Those of you who have followed the blog for a while will be familiar with my 40k series of beginners armies based of each factions Combat Patrol box. I thought we should do the same for AoS.
Ironjawz are one of the more popular armies in Age of Sigmar and they’re also pretty good on the tabletop. Ironjawz lists can often be found gracing our top three lists series.
The Start Collecting box for Ironjawz has everything in you’d want in a budding tournament army. Hard hitting Gore-gruntas and tough ‘Ard Boyz.
If you’re starting out with Ironjawz you can’t go wrong by picking up two of their start collecting sets. That’ll give you two Warchanters, 20 ‘Ard Boyz and 6 Gore-Gruntas.
You’ll need someone to lead this mob though. At 1,000 points we don’t have enough points left for anything big, but we can pick up a Megaboss on foot.
You’ll also need a copy of the Battletome as well.
Remember that if you sign up with SCN Hobby World you can get all these boxes at 25% off the Games Workshop price.
Start Collecting: Ironjawz
Start Collecting: Ironjawz
Battletome: Orruk Warclans
What it costs
The Army List
This big fella will be our leader. As we’ve got no shaman in our list we’ve given him the Arcane Tome, this makes him into a wizard who can cast and unbind one spell each turn. We’ve also given him Da Great Big Green Hand of Gork.
This is a great spell for getting any of your units closer to the enemy. It can even be cast on himself! For his Command Trait, we’ve chosen Hulking Brute which when he charges into combat means he’ll cause D3 wounds on a 2+ roll.
You’ll want him in combat as well. Look at his weapons:
Lets break that down a bit. The following table shows how much damage you should expect to dish out if you roll perfectly average dice rolls.
Av # of Hits
Av # of Wounds
Av Damage (Pre-Saves)
Boss Choppa & Rip-tooth Fist
Based on Average Dice Rolls
Add on to that, that you’ll likely be causing 2 mortal wounds on the charge as well, and you’re talking 9 damage in combat.
These guys will give you some great buffs to your units. Give one Fixin’ Beat to heal a model within 12″ D3 wounds (looking at you Megaboss). Then give the other Killa Beat, this will add 1 to hit rolls that target a specific enemy unit. As well as this, with Violent Fury they can add 1 to the damage of the attacks of a friendly unit They’re also not bad in combat themselves:
Av # of Hits
Av # of Wounds
Av Damage (Pre-Saves)
Gorkstikk & Morkstikk
Based on Average Dice Rolls
These guys are tough with two wounds each and a 4+ save. It’ll take a fair bit to shift them. We’ve got two units of these as well, one of which is reinforced to 10 models. Now imagine the unit of ten has charged into combat AND they’ve listened to the Killa Beat from your Warchanter while attacking a unit that the Warchanters used it’s Violent Fury on. You’d get the following output:
Av # of Hits
Av # of Wounds
Av Damage (Pre-Saves)
Based on Average Dice Rolls
That’ll do the job…..
Your fast attack, these can be on the enemy before they know it. Make sure to give them Jagged Gore-Hackas so they can take full advantage of their charge ability.
These fellas are also the reason we’ve chosen the Bloodtoofs subfaction.
The ability to make a move or charge another unit after combat is just too good to resist!
What about their damage output?
Av # of Hits
Av # of Wounds
Av Damage (Pre-Saves)
Tusks & Hooves
Based on Average Dice Rolls
The Jagged Gore-hackas are at rend -2 as well! There isn’t a single one of your units you don’t want in combat.
Once you’re up to 1,000 points (or nearly in any case), you’ll probably start thinking about a 2k list. Perhaps look at the Megaboss on Maw-Krusha or some Brutes. Perhaps even double Maw-Krusha….
This weekend I’m taking part in my first AoS tournament, Battle of Burning Skies is run by the legends at Savage Hammer Gaming and Greetings from the Warp, and is sponsored by none other than fellow Woehammerer Sarah and SCN Hobbies.
This is my first tournament of any kind since 1999 (yes, I’m that old). All the lists are available on Best Coast Pairing if you have a subscription so I thought I would cover three of the lists which I believe have the potential to win.
Savage Hammer Gaming have a number of events upcoming this year all based in Bedford, for both 40k and AoS. So if you want to keep updated on them or want to come along to an event why not check them out on Eventbrite.
Declan has come off the back of two tournament tournament wins and a second place, being undefeated in all three. A win at Dazmaul Wargaming and the Chumpionship tournament, and a second place at Raging Rivers so its hard to ignore his potential to make it three wins on the trot. Declan is running his favourite Big Waaagh! once more which suits his punch second gaming style.
Allegiance: Big Waaagh! – Grand Strategy: Hold the Line – Triumphs:
Leaders Megaboss on Maw-Krusha (480)* – General – Boss Choppa and Rip-tooth fist – Command Trait: Touched by the Waaagh! – Artefact: Arcane Tome (Universal Artefact) – Mount Trait: Fast ‘Un – Lore of the Weird: Da Great Big Green Hand of Gork Wurrgog Prophet (150)* – Artefact: Glowin’ Tattooz – Universal Spell Lore: Flaming Weapon Orruk Warchanter (115)* – Warbeat: Fixin’ Beat Orruk Warchanter (115)* – Warbeat: Fixin’ 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 Ardboys (85)*** – 1x Gorkamorka Banner Bearers 5 x Orruk Ardboys (85)*** – 1x Gorkamorka Banner Bearers
Units 4 x Ironskull’s Boyz (80)*** 3 x Orruk Gore-gruntas (170)** – Jagged Gore-hackas 2 x Savage Big Stabbas (80)*
Core Battalions *Warlord **Hunters of the Heartlands ***Ironjawz Fist
After starting the year playing Daughters of Khaine, Christine swapped to her old favourites Ironjaws for the Chumpionship, and boy what a swap! Christine finished 2nd in the event to Declan with her Ironjaws list and I’ve no doubt her list has the potential for three wins this weekend. WHAT’S THAT COMING OVER THE HILL? IS IT KRAGNOS, IS IT KRAGNOOOOSSSS?! Lots of big stompy monsters here, with a recently upgraded Kragnos who can do a lot of heavy lifting alongside the ubiquitous Maw-Krusha. This list is bound to crush face.
Army Faction: Orruk Warclans – Army Type: Ironjawz – Army Subfaction: Bloodtoofs – Grand Strategy: Beast Master – Triumphs: Bloodthirsty
Megaboss on Maw-krusha (480)* – General – Command Traits: Mega Bossy – Boss Gore-hacka and Choppa – Artefacts: Destroyer – Mount Traits: Loud ’Un Orruk Warchanter (115)* Orruk Weirdnob Shaman (90)*
We’ve seen versions of Christian’s list on many top 3’s recently so it’s hard to ignore the potential for him to place high up in the rankings this weekend. Christian is a seasoned pro and went 5-0 at Blackout V with his Soulblight Dynasty he has swapped them this time around for Legion and I think he has the potential to push Declan to the end on this one.
Army Faction: Legion of the First Prince – Grand Strategy: Prized Sorcery – Triumph: Inspired
LEADERS Kairos Fateweaver (435) – Spells: The Master’s Command Be’lakor (360)* – Spells: The Master’s Command Slaves to Darkness Daemon Prince (210)* – General – Mark of Chaos: Khorne – Command Traits: Ruinous Aura – Daemonic Axe and Malefic Talons – Artefacts of Power: Armour of the Pact The Contorted Epitome (255)* – Artefacts of Power: Fourfold Blade – Spells: Flaming Weapon, The Master’s Command
BATTLELINE 10 x Horrors of Tzeentch (Pink) (250)** 10 x Horrors of Tzeentch (Pink) (250)** 5 x Flesh Hounds (105)**
ENDLESS SPELLS & INVOCATIONS 1 x Emerald Lifeswarm (60) 1 x Umbral Spellportal (70)
CORE BATTALIONS – *Command Entourage – **Hunters of the Heartlands
TOTAL POINTS: 1995/2000
As for me…. I’m running Kruleboyz
I in no way believe my list is a contender for any of the top tables and I’ll be happy to walk away with one win this weekend. I have already made one mistake with this list, Levitate! What was I thinking!!!!
Army Faction: Orruk Warclans – Army Type: Kruleboyz – Subfaction: Big Yellers – Grand Strategy: Hold the Line – Triumph: Inspired
LEADERS Gobsprakk (280) – Spells: Choking Mist Swampboss Skumdrekk (320)* – General Swampcalla Shaman and Pot-grot (105)* – Artefacts of Power: Arcane Tome – Spells: Levitate
BATTLELINE 9 x Man-skewer Boltboyz (360)* – Reinforced: Twice 6 x Man-skewer Boltboyz (240)* – Reinforced: Once 10 x Gutrippaz (180)* – Wicked Stikka
ARTILLERY 1 x Beast-skewer Killbow (130)*
OTHER 3 x Rippa’s Snarlfangs (70) 3 x Fellwater Troggoths (155) 10 x Hobgrot Slittaz (80)* 10 x Hobgrot Slittaz (80)*
CORE BATTALIONS – *Battle Regiment
TOTAL POINTS: 2000/2000
All the Entries this Weekend
Andrew Hartwell Ironjawz/Bloodtoofs Andy ZielinskiGloomspite Gitz Ash ColemanLumineth Realm-Lords/Syar Billy BurrowsMaggotkin of Nurgle Christian MooreLegion of the First Prince Christine CoramIronjawz/Bloodtoofs Dan Wright Maggotkin of Nurgle Declan WatersBig Waaagh! Iain CarsbergDisciples of Tzeentch/Pyrofane Cult Joel CooperSkaventide Jon KeightleyIronjawz/Ironsunz Jonathon QuinnFlesh-eater Courts/Blisterskin Kat Binley Sons of Behemay/Taker Tribe Mark CullenOgor Mawtribes/Bloodgullet Matthew TylerDaughters of Khaine/Hagg Nar Max BartonStormcast Eternals/Hammers of Sigmar Paul Coram Idoneth Deepkin/Fuethan Peter HollandKruleboyz/Big Yellers Rhys SyllabanksFlesh-eater Courts/Gristlegore Ross BraceIdoneth Deekin/Dhom-Hain Tom MeakerBonesplitterz/Icebone Wayne CooperSeraphon/Thunder Lizard Will HolleyKharadron Overlords/Barak-Mhornar
Norsehammer Open 2022 was a five game event that took place in Rogaland, Norway on 5th and 6th March. It saw 41 players fight it out to be crowned champion.
1st Ole Vatland – Seraphon
Ole won all five games beating Kruleboyz/Big Yellers in Round 1, Stormcast Eternals/Hallowed Knights in Round 2, Idoneth Deepkin/Fuethan in Round 3, Kharadron Overlords/Barak Zilfin in Round 4 and Ironjawz/Bloodtoofs in the last round.
LEADERS Slann Starmaster (265)* – General – Command Trait: Arcane Might – Artefact: Fusil of Conflaguration – Spell: Celestial Apotheosis Skink Priest (80)* – Universal Prayer Scripture: Heal Engine of the Gods (265)* – Artefact: Cloak of Feathers – Mount Trait: Beastmaster – Universal Prayer Scripture: Curse BATTLELINE 20 x Skinks (150)** – Boltspitters Celestite Daggers & Star Bucklers – Reinforced x 1 10 x Skinks (75)** – Boltspitters Celestite Daggers & Star Bucklers 10 x Skinks (75)** – Boltspitters Celestite Daggers & Star Bucklers
UNITS 2 x Salamander Hunting Pack (280) – Reinforced x 1 2 x Salamander Hunting Pack (280) – Reinforced x 1 2 x Salamander Hunting Pack (280) – Reinforced x 1 Bastiladon with Solar Engine (250) TERRAIN Realmshaper Engine
CORE BATTALIONS *Warlord **Hunters of the Heartlands
Danny managed an impressive four wins and one loss, losing against 1st placed Ole Vatland and his Seraphon/Thunder Lizard list in Round 5. He beat Legion of the First Prince in Round 1, Maggotkin of Nurgle/Befouling Host in Round 2, Daughters of Khaine/Khelt Nar in Round 3and Stormcast Eternals/Hammers of Sigmar in Round 4.
Allegiance: Ironjawz – Warclan: Bloodtoofs – Mortal Realm: Ghur – Grand Strategy: Hold the Line – Triumphs: Inspired
Leaders Megaboss on Maw-Krusha (480)* – General – Boss Choppa and Rip-tooth fist – Command Trait: Master of Magic – Artefact: Arcane Tome (Universal Artefact) – Mount Trait: Fast ‘Un – 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 6 x Orruk Gore-gruntas (340)* – Jagged Gore-hackas – Reinforced x 1 10 x Orruk Ardboys (170)* – 2x Gorkamorka Banner Bearers – Reinforced x 1 6 x Orruk Gore-gruntas (340)* – Jagged Gore-hackas – Reinforced x 1 6 x Orruk Gore-gruntas (340)* – Jagged Gore-hackas – Reinforced x 1
Lasse also managed to get four wins with a single loss during their weekend. Beating Flesh-eater Courts/Morgaunt in Round 1, losing against Idoneth Deepkin/Fuethan in Round 2, then beating Cities of Sigmar/Living City in Round 3, Ironjawz/Bloodtoofs in Round 4 and Skaventide in the final round.
Allegiance: Daughters of Khaine – Temple: Khailebron – Mortal Realm: Aqshy – Grand Strategy: Hold the Line – Triumphs: Inspired
LEADERS Bloodwrack Medusa (120)* – General – Command Trait: Mistress of Illusion – Artefact: Whisperdeath – Lore of Shadows: Mirror Dance Morathi-Khaine (330)* – Lore of Shadows: Mindrazor The Shadow Queen (330)*
BATTLELINE 15 x Blood Stalkers (540)* – Reinforced x 2 10 x Blood Stalkers (360)* – Reinforced x 1 10 x Witch Aelves (120)* – Pairs of Sacrificial Knives
UNITS 5 x Khinerai Heartrenders (95)* 5 x Khinerai Lifetakers (90)*
Stein performed fantastically over the weekend with an outdated Skaven Battletome. Stein managed an impressive three wins and two losses. Along the way Stein lost against Stormcast Eternals/Hammrs of Sigmar in Round 1, won against Nighthaunt/Emerald Host in Round 2, Legion of the First Prince in Round 3, ironjawz/Ironsunz in Round 4 before losing against 3rd placed Lasse Kalberg and his Daughters of Khaine/Khailebron list in Round 5.
Allegiance: Skaventide – Grand Strategy: Hold the Line – Triumphs: Inspired
The Brewdog AOS GT was a five game event that took place in Aberdeen, Scotland on 25th Feb. It saw 34 players fight it out to be claimed champion.
Most Selected Faction/Subfaction
The Top Three Lists
John B – Cities of Sigmar
John B won all five games beating Sons of Behemat/Taker Tribein Round 1, 3rd placed Mike Callaghan with his Ironjaws/Ironsuns in Round 2, 2nd placed Phil McGuinness with his Ironjaws/Bloodtoofs in Round 3, Bonesplitterz/Icebone in Round 4 and Maggotkin of Nurgle/Drowned Men in the last round.
Allegiance: Cities of Sigmar – Subfaction: Living City – Grand Strategy: Beast Master – Triumphs: Inspired
Leaders Freeguild General on Griffon (290)* – General – Lance – Command Trait: Ironoak Artisan – Artefact: Arcane Tome (Universal Artefact) – Mount Trait: Soaring Guardian – Lore of Leaves: Lifesurge Doralia ven Denst (115)* Sorceress (95)* – Lore of the Leaves: Ironoak Skin
Battleline 10 x Freeguild Crossbowmen (105)* 10 x Freeguild Crossbowmen (105)* 10 x Freeguild Crossbowmen (105)*
Units 4 x Stormdrake Guard (680)* – Drakerider’s Lance – Reinforced x 1 4 x Dracothian Guard Fulminators (460)* – Reinforced x 1
Declan – Peter’s found me a non-Stormcast, non-Seraphon 5-0 list… however this is a Stormcast list in disguise with two of the best units from the book included – Stardrake Guard and Dracothian Fulminators. Mortal range shooting is currently very powerful and with over half the army being from a different book is it really Cities?!
The Freeguild Crossbowmen provide some shooting whilst holding objectives and providing bodies, and the Freeguild General on Griffon can help take out screens and charge with the Stormdrake and Fulminators — have your own screens present.
It’s a very powerful list but does need practice to win, and a little luck to go 5-0; Well done John B.
Phil McGuinness – Ironjawz
Phil managed an impressive four wins and one loss, losing against John B and his Cities of Sigmar/Living City in Round 3. He beat Sylvaneth/Winterleaf in Round 1, Cities of Sigmar/Living City in Round 2, Beast of Chaos/Darkwalkers in Round 4and Sons of Behemat/Taker Tribe in Round 5.
Allegiance: Ironjawz – Subfaction: Bloodtoofs – Grand Strategy: Hold the Line – Triumphs: Inspired
Leaders Megaboss on Maw-Krusha (480)* – Boss Choppa and Rip-Tooth Fist – Mount Trait: Fast ‘Un – Artefact: Destroyer Orruk Warchanter (115)* – Get ’em Beat Orruk Warchanter (115)* – Fixin’ Beat Orruk Weirdnob Shaman (90)** – Spell: Da Great Big Green Hand of Gork Megaboss on Maw-Krusha (480)* – General – Boss Choppa and Rip-Tooth Fist – Command Trait: Mighty Waaagh! Leader – Artefact: Arcane Tome – Lore of the Weird: Bash ‘Em Ladz
Declan – With the rise of Stormcast the Ironjawz may have been forgotten, but this list is still hard as nails and smashes and bashes it’s way through tournaments.
The two Maw Krushas are insanely quick and with Hand of Gork from the Shaman it is possible to have them on a 3″ charge at the end of the hero phase (teleport 12.5″ away, Mighty Destroyers). The Warchanters increase the damage output of the Krushas significantly and the Brutes (whilst small units) provide some solid defense of objectives. They can’t be taken out without an active effort.
Good to see Ironjawz in the top 3 again. I’m sure more will get there soon.
Mike Callaghan – Ironjawz
Like Phil, Mike won four games and lost only to eventual winner John B and his Cities of Sigmar/Living City list in Round 2. Along the way he beat the Flesh-eater Courts/Court of Delusion in Round 1, Cities of Sigmar/Living City in Round 3, Sons of Behemat/Taker Tribe in Round 4 and Lumineth Realm-Lords/Iliatha in Round 5.
– Army Faction: Ironjawz – subfaction: Ironsunz – Grand Strategy: Hold the Line – Triumph: Inspired
Megaboss on Maw-Krusha (480)* – General – Boss Choppa and Rip-tooth Fist – Command Trait: Master of Magic – Artefact: Arcane Tome – Spell: Da Great Big Green Hand of Gork Orruk Warchanter (115)* – Warbeat: Get ‘Em Beat Orruk Warchanter (115)* – Warbeat: Fixin’ Beat Megaboss on Maw-Krusha (480)* – Boss Choppa and Rip-tooth Fist – Artefact: Destroyer – Mount Trait: Fast ‘Un
10x Orruk Brutes (320)** – Reinforced: Once 5 x Orruk Ardboys (85)* 5 x Orruk Brutes (160)**
Declan – … as if by magic, there’s a second one — like buses! Almost identifical in the character loadout, with the shaman being dropped, but the 2 Warchanters & 2 Maw Krushas being maintained. This allows for Phil to take Ironsunz which have a superb counter charge ability at the end of the opponent’s phase.
The 10 Brutes are a very damaging unit, especially when given the Warchanter Violent Fury buff (+1 damage) once the Maw Krushas are out of range or dead. With lots of Drops this army rarely has the choice to go first, but with 121 wounds and 2 Maw Krushas there’s not much in the game that will successfully alpha-strike it.
A final shout out for taking Rippas… Phil’s clearly a great strategist! Read here to find out why I think they’re one of the best units available to the Ironjawz.
Wildcard – Cara Newby – Beasts of Chaos
Cara managed to get three wins and a draw during her weekend and finishing 7th. Beating Cities of Sigmar/Living City in Round 1, drawing against Blades of Khorne/Reapers of Vengeance in Round 2, beating Lumineth Realm-Lords/Zaitrec in Round 3, losing against 2nd placed Phil and his Ironjawz/Bloodtoofs in Round 4 before beating Lumineth Realm-Lords/Syar in the final round.
– Army Faction: Beasts of Chaos – Subfaction: Darkwalkers – Grand Strategy: Predator’s Domain – Triumph: Indomitable
Dragon Ogor Shaggoth (155)*** – Artefact: Tanglehorn Familiars – Spell: Hailstorm – Spell: Sundering Blades Grashrak Fellhoof (150)*** – Spell: Savage Dominion – Spell: Tendrils of Atrophy Great Bray-Shaman (100)*** – Spell: Wild Rampage – Spell: Tendrils of Atrophy Great Bray-Shaman (100)**** – Artefact: Desolate Shard – Spell: Wild Rampage – Spell: Vicious Stranglethorns Great Bray-Shaman (100)**** – Spell: Savage Dominion – Spell: Vicious Stranglethorns Doombull (115)**** – General – Command Trait: Nomadic Leader
6x Bullgors (260)** – Reinforced: Once 30x Gors (225)** – Two Gor-Blades – Reinforced: Twice 20x Gors (150)** – Two Gor-Blades – Reinforced: Once 10x Ungor Raiders (90)*** 5x Grashrak’s Despoilers (0)****
Declan – Beasts of Chaos are having a resurgence following the recent White Dwarf article and it is good it see. Cara has gone full magic (I won’t pretend to know what it all does), with an additional spell for 5 characters, giving loads of options for all occasions, as well as all 3 Endless spells for the Beasts.
This is backed up by two Monsters allowing easy access to Monstrous Takeover and bonus points for other battle tactics. They are cheap enough to throw away as well once they’ve picked up the additional points available.
And it’s rounded off by some horde Battleline and 6 Bullgors. What an army… and hopefully I’ll see some Beasts of Chaos on my travels soon.
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.
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?
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
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.
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)*
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).
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.
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.
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.
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!
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!
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.
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
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.
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
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 2 – Megaboss 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!
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!
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!
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.
Game 2Survival of the Fittest – vs Sylvaneth
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 – 20-0WIN
Game 3 Power Struggle – Bonesplitterz
This was a classic army with 4 Wurrgog Prophets:
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
Game 4 Veins of Ghur vs Blades of Khorne
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
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.
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.