Warcry/Tactics/Ironjaws

From 1d4chan

Orruks being,... well, orruks have decided that being in Archaon's turf is one of the best places to get a good fight, so some bands of them have make this place their home.

Faction Overview[edit]

Centered on the Brutes and Ardboys, is a slow, but powerful melee warband. Get yourself a box of Brutes and an Ardboys box. So you have more than a full Warband with some variety except the shield boyz. But honestly, channel your inner Orruk: Do you really need a shield? You don't.

Pros[edit]

  • Fast Closers: Despite having a universal 3" move, when near an enemy or in a fight, they start to pick up speed due to their [DOUBLE] CHARGE! ability.
  • Big and Tough: All of your boyz come with Toughness 4 and 5 with 15 to 35 wounds depending on the model.
  • Dead Killy: 2/4 damage is the norm for Ardboys with Big Choppas, the quintessential unit of this warband, use them since the other Ardboys variants are rather weak and not very useful.

Cons[edit]

  • Slow: 3" movement on all Ironjawz units is bad. Any Twist with Movement penalties will severely hamper their ability to get stuck in.
  • Kitable: If their WAAAGH! triple ability isn't properly used to move da boyz into melee range, then Ironjawz are easily kited by other warbands with ranged firepower.
  • Small board presence: Due to their high costs (e.g 110 per Ardboy!!!), Ironjawz suffer from low model count which harms their board control capabilities. Not recommended for objective type game modes as they will struggle vs horde warbands.

Abilities Overview[edit]

  • [Double] Charge!: A fighter can use this ability if there is a visible enemy fighter within 6" of a fighter. This fighter makes a bonus Move action to finish closer to a closest visible enemy fighter than at the start of that Move action. (All)
    • Plop this on any fighter and get stuck in!
  • [Double] Shield Bash: After fighter's next Move action, pick visible enemy fighter within 1" and roll a dice. On 4-5 allocate 1 damage point, on a 6 a number equal to ability value. (Ardboy with Shield)
    • Horrible ability. Never use it. The Ardboyz with Shield do little damage and this ability is too random to deal reliable damage.
  • [Double] Duff Up Da Big Thing: Until the end of fighter's activation add 2 to Attacks and Strength characteristic of fighter's Attack actions with Range characteristic of 3 or less and that action target an enemy fighter with a Wound characteristic of 15 or more. (Brutes)
    • Great for your Brutes and Brute Boss to take down very tough targets.
  • [Triple] Waaagh!: Add the value of this ability to the Move characteristic of friendly fighters within 6" of this fighter, when this fighter uses this ability, until the end of battle round. (Leader)
    • THE quintessential ability of this warband. Use it often!
  • [Triple] Da Grab an' Bash: Pick a visible enemy fighter within 1" of this fighter a roll a dice. On a 3+, until the end of battle round, that fighter cannot make Move actions or Disengage actions. In addition, on a 6, this fighter can make a bonus Attack action against that enemy fighter. (Brute Boss with Klaw)
    • Great for when you want to block an enemy hero or important enemy fighter, while also allowing your boyz to attack.
  • [Quad] Rampaging Destroyer: Until the end of this fighters activation, add 1 to Attack characteristics of Attack actions made by this fighter. In addition, each time an enemy fighter is taken down by an Attack action made by this fighter this activation, this fighter can make a bonus Move action. (All)
    • Decent Quad. Use it to destroy an enemy fighter and then get stuck in some more.

Ally Abilities Overview[edit]

  • [Double] Warchanter's Beat: Until the end of the battle round, add 1 to the Attacks characteristic of attack actions made by friendly models within 6" of this model (All)
    • A double that gives +1 Attack to ALL friendly models within 6"? TIME TA' DUFF 'EM UP BOYZ!
  • [Triple] Foot of Gork: Pick a visible enemy fighter within 12" of this fighter and roll a number of dice equal to the value of this ability. For each roll of 2 - 5, allocate 1 Damage point to that fighter. For each roll of 6, allocate 3 damage points to that fighter.
    • This triple is useful in VERY LIMITED situations as it is the only Ranged Attack in the entire Warband roster, but since the Weirdnob Shaman is treated as an Ally, this ability suddenly loses its value for the points you pay. Not a very good one, unfortunately.

Fighter's Overview[edit]

Leader[edit]

Ardboy Boss[edit]

  • Stats: Movement 3"; Toughness 4; Wounds 25; 190 Pts.
    • Runemarks: Leader
    • Weapons:
      • Axe - Range 1"; Attacks 4; Strength 5; Damage 2/5
    • Sure, he's a cheap leader for Ironjawz standards, but his low wounds and his low damage output don't make him any better than your standard Ardboy with Big Choppa, so use him if you want to spam more Ardboys, but you're gonna lose out on the damage output, which Ironjawz badly need.

Brute Boss with Boss choppa[edit]

  • Stats: Movement 3"; Toughness 5; Wounds 35; 255 Pts.
    • Runemarks: Leader, Brute
    • Weapons:
      • Axe - Range 1"; Attacks 3; Strength 6; Damage 3/6
    • A great melee powerhouse. Big crits will send enemies flying.

Brute Boss with Boss Klaw and Brute Smasha[edit]

  • Stats: Movement 3"; Toughness 5; Wounds 35; 250 Pts.
    • Runemarks: Leader, Brute, Berserker
    • Weapons:
      • Axe - Range 1"; Attacks 4; Strength 5; Damage 2/5
    • 5 points less for just one attack? Debatable, especially if the Winds of Rot Twist is in place.

Fighter[edit]

Ardboy with Orruk-forged Big Choppa[edit]

  • Stats: Movement 3"; Toughness 4; Wounds 15; 110 Pts.
    • Weapons:
      • Axe - Range 1"; Attacks 3; Strength 4; Damage 2/4
    • THE best fighter type in this warband. Spam them as much as you can!

Ardboy with Orruk-forged Choppa and Orruk-forged Shield[edit]

  • Stats: Movement 3"; Toughness 5; Wounds 15; 125 Pts.
    • Runemarks: Bulwark
    • Weapons:
      • Axe - Range 1"; Attacks 3; Strength 4; Damage 1/4
    • Not even worth talking about or including in a warband. Completely useless.

Ardboy with Orruk-forged Choppa and Smasha[edit]

  • Stats: Movement 3"; Toughness 4; Wounds 15; 110 Pts.
    • Weapons:
      • Axe - Range 1"; Attacks 4; Strength 4; Damage 1/4
    • A good alternative to Big Choppas, more attacks, less damage, but reliable nonetheless.

Brute with Jagged Gore-choppa[edit]

  • Stats: Movement 3"; Toughness 5; Wounds 25; 180 Pts.
    • Runemarks: Brute
    • Weapons:
      • Axe - Range 1"; Attacks 3; Strength 5; Damage 2/4
    • Too costly for what they do. Not sure if worth it for the Damage and Attacks AND the fact that this model has 1" range which makes it really hard to get stuck in.

Brute with Gore-choppa[edit]

  • Stats: Movement 3"; Toughness 5; Wounds 25; 200 Pts.
    • Runemarks: Brute
    • Weapons:
      • Axe - Range 1"; Attacks 3; Strength 5; Damage 3/6
    • 20 points extra for 3/6 damage? Debatable, but hey, more Damage is always good.

Brute with Two Brute choppas[edit]

  • Stats: Movement 3"; Toughness 5; Wounds 25; 180 Pts.
    • Runemarks: Brute
    • Weapons:
      • Axe - Range 1"; Attacks 4; Strength 4; Damage 2/4
    • Comparing these guys to Ardboys with Big Choppas is silly, but here we are. Not recommended.

Minions, Thralls, and Allies[edit]

Warchanter[edit]

  • Stats: Movement 3"; Toughness 4; Wounds 35; 195 Pts.
    • Runemarks: ALLY (DESTRUCTION)
    • Weapons:
      • Gorkstikk and Morstikk - Range 1"; Attacks 5; Strength 4; Damage 2/5
    • This guy is great if you have the points to spare! He just buffs your entire army within 6" with a +1 Attack for only a [DOUBLE], what's not to like?

General Tactics[edit]

Other Helpful Tips[edit]

Example Builds[edit]

Warcry Tactics
Grand Alliance: Chaos
Grand Alliance: Death
Grand Alliance: Destruction
Grand Alliance: Order
Monsters & Mercenaries