Gorks Pokin' Finger

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Gorks Pokin' Finger last won the day on March 20

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    Da Blood Choppas
  1. Decided to have a little fun with the lore behind my Warchanter. Hope you all enjoy it Jazood Stickbasha/Da Pointybone/Da Greenest/Bluntoof/???????? In Ghur, there is a boneyard located in a high valley on the lowest peak of the Guxx Heights. The bones of many beasts of all sizes have made this their final resting place. It also provides the perfect spot for Ironjawz Warchanters to drum out the beat of Gork (or maybe Mork). The peak the boneyard sits in is perfectly suited for amplifying the beat across the Guxx Heights for other Orruks to hear. Given the Orruks nature to fight, it should be no surprise to discover that warchanters from all over come to this 'sacred' place to prove to each other who has the strongest connection to the beating heart of Mork (or possibly Gork). At one point, there were so many warchanters that there were not enough bones for everyone to use. Thus, a large skirmish broke out. Warchanters bashed each other in a great cacophony of rhythm and violence. They called it 'Da Battle ov' Da Beats' and it has become a ceremony for the many Orruks that make their way to the Guxx Heights. This ritual has lasted ages and has provided many Megabosses with worthy warchanters who can rouse the boyz for battle. The 'ceremony' starts at sunrise and lasts until sunset, and anyone still standing is considered a 'Jazood'. The title - named for the first and only survivor of the first 'Battle ov Da Beats' - is bestowed on those who show their strength and prove they can feel the rhythm of Da Godz. Those Jazoods then travel all across the Mortal Realms and become rouble-rousers for various Orruk tribes. The only way to differentiate the various Jazoods is by their last name, which is normally their choice upon the tribe they join. If there is a Jazood with one tribe, then other Jazoods' will normally find a different tribe they can call their own. It is also common occurrence when one Jazood dies, another takes its place with that same tribe. Once there, a Jazood Warchanter will take an apprentice. Once they are ready and have felt the beating heart of Gorkamorka, then they will make the dangerous journey to the Guxx Heights to commence their initiation to become a Jazood Warchanter
  2. 1k vs Nurgle - Major Victory (Gift from the Heavens) The ground cracked as the wheels of the slave carriage rolled along. Plaguebearers marched on each side guarding their prisoners while Plague Drones buzzed above as the sky darkened with a green tint. Ahead was their destination: the sacrificial pits outside the city they had fought to secure only a week ago. The minions of the Lord of Decay were preparing a ritual to bring about a new Nurgle army that would sweep the land of Zarcosia. At the helm of this vanguard was Daemon Prince Zighdan. A champion of the pestilent one for decades, he was tasked by the Great Unclean one to usher in a new plague of destruction upon the land. Following the greater daemon's departure to begin a new campaign, it fell to Zighdan for control of the city and the ritual temple. He had done well in the days before, marshaling his forces, gathering slaves to sacrifice to the plague father, even defeating a Stormcast army sent more in desperation. Now, as the slave carriage, and the rest of his daemon vanguard arrived at the summoning site, they were ready to bring about Nurgle's great gift to the mortal realms. All was going to plan. Suddenly, an odd stench infected his senses. One that was not rot, decay, puss or death. No, this was a dirty smell, of odor, sweat, and ******. Zighdan sniffed and spit out a word as if it was a foul word that hurt the air. "ORRUKS!" Right on cue, a horde of ironclad Orruks stumbled into view on the other side of the grassy plain. These hulking dullards knew only of the accordance of fight and might. No matter how many times you killed these Green-skinned brutes, more would show up to continue being an inconvenience. Zighdan squinted, looking closely across the plain. These Orruks in red armour looked familiar. In fact, they had just fought this same clan a week ago: the Bloodbreaka's. Zighdan recalled them only by their warboss, who had torn through the plaguebearers in their last encounter. While Nurgle won the day, a great devastation was dealt to their forces, and had forced them to delay the summoning until now. Now in the hour of his greatest triumph, the Orruks had returned to steal his glory. Nurgle would soon send down a great gift to Zighdan. Now he would have to retrieve this gift from Nugle's mansion, whatever it may be. Zighdan walked over to his sorcerer who was riding atop the carriage. He spit a large ball of saliva into the slave carriage in disgust. The human slave began to scream in agony as his face began to melt from the acidic spit. "Elamus," the daemon prince said. "it appears we will have to shed blood sooner than we planned. We must deal with this Orruk menace before we can begin the summoning. We must secure Nurgle's gift. The hour of our assention has come!" The silent Elamus merely nodded, then jumped off his seat. As the screaming slave finally fell silent, the human slaves were left to wallow in their cramped encapture as the shambling hordes of plaguebearers and plague drones marched forward to confront the Orruks. They did not have to wait long. Anxious to secure the rear of the Orruk's lines, the plague drones moved forward to secure the ruined amphitheater. In moments, the Ironjawz were suddenly on them. Gore-Gruntas and Brutes wielding jagged gore-hakkas smashed into the drones, their furious charge destroying half their number in an instant. The rest would not be meant for this realm much longer. Meanwhile, the megaboss of the Orruks moved forward with more hulking Brutes securing their flank, while more Orruks lingered around a dancing fool who was waving his arms wildly in the air. As Zighdan landed near the drones to assess his next move, the heavens opened up, and two green balls of fire were flung towards the ground. One comet landed behind his lines, close enough for his rear plaguebearers to claim. The other, on the other side, fell behind a chained rock that the Orruks could not easily get to. But if Zighdan's forces were quick enough, he could claim the site, consolidate his position, and begin siphoning the power. With his mind made up, the daemon price shouted orders to Elamus and his minions. The sorcerer marched with his plague guard hastily towards the far comet site. The plaguebearers were first to the site of power, while Elamus stayed back to strengthen his festering troops. Having secured his goals, Zighdan decided it was time to join the battle. He flew into the fray as the final drones were killed off. With his sword and talon, he ripped apart the Brutes, smashing aside their pathetic attempts to parry the blows and punching through their hodgepodge armour. The remaining Brutes and their boss scattered back towards the tree line in panic. It seemed too easy for Zighdan. The day might be his sooner than he thought. Then the Orruk Megaboss charged out of nowhere. The Zighdan raised his sword to parry but the Orruk's imense strength with his choppa merely broke the rusted, ruined sword. Then Zighdan's life ended as Gorfang imbeded his weapon into his chest and tore it open. The daemon prince hit the ground hard, grasping at the gaping wound in his chest, as all vile amounts of rotted guts and puss poured out to stain the ground. The last thing Zighdan saw was the giant boot of the megaboss crushing his skull into the ground. Gorfang then stepped away and began to wipe the daemon's brain matter from his boot. He grunted, "Bleedin' puss boy. Youze Nurgle gits aint got no good skulls ta keep. Da soona iz mounts ya on me shoulda, da sooner iz loose me choppin' arm. And iz needs dat to be choppy!" Once they had finished off the drones, the Gore-Gruntas pulled up to the megaboss. "Boss! You crumped up dat smelly daemon good," cited Grunta boss Korkrok SteelSpitta. "Dat git aint why weze 'ere," stated Gorfang" "Get dat comet. Me an' da rest ov' da boyz 'll take care of da rest ov' dem Nurgle boyz." Nodding to the megaboss, Korkrok and the rest of his Gore-Gruntas were off. "Oi 'Ary!," Korkrok shouted at his Grunta. "Get on wiv' it. Dere's some fresh grots waitin' fer ya at da camp iffen you gets us ova' there all fast like!" With a loud grunt, the Gruntas were off towards the comet. Meanwhile, Gorfang observed the melee that was occuring near the comet. It appeared his boyz were handling the plaguebearers quite well. It appeared his Ardboyz had managed to hastily assemble by the comet to block the plaguebearers from claiming it. With the Brutes closing the vice on their flank, the plaguebearers began to pop like boils and perished in droves. As Gorfang looked towards the other comet location where the remainder of Nurge's forces were occupying, he spied a sorcerer trying to sneak off back to his lines. "Where da hell do you finks youze going!?" shouted Gorfang as he charged Elamus. The sorcerer attempted to cast a spell to defend himself, but Gorfang chopped off his arm. Elamus screamed and fell to his knees in agony. Gorfang stood over the scrawny sorcerer, whose green blood began to eat away at the grass until it was worn and dead. Breathing heavily, Elamus looked behind him. The last of his forces were being overrun by the Ardboyz in the far ruins. He and Zighdan would face severe punishment from Papa Nurgle for their failure. Elamus turned back to the megaboss to curse him, but he was received by a biting axe, which cleaved his head from his body. Zodgrob poked the decapitated corpse of the sorcerer several times before stating, "He's a good dead 'un boss. No way he's comin' back from dat." "Course not,'" replied Gorfang, examining his choppa. "Dem stinky gits aint no match fer da power ov' da WAAAGH!" "What wuz in dem shooty rocks, boss?" asked Zodgob. "Why dem Nurgle boyz wanted it?" "Who cares. Its ourz now! Bring it back to da camp. Now wheres mi warchanter? I 'eard dere wuz a new one comin' 'ere." Right on cue, the dancing Orruk joined their conversation, still beating away at the air with his Gork stick and Mork stick in a rhythm only he could hear. He finally stopped his jiving before stating,"Oi boss! Jazood be 'ere to bring da power of Gorkamorka to da boyz! Deys here wif us now. Dese gifts be their way o' honorin' us" replied the Warchanter. "Jazood!? He's dead. Got hacked ta death days ago!" cried Zodgrob "Bah! Dat wuz da old Jazood. Iz da new Jazood! Iz 'ere ta get da boyz going! Deres many enemies da godz wants ya ta crump Gorfang, an' more boyz weze gotta gather fer da WAAAGH! Youze got lots ov' fightin' ta do!" "More fightin'?" replied Gorfang. "Maybe iz keeps ya around Jazood, er, Jazood two." "Just Jazood boss. There's more ov' us, but iz da only one ya needs." "Wait, how many? Iz cant count past five", replied Zodgrob. "Itz amazing youz can even counts ta two" joked Gorfang "Dats all I need boss. One," Zodgrob raised his left arm, "and two" then his right. "If ya gits are done countin', weze got works ta do. Tell da Ardboyz to bring dem humies back wif us", said Gorfang, pointing at the cage of slaves in the distance. "Weze got some extra food fer da victory feast tonight!" ------------------------ After my first loss in the tournament, I drew another Nurgle player for my second match. For this match, I wanted to get his flying taken down early so they wouldn't get behind my lines to disrupt me from capturing the comet. I had hoped to get my Gruntas into his rear, but decided it was best to take care of the threat of flyers first. So I sent my Gruntas, Brutes with hackas, and Megaboss towards them. I took out 3 of the six drones in the charge, then set up to hopefully shield off the plaguebearers from the comet landing on the left. Of course, it landed on the right, and his 20 man plaguebearer unit just nicked it and his to take an early 4-0 lead. That would swell to 6-0 by turn 3. However, by then, his drones were all dead, my megaboss had destroyed his daemon prince on his charge, and somehow, I managed a 13 inch move in the hero phase with my Ardboyz to swing around the rock to lock down the plaguebeaers. Along with the Brutes on the flank, they were dead in two turns. We messed up the rules on the comet and thought it comes down every turn, so it stayed on his side in the top right, but moved to the left side for me. I sent my Gruntas to capture it while my Megaboss handled his sorcerer. The Ardboyz then went to challenge his plaguebearers. By turn 4, he was nearly wiped when we called it. I was already gaining point and he didnt have enough to hold on with my Megaboss and brutes coming in. Speed was my advantage in this game. I was worried the plaguebearers would lock down the point on my side and prevent me from scoring, but that lucky roll with the Ardboyz helped me retake the point. Gruntas again came in handy with capturing objectives. I'm starting to warm up to them because I understand their limitations and where they excel. Also, it was fun seeing the warchanter banish some plaguebearers back to the daemon realms with some sticks
  3. 1k vs Nurgle - Major Loss (3PoP) An hour later, after dispatching the Stormcasts, Da Bloodbreakas approached the center of the city landscape. Gorfang da Immortal was still irked about the loss of his victory skull when the thunder warrior he had slain had returned to the heavens. Yet the offer of a bigger battle, especially against the forces of chaos, was pushing him forward. The Orruks, donned in their dark red slabs of armour, beaten by hand with materials from Zharr-Haraz, as well as the excrements from the Gore-Gruntas, crossed the ruined streets, block by block, to engage the forces of Nurgle. It wasn't hard. They were on the other side of the city as the creepy skull git told Gorfang. They could tell because the scent of rot and pus grew stronger. By the time they had reached the city' central square, they had discovered the source. Nurgle's minions were already assembling around three places of power. The Warchanter Jazood could sense great power emanating from the left and right craters in the plaza. Yet Gorfang could tell the center structure, a ruined temple, was the primary source that Nurgle's forces desired. Across the plaza stood the diseased rank and file troops of the Great Unclean One. The demon was intimidatingly huge, pus bubbles popping without force, and revolting grime sliding it's way down its folds. Behind him a great sorcerer lie in wait, using the demon as cover for protection. At his feet, nurgle's chosen, the Putrid Blight Kings, assembled around their god's daemon champion. Beside them were a horde of plaguebearers, along with mortal followers on the far flank. "Oi! Jazood!" barked the megaboss. "You take yer ardboyz an' da Brutes and take care of da blob." Jazood seemed unsure of the orders. "He looks pretty killy boss. Don't fink da Ardboyz'll chop it up enough." "Dat ain't da point," replied Gorfang. "They iz dere to fight. Youze takin' dat crater dere. Get da boyz goin' an' smack dat fing around. Da boyz is looking fer a real fight." "Dat dey are boss-" Jazood stopped instantly, unflinching for moments. Then, his fingers twitched, followed by his arms, which he started to move up and down, and in the blink of an eye, the Warchanter sprinted to gather his troops, flailing his arms in a synchronized rhythm: the beat and energy of Gork and Mork. Gorfang then went over to organize his center position, with himself along with Zodgrob, his Brutes, and the Gore-Gruntas. The battle began as the Bloodbreaka's surged forward to claim the positions of power on the left and the center. Nurgle's forces wanted these places for a reason, but the Orruks didn't care. So long as they had them, that would agitate the rotting warriors to come quickly to them. Gorfang's cunnin' plan seemed to work initially, as Nurgle's forces stumbled forward. The right flank seemed too eager to go forward as the Chaos Warriors and chariot progressed too far. With that, Gorfang roared, "WAAAAGH!!" and the rest of the Bloodbreakas surged forward. Zodgrob's boyz crashed into the shield wall of the Chaos Warriors and ripped them apart. The Gore-Gruntas rode past the chariot and rammed into the flank of the Slaves to Darkness. Screams and grunts were all these twisted humans could breath before the Orruks tore them apart limb from limb. Meanwhile, Jazood positioned himself inside the left crate, and began drumming the air, riling up the Ardboyz to charge forward into the Great Unclean One. As terrifying and deadly it might have been, it was still flesh and blood, which was good enough for the Ardboyz who wanted to prove themselves to their Ironjawz brethren. The Brutes, meanwhile, charged headfirst into the Blight Kings. As for Gorfang, he left the ruined temple and charged straight into the horde of Plaguebearers. Consisting of the bulk of Nurgle's forces, he felt breaking the center line would crumble Nurgle's army. But despite the megaboss' might and ferocity, the resistant plaguebearers were not easy to kill. Many fell with every stroke, but some regenerated wounds or limbs, while some even returned from death. Outnumbered heavily, they tried to crush Gorfang with their weight in numbers and rusty weapons poking at the hulking Orruk. Gorfang threw aside those who tried to climb on top or stab him in the sensative areas, but the megaboss held his ground and begann to grind down the horde. For a moment, he glanced the battlefield. To his right, Zodgrob and the Gore-Gruntas managed to finish off the Slaves to Darkness. The Warriors were all dead while the Chariot Champion was pulled from his seat and the steeds gored by the sword-like teeth of the Gruntas. The same could not be said for the left flank. Jazood's forces were overrun by the Great Unclean One and his personal Blight Kings. The Brutes were forced to retreat, scared off after seeing the Blight Kings overpower their own. One Orruk was even turned into a rotting puddle of puss after being blasted by a spell by the sorcerer hiding in the distance. As for the Ardboyz, they fought hard against the Great Unclean One, but the greater daemon's wounds seemed to heal faster than the Orruks could deliver them. Eventually, they fell, and Jazood stood alone in the crater against the Great Unclean One. The daemon merely stumbled over and impaled the fanatical Warchanter upon his blade. He raised his victim victoriously into the air before slamming back into the ground, deader than dead. The Blight Kings, meanwhile, charged towards Gorfang, right as he was about to finish off the Plaguebearers. One managed to deliver a wound to Gorfang's arm, which immediately began to boil. The megaboos stepped back as his Gore-Grunta's came to support him. While he still held numerical superiority, Nurgle's champions had obtained the placers of power. They could continue fighting, but Gorfang was now infected with Nurgle's rot. He would not succumb right away, but if left untreated, his wound would fester, and the enemy would have slain the weakened megaboss. Reluctantly, Gorfang called for a retreat. But the Bloodbreaka's would return.... -------------------------------------------------------- For my first competitive match in a tournament setting in a while, I felt I did pretty well. Unfortunately, it ended in a major loss. My plan was to have a unit of Brutes and Ardboyz with the Warchanter hold off the damage dealers on the left while my heroes secured points in the center and the Brutes & Gruntas combo handle the slaves to darkess on the right. That worked out fine, but I probably overcommitted my Megaboss by leaving the central objective in order to try to destroy the Plaguebearers. As you can see above, only one was left when we called the match, so he did work, but our agreement with the places of power objective in the center was that he had to be next to it. We might have gotten this wrong, just like retreating, which I will get to later. My Brutes were wiped out by the Blight Kings after I killed his champion. I never fought them before, and now have a reason to be scared of them. That extra D6 attacks ability is devastating, especially against heroes. I'll have to be more mindful of them. As for my Ardboyz, they did what I asked them to do, which was tie down the Great Unclean One. Sadly, he got the double turn in turn three, and used magic to wipe the rest off. Then he charged my ch and got rid of them, and sent the Blight Kings to finish off my Megaboss. With no heroes left, followed by his heroes taking the left and center points next turn to score 4-3 in favor of him, it was game over. I may have been able to kill his last plaguebearer and blight kings with the Gruntas and Brutes, but with no heroes to contest for points, we called the match in turn four. I should have retreated him at some point earlier and try to consolidate my positioning on the right side perhaps (this would come in handy in a later match that day). However, with his magic and my lack of it, it would have been a matter of time before he mortal wounded me off the map. That was the one weakness with this list was it's lack of magic or magic defense. A good learning game overall though. He would actually go on to win the tournament but came back afterwards and complimented me for our match that started it off. Very nice of him to and I told him I appreciated it. We had 14 AOS players at this tournament in Long Island. We even had a handful of people planning to come who had to call out last minute, so it could have been bigger. Everyone there was very cordial and happy to throw some dice. Glad to see our community is growing and thriving
  4. Rumble and Thunder - 1k vs Stormcast (Take and Hold) - Major Victory With the help (and bretrayal) of Turokk's Raiders, the Bloodbreakas were able to escape the Realm of Ulgu and emerged in the Ream of Ghur. Shortly after setting camp on a cliff overlooking plains as far as the eye could see, Gorfang, Jazood, along with an Ironfist, made their first foray into what they would learn was the continent of Zarcosia. It did not take long for them to find battle drawn. Or, at least, discover the remnants of one. The rotting forces of Nurgle has been destroyed by an unknown assailant. These were mighty warriors if they were able to handle the blighted lord's forces. The Orruks looked puzzled to see the earth scorched in many places, as if lightning had struck many times. While adventuring in the realm of shadows, the loca Night Slasha clan had told them of strange lightning warriors who descended from the sky who fought for the humid king sigmar. If the stories were true, then Gorfang and his boyz were in for a real fight. It did not take long to track them down as Gore Grunta scouts discovered their location. Sigmar's Warriors were encamped in the outskirts of a nearby city in the Barren Plains. The Warrior Chamber appeared to be preparing for their next strike. Clearly, there were more Nurgle forces in the area. The Orruks could smell it as well. The air was thick with decay the closer they got to the city. Gorfang surveyed the scene from behind a cliff. These lighting warriors donned heavy, golden armour, with great hammer that seemed could shatter an Orc's skull. Some had wings and appeared to fly, others bows, while one creepy looking bulk of metal wielded a tall totem of some kind with a dead humie in it. What drew Gorfang's attention were the two warriors at the front of the plannin' tent where they had organized their council. One wielded a mighty sword and blade, and had an unusually bright cape. The other, the leader, sat atop an alien beast Gorfang had never encountered before. It had a sleek head like a dragon, thick and muscular than some of the Gore-Gruntas he encountered. The megaboss' eyes brightened up. "I wants me dat skull!" said Gorfang. "Which one boss?" jutted in Brute Boss Zodgrob Facecrumpah. "Da metal humie or da dragon fingy?" "Either'll do nicely. I haz plenty o room fer both of 'em." "Dey looks big n tough. Right propa scrap we mights have." "Aye," replied Gorfang. "Dem thunder boys is planin' for another go at da green spikey boyz. Let's see if all dat hubab da Night Slashas wuz sayin' is true." "Iz interested as well boss," agreed Zodgrob. "I haven't had a propa fight in a day. Da winged gits 'er mine though." "They're yours and your Brutes. Leave their bosses at me!" In moments, the screaming Bloodbreakas stormed across the plains. Their energy and thirst for battle carried them hastily towards the Stormcast camp. The Stormcasts were caught off-guard as they expected a Nurgle attack from their front, not the rear by an unlikely adversary. The Hammers of Sigmar barely assembled their front line in time at the city limits. Their judicators were able to get off only one volley before the Ironjawz fell on them with a speed unsuspecting of the hulking Orruks. Their crushing bulk of bodies broke through the thin stormcast line and the battle soon became as laughter. Overwhelmed and overpowered, the battle was quick and bloody as Sigmar's Warriors fell to the choppas of the Bloodbreakas. Their aggression and brutality overwhelmed the skill and discipline of their adversaries. The judicators and their loyal gryph-hounds were overrun by the Gore-Gruntas while Zodgrob and his Brutes plucked the winged warriors out of the sky and finished them off with choppa and basha alike. Recognizing the battle was nearly lost, Lord Celistant Burwin Hammersworn attempted to bring down the head of the Ironjawz, hoping that his death would spark a mass panic. Gorfang, however, made sure that his opponent clearly saw him. He then gestured in a taunting way, pounding his chest with his fist, before spitting his tongue out as an insult. Hammersworn seemed to be angered by this as he urged his mount to charge and rundown the megaboss. Gorfang dodged the dracoth's bite and claw attacks, and as Hammersworn came down with his great weapon, Gorfang met the shaft with his shaft to parry the blow. In one motion, he pulled the other way, disarming the off-balanced lord, and in one swipe with his choppa, cleaved both rider and drake in two. Both were dead before their pieces hit the ground. The Stormcasts' second wave was quickly overrun by the rampaging Ironjawz. The Brutes crashed like a wave onto the shield walls of the Liberators and broke their lines. Those defenders soon met the same fate as their brothers before them, hacked to death by the unrelenting drive of the Orruks. Celistant Aldrus the Shimmering suffered a similar fate as his predecessor and was butchered by the megaboss. As the rest of the warrior chamber fell, Gorfang stormed over to the barricades and seized the creepy skull looking thunder git, stared him in the eyes, and said "You lighting boyz ain't so tough. Where da 'ell are da rest of ya lads? Dis ain't a big army." "The Lord Relictor coughed and responded, "Foolish orc! There is a Nurgle host lurking on the other side of this city! We were waiting for reinforcements to vanquish them from this land. Now you have-" Gorfang cut him off. "Come at da right time for a propa scrap. Tell da rest of ya thunda boyz dat all dis 'ere belongs to Da Bloodbreakas. If ya wants another scrap, you knowz where to finds us!" With that, Gorfang drove his Rip-tooth Fist through the Lord-Relictor's face. Shortly after, beams of white lightning shot up to the sky as the fallen Stormcasts returned to Azyr to be reforged. This day belonged to the Bloodbreakas, but Gorfang was not pleased. As Zodgrob finised scratching the ground where the fallen Prosecutors had been zapped and carried into the sky, he left his confusion behind to confer with Gorfang. "Bah! These lightning lads ain't dat tough. Those flyin' gits dropped faster than those grits wif wings. We broke them so bad they went back to da sky. Strange they didn't leave nothin' behind..." he looked over where the judicators used to be before continuing..."well, except for those lot there. Guess even da gruntas can eat that special metal. That'll make some. Ice choppy weapons. Hey boss, didn't that last one say somefin' bout those smelly spikes boyz nearby?" Gorfang breathed a deep breath as he scooped dirt from the ground where the Lord Celistant Hammersworn used to be. Despite being ripped in two, him and his dracoth were returned to Azyr to await a lengthy reforging. But Gorfang didn't care. All he cared about at that moment was the skull he was robbed of from his victory. He squeezed his hand around the dirt until it exploded into dust. He could feel the fleeting essence of the stormcast fade away. He knew he had to fight these lightning warriors again, for there was a power they had not encounters yet. "Well den, guess we'ze best check out dem plague boyz Zodgrob, because SOMEONE'S GONNA OWES ME THEIR SKULL! Dis is our land now. No spikey gits or thunder boyz is gonna stop us." He then turned to the rest of his vanguard. "Oi ya lousy gits! Ya bashed these humies good. Now da real fight is comin'! Let's give dem rotting balls of dung a good smashing. They'ze tough and green, but weze da best kind of green! Now let's gets some skulls and show dem whose da best!" With that, the Bloodbreaka's broke out into a loud cheer and began to move north toward the gathering green clouds on the north side of the city. ---------------------------------------------- This was my first official match with my Ironjawz. I had an idea what they could do from reading and watching battle reports, as well as reading about them here. But dam, seeing what they can do in person...I did not expect them to be this killy. I felt bad however because my opponent is someone new to the game and I had no idea. My store manager just set us up because we wanted to play. Obviously his deployment and troop selection could be better, but I got the double turn from 1 to 2 and that effectively decided the match after I wiped out his first line of troops, including his General on Dracoth. I should have attacked first with my megaboss instead of the brutes on the prosecutors, so i was a bit lucky his lord celistant on dracoth could not would my megaboss at all. I certainly would not make that mistake again and proceeded to end the celistant's life. Few things I learned -Ironjaws are REALLY fast with the Ironfist-Ramgaging Destroyer combo -Brutes are brutally good but balanced. I am fine with their average leadership. As elite Orruks, they should be super killy but susceptible to bravery, kind of like how Greenskins were in Fantasy. -I already have 30 Ardboyz (10 plastic, 20 metal Black Orcs) and yet I want more! These guys are my favorite unit in all of Warhammer and I am so happy to see how vital and good they are for the Ironjawz and Destruction armies. They can serve as a dependable chaff unit, tie someone up, or overpower basic infantry. -Finally saw why Gore-Gruntas get the bad rap they do. They struggled to finish off the judicators and gryph-hounds. Still, they are a fun unit to use and they definitely have a role in an Ironjawz army (just nothing more than 1-2 units of three with choppas) -Warchanter = awesome. Makes any unit dependable. Definitely getting a second. -Megaboss was simply awesome. Definitely a force onto his own I will have more this week from three matches I played during a tournament on Saturday. I will leave you with a bit of lore on Gorfang's second in command... --------------- ZODGROB FACECRUMPAH Before the Bloodbreakas, Zodgrob only knew slavery. Whatever his early life was, it has disappeared from his memory. Only the quarry he remembers and the years he spent clawing away at the rocks with a special claw tool to help him acquire resources for the Dawi Zharr. Despite the inescapable threat of death every day, Zodgrob always managed an uplifting attitude which helped push his fellow Orruks through hellish work and conditions. It also seemed he was enjoying his work at times, or at least working over-enthusiastically for slave labor. The easy answer for this is that Zodgrob was too dumb to realize a horrible situation even if it shot him in the eye...which is exactly what happened during the first failed rebellion. Perhaps the bullet jarred his brain or the Orruk wizened up. Either case, Zodgrob became grittier and meaner, traits an Orruk needed to survive slavery under the Chaos Dwarfs. When the Duardin of the Ankor Volghar freed them to fight, Zodgrob was one of the first Orruks to take up arms behind Gorfang and bring about the end of their former masters. Yet it was in the Realm of Ulgu where Zodgrob earned his title as the Brute Boss of the Bloodbreakas. During their time in the shadowlands, the Orruks encountered sneaky adversaries like the Skaven and Aelfs. Battles lasted only moments as both adversaries applied hit and run tactics rather than take the Orruks in a straight on fight. Despite the frustrating battles, Zodgrob was able to help keep the rowdy group of destruction in order with his attitude, but mainly because he was respectfully feared.. In fact, Zodgrob successfully threatened an ogor of Turokk's that he would rename his basha, from StuntieSmasha, to The Ogor Mangler, if he did not stay in line. Both Gorfang and Turokkk were impressed. Then, one night, assassins invaded the Bloodbreaka camp in clouds. They attempted to kill the leaders of the clan, including Zodgrob. However, the Brute was able to defeat his adversary by snatching him in his claw before the assassin's blade could reach his bleeding spots. He did this again, only this time, saving Gorfang in the process. Both Orruks soon discovered strange gold in the assassins pockets. This gold could only belong to one group: Turokk and his raiders. After dispatching with the traitors and leaving the realm of Ulgu for the realm of Ghur, Zodgrob was given the title of Brute Boss and second in command of the Bloodbreaka's.
  5. Tribe Name: Da Bloodbreaka Clan Leader: Gorfang Da Immortal War Cry: WAAAAAAGH!!! Faction: Aleguzzler Gargants, Greenskinz, Ironjawz Realm: The Realm of Beasts (Ghur), The Mortal Realms Breaking the Chains Long ago, in Age of Chaos, the Skullthumpas were a prominent Orruk tribe that terrorized the mortal realms. Led by their brutal but cunning Warboss, Gorfang, the clan claimed victories against all they came across. They sacked the impenetrable Dwarf Hold of Karaz Zulfin, brought down Warlord Korkid Da Mighty and his IronSkullz boyz, defeated the Unending Tide of Skaven and Lord Zheed in the burrows of the Forgotten City, put the horse nation of Parravin to the torch, and slayed Daemonlord Thzadrith, a champion of Khorne. While Archaon’s forces spread their presence across the realm, the Skullthumpas continued to persevere against the legions of the Dark Gods. There were so many dead enemies that the Orruks would not have to resort to eating their Grot companions. Although, this did not completely stop the Ogre chefs from whooping up Grot Stew for da boyz. Alas, the Skullthumpas would eventually meet a grisly end at the hands of Chaos. A combined host of Khorne and the Legion of Azgorh ambushed the clan in the Valley of Hargth. The weavers claimed the valley was created when a massive stone-gargant fell from the skies to his death on this spot, littering the ground with large rocks and crags, perfect for taking an enemy by surprise. Despite their fury, Gorfang’s troops were torn apart by daemon blade and fell firepower. The warboss himself was wounded but survived. Much of the army was either sacrificed to the Blood God, while the rest were taken as prisoners by the Chaos Dwarfs, including Gorfang. Very few escaped into the wilderness, including Gorfang's second in command, Urgkash da Stompa. Gorfang and his surviving boyz were marched into the Realm of Fire to the cursed hold of the Chaos Dwarfs, Zharr Haraz. For years, the former warboss slaved away in the quarries of the slave pits beneath the hold alongside his fellow Orruks, as well as slave duardin and humans. All the grots had perished, but Gorfang and most of his orcs endured, plotting and planning for a rebellion. Eventually, they rose against their taskmasters, but it ended in failure. Despite being impaled by an Ironsworn halberd, Gorfang survived. As punishment, the Dawi Zharr began using the slaves as cannon fodder for their armies as they marched across the mortal realms. More orruks perished in battle or grinded to death in the slave pits, but once more, Gorfang endured. Throughout the years, his size and strength grew with each minor victory. He continued to plot for his next rebellion, but he received aid from an unexpected host. After seizing duardin slaves from the Ankor Volghar of the continent of Zarcosia, a mighty throng of the Stormbolt Clan marched into Aqshy and laid siege on Zharr Haraz. While the Chaos Dwarfs attempted to defend their hold, a regiment of Stormbolt Rangers infiltrated the slave pits to free their kin. They attempted to escape using a long-forgotten realmgate concealed during the seizure by the Chaos Dwarfs. However, the portal was too badly damaged as Dawi Zharr reinforcements began flooding the pits. Left with no choice, the Ranger captain freed Gorfang and his Orruks in order to fight off their slavers. Swearing an oath to free the Greenskinz, the orruks were more than eager to seek revenge after decades of enslavement. Using crude tools and smuggled weapons, the orruks turned the tide and slaughtered the fallen duardin. Gorfang himself slew the Castellan of the hold, Rhagrakki Burnfist. With his demise, so too did Zharr Haraz. While the majority of the Stormbolt Clan wished to do away with the Orruks as well, the Ranger captain's oath was fufilled, though with a compromise. Gorfang and his clan would be allowed to sack the hold, but had to leave into the realm of shadows. Zharr Haraz was then raised to the ground, for the taint of chaos had tainted its once proud halls and had to be purged in order to erase the grudge from the clan's Book of Grudges. As for the orruks, they soon banded together to create a new clan. They entered slavery as Greenskinz, but earned their freedom as Ironjawz. They would be known as the Bloodbreaka's, led by the orruk who kept them alive, fought and survived the worst thrown at him at the hands of chaos, Megaboss Gorfang da Immortal. Their quest for vengeance, conquest, and liberation of the mortal realms has begun. ___________ Greetings everyone long-time Warhammer player here since 6th Edition fantasy but I have loved how the game and community has grown since Age of Sigmar began. This is going to be my army blog for my mixed Destruction forces. It will mostly focus on my Ironjawz and Greenskinz, but it will also include Moonclan Grots and hopefully Ogors in the future. In this thread, I will update the progress and construction of my armies, write lore stories surrounding my characters/armies, and battle reports from my matches. Hopefully you all enjoy it and we can share our love for the hobby. --------------- GORFANG DA IMMORTAL From his time as a warboss, to the grueling years of slavery under the Dawi Zharr, Gorfang has emerged from the ashes of those pits a free Orruk, bigger, stronger, and more cunnin' from his trials. He has survived many close calls and grievous wounds in his life: avoiding slaughter at the hands of Khone's worshipers, withstanding the vicious environment of the slave quarries, persisting in the front lines of the Chaos Dwarf armies, as well as the final rebellion that won him his freedom. This has led his followers to refer to him as Da Immortal. Yet, Gorfang is not satisfied. During his years as a slave, the megaboss claims Gorkamorka spoke to him in a dream, telling him to start gathering the downtrodden clans and uniting them into a WAAAGH! to drive out the forces of chaos from the mortal realms. Recalling his time as warboss of the Skullthumpas, Gorfang has revived his practice of adorning his armour with the heads of his fallen foes. Each one tells the story of Gorfang's trials as an Ironjaw. The taskmaster Rhagrakki Burnfist's head sits next to the ogor Turokk The Hairy, whose raiding party was stomped into the ground after they betrayed the Bloodbreaka's while escaping the Realm of Ulgu. The scalp of the Aspiring Deathbringer Kalrak Bloodmarked hangs from the belt of Gorfang after his bloodbound were broken in a vicious battle with the Bloodbreaka's, retribution for their massacre ages ago. And the monster's skull that sits on Gorfang's right shoulder? No one knows what it was, only that Gorfang went on a raid into the Realm of Ghur and returned a week later with the skull intact, along with Urgknash and an army of Skullthumpas. View Page
  6. Breaking the Chains Long ago, in Age of Chaos, the Skullthumpas were a prominent Orruk tribe that terrorized the mortal realms. Led by their brutal but cunning Warboss, Gorfang, the clan claimed victories against all they came across. They sacked the impenetrable Dwarf Hold of Karaz Zulfin, brought down Warlord Korkid Da Mighty and his IronSkullz boyz, defeated the Unending Tide of Skaven and Lord Zheed in the burrows of the Forgotten City, put the horse nation of Parravin to the torch, and slayed Daemonlord Thzadrith, a champion of Khorne. While Archaon’s forces spread their presence across the realm, the Skullthumpas continued to persevere against the legions of the Dark Gods. There were so many dead enemies that the Orruks would not have to resort to eating their Grot companions. Although, this did not completely stop the Ogre chefs from whooping up Grot Stew for da boyz. Alas, the Skullthumpas would eventually meet a grisly end at the hands of Chaos. A combined host of Khorne and the Legion of Azgorh ambushed the clan in the Valley of Hargth. The weavers claimed the valley was created when a massive stone-gargant fell from the skies to his death on this spot, littering the ground with large rocks and crags, perfect for taking an enemy by surprise. Despite their fury, Gorfang’s troops were torn apart by daemon blade and fell firepower. The warboss himself was wounded but survived. Much of the army was either sacrificed to the Blood God, while the rest were taken as prisoners by the Chaos Dwarfs, including Gorfang. Very few escaped into the wilderness, including Gorfang's second in command, Urgkash da Stompa. Gorfang and his surviving boyz were marched into the Realm of Fire to the cursed hold of the Chaos Dwarfs, Zharr Haraz. For years, the former warboss slaved away in the quarries of the slave pits beneath the hold alongside his fellow Orruks, as well as slave duardin and humans. All the grots had perished, but Gorfang and most of his orcs endured, plotting and planning for a rebellion. Eventually, they rose against their taskmasters, but it ended in failure. Despite being impaled by an Ironsworn halberd, Gorfang survived. As punishment, the Dawi Zharr began using the slaves as cannon fodder for their armies as they marched across the mortal realms. More orruks perished in battle or grinded to death in the slave pits, but once more, Gorfang endured. Throughout the years, his size and strength grew with each minor victory. He continued to plot for his next rebellion, but he received aid from an unexpected host. After seizing duardin slaves from the Ankor Volghar of the continent of Zarcosia, a mighty throng of the Stormbolt Clan marched into Aqshy and laid siege on Zharr Haraz. While the Chaos Dwarfs attempted to defend their hold, a regiment of Stormbolt Rangers infiltrated the slave pits to free their kin. They attempted to escape using a long-forgotten realmgate concealed during the seizure by the Chaos Dwarfs. However, the portal was too badly damaged as Dawi Zharr reinforcements began flooding the pits. Left with no choice, the Ranger captain freed Gorfang and his Orruks in order to fight off their slavers. Swearing an oath to free the Greenskinz, the orruks were more than eager to seek revenge after decades of enslavement. Using crude tools and smuggled weapons, the orruks turned the tide and slaughtered the fallen duardin. Gorfang himself slew the Castellan of the hold, Rhagrakki Burnfist. With his demise, so too did Zharr Haraz. While the majority of the Stormbolt Clan wished to do away with the Orruks as well, the Ranger captain's oath was fufilled, though with a compromise. Gorfang and his clan would be allowed to sack the hold, but had to leave into the realm of shadows. Zharr Haraz was then raised to the ground, for the taint of chaos had tainted its once proud halls and had to be purged in order to erase the grudge from the clan's Book of Grudges. As for the orruks, they soon banded together to create a new clan. They entered slavery as Greenskinz, but earned their freedom as Ironjawz. They would be known as the Bloodbreaka's, led by the orruk who kept them alive, fought and survived the worst thrown at him at the hands of chaos, Megaboss Gorfang da Immortal. Their quest for vengeance, conquest, and liberation of the mortal realms has begun. ___________ Greetings everyone long-time Warhammer player here since 6th Edition fantasy but I have loved how the game and community has grown since Age of Sigmar began. This is going to be my army blog for my mixed Destruction forces. It will mostly focus on my Ironjawz and Greenskinz, but it will also include Moonclan Grots and hopefully Ogors in the future. In this thread, I will update the progress and construction of my armies, write lore stories surrounding my characters/armies, and battle reports from my matches. Hopefully you all enjoy it and we can share our love for the hobby. --------------- GORFANG DA IMMORTAL From his time as a warboss, to the grueling years of slavery under the Dawi Zharr, Gorfang has emerged from the ashes of those pits a free Orruk, bigger, stronger, and more cunnin' from his trials. He has survived many close calls and grievous wounds in his life: avoiding slaughter at the hands of Khone's worshipers, withstanding the vicious environment of the slave quarries, persisting in the front lines of the Chaos Dwarf armies, as well as the final rebellion that won him his freedom. This has led his followers to refer to him as Da Immortal. Yet, Gorfang is not satisfied. During his years as a slave, the megaboss claims Gorkamorka spoke to him in a dream, telling him to start gathering the downtrodden clans and uniting them into a WAAAGH! to drive out the forces of chaos from the mortal realms. Recalling his time as warboss of the Skullthumpas, Gorfang has revived his practice of adorning his armour with the heads of his fallen foes. Each one tells the story of Gorfang's trials as an Ironjaw. The taskmaster Rhagrakki Burnfist's head sits next to the ogor Turokk The Hairy, whose raiding party was stomped into the ground after they betrayed the Bloodbreaka's while escaping the Realm of Ulgu. The scalp of the Aspiring Deathbringer Kalrak Bloodmarked hangs from the belt of Gorfang after his bloodbound were broken in a vicious battle with the Bloodbreaka's, retribution for their massacre ages ago. And the monster's skull that sits on Gorfang's right shoulder? No one knows what it was, only that Gorfang went on a raid into the Realm of Ghur and returned a week later with the skull intact, along with Urgknash and an army of Skullthumpas.
  7. Warscroll

    The Orc Bully provides bonuses for your siege machines if you play compendium Orcs and Goblins. Not only will the scared Goblin Crews not take battleshock so long as they are within 3' of the Orc Bully, he provides essential bonuses to the three siege machines to make them more reliable: Spear Chukka: You Better Hit ‘em, Runts!: Goblin Spear Chukkas are often commanded by orc overseers to ensure the crew take aim and hit their target. You can re-roll failed hit rolls when firing a Chukkin’ Spear if there is an Orc Bully from y Rock Lobber: Load it Again!: Goblin Rock Lobbers are often commanded by orc overseers to ensure the crew works to reload and fire as quickly as possible. If you roll a 6 or more to hit with a Goblin Rock Lobber’s Big Rock and there is an Orc Bully from your army within 1" of the war machine, you can immediately make another Big Rock attack at the same target. Doom Diver: Oi Tubby, You’re Next: Doom Diver Catapults are often commanded by orc overseers to ensure that only the biggest, heaviest grots are flung towards the enemy to ensure maximum damage on impact. A Divin’ Gobbo attack inflicts D6 Damage instead of D3 if there is an Orc Bully from your army within 1" of the war machine. Don't forget to leave your one-legged bully at home with compendium armies. He is essential for your siege machines to soften up the enemy for the rest of the boyz to finish off the job. Just make sure he is within range of all of your siege machines and to protect him if he is in danger. Orcs are all fighty, but those with one leg might not be as potent as their two legged brethren.
  8. Warscroll

    Coming from a Fantasy player, I enjoyed incorporating chariots in my lists. They were good at punching through the enemy line and supporting the infantry. While the latter is still true, the Orruk Boar Chariot is not reliable as it once was. PROS -Cheap (80 Points) -Fast ('9 Movement) -Tough (6 Wounds, 4+ Save) CONS -Punchless Offense (6 attacks, 4+/4+/-/1) You can take multiple chariots in Age of Sigmar, which can provide for some unique list building ideas. The Chariot can move around the field quickly to help with board control. Add in the Start Collecting battalion for Greenskinz and Chariots can become an annoyance to your enemy. Units of them can also be decent at holding down or obtaining objectives. Once they get stuck into combat, they can be there for a while if your enemy does not have any rend or good wound rolls. That's where the good ends unfortunately. The role of most chariots is to be the tip of the spear for your forces that can punch a hole in the enemy line. The Orruk Chariot is not good at this. The charge bonuses are decent: boars get to reroll hits and Scythed Wheels can deal D3 Mortal wounds...but on a 4+. Their attacks are on par with Orruk spears, but you only get six all together. It is unfortunate there is no rend, or at least the option to give the crew choppas at least. If you do mathhammer, of your six attacks, you average only two damage. That might be enough against light armoured, low model units like siege machines and scouts, but outside these two, it will struggle unsupported. The Orruk Chariot has the same issue as the rest of the faction right now: they are unpredictable. They are definitely fun to play with, and I myself am looking into getting another chariot for my Greenskinz army. Taking units of them in 2-3 is a good choice, because relying on just one is not wise unless it is in support of boar boyz or a block of boyz. So long as you do not expect them to be a game-breaking unit, and use them in a limited role on the battlefield, you can rest easy taking them in your list.
  9. Warscroll

    The majority of Grots that try to ride a Squig end up being eaten. However, enough survive that most Moonclan tribes can muster a mob or two of these unusual troops. Squig Hoppers are an unpredictable lot, sometimes covering much ground with great leaping bounces, while at others thumping along sluggishly. The riders try to control their mounts, but simply holding on and coaxing their beasts in a desired direction is as much as most can accomplish. Squig Hoppers provide a speedy option for Moonclan Armies. They can move down the field to flank embroiled enemy units or engage siege machines and support units. However, with two woulds, leadership 4, and only a 6+ save, they are not going to survive long if anything swings at them. When you also take into account the random movement (2D6) and the charge roll, you can find yourself too far away from your target or inadvertantly placing yourself too far from your support. You are going to have to accept there will be good and bad days with this unit. Hence, it is important to pick their battles wisely. You will likely have one chance to get your attacks in. The squigs themselves are fine in combat (2 attacks 4+/3+/-1/1 with an additional 2 attacks if you roll a double on the charge) but their Grot riders are weak (only one attack, 5+/5+/-/-). Nevertheless, they are a fun unit to use on the battlefield. The best number for these units is five. Having two-three units of five Squig Hoppers is good for objective grabbing and supporting your blocks of troops. 10 is the max you should do before it gets too bulky. Like I said before, there are situations where they will excel: Head-on Attack: This is strongly advised against considering a Squig Hoppers low unit count. While they can pack a decent punch, their 6+ save and 4 leadership means they won't be sticking around for long once the opponent makes their attacks Isolated Units: However, attacking a cannon crew, for example, an exposed wizard, or any isolated support character for an army that relies on chemistry (ie: bloodsecrator) are perfect targets to disrupt your opponents plan. This is what you should try to look towards most of the time. Even tying up a siege machine or wizard for a turn or two is a big help. Ranged units are also an option, but be aware you may get stuck in combat for a turn or two, and despite ranged units not being killers with their hand weapons, they can still shoot you off in their own turn. (ex: 10 Freeguild Crossbowman and 5 Judicators units are nice meaty targets for squig hoppers, but be advised, if they survive, they are going to return the favor. Avoid large blocks like Kunnin Rukk Savage Orcs or 20 unit squads) Flank/Rear Charges: Bog down a unit with a Squig Herd or a large unit of Grots with nets, then come in with the hoppers for some extra damage. Make sure you can get to an area where you can bring your numbers into combat while your opponent cannot swing back with much, or at least have to choose how to divide their attacks. Objective Grabber: If your lovable squigs hoppers have not been blown to bits late in the game, they can snag or contest last-minute objectives in scenario play. They could babysit a spot if you choose too, but large Grot squads are better in this role.
  10. Warscroll

    The Orruk Warboss is one of the most underrated heroes in the Destruction Army. While he costs the same amount as an Ironjawz Megaboss (140), who is more choppy, the Warboss more than makes up for this with his versatility and support for a Greenskinz/Orruk/Destruction army as a whole. With three weapon options, a war banner role to enhance your mob of boyz, and a command ability that eclipses the Megaboss, he is a must-add for any mixed Orruk/Destruction Army. First his stats: 6 Wounds, 5 inch movement (9 if you take a boar), 4+ Armour Save, 7 leadership. Next, the weapons options: Choppa w/Shield: Standard build and most reliable option. You get six attacks at 3+/3+/-1/1 and get to re-roll all failed armour saves. You can take this for any battle and expect your Warboss to perform admirably. Pair of Choppas: Extra killy warboss with 8 attacks instead of six at the same stat line, but you forgo the re-roll to your armour saves. Great at dishing volume of attacks to overwhelm the enemy, especially against horde armies and in one-on-one combat *These two load-outs above are your best choices for their dependability and attack output. Despite the reliability of choppa options above, the Warboss' lack of high rend and damage can only do so much against heavy hitters like Heavy Elite Infantry or Monstrous Infantry, Monsters, higher-tiered heroes like a Megaboss, Ogre Tyrant, Vampire, Lord-Cellistant, or any named character. Massive Choppa: Very Killy but not as reliable. You get 3 attacks at 4+/3+/-2/D3. The massive choppa is a good way to handle the tougher, high-armoured opponent that the single and dual choppas might struggle with. Hence, it should be selective and used if you are facing such opponents. You could potentially charge in and cleave an enemy hero off the table before he gets to attack back. However, there is a good chance you will fail to deal damage as much as you are to dealing a devastating attack. Great WAAAGH! Banner & WAAAGH! I wanted to put these two in their own separate category because these are what make the Warboss so good. Until the Greenskinz get updated by GW, both banner and ability focus on ALL ORRUKS (Greenskinz, Bonesplittas, Ironjawz). Since all three subfactions have the Orruk keyword, they all apply. This means instead of having a hero who focuses on one subfaction, the Warboss can buff an entire mixed army. You can imagine in higher point games this gets better because your roster can be diverse to include the heavy hitters from all three. The Banner allows you to re-roll all wound rolls of 1 for Orruk units from your army that are within 16" of a Great Waaagh! Banner when they attack in the combat phase. This includes your turn and your opponents. The '16 inch range is great because it casts a wide net around the board, allowing you to strengthen your control on an objective, reinforcing a key objective to turn the tide, or allowing you to break through enemy lines. He is probably best foot-sloggin with your horde infantry for support unless you have an all cavalry army. Be advised he should not see combat: only four attacks at 2' range with 4+/4+/-/- which won't accomplish a lot. The WAAAGH! ability allows all Orruk units from your army that are within 12" when they attack in your next combat phase are frenzied. All models in these units make 1 extra attack with all of their melee weapons. Though only limited to that turn's combat phase, but the potential for destruction is limitless. This means a horde of 30 Orruks, for example, can make four attacks, your Brutes and Gore-Gruntas get 4-5 attacks, and your Kunnin' Rukk Arrowboyz get an extra shot on top of all their ranged attacks. Hopefully this quick guide will help you consider the merits of taking the Orruk Warboss. He can hold his own in combat, but his support for the rest of an Orruk Army is too good to pass up on