2022 was the year that I hung up my inferno combi-bolters (at least for the time being) and decided to give AoS a go. I found an army I liked the aesthetic of, a way of painting them that worked for me (thank you Slap-chop) and got some tournaments booked in.
As I learned more about AoS, I discovered that my chosen army, Kruleboyz, were not exactly setting things alight on the tournament scene, but I had already got cracking on the painting and had most of the army I needed, so I decided to persevere.
This short blog is about the benefits of sticking with an underperforming army, aka bringing a Man-skewer Crossbow to a gunfight.
1) Lots of cheap models on eBay! While there may not be a start collecting box for Kruleboyz, I managed to pick up lots of models extremely cheaply on eBay, despite the sculpts being great (should have wondered more about that in retrospect!).
2) You can never be called ‘That Guy’ with an underperforming army. It can make the social interaction of pickup games and/or tournaments quite straightforward if your opponent is less nervous as they know they aren’t about to be ROFLstomped by the latest hotness.
3) You can catch your opponent unawares. I’m not talking gotcha moments here, but people tend not to build towards defeating your underpowered army because a) their meta representation is quite low and b) to be frank, they probably don’t have to! This can mean that sometimes you’ll have a shot against someone who expects to beat you as soon as they pair into you.
4) Knowing your army. This goes for all armies really, but while the temptation might be strong to switch (and Big Waaagh has been buying me drinks all night), sticking with your army means you know how to get the most out of it.
5) The pressure is off in tournaments. If your army is languishing in the 30% win range, 2 wins in a 5 round tournament is you over-achieving! Well done, you! The same number of wins for an army at the absolute top of the meta, however, might be disappointing.
So there we have it: five reasons for sticking with an army that can seem to be hard work at times. And remember, once you’ve hit bottom, there’s only one way up and just imagine how match-fit you’ll be after receiving a balance update or White Dwarf glow-up!
Any more reasons for sticking with a struggling army? Pop them in the comments below.
Warscroll Review – Murknob with Belcha-Banna
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
Grand Alliance | Destruction |
Battletome | Orruk Warclans |
Subfaction | Kruleboyz |
Cost | 95 Points |
Army Role
I don’t think I’ve ever seen a Murknob with Belcha-banna ever used in a competitive list. That’s not to say you shouldn’t, as the cheapest unit the Kruleboyz have available at 95 points he does have the benefit of giving all units within 12″ a 5+ ward save against the effects of spells and endless spells. That’s nothing to be sniffed at. On average it will nullify the effects of one spell in three.
You could pop him next to your big beautiful beasties such as the Snatchaboss on Sludgeraker, who in turn will have a few other units around him to benefit from his Sludgeraker Venom. This means you’ll have a bubble of units benefitting from the Murknob’s ward. This ability only protects Kruleboyz Orruk units, so discounts him as an ally and really limits his use in Big Waaagh!
He’s okaaay in combat with 3 3+/3+ attacks on -1 rend and 2 damage a piece. Meaning on average he should force your opponent into making one save. You’ll find he also causes the occasional mortal wounds through Venom-encrusted Weapons (50% chance of doing 2 mortal wounds in combat), plus his Breath of the Mire-Drakes ability should see him cause another mortal wound on top of the all this.
Should you use him? I wouldn’t go out of my way to buy him personally, but he’s certainly an option that should protect a unit 1/3rd of the time and could frustrate magic heavy armies.
Edit: As someone has mentioned (apologies I can’t find your comment again to mention your name), you could turn this fella into a cheap wizard with Arcane Tome as well.
Combinations
Source | Ability | Description | |
---|---|---|---|
Kruleboyz Allegiance Abilities | Grinin’ Blades | Friendly GRINNIN’ BLADES units are not visible to enemy models that are more than 12″ away from them. | |
Kruleboyz Command Trait | Egomaniak | If this general is within 3″ of another friendly unit, roll a dice before you allocate a wound or mortal wound to this general or instead of making a ward roll for this general. On a 4+, pick 1 other friendly unit within 3″ of this general. That wound is allocated to that unit instead and cannot be negated. | |
Kruleboyz Command Trait | Supa Sneaky | If this 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″ from all enemy units. | |
Kruleboyz Battle Traits | Venom-encrusted Weapons | If the unmodified hit roll for an attack made by a KRULEBOYZ ORRUK model is 6, that attack causes a number of mortal wounds to the target equal to the weapon’s Damage characteristic and the attack sequence ends (do not make a wound roll or save roll). This ability has no effect on attacks made by a mount unless noted otherwise. | |
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. | |
Kruleboyz Battle Traits | Dirty Tricks | After the players have received their starting command points but before the start of the first turn, you can pick 1 of the following Dirty Tricks to employ during the battle: Noisy Racket: On the eve of battle, you make sure the enemy receives no respite as your war drums and rattle-skulls ring out into the night. Subtract 1 from wound rolls for attacks made by enemy units in the first battle round. Lethal Surprise: Your scouts have laid cunningly disguised pitfall traps out in no man’s land. Roll 3 dice. For each 4+, you can pick 1 different terrain feature or different objective that is not wholly within enemy territory and secretly note it down. The first time any enemy unit finishes a move within 1″ of that terrain feature or objective, roll a dice. On a 2+, that unit suffers D6 mortal wounds. Disappearin’ Act: You have sent out your grots to lure a band of enemy warriors into the swamp mists until they become utterly lost. Roll 3 dice. For each 4+, you can pick 1 different enemy unit on the battlefield that has not been reinforced. Then, roll a dice for each unit you picked. If the roll is greater than that unit’s Wounds characteristic, your opponent must remove that unit from the battlefield and set it up as a reserve unit. At the end of your opponent’s first movement phase, they must set up that unit on the battlefield wholly within their territory and more than 9″ away from all enemy units. This Dirty Trick cannot be picked if the battleplan has the ‘No Reserves’ rule (for example Tooth and Nail). Covered in Mud: After some ‘hard finkin’, you command a group of warriors to slather themselves in muck and sneak up on the unwitting enemy. Roll 3 dice. For each 4+, pick 1 friendly unit that is not a HERO or MONSTER. While that unit is in cover, it is not visible to enemy units. | |
Killaboss | All Part of Da Plan | If a friendly KRULEBOYZ unit fails a battleshock test within 3″ of any friendly units with this ability, only 1 model from that unit will flee. | |
Murknob with Belcha-banna | Power of Kragnos | When a friendly KRULEBOYZ ORRUK unit wholly within 12″ of this unit is affected by a spell or the abilities of an endless spell, you can roll a dice. On a 5+, ignore the effect of that spell or the effects of that endless spell’s abilities on that unit. | |
Swampcalla Shaman and Pot-grot | Poisons and Elixirs | At the start of your hero phase, if this unit is more than 3″ from all enemy units, instead of attempting to dispel an endless spell or cast any spells with this unit in that phase, you can say that it is brewing either a poison or an elixir. If you do so, pick 1 friendly KRULEBOYZ ORRUK unit wholly within 12″ of this unit, more than 3″ from all enemy units and that has at least 1 model within 3″ of this unit to be given that poison or elixir. A unit that has been given a poison or elixir cannot be given another poison or elixir in the same hero phase. If that unit is given a poison, until your next hero phase, when you use the Venom-encrusted Weapons battle trait for that unit, mortal wounds are caused on an unmodified hit roll of 5+ instead of 6. If that unit is given an elixir, add 1 to save rolls for attacks that target that unit until your next hero phase. | |
Swampcalla Shaman and Pot-grot / Gobsprakk, the Mouth of Mork | Summon Boggy Mist | Summon Boggy Mist is a spell that has a casting value of 7. If successfully cast, until your next hero phase, add 1 to charge rolls for friendly KRULEBOYZ ORRUK units on the battlefield and subtract 1 from charge rolls for other units on the battlefield. | |
Gobsprakk, the Mouth of Mork | Mouth of Mork | If this unit issues the Redeploy command to a KRULEBOYZ unit, you can re-roll the dice that determines the distance the unit that receives the command can move. If this unit issues the Unleash Hell command to a KRULEBOYZ unit, you do not have to subtract 1 from the hit rolls for the attacks made by the unit that receives the command. | |
Snatchaboss on Sludgeraker Beast Swampboss Skumdrekk | Sludgeraker Venom | Add 1 to the number of mortal wounds caused by the Venom-encrusted Weapons battle trait if the unmodified hit roll was 6 and the attacking unit is wholly within 12″ of any friendly units with this ability. | |
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. | |
Rogue Idol | Livin’ Idol | Add 1 to casting rolls for friendly ORRUK WIZARDS while they are within 6″ of any friendly models with this ability. In addition, add 1 to the Bravery characteristic of friendly ORRUK units while they are wholly within 18″ of any friendly models with this ability. | |
Kruleboyz Wizard | Sneaky Miasma | Sneaky Miasma is a spell that has a casting value of 6 and a 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. |
Missile Attacks
This unit has no missile attacks.
Melee Attacks
Let’s face it, he’s not going to be doing too much damage, but he could get a couple of damage on a unit here and there.
Attack | Av Threat Range | Av # of Attacks | Av # of Hits | Av # of Wounds | Damage Output (Pre-save) |
---|---|---|---|---|---|
Murknob Cleaver | 15″ | 3 | 2.0 | 1.3 | 2.6 |
Looking at the damage after saves:
Save | Murknob Cleaver |
---|---|
– | 2.6 |
6+ | 2.6 |
5+ | 2.2 |
4+ | 1.7 |
3+ | 1.3 |
The chance of this units charge connecting:
Distance | Chance |
---|---|
8″ | 97% |
9″ | 92% |
10″ | 83% |
11″ | 72% |
12″ | 58% |
13″ | 42% |
14″ | 28% |
15″ | 17% |
16″ | 8% |
17″ | 3% |
Resilience
With 6 wounds and a 4+ save, he’ll need on average 12 damage from zero rend weapons allocated to it BEFORE any saves in order to have a chance of destroying this in a single turn.
Final Results
Category | Amount |
---|---|
Movement | 5″ |
Missile Damage Output | – |
Melee Damage Output | 2.6 +0.5mw (17″ Threat) |
Combinations | 15 |
Total Wounds | 6 (15.8pts per wound) |
Resilience | 12 Hits (Pre-Save) |
Cost | 95 Points 95 pts per Model) |
Warscroll Review – Swampboss Skumdrekk
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
Grand Alliance | Destruction |
Battletome | Orruk Warclans |
Subfaction | Kruleboyz |
Cost | 320 Points |
Army Role
This fella is your Snatchaboss on Sludgeraker who costs an additional 5 points. As a named character you’ll lose the ability to give him command traits or his mount Mount Traits, but gain an added extras of being able to get you an additional triumph during the game. An expert Snatch and Grab ability, 1 extra wound and his Noisome Bite does D3+4 instead of D3+3.
To take Skummdrekk, you’re kind of forced to take a unit of Hobgrot Slittaz (I say forced, but we all know the Hobgrots are the mightiest unit in Age of Sigmar). These Hobgrot units get assigned as the ‘Kountin’ Krew‘. Another friendly unit will be assigned as the ‘Bet‘.
If the ‘Bet‘ is the first unit to be destroyed from your army in the battle you gain an additional Triumph, but this Triumph can only be use on Swampboss Skumdrekk or the Hobgrot Slittaz unit designated as the ‘Kountin’Krew‘.
As you can tell it’s an ok ability, but you’re limited in the reward which is a bit…. nah in my eyes. For the five points expense and at the cost of losing those Command Trait abilities I’d rather take the standard Snatchaboss on Sludgeraker Beast.
Swampboss Skumdrekk has an Expert Snatch and Grab ability which allows him to remove a model with 7 or less wounds if he rolls equal to or more than their wound value on 2D6. This is great as you have a higher chance that with the standard Snatchaboss to remove a hero character on foot, or even wiping a chunk of a unit out through coherency.
Other than that he does everything your Snatchaboss will do, so for that I would look at my Warscroll review on him here.
Combinations
Source | Ability | Description | |
---|---|---|---|
Kruleboyz Allegiance Abilities | Grinin’ Blades | During the first battle round, friendly GRINNIN’ BLADES units are not visible to enemy models that are more than 12″ away from them. | |
Kruleboyz Command Trait | Egomaniak | If this general is within 3″ of another friendly unit, roll a dice before you allocate a wound or mortal wound to this general or instead of making a ward roll for this general. On a 4+, pick 1 other friendly unit within 3″ of this general. That wound is allocated to that unit instead and cannot be negated. | |
Kruleboyz Command Trait | Supa Sneaky | If this 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″ from all enemy units. | |
Kruleboyz Command Trait | Slippery Skumbag | This general can retreat and charge in the same turn. | |
Mount Trait | Tough ’Un | MONSTER only. Unless this model has a number of wounds allocated to it that exceeds half its Wounds characteristic, use the top row on its damage table, regardless of how many wounds it has suffered. | |
Mount Trait | Fast ’Un | Once per battle, in your hero phase, this model can make a normal move. | |
Mount Trait | Mean ‘Un | MONSTER only. When you carry out the Stomp monstrous rampage with this model, the enemy unit you pick suffers D6 mortal wounds on a 2+ instead of D3. | |
Mount Trait | Loud ‘Un | MONSTER only. When you carry out the Roar monstrous rampage with this model, pick all enemy units within 3″ of this model instead of 1. | |
Mount Trait | Weird ‘Un | This model has a ward of 4+ against mortal wounds caused by spells and the abilities of endless spells. | |
Mount Trait | Smelly ‘Un | Subtract 1 from hit rolls for attacks made with melee weapons that target this model if it has not made a charge move in the same turn. | |
Kruleboyz Battle Traits | Venom-encrusted Weapons | If the unmodified hit roll for an attack made by a KRULEBOYZ ORRUK model is 6, that attack causes a number of mortal wounds to the target equal to the weapon’s Damage characteristic and the attack sequence ends (do not make a wound roll or save roll). This ability has no effect on attacks made by a mount unless noted otherwise. | |
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. | |
Kruleboyz Battle Traits | Dirty Tricks | After the players have received their starting command points but before the start of the first turn, you can pick 1 of the following Dirty Tricks to employ during the battle: Noisy Racket: On the eve of battle, you make sure the enemy receives no respite as your war drums and rattle-skulls ring out into the night. Subtract 1 from wound rolls for attacks made by enemy units in the first battle round. Lethal Surprise: Your scouts have laid cunningly disguised pitfall traps out in no man’s land. Roll 3 dice. For each 4+, you can pick 1 different terrain feature or different objective that is not wholly within enemy territory and secretly note it down. The first time any enemy unit finishes a move within 1″ of that terrain feature or objective, roll a dice. On a 2+, that unit suffers D6 mortal wounds. Disappearin’ Act: You have sent out your grots to lure a band of enemy warriors into the swamp mists until they become utterly lost. Roll 3 dice. For each 4+, you can pick 1 different enemy unit on the battlefield that has not been reinforced. Then, roll a dice for each unit you picked. If the roll is greater than that unit’s Wounds characteristic, your opponent must remove that unit from the battlefield and set it up as a reserve unit. At the end of your opponent’s first movement phase, they must set up that unit on the battlefield wholly within their territory and more than 9″ away from all enemy units. This Dirty Trick cannot be picked if the battleplan has the ‘No Reserves’ rule (for example Tooth and Nail). Covered in Mud: After some ‘hard finkin’, you command a group of warriors to slather themselves in muck and sneak up on the unwitting enemy. Roll 3 dice. For each 4+, pick 1 friendly unit that is not a HERO or MONSTER. While that unit is in cover, it is not visible to enemy units. | |
Killaboss | All Part of Da Plan | If a friendly KRULEBOYZ unit fails a battleshock test within 3″ of any friendly units with this ability, only 1 model from that unit will flee. | |
Murknob with Belcha-banna | Power of Kragnos | When a friendly KRULEBOYZ ORRUK unit wholly within 12″ of this unit is affected by a spell or the abilities of an endless spell, you can roll a dice. On a 5+, ignore the effect of that spell or the effects of that endless spell’s abilities on that unit. | |
Swampcalla Shaman and Pot-grot | Poisons and Elixirs | At the start of your hero phase, if this unit is more than 3″ from all enemy units, instead of attempting to dispel an endless spell or cast any spells with this unit in that phase, you can say that it is brewing either a poison or an elixir. If you do so, pick 1 friendly KRULEBOYZ ORRUK unit wholly within 12″ of this unit, more than 3″ from all enemy units and that has at least 1 model within 3″ of this unit to be given that poison or elixir. A unit that has been given a poison or elixir cannot be given another poison or elixir in the same hero phase. If that unit is given a poison, until your next hero phase, when you use the Venom-encrusted Weapons battle trait for that unit, mortal wounds are caused on an unmodified hit roll of 5+ instead of 6. If that unit is given an elixir, add 1 to save rolls for attacks that target that unit until your next hero phase. | |
Swampcalla Shaman and Pot-grot / Gobsprakk, the Mouth of Mork | Summon Boggy Mist | Summon Boggy Mist is a spell that has a casting value of 7. If successfully cast, until your next hero phase, add 1 to charge rolls for friendly KRULEBOYZ ORRUK units on the battlefield and subtract 1 from charge rolls for other units on the battlefield. | |
Gobsprakk, the Mouth of Mork | Mouth of Mork | If this unit issues the Redeploy command to a KRULEBOYZ unit, you can re-roll the dice that determines the distance the unit that receives the command can move. If this unit issues the Unleash Hell command to a KRULEBOYZ unit, you do not have to subtract 1 from the hit rolls for the attacks made by the unit that receives the command. | |
Snatchaboss on Sludgeraker Beast Swampboss Skumdrekk | Sludgeraker Venom | Add 1 to the number of mortal wounds caused by the Venom-encrusted Weapons battle trait if the unmodified hit roll was 6 and the attacking unit is wholly within 12″ of any friendly units with this ability. | |
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. | |
Rogue Idol | Livin’ Idol | Add 1 to casting rolls for friendly ORRUK WIZARDS while they are within 6″ of any friendly models with this ability. In addition, add 1 to the Bravery characteristic of friendly ORRUK units while they are wholly within 18″ of any friendly models with this ability. | |
Kruleboyz Wizard | Sneaky Miasma | Sneaky Miasma is a spell that has a casting value of 6 and a 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. |
Missile Attacks
This unit has no missile attacks.
Melee Attacks
This model has weapon profiles for the boss and for his mount, and while only Kruleboyz Orruks benefit from the Venom-encrusted Weapons, the Warscroll specifies that this also applies to the Sludgerakers Noisome Bite and Grasping Talons as well.
Attack | Av Threat Range | Av # of Attacks | Av # of Hits | Av # of Wounds | Damage Output (Pre-save) |
---|---|---|---|---|---|
Chain-linked Grappling Hook | 15″ | 3 | 2.0 | 1.3 | 3.9 |
Grasping Talons | 15″ | 5 | 1.7 +2mw | 1.1 +2mw | 2.2 +2mw |
Noisome Bite | 15″ | 1 | 0.6 | 0.5 | 2.5 |
Thrashing Tail | 15″ | 2 | 1.3 | 1.1 | 2.2 |
Looking at the damage after saves:
Save | Chain-linked Grappling Hook | Grasping Talons | Noisome Bite | Thrashing Tail |
---|---|---|---|---|
– | 3.9 | 2.2 +2mw | 2.5 | 2.2 |
6+ | 3.9 | 2.2 +2mw | 2.5 | 2.2 |
5+ | 3.2 | 1.8 +2mw | 2.1 | 2.2 |
4+ | 2.6 | 1.5 +2mw | 1.7 | 1.8 |
3+ | 2.0 | 1.1 +2mw | 1.3 | 1.5 |
The chance of this units charge connecting:
Distance | Chance |
---|---|
11″ | 97% |
12″ | 92% |
13″ | 83% |
14″ | 72% |
15″ | 58% |
16″ | 42% |
17″ | 28% |
18″ | 17% |
19″ | 8% |
20″ | 3% |
Resilience
With 15 wounds and a 4+ save this model is surprisingly tough. It’ll need on average 30 damage from zero rend weapons allocated to it BEFORE any saves on order to have a chance of destroying this in a single turn.
Final Results
Category | Amount |
---|---|
Movement | 8″ |
Missile Damage Output | – |
Melee Damage Output | 10.8 +2mw (20″ Threat) |
Combinations | 22 |
Total Wounds | 15 (22.5pts per wound) |
Resilience | 30 Hits (Pre-Save) |
Cost | 320 Points (320pts per Model) |
Write My Tournament Army – Series Finale
Originally this tournament army was going to be played at the ‘Age of the Dark Gods‘ tournament organised by Savage Hammer Gaming on 24th September. However, due to not enough interest in the event, I was invited instead to attend their event on 25th June ‘The Battle of the God-Kings‘. This is being held in Harrold, near Bedford. For those interested, there are still tickets available.
Last time we had one last vote and that was to decide on whether to keep the Warlord Battalion or change it to another Battle Regiment. The results are in!
With the overwhelming response being to change to the battle regiment, we’ve changed our list to a 3 drop. This should give me a good chance of deciding whether to go first or second.
The Final Tournament Army List
Army Faction: Orruk Warclans
– Army Type: Kruleboyz
– Subfaction: Big Yellers
– Grand Strategy: Prized Sorcery
– Triumph: Inspired
LEADERS
Breaka-boss on Mirebrute Troggoth (180)
– Mount Traits: Fast ’Un
Gobsprakk (280)*
Swampcalla Shaman and Pot-grot (105)**
– Spells: Nasty Hex
Snatchaboss on Sludgeraker Beast (315)**
– General
– Command Traits: Supa Sneaky
– Artefacts of Power: Mork’s Eye Pebble
Swampcalla Shaman and Pot-grot (105)**
– Spells: Choking Mist
BATTLELINE
Man-skewer Boltboyz (360)*
– Boltboy Boss
Man-skewer Boltboyz (240)*
– Boltboy Boss
Man-skewer Boltboyz (120)*
– Boltboy Boss
Gutrippaz (180)**
– Gutrippa Banner Bearer
– Gutrippa Drummer
– Gutrippa Boss
– Wicked Stikka
OTHER
Hobgrot Slittaz (80)**
– Scrap Totem Bearer
– Noise-maker
– Hobgrot Boss
CORE BATTALIONS
*Battle Regiment
**Battle Regiment
TOTAL POINTS: 1965/2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 118
Drops: 3
That should do it! Now just to paint the last few models and then roll some dice. I hope I get to play some of my fellow Woehammerers, Ed, Declan and Rhys are all attending the event. I’ll let you know how I get on.
Hobby Update – Swampcalla Shaman
I don’t normally post Hobby Updates following assembly, but last weekend I picked up a special treat… the limited edition Swampcalla Shaman from Games Workshop. I picked him up at UK Games Expo 2022, which is a board games convention. It does have a substantial presence from Games Workshop though, so was a perfect opportunity to pick it up!
He is a named character… but not in the book so comes with his own rules:
Okay, there’s not a lot there – essentially he is a Swampcalla Shaman… which makes the decision to not include his own Pot Grot is a little strange!
The sprue is packed, although there are no options to make two of them different. It is also push fit… although I did use plastic glue to ensure it stays together.
And there he is… ready for undercoating and then adding to my army. I’ll give you all an update when he’s finished!
— Declan
Army on Parade – Kruleboyz
I thought some may be interested in seeing my completed army to date. All of this has been painted in the first four months of 2022 apart from the Gutippaz which were finished in December.
So completed thats:
- Swampboss Skumdrekk
- Swampcalla Shaman with Pot-Grot
- Rippa’s Snarlfangs (Allies)
- Beast-Skewer Killbow
- 9x Man-Skewer Boltboyz w/Champion
- 10x Gutrippaz
- 20x Hobgrot Slittaz
Still to paint:
- Gobsprakk / Killaboss on Corpse-Rippa Vulcha
- Swampcalla Shaman with Pot-Grot
- 2x Killaboss on Great Gnashtoof
- 2x Murknob with Belcha-banna
- 2x Killaboss with Stab-Grot
- 9x Man-Skewer Boltboyz
- 20x Hobgrot Slittaz
- 30x Gutrippaz
- 3x Fellwater Troggoths (Allies)
- Snatchaboss on Sludgeraker Beast
Warscroll Review – Killaboss with Stab-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
Grand Alliance | Destruction |
Battletome | Orruk Warclans |
Subfaction | Kruleboyz |
Cost | 110 Points |
Army Role
This is your cheapest Leader option which can still benefit from the Kruleboyz command traits. This option rarely sees play time over the bigger monsters you have available in the list such as Snatchaboss on Sludgeraker Beast or Breaka-Boss on Mirebrute Troggoth.
Though he could still have a role to play. As he’s cheap at 110 points but has a fairly decent damage output he can be used to weaken or remove smaller units by himself or combined with another unit such as Gutrippaz to destroy units. He can also use his All Part of Da Plan to stop them fleeing in battleshock.
in fact having him equipped with a hacks and shield accompanied by a large group of Gutrippaz (20+) is probably what he’s best used for. He can accompany the Gutrippaz ensuring any battleshock tests are passed at the loss of a single model of needed. While in combat he can add a little extra kick to your offensive capabilities.
But, he’d be a last choice on your army list to fill out points and if you have that many points left you’re probably better off getting a Swampcalla or even a unit of Hobgrots!
Combinations
Grinin’ Blades’ Out of Da Mists applies to the this unit, 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″.
The Supa Sneaky command trait can also be used on this unit 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 an Elixir which will add +1 to its save.
This unit can benefit from the Kruleboyz Waaagh meaning they get to fight immediately after your 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.
This unit 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 this units 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
This model has two options for its load out, you can either equip it with a Boss-hacka and Rusting Flail or, Boss-hacka and Skareshield. This either makes them fairly jolly or very tanky depending on what you want.
Attack | Av Threat Range | # of Attacks | Av # of Hits | Av # of Wounds | Damage Output (Pre-save) |
---|---|---|---|---|---|
Boss-hacka | 12″ | 4 | 2.0 +1mw | 1.3 +1mw | 2.6 +1mw |
Rusting Flail | 12″ | 2 | 1.3 | 0.9 | 0.9 |
Prized Shiv | 12″ | 3 | 1.5 | 0.8 | 0.8 |
Looking at the damage after saves:
Save | Boss-hacka Unsaved Damage | Rusting Flail Unsaved Damage | Prized Shiv Unsaved Damage |
---|---|---|---|
– | 2.6 +1mw | 0.9 | 0.8 |
6+ | 2.6 +1mw | 0.9 | 0.7 |
5+ | 2.2 +1mw | 0.8 | 0.5 |
4+ | 1.7 +1mw | 0.6 | 0.4 |
3+ | 1.3 +1mw | 0.5 | 0.3 |
The chance of this units charge connecting:
Distance | Chance |
---|---|
8″ | 97% |
9″ | 92% |
10″ | 83% |
11″ | 72% |
12″ | 58% |
13″ | 42% |
14″ | 28% |
15″ | 17% |
16″ | 8% |
17″ | 3% |
Resilience
This fella is fairly tough even before swapping his flail for a shield. With six wounds and a 4+ save, your opponent will need on average 12 damage with zero rend weapons to be delivered BEFORE and saves are made to have a chance of dropping him. When you swap the flail to a Skareshield this increases to 1 damage before saves.
Final Results
Category | Amount (Two Weapons) | Amount (Weapon & Shield) |
---|---|---|
Movement | 5″ | 5″ |
Missile Damage Output | – | – |
Melee Damage Output | 4.3 +1mw (13″ Threat) | 3.4 +1mw (13″ Threat) |
Combinations | 13 | 13 |
Total Wounds | 6 (18.3pts per wound) | 6 (18.3pts per wound) |
Resilience | 12 Hits (Pre-Save) | 18 Hits (Pre-Save) |
Cost | 110 Points (110pts per Model) | 110 Points (110pts per Model) |
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
Grand Alliance | Destruction |
Battletome | Orruk Warclans |
Subfaction | Kruleboyz |
Cost | 105 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.
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 |
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 |
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
Category | Amount |
---|---|
Movement | 5″ |
Missile Damage Output | – |
Melee Damage Output | 2.3 (12″ Threat) |
Combinations | 13 |
Total Wounds | 6 (17.5pts per wound) |
Resilience | 9 Hits (Pre-Save) |
Cost | 105 Points (105pts per Model) |
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
Grand Alliance | Destruction |
Battletome | Orruk Warclans |
Subfaction | Kruleboyz |
Cost | 180 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).
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 |
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 |
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
Category | Amount |
---|---|
Movement | 5″ |
Missile Damage Output | – |
Melee Damage Output | 2.9 / 4.6 +3.5mw (13″ Threat) |
Combinations | 15 |
Total Wounds | 20 (9pts per wound) |
Resilience | 21 Hits (Pre-Save) |
Cost | 180 Points (18pts per Model) |
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
Grand Alliance | Destruction |
Battletome | Orruk Warclans |
Subfaction | Kruleboyz |
Cost | 120 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.
Attack | Threat Range | # of Attacks | Av # of Hits | Av # of Wounds | Damage Output (Pre-save) |
---|---|---|---|---|---|
Hasty Shot | 17″ | 7 | 2.5 +1 Mortal | 1.3 +1 Mortal | 4.6 |
Hasty Shot (Big Yellers) | 20″ | 7 | 2.5 +1 Mortal | 1.3 +1 Mortal | 4.6 |
Aimed Shot | 24″ | 4 | 3.3 | 2.2 | 4.4 |
Aimed Shot (Big Yellers) | 27″ | 4 | 3.3 | 2.2 | 4.4 |
Then viewing the amount of unsaved damage that can be caused based on average dice rolls:
Save | Unsaved Damage |
---|---|
– | 4.6 |
6+ | 4.6 |
5+ | 3.8 |
4+ | 3.0 |
3+ | 2.3 |
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.
Attack | Threat Range | # of Attacks | Av # of Hits | Av # of Wounds | Damage Output (Pre-save) |
---|---|---|---|---|---|
Jaggedy Blades | 12″ | 6 | 3.0 | 1.5 | 1.5 |
Again, looking at the damage after saves:
Save | Unsaved Damage |
---|---|
– | 1.5 |
6+ | 1.3 |
5+ | 1.0 |
4+ | 0.8 |
3+ | 0.5 |
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
Category | Amount |
---|---|
Movement | 5″ |
Missile Damage Output | 4.4 (24-27″ Threat) |
Melee Damage Output | 1.5 (12″ Threat) |
Total Wounds | 6 (20pts per wound) |
Combinations | 16 |
Resilience | 8 Hits (Pre-Save) |
Cost | 120 Points (40pts per Model) |