1st
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Snapping Strike***: Strike. A basic attack that does extra damage. Pretty standard for 1st level maneuvers.
Angering Smash**: Strike. This specifies that you need to make a shield bash, which means you need a shield. Since Warders specialize in tanking, they probably have a shield, but shield bashing is harder to improve damage wise than regular attacks. But the benefit to your allies will be noticed. At low levels, a -4 to attack is almost a guaranteed miss.
Stance of the Defending Shell***: Stance. A scaling untyped bonus to your shield AC is pretty good for a shield focused tank, but as with any shield focused maneuver, if you aren't using a shield, you aren't using this.
Iron Shell****: Counter. Right from the start, Iron Tortoise offers you great counters at a discounted price. Because of the warder's full BAB and their presumably high AC this is pretty much a nope to a single attack.
Snapping Turtle Stance****: Stance. This grants you the equivalent of a feat (improved shield bash) and increases your damage when you shield bash. Stuff like this makes the hilarious concept of a dual shield wielder not only possible, but powerful.
Throwing Shell***: Strike. Did you know Captain America was a Warder? That's what this maneuver turns you into. A ranged shield bash (with a better range increment than most thrown weapons) that returns to your hand as a free action? Yes please.
2nd
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Enraging Strike***: Strike. Firstly, this either does +5 or +10 damage depending on whether you read the short text or the long text, but in either case it gives you a chance to force your opponent to attack you. They need to succeed on a Will Save or their next round must be spent trying to attack you. There are several downsides to this maneuver though: 1st, it requires a Will Save; 2nd, The target must have an Int Score of 1 or higher (so no use against the party barbarian :smalltongue:); 3rd, the opponent gets a bonus to hit you; 4th, the nature of the attack made against you is up to your opponent. So this maneuver does what it advertises, but doesn't give you the means to capitalize on forcing your opponent to target you.
Tactical Snap***: Strike. This is pretty straightforward. Attack your opponent and get a free trip attempt with a bonus and no AoOs. While in 3.5 tripping was king, in Pathfinder its much less amazing.
Shell Defense**: Counter. Shell Defense (or Defensive Shell, as its referred to in the short text) offers your adjacent ally your Shield Bonus to AC +2 or a +2 bonus to their shield AC whichever is higher. I'm not a fan of this maneuver, its good at protecting an ally, but only one such ally and only if they're taking an attack that targets AC. It really becomes a problem in that it doesn't specify a duration for how long they get the shield bonus (one attack, one round, forever?).
Taunting Turtle***: Boost. A ranged taunt as a swift action ought to rate at least a blue right? Sadly, it requires a Will Save and requires your target to have an int score of either 2+ or 3+, which is a big deal, since it determines whether or not this can be used on most animals.
Enduring Shell****: Counter. Your shield bonus, should you choose to use it, will be pretty hefty, and adding it to a saving throw is a great way to make sure you don't get mind controlled or turned into jello. I could see this being used all the way to level 20.
3rd
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Greater Snapping Strike***: Strike. Standard damage increase for this level, but the ability to ignore DR is a nice bonus.
Tortoise Defense*: Boost. You can reduce your movement speed to increase your AC. Your AC is going to be huge, your movement speed? Less so. You need to be able to move so that you can get to where your allies need you.
Burnished Shell****: Counter. This is a limited counterspell (it only affects spells that target you directly) but its an almost guaranteed success since your BAB should very nearly match your opponent's CL, and your shield bonus helps too.
Iron Tortoise Stance*****: Stance. Threatened area is the big thing for tanking in Pathfinder, so any increase you can get is going to greatly increase your effectiveness as a tank. The boost to CMD helps keep you where you need to be, on your feet and between your allies and your enemies. The extra Attack of Opportunity isn't great, but I wouldn't turn it away.
4th
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Smashing Shell***: Strike. The short text seems to imply that this attack should be made against your opponent's Flat Footed AC, but the long text makes no mention of this. Without the reduction in your foe's AC this is really just an average maneuver. The chance to Daze saves it somewhat.
Snapping Riposte*: Counter. This is the exact opposite of what a counter should be. It doesn't actually help you avoid an attack or spell, it just gives you a chance to counterattack with a pitifully small bonus to the roll. And if your opponent attacked you at range? Oh well.
Aggravated Wounds****: Boost. This is the kind of thing that you want to do as a tank. Any attacks you make for the round impose a hefty penalty to your targets' attack rolls. Assuming they survuve, they'll have to come after you or they'll never be able to hit anything.
Ricochet Shell***: Strike. If your targets are close enough together, you can shield bash four enemies in one go. They take extra damage, although each subsequent foe takes less damage.
5th
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Vicious Snapping Strike****: Strike. The damage is average for this maneuver, but the no save rider is great. Its tough for your foes to get anywhere if you halve their speed.
Turtle Knight’s Stance*: Stance, In the Book of Nine Swords, there was a discipline called Stone Dragon. It was a good defensive discipline, but had one major drawback: you lost the benefit of most stances if you moved more than 5 ft in a round. This is even worse. You get great benefits, but if you move, say goodbye to your Improved Uncanny Dodge and AC/CMB bonus.
Shell Shock**: Strike. I want to like this maneuver more. It does some really nice things, namely sending your opponent flying, but the damage is sub par and reflex saves are easily avoided. I'd still use it just for the times it does work though.
Quick Snap**: Counter. Yet another counter that requires you to get hit, at least this one makes sure you'll get a chance to counter attack, because it can only be triggered by a melee attack.
6th
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Mithral Tortoise Stance**: Stance. This reduces your armor's weight by one stage (from heavy to medium, medium to light) and stacks with the mithral property. It grants you a +2 bonus to AC and CMD and halves your armor's ACP. This stance is almost better out of combat, because it lets you move more freely in your armor and most skill checks are made outside of combat.
Throwing Shell Cyclone***: Strike. An AOE centered on yourself that does as much as a fireball. A 20 ft radius is going to hit a lot of foes, but you just don't have the ability spellcasters do to increase damage or spread for their AOEs.
Snapping Turtle Rush**: Strike. A charge attack is usually the purview of Primal Fury, and this has all the hallmarks. Its solid for its level, but if you want damage look outside this discipline.
Steel Shell****: Counter. This is where counters should be. Even if you fail to negate the attack (unlikely), you still reduce the incoming damage. Less good against magic attacks though, so it doesn't quite pull a purple rating.
7th
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Cyclonic Shell Crush**: Strike. Melee AOE usually gets a bump from me because its something that melee needs. Sadly, this one just doesn't pack the punch of other such abilities. Its damage bonus is low and while dazing multiple enemies is great, I just never see it being that successful. Better to kill your opponents right out.
Iron Defender’s Riposte*****: Counter. There are almost no counters that can be used to protect an ally, making Iron Defender's Riposte a very useful maneuver. The fact that its actually good is even better.
Unlimited Aggression****: Boost. I'd rate this purple if it could affect any enemy with an Intelligence score, but forcing everything within 60 ft to target you makes for a powerful aggro effect. Its a swift action too, which is even better.
8th
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Glorious Shell Shock***: Strike. Again, Iron Tortoise falls short on the damage dealing potential, but this scores big on its ability to target multiple opponents at once and send them flying.
Adamantine Shell*****: Counter. Standard fare for counters in Iron Tortoise, negating an attack easily. Even if you fail, gaining DR 50/- against the attack might just negate it anyway.
Turtle General’s Stance****: Stance. Its like having a persistent counter against any line or cone effect and getting a shield bonus on top of this. The problem of halving your movements speed rears its ugly head again, but at least you can move, unlike turtle knight stance.
9th
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Invulnerable Shell of the Iron Tortoise*****: Counter. While certainly an apt and descriptive name for the ultimate counter, I prefer to call this "nope." Automatically negating any harmful effect against you and any adjacent allies is just too cool for school. Just make sure you're not caught flat footed.