Tag Archives: Gutrippaz

Hobby Update – 10 Gutrippaz

Those who have been following Peter’s Kruleboyz army will already know about the Gutrippaz and what they can do.

When Peter asked for my help to paint a few Bolt Boyz I followed straight on with a unit of Gutrippaz from Dominion.

10 Dominion Kruleboyz Gutrippaz

Unfortunately, they are not the best unit at the moment, due to their high points cost, but the warscroll definitely has potential. Hopefully they’ll get a point reduction in the new General Handbook due this summer.

Closeup!

I have used my regular red & blue scheme which is common across all my Destruction forces. The blue on the shoulder pad is Nihilakh Oxide which I use frequently – it’s especially good for Destruction armies where I see their weapons as being old and reused from previous owners.

Another Closeup

And the red scareshields to cause -1 to hit for opponents!… hopefully.

So, I’m waiting for the GHB update to see if these get a points decrease… especially as I have loads of them from mutiple Dominion sets!

— Declan

Warscroll Review – Swampcalla Shaman with Pot-Grot

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

Shaman and Pot-Grot painted by myself
Grand AllianceDestruction
BattletomeOrruk Warclans
SubfactionKruleboyz
Cost105 Points

Army Role

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.

AttackThreat Range# of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Bogbark Staff 12″21.30.91.8
Back-up Stabba12″21.00.50.5
Based on average dice rolls

Looking at the damage after saves:

SaveBogbark StaffBack-up Stabba
1.80.5
6+1.80.4
5+1.50.3
4+1.20.3
3+0.90.2
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.

Final Results

CategoryAmount
Movement5″
Missile Damage Output
Melee Damage Output2.3 (12″ Threat)
Combinations13
Total Wounds6 (17.5pts per wound)
Resilience9 Hits (Pre-Save)
Cost105 Points (105pts per Model)
Swampcalla Shaman with Pot-Grot

Warscroll Review – Gutrippaz

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

Gutrippaz painted by myself
Grand AllianceDestruction
BattletomeOrruk Warclans
SubfactionKruleboyz
Cost180 Points

Army Role

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).

AttackThreat Range# of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Wicked Stikka 13″217.0 +3.5mw3.5 +3.5mw3.5 +3.5mw
Wicked Hakka13″217.0 +3.5mw4.6 +3.5mw4.6 +3.5mw
Based on average dice rolls

Looking at the damage after saves:

SaveStikka Unsaved DamageHakka Unsaved Damage
2.9 +3.5mw4.6 +3.5mw
6+2.3 +3.5mw3.8 +3.5mw
5+1.8 +3.5mw3.1 +3.5mw
4+1.2 +3.5mw2.3 +3.5mw
3+0.6 +3.5mw1.5 +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.

Final Results

CategoryAmount
Movement5″
Missile Damage Output
Melee Damage Output2.9 / 4.6 +3.5mw (13″ Threat)
Combinations15
Total Wounds20 (9pts per wound)
Resilience21 Hits (Pre-Save)
Cost180 Points (18pts per Model)
Gutrippaz