List

Allegiance: Ironjawz
Mortal Realm: Ulgu

Leaders
Megaboss on Maw-Krusha (440)


- General
- Choppa and Rip-tooth fist
- Trait: Ironclad 
- Artefact: Doppelganger Cloak
Orruk Warchanter (80)


- Artefact: The Boss Skewer 
Orruk Warchanter (80)


Fungoid Cave Shaman (80)

Battleline
10 x Orruk Brutes (360)


- Jagged Gore-hackas
- 2x Gore Choppas
5 x Orruk Brutes (180)


- Pair of Brute Choppas
- 1x Gore Choppas
6 x Orruk Gore Gruntas (280)


- Jagged Gore-hackas
3 x Orruk Gore Gruntas (140)


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


- Pig-iron Choppas

Balewind Vortex (40)

Battalions
Ironfist (180)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 80 / 400
Wounds: 135

Introduction

This is my current Ironjawz list, it revolves around fast moving gruntas and damage dealing brutes. I’ve taken a battalion to try and mitigate the slow speed of Ironjawz. This list is designed to hit as hard as possible within the first or second turn. Then reap the benefits in later turns, leaving your opponent little opportunities to steal the gold late game.

Allegience Ability

The main things to keep in mind is the +1 to charge, this is very strong and smashing and bashing (If you destroy a unit, you may select another unit that has not already activated and attack).

With the right unit selection you can go to town and chain activate with most of your combat pieces.

Ironjawz also have Rampaging Destroyers which help with mobility, but its by no means reliable and not worth planning turns around. (always keep in mind the potential extra movement but don’t formulate plans for expecting it to proc)

Artefacts, Command Traits & Abilities

Doppelganger cloak, keeps the Mawkrusha nice and safe when in combat

Boss Skewer, +1 Bravery if unit is wholly within 18 inches (also -1 Bravery to enemy units wholly within 18 inches) I use it predominately to babysit my unit of 10 Brutes. 

Ironclad – reduces rend by 1 to a min 0. Helps keep the Mawkrusha alive.

Mighty Waaagh

Stackable 

With the correct positioning can add 1 attack to each melee weapon within all units within 15 inches. 

Ideally make sure there are 6 Ironjawz units within 15 inches at all times in the combat phase and go to town

Note you spend the command points in the hero phase but activate the ability in the combat phase.

You want to save your command points and have one mega turn that cuts the heart out of the opponents army. I tend to aim for turn 2  and spend between 2-3 command points and go crazy. This synergises really well with smashing and bashing. 

Heroes

Mawkrusha – a big old brute of a model, always ends up in lists I right. Chucks out a lot of damage. He tends to hold back just behind the front lines with his Waaagh command ability then slam into whatever needs to be taken care of.  Not usually a target for the warchanter unless hes taken wounds.

Mystic shield is thrown on him to increase survivability. Along with ironclad (reduces rend by 1) and Ignax scales 4+ save against MW’s hes relatively tough.

Remember Destructive bulk , MWs ona 4+ after charging, aim for low wound characters and pull of multi charges.

Warchanter

They are there to hand out +1 to hit. Usually targets are either the 6 man unit of Goregruntas (Stack it twice) or a brutes units, specifically the 10 man unit.

Super helpful to negate any negative to hit debuffs that seem to fly around these days

Fungoid Cave Shaman 

Mystic shield on a stick. Also in a pinch when in the realms, to throw out the odd spell. With the Balewind, hopefully doing both.

Battalions

Ironfist – adds a couple of wounds on to one of your units. I typically pick the boss from the 10 man unit, but there is an argument to stick it on the big grunta unit. 

But the main reasons for its inclusion is to reduce the drops of the list down to 5, artefacts and command point and the d6 move in the hero phase.

This d6 move essentially gives your ironjawz a pseudo run and charge and ups the poor mobility.

A solid battalion choice in my opinion

Magic, Endless & Realm Spells

Balewind, taken this to take advantage of realm spells. Allowing the fungoid to cast two spells a turn. Most effective when getting the double turn as no chance of it being dispelled.

In-Game Guide

Typically I will give the first turn (if its my option) to my opponent, less room for the boys to run then.

The game then revolves around buffing the big boy gruntas (unit of 6) up (likely double stacking the warchanter buff so they are 2’s to hit) 

Then popping a couple of waaaghs and throwing in as many units as possible. Again aiming to get the 10 Brutes in, 6  gruntas in, Mawkrusha and maybe the other unit of 5 Brutes. 

I will pick units I know are easy kills to go first so I can trigger smashing and bashing more effectively. 

Super simple. 

The smaller units of gruntas harass other objective grabbers. 

Its a fun and simple list, it may not compete at the top levels (due to Ironjawz lack of options) but you will have fun playing, shout Waaaagh and Smashing and Bashing in an Orrukkky voice as possible.

Honest Goblin

United Kingdom

Thanet Wargaming Club

Kent Outkasts

My Bio:

Can be found in around the darkest areas of East Kent

More rundowns by Benjamin Crowe