Those who have been following Peter’s Kruleboyz army will already know about the Gutrippaz and what they can do.
When Peter asked for my help to paint a few Bolt Boyz I followed straight on with a unit of Gutrippaz from Dominion.
10 Dominion Kruleboyz Gutrippaz
Unfortunately, they are not the best unit at the moment, due to their high points cost, but the warscroll definitely has potential. Hopefully they’ll get a point reduction in the new General Handbook due this summer.
Closeup!
I have used my regular red & blue scheme which is common across all my Destruction forces. The blue on the shoulder pad is Nihilakh Oxide which I use frequently – it’s especially good for Destruction armies where I see their weapons as being old and reused from previous owners.
Another Closeup
And the red scareshields to cause -1 to hit for opponents!… hopefully.
So, I’m waiting for the GHB update to see if these get a points decrease… especially as I have loads of them from mutiple Dominion sets!
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.
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.
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 SludgerakerBeast 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
Based on average dice rolls
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
Amount of damage after saves based on average dice rolls
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%
Chance of making a charge (including movement)
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.
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.
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
Based on average dice rolls
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
Amount of damage after saves based on average dice rolls
Resilience
The Shaman is 6 wounds with a 5+ save.
To destroy this unit with weapons that have no rend you’ll need to score on average 9 hits before any saves are made.
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.
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
Based on average dice rolls
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
Amount of damage after saves based on average dice rolls
Resilience
These fellas are two wounds each with a 5+ save, which amounts to 20 wounds for 180 points.
Bravery 5 means they won’t hang around either, so consider using All Part of Da Plan to keep them around.
Twelve unsaved wounds on this unit will likely see the last fleeing to battleshock. This means to remove them from play in a single turn an opponent should look to score 21 damage on them before saves to ensure enough are killed to see the rest flee in battleshock.
Those of you who have followed the blog for a while will be familiar with my 40k series of beginners armies based of each factions Combat Patrol box. I thought we should do the same for AoS.
Ironjawz are one of the more popular armies in Age of Sigmar and they’re also pretty good on the tabletop. Ironjawz lists can often be found gracing our top three lists series.
The Start Collecting box for Ironjawz has everything in you’d want in a budding tournament army. Hard hitting Gore-gruntas and tough ‘Ard Boyz.
Start Collecting: Ironjawz
If you’re starting out with Ironjawz you can’t go wrong by picking up two of their start collecting sets. That’ll give you two Warchanters, 20 ‘Ard Boyz and 6 Gore-Gruntas.
You’ll need someone to lead this mob though. At 1,000 points we don’t have enough points left for anything big, but we can pick up a Megaboss on foot.
You’ll also need a copy of the Battletome as well.
The Cost
Remember that if you sign up with SCN Hobby World you can get all these boxes at 25% off the Games Workshop price.
Set
GW Price
SCN Price
Start Collecting: Ironjawz
£65.00
£48.75
Start Collecting: Ironjawz
£65.00
£48.75
Megaboss
£26.00
£19.50
Battletome: Orruk Warclans
£32.50
£24.38
Total
£188.50
£141.38
What it costs
The Army List
*Core Battalion: Battle Regiment
Megaboss
Credit: Games Workshop
This big fella will be our leader. As we’ve got no shaman in our list we’ve given him the Arcane Tome, this makes him into a wizard who can cast and unbind one spell each turn. We’ve also given him Da Great Big Green Hand of Gork.
Credit: Age of Sigmar App
This is a great spell for getting any of your units closer to the enemy. It can even be cast on himself! For his Command Trait, we’ve chosen Hulking Brute which when he charges into combat means he’ll cause D3 wounds on a 2+ roll.
You’ll want him in combat as well. Look at his weapons:
Lets break that down a bit. The following table shows how much damage you should expect to dish out if you roll perfectly average dice rolls.
Weapon
Attacks
Av # of Hits
Av # of Wounds
Av Damage (Pre-Saves)
Boss Choppa & Rip-tooth Fist
8
5.3
3.5
7.0
Based on Average Dice Rolls
Add on to that, that you’ll likely be causing 2 mortal wounds on the charge as well, and you’re talking 9 damage in combat.
Warchanter
These guys will give you some great buffs to your units. Give one Fixin’ Beat to heal a model within 12″ D3 wounds (looking at you Megaboss). Then give the other Killa Beat, this will add 1 to hit rolls that target a specific enemy unit. As well as this, with Violent Fury they can add 1 to the damage of the attacks of a friendly unit They’re also not bad in combat themselves:
Weapon
Attacks
Av # of Hits
Av # of Wounds
Av Damage (Pre-Saves)
Gorkstikk & Morkstikk
6
4.0
2.6
5.2
Based on Average Dice Rolls
Ard Boyz
These guys are tough with two wounds each and a 4+ save. It’ll take a fair bit to shift them. We’ve got two units of these as well, one of which is reinforced to 10 models. Now imagine the unit of ten has charged into combat AND they’ve listened to the Killa Beat from your Warchanter while attacking a unit that the Warchanters used it’s Violent Fury on. You’d get the following output:
Weapon
Attacks
Av # of Hits
Av # of Wounds
Av Damage (Pre-Saves)
Ardboy Choppas
31
20.5
13.5
27.0
Based on Average Dice Rolls
That’ll do the job…..
Gore-Gruntas
Your fast attack, these can be on the enemy before they know it. Make sure to give them Jagged Gore-Hackas so they can take full advantage of their charge ability.
These fellas are also the reason we’ve chosen the Bloodtoofs subfaction.
The ability to make a move or charge another unit after combat is just too good to resist!
What about their damage output?
Weapon
Attacks
Av # of Hits
Av # of Wounds
Av Damage (Pre-Saves)
Jagged Gore-hackas
10
6.6
4.4
4.4
Tusks & Hooves
12
7.9
5.2
5.2
Based on Average Dice Rolls
The Jagged Gore-hackas are at rend -2 as well! There isn’t a single one of your units you don’t want in combat.
Where next?
Once you’re up to 1,000 points (or nearly in any case), you’ll probably start thinking about a 2k list. Perhaps look at the Megaboss on Maw-Krusha or some Brutes. Perhaps even double Maw-Krusha….
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.
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
Unit of 3 Man-skewer Boltboyz damage based on average dice rolls
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
Amount of damage after saves based on average dice rolls
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
Based on average dice rolls
Again, looking at the damage after saves:
Save
Unsaved Damage
–
1.5
6+
1.3
5+
1.0
4+
0.8
3+
0.5
Amount of damage after saves based on average dice rolls
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.
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.
I started my Warscroll Reviews with possibly the greatest unit inside Age of Sigmar, the Hobgrot Slittaz. I continue it today with another Kruleboyz unit, the Beast-Skewer Killbow.
This is the only artillery unit available not only to Kruleboyz, but to Orruk Warclans in general. But is it worth the 130 points?
With only five wounds and a 5+ save it won’t stand up to much and has very little built in defense. On top of that, if it moves you’ll find that it’s shooting is affected. In competitive play, the Killbow is usually dropped in favour of other monsters that they have available to them.
Army Role
This unit is perfect for taking down large models with lots of wounds. They especially excel inside Big Yellers lists where they’re given an additional 3″ range and the opportunity to re-roll a single hit roll in the shooting phase of the first turn. This ability means they have a reach of 27″ and a 97% chance to successfully hit their target in the first turn
Combinations
Firstly there’s the allegiance abilities. The one that suits the Beast-Skewer Killbow 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. As mentioned previously this pulls their first turn hit chance up from 83% to 97%.
Grinin’ Blades’ Out of Da Mists also applies to the Beast-Skewer Killbow, 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.
Although Generals with the Egomaniak command trait can use Beast-Skewer Killbow to offload their wounds on a 4+ to, there are very few situations where you would do actually do this.
You may also use Supa Sneaky on the Beast-Skewer Killbow. This may be useful after a bad deployment to move it away from a threatening unit and safely inside your own deployment area.
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 Beast-Skewer Killbow 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 only 1 damage caused on average and bring 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 Beast-Skewer Killbow 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 Beast-Skewer Killbow‘s 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″
1
0.5
0.3
See Damage Table
Hasty Shot (Big Yellers)
20″
1
0.5
0.3
See Damage Table
Aimed Shot
24″
1
0.8
0.5
See Damage Table
Aimed Shot (Big Yellers)
27″
1
0.8
0.5
See Damage Table
Based on average dice rolls
Damage is different with the Beast-Skewer Killbow so the below table shows the average damage for different unit types.
Unit Type
Damage Dice Rolled
Average Damage Caused
Single Wound Models
1
2.3
Two Wound Models
2
2.6
Five Wound Models
5
3.7
14 Wound Monsters
14
6.6
35 Wound Mega-gargant
35
12
Killbow damage based on average dice rolls
When compared to a similar cost unit of 3 Man-skewer Boltboyz the damage output is greater when targeting units with more than a five Wound characteristic. Anything less than that and the Man-skewer Boltboyz are a better damage dealer.
Attack
Threat Range
# of Attacks
Av # of Hits
Av # of Wounds
Damage Output (Pre-save)
Hasty Shot
17″
6
2 +1 Mortal
1.3 +1 Mortal
4.6
Hasty Shot (Big Yellers)
20″
6
2 +1 Mortal
1.3 +1 Mortal
4.6
Aimed Shot
24″
3
2.5
1.6
3.2
Aimed Shot (Big Yellers)
27″
3
2.5
1.6
3.2
Unit of 3 Man-skewer Boltboyz damage based on average dice rolls
Melee Attacks
Tier 4* attacks with a fairly standard threat range of 12″ (movement + charge) plus a 1″ reach once in combat. Only three attacks, you’ll only get one hit before saves with this weapon. Avoid melee combat.
Attack
Threat Range
# of Attacks
Av # of Hits
Av # of Wounds
Damage Output (Pre-save)
Jaggedy Blades
12″
3
1.5
0.75
0.75
Based on average dice rolls
Resilience
With five wounds, bravery 5 and a save of 5+, it’s not going to stand up to much punishment. That being said, as mentioned earlier, you could use Dirty Tricks: Coveredin Mud to keep it hidden in terrain from enemy ranged attacks. This forces the enemy into making melee contact with it when it’s likely deep within your deployment area.
The unit itself would need to suffer the following hits from each rend to almost guarantee its destruction:
EDIT: after talking to Declan and others at Woehammer, they disagree that he can be included and believe this still needs clarification with the FAQ team at GW due to the below images from the Battletome.
Kraggy’s Warmaster Rule
His keywords
Orruk Warclans Allegiance Rules
A few days ago I asked whether Gordrakk could be included in a Kruleboyz or Savage Orruk list. The response was a resounding NO!
However, before asking everyone on Reddit, I also emailed GW to ask them. Today I had the response.
Well that certainly makes things interesting. Whether he’d be any good in a Kruleboyz or Savage Orruk list is another question….
After an incredible run ended at Quest of Champions, I’ve decided to take a fun army to Hampshire GT this weekend. But… I couldn’t bring myself to leave the Big Waaagh behind yet. So, I searched the book for something new to add and didn’t need to look far. I’d recently painted some new models so they were top of my list. The good news is that they are likely to be fun.
I’ve covered his painting a little in a Hobby update, having painted him to gaming standard last year, struggled with the old warscroll, and only finished him last month when Tom wanted to borrow him.
His new Warscroll is giving him a new lease of life and seeing so many of them at Quest of Champions last weekend has convinced me to give him a go.
Man-Skewer Bolt Boyz
Also covered in their own Hobby Update, these were painted for Peter at Battle of the Burning Skies but unfortunately he didn’t get to it so the ladz have been languishing on my painting shelf staring at my Gitz! The other Big Waaagh lists last weekend both brought 6 of these, but with Kraggy there aren’t that many points spare, so I’ve brought only 3 of them for a little fun sniping.
The List – Big Waaagh!
Allegiance: Big Waaagh! – Mortal Realm: Ghur – Grand Strategy: Hold the Line – Triumphs:
Leaders Kragnos, The End of Empires (720)* Orruk Warchanter (115)* – General – Command Trait: Touched by the Waaagh! – Artefact: Arcane Tome (Universal Artefact) – Warbeat: Fixin’ Beat – Lore of the Weird: Da Great Big Green Hand of Gork Wurrgog Prophet (150)* – Lore of the Savage Beast: Gorkamorka’s War Cry
Battleline 10 x Orruk Brutes (320)* – Jagged Gore-hackas – 2x Gore Choppas – Reinforced x 1 10 x Orruk Brutes (320)* – Jagged Gore-hackas – 2x Gore Choppas – Reinforced x 1 5 x Orruk Ardboys (85)* – 1x Gorkamorka Banner Bearers
Units 3 x Orruk Gore-gruntas (170)* – Jagged Gore-hackas 3 x Man-skewer Boltboyz (120)*
This was perhaps my most difficult decision – Each battalion gave different benefits and would both be viable choices, but in the end I went for the Battle Regiment and the 1 drop. With Kragnos in the army I think I need to know who is going first (or a 50/50 if I meet a fellow one-drop), because against anything with Mortal Wound shooting I can deploy Kraggy at the back next to the Warchanter – and go for the teleport.
9″ charge of 3D6 with a re-roll has a very good chance of hitting home. Sure if my opponent also has screens I’m in all sorts of trouble but that’s the fun of Kraggy.
The disadvantage here is that the Wurrgog is now on 6+ ward save, not the usual 4+ ward save so that he is very likely to kill himself. I’ll need to use him more as a 2 cast wizard for Mystic Shield onto Kraggy and using his Warscroll spell for any hordes I might face.
The Rulespack
Yes, I even read the rulespack and that was one of the reasons I decided to make the change to the army and bring something different.
Extract from Hampshire GT Rulespack
Making Minor Wins / Minor Losses more likely is a great way to potentially break up the pack… and my Big Waaagh list tends to win or lose by small amounts meaning Major Wins are slightly more difficult under this rule for my usual army.
Kraggy either wins big…. or get’s shot by Sentinels / Longstrikes / Dragons so I may be able to avoid those Minor Wins. This rule also gives you something to play for if its a ‘guaranteed loss’ game… get close – get a minor win and 10 TPs (better than a defeat at 0 TPs).
If you’re going as well, come and say hi – I’ll be rolling dice on the bottom tables likely, but I’m sure Kragnos will make it fun whilst I do so!
— Declan
(*) Actually I wrote this before his article was released, but it’s great fun to ‘blame’ PlasticCraic for this car crash of a list! Wish me a lot of luck.