Originally this list was going to be played at the ‘Age of the Dark Gods‘ tournament organised by Savage Hammer Gaming on 24th September. However, due to not enough interest in the event, I was invited instead to attend their event on 25th June ‘The Battle of the God-Kings‘. This is being held in Harrold, near Bedford. For those interested, there are still tickets available.
All this means I have to up the pace on getting the army ready! Therefore I need to get a move along with the voting!
Last week you decided that our next unit to be included in the army was a Breaka-boss on Mirebrute Troggoth. You also decided that the second Swampcalla Shaman should have the spell Choking Mist.
Here’s the list so far:
Allegiance: Kruleboyz – Subfaction: Big Yellers – Mortal Realm: Ghur – Grand Strategy: – Triumphs:
LEADERS Snatchaboss on Sludgeraker Beast (315) – General – Command Trait: Supa Sneaky Breaka-boss on Mirebrute Troggoth (180) Swampcalla Shaman and Pot-Grot (105) – Spell: Nasty Hex Swampcalla Shaman and Pot-grot (105) – Spell: Choking Mist
BATTLELINE 9 x Man-skewer Boltboyz (360) – Reinforced: Twice 9 x Man-skewer Boltboyz (360) – Reinforced: Twice 10 x Gutrippaz (180) – Wicked Stikkaz
This leaves us only 315 points to play with, so its time to start narrowing down the choices. This week I will give you a selection of units to vote on as well as which triumph and Grand Strategy. A lot to get through so let’s crack on!
Unit Vote
Pretty much everything can still be included in out list (bar the Rogue Idol and Kraggy). But this week I’m going to open the vote out to Allies (Gloomspite Gitz) as well. So without further ado……
If you don’t want to read through each units pro’s and con’s then click here to skip to the vote:
Resilient – 12 Wounds plus an ability to heal D3 wounds on 4+ in friendly Hero Phases.
Lots of Attacks – With its Iron-Bound Clubs and Bident Goad, this model generates 9 attacks per turn all 3+/3+.
EvenMore Attacks -For each wound caused after rollingD3 wounds using the Breaka-Harness you can gain 2 to the Iron-Bound Clubs attacks of the Troggoth giving him up to +6 attacks on 3+/3+ with -2 Rend and 3 Damage.
Cons
Individual – With no Aura’s or Buffs this model has no direct benefits to other units in the Kruleboyz list.
Can Die Quickly – If you’re choosing to use the extra attacks by causing D3 wounds you can quickly lose wounds in combat. Is this something you want to be doing on your general?
Slow – With a movement of 5″, this model will take time to move across the table and get into contact with the enemy. When you do get into contact, it’s probably at the location chosen by your opponent.
Gobsprakk, the Mouth of Gork (280)
Pros
Strong Magic – Gobsprakk can deal mortal wounds to casters when he unbinds their spells.
Fast – 14″ movement
Venom-Encrusted Attacks – The Vulcha benefits from Venom-encrusted attacks on its Beak and Flesh-tearing Talons and its Stinger, as well as the Killaboss’ Jagged Boss-Stikka. Total of ten attacks.
Cons
Expensive – 280 Points. For that 280 you get a strong Magic user but a surprisingly poor damage dealer in combat.
Target – Because of its Speed and its ability in the magic phase, this unit is likely to be targeted by the opponent very early.
Killaboss on Corpse-rippa Vulcha (240)
Pros
Aura – Only 1 model will flee for friendly Kruleboyz units within 3″ that fail battleshock.
Duplicate Command Ability – If you choose to issue a command ability with this model, another model in your army can still issue the same command ability in the same phase.
Venom-Encrusted Attacks – The Vulcha benefits from Venom-encrusted attacks on its Beak and Flesh-tearing Talons and its Stinger, as well as the Killaboss’ Jagged Boss-Stikka. Total of ten attacks.
Fast – Movement 14″
Cons
Expensive – 240 Points, aside from the Snatchaboss on Sludgeraker this is the most expensive command unit and will limit your choices elsewhere on the roster.
Target – Because of its Speed and number of attacks this unit is likely to be targeted by your opponent quickly.
Killaboss on Great Gnashtoof (170 Points)
Pros
Cheap – At only 170 points, this is one of the cheaper options to lead your army. Beaten only by the Killaboss on foot.
Fast – 10″ Movement
Aura – Only 1 model will flee for friendly Kruleboyz units within 3″ that fail battleshock.
Venom-Encrusted Attacks – The boss benefits from Venom-encrusted attacks (mortal wounds on 6+).
+1 To Hit – If this unit made a charge move in the same turn
Cons
No. of attacks – The drop in points come at a price, and in this case its a drop to eight attacks instead of 9/15 (Mirebrute) and 10 (Vulcha), they do however still hit on 3+/3+
Low Wound Count – This model will die quickly to sustained attacks, but does benefit from a 3+ save instead of 4+ as seen on the other units so far.
Killaboss with Stab-Grot (110 Points)
Pros
Cheap – At only 110 points this is the cheapest Leader option available to the Kruleboyz.
Aura – Only 1 model will flee for friendly Kruleboyz units within 3″ that fail battleshock.
Stab-Grot – Model has a single use Ward Save on 1-5, if successful you lose the Grots attacks. 3 attacks (4+/4+)
Venom-Encrusted Attacks – The boss benefits from Venom-encrusted attacks (mortal wounds on 6+).
Cons
Can Die Quickly – With only 6 attacks, this model WILL die and will give away Slay the Warlord points.
Slow – With a movement of 5″, this model will take time to move across the table and get into contact with the enemy. When you do get into contact, it’s probably at the location chosen by your opponent.
Snatchaboss on Sludgeraker Beast (315 Points)
Pros
Lots of Attacks – This model can attack up to 12 times in the combat phase with various weapons with them all at 3+/3+ or 3+/2+.
Aura – This model can add 1 to the number of mortal wounds caused by Venom-Encrusted weapons on Kruleboyz units within 12″.
Insta-Kill – This model has the potential to one shot characters with 7 wounds or less on a roll of 2D6. Single Use.
Tough – Has 14 wounds and a save of 4+.
Cons
Target – Because of its Poison Buff and number of attacks this unit is likely to be targeted by your opponent quickly.
Expensive – At 315 Points this is the most expensive unit in this list. The difference between this and the foot Killaboss being the ability to field another 200 points of other units.
Murknob with Belcha-banna (95)
Pros
Save against Spells – This model can grant a 5+ ward save against Spells or Endless spells for units within 12″.
Mortal Wound – This model can cause mortal wounds to enemy units within 3″.
Cons
Low Attacks – Only one melee attack which on average will cause 2 damage.
Slow – This model is a standard foot slogger, moving around the board at 5″.
Swampcalla Shaman and Pot-Grot (105)
Pros
Magic User – The shaman has access to the strong Swamp lore for Orruks. Giving them access to spells like Da Black Pit or Summon Boggy Mist.
Poisons – Allows nearby Kruleboyz Orruk units to cause mortal wounds on 5+ instead of 6+.
Elixirs – Gives nearby Kruleboyz Orruk units +1 to their saving throws.
Cons
Weak – only 6 wounds and a 5″ move.
Gutrippas
Some of my Dominion Gutrippas ready for action
Cons
Expensive – At 180 points for ten models, you won’t want to be throwing them at the enemy without good reason. 18pts per model.
Low Bravery – Like most Orruks, these guys only have Bravery 5, which can be increased to 6 with the banner model.
Man-Skewer Boltboyz
Some of my Boltboyz
Pros
Hit at Distance – With these boys, if they don’t move they can shoot 24″ across the table (2+/3+). Each one making one shot and the boss making two. Not bad. I mean they’re not Longstrikes but….
Cons
Low Model Count – At 120 points for three models, they’re expensive (40pts per model). But does their range make up for this?
Low Bravery – Like most Orruks, these guys only have Bravery 5, which can be increased to 6 with the banner model.
Poor Shooting when Moved – If they move then their shooting ability gets cut drastically (4+/3+). With their range going from 24″ down to 12″. However the number of shooting attacks increase by 1.
Beast-Skewer Killbow (130 Points)
Pros
Monster Killer – Great at piling wounds on anything with a wound characteristic of more than 10.
Good Range – With Big Yellers it can reach targets 27″ away.
Cons
Single Purpose – Only good at shooting 10+ wound creatures. Not much else
Expensive – For 130 point model that can only take on Monsters, would the points be better spent elsewhere?
Da Kunnin’ Crew (170)
Pros
Insta-kill – Has an insta-kill ability, can take out two or three wound models.
2nd Dirty Trick – Gives the army a 33% chance to have a second dirty trick
Cons
Expensive – 170 Points, this five man unit is almost as expensive as a unit of 10 Gutrippas.
Soft Target – only five models with 2-3 wounds each and a 4+ save.
Hobgrot Slittaz (80 Points)
Pros
The Greatest Unit – This is the greatest unit of all time.
Cons
There are none!
Marshcrawla Sloggoth (150 Points)
Pros
Buff – A good little buff for nearby friendly units gives them +1 to their hit rolls.
Cons
Awful in Combat – Unlikely to worry any enemy units in melee.
Expensive – 150 points which could possibly be better spent?
Shootas (Gloomspite Gitz)
Pros
Screen – This unit is an ideal screen for the Kruleboyz monsters, with the added benefit they can shoot.
Cheap – Working out at only 7pts per model, these guys are cheaper than an equivalent sized unit of Hobgrots.
Cons
Awful in Combat – Unlikely to worry any enemy units in melee or even with their ranged attacks.
Squig Gobba (Gloomspite Gitz)
Pros
Great Range – This unit can target units up to 30″ away.
Decent Attacks – With 6 attacks hitting on 4’s (3’s if the unit has more than 5 models) and wounding on 3’s with D3 damage, this unit should on average cause roughly 4 wounds per turn, with the potential to cause up to 18 damage!
Cons
Expensive – Is an average of 4 damage per turn worth 175 points?
Aleguzzler Gargant (Gloomspite Gitz)
Pros
Great Damage – This unit should on average deliver around 8 damage per turn in combat. It has the potential to deliver up to 27 damage if you roll well!
Distraction – With 12 wounds and a good damage output the opponent is likely to try and topple this and ignore your other units.
Cons
Expensive – At a 165 points, there could possibly be better units out there with a higher damage output for a similar price.
Skitterstrand Arachnarok (Gloomspite Gitz)
Pros
Reserve – This unit can start off the battlefield and then set this up at the end of a movement phase anywhere on the battlefield more than 9″ away from the enemy. Great for taking out back line units.
Good Damage – With the potential to cause up to 20 damage (if you roll really well), this unit can pack a punch. On average you should expect to get roughly 7 damage from this unit when in combat.
Cons
Expensive – Another pricey unit at 180 points.
Mangler Squigs
Pros
Combat Beast – A total of 15 melee attacks! Which on average should cause 13 damage in combat.
Quick – With 3D6″ movement, this unit can move anything up to 18″ in a turn, but you should achieve on average 10″.
Cons
VeryExpensive – Another pricey unit at 275 points.
Fellwater Troggoths
Pros
Decent Damage – On average this should cause 5 damage in combat, with the potential to cause up to 8.
Tough – With Regeneration and a 5+ save the opponent will need to shove a fair bit of their damage output in this units direction to rid the of them. On top of that opposing units must subtract 1 from their hit rolls when targeting this unit.
Cons
Slow – With a movement of 6″ this unit isn’t getting anywhere quickly!
Rockgut Troggoths
Pros
Decent Damage – On average this should cause 5 damage in combat, with the potential to cause up to 8.
Tough – With Regeneration and a 5+ save the opponent will need to shove a fair bit of their damage output in this units direction to rid the of them. On top of that add a 5+ ward save.
Cons
Slow – With a movement of 6″ this unit isn’t getting anywhere quickly!
Rippa’s Snarlfangs
Pros
Cheap – Only 70pts and an average damage output of 6. Great value!
Quick – Ideal unit for claiming objectives quickly.
Counter Charge – Opponents will have to be wary as this unit has the ability to pile in from 6″ away!
Cons
Soft Target – Only 6 wounds worth of models with a 5+ save. They’ll struggle to stand up to a stiff breeze!
Unit Vote
Grand Strategy
The Grand Strategies
A few choices here for the army. With my personal favourites being Hold the Line, Prized Sorcery (if we get Gobsprakk in the list), Predator’s Domain and Vendetta from the General’s Handbook.
Orruk Warclan Grand Strategies
Here, possible options could be Waaagh! or perhaps In and Out, Ladz, though both of these will be difficult at best to achieve while Krump ‘Em All! will ne nigh on impossible if we have Gobsrakk.
Triumph
Inspired always seems a good choice to me, especially for things like Man-Skewers. Alternatively Bloodthirsty can be good for the Mirebrute.
Next Week
I imagine next week, it’ll be a final unit vote along with core battalions!