Tag Archives: Orruk Warclans

Tournament Preparation – March to War

In January (22nd & 23rd 2022) Purple Sparkly Unicorns are presenting March to War. They are a great fun group who can often be seen at tournaments sporting their unmissable club shirts!

It is a VERY sparkly Unicorn

This is my first tournament of the year, and the first since the FAQ drop and points changes, so I was unsure what to take. Regular readers will know I have a ‘reasonable’ collection consisting of most Destruction models. I was very tempted to use Kragnos to see how his new warscroll would work, or I could use an Ogor army and see why the US scene is running 4 Ironblasters…! Unfortunately I didn’t have them painted, and after Kragnos (v1) embarrassed himself at a THWG event last year, I wasn’t sure I trusted him in a two day tournament.

So next on the option list was Gitz… I am fortunate to have some 1 day tournaments booked in for later in the year and the Gitz are likely to make an appearance there… but in a world with Gargants, Sentinels, Krganos inspired Ogors, and Dragons… loads of Dragons … I don’t really want to play 5 games and lose all of them. I do try to avoid wooden spoons!

So that brought me back – in a very round-about-way – to the Warclans book. I had success with on release including a 4-1 at Leicester and temporarily gaining the ‘Best Ironjawz’ tag on Bad Dice Rankings. But I’d played them a lot in 2021, so perhaps something different? I have very few Bonesplitters and – although I have lots of Kruleboyz – I really want to have Hobgrots be good… so I haven’t painted much yet.

So why not Big Waaagh! Well the answer may be in the stats that The Honest Wargamer has given us!

Not taken very often!
With only 38 games played, Big Waagh is struggling against most opposition

So there was only one option really… let’s see if I can get them working!

Planning

What would the army include? Well as I have experience of the Ironjawz – and had lots painted – I would use these as a basis… what did that mean? Brutes… lots of Brutes!

Brutes and more Brutes!

The List

Allegiance: Big Waaagh!
– Grand Strategy: Hold the Line
– Triumphs: Inspired

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: Smelly ‘Un
 Lore of the Weird: Da Great Big Green Hand of Gork
Orruk Warchanter (115)*
 Warbeat: Fixin’ Beat
Wurrgog Prophet (150)*
 Artefact: Glowin’ Tattooz
 Lore of the Savage Beast: Gorkamorka’s War Cry

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
5 x Orruk Ardboys (85)***
 1x Gorkamorka Banner Bearers

Units
1 x Marshcrawla Sloggoth (150)*
3 x Orruk Gore-gruntas (170)**
 Jagged Gore-hackas

Core Battalions
*Warlord
**Hunters of the Heartlands
***Ironjawz Fist
Additional Enhancements
Artefact

Total: 1960 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 148
Drops: 10

It’s another 10 drop… so I’m not going to decide who goes first… and with Big Waaagh I need to survive a few turns. Hopefully I won’t play dragons too often. However the Maw Krusha and Gore Gruntas have a reasonable turn 1 threat range to encourage my opponents to deploy more carefully. Will it work? We will see.

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.

With the change in the Amulet of Destiny I have given him a Arcane Tome to allow my to take Touched by the Waaagh – to get up to +3 to cast – and Hand of Gork – so I can get closer to the enemy for those all important early charges.

Character 2Warchanter

I have only taken one this time, and he gives +2 Waaagh points a turn so I’ll need to protect him. If there’s no terrain he’ll hide behind the Maw-Krusha. As he’ll be hiding he’s been given Fixin’ Beat so he can heal anything that the Maw Krusha wounds with Touched by the Waaagh.

Character 3 – Wurrgog Prophet

I fought against 4 of these at Reading and they were great fun to play against. They can cast and dispel 2 spells, give +1 Waaagh Point and have a 4+ ward because of the Glowy Tattoos. But the best thing is his mask – and I hope to be able to stare down the enemy:

I can use this to keep units honest or just blow up the head of a Gargant – sure it requires a bit of luck and I’m rubbish at ‘push your luck’ mechanics but it’ll be fun and the 4+ ward save can be used against these mortal wounds so he has some protection.

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 significantly 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 and I’ve got a Marshcrawler Troggoth).

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 – 5 Ardboys, 5 Ardboys, 5 Ardboys

Screens… lots of screens… and more screens! Also helping with Hold the Line or if I need to leave some objectives with small guards. My intention is to Hand of Gork these units near the enemy and then make a charge against a relatively small unit for the bonus Waaagh points. I’ll get +1 for charging, and an additional 1 if I’m still within 3″ of enemy at the end of the combat phase – so I’ll be wanting to charge weak screens here.

Unit 6 – Marshcrawler Troggoth

My only Kruleboyz unit and one I’ve used before – in my Squig Army at BoBo. He’s not bad, doesn’t count as a Orruk (unfortunately) but gives a huge bubble for +1 to hit. Why would I need him with the Brutes getting a natural +1 often and being able to use All Out Attack? Well he’s super cheap and can reduce the ability of -1 to hit to hurt my army. Plus it’s got Grots of it… and a Troggoth! So it’s like I’m still taking Gitz.

I’ve written further about this in a past article.

Unit 7 – Gore Gruntas

Despite their points increase they are still quick (super quick with Mighty Destroyers) and I’ll use them as a screen or to gain a cheeky +1 Waaagh point if I fail a Hand of Gork on the Ardboyz. Added to this the internet says they are good, so maybe my opponents will spend too much time trying to kill them… please!!

Big Waaagh! Grand Strategy & Triumph

For my Grand Strategy I have gone with Hold the Line – 5 units of tough Orruks are going to be difficult to kill especially as I can Hand of Gork them into corners if need be. There were a few other options, but this is the one I normally use so it is easier to remember!

With 40 points spare I may get a Triumph and so Inspired will allow me to get +1 wound – probably on the Maw Krusha or on a unit of Brutes if I manage to get the Warchanter buff on them.

Finally I have one additional thing to remember on Big Waaagh – there is a Battle Tactic I can do… Wait for it Ladz is successful if you start a turn with 24 Waaagh points and end with at least 30. It means I can’t call the Waaagh (which is +1 attack), but if I get that high it’ll likely be too late to use it effectively anyway. You can also use this when already on 30 so it’s a possible last turn Battle Tactics even if I’ve not got a lot left.

Waaagh Points!

Big Waaagh was very popular in AOS2 under the previous Warclans book, but it’s taken a hit this time with fewer points awarded and fewer rewards for your time… but I think I can make it work. I tend to sit back a little and wait to see what happens (except against those with a lot of range firepower and mobility like Longstrikes, Sentinels & Bow Snakes). So I should be able to accumulate some points.

I’ll get D6+3 each turn all 3 characters are alive, so they’ll be hiding a lot and they trigger at thresholds:

8++1 to Run for Orruks
10++1 to Charge for Orruks
12++1 Cast, Dispel, Unbind
16++1 to hit in Melee for Orruks
20++1 to wound in Melee for Orruks
24+Can call Waaagh. +1 attack, lose all points at end of phase

So I think I can get to 12+ with luck by turn 2 and 20+ by turn 3. The real question is whether I can stay alive long enough to crank up the Waaagh Points and get to the good stuff!

Finally… Bad Dice Rankings

And then as a bit of fun I’m going to see if I can get top Big Waaagh player (UK). Currently this is held on 38 points from a pre-book tournament in 2021… This means with 38 players I’ll need to finish 22nd or higher – it’s possible but I may need some luck. I just need to remember that the units I am using are good – even if the allegiance ability is probably a bit weak.

If you’re at the tournament come along and say hi! I love to speak to fellow gamers.

— Declan

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?

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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

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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

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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

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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

Pot-Grot and his Assistant

The work towards Burning Skies continues. Today (or is that yesterday, it being 00:45 here right now) I finished my first models of 2021.

I’ll need to pick up the pace a bit though if I’m going to get the remaining 44 models done by late march…..

Top Three AoS Lists from Atomic Age of Sigmar (Texas, US) 8th January 2022

These were the top three lists from Atomic Age of Sigmar held on 8th January 2022.

Bryan Lofton – Ossiarch Bonereapers

Bryan won all of his games gaining 39 battle points.

Allegiance: Ossiarch Bonereapers
– Subfaction: Petrifex Elite
– Grand Strategy: Hold the Line
Triumph: Bloodthirsty

Leaders
———-
Arkhan the Black (360)
Katakros 
(450)*
Mortisan Soulmason 
(General)(140)*
– Command Trait: Mighty Archaossian
– Artefact: Godbone Armour
– Spell: Empower Nadirite Weapons


Battleline
———-
10 x Mortek Guard (140)*
10 x Mortek Guard (140)*
5x Kavalos Deathriders
 (190)**
5x Kavalos Deathriders (190)**

Units
———-
2x Morghast Harbringers (185)*
3x Necropolis Stalkers 
(180)**

Core Battalions
———-
Battle Regiment*
Hunters of the Heartlands**

Total Points: 1975 pts

Gavin Grigar – Ogor Mawtribes

Gavin also managed three wins from three and 38 battle points.

Allegiance: Ogor Mawtribes
– Mawtribe: Underguts
Grand Strategy: Predator’s Domain
Triumphs: Bloodthirsty

Leaders
———-
Hrothgorn (General) (170)*
Tyrant (150)*
– Artefact: Gruesome Trophy Rack
– Big Name: Fateseeker

Butcher (135)**
– Artefact: Gnoblar Blast Keg
Spell: Blubbergut Stench
Kragnos, The End of Empires (720)*

Battleline
———-
2x Frost Sabres (55)**
2x Frost Sabres (55)**
2x Frost Sabres (55)**

Units
———-
3x Hrothgorn’s Mantrapers (0)**
20x Gnoblars (100)**

Artillery
———-
Ironblaster (130)**
Ironblaster (130)
Ironblaster (130)
Ironblaster (130)

Core Battalions
———-
*Command Entourage – Magnificent
**Battle Regiment

Total Points: 1960 pts

James West – Maggotkin of Nurgle

James came third and managed two wins and a draw while gaining 36 battle points.

Allegiance: Maggotkin of Nurgle
Subfaction: Blessed Sons
Grand Strategy: Hold the Line
Triumphs: Inspired

Leaders
———-
The Glottkin (700)
– Spell: Rancid Visitations

Bloab Respawned
 (General)(300)
– Spell: Magnificent Buboes

Battleline
———-
10x Putrid Bightkings (500)*
– Reinforced: Once

5x Putrid Blightkings (250)*
5x Putrid Blightkings (250)*

Core Battalions
———-
*Hunters of the Heartlands

Total Points: 2000 pts

Model Showcase – Kruleboyz Gutrippas

So I’ve completed my first unit in prep for the battle of the skies in Northampton on 26th March.

I’ve gone for an off-green skin tone to try and represent an unhealthy living for these greenskins from living in boggy marshes and swamps.

Skin

  1. Undercoat Mechanicus Standard Grey
  2. Wash with Carroburg Crimson
  3. Drybrush Fenris Grey
  4. Glaze over highlights with Moot Green.

Shields

  1. Base coat with Mechanicus Standard Grey (the whole model was based in this colour).
  2. Paint with Yriel Yellow
  3. Wash with watered down Fire dragon Bright
  4. Recess shade with Agrax Earthshade
  5. Wash the lower half of the shield with Agrax Earthshade.
  6. Wash the last quarter with Nuln Oil (watered down).
  7. Highlight extreme edges with Flash Gitz Yellow.

Next up I’m going to start painting three Boltboyz and the Swampcalla.

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
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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.

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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

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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.