Category Archives: Peter Holland

Warscroll Review – Breaka-boss on Mirebrute Troggoth

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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
Cost180 Points

Army Role

This model is a fantastic damage dealer! Possibly on of the best that Kruleboyz have available to them. On average using the Breaka-harness ability it’ll kick out 14 damage and 2 mortal wounds! Admittedly it’ll have to suffer two wounds to do that, but in your hero phase you have a 50% chance of healing D3 wounds back.

You could also give him the Arcane Tome and Flaming Weapon combo to increase his damage by 1 on his iron-bound clubs. This’ll up his average damage to 17.2 plus 2 mortal wounds.

Why not have a Marshcrawla Sloggoth tailing a pair of these bad boys as well? That’ll give them +1 to their hit rolls. This’ll mean a vanilla Mirebrute will increase its damage output to an average of 21.8 +2 mortals!

As you have to cause damage to yourself to increase its damage output, I wouldn’t personally recommend it as your General. I’m not saying you shouldn’t, just personally I prefer not taking wounds off my General when I don’t have to. Especially as you want this guy in the mix at the front.

With movement 5″ how are you going to do that? Well this is where your General with his Supa Sneaky command trait comes in handy. This’ll allow him to place a model anywhere on the table more than 9″ away from an enemy. Plus, that unit can still move and charge in the same turn, hello Mirebrute missile! They’re great for taking the opponent unawares using this tactic, and taking that juicy unit that you’d struggle to get near otherwise.

This unit is so good that I’ve seen competitive lists at tournaments run up to four of the blighters in a single list!

As this unit has the Troggoth keyword it’ll also be a great ally for any Troggoth Gloomspite Git players out there.

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 Breaka-harness which if you use it, your Mirebrute will suffer D3 mortal wounds. But, for each of those mortal wounds you’ll gain a further two attacks with its Iron-bound clubs. On average this should give you an additional 4 attacks!

AttackAv Threat RangeAv # of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Bident-Goad17″52.5 +2mw1.6 +2mw3.2 +2mw
Iron-bound Clubs17″85.33.510.5
Based on average dice rolls

Looking at the damage after saves:

SaveBident-GoadIron-bound Clubs
3.2 +2mw10.5
6+2.7 +2mw10.5
5+2.1 +2mw10.5
4+1.6 +2mw8.8
3+1.1 +2mw6.9
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

With 12 wounds and a 4+ save this model is surprisingly tough. It’ll need at least 24 damage from zero rend weapons allocated to it BEFORE any saves on order to have a chance of destroying this in a single turn. On top of that add in its Regeneration ability where it has a 50% chance of healing D3 wounds each of your hero phases…

Final Results

CategoryAmount
Movement5″
Missile Damage Output
Melee Damage Output13.7 +2mw (17″ Threat)
Combinations16
Total Wounds12 (15pts per wound)
Resilience24 Hits (Pre-Save)
Cost180 Points (180pts per Model)
Breaka-boss on Mirebrute Troggoth

Write My Tournament Army – Part 7

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Originally this list was going to be played at the ‘Age of the Dark Gods‘ tournament organised by Savage Hammer Gaming on 24th September. However, due to not enough interest in the event, I was invited instead to attend their event on 25th June ‘The Battle of the God-Kings‘. This is being held in Harrold, near Bedford. For those interested, there are still tickets available.

All this means I have to up the pace on getting the army ready! Therefore I need to get a move along with the voting!

Last week you decided that our next unit to be included in the army was a Breaka-boss on Mirebrute Troggoth. You also decided that the second Swampcalla Shaman should have the spell Choking Mist.

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
Breaka-boss on Mirebrute Troggoth (180)
Swampcalla Shaman and Pot-Grot (105)
Spell: Nasty Hex
Swampcalla Shaman and Pot-grot (105)
– Spell: Choking Mist

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: 1,685 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 104
Drops: 8

This leaves us only 315 points to play with, so its time to start narrowing down the choices. This week I will give you a selection of units to vote on as well as which triumph and Grand Strategy. A lot to get through so let’s crack on!

Unit Vote

Pretty much everything can still be included in out list (bar the Rogue Idol and Kraggy). But this week I’m going to open the vote out to Allies (Gloomspite Gitz) as well. So without further ado……

If you don’t want to read through each units pro’s and con’s then click here to skip to the vote:

Breaka-Boss on Mirebrute Troggoth (180 Points)
Pros
Resilient – 12 Wounds plus an ability to heal D3 wounds on 4+ in friendly Hero Phases.
Lots of Attacks – With its Iron-Bound Clubs and Bident Goad, this model generates 9 attacks per turn all 3+/3+.
Even More Attacks -For each wound caused after rollingD3 wounds using the Breaka-Harness you can gain 2 to the Iron-Bound Clubs attacks of the Troggoth giving him up to +6 attacks on 3+/3+ with -2 Rend and 3 Damage.
Cons
Individual – With no Aura’s or Buffs this model has no direct benefits to other units in the Kruleboyz list.
Can Die Quickly – If you’re choosing to use the extra attacks by causing D3 wounds you can quickly lose wounds in combat. Is this something you want to be doing on your general?
Slow – With a movement of 5″, this model will take time to move across the table and get into contact with the enemy. When you do get into contact, it’s probably at the location chosen by your opponent.
Gobsprakk, the Mouth of Gork (280)
Pros
Strong Magic – Gobsprakk can deal mortal wounds to casters when he unbinds their spells.
Fast – 14″ movement
Venom-Encrusted Attacks – The Vulcha benefits from Venom-encrusted attacks on its Beak and Flesh-tearing Talons and its Stinger, as well as the Killaboss’ Jagged Boss-Stikka. Total of ten attacks.
Cons
Expensive – 280 Points. For that 280 you get a strong Magic user but a surprisingly poor damage dealer in combat.
Target – Because of its Speed and its ability in the magic phase, this unit is likely to be targeted by the opponent very early.
Killaboss on Corpse-rippa Vulcha (240)
Pros
Aura – Only 1 model will flee for friendly Kruleboyz units within 3″ that fail battleshock.
Duplicate Command Ability – If you choose to issue a command ability with this model, another model in your army can still issue the same command ability in the same phase.
Venom-Encrusted Attacks – The Vulcha benefits from Venom-encrusted attacks on its Beak and Flesh-tearing Talons and its Stinger, as well as the Killaboss’ Jagged Boss-Stikka. Total of ten attacks.
Fast – Movement 14″
Cons
Expensive – 240 Points, aside from the Snatchaboss on Sludgeraker this is the most expensive command unit and will limit your choices elsewhere on the roster.
Target – Because of its Speed and number of attacks this unit is likely to be targeted by your opponent quickly.
Killaboss on Great Gnashtoof (170 Points)
Pros
Cheap – At only 170 points, this is one of the cheaper options to lead your army. Beaten only by the Killaboss on foot.
Fast – 10″ Movement
Aura – Only 1 model will flee for friendly Kruleboyz units within 3″ that fail battleshock.
Venom-Encrusted Attacks – The boss benefits from Venom-encrusted attacks (mortal wounds on 6+).
+1 To Hit – If this unit made a charge move in the same turn
Cons
No. of attacks – The drop in points come at a price, and in this case its a drop to eight attacks instead of 9/15 (Mirebrute) and 10 (Vulcha), they do however still hit on 3+/3+
Low Wound Count – This model will die quickly to sustained attacks, but does benefit from a 3+ save instead of 4+ as seen on the other units so far.
Killaboss with Stab-Grot (110 Points)
Pros
Cheap – At only 110 points this is the cheapest Leader option available to the Kruleboyz.
Aura – Only 1 model will flee for friendly Kruleboyz units within 3″ that fail battleshock.
Stab-Grot – Model has a single use Ward Save on 1-5, if successful you lose the Grots attacks. 3 attacks (4+/4+)
Venom-Encrusted Attacks – The boss benefits from Venom-encrusted attacks (mortal wounds on 6+).
Cons
Can Die Quickly – With only 6 attacks, this model WILL die and will give away Slay the Warlord points.
Slow – With a movement of 5″, this model will take time to move across the table and get into contact with the enemy. When you do get into contact, it’s probably at the location chosen by your opponent.
Snatchaboss on Sludgeraker Beast (315 Points)
Pros
Lots of Attacks – This model can attack up to 12 times in the combat phase with various weapons with them all at 3+/3+ or 3+/2+.
Aura – This model can add 1 to the number of mortal wounds caused by Venom-Encrusted weapons on Kruleboyz units within 12″.
Insta-Kill – This model has the potential to one shot characters with 7 wounds or less on a roll of 2D6. Single Use.
Tough – Has 14 wounds and a save of 4+.
Cons
Target Because of its Poison Buff and number of attacks this unit is likely to be targeted by your opponent quickly.
Expensive – At 315 Points this is the most expensive unit in this list. The difference between this and the foot Killaboss being the ability to field another 200 points of other units.
Murknob with Belcha-banna (95)
Pros
Save against Spells – This model can grant a 5+ ward save against Spells or Endless spells for units within 12″.
Mortal Wound – This model can cause mortal wounds to enemy units within 3″.
Cons
Low Attacks – Only one melee attack which on average will cause 2 damage.
Slow – This model is a standard foot slogger, moving around the board at 5″.
Swampcalla Shaman and Pot-Grot (105)
Pros
Magic User – The shaman has access to the strong Swamp lore for Orruks. Giving them access to spells like Da Black Pit or Summon Boggy Mist.
Poisons – Allows nearby Kruleboyz Orruk units to cause mortal wounds on 5+ instead of 6+.
Elixirs – Gives nearby Kruleboyz Orruk units +1 to their saving throws.
Cons
Weak – only 6 wounds and a 5″ move.
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.
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?
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?

Shootas (Gloomspite Gitz)

Pros
Screen – This unit is an ideal screen for the Kruleboyz monsters, with the added benefit they can shoot.
Cheap – Working out at only 7pts per model, these guys are cheaper than an equivalent sized unit of Hobgrots.
Cons
Awful in Combat – Unlikely to worry any enemy units in melee or even with their ranged attacks.

Squig Gobba (Gloomspite Gitz)

Pros
Great Range – This unit can target units up to 30″ away.
Decent Attacks – With 6 attacks hitting on 4’s (3’s if the unit has more than 5 models) and wounding on 3’s with D3 damage, this unit should on average cause roughly 4 wounds per turn, with the potential to cause up to 18 damage!
Cons
Expensive – Is an average of 4 damage per turn worth 175 points?

Aleguzzler Gargant (Gloomspite Gitz)

Pros
Great Damage – This unit should on average deliver around 8 damage per turn in combat. It has the potential to deliver up to 27 damage if you roll well!
Distraction – With 12 wounds and a good damage output the opponent is likely to try and topple this and ignore your other units.
Cons
Expensive – At a 165 points, there could possibly be better units out there with a higher damage output for a similar price.

Skitterstrand Arachnarok (Gloomspite Gitz)

Pros
Reserve – This unit can start off the battlefield and then set this up at the end of a movement phase anywhere on the battlefield more than 9″ away from the enemy. Great for taking out back line units.
Good Damage – With the potential to cause up to 20 damage (if you roll really well), this unit can pack a punch. On average you should expect to get roughly 7 damage from this unit when in combat.
Cons
Expensive – Another pricey unit at 180 points.

Mangler Squigs

Pros
Combat Beast – A total of 15 melee attacks! Which on average should cause 13 damage in combat.
Quick – With 3D6″ movement, this unit can move anything up to 18″ in a turn, but you should achieve on average 10″.
Cons
Very Expensive – Another pricey unit at 275 points.

Fellwater Troggoths

Pros
Decent Damage – On average this should cause 5 damage in combat, with the potential to cause up to 8.
Tough – With Regeneration and a 5+ save the opponent will need to shove a fair bit of their damage output in this units direction to rid the of them. On top of that opposing units must subtract 1 from their hit rolls when targeting this unit.
Cons
Slow – With a movement of 6″ this unit isn’t getting anywhere quickly!

Rockgut Troggoths

Pros
Decent Damage – On average this should cause 5 damage in combat, with the potential to cause up to 8.
Tough – With Regeneration and a 5+ save the opponent will need to shove a fair bit of their damage output in this units direction to rid the of them. On top of that add a 5+ ward save.
Cons
Slow – With a movement of 6″ this unit isn’t getting anywhere quickly!

Rippa’s Snarlfangs

Pros
Cheap – Only 70pts and an average damage output of 6. Great value!
Quick – Ideal unit for claiming objectives quickly.
Counter Charge – Opponents will have to be wary as this unit has the ability to pile in from 6″ away!
Cons
Soft Target – Only 6 wounds worth of models with a 5+ save. They’ll struggle to stand up to a stiff breeze!

Unit Vote

Grand Strategy

The Grand Strategies

A few choices here for the army. With my personal favourites being Hold the Line, Prized Sorcery (if we get Gobsprakk in the list), Predator’s Domain and Vendetta from the General’s Handbook.

Orruk Warclan Grand Strategies

Here, possible options could be Waaagh! or perhaps In and Out, Ladz, though both of these will be difficult at best to achieve while Krump ‘Em All! will ne nigh on impossible if we have Gobsrakk.

Triumph

Inspired always seems a good choice to me, especially for things like Man-Skewers. Alternatively Bloodthirsty can be good for the Mirebrute.

Next Week

I imagine next week, it’ll be a final unit vote along with core battalions!

Top Three AoS Lists from US Open (Seattle)

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The US Open (Seattle) took place in……. Seattle… USA on 7th and 8th May. It involved 64 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 Place – Matt Beasley

Matt won all five games over the weekend. Along the way he beat Idoneth Deepkin/Mor’Phann in round 1, Stormcast Eternals/Hammers of Sigmar in round 2, Sons of Behemat/Breaker Tribe in round 3, Maggotkin of Nurgle/Drowned Men in round 4 and Soulblight Gravelords/Kastelai Dynasty in Round 5.

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

LEADER
Be’lakor (360)
Spells: The Master’s Command
Bloodthirster of Insensate Rage (280)
General
– Command Traits: Ruinous Aura
– Artefacts: Armour of the Pact
– Bonding: Krondspine Incarnate of Ghur
Kairos Fateweaver (435)*
Spells: The Master’s Command

BATTLELINE
Flesh Hounds (105)*
Bloodletters (115)*
Plaguebearers (150)*

BEHEMOTH
Krondspine Incarnate of Ghur (400)*

ENDLESS SPELL
Umbral Spellportal (70)
Emerald Lifeswarm (60)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: (1975/2000)

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2nd Place – Matthias Krushel

Matthias also managed five wins over the two days. Beating Sylvaneth/Gnarlroot in round 1, Stormcast Eternals/Hammers of Sigmar in round 2, Nighthaunt/Reikenor’s Comdemned in round 3, Ironjawz/Ironsuns in round 4, and Soulblight Gravelords/Vyrkos Dynasty in the final round.

Allegiance: Maggotkin of Nurgle
Subfaction: Droning Guard
Mortal Realm: Ghur
Grand Strategy: Hold the Line
Triumphs: Bloodthirsty

Leaders
The Glottkin (700)
Lore of Malignance: Gift of Disease
Harbinger of Decay (140)**
General
– Command Trait: Overpowering Stench
– Artefact: The Splithorn Helm

Units
10 x Putrid Blightkings (500)*
Reinforced x 1
3 x Plague Drones (200)*
3 x Plague Drones (200)*
3 x Nurglings (105)**
3 x Nurglings (105)**

Endless Spells
The Burning Head (20)

Core Battalions
*Hunters of the Heartlands
**Vanguard

Total: 1970 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 121
Drops: 7

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3rd Place – Roger Barker

Roger finished the weekend with one loss and four wins. His path saw him beat 4th placed Thomas in round 1, then Soulblight Gravelords/Vyrkos Dynasty in round 2, Lumineth Realm-Lords/Alumnia in round 3, Legion of the First Prince in round 4 before eventually losing to 1st place Max in round 5.

Army Faction: Soulblight Gravelords
Army Type: Kastelai Dynasty
Grand Strategy: Hold the Line
Triumphs: Indomitable

LEADER
Gorslav the Gravekeeper (75)**
Mannfred Von Carstein (380)**
Spells: Amethystine Pinions, Overwhelming Dread
Necromancer (125)**
General
– Command Traits: Master of Magic
– Artefacts: Grave-sand Shard
– Spells: Fading Vigour, Invigorating Aura, Prison of Grief
Neferata (365)**
Spells: Amethystine Pinions, Decrepify

BATTLELINE
1 x Blood Knights (390)*
1 x Deadwalker Zombies (230)*
1 x Deadwalker Zombies (230)*
Deadwalker Zombies (115)**
Deathrattle Skeletons (85)**

CORE BATTALIONS:
*Hunters of the Heartlands
**Warlord

TOTAL POINTS: (1995/2000)

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4th Place – Thomas Guan

Thomas won four games and lost one. Along the way he lost to Soulblight Gravelords/Kastelai Dynasty in round 1, then beat Lumineth Realm-Lords/Ziatrec in round 2, Ironjawz/Bloodtoofs in round 3, Daughters of Khaine/Khailebron in round 4 and Ironjawz/Ironsunz in round 5.

Army Faction: Seraphon
Army Type: Coalesced
Army Subfaction: Thunder Lizard
Grand Strategy: Beast Master
Triumphs: Inspired

LEADER
Skink Starpriest (130)
Spells: Hand of Glory
Terradon Chief (80)
Artefacts: Fusil of Conflagration
Slann Starmaster (265)**
General
– Command Traits: Arcane Might
– Spells: Stellar Tempest
Skink Priest (80)**
Prayers: Heal
Skink Priest (80)**
Prayers: Curse
Engine of the Gods (265)***
Artefacts: Cloak of Feathers
– Mount Traits: Beastmaster
– Prayers: Curse

BATTLELINE
2 x Skinks (225)*
Boltspitter and Moonstone Club
Saurus Knights (110)*
Celestite Blade and Powerful Jaws
Saurus Knights (110)**
Celestite Blade and Powerful Jaws

BEHEMOTH
Bastiladon with Ark of Sotek (165)***
Bastiladon with Solar Engine (250)***

TERRAIN
Realmshaper Engine (0)

OTHER
1 x Terradon Riders (210)*
Sunleech Bolas

CORE BATTALIONS:
*Hunters of the Heartlands
**Warlord
***Linebreaker

TOTAL POINTS: (1970/2000)

Final Tournament Placings (Top 20)

Top Three AoS Lists from Rum and Rumble

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The Rum and Rumble took place in Nottingham, UK on 7th and 8th May. It involved 16 players vying to be crowned champion in a 5 game tournament.

TSportsNetwork on Twitch were live all weekend showing games as they happened. You can watch these back with a subscription, which I highly recommend!

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 Place – Matthew Gouldesbrough

Matthew won all five games over the weekend. Along the way he beat Blades of Khorne/Baleful Lords in round 1, Sons of Behemat/Breaker Tribe in round 2, Sons of Behemat/Breaker Tribe in round 3, Maggotkin of Nurgle/Drowned Men in round 4 and Cities of Sigmar/Living City in Round 5.

Allegiance: Seraphon
Constellation: Thunder Lizard
Grand Strategy: Pillars of Belief
Triumphs: Inspired

LEADERS
Engine of the Gods (265)*
General
– Command Trait: Prime Warbeast
– Artefact: Cloak of Feathers
– Mount Trait: Beastmaster
– Universal Prayer Scripture: Curse
Slann Starmaster (265)*
Artefact: Itxi Grubs
– Spell: Celestial Equilibrium
Skink Starpriest (130)*
Artefact: Fusil of Conflagration
– Spell: Hand of Glory
Skink Starpriest (130)**
Spell: Hand of Glory
Skink Priest (80)**
Universal Prayer Scripture: Curse
Skink Priest (80)**
Universal Prayer Scripture: Curse

BATTLELINE
30 x Skinks (225)***
Boltspitters & Moonstone Clubs
– Reinforced x 2
30 x Skinks (225)***
Boltspitters & Moonstone Clubs
– Reinforced x 2
10 x Skinks (75)*
Boltspitters & Moonstone Clubs

BEHEMOTHS
Bastiladon with Solar Engine (250)****
Bastiladon with Solar Engine (250)****

BATTALIONS
*Warlord
**Command Entourage – Magnificent
***Hunters of the Heartlands
****Alpha-Beast Pack

TERRAIN
Realmshaper Engine

ADDITIONAL ENHANCEMENTS
Artefact, Artefact

TOTAL: 1975/2000
WOUNDS: 125
LEADERS: 6/6
ALLIES: 0/400
REINFORCED UNITS: 4/4

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2nd Place – Daniel Elkington

Daniel managed four wins and a loss over the two days. Beating Ogor Mawtribes/Bloodgullet in round 1, then losing against 1st placed Matthew and his Seraphon/Thunder Lizard list in round 2, then beating Idoneth Deepkin/Nautilar in round 3, Seraphon/Thunder Lizard in round 4, and Sons of Behemat/Breaker Tribe in the final round.

Army Faction: Sons of Behemat
Army Type: Breaker Tribe
Grand Strategy: Beast Master
Triumph: Inspired

LEADERS
Kragnos (720)
Gatebreaker (525)*
General
– Command Traits: Monstrously Tough
– Artefacts of Power: Enchanted Portcullis
– Bonding: Krondspine Incarnate of Ghur

BATTLELINE
Mancrusher Gargant (170)*
Mancrusher Gargant (170)*

BEHEMOTH
Krondspine Incarnate of Ghur (400)

CORE BATTALIONS
– *Footsloggas

TOTAL POINTS: 1985/2000

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3rd Place – Tavi Gane

Tavi also won three games and lost two. Along the way he lost to Sons of Behemat/Breaker Tribe in round 1, beat Hedonites of Slaanesh/Godseekers Host in round 2, Gloomspite Gitz/Glogg’s Megamob in round 3. He then lost against Sons of Behemat/Breaker Tribe in round 4 before beating Stormcast Eternals/Hammers of Sigmar in round 5.

Allegiance: Seraphon
Constellation: Thunder Lizard
Grand Strategy: Beast Master
Triumphs: Inspired

Leaders
Engine of the Gods (265)**
General
– Command Trait: Prime Warbeast
– Artefact: Cloak of Feathers
– Mount Trait: Beastmaster
– Universal Prayer Scripture: Curse
Slann Starmaster (265)**
Spell: Stellar Tempest
Skink Starpriest (130)*
Artefact: Fusil of Conflaguration
– Spell: Hand of Glory
Skink Priest (80)**
Universal Prayer Scripture: Heal

Battleline
5 x Saurus Knights (110)*
Lances
5 x Saurus Knights (110)*
Lances
30 x Skinks (225)*
Boltspitters Celestite Daggers & Star Bucklers
– Reinforced x 2

Units
5 x Chameleon Skinks (115)**
3 x Kroxigor (150)*
2 x Salamander Hunting Pack (280)*
Reinforced x 1

Behemoths
Bastiladon with Solar Engine (250)*

Core Battalions
*Battle Regiment
**Warlord

Additional Enhancements
Artefact

Total: 1980 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 116
Drops: 5

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Wildcard – John Armstrong

John finished the weekend with one draw and four losses. But, check out his army, I love it!His path saw him lose against Maggotkin of Nurgle/Befouling Host in round 1, then Seraphon/Thunder Lizard in round 2, drew against Gloomspite Gitz in round 3, and then lost against Blades of Khorne/Baleful Lords in round 4 and Ogor Mawtribes/Bloodgullet in round 5.

Allegiance: Slaanesh
Host: Godseekers Host
Grand Strategy: Hold the Line
Triumphs:

Leaders
Lord of Pain (155)**
General
– Command Trait: Speed-chaser
– Artefact: Enrapturing Circlet
Sigvald, Prince of Slaanesh (265)
Shardspeaker of Slaanesh (150)

Battleline
11 x Blissbarb Archers (170)**
11 x Blissbarb Archers (170)**
5 x Myrmidesh Painbringers (145)*
5 x Myrmidesh Painbringers (145)*

Units
5 x Blissbarb Seekers (220)**
5 x Slickblade Seekers (230)*
5 x Blissbarb Seekers (220)**
3 x Slaangor Fiendbloods (130)**

Core Battalions
*Hunters of the Heartlands
**Battle Regiment

Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 127
Drops: 6

Final Tournament Placings

Top Three AoS Lists from Renegade Wargaming – Spring Up GT

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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

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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)

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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

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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

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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

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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)

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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

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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

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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

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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

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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.