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.
Swampcalla Shamans appear in almost all Kruleboyz tournament armies due to their abilities to buff nearby units with either Poison (Mortals on 5 and 6’s to hit instead of just 6’s) or Elixir (+1 to save rolls). One option is to park them near your missile units constantly giving them Poison while.
Using Poison or Elixir does mean that you won’t be able to cast however, so bear that in mind.
The Spells aren’t too bad either, Choking Mist can be cast up to 24″ and any units within 6″ (friend of foe) have their attacks characteristics reduced by 1 (to a minimum of 1) and they cannot run. Or Nasty Hex which remove a target units ability to use ward save.
Sneaky Miasma is great for getting your monsters into combat quicker (especially your Sludgeraker Beasts which are surprisingly good in combat) as it allows them to make a normal move in the hero phase. Keep in mind however that Sneaky Miasma does not work on the Breaka-Boss on Mirebrute Troggoth as it is not classed as a Monster.
Da Black Pit will see you rolling a dice for each enemy model in a unit and for each 6 or roll that is greater than that units armour save characteristic they’ll suffer 1 mortal wound.
But, keep these guys out of combat and constantly giving units Poison.
Grinin’ Blades’ Out of Da Mists applies to this unit as well, 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″.
Generals with the Egomaniak command trait can offload their wounds on a 4+ to this unit.
The Supa Sneaky command trait can also be used to move them up the battlefield at the beginning of the battle to claim objectives or within range of a unit to cast a spell.
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 use of its own 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 take advantage of its Elixir which will add +1 to its save. .
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. Though with its low damage output, this probably isn’t wise.
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 their 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.
The Rogue Idol will also give the Swampcalla Shaman +1 to their casting rolls while within 6″.
This unit has no missile attacks.
Rend -1 attacks with a fairly standard threat range of 12″ (movement + charge). The Shaman also benefits from the Pot-Grot’s Back-up Stabba. But let’s be honest, his damage output isn’t something to write home about.
|Attack||Threat Range||# of Attacks||Av # of Hits||Av # of Wounds||Damage Output (Pre-save)|
Looking at the damage after saves:
|Save||Bogbark Staff||Back-up Stabba|
The Shaman is 6 wounds with a 5+ save.
To destroy this unit with weapons that have no rend you’ll need to score on average 9 hits before any saves are made.
|Missile Damage Output||–|
|Melee Damage Output||2.3 (12″ Threat)|
|Total Wounds||6 (17.5pts per wound)|
|Resilience||9 Hits (Pre-Save)|
|Cost||105 Points (105pts per Model)|