I’ve asked you all to get involved with the writing of my tournament army for the Age of the Dark Gods tournament, run by Savage Hammer Gaming. Each week selecting a different unit for the army.
Last week you chose our final mandatory battleline unit as well as an ‘other/artillery’ unit. I think you all chose very wisely, as we now see 10 Gutrippaz join the fray as well as 10 Hobgrots. I’ll admit, I’m a little disappointed I’m not buying and painting a Rogue Idol, but…..
Here’s the list so far:
Allegiance: Kruleboyz – Subfaction: Big Yellers – Mortal Realm: Ghur – Grand Strategy: – Triumphs:
LEADERS Snatchaboss on Sludgeraker Beast (315) – General – Command Trait: Supa Sneaky Swampcalla Shaman and Pot-Grot (105)
BATTLELINE 9 x Man-skewer Boltboyz (360) – Reinforced: Twice 9 x Man-skewer Boltboyz (360) – Reinforced: Twice 10 x Gutrippaz (180) – Wicked Stikkaz
This week’s we’re going to be choosing another Leader unit as requested by yourselves last week, we’re also going to decide which Spell our shaman should take.
Shaman Spell
There are a number of options here all with their own benefits.
Da Black Pit
Thanks to Wahapedia
Not bad for large groups of models with good save characteristics, such as a unit of 5+ stormcast etc. Not much good for enemy Monsters, Leaders or units with saves of 5+ or better.
Choking Mist
A good one for the Kruleboyz, as you can pick a spot 5.5″ behind a unit you’re about to charge and force them to reduce the number of attacks against you.
Sneaky Miasma
Not bad for moving our Sludgeraker up to the enemy quicker, or any other monster that may be selected before the series ends. Essentially gives them a free move.
Nasty Hex
Not bad, especially for units like Nagagh.
Spell Vote
Additional Leader Unit
Breaka-Boss on Mirebrute Troggoth (180 Points)
Pros
Resilient – 12 Wounds plus an ability to heal D3 wounds on 4+ in friendly Hero Phases.
Lots of Attacks – With its Iron-Bound Clubs and Bident Goad, this model generates 9 attacks per turn all 3+/3+.
EvenMore Attacks -For each wound caused after rollingD3 wounds using the Breaka-Harness you can gain 2 to the Iron-Bound Clubs attacks of the Troggoth giving him up to +6 attacks on 3+/3+ with -2 Rend and 3 Damage.
Cons
Individual – With no Aura’s or Buffs this model has no direct benefits to other units in the Kruleboyz list.
Can Die Quickly – If you’re choosing to use the extra attacks by causing D3 wounds you can quickly lose wounds in combat. Is this something you want to be doing on your general?
Slow – With a movement of 5″, this model will take time to move across the table and get into contact with the enemy. When you do get into contact, it’s probably at the location chosen by your opponent.
Gobsprakk, the Mouth of Gork (280)
Pros
Strong Magic – Gobsprakk can deal mortal wounds to casters when he unbinds their spells.
Fast – 14″ movement
Venom-Encrusted Attacks – The Vulcha benefits from Venom-encrusted attacks on its Beak and Flesh-tearing Talons and its Stinger, as well as the Killaboss’ Jagged Boss-Stikka. Total of ten attacks.
Cons
Expensive – 280 Points. For that 280 you get a strong Magic user but a surprisingly poor damage dealer in combat.
Target – Because of its Speed and its ability in the magic phase, this unit is likely to be targeted by the opponent very early.
Killaboss on Corpse-rippa Vulcha (240)
Pros
Aura – Only 1 model will flee for friendly Kruleboyz units within 3″ that fail battleshock.
Duplicate Command Ability – If you choose to issue a command ability with this model, another model in your army can still issue the same command ability in the same phase.
Venom-Encrusted Attacks – The Vulcha benefits from Venom-encrusted attacks on its Beak and Flesh-tearing Talons and its Stinger, as well as the Killaboss’ Jagged Boss-Stikka. Total of ten attacks.
Fast – Movement 14″
Cons
Expensive – 240 Points, aside from the Snatchaboss on Sludgeraker this is the most expensive command unit and will limit your choices elsewhere on the roster.
Target – Because of its Speed and number of attacks this unit is likely to be targeted by your opponent quickly.
Killaboss on Great Gnashtoof (170 Points)
Pros
Cheap – At only 170 points, this is one of the cheaper options to lead your army. Beaten only by the Killaboss on foot.
Fast – 10″ Movement
Aura – Only 1 model will flee for friendly Kruleboyz units within 3″ that fail battleshock.
Venom-Encrusted Attacks – The boss benefits from Venom-encrusted attacks (mortal wounds on 6+).
+1 To Hit – If this unit made a charge move in the same turn
Cons
No. of attacks – The drop in points come at a price, and in this case its a drop to eight attacks instead of 9/15 (Mirebrute) and 10 (Vulcha), they do however still hit on 3+/3+
Low Wound Count – This model will die quickly to sustained attacks, but does benefit from a 3+ save instead of 4+ as seen on the other units so far.
Killaboss with Stab-Grot (110 Points)
Pros
Cheap – At only 110 points this is the cheapest Leader option available to the Kruleboyz.
Aura – Only 1 model will flee for friendly Kruleboyz units within 3″ that fail battleshock.
Stab-Grot – Model has a single use Ward Save on 1-5, if successful you lose the Grots attacks. 3 attacks (4+/4+)
Venom-Encrusted Attacks – The boss benefits from Venom-encrusted attacks (mortal wounds on 6+).
Cons
Can Die Quickly – With only 6 attacks, this model WILL die and will give away Slay the Warlord points.
Slow – With a movement of 5″, this model will take time to move across the table and get into contact with the enemy. When you do get into contact, it’s probably at the location chosen by your opponent.
Snatchaboss on Sludgeraker Beast (315 Points)
Pros
Lots of Attacks – This model can attack up to 12 times in the combat phase with various weapons with them all at 3+/3+ or 3+/2+.
Aura – This model can add 1 to the number of mortal wounds caused by Venom-Encrusted weapons on Kruleboyz units within 12″.
Insta-Kill – This model has the potential to one shot characters with 7 wounds or less on a roll of 2D6. Single Use.
Tough – Has 14 wounds and a save of 4+.
Cons
Target – Because of its Poison Buff and number of attacks this unit is likely to be targeted by your opponent quickly.
Expensive – At 315 Points this is the most expensive unit in this list. The difference between this and the foot Killaboss being the ability to field another 200 points of other units.
Murknob with Belcha-banna (95)
Pros
Save against Spells – This model can grant a 5+ ward save against Spells or Endless spells for units within 12″.
Mortal Wound – This model can cause mortal wounds to enemy units within 3″.
Cons
Low Attacks – Only one melee attack which on average will cause 2 damage.
Slow – This model is a standard foot slogger, moving around the board at 5″.
Swampboss Skumdrekk (320)
Pros
Lots of Attacks – This model can attack up to 12 times in the combat phase with various weapons with them all at 3+/3+ or 3+/2+.
Aura – This model can add 1 to the number of mortal wounds caused by Venom-Encrusted weapons on Kruleboyz units within 12″.
Insta-Kill – This model has the potential to one shot characters with 7 wounds or less on a roll of 2D6. Single Use.
Tough – Has 14 wounds and a save of 4+.
Additional Triumph – This model can use an additional triumph on itself during the battle through the sacrifice of a Hobgrot unit.
Cons
Target – Because of its Poison Buff and number of attacks this unit is likely to be targeted by your opponent quickly.
Expensive – At 320 Points this is the most expensive unit in this list. The difference between this and the foot Killaboss being the ability to field another 200 points of other units.
Swampcalla Shaman and Pot-Grot (105)
Pros
Magic User – The shaman has access to the strong Swamp lore for Orruks. Giving them access to spells like Da Black Pit or Summon Boggy Mist.
Poisons – Allows nearby Kruleboyz Orruk units to cause mortal wounds on 5+ instead of 6+.
Elixirs – Gives nearby Kruleboyz Orruk units +1 to their saving throws.
The Sydney GT saw 56 players across 14 teams vying to be crowned champion in a 5 game tournament. This event was held in Nottingham, UK and took place on the 22nd and 23rd April.
Firstly, let me explain how a team event works for those who aren’t aware. Each team has four payers each with their own 2,000 point army. In each round teams are paired against each other, at which point they decide who from each team will play each other. This is entirely up to the team and not the organisers. This builds in some tactical planning, to try and get favourable pairings. Battle Points are awarded after each matchup and these determine each teams rankings.
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.
Bad Dice won four matches and drew another. Along the way they beat Team BASH in round 1, The 400 Club in round 2, The Ghosthammer Tribe in round 3, drew against Dragon Slayer in Round 4 and then beat Team FACT in the last round.
List 1 – MARTIN
Allegiance: Stormcast Eternals – Stormhost: Hammers of Sigmar (Scions of the Storm) – Grand Strategy: Prized Sorcery – Triumphs: Inspired
Leaders Knight-Draconis (300)* – General – Command Trait: Master of Magic – Artefact: Arcane Tome (Universal Artefact) – Mount Trait: Thunderous Presence – Spell: Celestial Blades Lord-Commander Bastian Carthalos(300)*
Battleline 5 x Liberators (115)* – Heavens-wrought Weapon and Shield – 1x Grandweapons 5 x Liberators (115)* – Heavens-wrought Weapon and Shield – 1x Grandweapons 4 x Stormdrake Guard (680)* – Drakerider’s Lance – Reinforced x 1
Units 6 x Vanguard-Raptors with Longstrike Crossbows (480)* – Reinforced x 1
Allegiance: Sons of Behemat – Tribe: Breaker Tribe (Fierce Loathing: Bossy Pants and Clever Clog) – Mortal Realm: Ghur – Grand Strategy: Beast Master – Triumphs: Inspired
Leaders Kragnos, The End of Empires (720) Gatebreaker Mega-Gargant (525)* – General – Command Trait: Old and Gnarly – Artefact: Enchanted Portcullis Gatebreaker Mega-Gargant (525)* – Artefact: Vial of Manticore Venom (Universal Artefact)
Allegiance: Fyreslayers – Lodge: Lofnir – Grand Strategy: Defend the Lodge – Triumphs: Inspired
Leaders Auric Runefather on Magmadroth (360) – General – Command Trait: Blood of the Berzerker – Artefact: Master Rune of Unbreakable Resolve – Magmadroth Trait: Coal-heart Ancient Auric Runesmiter on Magmadroth (340) – Runic Iron – Magmadroth Trait: Lava-tongue Adult – Prayer: Prayer of Ash
Battleline Auric Runeson on Magmadroth (320)* – Ancestral War-axe – Magmadroth Trait: Flame-scale Youngblood Auric Runeson on Magmadroth (320)* – Ancestral War-axe Auric Runeson on Magmadroth (320)* – Ancestral War-axe Auric Runeson on Magmadroth (320) – Ancestral War-axe
Allegiance: Daughters of Khaine – Temple: Hagg Nar – Grand Strategy: Hold the Line – Triumphs: N/A
Leaders Morathi-Khaine (330)* The Shadow Queen (330)* Melusai Ironscale (115)** – General – Command Trait: Devoted Disciples – Artefact: The Ulfuri Hag Queen (105)* – Artefact: Iron Circlet – Prayer: Catechism of Murder
Battleline 15 x Blood Stalkers (540) – Reinforced x 2 10 x Blood Sisters (280)** – Reinforced x 1 10 x Witch Aelves (120)** – Sacrificial Knives and Blade Bucklers
Units 10 x Khinerai Lifetakers (180) – Reinforced x 1
Dragon Slayer managed three winds a draw and a loss. Beating An Aelf, Stormcast and Blightking walk into a bar in round 1, Da Bad Moon Loons in round 2 and Ghurdfellas in round 3. They then drew against Bad Dice in round 4 before losing against The 400 Club in round 5.
Leaders Frostlord on Stonehorn (430) – General – Command Trait: Nice Drop of the Red Stuff! – Artefact: Splatter-cleaver – Mount Trait: Metalcruncher Slaughtermaster (140)* – Bloodgullet 2nd Spell: Molten Entrails – Universal Spell Lore: Levitate Kragnos, The End of Empires (720)
Allegiance: Maggotkin of Nurgle – Subfaction: Drowned Men – Grand Strategy: Beast Master – Triumphs:
Leaders Bloab Rotspawned (300) – Lore of Malignance: Gift of Disease Orghotts Daemonspew (300) Morbidex Twiceborn (320)* Lord of Afflictions (210)* – General – Command Trait: Overpowering Stench – Artefact: The Splithorn Helm Lord of Afflictions (210)* – Artefact: The Shield of Growths
Battleline 2 x Pusgoyle Blightlords (220) 2 x Pusgoyle Blightlords (220) 2 x Pusgoyle Blightlords (220)
Allegiance: Beasts of Chaos – Greatfray: Allherd – Grand Strategy: Predator’s Domain – Triumphs: Inspired
Leaders Dragon Ogor Shaggoth (155)* – General – Command Trait: Dominator – Lore of Dark Storms: Sundering Blades Tzaangor Shaman of Beasts of Chaos (135)* – Artefact: Blade of the Desecrator – Lore of the Twisted Wilds: Wild Rampage
Battleline 10 x Ungors (70)* – Mauls & Half-Shields 3 x Dragon Ogors (125)* – 3x Paired Ancient Weapons 6 x Dragon Ogors (250)** – 4x Paired Ancient Weapons – 2x Draconic War glaives – Reinforced x 1
Units 20 x Tzaangors of Beasts of Chaos (350)* – 4x Pair of Savage Blade – 8x Savage Greatblade – 8x Savage Blade & Arcanite Shield – Reinforced x 1 6 x Tzaangor Enlightened on Disc of Beasts of Chaos (360)** – Reinforced x 1 6 x Tzaangor Enlightened on Disc of Beasts of Chaos (360)** – Reinforced x 1 3 x Tzaangor Enlightened on Disc of Beasts of Chaos (180)*
Core Battalions *Battle Regiment **Hunters of the Heartlands
These chaps managed four wins and a single loss. Beating Team FACT in round 1, then losing against Bad Dice in round 2 before going on to beat Team BASH in round 3, Da Bad Moon Loons in round 4 and Dragon Slayer in round 5.
List 1 – JACK ARMSTRONG
Allegiance: Maggotkin of Nurgle – Subfaction: Drowned Men – Grand Strategy: Beast Master – Triumphs: Inspired
Leaders Great Unclean One (495) – General – Bile Blade & Doomsday Bell – Command Trait: Nurgling Infestation – Artefact: The Witherstave – Lore of Virulence: Stream of Corruption Bloab Rotspawned (300) – Lore of Malignance: Gift of Disease Orghotts Daemonspew (300)
Battleline 2 x Pusgoyle Blightlords (220) 2 x Pusgoyle Blightlords (220) 2 x Pusgoyle Blightlords (220) 2 x Pusgoyle Blightlords (220)
Scenery: 1 x Feculant Gnarl maw
Endless Spells & Invocations The Burning Head (20)
Allegiance: Beasts of Chaos – Greatfray: Allherd – Grand Strategy: Protect the Herdstone – Triumphs: Inspired
Leaders Dragon Ogor Shaggoth (155) – Lore of Dark Storms: Sundering Blades Tzaangor Shaman of Beasts of Chaos (135)** – General – Command Trait: Dominator – Artefact: Mutating Gnarlblade – Lore of the Twisted Wilds: Wild Rampage
Battleline 20 x Tzaangors of Beasts of Chaos (350)** – 4x Pair of Savage Blade – 8x Savage Greatblade – 8x Savage Blade & Arcanite Shield – Reinforced x 1 10 x Tzaangors of Beasts of Chaos (175)** – 2x Pair of Savage Blade – 4x Savage Greatblade – 4x Savage Blade & Arcanite Shield 10 x Tzaangors of Beasts of Chaos (175)** – 2x Pair of Savage Blade – 4x Savage Greatblade – 4x Savage Blade & Arcanite Shield
Units 6 x Tzaangor Enlightened on Disc of Beasts of Chaos (360)* – Reinforced x 1 6 x Tzaangor Enlightened on Disc of Beasts of Chaos (360)* – Reinforced x 1 6 x Dragon Ogors (250)* – 4x Paired Ancient Weapons – 2x Draconic War glaives – Reinforced x 1
Core Battalions *Hunters of the Heartlands **Vanguard
Allegiance: Lumineth Realm-lords – Great Nation: Zaitrec – Mortal Realm: Ghur – Grand Strategy: Prized Sorcery – Triumphs: N/A
Leaders Vanari Lord Regent (155)* – General – Command Trait: Fast Learner – Artefact: Gift of Celennar – Extra Spell: Speed of Hysh – Lore of Hysh: Protection of Hysh Scinari Loreseeker (170)* – Extra Spell: Protection of Hysh – Lore of Hysh: Lambent Light Sevireth, Lord of the Seventh Wind (345)*
Battleline 10 x Vanari Auralan Wardens (145)* – Lore of Hysh: Speed of Hysh 10 x Vanari Auralan Wardens (145)* – Lore of Hysh: Total Eclipse 30 x Vanari Auralan Sentinels (510)* – Lore of Hysh: Lambent Light – Reinforced x 2
Units 1 x Hurakan Spirit of the Wind (265)* 1 x Hurakan Spirit of the Wind (265)*
The Grand Clash in Canada saw 116 players vying to be crowned champion in a 5 game tournament. This event was held in Shawinigan near Montreal, Canada and took place on the 23rd and 24th April.
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 Lou Bergeron – Idoneth Deepkin
Lou won all five games over the weekend beating Ironjawz/Bloodtoofs in Round 1, Maggotkin of Nurgle/Befouling Host in Round 2, Maggotkin of Nurgle/Blessed Sons in Round 3, Maggotkin of Nurgle/Drowned Men in Round 4 and Blades of Khorne/Reapers of Vengeance in round 5.
Allegiance: Idoneth Deepkin – Enclave: Mor’Phann – Grand Strategy: Hold the Line – Triumphs: Indomitable
LEADERS Isharann Soulrender (120)** Lotann, Warden of the Soul Ledgers (115)** Eidolon of Mathlann, Aspect of the Sea (325)** – General – Command Trait: Endless Sea Strom – Artefact: Arcane Tome (Universal Artefact) – Lore of the Deeps: Steed of Tides – Lore of the Deeps: Counter-current
UNITS 30 x Namarti Thralls (390)* – Reinforced: Twice 10 x Namarti Reavers (340)* 10 x Namarti Reavers (340)* 10 x Namarti Reavers (340)* Akhelian Leviadon (500) – Mount Trait: Reverberating Carapace
ENDLESS SPELLS The Burning Head (20)
CORE BATTALIONS *Hunters of the Heartlands **Warlord
Jordan also managed to go unbeaten throughout the weekend. Beating Seraphon/Thunder Lizard in round 1, Skaventide in round 2, Daughters of Khaine/Hagg Nar in round 3, Sons of Behemat/Taker Tribe in round 4 and Maggotkin of Nurgle/Drowned Men in round 5.
Allegiance: Idoneth Deepkin – Enclave: Nautilar – Mortal Realm: Hysh – Grand Strategy: Hold the Line – Triumphs: Indomitable
Leaders Isharann Soulrender (120)* – General – Command Trait: Teachings of the Turscoll – Artefact: Rune of the Surging Gloomtide Lotann, Warden of the Soul Ledgers (115)*
Battleline 10 x Namarti Reavers (170)* 10 x Namarti Reavers (170)* 10 x Namarti Thralls (130)* 10 x Namarti Thralls (130)* Akhelian Leviadon (500)** – Mount Trait: Reverberating Carapace
Units 2 x Akhelian Allopexes (330)** – Razorshell Harpoon – Reinforced x 1 2 x Akhelian Allopexes (330)** – Razorshell Harpoon – Reinforced x 1
Core Battalions *Battle Regiment **Hunters of the Heartlands
James managed four wins over the weekend but lost his other. Along the way he beat Maggotkin of Nurgle/Befouling Host in round 1, Sylvaneth/Gnarlroot in round 2, Ironjawz/Bloodtoofs in round 3, before losing to Blades of Khorne/Reapers of Vengeance in round 4 and then beating Lumineth Realm-Lords/Iliatha in round 5.
Justin finished 34th and claimed four victories over the course of the weekend. His path over the weekend saw him beat Beasts of Chaos/Allherd in round 1, losing against eventual 2nd place Jordan Duncan and their Idoneth Deepkin/Nautilar list in round 2, then went on to beat Kruleboyz/Big Yellers in round 3, Stormcast Eternals/Hammers of Sigmar in round 4 and Hedonites of Slaanesh/Invaders in round 5.
Allegiance: Skaventide – Grand Strategy: Prized Sorcery – Triumphs: Inspired
LEADERS Thanquol on Boneripper (405)** – 4 Warpfire Projectors – Lore of Ruin: Skitterleap Clawlord (105)** – Mighty Warlord Command Trait: Verminous Valour Warlock Bombardier (125)* – General – Command Trait: Overseer of Destruction – Lore of Warpvolt Galvanism: More-more-more Warp Power! Plague Priest (85)** – Artefact: Liber Bubonicus – Universal Prayer Scripture: Curse
UNITS 20 x Clanrats (130)** – Rusty Spear – 1 x Standard Bearers – 1 x Standard Bell Ringers 20 x Clanrats (130)** – Rusty Spear – 1 x Standard Bearers – 1 x Standard Bell Ringers 20 x Stormvermin (220)** – Halberd 1 x Ratling Gun (65)* 1 x Ratling Gun (65)* 1 x Ratling Gun (65)*
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.
Swampcalla Shamans appear in almost all Kruleboyz tournament armies due to their abilities to buff nearby units with either Poison (Mortals on 5 and 6’s to hit instead of just 6’s) or Elixir (+1 to save rolls). One option is to park them near your missile units constantly giving them Poison while.
Using Poison or Elixir does mean that you won’t be able to cast however, so bear that in mind.
The Spells aren’t too bad either, Choking Mist can be cast up to 24″ and any units within 6″ (friend of foe) have their attacks characteristics reduced by 1 (to a minimum of 1) and they cannot run. Or Nasty Hex which remove a target units ability to use ward save.
Sneaky Miasma is great for getting your monsters into combat quicker (especially your Sludgeraker Beasts which are surprisingly good in combat) as it allows them to make a normal move in the hero phase. Keep in mind however that Sneaky Miasma does not work on the Breaka-Boss on Mirebrute Troggoth as it is not classed as a Monster.
Da Black Pit will see you rolling a dice for each enemy model in a unit and for each 6 or roll that is greater than that units armour save characteristic they’ll suffer 1 mortal wound.
But, keep these guys out of combat and constantly giving units Poison.
Combinations
Grinin’ Blades’ Out of Da Mists applies to this unit as well, meaning shooting attacks cannot affect this unit on the first turn as long as it remains beyond 12″ of an enemy unit.
Crawly Swarm the Skullbugz allegiance ability will mean that potentially the unit can have units attacking it at -1 to hit. This only applies if an enemy is within 3″.
Generals with the Egomaniak command trait can offload their wounds on a 4+ to this unit.
The Supa Sneaky command trait can also be used to move them up the battlefield at the beginning of the battle to claim objectives or within range of a unit to cast a spell.
As this is a Kruleboyz Orruk unit they’ll benefit from Venom-encrusted Weapons meaning that to hit rolls of 6 are treated as mortal wounds.
This can be further enhanced when near either the Snatchaboss on Sludgeraker Beast or Swampboss Skumdrekk who can add 1 to the number of mortal wounds caused on a 6 via their ability Sludgeraker Venom.
Speaking of their Venom-encrusted Weapons, these can be buffed by the use of its own Poison, this would mean they cause mortal wounds on 5 or 6. Bear in mind that the previously mentioned Sludgeraker Venom doesn’t work on rolls of 5 in this case and still only applies to the hit rolls of 6.
The Swampcalla Shaman and Pot-Grot can also take advantage of its Elixir which will add +1 to its save. .
This unit can benefit from the Kruleboyz Waaagh meaning they get to fight immediately after you General in the combat phase.
Another option is to have them near a Marshcrawla Sloggoth to take advantage of its Krew Drummer ability giving them +1 to hit in melee. Though with its low damage output, this probably isn’t wise.
Can use Dirty Tricks: Covered in Mud at the start of the game. Though you’d probably be better off using this on your shooting units that you don’t want picked off at range.
Summon Boggy Mist spell can add 1 to their charge rolls.
You can also use the Murknob with Belcha-banna‘s ability Power of Kragnos to give this unit a 5+ ward save against the effects of spells or Endless Spells.
The Rogue Idol will add 1 to this units Bravery.
The Rogue Idol will also give the Swampcalla Shaman +1 to their casting rolls while within 6″.
Missile Attacks
This unit has no missile attacks.
Melee Attacks
Rend -1 attacks with a fairly standard threat range of 12″ (movement + charge). The Shaman also benefits from the Pot-Grot’s Back-up Stabba. But let’s be honest, his damage output isn’t something to write home about.
Attack
Threat Range
# of Attacks
Av # of Hits
Av # of Wounds
Damage Output (Pre-save)
Bogbark Staff
12″
2
1.3
0.9
1.8
Back-up Stabba
12″
2
1.0
0.5
0.5
Based on average dice rolls
Looking at the damage after saves:
Save
Bogbark Staff
Back-up Stabba
–
1.8
0.5
6+
1.8
0.4
5+
1.5
0.3
4+
1.2
0.3
3+
0.9
0.2
Amount of damage after saves based on average dice rolls
Resilience
The Shaman is 6 wounds with a 5+ save.
To destroy this unit with weapons that have no rend you’ll need to score on average 9 hits before any saves are made.
The Sydney GT saw 83 players vying to be crowned champion in a 5 game tournament. This event was held in Sydney, Australia and took place on the 22nd and 23rd April.
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 Joel Graham – Idoneth Deepkin
Joel won all five games over the weekend beating Stormcast Eternals/Hammers of Sigmar in Round 1, Gloomspite Gitz in Round 2, Stormcast Eternals/Hammers of Sigmar in Round 3, Maggotkin of Nurgle/Drowned Men in Round 4 and Stormcast Eternals/Hammers of Sigmar in round 5.
Allegiance: Idoneth Deepkin – Enclave: Nautilar – Grand Strategy: Hold the Line – Triumphs:
LEADERS Miesha – Isharann Tidecaster (150)* – Artefact: Rune of the Surging Gloomtide – Lore of the Deeps: Steed of Tides Rocko – Akhelian Thrallmaster (110)* Jimmy – Akhelian King (250)* – General – Bladed Polearm – Command Trait: Unstoppable Fury – Artefact: Arcane Tome (Universal Artefact) – Mount Trait: Voidchill Darkness – Universal Spell Lore: Flaming Weapon
UNITS 6 x Akhelian Morrsarr Guard (390)** – Reinforced x 1 10 x Namarti Thralls (130) 20 x Namarti Reavers (340)** – Reinforced x 1 10 x Namarti Thralls (130)* Burt the turt – Akhelian Leviadon (500)** – Mount Trait: Reverberating Carapace
CORE BATTALIONS *Warlord **Hunters of the Heartlands Artefact
Tyler also managed to go unbeaten throughout the weekend. Beating Cities of Sigmar/Misthavn in round 1, Stormcast Eternals/Hammers of Sigmar in round 2, Lumineth Realm-Lords/Syar in round 3, Soulblight Gravelords/Vyrkos Dynasty in round 4 and Soulblight Gravelords/Vyrkos Dynasty in round 5.
Allegiance: Maggotkin of Nurgle – Subfaction: Drowned Men – Grand Strategy: Hold the Line – Triumphs: Bloodthirsty
Leaders Orghotts Daemonspew (300)** Lord of Afflictions (210)** – General – Command Trait: Overpowering Stench – Artefact: The Splithorn Helm Bloab Rotspawned (300) – Lore of Malignance: Rancid Visitations
Battleline 4 x Pusgoyle Blightlords (440)* – Reinforced x 1 2 x Pusgoyle Blightlords (220)* 2 x Pusgoyle Blightlords (220)**
Units 1 x Pusgoyle Blightlords – Single (110)** 10 x Gors (75)** – Gor-Blades & Beastshields 10 x Gors (75)** – Gor-Blades & Beastshields
Core Battalions *Hunters of the Heartlands **Battle Regiment
Dave managed four wins over the weekend but lost his other. Along the way he beat Beasts of Chaos/Gavespawn in round 1, lost against Blades of Khorne/Reapers of Vengeance in round 2, then lost against Idoneth Deepkin/Nautilar in round 3, before going on to beat Ogor Mawtribes/Bloodgullet in round 4 and Cities of Sigmar/Living City in round 5.
Allegiance: Stormcast Eternals – Stormhost: Hammers of Sigmar (Stormkeep) – Grand Strategy: Beast Master – Triumphs: Inspired
Leaders Lord-Relictor (145)* – General – Command Trait: High Priest – Prayer: Translocation Knight-Draconis (300)* – Artefact: Luckstone – Mount Trait: Celestial Instincts
Battleline 5 x Vindictors (130)* 5 x Vindictors (130)* 5 x Vindictors (130)*
Units 6 x Vanguard-Raptors with Longstrike Crossbows (480)* – Reinforced x 1 4 x Stormdrake Guard (680)* – Drakerider’s Warblade – Reinforced x 1
Shaun finished 14th and claimed four victories over the course of the weekend. His path over the weekend saw him beat Cities of Sigmar/Hallowheart in round 1, lost against Maggotkin of Nurgle/Befouling Host in round 2, then went on to beat Ironjawz/Bloodtoofs in round 3, Cities of Sigmar/Living City in round 4 and Beasts of Chaos in round 5.
Allegiance: Slaves to Darkness – Damned Legion: Despoilers – Mortal Realm: Ulgu – Grand Strategy: Prized Sorcery – Triumphs: Indomitable
LEADERS Archaon the Everchosen (860)* – Aura of Chaos: Nurgle – Spell: Call to Glory Chaos Sorcerer Lord (135)* – Artefact: Diabolic Mantle – Mark of Chaos: Nurgle – Spell: Mask of Darkness Slaves to Darkness Daemon Prince (210)* – General – Command Trait: Paragon of Ruin – Sword – Mark of Chaos: Nurgle Chaos Lord (120)* – Reaperblade & Daemonbound Steel – Artefact: Arcane Tome – Mark of Chaos: Nurgle – Spell: Binding Damnation
UNITS 30 x Chaos Marauders (270)* – Axes & Shields – Mark of Chaos: Nurgle – Reinforced: Twice 10 x Chaos Marauders (90)* – Axes & Shields – Mark of Chaos: Nurgle 10 x Chaos Marauders (90) – Axes & Shields – Mark of Chaos: Nurgle
BEHEMOTHS Chaos Warshrine (215) – Mark of Chaos: Nurgle – Prayer1: Universal Prayer Scripture: Heal
The 1k 1 Day GT saw 11 players vying to be crowned champion in a 5 game tournament. This event was held in Nottingham, UK and took place on 9th April.
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 Jack McQuiggin – Seraphon
Jack won all five games over the weekend beating Maggotkin of Nurgle/Befouling Host in Round 1, Skaventide in Round 2, Maggotkin of Nurgle/Drowned Men in Round 3, Lumineth Realm-Lords/Zaitrec in Round 4 and Blades of Khorne/Baleful Host in round 5.
Dan won four games and loss one during the course of the weekend. Beating Stormcast Eternals/Hammers og Sigmar in round 1, Nighthaunt/Reikenor’s Condemned in round 2, then losing against 1st placed Jack in round 3. Dan then went on to win his final two games against Nighthaunt/Reikenor’s Condemned in round 4 and Lumineth Realm-Lords/Zaitrec in round 5.
Allegiance: Maggotkin of Nurgle – Subfaction: Drowned Men – Mortal Realm: Ghyran – Grand Strategy: Hold the Line – Triumphs: Inspired
LEADERS Lord of Afflictions (210) – General – Command Trait: Overpowering Stench – Artefact: The Splithorn Helm
UNITS 2 x Pusgoyle Blightlords (220)* 1 x Beasts of Nurgle (110) 1 x Beasts of Nurgle (110) 1 x Beasts of Nurgle (110) 2 x Pusgoyle Blightlords (220)*
CORE BATTALIONS *Hunters of the Heartlands
TOTAL: 980/1000
3rd Rob Morris – Nighthaunt
Rob managed three wins over the weekend but lost his other two. Along the way he beatNighthaunt/Reikenor’s Condemned in round 1, lost against 2nd placed Dan in round 2, then beat Maggotkin of Nurgle/Befouling Host in round 3, lost against Blades of Khorne/Baleful Lords in round 4 and beat Stormcast Eternals/Hammers of Sigmar in round 5.
Allegiance: Nighthaunt – Procession: Reikenor’s Condemned – Grand Strategy: Hold the Line – Triumphs:
Leaders Dreadblade Harrow (100)* – General – Command Trait: Ruler of the Spirit Hosts Guardian of Souls with Nightmare Lantern (135)* – Artefact: Corpse Candle – Lore of the Underworlds: Soul Cage Spirit Torment (115) – Artefact: Midnight Tome – Shademist
Battleline 20 x Chainrasp Horde (190)* – Reinforced x 1 20 x Chainrasp Horde (190)* – Reinforced x 1
Greg finished fourth, with three wins and two losses. Along the way he had a bye in round 1, lost in round 2 to Lumineth Realm-Lords/Zaitrec, beat Nighthaunt/Reikenor’s Condemned in round 3, he beat 3rd placed Rob in round 4 and in the final round lost to 1st placed Jack. That’s a heck of a trek.
Allegiance: Khorne – Slaughterhost: Baleful Lords (Host of Chaos) – Grand Strategy: Beast Master – Triumphs:
Leaders Bloodthirster of Insensate Rage (280) – General – Command Trait: Slaughterer’s Thirst – Artefact: Black Brass Crown Bloodthirster of Insensate Rage (280) Bloodthirster of Insensate Rage (280)
Battleline 10 x Bloodreavers (80)* – Reaver Blades 10 x Bloodreavers (80)* – Reaver Blades
The Rose City Wrath saw 34 players vying to be crowned champion in a 5 game tournament. This event was held in Portland, US. This tournament took place on the weekend of the 9th and 10th April.
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 Mason Knox – Maggotkin of Nurgle
Mason won all five games over the weekend beating Maggotkin of Nurgle/Befouling Host in Round 1, Legion of the First Prince in Round 2, Sylvaneth/Gnarlroot in Round 3, Idoneth Deepkin/Fuethan in Round 4 and Soulblight Gravelords/Legion of Blood in round 5.
Army Faction: Maggotkin of Nurgle – Subfaction: Drowned Men – Grand Strategy: Hold the Line – Triumph: Bloodthirsty
LEADERS Lord of Afflictions (210)* – General – Command Traits: Overpowering Stench – Artefacts of Power: The Splithorn Helm Be’lakor (360)*
Alexander won four games and loss won during the course of the weekend. Beating Nighthaunt/Reikenor’s Condemned in round 1, losing against Soulblight Gravlords/Legion of Blood in round 2, before going on to beat Maggotkin of Nurgle/Befouling Host in round 3, Legion of the First Prince in round 4 and Beasts of Chaos/Gavespawn in round 5.
Leaders Mannfred von Carstein, Mortarch of Night (380) Neferata, Mortarch of Blood (365) Radukar the Beast (315)* Vampire Lord (140)* – General – Command Trait: Pack Alpha – Artefact: Arcane Tome (Universal Artefact) – Lore of the Vampires: Amethystine Pinions
Battleline 10 x Deathrattle Skeletons (85)* 10 x Dire Wolves (135)* 10 x Dire Wolves (135)*
Units 20 x Grave Guard (280)** – Great Wight Blades – Reinforced x 1 10 x Grave Guard (140)** – Great Wight Blades
Core Battalions *Battle Regiment **Hunters of the Heartlands
Robbie also managed four wins over the weekend but lost his other. Along the way he beat Lumineth Realm-Lords/Helon in round 1, lost against Lumineth Realm-Lords/Alumnia in round 2, then beat Cities of Sigmar/Living City in round 3, Stormcast Eternals/Hammers of Sigmar in round 4 and Maggotkin of Nurgle/Blessed Sons in round 5.
Army Faction: Sons of Behemat – Army Type: Breaker Tribe – Grand Strategy: Beast Master – Triumph: Inspired
LEADERS Kragnos (720) Gatebreaker (525)* – General – Command Traits: Old and Gnarly – Artefacts of Power: Enchanted Portcullis Gatebreaker (525)* – Artefacts of Power: Amulet of Destiny
BATTLELINE Mancrusher Gargant (170)
CORE BATTALIONS – *Bosses of the Stomp
TOTAL POINTS: 1940/2000
Wildcard: Matthew Kangiser – Sylvaneth
Matthew finished 5th and claimed four victories over the course of the weekend. His path over the weekend saw him beat Cities of Sigmar/Living City in round 1, Legion of the First Prince in round 2, lose against 1st placed Mason in round 3, before going on to beat Lumineth Realm-Lords/Zaitrec in round 4 and Maggotkin of Nurgle/Drowned Men in round 5.
Army Faction: Sylvaneth – Army Subfaction: Gnarlroot – Grand Strategy: Beast Master – Triumph: Inspired
LEADER Spirit of Durthu (325) – Artefacts: The Oaken Armour Treelord Ancient (280) – General – Command Traits: Nurtured by Magic – Artefacts: Chalice of Nectar – Spells: Regrowth Alarielle the Everqueen (740)* Branchwraith (95)* Celestant-Prime (325)*
The Warhammer Community has posted the first lore on the League’s of Votann, and so far I like what I’ve read.
Essentially each league revers their own Votann, which is a super computer from the Dark Age of Technology. These super computers do everything for our stout friends and hold a lot of information on technology and tactics etc. They also hold a lot of STC’s (Standard Template Construct).
What’s an STC? No, it’s not a medical condition contracted after a debauched night out. They are technology designs from the Dark Age of Technology. Famous STC’s include the Rhino, Land Raider, Predator and Land Speeder to name but a few.
If the Imperium were aware that the League’s possessed these Super Computers (which they’re not) then there would be hell to pay on two counts at least.
1) The Imperium HATE artificial intelligence, and for the Votann to exist would go against a lot the Imperium believes
2) The Imperium LOVES new STC’s and stops at nothing to find them.
But, there’s always a twist, and it seems in the League’s of Votann’s case it is their reliance on the super computers. Because after tens of thousands of years their memory banks are almost full and tasks that would have taken moments in the past now take hours, days, months or even years to complete. S
So guess what?
The League’s have to find a way to help their grid-like AI friends….
The Art
From Warhammer Community
Here’s the artwork that was posted yesterday. Aside from being a great piece, there is a little information we can take away about their models from this.Th
Those who saw my last post when the Votann were announced will be familiar with my wishlist I think we can tick off one of those items just by looking at this picture.
Hearthguard, yup I think those big fellas at the back with the impressive shoulders are the Hearthguard. After all the main focus looks to be a leader character of some kind, so it would make sense to have his guard nearby.
Just look at their armour as well, doesn’t it remind you of Space Marine power armour? This makes me think I’ll be getting my wish for the 3+ save.
If the models match the artwork I think they’ll look great, but what do you think?
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.
Gutrippaz are the main battleline of the Kruleboyz faction. In the current meta many players opt to play as Big Yellers and so Man-Skewers are used in place of these usually, with possibly only a single Gutrippaz unit appearing in the army.
They can kick out quite a few mortal wounds especially when buffed by Sludgeraker Venom and Poison from the Swampcalla Shaman. Buffed with these they can cause on average 7 mortal wounds totalling 7 damage as well as another 3-4 standard hits also causing a further 3-4 damage on average before saves.
Unit of Gutrippaz can be used as screens if necessary, they do have more survivability than Hobgrot Slittaz. They may be a little pricey for this role however.
You could use Supa Sneaky and have them move up the battlefield early doors to either claim objectives or get them in combat quicker. Being 9″ away from an enemy on turn 1 with an average 8″ charge (thanks to the musician) means that they have a 91.6% chance of making their charge.
Their main role is to claim objectives however, near or far. They can dish out some hurt but not as much as you may expect for 180 points. To dish out more pain they would need buffs from other units to do so.
Combinations
Grinin’ Blades’ Out of Da Mists applies to the Gutrippaz, meaning shooting attacks cannot affect this unit on the first turn as long as it remains beyond 12″ of an enemy unit.
Crawly Swarm the Skullbugz allegiance ability will mean that potentially the unit can have units attacking it at -1 to hit. This only applies if an enemy is within 3″.
Killaboss units are able to use their skill All part of da plan with Gutrippaz, allowing them to only lose 1 model to battleshock if they’re within 3″. As this unit is very expensive, this can be a wise strategy to keep them around.
Generals with the Egomaniak command trait can use Gutrippaz to offload their wounds on a 4+ to. But when this unit is so expensive do you really want to do that? Situational perhaps.
The Supa Sneaky command trait can also be used on Gutrippaz to move them up the battlefield at the beginning of the battle to claim objectives or place them almost within charge range of a juicy target.
As this is a Kruleboyz Orruk unit they’ll benefit from Venom-encrusted Weapons meaning that to hit rolls of 6 are treated as mortal wounds. This can be further enhanced when near either the Snatchaboss on Sludgeraker Beast or Swampboss Skumdrekk who can add 1 to the number of mortal wounds caused on a 6 via their ability Sludgeraker Venom.
Speaking of their Venom-encrusted Weapons, these can be buffed by the Swampcalla Shaman with Pot-Grot who can grant them Poison, this would mean they cause mortal wounds on 5 or 6. Bear in mind that the previously mentioned Sludgeraker Venom doesn’t work on rolls of 5 in this case and still only applies to the hit rolls of 6.
The Swampcalla Shaman and Pot-Grot can also grant the Gutrippaz an Elixir which will add +1 to its save. Though if you can you’re much better attempting the Covered in Mud Dirty Trick.
This unit can benefit from the Kruleboyz Waaagh meaning they get to fight immediately after you General in the combat phase.
Another option is to have them near a Marshcrawla Sloggoth to take advantage of its Krew Drummer ability giving them +1 to hit in melee.
The Gutrippaz can use Dirty Tricks: Covered in Mud at the start of the game. Though you’d probably be better off using this on your shooting units that you don’t want picked off at range.
Summon Boggy Mist spell can add 1 to the Gutrippaz charge rolls.
You can also use the Murknob with Belcha-banna‘s ability Power of Kragnos to give this unit a 5+ ward save against the effects of spells or Endless Spells.
The Rogue Idol will add 1 to this units Bravery.
Missile Attacks
This unit has no missile attacks.
Melee Attacks
No rend attacks with a fairly standard threat range of 13″ (movement + charge + 1″ extra if this unit contains a musician).
Attack
Threat Range
# of Attacks
Av # of Hits
Av # of Wounds
Damage Output (Pre-save)
Wicked Stikka
13″
21
7.0 +3.5mw
3.5 +3.5mw
3.5 +3.5mw
Wicked Hakka
13″
21
7.0 +3.5mw
4.6 +3.5mw
4.6 +3.5mw
Based on average dice rolls
Looking at the damage after saves:
Save
Stikka Unsaved Damage
Hakka Unsaved Damage
–
2.9 +3.5mw
4.6 +3.5mw
6+
2.3 +3.5mw
3.8 +3.5mw
5+
1.8 +3.5mw
3.1 +3.5mw
4+
1.2 +3.5mw
2.3 +3.5mw
3+
0.6 +3.5mw
1.5 +3.5mw
Amount of damage after saves based on average dice rolls
Resilience
These fellas are two wounds each with a 5+ save, which amounts to 20 wounds for 180 points.
Bravery 5 means they won’t hang around either, so consider using All Part of Da Plan to keep them around.
Twelve unsaved wounds on this unit will likely see the last fleeing to battleshock. This means to remove them from play in a single turn an opponent should look to score 21 damage on them before saves to ensure enough are killed to see the rest flee in battleshock.