You may have seen both Ian’s post and my own in the last couple of weeks showing our Path to Glory armies for the campaign we’re running at Woe Towers.
With our armies set, I challenged Ian to a quick game at our local gaming club (shout out to Battlefield Hobbies).
Gollok’s Plan (Kruleboyz)
Da plan is ded simple, right! All we’z gotta do iz shoot dat big boat ov derz outta da sky. Den we goes and stikk da rest of da stunties before dey noes wot ‘it ’em, right! – Gollok Spleenchewa
I’m not going to lie. Seeing where Kharadron sits in the stats, I was dreading going up against the list Ian had in mind. With an Aether-Khemist, Arknonaut Company, Endrinriggers, and a frigging Frigate, my hopes are pinned on removing the Frigate early game and hoping that my army isn’t too badly damaged to then mop the rest of the Dwarfs up. Luckily, I do have a killbow, which could be ideal for taking on a multi wound model such as the Frigate.
Army Faction: Orruk Warclans
– Army Type: Kruleboyz
– Subfaction: Grinnin’ Blades
LEADERS
Killaboss on Great Gnashtoof (Gollok Spleenchewa) (130)*
– General
– Command Traits: Slippery Skumbag
– Artefacts of Power: Eye-biter Ash
– Mount Traits: Fast ’Un
BATTLELINE
Gutrippaz (Gollok’s Rippaz) (150)*
– Gutrippa Banner Bearer
– Gutrippa Drummer
– Gutrippa Boss
– Wicked Stikka
Hobgrot Slittaz (Gollok’s Grots) (80)*
– Scrap Totem Bearer
– Noise-maker
– Hobgrot Boss
ARTILLERY
Beast-skewer Killbow (Gollok’s Killbow) (100)*
OTHER
Man-skewer Boltboyz (Gollok’s Skewers) (120)*
– Boltboy Boss
CORE BATTALIONS
*Battle Regiment
TOTAL POINTS: 580/1000
Glory Points: 5
Quest: Tornado of Destruction
Territory
– Settlement
Khreld’s Strategy
Buck up, lads! My bones are tingling which means only one thing, a prize to be won! And all there is between us and the loot to be recovered is a rabble of greenskins. Lets pump them full of metal and grab our prize. Though we may need to wash the smell off it before we trade it in… – Khreld Thundergust
Going in to my first proper game of Sigmar I will admit I did not have high hopes. Peter is an experienced player who knows his army and has an idea of mine, whereas I am completely new and barely know my own. I know the Killbow needs to be avoided by my Frigate, and taken out quick, but otherwise I will just be seeing what works and what doesn’t.
Army Faction: Kharadron Overlords
– Subfaction: Barak-Zilfin
LEADERS
Aether-Khemist (Khreld Thundergust) (80)*
– General
– Command Traits: Cunning Fleetmaster
– Artefacts of Power: Celestium Burst-Grenade
BATTLELINE
Arkanaut Company (Stoutstock’s Company) (100)*
– Company Captain
– Aethermatic Volleygun
– Light Skyhook
– Skypike
Arkanaut Frigate (The Crafty Dispute) (300)*
– Heavy Sky Cannon
– Magnificent Omniscope
OTHER
Endrineers (Keelborne’s Riggers) (120)*
– Mizzenmaster
– Grapnel Launcher
CORE BATTALIONS
*Battle Regiment
TOTAL POINTS: 600/1000
Glory Points: 5
Quest: Negotiate Endrin-Contract
Territory
– Forgotten Mine
Battleplan and Deployment

We decided to play a standard battle plan, rolled on the tables in Season 2 to get Battle lines Drawn. So we would need to claim each table quarter. Ian had only four units to do so, but things weren’t much better for me with five!
Being a sneaky Orruk, I used all the tools in my arsenal and broke out the Dirty Tricks. With the recent Battlescroll update, I’m able to choose two of these. The first I chose Noisy Racket, which meant that the Kharadron would be -1 to wound against my units in the first battle round (which we promptly forgot!). I then chose Disappearin’ Act and rolled well to delay both the Endringriggers and the Arkonaut Company. This left just the Frigate and the Endrinmaster on the table. Ian, having the choice of priority elected to give me the first turn.

Kruleboyz Turn 1
Battle Tactic: Desecrate their Lands (Woods in centre)
Having the first turn, I moved and ran the hobgrots to secure the tactical woods in the centre of the table and also put them inside the lower left table quarter. The Rippaz followed them and took up position on the hill behind them while Gollok ran off up the right flank to secure that table quarter. Everything else I left still as a statue as they got ready to unleash all they had at the frigate. I got so excited about shooting my killbow at the frigate and carrying out Gollok’s genius plan, only for Ian to use Cunning Fleetmaster to move his Frigate to the other side of the hill, and out of reach! With his Aether-Khemist hiding out of sight of my Skewers, there wasn’t much else I could do this turn as Ian’s cleverness of giving the first turn to me became apparent.
Points
Kruleboyz: 5
Kharadron: 0

Kharadron Turn 1
Battle Tactic: Opening Salvo
Ian, confident in his shooting (and why wouldn’t he be?), chose Opening Salvo as his battle tactic, meaning all he had to do was destroy one of my units in the shooting phase. He moved his frigate back across the hill near to the Hobgrots in the centre, along with his Aether-Khemist, once this had moved he bought on the other units I’d delayed through Disappearin’ Act and set them up around his Aether-Khemist.
Starting with the Khemist, he generated eight shots against the poor defenceless Grots in the centre. Luckily for me these all whiffed spectacularly (You’ll notice a trend emerge soon-Ian). He chose to shoot everything he had on the frigate at the grots as well, but unlucky rolls saw only four of the Hobgrots lifted from the table. The Arkanauts and Endrinriggers kill a further 2, meaning unfortunately for Ian, he was unable to achieve his battle tactic that turn.
With revenge against both his dice and the plucky Hobgrots in mind, the frigate charged into them killing three of them. This left just one alive, which thanks to Inspiring Presence decided to stick around.
Points
Kruleboys: 5
Kharadron: 2

Kharadron Turn 2
Battle Tactic: Desecrate their Lands (Centre Woods)
Winning the priority and electing to go first this turn meant that Ian had the double, and the Kruleboyz were in serious trouble. Only needing to remove a single hobgrot, Ian wisely decided to try desecrate their lands and take the centre terrain feature away from my plucky hobgrot.
The Endrinriggers moved across the right to try and get into range of the Kruleboyz missile units while the Arkonauts moved to the south side of the northern hill and within range of the woods for the tactic.
Thinking it through, Ian designated three units for the target of his frigates attacks. The carbines at the hobgrot, the cannon at the Killbow and the skyhook at the Skewers. It didn’t take much to remove the Hobgrot and Ian knew his carbines on the frigate should be enough to do so, which they were. The poor hobgrot was transformed into a red mist giving Ian the objective. The cannon also did its job and left the Killbow as a mound of broken orruk and wood where it had previously sat. All eyes turned to the skewers, Ian rolled for the skyhook and…. missed! (Again…-Ian) However, it wasn’t over yet, the Endrinriggers and a few Arkonauts were still in range! Unfortunately Ian’s bad luck with his rolls returned and was only able to remove a single skewer and cause a wound on another.
With his forces having decimated mine with its shooting, Ian confidently charged his frigate into the Gutrippaz on the hill. Killing two of the Orruks and wounding another. The Gutrippaz replied in kind and with no less than 4 sixes on the to hit rolls, along with the other attacks the frigate suffered a mighty 10 wounds from the Rippaz. More was yet to come as we went into Kruleboyz turn 2.
Points
Kruleboyz: 5
Kharadron: 7

Kruleboyz Turn 2
Battle Tactic: An Eye for an Eye
Seeing my opportunity, I chose the tactic, an eye for an eye, with the hope that the Gutrippaz would finish off the frigate in combat that turn.
Before that though, I gave Gollok ‘His Finest Hour’ and used his mount trait Fast ‘Un to move him in the hero phase towards the juicy looking Endrinriggers, Arkonauts and Khemist. The movement phase saw him almost on top of the Endrinriggers, while the remainder of my skewers shuffled around to take a bead on the Endrinriggers and fish for those mortal wounds.
The shooting phase did not disappoint as the Skewers did enough damage to completely destroy the Endrinrigger unit. I chose to ignore the frigate, figuring that the Gutrippaz should have enough in their pocket to down it.
With the path to the Khemist and Arkonauts opened up Gollok let out a whoop of excitement as he and his doggo charged into Khemist and the surrounding Arkonauts. Using Unleash Hell, the Arkonauts managed to score 3 wounds on Gollok. Having the choice of first unit to fight, I didn’t want to risk the frigate killing enough Gutrippaz that meant I wouldn’t do enough damage back so I chose to go with these first. It was a formality as the 5 wounds were easy enough for the Gutrippaz to get through. The Khemist attacked Gollok but was unable to land a hit before his savage hound tore into the Khemist and left him for dead. The Arkonauts did what they could but were unable to get through the Gnashtoof’s tough hide.
Points
Kruleboyz: 10
Kharadron: 7
At this point Ian conceded the game, with little options left to him and only the Arkanaut company on the table any threat to the Kruleboyz had been removed.

Kruleboyz – Post Battle Thoughts and Sequence
Part of me feels very bad for Ian, this was his first proper game of Age of Sigmar and with the Kharadron Overlords only for it to end at the bottom of turn 2.
Going into turn 2 after Ian’s clever ruse in the the first turn I thought the writing was on the wall for the Orruks. I envisioned Ian shooting me from distance I tried to close with him, this was compounded when he removed the killbow and a skewer, I was lucky to have two left. He then chose to charge the frigate, and this was what turned the tide. With the venom-encrusted weapons, Kruleboyz don’t care too much about your armour saves and this showed why. With 10 wounds in thee first round of combat and then finishing it off in the second it was easy meat for the boyz. If Ian had put his Arkonaut Company inside it however, it would have been entirely different!
I gained a total of 9 glory points from the game and 3 quest points. Meaning next time I can attempt to try and do the Tornado of Destruction battleplan. After their performance against the frigate it only seemed right to give the Gutrippaz the favoured warriors and the additional D6 renown, and this tipped them up into Veterans. I decided to give them the veteran ability Backstabbaz which will allow them to immediately fight after another unit in my army does so inthe fight phase. They did however have 1 casualty point, which would mean I’m starting the next game with only nine of them on the table potentially. All my other casualty rolls went well, apart from the Hobgrots wo suffered two. Deciding to keep the Well Spring I rolled for on the territory table and with 3 glory points remaining, I used these to purchase a Swampcalla Shaman for my small force.
GOLLOK’S SWAMPCRAWLERZ
Army Faction: Orruk Warclans
– Army Type: Kruleboyz
– Subfaction: Grinnin’ Blades
– Triumph: Inspired
LEADERS
Killaboss on Great Gnashtoof (Gollok Spleenchewa) (130)*
– General
– 16 Renown
– Command Traits: Slippery Skumbag
– Artefacts of Power: Eye-biter Ash
– Mount Traits: Fast ’Un
Swampcalla Shaman (Grulb Da Mad) (100)*
– Spell: Choking Mist
BATTLELINE
Gutrippaz (Gollok’s Rippaz) (150)*
– Gutrippa Banner Bearer
– Gutrippa Drummer
– Gutrippa Boss
– Wicked Stikk
– 6 Renown
– Veteran Ability: Backstabbers
– 1 Causalty Point
Hobgrot Slittaz (Gollok’s Grots) (80)*
– Scrap Totem Bearer
– Noise-maker
– Hobgrot Boss
– 2 Casualty Points
ARTILLERY
Beast-skewer Killbow (Gollok’s Killbow) (100)*
OTHER
Man-skewer Boltboyz (Gollok’s Skewers) (120)*
– Boltboy Boss
– 1 Renown
CORE BATTALIONS
*Battle Regiment
TOTAL POINTS: 680/1000
Glory Points: 0
Quest: Tornado of Destruction
Quest Points: 3
Stronghold Territory (Gollok’s Pad)
– Settlement (Quagmire)
– Wellspring (Grulb’s Digz)
Kharadron – Post Battle Thoughts and Sequence
Well, that could have gone better. Yes, my rolls were against me in that first (and some of the second) shooting phase but that is all part of the game! I can pinpoint exactly where I went wrong, charging that Frigate in! I played with too much agression when, having the mobility, I could have out maneuvered Peter’s Orruks and pulled him out of position. Even used the Fly High command and repositioned my Frigate behind Peter’s weaker units. So, to sum up my learnings – use more commands, try putting my Company into the Frigate for a bigger impact (and better positioning), and don’t charge the unit that deals a lot of mortal wounds!
I gained 5 Glory Points from the game. I had to make casualty rolls for my Endrinriggers and my Aether-Khemist. The Aether-khemist I rolled a 1, which is death! Now that is a little harsh so I spent a Glory Point on a re-roll and ended up with no-effect. The Endrinriggers initially took a casualty point but I spent another Glory Point to reroll this (there are only three of them!) and got no effect. The Frigate rolled against the damage table from the Kharadron Battletome and also got no effect. Where were these good rolls during the game!
As for reknown, the Company gained 1 for surviving and the Frigate gained 2 as my nominated MVP which was a no-brainer. After all this I decided to add some Thunderers to my roster for 4 glory points, just to give me some more options and more boots on the ground.
Army Faction: Kharadron Overlords
– Subfaction: Barak-Zilfin
LEADERS
Aether-Khemist (Khreld Thundergust) (80)*
– General
– Command Traits: Cunning Fleetmaster
– Artefacts of Power: Celestium Burst-Grenade
BATTLELINE
Arkanaut Company (Stoutstock’s Company) (100)*
– Company Captain
– Aethermatic Volleygun
– Light Skyhook
– Skypike
Arkanaut Frigate (The Crafty Dispute) (300)*
– Heavy Sky Cannon
– Magnificent Omniscope
OTHER
Endrineers (Keelborne’s Riggers) (120)*
– Mizzenmaster
– Grapnel Launcher
Grundstock Thunderers (Steelbeard’s Gunners) (135)*
– Gunnery Sergeant
– Honour Bearer
– Aethercannon
– Grundstock Mortar
CORE BATTALIONS
*Battle Regiment
TOTAL POINTS: 735/1000
Glory Points: 4
Quest: Negotiate Endrin-Contract
Territory
– Forgotten Mine
Next
Dave and Ed have a game planned within the next couple of weeks. Then, the four of us will be meeting up for our second round of battles at the end of the month.