I’m a little rusty with AoS having only played one game against my A.I. ruleset in 3rd. One game in 2nd and a few in the first edition. Time to get some practice in.
I own three armies for AoS, Cities of Sigmar, Kharadron Overlords and Kruleboyz. I’m going to go with Kruleboyz as they’re probably the most competitive out of the three and I don’t want to be spanked in every game by taking my pure old school Dispossessed list.
So my list?
Well this is my first draft after some consultation with @rightangle79. And will in all likelihood get changed as the tournament draws closer.
Allegiance : Orruk Warclans – Subfaction : Big Yellers – Army Type : Kruleboyz – Grand Strategy : Hold the Line – Triumphs : Inspired
To keep the interest alive for Path to Glory within the Woehammer camp I’ve decided to release the overall map as it currently stands and each players progression to date.
Declan and Aron are the first to have adjoining territory, with Aron having the larger for having a force of 2,000 points.
Aron and Declan have both played their first games and both won.
Ed and Dave have both played their first game which Dave won, however they’re yet to roll up the results due to time constraints.
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I am at heart a Destruction player, having played them at most of the tournaments I’ve been to since AOS was launched. My main army is definitely the Gloomspite Gitz, but they have been in a bad place for some time and so I switched to Orruk Warclans at the end of AOS2. This wasn’t my first time with them as I did play with a lot of Ardboyz in AOS1 under ‘MoComp’ before points were released by GW.
So, as I’ve got a little experience with them I’ve decided to do a bit of wishlisting for the new release of the Orruk Warclan book which goes on pre-order this weekend (11th & 12th September 2021). I don’t have any insider knowledge, so all this is bound to be wrong, but it’ll be interesting (to me at least!) to see how wrong.
We already know that the book includes the new forces of the Kruleboyz and that it still includes the Ironjawz and Bonesplitters. There have also been releases about the Kruleboyz with the Dominion box and over on Warhammer Community in the last few months. So I’ll try to incorporate what we’ve learnt below.
I hope we keep the allegiances with Ironjaws, Bonesplitters and Kruleboyz and that we retain a Big Waaagh! version.
I’d like to mostly retain the Waaagh points, especially the extra ‘+’ to cast. It would be good if it were a true allegiance with their own artefacts, magic etc… but I don’t see that happening as it could get too confusing.
Hopefully we’ll also keep some of the sub-allegiances although now would be a great time to remove the Realmgate requirement for the Bloodtoofs!
The Ironjawz are good, and doing reasonably well in AOS3 with the Maw Krushas doing a lot of the heavy lifting, so I don’t think much needs to be changed. However if I’m wish listing the following could do with attention:
Gordrakk to be on a level with some of the other God characters, and at least as good as the Megaboss on MawKrusha. Ability to take mount trait for BigTeef (his MawKrusha); or a significant point reduction
Megaboss on MawKrusha looks like they may lose their 3+ armour save which if there isn’t a way to get back to 3+ will need a points reduction. Command Ability needs to be replaced as it another +1 to hit. Charge mortal wounds back to 4+
Orruk Ardboyz – they currently have same function as the Brutes. Turn them into Brutes light, with worse attacks and lower bravery. To be used for objective holding whilst Brutes go forward.
Gore-Gruntas – 2″ reach
Bonesplitters did well at Nashcon with two army lists, but haven’t shown up in many other tournaments. Perhaps the old list of ‘Kunning Rukk’ which shot people off left a bad taste in the mouth, but with LRL now on the board and lots of Sons of Behemat there may be play with the Bonesplitters now.
Wurrgog Prophet – A good scroll
Savage Big Boss – Command Ability to work with shooting as well
Maniak Weirdnob – Spell replicates above command ability. Would be good to have a difference
Wardokk – A scroll prayer
Savage Orruks / Savage Orruk Moarboyz – combine these warscrolls
Savage Boarboyz / Savage Boarboy Maniaks – combine these warscrolls
Savage Big Stabbas – help with survivability (maybe -1 to hit with shooting if near Savage Orruks, not closest to enemy)
Savage Orruk Arrowboyz – Swap the Loadsa Arrows ability for something that doesn’t add dice (more low quality shots!!)
We only know what we’ve been told about these so I’m bound to miss some units. They rely on poison to do their damage, and unlike the other Orruks have ranged attacks.
Allegiance abilities to help with the poison (ie double down!)
Hobgrots Battleline if and get Orruk benefits for a build or Allegiance
Monsters to be playable to fairly pointed
Shooting to be able to affect the meta, by outdistancing LRL, and being able to hurt monsters
Some of the fun traps which were written about in the Dominion novel.
The elephant in the room. Hopefully he’ll be good enough to see play in some competitive builds, and will be given a mortal wound after save. Whilst he is a 2+ save there is so much that can avoid this at times he feels like he’s wearing paper… which to be fair, he’s not wearing a lot.
I would also like to see GW giving a different point value for Kragnos with the other Destruction forces (particularly Gloomspite Gitz)
Orruk Warclans are a Destruction book that definitely has options and can compete for 4-1 in the hands of an experienced player, so my primary hope is that the book doesn’t become bad with the new release. All the parts are there, and hopefully the Kruleboyz won’t be a third wheel and break the book.
And I suppose another one – hopefully the Kruleboyz are playable on their own without the other Warclans Orruks being necessary.
What do you think? What are you hoping for? How wrong am I?
Straight off, I want to say this – if you’re just after a story from the Warhammer Age of Sigmar this is a fine book, well written with an interesting underlying story.
However, I picked it up because it was the companion book to the recent release of Age of Sigmar 3, which is the first edition to have Destruction (one of the Age of Sigmar factions) as well as the Stormcast. As such, I’m looking forward to more expansion of the history and background of the Destruction races – especially the new Kruleboyz released in the boxed set…
… Unfortunately this book didn’t achieve this. There was the (now reasonably common) Black Library usage of a human as the main character to make them more relatable – in this case a brother and sister whose father had been killed by Orruks (Orcs) before they escaped to Excelsis (a very large city in Ghur – the Realm of Beasts). If you’re not into Warhammer I’ve made this sound a bit confusing, but you can honestly read this book with no knowledge of the background.
The Realm of Ghur becomes one of the things that the siblings must overcome and they encounter monsters not released by Games Workshop (Kraken), and some that have (Kraken Eater Gargant), on their Crusade. If this is familiar to those who have read the Age of Sigmar rule book, it’s because Crusades are a new way to play the game… all good so far.
But… the story revolves around the brother (Niksar), with his sister being relegated to a supporting role. This is unfortunate given the need for Warhammer to appeal to more women readers and gamers, and missed a perfect opportunity in a big release book.
And then my biggest complaint – there is a little background on the Stormcast from the box, but the Kruleboyz (Orruks) only make an appearance late and are hidden behind their mist, only appearing to attack and then be attacked by the Stormcast. There was little development for them and – as they are a new race – I expected a lot more. It’s about time Black Library released some books from the perspective of the ‘bad guys’ which we know they can do, but which is sadly lacking for the new army – and indeed all the Destruction forces.
Rating: 2 out of 5.
The book is available from Black Library direct, your friendly local book store, or audible (audiobook)
Starting in August the guys at Woehammer are taking part in their own Path to Glory campaign. However is one with a twist, as we’re going to incorporate an actual 3D map!
Right now, the guys are all deciding what armies they should play, as well as what starting size they’d like to be (as well as getting ready for Carnage next weekend). It’s been agreed that it doesn’t matter what starting size you pick, but if you fight a smaller army, then you must pick units from your roster to suit that size battle.
The game will also be using fog of war rules, so each player will be given a number of options as there starting location, which they then list in order of preference. Once it’s been revealed which starting location they’ve been given, each player will be shown the territories bordering their own and battle can commence.
Battles will take place in the same manner as a normal Path to Glory game, and players can claim territory from spending glory points after a game. However, once players have decided what they want that territory to be (i.e. Old Fort etc), then it remains as such even when taken over by another player.