Allegiance: Ironjawz

- Warclan: Ironsunz


Megaboss on Maw-Krusha (460)

- Boss Gore-hacka and Choppa

- Artefact: Sunzblessed Armour

- Mount Trait: Mean 'Un

Orruk Weirdnob Shaman (120)

- General

- Command Trait: Master of the Weird

- Artefact: Shamanic Skullcape

- Lore of the Weird: Da Great Big Green Hand of Gork

Orruk Warchanter (110)

- Warbeat: Killa Beat

Orruk Warchanter (110)

- Warbeat: Get 'Em Beat


6 x Orruk Gore-gruntas (320)

- Jagged Gore-hackas

15 x Orruk Ardboys (300)

- 1x Gorkamorka Banner Bearers

10 x Orruk Ardboys (200)

- 1x Gorkamorka Banner Bearers

10 x Orruk Ardboys (200)

- 1x Gorkamorka Banner Bearers


Ironfist (160)

Total: 1980 / 2000

Extra Command Points: 1

Allies: 0 / 400

Wounds: 133


This is my current IronJawz list that has had success against Seraphon, Slaanesh, and other prime offenders. It provides a lot of flexiblity with the large blocks of Ardboyz, a 6 pack of gruntas for some punch, and a Mawkrusha who ignores -1 rend for a more survivable missile. 

Allegience Ability

Warclan: Ironsunz

The whole army is -1 to hit in the first battle round. this is huge for the program. it allows you to nimbly dodge some arrows if you wish to hold back and will help you in combat if its better for you to alpha in. 

Artefacts, Command Traits & Abilities

One of the key parts of the list is making the Weirdnob the general. This allows you to ignore the stuff from Ironsunz while retaining the artifact and the -1 to hit first round. The bonus is that when you ignore the IS requirements, you can put your Weirdnob on a perma +2 to cast (Master of the Weird + Shamanic Skullcape) making your Big Green Hand of Gork MUCH more reliable to cast on a 5+ instead of 7+.

Arguments about the viability can be made, but I have had great success with it thus far. 


Weirdnob gives you teleports, great for Ardboyz teleporting in and getting their +3 to charge making that 9″ more reliable at 6″

Megaboss on MawKrusha gives you SIGNIFICANT damage out put and speed when you need to flank your opponent or take out 60 skinks in one turn. (I recently took out 66 Skinks in one round with him…he is stronk). Giving the Mean ‘Un trait ups the MK Fists and Tail Damage to 3 from 2. 

Warchanters giving +1 damage is huge for the program when you target the MawKrusha making him 8x 3/3, -1, 3 Damage and 8x 3/3, -2, 4 damage. Just nuts. Ardboyz doing 2 damage is scary as well! Warbeats are great when they work. Killa beat make’s a unit +1 to be hit within 12″ and Get Em beat gives your unit a 3d6 charge. both go off on 4+ in the Combat an Charge phases respectively. 

Other Units

Gruntas unit is just big enough to be a force to be reckoned with and the Ironfist buffs the big boss by +2 wounds bringing the unit to 32 wounds. oof. Also, when you get +1 to hit/wound on the charge, they do significant damage. great for smashing screens and flanking. 

Ardboyz are your core. Great output, great survivability, great unit. 


Ironfist allows for you to do 3 different things in the hero phase. 

  1. Make a normal move when outside of 12″ from enemy units.
  2. Attempt to charge when between 12″ and 3″
  3. Fight with the selected unit when in within 3″

Its a wonderful ability that allows your Mawkrusha to move 24″ while he is on top bracket.

Magic, Endless & Realm Spells

Hand of Gork for teleporting units to objectives and fights. 

Honest Goblin