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How to Play Age of Sigmar Ironjawz: 2,000 Points

how-to-play-aos-ironjawzToday we touch on how to play Age of Sigmar Ironjawz with some 2,000 point Army lists and break down the new battletome rules!

We are going to continue our way through the Orruk Warclans with a dive into the Ironjawz after looking at the Kruleboyz last week (you can see article that here), we are going to explore Ironjawz rules and army lists themselves today.

How to Play Age of Sigmar Ironjawz: 2,000 Points

orruk-warclans-title-hor-walStarting with the Ironjawz rules let’s see what kind of bonus they get if you choose them:

  • Select one subfaction, Ironsunz (can use command ability to charge an enemy at the end of their charge phase if they are more than 3” from an enemy and within 12”), Bloodtoofs (at the end of combat phase you can pile in 3” if a unit is more than 3” from enemy units they can charge), or Da Choppas (friendly Warchanters Violent Fury ability affects 3 units rather than 1).
  • Once per battle at the start of the charge phase you can add 1 to charge rolls and 1 to rend of melee weapons until the end of the turn.
  • Can use Mighty Destroyers in the hero phase to do one of the following to a friendly Ironjawz unit.
    • If the unit is more than 12” from enemy units it can make a normal move.
    • If the unit is within 3” of an enemy unit, you must make a pile-in move with that unit.
    • If the unit is within 12” of an enemy unit but outside of 3” you must make a charge with that unit.
  • In the combat phase if an Ironjawz unit destroys an enemy unit you may immediately pick another Ironjawz unit that has not fought to pile in and attack.
  • Unique spells, abilities, and artefacts

Ironsunz:

mawcrushaLet’s start with the Ironsunz:

These guys can counter-charge which is pretty nice to have, so we are going to use all three of our reinforcement points to take advantage of some bodies to make sure they get stuck into combat.

  • Gordrakk the Fist of Gork: Leader 1 of 6, Behemoth 1 of 4: 560 Points
  • Megaboss on Maw Krusha: Leader 2 of 6, Behemoth 2 of 4: 480 Points
  • 10 Orruk Brutes: Battleline 1 of 3: 320 Points
  • 10 Orruk Brutes: Battleline 2 of 3: 320 Points
  • 10 Orruk Brutes: Battleline 3 of 3: 320 Points
  • Total 2000

This is an army where you hope you Mawcrushers get stuck into it turn 1 and move your slower-moving brutes forward. Then your opponent either fails a charge into them or ends a move close enough to threaten an objective or something allowing you to attempt a charge with them because if the brutes get into combat, they can dish it out.

Bloodtoofs:

goregruntaz01Next, we will go into the incredibly fast Bloodtoofs:

  • Gordrakk the Fist of Gork: Leader 1 of 6, Behemoth 1 of 4: 560 Points
  • Megaboss on Maw Krusha: Leader 2 of 6, Behemoth 2 of 4: 480 Points
  • Orruk Warchanter: Leader 3 of 6: 115 Points
  • Orruk Weirdnob Shamen: Leader 4 of 6: 90 Points
  • 6 Orruk Gore – gruntas: Battleline 1 of 3: 300 Points
  • 6 Orruk Gore – gruntas: Battleline 2 of 3: 300 Points
  • 3 Orruk Gore – gruntas: Battleline 3 of 3: 150 Points
  • Total 1995 Points

These guys are speedy and you should have a shot at multiple charges in the first turn. One thing to be aware of though is making sure to keep these guys coherent which is much easier to do when they have the 2-inch reach weapon (jagged gore hackers). This is an army that by turn 3 either decimated your opponent or went out in a blaze of glory.

Da Choppas:

brutes01Finally, we have Da Choppas (which might be the best name).

  • Gordrakk the Fist of Gork: Leader 1 of 6, Behemoth 1 of 4: 560 Points
  • Megaboss on Maw Krusha: Leader 2 of 6, Behemoth 2 of 4: 480 Points
  • Orruk Warchanter: Leader 3 of 6: 115 Points
  • Orruk Weirdnob Shamen: Leader 4 of 6: 90 Points
  • Orruk Weirdnob Shamen: Leader 5 of 6: 90 Points
  • 10 Orruk Ardboys: Battleline 1 of 3: 170 Points
  • 10 Orruk Ardboys: Battleline 2 of 3: 170 Points
  • 10 Orruk Brutes: Battleline 3 of 3: 320 Points
  • Total 1995

For this army, you have your powerhouse leader characters, but they get to throw in some magic shenanigans with two shamans. Which they have access to some sweet spells in the Lore of Weird. Top that off with your Warchanter buffing half your army and they are versatile and can both take a punch and counter with one as well.

I don’t think any of these armies ticks without two Maw Krushas, so I think you need both Gordrakk and the Megaboss to be the one-two punch. The Warchanter is pretty much an auto-add as well and then you can get creative with the limited battleline troops. For me, I think I like Da Choppas the most which I believe can win the most games. Also, the Weird Magic is fun if you can get those spells off and can be a surprise to your opponent who might not be expecting big armored brutes to be cunning as well.

That’s all for our look at some Ironjawz army lists and their rules in the Age of Sigmar.

Don’t forget to check out the other sub-faction army lists and breakdowns below for the Orruk Warclans battletome as well!

More AoS How-To For Beginners & Veteran Players!

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About the Author: Travis Perkins

An avid homebrewer and Detroit sports fan (yes even the Lions). I am new to the world of wargamming and very much enjoying the journey. If you have any suggestions or comments feel free to comment on the article or email me at perki116@msu.edu