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!
In the last vote I gave you the option of swapping out Gobsprakk and for splitting up the Man-Skewers. You voted yes to the Man-Skewer split but no to swapping out Gobsprakk.
So out list currently looks like:
– Subfaction: Big Yellers
– Mortal Realm: Ghur
– Grand Strategy:
– Triumphs: Inspired
Gobsprakk, the Mouth of Mork (280)
Snatchaboss on Sludgeraker Beast (315)
– 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
9 x Man-Skewer Boltboyz (360)
– Reinforced: Twice
6 x Man-Skewer Boltboyz (240)
– Reinforced: Once
3 x Man-Skewer Boltboyz (120)
10 x Gutrippaz (180)
– Wicked Stikkaz
10 x Hobgrot Slittaz (80)
Total: 1,965 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
So with the list finished all we have to do now is choose artefacts and battalions. One last tweak however could be to swap out the Gutrippaz:
Which Battalions should I run? This will be a multiple choice question so you can select more than one. I will try and fit in as many of the top choices as I can.
(Leader, 2x Troops)
Likely good for two of the heroes in the list and the infantry. This will allow me to drop them as a single drop in the deployment phase.
(Commander, 2x Sub-Commanders)
This will allow me to choose an additional enhancement for the army, such as an artefact, mount trait, spell or triumph.
Hunters of the Heartlands
Any units included in this battalion cannot be the target of a monstrous rampage attack.
(Kruleboyz Sub-Commander, 2x Kruleboyz troops)
Once per battle, when you receive command points at the start of your hero phase, you can receive 1 extra command point.
(Sub-Commander, 1x Troops)
Once per battle, 1 unit from this battalion can receive the At the Double or Forward to Victory command without the command being issued and without a command point being spent.
(Commander, 2x Sub-Commanders, 1x Troops)
Can either receive an extra command point once per battle or an extra enhancement like the Command Entourage.
Last time out you couldn’t decide between Hold the Line or Prized Sorcery. So here we have the face off!
There are a number of Artefacts that could work in the Kruleboyz list.
This potion is brewed from a sweet-smelling plant that grows only in the shadiest bogs. It wreaks havoc on the nervous systems of larger beasts; as such, some of the more cautious Kruleboyz carry a philtre or two of the stuff to smash against the snout of any predator that might try to eat them.
Once per battle, at the start of the combat phase, you can pick 1 enemy MONSTER within 3″ of the bearer and roll a dice. On a 1, nothing happens. On a 2-5, that MONSTER suffers D6 mortal wounds. On a 6, that MONSTER suffers 2D6 mortal wounds.
Stored in a heat-proof pouch, this strange ash never stops smouldering. The hearer can cast it at a foes, creating a cloud of blistering ash that blinds the targets and causes them terrible pain.
Once per battle, at the start of the combat phase, you can say that the bearer will hurl the Eye-biter Ash at a foe. If you do so, pick 1 enemy unit within 3″ of the bearer and roll a dice. On a 1-2, nothing happens. On a 3-4, subtract 1 from hit rolls for attacks made by that unit for the rest of that phase. On a 5+, subtract 1 from hit rolls for attacks made by that unit for the rest of the battle.
Mork’s Eye Pebble
When rubbed, this dark-grey rock produces a swirling bank of thick fog that protects the bearer and their allies from harm.
Once per battle, at the start of the enemy shooting phase, you can say the bearer will rub their Mork’s Eye Pebble. If you do so, the bearer and all friendly units wholly within 12″ of the bearer have a ward of 5+ until the start of the next phase.
When cast upon the ground, these seeds sprout a mass of iron-hard thorns. They cause mayhem when thrown in front of a charging foe.
Once per battle, after an enemy unit finishes a charge move within 6″ of the bearer, you can say the bearer will throw their Spiker Seeds. If you do so, roll a dice for each model in that enemy unit. For each 5+, that enemy unit suffers 1 mortal wound.
Amulet of Destiny
This amulet subtly influences the fate of the one who bears it.
The bearer has a ward of 6+.
Vial of Manticore Venom
This potent venom can be applied to a weapon’s edge, rendering it even deadlier.
Pick 1 of the bearer’s melee weapons. Add 1 to wound rolls for attacks made with that weapon.
The pages of this ancient grimoire grant the bearer arcane power.
The bearer becomes a WIZARD that knows the Arcane Bolt and Mystic Shield spells. They can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. If the bearer is already a WIZARD, they can attempt to cast 1 additional spell instead.
Seed of Rebirth
This seed-shaped gem hails from Ghyran, the Realm of Life.
You can re-roll heroic recovery rolls for the bearer.
Who should own this?
As the title says, who should we give the artefact to?
So either the Sludgeraker or the Mirebrute can have a mount trait, but who should have it?
What should the Mount Trait be?
That should do it! We’ll see what these final votes bring and have a look at the finished list next week. Then we could start playing with it.