Category Archives: Games Workshop

Top Three AoS Lists from Skybert Turneringen

Skybert Turneringen took place in Norway on 14th and 15th May. It involved 12 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 – Thomas Nyland

Thomas won four out of the five games over the weekend. Along the way he beat Ossiarch Bonereaper/Mortis Praetorians in round 1, Lumineth Realm-Lords/Zaitrec in round 2, Seraphon/Thunder Lizard in round 3, Ogor Mawtribes/Bouldehead in round 4 before losing against Stormcast Eternals/Celestial Vindicators in Round 5.

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

LEADERS
Bundo Whalebiter (490)
Gatebreaker (525)*
Artefacts of Power: Arcane Tome
Kraken-Eater (490)*
General
– Command Traits: Very Acquisitive
– Artefacts of Power: Glowy Lantern, Krakenskin Sandals
Warstomper (470)*

CORE BATTALIONS
*Bosses of the Stomp

TOTAL POINTS: 1975/2000

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2nd Place – Kristoffer Mallberg

Kristoffer also managed four wins over the two days. Beating Maggotkin of Nurgle/Befouling Host in round 1, losing against Ogor Mawtribes/Boulderhead in round 2. He then recovered from his loss to go on and beat Idoneth Deepkin/Fuethan in round 3, Ironjawz/Bloodtoofs in round 4, and Cities of Sigmar/Living City in the final round.

Allegiance: Beasts of Chaos
Grand Strategy: Hold the Line
Triumphs: Inspired

Leaders
Dragon Ogor Shaggoth (155)*
General
– Command Trait: Adamantine Scales
– Lore of Dark Storms: Sundering Blades
Great Bray-Shaman (100)*
Artefact: The Knowing Eye
– Lore of the Twisted Wilds: Vicious Stranglethorns
Great Bray-Shaman (100)*
Lore of the Twisted Wilds: Wild Rampage
Be’Lakor, the Dark Master (360)
Allies

Battleline
9 x Dragon Ogors (375)**
9x Draconic War glaives
– Reinforced x 2
10 x Ungors (70)*
Mauls & Half-Shields
10 x Ungors (70)
Mauls & Half-Shields

Units
6 x Tzaangor Enlightened on Disc of Beasts of Chaos (360)**
Reinforced x 1
10 x Bestigors (135)
10 x Bestigors (135)
10 x Bestigors (135)

Core Battalions
*Warlord
**Hunters of the Heartlands

Additional Enhancements
Artefact

Total: 1995 / 2000
Reinforced Units: 3 / 4
Allies: 360 / 400
Wounds: 153
Drops: 11

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3rd Place – Dagfinn Caspersen

Dagfinn, like the others in the top three, finished the weekend with one loss and four wins. His path saw him Seraphon/Thunder Lizard in round 1, then Idoneth Deepkin/Fuethan in round 2. He lost against Ogor Mawtribes/Boulderhead in round 3 before going on to beat Maggotkin of Nurgle/Befouling Host in round 4 and then beat 1st placed Thomas in round 5.

Army Faction: Stormcast Eternals
Army Type: Scions of the Storm
Subfaction: Celestial Vindicators
Grand Strategy: Hold the Line
Triumph: Inspired

LEADERS
Lord-Imperatant (175)*
General
– Command Traits: Shock and Awe
– Artefacts of Power: Mirrorshield

BATTLELINE
Liberators (115)*
Heavens-wrought Weapon and Sigmarite Shield
Vindictors (130)*
Vindictors (130)*

OTHER
Vanguard-Raptors with Longstrike Crossbows (480)*
Annihilators with Meteoric Grandhammers (480)**
Annihilators with Meteoric Grandhammers (240)**
Annihilators with Meteoric Grandhammers (240)**

CORE BATTALIONS
*Battle Regiment
**Hunters of the Heartlands

TOTAL POINTS: 1990/2000

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4th Place – Anders Tjelle Bjornstade

Anders won three games and lost two. Along the way he beat Stormcast Eternals/Knights Excelsior in round 1, then beat 2nd placed Kristoffer Mallberg in round 2, 3rd placed Dagfinn in round 3, before losing against 1sr placed Thomas in round 4 and Lumineth Realm-Lords/Zaitrec in round 5.

Army Faction: Ogor Mawtribes
Subfaction: Boulderhead
Grand Strategy: Beast Master
Triumph: Inspired

LEADERS
Frostlord on Stonehorn (430)
Artefacts of Power: Brand of the Svard
Frostlord on Stonehorn (430)*
Huskard on Thundertusk (335)**
Blood Vulture
– Artefacts of Power: Amulet of Destiny
– Prayers: Guidance
Icebrow Hunter (125)**
General
– Command Traits: Lord of Beasts
Slaughtermaster (140)**
Spells: Ribcracker
Huskard on Thundertusk (335)**
Blood Vulture
– Prayers: Heal

BATTLELINE
Frost Sabres (55)*
Frost Sabres (55)*
Frost Sabres (55)**

CORE BATTALIONS
– *Battle Regiment
– **Warlord

TOTAL POINTS: 1960/2000

Final Tournament Placings

Top Three AoS Lists from G.A.W

The G.A.W took place in Georgia, us on 23rd and 24th April. It involved 47 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 – Brandon Voss

Brandon won all five games over the weekend. Along the way he beat Seraphon/Thunder Lizard in round 1, Ironjawz/Bloodtoofs in round 2, Stormcast Eternals/Hammers of Sigmar in round 3, Sons of Behemat/Breaker Tribe in round 4 and Maggotkin of Nurgle/Befouling Host in Round 5.

Army Faction: Maggotkin of Nurgle
– Subfaction: Drowned Men
– Grand Strategy: Hold the Line
– Triumph: Bloodthirsty

LEADERS
Bloab Rotspawned
(300)*
– Spells: Gift of Disease
Lord of Afflictions (210)*
– General
– Command Traits: Overpowering Stench
– Artefacts of Power: The Splithorn Helm

Lord of Afflictions (210)*

BATTLELINE
Pusgoyle Blightlords
(440)*
– Reinforced: Once
Putrid Blightkings (250)*
Pusgoyle Blightlords (220)*
Putrid Blightkings (250)*

OTHER
Nurglings (105)*

CORE BATTALIONS
– *Battle Regiment

TOTAL POINTS: 1985/2000

Danny: Nurgle as Drowned Men are on a tear and it’s not hard to see why. Amazing pre-game move gives incredibly durable board control. Blighkings and flies tank most threats in the game – and the Pusgoyles are mobile enough to reach out and tag the stuff they don’t want going places.

There are a few small variations on the theme – it’s a deep book where it’s hard to screw up a list- such as the cute and fluffy inclusion of everyone bar none’s favourite cavorting critters in the game, Nurglings.

Some variation of this list is the one to beat these days – it’ll be super interesting to see whether the forthcoming floaty Nighthaunt swarms who they can’t pin down easily, or the sheer glass cannons of DoK can hang – but for now, weirdly fast, high pressure Nurgle is the meta to plan for.

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2nd Place – Dalton Kahle

Dalton managed four wins over the two days. Beating Stormcast Eternals/Hammers of Sigmar in round 1, losing against Daughters of Khaine/Khelt Nar in round 2. Then going on to beat Legion of the First Prince in round 3, Soulblight Gravelords/Vyrkos Dynasty in round 4 and Sons of Behemat/Breaker Tribe in the final round.

Army Faction: Disciples of Tzeentch
– Army Subfaction: Hosts Arcanum
– Grand Strategy: Prized Sorcery

LEADER
Kairos Fateweaver
(435)*
– Spells: Bolt of Tzeentch
Changecaster (135)*
– Staff of Change and Arcane Tome
– Artefacts: The Fanged Circlet
– Spells: Unchecked Mutation

Lord of Change (420)**
– Staff of Tzeentch and Baleful Sword
– Spells: Tzeentch’s Firestorm

The Blue Scribes (135)**
– Spells: Treason of Tzeentch
Magister (125)**
– General
– Command Traits: Spell Hunters
– Spells: Arcane Suggestion


BATTLELINE
Kairic Acolytes
(115)*
– Cursed Blade and Arcanite Shield
Kairic Acolytes (115)*
– Cursed Blade and Arcanite Shield
Horrors of Tzeentch (Pink) (250)**
Kairic Acolytes (115)**
– Cursed Blade and Arcanite Shield

ENDLESS SPELL
Chronomantic Cogs (45)
Umbral Spellportal (70)
Prismatic Palisade (40)

CORE BATTALIONS
*Battle Regiment
**Battle Regiment

TOTAL POINTS (2000/2000)

Danny: Interesting to see mono-Tzeentch representing again after their friendship with Archaon was forcibly ended. Tzeentch still have great tools – and it’s good to see this list including their kairic mortals instead of defaulting to horror spam.

Gestalt Sorcery puts Acolytes on a 4/3/-1 shooting attack with 18” range, which is not nothing, and enables them to chip stuff down while the rest of the list’s brutal wizardry turns your dice rolls to crap, your toys into spawn, and the Blue Scribes turn your spells into their spells.

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3rd Place – Tommy Miklos

Tommy also finished the weekend with one loss and four wins. His path saw him beat Soulblight Gravelords/Vyrkos Dynasty in round 1, Legion of the First Prince in round 2, Daughters of Khaine/Khelt Nar in round 3. He then lost against Maggotkin of Nurgle/Befouling Host in round 4 before beating Fyreslayers/Greyfyrd in round 5.

Army Faction: Ogor Mawtribes
– Army Subfaction: Boulderhead
– Grand Strategy: Beast Master
– Triumphs: Inspired

LEADER
Frostlord on Stonehorn
(430)
– Artefacts: Alvagr Rune-tokens
– Mount Traits: Metalcruncher

Huskard on Stonehorn (340)
– Blood Vulture
– Artefacts: Brand of the Svard
– Mount Traits: Frosthoof Bull

Icebrow Hunter (125)*
– General
– Command Traits: Lord of Beasts

Butcher (135)*
– Tenderiser
– Spells: Molten Entrails

Frostlord on Stonehorn (430)*
– Mount Traits: Black Clatterhorn

BATTLELINE
Stonehorn Beastriders
(320)
– Blood Vulture
Frost Sabres (55)*
Frost Sabres (55)*

ENDLESS SPELL
Emerald Lifeswarm
(60)

CORE BATTALIONS
*Warlord

TOTAL POINTS (1950/2000)

Danny: Mawtribes don’t have too many competitive options left outside of their big angry cows and a few smaller tech pieces – for now – but it takes GUTS (fittingly) to stay pure and avoid Big Krag for their 3d6 charge based mortals.

Impressive to go 4-1 at the best of time – and interesting to see a lone Butcher as a little tech piece in there – he’s the Ogor version of a Wurrgog, capable of spiking MWs like crazy and Molten Entrails is a nice little +1 damage spell to throw on the big cow you REALLY need to chomp with that turn. Underestimate at your own risk!

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Wildcard – Michael Schlegelmilch

Michael also won four games and lost one, ending the weekend in 7th. Along the way he beat Cities of Sigmar/Living City in round 1, then beat Maggotkin of Nurgle/Blessed Sons in round 2, Flesh-eater Courts/Gristlegore in round 3 and Beasts of Chaos/Gavespawn in round 4. He then lost in round 5 to 3rd placed Tommy Miklos and his Ogor Mawtribes/Boulderhead list.

Allegiance: Fyreslayers
– Lodge: Greyfyrd
– Grand Strategy: Hold the Line
 Triumphs: Bloodthirsty

Leaders
Auric Runefather 
(125)
– General
– Command Trait: Spirit of Grimnir
– Artefact: Axe of Grimnir

Battlesmith (150)**
– Artefact: Nulsidian Icon
Auric Runemaster (125)**
– Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Ghost-mist
– Universal Prayer Scripture: Heal

Auric Runeson (80)**
– Ancestral War-axe
– Artefact: Draught of Magmalt Ale


Battleline
15 x Hearthguard Berzerkers 
(480)*
– Broadaxes
– Reinforced x 2

15 x Hearthguard Berzerkers (480)*
– Poleaxes
– Reinforced x 2

10 x Vulkite Berzerkers with Bladed Slingshields (160)**

Units
2 x Stormdrake Guard
 (340)*
– Drakerider’s Warblade
– Allies


Endless Spells & Invocations
Zharrgron Flame-spitter (55)

Core Battalions
*Hunters of the Heartlands
**Warlord

Additional Enhancements
Artefact

Total: 1995 / 2000
Reinforced Units: 4 / 4
Allies: 340 / 400
Wounds: 120
Drops: 8

Danny: The new Fyreslayers book is clearly an improvement on their old, but on first glance it’s not given them as competitive a spike as other newer books. Still, they’re now a reliably tanky army with quite a few shenanigans.

This list is a fairly standard core – with 2 huge blobs of heavy hitting Hearthguard (giving one blob a different weapon option allows a little versatility as Poleaxes are much better into things with good saves thanks to their MW potential).

The Nulsidian icon is a clutch artifact which will catch a lot of people unawares, as it can shut down your spellcasting for an entire turn.

The somewhat inevitable ‘twist’ to this list is 2 Stormdrake Guard – if you don’t know what they do by now, I kinda envy the cave you’re living in – it’s a shame FS don’t have enough threat projection in their own book to avoid leaning on them but hey, all’s fair in love and tournaments!

Final Tournament Placings (Top 20)

Write My Tournament Army – Part 8

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 final unit to be included in the army was Gobsprakk the Mouth of Mork. You also decided that our triumph should be Inspired, and you couldn’t agree whether out strategy should be hold the line or prized sorcery!

Here’s the list so far:

Allegiance: Kruleboyz
Subfaction: Big Yellers
Mortal Realm: Ghur
Grand Strategy:
Triumphs: Inspired

LEADERS
Gobsprakk, the Mouth of Mork (280)
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: 1,965 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 118
Drops: 9

So with the list finished all we have to do now is choose artefacts and battalions. But before we do, I wanted to offer some alternate options on some of the units in the list.

Swap Gobsprakk out for Rippa’s Snarlfangs, Killbow and Hobgrots.

As suggested in the title. Would you like to remove Gobsprakk and get Rippa’s Snarlfangs, 10x Hobgrots and a Killbow in the list instead?

Change the Man-Skewer units from 2 units of 9 to 1x 9, 1x 6 and 1x 3.

Should we try and build in a little more survivability for our Man-skewers by splitting them up a little more?

Next week

Will be the penultimate week! We’ll decide on which battalions, artefacts and the strategy.

Warscroll Statistics – Gloomspite Gitz (Moonclan)

Below you will find the Gloomspite Gitz (Moonclan) 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

Behemoth

Other Units

Warscroll Review – Killaboss on Corpse-rippa Vulcha

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
Cost240 Points

Army Role

The Killaboss on Corpse-rippa Vulcha struggles to find his place in an army where you have high damage output leaders (Breaka-boss on Mirebrute Troggoth) and leaders who can give good buffs to your army (Snatchaboss on Sludgeraker Beast). Even when you look at cheaper units, the Killaboss on Great Gnashtoof has a similar output, is almost as quick and is cheaper to boot.

That being said he does have the Commanding View ability which will allow you to use the same command ability twice in a phase (as long as they’re used by two separate heroes). This means you can use two unleash hells or two all put defense if you need them. His movement and flying means late game he can jump on objectives or hunt down a key target. He’s not a combat piece, but like any sneaky commander jump in when the enemy is already injured.

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, and while only Kruleboyz Orruks benefit from the Venom-encrusted Weapons, the Warscroll specifies that this also applies to the Vulcha’s attacks as well.

AttackAv Threat RangeAv # of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Jagged Boss-stikka26″42.0 +2mw1.3 +2mw2.6 +2mw
Beak and Flesh-tearing Talons26″51.7 +2mw1.1 +2mw2.2 +2mw
Stinger26″10.70.51.9
Based on average dice rolls

Looking at the damage after saves:

SaveJaggedy Boss-stikka Beak and Flesh-tearing Talons Stinger
2.6 +2mw2.2 +2mw1.9
6+2.6 +2mw2.2 +2mw1.9
5+2.2 +2mw1.8 +2mw1.6
4+1.7 +2mw1.5 +2mw1.3
3+1.3 +2mw1.1 +2mw1.0
Amount of damage after saves based on average dice rolls

The chance of this units charge connecting:

DistanceChance
17″97%
18″92%
19″83%
20″72%
21″58%
22″42%
23″28%
24″17%
25″8%
26″3%
Chance of making a charge (including movement)

Resilience

With 14 wounds and a 4+ save this model is surprisingly tough. It’ll need at least 28 damage from zero rend weapons allocated to it BEFORE any saves on order to have a chance of destroying this in a single turn.

Final Results

CategoryAmount
Movement14″
Missile Damage Output
Melee Damage Output6.7 +4mw (26″ Threat)
Combinations16
Total Wounds14 (17pts per wound)
Resilience28 Hits (Pre-Save)
Cost240 Points (240pts per Model)
Breaka-boss on Mirebrute Troggoth

Introduction: Xander Bennett

Hello Woehammer readers (Woe-bros?), I’m Xander and I’m excited to be here!

I’m a competitive Age of Sigmar player, a narrative Warcry player and an average-at-best painter. My forces include Idoneth Deepkin, Gloomspite Gitz, Stormcast Eternals and Slaves to Darkness, with many other unfinished armies lurking on plastic sprues in my Hobby Closet of Shame. (On a related note, I’ve asked my day job if they can just send my pay check directly to Games Workshop every two weeks, as it would save everyone a lot of time.)

My goal here on Woehammer is to help new and aspiring players get into the game, and maybe give experienced players a few new ideas as well. The Warhammer hobby is deeply rewarding, but it’s also vast and difficult to wrap your head around. I want to help you cut through the confusion, get your pretty models on the table and start rolling some dice.

Like many Warhammer geeks, I became hooked on the hobby at a young age. I have fond memories of my brothers and I painting Warhammer Fantasy Lizardmen and Dark Elves in our parents’ garage, sweating in the summer heat as we hunched over lead-based pewter models that were, in all likelihood, slowly poisoning us.

When Age of Sigmar launched, I didn’t immediately jump on board. But I was intrigued. Blowing up the Old World? Golden-armored Stormcast fighting semi-naked dwarves inside volcanoes? Clearly something awesome was happening. But it wasn’t until the Idoneth Deepkin that I, ahem, took the plunge.

Left: The first AoS model I ever painted. Right: The same model I painted last week.

Once I saw those beautiful sea-aelves, I was hooked (sorry, I swear that’s the last fish pun). Since then it’s been a wild ride through Age of Sigmar, Warcry and even the Soulbound roleplaying game. With the launch of AoS third edition, I made a commitment to really learn the game and get into the competitive scene.

My first one-day event was last month. My first grand tournament is this weekend. And I’m taking Idoneth Deepkin.

I can’t wait to tell you all about it. In the meantime, check out this gallery of my Warhammer escapades.

Warscroll Statistics – Gloomspite Gitz (Spiderfang)

Below you will find the Gloomspite Gitz (Spiderfang) 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

Behemoth

Interview: Mike Stewart – AoS World Number 1

This week I had the pleasure of talking to Mike Stewart the current UK and World number 1 according to the TSN Player Rankings.

In the last year alone Mike has gone 5-0 at Bloodshed in the Shires, BOBO Heat 2, Leicester City AoS GT and War in the Heartlands with his Seraphon lists. This on top of a large number of 4-1 results has seen Mike climb to the top of the TSN Player Rankings.

image taken from thehonestwargamer.com

For those unaware, Mike will be invited to two tournaments organised by the Honest Wargamer, the UK top 16 and the World top 16.

I interviewed Mike asking him what he thought about this along with this thoughts on how he approaches a tournament and his thoughts on the meta as it stands.

Peter: When did you start wargaming and what drew you in?

Mike: First started when I was about 12 years old. A friend should me Warhammer 40k and got hooked. Played it for a couple of years until I went college and uni. Then once I finished uni and started my first job I met a couple of guys that played, which got me back into it. Mainly 40k at first but started playing fantasy as well. Started AoS about a year or 2 into it, once points were back in, and then started playing it much more competitively and left 40k behind. Found AoS to be a much for fun, enjoyable and all round better game to play. Plus I’ve always liked the old world fantasy setting, with big armies fighting on the battlefield.

Peter: So will Old World be enticing you back then once that gets released?

Mike: Not currently, I like AoS and enjoy the lore of it as well so there’s plenty there still.

Peter: You’re well known for playing Seraphon, but are there any other armies you have a soft spot for or own?

Mike: Throughout 2nd edition I mostly played Fyreslayers. I’ve always been a fan of dwarf armies but usually stick to Order armies in general. When I played fantasy, I had both a Tomb Kings and a Bretonnian Knights army so would probably do an OBR army too.

Some of Mike’s Bastiladon’s

Peter: So you’re currently ranked number 1 worldwide and in UK! Congratulations! That’s got to feel great! Are you planning on attending the Masters?

Mike: Thank you and it does! At the start of this season I just wanted to get my 5-0 at a big event. To have managed 4 of them at events with 70+ players is way more than I could have hoped. Yes, really hyped about them and I plan to get to both the UK and the World event.

Peter: Having scanned through the other players in both the top 16 Worldwide and the UK, a lot of them seem to switch between armies. Are there any faction matchups you’d prefer to avoid? Declan has mentioned in the past that Seraphon has a great ‘toolkit’ which can deal with virtually anything.

Mike: Seraphon do have the tools to take on most armies but their main weakness is probably Mortal Wounds. Thunder Lizards is currently really strong in the meta, with army-wide -1 damage being the main reason but the others have play too. The heavy Pusgoyle Blightlords list is probably one of the tougher match-ups, given that they can pin you in, deal MWs and do a lot of 1 damage attacks.

Mike following his victory at War in the Heartlands

Peter: Do you plan out your battles with the opponent’s list in mind before you begin?

Mike: In a tournament, I’ll try to have a look at the opponents list first and have a game plan. Best way to learn is to play games against different armies so that when you go into an event then you already know how to play best against an army if you face them.

Peter: How do you approach a Sunday where you’re going into it 3-0 after the first day?

Mike: In most cases you’ll know your opponent the night before so do a little read up on their list but it does often change so can’t rely on the pairings being right. Mainly just take the next game as it comes and know that it’ll be a tough match-up, whoever it is.

Peter: Is there any particular Battleplan you prefer in a tournament? And any you’d rather avoid?

Mike: Generally prefer battleplans with fewer objectives, particularly when playing armies like Seraphon where you castle up and move forward in a strong defensive block. There’s a few less favourable missions, such as the ones with 6 objectives, but none that I really want to avoid.

Peter: What do you consider Seraphon’s best unit? Are there any hidden gems in the Battletome?

Mike: Very difficult to say, they are so many that have great utility and work well on synergy with the others. The Skink Priest is probably up there at just 80pts. The amount you get from them at that cost is too good. The Bastiladon is great too and can be used as a tank to hold up tough enemies. As for hidden gems, I think most have been found out now. I found combat skinks to fall into that category but now a lot of people are running them as a good substitute for the Salamanders since the Battlescroll was released.

Mike’s Yndrasta

Peter: Yes, many lists I’ve seen run perhaps two or three Starpriests and Bastiladons. Any tips for those who have to fight against Seraphon?

Mike: Try to take out the support characters early on if you have the tools to do so. If you’re playing against Thunder Lizards then bravery is low so can look to target multiple units to make them battleshock. Having access to MWs is always useful against them, as only really have the 6+ Ward from mystical.

Peter: What is the one most important thing you should do every game?

Mike: Play the mission and keep scoring points where you can. You can still be in the game until the end if you manage to keep securing objectives and completing those battle tactics.

Peter: If you could change one thing about AoS 3rd edition what would it be?

Mike: Currently, I would change Battle Regiment to try to get rid of the 1 drop or make it a roll off for who gets the choice.

Peter: An awful lot seem to be unhappy with the state of the meta at present and that armies like StD or Gloomspite can’t get near the top tables. What’s your opinion on the meta at the moment? I would point out that in my opinion AoS seems a lot more balanced than 40k. But it does need some work to allow all armies a fair shot.

Mike’s Celestial Hurricanum for his Dwarf army

Mike: I think the meta has been fairly solid in AoS3. There’s been a few armies that see more win ratio than others but I don’t think it’s in a bad place. They’ll always be some armies that aren’t quite as good as others but it will change. I’m sure the new GHB will change it up slightly too.

Peter: What would your advice be for someone looking to go to their first tournament?

Mike: Have fun and don’t be upset/frustrated if you don’t win many games. Tournament AoS is a lot different from games down your local club but they’re the best way to learn and get better at the game. And as I said before, just play the mission.

Peter: Thanks for your time Mike and good luck for the Masters! We’ll be routing for you!

Warscroll Review – Breaka-boss on Mirebrute Troggoth

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

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!