4th Edition Faction Review: Kruleboyz

The dirty tricks, guerilla style tactics, and absolute Kunnin’ of the Kruleboyz has been captured in this faction pack. These Morky Orruks are chock full of devious tools you can use to force your opponent to play the game on your terms. They sport bad saves, Crit (Mortal), debuffs, and nasty nasty tricks.

Battle Traits

The Kruleboyz employ their Dirty Tricks, a suite of Once per Turn (Army) abilities that allow them to manipulate the battlefield to their plans. They get progressively less reliable the more you use them per battle round, so choose carefully. They include giving an infantry unit Crits on 5s (Venom-Encrusted Weapons), teleporting an infantry unit to a terrain piece (Sneaky Sneakin’), shutting off a unit’s +1 damage on the charge (Lethal Surprise), and making a unit fight last (Noisy Racket). Every single one of these tricks can be game warping. Your opponent cannot reliably call battle tactics when they cannot predict where you will be or if you’re going to debuff and stab them before they get to fight you in combat. That lack of certainty makes the game so much more difficult for your opponent, and so much more fun for you. What we lack in durability, we make up for it in being able to hurt them before they hurt us, or just avoiding the fights all together.

Battle Formations

While wholly within 3” of terrain, the Kruleboy Klaw will make your units invisible to enemies outside of 12”. Your mileage may vary based on how your terrain looks on the table. If there is plenty of area terrain, you will be absolutely feasting with a terrifying anti-shooting formation. The Middul Finga will give 3 of your Boltboy or Beast-skewer units an additional 3” range to shoot in your turn. That may not seem like a lot at first, but the difference in spacing between your Boltboyz shooting 12” vs 15” makes the world of difference on the battlefield. After getting shot, a 5” move enemy will have a 10” charge towards you vs a 7” charge. We have a number of tricks to prevent the enemy from getting to us, this is just one more. Meanest Beasts will give all your companions Crit (2 Hits). If you like Birds, Lizards, and Troggs, enjoy it! Lastly, my honest favorite is Light Finga. This allows you to use the Sneaky Sneakin’ dirty trick twice per turn! The possibilities for trickery here are endless. You can’t kill what you can’t catch.

Heroic Traits

Egomaniak gives your Hero a 4+ pass off to infantry within 3”. If you have a buff piece Sludgeraker that you really want to keep safe, Egomaniak can help. Backstabba allows you to inflict mortal damage at the end of any turn based on how many of your units are in combat with a single enemy unit. It is quite thematic. It is both not particularly flashy as well as quite niche. However, there is a case for it if you want to run many small units. Slippery Skumbag gives the Hero the chance to retreat from combat on a 3+ before the fighting starts. Again, you can’t kill what you can’t catch. Slap this on a 12” flying Vulcha and watch him go.

Artefacts of Power

Eye-Biter Ash gives an enemy -1 to hit and wound for a single turn once per game. No thank you. Mork’s Eye Pebble gives you a 5+ ward aura for an entire turn as a reaction to an enemy declaring an attack. Only once per battle, but that is quite the boost in durability. The Swamp Staff will give your Swampcalla +1 power level. This makes a Swampcalla a 2 cast wizard on +1 to cast which you will absolutely find value in. If you give it to a non-wizard Hero it just gives them an unbind. Again, no thank you.

Spell Lore

Da Black Pit is going to be a horde breaker on 6s which is just fine. Mork’s Kunnin is +1 to save until your next turn. No wonder we lost Mystic Shield, the Kruleboyz TOOK IT! (Right on theme – Peter) And we will happily keep what durability we can find. Choking Mists is a -1 attacks debuff, which is quite nice. The range of wholly within 18” can be limiting, but it’s a nasty debuff nonetheless. The spells cast on 5, 6, and 7 respectively which is very doable with our Swampcalla’s innate +1 to cast.

Heroes

Gobsprakk, the Anti-Wizard wizard himself. 14 Health on a 5+ 6++ make him quite squishy. His weapons sport Anti-Wizard (+1 Rend) which makes him a funny little mage hunter. The damage he does is not why you bring him, though. He is quite fast, inflicts D3 damage on unbinds (D6 on an unbind of 10+), and has a once per game 3d6 unbind. At power level 2 with no innate bonuses, he is a worse caster than a Swampcalla Shaman with the Swamp Staff. He does however come with a spell that can inflict mortals on high health targets. Gobby absolutely has a place in your lists if you want the tasty Anti-Wizard tech.

The Swampcalla Shaman can fit comfortably in any list. His Pot-Grot token is what gives him that innate +1 to cast. Slap an extra power level on him with the Swamp Staff and he will sling spells left and right. But if he casts a 4 or less on the dice, the Pot-Grot dies and he loses his bonus to cast. If you’re like me, get that out of the way Turn 1 so you’re not disappointed later. His Foul Elixir ability allows you to give an infantry unit +1 to save, but it only lasts until the end of the turn. If you’re up against a lot of fight lasts or need to send in more than one unit, given gone of them a bit of a durability boost on a 3+ is really nice.

The Killabosses come in 3 variants all of which serve very different purposes. The Killabos on Corpse-Rippa Vulcha sits at 14 health on a 4+. He may not be the tankiest, but the opponent has to commit a fair bit to knock him down. Flying 12” makes him the perfect candidate for Slippery Skumbag, making him and absolute nuisance on the flanks. He makes redeploys for Gutrippaz automatically a 4, which is a nice sprinkle of reliability. And he has charge impact hits, doing more mortal damage with higher charge rolls. He himself does not do a boatload of damage, but he definitely does enough to make the edge of the board he controls a difficult path to tread.

The Killaboss on Great Gnashtoof is a bit bulky at 10 health on a 3+. He buffs infantry with +1 to hit while taking objectives you don’t control, and adding 3 to the control score of a unit. His tankiness and control buffs makes him a good little squad leader for objective snagging.

The Killaboss with Stabgrot will give +1 to wound to infantry when they receive All-out Attack. +1 to wound is a rare buff to come by and it does a good job at boosting up those damage numbers. He can also get a 5+ ward once per game to survive the combat phase, but he is a little buff piece that you should be keeping nice and safe anyways.

The Murknob with his Belcha-Banna is going to give a 6+ ward to all the Kruleboyz wholly within 12. A decent buff. He is also control score 5 which is not nothing.

The Snatchaboss on Sludgeraker Beast is a very interesting piece. He is, unfortunately, a bit pillowfisted in combat. His output is not where he shines. He has his Sludgeraker Venom ability to give a non-Hero unit with a weapon that has Crit (Mortal) +1 damage. That is an immense spike in damage for your Gutrippaz or Monsta-killaz. It is not limited to once per phase so you can have multiple sludges buffing different units. It is, however, on a 2+. I have never seen more 1s rolled in critical situations than for abilities like this. Regardless, it is still a very potent buff. He can also hand out -1 to wound at the end of the turn for an enemy that he hurt but did not slay.

Swampboss Skumdrekk is simply worse than the Sludgeraker. He does not get the Sluderaker Venom ability, but instead can give a Hobgrot unit Crit (Mortal) on their melee weapons. He also picks a target and gives all your Hobgrots +1 to wound against that target. The hobgrots are simply not strong enough to warrant an entire build around them using Skumdrekk, but the list is certainly funny.

The Breaka-Boss on Mirebrute Troggoth is your resident can opener. He can take damage at the start of combat to get extra Trogg attacks which are rend 2 damage 3! He heals every turn to stay topped off and has a rampage to squish an infantry model. This monster is going to be the damage piece that does not rely on Crit (Mortal).

Units

The Gutrippaz are going to be your most wound dense unit. Don’t let the 5+ save scare you as we have 2 ways to buff that, which is more than most armies. On a 3+, they are going to be -1 to be hit by any non-Hero units that target them. Their Crit (Mortal) are going to help push damage forward, and skyrocket with Sluderaker Buff.

The Monsta-Killaz sport Rend 1 and Anti-Monster (+1 rend) in addition to their Crit (Mortal). They have lots of Anti-Monster tech. They can make a monster fight last and they can shut off Monster’s rampages. They don’t get the -1 to be hit for defensiveness, but they are slightly hittier than Gutrippaz.

The Man-Skewer Boltboyz are your primary shooting output and they do a pretty good job of it. Their missile weapons have Crit (Auto-wound) and you have two options when shooting. An 18” profile with rend 2 or a 12” profile with an extra shot at rend 1. Both are damage 2 so quite a bit of damage will come out from these boyz at decent range, not to mention an innate +1 to hit if they stand still and have not been set up.

The Beast-skewer Killbow will be your premier monster silver bullet. It is 2 shots at rend 2 damage D6, Anti-Monster (Rend +1) and Crit (Auto-Wound). Any opponent running monsters will want to steer clear of this things 24” range. It rocks the same ability of +1 to hit if it stood still, but also makes the damage characteristic 6 against monsters (only for a single one of your killbows). 2 shots at rend 3 damage 6 will make any monster quake in their boots, and that is a valuable tool to have.

Hobgrot Slittaz have an 8” range shooting attack and a cheeky retreat out of combat at the end of the turn. They serve as roadblocks and that is about it.

Marshcrawla Sloggoth will hand out an aura of run and charge to your infantry units. They are all movement 5 so this can help them go screaming up the board.

Final Thoughts

I think that this Faction Pack really nails the essence of Kruleboyz. They are Kunnin’ and they fight unfairly. You force your opponent to fight unfavorable battles on your terms and prevent them from making any choices without second guessing themselves. Your dirty tricks are just that, dirty. Kunnin’, but brutal, these Morky Orruks are sure to be a force to reckon with.

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2 thoughts on “4th Edition Faction Review: Kruleboyz”

  1. Mine are staying on the shelf until the points get sorted and the roster gets bigger; too many contingencies to justify the points costs at the moment.

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