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.
Possibly one of the most loved units in the Orruk factions. The Rogue Idol looks great as a model and hits like a tonne of bricks on the tabletop. Averaging out at roughly 12.6 on its damage output per turn (15.8 when it charges), plus a 50% chance of doing a mortal wound to each unit within 3″ at the end of the combat phase, it’s hard overlook in a fight. Then even if he is killed by your opponent he still has another 50% chance to do an additional D3 mortal wounds to every unit within 3″ when he’s slain (Ok, that includes yours too, but even so)!
His other benefit is giving nearby friendly casters +1 on their casting roll. This is particularly good for models like Gobsprakk The “That’s right, there’s no bonus to casting!” Mouth of Mork. Your Swampcalla Shamans won’t benefit as much because most of the time you’ll be using them to get poison on nearby units.
He also adds +1 to the Bravery of nearby Orruk units which is nothing to be sniffed at.
He can benefit from the Kruleboyz Command Trait Supa Sneaky meaning he’ll be in your enemies lines in no time of you wanted him there. He can also benefit from the Warchanter’s +1 damage making him particularly tough in Ironjawz and Big Waaagh armies.
Where he’ll really shine is inside Bonesplitterz, Ironjawz and Big Waaagh! armies. If you include him in a Bonesplitterz army you can place him near a Wardokk who can either heal him D3 wounds each turn or give him +1 to his save. Don’t forget that as the Rogue Idol has the Bonesplitterz keyword he can also benefit from exploding 6’s vastly improving his damage output. Similar effects can be done with Ironjawz via the Warchanter as well.
However, I’m going to be controversial here and say that he’s not quite worth his points inside Kruleboyz. In fact if you have 430 points sitting around, you may be better off buying two Breaka-Boss on Mirebrute Troggoth instead as combined they’ll have much more damage output than the Rogue Idol and will be able to cause many more mortal wounds.
|Kragnos, the End of Empires||The End of Empires||If 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.|
|Kruleboyz Command Trait||Supa Sneaky||If the 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″ away from all enemy units.|
|Kruleboyz Command Trait||Egomaniak||If the General is within 3″ of another friendly unit, roll a dice before you allocate a wound or mortal wounds to the General or instead of making a ward roll for the General. On a 4+ pick 1 other friendly unit within 3″ of the General. That wound is allocated to that unit instead and cannot be negated.|
|Kruleboyz Battle Traits||Kruleboyz 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.|
|Gosprakk, the Mouth of Mork||Mouth of Mork||If this unit issues a redeploy command to a KRULEBOYZ unit, you can re-roll the dice that determines the distance the unit that receives the command can move.|
|Kruleboyz Wizard||Sneaky Miasma||Sneaky Miasma is a spell that has a casting value of 6 and 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.|
|Savage Big Boss||Let Me At ‘Em||After this unit has fought in the combat phase for the first time, you can pick 1 friendly BONESPLITTERZ unit that has not yet fought in that combat phase, that is within 3″ of an enemy unit and that is wholly within 12″ of this unit. That unit fights immediately.|
|Wardokk||Grimdokk Dance||Pick 1 friendly BONESPLITTERZ model within 12″ of this unit and roll a dice. On a 3+, heal up to D3 wounds allocated to that model.|
|Wardokk||Glyphdokk Dance||Pick 1 friendly BONESPLITTERZ unit wholly within 12″ of this unit and roll a dice. On a 3+, add 1 to save rolls for attacks that target that unit until your next hero phase. A unit cannot be affected by this dance more than once per phase.|
|Orruk Warchanter||Violent Fury||In your hero phase, you can pick 1 friendly IRONJAWZ unit wholly within 15″ of this unit. Until your next hero phase, add 1 to the damage inflicted by attacks made with melee weapons by that unit. A unit cannot benefit from this ability more than once per phase.|
|Orruk Warchanter||Fixin’ Beat||This warbeat can be attempted in your hero phase. If the attempt is successful, This unit, pick 1 friendly model within 12″ of this unit and heal up to D3 wounds allocated to that model.|
|Orruk Warchanter||Get ‘Em Beat||This warbeat can be attempted at the start of your charge phase. If the attempt is successful, pick 1 friendly IRONJAWZ unit wholly within 12″ of this unit. In that charge phase, you can attempt a charge with that friendly IRONJAWZ unit if it is within 18″ of an enemy unit instead of 12″. In addition, roll 3D6 instead of 2D6 when making a charge roll for that unit in the charge phase.|
|Big Waaagh! Battle Traits||Mighty Destroyers||You can use this command ability in your hero phase. The model that issues the command must be an IRONJAWZ model and the unit that receives the command must be an IRONJAWZ unit.|
– If the unit that received the command is more than 12″ from all enemy units, you must make a normal move with the unit.
– If the unit that received the command is within 3″ of an enemy unit, you must make a pile-in move with each model in that unit.
– If the unit is within 12″ of any enemy unit and more than 3″ from all enemy units, you must attempt a charge with the unit.
|Bonesplitterz Battle Trait||Spirit of Gorkamorka||If the unmodified hit roll for an attack made with a melee weapon by a friendly BONESPLITTERZ unit is 6, that attack scores 2 hits on the target instead of 1 (make a wound roll and save roll for each hit).|
|Bonesplitterz Battle Trait||Tireless Trackers||After deployment begins but before the first battle round begins, half of the BONESPLITTERZ units in your army (rounding up) can move 5″. If both players can move units before the first battle round begins, they must roll off, and the winner chooses who moves their units first.|
|Ironjawz Battle Traits||Ironjawz Waaagh!||Once per battle, at the start of your charge phase, you can pick 1 friendly IRONJAWZ general on the battlefield and say that they are calling an Ironjawz Waaagh! Until the end of that turn, add 1 to charge rolls for friendly IRONJAWZ units and improve the rend characteristic of melee weapons used by friendly IRONJAWZ units by 1.|
|Ironjawz Battle Traits||Smashing and Bashing||In the combat phase, after a friendly IRONJAWZ unit has fought, if any enemy units were destroyed by an attack made by that unit, you can pick 1 friendly IRONJAWZ unit that has not yet fought in that combat phase and that is within 3″ of an enemy unit. That friendly IRONJAWZ unit fights immediately.|
|Megaboss Command Traits||Mighty Waaagh! Leader||If this general calls an IRONJAWZ Waaagh! You can re-roll charge rolls for friendly IRONJAWZ units wholly within 12″ of them until the end of that turn.|
|Savage Big Boss Command Traits||Great Hunter||If this general is part of your army, when you use the Tireless Trackers battle trait, you can move eligible units up to 8″ instead of 5″.|
This unit has no missile attacks.
This boy can stomp face! Managing on average 10.5 damage AFTER saves against targets with a 4+ save, everything should be scared of him!
|Attack||Av Threat Range||Av # of Attacks||Av # of Hits||Av # of Wounds||Damage Output (Pre-save)|
|Boulder Fists (Charge)||17″||2||1.7||1.4||4.8|
|Stompin’ Feet (Charge)||17″||10||8.3||5.5||11.0|
Looking at the damage after saves:
|Save||Boulder Fists||Stompin’ Feet|
The chance of this units charge connecting:
With 16 wounds a 4+ save, and a 5+ ward save, he’ll need on average 48 damage from zero rend weapons allocated to it BEFORE any saves in order to have a chance of destroying this in a single turn.
|Missile Damage Output||–|
|Melee Damage Output||12.6 (17″ Threat)|
|Total Wounds||16 (26.9pts per wound)|
|Resilience||48 Hits (Pre-Save)|
|Cost||430 Points 430 pts per Model)|