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.
This is a fantastic looking model, it’s a shame it’s not as great on the tabletop!
It’s awful in combat, dishing out a measly 2 damage on average. It’s only benefit is to give units within 12″ a 5+ Ward Save against the effects of Spells or Endless Spells. That’s a little pricey for 95 Points.
That being said, if you were running this model make sure it’s near vulnerable units you want to protect. For example, parking it near your units of Man-Skewer Boltboyz or next to your big Monsters. This would give them a little more survivability at range from spells.
Grinin’ Blades’ Out of Da Mists applies to this unit, 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 forward unit to provide them with protection from spells.
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 buff the save this uni using its Elixir, adding +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 its 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.
Three Rend -1 attacks with a fairly standard threat range of 12″ (movement + charge).
|Attack||Threat Range||# of Attacks||Av # of Hits||Av # of Wounds||Damage Output (Pre-save)|
Looking at the damage after saves:
As well as the melee attacks this unit can cause mortal wound on enemy units within 3″. On average this’ll likely be only a single mortal wound for each enemy unit within 3″, which lets be honest is pro
The Murknob is 7 wounds with a 4+ save.
To destroy this unit with weapons that have no rend you’ll need to score on average 14 hits before any saves are made.
|Missile Damage Output||–|
|Melee Damage Output||2.6 (12″ Threat)|
|Total Wounds||7 (13.6pts per wound)|
|Resilience||14 Hits (Pre-Save)|
|Cost||95 Points (95pts per Model)|