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 chap appears in almost every tournament army, sometimes twice! With a high damage output that rivals the Breaka-Boss and buffs which compliment the Kruleboyz Venom-encrusted Weapons it’s hard to ignore. Yes, he’s expensive but the ability to give nearby units the ability to add 1 to the damage of their Venom-encrusted Weapons is huge. For example a unit of 10 Gutrippaz on average causes 3.5 mortal wounds, put them near a Sludgeraker and this increases to 7! That’s just a unit of 10…
He’s fairly squishy, so you’ll want to protect him with screens and the like. A common practice is to give him the artefact Mork’s Eye Pebble, which gives him and all units within 12″ a 5+ ward save in a single phase. That’s great for making a combat swing in your favour. He’s often made a General too as he’s the easiest to protect, plus when he does make it into combat he can hit hard.
He’s good against Alpha strike armies as you can give him the Smelly ‘Un mount trait, meaning your opponent will be -1 to hit him in combat when they charge.
Another reason to make him your General is that he will be surrounded by your troops so they benefit from the afore mentioned Sludgeraker poison, additionally because they’ll all be close by you can call the Kruleboyz Waagh meaning your General and two units close by can fight one after the other without the enemy interrupting you.
Personally, I think he’s the first choice for the General before any of the other Kruleboyz options. Yes he’s expensive, but the benefits outweigh this cost.
|Kruleboyz Allegiance Abilities||Skulbugz||When 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’ Blades||During 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 Trait||Supa Sneaky||If 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 Trait||Slippery Skumbag||This general can retreat and charge in the same turn.|
|Mount Trait||Tough ’Un||MONSTER only. Unless this model has a number of wounds allocated to it that exceeds half its Wounds characteristic, use the top row on its damage table, regardless of how many wounds it has suffered.|
|Mount Trait||Fast ’Un||Once per battle, in your hero phase, this model can make a normal move.|
|Mount Trait||Mean ‘Un||MONSTER only. When you carry out the Stomp monstrous rampage with this model, the enemy unit you pick suffers D6 mortal wounds on a 2+ instead of D3.|
|Mount Trait||Loud ‘Un||MONSTER only. When you carry out the Roar monstrous rampage with this model, pick all enemy units within 3″ of this model instead of 1.|
|Mount Trait||Weird ‘Un||This model has a ward of 4+ against mortal wounds caused by spells and the abilities of endless spells.|
|Mount Trait||Smelly ‘Un||Subtract 1 from hit rolls for attacks made with melee weapons that target this model if it has not made a charge move in the same turn.|
|Kruleboyz Battle Traits||Venom-encrusted Weapons||If 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 Traits||Kruleboyz 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 Traits||Dirty Tricks||After 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.|
|Killaboss||All Part of Da Plan||If a friendly KRULEBOYZ unit fails a battleshock test within 3″ of any friendly units with this ability, only 1 model from that unit will flee.|
|Murknob with Belcha-banna||Power of Kragnos||When 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-grot||Poisons and Elixirs||At 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 Mork||Summon Boggy Mist||Summon 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 Mork||Mouth of Mork||If 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 Venom||Add 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 Empires||The End of Empires||If 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 Idol||Livin’ Idol||Add 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.|
|Kruleboyz Wizard||Sneaky Miasma||Sneaky Miasma is a spell that has a casting value of 6 and a range of 18″. If successfully cast, pick 1 friendly KRULEBOYZ MONSTER within range and visible to the caster. That MONSTER can make a normal move.|
This unit has no missile attacks.
This model has weapon profiles for the boss and for his mount, and while only Kruleboyz Orruks benefit from the Venom-encrusted Weapons, the Warscroll specifies that this also applies to the Sludgerakers Noisome Bite and Grasping Talons as well.
|Attack||Av Threat Range||Av # of Attacks||Av # of Hits||Av # of Wounds||Damage Output (Pre-save)|
|Chain-linked Grappling Hook||15″||3||2.0||1.3||3.9|
|Grasping Talons||15″||5||1.7 +2mw||1.1 +2mw||2.2 +2mw|
Looking at the damage after saves:
|Save||Chain-linked Grappling Hook||Grasping Talons||Noisome Bite||Thrashing Tail|
The chance of this units charge connecting:
With 14 wounds and a 4+ save this model is surprisingly tough. It’ll need at least 28 damage from zero rend weapons allocated to it BEFORE any saves on order to have a chance of destroying this in a single turn.
|Missile Damage Output||–|
|Melee Damage Output||10.8 +2mw (20″ Threat)|
|Total Wounds||14 (22.5pts per wound)|
|Resilience||28 Hits (Pre-Save)|
|Cost||315 Points (315pts per Model)|