In this episode, the gang talks about AoS news in the ITC and breaks down the Ironjawz Battletome! (Updated version)
It seems like the un edited version of the podcast went up, we fixed it now sorry for any confusion!
The 9th Realm
8-10-16
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Intro
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News: BCP launches AoS and a new payment gateway!
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Jason talks about the fluff
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During the Age of Myth the Ironjawz were a clan of Orruks that came together to kick ass and chew bubble gum. Too bad they don’t have any bubble gum
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Prided themselves on fighting the toughest opponents they could find. Have great respect for Sigmar.
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Known for wearing plate armor and being militaristic.
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Really came into power during the Age of Chaos where the constant fighting caused them to become humongous due to their victories.
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Their leader Gordrakk is said to have come from the fist of Gork (maybe Mork) directly after he punched a castle and the orruk emerged from the rubble.
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With the arrival of the Stormcast Eternals, the Ironjawz have found a worthy foe and look forward to fighting them. The Stormcast Eternals have adopted a strategy to avoid them if at all possible or distract them with fighting others.
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Mariana covers Battleplans pg.83 the book says there are 3 battle plans but it gives you the story so you can recreate 2 narrative battles as well
-Tornado of destruction
Salt the earth vandalism – The gorkamorka stomp
-*Across The World Chasm
Orks vs the sylvaneth. Zogbak the mega boss topples a tree and crosses the chasm to the living plains. He fights but the tree is broken and he and a handful of men are left on the living side.
-Headlong Onslaught
The boys just crash through an army’s middle line. Attempting to get the ¼ of the starting army or their general in “the end zone” Special rules around charging. Game is played on a cross table.
-*The growling gates
Narrative battle with the Stormcast Eternal. A great way to integrate named characters
-Dead Cunning
“Hey Sucker!” Ironjawz attempt to trick the defending army with a guessing game of odd and even dice. For each time the defenders are fooled, the boys get to pick a “cunnin’ trick”.
Winner is whoever controls the center objective.
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Reece covers Warscrolls
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Gorrdrakk: the ultimate beat stick! Dude is a killing machine.
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18+ attacks, 15 of which can hit on 2’s. Does tons of mortal wounds and his command ability is amazing. 700pts
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Megaboss on Maw-Krusha: not as choppy, but only 520pts.
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Megaboss: Cheap, choppy hero. 140pts, doe slots of damage, fairly durable with 7 wounds and a 3+.
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Warchanter: 80pts, great ability: Frenzy of violence: +1 to hit for a unit of Ironjawz. Take at least 1 of these guys.
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Weirdnob Shaman: 120pts, decent stats, Green Puke: CV 8, Foot of GorkCV 10
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Brutes: 180pts, Solid unit, 3 wounds each, hits very hard. Lots of attack options but slooooow.
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Gore-Gruntas: 180pts, Reasonably quick, hit hard. Solid cavalry unit.
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Ardboyz: 180pts: Solid troop unit. 2 wounds a pop, slow, but with ways to speed up. Lots of solid optiont to either increase offense or defence.
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Gorefist: 120pts, 3-5 units of Gruntas. 15” move in the first Hero phase…WOW.
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Weirdfist: 100pts, Shaman, 3-5 of any of the Battleline choices. Stacks bonuses to the Shaman’s spells for being near units from the formation.
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Brawl: 100pts, Megasboss/Megaboss on Maw-krusha, Warchanter, Shaman, 5 other Battalions. Big WAAGH!
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Brutefist: 80pts. 3-5 units of Brutes. Can charge in the Hero phase, do D3 mortal wounds, wow.
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Ironfist: 60pts, 3-5 of the Battleline choices. Can move D6” in the Hero Phase so long as the Big Boss is alive.
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Ardfist: 40pts, Warchanter, 3-5 units of Ardboys. If the Warchanter is alive in the Hero phase, any lost units come back within 6” from the board edge…holy crap. Kill that Warchanter, quick.
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With:
Reece Robbins
Jason Butler
Featuring and edited by:
Mariana Vera
Small correction, percentage rate for best Coast Pairings is 5% per ticket sold.
Thanks for the correction.
Haven’t listened in yet but for you’re write up, BRUTES HAVE 3 WOUNDS
FIXED IT, THANKS FOR THE CORRECTION. WHY ARE WE TYPING IN CAPS? =P
Does the Rampaging Destroyers battle trait for destruction stack with the 15″ move of the Gorefirst? Can you move D6″ + 15″ in the hero phase with those units?
They do indeed stack, but you’re probably better off using the Ardfist. Gore-gruntas are fast enough, but putting them, brutes and ardboyz together and allowing them all to move an extra D6″ makes Ironjawz infantry go from being pitifully slow at 4″ a turn, to incredibly fast at ~11″… and your Gore-gruntas still have an effective charge range of 9+4D6″, +2″ with the command trait, or +D6″ more with Gordrakk’s command ability.
Sorry, meant Ironfist.
Ahh, thanks for the feedback. I like the flexibility of this army. Lots of options to try out.
“Here we go here we go here we go!” is actually an Irish Soccer chant. I’d know as an Irish player who thought that was hilarious.
Ah, nice!
We are known as the green tide for a reason!
Just ask the French! 😛
Hey dudes, just catching up from the Bonesplitterz episode, loving that you’re getting excited about the game! Just some notes before Reece goes too overboard on Bonesplitterz:
The Bonegrinz “Loadsa Boyz” rule does take up Reinforcement Points. Reinforcement Points aren’t just summoning, the first sentence says, “Sometimes a spell or ability will allow you to add units to your army, or replace units that have been destroyed.” The second part of that sentence seems to be often ignored.
Also, while the Icebone Warclan cannot have a Kunnin Rukk, it can still take Arrowboyz, since the last bullet says “Any number of additional BONESPLITTERZ units.” You could also take the Kunnin’ rukk if you wanted anyhow, it just wouldn’t be part of the Icebone Warclan, so wouldn’t get the benefits of the Tundra Striderz, Freezin’ Weapons, nor would the Savage Big Boss be able to take da Icebone Skull.
Keep up the good work!
Thanks for the corrections.
Please switch back to the 90s jrpg intro, so much better for the show 🙂
Hey was curious if you were going to ever go back and talk about the DEATH armies?
GREAT SHOW! Loving the AoS stuff it has blown up big here in snowy Canada after the handbook release.
Man you guys missed the best parts of their fluff. They don’t forge armor they beat the metal into submission and wrap it around their bodies. The old black orks (ard boys) actually follow them jealously because they have to actually forge or take armor.
Mawcrushas are more squig dragons than the old wyverns.
Also brutes have the rule Duff up da big thing, it gives them re-rolls to hit against models with wounds 4 or higher. Makes them very good at monster hunting and character killers.
Woah wait, there’s a AoS ITC? Why is this the first I’m hearing of it? I’d be 100% interested in getting onto those standings!
Love the podcast, it got me hooked on AoS.
Can’t wait for you guys to do a review on clan skryre, Stormfiend’s are incredible!
I’d been on the fence about ironjawz but you guys convinced me to start them up! Amazing going through the book and the options how easily they work out to be 2000 points (imagine that). Try a Megaboss on Mawcrusha, Warchanter, Megaboss on foot, Gorefist battalion (3 units of Gore-Gruntas), and an Ironfist battalion (5 Brutes and 2 units of Ard Boyz). 2000 points on the nose, first turn charging and plenty of pain! Great review!