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Ironjawz Warcry Warband – Guide, Tactics and Overview

“”WAAAAAAAGH! Waagh never changes” – Wise words from Megaboss Ron Orcman, narrator of FallOrc 3

The Ironjawz are a warband tough enough to eat rusty nails for breakfast without any milk. Unfortunately for their opponents, rusty nails are a rare commodity compared to the flesh of their enemies.

The Ironjawz are what every orruk dreams to be.  If Sauron had an army of these melee powerhouses then maybe a couple of hobbits wouldn’t have ruined his plan to conquer Middle Earth.

Make no mistake these Orcs are brutal and direct. While other warbands will jump gracefully between terrain and plot careful ambushes the Ironjawz understand that the best method of winning is by “bashin’ eadz until dey are dead.”

If you’re mainly interested in the bashing and killing of your enemies then this could be the warband for you. It’s best thought of as a casual Warband because frankly you will struggle on objective games but you’ll have a lot fun playing them.

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What changed in the Warcry: Harbingers of Destruction Book for Ironjawz Warband?

Note: The new Warcry books released with Tome of Champions 2020 brought some changes in how Thralls, Monsters but especially Allies work. The roster of available leaders has been massively increased and it’s now possible to use more than one as a “Hero” (1 in matched play and up to 3 in a Narrative campaign).

Link to the 4 new books:

Warcry: Sentinels of Order (all Order warbands updated)
Warcry: Harbingers of Destruction (all Destruction warbands updated)
Warcry: Agents of Chaos (all non-warcry specific Chaos warbands updated)
– Warcry: Bringers of Death (all death warbands updated)

In the Harbingers of Destruction book Ironjawz Krushamobz saw a decent increase in fighters, especially leaders that from 3 jumped to 8 for a total of 16 fighters (against the previous 9).

The new fighters are:

  1. Orruk Megaboss
  2. Gore-grunta Boss with Jagged Gore-hacka
  3. Gore-grunta Boss with Pig-iron Choppa
  4. Orruk Weirdnob Shaman
  5. Orruk Warchanter
  6. Orruk Gore-grunta with Jagged Gore-hacka
  7. Orruk Gore-grunta with Pig-iron Choppa

The new abilities are: Gore-grunta Charge, Warchanter’s Beat, Foot of Gork and Mighty Waaagh!.

Background and Lore of the Ironjawz Warband

Native to the Realm of Beasts, Ghur, Ironjawz are the greatest the Orruk race has to offer.

The largest and most imposing of the species possessing not only a bestial instinct but a comparatively advanced mind (by Orruk standards) capable of creating impregnable armour.

This armour is not quite carefully forged. In fact, it is actually mostly reclaimed metal battered directly (and sometimes hammered into) the Orruk’s flesh.

While nowhere near up to par with Duardin smithing, or even to the standards of the Free Guilds, it is surprisingly efficient and offers a vast range of movement and sharp edges perfect for cutting your prey.

Don’t mistake their equipment for the trappings of civilizations however, Ironjawz don’t even have a word for civilization.

The closest word they have for this is Prey. Ironjawz don’t make cities or even bother to fortify existing structures after all even the best structures and defence fail to protect their prey so what good are they?

Better to live as a wandering horde and dominate everything that crosses their path.

For Orruks this means being beaten down and forced to assimilate into the greater horde. For everyone else this means a brutal death. 

Even Archaon’s mightiest legions have felt the Ironjawz might, notably at the Manticore Gate to the Allpoints, where on separate occasions Ironjawz breached the fortifications and slaughtered the inhabitants for no other reason than to deface a statue of Archaon.

Ironjawz Krushamobz have targeted nothing else than the Varanspire itself as their latest challenge.

Overview and Points for the Fighters in the Ironjawz Warband

Note: if you haven’t read the basic rules for Warcry before reading this article, it might be helpful to know that the game’s abilities are activated by using 6 dice that you roll at the start of your turn.

If two of the dice show the same value, they can be used to activate a Double ability. If three show the same value, they can be used for a Triple ability, and so on.

So, when this article refers to an ability being a Double, a Triple or a Quad, it refers to this system. It might sound a bit confusing, but takes no time to get used to when you start playing

Orruk Megaboss: 285 points

The biggest, the greatest, the bestest… just add your -est superlative and you will get the Megaboss of an Ironjawz Krushamob.

He hits like a train, comparable to Ogors: 3 Attacks at Strength 6 for 4/8 damage.

Toughness 5 and 38 Wounds means also it will be hard to take down. On the other side Movement 3″ could mean it’s hard to reach where it counts.

To compensate this, the Megaboss has an upgraded Waaagh!. The original ability for a Triple allows to increase up to 6″ the Move characteristic of all nearby fighters (at the moment of the activation). The Mighty Waaagh! costs a Quad but the range of effect is 9″ instead of 6″ allowing much more radius.

Apart from that, your Megaboss is the most expensive fighter in the warband and veritably so as it can be further buffed by a Warchanter or could use a Quad to use the generic ability Rampaging Destroyer that allows him +1 Attack and a bonus move if he can take down an enemy (easy-peasy).

Orruk Warchanter: 230 points

The Warchanter is a veritable totem for the Ironjawz.

His ability allows to add +1 Attack to all friendly fighters while they stay within 6″. And it costs only a Double (Warchanter’s Beat).

Imagine your Megaboss or Brutes now being 4 attacks per action…

He would be the perfect support Hero if it was not for the incredible cost of most Ironjawz that don’t allow for many fighters in each Krushamob.

In melee he hits as hard as a Brute with Choppas (4 attacks for 2/4 damage) and has similar survivability as a Megaboss (Toughness 5 on 35 Wounds).

Orruk Weirdnob Shaman: 235 points

Where the Warchanter is the buffer, the Weirdnob Shaman is the offensive wizard.

His special ability, Foot of Gork, for a Triple allows a complete random damage on a fighter within 12″ range. While on average with 6 dice you are bound to inflict some wounds, the potential is there for any number from 0 to 18 damage.

His best attack is also ranged, up to 7″ for Strength 3, 3/6 damage. And as such it cannot be buffed by the Warchanter’s Beat, but can still be buffed by the Rampaging Destroyer. He is also the only ranged option available in the entire warband.

In melee he performs as an Ardboy with Shield (3 Attacks at Strength 4 for 1/4 damage) but at least he has 2″ range and keeps himself far from trouble.

Not that he will go down easily with Toughness 4 and 35 Wounds, but why taking a chance?

Gore-Gruntas

  • Gore-grunta Boss with Jagged Gore-hacka: 255 points
  • Gore-grunta Boss with Pig-iron Choppa: 250 points
  • Orruk Gore-grunta with Jagged Gore-hacka: 210 points
  • Orruk Gore-grunta with Pig-iron Choppa: 205 points

Gore-gruntas are the Orruk heavy cavalry, even stronger than the Bonesplitterz Boarboys.

They introduce the fastest unit of the Krushamobz with 8″ Movement. Careful though, they are Mounted so they are limited on where they can go (climbing, doors, archways, etc.).

Toughness 4 and high Wounds (40 for the Bosses and 35 for the fighters) make them strong opponents.

The Boss with Gore-hacka has 3 attacks compared to the 4 of the Boss armed with Choppa, but greater range (2″) that makes him also 5 points more expensive.

The same proportion is respected also in the normal fighters where the Gore-grunta with Gore-hacka has 2 attacks at Strength 5 against the 3 Attacks at Strength 4 for the cheaper Gore-grunta with Choppa.

All Gore-gruntas have also access to Gore-grunta Charge, that for a Triple allows up to do up to 6 damage to an enemy at the end of a Move action.

They can also be devastating when using Rampaging Destroyer as the 8″ Movement may easily allow them to engage a second opponent if they have an attack action still to use.

Orruk Brutes

  • Brute Boss with Boss Klaw and Brute Smasha: 250 points
  • Brute Boss with Boss Choppa: 255 points
  • Orruk Brute with Gore-choppa: 200 points
  • Orruk Brute with pair of Brute Choppas: 180 points
  • Orruk Brute with Jagges Gore-hacka: 180 points

Brute Bosses have 35 wounds, 5 Toughness and high Strength, their only weakness being a lacklustre 3″ movement.

The movement isn’t too awful because with careful planning and a good use of abilities you can manage to get a good deal of movement in.

The Boss armed with Klaw and Smasha brings 4 attacks at Strength 5 for 2/5 damage on the table, while the one armed with Choppa has 3 Attacks at Strength 6 for 3/6 damage.

Comparing the 2 Bosses damage output they have statistically similar output with enemies with Toughness 4 or less or 7 (unheard of).

Against Toughness 5 and 6 the Choppa performs better but there’s not many fighters so resilient.

In exchange for a slight damage decrease, the Boss with Choppa gains access to Da Grab an’ Bash that for a Triple allows to prevent move or disengage actions for a target enemy (on a 3+) and on a 6 gives also a bonus attack.

A brute with two Choppas for the Ironjawz Warcry Warband

The basic fighter versions have three different weapon load-outs with the Gore-choppa being the most expensive.

All of them have 25 wounds, Toughness 5 and Movement 3″.

The Gore-choppa is strong with 3 Attacks at Strength 5 for 3/6 damage, while the pair of Choppas and the Gore-hacka have same damage (2/4) and swap Strength with Attacks: 4 at Strength 4 for the Choppas against 3 at Strength 5.

Statistically the Gore-choppa is definitely the best weapon against all Toughness, while the Gore-hacka is almost always the worst.

Here some points:

  • Against Toughness 3 or less the Gore-Choppa does an average of 7.5 Wounds, the pair of Choppas 6.67 and Gore-hacka 5
  • Against Toughness 4 they have respectively: 7.5, 5.33 and 5
  • Against Toughness 5 they have 6, 4 and 4.

All Brutes, including the leaders, have access to Duff Up Da Big Thing, that is a good buff (+2 Attack and Strength) but only against enemies with 15 Wounds or more.

Orruk Ardboys

  • Ardboy Boss with Ardboy Choppas: 190 points
  • Orruk Ardboy with Ardboy Choppa and Orruk-forged Shield: 125 points
  • Orruk Ardboy with Ardboy Choppas: 110 points
  • Orruk Ardboy with Ardboy Big Choppa: 110 points

The Ardboy Boss is the weakest leader of the Krushamob, and I’m not sure if it’s worth his cost unless you have chosen more elite fighters and you need to save on Leader cost.

His Strength and damage output is the exact same as the Brute Boss with Boss Klaw and Smasha, but his lower health and defence really leave him comparably fragile when you definitely need to keep him alive to make good use of Waaagh!.

The Ardboy with Big Choppa is a weaker version of a Brute with Gore-Hacka who’s a lot more point efficient. In fact, the non-boss version has the exact same number of attacks and the same damage spread, with the difference being that he has Strength 4.

As far as the Ardboys go, He’s definitely the choice for high damage.

The Ardboy with Choppas gains an additional attack but loses out on damage going from a 2/4 to 1/4.

The Ardboy with Choppa and Shield loses an attack (3) but goes to Toughness 5 (compared to 4 of all others, Boss included). His problem would be the 15 Wounds that leave him extremely exposed to critical hits.

Even his special Ability, while it can be useful, isn’t particularly powerful enabling 6 damage only if you roll 6 on a Double with value 6…

Why would an Orruk even need a shield anyhow though?

Abilities for the Ironjawz Warband

  • Charge! (Double, Everyone): Perform a bonus move towards the closest enemy in range.
  • Shield Bash (Double, Ardboy with Choppa and Shield): Damage an enemy at the end of a Move action.
  • Duff Up Da Big Thing (Double, all Orruk Brutes): Add 2 to Attack and Strength if the targeted enemy has a Wound characteristic of 15 or more.
  • Warchanter’s Beat (Double, Orruk Warchanter): Add 1 to the melee attacks of nearby friendly fighters (6″).
  • Waaagh! (Triple, all Leaders): Add up to 6″ to the Move characteristic of nearby friendly fighters.
  • Gore-grunta Charge (Triple, all Orruk Gore-Grunta): Allocate up to 6 damage to an enemy at the end of a Move action.
  • Da Grab an’ Bash (Triple, Brute Boss with Klaw and Smasha): Target an engaged enemy, on a 3+ he cannot move or disengage and on a 6 perform a bonus attack.
  • Foot of Gork (Triple, Weidnob Shaman): Allocate damage to an enemy within range.
  • Rampaging Destroyer (Quad, Everyone): Add 1 to the Attacks and every time you take down a fighter perform a bonus Move action.
  • Mighty Waaagh! (Quad, Orruk Megaboss): Add up to 6″ to the Move characteristic of nearby friendly fighters (9″).

Strategy and Tactics for the Ironjawz Warband

The Ironjawz are high-Toughness, high-Strength monstrosities with very little movement. You can easily kill most enemies but you’ll struggle a lot more with objectives.

The salvation comes from the Gore-gruntas and their 8″ Movement, although they cost much more. Alternatively you could have a Gitz as an Ally for the sole purpose of ranged attacks or objective grabbing.

Keep your Warband Leader with a large group of Orruks, and have them function as the objective grabbers by making use of Waaaagh!. While this won’t make them particularly fast, it’ll make them just average enough speed to be able to have a chance to get to an objective.

Make Good use of Da Grab an’ Bash to take out tough opponents and if you can afford a Warchanter use his ability to increase further your number of attacks.

Kill stuff and have fun!

Pros and Cons of the Ironjawz Warband

Some Ironjawz painted with black armour for a turney

Pros:

+ High Toughness
+ High Strength
+ High Wounds (Lowest is 15)
+ Good Damage Spread
+Very Killy (so incredibly fun if you just like to bash things)

Cons

– Slow movement
– Difficulty Climbing even the smallest of obstacles
– Very difficult to win objective based missions, as the slow movement makes it hard to get where you need to be.
– Clever opponents will use your slow movement and no ranged abilities against you

Some thematic Krushamobz

Just for fun here we present few thematic warbands, meant more for fun or narrative context than for competitive play. Note that in narrative play you need to control at least two territories before mustering your first hero.

Big Waaagh!: Orruk Megaboss, Orruk Warchanter and 4 Orruk Ardboy with Big Choppa to maximise the Warchanter special ability.

Flying pigs: Gore-grunta Boss with Choppa, 3 Gore-Grunta with Choppa and 1 Ardboy with Choppa and Shield. The Ardboy is there just to sit on an objective while the others do the dirty work really…

How to buy an Ironjawz Warband

Getting hold of an Ironjawz warband is quite easy. A Start Collecting box for Ironjawz (£60) will include 10 Ardboys, 3 Gore-gruntas and a Warchanter and it’s also the perfect starting point for the entire army.

All heroes can be found in individual blisters: the Megaboss (£25), the Weirdnob Shaman (£20) and the Warchanter (£18.5)

A box of brutes gives you 5 model. 1 can have the Boss Klaw and Smasha and one can have the 1 Gore-Choppa. The rest can have either the two-handed options or the two 1-handed option.

The box of Ardsboys gives you 15 models. There should be enough options to kit them out exactly as you want them.

The Orruk Underworlds Warband can give you 4 Ardboys pretty cheap while Morgok’s Krushas gives you 3 alternative Brute models.

Finally the Gore-grunta box contains 3 models for £48 and allows you to set them up only with one weapon loadout if you want a valid AoS unit. It’s probably cheaper to get them through the Start Collecting set if you care about unit integrity.

Tips on painting Ironjawz

Are you Ironjawz the coolest Greenskinz on the block?

I would very much like to display them right here on this page.

All you have to do is send my some files. You can read more about how to make that happen here.

The most important thing to remember when painting Ironjawz is they’re Orcs. Simple right?

Why would I even mention that? Well you see Orcs don’t have a dress code or uniform.

There’s literally no reason you should feel obligated to not let each Orc be entirely unique.

In my personal Warband I have two groups: The Black n Rustyz, Ardboyz with black rusted armor, and the Lobstah Boyz named for their commander Lobstah Johnson the Orruk Lobstah, an Orruk Brute Boss with Boss Klaw, appropriately painted.

I decided that it would be interesting to remove the breastplates and fill the ‘nipple holes’ with green stuff. I may have done the same with the backplates but it just seemed like too much effort, so what we’re left with is actually an incredibly interesting group of Brutes who had to nail the backplates into their backs.

Each Orruk should ooze personality. If these models weren’t painted with normal AoS in mind, I wouldn’t have even themed them into groups.

Think about how each Orruk expresses itself. 

Maybe one would be particularly bloody and wear blood as facepaint. Maybe some LOTR Skin colours: browns, and dark greys or even pale whites.

There are hundreds of incredibly interesting things to do with Ironjawz, the sky’s the limit don’t feel constricted to the usual options.

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