Tag Archives: Warhammer

My Second Solo Game of AoS

This is my second test game of my Solo Gaming System for AoS. Last weeks post is here.

The Army Lists

Sons of Behemat

Allegiance: Sons of Behemat
Subfaction:
Army Type: Taker Tribe
Grand Strategy: Hold the Line
Triumphs: Inspired

Leaders
———-
Kraken-Eater (General) (490 pts)
– Command Trait: Very Acquisitive
Kraken-Eater (490 pts)
– Artefact: Net of the Beast-reaver
Gatebreaker (525 pts)
Warstomper (470 pts)
– Artefact: Arcane Tome
– Spell: Flaming Weapon

Total Points: 1975 pts
Made with AoS App List Cleaner

Kruleboyz

Allegiance: Orruk Warclans
Subfaction: Big Yellers
Army Type: Kruleboyz
Grand Strategy: Hold the Line
Triumphs: Inspired

Leaders
———-
Gobsprakk (General) (300 pts)
– Spell: Choking Mist
Swampcalla Shaman and Pot-grot (105 pts)
– Artefact: Eye-biter Ash
– Spell: Nasty Hex
Snatchaboss on Sludgeraker Beast (315 pts)
Killaboss with Stab-Grot (110 pts)

Battleline
———-
Man-skewer Boltboyz (120 pts)
Man-skewer Boltboyz (360 pts)
– Reinforced: Twice
Gutrippaz (360 pts)
– Reinforced: Once

Units
———-
Rippa’s Snarlfangs (Ally) (70 pts)
Marshcrawla Sloggoth (150 pts)
Hobgrot Slittaz (80 pts)

Total Points: 1970 pts
Made with AoS App List Cleaner

Gobsprakk looked across the clearing towards the lumbering behemoths in the distance.

“Iz everywun in pozishun?”

“Yes, Boss” said Gollock leader of this particular tribe of Big Yellers. “Da boyz iz hidin’ in da suroundin’ trees ready ta pounce and send dese longshanks back to where dayz came from.”

“Good, ‘cos I wontz one of dese big gitz wiv us. An to do dat we have ta catch one rightz?! So no killin’ all of ’em!”

Luckily for the Kruleboyz, the Battleplan was the Vice

Deployment as viewed from the players side, The rolls for the AI meant that only one objective was initially held.
The Sons deployment

Sons finished deploying first and gave the first turn to the Kruleboyz.

Kruleboyz Turn 1 (Ferocious Advance)

No shooting this turn as everything was out of range, so I took the opportunity to claim the Ferocious Advance battle tactic advancing the Sludgeraker, Man-Skewers and Killaboss in the centre.

The Gutrippas and Hobgrots were kept on the objectives.

The Sludgeraker, Man-Skewers and Killaboss advance in the centre of the board.

Sons Turn 1 (Monstrous Takeover)

The sons initially drew the Ferocious advance battle tactic but as this was unachievable a second card was drawn which turned out to be Monstrous Takeover… perfect for them.

The drawn tactic card

The gargants move forwards and the two flanking gargants move to claim the objectives.

The scary sight of four mega gargants marching towards your lines

Turn 1 Summary

Sons Turn 2 (Broken Ranks)

The sons won the roll off and elected to go first. This time getting the Broken Ranks Battle Tactic

Broken Ranks

The objectives did there thing and started moving towards the centre of the board.

New objective locations
These three poor Man-Skewers found themselves to be the target of the Sons ire

One of the Kraken-Eaters hurled debris at the man-skewer smashing one underneath a mighty stone. But no other Gargants could do anything to rid themselves of the Man-Skewers.

Sons of Behemat Turn 2

Kruleboyz Turn 2 (Monstrous Takeover)

With Monstrous Takeover as my battle tactic, I chose to move Gobsprakk onto the left flank objective and moved the other units up in support of those in the centre. Making sure that the Swampcrawla and Gutrippas kept within 6″ of the objective on my right.

The Man-Skewers unleash a devastating volley on the Warstompa causing 14 wounds
Its a truly terrifying sight

Turn 2 Summary

The scores after round 2

Kruleboyz Turn 3 (Bring it Down)

The Kruleboyz won the roll off and elected to go first in this battle round. The man-skewers managed to do another 14 wounds on the Warstompa, but the sludge raker fails its charge as does Gobsprakk and so the Kruleboyz can’t quite finish the Warstompa off. Gobsprakk casts soggy bottom mists.

Kruleboyz Turn 3

Sons Turn 3 (Slay the Warlord)

The Sons draw Slay the Warlord as their battle tactic
Crunch! The Warstompa charges into Gobsprakk and utterly destroys him in single combat.
The Leaderless Kruleboyz look on in dismay as Gobsprakk is sent running by the Warstompa

Turn 3 Summary

The Sons creep ahead in the scores

Sons Turn 4 (ferocious Advance)

With the sons winning the roll off on the fourth turn, they elected to go first. The objectives are removed and a single objective takes up its position in the centre of the table.

The objective location before the turn begins
The Sons draw Ferocious advance as their Battle Tactic
The three designated units for Ferocious advance
End of movement

As the first unit finished its move within 12” of the Sludgeraker the solo wargaming rule for unit under threat kicked in;

If an ENEMY unit is within 12″ of this unit then the unit will move towards the CLOSEST ENEMY unit, shoot (if able), followed by a charge.

So it would act with the intention of destroying the Sludgeraker. The other two units were all also within 12” of enemy units and so they also acted with the unit under threat rule. This meant the Sons were unable to achieve their Battle Tactic this turn.

The Gatebreaker destroys the small Man-Skewer unit with hurled debris
While a Kraken-Eater swops his diet of Kraken for Wolf with a side of Goblins as he chows down on Rippa and his Snarlfangs
Meanwhile ‘Unleash Hell’ pays off for the large unit of Man-Skewers as they finish off the Warstompa before he reaches them
Around the objective the Sludgeraker manages to cause 15 wounds on the Kraken-Eater in the centre
But he clubs the Sludgeraker and its occupants to death in response.

Kruleboyz Turn 4 (Slay the Warlord)

The Man-Skewers seeing their position hold still and take aim at the Kraken-Eater con the objective, while the Killaboss bravely charges in.

The man-skewers work there magic again, and cause another 12 wounds, this time on the Kraken-Eater
Despite causing 4 wounds on the Kraken-Eater, the Killaboss is flattened by the Kraken-Eaters weapons.

Turn 4 Summary

Sons Turn 5 (Savage Spearhead)

The Sons draw Savage Spearhead
The Sons move to mop up the Kruleboyz
However before it can finish its charge ‘Unleash Hell’ strikes again and the Man-Skewers destroy one of the Kraken-Eater Gargants
But the remaining Kraken-Eater ignores the fate of his brother and completes the charge taking great pleasure in devouring the Man-Skewers.
Despite their diminutive size the Hobgrots somehow to 8 wounds on the Gatebreaker who flattens them in response.

Kruleboyz Turn 5 (Conquer)

With the last turn on our hands it was do or die, so I chose Conquer to try and wrestle the remaining objective from the sons.

The Kruleboyz close in
The Kruleboyz do 4 wounds on the Kraken-Eater before having 9 of their number smashed aside.
Another nine flee due to Battleshock

However that is just enough for the Kruleboyz to claim the objective having a monster and 4 other models on there against the Sons single Monster.

Game Summary

That was an extremely close game, with the game coming down to the last dice rolls. If the Kraken-Eater had killed just two more Gutrippas then I wouldn’t have been able to claim my Grand Strategy.

I’m also under no illusion that if an actual player had controlled the Sons of Behemat, they would probably have made different choices to the AI, such as committing the Gatebreaker to the centre as well rather than chase after a few unimportant Hobgrots on the flank.

But the system is working, it will need a slight tweak here and there but overall I’m very pleased with the way its working so far.

If you like what I’m doing why not donate to the cause below?

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Woeful Brush – Painting Competition

There’s only a week to go with our inaugural painting competition the Woeful Brush, sponsored by our friends at SCN Hobby World.

The winner of the competition will walk away with their choice of Combat Patrol or Start Collecting Box. You still have a week to enter as the closing date for entries is 30th November 2021.

To enter, email at least two pictures of your models to thewoehammer@gmail.com. One picture must contain a note with the email address the submission is coming from, this will prove its your own work and not that of someone else.

  • Your chosen model must be on a base no bigger than 50mm in diameter
  • Only one submission per person
  • The miniature can be from any manufacturer not just Games Workshop

Once the submissions close on the 30th November voting will begin on the website and Twitter. Once the voting is over we will contact the winner to congratulate them and ask them for their choice of start collecting or combat patrol box.

What are you waiting for, get your entries in!

Here are the entries we have received so far:

WD143 Battle Report – Space Marine (Blood Angels v Alaitoc Craftworld)

This report is the first Battle Report featuring Games Workshop employees, in this case Andy Chamber and Jervis Johnson. This was also the first colour battle report and the first Space Marine (Epic) battle report.

Solo Wargaming for your Favourite Games

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

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

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

#ArmiesonParade2021

I’ve been obsessed with looking through the hashtag for Armies on Parade in 2021 and I thought I would share some of my favourites.

Dragon’s points adjusted – before release

Games Workshop have announced on the community site that they are increasing the points of the Stormcast Dragons before their release.

Welcome to Woehammer – have you noticed the lovely feeling of no adverts (ads), no pop-ups and no auto-playing videos? Well, that’s the norm here at Woehammer.

But this is only possible because of our wonderful Patreons. So, some articles over 1 year old will now display our Patreon request at the top of the article… like this one! Don’t worry, we are not adding ads – but if you can afford to donate to the site, we would definitely appreciate it. Membership is available from just £1/month (plus taxes!!)

Check out the full article at Warhammer Community for full information, but the summary is that GW have done some additional play testing on the Dragons and decided to increase the points

The new points – and a good thing too.

Some of these increases are quite dramatic with Stormdrake Guard (2) going up by 55 points; Stormdrake Guard (1) going up 25 points; and Knight Draconis going up 45 points.

It’s great to see the rules team taking on board concerns, and not waiting for units which could cause people to have ‘feel bad’ games; It’s also good to see this pre-emptive approach to stop people buying entire armies of Stormdrake Guard and not being able to use them.

Coming in 1s and 2s these are great flyers with superb mobility, mortal wounds and armour save. Wow!

So well done to the GW rules team for making a quick change – hopefully this bodes well for the future and it would be great to see these quality of life adjustments appear more often – as much to help the bottom and curb the top.

— Declan

My First Solo Game of AoS

So those who have seen my previous articles on Solo Wargaming in the Age of Sigmar will know that I’m developing a card draw system to determine an armies movements and actions on the tabletop. This will allow people to play against an automated army, which is especially good if you can’t find regular opponents or you want to test our your army lists.

The Army Lists

Kharadron Overlords

Allegiance: Kharadron Overlords
Subfaction: Barak-Zilfin
Grand Strategy: Hold the Line
Triumphs: Inspired

Leaders
———-
Endrinmaster with Dirigible Suit (General) (190 pts)
– Command Trait: Grandmaster
– Artefact: Staff of Ocular Optimisation

Battleline
———-
Arkanaut Frigate (250 pts)
Arkanaut Frigate (250 pts)

Units
———-
Grundstok Gunhauler (155 pts)
Grundstok Gunhauler (155 pts)

Total Points: 1000 pts

Ogor Mawtribes

Allegiance: Ogor Mawtribes
Subfaction: Winterbite
Grand Strategy: Hold the Line
Triumphs: Inspired

Leaders
———-
Huskard on Stonehorn (General) (340 pts)
– Command Trait: Wintertouched
– Artefact: Frostfang
– Mount Trait: Metalcruncher
Icebrow Hunter (125 pts)

Battleline
———-
Mournfang Pack (160 pts)
Mournfang Pack (160 pts)
Mournfang Pack (160 pts)

Units
———-
Frost Sabres (55 pts)

Total Points: 1000 pts

Pre-Game

The battleplan played was Savage Gains, deployment for the AI units was based on the card shown above. This resulted in a strong right and left flank for the ogors with only the Icebrow Hunter holding the centre objective. To counter this I placed my Gunhaulers and one of the Frigates with the Endrinmaster in the centre (hoping to be able to counter any opening moves from the Ogors).

Deployment

Kharadron Turn 1

Choosing the Battle Tactic Aggressive Expansion, I started strong with a Frigate moving up my left to claim the left hand objective and a Gunhauler and my other Frigate moving t the right objective. The Frigate on the left managed to get lucky with its sky cannon and completely removed the Frost Sabres turning them into red mist.

Ogors Turn 1

The Ogors drew a tactic card at random and received Ferocious Advance. Following the instructions on the card, the Icebrow Hunter was chosen as unit one while the nearby mournfangs and the Huskard were units two and three respectively.

I then drew cards for each of the AI units and followed their instructions. Unfortunately the three units didn’t quite make it to within three inches of each other and so the Ogors failed the Battle Tactic for that round. The other Mournfang units circled the trees on the right heading for their right hand objective. Luckily for the Ogors they were able to get one of these units within 6″ and so contested the right with my Frigate and Gunhauler. No battle tactic for me after all!

Kharadron Turn 2

Feeling buoyed after the early lead and removing the Sabre Tooth’s I chose the Conquer Battle Tactic, thinking that I could wrestle objective from the hands of the Mournfang.

The Frigate on my right turned to try and take some shots at the Huskard but didn’t hit a single time. The Frigate and the Gunhauler didn’t fair too much better and only removed a single Mournfang meaning that the Ogors still contested the Kharadron left.

Ogors Turn 2

This time the Ogors drew Aggressive Expansion. Both of the objective markers would be the left and right side objectives. I felt fairly confident that the Ogors couldn’t shift my forces this turn.

The Ogors advance and charged and unleashed a world of paint on my poor sky ships! They utterly destroyed the Gunhauler on the right and scored multiple wounds on both Frigates. The only saving grace for me was that as the Ogors are an aggessive army, the Mournfang failed its check to remain near the objective in the centre and instead chose to charge after the Gunhauler on the right.

Ogor Turn 3

With the Ogors winning the initiative, they drew Slay the Warlord as their Battle Tactic.

This turned out very well for them, all the Mournfang Cavalry charged the Frigate on their right and utterly destroyed it and the poor Endrinmaster sat inside! While the Huskard then decide to reduce the other Frigate to a pile of metal. Tactic Achieved, and this only left me a single Gunhauler to mount any defence with. I had little option but to concede the game to the A.I.

Conclusion

The cards worked really well, so well that the A.I. beat me to a pulp and if I had carried on I have no doubt that I would have been tabled eventually. I’m happy with the cards, there are some minor changes I would like to make to some of the wording here and there, but overall a very successful first test.

I’d like to take the opportunity to all those who are helping me playtest this system and feeing their comments back to me:

  • Ed
  • Tony
  • Tom
  • Andy
  • Sarah
  • Matthew
  • William
  • Paul

I’m getting to the stage where I will be able to sell the cards on the website. If you’re interested in purchasing a set of the cards why not fill out the poll below:

Tournament Preparation – BoBo 2021

As I prepare for another event the Age of Chumps are attending the November edition of the BoBo event. The last of these was run when I was at Carnage last month, so really happy to be finally going to one of the events. – I’ve not been since Chrimbobo in 2018, which seems like an age ago!

Welcome to Woehammer – have you noticed the lovely feeling of no adverts (ads), no pop-ups and no auto-playing videos? Well, that’s the norm here at Woehammer.

But this is only possible because of our wonderful Patreons. So, some articles over 1 year old will now display our Patreon request at the top of the article… like this one! Don’t worry, we are not adding ads – but if you can afford to donate to the site, we would definitely appreciate it. Membership is available from just £1/month (plus taxes!!)

Looking through the event pack, they are using the 20-0 system based on victory point difference:

I like this scoring system for those armies that normally struggle as there is always something to play for. This was especially relevant because of the awards available:

Trophies for all the Battletomes!

So, with a scoring system that rewards you even when losing, and a possibility of my Gitz actually picking up a trophy there was only one option… the Gloomspite Gitz would ride again!

Those who may have read my last article on the Gitz – A Gloomy Outing – will know that I struggled the last time I took the Squigs, but with a change in the FAQ, the main disadvantage of the Hoppers has been corrected.

This resolves a major issue I had with the Squig Hopper units where an enemy would ‘tag’ them in combat and they were neutered. Now we can retreat and still do mortal wounds, I hoped to get good value out of the 20 Squig Hoppers I intended to take. That said, there were still some changes to be made so I’m intending to take this:

General: Loonboss on Mangler Squig

The Loonboss on Mangler Squig is an expensive chap at 310 points, and I never seem to be able to get my worth out of him… he can (technically) hit like a train, but I always miss with him and his 12 wounds makes him very squishy… his random movement with no damage is okay (3D6″) but with a few wounds it can fall dramatically. That said he does have the greatest warscroll damage table in the game (he gets worse, then better!) which is a great use of design space.

He has the Arcane Tome (Flaming Weapon) so that I can give him the command trait Dodgy Character (re-roll successful attacks against him). I hope that this will allow him to charge a unit and ignore unleash hell, or put off Sentinels and Longstrikes from shooting at him. However I fear he will die often!

He’s not a complete loss in a Squig army though, as his command ability is +1 to wound for all friendly squig units wholly within 18″. Making the Squig Herd not too shabby.

Madcap Shaman

This little guy is squishy… like very squishy, but he holds my second artefact – Moonface Mommet. This little doll causes an enemy unit within 12″ to be at -1 armour save… I’ll deploy him with the Squig Herd, and hope he survives longer than a Spinal Tap Drummer… although at 4 wounds I don’t hold out much hope. He has Hand of Gork for the threat, but will likely cast Mystic Shield on the Squig Herd more often.

Fungoid Cave-Shaman

My third character and third wizard has a 4+ ward so effectively twice as many wounds as the Madcap. He can give command points on a 4+ and also comes with Hand of Gork… although he’s likely to try to cast it.

Battleline 1 – 36 Squig Herd

I love these vicious little blighters and at 72 wounds, they are more resilient than a Gargant at the same points (480 points), and can do some damage with 2 attacks at rend 1. They also explode if they flee, and can come back as an 18 Squig Herd if they die…. big, unwieldy, slow, off-meta but such great models with loads of character. They’ll be at the front of the army with the Mangler, Madcap and Mirebrute hiding within 18″, 12″ and 18″ of them!

With all out attack they attack in ranks of 2 (reach 1″) with 2 attacks each (see Snufflers below to increase this), 3+/2+/-1/D1. Sure you need 2 command points, but with the shrine I don’t need it for battleshock.

Battleline 2 – 20 Squig Hoppers

If you look up ‘left-field’ in the dictionary you may well see 20 Hoppers staring back at you. They have random movement (3D6″), are 1″ reach on 32mm bases, and have a bravery of, well, a goblin (4)… so why 20?

To get maximum use out of Boing! Boing! Boing! which does a mortal wound on a 4+ to one unit for each Hopper that moves across. Can you run and retreat – heck yeah; you can now. So charge the herd, get bogged down and then these guys fly over, cause 10 mortal wounds and then either charge in for the kill or wait for the next victim. Great stuff(*)

Battleline 3 – 10 Squig Hoppers

What’s more mobile, versatile and has a small footprint than 20 Hoppers but with all the fun…? 10 Hoppers! This is the unit that really needs to keep my Hold the Line objective so they can’t take the risks of the 20 unit, but they are still fun; are 20 wounds and will take some killing — unless anyone brings the shooting meta… then they’re in trouble.

With a cheaky mortal wound output here, and 4D6″ movement to run onto objectives, they are my secret weapon (not really). Like the 20 Hoppers they are Great Stuff (*)

Other units – 2 x Sneaky Snufflers

Sneaky Snufflers are a great warscroll – except the not moving part, which is odd – but at 75 points they give 12 wounds, and give +1 attack to Squigs & Grotz – just beware of the key word bingo. If disaster strikes, I can even do it twice on one unit, doing 2D6 mortal wounds, but giving +1 attack. Who doesn’t love the idea of Squigs with 4 attacks swarming the unit that’s just attacked… mu-ha-ha!

Other units – Rippa Snarlfangs

I’ve written and spoken about Rippa’s until I’m blue in the face, and it’s starting to get through… the most popular unit in Destruction (**) they are able to complete battle tactics in their sleep… or provide much needed 6″ pile in moves to avoid Unleash Hell. Want to know more… read about them here!

What a Rippa!

Other units – 5 Boingrot Bounders

Are these little armoured knights good in 5s? Sure Varanguard cope in 3s, so these little guys will do just fine – with only 5 models I can afford to give them a more wide ranging role, or save them for a late Hand of Gork. They’ll die a lot and often, but if (when) they do, they can come back through the shrine if there are no other dead yet.

Ally 1 – Marshcrawler Shoggoth

Still not an ally in the app for some reason, this chap is a great addition to the army from the Orruk Warclan book, with the ‘Krew Drummer’ special rule giving all friendly units wholly within 18″ +1 to hit. Also, it’s not a command ability so it can be stacked with All out attack, if you’re playing anyone sneaky enough to use -1 to hit abilities.

Perfect for when you come up against Stabbas and Shootas in the meta-defining mirror that’s almost certain when we play gitz! (***). I’m painting my first one up for this tournament (painting 2 at once for ease), and I imagine he’ll be appearing in a few other armies over the weekend… maybe in a certain Trogg army!

So the final list looks like this:

Allegiance: Gloomspite Gitz
– Option: Gloomspite Gitz
– Grand Strategy: Hold the Line
– Triumphs: Inspired

Leaders
Loonboss on Mangler Squigs (310)*
– General
– Command Trait: Dodgy Character
– Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Flaming Weapon
Madcap Shaman (80)*
– Artefact: Moonface Mommet
– Lore of the Moonclans: The Hand of Gork
Fungoid Cave-Shaman (95)*
– Lore of the Moonclans: The Hand of Gork

Battleline
36 x Squig Herd (480)**
– Reinforced x 2
20 x Squig Hoppers (360)**
– Reinforced x 1
10 x Squig Hoppers (180)**

Units
6 x Sneaky Snufflers (75)*
6 x Sneaky Snufflers (75)*
3 x Rippa’s Snarlfangs (70)
5 x Boingrot Bounderz (105)
1 x Marshcrawla Sloggoth (150)

Core Battalions
*Warlord
**Hunters of the Heartlands

Additional Enhancements
Artefact

Total: 1980 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 201
Drops: 11

I’ll let you know how I get on – hoping for 2 wins… but in reality will be happy with 1 win and 1 draw! as well as some points for close losses! Oh, and top Gloomspite Gitz of course!

So, what do you think of the force… whose going to place higher – me or Stuart (Troggs!) and who will win most friends? Hopefully I’ll have all the answers to these questions at the end of the weekend. Roll on BoBo!

— Declan

(*) – Player’s experience of Hoppers may not reflect the rosy picture painted above.. there’s a reason Gitz aren’t in Tier A!

(**) or most popular unit for me… which is clearly the same thing anyway.

(***) probably more due to going 0-3, than 3-0 but <shrugs>

WD120 Battle Report – Warhammer Fantasy (A Gathering of Eagles)

This report is the second from Games Day ’89; Gary Brough (Goblins) against Mark Sutcliffe (Wood Elves).

Solo Wargaming for your Favourite Games

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

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

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

Ironjawz – One Drop List?

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

Welcome to Woehammer – have you noticed the lovely feeling of no adverts (ads), no pop-ups and no auto-playing videos? Well, that’s the norm here at Woehammer.

But this is only possible because of our wonderful Patreons. So, some articles over 1 year old will now display our Patreon request at the top of the article… like this one! Don’t worry, we are not adding ads – but if you can afford to donate to the site, we would definitely appreciate it. Membership is available from just £1/month (plus taxes!!)

Brutes and more Brutes!

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

From the Age of Sigmar App

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

Character 1 – Megaboss on Maw-Krusha

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

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

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

Characters 2 & 3 – Warchanters

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

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

Unit 1 – 6 Gore Gruntas

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

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

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

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

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

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

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

Unit 5 – 10 Ardboys

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

Ironsunz

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

Grand Strategy & Triumph

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

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

The Final List

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

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

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

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

Core Battalions
*Battle Regiment

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

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

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

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

Book Review – Gitslayer

By Darius Hinks

Welcome to Woehammer – have you noticed the lovely feeling of no adverts (ads), no pop-ups and no auto-playing videos? Well, that’s the norm here at Woehammer.

But this is only possible because of our wonderful Patreons. So, some articles over 1 year old will now display our Patreon request at the top of the article… like this one! Don’t worry, we are not adding ads – but if you can afford to donate to the site, we would definitely appreciate it. Membership is available from just £1/month (plus taxes!!)

The Bad Moon is rising and Gotrek Gurnisson once again finds himself in the middle of the action, fighting his greatest enemies and trying to find his doom – although in the Age of Sigmar – his doom finding is a little more limited and currently is based around him wanting to remove the Fyreslayer rune from his chest.

The latest in a (very) long series of books!

Darius Hinks has once again been given the job of adding to the saga of Gotrek and his new companion – Maleneth Witchblade (an Aelf). If you read my review of Dominion, you will know that I like his writing, and this novel is no exception. This being a Warhammer Age of Sigmar novel I’m not pretending that it is a classic to rival some fantasy epics from yesteryear but it is a good fun yarn, with plenty of combat, some character development for Gotrek, Duardin and (more importantly than all that…) Gitz!

It won’t surprise regular readers to hear that I love the Gitz (Goblins) since I started Warhammer Fantasy Battle back in the late <cough> 1980s. Since then the little goblins (or Grobbi to Gotrek) have seen new developments, have conquered the World’s End Mountains, made Scrappa-spill and started to control the Bad Moon… all while worshiping Mork (or possibly Gork). And it is great to have them here.

The Gotrek books often spend a large number of pages building character and giving background to the ‘Big Bad’ of the book and Gitslayer is, fortunately, no exception. Unlike Dominion where the Kruleboyz were only seen from the viewpoint of the humans and Stormcast, or Gloomspite where the Gitz got limited ‘screen time’, Gitslayer puts them front and centre.

There are descriptions of mushrooms, magic, bottles, potions, squigs and, of course, the Bad Moon itself; all coming together to threaten the Kharadron Overlords who have promised to help Gotrek remove the rune from his chest. These descriptions are fabulous and I won’t spoil any of the fun of reading them for the first time, but if you like Gitz this is a great book and succeeds where Gloomspite failed.

The main character remains Gotrek, but we know how it is going to end, as he searches for his Doom, or Felix, or both. We know he’ll upset some locals, get drunk and then save the day… but still we read for the journey. And Gitslayer delivers on this journey.

Love it!

Rating: 4.5 out of 5.

We always encourage people to shop at local bricks and mortar stores, but if your friendly local book store doesn’t have this available, we have a UK Amazon affiliate link & a USA Amazon affiliate link for which Woehammer receives a small commission.

— Declan