Tag Archives: Kruleboyz

Killaboss on Great Gnashtoof

About a year ago, I did some Warscroll, which went down quite well with you all. So I thought, why not bring them back and update them?

There are a couple of terms I’ll refer to throughout the article as well. These are Army Points Required (APR) and Army Points Committed (APC). APR is the number of points required to be used in your army list to create the conditions required in certain scenarios. For example a Marshcrawla Sloggoth buffing a Great Gnashtoof with its Krew Drummer ability would result in 280 APR (130 points for the Gnashtoof and 150 for the Marshcrawla Sloggoth). APC is the amount of points in your army committed to creating that scenario in a single turn – this is essentially your APR value divided by 5 (for the number of turns in a game). The assumption being that you’d use your models for all five turns of the game and so you’d be using a fifth of their points value each turn to achieve your objectives or kill an enemy unit. In our above example where the Marshcrawla is buffing the Gnashtoof, you’re committing 56 points of your army to achieve your goal.

What you’ll find here is every hobby aspect of the Killaboss on Great Gnashtoof. From painting to how it plays on the tabletop. If you enjoyed this, please let me know, and I’ll make more.

Credit: Peter Holland

Paint Schemes

Peter’s Big Yellers Scheme

On the Table

At 130 points I’d consider this great value personally, with a 10″ move it’s one of the fastest units in the army and is great for quickly moving up table and mulching screens and claiming objectives. It’s damage output isn’t terrible either:

Without Buffs

(Attacks Basis) – Buffs2+3+4+5+6+
(Charging) – Base4.445.636.818.008.448.44
(Standard) – Base4.005.046.077.127.567.56
Average Damage Output AFTER Saves

This does mean that you’ll be able to inflict a lot of damage, even on units with a 2+ or 3+ save, mainly thanks to the mortal wounds inflicted from the Stikka. If you give the doggo fast ‘un you’ll great a free move in one of your hero phases, giving it an average move and charge range of 27″.

But what’s the most damage this lad can dish out?

All the Buffs

(Attacks Basis) – Buffs2+3+4+5+6+
(Charging) – Their Finest Hour, Poison 5+, Krew Drummer & Sludgeraker Venom6.667.959.2510.5411.0911.09
(Standard) – Their Finest Hour, Poison 5+, Krew Drummer & Sludgeraker Venom6.667.959.2510.5411.0911.09
Average Damage Output AFTER Saves

Is it points efficient to buff it this much? Definitely not! You’ll need to have a Shaman, Marshcrawla and Sludgeraker included in your list and close to the Gnashtoof for it to benefit. That’s 670 points of your army right there when writing your list. You’re probably better off buffing other units in your army, but at least you know what you can offer in a pinch.

Top Three AoS Lists for Alberta Classic

This is the top three AoS lists for the Alberta Classic that took place in Canada on the 6th and 7th of May. It involved 19 players vying to be crowned champion in a 5-game tournament.

Before I jump into the Top Three AoS Lists, 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.

If you like what we’re doing, why not join our Patreon and help keep it going?

Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.

The Top Three AoS Lists

Army Faction: Ossiarch Bonereapers
– Subfaction: Petrifex Elite
– Grand Strategy: Defend What’s Ours

LEADERS
Katakros (440)*
Mortisan Ossifector (120)*
– General
– Command Traits: Dark Acolyte
– Artefacts of Power: Lode of Saturation
– Spells: Protection of Nagash
– Aspects of the Champion: Fuelled by Ghurish Rage
Mir Kainan (250)*

BATTLELINE
Immortis Guard (200)*
Necropolis Stalkers (220)*
Necropolis Stalkers (220)*
Mortek Guard (150)*
– Necrophoros
– Soulcleaver Greatblade
– Nadirite Blade

BEHEMOTH
Mortek Crawler (200)*
Mortek Crawler (200)*

OTHER
Kainan’s Reapers (250)*

TERRAIN
1 x Bone-tithe Nexus (0)

CORE BATTALIONS
*Ossiarch Cohort

TOTAL POINTS: 2000/2000

Allegiance: Stormcast Eternals
Stormhost: Hammers of Sigmar (Stormkeep)
– Mortal Realm: Ghur
– Grand Strategy: The Day is Ours!
– Triumphs: Inspired

LEADERS
Knight-Incantor (120)*
Spell: Celestial Blades
Knight-Relictor (120)*
General
Command Trait: High Priest
Prayer: Translocation
Aspect of the Champion: Tunnel Master
Lord-Imperatant (170)*
Artefact: Arcane Tome

UNITS
5 x Vanquishers (110)*
5 x Vanquishers (110)*
5 x Vindictors (130)*
3 x Annihilators with Meteoric Grandhammers (240)
3 x Annihilators with Meteoric Grandhammers (240)**
2 x Stormdrake Guard (340)*
Drakerider’s Lance
1 x Stormstrike Chariot (170)*
3 x Vanguard-Raptors with Longstrike Crossbows (240)

CORE BATTALIONS
*Warlord
**Galletian Sharpshooters
***Redemption Brotherhood

ADDITIONAL ENHANCEMENTS
Holy Command: Call for Aid
Holy Command: Thunderbolt Volley

Army Faction: Soulblight Gravelords
Army Type: Vyrkos
Grand Strategy: Empire of Corpses
– Triumph: Indomitable

LEADERS
Radukar the Beast (290)*
– General
– Command Traits: Hunter’s Snare
Torgillius the Chamberlain (125)*
– Spells: Fading Vigour
Necromancer (90)*
– Spells: Waste Away
– Aspects of the Champion: Tunnel Master
Belladamma Volga (170)**
– Artefacts of Power: Ulfenkarni Phylactery
– Spells: Spirit Gale

BATTLELINE
Deadwalker Zombies (230)*
Deadwalker Zombies (230)*
Deathrattle Skeletons (255)*
– Skeleton Champion
– 3 x Standard Bearer
Dire Wolves (130)**
– Doom Wolf
Dire Wolves (130)**
– Doom Wolf

BEHEMOTH
Mortis Engine (230)*

OTHER
Fell Bats (85)**

CORE BATTALIONS
*Battle Regiment
**Battle Regiment

TOTAL POINTS: 1965/2000

Allegiance: Kruleboyz
Warclan: Skulbugz
Mortal Realm: Ghur

LEADERS
Snatchaboss on Sludgeraker Beast (290)*
– General
– Command Trait: Supa Sneaky
– Mount Trait: Weird ‘Un
Snatchaboss on Sludgeraker Beast (290)**
Swampcalla Shaman with Pot-grot (100)*
– Lore of the Swamp: Choking Mist
Swampcalla Shaman with Pot-grot (100)*
– Lore of the Swamp: Choking Mist
Murknob with Belcha-banna (80)*
Killaboss with Stab-grot (100)*
– Artefact: Gryph-feather Charm
– Aspect of the Champion: Stubborn as a Rhinox

BATTLELINE
20 x Gutrippaz (300)*
20 x Gutrippaz (300)**
10 x Hobgrot Slittaz (80)**

UNITS
3 x Man-skewer Boltboyz (120)*
3 x Man-skewer Boltboyz (120)*
3 x Man-skewer Boltboyz (120)***

CORE BATTALIONS
*Warlord
**Kruleboyz Finga
***Galletian Sharpshooters

Final Tournament Placings

Path To Glory Battle Report (Kharadron v Kruleboyz)

You may have seen both Ian’s post and my own in the last couple of weeks showing our Path to Glory armies for the campaign we’re running at Woe Towers.

With our armies set, I challenged Ian to a quick game at our local gaming club (shout out to Battlefield Hobbies).

Gollok’s Plan (Kruleboyz)

Da plan is ded simple, right! All we’z gotta do iz shoot dat big boat ov derz outta da sky. Den we goes and stikk da rest of da stunties before dey noes wot ‘it ’em, right! – Gollok Spleenchewa

I’m not going to lie. Seeing where Kharadron sits in the stats, I was dreading going up against the list Ian had in mind. With an Aether-Khemist, Arknonaut Company, Endrinriggers, and a frigging Frigate, my hopes are pinned on removing the Frigate early game and hoping that my army isn’t too badly damaged to then mop the rest of the Dwarfs up. Luckily, I do have a killbow, which could be ideal for taking on a multi wound model such as the Frigate.

Army Faction: Orruk Warclans
Army Type: Kruleboyz
– Subfaction: Grinnin’ Blades

LEADERS
Killaboss on Great Gnashtoof (Gollok Spleenchewa) (130)*
General
– Command Traits: Slippery Skumbag
– Artefacts of Power: Eye-biter Ash
– Mount Traits: Fast ’Un

BATTLELINE
Gutrippaz (Gollok’s Rippaz) (150)*
Gutrippa Banner Bearer
– Gutrippa Drummer
– Gutrippa Boss
– Wicked Stikka
Hobgrot Slittaz (Gollok’s Grots) (80)*
Scrap Totem Bearer
– Noise-maker
– Hobgrot Boss

ARTILLERY
Beast-skewer Killbow (Gollok’s Killbow) (100)*

OTHER
Man-skewer Boltboyz (Gollok’s Skewers) (120)*
Boltboy Boss

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 580/1000

Glory Points: 5
Quest: Tornado of Destruction
Territory
Settlement

Khreld’s Strategy

Buck up, lads! My bones are tingling which means only one thing, a prize to be won! And all there is between us and the loot to be recovered is a rabble of greenskins. Lets pump them full of metal and grab our prize. Though we may need to wash the smell off it before we trade it in… – Khreld Thundergust

Going in to my first proper game of Sigmar I will admit I did not have high hopes. Peter is an experienced player who knows his army and has an idea of mine, whereas I am completely new and barely know my own. I know the Killbow needs to be avoided by my Frigate, and taken out quick, but otherwise I will just be seeing what works and what doesn’t.

Army Faction: Kharadron Overlords
– Subfaction: Barak-Zilfin

LEADERS
Aether-Khemist (Khreld Thundergust) (80)*
General
– Command Traits: Cunning Fleetmaster
– Artefacts of Power: Celestium Burst-Grenade

BATTLELINE
Arkanaut Company (Stoutstock’s Company) (100)*
Company Captain
– Aethermatic Volleygun
– Light Skyhook
– Skypike
Arkanaut Frigate (The Crafty Dispute) (300)*
Heavy Sky Cannon
– Magnificent Omniscope

OTHER
Endrineers (Keelborne’s Riggers) (120)*
Mizzenmaster
Grapnel Launcher

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 600/1000

Glory Points: 5
Quest: Negotiate Endrin-Contract
Territory
Forgotten Mine

Battleplan and Deployment

The Table with Deployment areas (Blue Kharadron, Red Kruleboyz)

We decided to play a standard battle plan, rolled on the tables in Season 2 to get Battle lines Drawn. So we would need to claim each table quarter. Ian had only four units to do so, but things weren’t much better for me with five!

Being a sneaky Orruk, I used all the tools in my arsenal and broke out the Dirty Tricks. With the recent Battlescroll update, I’m able to choose two of these. The first I chose Noisy Racket, which meant that the Kharadron would be -1 to wound against my units in the first battle round (which we promptly forgot!). I then chose Disappearin’ Act and rolled well to delay both the Endringriggers and the Arkonaut Company. This left just the Frigate and the Endrinmaster on the table. Ian, having the choice of priority elected to give me the first turn.

Kruleboyz Turn 1

Battle Tactic: Desecrate their Lands (Woods in centre)

Having the first turn, I moved and ran the hobgrots to secure the tactical woods in the centre of the table and also put them inside the lower left table quarter. The Rippaz followed them and took up position on the hill behind them while Gollok ran off up the right flank to secure that table quarter. Everything else I left still as a statue as they got ready to unleash all they had at the frigate. I got so excited about shooting my killbow at the frigate and carrying out Gollok’s genius plan, only for Ian to use Cunning Fleetmaster to move his Frigate to the other side of the hill, and out of reach! With his Aether-Khemist hiding out of sight of my Skewers, there wasn’t much else I could do this turn as Ian’s cleverness of giving the first turn to me became apparent.

Points
Kruleboyz:
5
Kharadron: 0

Kharadron Turn 1

Battle Tactic: Opening Salvo

Ian, confident in his shooting (and why wouldn’t he be?), chose Opening Salvo as his battle tactic, meaning all he had to do was destroy one of my units in the shooting phase. He moved his frigate back across the hill near to the Hobgrots in the centre, along with his Aether-Khemist, once this had moved he bought on the other units I’d delayed through Disappearin’ Act and set them up around his Aether-Khemist.

Starting with the Khemist, he generated eight shots against the poor defenceless Grots in the centre. Luckily for me these all whiffed spectacularly (You’ll notice a trend emerge soon-Ian). He chose to shoot everything he had on the frigate at the grots as well, but unlucky rolls saw only four of the Hobgrots lifted from the table. The Arkanauts and Endrinriggers kill a further 2, meaning unfortunately for Ian, he was unable to achieve his battle tactic that turn.

With revenge against both his dice and the plucky Hobgrots in mind, the frigate charged into them killing three of them. This left just one alive, which thanks to Inspiring Presence decided to stick around.

Points
Kruleboys:
5
Kharadron: 2

Kharadron Turn 2

Battle Tactic: Desecrate their Lands (Centre Woods)

Winning the priority and electing to go first this turn meant that Ian had the double, and the Kruleboyz were in serious trouble. Only needing to remove a single hobgrot, Ian wisely decided to try desecrate their lands and take the centre terrain feature away from my plucky hobgrot.

The Endrinriggers moved across the right to try and get into range of the Kruleboyz missile units while the Arkonauts moved to the south side of the northern hill and within range of the woods for the tactic.

Thinking it through, Ian designated three units for the target of his frigates attacks. The carbines at the hobgrot, the cannon at the Killbow and the skyhook at the Skewers. It didn’t take much to remove the Hobgrot and Ian knew his carbines on the frigate should be enough to do so, which they were. The poor hobgrot was transformed into a red mist giving Ian the objective. The cannon also did its job and left the Killbow as a mound of broken orruk and wood where it had previously sat. All eyes turned to the skewers, Ian rolled for the skyhook and…. missed! (Again…-Ian) However, it wasn’t over yet, the Endrinriggers and a few Arkonauts were still in range! Unfortunately Ian’s bad luck with his rolls returned and was only able to remove a single skewer and cause a wound on another.

With his forces having decimated mine with its shooting, Ian confidently charged his frigate into the Gutrippaz on the hill. Killing two of the Orruks and wounding another. The Gutrippaz replied in kind and with no less than 4 sixes on the to hit rolls, along with the other attacks the frigate suffered a mighty 10 wounds from the Rippaz. More was yet to come as we went into Kruleboyz turn 2.

Points
Kruleboyz:
5
Kharadron: 7

Kruleboyz Turn 2

Battle Tactic: An Eye for an Eye

Seeing my opportunity, I chose the tactic, an eye for an eye, with the hope that the Gutrippaz would finish off the frigate in combat that turn.

Before that though, I gave Gollok ‘His Finest Hour’ and used his mount trait Fast ‘Un to move him in the hero phase towards the juicy looking Endrinriggers, Arkonauts and Khemist. The movement phase saw him almost on top of the Endrinriggers, while the remainder of my skewers shuffled around to take a bead on the Endrinriggers and fish for those mortal wounds.

The shooting phase did not disappoint as the Skewers did enough damage to completely destroy the Endrinrigger unit. I chose to ignore the frigate, figuring that the Gutrippaz should have enough in their pocket to down it.

With the path to the Khemist and Arkonauts opened up Gollok let out a whoop of excitement as he and his doggo charged into Khemist and the surrounding Arkonauts. Using Unleash Hell, the Arkonauts managed to score 3 wounds on Gollok. Having the choice of first unit to fight, I didn’t want to risk the frigate killing enough Gutrippaz that meant I wouldn’t do enough damage back so I chose to go with these first. It was a formality as the 5 wounds were easy enough for the Gutrippaz to get through. The Khemist attacked Gollok but was unable to land a hit before his savage hound tore into the Khemist and left him for dead. The Arkonauts did what they could but were unable to get through the Gnashtoof’s tough hide.

Points
Kruleboyz: 10
Kharadron: 7

At this point Ian conceded the game, with little options left to him and only the Arkanaut company on the table any threat to the Kruleboyz had been removed.

Kruleboyz – Post Battle Thoughts and Sequence

Part of me feels very bad for Ian, this was his first proper game of Age of Sigmar and with the Kharadron Overlords only for it to end at the bottom of turn 2.

Going into turn 2 after Ian’s clever ruse in the the first turn I thought the writing was on the wall for the Orruks. I envisioned Ian shooting me from distance I tried to close with him, this was compounded when he removed the killbow and a skewer, I was lucky to have two left. He then chose to charge the frigate, and this was what turned the tide. With the venom-encrusted weapons, Kruleboyz don’t care too much about your armour saves and this showed why. With 10 wounds in thee first round of combat and then finishing it off in the second it was easy meat for the boyz. If Ian had put his Arkonaut Company inside it however, it would have been entirely different!

I gained a total of 9 glory points from the game and 3 quest points. Meaning next time I can attempt to try and do the Tornado of Destruction battleplan. After their performance against the frigate it only seemed right to give the Gutrippaz the favoured warriors and the additional D6 renown, and this tipped them up into Veterans. I decided to give them the veteran ability Backstabbaz which will allow them to immediately fight after another unit in my army does so inthe fight phase. They did however have 1 casualty point, which would mean I’m starting the next game with only nine of them on the table potentially. All my other casualty rolls went well, apart from the Hobgrots wo suffered two. Deciding to keep the Well Spring I rolled for on the territory table and with 3 glory points remaining, I used these to purchase a Swampcalla Shaman for my small force.

GOLLOK’S SWAMPCRAWLERZ
Army Faction: Orruk Warclans
Army Type: Kruleboyz
– Subfaction: Grinnin’ Blades
– Triumph: Inspired

LEADERS
Killaboss on Great Gnashtoof (Gollok Spleenchewa) (130)*
General
– 16 Renown
– Command Traits: Slippery Skumbag
– Artefacts of Power: Eye-biter Ash
– Mount Traits: Fast ’Un
Swampcalla Shaman (Grulb Da Mad) (100)*
– Spell: Choking Mist

BATTLELINE
Gutrippaz (Gollok’s Rippaz) (150)*
– Gutrippa Banner Bearer
– Gutrippa Drummer
– Gutrippa Boss
– Wicked Stikk
– 6 Renown
– Veteran Ability: Backstabbers
– 1 Causalty Point
Hobgrot Slittaz (Gollok’s Grots) (80)*
Scrap Totem Bearer
– Noise-maker
– Hobgrot Boss
– 2 Casualty Points

ARTILLERY
Beast-skewer Killbow (Gollok’s Killbow) (100)*

OTHER
Man-skewer Boltboyz (Gollok’s Skewers) (120)*
– Boltboy Boss
– 1 Renown

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 680/1000

Glory Points: 0

Quest: Tornado of Destruction
Quest Points: 3

Stronghold Territory (Gollok’s Pad)
Settlement (Quagmire)
– Wellspring (Grulb’s Digz)

Kharadron – Post Battle Thoughts and Sequence

Well, that could have gone better. Yes, my rolls were against me in that first (and some of the second) shooting phase but that is all part of the game! I can pinpoint exactly where I went wrong, charging that Frigate in! I played with too much agression when, having the mobility, I could have out maneuvered Peter’s Orruks and pulled him out of position. Even used the Fly High command and repositioned my Frigate behind Peter’s weaker units. So, to sum up my learnings – use more commands, try putting my Company into the Frigate for a bigger impact (and better positioning), and don’t charge the unit that deals a lot of mortal wounds!

I gained 5 Glory Points from the game. I had to make casualty rolls for my Endrinriggers and my Aether-Khemist. The Aether-khemist I rolled a 1, which is death! Now that is a little harsh so I spent a Glory Point on a re-roll and ended up with no-effect. The Endrinriggers initially took a casualty point but I spent another Glory Point to reroll this (there are only three of them!) and got no effect. The Frigate rolled against the damage table from the Kharadron Battletome and also got no effect. Where were these good rolls during the game!

As for reknown, the Company gained 1 for surviving and the Frigate gained 2 as my nominated MVP which was a no-brainer. After all this I decided to add some Thunderers to my roster for 4 glory points, just to give me some more options and more boots on the ground.

Army Faction: Kharadron Overlords
– Subfaction: Barak-Zilfin

LEADERS
Aether-Khemist (Khreld Thundergust) (80)*
General
– Command Traits: Cunning Fleetmaster
– Artefacts of Power: Celestium Burst-Grenade

BATTLELINE
Arkanaut Company (Stoutstock’s Company) (100)*
Company Captain
– Aethermatic Volleygun
– Light Skyhook
– Skypike
Arkanaut Frigate (The Crafty Dispute) (300)*
Heavy Sky Cannon
– Magnificent Omniscope

OTHER
Endrineers (Keelborne’s Riggers) (120)*
Mizzenmaster
Grapnel Launcher
Grundstock Thunderers (Steelbeard’s Gunners) (135)*
Gunnery Sergeant
Honour Bearer
Aethercannon
Grundstock Mortar

CORE BATTALIONS
*Battle Regiment

TOTAL POINTS: 735/1000

Glory Points: 4
Quest: Negotiate Endrin-Contract
Territory
Forgotten Mine

Next

Dave and Ed have a game planned within the next couple of weeks. Then, the four of us will be meeting up for our second round of battles at the end of the month.

Woehammer Path to Glory Campaign – Peter

Ian, who is a recent addition to our team, is looking to get into Age of Sigmar. Coming from a 40k background he wanted a way to build up an army slowly and still get a few games in. We all suggested Path to Glory as there are a few of us in the area who can make it down to our local gaming club fairly regularly.

I’ve been itching to play Path to Glory for a little while, so I jumped at the chance! Hopfully, all being good, you should also see some articles from the others taking part; Ian, Dave and Ed.

What am I playing?

Kruleboyz…..

Yeah I know, I’m a sucker for punishment, but I can’t resist my green lads. I’m not expecting too much, but I’m going to use it as an opportunity to test some units you may not usually see in the competitive scene – after all this is just a friendly campaign.

Gollok Spleenchewa

My warlord for the campaign is one Gollok Spleenchewa, who is a Killaboss on Great Gnashtoof. I’ve given him Slippery Skumbag as his command trait, this’ll allow him to retreat and charge in the same turn meaning I’m always benefitting from the Savage Hound ability (add 1 to hit rolls for attacks made by this unit if this unit made a charge move in the same turn). I’ve also given them the mount trait Fast ‘Un, just to give them a little extra speed to get them into combat.

Gollok’s Rippaz

The main dudes, a unit of 10 Gutrippaz all with wicked stikka’s. Still a little pricey in my opinion at 150 points, but they have more staying power than the Hobgrots. Plus the recent boost to their Scare Taktikz (subtract 1 from hit rolls for attacks made with melee weapons by enemy units that are not Heroes or Monsters that target this unit) means they have a bit more sturdiness in combat than previously when it came down to a dice roll.

Gollok’s Grots

A unit of 10 Hobgrots, these dudes will be asked to capture the occasional objective, but will mainly act as a screen for the Skewers in the force.

Gollok’s Boltboyz

Noticed a theme in the names yet? Gollok isn’t the most imaginative of Orruks.

3 Man-Skewer Boltboyz to give some threat at range. Yes they’re made of paper, and yes it’s likely that all the other armies I’m facing will have decent shooting (Lumineth, Ogors and Kharadron). But, the ability to cause mortal wounds at range cannot be sniffed at, the only problem comes if they are sniffed at.. they’ll likely die.

Gollok’s Killbow

My first unit I’ve chosen that’s a little ‘out there’, I love the model and just want to see how it fairs against mainly the Kharadron and Ogors. It’s likely going to whiff a lot, but let’s see.

Gollok’s Swampcrawlerz

That brings me to 580 points and the vague possibility of a triumph in game, I chose Inspired for this. All of these units are wrapped up in the usual Grinnin’ Blades package which I considered a must considering the amount of shooting I could be facing off against. I also chose a Battle Regiment so that they could all be one dropped and give me the possibility of choosing whether I go first or second.

The First Quest

For the first Quest I chose to go with one in the Orruk Warclans book, Tornado of Destruction. Once I get 3 Quest Points, I’ll be able to play the Battleplan, Tornado of Destruction, and if I win I get to choose a unit from a rival warclan (Bonesplitterz or Ironjawz) to join my force.

Path to Glory for Orruks is incredibly fun since you can add rival Warclan units to your army as you progress. In a Vanguard force which we’re playing at 1 in 4 units can be a rival Warclan. As you progress this can increases to 1 in 2 and eventually as many as you want once you’ve built a mighty stronghold. The only question playing on my mind right now, is which unit would I choose to include?

I’m lucky in that almost all of the units I have in my force are painted. All I need to do is complete the Gnashtoof and I’m good to go. Best get cracking, I’ve got my first game against Ian next Wednesday!

Hobby Update – Kruleboyz Hobgrots

3 x 10 Kruleboyz Hobgrots

Welcome to Woehammer – have you noticed the lovely feeling of no adverts (ads), no pop-ups and no auto-playing videos? Well, that’s the norm here at Woehammer.

But this is only possible because of our wonderful Patreons. So, some articles over 1 year old will now display our Patreon request at the top of the article… like this one! Don’t worry, we are not adding ads – but if you can afford to donate to the site, we would definitely appreciate it. Membership is available from just £1/month (plus taxes!!)

With the release of the Dominion boxset last year, I picked up a few sets as I have some aspects of all the destruction armies. Unfortunately, Kruleboyz started off near the bottom of the rankings and haven’t moved since (argueably getting worse). There’s been a few successes but not enough to tempt me away from Big Waaagh and Gloomspite.

But with fewer tournaments on the horizon and a pressing need to paint something a little easier there was some good news for my Kruleboyz… or at least the Hobgrots – they had reached the top of the ‘to be painted’ pile!

Kruleboyz Hobgrots

My destruction armies are painted to go together so that meant only one thing – Blue! However I wanted to try something different so I decided to paint the skin of the Hobgrot units different colours – and Contrast colours gave me the ideal opportunity.

The colours I chose were Volupus Pink, Plaguebearer Flesh, and Iyanden Yellow… all over a white undercoat, over black. This has recently started to be called ‘Slap-Chop’ after the Honest Wargamer did a painting episode!

The Honest Wargamer – with a painting video!

Pictures

How do they play?

Well, unfortunately not well – but they are cheap. At 80 points for 10 they can serve as shields… but they are lacking synergies with the rest of the Kruleboyz list. No key word as the Orruks don’t trust them with poison so they don’t benefit from the allegiance abilities. It’s all a bit unfortunate and still definitely needs some work.

Woe Points and Hobby Bingo

This also contributes to two of the methods I’m trying to use to reduce the pile of shame or potential! Woe Points is -33 for these group and three squares of Hobby Bingo which I’ll ask Peter to update for me! If you want to be involved in either of these aides to clearing the pile of potential then join us on our Discord Channel.

Buying a Box

You could pick up a box of these chaps, but really you’re looking on ebay. There’s so many Dominon boxes and many were split up for selling – as such there’s lots of Hobgrots available.

— Declan and Eeyore

Bringing a Man-Skewer Crossbow to a Gunfight (Sticking with an Underperforming Army)

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!).

10 Gutrippaz can be found on eBay for just £6.50

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

Murknob with Belcha-banna
Grand AllianceDestruction
BattletomeOrruk Warclans
SubfactionKruleboyz
Cost95 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

SourceAbilityDescription
Kruleboyz Allegiance Abilities Grinin’ BladesFriendly 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 TraitSupa SneakyIf 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 TraitsVenom-encrusted WeaponsIf 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 TraitsKruleboyz 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 TraitsDirty TricksAfter 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.
KillabossAll Part of Da PlanIf 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-bannaPower of KragnosWhen 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-grotPoisons and ElixirsAt 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 MorkSummon Boggy MistSummon 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 MorkMouth of MorkIf 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 VenomAdd 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 EmpiresThe End of EmpiresIf 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 IdolLivin’ IdolAdd 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 WizardSneaky MiasmaSneaky 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.

AttackAv Threat RangeAv # of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Murknob Cleaver 15″32.01.32.6
Based on average dice rolls

Looking at the damage after saves:

SaveMurknob Cleaver
2.6
6+2.6
5+2.2
4+1.7
3+1.3
Amount of damage after saves based on average dice rolls

The chance of this units charge connecting:

DistanceChance
8″97%
9″92%
10″83%
11″72%
12″58%
13″42%
14″28%
15″17%
16″8%
17″3%
Chance of making a charge (including movement)

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

CategoryAmount
Movement5″
Missile Damage Output
Melee Damage Output2.6 +0.5mw (17″ Threat)
Combinations15
Total Wounds6 (15.8pts per wound)
Resilience12 Hits (Pre-Save)
Cost95 Points 95 pts per Model)
Murknob with Belcha-banna

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 AllianceDestruction
BattletomeOrruk Warclans
SubfactionKruleboyz
Cost320 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

SourceAbilityDescription
Kruleboyz Allegiance Abilities Grinin’ BladesDuring 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 TraitSupa SneakyIf 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 TraitSlippery SkumbagThis general can retreat and charge in the same turn.
Mount TraitTough ’UnMONSTER 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 ’UnOnce per battle, in your hero phase, this model can make a normal move.
Mount TraitMean ‘UnMONSTER 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 TraitLoud ‘UnMONSTER 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 TraitWeird ‘UnThis model has a ward of 4+ against mortal wounds caused by spells and the abilities of endless spells.
Mount Trait Smelly ‘UnSubtract 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 TraitsVenom-encrusted WeaponsIf 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 TraitsKruleboyz 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 TraitsDirty TricksAfter 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.
KillabossAll Part of Da PlanIf 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-bannaPower of KragnosWhen 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-grotPoisons and ElixirsAt 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 MorkSummon Boggy MistSummon 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 MorkMouth of MorkIf 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 VenomAdd 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 EmpiresThe End of EmpiresIf 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 IdolLivin’ IdolAdd 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 WizardSneaky MiasmaSneaky 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.

AttackAv Threat RangeAv # of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Chain-linked Grappling Hook15″32.01.33.9
Grasping Talons15″51.7 +2mw1.1 +2mw2.2 +2mw
Noisome Bite15″10.60.52.5
Thrashing Tail15″21.31.12.2
Based on average dice rolls

Looking at the damage after saves:

SaveChain-linked Grappling Hook Grasping TalonsNoisome BiteThrashing Tail
3.92.2 +2mw2.52.2
6+3.92.2 +2mw2.52.2
5+3.21.8 +2mw2.12.2
4+2.61.5 +2mw1.71.8
3+2.01.1 +2mw1.31.5
Amount of damage after saves based on average dice rolls

The chance of this units charge connecting:

DistanceChance
11″97%
12″92%
13″83%
14″72%
15″58%
16″42%
17″28%
18″17%
19″8%
20″3%
Chance of making a charge (including movement)

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

CategoryAmount
Movement8″
Missile Damage Output
Melee Damage Output10.8 +2mw (20″ Threat)
Combinations22
Total Wounds15 (22.5pts per wound)
Resilience30 Hits (Pre-Save)
Cost320 Points (320pts per Model)
Swampboss Skummdrekk

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!

Write my tournament army - vote result

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!

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But this is only possible because of our wonderful Patreons. So, some articles over 1 year old will now display our Patreon request at the top of the article… like this one! Don’t worry, we are not adding ads – but if you can afford to donate to the site, we would definitely appreciate it. Membership is available from just £1/month (plus taxes!!)

Mugruk Da Watcha

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.

Ready for Undercoat

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