All posts by Peter Holland

Top Three AoS Lists from Renegade Wargaming – Spring Up GT

The Renegade Wargaming – Spring Up GT took place in Minneapolis, Minnesota, USA on 23rd and 24th April. It involved 38 players vying to be crowned champion in a 5 game tournament.

Before I jump into the Top Three, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.

Corey won all five games over the weekend. Along the way he beat Idoneth Deepkin/Fuethan in round 1, Stormcast Eternals/Hammers of Sigmar in round 2, Ogor Mawtribes/Boulderhead in round 3, Ironjawz/Bloodtoofs in round 4 and Maggotkin of Nurgle/Befouling Host in Round 5.

Allegiance: Legion of the First Prince
Grand Strategy: Beast Master
Triumphs: Inspired

LEADERS
Be’Lakor, the Dark Master (360)
Lore of Ruinous Sorcery: The Master’s Command
Kairos Fateweaver (435)
Lore of Ruinous Sorcery: The Master’s Command
Bloodthirster of Insensate Rage (280)*
General
– Command Trait: Ruinous Aura
– Artefact: Armour of the Pact
The Changeling (170)*
Lore of Ruinous Sorcery: The Master’s Command
Slaves to Darkness Daemon Prince (210)*
Sword
– Mark of Chaos: Khorne

UNITS
10 x Pink Horrors of Tzeentch (250)*
5 x Flesh Hounds (105)*
5 x Flesh Hounds (105)*

ENDLESS SPELLS & INVOCATIONS
Umbral Spellportal (70)

CORE BATTALIONS
*Battle Regiment

TOTAL: 1985/2000
WOUNDS: 85
ALLIES: 0/400
REINFORCED UNITS: 0/4
DROPS: 3

Advertisements

Alex managed four wins and a loss over the two days. Beating Stormcast Eternals/Hammers of Sigmar in round 1, then losing against Ironjawz/Bloodtoofs in round 2, then beating Soulblight Gravelords/Kastelai Dynasty in round 3, Sons of Behemat/Breaker Tribe in round 4, and Stormcast Eternals/Hallowed Knights in the final round.

Army Faction: Sons of Behemat
Army Type: Taker Tribe
Grand Strategy: Beast Master

LEADER
Warstomper (470)*
Artefacts: Arcane Tome
Gatebreaker (525)*
Kraken-Eater (490)**
General
– Command Traits: Extremely Intimidating
– Artefacts: Jaws of the Mogalodon
Kraken-Eater (490)**
Artefacts: Krakenskin Sandals

CORE BATTALIONS
*Bosses of the Stomp
**Bosses of the Stomp

TOTAL POINTS: (1975/2000)

Advertisements

Pat also won four games and lost a fifth. Along the way they beat Ogor Mawtribes/Boulderhead in round 1, Idoneth Deepkin/Dhom-Hain in round 2, Sylvaneth/Gnarlroot in round 3. He then lost against Maggotkin of Nurgle/Befouling Host in round 4 before beating Ironjawz/Bloodtoofs in round 5.

Allegiance: Lumineth Realm-lords
Great Nation: Syar
Mortal Realm: Hysh
Grand Strategy: Prized Sorcery
Triumphs: Indomitable

LEADERS
Archmage Teclis and Celennar, Spirit of Hysh (740)*
Scinari Cathallar (145)*
General
– Command Trait: Goading Arrogance
– Artefact: The Perfect Blade
– Lore of Hysh: Total Eclipse

UNITS
10 x Vanari Auralan Wardens (145)*
Lore of Hysh: Lambent Light
10 x Vanari Auralan Wardens (145)*
Lore of Hysh: Lambent Light
10 x Vanari Auralan Wardens (145)*
Lore of Hysh: Protection of Hysh
20 x Vanari Auralan Sentinels (340)*
Lore of Hysh: Speed of Hysh
10 x Vanari Auralan Sentinels (170)*
Lore of Hysh: Lambent Light

ENDLESS SPELLS & INVOCATIONS
Umbral Spellportal (70)
Rune of Petrification (75)

CORE BATTALIONS
*Battle Regiment

TOTAL: 1975/2000
WOUNDS: 81
ALLIES: 0/400
REINFORCED UNITS: 1/4
DROPS: 1

Advertisements

Walter finished 7th and claimed four victories over the two days. His path saw him lose against Daughters of Khaine/Hagg Nar in round 1, then going on to beat Ogor Mawtribes/Boulderhead in round 2, Seraphon/Thunder Lizard in round 3, Stormcast Eternals/Tempest Lords in round 4 and Sylvaneth/Gnarlroot in round 5.

Army Faction: Orruk Warclans
Army Type: Kruleboyz
Army Subfaction: Big Yellers
Grand Strategy: Sever the Head
Triumphs: Indomitable

LEADER
Breaka-boss on Mirebrute Troggoth (180)
Gobsprakk (280)
Spells: Sneaky Miasma
Snatchaboss on Sludgeraker Beast (315)*
General
– Command Traits: Egomaniak
– Artefacts: Mork’s Eye Pebble
– Mount Traits: Tough ’Un
Swampcalla Shaman and Pot-grot (105)*
Spells: Choking Mist

BATTLELINE
1 x Gutrippaz (360)*
Wicked Stikka
1 x Man-skewer Boltboyz (240)*
Man-skewer Boltboyz (120)*

ARTILLERY
Beast-skewer Killbow (130)*

OTHER
Hobgrot Slittaz (80)*
Marshcrawla Sloggoth (150)*

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1960/2000)

Final Tournament Placings

Top Three AoS Lists from Warpstone Wars GT

The Warpstone Wars GT took place in Coraopolis, USA on 23rd and 24th April. It involved 25 players vying to be crowned champion in a 5 game tournament.

Before I jump into the Top Three, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.

1st Bill Souza – Lumineth Realm-Lords

Bill won all five games over the weekend. Along the way he beat Hedonites of Slaanesh/Lurid Invaders Host in round 1, Maggotkin of Nurgle/Droning Guard in round 2, Seraphon/Thunder Lizard in round 3, Soulblight Gravelords/Legion of Night in round 4 and Cities of Sigmar/Living City in Round 5.

Allegiance: Lumineth Realm-lords
– Great Nation: Zaitrec
– Grand Strategy: Prized Sorcery
– Triumphs:

Leaders
Sevireth, Lord of the Seventh Wind
(345)*
Scinari Loreseeker (170)*
– Extra Spell: Lambent Light
– Lore of Hysh: Protection of Hysh

Vanari Lord Regent (155)*
– General
– Command Trait: Fast Learner
– Artefact: Gift of Celennar
– Extra Spell: Total Eclipse
– Lore of Hysh: Speed of Hysh


Battleline
10 x Vanari Auralan Wardens
(145)*
– Lore of Hysh: Lambent Light
10 x Vanari Auralan Wardens (145)*
– Lore of Hysh: Protection of Hysh
30 x Vanari Auralan Sentinels (510)*
– Lore of Hysh: Total Eclipse
– Reinforced x 2

Units
1 x Hurakan Spirit of the Wind
(265)*
1 x Hurakan Spirit of the Wind (265)*

Core Battalions
*Battle Regiment

Total: 2000 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 92
Drops: 1

Advertisements

2nd Thomas Guan – Seraphon

Thomas managed four wins and a loss over the two days. Beating Stormcast Eternals/Astral Templars in round 1, Skaventide in round 2, losing against 1st placed Bill and his Lumineth Realm-Lords/Zaitrec in round 3, then going on to beat Ironjawz/Bloodtoofs in round 4, and Daughters of Khaine/Hagg Nar in the final round.

Army Faction: Seraphon
– Army Type: Coalesced
– Army Subfaction: Thunder Lizard
– Grand Strategy: Hold the Line
– Triumphs: Inspired

LEADER
Engine of the Gods
(265)*
– Artefacts: Incandescent Rectrices
– Prayers: Curse

Skink Priest (80)*
– Prayers: Curse
Skink Priest (80)*
– Prayers: Curse
Slann Starmaster (265)**
– General
– Command Traits: Arcane Might
– Artefacts: Fusil of Conflagration
– Bonding: Krondspine Incarnate of Ghur

Skink Starpriest (130)**
– Spells: Hand of Glory
Stegadon with Skink Chief (305)**
– Skystreak Bow
– Beastmaster
– Artefacts: Cloak of Feathers


BATTLELINE
2 x Skinks
(225)***
– Boltspitter, Celestite Dagger and Star-buckler
Saurus Knights (110)***
– Celestite Warspear and Powerful Jaws
Saurus Knights (110)***
– Celestite Warspear and Powerful Jaws

BEHEMOTH
Krondspine Incarnate of Ghur
(400)

TERRAIN
Realmshaper Engine (0)

CORE BATTALIONS:
*Command Entourage
**Command Entourage
***Hunters of the Heartlands

TOTAL POINTS: (1970/2000)

Advertisements

3rd Emma Mangels – Maggotkin of Nurgle

Emma also won four games and losing a fifth. Along the way they beat Idoneth Deepkin/Dhom-Hain in round 1, lost against Maggotkin of Nurgle/Droning Guard in round 2, then beat Cities of Sigmar/Tempest’s Eye in round 3, Idoneth Deepkin/Mor’phann in round 4 and Stormcast Eternals/Astral Templars in round 5.

Allegiance: Maggotkin of Nurgle
– Subfaction: Droning Guard
– Grand Strategy: Hold the Line
– Triumphs:

LEADERS
Bloab Rotspawned
(300)***
– Lore of Malignance: Magnificent Buboes
Orghotts Daemonspew (300)**
Lord of Afflictions (210)**
– General
– Command Trait: Overpowering Stench
– Artefact: The Splithorn Helm

Festus the Leechlord (150)**
– Lore of Malignance: Gift of Disease
Harbinger of Decay (140)***
– Artefact: Rustfang

UNITS
5 x Putrid Blightkings
(250)*
5 x Putrid Blightkings (250)*
3 x Plague Drones (200)***
3 x Plague Drones (200)***

CORE BATTALIONS
*Hunters of the Heartlands
**Command Entourage – Magnificent
***Battle Regiment

ADDITIONAL ENHANCEMENTS
Artefact

TOTAL: 2000/2000
WOUNDS: 118
ALLIES: 0/400
REINFORCED UNITS: 0/4
DROPS: 6

Advertisements

Wildcard: Brad College – Gloomspite Gitz

I’m a sucker for a Gloomspite list….

Brad finished 13th and claimed three victories over the two days. His path saw him lose against Cities of Sigmar/Living City in round 1, beat Ogor Mawtribes/Underguts in round 2 and Maggotkin of Nurgle/Droning Guard in round 3 before going on to lose against Stormcast Eternals/Astral Templars in round 4 and Sons of Behemat/Breaker Tribe in round 5.

Army Faction: Gloomspite Gitz
– Grand Strategy: Hold the Line
– Triumphs: Inspired

LEADER
Dankhold Troggboss
(240)**
– General
– Command Traits: Loonskin
– Artefacts: Glowy Howzit

Madcap Shamans (80)**
Spells: The Hand of Gork

BATTLELINE
2 x Fellwater Troggoths
(465)*
2 x Fellwater Troggoths (465)*
Fellwater Troggoths (155)**
Rockgut Troggoths (145)**
Rockgut Troggoths (145)**
Rockgut Troggoths (145)**

TERRAIN
Bad Moon Loonshrine (0)

OTHER
Marshcrawla Sloggoth
(150)**

CORE BATTALIONS:
*Hunters of the Heartlands
**Battle Regiment

TOTAL POINTS: (1990/2000)

Final Tournament Placings

Warscroll Statistics – Sons of Behemat

Below you will find the Sons of Behemat Warscroll Statistic cards.

What the cards show:

  • Warscroll Wheel: This information is the standard Warscroll wheel. However, it shows the maximum statistics for the unit in place of any * as shown on the units Warscroll.
  • Resilience: This information shows the MINIMUM number of hits BEFORE saves for each rend type for this unit to be destroyed post BATTLESHOCK
  • Weapon Stats: This shows the AVERAGE damage for ALL models armed with that weapon in the unit BEFORE any saves are made. It also shows the MAXIMUM damage for ALL models armed with that weapon in the unit. The final column shows the threat range, which is a combination of the units movement and maximum charge roll (plus run roll if applicable) for that unit.
  • Unsaved Damage: This section shows the damage output for all models armed with that weapon in the unit AFTER the various save values are made.

Leaders

Battleline

Army on Parade – Kruleboyz

I thought some may be interested in seeing my completed army to date. All of this has been painted in the first four months of 2022 apart from the Gutippaz which were finished in December.

So completed thats:

  • Swampboss Skumdrekk
  • Swampcalla Shaman with Pot-Grot
  • Rippa’s Snarlfangs (Allies)
  • Beast-Skewer Killbow
  • 9x Man-Skewer Boltboyz w/Champion
  • 10x Gutrippaz
  • 20x Hobgrot Slittaz

Still to paint:

  • Gobsprakk / Killaboss on Corpse-Rippa Vulcha
  • Swampcalla Shaman with Pot-Grot
  • 2x Killaboss on Great Gnashtoof
  • 2x Murknob with Belcha-banna
  • 2x Killaboss with Stab-Grot
  • 9x Man-Skewer Boltboyz
  • 20x Hobgrot Slittaz
  • 30x Gutrippaz
  • 3x Fellwater Troggoths (Allies)
  • Snatchaboss on Sludgeraker Beast

Write My Tournament Army – Part 6

I’ve asked you all to get involved with the writing of my tournament army for the Age of the Dark Gods tournament, run by Savage Hammer Gaming. Each week selecting a different unit for the army.

Last week you decided that our next unit to be included in the army was a second Swampcalla Shaman. You also decided that the first should have the spell Nasty Hex.

You couldn’t decide between an additional leader or Other/Artillery, so this week I’ve lumped them all into one larger vote for you. As well as that we have another spell vote for the second shaman and a vote for who should have an artefact.

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
Swampcalla Shaman and Pot-Grot (105)
Spell: Nasty Hex
Swampcalla Shaman and Pot-grot (105)

BATTLELINE
9 x Man-skewer Boltboyz (360)
  – Reinforced: Twice
9 x Man-skewer Boltboyz (360)
  – Reinforced: Twice
10 x Gutrippaz (180)
Wicked Stikkaz

UNITS
10 x Hobgrot Slittaz (80)

Total: 1,505 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 92
Drops: 7

Shaman Spell

There are a number of options here all with their own benefits.

Da Black Pit

Thanks to Wahapedia

Not bad for large groups of models with good save characteristics, such as a unit of 5+ stormcast etc. Not much good for enemy Monsters, Leaders or units with saves of 5+ or better.

Choking Mist

A good one for the Kruleboyz, as you can pick a spot 5.5″ behind a unit you’re about to charge and force them to reduce the number of attacks against you.

Sneaky Miasma

Not bad for moving our Sludgeraker up to the enemy quicker, or any other monster that may be selected before the series ends. Essentially gives them a free move.

Nasty Hex

Not bad, especially for units like Nagagh.

Spell Vote


Additional Leader/Artillery or Other Unit

Rather than go the pros and cons of all the units again I’ve just listed them all on the vote below. I think we’ve all seen the pros and cons enough now!

Next Week’s Unit

As the points will be below 400 after this week’s vote, next week I will just include units that we are able to afford.

Warscroll Review – Killaboss on Great-Gnashtoof

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.

Basic Info

Grand AllianceDestruction
BattletomeOrruk Warclans
SubfactionKruleboyz
Cost170 Points

Army Role

Firstly this is a fantastic looking model from the Kruleboyz range, perhaps my favourite of them all. It can take a lot of punishment before it falls and it dishes out a fair whack as well.

One problem you’ll find is that this model DOES NOT have the MONSTER keyword. This is surprising given its size, but it also means that it cannot take advantage of certain combinations that would have made it even more powerful. For example, SNEAKY MIASMA could have given this model an additional move in the hero phase of it were a MONSTER.

But let’s not moan about what it could have done!

This model can be made into the army General, and there’s good reasons why you can consider this an option instead of the usual Snatchaboss on Sludgeraker. Firstly, this model has the Savage Hound ability meaning that it adds +1 to its hit rolls if it made a charge that turn. Turning this into your General will give you the added option of giving him the Slippery Skumbag command trait, allowing it to retreat and charge in the same turn. Combined with that, giving it the Beastkilla Slop means that once per battle you have the ability to cause on average 3-4 mortal wounds against an enemy Monster within 3″, turning him into a viable Monster hunter who can kick out 5 damage +4 mortal wounds on average.

Alternatively, if this or another model is the general you could decide to give them Supa Sneaky, in which case you can move this model anywhere on the tabletop 9″ or more from an enemy model. It can still make a move that turn and then charge. For unsuspecting enemies this means you can have him in their back lines either claiming objectives for quick point leads or messing up his units he’s trying to keep safe, such as Longstrikes or Sentinels.

Bear in mind as well that this model is 10 points cheaper than a unit of Gutrippaz. It has more survivability (needing 30 zero rend damage allocated as opposed to 20 for the Gutrippaz), it also kicks out more damage than a unit of 10 Gutrippaz with, on average 10 damage per turn (1 of which is a mortal) as opposed to the 6-7 for the Gutrippaz (admittedly 3-4 of those are mortals).

in fact, take him alongside some Gutrippaz and he’ll make sure they’re not running either with his All Part of Da Plan ability. The two units together can dish out 4-5 mortals wounds a turn and 15 damage asking them a very tasty combo.

Its an under rated model in my opinion that has a lot of flexibility and catch an unwary open completely by surprise if used correctly.

Combinations

SourceAbilityDescription
Kruleboyz Allegiance Abilities SkulbugzWhen 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’ BladesDuring 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 TraitSupa SneakyIf 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 TraitSlippery SkumbagThis general can retreat and charge in the same turn.
Mount Trait Fast ’UnOnce per battle, in your hero phase, this model can make a normal move.
Kruleboyz Battle TraitsVenom-encrusted WeaponsIf 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 TraitsKruleboyz 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 TraitsDirty TricksAfter 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.
Murknob with Belcha-bannaPower of KragnosWhen 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-grotPoisons and ElixirsAt 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 MorkSummon Boggy MistSummon 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 MorkMouth of MorkIf 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 VenomAdd 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 EmpiresThe End of EmpiresIf 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 IdolLivin’ IdolAdd 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.

Missile Attacks

This unit has no missile attacks.

Melee Attacks

This model has weapon profiles for the boss and for his mount. Bear in mind however that only the boss will benefit from the venom-encrusted weapons. These stats may not look great on first glance bit remember this unit has the Savage Hound ability enabling it to add 1 to hit rolls if it charged that turn. So you should be hitting on 2’s rather than 3’s for both weapons.

AttackAv Threat Range# of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Jagged Boss-stikka17″42.7 +1mw1.8 +1mw3.6 +1mw
Bone-crushing Fangs17″43.32.24.4
Based on average dice rolls

Looking at the damage after saves:

SaveJagged Boss-stikka Unsaved DamageBone-crushing Fangs Unsaved Damage
3.6 +1mw4.4
6+3.6 +1mw4.4
5+3.0 +1mw3.7
4+2.4 +1mw2.9
3+1.8 +1mw2.2
Amount of damage after saves based on average dice rolls

The chance of this units charge connecting:

DistanceChance
13″97%
14″92%
15″83%
16″72%
17″58%
18″42%
19″28%
20″17%
21″8%
22″3%
Chance of making a charge (including movement)

Resilience

With 10 wounds and a 3+ save this model is surprisingly tough. It’ll need at least 30 damage from zero rend weapons allocated to it BEFORE any saves on order to have a chance of destroying this in a single turn.

Final Results

CategoryAmount
Movement10″
Missile Damage Output
Melee Damage Output9 +1mw (17″ Threat)
Combinations16
Total Wounds10 (17pts per wound)
Resilience30 Hits (Pre-Save)
Cost170 Points (170pts per Model)
Killaboss on Great-Gnashtoof

Hobby Update – Warmaster Dwarf Warriors

Here’s my first completed unit this month, and my second from Warmaster this year.

These boys couldn’t be easier to paint!

Step 1) Base coat all the strips in Iron Warriors.

Step 2) Pick out the helmet strip and face plates in Retributor Armour

Step 3) use Stormcast silver to highlight the tops of the helmets

Step 4) use either Karak Stone, Mournfang Brown or Abaddon Black to paint the beards.

Step 5) Use Castellan Green to paint the shields, cloaks and banner

Step 6) Abaddon Black to paint their gloves and axe hafts.

You’re done!

Dwarf Warriors
The army so far

Warscroll Review – Killaboss with Stab-grot

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.

Basic Info

Image taken from Warhammer Community
Grand AllianceDestruction
BattletomeOrruk Warclans
SubfactionKruleboyz
Cost110 Points

Army Role

This is your cheapest Leader option which can still benefit from the Kruleboyz command traits. This option rarely sees play time over the bigger monsters you have available in the list such as Snatchaboss on Sludgeraker Beast or Breaka-Boss on Mirebrute Troggoth.

Though he could still have a role to play. As he’s cheap at 110 points but has a fairly decent damage output he can be used to weaken or remove smaller units by himself or combined with another unit such as Gutrippaz to destroy units. He can also use his All Part of Da Plan to stop them fleeing in battleshock.

in fact having him equipped with a hacks and shield accompanied by a large group of Gutrippaz (20+) is probably what he’s best used for. He can accompany the Gutrippaz ensuring any battleshock tests are passed at the loss of a single model of needed. While in combat he can add a little extra kick to your offensive capabilities.

But, he’d be a last choice on your army list to fill out points and if you have that many points left you’re probably better off getting a Swampcalla or even a unit of Hobgrots!

Combinations

Grinin’ Blades’ Out of Da Mists applies to the this unit, meaning shooting attacks cannot affect this unit on the first turn as long as it remains beyond 12″ of an enemy unit.

Crawly Swarm the Skullbugz allegiance ability will mean that potentially the unit can have units attacking it at -1 to hit. This only applies if an enemy is within 3″.

The Supa Sneaky command trait can also be used on this unit to move them up the battlefield at the beginning of the battle to claim objectives or place them almost within charge range of a juicy target.

As this is a Kruleboyz Orruk unit they’ll benefit from Venom-encrusted Weapons meaning that to hit rolls of 6 are treated as mortal wounds.

This can be further enhanced when near either the Snatchaboss on Sludgeraker Beast or Swampboss Skumdrekk who can add 1 to the number of mortal wounds caused on a 6 via their ability Sludgeraker Venom.

Speaking of their Venom-encrusted Weapons, these can be buffed by the Swampcalla Shaman with Pot-Grot who can grant them Poison, this would mean they cause mortal wounds on 5 or 6. Bear in mind that the previously mentioned Sludgeraker Venom doesn’t work on rolls of 5 in this case and still only applies to the hit rolls of 6.

The Swampcalla Shaman and Pot-Grot can also grant an Elixir which will add +1 to its save.

This unit can benefit from the Kruleboyz Waaagh meaning they get to fight immediately after your General in the combat phase.

Another option is to have them near a Marshcrawla Sloggoth to take advantage of its Krew Drummer ability giving them +1 to hit in melee.

This unit can use Dirty Tricks: Covered in Mud at the start of the game. Though you’d probably be better off using this on your shooting units that you don’t want picked off at range.

Summon Boggy Mist spell can add 1 to this units charge rolls.

You can also use the Murknob with Belcha-banna‘s ability Power of Kragnos to give this unit a 5+ ward save against the effects of spells or Endless Spells.

The Rogue Idol will add 1 to this units Bravery.

Missile Attacks

This unit has no missile attacks.

Melee Attacks

This model has two options for its load out, you can either equip it with a Boss-hacka and Rusting Flail or, Boss-hacka and Skareshield. This either makes them fairly jolly or very tanky depending on what you want.

AttackAv Threat Range# of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Boss-hacka 12″42.0 +1mw1.3 +1mw2.6 +1mw
Rusting Flail 12″21.30.90.9
Prized Shiv12″31.50.80.8
Based on average dice rolls

Looking at the damage after saves:

SaveBoss-hacka Unsaved DamageRusting Flail Unsaved DamagePrized Shiv Unsaved Damage
2.6 +1mw0.90.8
6+2.6 +1mw0.90.7
5+2.2 +1mw0.80.5
4+1.7 +1mw0.60.4
3+1.3 +1mw0.50.3
Amount of damage after saves based on average dice rolls

The chance of this units charge connecting:

DistanceChance
8″97%
9″92%
10″83%
11″72%
12″58%
13″42%
14″28%
15″17%
16″8%
17″3%
Chance of making a charge (including movement)

Resilience

This fella is fairly tough even before swapping his flail for a shield. With six wounds and a 4+ save, your opponent will need on average 12 damage with zero rend weapons to be delivered BEFORE and saves are made to have a chance of dropping him. When you swap the flail to a Skareshield this increases to 1 damage before saves.

Final Results

CategoryAmount (Two Weapons)Amount (Weapon & Shield)
Movement5″ 5″
Missile Damage Output
Melee Damage Output4.3 +1mw (13″ Threat)3.4 +1mw (13″ Threat)
Combinations1313
Total Wounds6 (18.3pts per wound)6 (18.3pts per wound)
Resilience12 Hits (Pre-Save)18 Hits (Pre-Save)
Cost110 Points (110pts per Model)110 Points (110pts per Model)
Killaboss with Stab-grot

Warscroll Review – Murknob with Belcha-banna

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.

Basic Info

Grand AllianceDestruction
BattletomeOrruk Warclans
SubfactionKruleboyz
Cost95 Points

Army Role

This is a fantastic looking model, it’s a shame it’s not as great on the tabletop!

It’s awful in combat, dishing out a measly 2 damage on average. It’s only benefit is to give units within 12″ a 5+ Ward Save against the effects of Spells or Endless Spells. That’s a little pricey for 95 Points.

That being said, if you were running this model make sure it’s near vulnerable units you want to protect. For example, parking it near your units of Man-Skewer Boltboyz or next to your big Monsters. This would give them a little more survivability at range from spells.

Combinations

Grinin’ Blades’ Out of Da Mists applies to this unit, meaning shooting attacks cannot affect this unit on the first turn as long as it remains beyond 12″ of an enemy unit.

Crawly Swarm the Skullbugz allegiance ability will mean that potentially the unit can have units attacking it at -1 to hit. This only applies if an enemy is within 3″.

Generals with the Egomaniak command trait can offload their wounds on a 4+ to this unit.

The Supa Sneaky command trait can also be used to move them up the battlefield at the beginning of the battle to claim objectives or within range of a forward unit to provide them with protection from spells.

As this is a Kruleboyz Orruk unit they’ll benefit from Venom-encrusted Weapons meaning that to hit rolls of 6 are treated as mortal wounds.

This can be further enhanced when near either the Snatchaboss on Sludgeraker Beast or Swampboss Skumdrekk who can add 1 to the number of mortal wounds caused on a 6 via their ability Sludgeraker Venom.

Speaking of their Venom-encrusted Weapons, these can be buffed by the use of its own Poison, this would mean they cause mortal wounds on 5 or 6. Bear in mind that the previously mentioned Sludgeraker Venom doesn’t work on rolls of 5 in this case and still only applies to the hit rolls of 6.

The Swampcalla Shaman and Pot-Grot can buff the save this uni using its Elixir, adding +1 to its save.

This unit can benefit from the Kruleboyz Waaagh meaning they get to fight immediately after you General in the combat phase.

Another option is to have them near a Marshcrawla Sloggoth to take advantage of its Krew Drummer ability giving them +1 to hit in melee. Though with its low damage output, this probably isn’t wise.

Can use Dirty Tricks: Covered in Mud at the start of the game. Though you’d probably be better off using this on your shooting units that you don’t want picked off at range.

Summon Boggy Mist spell can add 1 to their charge rolls.

You can also use its ability Power of Kragnos to give this unit a 5+ ward save against the effects of spells or Endless Spells.

The Rogue Idol will add 1 to this units Bravery.

Missile Attacks

This unit has no missile attacks.

Melee Attacks

Three Rend -1 attacks with a fairly standard threat range of 12″ (movement + charge).

AttackThreat Range# of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Murknob Cleaver12″32.01.32.6
Based on average dice rolls

Looking at the damage after saves:

SaveMurknob Cleaver
2.6
6+2.6
5+2.2
4+1.7
3+1.3
Amount of damage after saves based on average dice rolls

As well as the melee attacks this unit can cause mortal wound on enemy units within 3″. On average this’ll likely be only a single mortal wound for each enemy unit within 3″, which lets be honest is pro

Resilience

The Murknob is 7 wounds with a 4+ save.

To destroy this unit with weapons that have no rend you’ll need to score on average 14 hits before any saves are made.

Final Results

CategoryAmount
Movement5″
Missile Damage Output
Melee Damage Output2.6 (12″ Threat)
Combinations14
Total Wounds7 (13.6pts per wound)
Resilience14 Hits (Pre-Save)
Cost95 Points (95pts per Model)
Murknob with Belcha-banna