Tag Archives: Orruk Warclans

Top Three AoS Lists for Champion of Black Oil 3

This is the top three AoS lists for Champion of Black Oil 3 that took place in Czechia on the 15th and 16th of July. It involved 24 players vying to be champion.

Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.

If you like what we’re doing, why not join our Patreon and help keep it going?

Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.

The Top Three AoS Lists

Army Faction: Sylvaneth
– Subfaction: Gnarlroot
– Grand Strategy: Spellcasting Savant
– Triumph: Bloodthirsty
– Seasons of War: The Dwindling

LEADERS
Treelord Ancient (330)*
– Artefacts of Power: Luneth’s Lamp
– Spells: Treesong, Verdant Blessing
Drycha Hamadreth (320)**
– Spells: Regrowth, Verdant Blessing
Spirit of Durthu (350)**
– Artefacts of Power: Greenwood Gladius
Warsong Revenant (300)**
– General
– Command Traits: Spellsinger
– Spells: Hoarfrost, Verdant Blessing
Celestant-Prime (330)**

BATTLELINE
Tree-Revenants (110)*
Dryads (100)*
Tree-Revenants (110)**

ENDLESS SPELLS & INVOCATIONS
1 x Spiteswarm Hive (40)
1x Awakened Wyldwood

CORE BATTALIONS
*Battle Regiment
**Warlord

TOTAL POINTS: 1990/2000

This list by Lukas Plagat shows a core combination you’ll be likely to see popping up often for Sylvaneth in Andtor. Gnarlroot for 3d6 + drop lowest casting/unbinding, Dwindling for a re-roll cast/dispel/unbind and a Warsong treesinger general with the Spellcasting Savant Grand Strategy who will sit in the corner and stay alive to achieve a GS with the sole condition of “keep your lynchpin alive”, you’re doing it anyway.

Lukas has gone for a min battleline approach, with the return of the double tree-rev unit to achieve battle tactics like surround and destroy, spreading to the sides easily. The meat (or veggies in the Sylvaneth case) of the list is found in the heroes though, the Warsong Revenenant creating mortal wound output while Durthu acts as the primary strike and fade unit, comprising a majority of the list’s damage. The Treelord Ancient creates a tree anywhere, allowing the warsong to be active from turn one, and adding an additional caster and solidly tanky objective holder. Drycha acts as supporting shooting and a back up objective holder and finally the allied tag team partner of the Celestant Prime sits in space until a key time comes to deal a whole bucketload of mortals in concert with the Sylvaneth casting and to add an additional fighting body/objective scorer. Very versatile listbuilding with damage, casting and battle tactic scoring capacity. Everything you’ll need on the new season.

One additional PS note in this list is the inclusion of Luneth’s lamp, a great anti-meta piece which allows better endless spell dispelling alongside some measure of counterplay with priests, incredibly well thought out inclusion by Lukas.

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Army Faction: Orruk Warclans
– Army Type: Kruleboyz
– Subfaction: Grinnin’ Blades
– Grand Strategy: Waaagh!

LEADERS
Gobsprakk (240)
Killaboss on Great Gnashtoof (120)
– General
– Command Traits: Supa Sneaky
– Artefacts of Power: Amulet of Destiny
Swampcalla Shaman and Pot-grot (100)*
– Spells: Choking Mist
Swampcalla Shaman and Pot-grot (100)*
– Spells: Sneaky Miasma
Snatchaboss on Sludgeraker Beast (290)**
– Mount Traits: Fast ’Un
Snatchaboss on Sludgeraker Beast (290)***

BATTLELINE
Gutrippaz (150)**
– Gutrippa Banner Bearer
– Gutrippa Drummer
– Gutrippa Boss
– Wicked Stikka
Hobgrot Slittaz (80)**
Gutrippaz (150)***
– Gutrippa Boss
– Gutrippa Banner Bearer
– Gutrippa Hornblower
– Wicked Stikka

OTHER
Man-skewer Boltboyz (240)**
Man-skewer Boltboyz (240)***

CORE BATTALIONS
*Andtorian Acolytes
**Battle Regiment
***Battle Regiment

TOTAL POINTS: 2000/2000

The legend that is Pete Atkinson of Plastic Craic joins us again for some commentary this week on his favourite Grand Alliance – Destruction. Check out his site ya dogs!

From earliest Age of Sigmar, there have been two approaches to Battleline: build it up, or treat it as a tax.  Some of the powerhouses of 1st Edition, notably Kunnin Rukk and Oops All Witch Aelves, were armies that were blessed with chaff that did their own heavy lifting, so instead of difficult list choices you had those bodies and wounds doing work for you.  All killer, no filler.

As the game has developed, the net has been cast wider and wider for what a Battleline unit can be, culminating in the mighty Mega-Gargant; well Kruleboyz take us right back full circle to those hard choices.  You can either lean into the Gutrippaz, which means tipping resources you can barely afford into reinforcing them and giving them the buffs (because 10 standalone Gutrippaz will do sweet FA); or you can take the bare minimum and use them grudgingly as an inefficient screen. 

GW seems to have recognized what a burden Gutrippaz are on the army, by allowing you to check out of taking three units and using some Hobgrots instead, who are at least a cheap screen.  You’re still stuck taking two of them though, and as GW steadfastly refuses to drop their points to something more befitting their chaff-tier stats, Kruleboyz have been left stuck in perpetual Bin status. 

Anyway.  New Handbook, new raft of points drops, new opportunities?  Giga Chad Pavel certainly saw his opportunity for legendary Killaboss status, and grabbed it with both hands.  Taking an unapologetic “screw that” approach to his Battleline, Pavel has taken the absolute minimum Gutrippaz tax, and leaned heavily into the good units instead. 

There comes a point where the Gnashtoof Boss is just too cheap to ignore, and 120 points seems to be the tipping point for a lot of people – I’ve seen him burst into a lot of lists these last couple of weeks.  12 points per wound with good mobility, a 3+ base save and respectable output is great value, and his warscroll ability heavily limits Battleshock exposure in a world of splash mortals and Geminids.

But he’s not the star of the show.  That, my friends, would be Gobby: finally doing the work that this magnificent model deserves.  Mork Sez No is terrorizing magic armies right now, with Screamin’ Mandrakk and Primal Magic Dice combining to push through those 10+ unbinds and punch out the revenge mortals.  Gobsprakk been an absolute victim for years, and he deserves his moment to shine.

There’s a neat symmetry to the rest of the list: two Shammies and two Crocs buffing two reinforced units of Dakka Boiz early game, and then the Crocs stepping up when it comes to crunch time.  You can set up two little shooty castles early on, each protected by its own little escort of Gutrippaz, as the maxed-out ranged damage segues into the climactic Waaagh turn of combat.  And boy do those Crocs feel good in combat.

The early energy in Orruk circles is mostly around cherry picking the handful of good Kruleboyz units into Big Waaagh, with a Wurrgog Prophet and the vastly-superior Ironjawz Battleline to anchor the list, but Pavel has showed us that there’s life in proper Kruleboyz armies too.  Grinnin’ Blades gives you a pretty effective shield against a lot of magic output, so I’ll be interested to see if this list style has sustained success in the Andtor Handbook.  But that’s a question for another day – today, we toast Pavel’s success.  Na zdravi!

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Army Faction: Seraphon
– Army Type: Starborne
– Army Subfaction: Fangs of Sotek
– Grand Strategy: Spellcasting Savant
– Triumphs: Inspired

LEADER
1 x Saurus Astrolith Bearer (140)*
1 x Skink Starseer (150)*
– Spells: Merciless Blizzard, Speed of Huanchi
1 x Slann Starmaster (275)*
– General
– Command Traits: Lord of Celestial Resonance
– Artefacts: Spacefolder’s Stave
– Spells: Comet’s Call, Hoarfrost
1 x Lord Kroak (410)**

BATTLELINE
5 x Saurus Guard (140)**
– Saurus Guard Alpha
– Icon Bearer
– War-drummer
10 x Skinks (90)**
– Skink Alpha
– Boltspitter
– Celestite Dagger and Star-buckler
10 x Skinks (90)**
– Skink Alpha
– Boltspitter and Moonstone Club
5 x Saurus Guard (140)**
– Saurus Guard Alpha
– Icon Bearer
– War-drummer

ENDLESS SPELL
1 x Geminids of Uhl-Gysh (50)
1 x Suffocating Gravetide (30)

OTHER
1 x Gotrek Gurnisson (480)**

CORE BATTALIONS:
*Command Entourage
– Magnificent
**Battle Regiment

TOTAL POINTS: (1995/2000)

Danny: Here we have a mostly archetypcal Starborne list, beaming directly onto the podium in these early days of the new season.

It’s got the dooble-forg and Starseer for mondo casting and star power points, allowing for tactical summoning to adapt to the board state. It’s got the Saurus Guard to bodyguard the fragile froggos, and some nice cheap skinks to, well, do stuff like standing on circles. It’s also got what is SO obviously going to become the meta-endless-spell, Geminids.

The final filth here is the inclusion of Gotrek, who does Gotrek things in a list/army that, otherwise, doesn’t have any real access to a proper anvil/hammer who can just yeet up the middle to screw with the opponent’s head. It’s a combo that makes sense, whether it’s in good taste or not…

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Army Faction: Orruk Warclans
– Army Type: Big Waaagh!
– Grand Strategy: Waaagh!
– Triumphs: Bloodthirsty

LEADER
1 x Orruk Weirdnob Shaman (90)*
– General
– Command Traits: Master of Magic
– Spells: Da Great Big Green Hand of Gork
1 x Swampcalla Shaman and Pot-grot (100)*
– Artefacts: Mork’s Eye Pebble
– Spells: Merciless Blizzard
1 x Orruk Warchanter (120)**
– Warbeats: Get ’Em Beat
1 x Orruk Warchanter (120)**
– Warbeats: Killa Beat
1 x Killaboss on Great Gnashtoof (120)**
– Mount Traits: Fast ’Un
1 x Wurrgog Prophet (170)***
– Artefacts: Glowin’ Tattooz
– Spells: Hoarfrost

BATTLELINE
10 x Orruk Brutes (280)***
– Brute Boss
– Jagged Gore-hacka
– Boss Choppa
– 2 x Gore-choppa
5 x Orruk Ardboys (80)****
5 x Orruk Ardboys (80)****
5 x Orruk Ardboys (80)****

OTHER
6 x Man-skewer Boltboyz (240)**
3 x Orruk Gore-gruntas (170)***
– Gore-grunta Boss
– Jagged Gore-hacka
3 x Orruk Gore-gruntas (170)***
– Gore-grunta Boss
– Jagged Gore-hacka
3 x Orruk Gore-gruntas (170)****
– Gore-grunta Boss
– Jagged Gore-hacka

CORE BATTALIONS:
*Andtorian Acolytes
**Warlord
***Vanguard
****Ironjawz Fist

TOTAL POINTS: (1990/2000)

Aaron Newbom. If you’re an Orruk Warclans player, you know his name as the first player to achieve 5-0 with Kruleboyz. Recently he’s been been a bit of a Traitor and started playing those wet Aelves, but even so, he’s more than qualified to talk about the good old Orruks.

Aaron Newbom: This is definitely a more mobile Big Waaagh list than you usually see, picking lots of small fights while plugging away with bolt Boyz and stacking up Waaagh until the brutes can close in and smash what’s left.

Having this many small mobile units let’s him play the mission really well and go very aggressive when he chooses too. An interesting build for sure.

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Final Tournament Placings

Top Three AoS Lists for Giga-Con 2023

This is the top three AoS lists for Giga-Con 2023 that took place in the USA on the 1st and 2nd of July. It involved 1 players vying to be crowned champion in a 5-game tournament.

As this event had less than 20 players attending there won’t be any list comments here as the guys will be concentrating on the larger events of the week.

Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.

If you like what we’re doing, why not join our Patreon and help keep it going?

Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.

The Top Three AoS Lists

Army Faction: Hedonites of Slaanesh
Army Type: Pretenders
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable

LEADER
1 x Be’lakor (355)*
1 x Contorted Epitome (190)*
General
– Command Traits: Strength of Godhood
– Artefacts: The Crown of Dark Secrets
– Spells: Flaming Weapon
– Aspects of the Champion: Fuelled by Ghurish Rage
1 x The Masque (140)*

BATTLELINE
22 x Blissbarb Archers (300)*
22 x Blissbarb Archers (300)*
22 x Blissbarb Archers (300)*

OTHER
5 x Blissbarb Seekers (200)*
5 x Blissbarb Seekers (200)*

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1985/2000)

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Army Faction: Kharadron Overlords
Army Subfaction: Barak-Zilfin
– Grand Strategy: Rule the Skies
– Triumphs: Inspired
– Stick To The Code (Amendments): Trust To Your Guns
– Stick To The Code (Artycles): Settle the Grudges
– Stick To The Code (Footnotes): There’s No Reward Without Risk

LEADER
1 x Aether-Khemist (80)*
Artefacts: Spell in a Bottle
1 x Arkanaut Admiral (125)*
– General
– Command Traits: Ex-Grundstok
– Aspects of the Champion: Leadership of the Alpha
1 x Brokk Grungsson (220)*

BATTLELINE
1 x Arkanaut Frigate (300)*
Heavy Sky Cannon
– Great Endrinworks: Prudency Chutes
15 x Grundstok Thunderers (405)*
Gunnery Sergeant
– 3 x Honour Bearer
– 3 x Aethercannon
– 3 x Decksweeper
– 3 x Aetheric Fumigator
– 3 x Grundstok Mortar
10 x Arkanaut Company (100)*
Company Captain
– Light Skyhook and Gun Butt
– Skypike
– Aethermatic Volley Gun and Gun Butt
– Volley Pistol

BEHEMOTH
1 x Arkanaut Ironclad (500)*
Great Sky Cannon
– Great Endrinworks: The Last Word
– The Admiral’s Flagship: The Admiral’s Flagship

ENDLESS SPELL
1 x Soulscream Bridge (Spell in a Bottle)

OTHER
3 x Endrinriggers (120)*
Mizzenmaster
3 x Endrinriggers (120)*
Mizzenmaster

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1970/2000)

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Allegiance: Fyreslayers
– Lodge: Greyfyrd
– Grand Strategy: Master of the Forge
– Triumphs: Inspired

Leaders
Auric Runeson on Magmadroth (320)***
Ancestral War-axe
– Artefact: Master Rune of Unbreakable Resolve
– Magmadroth Trait: Coal-heart Ancient
Auric Runeson on Magmadroth (320)**
Ancestral War-axe
– Artefact: Magnetised Runes
Battlesmith (150)**
– Artefact: Nulsidian Icon
– Aspect of the Champion: Fuelled by Ghurish Rage
Auric Runemaster (130)**
General
– Command Trait: Master Priest
– Artefact: Volatile Brazier
– Universal Prayer Scripture: Curse
Auric Runesmiter (120)***
Runic Iron
– Artefact: Ash-cloud Rune
– Prayer: Prayer of Ash
Auric Runesmiter (120)***
Runic Iron
– Prayer: Prayer of Ash

Battleline
15 x Auric Hearthguard (360)***
Reinforced x 2
10 x Vulkite Berzerkers with Bladed Slingshields (150)***
10 x Vulkite Berzerkers with Bladed Slingshields (150)***
10 x Arkanaut Company (100)**
1x Light Skyhooks
– 1x Aethermatic Volley Guns

Endless Spells & Invocations
Zharrgron Flame-spitter (40)
Molten Infernoth (40)

Core Battalions
*Command Entourage – Magnificent
**Warlord
***Galletian Veterans

Additional Enhancements
Artefact
Artefact
Artefact
Artefact

Total: 2000 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 133
Drops: 10

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Army Faction: Orruk Warclans
Army Type: Big Waaagh!
– Grand Strategy: Waaagh!

LEADERS
Orruk Megaboss (140)*
Aspects of the Champion: Tunnel Master
Orruk Warchanter (120)*
Warbeats: Get ’Em Beat
Orruk Weirdnob Shaman (90)*
General
– Command Traits: Touched by the Waaagh!
– Spells: Da Great Big Green Hand of Gork
Wardokk (80)**
Wurrgog Prophet (170)**
Artefacts of Power: Glowin’ Tattooz
– Spells: Gorkamorka’s War Cry
– Aspects of the Champion: Fuelled by Ghurish Rage
Wurrgog Prophet (170)**
– Artefacts of Power: Gryph-feather Charm
– Spells: Gorkamorka’s War Cry

BATTLELINE
Orruk Ardboys (80)
Orruk Ardboys (80)
Orruk Ardboys (80)
Orruk Ardboys (80)
Orruk Ardboys (80)
Orruk Ardboys (80)
Orruk Ardboys (80)
Orruk Ardboys (80)*
Orruk Ardboys (80)**
Orruk Ardboys (240)***
Orruk Ardboys (240)***

CORE BATTALIONS
*Warlord
**Warlord
***Galletian Veterans

TOTAL POINTS: 1970/2000

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Final Tournament Placings

Top Three AoS Lists for SAGT 23

This is the top three AoS lists for the South Australia Grand Tournament that took place in Australia on the 20th and 21st of May. It involved 31 players vying to be crowned champion in a 5-game tournament.

Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.

If you like what we’re doing, why not join our Patreon and help keep it going?

Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.

The Top Three AoS Lists


Allegiance: Kharadron Overlords
Sky Port: Barak Urbaz
– Grand Strategy: Rule the Skies
– Triumphs: Inspired

Kharadron Code
Artycle: Settle The Grudges
-Additional Artycle From Barak-Urbaz : Honour Is Everything
– Amendment: Trust to Your Guns
– Footnote: Without Our Ships We Are Naught

Leaders
Arkanaut Admiral (125)*
General
– Command Trait: Ex-Grundstok
– Aspect of the Champion: Leadership of the Alpha
Aether-Khemist (80)*
Artefact: Spell in a Bottle
Aether-Khemist (80)*

Battleline
15 x Grundstok Thunderers (405)*
– 3x Aetheric Fumigators
– 3x Decksweepers
– 3x Aethercannons
– 3x Grundstok Mortars
– Reinforced x 2
15 x Grundstok Thunderers (405)*
– 3x Aetheric Fumigators
– 3x Decksweepers
– 3x Aethercannons
– 3x Grundstok Mortars
– Reinforced x 2
5 x Grundstok Thunderers (135)*
– 1x Aetheric Fumigators
– 1x Decksweepers
– 1x Aethercannons
– 1x Grundstok Mortars
1 x Grundstok Gunhauler (170)*
Main Gun: Sky Cannon
– Gunhauler Modifications: Coalbeard’s Collapsible Compartments
10 x Arkanaut Company (100)*
1x Skypikes
– 1x Light Skyhooks
– 1x Aethermatic Volley Guns

Behemoths
Arkanaut Ironclad (500)*
Main Gun: Great Volley Cannon
– The Admirals Flagship

Endless Spells & Invocations
Spell in a Bottle: Soulscream Bridge (0)

Core Battalions
*Battle Regiment

Total: 2000 / 2000

Today, we have the great Mark Nodge with Kharadron Overlords list who decided to choose violence. And guns, lots of guns… To hell with it, all the guns. In a trial run of the list, he is taking the Age of Sigmar World Teams Tournament representing Team Australia in early June. He blasted his way through SAGT like Michael Bay blasts through a blockbuster movie.

This list features Grundstock Thunderers, thirty-five Grundstock Thunderers, all packing special weapons for that extra sauce. Thunderers have been the go-to unit for Kharadron devastation of late, and this list skews about as hard into them as possible. The upgrades to their range and consistency with the new Battletome combined with the rend buff from the Khemist makes them deadly at eighteen inches and devastating at twelve. Furthermore, they have the ability for them to give a minus one to hit if they fail to kill something, or unleash hell, from suppressing fire, and finally if someone does tag them in combat if they survive, they get to dump up to 3d6 mortal wounds on their attacker.
The biggest issue with the unit overall is its slow speed, which Mark has offset with multiple ways of getting them where they need to be. First off, we have the traditional Ironclad, which is an excellent shooting platform in its own right. The ability teleport, and once per game, dump its cargo, making it the precision piece of this equation. Next up, we have a Soulscream bridge in a spell in a bottle attached to a Khemist. This is a unique endless spell that has two massive bases that must be set up within twenty-four inches of the caster, then at the start of the movement phase, a single unit wholly within six inches may teleport. Even though this can only be cast once per game and is easy to dispel, the utility beyond the teleport itself is amazing. The bases are massive, so you can use them to screen pieces or even lane blockers against armies like Gargants.

Lastly, we have a Gunhauler with a very cheeky “Coalbeards Collapsable Compartments” Endrinwork. This rarely seen contraption gives the Gunhauler the Transport Vessel keyword and a six-man capacity. This is perfect for the unit of five Thunderers to roam around in, and when combined with the Gunhaulers unparalleled movement in the army it can go camp out on an objective while still presenting enough of a threat that chaff units cannot easily shift them off.

Overall, this is an outstanding skew list that presents multiple tough units that are a must kill with just enough support redundancy to keep it all afloat. It should dominate the horde based undead that are currently running rampant, such as Soulblight Gravelords and Ossiarch Bonereapers. It might have some difficulty with armies like Beasts of Chaos and Slannesh, who can pressure the heroes outside of combat. I look forward to seeing how Mark does with it at Worlds.

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Allegiance: Skaven
– Mortal Realm: Ghur
– Grand Strategy: The Day is Ours!
– Triumphs: Inspired

Leaders
Verminlord Warbringer (400)***
General
– Command Trait: Devious Adversary
– Artefact: Rustcursed Armour
– Universal Spell Lore: Flaming Weapon
Thanquol on Boneripper (430)*
4 Warpfire Projectors
– Lore of Ruin: Skitterleap
Grey Seer (120)*
– Lore of Ruin: Death Frenzy
Grey Seer (120)*
Universal Spell Lore: Levitate
Warlock Bombardier (110)**
Artefact: Vial of the Fulminator
– Lore of Warpvolt Galvanism: More-more-more Warp Power!
– Aspect of the Champion: Fuelled by Ghurish Rage

Battleline
20 x Clanrats (100)*
Rusty Blade
20 x Clanrats (100)**
Rusty Blade
20 x Clanrats (100)**
– Rusty Blade

Units
1 x Doomwheel (160)***
1 x Doomwheel (160)***

Endless Spells & Invocations
Warp Lightning Vortex (80)
Ravenak’s Gnashing Jaws (70)
Lauchon the Soulseeker (50)

Core Battalions
*Warlord
**Vanguard
***Linebreaker

Additional Enhancements
Artefact

Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 118
Drops: 10

Kieren Coates: The list was inspired by IronBlaze – a mad man who has been running doomwheels competitive rain hail or shine.

It’s designed to be a castle buster with still a strong core to finish out the game

Thanquol and verminlord make the base of the list, with thanquol being the key piece into magic dom and horde lists, and the verminlord being the primary physical damage output – if these two pieces are protected over 5 turns they can lift almost any army

Surrounding them to keep them safe is 3 sets of 20 clanrats acting as barriers and forcing the enemy to trade high value units into them, only to have them countered off and the lines rebuilt

For long-range damage, we have two grey seers who can be skitterleaped up the board to drop endless spells before taking gnawholes back.

Further to this, the doomwheels (or better known Zoomwheels) can have their movement doubled by the engineer, combined with 2 sources of death frenzy, levitate and MMWP they become a killing machine with an average movement of 28 inches.

Lob those doomwheels over the top to kill off key pieces that could threaten the life of the warbringer and thanquol, then keep them protected as they lift 2 units per turn and repeat for 5 turns to win the game.

The list is surprisingly concentrated with low health, so it’s best not to get too greedy and take it slow, killing 1-2 units per turn, but staying protected from the enemy counter is a must

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Army Faction: Orruk Warclans
Army Type: Ironjawz
– Subfaction: Bloodtoofs
– Grand Strategy: Hold the Line

LEADERS
Megaboss on Maw-krusha (480)
General
– Boss Choppa and Rip-toof Fist
– Mount Traits: Fast ’Un
– Bash ‘Em Ladz
– Arcane Tome
– Touched by the Waaagh!
Orruk Megaboss (140)
Artefacts of Power: Destroyer
– Tunnel Master
Orruk Warchanter (120)
Warbeats: Get ’Em Beat
Orruk Warchanter (120)
Warbeats: Fixin’ Beat
Orruk Warchanter (120)
Warbeats: Killa Beat

BATTLELINE
Orruk Gore-gruntas (170)
Gore-grunta Boss
– Jagged Gore-hacka
Orruk Gore-gruntas (170)
Gore-grunta Boss
– Jagged Gore-hacka
Orruk Gore-gruntas (170)
Gore-grunta Boss
– Jagged Gore-hacka
Orruk Gore-gruntas (170)
Gore-grunta Boss
– Jagged Gore-hacka
Orruk Gore-gruntas (170)
Gore-grunta Boss
– Jagged Gore-hacka
Orruk Gore-gruntas (170)
Gore-grunta Boss
– Jagged Gore-hacka

Core Battalions
– Vanguard
– Battle Regiment
– Command Entourage: Magnificent

TOTAL POINTS: 2000/2000

At first glance, this list looks typical for Bloodtoofs, Ironjawz with a Mawcrusha, Megaboss, and 18 Gore gruntas. But there is a little more depth to it. Kyle has tried to address the dismal output of Gore gruntas (Jagged Gore-hackas are 1 damage weapons) with Bash ’em lads and Killa beat. The Mawcrusha has Arcane Tome with Bash ’em ladz and Touched by the Waagh, pick a unit with 6″ and cause D3 wounds to them, the caster gets the number of wounds added to their casting roll. Now, the 8 is at least a 7 and more often than not a 6 casting roll. It grants +1 to wound rolls. Killa Beat (not often seen either) grants +1 to hit. With so many units spreading, the buffs will help, especially with Skull Shaking Bellow, to apply 3 commands for the cost of one (all out attack, for instance). 4 units can have +1 to attack.

The other benefit is that the 3 model units are much easier to move and pile in. It can make a difference to both mortals on the charge and just getting your attacks into the right unit. Shot off the board once by Kharadron it was otherwise an effective approach. The whole list is mobil (except the Warchanters) and can get up in your grill quickly. If the dice are hot, they are a real menance still, especially when you can buff the Jagged Gore-hackas.

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Army Faction: Maggotkin of Nurgle
Subfaction: Befouling Host
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired

LEADERS
Great Unclean One (480)
General
– Command Traits: Nurgling Infestation
– Doomsday Bell and Plague Flail
– Artefacts of Power: The Witherstave
– Spells: Stream of Corruption
Bloab Rotspawned (320)*
Spells: Gift of Disease
Lord of Blights (150)*
Aspects of the Champion: Fuelled by Ghurish Rage

BATTLELINE
Putrid Blightkings (250)*
Putrid Blightkings (250)*
Putrid Blightkings (250)*

OTHER
Nurglings (100)*
Rotmire Creed (130)*

ENDLESS SPELLS & INVOCATIONS
1 x Quicksilver Swords (60)

TERRAIN
1 x Feculent Gnarlmaw (0)
1 x Feculent Gnarlmaw (0)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1990/2000

Roland Rivera: Here, we have a spicy Nurgle list that successfully executed the submarine (lose Round 1, win the rest of the way to clinch the 4-1). The Befouling Host subfaction lets Nurgle focus more on summoning by letting them place 2 Feculent Gnarlmaws instead of 1 at the start of the game, thus generating more Contagion Points and hitting their summoning benchmarks a bit faster. This is important because (as we will see below), most of the combat blocks in this list are rather lacking in foot speed, and summoning will be necessary to complement your board presence.

In order to get an extra Gnarlmaw, Befouling Host demands a Daemon General, and that is where we see the rather uncommon inclusion of a Great Unclean One. While the big fella is a bit slow, he packs some utility with his chosen artefact in the Witherstave, which makes the mortal wounds from disease points go off on 3+ instead of 4+. It also provides even more summoning points via the Doomsday Bell. Last but not least, Stream of Corruption gives you a potent short-range horde clearing spell that can line up very well into armies with lots of foot troops.

Another interesting inclusion is the Lord of Blights, along with the 3 units of Putrid Blightkings. Blightkings are efficient volume attackers that are very good at chewing up weaker troops, and the Lord of Blights is a durable foot Hero (especially with Fuelled by Ghurish Rage acting as a backstop) that gives you a bit of shooting.

These interesting inclusions are rounded out with some mainstays in Bloab, Nurglings, and the Rotmire Creed. All in all, this is a very interesting list featuring some uncommon choices, but it has the result to back it up.

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Final Tournament Placings

For the full tournament break-down, visit Stats and Ladders.

Woehammer Path to Glory Campaign – Peter

Ian, who is a recent addition to our team, is looking to get into Age of Sigmar. Coming from a 40k background he wanted a way to build up an army slowly and still get a few games in. We all suggested Path to Glory as there are a few of us in the area who can make it down to our local gaming club fairly regularly.

I’ve been itching to play Path to Glory for a little while, so I jumped at the chance! Hopfully, all being good, you should also see some articles from the others taking part; Ian, Dave and Ed.

What am I playing?

Kruleboyz…..

Yeah I know, I’m a sucker for punishment, but I can’t resist my green lads. I’m not expecting too much, but I’m going to use it as an opportunity to test some units you may not usually see in the competitive scene – after all this is just a friendly campaign.

Gollok Spleenchewa

My warlord for the campaign is one Gollok Spleenchewa, who is a Killaboss on Great Gnashtoof. I’ve given him Slippery Skumbag as his command trait, this’ll allow him to retreat and charge in the same turn meaning I’m always benefitting from the Savage Hound ability (add 1 to hit rolls for attacks made by this unit if this unit made a charge move in the same turn). I’ve also given them the mount trait Fast ‘Un, just to give them a little extra speed to get them into combat.

Gollok’s Rippaz

The main dudes, a unit of 10 Gutrippaz all with wicked stikka’s. Still a little pricey in my opinion at 150 points, but they have more staying power than the Hobgrots. Plus the recent boost to their Scare Taktikz (subtract 1 from hit rolls for attacks made with melee weapons by enemy units that are not Heroes or Monsters that target this unit) means they have a bit more sturdiness in combat than previously when it came down to a dice roll.

Gollok’s Grots

A unit of 10 Hobgrots, these dudes will be asked to capture the occasional objective, but will mainly act as a screen for the Skewers in the force.

Gollok’s Boltboyz

Noticed a theme in the names yet? Gollok isn’t the most imaginative of Orruks.

3 Man-Skewer Boltboyz to give some threat at range. Yes they’re made of paper, and yes it’s likely that all the other armies I’m facing will have decent shooting (Lumineth, Ogors and Kharadron). But, the ability to cause mortal wounds at range cannot be sniffed at, the only problem comes if they are sniffed at.. they’ll likely die.

Gollok’s Killbow

My first unit I’ve chosen that’s a little ‘out there’, I love the model and just want to see how it fairs against mainly the Kharadron and Ogors. It’s likely going to whiff a lot, but let’s see.

Gollok’s Swampcrawlerz

That brings me to 580 points and the vague possibility of a triumph in game, I chose Inspired for this. All of these units are wrapped up in the usual Grinnin’ Blades package which I considered a must considering the amount of shooting I could be facing off against. I also chose a Battle Regiment so that they could all be one dropped and give me the possibility of choosing whether I go first or second.

The First Quest

For the first Quest I chose to go with one in the Orruk Warclans book, Tornado of Destruction. Once I get 3 Quest Points, I’ll be able to play the Battleplan, Tornado of Destruction, and if I win I get to choose a unit from a rival warclan (Bonesplitterz or Ironjawz) to join my force.

Path to Glory for Orruks is incredibly fun since you can add rival Warclan units to your army as you progress. In a Vanguard force which we’re playing at 1 in 4 units can be a rival Warclan. As you progress this can increases to 1 in 2 and eventually as many as you want once you’ve built a mighty stronghold. The only question playing on my mind right now, is which unit would I choose to include?

I’m lucky in that almost all of the units I have in my force are painted. All I need to do is complete the Gnashtoof and I’m good to go. Best get cracking, I’ve got my first game against Ian next Wednesday!

Top Three AoS Lists for Cake or Death

This is the top three AoS lists for the Cake of Death tournament that took place in Vancouver, Canada on the 8th and 9th of April. It involved 32 players vying to be crowned champion in a 5-game tournament.

Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.

If you like what we’re doing, why not join our Patreon and help keep it going?

Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.

Army Faction: Disciples of Tzeentch
– Army Subfaction: Eternal Conflagration
– Grand Strategy: Master of Destiny


LEADER 1 x Magister (120)*
– Spells: Shield of Fate
– Tunnel Master
1 x Kairos Fateweaver (440)* 1 x Fluxmaster (170)*
– General
– Command Traits: Daemonspark
– Artefacts: The Eternal Shroud
– Spells: Unchecked Mutation


BATTLELINE 10 x Horrors of Tzeentch (Pink) (250)*
– Iridescent Horror
– Pink Horror Icon Bearer
– Pink Horror Hornblower
– Split and Split Again
10 x Horrors of Tzeentch (Pink) (250)*
– Iridescent Horror
– Pink Horror Icon Bearer
– Pink Horror Hornblower
– Split and Split Again
10 x Kairic Acolytes (120)*
– Kairic Adept
– Cursed Blade and Arcanite Shield
– Scroll of the Dark Arts
– Vulcharc
– 3 x Cursed Glaive and Arcanite Shield
9 x Untamed Beasts (90)*

ENDLESS SPELL 1 x Burning Sigil Of Tzeentch (60) 1 x Daemonic Simulacrum (70) 1 x Ravenak’s Gnashing Jaws (70)

OTHER 6 x Tzaangor Enlightened on Discs of Tzeentch (360)*

CORE BATTALIONS: *Battle Regiment

TOTAL POINTS: (2000/2000)

So the last hurrah of Tzeentch before the Battlescroll update (which would actually knock this list up to 2030 points) and a refreshing list without a Krondspine!

While not being as summoning heavy as some Tzeentch lists have been recently, this list can still reliably have 10-15 fate points turn 1, just enough to throw some annoying Blue Horrors in the way and keeping them away from the juicier Pinks and/or wizards behind. The Untamed Beasts are handy to get that screen up early doors with their pre-game move. Kairos is lurking behind those screens, ready to throw out a fairly easy 10 – 15 mortal wounds.

The Enlightened are also lurking, with a potentially guaranteed 28″ move/charge with two Destiny Dice 6s. As a one-drop, Matt could more than likely give the turn away at the start of the game, guaranteeing that the Enlightened get the +1 to wound bonus for taking the bottom of the turn.

Add in some flexible Endless Spell support: Sigil to turn would-be chargers into spawn, keeping the enemy at arms’ length; Simulacrum to ruin any wizard’s day; Jaws to eat up Galletian Champions with their low movement, and you’ve got a great all-comers list that can take on and beat anything (even Gitz twice!)! Congratulations, Matt – can’t wait to see what you have cooking up for Tzeentch post Battlescroll.

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Army Faction: Gloomspite Gitz
– Subfaction: Glogg’s Megamob
– Grand Strategy: Chasing the Moon
– Triumph: Indomitable


LEADERS
Dankhold Troggboss (200)*
– General
– Command Traits: Loonskin
– Artefacts of Power: Glowy Howzit
Skragrott, the Loonking (160)**
– Spells: The Hand of Gork
Madcap Shaman (70)**
– Artefacts of Power: Moonface Mommet
– Spells: Itchy Nuisance
– Aspects of the Champion: Tunnel Master


BATTLELINE
Rockgut Troggoths (320)
Fellwater Troggoths
(320)**
Rockgut Troggoths
(320)**
Fellwater Troggoths
(160)**

OTHER
Dankhold Troggoths
(180)*
Gobbapalooza
(145)**
– Spells: The Hand of Gork
Sneaky Snufflers
(110)**

TERRAIN
1 x Bad Moon Loonshrine (0)

CORE BATTALIONS
*Troggherd Heavies
**Battle Regiment


TOTAL POINTS: 1985/2000

Alice: A real bruiser list and a nice departure from the usual squig spam in Gitz as of late. The Troggs are naturally the focus of this this list, and everything is build around supporting them. The General, a Dankhold Trogboss sits at the core of the Troggoth hordes granting +1 to Attack when using All Out Attack on one of the (many) Troggoth units. Their Loonskin command trait is a free faction endless spell which is definitel a nice perk. The Trogboss is decent in combat as well, with their artefact giving them a 4+ Ward.

Supporting them is Skragrott who is just in general one of the best Wizards in the game, and the Madcap Shaman to fill a cheap Galetian Champion and a good debuff piece with Itchy Nuisance to put Strike-Last on the opponent.

Rounding things off is the Sneaky Snufflers to grant a trogg unit a 5+ ward or +1 attack, and the Gobbapalooza to teleport the very slow Troggs where they need to go, in addition to a repertoire of buffs and debuffs to hand out.

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Allegiance: Kharadron Overlords
– Sky Port: Barak Nar
– Grand Strategy: Rule the Skies
– Triumphs: Inspired


KHARADRON CODE
– Artycle: Settle The Grudges
– Amendment: Prosecute Wars With All Haste
– Footnote: There’s No Reward Without Risk


LEADERS
Aetheric Navigator
(85) *
– Artefact: Voidstone Orb
Arkanaut Admiral
(125) *
– General
– Command Trait: Stormcaller
– Artefact: Celestium Burst-grenade

Brokk Grungsson Lord-Magnate of Barak-Nar
(220) *
Endrinmaster with Endrinharness
(90) **
– Aspect of the Champion: Leadership of the Alpha

BATTLELINE
10 x Arkanaut Company
(100) ***
– 1x Skypikes
– 1x Light Skyhooks
– 1x Aethermatic Volley Guns

10 x Arkanaut Company
(100) ***
– 1x Skypikes
– 1x Light Skyhooks
– 1x Aethermatic Volley Guns

9 x Endrinriggers
(360) **
– Reinforced x 2
10 x Grundstok Thunderers
(270) ***
– 2x Aetheric Fumigators
– 2x Decksweepers
– 2x Aethercannons
– 2x Grundstok Mortars
– Reinforced x 1


BEHEMOTHS
Arkanaut Frigate
(300)
– Main Gun: Heavy Sky Cannon
– Frigate Regittings: Magnificent Omniscope

Arkanaut Frigate
(300)
– Main Gun: Heavy Sky Cannon
– Admiral’s Flagship


CORE BATTALIONS
* Command Entourage – Magnificent
** Galletian Command
*** Galletian Sharpshooters


Total: 1950 / 2000

Alice: The Kharadron Overlords book is still working itself through its paces, which is an exciting time to see people try different things. Navigators are a solid auto include with their ability to half movement. The Admiral is essentially a free CP each turn with its free command to one of the Frigates, and between him and Brokk the list is rewarded whether it causes the ships to run and shoot or stay in place and shoot better. The Endrinmaster is a cheap support GC that can keep the ships maintained and kicking.

The rest of the list functions as you might expect. The Arkanauts are cheap workhorse infantry that are great at holding points, while Endrinriggers and Thunderers can shoot extremely well. The Arkanauts and Thunderers in the Sharpshooters can snipe out any pesky Galetian Champions to deny battle tactics while the Endrinriggers in Galetian Command can work as a team with the Endrinmaster.

The two ships function as both shooting and support, carting all these units around. While a lack of Ironclad is noticeable, the Frigate can bring solid firepower to bear and allow more room for more infantry to hold objectives.

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– Army Faction: Orruk Warclans
– Army Type: Ironjawz
– Subfaction: Ironsunz
– Grand Strategy: Waaagh!


LEADERS
Orruk Megaboss (140)
– General
– Command Traits: Hulking Brute
– Artefacts of Power: Gryph-feather Charm

Kragnos (720)
Orruk Megaboss (140)*
– Artefacts of Power: Destroyer
– Aspects of the Champion: Tunnel Master

Orruk Warchanter (120)*
– Warbeats: Fixin’ Beat
Orruk Warchanter (120)*
– Warbeats: Killa Beat

BATTLELINE
Orruk Ardboys (80)*
– Ardboy Boss
– Waaagh! Drummer
– Gorkamorka Glyph Bearer
– 2 x Orruk-forged Shield

Orruk Ardboys (80)**
– Gorkamorka Glyph Bearer
– Waaagh! Drummer
– Ardboy Boss
– 2 x Orruk-forged Shield

Orruk Brutes (300)**
– Brute Boss
– Jagged Gore-hacka
– Boss Klaw & Brute Smasha
– 2 x Gore-choppa

Orruk Brutes (150)***
– Brute Boss
– Brute Choppas
– Gore-choppa
– Boss Klaw & Brute Smasha

Orruk Brutes (150)***
– Brute Boss
– Brute Choppas
– Gore-choppa
– Boss Klaw & Brute Smasha


CORE BATTALIONS
*Warlord
**Ironjawz Fist
***Ironjawz Fist

TOTAL POINTS: 2000/2000

Created with Warhammer Age of Sigmar: The App

Brett: With the death of Bounty Hunters the Brutes have returned in a lot of lists. Pretty straight forward with 20 Brutes, MSU ardboyz for screening and objective holds, 2 megabosses and Kragnos. That’s right it’s Ironsunz with Kraggy – ready for 3d6 charges at the end of your charge phase? Potentially 2 units with the Megabosses issuing commands. Hulking Brute and Gryph-feather charm is a great combo, encourages you to charge (mostly in support of Kragnos) but you should survive the clap back. Destroyer and Tunnel Master is fun to.

The rarely seen Killa beat on a warchanter and the even rarer double IronJawz Fist battalion (free all out attack/defence). This army is all about the smash. Unfortunately Tzeetch cares not for the smash and Ogres smash hard. Any shootin’ or magic and this army is going to struggle (not that Meatfist has much shooting). 3 from 5 is a solid showing with Ironjawz and an example of what a move away from the Pigs brings. In the end though 4+ saves, Bravery 6 and a 1 damage weapon are starting to a look a little dated for an elite army.

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Final Tournament Placings

Top Three AoS Lists for Clash of the Titans ’23

This is the top three AoS lists for the Clash of the Titans 23 that took place in Sydney, Australia, on the 15th and 16th of April. It involved 18 players vying to be crowned champion in a 5-game tournament.

As this event had less than 20 players attending there won’t be any list comments here as the guys will be concentrating on the larger events of the week.

Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.

If you like what we’re doing, why not join our Patreon and help keep it going?

Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.

The Top Three AoS Lists

Army Faction: Sylvaneth
– Subfaction: Oakenbrow
– Grand Strategy: Take What’s Theirs
– Triumph: Inspired
– Seasons of War: The Burgeoning

LEADERS
Treelord Ancient (330)
– Spells: Regrowth, Verdant Blessing
Spirit of Durthu (350)*
– Artefacts of Power: Greenwood Gladius
Drycha Hamadreth (320)**
– Spells: The Dwellers Below, Verdant Blessing
Battlemage (100)**
– Magic of the Realms: Wildform (Ghur)
Warsong Revenant (300)**
– General
– Command Traits: Spellsinger
– Artefacts of Power: The Vesperal Gem
– Spells: Treesong, Verdant Blessing
– Aspects of the Champion: Fuelled by Ghurish Rage

BATTLELINE
Treelord (230)*
Treelord (230)*
Dryads (100)*
– Branch Nymph

ENDLESS SPELLS & INVOCATIONS
1 x Spiteswarm Hive (40)

TERRAIN
1 x Awakened Wyldwood (0)

CORE BATTALIONS
*Battle Regiment
**Command Entourage – Magnificent

TOTAL POINTS: 2000/2000

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Army Faction: Slaves to Darkness
 – Army Subfaction: Cabalists
– Grand Strategy: Follow The Path To Glory

LEADER
Chaos Sorcerer Lord (120)*
– General
– Command Traits: Master of Magic
– Artefacts: Daemonic Familiar
– Spells: Chaotic Conduit, Daemonic Speed
– Mark of Chaos: Undivided
– Aspect of the Champion: Fuelled By Ghurish Rage
Chaos Sorcerer Lord (120)*
– Spells: Chaotic Conduit, Daemonic Speed
– Mark of Chaos: Undivided

BATTLELINE
10 x Chaos Knights (440)*
– Doom Knight
– 2 x Standard Bearer
– 2 x Hornblower
– Cursed Lance
– Mark of Chaos: Nurgle
– The Eroding Icon
9 x Corvus Cabal (80)*
9 x Corvus Cabal (80)*

ENDLESS SPELL
1 x Soulscream Bridge (80)

OTHER
10 x Chaos Chosen (480)*
– Exalted Champion
– 2 x Icon Bearer
– 2 x Skull Drummer
– Mark of Chaos: Nurgle
6 x Varanguard (580)*
– 6 x Fellspear
– Mark of Chaos: Nurgle

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1980/2000)

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Army Faction: Gloomspite Gitz
– Army Subfaction: Jaws of Mork
– Grand Strategy: Take What’s Theirs
– Triumphs: Indomitable X2

LEADER
Seedy – The LoonBoss (85)*
Grimgutz – The Bad Apple Baron (aka Skragrott, the Loonking) (210)*
Cider- The Madcap Shaman (70)*
– Artefact of Power: Moonface Momment
– Aspect of the Champion: Tunnel Master
Grinkrak the Great (190)**
Malus – The Squigboss (80)**
– General
– Command Trait: The Clammy Hand

BATTLELINE
20 x Moonclan Shootas (125)*
20 x Squig Hoppers (360)**
36 x Squig Herd (390)**
10 x Boingrot Bounderz (280)**

TERRAIN
1 x Bad Moon Loonshrine (0)

OTHER
6 x Sneaky Snufflers (110)**
6 x Grinkrak’s Looncourt (190)**

CORE BATTALIONS:
*Warlord (Bonus Triumph)
**Battle Regiment

TOTAL POINTS: (1940/2000)

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Allegiance: Ironjawz
– Warclan: Bloodtoofs
– Mortal Realm: Ghur
– Grand Strategy: Waaagh!
– Triumphs: Inspired

LEADERS
Megaboss on Maw-Krusha (480)**
– General
– Command Trait: Hulking Brute
– Boss Choppa and Rip-tooth fist
– Artefact: Armour of Gork
– Mount Trait: Fast ‘Un
Orruk Megaboss (140)*
– Artefact: Destroyer
– Aspect of the Champion: Tunnel Master
Orruk Warchanter (120)**
Orruk Warchanter (120)*
Orruk Weirdnob Shaman (90)*
– Lore of the Weird: Da Great Big Green Hand of Gork

UNITS
6 x Orruk Gore-gruntas (340)**
– Jagged Gore-hackas
3 x Orruk Gore-gruntas (170)**
– Jagged Gore-hackas
3 x Orruk Gore-gruntas (170)**
– Pig-iron Choppas
5 x Orruk Brutes (150)**
– Jagged Gore-hackas
– 1 x Gore Choppas
5 x Orruk Brutes (150)**
– Jagged Gore-hackas
– 1 x Gore Choppas

ENDLESS SPELLS & INVOCATIONS
The Burning Head (30)

CORE BATTALIONS
*Command Entourage – Magnificent
**Battle Regiment

TOTAL: 1960/2000

We said no comments, but this is my list. Happy with 3/5 with Ironjawz. Shout out to the Burning Head, for armies with no casting buffs and little range, it can be a very useful little source of easy to cast AoE Mortal Wounds.

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Final Tournament Placings

Hobby Update – Kruleboyz Hobgrots

3 x 10 Kruleboyz Hobgrots

With the release of the Dominion boxset last year, I picked up a few sets as I have some aspects of all the destruction armies. Unfortunately, Kruleboyz started off near the bottom of the rankings and haven’t moved since (argueably getting worse). There’s been a few successes but not enough to tempt me away from Big Waaagh and Gloomspite.

But with fewer tournaments on the horizon and a pressing need to paint something a little easier there was some good news for my Kruleboyz… or at least the Hobgrots – they had reached the top of the ‘to be painted’ pile!

Kruleboyz Hobgrots

My destruction armies are painted to go together so that meant only one thing – Blue! However I wanted to try something different so I decided to paint the skin of the Hobgrot units different colours – and Contrast colours gave me the ideal opportunity.

The colours I chose were Volupus Pink, Plaguebearer Flesh, and Iyanden Yellow… all over a white undercoat, over black. This has recently started to be called ‘Slap-Chop’ after the Honest Wargamer did a painting episode!

The Honest Wargamer – with a painting video!

Pictures

How do they play?

Well, unfortunately not well – but they are cheap. At 80 points for 10 they can serve as shields… but they are lacking synergies with the rest of the Kruleboyz list. No key word as the Orruks don’t trust them with poison so they don’t benefit from the allegiance abilities. It’s all a bit unfortunate and still definitely needs some work.

Woe Points and Hobby Bingo

This also contributes to two of the methods I’m trying to use to reduce the pile of shame or potential! Woe Points is -33 for these group and three squares of Hobby Bingo which I’ll ask Peter to update for me! If you want to be involved in either of these aides to clearing the pile of potential then join us on our Discord Channel.

Buying a Box

You could pick up a box of these chaps, but really you’re looking on ebay. There’s so many Dominon boxes and many were split up for selling – as such there’s lots of Hobgrots available.

— Declan and Eeyore

Hobby Update – Mugruk Da Watcha

Limited Edition Swampcalla Shaman

Back in June I went to Board Game Expo in Birmingham and picked up the limited edition Swampcalla Shaman from Games Workshop. Sometimes it can take a while for a model to reach the top of the painting pile, but eventually he’s made it! Mugruk Da Watcha is finished.

Swampcalla Shaman painted by Declan

And he even has a back!

He’s a nice little model and very in keeping with the Kruleboyz ascetic. I have painted him in my Destruction colour scheme and basing, which is simple but (I think) effective. Although the later models do have more tufts on them as I think they look better this way! However I do have one problem with the kit:

Games Workshop / Wahapedia

Where is the little chap’s backup Pot Grot? I understand that GW don’t want the limited edition model to have special rules and this is a good thing but it’s a shame he can’t be used with a model from the existing kit.

Otherwise I enjoyed painting him and glad he’s available to play with now.

— Declan

Orruk Warclans Battletome Review: Big Waaagh

Allegiance Abilities

Woehammer Winner:
The Power of the Waaagh! is the undisputed champion in this slot and is one of the reasons that Big Waaagh! army that is Ironjawz + Wurrgog is arguably stronger that pure Ironjawz. At eight different points in a battle round, your army can earn Waaagh! points:

  • D6pts at the start of your hero phase
  • 2pts at the start of your hero phase if a friendly Warchanter is on the battlefield
  • 1pt at the start of your hero phase if a friendly Bonesplitterz Wizard (i.e. probably a Wurrgog Prophet) is on the battlefield
  • 1-5pts as a heroic action in your hero phase
  • 1pt in your charge phase for each friendly Orruk unit that finishes a charge move
  • 1pt at the end of your combat phase for each friendly Orruk unit that is within 3” of an enemy unit
  • 1-5pts as a heroic action in your opponent’s hero phase
  • 1pt at the end of your combat phase for each friendly Orruk unit that is within 3” of an enemy unit

Arguably I’ve duplicated those last two, but I think it’s worth it to point out that if you lean into it, the points can mount up quickly. As for what you get for these points, they start at 8pts for +1 to run rolls; 10pts for +1 to charge rolls; 12pts for +1 to cast, dispel and unbind; 16pts for +1 to hit in melee; 20pts for +1 to wound. And here’s the magic: they are cumulative, so you get ALL the buffs at 20pts. At 24pts, you can release the Power of the Waaagh! which you should NEVER IN ANY CIRCUMSTANCES DO! The reason for this is that your Waaagh! points revert to zero for the pathetic buff of +1 to attacks characteristics for ONE combat phase. Hitting and wounding on 2s is better than having one extra attack that hits and wounds on 3s. In addition, there is a battle tactic that requires you to have at least 24 Waaagh! points at the start of the turn and then have at least 30 by the end of the turn. If you release the Power of the Waaagh!, you give away one of the easiest, if not the easiest battle tactic in Age of Sigmar.

Honourable Mention:
Although you don’t get the full benefits from each sub-faction when you include them as part of Big Waaagh!, you do get some of the juicy rules with Kunnin’, Brutal and Savage. Namely, you get Venom Encrusted Weapons for any Kruleboyz units (see Part 1 for more details); Mighty Destroyers for any Ironjawz units (see Part 2 for more details); Warpaint for any Bonesplitterz units (6+ Ward). This helps to give a little extra flavour and efficiency to each of these units, which is important as…

Warclans

…you don’t get any! The point of Big Waaagh! is that all the Orruks come together from many Warclans so there aren’t any rules for separate Warclans.

Command Traits

Woehammer Winner:
There are lots of command traits available for your Big Waaagh! general, but it does depend on which sub-faction (Kruleboyz, Ironjawz or Bonesplitterz) your general comes from. Who your general is probably depends on what else your army is trying to do, so there are a few ways you could go here. Assuming that we’re going with either an Ironjawz Warchanter or even a Megaboss on Mawkrusha, Touched by the Waaagh! not only has Waaagh! in the name (so it must be good), but also allows an Ironjawz Wizard (thanks Arcane Tome!) to do D3 wounds to a unit within 6” of itself and add that to the cast roll. Once you’ve got to 12 Waaagh! points then that’s D3+1, allowing a relatively straightforward cast of your key spell: Da Great Big Green Hand of Gork.

Honourable Mention:
Maybe you have Chronomantic Cogs to help with spells going off or maybe you want to go full aggro, but an honourable mention is Supa Sneaky from the Kruleboyz part of the tome, probably put on a Mirebrute Troggoth with Fast ‘Un. Just as with Kruleboyz, this means you can put this very angry trog 9” away from the enemy and then move them 5” forward for an almost guaranteed charge. You can potentially combo this with Da Great Big Green Hand of Gork and Mighty Destroyers to start movement phase one with the Mirebrute and six Gore Gruntas 4” or less from your opponent’s front lines, possibly with a Mawkrusha about to move an extra 12” to be able to absolutely decimate your enemy. The caveat with this combo is Big Waaagh! lists often want to have multiple artefacts and/or mount traits so you may not have the option of who goes first, which puts your general at a disadvantage if you do Supa Sneaky him. However, if you stick with just one artefact (Glowin’ Tattooz), take a Weirdnob Shaman for Da Great Big Green Hand of Gork in place of Arcane Tome and the other options listed above, you can get to a double battle regiment, two-drop list.

Artefacts

Woehammer Winner:
If you’re taking the Wurrgog then you need to take Glowin’ Tattooz to improve the Ward save of a hero to 4+ instead of 6+. For your opponent, this takes the Wurrgog Prophet from a threat to an absolute nightmare to get within 12” of, knowing that it can kill absolutely anything in the game.

Honourable Mention:
Almost every Big Waaagh! list will feature Da Great Big Green Hand of Gork and almost none of them will feature a Weirdnob Shaman to cast it. Instead, the Arcane Tome fills in, allowing a Warchanter or Megaboss to ping any Orruk unit (i.e. not just Ironjawz) 9” away from the enemy.

Mount Traits

Woehammer Winner:
By this point, you can probably guess what’s coming…that’s right, it’s Fast ‘Un! One of the reasons for going Big Waaagh! vs. Ironjawz is to be able to take the Wurrgog Prophet, but almost as compelling is the ability to take the Breakaboss on Mirebrute Troggoth. And as Glowin’ Tattooz is practically compulsory on a Prophet, Fast ‘Un is practically compulsory on a Mirebrute. It’s obviously also amazing on a Mawkrusha and even a Sludgeraker as a budget version of the Mawkrusha.

Honourable Mention:
As command traits are at an absolute premium and you won’t be taking Hulking Brute over the options above, the next best option is Smelly ‘Un for that extra survivability on (likely) your Mawkrusha. With a 3+ save base, add in -1 to hit when not charging, +1 to saves from Their Finest Hour, All out Defence for an extra +1 and even Mystic Shield, that Mawkrusha is not going down short of getting in trouble with Kragnos and it will hit back tremendously hard, possibly clearing the unit that had the temerity of attacking it, ready to move on to some fresh victims!

Spell Lore

Woehammer Winner:
It has been mentioned several times already, but Da Great Big Green Hand of Gork is the first spell that should be on your army list. Mawkrushas and Gore Gruntas are relatively quick without it, but practically everything else you’ll be taking in Big Waaagh is slow. Add in the combination explained in Part 2 of these reviews where you Hand of Gork Gore Gruntas 12.1” away from an enemy and then Mighty Destroyers it 9” in the hero phase, circumventing Redeploy, then you’ve got a winning combo. It also works on anything with the Orruk keyword, not just Ironjawz, so throw those Boltboyz in danger-close or even some Big Stabbas.

Honourable Mention:
There is a very strong case for Nasty Hex taking this slot, particularly in the current meta with lots of ghosts and gross flies wafting around the place. But you do need to either take a Swampcalla Shaman to access it or put the Arcane Tome on a Kruleboyz character. It is much more likely that you’re going to have access to a Bonesplitterz wizard as the Wurrgog is also a wizard when there’s nothing to stare to death within 12” at the start of the hero phase. The spell you’d go for in this case, would probably be Gorkamorka’s War Cry in order to make an enemy unit fight at the end of the phase. Losing out on the Kruleboyz Waaagh! and Smashing and Bashing means that the fight phase is not in your control as you would ideally like. War Cry goes some way to redressing this balance in the favour of the Orruk player.

Grand Strategies

Woehammer Winner:
Applying the same logic as I did with the Command Traits, then Waaagh! has to be the option here and it’s definitely worth considering if your general is a Mawkrusha and/or you have taken a big unit of Brutes that can be dropped in by Gork. In almost all games, your Mawkrusha (if you take one) will be wanting to do work in your opponent’s territory and even on foot, Brutes (or even 15 Ardboyz) should be able to make it across the battlefield in five turns!

Honourable Mention:
With the manoeuvrability of Big Waaagh! then an honourable mention is No Place for the Weak, particularly if you have included either a Warlord or Command Entourage battalion because then you’re not winning the drop game and you may as well also make the Gore Gruntas you take (and you will want at least six) to be bounty hunters. With a Warchanter buff on them, that’s 3 damage vs. Galletian Veterans, making those battleline units disappear very quickly. Alternatively, if you’re playing a bit more cagey in the first couple of turns with a Mawkrusha, then by turn three, anything that is a genuine threat to your big angry cabbage might already be dead, allowing him to roam the board, chewing up and spitting out any battleline he can find.

Battle Tactics

Woehammer Winner:
As alluded to earlier, Big Waaagh! have a book battle tactic that is ridiculously easy to pull off with Wait For It, Ladz. You need to fulfil the following to conditions: have at least 24 Waaagh! points at the start of the turn; have at least 30 Waaagh! points at the end of the turn. It is very likely that you will be at 24 Waaagh! points by the start of battle round 4 and it’s practically guaranteed to be there by battle round 5. If you ever start a battle round with 30 Waaagh! points, then it’s already scored…even if you are tabled!

Honourable Mention:
With Wait For It Ladz being our likely turn 5 battle tactic, Barge Through Enemy Lines is a great choice for turn 4 as Big Waaagh! is a melee-centric faction with the buffs from the Power of the Waaagh. Therefore you probably have one Galletian Veterans unit relatively close to enemy territory by this turn and a sneaky Hand of Gork could pop another one in, scoring not only the battle tactic, but the bonus point too.

Warscrolls

Woehammer Winner:
The core of your Big Waaagh! list will most likely be Ironjawz as they have the best battleline and Gore Gruntas are great. The warscrolls we’re going to focus on are the two warscrolls that are the most common non-Ironjawz units chosen: Wurrgog Prophet and Breakaboss on Mirebrute Troggoth. Please check out Part 3 of the Orruk Warclans book for more information about what the Wurrgog does and why he’s so fun, but I’m going to give you an example of what he can do with Big Waaagh! If you also have a Mawkrusha in your list, then it is a high-value target that your opponent will want to take out, but sufficiently tanky that something quite substantial needs to be committed to remove it from the board. If you have a Wurrgog Prophet within 12” of your Mawkrusha, your opponent can still charge, but then you’re perfectly placed to ‘Hard Stare’ that unit out of existence if they succeed with the Mawkrusha. You could even point this out to your opponent to check to see if they really want to take that risk. If they choose not to charge, you win. If they choose to charge and the Mawkrusha destroys them, you win. If the Mawkrusha dies, then you win as you then get to play ‘Whose head will blow up first?’, which is fun whichever head pops first! Just don’t try this with Morathi as she ruins all our fun.

Honourable Mention:
The other unit is the Breakaboss on Mirebrute Troggoth. You’re not going to find a much more efficient way of delivering up to five damage 2 attacks and ten (!) damage 3 attacks than the Mirebrute. With the Supa Sneaky or Hand of Gork + Fast ‘Un combo, you’re almost guaranteed to get into combat and then he can do some severe damage. In your opponent’s turn, popping Their Finest Hour and All out Defence can make him hang around longer than he really should and if (when) he dies, who cares! He was only 180pts and he probably wiped a fairly premium unit and held your opponent up a turn while potentially a Mawkrusha and Gore Gruntas hammered the other flank.

Final Thoughts

Big Waaagh! is what you choose if you like Ironjawz, but want a few more techy options; or if you like Kruleboyz but want to be a bit tougher and faster; or if you like Bonesplitterz but fancy having a big monster run around the place. It’s also a really fun army from a hobby perspective as you can take all these disparate sculpts and bring them together as a cohesive whole with which to stomp the enemy with. It’s also quite a rare army to see out in the wild, so if you have a few Ironjawz, half a Dominion box and some Savage Orcs from Warhammer Fantasy Battle, then maybe give them a try.

This is the last part of the Orruk Warclans Battletome Review. Is there anything that we missed? Any combos not mentioned? Are any of our choices just plain wrong?! Please leave a comment below, in the Woehammer Discord or even contact me at @yeliabnoreik on Twitter. There’s just one thing left to say and that’s: WAAAGH!

Orruk Warclans Battletome Review Part 2: Ironjawz

Peter: Kieron has had parts 1 through 4 written for a good while now and it’s only my own schedule that’s prevented me from posting these for him. For those who enjoyed Part 1: Kruleboyz and have been waiting for the others, I can only apologise. Part 3: Bonesplitterz will be posted this time next week. With the final part: Big Waaagh! Coming a week later. If you want to read them earlier they’ll be available on our Patreon site

Allegiance Abilities

Woehammer Winner:
How can Ironjawz reliably get three turn 1 charges off, even when their opponent is hiding back in their territory? The defining battle trait Mighty Destroyers is the answer. This amazing ability allows a unit that receives this command to make a normal move if they are outside of 12” of an enemy; attempt a charge if they are within 12” of an enemy unit; or pile in 3” if already in engagement range. Combine that with a Megaboss on Mawkrusha, who can issue the command to three different units and you could have two units of Gore Gruntas moving 18” and then charging. That is to say nothing of the Mawkrusha itself who can also receive the command, moving 12” due to Mighty Destroyers, 12” if they have the Fast ‘Un mount trait followed by a move of 12” and then a charge of up to 12”! Just a casual 48” threat range then on this monster! If your opponent doesn’t screen well, the heart of their army can be ripped out before they can respond, especially when considering…

Honourable Mention:
Smashing and Bashing. This ability means that if the first unit activated in the combat phase kills and enemy unit, instead of your opponent being able to hit back, you choose a second unit to activate. If that unit wipes out an enemy, the Ironjawz fight again and so on until either there are no units in combat or an enemy is not destroyed. Combined with Mighty Destroyers, it is not unusual for an army facing the Ironjawz to be at least three units down while doing no damage in return AND to be pinned in their own territory.

Warclans

Woehammer Winner:
This is incredibly close and depends what sort of army composition you are planning. If you want to lean into speed and mobility while avoiding fielding any Galletian Veterans then you are probably wanting to take Gore Gruntas as battleline and Bloodtoofs lets you do that. In addition, if a Gore Gruntas unit is still in engagement range at the end of the combat phase then they can pile in an additional 3”. Even better is that Gore Gruntas that fought but are not within engagement range can either make a normal move or attempt a charge, further increasing the range of these now turbo-charged pigs who may have moved 9” in the hero phase, 9” in the movement phase, 12” in the charge phase, piled in 3” and then charged an additional 12” for a mindboggling 45” or five times the movement characteristic on their Warscroll.

Honourable Mention:
If you are looking to include mostly Ardboyz and Brutes in your army, then Ironsunz is probably the one you want to go for. Their clan trait is that you can charge at the end of your opponent’s charge phase as long as you are not already engaged in combat. Nurgle players know and love this ability (called Blightkrieg on The Glottkin’s Warscroll) but Ironjawz had it first and it’s free for all units to use, including your Mawkrusha. With Ardboyz and Brutes moving a frankly sedentary 4” each, anything that can give them extra movement is helpful, so having twice the number of charge phases helps get your Orruks across the board and where they want to be: in combat.

Command Traits

Woehammer Winner:
Whereas Kruleboyz players probably want to take at least two if not all three of their versions, the Ironjawz ones are somewhat lacklustre in comparison. The winner is definitely Mighty Waaagh! Leader, which allows you to re-reroll charges for Ironjawz that are wholly within 12”, which is quite big area once you factor in the Mawkrusha’s huge base. With the Waaagh adding 1 to charges and adding a much needed pip of rend to weapons, the last thing you want it for charges to fall short and for this once per battle ability to have gone to waste.

Honourable Mention:
There is a possible combo with the Arcane Tome as an artefact and either Touched by the Weird and Master of Magic to help a spell (Hand of Gork – see below) be cast, but I’m going to stick within the book for this one and go with Hulking Brute. Hulking Brute adds D3 mortal wounds once the general has completed a charge on a 2+ to one enemy unit. While not incredibly inspiring on its own, if the general on Mawkrusha also takes Mean ‘Un as a mount trait, then Stomp goes to D6 instead of D3 and there are no more pesky Hunters of the Heartlands left to stop you! Add in the Warscroll ability Destructive Bulk and not only are another 3 mortal wounds (at top bracket) added to the damage, but if a unit is then destroyed, the Mawkrusha can immediately pile in D6” and Stomp again for another D6+3 mortal wounds. Add in the impact hits from Gore Gruntas who are probably fighting alongside the Mawkrusha, ten wound screens are at serious risk of just making charges shorter and not actually achieving any screening at all.

Artefacts

Woehammer Winner:
As mentioned above, there is a combo with Arcane Tome available, but I’m going to stick to the Ironjawz Artefacts of Power here with Armour of Gork being the winner of the three. Armour of Gork gives a 6+ ward and adds 1 to hit rolls, but with a penalty of 2” from the model’s movement characteristic. On a Megaboss on foot this results in a hilariously bad 2” move, but on the Mawkrusha, that’s still a 10” move that can get up to 20” once per battle with Fast ‘Un. A 6+ ward also makes the Megaboss effectively 21 wounds rather than 18 and offers some measure of protection against mortal wound spells and shooting.

Honourable Mention:
A close second and probably the one you’d give to a Megaboss on foot (though see why this might be different for Big Waaagh in Part 4) is Destroyer for a once per battle +3 damage to the bearer’s melee weapons. Combine with the Warchanter’s +1 damage buff for between seven and eight 6 damage attacks depending on which flavour of Megaboss is carrying this artefact.

Mount Traits

Woehammer Winner:
To give the option of a first turn angry Orruk cabbage charge, there can only be one: Fast ‘Un. The base that the Mawkrusha sits on is huge and while this can be a good thing, it can also make manoeuvring difficult, meaning that an extra move can be really helpful to get in exactly the right place for that charge, be it on the first turn or not. It’s also a great combo with Armour of Gork to offset the movement penalty that comes with this artefact.

Honourable Mention:
As referenced above, taking Mean ‘Un can maximise the damage done on the charge and through stomps by your Mawkrusha, making it your second choice. Double Mawkrusha lists have taken down many events in the past (and have done so even in 2022-23 Season 1) so Mean ‘Un could be a choice for a second mount trait if you go down the Warlord/Command Entourage Battalion route. Then you need to ask whether the D6 damage vs. D3 damage on the Stomp every turn is worth more than Destroyer as a second artefact? Probably not, but it’s quite a fun option.

Spell Lore

Woehammer Winner:
If you are not using herds of Gore Gruntas and Mawkrushas to get across the board, then the mobility of your foot troops is one of the biggest challenges as an Ironjawz general. Step up Da Great Big Hand of Gork to solve all those problems. For a mere casting value of 7, a unit that is not in combat and is wholly within 12” can be redeployed any where on the battlefield 9” from the enemy, but cannot move in the following movement phase. At this point, if Gork is throwing Brutes across the board, you can then Mighty Destroyers the Brutes to get them to attempt a 9” charge, with another two attempts possible in the charge phase if you don’t make it first time. However, if you want to channel that other Orruk god, Mork and be cunningly brutal, you can use Da Great Big Hand of Gork on a unit of Gore Gruntas and then place them outside of 12” (that is, 12.1” away). When Mighty Destroyers in then used, they can make their normal move of 9”, ending up with a 3” charge away from the enemy, getting around the restriction on moving after using Hand of Gork as it’s out of phase and preventing enemy redeploys for the same reason. (You could use the same trick with Brutes too, especially if you plan on calling the Waaagh that turn to get +1 to charge rolls in the charge phase, making it effectively a 7” charge.)

Honourable Mention:
While Foot of Gork is hilarious, potentially causing enough wounds to one-shot a fully tricked out Gargant, second place goes to Bash ‘Em Ladz! It is quite tricky to get off, with a casting value of 8, but Touched by the Waaagh! can help with that and it gives a buff of +1 to wound for ALL Ironjawz units wholly within 16” of the caster. Bonuses to hit are fairly commonplace, but there’s a reason that Inspired is the best Triumph you can pick – often there’s no other way to get this buff. Now imagine this on a Mawkrusha and two units of 6 Gore Gruntas…Destruction Grand Alliance indeed!

Grand Strategies

Woehammer Winner:
More so than with Kruleboyz, Waaagh is a fantastic Grand Strategy for Ironjawz by virtue of the fact that your general is probably flying around the place and looking to stomp enemies in their own territory anyway and, if you chose the Bloodtoofs Warclan, then a single Gore Grunta can score this for you.

Honourable Mention:
For the second choice, if you are going GHB only, the Ironjawz best pick is the opposite to Kruleboyz with Take What’s Theirs as your whole battleplan involves getting right in your opponent’s face and killing their army in their own territory and this Grand Strategy plays right into these strengths.

Battle Tactics

Woehammer Winner:
Continuing the theme of Battle Tactics with interesting spellings (or should that be spellinz?), Ironjawz have access to Squish Da Puny Gitz. There needs to be at least one Battleline unit left on the battlefield and there needs to be none left at the end of the turn. With the amount of output possible from Ironjawz, particularly Bounty Hunter Gore Gruntas doing up to 3 damage per attack against Galletian Veterans, this should a fairly straightforward one to get.

Honourable Mention:
With such an absolute beat-stick as a Megaboss on Mawkrusha as your general, This One’s Mine is a total no-brainer. Find it. Kill it. Score points. ‘Nuff said.

Warscrolls

Woehammer Winner:
This unit has been mentioned repeatedly throughout this review, so it has to be the Megaboss on Mawkrusha. Not only does he allow three uses of Mighty Destroyer a turn and have a huge base for sharing this command and other buffs (e.g. re-reroll charges), but he can be absolutely devastating in combat too. With the Warchanter buff and if the Destroyer relic is taken, he should do between 5-10 mortal wounds before even fighting and then, with All out Attack and Finest Hour (aka Best Day Ever) and the Ironjawz Waaagh, seven attacks that hit and wounds on 2+ at Rend -2 for 6 damage each followed by eight attacks from his mount that hit and wound on 2+ at Rend -3 with the Waaagh for 3 damage each. Add all those up and it’s a potential of 70+ wounds in a single combat from a unit that may have started over 50” away from you. You can close your jaw now.

Honourable Mention:
A very important unit to Ironjawz is the Warchanter, but based on a lot of the combos discussed so far, I’m going to go for Gore Gruntas. They’re significantly faster than other troop options available and movement is absolutely key to this edition of AoS. They also hit pretty hard – not quite Fulminator hard – but plenty hard enough to clean up Battleline in short order and push more elite units too, particularly with the chip mortal wound damage they can do to help make any attack back pretty inconsequential.

Final Thoughts

Ironjawz are a really fun army and a pretty good first army to pick up as they’re relatively forgiving with their tough armour and relatively straightforward gameplay, resulting in quite a high skill floor for new players. There is still plenty of nuance in this army though, with Mork-like sneaky plays with Mighty Destroyers and the Hand of Gork and just because you can charge everything turn 1, it doesn’t mean that you should. Jiwan Noah Singh is a great American Ironjawz player who can be found on streams playing a more considered approach. The thinking being that if you can hold the Mawkrusha back a couple of turns then by the time it is committed, there’s nothing left that can meaningfully threaten it, allowing it to rampage around the board, destroying all it touches.
Next up will be Part 3 of 4 of the Orruks book, the weird cousins of both Kruleboyz and Ironjawz that live on a commune to be in touch with nature, usually touching them with a massive stone spear: Bonesplitters.