Part of our Orruk Warclans hub: every Orruk Warclans guide, lore page and painting tutorial in one place. Browse all Age of Sigmar army lists.
The Ironjawz are the biggest, meanest and most heavily armoured orruks in the Mortal Realms, and they have one plan: charge. There’s almost no shooting in the army. Instead you get tough infantry in thick armour, pig-riding cavalry and a Megaboss on a huge Maw-krusha, all of whom want to be in combat as soon as possible.
That makes them one of the easiest armies in Age of Sigmar to learn. Your units are tough enough to forgive mistakes, and your job each turn is simple: get stuck in. This page gives you a 1,000-point list built on the Ironjawz Bigmob Spearhead and a full 2,000-point army. For the background on the warclans, see our Orruk Warclans army guide.
A quick note on rules and points
The Ironjawz use the Orruk Warclans battletome, the 4th Edition book they share with the Kruleboyz, released in early 2025 alongside the Bigmob box. Games Workshop’s free updates since then also apply, and matched play uses the General’s Handbook 2026-27.
Points come from Games Workshop’s Battle Profiles, October 2026 document, published on 28 October 2026. All four Ironjawz battle formations, every battletome heroic trait and artefact, and the Lore of the Weird, Warbeats and Manifestations of Gorkamorka lores are free. The paid extras are optional seasonal ones from the General’s Handbook (some artefacts, plus monstrous traits at 10 points each), and our lists don’t use them.
Points as of Battle Profiles, October 2026 (published 28 October 2026). Check the Warhammer Age of Sigmar app before you play.
How army building works at 1,000 and 2,000 points
Our Age of Sigmar points explained guide covers army building in full. Here’s what matters for Ironjawz:
- Battle size. The General’s Handbook 2026-27 battleplans are designed for 1,000- or 2,000-point games. 2,000 is the event standard, and 1,000 is perfect for learning.
- Regiments. Each regiment is one Hero plus up to three non-Hero units, and your general’s regiment can take up to four. You can take one to five regiments.
- Headstompas and Tusk Wranglers. Some heroes can join another hero’s regiment instead of leading their own. A Warchanter, Weirdnob Shaman or foot Megaboss can join as a Headstompa, and a Tuskboss on Maw-grunta can join as a Tusk Wrangler. Each joining hero takes up one of the regiment’s unit slots.
- Unit sizes. Ardboyz come in units of 10, Brutes in 5, and Brute Ragerz, Weirdbrute Wrekkaz and Gore-gruntas in 3. The Spearhead’s two units of five Ardboyz become one unit of ten in a full game. Reinforcing a unit doubles its size and its points.
- Auxiliary units sit outside regiments. The player with fewer of them gets an extra command point each battle round, and every auxiliary after the first costs an extra 20 points. Our lists don’t use any.
- Extras. One battle formation, one heroic trait, one artefact (never on a Unique hero like Gordrakk), plus a spell lore, a prayer lore and a manifestation lore.
List 1: Bigmob Brawl (1,000 points)
This list starts with the Ironjawz Spearhead, the Ironjawz Bigmob: a Megaboss, ten Ardboyz, five Brutes and three Brute Ragerz. That’s 540 points in full Age of Sigmar. A second regiment led by a Warchanter adds pig-riding Gore-gruntas and a second unit of Brutes.
| Regiment | Unit | Points |
|---|---|---|
| General’s regiment | Megaboss (general; heroic trait: Mega Bossy; artefact: Armour of Gork) | 120 |
| General’s regiment | 10 Ardboyz | 160 |
| General’s regiment | 5 Brutes | 160 |
| General’s regiment | 3 Brute Ragerz | 100 |
| Regiment 2 | Warchanter | 110 |
| Regiment 2 | 3 Gore-gruntas | 160 |
| Regiment 2 | 5 Brutes | 160 |
| Total | 970 / 1,000 |
Battle formation: Ironjawz Brawl (free). When an Ironjawz unit rolls an unmodified 8 or more to charge, it gets an extra attack with its melee weapons that turn.
Prayer lore: Warbeats. Manifestation lore: Manifestations of Gorkamorka.
How it plays. The Ardboyz go up the middle and take the central objective. They’re well armoured and can deal extra damage with their shields. The Megaboss walks with them. He’s your best fighter on foot, and he can give a nearby unit an extra attack per model, so put that on whichever unit is about to swing.
The two units of Brutes are your elite hitters. They’re very good at winning objective fights against units made of smaller, weaker models. The Brute Ragerz strike first on the turn they charge, so send them at something dangerous that you’d rather not let hit back. The Gore-gruntas are your fast unit. They’re ideal for grabbing a far objective or hitting the flank of a unit that’s already fighting your infantry.
The Warchanter is a priest. His Warbeats can boost charge rolls, heal a unit or give a unit +1 damage in combat, so keep him close to whichever regiment is doing the most fighting. The 30 spare points can earn you an extra command point in the first round.
What to buy: the Ironjawz Bigmob Spearhead, a Warchanter, a box of Gore-gruntas and a second box of Brutes.
List 2: Maw-krusha Waaagh! (2,000 points)
List 2 puts a Megaboss on Maw-krusha in charge: a huge, fast monster that hits like a truck. It then adds a wizard, more Brutes, the Tuskboss on Maw-grunta and Weirdbrute Wrekkaz, which you build from the same kit as the Brute Ragerz.
| Regiment | Unit | Points |
|---|---|---|
| General’s regiment | Megaboss on Maw-krusha (general; heroic trait: Mega Bossy) | 310 |
| General’s regiment | Warchanter (Headstompa) | 110 |
| General’s regiment | 20 Ardboyz (reinforced) | 320 |
| General’s regiment | 5 Brutes | 160 |
| General’s regiment | 3 Brute Ragerz | 100 |
| Regiment 2 | Megaboss (artefact: Armour of Gork) | 120 |
| Regiment 2 | Weirdnob Shaman (Headstompa) | 110 |
| Regiment 2 | 5 Brutes | 160 |
| Regiment 2 | 3 Weirdbrute Wrekkaz | 90 |
| Regiment 3 | Tuskboss on Maw-grunta | 270 |
| Regiment 3 | 3 Gore-gruntas | 160 |
| Regiment 3 | 3 Weirdbrute Wrekkaz | 90 |
| Total | 2,000 / 2,000 |
Battle formation: Ironjawz Brawl (free). Spell lore: Lore of the Weird. Prayer lore: Warbeats. Manifestation lore: Manifestations of Gorkamorka.
How it plays. The general’s regiment is your main battle line. Twenty Ardboyz hold the centre, and the Brutes and Ragerz punch through whatever is in front of them. The Warchanter keeps them fighting. The Maw-krusha is your wrecking ball. It moves fast, can hunt enemy monsters and heroes, and makes a great target for the faction’s Waaagh!, which gives nearby Ironjawz +1 to charge and +1 attack in melee for a turn.
Regiment 2 is your second fighting block. The Weirdnob Shaman is your only wizard, and his spells can give a unit extra hits in combat, damage enemy wizards or move a friendly unit across the board. The third regiment is your fast flank. The Tuskboss and Gore-gruntas charge down one side of the board while the enemy is busy with your main line.
This list spends every point, so you won’t get the extra command point for underspending. In exchange you get the maximum number of hard-hitting orruks on the table.
What to buy (on top of List 1): a Megaboss on Maw-krusha, a Weirdnob Shaman, a Tuskboss on Maw-grunta, another box of Ardboyz, and two more boxes of Brute Ragerz built as Weirdbrute Wrekkaz. You’ll also need a second foot Megaboss.
General tactics
Charge every turn you can. Ironjawz rules almost all reward charging. Your Mighty Destroyers battle trait lets one unit make an extra move in your hero phase, which can put it in combat early or bring a unit that’s just out of range closer.
Time your Waaagh! The Ironjawz Waaagh! gives nearby units +1 to charge rolls and +1 attack in combat for a turn. Use it on the turn your main line hits the enemy, not on turn one when nothing is in range.
Lead with armour. Ardboyz and Brutes are tough. Let them take the first hits and absorb charges, so the Ragerz and Gore-gruntas can hit back on your terms.
Pick fights you can win. Brutes are best against hordes of small models, and the Maw-krusha is best against big targets. Match them up rather than throwing everything at the nearest enemy.
Keep the priest and wizard in range. Warbeats and spells have limited range, and they make a big difference in combat. Don’t leave your Warchanter and Weirdnob behind the fighting.
What to buy first
- Spearhead: Orruk Warclans (Ironjawz Bigmob). The core of both lists, and a complete Spearhead army on its own.
- Warchanter. Cheap, and his Warbeats help every unit he’s near.
- Gore-gruntas. Your fast unit for grabbing far objectives.
- Brutes. A second unit gives you two elite blocks.
- Megaboss on Maw-krusha. The big centrepiece once you move up to 2,000 points.
If you’re torn between the two orruk armies, our Kruleboyz vs Ironjawz Spearhead comparison explains the difference. When you’re ready to paint, our Orruk Warclans painting guide covers green skin and Ironjawz yellow armour.
Common mistakes
- Waiting around. Ironjawz are a combat army. Holding back to “see what happens” wastes their strengths.
- Using the Waaagh! too early. It only lasts a turn. Save it for when your main units are about to charge.
- Splitting the Ardboyz. In a full game they come in units of 10, not 5. Keep them as one big unit holding the centre.
- Forgetting Headstompa slots. A Warchanter or Weirdnob joining another hero’s regiment uses up one of that regiment’s unit slots.
- Throwing the Maw-krusha in alone. It’s tough, but it’s also your most expensive model. Charge with support so it isn’t surrounded.
Frequently asked questions
Is the Ironjawz Spearhead enough for 1,000 points?
No. The Ironjawz Bigmob comes to 540 points in a full game. Add another regiment, such as a Warchanter with Gore-gruntas and Brutes, to reach 1,000.
Are Ironjawz good for beginners?
Yes. They’re one of the simplest armies in the game. Your units are tough, have no shooting to manage and all want to do the same thing: charge.
Can Ironjawz and Kruleboyz be in the same army?
Not normally. They share the Orruk Warclans battletome but are separate factions, so an Ironjawz army is built from Ironjawz units. Check the current Armies of Renown if you want to mix them.
Can I use Gordrakk in my army?
Yes. Gordrakk, the Fist of Gork costs 320 points. He’s a Unique hero, so he can’t take a heroic trait or artefact. He’s a strong alternative general to the Maw-krusha Megaboss in List 2. For the lore, see Gordrakk vs Kragnos.
Can Ironjawz take Kragnos?
Yes. Kragnos, the End of Empires is listed in the Ironjawz battle profiles at 580 points, so he only really fits in a 2,000-point list.
What colour are Ironjawz usually painted?
The best-known Ironjawz scheme is bright yellow armour, the colours of the Ironsunz warclan, with green orruk skin. Other popular warclans include the red-armoured Bloodtoofs. Because Ironjawz armour is made of large, flat plates, it also suits checks, glyphs and battle damage, and plenty of players invent their own warclan colours.
Related guides
Browse every faction in our Age of Sigmar army lists hub. New to the game? Start with how to play Age of Sigmar. For the Ironjawz’ swamp-dwelling cousins, see our Kruleboyz army list, and for more Destruction, try the Sons of Behemat army list.
