Category Archives: Genre

Top Three AoS Lists from Indystorm Age of Sigmar Stormcell GT

The Stormcell GT saw 29 players vying to be crowned champion in a 5 game tournament. This event was held in Indianapolis, 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 Matthew Greathouse – Soulblight Gravelords

Matthew won four games over the weekend and drew in the last round against 2nd placed Jon Anderson and their Idoneth Deepkin/Fuethan list. Along the way he beat Idoneth Deepkin/Morphann in Round 1, then 2nd placed Jake Cannon and his Idoneth Deepkin/Ionrach list in Round 2, Sons of Behemat/Breaker Tribe in Round 3 and Sylvaneth/Gnarlroot in Round 4.

Allegiance: Soulblight Gravelords
– Lineage: Legion of Night
– Grand Strategy: Prized Sorcery
– Triumphs: Indomitable

LEADERS
Mannfred von Carstein, Mortarch of Night
(380)*
– Lore of the Deathmages: Fading Vigour

Vampire Lord on Zombie Dragon (435)**
– General
– Deathlance
– Command Trait: Terrifying Visage
– Artefact: Shard of Night
– Mount Trait: Foetid Miasma
– Universal Spell Lore: Flaming Weapon

Necromancer (125)**
– Lore of the Deathmages: Decrepify


BATTLELINE
40 x Deadwalker Zombies
(230)**
– Reinforced x 1

20 x Deadwalker Zombies (115)**
10 x Dire Wolves (135)*

OTHER UNITS
5 x Blood Knights
(195)**
3 x Fell Bats (75)*
20 x Grave Guard (280)**
– Great Wight Blades
– Reinforced x 1


CORE BATTALIONS
*Battle Regiment
**Battle Regiment

Total: 1970 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 155
Drops: 2

2nd Jon Anderson – Idoneth Deepkin

Jon also won four games over the weekend and drew against Matthew in the last round. Jon had a bye in round 1, then beat Ossiarch Bonereapers/Mortis Praetorians in round 2, Flesh-eaters Courts in round 3 and Idoneth Deepkin/Ionrach in round 4.

Allegiance: Idoneth Deepkin
– Enclave: Fuethan
– Grand Strategy: Hold the Line
– Triumphs: Inspired

Leaders
Akhelian King
(250)*
– General
– Bladed Polearm
– Command Trait: Unstoppable Fury
– Artefact: Potion of Hateful Frenzy
– Mount Trait: Voidchill Darkness

Isharann Tidecaster (150)*
– Lore of the Deeps: Steed of Tides
Scinari Loreseeker (170)*
– Allies

Battleline
20 x Namarti Thralls
(260)*
– Reinforced x 1
10 x Namarti Thralls (130)*

Units
2 x Akhelian Allopexes
(330)*
– Razorshell Harpoon
– Reinforced x 1

2 x Akhelian Allopexes (330)*
– Razorshell Harpoon
– Reinforced x 1

2 x Akhelian Allopexes (330)*
– Razorshell Harpoon
– Reinforced x 1


Core Battalions
*Battle Regiment

Total: 1950 / 2000
Reinforced Units: 4 / 4
Allies: 170 / 400
Wounds: 96
Drops: 1

3rd Peter Cacciamani – Sons of Behemat

Peter also managed four wins over the weekend but lost his other. Along the way he beat Skaventide in round 1, Idoneth Deepkin/Nautilar in round 2, then lost against 1st placed Matthew and his Soulblight Gravelords/Llegion of Night in round 3. He went on to claim victory over Ironjawz/Bloodtoofs in round 4 and Sylvaneth/Gnarlroot in round 5.

Allegiance: Sons of Behemat
– Tribe: Breaker Tribe (Fierce Loathing: Shiny ‘Uns)
– Mortal Realm: Ghur
– Grand Strategy: Hold the Line
– Triumphs:

Leaders
Gatebreaker Mega-Gargant
(525)*
– General
– Command Trait: Extremely Bitter – Bossy Pants and Clever Clogs
– Artefact: Vial of Manticore Venom (Universal Artefact)

Gatebreaker Mega-Gargant (525)*
– Artefact: Enchanted Portcullis
Warstomper Mega-Gargant (470)**
Warstomper Mega-Gargant (470)**
– Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Flaming Weapon


Core Battalions
*Bosses of the Stomp – Magnificent
**Bosses of the Stomp – Magnificent

Total: 1990 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 140
Drops: 4

Wildcard: Devon Hanavan – Ogor Mawtribes

Devon finished in 12th place with three wins and two losses. His path over the weekend saw him beat Idoneth Deepkin/Ionrach in round 1, lose against Stormcast Eternals/Hammers of Sigmar in round 2. Beat Stormcast Eternals/Hallowed Knights in round 3, losing against Stormcast Eternals/Hallowed Knights in round 4 before beating Maggotkin of Nurgle/Befouling Host in round 5.

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

Leaders
Firebelly
(125)**
– Spell: Billowing Ash
Frostlord on Stonehorn (430)**
– Artefact: Brand of the Svard
– Mount Trait: Metalcruncher
Frostlord on Stonehorn (430)*
– Artefact: Alvagr Rune-tokens
– Mount Trait: Black Clatterhorn
Icebrow Hunter (125)**
– General
– Lord of Beasts
Kragnos, The end of Empires (720)**

Battleline
2x Frost Sabres (55)*
2x Frost Sabres (55)*
2x Frost Sabres
(55)**

Scenery
Great Mawpot
(0)

Core Battalions
*Battle Regiment
**Warlord

Extra Enhancement
Artefact

Total Points: 1,995/2,000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 70
Drops: 6

Final Tournament Placings

Write My Tournament Army – Part 4

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.

I thought it could be fun to see what Kruleboyz army you would all choose for me to run at this event, and so far you haven’t disappointed! Last week you chose the second battle line unit for the army and a second leader unit.

This week we’re adding another unit of 9 Man-Skewer Boltboyz as well as a Swampcalla Shaman with Pot-Grot. The Swampcalla Shaman will be able to boost the Man-Skewer Boltboyz with poison each turn allowing them to cause mortal wounds on 5’s and 6’s to hit.

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

Total: 1,140 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 56
Drops: 4

This week’s we’re choosing our final mandatory battleline unit as well as an other/artillery unit as requested in our vote last week.

Battleline Units

I won’t go over the pros and cons of the Gutrippas and Man-skewers, as I have already done that last week and I’d be repeating myself.

Gutrippas
Some of my Dominion Gutrippas ready for action
Cons
Expensive – At 180 points for ten models, you won’t want to be throwing them at the enemy without good reason. 18pts per model.
Low Bravery – Like most Orruks, these guys only have Bravery 5, which can be increased to 6 with the banner model.
Man-Skewer Boltboyz
Some of my Boltboyz
Pros
Hit at Distance – With these boys, if they don’t move they can shoot 24″ across the table (2+/3+). Each one making one shot and the boss making two. Not bad. I mean they’re not Longstrikes but….
Cons
Low Model Count – At 120 points for three models, they’re expensive (40pts per model). But does their range make up for this?
Low Bravery – Like most Orruks, these guys only have Bravery 5, which can be increased to 6 with the banner model.
Poor Shooting when Moved – If they move then their shooting ability gets cut drastically (4+/3+). With their range going from 24″ down to 12″. However the number of shooting attacks increase by 1.

Battleline Vote

Other/Artillery Unit

Beast-Skewer Killbow (130 Points)
Pros
Monster Killer – Great at piling wounds on anything with a wound characteristic of more than 10.
Good Range – With Big Yellers it can reach targets 27″ away.
Cons
Single Purpose – Only good at shooting 10+ wound creatures. Not much else
Expensive – For 130 point model that can only take on Monsters, would the points be better spent elsewhere?
Rogue Idol (430)
Pros
Buffs – The Rogue Idol can give wizards +1 to their casting and +1 bravery to friendly Orruk units,
Tough – Has a 4+ save and a 5+ ward.
Beatstick – An absolute beast in melee, the Rogue Idol will munch through most enemies.
Cons
Very Expensive – At 430 points it’ll take up over 21% of the total points in the army
Target – Because of its abilities and its combat capability, this unit is likely to be targeted by the opponent very early.
Da Kunnin’ Crew (170)
Pros
Insta-kill – Has an insta-kill ability, can take out two or three wound models.
2nd Dirty Trick – Gives the army a 33% chance to have a second dirty trick
Cons
Expensive – 170 Points, this five man unit is almost as expensive as a unit of 10 Gutrippas.
Soft Target – only five models with 2-3 wounds each and a 4+ save.
Hobgrot Slittaz (80 Points)
Pros
The Greatest Unit – This is the greatest unit of all time.
Cons
There are none!
Marshcrawla Sloggoth (150 Points)
Pros
Buff – A good little buff for nearby friendly units gives them +1 to their hit rolls.
Cons
Awful in Combat – Unlikely to worry any enemy units in melee.
Expensive – 150 points which could possibly be better spent?

Other Unit Vote

Next Week’s Unit

What type of unit should be voted on next week?

Start Collecting: Ironjawz – Beginners 1,000 Point Army

Those of you who have followed the blog for a while will be familiar with my 40k series of beginners armies based of each factions Combat Patrol box. I thought we should do the same for AoS.

Ironjawz are one of the more popular armies in Age of Sigmar and they’re also pretty good on the tabletop. Ironjawz lists can often be found gracing our top three lists series.

The Start Collecting box for Ironjawz has everything in you’d want in a budding tournament army. Hard hitting Gore-gruntas and tough ‘Ard Boyz.

Start Collecting: Ironjawz

If you’re starting out with Ironjawz you can’t go wrong by picking up two of their start collecting sets. That’ll give you two Warchanters, 20 ‘Ard Boyz and 6 Gore-Gruntas.

You’ll need someone to lead this mob though. At 1,000 points we don’t have enough points left for anything big, but we can pick up a Megaboss on foot.

You’ll also need a copy of the Battletome as well.

The Cost

Remember that if you sign up with SCN Hobby World you can get all these boxes at 25% off the Games Workshop price.

SetGW PriceSCN Price
Start Collecting: Ironjawz £65.00£48.75
Start Collecting: Ironjawz£65.00£48.75
Megaboss£26.00£19.50
Battletome: Orruk Warclans £32.50£24.38
Total£188.50£141.38
What it costs

The Army List

*Core Battalion: Battle Regiment

Megaboss

Credit: Games Workshop

This big fella will be our leader. As we’ve got no shaman in our list we’ve given him the Arcane Tome, this makes him into a wizard who can cast and unbind one spell each turn. We’ve also given him Da Great Big Green Hand of Gork.

Credit: Age of Sigmar App

This is a great spell for getting any of your units closer to the enemy. It can even be cast on himself! For his Command Trait, we’ve chosen Hulking Brute which when he charges into combat means he’ll cause D3 wounds on a 2+ roll.

You’ll want him in combat as well. Look at his weapons:

Lets break that down a bit. The following table shows how much damage you should expect to dish out if you roll perfectly average dice rolls.

WeaponAttacksAv # of HitsAv # of WoundsAv Damage (Pre-Saves)
Boss Choppa & Rip-tooth Fist85.33.57.0
Based on Average Dice Rolls

Add on to that, that you’ll likely be causing 2 mortal wounds on the charge as well, and you’re talking 9 damage in combat.

Warchanter

These guys will give you some great buffs to your units. Give one Fixin’ Beat to heal a model within 12″ D3 wounds (looking at you Megaboss). Then give the other Killa Beat, this will add 1 to hit rolls that target a specific enemy unit. As well as this, with Violent Fury they can add 1 to the damage of the attacks of a friendly unit They’re also not bad in combat themselves:

WeaponAttacksAv # of HitsAv # of WoundsAv Damage (Pre-Saves)
Gorkstikk & Morkstikk64.02.65.2
Based on Average Dice Rolls

Ard Boyz

These guys are tough with two wounds each and a 4+ save. It’ll take a fair bit to shift them. We’ve got two units of these as well, one of which is reinforced to 10 models. Now imagine the unit of ten has charged into combat AND they’ve listened to the Killa Beat from your Warchanter while attacking a unit that the Warchanters used it’s Violent Fury on. You’d get the following output:

WeaponAttacksAv # of HitsAv # of WoundsAv Damage (Pre-Saves)
Ardboy Choppas3120.513.527.0
Based on Average Dice Rolls

That’ll do the job…..

Gore-Gruntas

Your fast attack, these can be on the enemy before they know it. Make sure to give them Jagged Gore-Hackas so they can take full advantage of their charge ability.

These fellas are also the reason we’ve chosen the Bloodtoofs subfaction.

The ability to make a move or charge another unit after combat is just too good to resist!

What about their damage output?

WeaponAttacksAv # of HitsAv # of WoundsAv Damage (Pre-Saves)
Jagged Gore-hackas106.64.44.4
Tusks & Hooves127.95.25.2
Based on Average Dice Rolls

The Jagged Gore-hackas are at rend -2 as well! There isn’t a single one of your units you don’t want in combat.

Where next?

Once you’re up to 1,000 points (or nearly in any case), you’ll probably start thinking about a 2k list. Perhaps look at the Megaboss on Maw-Krusha or some Brutes. Perhaps even double Maw-Krusha….

Warscroll Review – Man-Skewer Boltboyz

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

Man-Skewer Boltboyz painted by myself
Grand AllianceDestruction
BattletomeOrruk Warclans
SubfactionKruleboyz
Cost120 Points

Army Role

Man-skewers are the mainstay of many Kruleboyz armies in the current meta, being a battleline option under the Big Yellers subfaction.

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 6 mortal wounds totalling 9 damage as well as another 3-4 standard hits also causing a further 9 damage on average before saves. Ignore that output at your peril.

Units of Man-skewers are great for shooting anything you feel is a threat, and they can do this from turn 1 with a 24″ range (27″ if taking Big Yellers).

Combinations

Firstly there’s the allegiance abilities. The one that suits the Man-Skewer Boltboyz the most is the Big Yellers, Only Da Best. This gives missile units with the Kruleboyz Orruks keywords an extra 3″ range as well as the ability to re-roll a single failed to hit dice per unit in the first turn of the game.

Grinin’ Blades’ Out of Da Mists also applies to the Man-Skewer Boltboyz, 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″, if an enemy gets that close then it wouldn’t really matter about the -1 to hit rolls.

Killaboss units are able to use their skill All part of da plan with Man-Skewer Boltboyz, allowing them to only lose 1 model to battleshock if they’re within 3″. As there is so few models in this unit, this can be particularly handy to keep them around.

Generals with the Egomaniak command trait can use Man-Skewer Boltboyz to offload their wounds on a 4+ to. But with only a few models and one of the few Kruleboyz Orruk units able to pack a punch, why would you?

The Supa Sneaky command trait can also be used on Man-Skewer Boltboyz to move them up the battlefield at the beginning of the battle to claim objectives or place them within shooting distance of the enemy to harass and pick off wounds.

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 Man-Skewer Boltboyz an Elixir which will add +1 to outs save. Though if you can you’re much better attempting the Covered in Mud Dirty Trick.

Although this unit can benefit from the Kruleboyz Waaagh, with low damage in melee and being extremely vulnerable to melee attacks why would you?

Another dubious option is to have them near a Marshcrawla Sloggoth to take advantage of its Krew Drummer ability giving them +1 to hit in melee.

One of the better combinations for the Man-Skewer Boltboyz is using Dirty Tricks: Covered in Mud at the start of the game. If successful you can hide up to three units in terrain and they’re unable to be targeted by range attacks but can still shoot. This coupled with the Big Yellers allegiance ability of Only Da Best means you can park them inside terrain in your own deployment zone and use the 27″ range to attack from afar while not being shot at yourself.

Summon Boggy Mist spell can add 1 to the Man-Skewer Boltboyz charge rolls…. Again, why would you?

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

The threat range of their missile attacks is a fairly decent 17″ if they move or, 24″ (20″ and 27″ respectively for Big Yellers) for the aimed shot.

AttackThreat Range# of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Hasty Shot17″72.5 +1 Mortal1.3 +1 Mortal4.6
Hasty Shot (Big Yellers)20″72.5 +1 Mortal1.3 +1 Mortal4.6
Aimed Shot 24″43.32.24.4
Aimed Shot (Big Yellers)27″43.32.24.4
Unit of 3 Man-skewer Boltboyz damage based on average dice rolls

Then viewing the amount of unsaved damage that can be caused based on average dice rolls:

SaveUnsaved Damage
4.6
6+4.6
5+3.8
4+3.0
3+2.3
Amount of damage after saves based on average dice rolls

Don’t forget that the damage can be increased if the Man-Skewer Boltboyz are near a Sludgeraker, and the number of mortal wounds can be increased by the use of poison from the Swampcalla Shaman.

Melee Attacks

No rend attacks with a fairly standard threat range of 12″ (movement + charge) plus a 1″ reach once in combat. However it probably goes without saying that you should avoid melee combat with these chaps.

AttackThreat Range# of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Jaggedy Blades 12″63.01.51.5
Based on average dice rolls

Again, looking at the damage after saves:

SaveUnsaved Damage
1.5
6+1.3
5+1.0
4+0.8
3+0.5
Amount of damage after saves based on average dice rolls

Resilience

These fellas are two wounds each with a 6+ save, that’s only 6 wounds for 120 Points.

Bravery 5 means they won’t hang around either, so if you’ve clumped these into a unit of 9 consider using All Part of Da Plan to keep them around.

5 hits on this unit will see two models dead and possibly the last fleeing to battleshock. But really an opponent will need to deal the full 6 wounds to rid themselves of this unit. Meaning they should take up to 8 hits (Pre-saves) before they’re destroyed.

Final Results

CategoryAmount
Movement5″
Missile Damage Output4.4 (24-27″ Threat)
Melee Damage Output1.5 (12″ Threat)
Total Wounds6 (20pts per wound)
Combinations16
Resilience8 Hits (Pre-Save)
Cost120 Points (40pts per Model)
Man-Skewer Boltboyz

Top Three AoS Lists from Kragnos’ Cupboard

Kragnos’ Cupboard saw 22 players vying to be crowned champion in a 5 game tournament. This event was held in the UK in Wales. This tournament took place on the weekend of the 9th and 10th April.

1st Greg Shelton – Stormcast

Greg who is part of team AoS Wales won all five games with the tried and tested Stormcast Dragons list. Along the way he beat Soulblight Gravelords/Legion of Night in Round 1, then 2nd placed Jake Cannon and his Seraphon/Thunder Lizard list in Round 2, Idoneth Deepkin/Mor’phann in Round 3, 3rd placed Aaron Boyhan and his Ossiarch Bonereapers/Petrifex Elite in Round 4 and Skaventide in Round 5.

Allegiance: Stormcast Eternals
Stormhost: Astral Templars (Scions of the Storm)
Grand Strategy: Beast Master
Triumphs: Inspired

Leaders
Knight-Draconis (300)*
Generaly
– Command Trait: Master of Magic
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Celestial Instincts
– Spell: Thundershock
Lord-Castellant (155)*
Lord-Relictor (145)*
Prayer: Translocation

Battleline
4 x Stormdrake Guard (680)*
Drakerider’s Lance
– Reinforced x 1
15 x Judicators with Skybolt Bows (600)*
Reinforced x 2
5 x Liberators (115)*
Heavens-wrought Weapon and Shield

Core Battalions
*Battle Regiment

Holy Command
– Thunderbolt Volley

Total: 1995 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 101
Drops: 1

2nd Jake Cannon – Seraphon

Jake won four games over the weekend, only losing to eventual winner Greg and his Stormcast in round 2. Along the way Jake beat Stormcast Eternals/Hallowed Knights in round 1, then beating Skaventide in round 3, Slaves to Darkness/Knights of the Empty Throne in round 4 and Ogor Mawtribes/Bloodgullet in round 5.

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

LEADERS
Skink Priest (80)
Prayers: Heal
Saurus Oldblood on Carnosaur (270)
General
– Command Traits: Prime Warbeast
– Artefacts of Power: Fusil of Conflagration
Lord Kroak (430)

BATTLELINE
Skinks (75)**
Stegadon (265)**
Skinks (75)**

BEHEMOTH
Bastiladon with Solar Engine (250)*
Dread Saurian (545)*

CORE BATTALIONS
– *Alpha-Beast Pack
– **Hunters of the Heartlands

TOTAL POINTS: 1990/2000

3rd Aaron Boyhan – Ossiarch Bonereapers

Aaron, like Jake also managed four wins, but with a faction that has struggled of late. Also like Jake, his only loss was to Greg and his Stormcast list in round 4. Along the way he beat Maggotkin of Nurgle/Blessed Sons in round 1, Skaventide in round 2, Slaves to Darkness/Knights of the Empty Throne in round 3 and Maggotkin of Nurgle/Drowned Men in round 5.

Allegiance: Ossiarch Bonereapers
Legion: Petrifex Elite
Mortal Realm: Shyish
Grand Strategy: Hold the Line
Triumphs: Indomitable

Leaders
Arkhan the Black, Mortarch of Sacrament (360)*
Mortisan Boneshaper (135)*
Artefact: Godbone Armour
– Lore of Mortisans: Reinforce Battle-shields
Liege-Kavalos (185)*
General
– Command Trait: Mighty Archaeossian
– Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Flaming Weapon

Battleline
20 x Mortek Guard (280)***
Nadirite Blade and Shield
– Reinforced x 1
20 x Mortek Guard (280)***
Nadirite Blade and Shield
– Reinforced x 1
10 x Mortek Guard (140)**
Nadirite Blade and Shield
5 x Kavalos Deathriders (190)**
Nadirite Blade and Shield

Behemoths
Gothizzar Harvester (215)
Weapon: Soulcrusher Bludgeons

Artillery
Mortek Crawler (215)

Core Battalions
*Command Entourage – Magnificent
**Hunters of the Heartlands
***Hunters of the Heartlands

Additional Enhancements
Artefact

Total: 2000 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 110
Drops: 9

Wildcard: George Carley – Skaventide

George finished fourth in this event with a very out of date Skaven book! He began his weekend with a draw to Soulblight Gravelords/Vyrkos Dynasty in round 1 followed by wins against Blades of Khorne/Reapers of Vengeance in round 2, Maggotkin of Nurgle/Drowned Men in round 3 and Maggotkin of Nurgle/Blessed Sons in round 4. He then lost his final game against 1st placed Greg Shelton and his dragon Stormcast list! Fantastic result.

Allegiance: Skaventide
Mortal Realm: Aqshy
Grand Strategy: Hold the Line
Triumphs: Inspired

Leaders
Thanquol on Boneripper (405)****
General
– 4 Warpfire Projectors
– Lore of Ruin: Death Frenzy
Master Moulder (95)****
Artefact: Rabid Crown
Master Moulder (95)**
Master Moulder (95)****
Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Flaming Weapon

Battleline
6 x Rat Ogors (285)***
Reinforced x 2
6 x Rat Ogors (285)***
Reinforced x 2
6 x Giant Rats (40)****
6 x Giant Rats (40)**
6 x Giant Rats (40)**
6 x Giant Rats (40)**
6 x Giant Rats (40)**
6 x Giant Rats (40)**

Behemoths
Hell Pit Abomination (240)*
Mutation: Toughened Sinews
Hell Pit Abomination (240)*

Core Battalions
*Alpha-Beast Pack
**Battle Regiment
***Hunters of the Heartlands
****Warlord

Additional Enhancements
Artefact

Total: 1980 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 136
Drops: 9

Final Tournament Placings

Top Three AoS Lists from BWG: Forgehammer GT

The Forgehammer GT saw 25 players vying to be crowned champion in a 5 game tournament. Based in Phoenix ville US, this tournament took place on the 9th & 10th April.

1st Lincoln Tidwell – Maggotkin of Nurgle

Lincoln won all five games. Along the way he beat Lumineth Realm-Lords/Zaitrec in round 1, then Maggotkin of Nurgle/Befouling Host in round 2, another Lumineth Realm-Lords/Zaitrec list in round 3, Sylvaneth/Harvestbloom in round 4 and Bonesplitterz/Icebone in round 5.

Army Faction: Maggotkin of Nurgle
Army Subfaction: Drowned Men
Grand Strategy: Hold the Line
Triumphs: Inspired

LEADER
Lord of Afflictions (210)*
General
– Command Traits: Overpowering Stench
– Artefacts: Arcane Tome
– Spells: Rancid Visitations
Festus the Leechlord (150)*
Spells: Rancid Visitations
Be’lakor (360)*

BATTLELINE
4 x Pusgoyle Blightlords (440)*
4 x Pusgoyle Blightlords (440)*
2 x Pusgoyle Blightlords (220)*

ENDLESS SPELL
Umbral Spellportal (70)

OTHER
Beasts of Nurgle (110)*

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (2000/2000)

2nd Jiwan Noah Singh – Ironjawz

Jiwan won four game and lost one. Winning against Beasts of Chaos/Hallherd in round 1, Soulblight Gravelords/Vyrkos Dynasty in round 2. He then lost against fourth placed Andrew Weinman and his Bonesplitterz/Icebone list in round 3, before once again winning against Sylvaneth/Winterleaf in round 4 and Idoneth Deepkin/Nautilar in round 5.


Allegiance: Ironjawz
Warclan: Bloodtoofs
Grand Strategy: Waaagh!
Triumphs: Inspired

Leaders
Megaboss on Maw-Krusha (480)**
General
– Boss Choppa and Rip-tooth fist
– Command Trait: Hulking Brute
– Mount Trait: Mean ‘Un
Megaboss on Maw-Krusha (480)
Boss Choppa and Rip-tooth fist
– Artefact: Destroyer
– Mount Trait: Fast ‘Un
Orruk Warchanter (115)
Warbeat: Fixin’ Beat
Orruk Warchanter (115)
Warbeat: Get ‘Em Beat
Orruk Weirdnob Shaman (90)
Lore of the Weird: Bash ‘Em Ladz

Battleline
3 x Orruk Gore-gruntas (170)*
Jagged Gore-hackas
3 x Orruk Gore-gruntas (170)*
Jagged Gore-hackas
3 x Orruk Gore-gruntas (170)*
Jagged Gore-hackas
3 x Orruk Gore-gruntas (170)**
Jagged Gore-hackas

Core Battalions
*Hunters of the Heartlands
**Warlord

Total: 1960 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 114
Drops: 9

3rd Brian Sayman – Ironjawz

Like Jiwan, Brian managed to win four games over the weekend. Beating Sylvaneth/Winterleaf in round 1, Idoneth Deepkin/Ionrach in round 2. He then lost against Idoneth Deepkin/Nautilar round 3 before going on to beat Cities of Sigmar/Phoenicium in round 4 and Blades of Khorne/Reapers of Vengeance in round 5.

Army Faction: Orruk Warclans
Army Type: Ironjawz
Army Subfaction: Bloodtoofs
Grand Strategy: Beast Master
Triumphs: Inspired

LEADER
Kragnos (720)
Megaboss on Maw-krusha (480)*
General
– Command Traits: Hulking Brute
– Boss Choppa and Rip-toof Fist
– Artefacts: Destroyer
– Mount Traits: Mean ’Un
Orruk Warchanter (115)*

BATTLELINE
Orruk Gore-gruntas (170)*
Jagged Gore-hacka
Orruk Gore-gruntas (170)*
Jagged Gore-hacka
Orruk Gore-gruntas (170)*
Jagged Gore-hacka
Orruk Gore-gruntas (170)*
Jagged Gore-hacka

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1995/2000)

Wildcard: Michael Vagenos – Fyreslayers

Michael who finished fourth over the weekend, also managed four wins and a single loss. Beating Sylvaneth/Harvestbloom in round 1 and losing against Bonesplitterz/Icebone in round 2. He then went on to win against Ironjawz/Bloodtoofs in round 3, Lumineth Realm-Lord/Zaitrec in round 4 and Soulblight Gravelords/Vyrkos Dynasty in round 5.

Allegiance: Fyreslayers
Lodge: Greyfyrd
Grand Strategy: Dominating Presence
Triumphs:

Leaders
Auric Runemaster (125)*
General
– Command Trait: Master Priest
– Universal Prayer Scripture: Curse
Auric Runefather (125)*
Auric Runeson (80)*
Ancestral War-axe
– Artefact: The Daemon Slayer
Auric Runeson (80)*
Ancestral War-axe
– Artefact: Axe of Grimnir
Battlesmith (150)*
Artefact: Nulsidian Icon
Grimwrath Berzerker (105)*
Artefact: Draught of Magmalt Ale

Battleline
5 x Auric Hearthguard (125)*
5 x Auric Hearthguard (125)*
5 x Auric Hearthguard (125)*

Units
10 x Hearthguard Berzerkers (320)
Broadaxes
– Reinforced x 1
10 x Hearthguard Berzerkers (320)
Broadaxes
– Reinforced x 1
10 x Hearthguard Berzerkers (320)
Broadaxes
– Reinforced x 1

Core Battalions
*Battle Regiment
Hunters of the Heartlands
***Warlord

Total: 2000 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 123
Drops: 8

Final Tournament Placings

Warscroll Review – Beast-Skewer Killbow

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

Beast-Skewer Killbow painted by myself
Grand AllianceDestruction
BattletomeOrruk Warclans
SubfactionKruleboyz
Cost130 Points

I started my Warscroll Reviews with possibly the greatest unit inside Age of Sigmar, the Hobgrot Slittaz. I continue it today with another Kruleboyz unit, the Beast-Skewer Killbow.

This is the only artillery unit available not only to Kruleboyz, but to Orruk Warclans in general. But is it worth the 130 points?

With only five wounds and a 5+ save it won’t stand up to much and has very little built in defense. On top of that, if it moves you’ll find that it’s shooting is affected. In competitive play, the Killbow is usually dropped in favour of other monsters that they have available to them.

Army Role

This unit is perfect for taking down large models with lots of wounds. They especially excel inside Big Yellers lists where they’re given an additional 3″ range and the opportunity to re-roll a single hit roll in the shooting phase of the first turn. This ability means they have a reach of 27″ and a 97% chance to successfully hit their target in the first turn

Combinations

Firstly there’s the allegiance abilities. The one that suits the Beast-Skewer Killbow the most is the Big Yellers, Only Da Best. This gives missile units with the Kruleboyz Orruks keywords an extra 3″ range as well as the ability to re-roll a single failed to hit dice per unit in the first turn of the game. As mentioned previously this pulls their first turn hit chance up from 83% to 97%.

Grinin’ Blades’ Out of Da Mists also applies to the Beast-Skewer Killbow, 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″, if an enemy gets that close then it wouldn’t really matter about the -1 to hit rolls.

Although Generals with the Egomaniak command trait can use Beast-Skewer Killbow to offload their wounds on a 4+ to, there are very few situations where you would do actually do this.

You may also use Supa Sneaky on the Beast-Skewer Killbow. This may be useful after a bad deployment to move it away from a threatening unit and safely inside your own deployment area.

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 Beast-Skewer Killbow an Elixir which will add +1 to outs save. Though if you can you’re much better attempting the Covered in Mud Dirty Trick.

Although this unit can benefit from the Kruleboyz Waaagh, with only 1 damage caused on average and bring extremely vulnerable to melee attacks why would you?

Another dubious option is to have them near a Marshcrawla Sloggoth to take advantage of its Krew Drummer ability giving them +1 to hit in melee.

One of the better combinations for the Beast-Skewer Killbow is using Dirty Tricks: Covered in Mud at the start of the game. If successful you can hide up to three units in terrain and they’re unable to be targeted by range attacks but can still shoot. This coupled with the Big Yellers allegiance ability of Only Da Best means you can park them inside terrain in your own deployment zone and use the 27″ range to attack from afar while not being shot at yourself.

Summon Boggy Mist spell can add 1 to the Beast-Skewer Killbow‘s charge rolls…. Again, why would you?

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

The threat range of their missile attacks is a fairly decent 17″ if they move or, 24″ (20″ and 27″ respectively for Big Yellers) for the aimed shot.

AttackThreat Range# of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Hasty Shot17″10.50.3See Damage Table
Hasty Shot (Big Yellers)20″10.50.3See Damage Table
Aimed Shot 24″10.80.5See Damage Table
Aimed Shot (Big Yellers)27″10.80.5See Damage Table
Based on average dice rolls

Damage is different with the Beast-Skewer Killbow so the below table shows the average damage for different unit types.

Unit TypeDamage Dice RolledAverage Damage Caused
Single Wound Models12.3
Two Wound Models22.6
Five Wound Models53.7
14 Wound Monsters 146.6
35 Wound Mega-gargant 3512
Killbow damage based on average dice rolls

When compared to a similar cost unit of 3 Man-skewer Boltboyz the damage output is greater when targeting units with more than a five Wound characteristic. Anything less than that and the Man-skewer Boltboyz are a better damage dealer.

AttackThreat Range# of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Hasty Shot17″62 +1 Mortal1.3 +1 Mortal4.6
Hasty Shot (Big Yellers)20″62 +1 Mortal1.3 +1 Mortal4.6
Aimed Shot 24″32.51.63.2
Aimed Shot (Big Yellers)27″32.51.63.2
Unit of 3 Man-skewer Boltboyz damage based on average dice rolls

Melee Attacks

Tier 4* attacks with a fairly standard threat range of 12″ (movement + charge) plus a 1″ reach once in combat. Only three attacks, you’ll only get one hit before saves with this weapon. Avoid melee combat.

AttackThreat Range# of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Jaggedy Blades12″31.50.750.75
Based on average dice rolls

Resilience

With five wounds, bravery 5 and a save of 5+, it’s not going to stand up to much punishment. That being said, as mentioned earlier, you could use Dirty Tricks: Covered in Mud to keep it hidden in terrain from enemy ranged attacks. This forces the enemy into making melee contact with it when it’s likely deep within your deployment area.

The unit itself would need to suffer the following hits from each rend to almost guarantee its destruction:

RendHits Required (Before Saves)
8
-16
-25
-35
Based on average dice rolls

Final Results

CategoryAmount
Movement5″
Missile Damage OutputVaries (24-27″ Threat)
Melee Damage Output1.0 (12″ Threat)
Combinations15
Total Wounds5 (26pts per wound)
Resilience8 Hits (Pre-saves)
Cost130 Points (130pts per Model)
Beast-Skewer Killbow

Write My Tournament Army – Part 3

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.

I thought it could be fun to see what Kruleboyz army you would all choose for me to run at this event, and so far you haven’t disappointed! Last week you chose the first battle line unit for the army.

This week we’re adding a unit of 9 Man-Skewer Boltboyz to the mix. These will be great with the Big Yellers allegiance ability giving them an extra 3″ range as well as being able to re-roll 1’s to hit in the first turn.

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

BATTLELINE
9 x Man-skewer Boltboyz (360)
  – Reinforced: Twice

Total: 675 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 32
Drops: 2

This week’s we’re choosing our second battleline unit as well as an additional leader unit as requested in our vote last week.

Battleline Units

I won’t go over the pros and cons of the Gutrippas and Man-skewers, as I have already done that last week and I’d be repeating myself.

Gutrippas
Some of my Dominion Gutrippas ready for action
Cons
Expensive – At 180 points for ten models, you won’t want to be throwing them at the enemy without good reason. 18pts per model.
Low Bravery – Like most Orruks, these guys only have Bravery 5, which can be increased to 6 with the banner model.
Man-Skewer Boltboyz
Some of my Boltboyz
Pros
Hit at Distance – With these boys, if they don’t move they can shoot 24″ across the table (2+/3+). Each one making one shot and the boss making two. Not bad. I mean they’re not Longstrikes but….
Cons
Low Model Count – At 120 points for three models, they’re expensive (40pts per model). But does their range make up for this?
Low Bravery – Like most Orruks, these guys only have Bravery 5, which can be increased to 6 with the banner model.
Poor Shooting when Moved – If they move then their shooting ability gets cut drastically (4+/3+). With their range going from 24″ down to 12″. However the number of shooting attacks increase by 1.

Battleline 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+.
Even More Attacks -For each wound caused after rollingD3 wounds using the Breaka-Harness you can gain 2 to the Iron-Bound Clubs attacks of the Troggoth giving him up to +6 attacks on 3+/3+ with -2 Rend and 3 Damage.
Cons
Individual – With no Aura’s or Buffs this model has no direct benefits to other units in the Kruleboyz list.
Can Die Quickly – If you’re choosing to use the extra attacks by causing D3 wounds you can quickly lose wounds in combat. Is this something you want to be doing on your general?
Slow – With a movement of 5″, this model will take time to move across the table and get into contact with the enemy. When you do get into contact, it’s probably at the location chosen by your opponent.
Gobsprakk, the Mouth of Gork (280)
Pros
Strong Magic – Gobsprakk can deal mortal wounds to casters when he unbinds their spells.
Fast – 14″ movement
Venom-Encrusted Attacks – The Vulcha benefits from Venom-encrusted attacks on its Beak and Flesh-tearing Talons and its Stinger, as well as the Killaboss’ Jagged Boss-Stikka. Total of ten attacks.
Cons
Expensive – 280 Points. For that 280 you get a strong Magic user but a surprisingly poor damage dealer in combat.
Target – Because of its Speed and its ability in the magic phase, this unit is likely to be targeted by the opponent very early.
Killaboss on Corpse-rippa Vulcha (240)
Pros
Aura – Only 1 model will flee for friendly Kruleboyz units within 3″ that fail battleshock.
Duplicate Command Ability – If you choose to issue a command ability with this model, another model in your army can still issue the same command ability in the same phase.
Venom-Encrusted Attacks – The Vulcha benefits from Venom-encrusted attacks on its Beak and Flesh-tearing Talons and its Stinger, as well as the Killaboss’ Jagged Boss-Stikka. Total of ten attacks.
Fast – Movement 14″
Cons
Expensive – 240 Points, aside from the Snatchaboss on Sludgeraker this is the most expensive command unit and will limit your choices elsewhere on the roster.
Target – Because of its Speed and number of attacks this unit is likely to be targeted by your opponent quickly.
Killaboss on Great Gnashtoof (170 Points)
Pros
Cheap – At only 170 points, this is one of the cheaper options to lead your army. Beaten only by the Killaboss on foot.
Fast – 10″ Movement
Aura – Only 1 model will flee for friendly Kruleboyz units within 3″ that fail battleshock.
Venom-Encrusted Attacks – The boss benefits from Venom-encrusted attacks (mortal wounds on 6+).
+1 To Hit – If this unit made a charge move in the same turn
Cons
No. of attacks – The drop in points come at a price, and in this case its a drop to eight attacks instead of 9/15 (Mirebrute) and 10 (Vulcha), they do however still hit on 3+/3+
Low Wound Count – This model will die quickly to sustained attacks, but does benefit from a 3+ save instead of 4+ as seen on the other units so far.
Killaboss with Stab-Grot (110 Points)
Pros
Cheap – At only 110 points this is the cheapest Leader option available to the Kruleboyz.
Aura – Only 1 model will flee for friendly Kruleboyz units within 3″ that fail battleshock.
Stab-Grot – Model has a single use Ward Save on 1-5, if successful you lose the Grots attacks. 3 attacks (4+/4+)
Venom-Encrusted Attacks – The boss benefits from Venom-encrusted attacks (mortal wounds on 6+).
Cons
Can Die Quickly – With only 6 attacks, this model WILL die and will give away Slay the Warlord points.
Slow – With a movement of 5″, this model will take time to move across the table and get into contact with the enemy. When you do get into contact, it’s probably at the location chosen by your opponent.
Snatchaboss on Sludgeraker Beast (315 Points)
Pros
Lots of Attacks – This model can attack up to 12 times in the combat phase with various weapons with them all at 3+/3+ or 3+/2+.
Aura – This model can add 1 to the number of mortal wounds caused by Venom-Encrusted weapons on Kruleboyz units within 12″.
Insta-Kill – This model has the potential to one shot characters with 7 wounds or less on a roll of 2D6. Single Use.
Tough – Has 14 wounds and a save of 4+.
Cons
Target Because of its Poison Buff and number of attacks this unit is likely to be targeted by your opponent quickly.
Expensive – At 315 Points this is the most expensive unit in this list. The difference between this and the foot Killaboss being the ability to field another 200 points of other units.
Murknob with Belcha-banna (95)
Pros
Save against Spells – This model can grant a 5+ ward save against Spells or Endless spells for units within 12″.
Mortal Wound – This model can cause mortal wounds to enemy units within 3″.
Cons
Low Attacks – Only one melee attack which on average will cause 2 damage.
Slow – This model is a standard foot slogger, moving around the board at 5″.
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.
Cons
Weak – only 6 wounds and a 5″ move.

Leader Unit Vote

Next Week’s Unit

As well as the third battleline unit what type of unit should be included next week?

Warmaster Gordrakk – Part 2

EDIT: after talking to Declan and others at Woehammer, they disagree that he can be included and believe this still needs clarification with the FAQ team at GW due to the below images from the Battletome.

Kraggy’s Warmaster Rule
His keywords
Orruk Warclans Allegiance Rules

A few days ago I asked whether Gordrakk could be included in a Kruleboyz or Savage Orruk list. The response was a resounding NO!

However, before asking everyone on Reddit, I also emailed GW to ask them. Today I had the response.

Well that certainly makes things interesting. Whether he’d be any good in a Kruleboyz or Savage Orruk list is another question….

But he may be a cheaper alternative to Kragnos.