The Warhammer Community has posted the first lore on the League’s of Votann, and so far I like what I’ve read.
Essentially each league revers their own Votann, which is a super computer from the Dark Age of Technology. These super computers do everything for our stout friends and hold a lot of information on technology and tactics etc. They also hold a lot of STC’s (Standard Template Construct).
What’s an STC? No, it’s not a medical condition contracted after a debauched night out. They are technology designs from the Dark Age of Technology. Famous STC’s include the Rhino, Land Raider, Predator and Land Speeder to name but a few.
If the Imperium were aware that the League’s possessed these Super Computers (which they’re not) then there would be hell to pay on two counts at least.
1) The Imperium HATE artificial intelligence, and for the Votann to exist would go against a lot the Imperium believes
2) The Imperium LOVES new STC’s and stops at nothing to find them.
But, there’s always a twist, and it seems in the League’s of Votann’s case it is their reliance on the super computers. Because after tens of thousands of years their memory banks are almost full and tasks that would have taken moments in the past now take hours, days, months or even years to complete. S
So guess what?
The League’s have to find a way to help their grid-like AI friends….
The Art
From Warhammer Community
Here’s the artwork that was posted yesterday. Aside from being a great piece, there is a little information we can take away about their models from this.Th
Those who saw my last post when the Votann were announced will be familiar with my wishlist I think we can tick off one of those items just by looking at this picture.
Hearthguard, yup I think those big fellas at the back with the impressive shoulders are the Hearthguard. After all the main focus looks to be a leader character of some kind, so it would make sense to have his guard nearby.
Just look at their armour as well, doesn’t it remind you of Space Marine power armour? This makes me think I’ll be getting my wish for the 3+ save.
If the models match the artwork I think they’ll look great, but what do you think?
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.
Gutrippaz are the main battleline of the Kruleboyz faction. In the current meta many players opt to play as Big Yellers and so Man-Skewers are used in place of these usually, with possibly only a single Gutrippaz unit appearing in the army.
They can kick out quite a few mortal wounds especially when buffed by Sludgeraker Venom and Poison from the Swampcalla Shaman. Buffed with these they can cause on average 7 mortal wounds totalling 7 damage as well as another 3-4 standard hits also causing a further 3-4 damage on average before saves.
Unit of Gutrippaz can be used as screens if necessary, they do have more survivability than Hobgrot Slittaz. They may be a little pricey for this role however.
You could use Supa Sneaky and have them move up the battlefield early doors to either claim objectives or get them in combat quicker. Being 9″ away from an enemy on turn 1 with an average 8″ charge (thanks to the musician) means that they have a 91.6% chance of making their charge.
Their main role is to claim objectives however, near or far. They can dish out some hurt but not as much as you may expect for 180 points. To dish out more pain they would need buffs from other units to do so.
Combinations
Grinin’ Blades’ Out of Da Mists applies to the Gutrippaz, 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″.
Killaboss units are able to use their skill All part of da plan with Gutrippaz, allowing them to only lose 1 model to battleshock if they’re within 3″. As this unit is very expensive, this can be a wise strategy to keep them around.
Generals with the Egomaniak command trait can use Gutrippaz to offload their wounds on a 4+ to. But when this unit is so expensive do you really want to do that? Situational perhaps.
The Supa Sneaky command trait can also be used on Gutrippaz 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 the Gutrippaz an Elixir which will add +1 to its save. Though if you can you’re much better attempting the Covered in Mud Dirty Trick.
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.
The Gutrippaz 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 the Gutrippaz 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
No rend attacks with a fairly standard threat range of 13″ (movement + charge + 1″ extra if this unit contains a musician).
Attack
Threat Range
# of Attacks
Av # of Hits
Av # of Wounds
Damage Output (Pre-save)
Wicked Stikka
13″
21
7.0 +3.5mw
3.5 +3.5mw
3.5 +3.5mw
Wicked Hakka
13″
21
7.0 +3.5mw
4.6 +3.5mw
4.6 +3.5mw
Based on average dice rolls
Looking at the damage after saves:
Save
Stikka Unsaved Damage
Hakka Unsaved Damage
–
2.9 +3.5mw
4.6 +3.5mw
6+
2.3 +3.5mw
3.8 +3.5mw
5+
1.8 +3.5mw
3.1 +3.5mw
4+
1.2 +3.5mw
2.3 +3.5mw
3+
0.6 +3.5mw
1.5 +3.5mw
Amount of damage after saves based on average dice rolls
Resilience
These fellas are two wounds each with a 5+ save, which amounts to 20 wounds for 180 points.
Bravery 5 means they won’t hang around either, so consider using All Part of Da Plan to keep them around.
Twelve unsaved wounds on this unit will likely see the last fleeing to battleshock. This means to remove them from play in a single turn an opponent should look to score 21 damage on them before saves to ensure enough are killed to see the rest flee in battleshock.
The Stormcell GT saw 29 players vying to be crowned champion in a 5 game tournament. This event was held in Indianapolis, US. This tournament took place on the weekend of the 9th and 10th April.
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 Matthew Greathouse – Soulblight Gravelords
Matthew won four games over the weekend and drew in the last round against 2nd placed Jon Anderson and their Idoneth Deepkin/Fuethan list. Along the way he beat Idoneth Deepkin/Morphann in Round 1, then 2nd placed Jake Cannon and his Idoneth Deepkin/Ionrach list in Round 2, Sons of Behemat/Breaker Tribe in Round 3 and Sylvaneth/Gnarlroot in Round 4.
Allegiance: Soulblight Gravelords – Lineage: Legion of Night – Grand Strategy: Prized Sorcery – Triumphs: Indomitable
LEADERS Mannfred von Carstein, Mortarch of Night (380)* – Lore of the Deathmages: Fading Vigour Vampire Lord on Zombie Dragon (435)** – General – Deathlance – Command Trait: Terrifying Visage – Artefact: Shard of Night – Mount Trait: Foetid Miasma – Universal Spell Lore: Flaming Weapon Necromancer (125)** – Lore of the Deathmages: Decrepify
BATTLELINE 40 x Deadwalker Zombies (230)** – Reinforced x 1 20 x Deadwalker Zombies (115)** 10 x Dire Wolves (135)*
OTHER UNITS 5 x Blood Knights (195)** 3 x Fell Bats (75)* 20 x Grave Guard (280)** – Great Wight Blades – Reinforced x 1
Jon also won four games over the weekend and drew against Matthew in the last round. Jon had a bye in round 1, then beat Ossiarch Bonereapers/Mortis Praetorians in round 2, Flesh-eaters Courts in round 3 and Idoneth Deepkin/Ionrach in round 4.
Allegiance: Idoneth Deepkin – Enclave: Fuethan – Grand Strategy: Hold the Line – Triumphs: Inspired
Leaders Akhelian King (250)* – General – Bladed Polearm – Command Trait: Unstoppable Fury – Artefact: Potion of Hateful Frenzy – Mount Trait: Voidchill Darkness Isharann Tidecaster (150)* – Lore of the Deeps: Steed of Tides Scinari Loreseeker (170)* – Allies Battleline 20 x Namarti Thralls (260)* – Reinforced x 1 10 x Namarti Thralls (130)*
Units 2 x Akhelian Allopexes (330)* – Razorshell Harpoon – Reinforced x 1 2 x Akhelian Allopexes (330)* – Razorshell Harpoon – Reinforced x 1 2 x Akhelian Allopexes (330)* – Razorshell Harpoon – Reinforced x 1
Peter also managed four wins over the weekend but lost his other. Along the way he beat Skaventide in round 1, Idoneth Deepkin/Nautilar in round 2, then lost against 1st placed Matthew and his Soulblight Gravelords/Llegion of Night in round 3. He went on to claim victory over Ironjawz/Bloodtoofs in round 4 and Sylvaneth/Gnarlroot in round 5.
Allegiance: Sons of Behemat – Tribe: Breaker Tribe (Fierce Loathing: Shiny ‘Uns) – Mortal Realm: Ghur – Grand Strategy: Hold the Line – Triumphs:
Devon finished in 12th place with three wins and two losses. His path over the weekend saw him beat Idoneth Deepkin/Ionrach in round 1, lose against Stormcast Eternals/Hammers of Sigmar in round 2. Beat Stormcast Eternals/Hallowed Knights in round 3, losing against Stormcast Eternals/Hallowed Knights in round 4 before beating Maggotkin of Nurgle/Befouling Host in round 5.
Leaders Firebelly (125)** – Spell: Billowing Ash Frostlord on Stonehorn (430)** – Artefact: Brand of the Svard – Mount Trait: Metalcruncher Frostlord on Stonehorn (430)* – Artefact: Alvagr Rune-tokens – Mount Trait: Black Clatterhorn Icebrow Hunter (125)** – General – Lord of Beasts Kragnos, The end of Empires (720)**
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.
I thought it could be fun to see what Kruleboyz army you would all choose for me to run at this event, and so far you haven’t disappointed! Last week you chose the second battle line unit for the army and a second leader unit.
This week we’re adding another unit of 9 Man-Skewer Boltboyz as well as a Swampcalla Shaman with Pot-Grot. The Swampcalla Shaman will be able to boost the Man-Skewer Boltboyz with poison each turn allowing them to cause mortal wounds on 5’s and 6’s to hit.
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)
BATTLELINE 9 x Man-skewer Boltboyz (360) – Reinforced: Twice 9 x Man-skewer Boltboyz (360) – Reinforced: Twice
This week’s we’re choosing our final mandatory battleline unit as well as an other/artillery unit as requested in our vote last week.
Battleline Units
I won’t go over the pros and cons of the Gutrippas and Man-skewers, as I have already done that last week and I’d be repeating myself.
Gutrippas
Some of my Dominion Gutrippas ready for action
Cons
Expensive – At 180 points for ten models, you won’t want to be throwing them at the enemy without good reason. 18pts per model.
Low Bravery – Like most Orruks, these guys only have Bravery 5, which can be increased to 6 with the banner model.
Man-Skewer Boltboyz
Some of my Boltboyz
Pros
Hit at Distance – With these boys, if they don’t move they can shoot 24″ across the table (2+/3+). Each one making one shot and the boss making two. Not bad. I mean they’re not Longstrikes but….
Cons
Low Model Count – At 120 points for three models, they’re expensive (40pts per model). But does their range make up for this?
Low Bravery – Like most Orruks, these guys only have Bravery 5, which can be increased to 6 with the banner model.
Poor Shooting when Moved – If they move then their shooting ability gets cut drastically (4+/3+). With their range going from 24″ down to 12″. However the number of shooting attacks increase by 1.
Battleline Vote
Other/Artillery Unit
Beast-Skewer Killbow (130 Points)
Pros
Monster Killer – Great at piling wounds on anything with a wound characteristic of more than 10.
Good Range – With Big Yellers it can reach targets 27″ away.
Cons
Single Purpose – Only good at shooting 10+ wound creatures. Not much else
Expensive – For 130 point model that can only take on Monsters, would the points be better spent elsewhere?
Rogue Idol (430)
Pros
Buffs – The Rogue Idol can give wizards +1 to their casting and +1 bravery to friendly Orruk units,
Tough – Has a 4+ save and a 5+ ward.
Beatstick – An absolute beast in melee, the Rogue Idol will munch through most enemies.
Cons
Very Expensive – At 430 points it’ll take up over 21% of the total points in the army
Target – Because of its abilities and its combat capability, this unit is likely to be targeted by the opponent very early.
Da Kunnin’ Crew (170)
Pros
Insta-kill – Has an insta-kill ability, can take out two or three wound models.
2nd Dirty Trick – Gives the army a 33% chance to have a second dirty trick
Cons
Expensive – 170 Points, this five man unit is almost as expensive as a unit of 10 Gutrippas.
Soft Target – only five models with 2-3 wounds each and a 4+ save.
Hobgrot Slittaz (80 Points)
Pros
The Greatest Unit – This is the greatest unit of all time.
Cons
There are none!
Marshcrawla Sloggoth (150 Points)
Pros
Buff – A good little buff for nearby friendly units gives them +1 to their hit rolls.
Cons
Awful in Combat – Unlikely to worry any enemy units in melee.
Expensive – 150 points which could possibly be better spent?
Those of you who have followed the blog for a while will be familiar with my 40k series of beginners armies based of each factions Combat Patrol box. I thought we should do the same for AoS.
Ironjawz are one of the more popular armies in Age of Sigmar and they’re also pretty good on the tabletop. Ironjawz lists can often be found gracing our top three lists series.
The Start Collecting box for Ironjawz has everything in you’d want in a budding tournament army. Hard hitting Gore-gruntas and tough ‘Ard Boyz.
Start Collecting: Ironjawz
If you’re starting out with Ironjawz you can’t go wrong by picking up two of their start collecting sets. That’ll give you two Warchanters, 20 ‘Ard Boyz and 6 Gore-Gruntas.
You’ll need someone to lead this mob though. At 1,000 points we don’t have enough points left for anything big, but we can pick up a Megaboss on foot.
You’ll also need a copy of the Battletome as well.
The Cost
Remember that if you sign up with SCN Hobby World you can get all these boxes at 25% off the Games Workshop price.
Set
GW Price
SCN Price
Start Collecting: Ironjawz
£65.00
£48.75
Start Collecting: Ironjawz
£65.00
£48.75
Megaboss
£26.00
£19.50
Battletome: Orruk Warclans
£32.50
£24.38
Total
£188.50
£141.38
What it costs
The Army List
*Core Battalion: Battle Regiment
Megaboss
Credit: Games Workshop
This big fella will be our leader. As we’ve got no shaman in our list we’ve given him the Arcane Tome, this makes him into a wizard who can cast and unbind one spell each turn. We’ve also given him Da Great Big Green Hand of Gork.
Credit: Age of Sigmar App
This is a great spell for getting any of your units closer to the enemy. It can even be cast on himself! For his Command Trait, we’ve chosen Hulking Brute which when he charges into combat means he’ll cause D3 wounds on a 2+ roll.
You’ll want him in combat as well. Look at his weapons:
Lets break that down a bit. The following table shows how much damage you should expect to dish out if you roll perfectly average dice rolls.
Weapon
Attacks
Av # of Hits
Av # of Wounds
Av Damage (Pre-Saves)
Boss Choppa & Rip-tooth Fist
8
5.3
3.5
7.0
Based on Average Dice Rolls
Add on to that, that you’ll likely be causing 2 mortal wounds on the charge as well, and you’re talking 9 damage in combat.
Warchanter
These guys will give you some great buffs to your units. Give one Fixin’ Beat to heal a model within 12″ D3 wounds (looking at you Megaboss). Then give the other Killa Beat, this will add 1 to hit rolls that target a specific enemy unit. As well as this, with Violent Fury they can add 1 to the damage of the attacks of a friendly unit They’re also not bad in combat themselves:
Weapon
Attacks
Av # of Hits
Av # of Wounds
Av Damage (Pre-Saves)
Gorkstikk & Morkstikk
6
4.0
2.6
5.2
Based on Average Dice Rolls
Ard Boyz
These guys are tough with two wounds each and a 4+ save. It’ll take a fair bit to shift them. We’ve got two units of these as well, one of which is reinforced to 10 models. Now imagine the unit of ten has charged into combat AND they’ve listened to the Killa Beat from your Warchanter while attacking a unit that the Warchanters used it’s Violent Fury on. You’d get the following output:
Weapon
Attacks
Av # of Hits
Av # of Wounds
Av Damage (Pre-Saves)
Ardboy Choppas
31
20.5
13.5
27.0
Based on Average Dice Rolls
That’ll do the job…..
Gore-Gruntas
Your fast attack, these can be on the enemy before they know it. Make sure to give them Jagged Gore-Hackas so they can take full advantage of their charge ability.
These fellas are also the reason we’ve chosen the Bloodtoofs subfaction.
The ability to make a move or charge another unit after combat is just too good to resist!
What about their damage output?
Weapon
Attacks
Av # of Hits
Av # of Wounds
Av Damage (Pre-Saves)
Jagged Gore-hackas
10
6.6
4.4
4.4
Tusks & Hooves
12
7.9
5.2
5.2
Based on Average Dice Rolls
The Jagged Gore-hackas are at rend -2 as well! There isn’t a single one of your units you don’t want in combat.
Where next?
Once you’re up to 1,000 points (or nearly in any case), you’ll probably start thinking about a 2k list. Perhaps look at the Megaboss on Maw-Krusha or some Brutes. Perhaps even double Maw-Krusha….
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.
Man-skewers are the mainstay of many Kruleboyz armies in the current meta, being a battleline option under the Big Yellers subfaction.
They can kick out quite a few mortal wounds especially when buffed by Sludgeraker Venom and Poison from the Swampcalla Shaman. Buffed with these they can cause on average 6 mortal wounds totalling 9 damage as well as another 3-4 standard hits also causing a further 9 damage on average before saves. Ignore that output at your peril.
Units of Man-skewers are great for shooting anything you feel is a threat, and they can do this from turn 1 with a 24″ range (27″ if taking Big Yellers).
Combinations
Firstly there’s the allegiance abilities. The one that suits the Man-Skewer Boltboyz the most is the Big Yellers, Only Da Best. This gives missile units with the Kruleboyz Orruks keywords an extra 3″ range as well as the ability to re-roll a single failed to hit dice per unit in the first turn of the game.
Grinin’ Blades’ Out of Da Mists also applies to the Man-Skewer Boltboyz, 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″, if an enemy gets that close then it wouldn’t really matter about the -1 to hit rolls.
Killaboss units are able to use their skill All part of da plan with Man-Skewer Boltboyz, allowing them to only lose 1 model to battleshock if they’re within 3″. As there is so few models in this unit, this can be particularly handy to keep them around.
Generals with the Egomaniak command trait can use Man-Skewer Boltboyz to offload their wounds on a 4+ to. But with only a few models and one of the few Kruleboyz Orruk units able to pack a punch, why would you?
The Supa Sneaky command trait can also be used on Man-Skewer Boltboyz to move them up the battlefield at the beginning of the battle to claim objectives or place them within shooting distance of the enemy to harass and pick off wounds.
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 the Man-Skewer Boltboyz an Elixir which will add +1 to outs save. Though if you can you’re much better attempting the Covered in Mud Dirty Trick.
Although this unit can benefit from the Kruleboyz Waaagh, with low damage in melee and being extremely vulnerable to melee attacks why would you?
Another dubious option is to have them near a Marshcrawla Sloggoth to take advantage of its Krew Drummer ability giving them +1 to hit in melee.
One of the better combinations for the Man-Skewer Boltboyz is using Dirty Tricks: Covered in Mud at the start of the game. If successful you can hide up to three units in terrain and they’re unable to be targeted by range attacks but can still shoot. This coupled with the Big Yellers allegiance ability of Only Da Best means you can park them inside terrain in your own deployment zone and use the 27″ range to attack from afar while not being shot at yourself.
Summon Boggy Mist spell can add 1 to the Man-Skewer Boltboyz charge rolls…. Again, why would you?
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
The threat range of their missile attacks is a fairly decent 17″ if they move or, 24″ (20″ and 27″ respectively for Big Yellers) for the aimed shot.
Attack
Threat Range
# of Attacks
Av # of Hits
Av # of Wounds
Damage Output (Pre-save)
Hasty Shot
17″
7
2.5 +1 Mortal
1.3 +1 Mortal
4.6
Hasty Shot (Big Yellers)
20″
7
2.5 +1 Mortal
1.3 +1 Mortal
4.6
Aimed Shot
24″
4
3.3
2.2
4.4
Aimed Shot (Big Yellers)
27″
4
3.3
2.2
4.4
Unit of 3 Man-skewer Boltboyz damage based on average dice rolls
Then viewing the amount of unsaved damage that can be caused based on average dice rolls:
Save
Unsaved Damage
–
4.6
6+
4.6
5+
3.8
4+
3.0
3+
2.3
Amount of damage after saves based on average dice rolls
Don’t forget that the damage can be increased if the Man-Skewer Boltboyz are near a Sludgeraker, and the number of mortal wounds can be increased by the use of poison from the Swampcalla Shaman.
Melee Attacks
No rend attacks with a fairly standard threat range of 12″ (movement + charge) plus a 1″ reach once in combat. However it probably goes without saying that you should avoid melee combat with these chaps.
Attack
Threat Range
# of Attacks
Av # of Hits
Av # of Wounds
Damage Output (Pre-save)
Jaggedy Blades
12″
6
3.0
1.5
1.5
Based on average dice rolls
Again, looking at the damage after saves:
Save
Unsaved Damage
–
1.5
6+
1.3
5+
1.0
4+
0.8
3+
0.5
Amount of damage after saves based on average dice rolls
Resilience
These fellas are two wounds each with a 6+ save, that’s only 6 wounds for 120 Points.
Bravery 5 means they won’t hang around either, so if you’ve clumped these into a unit of 9 consider using All Part of Da Plan to keep them around.
5 hits on this unit will see two models dead and possibly the last fleeing to battleshock. But really an opponent will need to deal the full 6 wounds to rid themselves of this unit. Meaning they should take up to 8 hits (Pre-saves) before they’re destroyed.
Kragnos’ Cupboard saw 22 players vying to be crowned champion in a 5 game tournament. This event was held in the UK in Wales. This tournament took place on the weekend of the 9th and 10th April.
1st Greg Shelton – Stormcast
Greg who is part of team AoS Wales won all five games with the tried and tested Stormcast Dragons list. Along the way he beat Soulblight Gravelords/Legion of Night in Round 1, then 2nd placed Jake Cannon and his Seraphon/Thunder Lizard list in Round 2, Idoneth Deepkin/Mor’phann in Round 3, 3rd placed Aaron Boyhan and his Ossiarch Bonereapers/Petrifex Elite in Round 4 and Skaventide in Round 5.
Allegiance: Stormcast Eternals – Stormhost: Astral Templars (Scions of the Storm) – Grand Strategy: Beast Master – Triumphs: Inspired
Battleline 4 x Stormdrake Guard (680)* – Drakerider’s Lance – Reinforced x 1 15 x Judicators with Skybolt Bows (600)* – Reinforced x 2 5 x Liberators (115)* – Heavens-wrought Weapon and Shield
Jake won four games over the weekend, only losing to eventual winner Greg and his Stormcast in round 2. Along the way Jake beat Stormcast Eternals/Hallowed Knights in round 1, then beating Skaventide in round 3, Slaves to Darkness/Knights of the Empty Throne in round 4 and Ogor Mawtribes/Bloodgullet in round 5.
Army Faction: Seraphon – Army Type: Coalesced – Subfaction: Thunder Lizard – Grand Strategy: Beast Master – Triumph: Inspired
LEADERS Skink Priest (80) – Prayers: Heal Saurus Oldblood on Carnosaur (270) – General – Command Traits: Prime Warbeast – Artefacts of Power: Fusil of Conflagration Lord Kroak (430)
BEHEMOTH Bastiladon with Solar Engine (250)* Dread Saurian (545)*
CORE BATTALIONS – *Alpha-Beast Pack – **Hunters of the Heartlands
TOTAL POINTS: 1990/2000
3rd Aaron Boyhan – Ossiarch Bonereapers
Aaron, like Jake also managed four wins, but with a faction that has struggled of late. Also like Jake, his only loss was to Greg and his Stormcast list in round 4. Along the way he beat Maggotkin of Nurgle/Blessed Sons in round 1, Skaventide in round 2, Slaves to Darkness/Knights of the Empty Throne in round 3 and Maggotkin of Nurgle/Drowned Men in round 5.
Allegiance: Ossiarch Bonereapers – Legion: Petrifex Elite – Mortal Realm: Shyish – Grand Strategy: Hold the Line – Triumphs: Indomitable
Leaders Arkhan the Black, Mortarch of Sacrament (360)* Mortisan Boneshaper (135)* – Artefact: Godbone Armour – Lore of Mortisans: Reinforce Battle-shields Liege-Kavalos (185)* – General – Command Trait: Mighty Archaeossian – Artefact: Arcane Tome (Universal Artefact) – Universal Spell Lore: Flaming Weapon
Battleline 20 x Mortek Guard (280)*** – Nadirite Blade and Shield – Reinforced x 1 20 x Mortek Guard (280)*** – Nadirite Blade and Shield – Reinforced x 1 10 x Mortek Guard (140)** – Nadirite Blade and Shield 5 x Kavalos Deathriders (190)** – Nadirite Blade and Shield
George finished fourth in this event with a very out of date Skaven book! He began his weekend with a draw to Soulblight Gravelords/Vyrkos Dynasty in round 1 followed by wins against Blades of Khorne/Reapers of Vengeance in round 2, Maggotkin of Nurgle/Drowned Men in round 3 and Maggotkin of Nurgle/Blessed Sons in round 4. He then lost his final game against 1st placed Greg Shelton and his dragon Stormcast list! Fantastic result.
Allegiance: Skaventide – Mortal Realm: Aqshy – Grand Strategy: Hold the Line – Triumphs: Inspired
Leaders Thanquol on Boneripper (405)**** – General – 4 Warpfire Projectors – Lore of Ruin: Death Frenzy Master Moulder (95)**** – Artefact: Rabid Crown Master Moulder (95)** Master Moulder (95)**** – Artefact: Arcane Tome (Universal Artefact) – Universal Spell Lore: Flaming Weapon
Battleline 6 x Rat Ogors (285)*** – Reinforced x 2 6 x Rat Ogors (285)*** – Reinforced x 2 6 x Giant Rats (40)**** 6 x Giant Rats (40)** 6 x Giant Rats (40)** 6 x Giant Rats (40)** 6 x Giant Rats (40)** 6 x Giant Rats (40)**
The Forgehammer GT saw 25 players vying to be crowned champion in a 5 game tournament. Based in Phoenix ville US, this tournament took place on the 9th & 10th April.
1st Lincoln Tidwell – Maggotkin of Nurgle
Lincoln won all five games. Along the way he beat Lumineth Realm-Lords/Zaitrec in round 1, then Maggotkin of Nurgle/Befouling Host in round 2, another Lumineth Realm-Lords/Zaitrec list in round 3, Sylvaneth/Harvestbloom in round 4 and Bonesplitterz/Icebone in round 5.
Army Faction: Maggotkin of Nurgle – Army Subfaction: Drowned Men – Grand Strategy: Hold the Line – Triumphs: Inspired
LEADER Lord of Afflictions (210)* – General – Command Traits: Overpowering Stench – Artefacts: Arcane Tome – Spells: Rancid Visitations Festus the Leechlord (150)* – Spells: Rancid Visitations Be’lakor (360)*
BATTLELINE 4 x Pusgoyle Blightlords (440)* 4 x Pusgoyle Blightlords (440)* 2 x Pusgoyle Blightlords (220)*
ENDLESS SPELL Umbral Spellportal (70)
OTHER Beasts of Nurgle (110)*
CORE BATTALIONS: *Battle Regiment
TOTAL POINTS: (2000/2000)
2nd Jiwan Noah Singh – Ironjawz
Jiwan won four game and lost one. Winning against Beasts of Chaos/Hallherd in round 1, Soulblight Gravelords/Vyrkos Dynasty in round 2. He then lost against fourth placed Andrew Weinman and his Bonesplitterz/Icebone list in round 3, before once again winning against Sylvaneth/Winterleaf in round 4 and Idoneth Deepkin/Nautilar in round 5.
Leaders Megaboss on Maw-Krusha (480)** – General – Boss Choppa and Rip-tooth fist – Command Trait: Hulking Brute – Mount Trait: Mean ‘Un Megaboss on Maw-Krusha (480) – Boss Choppa and Rip-tooth fist – Artefact: Destroyer – Mount Trait: Fast ‘Un Orruk Warchanter (115) – Warbeat: Fixin’ Beat Orruk Warchanter (115) – Warbeat: Get ‘Em Beat Orruk Weirdnob Shaman (90) – Lore of the Weird: Bash ‘Em Ladz
Battleline 3 x Orruk Gore-gruntas (170)* – Jagged Gore-hackas 3 x Orruk Gore-gruntas (170)* – Jagged Gore-hackas 3 x Orruk Gore-gruntas (170)* – Jagged Gore-hackas 3 x Orruk Gore-gruntas (170)** – Jagged Gore-hackas
Core Battalions *Hunters of the Heartlands **Warlord
Like Jiwan, Brian managed to win four games over the weekend. Beating Sylvaneth/Winterleaf in round 1, Idoneth Deepkin/Ionrach in round 2. He then lost against Idoneth Deepkin/Nautilar round 3 before going on to beat Cities of Sigmar/Phoenicium in round 4 and Blades of Khorne/Reapers of Vengeance in round 5.
Army Faction: Orruk Warclans – Army Type: Ironjawz – Army Subfaction: Bloodtoofs – Grand Strategy: Beast Master – Triumphs: Inspired
LEADER Kragnos (720) Megaboss on Maw-krusha (480)* – General – Command Traits: Hulking Brute – Boss Choppa and Rip-toof Fist – Artefacts: Destroyer – Mount Traits: Mean ’Un Orruk Warchanter (115)*
Michael who finished fourth over the weekend, also managed four wins and a single loss. Beating Sylvaneth/Harvestbloom in round 1 and losing against Bonesplitterz/Icebone in round 2. He then went on to win against Ironjawz/Bloodtoofs in round 3, Lumineth Realm-Lord/Zaitrec in round 4 and Soulblight Gravelords/Vyrkos Dynasty in round 5.
Battleline 5 x Auric Hearthguard (125)* 5 x Auric Hearthguard (125)* 5 x Auric Hearthguard (125)*
Units 10 x Hearthguard Berzerkers (320) – Broadaxes – Reinforced x 1 10 x Hearthguard Berzerkers (320) – Broadaxes – Reinforced x 1 10 x Hearthguard Berzerkers (320) – Broadaxes – Reinforced x 1
Core Battalions *Battle Regiment Hunters of the Heartlands ***Warlord
I’ve been in lockdown with my 2 year old daughter in her room now for five days as she has tested positive for Covid. Were
We’re mainly locked down in our little cell because we don’t want our 6 month old son to catch it. So while I’m locked up in here like the book/film “Room” my partner and son are free to roam the house.
Things aren’t quite looking up yet, she’s not as lethargic as she was but she’s developed a nasty cough.
Fingers crossed she starts to test negative soon so that we can get out of here.
In the meantime I will try and keep up the flow of articles as before. But there’s very little time for hobby until she’s gone to bed and I’m allowed out for an hour in the evening. Last night I finished Brutogg Corpse-eater from Cursed City, so that helped me to stop climbing the walls at least.