Dakkbad was kunnin and so shall we be ladz!!!
Have you got tired of chuckin boyz at the enemy for an alpha strike? Is stacking buffs on a death star unit and plowing through the enemy gotten a little stale?….Of course not!! but heres something different anyways.
Ironjawz have a sweet of standard CA’s and allegiance abilities…an we’ez gunna use em all.
+1 to charge (money, all day era day)
smash and bash (deserves its OWN rundown with how good it is)
Ironsunz have the counter charge which can be game changing
The -1 to hit during the 1st turn helps alot against alpha strike, and can really keep a wise opponent a little hesitant to overcommit
Artefacts, Command Traits & Abilities
Da finkin get is da boss?!??! whaaaaat?
So having the Wierdnob as the warlord frees up the pick to allows him to take Bursting with power. I find that having the 2 cast is super clutch (more in hero section as to why)
MBoMK takes the required artifact (which isnt bad)
Warchanter takes aetherquartz because IJ’s are CP hungry ladz and we need all we can get.
MBoMK is actually there as a forward aggro piece – throw him in a flank and start churning up those attacks and wounds. Make the enemy unable to ignore while you chuck boyz elsewhere
Warchanters do warchanter things (note that play super defensive with the Ardfist WC…he has the broche and is key to the battalion, hide him if you must!!)
Wierdnob – Dakkbad was kunnin and so is this git. Neing a 2 cast allows him to Hand o Gork a unit per turn, as well as blast units with the Wrath of Gork each turn, all at a +1. Getting the balewind increases the range / save / and adds another sell (which can be super handy) The MSU style of the list allows a whooping 14 dice early on for WoG at 28″ (16 + placement of BWV + the added 6″ range from the spell) which can nuke a key piece in alphastrike (im looking at you Harvester!!!). You can also get tricksy and HoG the shaman on the Balewind and dbbl puke. There are soo many possibilities.
3 units of Gruntas in the Iron fist….gruntas are great and thier speed and punch can swing a combat in your favor…of they can blow apart chaff that your opponent leaves to trigger Smashing and Bashing
The “Never-Ending” ardboyz……They dont Die they Multiply!! ok in the fives, best as roadblocks..but become 10’s that setup all over the place, which can become super scary for your opponent
Ironfist – so much has been said about the IF already, its a freebie command ability per turn (and a good one at that) I tend to use it for getting objectives as priority 1
Ardfist – absolute gem. As per the FAQ, no limit to rolls after a unit dies as long as you have the CP…personally i dont subscribe to the belief that you can generate more than 1 unit per dead unit, but thats not based on rules as much as it is not being a dickhead. I will spend the CP till i get a unit back though!
dont need none
Magic, Endless & Realm Spells
Balewind for reasons listed above
This list plays to my personal reactive playstyle.
That doesnt mean i want to always go 2nd or anything…but i prefer the vast amount of flexability that the list gives you as opposed to a mega unit that blows through all things. Games are won with points and this list gives me a multitude of movement shenanigans, unexpected threat, and tricks to help me focus power where i need to. Ironjawz have the inate punch they need, and when properly applied they can overwhelm most.