List

Allegiance: Ironjawz
Mortal Realm: Hysh

Leaders


Megaboss on Maw-Krusha (420)


- General
- Choppa and Rip-tooth fist
- Trait: Hulking Muscle-bound Brute 
- Artefact: Metalrippa's Klaw 


Megaboss on Maw-Krusha (420)


- Choppa and Rip-tooth fist
- Artefact: Luminary Rod 


Orruk Warchanter (80)


- Artefact: Aetherquartz Brooch 


Orruk Warchanter (80)

Battleline


3 x Orruk Gore Gruntas (140)


- Pig-iron Choppas
3 x Orruk Gore Gruntas (140)


- Pig-iron Choppas
3 x Orruk Gore Gruntas (140)


- Pig-iron Choppas
10 x Orruk Ardboys (140)


- 10x Big Choppas
10 x Orruk Ardboys (140)


- 10x Big Choppas

Battalions
Ironfist (160)


Ironsunz (80)

Total: 1990 / 2000
Extra Command Points: 3
Allies: 0 / 400
Wounds: 125

Introduction

A fun yet surprisingly effective list to get smashin’ with da ladz!

Allegience Ability

Eager For Battle – +1 to Charge for Ironjawz units – A great little boost to make those charges easier, and impossible to fail at 3 inches. Fantastic.

Smashing and Bashing – Oh baby, this is what makes all GHB’s just a fancy Ironjawz battletome. – This lets you pile in and attack with another eligible unit when a unit that fights has successfully killed something.

I can’t emphasise enough how good this ability is. Its your counter to fight last, because the wording asks if you’re eligible to fight later in the phase, which is yes, so therefore you are valid. All’s you need is a kill to then go unit to unit living your best life smashing all the gitz.

Artefacts, Command Traits & Abilities

Mighty Destroyers – Amazing – You can double move, you can throw a charge, you can even pile-in and attack, all for one command point. Unlike previous editions this has actually become my most used ability.

Mighty Waaagh! – This is another fantastic ability. It can be a little tricky to maximise, but think of this as the perfect way to go nuts with Smashin’ and Bashin’. I have had more than one game when I have used multiple Waaaghs! to then smash and bash until my opponent has no units left in combat with me.

Hulking Muscle Bound – On a 2+, do an extra d3 MW on the charge. This seemingly innocuous ability plays really strongly into our Double cabbage and Luminary Rod.

Metalrippa’s Klaw – Put this on your general, in conjunction with the Ironsunz buff you will have a very reliable, high # attacks weapon kicking out rend 3. Fantastic to add to cabbage consistency.

Luminary Rod – 9″ line of d3 MW once per game. Not really fantastic, but this doesn’t seem to have a restriction on when it is used. You can use this in conjunction with your cabbage charges to trigger the fabled multicharge, or simply use it to pick off/battleshock a unit that is causing you issues.

Aetherquartz Brooch – Pretty standard, you will be using command points a lot, this lets you have more.

Heroes

Mawkrusha – Whats better than one cabbage? 2 cabbages! – If there is enough space you can use the damage from a charge of cabbage #1  to allow cabbage #2 to trigger a multicharge from its innate ability.

As we are putting 840 points into 2 models, it is crucial to learn what you can throw them into, and what you need assistance with. They will literally make or break your game.

Warchanters – These sneaky ladz tend to hang around the back holding objectives, trailing just far enough behind the main force to pass that sweet sweet +1 to hit onto a unit – Use in combination with the Mawkrusha for a massively reduced chance of whiffing, or use this to help mitigate your enemies pesky negatives to hit. Note, there is no limit to the stacking of these.

Other Units

Ardboyz – These guys are actually the most efficient at using your waaghs! as it will give each squad +10 attacks at the minimum. However, they are generally relegated to holding the back and midfield, or making that game-winning long-bomb charge.

Goregruntas – These are your bread and butter to hang around with the big lads, they can get where you need, when you need, and they are not too shabby in combat either, especially when you drop a waaagh or two!

Battalions

Ironfist –  Roll a d6, your 5 battleline units get to move that extra move. – Our base movement is pretty low on ardboyz so this is great. They also turn your piggies into positive speed daemons.

Ironsunz – This is your one drop, on a 2+ this means the enemy is -1 to hit you for the entire first battle round. You can use this to hand away the first turn and not worry as much about being hit hard.

In addition, your general gets +D3 to his Strength from Victory ability, which is frankly magnificent. Say hello to my 6 attacks choppa on 3/3/-3/2!

In-Game Guide

Words of warning – You are heavily invested in your cabbages, and unless you have to, leaving yourself open to being killed in a double turn is never a good thing.

Piggies – Remember, they can stand sideways in a line to present an impressively wide screen in a pinch!

In general this list will let you hang with the best of them, stomping around for some really fun games whilst challenging the likes of Slaanesh through your smashing and bashing, and the sheer force of your charge.

Honest Goblin

United Kingdom

My Bio:

From the UK, based in Vancouver, BC just in time to get back into AoS.

I can generally be found picking out 'underdogs' and trying to make them perform at a competitive level.

Event Results:

Best General - Attack-X - IJ

4th place - Kippers Melee - KO

Second Overall - WetCoast - IJ