Write My Tournament Army – Part 2

Last week I asked you all to get involved with the writing of my tournament army for the Age of the Dark Gods tournament, run by Savage Hammer Gaming.

I thought it could be fun to see what Kruleboyz army you would all choose for me to run at this event, and so far you haven’t disappointed! Last week you chose which sub faction the army should be as well as which model should be the General and what their command trait is.

The responses were fairly clear cut after only a day or so. You all chose Big Yellers as the sub faction, which will give me an extra 3″ range on my Man-Skewers and Killbows in the first turn as well as the ability to re-roll 1’s when shooting. You also decided that the model to lead the army should be the Snatchaboss on Sludgeraker Beast. This guy is expensive, but worth his points, giving all nearby Kruleboyz units the ability to add 1 to the number of mortal wounds caused on 6’s. Then you gave him Supa Sneaky which gives him the ability to set up a Kruleboyz unit anywhere on the battlefield 9″ away from the enemy.

Off the bat, it’s differed to what I would have chosen personally. While I would have included a Sludgeraker, I may have been more inclined to not make it a General and instead go with the Killaboss on Great Gnashtoof for the speed and the +1 to hit in combat after the charge.

Here’s the list so far:

Allegiance: Kruleboyz
Subfaction: Big Yellers
– Mortal Realm: Ghur
Grand Strategy:
Triumphs:

LEADERS
Snatchaboss on Sludgeraker Beast
(315)
General
– Command Trait: Supa Sneaky

Total: 315 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 14
Drops: 1

Next up we need to choose the first of our three essential battleline units.

Battleline Units

The Kruleboyz aren’t spoilt for choice here, and there are only two options with Big Yellers.

Notes

  • Both benefit from Venom-Encrusted Weapons causing mortal wounds to hit rolls of 6.
  • Both can benefit from our Snatchaboss on Sludegraker Beast who can add 1 to any mortal wounds they cause on hit rolls of 6.
  • Both can benefit from nearby Swampcalla Shaman and Pot-Grots who can grant poisons, giving these units the ability to cause mortal wounds on hit rolls of 5 or 6.
  • Both can benefit from nearby Swampcalla Shaman and Pot-Grots who can grant elixirs, giving these units the ability to add +1 to their save rolls.
  • Both can benefit from nearby Murknob with Belcha-Banna who can give them a 5+ ward save against spells or the effects of Endless Spells.
Gutrippas
Some of my Dominion Gutrippas ready for action

Notes: This is one unit that could be teleported to within 9″ of the enemy using the command trait Supa Sneaky.

Pros
Tough(ish) – One benefit of these guys is that they have two wounds each, meaning a 10 man unit is worth 20 wounds on the tabletop.
Attacks – Each model gets two attacks with 4+/4+ on the stikka (above) or 4+/3+ with the hakka, no rend and 1 damage. The Champion also gets an additional attack meaning a unit of 10 can dish out 21 attacks, thats an average success of 5 hits with the stikka or 7 hits with the hakka.
Charging – You can add 1 to their charge rolls if the unit includes a musician.
Scary Boyz – Has the potential to force the enemy to subtract 1 from their hit rolls when attacking this unit.
Cons
Expensive – At 180 points for ten models, you won’t want to be throwing them at the enemy without good reason. 18pts per model.
Low Bravery – Like most Orruks, these guys only have Bravery 5, which can be increased to 6 with the banner model.
Man-Skewer Boltboyz
Some of my Boltboyz
Pros
Hit at Distance – With these boys, if they don’t move they can shoot 24″ across the table (2+/3+). Each one making one shot and the boss making two. Not bad. I mean they’re not Longstrikes but….
Cons
Low Model Count – At 120 points for three models, they’re expensive (40pts per model). But does their range make up for this?
Low Bravery – Like most Orruks, these guys only have Bravery 5, which can be increased to 6 with the banner model.
Poor Shooting when Moved – If they move then their shooting ability gets cut drastically (4+/3+). With their range going from 24″ down to 12″. However the number of shooting attacks increase by 1.

Next Week

What should our next choice involve next week?

2 thoughts on “Write My Tournament Army – Part 2”

  1. I’d personally go for a mix on the Battleline. 1 x 3 Bolt Boyz / 1 x 6 Bolt Boyz, 1 x 10 Gutrippaz, 1 x 20 Gutrippaz (spears!)

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