Warscroll Review – Killaboss on Great-Gnashtoof

Advertisements

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.

Basic Info

Grand AllianceDestruction
BattletomeOrruk Warclans
SubfactionKruleboyz
Cost170 Points

Army Role

Firstly this is a fantastic looking model from the Kruleboyz range, perhaps my favourite of them all. It can take a lot of punishment before it falls and it dishes out a fair whack as well.

One problem you’ll find is that this model DOES NOT have the MONSTER keyword. This is surprising given its size, but it also means that it cannot take advantage of certain combinations that would have made it even more powerful. For example, SNEAKY MIASMA could have given this model an additional move in the hero phase of it were a MONSTER.

But let’s not moan about what it could have done!

This model can be made into the army General, and there’s good reasons why you can consider this an option instead of the usual Snatchaboss on Sludgeraker. Firstly, this model has the Savage Hound ability meaning that it adds +1 to its hit rolls if it made a charge that turn. Turning this into your General will give you the added option of giving him the Slippery Skumbag command trait, allowing it to retreat and charge in the same turn. Combined with that, giving it the Beastkilla Slop means that once per battle you have the ability to cause on average 3-4 mortal wounds against an enemy Monster within 3″, turning him into a viable Monster hunter who can kick out 5 damage +4 mortal wounds on average.

Alternatively, if this or another model is the general you could decide to give them Supa Sneaky, in which case you can move this model anywhere on the tabletop 9″ or more from an enemy model. It can still make a move that turn and then charge. For unsuspecting enemies this means you can have him in their back lines either claiming objectives for quick point leads or messing up his units he’s trying to keep safe, such as Longstrikes or Sentinels.

Bear in mind as well that this model is 10 points cheaper than a unit of Gutrippaz. It has more survivability (needing 30 zero rend damage allocated as opposed to 20 for the Gutrippaz), it also kicks out more damage than a unit of 10 Gutrippaz with, on average 10 damage per turn (1 of which is a mortal) as opposed to the 6-7 for the Gutrippaz (admittedly 3-4 of those are mortals).

in fact, take him alongside some Gutrippaz and he’ll make sure they’re not running either with his All Part of Da Plan ability. The two units together can dish out 4-5 mortals wounds a turn and 15 damage asking them a very tasty combo.

Its an under rated model in my opinion that has a lot of flexibility and catch an unwary open completely by surprise if used correctly.

Combinations

SourceAbilityDescription
Kruleboyz Allegiance Abilities SkulbugzWhen an enemy unit is picked to fight, roll a dice if it is within 3″ of any friendly SKULBUGZ units. Add 2 to the roll if that enemy unit is within 3″ of any friendly SKULBUGZ MONSTERS. On a roll of 6+, subtract 1 from hit rolls for attacks made by that enemy unit in that phase.
Kruleboyz Allegiance Abilities Grinin’ BladesDuring the first battle round, friendly GRINNIN’ BLADES units are not visible to enemy models that are more than 12″ away from them.
Kruleboyz Command Trait Egomaniak If this general is within 3″ of another friendly unit, roll a dice before you allocate a wound or mortal wound to this general or instead of making a ward roll for this general. On a 4+, pick 1 other friendly unit within 3″ of this general. That wound is allocated to that unit instead and cannot be negated.
Kruleboyz Command TraitSupa SneakyIf this general is on the battlefield at the start of the first battle round, before determining who has the first turn, you can pick 1 friendly KRULEBOYZ unit and set it up again anywhere on the battlefield that is more than 9″ from all enemy units.
Kruleboyz Command TraitSlippery SkumbagThis general can retreat and charge in the same turn.
Mount Trait Fast ’UnOnce per battle, in your hero phase, this model can make a normal move.
Kruleboyz Battle TraitsVenom-encrusted WeaponsIf the unmodified hit roll for an attack made by a KRULEBOYZ ORRUK model is 6, that attack causes a number of mortal wounds to the target equal to the weapon’s Damage characteristic and the attack sequence ends (do not make a wound roll or save roll). This ability has no effect on attacks made by a mount unless noted otherwise.
Kruleboyz Battle TraitsKruleboyz Waaagh!Once per battle, in the combat phase, when you pick a friendly KRULEBOYZ general to fight, you can say that they are calling a Kruleboyz Waaagh!. If you do so, pick up to 2 other friendly KRULEBOYZ units wholly within 18” of that general and that have not yet fought in that combat phase. That general and the units you picked can fight one after the other in the order of your choice.
Kruleboyz Battle TraitsDirty TricksAfter the players have received their starting command points but before the start of the first turn, you can pick 1 of the following Dirty Tricks to employ during the battle: Noisy Racket: On the eve of battle, you make sure the enemy receives no respite as your war drums and rattle-skulls ring out into the night. Subtract 1 from wound rolls for attacks made by enemy units in the first battle round. Lethal Surprise: Your scouts have laid cunningly disguised pitfall traps out in no man’s land. Roll 3 dice. For each 4+, you can pick 1 different terrain feature or different objective that is not wholly within enemy territory and secretly note it down. The first time any enemy unit finishes a move within 1″ of that terrain feature or objective, roll a dice. On a 2+, that unit suffers D6 mortal wounds. Disappearin’ Act: You have sent out your grots to lure a band of enemy warriors into the swamp mists until they become utterly lost. Roll 3 dice. For each 4+, you can pick 1 different enemy unit on the battlefield that has not been reinforced. Then, roll a dice for each unit you picked. If the roll is greater than that unit’s Wounds characteristic, your opponent must remove that unit from the battlefield and set it up as a reserve unit. At the end of your opponent’s first movement phase, they must set up that unit on the battlefield wholly within their territory and more than 9″ away from all enemy units. This Dirty Trick cannot be picked if the battleplan has the ‘No Reserves’ rule (for example Tooth and Nail). Covered in Mud: After some ‘hard finkin’, you command a group of warriors to slather themselves in muck and sneak up on the unwitting enemy. Roll 3 dice. For each 4+, pick 1 friendly unit that is not a HERO or MONSTER. While that unit is in cover, it is not visible to enemy units.
Murknob with Belcha-bannaPower of KragnosWhen a friendly KRULEBOYZ ORRUK unit wholly within 12″ of this unit is affected by a spell or the abilities of an endless spell, you can roll a dice. On a 5+, ignore the effect of that spell or the effects of that endless spell’s abilities on that unit.
Swampcalla Shaman and Pot-grotPoisons and ElixirsAt the start of your hero phase, if this unit is more than 3″ from all enemy units, instead of attempting to dispel an endless spell or cast any spells with this unit in that phase, you can say that it is brewing either a poison or an elixir. If you do so, pick 1 friendly KRULEBOYZ ORRUK unit wholly within 12″ of this unit, more than 3″ from all enemy units and that has at least 1 model within 3″ of this unit to be given that poison or elixir. A unit that has been given a poison or elixir cannot be given another poison or elixir in the same hero phase. If that unit is given a poison, until your next hero phase, when you use the Venom-encrusted Weapons battle trait for that unit, mortal wounds are caused on an unmodified hit roll of 5+ instead of 6. If that unit is given an elixir, add 1 to save rolls for attacks that target that unit until your next hero phase.
Swampcalla Shaman and Pot-grot / Gobsprakk, the Mouth of MorkSummon Boggy MistSummon Boggy Mist is a spell that has a casting value of 7. If successfully cast, until your next hero phase, add 1 to charge rolls for friendly KRULEBOYZ ORRUK units on the battlefield and subtract 1 from charge rolls for other units on the battlefield.
Gobsprakk, the Mouth of MorkMouth of MorkIf this unit issues the Redeploy command to a KRULEBOYZ unit, you can re-roll the dice that determines the distance the unit that receives the command can move. If this unit issues the Unleash Hell command to a KRULEBOYZ unit, you do not have to subtract 1 from the hit rolls for the attacks made by the unit that receives the command.
Snatchaboss on Sludgeraker Beast Swampboss Skumdrekk Sludgeraker VenomAdd 1 to the number of mortal wounds caused by the Venom-encrusted Weapons battle trait if the unmodified hit roll was 6 and the attacking unit is wholly within 12″ of any friendly units with this ability.
Kragnos, the End of EmpiresThe End of EmpiresIf a friendly DESTRUCTION unit is wholly within 12″ of this unit, you can attempt a charge with that unit if it is within 18″ of an enemy unit instead of 12″. In addition, when making a charge roll for a friendly DESTRUCTION unit wholly within 12″ of this unit, roll 3D6 instead of 2D6.
Rogue IdolLivin’ IdolAdd 1 to casting rolls for friendly ORRUK WIZARDS while they are within 6″ of any friendly models with this ability. In addition, add 1 to the Bravery characteristic of friendly ORRUK units while they are wholly within 18″ of any friendly models with this ability.

Missile Attacks

This unit has no missile attacks.

Melee Attacks

This model has weapon profiles for the boss and for his mount. Bear in mind however that only the boss will benefit from the venom-encrusted weapons. These stats may not look great on first glance bit remember this unit has the Savage Hound ability enabling it to add 1 to hit rolls if it charged that turn. So you should be hitting on 2’s rather than 3’s for both weapons.

AttackAv Threat Range# of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Jagged Boss-stikka17″42.7 +1mw1.8 +1mw3.6 +1mw
Bone-crushing Fangs17″43.32.24.4
Based on average dice rolls

Looking at the damage after saves:

SaveJagged Boss-stikka Unsaved DamageBone-crushing Fangs Unsaved Damage
3.6 +1mw4.4
6+3.6 +1mw4.4
5+3.0 +1mw3.7
4+2.4 +1mw2.9
3+1.8 +1mw2.2
Amount of damage after saves based on average dice rolls

The chance of this units charge connecting:

DistanceChance
13″97%
14″92%
15″83%
16″72%
17″58%
18″42%
19″28%
20″17%
21″8%
22″3%
Chance of making a charge (including movement)

Resilience

With 10 wounds and a 3+ save this model is surprisingly tough. It’ll need at least 30 damage from zero rend weapons allocated to it BEFORE any saves on order to have a chance of destroying this in a single turn.

Final Results

CategoryAmount
Movement10″
Missile Damage Output
Melee Damage Output9 +1mw (17″ Threat)
Combinations16
Total Wounds10 (17pts per wound)
Resilience30 Hits (Pre-Save)
Cost170 Points (170pts per Model)
Killaboss on Great-Gnashtoof

Leave a ReplyCancel reply