Before I begin, I wanted to clarify that when I discuss anything that involves a dice roll then I will refer to the average dice roll. For example, an average run roll being 3-4″ (average of 3.5 on one die).
This does mean that depending on how lucky your dice rolls are you can achieve more or less than the amount specified. But to keep it simple and for comparison purposes we will always refer to the average.
Gutrippaz are the main battleline of the Kruleboyz faction. In the current meta many players opt to play as Big Yellers and so Man-Skewers are used in place of these usually, with possibly only a single Gutrippaz unit appearing in the army.
They can kick out quite a few mortal wounds especially when buffed by Sludgeraker Venom and Poison from the Swampcalla Shaman. Buffed with these they can cause on average 7 mortal wounds totalling 7 damage as well as another 3-4 standard hits also causing a further 3-4 damage on average before saves.
Unit of Gutrippaz can be used as screens if necessary, they do have more survivability than Hobgrot Slittaz. They may be a little pricey for this role however.
You could use Supa Sneaky and have them move up the battlefield early doors to either claim objectives or get them in combat quicker. Being 9″ away from an enemy on turn 1 with an average 8″ charge (thanks to the musician) means that they have a 91.6% chance of making their charge.
Their main role is to claim objectives however, near or far. They can dish out some hurt but not as much as you may expect for 180 points. To dish out more pain they would need buffs from other units to do so.
Grinin’ Blades’ Out of Da Mists applies to the Gutrippaz, meaning shooting attacks cannot affect this unit on the first turn as long as it remains beyond 12″ of an enemy unit.
Crawly Swarm the Skullbugz allegiance ability will mean that potentially the unit can have units attacking it at -1 to hit. This only applies if an enemy is within 3″.
Killaboss units are able to use their skill All part of da plan with Gutrippaz, allowing them to only lose 1 model to battleshock if they’re within 3″. As this unit is very expensive, this can be a wise strategy to keep them around.
Generals with the Egomaniak command trait can use Gutrippaz to offload their wounds on a 4+ to. But when this unit is so expensive do you really want to do that? Situational perhaps.
The Supa Sneaky command trait can also be used on Gutrippaz to move them up the battlefield at the beginning of the battle to claim objectives or place them almost within charge range of a juicy target.
As this is a Kruleboyz Orruk unit they’ll benefit from Venom-encrusted Weapons meaning that to hit rolls of 6 are treated as mortal wounds. This can be further enhanced when near either the Snatchaboss on Sludgeraker Beast or Swampboss Skumdrekk who can add 1 to the number of mortal wounds caused on a 6 via their ability Sludgeraker Venom.
Speaking of their Venom-encrusted Weapons, these can be buffed by the Swampcalla Shaman with Pot-Grot who can grant them Poison, this would mean they cause mortal wounds on 5 or 6. Bear in mind that the previously mentioned Sludgeraker Venom doesn’t work on rolls of 5 in this case and still only applies to the hit rolls of 6.
The Swampcalla Shaman and Pot-Grot can also grant the Gutrippaz an Elixir which will add +1 to its save. Though if you can you’re much better attempting the Covered in Mud Dirty Trick.
This unit can benefit from the Kruleboyz Waaagh meaning they get to fight immediately after you General in the combat phase.
Another option is to have them near a Marshcrawla Sloggoth to take advantage of its Krew Drummer ability giving them +1 to hit in melee.
The Gutrippaz can use Dirty Tricks: Covered in Mud at the start of the game. Though you’d probably be better off using this on your shooting units that you don’t want picked off at range.
Summon Boggy Mist spell can add 1 to the Gutrippaz charge rolls.
You can also use the Murknob with Belcha-banna‘s ability Power of Kragnos to give this unit a 5+ ward save against the effects of spells or Endless Spells.
The Rogue Idol will add 1 to this units Bravery.
This unit has no missile attacks.
No rend attacks with a fairly standard threat range of 13″ (movement + charge + 1″ extra if this unit contains a musician).
|Attack||Threat Range||# of Attacks||Av # of Hits||Av # of Wounds||Damage Output (Pre-save)|
|Wicked Stikka||13″||21||7.0 +3.5mw||3.5 +3.5mw||3.5 +3.5mw|
|Wicked Hakka||13″||21||7.0 +3.5mw||4.6 +3.5mw||4.6 +3.5mw|
Looking at the damage after saves:
|Save||Stikka Unsaved Damage||Hakka Unsaved Damage|
|–||2.9 +3.5mw||4.6 +3.5mw|
|6+||2.3 +3.5mw||3.8 +3.5mw|
|5+||1.8 +3.5mw||3.1 +3.5mw|
|4+||1.2 +3.5mw||2.3 +3.5mw|
|3+||0.6 +3.5mw||1.5 +3.5mw|
These fellas are two wounds each with a 5+ save, which amounts to 20 wounds for 180 points.
Bravery 5 means they won’t hang around either, so consider using All Part of Da Plan to keep them around.
Twelve unsaved wounds on this unit will likely see the last fleeing to battleshock. This means to remove them from play in a single turn an opponent should look to score 21 damage on them before saves to ensure enough are killed to see the rest flee in battleshock.
|Missile Damage Output||–|
|Melee Damage Output||2.9 / 4.6 +3.5mw (13″ Threat)|
|Total Wounds||20 (9pts per wound)|
|Resilience||21 Hits (Pre-Save)|
|Cost||180 Points (18pts per Model)|