Having written a few warscroll reviews for Destruction I thought I would branch out and talk about other Warscrolls – particularly those that you may not have seen or missed from the books; or those Warscrolls you may see at tournaments.
The only limit I’m setting myself at the moment is that I have to have seen the unit in action at least once, either playing or playing against!
The first of these are from Order, and Daughters of Khaine… but you may have missed them because they are from Warcry.
The Khainite Shadowstalkers are from the Warcry game and they are lovely models. They are 9 individual sculpts with great movement and a leader.
As before, all screenshots from the AOS App:
As with the Underworld Warband Rippa Snarlfangs, it is not immeditely obvious why anyone would take this scroll. Movement 6″, 1 wound each (so 9 wounds for 120 points) and 5+ save is hardly setting the world alight.
So this is a little better because it’s now 12 wounds for 120 points which in AOS isn’t bad. But range 6″ weapons and 2 attacks 4+/3+/-/1 is not going to set the world alight. Sure it’s okay but it’s not beating anything other than trash. Is there anything else on the warscroll, or have I gone crazy!?
Cursed Missiles gives the unit mortal wounds on a six – not bad for an Unleash Hell (but, see below), so it’s in keeping with the rest of the army. We’ll temporarily ignore that Spider Riders don’t have this on their poisoned arrows, but this article isn’t about Destuction.
Harness Shadow – is a great benefit giving them Grot nets for anyone who wants to fight them in combat. Ouch!
And finally, the ability that takes them out of mediocre and into great. Shadow Leap gives the unit a free teleport 5 times a game in each of your movement phases! So ignore the 6″ movement this is almost an infinite movement. In a game that is all about mobility for objective capture and for delaying and limiting your opponent this is a superb ability.
What’s not on the scroll
This would be great in almost any army – I’d certainly love a version of it in Gitz to give control of the board – but in Daughters of Khaine it just makes the army much better.
The AOS meta is changing with the arrival of the Ironjawz list as they have a very strong Alpha-Strike capability meaning that if you come to a tournament without screens you need units who can take charges from Maw Krushas and Gore Gruntas – which is very difficult – or put out screens. And these are great screens for the Bow Snakes.
They can be within 9″ of 15 Bow Snakes – 2 attacks, mortal wounds on 6+, shoot in the hero phase. So your opponent has to charge these units, you can unleash hell with the Bow Snakes, then when this unit is dead you can shoot in your next hero phase as well.
And because they teleport you can teleport them away their move almost anywhere, and then teleport the Bow Snakes behind them meaning they are always protected.
Added to that they are not Battleline, so there is no Battle Tactic available for killing them.
If you play Daughters of Khaine and don’t use this unit I urge you to give it a go – they are great.
(Special thanks to my opponent at Warfare for showing me the unit and what a difference it makes to the DoK army… even if I did lose 1-19 to get this information to you!)
5 Tournament games at Ascott Race Cource – Warfare 2021
Last weekend I was happy to be able to revisit an old event, that I have been attending for many years – Warfare. But this time there was a change of venue as the old sports hall in Reading was being redeveloped and the show had outgrown the venue anyway. (For those who may not know, Warfare is a trade show with some tournaments along the side)
I would be bringing my Orruk Warclan – Ironjawz – after my success at Carnage and War in the Heartlands with them. But this time I wanted something that was quicker to play than my normal armies – because I wanted to see the trade show!
I’ve never really tried a 1 drop army before, but I knew that this would definitely have quick games… allowing more time for shopping!
Although the Gore-Gruntas are a more popular choice I had two things which limited what I would take. Firstly I didn’t have any painted, and only had 6 available so I didn’t want to give myself too much painting to do… secondly I like to sit and counter punch so the idea was that the Maw Krusha & Gore Gruntas would charge first, and the Brutes would follow up… but no plan survives contact with the enemy!
Game 1 Savage Gains v Kharadron Overlords
I was drawn against club mate – Ben – in this clash which was great as we’ve not had an opportunity to play recently because of COVID. Also he was using his great undead KO army. It’s lovely!
Survival of the Fittest doesn’t use the ‘normal’ scoring for AOS3, and instead has 1 point for a home objective, 2 for each of the middle ones, and 4 for the opponent’s. I was also lucky enough to have recently played against KO – albeit with my Gitz.
I started with Agressive Expansion, and grabbed the two neutral objectives, putting a toe on the one on the left (picture above), and moving some Brutes onto the one on the right. The MawKrusha (MK) meanwhile used Mighty Destroyers, and charged off to kill a unit of Duardin – I wanted to reduce the size of Ben’s army and was reasonably confident the MK could survive a round of shooting.
In Ben’s turn he picked up his boats and put them all over on my right away from the Maw Krusha, getting the objective (Agressive Expansion) and killing a few models with shooting. The Gunhauler charged 10 Brutes… it’s torpedo missed and it was killed.
I won priority turn 2, triggered Monstrous Takeover and charged the frigate off the objective, whilst getting near the Ironclad – I didn’t want to have unleash hell without the MK & GG getting in, but I failed the MK charge… however I had also made a mistake and the MK was a little too near Gotrek! I redeployed 3 away, forcing an 8″ charge but he succeeded with his reroll and charged… MK died! I’ve only played Gotrek with Gitz before and watching him wipe out an MK (albeit only just) was a shock! Ah well live and learn – I was still ahead 16-11 though because the MK had grabbed 4 points for Ben’s objective.
Winning Priority again, I chose Slay the Warlord… but failed to get through his armour and he lived – I always seem to do this instead of just attacking the boats — must remember next time! Ben did Broken Ranks and the difference was still 5 points in my favour.
Turn 4, and Ben won his first priority completed his Savage Spearhead and picked up 3 points; however I was struggling to get objectives and running out of Brutes – I did grab three objectives though to lead 26-19.
Turn 5, and I won priority again – unfortuantely with units in combat I couldn’t do any Battle Tactics (my third failure in the game!) and picked up 5 points… Ben then taught me the garrison rules – his general deployed out of the Ironclad onto my home objective and shot off the last of the Brutes getting the full 9! … This gave him 12 points at the last… bringing us to 31-31 DRAW!
It was a great game, and really happy it ended in a draw for both of us – must remember to avoid Gotrek with the MK, and attack the Ironclad and not the people inside it next time.
Game 2Survival of the Fittest – vs Sylvaneth
This was bloody and very, very short. I took the first turn, charged the Kurnoth with the Gruntas – killing them, charged the Revenants with the MK – killing them with the impact hits & Stomp – charged again into the other Kurnoths – killing them! The Ardboyz & 5 Brutes took the outside objectives.
In his turn 1, he charged the MK with everything, but this allowed my Gore Gruntas and Ardboyz to counter charge with the Ironsunz ability – Drycha did some damage, but the Gore Gruntas killed the Warsong Revenants. The Treelord & Stormcast chap couldn’t finish off the MK who then killed the Stormcast and hurt the Treelord.
I won priority for Turn 2, and my opponent conceeded… I was a huge rock to his surgical scissors – 20-0WIN
Game 3 Power Struggle – Bonesplitterz
This was a classic army with 4 Wurrgog Prophets:
This is a superb characterful ability and I was worried about the potential damage – especially as the Prophets have 6+ ward, and general has a 4+ ward, to reduce the damage they take! These things can (and in the tournament did) take down a Gargant so my MK was at risk… given that I needed to try to get his units away from the Prophets and let the Bonesplitterz go first.
Turn 1, he took Monstrous Takeover and moved his units forward whilst ensuring the Prophets could cover some of the units if I charged them. I took the bait, charged into the Rogue Idol with the MK, and engaged 2 of the Boar Boyz. Killing the Idol, 5 Boars and 3 Boars I was ready for the punch back… but if I could win priority it would all be over.
But it was not to be, and the Bonesplitterz won the priority and took the run selecting Bring it Down on the MK. The first Prophet started the attack doing only 5 damage before dying, but the general was still available – he went all out and rolled until his head exploded… but the MK had only 3 wounds left. Meanwhile one prophet was in range of the GoreGruntas and killed three of them, but died leaving just 1 Prophet left. He charged the MK with some boarboyz, and I counter charged with 5 Brutes and the remaining GG. The boars killed the MK, but the Brutes & GG took down the Boarboyz. Whilst I had lost the big guy I’d done a lot of damage, and was able to grab Broken Ranks in my turn. Meanwhile one of my units of 10 Brutes was walking towards the objective on his side of the board. It was 9-9 but the Bonesplitterz had lost most of their damage dealers.
Turn 3, and Bonesplitterz went first again, the remaining Prophet killing 9 Ardboyz and surviving… wow! gaining Broken Ranks, but this was the high point and I took Agressive Expansion, killed the 10 Orruk Bonesplitters and moving 12″ away from the remaining Prophet. I finished off with Furious Advance and then Savage Spearhead giving me the win. WIN 17-3
Game 4 Veins of Ghur vs Blades of Khorne
Bright and early on the Sunday and I was playing Blades of Khorne and Myles, who I had played before recently. I knew this would be fun, although with Veins of Ghur having the random drop locations I didn’t know if Skarbrand and his mates were coming straight for me.
I set-up defensively, gave Khorne the first turn and we both just shuffled a bit, gained Furious Advance and waited for turn 2.
Khorne won priority turn 2 and gave it to me after the middle objective fell on the side of my MK… this was also the side of his Bloodthirster and Skarbrand, so we knew where the fighting would be. I decided to ignore Battle Tactics for this turn and just moved the Ardboyz onto the objective whilst my 5 Brutes and 10 Brutes advances on my left in case an objective landed over there. Myles predictably took back the objective with Conquer and he led 6-4. A very small lead in Veins.
I won priority turn 3, but the objectives fell reasonably for us both (his on my left guarded by Fleshounds so I couldn’t reach it, mine in the middle) so I gave the turn away. Khorne again played carefully and took Agressive Expansion for the two objectives he already held. I took the same, took back the one in the centre on my right with my Ardboyz and charged into the Fleshounds on the left. I had to keep out of 18″ from the Daemon Prince of Khorne to ensure my charge was successful. The unit of 5 did some damage to the Fleshounds.
I won the key turn 4, declared Monstrous Takeover with the MK who toe poked the objective, whilst on the left the 10 Brutes joined the 5 Brutes and started to threaten the objective. In Myles’ turn they took over the objective and so Myles went on the attack… but Skarbrand failed an 8″ with re-roll and so the Bloodthirster and Juggernaughts went into my force on their own. They failed to kill the 10 Ardboyz, failing their Battle Tactic… but worse – failing to capture the objective. 0 points gained in turn 4 and I was ahead 22-14.
However, the game still had something to give – and by this time we had quite an audience – and turn 5 priority went to Khorne – he selected Slay the Warlord and Skarbrand went for the kill – he wiped out the GG who were guarding the MK and did 16 wounds to the MK. The MK swung back and killed Skarbrand, but the Bloodthirster swung around and killed the MK. The Deamon Prince stood on my objective which I thought was safe as I had a garison near it… only to be told it only counted as 1… ooops! It was 28-22 going into my turn 5.
I selected conquer, set-up outside my garrison and charged the Brutes and one Warchanter into the Bloodthirster (who had used Bloodtithe to get onto my objective). The Daemon Prince’s Blood Soaked Ground made the charge a little more difficult but I was succesful and the Daemon Prince fought twice… killing 3 Brutes – but it wasn’t enough and the Brutes killed the Bloodthirster! I had won 38-31. WIN 14-6. Because of his previous games though Myles was still ahead of me in the tournament.
Game 5 Feral Foray vs Daughters of Khaine
I had not played Morathi yet (suprising with all the games in AOS3 I’ve played) and so this would be useful. My opponent had already beaten an Ironjawz list to get to this point in game 5 and so this might be difficult!
I went first, moved the GG up to grab an objective and got the 5 points… and then found out what Morathi does! She shot, charged the GG and killed 5 of them. The remaining one managed to do the 3 wounds needed (because little Morathi had miscast), but this was a bad start! On my right the Bow Snakes and Shadowstalkers were advancing and killing anything I put within 32″ of them – I did know enough to be outside 24″. First up was the Ardboyz.
With no throw away units or ranged damage to hurt Morathi I was struggling to see a way out, so I took Monstrous Takeover turn 2, and 3 objectives (2 points) putting me on 9. The DoK took the objective on my right, which I had retreated my Brutes from to stop them dying in the hero phase, and we were 9-9… and then it went wrong as I lost the third turn priority. I burnt my middle objective to make the DoK concentrate on an area I wasn’t in, whilst Morathi killed 10 Brutes and put loads of wounds on the MK. I did do three more wounds, but this was too little too late and the teleporting troops meant I couldn’t escape them.
I lost priority turn 4, and hence the MK. The last 3 Brutes charged Morathi and did the remaining 3 wounds gaining some valuable points but I was then wiped out finishing 32-14 for LOST 1-19
This army really struggles in this match-up especially as I don’t have any throw away units, and he was screening well. I think next time I’ll try to get the Warchanters into Morathi as they can be reasonably confident of doing the 3 damage required, but with my other Ironjawz army (lots of drops and Rippas!) I fancy my changes more.
I finished with 3-1-1 and 62 points having only lost to Morathi. It was a great tournament and I finished 10th out of 38, so very happy with the result. Also managed to chat with a lot of the other gamers there and catch up with friends on the 40k tables!
This was a great army which definitely achieved the target of being quick to play, but still having a chance. The last game draw was critical though and the game against KO was perhaps a little short of what I should have got… but that would have got my playing against some of the Team England chaps who had turned up due to a cancelled event at Warhammer World, so I definitely can’t grumble
I’m not sure it’s a play style I like (a little too reckless for me) but I can definitely see how this can regularly get very high scores in a 20-0 tournament and I may bring it back to the next one of those.
With each new release in the Destruction family of Army Books I’m always on the lookout for good units that can be used across multiple differrent builds and (where possible) even across multiple different armies.
The first of these to get an article were Rippa’s Snarlfangs – the Grot Underworlds Warband for Gitz… that can be used by Orruk Warclans. The second is the topic of today’s discussion – Marshcrawler Sloggoth.
The Marshcrawler Sloggoth is a unit from the new Orruk Warclans book which forms part of the Kruleboyz allegiance – can’t see that all important Keyword in the book… yep; they left it off! Check out the FAQ to see it back in. Unfortunately as an Ironjawz player I can’t bring him along, but like many Destruction players I have a lot of the Kruleboyz units awaiting painting and the Marshcrawler (affectionality called ‘Dobby’ in the Warclans chat) will definitely find a way in there – as well as into any Big Waagh lists I run.
But, as luck would have it the Gloomspite Gitz can ally in Orruk Warclans, and I had a tournament to go to last week (BoBo) and so into a Squig army went a Marshcrawler. You can read about the army here.
Order & Chaos players may not understand the excitement that comes with a warscroll that can be used in multiple armies, with their collation rules, Cities of Sigmar, or Stormcast in general, but Death players will understand the joy that comes with a warscroll that revitalises an existing book – it’s a little ray of light!
For the scroll you can either check out the book – remember that there’s a missing Keyword in there, or the Age of Sigmar app… as a Warhammer+ subscriber I have this so on with the review:
The first thing you’ll notice about the Marshcrawler Sloggoth is that it doesn’t have any of the key Kruleboyz characteristics… it’s not an Orruk, it’s not poisoned… but what it is, is 3 Grotz riding a Troggoth. And it’s great! If this model isn’t also in the new Gitz book I’ll be disappointed. Looking beyond the immediate visual high, he is reasonable survivable with 12 wounds on a 4+ save, the bravery is less relevant and the move (6″) is fast enough to keep up with the foot slogging Orruks & Grotz that he is likely to be with. At 150 points, you’d still need selling on him, but bearing in mind a Loonboss on Mangler Squig is 310 for 12 wounds on a 4+, he doesn’t have to have too much going on to get into lists.
So, at 150 points we do need the unit to do something and this combat profile is not something to write home about. The Grots are useless – but may sneak through 1 damage on an unsuspecting foe, and the Sloggoth is really only a single Troggoth (Troll!) with a poor rend. The 3+/3+ is not bad though, and can work in a pinch and 2 damage means he may be able to sneakily take out a character… but to be honest at 6″ move he’s not getting to them. So with okay base stats, but relatively poor attacks I imagine you’re not sold on him… unless you just love Gitz riding Troggs!
But wait… there’s abilities to come.
First up is the regeneration – this is standard Trogg regeneration and whilst it’s not brilliant it does mean that the Marshcrawler is mostly immune to ‘chip’ damage (occasional mortal wounds throughout the game), and his Troggoth keyword does mean he gets some benefit in Gitz from the Bad Moon. Let’s be fair it a good ability on a 12 wound model, which is a good bonus.
Second, and at the top of the App list is an auto-slay ability like the Sons of Behemat have. This one is the slightly weaker version in that we need to roll twice the model’s wounds – so we’re not killing characters – but it does have a massive benefit… It goes at the end of the combat phase – sure you have to survive and if ‘Dobby’ is in combat you might be in trouble in the wider game, but it is a 2″ reach that can break coherency. So on a 5 model unit on 32mm bases in a line killing one of them can cause another 2 to flee due to coherency problems. Best used as a threat, or as a Hail Mary play but certainly not something to ignore.
And finally, the reason for looking twice at this warscroll, Krew Drummer. It’s so good I’m going to repeat it below:
The Krew Drummer is a superb ability – sure it repeats the ‘All Out Attack’ command ability which Kruleboyz can issue twice anyway, but there is no cost to this – no command point, no spell casting, no prayer required. Nothing – it’s always on…! And that is a dream situation. The 18″ of the model is a huge distance, especially with the move of 6″ and the fact you’ll likely be running it, because you don’t want to charge, and with the smaller tables.
This frees up command points for other command abilities, including in the same turn. If you’re fighting an enemy at -1 to hit, add in All Out Attack to retain the +1, or use All Out Defense on the key unit and then swing back with the drumming ringing in your ears. It’s just great.
I took one of them to BoBo Heat 2 (a 70+ player tournament in the UK last weekend), and it was superb. My Squigs were almost always hitting on 3+ instead of 4+ and that made a huge difference to my output in melee… where Gitz are struggling at the moment. I think it may be even better with Grots, because it allows the +1 to hit and the Loonboss’s I’m da Boss, Now Stab ‘Em Good! ability can be used with it, instead of having to decide. Trogg (Stuart) also used it in his force and said he would keep it in.
What’s not on the scroll
Hopefully I’ve convinced you that the scroll is good and has some play, and that it is pretty much a must take in Gloomspite Gitz lists but what about the Kruleboyz & Big Waagh lists?
Well that’s a strange one… granted I’ve not really tried to write a Big Waaagh list yet because I’m having so much fun with Ironjawz – who can’t take ‘Dobby’ – but also because it plays very differently to AOS2, in that I am reasonably certain it is much slower to build up the Waagh points.
But for Kruleboyz builds it’s tricky – the +1 is melee only so no boosting the Bolt Boyz – which is what all Kruleboyz are taking – and the Marshcrawler doesn’t use the poison rule. I still think there’s a list with only a few Bolt Boyz and more foot troops at which point he’ll be back in the list but it’ll need some practice and missing out on the 9 Bolt Boyz will certainly change the army.
So for Gitz he’s almost a 1+ (although 2 is probably overkill), and I’d definitely take him when I start trying out Big Waagh… but I’m still on the fence with the Kruleboyz and maybe that’s why Games Workshop forgot the keyword… he’s not for them anyway!
Let me know how you get on with Dobby the Marshcrawler Sloggoth and if there’s any secrets you’re prepared to share!
Games Workshop have announced on the community site that they are increasing the points of the Stormcast Dragons before their release.
Check out the full article at Warhammer Community for full information, but the summary is that GW have done some additional play testing on the Dragons and decided to increase the points
Some of these increases are quite dramatic with Stormdrake Guard (2) going up by 55 points; Stormdrake Guard (1) going up 25 points; and Knight Draconis going up 45 points.
It’s great to see the rules team taking on board concerns, and not waiting for units which could cause people to have ‘feel bad’ games; It’s also good to see this pre-emptive approach to stop people buying entire armies of Stormdrake Guard and not being able to use them.
So well done to the GW rules team for making a quick change – hopefully this bodes well for the future and it would be great to see these quality of life adjustments appear more often – as much to help the bottom and curb the top.
As I prepare for another event the Age of Chumps are attending the November edition of the BoBo event. The last of these was run when I was at Carnage last month, so really happy to be finally going to one of the events. – I’ve not been since Chrimbobo in 2018, which seems like an age ago!
Looking through the event pack, they are using the 20-0 system based on victory point difference:
I like this scoring system for those armies that normally struggle as there is always something to play for. This was especially relevant because of the awards available:
So, with a scoring system that rewards you even when losing, and a possibility of my Gitz actually picking up a trophy there was only one option… the Gloomspite Gitz would ride again!
Those who may have read my last article on the Gitz –A Gloomy Outing– will know that I struggled the last time I took the Squigs, but with a change in the FAQ, the main disadvantage of the Hoppers has been corrected.
This resolves a major issue I had with the Squig Hopper units where an enemy would ‘tag’ them in combat and they were neutered. Now we can retreat and still do mortal wounds, I hoped to get good value out of the 20 Squig Hoppers I intended to take. That said, there were still some changes to be made so I’m intending to take this:
General: Loonboss on Mangler Squig
The Loonboss on Mangler Squig is an expensive chap at 310 points, and I never seem to be able to get my worth out of him… he can (technically) hit like a train, but I always miss with him and his 12 wounds makes him very squishy… his random movement with no damage is okay (3D6″) but with a few wounds it can fall dramatically. That said he does have the greatest warscroll damage table in the game (he gets worse, then better!) which is a great use of design space.
He has the Arcane Tome (Flaming Weapon) so that I can give him the command trait Dodgy Character (re-roll successful attacks against him). I hope that this will allow him to charge a unit and ignore unleash hell, or put off Sentinels and Longstrikes from shooting at him. However I fear he will die often!
He’s not a complete loss in a Squig army though, as his command ability is +1 to wound for all friendly squig units wholly within 18″. Making the Squig Herd not too shabby.
This little guy is squishy… like very squishy, but he holds my second artefact – Moonface Mommet. This little doll causes an enemy unit within 12″ to be at -1 armour save… I’ll deploy him with the Squig Herd, and hope he survives longer than a Spinal Tap Drummer… although at 4 wounds I don’t hold out much hope. He has Hand of Gork for the threat, but will likely cast Mystic Shield on the Squig Herd more often.
My third character and third wizard has a 4+ ward so effectively twice as many wounds as the Madcap. He can give command points on a 4+ and also comes with Hand of Gork… although he’s likely to try to cast it.
Battleline 1 – 36 Squig Herd
I love these vicious little blighters and at 72 wounds, they are more resilient than a Gargant at the same points (480 points), and can do some damage with 2 attacks at rend 1. They also explode if they flee, and can come back as an 18 Squig Herd if they die…. big, unwieldy, slow, off-meta but such great models with loads of character. They’ll be at the front of the army with the Mangler, Madcap and Mirebrute hiding within 18″, 12″ and 18″ of them!
With all out attack they attack in ranks of 2 (reach 1″) with 2 attacks each (see Snufflers below to increase this), 3+/2+/-1/D1. Sure you need 2 command points, but with the shrine I don’t need it for battleshock.
Battleline 2 – 20 Squig Hoppers
If you look up ‘left-field’ in the dictionary you may well see 20 Hoppers staring back at you. They have random movement (3D6″), are 1″ reach on 32mm bases, and have a bravery of, well, a goblin (4)… so why 20?
To get maximum use out of Boing! Boing! Boing! which does a mortal wound on a 4+ to one unit for each Hopper that moves across. Can you run and retreat – heck yeah; you can now. So charge the herd, get bogged down and then these guys fly over, cause 10 mortal wounds and then either charge in for the kill or wait for the next victim. Great stuff(*)
Battleline 3 – 10 Squig Hoppers
What’s more mobile, versatile and has a small footprint than 20 Hoppers but with all the fun…? 10 Hoppers! This is the unit that really needs to keep my Hold the Line objective so they can’t take the risks of the 20 unit, but they are still fun; are 20 wounds and will take some killing — unless anyone brings the shooting meta… then they’re in trouble.
With a cheaky mortal wound output here, and 4D6″ movement to run onto objectives, they are my secret weapon (not really). Like the 20 Hoppers they are Great Stuff (*)
Other units – 2 x Sneaky Snufflers
Sneaky Snufflers are a great warscroll – except the not moving part, which is odd – but at 75 points they give 12 wounds, and give +1 attack to Squigs & Grotz – just beware of the key word bingo. If disaster strikes, I can even do it twice on one unit, doing 2D6 mortal wounds, but giving +1 attack. Who doesn’t love the idea of Squigs with 4 attacks swarming the unit that’s just attacked… mu-ha-ha!
Other units – Rippa Snarlfangs
I’ve written and spoken about Rippa’s until I’m blue in the face, and it’s starting to get through… the most popular unit in Destruction (**) they are able to complete battle tactics in their sleep… or provide much needed 6″ pile in moves to avoid Unleash Hell. Want to know more… read about them here!
Other units – 5 Boingrot Bounders
Are these little armoured knights good in 5s? Sure Varanguard cope in 3s, so these little guys will do just fine – with only 5 models I can afford to give them a more wide ranging role, or save them for a late Hand of Gork. They’ll die a lot and often, but if (when) they do, they can come back through the shrine if there are no other dead yet.
Ally 1 – Marshcrawler Shoggoth
Still not an ally in the app for some reason, this chap is a great addition to the army from the Orruk Warclan book, with the ‘Krew Drummer’ special rule giving all friendly units wholly within 18″ +1 to hit. Also, it’s not a command ability so it can be stacked with All out attack, if you’re playing anyone sneaky enough to use -1 to hit abilities.
Perfect for when you come up against Stabbas and Shootas in the meta-defining mirror that’s almost certain when we play gitz! (***). I’m painting my first one up for this tournament (painting 2 at once for ease), and I imagine he’ll be appearing in a few other armies over the weekend… maybe in a certain Trogg army!
So the final list looks like this:
Allegiance: Gloomspite Gitz – Option: Gloomspite Gitz – Grand Strategy: Hold the Line – Triumphs: Inspired
Leaders Loonboss on Mangler Squigs (310)* – General – Command Trait: Dodgy Character – Artefact: Arcane Tome (Universal Artefact) – Universal Spell Lore: Flaming Weapon Madcap Shaman (80)* – Artefact: Moonface Mommet – Lore of the Moonclans: The Hand of Gork Fungoid Cave-Shaman (95)* – Lore of the Moonclans: The Hand of Gork
Battleline 36 x Squig Herd (480)** – Reinforced x 2 20 x Squig Hoppers (360)** – Reinforced x 1 10 x Squig Hoppers (180)**
Units 6 x Sneaky Snufflers (75)* 6 x Sneaky Snufflers (75)* 3 x Rippa’s Snarlfangs (70) 5 x Boingrot Bounderz (105) 1 x Marshcrawla Sloggoth (150)
Core Battalions *Warlord **Hunters of the Heartlands
I’ll let you know how I get on – hoping for 2 wins… but in reality will be happy with 1 win and 1 draw! as well as some points for close losses! Oh, and top Gloomspite Gitz of course!
So, what do you think of the force… whose going to place higher – me or Stuart (Troggs!) and who will win most friends? Hopefully I’ll have all the answers to these questions at the end of the weekend. Roll on BoBo!
(*) – Player’s experience of Hoppers may not reflect the rosy picture painted above.. there’s a reason Gitz aren’t in Tier A!
(**) or most popular unit for me… which is clearly the same thing anyway.
(***) probably more due to going 0-3, than 3-0 but <shrugs>
Whilst talking through list options on the Warclans WhatsApp group a question was raised as to whether a one-drop Ironjawz list would work. As is often the case, the question was also asked by Rob on The Honest Wargamer during his review of the AOS lists, which can be found here.
So, I started writing a list. For those who don’t know what a ‘one drop’ means, it is a force in Age of Sigmar which is deployed all at once. The advantage of it is that the first player to fully deploy gets to chose who goes first… there are also a lot of top-meta armies in the UK at the moment which are 1 or 2 drop. This can only be achieved by use of the Battle Regiment Core Battatlion – what’s that; I’m glad you asked:
This means that in order to be able to have an army that was deployed in go, I would have a maximum of 3 characters (only one at 10 wounds or above), 5 units and a behemoth or artillery. ‘Fortunately’ Ironjawz don’t have either of the last 2, so I was looking at an army with 3 characters and 5 units – this would certainly be a struggle but let’s see what I can do.
Character 1 – Megaboss on Maw-Krusha
There is no way I can reach the points level without an expensive unit and the Megaboss on Maw-Krusha satisfies this. Fortunately he is also a great warscroll and an auto-include in every Ironjawz list I have seen to date. His equipment is easy – a Rip Tooth for a 3+ armour save is this only real option.
I then make his mount a ‘Smelly ‘Un’ which is my go-to option at the moment, as it makes opponents -1 to hit in combat if you don’t charge. Perfect if you plan to alpha strike and then survive an opponent’s turn.
I follow up with Hulking Brute command ability (2+ D3 wounds on charge) to help him clear screens with Stomp & Destructive Bulk, and add the essential Amulet of Destiny for more survive-ability. He’s my General, my spear and the way I plan to kill the enemy’s big bad units early.
Characters 2 & 3 – Warchanters
I really like Hand of Gork because of it’s threat, but the Warchanters are just superb with Violent Fury providing +1 damage and two of them allow to buff the Maw Krusha and one other unit. I give them Fixin’ Beat (healing) and Get ‘Em Beat (3D6″ charge) to give me an option of going second, healing damage done to the Maw Krusha and striking back.
With my characters done, I’m at 710 points, so lots still to get… onto the units
Unit 1 – 6 Gore Gruntas
With the Maw Krusha, I need something that can alongside him if I have to take the turn one (to go after sentinels for example) and these are perfect. I have also never used them and – whilst I have 6 – they are all unassembled. This shocking situation would have to stop.
The intention if I take the first turn is to Mighty Destroyers these and the Maw Krusha and then move, and go for a charge on the enemy’s worst units. The Gore Gruntas go in first, take ‘Unleash Hell’, do mortal wounds and then the Maw Krusha can follow up, do D3 mortal wounds, and then stomp the same screen, allowing triggering of Destructive Bulk to move D6″ and do it all again. At least that’s the plan!
If I give up the first turn, these guys will likely become a mobile counter charge threat under Ironsunz (more on this later), and the Brutes (see below) will get the Mighty Destroyers.
I was asked why it isn’t two units of 3, and that’s because I have 1,290 points left so I need most of my remaining units to be reinforced.
Unit 2, 3 & 4 – 10 Brutes, 10 Brutes, 5 Brutes
25 Brutes, 3 wounds at 4+ save and Jagged Gore-Hackas. These guys can push out some serious damage, can stop 1 wound models counting on objectives (looking at Pink Horrors here!) and can be used as a screen if that is what’s needed. Plus they are great models, and who doesn’t love great models. I have 20 painted, so would only need to add an additional 5 to make this work.
If you’re unsure how Brutes work, you’re also in luck, for there’s an article on this very blog on it. Just here.
Unit 5 – 10 Ardboys
I was really torn on this selection, because I wanted to try to fit in my unit of Rippa’s Snarlfangs…. but the Gore Gruntas do a lot of what Rippa can do – so I went for a solid unit to keep a back objective and, if things start going wrong, get buffed by the Warchanter for a glorious charge. They are also Battleline, so my Grand Strategy makes these a unit that can definitely be hidden to get me those 3 (often crucial) points.
I’ve chosen Ironsunz because the command ability is superb. Alright, Get ‘Em allows me to charge units in my opponents charge phase either forcing them to charge me, or be counter charged. It’s great for keeping the Maw Krusha in combat.
Grand Strategy & Triumph
For my Triumph I can’t see beyond Inspired (+1 to wound), and at 1,980 points for the army, I may get a few cheeky options for this in a tournament.
My Grand Strategy was equally easy to chose – Hold the Line – and the reason why I have taken 10 Ardboyz at my final unit.
The Final List
Allegiance: Ironjawz – Warclan: Ironsunz – Grand Strategy: Hold the Line – Triumphs: Inspired
Leaders Megaboss on Maw-Krusha (480)* – General – Boss Choppa and Rip-tooth fist – Command Trait: Hulking Brute – Artefact: Amulet of Destiny (Universal Artefact) – Mount Trait: Smelly ‘Un Orruk Warchanter (115)* – Warbeat: Fixin’ Beat Orruk Warchanter (115)* – Warbeat: Get ‘Em Beat
Battleline 10 x Orruk Brutes (320)* – Jagged Gore-hackas – 2x Gore Choppas – Reinforced x 1 10 x Orruk Brutes (320)* – Jagged Gore-hackas – 2x Gore Choppas – Reinforced x 1 5 x Orruk Brutes (160)* – Jagged Gore-hackas – 1x Gore Choppas 10 x Orruk Ardboys (170)* – 1x Gorkamorka Banner Bearers – Reinforced x 1
Units 6 x Orruk Gore-gruntas (300)* – Jagged Gore-hackas – Reinforced x 1
155 wounds, most at least at 4+, and 18 at 3+… that’ll take a lot to kill, especially if I chose to Alpha Strike and go after my opponent.
Having thought about this for a few days, I’ve decided to take it to Warfare at Ascot (run by Reading Wargamers). It’s always a fun, relaxed event, so hopefully I haven’t overclocked the army too much.
Let me know what you think and what you would change – it was great fun thinking of a change and abandoning my favourite ‘Warlord’ Battalion.
The Bad Moon is rising and Gotrek Gurnisson once again finds himself in the middle of the action, fighting his greatest enemies and trying to find his doom – although in the Age of Sigmar – his doom finding is a little more limited and currently is based around him wanting to remove the Fyreslayer rune from his chest.
Darius Hinks has once again been given the job of adding to the saga of Gotrek and his new companion – Maleneth Witchblade (an Aelf). If you read my review of Dominion, you will know that I like his writing, and this novel is no exception. This being a Warhammer Age of Sigmar novel I’m not pretending that it is a classic to rival some fantasy epics from yesteryear but it is a good fun yarn, with plenty of combat, some character development for Gotrek, Duardin and (more importantly than all that…) Gitz!
It won’t surprise regular readers to hear that I love the Gitz (Goblins) since I started Warhammer Fantasy Battle back in the late <cough> 1980s. Since then the little goblins (or Grobbi to Gotrek) have seen new developments, have conquered the World’s End Mountains, made Scrappa-spill and started to control the Bad Moon… all while worshiping Mork (or possibly Gork). And it is great to have them here.
The Gotrek books often spend a large number of pages building character and giving background to the ‘Big Bad’ of the book and Gitslayer is, fortunately, no exception. Unlike Dominionwhere the Kruleboyz were only seen from the viewpoint of the humans and Stormcast, or Gloomspitewhere the Gitz got limited ‘screen time’, Gitslayer puts them front and centre.
There are descriptions of mushrooms, magic, bottles, potions, squigs and, of course, the Bad Moon itself; all coming together to threaten the Kharadron Overlords who have promised to help Gotrek remove the rune from his chest. These descriptions are fabulous and I won’t spoil any of the fun of reading them for the first time, but if you like Gitz this is a great book and succeeds where Gloomspite failed.
The main character remains Gotrek, but we know how it is going to end, as he searches for his Doom, or Felix, or both. We know he’ll upset some locals, get drunk and then save the day… but still we read for the journey. And Gitslayer delivers on this journey.
During my recent chat with AOS Coach I got to thinking about the units I use most often, particularly those that I use across different army builds. Those scrolls that always go into every army whether they are from the book or allies.
One of those units is (or should that be ‘are’?) Rippa’s Snarlfangs.
Unfortunately the warscroll is no longer available on-line and is only available via the Warhammer AOS app. (A disappointing move from the accessibility of previous editions, and a barrier to entry… a strange move from GW).
Rippa’s Snarlfangs are a Warhammer Underworlds Warband which are based on the old style Common Goblin Wolf Riders – with a wonderful reimagining. The models have great movement (12″), and come with 3 different weapon load outs… talking of which:
Okay, so I hear you calling me out here… there’s nothing yet that is particularly strong or unique about the scroll. 6 wounds, mediocre goblins and a one shot 5+/5+ bow… they are hardly Longstrikes; but bear with me – there is logic to my madness.
Now we’re talking… 2 attacks per wolf with 2 damage each. They aren’t going to take anything with an armour save but I’ve charged them into Skinks with some success and the 3+/3+ can become 2+/3+ reasonably easily. Still not sold?… read on.
This is where the power of the scroll starts to become apparent… and it’s the wolfs. So the +1 to hit is ‘free’ on the charge, but Ferocious Pounce is where it is. This allows Rippa and his mates to ignore all the ‘Unleash Hell’ out there and get into the juicy underbelly of the enemy. I’ve used them as a ‘just in case’ in my Warclan army so they stay outside 3″, within 6″ and then if my Orruk’s failed to finish off a unit these 3 can do the job.
What’s not on the scroll
Hopefully I’ve convinced you that the scroll is good and has some play, but why is it in all my Orruk Warclans (as allies) and Gloomspite Gitz lists? The point value…! For 70 points I find this unit invaluable for grabbing early (or late) objectives and completing battle tactics. Having a unit that is quick enough to grab the odd objective early, and then if they survive getting a cheeky Savage Spearhead with another unit – it means I don’t have to rely on Hand of Gork being successful. They are also the cheapest unit in either of the books since the increase in minimums on the Squig and Squig Hopper units.
So if you use Gitz or Orruk’s give them a go and let me know in the comment how you get on
For those who remember the classic boxset – RTB01 – they will know that scale creep for the 25mm to 28mm to 28mm heroic Warhammer 40k left Space Marines looking a little too small… so what to do with all these kits?
Step forward Belisarius Cawl, and the Primaris Space Marines… this is his story!
Belisarius Cawl has created the Primaris Astartes (Space Marines) in order to combat the threats to the Imperium of Man. This book gives background for Cawl from the time of the Heresy to the present day (41st Millenium), and his relationships with his followers and Primarch Roboute Guilliman.
A good, fast paced story set in two monumental times in the Warhammer universe. It is interesting to see the growth of the Cawl character – with his single-mindedness – and the group he has created and brought around him. Off-set against this is the story of his first realisation that the Imperium needs more assistance, and that he is the one to provide that assistance – by improving on the Emperor’s work.
It is good fun to occasionally read stories about the characters behind the epoch changing / making moments in the 41st Millenium and Haley brings the character to life, as well as giving some threat in the back story, and running both stories at the same time.