Category Archives: Orruk Warclans

AoS Meta Stats (w/e 12th June 2022)

On Reddit Warhammer 40k has the Meta Mondays posted by the brilliant u/JCMS85 on r/WarhammerCompetitive. So why can’t we have one for AoS? Well we can….

Here are the stats for all the Grand Tournaments that have taken place between Monday 6th June and Sunday 12th June 2022. These are all the GT’s that I can locate on Tabletop.to or BestCoastPairing, if you know of any others please send me a link and I’ll add them.

There was a total of 10 Grand Tournaments last week, however only 9 had data available to analyse. Valleycon 2022 was a 26 player tournament but no lists were available at the time of publishing these stats.

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Grand Tournaments

Ranked from largest to smallest.

US Open San Diego – California/USA
74 Players

PositionFactionSubfactionResult
1stSeraphonThunder Lizard5-0-0
2ndCities of SigmarLiving City5-0-0
3rdCities of SigmarLiving City5-0-0
4thBonesplitterzDrakkfoot4-0-1
5thBlades of KhorneReapers of Vengeance4-0-1
6thLumineth Realm-LordsZaitrec4-0-1
7thStormcast EternalsHammers of Sigmar4-0-1
8thLegion of the First Prince4-0-1
9thBeasts of ChaosGavespawn4-0-1
10thSeraphonThunder Lizard4-0-1
San Diego Open

Atlantic City Open – New Jersey/USA
73 Players

PositionFactionSubfactionResult
1stMaggotkin of NurgleDrowned Men5-0-0
2ndSoulblight GravelordsLegion of Blood5-0-0
3rdMaggotkin of NurgleDrowned Men4-0-1
4thIdoneth DeepkinNautilar4-0-1
5thSkaventide4-0-1
6thDaughters of KhaineKhailebron4-0-1
7thDaughters of KhaineHagg Nar4-0-1
8thSons of BehematBreaker Tribe4-0-1
9thStormcast EternalsHammers of Sigmar4-0-1
10thLegion of the First Prince4-0-1
Atlantic City Open

GT de CAT – Catalunya/Spain
30 Players

PositionFactionSubfactionResult
1stSeraphonThunder Lizard5-0-0
2ndSeraphonThunder Lizard4-0-1
3rdLegion of the First Prince4-0-1
4thMaggotkin of NurgleDrowned Men4-0-1
5thSeraphonThunder Lizard4-0-1
6thNighthauntReikenor’s Condemned3-0-2
7thSylvaneth3-0-2
8thDaughters of KhaineKhailebron3-0-2
9thDisciples of TzeentchHosts Duplicitous3-0-2
10thKharadon OverlordsBarak-Zilfin3-0-2
GT de CAT

Mawtribes Massacre: Annihilation – England/UK
30 Players

PositionFactionSubfactionResult
1stStormcast EternalsHammers of Sigmar4-0-1
2ndIronjawzIronsunz4-0-1
3rdMaggotkin of NurgleDrowned Men4-0-1
4thSeraphonThunder Lizard4-0-1
5thFyreslayersGreyfyrd3-1-1
6thBeasts of ChaosGavespawn3-0-2
7thDaughters of KhaineHagg Nar3-0-2
8thStormcast EternalsHallowed Knights3-0-2
9thLegion of the First Prince3-0-2
10thSoulblight GravelordsVyrkos Dynasty3-0-2
Mawtribes Massacre: Annihilation

Sunshine Coast Open – England/UK
27 Players

PositionFactionSubfactionResult
1stSeraphonDracothion’s Tail5-0-0
2ndNighthauntScarlet Doom4-1-0
3rdIdoneth DeepkinIonrach4-0-1
4thSeraphonThunder Lizard3-1-1
5thSons of BehematTaker Tribe3-1-1
6thNighthauntEmerald Host3-0-2
7thLumineth Realm-LordsAlumnia3-0-2
8thCities of SigmarTempest’s Eye3-0-2
9thBeasts of ChaosGavespawn3-0-2
10thGloomspite GitzGlogg’s Megamob3-0-2
Sunshine Coast Open

Wargames for Warriors – Utah/USA
22 Players

PositionFactionSubfactionResult
1stLegion of the First Prince4-0-1
2ndDaughters of KhaineKhelt Nar4-0-1
3rdNighthauntEmerald Host4-0-1
4thSoulblight GravelordsKastelai Dynasty4-0-1
5thDaughters of KhaineZainthar Kai3-0-2
6thSlaves to DarknessRavagers3-0-2
7thStormcast EternalsHammers of Sigmar3-0-2
8thMaggotkin of NurgleBefouling Host3-0-2
9thSoulblight GravelordsKastelai Dynasty3-0-2
10thSoulblight GravelordsKastelai Dynasty3-0-2
Wargames for Warriors

Justice Series – England/UK
18 Players

PositionFactionSubfactionResult
1stMaggotkin of NurgleBefouling Host5-0-0
2ndDaughters of KhaineZainthar Kai4-0-1
3rdCities of SigmarTempest’s Eye4-0-1
4thNighthauntScarlet Doom3-0-2
5thMaggotkin of NurgleDrowned Men3-0-2
6thSoulblight GravelordsVyrkos Dynasty3-0-2
7thSons of BehematBreaker Tribe3-0-2
8thDaughters of KhaineZainthar Kai3-0-2
9thKruleboyzBig Yellers3-0-2
10thStormcast EternalsTempest Lords2-0-3
Justice Series

Game Knight AoS GT – Ontario/Canada
12 Players

PositionFactionSubfactionResult
1stIdoneth DeepkinMor’Phann5-0-0
2ndSons of BehematBreaker Tribe3-0-2
3rdOgor MawtribesBoulderhead3-0-2
4thStormcast EternalsHammers of Sigmar3-0-2
5thMaggotkin of NurgleMunificent Wanderers3-0-2
6thBonesplitterzIcebone3-0-0
7thLegion of the First Prince2-0-3
8thLumineth Realm-LordsZaitrec2-0-3
9thOssiarch BonereapersPetrifex Elite2-0-3
10thBlades of KhorneBaleful Lords2-0-3
Game Knight AoS GT
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Grand Alliance Stats

286 players took part in 10 GT’s over the last week.

Grand AllianceWin RateArmies% Share of Armies5-0 Wins4+ Wins
Chaos54.5%5619.6%213
Order51.0%11941.6%622
Death46.6%4816.8%17
Destruction46.1%5622.0%05

Faction Stats

The below stat show the results for those factions represented by 5 armies or more only.

FactionWin RateArmies% Share of Armies5-0 Wins0-5 Losses
Seraphon66.2%132.27%31
Legion of the First Prince65.0%81.40%00
Maggotkin of Nurgle58.6%213.67%20
Idoneth Deepkin58.5%111.92%10
Soulblight Gravelords57.7%132.27%10
Cities of Sigmar57.0%101.75%20
Daughters of Khaine56.4%142.45%01
Lumineth Realm-Lords52.1%101.75%00
Ironjawz50.8%132.27%00
Sons of Behemat48.5%142.45%01
Ogor Mawtribes47.2%111.92%00
Nighthaunt46.7%213.67%02
Stormcast Eternals45.0%437.52%03
Kruleboyz44.3%111.92%01
Sylvaneth40.0%50.87%01
Hedonites of Slaanesh38.3%61.05%00
Skaventide37.9%71.22%00
Fyreslayers34.4%91.57%01
Ossiarch Bonereapers31.1%111.92%01
Gloomspite Gitz30.0%61.05%01

Despite Nighthaunt and Daughters of Khaine being released now for a couple of weeks, we still see Seraphon, Legion of the First Prince and Maggotkin of Nurgle topping the win rates. On top of that Seraphon managed to grab three 5-0 results this week.

As a rough guide factions should have win rates of between 45-55% to ensure the game is roughly balance (true balance being impossible). The above shows that 7 factions have exceeded this band (including the new Daughters of Khaine) with Seraphon and Legion of the First Prince have exceeded the 60% win rate barrier. There are also seven factions below this ideal range, including one of the new battletomes for 3rd Edition (Fyreslayers). While Stormcast Eternals have a win rate of 45% we have to bear in mind that this is the most popular faction and is often the ones new players use when first playing Age of Sigmar, so the range of skill of the players inside this faction will vary widely, while many of the other faction will have a dedicated fan base or have tournament players looking for a faction that provides them the best chance at good results.

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Subfaction Stats

The below stat show the results for those subfactions represented by 5 armies or more only.

FactionSubfactionWin RateArmies5-0 Wins0-5 Losses
SeraphonThunder Lizard67.3%1121
Maggotkin of NurgleDrowned Men65.5%1110
Legion of the First Prince65.0%800
Lumineth Realm-LordsZaitrec60.9%500
Idoneth DeepkinNautilar58.6%600
Cities of SigmarLiving City58.3%620
NighthauntScarlet Doom54.3%700
Daughters of KhaineZainthar Kai54.3%700
Soulblight GravelordsVyrkos Dynasty53.3%600
Sons of BehematBreaker Tribe53.1%1000
Stormcast EternalsAstral Templars50.0%600
Stormcast EternalsHammers of Sigmar49.1%2301
IronjawzBloodtoofs44.2%900
KruleboyzBig Yellers43.4%801
Hedonites of SlaaneshLurid Haze42.0%500
NighthauntEmerald Host41.5%1302
FyreslayersGreyfyrd38.6%700
Skaventide37.9%700
Stormcast EternalsHallowed Knights35.6%901
Ossiarch BonereapersPetrifex Elite32.3%1001
Gloomspite Gitz24.0%501

The faction stats are pretty much replicated above with Lumineth Realm-Lords/Zaitrec joining the +60% club this week. Meanwhile despite Anthony Trentanelli’s heroics with Skaven recently (claiming two GT’s and going 4-1 this week) they still sit below 45% with a miserable 37.9% win rate. Will their new battletome and the Generals Handbook see a change in this though? A new tome can’t come soon enough for Gloomspite Gitz and Ossiarch Bonereapers….

Warscroll Review – Snatchaboss on Sludgeraker Beast

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
Cost315 Points

Army Role

This chap appears in almost every tournament army, sometimes twice! With a high damage output that rivals the Breaka-Boss and buffs which compliment the Kruleboyz Venom-encrusted Weapons it’s hard to ignore. Yes, he’s expensive but the ability to give nearby units the ability to add 1 to the damage of their Venom-encrusted Weapons is huge. For example a unit of 10 Gutrippaz on average causes 3.5 mortal wounds, put them near a Sludgeraker and this increases to 7! That’s just a unit of 10…

He’s fairly squishy, so you’ll want to protect him with screens and the like. A common practice is to give him the artefact Mork’s Eye Pebble, which gives him and all units within 12″ a 5+ ward save in a single phase. That’s great for making a combat swing in your favour. He’s often made a General too as he’s the easiest to protect, plus when he does make it into combat he can hit hard.

He’s good against Alpha strike armies as you can give him the Smelly ‘Un mount trait, meaning your opponent will be -1 to hit him in combat when they charge.

Another reason to make him your General is that he will be surrounded by your troops so they benefit from the afore mentioned Sludgeraker poison, additionally because they’ll all be close by you can call the Kruleboyz Waagh meaning your General and two units close by can fight one after the other without the enemy interrupting you.

Personally, I think he’s the first choice for the General before any of the other Kruleboyz options. Yes he’s expensive, but the benefits outweigh this cost.

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 TraitTough ’UnMONSTER only. Unless this model has a number of wounds allocated to it that exceeds half its Wounds characteristic, use the top row on its damage table, regardless of how many wounds it has suffered.
Mount Trait Fast ’UnOnce per battle, in your hero phase, this model can make a normal move.
Mount TraitMean ‘UnMONSTER only. When you carry out the Stomp monstrous rampage with this model, the enemy unit you pick suffers D6 mortal wounds on a 2+ instead of D3.
Mount TraitLoud ‘UnMONSTER only. When you carry out the Roar monstrous rampage with this model, pick all enemy units within 3″ of this model instead of 1.
Mount TraitWeird ‘UnThis model has a ward of 4+ against mortal wounds caused by spells and the abilities of endless spells.
Mount Trait Smelly ‘UnSubtract 1 from hit rolls for attacks made with melee weapons that target this model if it has not made a charge move in the same turn.
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.
KillabossAll Part of Da PlanIf a friendly KRULEBOYZ unit fails a battleshock test within 3″ of any friendly units with this ability, only 1 model from that unit will flee.
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.
Kruleboyz WizardSneaky MiasmaSneaky Miasma is a spell that has a casting value of 6 and a range of 18″. If successfully cast, pick 1 friendly KRULEBOYZ MONSTER within range and visible to the caster. That MONSTER can make a normal move.

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 Sludgerakers Noisome Bite and Grasping Talons as well.

AttackAv Threat RangeAv # of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Chain-linked Grappling Hook15″32.01.33.9
Grasping Talons15″51.7 +2mw1.1 +2mw2.2 +2mw
Noisome Bite15″10.60.52.5
Thrashing Tail15″21.31.12.2
Based on average dice rolls

Looking at the damage after saves:

SaveChain-linked Grappling Hook Grasping TalonsNoisome BiteThrashing Tail
3.92.2 +2mw2.52.2
6+3.92.2 +2mw2.52.2
5+3.21.8 +2mw2.12.2
4+2.61.5 +2mw1.71.8
3+2.01.1 +2mw1.31.5
Amount of damage after saves based on average dice rolls

The chance of this units charge connecting:

DistanceChance
11″97%
12″92%
13″83%
14″72%
15″58%
16″42%
17″28%
18″17%
19″8%
20″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
Movement8″
Missile Damage Output
Melee Damage Output10.8 +2mw (20″ Threat)
Combinations23
Total Wounds14 (22.5pts per wound)
Resilience28 Hits (Pre-Save)
Cost315 Points (315pts per Model)
Snatchaboss on Sludgeraker Beast

Top Three AoS Lists from the Smash & Bash GT

Smash & Bash GT took place in Texas, USA on 4th and 5th June. It involved 40 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.

Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.

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

LEADER
Bobby the Engine of the Gods (265)**
General
– Command Traits: Prime Warbeast
– Artefacts: Incandescent Rectrices
– Mount Traits: Beastmaster
– Prayers: Curse
Lord Kroak (430)***
Spells: Stellar Tempest
Saurus Astrolith Bearer (150)***
Artefacts: Fusil of Conflagration
Celestant-Prime (325)***

BATTLELINE
Saurus Guard (115) **
Skinks (75)**
Boltspitter, Celestite Dagger and Star-buckler
Skinks (75)**
Boltspitter, Celestite Dagger and Star-buckler

BEHEMOTH
Bastiladon with Ark of Sotek (165)*
Bastiladon with Ark of Sotek (165)*
Bastiladon with Ark of Sotek (165)*

TERRAIN
Realmshaper Engine (0)

ENDLESS SPELL
Horrorghast (65)

CORE BATTALIONS:
*Alpha-Beast Pack
** Battle Regiment
***Command Entourage

TOTAL POINTS: (1995/2000)

Declan: Well, I may have been away for a bit whilst real life, and a short holiday interfered but it’s good to see that Seraphon haven’t taken a break from winning tournaments! I don’t know if this is a homage to AOS England’s Ark of Sotek list, but regardless it is a good list. The Bastiladons are not quite as killy as the beam versions, but they are still as survivable against most armies, and with them acting together the battle tactics get a lot of additional points – for minimal risk. They are also not on the Priority target list!

So if they are the unkillable units, what kills? Well Kroak obviously – he can dish out a load of damage via his spells and the Saurus Guard can keep him alive – if you’re going to kill them concentrate everything you have… or alternatively ignore him and hope he can’t kill your army in 5 turns — unfortunately if he rolls well he can.

I’m impressed at the double win against Bonereapers in the last 2 games though – lots of difficult to kill models on both sides… I can only assume Thomas go to the objectives first – the Battle Regiment would have helped with this. Well done to Thomas on that mythical 5-0!

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Allegiance: Cities of Sigmar
City: Tempest’s Eye
– Mortal Realm: Aqshy
– Grand Strategy: Dominating Presence
– Triumphs: Inspired

Leaders
Baba Bugman’s Haulercanum
Celestial Hurricanum with Celestial Battlemage (280)*
General
– Command Trait: Hawk-eyed
– Artefact: Arcane Tome (Universal Artefact)
– Lore of Eagles: Strike of Eagles
Aetheric Navigator (95)*

Battleline
5 x Freeguild Pistoliers (105)*
5 x Freeguild Pistoliers (105)*
5 x Freeguild Pistoliers (105)*
10 x Ironbreakers (115)**

Units
4 x Stormdrake Guard (680)** PRIORITY TARGET
Drakerider’s Lance
– Reinforced x 1

Behemoths
Arkanaut Ironclad (490)*
Main Gun: Great Volley Cannon

Core Battalions
*Battle Regiment
**Hunters of the Heartlands

Total: 1975 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 110
Drops: 3

Randal is a member of our Discord chat, he kindly shared a picture of his army before the event.

Declan: Randall has taken the Stormcast list (really – just ignore the Cities of Sigmar keyword lies!) with his 4 dragons. They technically give away additional points when they die… but not much in the game is killing them. He has then gone with a surprising addition of Kharadron Overlords although the Ironclad is another difficult model to destroy… just remember it’s not a monster — weird!

Finally, he’s rounded it off with Pistoliers which may not be great individually, but if you have 15 of them that’s a lot of shots coming at you. It’s an army where target priority is difficult especially given it’s incredible speed. A more than respectable 4-1 and a great example of the power move known as the ‘submarine’. (Losing game 1, then winning the next 4!!)

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Allegiance: Ogor Mawtribes
Mawtribe: Bloodgullet
– Grand Strategy: Vendetta
– Triumphs:

Leaders
Nilgurok, the epicurean of the eight points, bane of Behemat, the feast day fiend, magma muncha, fish flayer, gobbler of ghosts and ghiests, the boil bashing bastard, mushroom muncher, snake snacker, boat basher, the sorrow of Storms, the pillager of the Pompus, bone breaking bully, the Skarbrand Smasher, the breaker of the Fatemaker, the brutalist of the brutal, savagest of the savage, Cruelst of the cruel, the Kroaker of Kroak, Allariels Annihilation, 13 time rat eating champion, the crab claw cracker, veteran maneater, Grand overtyrant of the Stones eye, and Gammod, spawn of Akuma (430)**
Frostlord on Stonehorn
General
– Command Trait: Nice Drop of the Red Stuff!
– Artefact: Splatter-cleaver
– Mount Trait: Metalcruncher
Slaughtermaster (140)**
Artefact: Shrunken Priest Head
– Bloodgullet 2nd Spell: Blood Feast
– Lore of Gutmagic: Ribcracker
Butcher (135)**
Tenderiser
– Bloodgullet 2nd Spell: Molten Entrails
– Lore of Gutmagic: Greasy Deluge

Battleline
6 x Ogor Gluttons (250)**
Pairs of Clubs or Blades
6 x Ogor Gluttons (250)*
Pairs of Clubs or Blades
Stonehorn Beastriders (320)*
Weapon: Blood Vulture

Units
8 x Ironguts (470)*
Reinforced x 1

Core Battalions
*Hunters of the Heartlands
**Warlord

Additional Enhancements
Artefact

Total: 1995 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 119
Drops: 7

Declan: Gluttons keep popping up in USA winning lists, but they never seem to get off the ground in the UK meta… so I don’t really know how they work. I think this list is reasonably clear though… it charges, does mortal wounds, and then does loads of damage.

Losing only to Big Waaagh, Jacob hasn’t worried about a slightly higher drop, has gone full narrative on his Frostlord’s name and will fill the board with this list. The Gluttons are not bad as a unit and if they’re holding an objective can’t be ignored – or dealt with by a weak unit. You’ll need to shoot them, or charge and strike first – but as his opponent you’ll probably want to kill the Stonehorns first – target saturation at it’s best!

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Allegiance: Kruleboyz
Warclan: Big Yellers
– Grand Strategy: Hold the Line
– Triumphs: Indomitable

Leaders
Gobsprakk, The Mouth of Mork (280)
Lore of the Swamp: Choking Mist
Killaboss with Stab-grot (110)*
Artefact: Mork’s Eye Pebble
– Boss Hacka and Skareshield
Swampcalla Shaman with Pot-grot (105)*
Lore of the Swamp: Choking Mist
Sneedrek Chuckkem’ on Copey the Sludgeraker Beast (Snatchaboss on Sludgeraker Beast) (315)*
General
– Command Trait: Egomaniak
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Smelly ‘Un
– Lore of the Swamp: Sneaky Miasma

Battleline
20 x Gutrippaz (360)**
Reinforced x 1
– Wicked Stikkaz
20 x Gutrippaz (360)**
Reinforced x 1
– Wicked Stikkaz
9 x Man-skewer Boltboyz (360)**
Reinforced x 2

Units
10 x Hobgrot Slittaz (80)*

Core Battalions
*Warlord
**Hunters of the Heartlands

Additional Enhancements
Artefact

Total: 1970 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 148
Drops: 8

Declan: Peter does like his Kruleboyz lists, so it’s no surprise to see this picked. What is a surprise is the 40 Gutrippaz and Killa-Boss on foot. The Gutrippaz are not bad… but just a little too expensive. They can still hurt if they strike first, whilst the Killa-Boss on foot is a cheap way to get Mork’s Eye Pebble. This is a great addition to the list with so many shooting armies in the game. 5+ ward means a significant increase in survivability… if only for one turn.

Games Workshop & Wahapedia

But against shooting armies, the 1 turn of surviving is often all you need before the 40 Gutrippaz start making a mess. Gobsprakk ensures that enemy wizards feel some threat if a spell is dispelled and whilst he won’t beat a MawKrusha he is a cheap and quick way to grab a poorly defended objective. Hopefully there will be a points reduction for Kruleboyz in the new GHB and the ‘horde’ changes will help them.

Well done to James for a very respectable 4-1.

Final Tournament Placings

Top Three AoS Lists from the New Zealand Masters

The New Zealand Masters took place in… New Zealand on 28th and 29th May. It involved 31 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.

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
Slaves to Darkness Daemon Prince (210)*
Sword
– Mark of Chaos: Khorne
The Blue Scribes (135)*
Lore of Ruinous Sorcery: The Master’s Command

Battleline
10 x Pink Horrors of Tzeentch (250)*
5 x Flesh Hounds (105)*
10 x Plaguebearers (150)*

Endless Spells & Invocations
Umbral Spellportal (70)

Core Battalions
*Battle Regiment

Total: 1995 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 95
Drops: 3

Danny: Legion are taking a lot of 1st places in recent weeks – sure they have a high skill floor and ceiling, but once you crack the code it looks like the First Prince has a super broad suite of tools at his disposal.

By now you know what Be’lakor does – let’s think about why he’s so good in the current meta. Partly it’s the ability to shut down a high scoring, beat-stick monster or giant scary unit like Blightlord blobs, or Kroak. The summoning is just excellent for scoring potential and allows tremendous flexibility and peace of mind when sending existing units to score near threats. There’s not much unusual about this list – Kairos for guaranteed magic funs, a Bloodthirster for skull hunting and the other usual chaos best hit. Aos Stats Centre has Legion as the best performing army in the game right now, and it’s not hard to see why!

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Allegiance: Ogor Mawtribes
Mawtribe: Bloodgullet
– Grand Strategy: Beast Master
– Triumphs: Inspired

Leaders
Kragnos, The End of Empires (720)
Frostlord on Stonehorn (430)
General
– Command Trait: Nice Drop of the Red Stuff!
– Artefact: Splatter-cleaver
– Mount Trait: Metalcruncher
Huskard on Stonehorn (340)*
Blood Vulture

Battleline
2 x Mournfang Pack (160)*
Gargant Hackers
2 x Mournfang Pack (160)*
Gargant Hackers
2 x Mournfang Pack (160)*
Gargant Hackers

Core Battalions
*Battle Regiment

Total: 1970 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 79
Drops: 3

Danny: For a while longer, we’re still in the Season of Beasts, and guess what – Kragnos, two giant mammoths and a bunch of jack-of-most-trades-for-a-bargain-price Mournfangs are still showing up, charging around with 3D6 and rolling equal to charge roll for mortals on a 4+. It’s a simple game plan. It leans into the season and scores high on battle tactics. It’s frankly not hard to play which leaves the pilot more mental room for reading the board and opponent. It takes practice to beat a list like this as the shock factor of that much gristle and fur being in your face turn 1 can be overwhelming.

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Allegiance: Ironjawz
Warclan: Bloodtoofs
– Mortal Realm: Ghur
– Grand Strategy: Hold the Line
– Triumphs: Bloodthirsty

Leaders
Megaboss on Maw-Krusha (480)*
General
– Boss Choppa and Rip-tooth fist
– Command Trait: Hulking Brute
– Artefact: Destroyer
– Mount Trait: Fast ‘Un
Orruk Warchanter (115)*
Warbeat: Get ‘Em Beat
Orruk Warchanter (115)*
Warbeat: Fixin’ Beat

Battleline
6 x Orruk Gore-gruntas (340)*
Jagged Gore-hackas
– Reinforced x 1
6 x Orruk Gore-gruntas (340)*
Jagged Gore-hackas
– Reinforced x 1
6 x Orruk Gore-gruntas (340)*
Jagged Gore-hackas
– Reinforced x 1
3 x Orruk Gore-gruntas (170)*
– Jagged Gore-hackas

Units
3 x Rippa’s Snarlfangs (70)*

Core Battalions
*Battle Regiment

Total: 1970 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 141
Drops: 1

Danny: The classic ‘woops all feral hogs’ list has fallen from favour due to… I wouldn’t call it power creep as I think 3e books have been wonderfully balanced on the whole… but certainly tools have appeared to deal with this kind of pressure list. Especially since with their big old b….ases, hogs in such numbers can actually be quite hard to manoeuvre around the board. Still, feels nostalgic to see it back on the podium! It does however make you realise how much Orruks are suffering from new book syndrome – Big Waagh is doing well but mono-Ironjaws really only have this build to fall back on.

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Allegiance: Kruleboyz
Warclan: Big Yellers
– Grand Strategy: Hold the Line
– Triumphs: Inspired

Leaders
Snatchaboss on Sludgeraker Beast (315)**
General
– Command Trait: Egomaniak
– Mount Trait: Fast ‘Un
Swampcalla Shaman with Pot-grot (105)*
Lore of the Swamp: Sneaky Miasma
Killaboss on Corpse-Rippa Vulcha (240)*
Artefact: Arcane Tome (Universal Artefact)
– Lore of the Swamp: Nasty Hex

Battleline
10 x Gutrippaz (180)**
10 x Gutrippaz (180)**
6 x Man-skewer Boltboyz (240)*
Reinforced x 1
6 x Man-skewer Boltboyz (240)*
Reinforced x 1
3 x Man-skewer Boltboyz (120)*
3 x Man-skewer Boltboyz (120)*

Units
10 x Hobgrot Slittaz (80)**

Artillery
Beast-skewer Killbow (130)*

Core Battalions
*Battle Regiment
**Battle Regiment

Total: 1950 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 125
Drops: 2

Danny: Speaking of first book syndrome, it’s always nice to see Kruleboyz eking out some wins, especially when they bring Big Bird (the un-named version) for a fast moving, decently killy utility piece that can issue two of the same command ability – probably AoD – and prevent the 2x 10 Gutrippaz on show here from losing more than 1 model to battleshock.

18 Boltboyz do what Kruleboyz do best (which isn’t being kunnin’ apparently) – pumping out egregious numbers of MWs on 5+, which will never go out of style. They probably clustered around the Sludegraker for the extra damage, possibly often walking up for only 12″ but double the shots – with the hobgrotz interacting with Egomaniak to keep the Sludgey safe from harm with a 10 wound bodyguard unit. Interesting to see a single Killbow, which are tremendously swingy on their own but can do mad spike damage – here’s hoping it rolled a few hot damage rolls!

Final Tournament Placings (Top 10)

Top Three AoS Lists from Fall of the Old World VII

Fall of the Old World VII took place in the UK on April 30th and May 1st. It involved 31 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.

Allegiance: Skaventide
Grand Strategy: Prized Sorcery
– Triumph: Inspired

Leaders
Arch-Warlock (175)**
Artefact: Vigordust Injector
– Lore of Warplock Galvanism: More-more-more Warp Power!
Grey Seer (140)**
Lore of Ruin: Skitterleap
Lord Screech Verminking (330)
Verminlord Deceiver (345)**
General
– Command Trait: Master of Magic
– Artefact: Gnawbomb
– Universal Spell Lore: Flaming Weapon

Units
20x Clanrats (130)**
Spears
20x Clanrats (130)*
Spears
10x Stormvermin (110)*
Halberds
6x Stormfiends (630)*

Core Battalions
*Hunters of the Heartlands
**Warlord

Points: 1990/2000
Wounds: 121
Reinforced Units: 1/4
Allies: 0/400
Drops: 8

Peter: Skaven seem to be having a resurgence of late. This list, much like Anthony Trentanelli’s at the Motor City GT and the Slambo GT, relies on the Stormfiends to destroy anything they come up against. They have so many shooting attacks, and they’re super swingy. But! John has added an Arch-Warlock with More-more-more Warp Power which will allow him to re-roll all misses on those Stormfiends if he gets the spell off.

On top of that you have a teleporting giant-assassin-rat sneaking up on your lines and killing anything they can, and while all that is going on the Clanrats and Stormvermin are quietly going about their business claiming objectives.

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Allegiance: Maggotkin of Nurgle
Subfaction: Befouling Host
– Grand Strategy: Prized Sorcery
– Triumph: Inspired

Leaders
Great Unclean One (495)*
General
– Command Trait: Master of Magic
– Bile Blade & Doomsday Bell
– Artefact: The Witherstave
– Universal Spell Lore: Flaming Weapon
The Glottkin (700)**
Lore of Malignance: Rancid Visitations

Units
1x Beasts of Nurgle (110)*
3x Plague Drones (200)*
20x Plaguebearers (300)**
Reinforced: Once
10x Plaguebearers (150)**

Core Battalions
*Battle Regiment
**Battle Regiment

Points: 1955/2000
Wounds: 121
Reinforced Units: 1/4
Allies: 0/400
Drops: 2

Peter: A fairly eclectic Nurgle list that aims to out drop you and get the decision on who takes the first turn. Those plaguebearers are going to be hard to shift from any objectives with the disgustingly resilient rules and the Glottkin and GUO pack a punch in combat and love to cast spells which give you a tonne of mortal wounds.

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Allegiance: Cities of Sigmar
City: Living City
– Grand Strategy: Mighty Beachhead
-Triumphs: Inspired

Leaders
Freeguild General on Griffon (290)*
General
– Lance
– Command Trait: Forest Strider
– Artefact: Spear of the Hunt
– Mount Trait: Soaring Guardian
Freeguild General (100)*
Doralia ven Denst (115)*

Battleline
10x Freeguild Guard (85)*
Swords and Shields
10x Freeguild Handgunners (105)*
10x Freeguild Handgunners (105)*

Units
4 x Dracothian Guard Fulminators (460)*
Reinforced x 1
4x Dracothian Guard Fulminators (460)*
Reinforced x 1

Behemoths
Celestial Hurricanum (230)*

Core Battalions
*Battle Regiment

Total: 1950/2000
Reinforced Units: 2/4
Allies: 0/400
Wounds: 112
Drops: 1

Peter: A single drop Cities list, which loves to chip wounds off you with its shooting and then tear whatever is left to shreds with charging Fulminators.

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Allegiance: Bonesplitterz
Warclan: Icebone
– Grand Strategy: Hold the Line
– Triumphs: Indomitable

Leaders
Wurrgog Prophet (150)*
Artefact: Glowin’ Tattooz
– Lore of the Savage Beast Glowy Green Tusks Maniak Weirdnob (100)*
General
– Command Trait: Master of Magic
– Mount Trait: Fast ‘Un
– Lore of the Savage Beast Glowy Green Tusks Kragnos, The End of Empires (720)*

Battleline
5 × Savage Boarboys (140)*
Stikkas
5 x Savage Boarboys (140)*
Stikkas
5 x Savage Boarboys (140)*
Stikkas
5 x Savage Boarboys (140)*
Stikkas

Units
10 x Savage Boarboy Maniaks (290)*
Reinforced x 1

Endless Spells & Invocations
Soulscream Bridge (70)
Emerald Lifeswarm (60)

Core Battalions
*Battle Regiment

Total: 1950 / 2000
Reinforced Units: 1/4
Allies: 0/400
Wounds: 121
Drops: 1

Peter: A nice fast, Orruk army that’s likely to outdrop you and claim objectives early. Chadnos, who’ll give all those units buffs to their charges and will do the Lions share of the fighting. Then, Wurrgog. Oh how we’ll miss Wurrgog once he’s been nerfed by GW….

Final Tournament Placings (Top 20)

Mancunian Carnage Preview

We will do a top three lists on this event next week but I thought it may be fun to look at three lists that aren’t Nurgle, Seraphon or Stormcast and see if Danny can get into their mindset!

There’s going to be 82 players at this event fighting it out! You can watch the coverage live on The Hobby Room twitch channel!

List 1 – Johnny Armstrong

Johnny’s first game is against Tom Marshall and a Cities of Sigmar/Living City list.

Allegiance: Skaventide
Grand Strategy: Prized Sorcery
– Triumphs: Inspired

Leaders
Verminlord Deceiver (345)*
General
– Command Trait: Incredible Agility
– Artefact: Shadow Magnet Trinket
– Universal Spell Lore: Flaming Weapon
Master Moulder (95)*
Artefact: Rabid Crown
Warlock Bombardier (125)*
Lore of Warpvolt Galvanism: Warp Lightning Shield

Battleline
20 x Clanrats (130)
Rusty Blade
– 1x Standard Bearers
– 1x Standard Bell Ringers
20 x Clanrats (130)
Rusty Blade
– 1x Standard Bearers
– 1x Standard Bell Ringers
20 x Clanrats (130)
Rusty Blade
– 1x Standard Bearers
– 1x Standard Bell Ringers

Units
4 x Rat Ogors (190)**
Mutation: Toughened Sinews
– Reinforced x 1
4 x Rat Ogors (190)**
Mutation: Insanely Rabid
– Reinforced x 1
6 x Giant Rats (40)**

Artillery
Warplock Jezzails (290)
Warplock Jezzails (290)
Warplock Jezzails (290)

Core Battalions
*Warlord
**Hunters of the Heartlands

Additional Enhancements
Artefact

Total: 2245 / 2000
Reinforced Units: 5 / 4
Allies: 0 / 400
Wounds: 156
Drops: 12

Danny: Can Skaven do it again!? This is an awesome list, for a few reasons – it brings a flying Verminlord Deceiver with the Artefact for a once-per battle fight first for those clutch double activations. It brings a proper scurrying shed load of clan-rats. Then it brings a bunch of GIANT rats, a bunch of even gianter rats, and just to keep you honest, it brings a trio of rat-snipers. And it wraps it all up in a Moulder wrapper for re-rolling 1s in melee, for more reliable chomping. And no Stormfiends – what a legend!

Peter: No Thanquol! I think every other Skaventide list I’ve seen at tournaments over the last few months has him included because of the pure amount of damage he can dish out. The fact he’s not included here is a brave move by Johnny!

List 2 – Christine Coram

Christine’s (a fellow Chumps member) first game is against Freddie Leggett and his Cities of Sigmar/Hallowheart list.

Allegiance: Ironjawz
Warclan: Ironsunz
– Mortal Realm: Ghur
– Grand Strategy: Hold the Line
– Triumphs: Bloodthirsty

LEADERS
Megaboss on Maw-Krusha (480)*
General
– Command Trait: Mega Bossy
– Boss Gore-hacka and Choppa
– Artefact: Destroyer
– Mount Trait: Loud ‘Un
Orruk Warchanter (115)*
Warbeat: Get ‘Em Beat
Orruk Weirdnob Shaman (90)*
Lore of the Weird: Da Great Big Green Hand of Gork
Kragnos, The End of Empires (720)

UNITS
5 x Orruk Ardboys (85)*
5 x Orruk Brutes (160)*
Jagged Gore-hackas
5 x Orruk Brutes (160)*
Jagged Gore-hackas
3 x Orruk Gore-gruntas (170)*
Jagged Gore-hackas

CORE BATTALIONS
*Battle Regiment

TOTAL: 1980/2000
REINFORCED UNITS: 0/4
DROPS: 2
ALLIES: 0/400

Danny: For a while there in the early days of 3e, Bloodtoofs and their 30-50 (well, usually more like 9 ish) feral hogs dominated. So it’s great to see a good old fashioned, on-foot Krumpin’ list. It’s got a Maw-Krusha, it’s got Big Chadnos himself, and it’s got orruks on foot. No cunnin’, all smashin’ – good honest krumpin’!

Peter: Christine is an excellent painter. She’s so good, she has had models displayed at Warhammer World! It’s a great list and I love the fact it’s off meta for the Ironjawz at present. What is interesting is the lack of the rip-tooth fist on the Megaboss on Maw-Krusha, as although it has two less attacks to her current choice of Gore-hacka and Choppa, it would allow the Megaboss a 3+ save instead of a 4+. I personally think this is worth the loss of two attacks.

List 3 – Bill Inglis

Bill faces a Cities of Sigmar/Living City list on the first round, with Andrew Thompson as it’s pilot.

Army Faction: Orruk Warclans
Army Type: Kruleboyz
– Army Subfaction: Big Yellers
– Grand Strategy: Hold the Line
– Triumphs: Indomitable

LEADER
Killaboss on Corpse-rippa Vulcha (240)
Swampcalla Shaman and Pot-grot (105)*
Spells: Nasty Hex
Snatchaboss on Sludgeraker Beast (315)*
General
– Command Traits: Supa Sneaky
– Artefacts: Mork’s Eye Pebble
Breaka-boss on Mirebrute Troggoth (180)*
Artefacts: Amulet of Destiny
– Mount Traits: Fast ’Un
Swampcalla Shaman and Pot-grot (105)*
Spells: Choking Mist

BATTLELINE
1 x Gutrippaz (360)*
Wicked Stikka
Gutrippaz (180)*
Wicked Stikka
2 x Man-skewer Boltboyz (360)**

OTHER
Rippa’s Snarlfangs (70)**
Hobgrot Slittaz (80)**

CORE BATTALIONS:
*Warlord
**Hunters of the Heartlands

TOTAL POINTS: (1995/2000)

Danny: Kruleboyz currently sit at the very bottom of the competitive meta (dem’s stats!) (Questionable 😉 – Peter) but they’re a fun and thematic army who do have some fun tools and can punish you for letting your guard down. This is a non-spam, generally balanced Kuleboyz list which is nice to see – with the cheeky inclusion of Rippa’s Snarlfangs for a fast, throw-away objective grabber or sneaky 6″ pile-in tech for avoiding unleash hell or making a clutch block. Best of luck to those plucky swamp lovers and here’s hoping the forthcoming GHB gives em the leg-up they so desperately need!

Peter: 6 Boltboyz in a Big Yellers list is interesting when their allegiance ability allows to include them as battleline, allows them to re-roll a single miss per unit in the shooting phase and gives them a further 3″ on the range of their shooting. I suspect the 20 Gutrippaz unit will be Supa-Sneaked up the table at the beginning of the game to ambush the opponent’s backline, which will means his opponent will have to deal with 41 attacks in the first phase. Great little tactic.

Live Battle Report Tonight @21:30 GMT

Ed and myself will be giving the Kruleboyz tournament list that you’ve all voted on a spin tonight against his Maggotkin of Nurgle.

The game will be live on our YouTube channel from 9:30pm GMT.

Ed’s Maggotkin of Nurgle List

Army Faction: Maggotkin of Nurgle
– Subfaction: Befouling Host
– Grand Strategy: Hold the Line
– Triumph: Bloodthirsty

LEADERS
Morbidex Twiceborn
(320)
Great Unclean One (495)
– General
– Command Traits: Master of Magic
– Doomsday Bell and Bileblade
– Artefacts of Power: Tome of a Thousand Poxes
– Spells: Fleshy Abundance, Gift of Disease

Horticulous Slimux (225)**

BATTLELINE
Plaguebearers
(300)*
Beasts of Nurgle (110)**
Beasts of Nurgle (110)**
Beasts of Nurgle (110)**
Beasts of Nurgle (110)**

OTHER
Nurglings
(105)*
Nurglings (105)*

CORE BATTALIONS
*Hunters of the Heartlands
**Battle Regiment

TOTAL POINTS: 1990/2000

Peter’s Crowd Sourced Kruleboyz List

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


LEADERS
Gobsprakk, the Mouth of Mork (280)*
Snatchaboss on Sludgeraker Beast (315)**
General
– Command Trait: Supa Sneaky
– Artefact: Arcane Tome
– Spell: Nasty Hex
– Mount Traits: Mean ‘Un
Breaka-boss on Mirebrute Troggoth (180)
– Mount Traits: Fast ‘Un
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
6 x Man-Skewer Boltboyz (240)**
  – Reinforced: Once
3 x Man-Skewer Boltboyz (120)**
10 x Gutrippaz (180)**
Wicked Stikkaz

UNITS
10 x Hobgrot Slittaz (80)**

CORE BATTALIONS
*Command Entourage
**Battle Regiment

ADDITIONAL ENHANCEMENTS
Mount Trait

Total: 1,965 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 118
Drops: 5

I believe I’ll get choice of first turn, so do I go first or second……

Top Three AoS Lists from Warhammer World Age of Sigmar: Battles in Thondia

Battles in Thondia took place in the home of GW, Nottingham, UK on 14th and 15th May. 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 – Ric Myhill

Ric won all five games over the weekend. Along the way he beat Stormcast Eternals/Hammers of Sigmar in round 1, Stormcast Eternals/Hammers of Sigmar in round 2, Maggotkin of Nurgle/Drowned Men in round 3, Stormcast Eternals/Tempest Lords in round 4 and Ogor Mawtribes/Boulderhead in Round 5.

Allegiance: Legion of the First Prince
Grand Strategy: Prized Sorcery
Triumphs: Bloodthirsty

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
Slaves to Darkness Daemon Prince (210)*
General
– Axe
– Command Trait: Ruinous Aura
– Artefact: Armour of the Pact
– Mark of Chaos: Khorne
Synessa, The Voice of Slaanesh (260)*

Battleline
10 x Bloodletters (115)*
10 x Pink Horrors of Tzeentch (250)*
10 x Pink Horrors of Tzeentch (250)*

Endless Spells & Invocations
Umbral Spellportal (70)
Chronomantic Cogs (45)

Core Battalions
*Battle Regiment

Total: 1995 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 75
Drops: 2

Danny: Legion are the Best Hits of Chaos, so it stands to reason they can shift effectively with the Meta. Control is the name of the game, but it’s not exactly like they can’t punish you for over-reaching either.

This particular list leans more into magic than usual (no Bloodthirster for example) – and the lynchpin here is Synessa, who is a fairly kick-ass wizard who knows all the Slaanesh spell lores – even though she only casts 1 herself. I’m guessing the plan here is she tags along with big bird (aka Kairos) – with his 3 casts and multiple ways of manipulating dice to make damn sure what he wants to go off….goes off – because he ALSO knows all the spells of a nearby wizard. And between those Lores, you have a tool for almost every problem. Smart tech piece and clearly went the distance.

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2nd Place – Chris Myhill

Chris also managed five wins over the two days. Along the way they beat Idoneth Deepkin/Mor’Phann in round 1, Gloomspite Gitz/Glogg’s Megamob in round 2, Cities of Sigmar/Living City in round 3, Seraphon/Thunder Lizard in round 4 and Maggotkin of Nurgle/Drowned Men in the final round.

Allegiance: Seraphon
Constellation: Dracothion’s Tail
Mortal Realm: Ghur
Grand Strategy: Prized Sorcery
Triumphs: Indomitable

Leaders
Slann Starmaster (265)*
General
– Command Trait: Ancient Knowledge
– Artefact: Godbeast Pendant
– Ancient Knowledge 2nd Spell: Mystical Unforging
Spell: Stellar Tempest
Saurus Astrolith Bearer (150)*
Engine of the Gods (265)*
Mount Trait: Starborne
– Universal Prayer Scripture: Heal

Battleline
5 x Saurus Guard (115)*
10 x Skinks (75)*
Meteoric Javelins Celestite Daggers & Star Bucklers
10 x Skinks (75)*
Meteoric Javelins Celestite Daggers & Star Bucklers

Units
2 x Salamander Hunting Pack (280)*
Reinforced x 1
2 x Salamander Hunting Pack (280)*
Reinforced x 1

Behemoths
Krondspine Incarnate of Ghur (400)*
Allies

Endless Spells & Invocations
Chronomantic Cogs (45)

Core Battalions
*Battle Regiment

Total: 1950 / 2000
Reinforced Units: 2 / 4
Allies: 400 / 400
Wounds: 79
Drops: 1

Danny: There’s a part of me at this point that sees NOT playing Thunder Lizards as a flex, but Draco Tail lets you teleport a unit a turn around the board, which obviously isn’t half bad in its own right, especially combined with the summoning (both as an allegiance rule AND on a lucky Engine of Gods roll).

Most of the rest of the list is standard fare – apart from slapping in a Krondspine. It’s not the first time a Seraphon list has done it, and combined with the Salamanders (who cares if they give up VP still, apparently!), that’s a lot of Rend 2 melee threats that the army doesn’t usually have access to. It’s interesting that the Krondspine is increasingly seeming like a truly viable inclusion in high level play – but it’s not in every list, which smacks of an interesting and balanced new unit!

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3rd Place – Nicky Martin

Nicky finished the weekend with one loss and four wins. His path saw him beat Lumineth Realm-Lords/Helon in round 1, then losing to Cities of Sigmar/Hammerhal in round 2. In round 3 he beat Stormcast Eternals/Celestial Vindicators in round 3, followed by Stormcast Eternals/Hallowed Knights in round 4 and Stormcast Eternals/Tempest Lords in round 5.

Army Faction: Maggotkin of Nurgle
Subfaction: Befouling Host
Grand Strategy: Hold the Line
Triumph: Bloodthirsty

LEADERS
Great Unclean One (495)
General
– Command Traits: Nurgling Infestation
– Doomsday Bell and Plague Flail
– Artefacts of Power: The Witherstave
– Spells: Fleshy Abundance
The Glottkin (700)
Spells: Gift of Disease

BATTLELINE
Plaguebearers (300)*
Plaguebearers (300)*
Plaguebearers (150)*

CORE BATTALIONS
– *Hunters of the Heartlands

TOTAL POINTS: 1945/2000

Danny: Ooh – a NON Drowned Men list. It’s a deep book, so it’s nice to see people trying other stuff out, it’s all good really.

5 units TOTAL makes deployment a very non-stressful set of decisions and there’s something to be said for that. This list clearly relies on gumming up the board with plaguebearers while the Glottkin stands around mid-board daring you to come within 12″ so he can roll for Blightkrieg – which lets him charge you in YOUR movement phase. And you don’t want him doing that. Nasty stuff and nice to see the daemons being represented!

Did I mention how scary Blightkrieg is?

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Wildcard – Mikey Gilson

Mikey won four games and lost one, ending his weekend in a very respectful 4th… And with Bonesplitterz! Along the way he beat Stormcast Eternals/Celestial Vindicators in round 1, Maggotkin of Nurgle/Droning Guard in round 2. He then lost to Stormcast Eternals/Tempest Lords in round 3, before going on to beat Seraphon/Thunder Lizard in round 4 and Stormcast Eternals/Hammers of Sigmar in round 5.

Army Faction: Orruk Warclans
Army Type: Bonesplitterz
Subfaction: Icebone
Grand Strategy: Beast Master
Triumph: Indomitable

LEADERS
Kragnos (720)*
Wurrgog Prophet (150)*
General
– Command Traits: Heroic Stature
– Artefacts of Power: Glowin’ Tattooz
– Spells: Levitate Bonding: Krondspine Incarnate of Ghur
Wurrgog Prophet (150)*

BATTLELINE
Savage Boarboys (140)*
Chompa
Savage Boarboys (140)*
Chompa
Savage Boarboys (140)*
Chompa

BEHEMOTH
Krondspine Incarnate of Ghur (400)*

OTHER
Savage Big Stabbas (80)*

ENDLESS SPELLS & INVOCATIONS
1 x Emerald Lifeswarm (60)

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 1980/2000

Danny: Purists will say a Bonesplitterz list with Kragnos and Krondspine (1080 points) isn’t really Bonesplitterz, and they’re more or less right – but hey, this is still a way to stuff nearly half your list with your lovely near-naked greenskins! And loads of boarboys make sense with Glowy Green Tusks for rend 2 (if you get it off…which is currently one of the biggest weaknesses of Savage Orruks – relying on spells with no real bonuses to cast). The speedy hogs also synergise loads from Kragnos’s 3d6 charge aura, and Big Krag is hardly a slouch himself – crucially in his list he brings objective bullying (counting for loads of models) while everything else attacks key threats. Looks like a TONNE of fun to pilot too, and big congrats to the general for 4th place!

Final Tournament Placings

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 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