Mighty Destroyers is a command ability that can be used during the Ironjawz hero phase. It allows a unit outside of 12” of the enemy to make a move action, a unit inside of 12” but outside of 3” to make a charge, or a unit inside of 3” to pile in. Since it is a command ability it can only be used once during the phase unless you have Mega Bossy!
Smashing and Bashing is a general ability that happens during the combat phase. Simply put, if a friendly Ironjawz unit destroys a unit you may immediately choose another friendly Ironjawz unit, that has not fought, within 3” of the enemy to fight.
Ironjawz Waaagh is a once per battle ability used during your charge phase. It gives all friendly Ironjawz on the table +1 charge and additional -1 rend as long as an IronJawz general is on the table..
Rabble Rousers effects the Warchanter’s Violent Fury ability. If applied to only ‘Ard Boyz and Brutes, it can now effect 3 units instead of 1.
Megaboss on Maw-Krusha: He slices, dices and juliennes fries! Pretty much if you can take one, you want one. He has a boss choppa and rip tooth for the 3+ save. Mega Bossy so that he can issue Mighty Destroyers again after it has already been issued. He has the Amulet of Destiny for the 5+ ward, and Fast ‘Un for getting to those juicy targets!
Orruk Warchanter : He distributor Violent Fury and blesses a unit w/ Get ‘Em Beat for a 3D6 charge on a 3+. He’s activates the ‘Ard Boyz’ Drawn to the Waaagh! giving them a 4+ rally!
Orruk Weirdnob Shaman : casts Hand of Gork to teleport units around in the early game, and heal units with Emerald Lifeswarm in the late game.
10 x Orruk Brutes: This unit will kill things dead. With 21 rend -2 attacks on +3s and +3s for 1 damage, 6 attacks at -2 rend on +4s and +3s for D3 damage you have a lot of good rend damage. Add on to it 3 attacks at -1 rend for 2 damage for good measure, and most things end up dead. Have stubborn units that won’t come off the table add Violent Fury for +1 damage. Need a hero monster gone just use the power of the WAAAGH for an additional rend! On top of this they have the great warscroll abilities of You Messin’ which prevents single wound models within 3 of counting toward objectives, and Duff up Da Big Thing which adds +1 to hit on models with a wounds characteristic of 4 or more.
5 x Orruk Brutes: This unit serves as forward objective takers. They’re probably not going to kill a true anvil or a monster hero, but they could finish either off or take care of anything else. They have Gore-hackers for the -2 rend.
15 x Orruk Ardboys: This unit of ‘Ardboyz serves as an anvil with it’s number of turns, 6+ ward saves and the ability to rally on a 4+.
4 x Ironskull’s Boyz: They are like ‘Ard Boyz but with rend. They serve as back objective holder so that they don’t benefit from Ramble Rousers isn’t a big deal.
Rogue Idol: Why not a second Maw Krusha you say? Well simply, the Rogue Idol fits in the battalion and the Maw Krusha does not, and no one likes those pesky elves going first!(and it’s not like you having any good’o trinkets to give the second Maw Krusha anyways.) Furthermore, it has a 5+ ward so it’s like you got a second Amulet of Destiny, -2 rend on all of it’s attacks, +1 for casting for your Weirdnob if he’s within 6, +1 to bravery for all your boyz wholly within 18, has the Ironjawz keyword, and does a mortal wound to each enemy unit within 3” on a 4+ at the end of combat. Also, it’s a totem so it can issue commands now too!
The entire army fits into one Battle Regiments making it a one drop army.
The army is one drops so you are either deciding to who goes first or rolling off to see who decides who goes first. It’s a highly mobile army that delivers it’s hammers as an alpha strike.
Battle Tactics- Savage spearhead is definitely an option with this army from turn one.
Heroic Abilities- Don’t forget the +1 bravery from the Rogue Idol when using Heroic Recovery.
Mighty Destroyers provides the majority of the army’s mobility. Either you use mighty destroyers with the unit of brutes after using Hand of Gork or you use it with the Rogue Idol to move itself. Afterwards you issue it again with the Maw Krusha targeting itself and two other units.
Fast Un- Additional movement for the Maw Krusha when you need an extra move!
Violent Fury- Early on, you can use Rabble Rousers to distribute Violent Fury to both units of brutes and the ‘Ard Boyz. This pumps up any brutes you’re teleporting and buff you ‘Ard Boyz for the charge. But as the game goes on you may be too out of position use rabble rousers effectively.
Get’Em Beat- It works well on a Maw Krusha, the Rogue Idol, or the Brutes depending on your needs
Hand of Gork- Really best on the brutes as it overcomes their base movement and put them in postion for a turn one charge. You cannot teleport the Rogue Idol as it is not an Orruk, but it does provide +1 to cast.
Emerald Lifeswarm- Gives additional functionality to your Weirdnob. Also don’t forget the +1 to cast from the Rogue Idol.
No real shenanigans during this phase as most of them happened during the hero phase. Though you’re probably not running with the Rogue Idol or the Maw Krusha because they are A.B.C. (Always Be Charging)
Other than the Maw Krusha’s shooting attack, what’s shooting?
This when You can WAAAGH! Really depends, but if are going to fight with the Rogue Idol, the Maw Krusha, and the 10 unit of brutes, which is possible on the first turn, then the answer is yes.
Of the three hammers, the Brutes lose effectiveness the fastest, then the Rogue Idol, and last the Maw Krusha. So keep that in mind.
Battle shock Phase
Don’t forget your +1 bravery from the Rogue Idol!