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 your cheapest Leader option which can still benefit from the Kruleboyz command traits. This option rarely sees play time over the bigger monsters you have available in the list such as Snatchaboss on Sludgeraker Beast or Breaka-Boss on Mirebrute Troggoth.
Though he could still have a role to play. As he’s cheap at 110 points but has a fairly decent damage output he can be used to weaken or remove smaller units by himself or combined with another unit such as Gutrippaz to destroy units. He can also use his All Part of Da Plan to stop them fleeing in battleshock.
in fact having him equipped with a hacks and shield accompanied by a large group of Gutrippaz (20+) is probably what he’s best used for. He can accompany the Gutrippaz ensuring any battleshock tests are passed at the loss of a single model of needed. While in combat he can add a little extra kick to your offensive capabilities.
But, he’d be a last choice on your army list to fill out points and if you have that many points left you’re probably better off getting a Swampcalla or even a unit of Hobgrots!
Grinin’ Blades’ Out of Da Mists applies to the 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″.
The Supa Sneaky command trait can also be used on this unit 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 an Elixir which will add +1 to its save.
This unit can benefit from the Kruleboyz Waaagh meaning they get to fight immediately after your 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.
This unit 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 this units 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.
This model has two options for its load out, you can either equip it with a Boss-hacka and Rusting Flail or, Boss-hacka and Skareshield. This either makes them fairly jolly or very tanky depending on what you want.
|Attack||Av Threat Range||# of Attacks||Av # of Hits||Av # of Wounds||Damage Output (Pre-save)|
|Boss-hacka||12″||4||2.0 +1mw||1.3 +1mw||2.6 +1mw|
Looking at the damage after saves:
|Save||Boss-hacka Unsaved Damage||Rusting Flail Unsaved Damage||Prized Shiv Unsaved Damage|
The chance of this units charge connecting:
This fella is fairly tough even before swapping his flail for a shield. With six wounds and a 4+ save, your opponent will need on average 12 damage with zero rend weapons to be delivered BEFORE and saves are made to have a chance of dropping him. When you swap the flail to a Skareshield this increases to 1 damage before saves.
|Category||Amount (Two Weapons)||Amount (Weapon & Shield)|
|Missile Damage Output||–||–|
|Melee Damage Output||4.3 +1mw (13″ Threat)||3.4 +1mw (13″ Threat)|
|Total Wounds||6 (18.3pts per wound)||6 (18.3pts per wound)|
|Resilience||12 Hits (Pre-Save)||18 Hits (Pre-Save)|
|Cost||110 Points (110pts per Model)||110 Points (110pts per Model)|