament.

My Grand Strategy was equally easy to chose – Hold the Line – and the reason why I have taken 10 Ardboyz at my final unit.

The Final List

Allegiance: Ironjawz
– Warclan: Ironsunz
– Grand Strategy: Hold the Line
– Triumphs: Inspired

Leaders
Megaboss on Maw-Krusha (480)*
 General
 Boss Choppa and Rip-tooth fist
 Command Trait: Hulking Brute
 Artefact: Amulet of Destiny (Universal Artefact)
 Mount Trait: Smelly ‘Un
Orruk Warchanter (115)*
 Warbeat: Fixin’ Beat
Orruk Warchanter (115)*
 Warbeat: Get ‘Em Beat

Battleline
10 x Orruk Brutes (320)*
 Jagged Gore-hackas
 2x Gore Choppas
 Reinforced x 1
10 x Orruk Brutes (320)*
 Jagged Gore-hackas
 2x Gore Choppas
 Reinforced x 1
5 x Orruk Brutes (160)*
 Jagged Gore-hackas
 1x Gore Choppas
10 x Orruk Ardboys (170)*
 1x Gorkamorka Banner Bearers
 Reinforced x 1

Units
6 x Orruk Gore-gruntas (300)*
 Jagged Gore-hackas
 Reinforced x 1

Core Battalions
*Battle Regiment

Total: 1980 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 155
Drops: 1

155 wounds, most at least at 4+, and 18 at 3+… that’ll take a lot to kill, especially if I chose to Alpha Strike and go after my opponent.

Having thought about this for a few days, I’ve decided to take it to Warfare at Ascot (run by Reading Wargamers). It’s always a fun, relaxed event, so hopefully I haven’t overclocked the army too much.

Let me know what you think and what you would change – it was great fun thinking of a change and abandoning my favourite ‘Warlord’ Battalion.

Top Three Lists from the Justice Series GT 5th November 2021

These were the top three lists from the Justice Series GT 5th November 2021

Simon W – Disciples of Tzeentch

Simon won the event with five wins from five and 150 tournament points.

Allegiance: Disciples of Tzeentch
Subfaction: Hosts Duplicitous
Grand Strategy: Hold the Line
Triumphs: Inspired

Leaders
———-
Lord of Change (General) (420 pts)+
– Command Trait: Will of the Phantom Lord
– Artefact: Brand of the Split Daemon
– Spell: Tzeentch’s Firestorm
Changecaster (135 pts)+
– Spell: Bolt of Tzeentch

Battleline
———-
Horrors of Tzeentch (Pink) (645 pts)+
– Reinforced: Twice
Horrors of Tzeentch (Pink) (430 pts)+
– Reinforced: Once
Horrors of Tzeentch (Pink) (215 pts)+

Endless Spells & Invocations
———-
Chronomantic Cogs (45 pts)
Soulscream Bridge (70 pts)

Core Battalions
———-
Battle Regiment+

Total Points: 1960 pts
Made with AoS App List Cleaner

James Tinsdale – Soulblight

James who also featured in our Top Three Lists from Mancunian Carnage 9th October 2021 appears again for another second place with the same list and 150 points.

Allegiance: Soulblight Gravelords
Army Type: Kastelai Dynasty
Grand Strategy: Hold the Line
Triumphs: Inspired

Leaders
———-
Wight King On Skeletal Steed (General) (130 pts)+
– Command Trait: Rousing Commander
– Artefact: Fragment of the Keep
Nagash (970 pts)+

Battleline
———-
Blood Knights (195 pts)+
Blood Knights (195 pts)+
Blood Knights (195 pts)+
Blood Knights (195 pts)+
Deadwalker Zombies (115 pts)+

Core Battalions
———
Battle Regiment+

Total Points: 1995 pts
Made with AoS App List Cleaner

Jp Stevens – Lumineth Realmlords

JP managed four wins from five for 125 points.

Allegiance: Lumineth Realm-lords
Subfaction: Zaitrec
Grand Strategy: Prized Sorcery
Triumphs: Inspired

Leaders
———-
Vanari Lord Regent (General) (155 pts)+
– Command Trait: Fast Learner
– Artefact: Gift of Celennar
– Spell: Lambent Light, Overwhelming Heat, Speed of Hysh
Scinari Loreseeker (170 pts)+
– Spell: Lambent Light, Overwhelming Heat, Protection of Hysh
Sevireth (345 pts)+

Battleline
———-
Vanari Auralan Wardens (145 pts)+
– Spell: Overwhelming Heat, Speed of Hysh
Vanari Auralan Sentinels (450 pts)+
– Spell: Overwhelming Heat, Speed of Hysh
– Reinforced: Twice
Vanari Bladelords (130 pts)+

Units
———-
Hurakan Spirit of the Wind (265 pts)+
Hurakan Spirit of the Wind (265 pts)+

Endless Spells & Invocations
———-
Rune of Petrification (75 pts)

Core Battalions
———-
Battle Regiment+

Total Points: 2000 pts
Made with AoS App List Cleaner

Solo Wargaming for your Favourite Games

I’m in the process of creating a series of Wargaming Aids which allow players to play their favourite games in a single player format against an AI controlled enemy army. To find out more on this click here.

For as little as £1 a month (the price of a chocolate bar) you can help support me in this endeavour and receive cool perks as a thank you, such as access to our Discord Server as well as downloadable copies of the gaming aids which you can print out and use at home.

Why not pop over to Patreon and sign up and help me in this project? Money raised will go towards making these as physical products.

Top Three Lists from Mancunian Carnage 9th October 2021

These were the top three lists from Mancunian Carnage on October 9th 2021.

Tom Mawdsley – Stormcast Eternals

Tom won the event with five wins from five and 94 tournament points.

Allegiance: Stormcast Eternals
Subfaction: Celestial Warbringers
Army Type: Stormkeep
Grand Strategy: Hold the Line
Triumphs: Inspired
Unique Enhancement: Call for Aid

Leaders
———-
Knight-Judicator with Gryph-hounds (General) (205 pts)+
– Command Trait: Master of Magic
– Artefact: Arcane Tome
Knight-Judicator with Gryph-hounds (205 pts)+
Knight-Judicator with Gryph-hounds (205 pts)+
Knight-Judicator with Gryph-hounds (205 pts)+
Knight-Judicator with Gryph-hounds (205 pts)++
– Artefact: Luckstone
Celestant-Prime (325 pts)++

Battleline
———-
Liberators (115 pts)++
Liberators (115 pts)++
Vindictors (130 pts)++

Units
———-
Hurakan Spirit of the Wind (Ally) (265 pts)++

Endless Spells & Invocations
———-
The Burning Head (20 pts)

Core Battalions
———-
Command Entourage+
– Bonus Enhancement: Holy Commands
Battle Regiment++

Total Points: 1995 pts
Made with AoS App List Cleaner

James Tinsdale – Soulblight

James also achieved five wins from five and managed 92 tournament points for 2nd place.

Allegiance: Soulblight Gravelords
Army Type: Kastelai Dynasty
Grand Strategy: Hold the Line
Triumphs: Inspired

Leaders
———-
Wight King On Skeletal Steed (General) (130 pts)+
– Command Trait: Rousing Commander
– Artefact: Fragment of the Keep
Nagash (970 pts)+

Battleline
———-
Blood Knights (195 pts)+
Blood Knights (195 pts)+
Blood Knights (195 pts)+
Blood Knights (195 pts)+
Deadwalker Zombies (115 pts)+

Core Battalions
———
Battle Regiment+

Total Points: 1995 pts
Made with AoS App List Cleaner

Ritchie Mcalley – Ironjawz

Ritchie managed four wins from five, losing in the first round to Matt Roberts and his Lumineth Realm Lords. Richie managed to claim 82 tournament points.

Allegiance: Orruk Warclans
Subfaction: Ironsunz
Army Type: Ironjawz
Grand Strategy: Hold the Line
Triumphs: Inspired

Leaders
———-
Megaboss on Maw-krusha (General) (480 pts)++
– Command Trait: Heroic Stature
– Artefact: Amulet of Destiny
– Mount Trait: Fast ’Un
Orruk Warchanter (115 pts)++
Orruk Warchanter (115 pts)++
Orruk Megaboss (140 pts)+++
– Artefact: Destroyer
Orruk Weirdnob Shaman (90 pts)
– Spell: Da Great Big Green Hand of Gork

Battleline
———-
Orruk Brutes (320 pts)+
– Reinforced: Once
Orruk Ardboys (255 pts)+
– Reinforced: Twice
Orruk Brutes (160 pts)+

Units
———-
Orruk Gore-gruntas (150 pts)++
Orruk Gore-gruntas (150 pts)+++

Core Battalions
———-
Hunters of the Heartlands+
Warlord++
– Bonus Enhancement: Artefacts of Power
Vanguard+++

Total Points: 1975 pts
Made with AoS App List Cleaner

Solo Wargaming for your Favourite Games

I’m in the process of creating a series of Wargaming Aids which allow players to play their favourite games in a single player format against an AI controlled enemy army. To find out more on this click here.

For as little as £1 a month (the price of a chocolate bar) you can help support me in this endeavour and receive cool perks as a thank you, such as access to our Discord Server as well as downloadable copies of the gaming aids which you can print out and use at home.

Why not pop over to Patreon and sign up and help me in this project? Money raised will go towards making these as physical products.

Orruk Warclans – Ironjawz First Outing

5 Tournament games at Carnage – Element Games

A few weekends ago I went to Carnage at Element Games run by the superb Alex Jones. He has run some superb post-COVID events in the UK the first of which I took Sons of Behemat to. However for this one I was able to unpack an existing army with a new book… and that meant Orruk Warclans!

The book in all it’s Glory. Available from Games Workshop, online stockists or your favourite & friendly local gaming store

The thoughts behind my list can be seen in my Carnage Prep article, and is repeated below:

Allegiance: Ironjawz
– Warclan: Ironsunz
– Grand Strategy: Hold the Line
– Triumphs: Inspired

Leaders
Megaboss on Maw-Krusha (480)***
 General
 Boss Choppa and Rip-tooth fist
 Command Trait: Mega Bossy
 Artefact: Amulet of Destiny (Universal Artefact)
 Mount Trait: Smelly ‘Un
Orruk Megaboss (140)***
 Artefact: Destroyer
Orruk Megaboss (140)***
 Artefact: Arcane Tome (Universal Artefact)
 Lore of the Weird: Bash ‘Em Ladz
Orruk Warchanter (115)****
 Warbeat: Fixin’ Beat
Orruk Warchanter (115)****
 Warbeat: Get ‘Em Beat
Orruk Weirdnob Shaman (90)****
 Lore of the Weird: Da Great Big Green Hand of Gork

Battleline
10 x Orruk Brutes (320)*
 Jagged Gore-hackas
 2x Gore Choppas
 Reinforced x 1
5 x Orruk Brutes (160)*
 Jagged Gore-hackas
 1x Gore Choppas
10 x Orruk Ardboys (170)**
 2x Gorkamorka Glyph Bearers
 Reinforced x 1
5 x Orruk Ardboys (85)**
 1x Gorkamorka Glyph Bearers
5 x Orruk Ardboys (85)***
 1x Gorkamorka Glyph Bearers

Units
3 x Rippa’s Snarlfangs (70) ****

Core Battalions
*Hunters of the Heartlands
**Ironjawz Fist
***Warlord
****Warlord

Additional Enhancements
Artefact

Artefact

Total: 1970 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 138
Drops: 12

I went 12 drop, because I don’t often mind whether I have the choice, and I like to have lots of units to play with and get in the way. I also chose to avoid the double Maw-Krusha list because I like the new Brutes and wanted to play with them to see if the theory for them worked on the table.

Game 1 The Vice v Ironjawz

An Ironjawz army with double MawKrusha (MK) but the Vice meant that neither of us wanted to advance at the speed we might normally use. My opponent went first and selected Broken Ranks on a unit of Ardboyz, and advanced on them with an MK, and managed to get within 6″. A sneaky redeploy meant he failed the charge after I rolled well which gave me an early lead.

My turn was very cagey, with my Hand of Gork being successful and putting a unit of 10 Ardboyz behind the lines and capturing one of the objectives getting me a point for holding more.

The second turn saw us looking at each other whilst my opponent advanced his MK a little further and killed 5 Ardboyz, whilst I played conquer to get an objective back by numbers – leaving the MK uninjured. My MK was safely hidden behind my Brutes now, but with the Ironjawz counter charge ability my opponent didn’t want to charge. Equally nor did I!

Turn three the ‘Fast Un’ MK charged my cage and killed some Ardboyz, but my MK countercharged, and killed the MK on my third turn, getting a ton of extra points (+1 for monster slain, +2 for Bring it Down, +1 for doing it with a monster). This put me at 15-12 up.

Turn 4 we again watched each other with my opponent getting Savage Spearhead, and me picking up the easy Monstrous takeover. In Turn 5 I eventually won a priority, barrelled into the centre and killed the second MK with my Brutes… game over! Win for me 27-16

Game 2 Feral Foray v Slaves to Darkness – Host of Everchosen

This was an Archaon build with the ability to roll for priority in his turn. He gave me first turn, but had left only on Varanguard on one of his home objectives, so Rippa’s Snarlfangs sped forward, using command point for 6 to run, and placed 3 paws on the objective, staying outside of 9″. A cheeky point gained (for more) and conquer finished early. His first turn was conservative, so I guessed that I was going first in turn 2… and indeed I did.

I ran in a circle with my troops and left a gap in front of my Maw Krusha to tempt Archaon to charge if he got the first turn. One of my foot Megabosses had also charged into the middle to slow down the big fella turn 2. The Megaboss promptly died, but killed some Varanguard in revenge and Archaon came forward… seemed like I was going second!

Turn 3 and Archaon advanced on the exposed Maw Krusha… so I called Redeploy and closed the gap, ensuring Archaon would be within 3″ of the MK if he charged. And charge he did, his first attack killing the Ardboyz, and his second getting to the Maw Krusha… a slight moment of concern but with the -1 to hit his Slayer of Kings failed and the MK fought back with some Brute assistance doing 12 wounds. He also made a mistake on my right by not killing a single Ardboy which was his battle tactic (they were fighting Brutes as well).

Turn 4 and the MK failed to kill Archaon meaning another nervous moment… and into the sword I went! Fortunately the Brutes piled in and finished him off – phew! and that was pretty much it. He gained a cheeky Monstrous Takeover with the Sphinx in his turn 4, but I killed it turn 5 for a bonus point and I came away with a 26-21 win

Game 3 Apex Predators – Helon LRL

I was on table 4 at this stage and played Helon LRL with 2 wind spirits, Severith and their friends… ouch! I deployed on the line in the hope he wouldn’t kill enough and he failed to kill the MK but I couldn’t charge the foxes as they could outdistance me and I had insufficient wounds left to survive unleash hell. Unfortunately I failed my Mighty Destroyers charges into the Sentinels and then the Brutes failed by one wound to kill the fox they were fighting, (it saved 8 of 9 5+ ward saves!) which meant no Smashing and Bashing and the other fox and Wind Chargers ran away!

Unfortunately that was the game with a huge loss, but I did stop my opponent getting his secondary by charging in my Warchanter and dying. Lost 3-25!! (Ouch; again!)

Game 4 Savage Gains (I think!) vs Stormcast

I was meant to play Fyreslayers but some drop-outs meant a redraw and I played the new Stormcast. It was a great fun game, but his two Ballistas failed to kill (or indeed hit) and MK over the first two turns.

He sacrificed a unit of Liberators to slow down the Maw Krusha (putting them within 12″ to stop the Mighty Destroyers and picked up Ferocious Advance, and I responded with a Conquer and killing the Liberators. They came back though, so after turn 1 neither of us had done much and it was 7-7!

He won the second turn, chose Aggressive Expansion, but failed to knock my Ardboyz and some Brutes off a central objective despite charging. In this turn he also moved the returned Liberators to slow me down again, but losing the two points and failing to get either of the central objectives hurt the point collection – only 1 point gained! In response I chucked the army into combat, and started killing Stormcast. Picking up the full 7 points.

My opponent won the priority turn 3 but gave it to me as I was trapped in combat and he wanted to remove an objective… unfortunately my combat power was too much with the Ballistas being rubbish and I took the game. Win 41 -8

Game 5 vs Seraphon

Back on table 4 as a reasonable scoring 3-1 army I was playing against a Kroak Seraphon army. I was given the first turn, used Mighty Destroyers to get the Brutes and 10x Ardboyz forward and flew the MK into the centre as I got Mystic Shield off. Now I needed to survive!

His turn 1 was shooting with a world of Salamanders (2×2 in his starting list, and 1 summoned) and killed half the Brutes and put significant damage on the MK… but I had survived. Now if I could get the priority I could charge and be in them!

Unfortunately he won priority, took the priority and took off the remaining Brutes… he made a mistake by doing magic mortal wounds whilst I had Amulet of Destiny until Kroak remembered he could destroy it… spell was cast… dice was rolled… Amulet of Destiny was gone… oh dear! The Salamanders continued to do amazing damage and charged the MK to finish him off. Fortunately for me he rolled no 6s and I made my saves and killed a unit of 2.

Having survived I had a chance, so one of my Footbosses charged another unit of 2 Sallys in order to stop Unleash Hell on the MK. The MK charged a small unit of 1 Sally and the Troglodon… who was also pinned by the unit of Ardboyz. The Sallys killed the Megaboss, who (with destroyer) swung back and killed them all, but the MK failed to kill either the Salamander in front of him or the Troglodon (which came back on a 4+!). I was ahead though and once again priority would be key.

And I lost it again, but my opponent decided now was the time to go after the support characters and they all died leaving the MK alive but alone. A unit of Skinks teleported behind the MK to capture the central objective gaining Conquer. In response the MK finally killed the Troglodon and picked up a 7 point turn. I was ahead on point (15-9) but had little left. I needed the MK to go into a Skink unit or something… so priority again!

And lost… oh dear! MK died, one Salamader was rallied back and I couldn’t achieve any objectives. I had three units left so retreated the Rippas, and ran my 2 x 5 Ardboyz who had been holding my home objectives. If I lost priority again it would definitely be over…

But I won it! I did Ferocious Advance with the 3 units I had left and I was 21-14 with 20 wounds for my opponent to kill my battleline. Kroak was mostly out of range, so cast comet chipping some wounds on the Ardboyz and killed Rippa. He then rallied a second Salamander into a unit and teleported them to 9″ away… and fired! He killed a full unit with shooting (despite the shields), and then went for a charge… and 11″ (getting his secondary), made the charge and then went mad on the attacks again. I had lost by 1 point in the last turn and missed out on a 4-1… LOST 21-22

Summary

A great fun army and definitely got some legs… I’m taking them again this weekend to War in the Heartlands, so hopefully I’ll see some of you there.