Category Archives: Destruction

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)

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

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

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

Top Three AoS Lists from Rum and Rumble

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

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