Age of Sigmar: Orruk Warbands – The Big WAAAGH!!!
The Orruks are getting a brand new battletome and today we’re getting a preview with a new Faction Focus!
The Ironjawz and the Bonesplitters are joining forces to create a new battletome worth of Gorkamorka – Orruk Warclans is a twin-headed beast that promises a ton of new stuff for both armies. Run them separately as distinct fighting forces or combine them for the Big WAAAGH!!! However you want to play your Orruks, you’re going to be able to do just that!
In this book, you’ll find absolutely everything you need to field an Ironjawz or Bonesplitterz army, with both factions receiving improved allegiance abilities, their own spell lores, command traits, mount traits, artefacts, and all the good stuff you’d expect from a contemporary Warhammer Age of Sigmar army. Both forces are free to ally with one another, or join forces as part of the Big Waaagh!
With a ton of new rules heading in Orruk players directions, we think it’s best to divide and conquore. Let’s start off with the Ironjawz!
Jaws of Iron
One of the new battle traits the Ironjawz are getting is going to cause some problems for your ranged opponents in both the hero and shooting phases. Why? Because those Orruks are Mad As Hell!
This has the potential to move a unit an extra 2D6 inches. And if you’re particularly cunning, you could even hit your OWN units with Endless Spells just to send them flying forward. The Ironjawz are going to be surprisingly fast – Orruks are always itching for a crumpin’ and now they are going to be able to get there in no time at all!
Another fun fact – all the internal sub-factions for the Ironjawz are ALSO getting new abilities, command abilities, command traits and artefacts of power. As an example, if you wanted to run an Ironsunz Ironjawz list, you’d have access to Ironsunz Kunnin’:
There promises to be a whole lot more options in the Ironjawz’ toolbox in the future!
The Bonesplitterz
If you thought the Ironjawz were fast then check out the Bonesplitterz new ability – Tireless Tracker:
Half your units get a free 5″ move at the start of the game! That means in many battleplans, you’re going to be within charge range on turn one…with a little luck. And for those other battleplans where you’re not, you can bait your enemy into deploying up close and then using your move to slide backwards to make the charge harder for your opponent. Sneaky-sneaky!
Warpaint was and still is a favorite for the Bonesplitterz. Thankfully for them, it hasn’t changed. That extra save helps add some much needed resilience to the army.
That 6+ save vs all allocated wounds can really add up. Another fan favorite was the Monster Hunter rule. In the new book, it’s getting a tweak that is going to improve it’s usefulness even more. Players will now be able to choose between three options instead of having to randomly roll.
And when your units DO slay a monster unit, they become immune to battleshock tests for the rest of the turn!
Much like the Ironjawz, the Sub-factions of the Bonesplitters are each getting their own set of rules. Drakkfoot isn’t going to just hunt monsters – they are going Ghost Hunting, too!
Are you Ethereal? That doesn’t work on these boyz. Do you have wound negation? That doesn’t work either. On the flipside, The Bonegrinz force your opponents to charge – and once locked in, they can’t run!
Oof! If you’re planning on a Gunline army, watch out for this batch of Orruks. That could seriously throw a wrench into your well laid battleplan.
The Big WAAAGH!!!
“This is where things get really interesting. The Big Waaagh! is a new set of allegiance abilities that allows you to combine Bonesplitterz and Ironjawz in one unstoppable horde, charged up with the devastating energies of the Waaagh! itself. “
This is the army you can run when you can’t decide on which one you like more. Run them BOTH! This army will generate WAAAGH! points every turn which. Your Warchanters, Wardokks, and Wurrgog Prophets will generate points, too. These points are cumulative and provide army-wide boosts. The longer the battle goes on, the more WAAAGH! points you’ll get, and the more points you have, the stronger the boost!
Here we have just TWO of the abilities that will trigger once you get to their respective thresholds. +1 to hit and +1 to wound for the entire army? Sure, why not! You can also spend those points for other abilities as well – like Da Big WAAAGH!
Now, this does have the possibility of cashing in all your points. Most likely you’ll halve them. And if you’re really lucky, you’ll get to keep them on a 6! Can you imagine your entire army getting +1 attack (and the other bonuses of +1 to hit and wound) AND whatever else is on that chart?! That could be a literal game changer for the Orruk Horde.
This is just the tip of the Greenskin iceberg that will be slamming on to the tabletop soon enough. Pre-orders go up this weekend!
Da Boyz is back in town.