Irongutsman did a great video on the golden triangle for unit balance (durability, damage, speed). The tl;dr is units that do 1 tend to be bad, units that do 2 are good, units that do all 3 are broken. It applies to armies as well as individual unit. Ironjawz used to be fast and damaging, but lost their speed, and didn't get nearly enough durability in return. Its not an ideal solution, but significant points drops to units that are supposed to be durable (ardboys, gore gruntas, brutes) would help the army a lot, since durability is the stat that tends to be most affected by points.
I'm really unenthused about 4th so far, Kruleboyz feel really fun to play, but IJ are so lifeless it's staggering. We were never great, but they feel utterly anaemic at the moment.
Perhaps they could bring back the "Mad as Hell" rule, which gave a D6 move to any unit more than 9" away that had taken wounds at the end of each phase. Also, I have been wondering if the Megaboss is worth using as a distraction Carnifex, now he is cheaper and can call a Waaagh. Teleport 24", move 3", +1 charge. He can buff himself so reasonably on min of +2 attacks and possibly a Warchanter buff. Every time I think of taking him to buff Brutes, it makes more sense to just take 5 more Brutes.
@@MrAlexandrerobert Thanks for pointing that out, wasn't thinking. Still, it would be an 8" charge rerollable, which is much better than 9". Only way to find out is to try, I suppose.
This is a nice reminder that Kruleboyz are close to being in a really good spot. Without access to monsta-killaz spam, have been feeling down on the army as most of our cooler units aren't (edit: as good as) a unit of monsta-killaz/two. Think for internal balance they need 20pts on but with say 10 off gutrippaz and hobgrots, 20-30 off foot heroes, Gnashtooth and sloggoth, maybe 40 off Gobsprakk. would make me really excited to see what folks take.
I've been playing ironjawz from the time they came out and an orc player from warhammer fantasy. Ironjawz definitely need a new army rule and a better to hit.
Give us a 1 more rent on Maw Crusha and Gordrakk. Then give us the 2-3 Commands for 1 CP back and an Artefact that let us use Mighty Destroyers on 2-3 units. With this the megaboss on foot would be good again. Maybe built in a chaine activation on brutes in his warscroll and rent 2. Ibwould rum him I think this would solve our Problems
I really think our Ironjawz units need to hit on 3’s. But then we would probably be too strong, I’ve done ok so far this edition. But defintely have to play smart.
I agree the army is slow; Nick Frey went 5 wins with Iron Jaws last weekend at ThresholdVI ( 20 players) MB, Arboyzx2, Brutes x3 (1 reinforced), Zoggrok(GTs), 2x GGruntas, WChant, WSham. 4 drops. Not defending the situation, but interesting to see some results. ( shrug Looked similar to Davids list on Battleshock. He took the L in that game vs. Sylvaneth, which has huge DPS with that hero/monster build. IJ at best are a mid tier army with a pro behind the wheel. A casual player at a GT might go 1/5. - referenced from last-weeks BCP. IJs are in a bad place, maybe all of destruction, for that matter. A 5 up ward access would help and more mortal wounds access. Vampires can play a similar Cav game to gruntas, but the have Vamps that can fight and cast spells, while having All out Defense on Bloodknights for 2+ save, and getting just the same kinds of Att buffs. Soulblight just does it better. The +1d6 with Kragnos 1 drop, feels good with the Ragers, Ggruntas and brutes. Still suffers to Nighthaunt thought.
Iron Jawz feel like Stormcast. I have both Armies… and TBH they play sobsimilarly at this point its rediculous. Yes STE has some shooting, but outside that they feel similar.
Irongutsman did a great video on the golden triangle for unit balance (durability, damage, speed). The tl;dr is units that do 1 tend to be bad, units that do 2 are good, units that do all 3 are broken. It applies to armies as well as individual unit.
Ironjawz used to be fast and damaging, but lost their speed, and didn't get nearly enough durability in return. Its not an ideal solution, but significant points drops to units that are supposed to be durable (ardboys, gore gruntas, brutes) would help the army a lot, since durability is the stat that tends to be most affected by points.
« Daddy who are you talking to »
« Eeeeeveryone! »
10/10 parenting ;)
Loved that 😊 didn't know he were a papà 😊
I'm really unenthused about 4th so far, Kruleboyz feel really fun to play, but IJ are so lifeless it's staggering. We were never great, but they feel utterly anaemic at the moment.
I’m waiting for the BattleTome before I truly decide how bad the situation is. If that doesn’t help then we can really start complaining!
Perhaps they could bring back the "Mad as Hell" rule, which gave a D6 move to any unit more than 9" away that had taken wounds at the end of each phase.
Also, I have been wondering if the Megaboss is worth using as a distraction Carnifex, now he is cheaper and can call a Waaagh. Teleport 24", move 3", +1 charge. He can buff himself so reasonably on min of +2 attacks and possibly a Warchanter buff. Every time I think of taking him to buff Brutes, it makes more sense to just take 5 more Brutes.
(Teleport 24", move 3", +1 charge) He cannot teleport and then mighty destroyer.
@@MrAlexandrerobert Thanks for pointing that out, wasn't thinking. Still, it would be an 8" charge rerollable, which is much better than 9". Only way to find out is to try, I suppose.
This is a nice reminder that Kruleboyz are close to being in a really good spot. Without access to monsta-killaz spam, have been feeling down on the army as most of our cooler units aren't (edit: as good as) a unit of monsta-killaz/two. Think for internal balance they need 20pts on but with say 10 off gutrippaz and hobgrots, 20-30 off foot heroes, Gnashtooth and sloggoth, maybe 40 off Gobsprakk. would make me really excited to see what folks take.
I've been playing ironjawz from the time they came out and an orc player from warhammer fantasy. Ironjawz definitely need a new army rule and a better to hit.
i was a Ironjawz main all last edition. Stormcast is the new ironjawz for me this one
Ij needs so much love that I’m just waiting for the battle tome
Give us a 1 more rent on Maw Crusha and Gordrakk.
Then give us the 2-3 Commands for 1 CP back and an Artefact that let us use Mighty Destroyers on 2-3 units.
With this the megaboss on foot would be good again. Maybe built in a chaine activation on brutes in his warscroll and rent 2. Ibwould rum him
I think this would solve our Problems
iron jaws during waaaahg maybe everytime a model kills a model or deals this much damage it gains and additional attack
I really think our Ironjawz units need to hit on 3’s. But then we would probably be too strong, I’ve done ok so far this edition. But defintely have to play smart.
I agree the army is slow; Nick Frey went 5 wins with Iron Jaws last weekend at ThresholdVI ( 20 players) MB, Arboyzx2, Brutes x3 (1 reinforced), Zoggrok(GTs), 2x GGruntas, WChant, WSham. 4 drops. Not defending the situation, but interesting to see some results. ( shrug Looked similar to Davids list on Battleshock. He took the L in that game vs. Sylvaneth, which has huge DPS with that hero/monster build. IJ at best are a mid tier army with a pro behind the wheel. A casual player at a GT might go 1/5. - referenced from last-weeks BCP. IJs are in a bad place, maybe all of destruction, for that matter. A 5 up ward access would help and more mortal wounds access. Vampires can play a similar Cav game to gruntas, but the have Vamps that can fight and cast spells, while having All out Defense on Bloodknights for 2+ save, and getting just the same kinds of Att buffs. Soulblight just does it better. The +1d6 with Kragnos 1 drop, feels good with the Ragers, Ggruntas and brutes. Still suffers to Nighthaunt thought.
Iron Jawz feel like Stormcast. I have both Armies… and TBH they play sobsimilarly at this point its rediculous.
Yes STE has some shooting, but outside that they feel similar.