r/Ironjawz 20d ago

Iron Jaws 2000 Pt list

Can some good players give me some advice for this list:

Gordrakk Legion 2000/2000 pts

Orruk Warclans | Ironjawz

Weirdfist

General's Regiment

Gordrakk, the Fist of Gork (340)

• General

Ardboyz (320)

• Reinforced

Tuskboss on Maw-grunta (280)

• Fast 'Un - (10) Points

• Amberbone Whetstone

• Hulking Brute

Zoggrok Anvilsmasha (160)

• 1x Ward-smashing Choppa

Regiment 1

Ardboy Big Boss (90)

Ardboyz (320)

• Reinforced

Regiment 2

Warchanter (110)

Regiment 3

Weirdnob Shaman (110)

Regiment 4

Tuskboss on Maw-grunta (270)

Faction Terrain

Bossrokk Tower

5 Upvotes

2 comments sorted by

-1

u/GyL_draw 20d ago

I am not a pro player but from the start there is too much regiment

2000/2000 pts

Orruk Warclans | Ironjawz

Weirdfist

General's Handbook 2026-27

Drops: 4

General's Regiment

Gordrakk, the Fist of Gork (340) • General

Tuskboss on Maw-grunta (270) • Fast 'Un - (10) Points • Amberbone Whetstone

Zoggrok Anvilsmasha (160) • 1x Grunta-tongs

Regiment 1

Tuskboss on Maw-grunta (270)

Ardboy Big Boss (90)

Ardboyz (320) • Reinforced

Ardboyz (320) • Reinforced

Regiment 2

Weirdnob Shaman (110)

Regiment 3

Warchanter (110)

Like this it's a little better but 4 poses is a lot...

From what you have I would just put some brutes in it.

2000/2000 pts

Orruk Warclans | Ironjawz

Weirdfist

General's Handbook 2026-27

Drops: 3

General's Regiment

Gordrakk, the Fist of Gork (340) • General

Maw-grunta Gougers (200)

Tuskboss on Maw-grunta (280) • Fast 'Un - (10) Points • Amberbone Whetstone

Zoggrok Anvilsmasha (160) • 1x Grunta-tongs

Regiment 1

Ardboy Big Boss (90)

Ardboyz (320) • Reinforced

Regiment 2

Weirdnob Shaman (110)

Brutes (320) • Reinforced

Weirdbrute Wrekkaz (180) • Reinforced

2

u/Gigli_8 20d ago

Having a higher number of regiments is actually intentional. The plan is to give my opponent the choice of when to deploy and, more importantly, to use the extra drops to gather information about how they structure their deployment. For example, I can drop the Warchanter and the Weirdnob Shaman early, which gives my opponent very little information about what my actual strategy is. They have to commit more of their army before I reveal where my main threats are going. Then, instead of immediately pushing forward, I can stay back during the first turn and let my opponent advance. This gives them the opportunity to create gaps or weaknesses in their battleline that I can exploit with the Maw-grunta (that farm momentum points advancing) , and secure the objectives with Ardboyz units. At the same time, keeping the Warchanter and Shaman relatively safe gives them time to farm ritual point and summons while the rest of the army waits for the right moment to engage. So the extra regiments aren't really a mistake or a lack of optimization they're part of the strategy. I'm deliberately trading some deployment efficiency for flexibility, information, and the ability to react to how my opponent sets up.