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Age of Sigmar: Pigiron and Blood – Review of the new Ironjawz Subfactions

3 Minute Read
Sep 19 2021
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Might makes right…

The Orruk Warclans battletome has finally arrived, giving us rules for the brand new Kruleboyz mini-faction as well as updates for the two existing Orruk groups. Since their introduction, the massive Ironjawz have been a popular choice, following in the footsteps of Grimgor and his Black Orcs and, until Kragnos hit the scene, boasting the leader of the entire Destruction faction, Gordrakk. They are mighty warriors who believe it is the right of the largest Orruks to lead, and their subfactions exemplify their drive to smash everything in their path into paste. While we’ve talked about the subfactions before, the new book has made them even better and brought some more tactical flexibility to each group.

Ironsunz

Taking a cue from their more cunning cousins the Kruleboyz, the Ironsunz are the most tactical of the Ironjawz orruks. At the end of the enemy charge phase, you can choose a friendly Ironsunz unit that is within 12″ of an enemy but not engaged and let them take a charge move. With all the powerful units available to you (especially with the new objective denial rules on the Brutes), this will probably be a game-changer and will be a great punish for failed charges as well as hammering an enemy that stepped a little too far out of position to try to snag an objective. The Maw-Krusha is the perfect target for this since it does impact damage and gets stronger the more it kills, so make sure you don’t leave the death cabbage at home with this subfaction.

Bloodtoofs

It wouldn’t be an Orruk book without at least one subfaction obsessed with all things speed, and in the land of Age of Sigmar, that’s definitely the Bloodtoofs. In addition to being able to take the boar-mounted Gore-gruntas as Battleline, Bloodtoofs can give their Gore-gruntas a second pile-in move if they are within 3″ of an enemy or a normal move or charge if they aren’t. The best part is, since this is an attribute rather than a command ability, every eligible unit on the battlefield gets to take advantage of it without spending any of your precious command points. If you want an army that can run circles around your enemy while still being tough as nails, this is the subfaction for you.

Da Choppas

So we’ve got the tactical boys and the speedy boys, so we might as well move on to the HYPE BOYZ. Da Choppas focus on their Warchanters, and up to three Brute or ‘Ardboy units can be affected by the Violent Fury ability rather than just one. Being able to hype your bruisers into a frenzy is a pretty rad ability, and with the buff to Warchanters and their usefulness in generating Waaagh! points, this will be easily the most hilariously aggressive subfaction, if not the most tactically flexible.

Which subfaction will you be using?

 

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Author: Clint Lienau
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