Tag Archives: Tournament

The Battle of Burning Skies Preview

This weekend I’m taking part in my first AoS tournament, Battle of Burning Skies is run by the legends at Savage Hammer Gaming and Greetings from the Warp, and is sponsored by none other than fellow Woehammerer Sarah and SCN Hobbies.

This is my first tournament of any kind since 1999 (yes, I’m that old). All the lists are available on Best Coast Pairing if you have a subscription so I thought I would cover three of the lists which I believe have the potential to win.

Savage Hammer Gaming have a number of events upcoming this year all based in Bedford, for both 40k and AoS. So if you want to keep updated on them or want to come along to an event why not check them out on Eventbrite.

Favourite Declan Waters – Big Waaagh!

Declan has come off the back of two tournament tournament wins and a second place, being undefeated in all three. A win at Dazmaul Wargaming and the Chumpionship tournament, and a second place at Raging Rivers so its hard to ignore his potential to make it three wins on the trot. Declan is running his favourite Big Waaagh! once more which suits his punch second gaming style.

Allegiance: Big Waaagh!
– Grand Strategy: Hold the Line
– Triumphs:

Leaders
Megaboss on Maw-Krusha
(480)*
– General
– Boss Choppa and Rip-tooth fist
– Command Trait: Touched by the Waaagh!
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Fast ‘Un
– Lore of the Weird: Da Great Big Green Hand of Gork

Wurrgog Prophet (150)*
– Artefact: Glowin’ Tattooz
– Universal Spell Lore: Flaming Weapon

Orruk Warchanter (115)*
– Warbeat: Fixin’ Beat

Orruk Warchanter (115)*
– Warbeat: Fixin’ Beat

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

5 x Orruk Ardboys (85)***
– 1x Gorkamorka Banner Bearers

Units
4 x Ironskull’s Boyz
(80)***
3 x Orruk Gore-gruntas (170)**
– Jagged Gore-hackas

2 x Savage Big Stabbas (80)*

Core Battalions
*Warlord
**Hunters of the Heartlands
***Ironjawz Fist

Additional Enhancements
Artefact

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Christine Coram – Ironjaws

After starting the year playing Daughters of Khaine, Christine swapped to her old favourites Ironjaws for the Chumpionship, and boy what a swap! Christine finished 2nd in the event to Declan with her Ironjaws list and I’ve no doubt her list has the potential for three wins this weekend. WHAT’S THAT COMING OVER THE HILL? IS IT KRAGNOS, IS IT KRAGNOOOOSSSS?! Lots of big stompy monsters here, with a recently upgraded Kragnos who can do a lot of heavy lifting alongside the ubiquitous Maw-Krusha. This list is bound to crush face.

Army Faction: Orruk Warclans
– Army Type: Ironjawz
Army Subfaction: Bloodtoofs
– Grand Strategy: Beast Master
– Triumphs: Bloodthirsty

LEADER

Kragnos (720)

Megaboss on Maw-krusha (480)*
– General
– Command Traits: Mega Bossy
– Boss Gore-hacka and Choppa
– Artefacts: Destroyer
– Mount Traits: Loud ’Un

Orruk Warchanter (115)*
Orruk Weirdnob Shaman (90)*

BATTLELINE
3x Orruk Gore-gruntas
(170)*
5x Orruk Ardboys (85)*
5x Orruk Brutes (160)*
5x Orruk Brutes (160)*

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1980/2000)

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Christian Moore – Legion of the First Prince

We’ve seen versions of Christian’s list on many top 3’s recently so it’s hard to ignore the potential for him to place high up in the rankings this weekend. Christian is a seasoned pro and went 5-0 at Blackout V with his Soulblight Dynasty he has swapped them this time around for Legion and I think he has the potential to push Declan to the end on this one.

Army Faction: Legion of the First Prince
– Grand Strategy: Prized Sorcery
– Triumph: Inspired

LEADERS
Kairos Fateweaver
(435)
– Spells: The Master’s Command

Be’lakor (360)*
– Spells: The Master’s Command

Slaves to Darkness Daemon Prince (210)*
– General
– Mark of Chaos: Khorne
– Command Traits: Ruinous Aura
– Daemonic Axe and Malefic Talons
– Artefacts of Power: Armour of the Pact

The Contorted Epitome (255)*
– Artefacts of Power: Fourfold Blade
– Spells: Flaming Weapon, The Master’s Command


BATTLELINE
10 x Horrors of Tzeentch (Pink) (250)**
10 x Horrors of Tzeentch (Pink) (250)**
5 x Flesh Hounds (105)**

ENDLESS SPELLS & INVOCATIONS
1 x Emerald Lifeswarm (60)
1 x Umbral Spellportal (70)

CORE BATTALIONS
– *Command Entourage
– **Hunters of the Heartlands

TOTAL POINTS: 1995/2000

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As for me…. I’m running Kruleboyz

I in no way believe my list is a contender for any of the top tables and I’ll be happy to walk away with one win this weekend. I have already made one mistake with this list, Levitate! What was I thinking!!!!

Army Faction: Orruk Warclans
Army Type: Kruleboyz
– Subfaction: Big Yellers
– Grand Strategy: Hold the Line
– Triumph: Inspired

LEADERS
Gobsprakk (280)
– Spells: Choking Mist

Swampboss Skumdrekk (320)*
– General

Swampcalla Shaman and Pot-grot (105)*
– Artefacts of Power: Arcane Tome
– Spells: Levitate

BATTLELINE
9 x Man-skewer Boltboyz
(360)*
– Reinforced: Twice
6 x Man-skewer Boltboyz (240)*
– Reinforced: Once
10 x Gutrippaz (180)*
– Wicked Stikka

ARTILLERY
1 x Beast-skewer Killbow
(130)*

OTHER
3 x Rippa’s Snarlfangs
(70)
3 x Fellwater Troggoths (155)
10 x Hobgrot Slittaz (80)*
10 x Hobgrot Slittaz (80)*

CORE BATTALIONS
– *Battle Regiment

TOTAL POINTS: 2000/2000

All the Entries this Weekend

Andrew Hartwell Ironjawz/Bloodtoofs
Andy Zielinski Gloomspite Gitz
Ash Coleman Lumineth Realm-Lords/Syar
Billy Burrows Maggotkin of Nurgle
Christian Moore Legion of the First Prince
Christine Coram Ironjawz/Bloodtoofs
Dan Wright Maggotkin of Nurgle
Declan Waters Big Waaagh!
Iain Carsberg Disciples of Tzeentch/Pyrofane Cult
Joel Cooper Skaventide
Jon Keightley Ironjawz/Ironsunz
Jonathon Quinn Flesh-eater Courts/Blisterskin
Kat Binley Sons of Behemay/Taker Tribe
Mark Cullen Ogor Mawtribes/Bloodgullet
Matthew Tyler Daughters of Khaine/Hagg Nar
Max Barton Stormcast Eternals/Hammers of Sigmar
Paul Coram Idoneth Deepkin/Fuethan
Peter Holland Kruleboyz/Big Yellers
Rhys Syllabanks Flesh-eater Courts/Gristlegore
Ross Brace Idoneth Deekin/Dhom-Hain
Tom Meaker Bonesplitterz/Icebone
Wayne Cooper Seraphon/Thunder Lizard
Will Holley Kharadron Overlords/Barak-Mhornar

Tournament Preparation – Tri-Wiz (One Day – Warmaster)

There are a few more Warmaster tournaments being run in the UK at the moment, with resin armies being a great way for players to get back into Warmaster (or to play it for the first time).

Saffron Walden (just south of Cambridge) is a long-running tournament ran by Janners and Jim the Gent and had been growing before COVID interupted the world. Well it was back on Saturday and I planned to take along my Goblins. But what to take…?

From the Tri-Wiz Facebook page

For me Goblins need to be a horde army, and Warmaster delivers this option in spades. I’d also recently got some new squigs and painted them up for the tournament (more on those in a future Hobby Update) and so came up with this.

Created by the Warmaster Army Builder webpage

Characters

The army is led by nine (9!) characters because Goblins fail command rolls a lot… and I mean a lot! So I’ve got a general (only command 8), 4 Heroes (2 riding Wyverns) and 4 Shamans (1 with a Scroll of Dispelling). The Wyverns are really the force multipliers here; being able to add 3 attacks to a combat and potentially reduce your opponent’s attacks due to terror is great – and with 100cm move they can wiz from one side of the battle line to the other reasonably easy.

The shamans bring a number of spells not available in most armies (most are limited to 2 wizards) and the fantasic Gerroff (move opponent’s units backwards) and Waaagh (extra attacks for Goblins and characters) can bring some unexpected punch or annoyance for the army.

Units – Goblins and Squig Herds

Warmaster games at Tri-Wiz would be timed or break point only, so I needed to ensure I could afford to lose units – to this end I brought 10 Goblins and 9 Squigs. For 30 points each these are a great way to get the break point to a good high level, and they can do some damage in combat – the Squigs especially are great value although the lack of armour can mean that an opponent rolling well will beat you in combats. Trust to the dice!

Units – Trolls

Although very expensive in a horde army and with -1 command in an army with shockingly low command the Trolls a much needed punch unit. With 5 attacks, 5+ save and a small regeneration ability they will cause a lot of mayhem and still only count as one break point. I’ve learnt with Trolls to only expect them to charge on initative though, so you are often limited in what you can charge – but when you succeeed with an order they will often steam roller anything in the game.

Units – Wolf Riders

I find 6 units of Wolf Riders to be the perfect number – they can harrass and their abilty to evade in any direction and set up more shooting is great – however the recent changes to fast cavalry rules mean that they can now be pursued by other cavalry, and so I would need to be more careful with them than previously.

Units – Pump Wagon

These little terrors don’t count towards break but at 50 points they are expensive… so I take one to cause people to think – Some goblins players take lots of them and do multiple charges into the same unit; however with D6 attacks (+2 for charge in open) they are the epitomy of dice; and I don’t always roll well – 1 is fun though and very Goblin themed.

Units – Spear Chukkas

The Goblin army is also allowed 4 units of Spear Chukkas but I think this is too many for the points, and so I just take 2. This is enough to cause significant damage to units in column (12 attacks) with no armour save allowed and can even scare off cavalry (8 attacks), with a good range (40cm). They suffer that if an opponent can kill my 2; they can easily kill another 2, which is a lot of easy break.

I’ll let you know how I got on later in the week! Happy Warmastering.

— Declan

Tournament Review – The Nameless King

The Nameless King was a 1 day, 3 game AoS tournament run by Speccles of Twitter fame! I wrote about the Big Waaagh army I took to the event here.

Here’s the list for those who missed the original article.

Allegiance: Big Waaagh!
– Grand Strategy: Hold the Line
– Triumphs: Inspired

Leaders
Megaboss on Maw-Krusha (480)*
– General
– Boss Choppa and Rip-tooth fist
– Command Trait: Touched by the Waaagh!
– Artefact: Arcane Tome (Universal Artefact)
– Mount Trait: Weird ‘Un
– Lore of the Weird: Da Great Big Green Hand of Gork
Orruk Warchanter (115)*
– Warbeat: Fixin’ Beat
Wurrgog Prophet (150)*
– Artefact: Glowin’ Tattooz
– Lore of the Savage Beast: Power of the Were-boar

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
5 x Orruk Ardboys (85)***
– 1x Gorkamorka Banner Bearers
5 x Orruk Ardboys (85)***
– 1x Gorkamorka Banner Bearers

Units
3 x Orruk Gore-gruntas (170)**
– Pig-iron Choppas
2 x Savage Big Stabbas (80)*
2 x Savage Big Stabbas (80)*

Core Battalions
*Warlord
**Hunters of the Heartlands
***Ironjawz Fist

Additional Enhancements
Artefact

Total: 1970 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 152
Drops: 11

Game 1 – Stormcast – Apex Predators

Game one was against Stormcast with 6 Longstrikes, teleporting on a 2+… but this had a twist. A Stardrake! You don’t often see these around because they are not a top tier warscroll for their points so it was great to see it on the table.

I was given the first turn, slightly advanced, and didn’t take any of the objectives as I didn’t want my heroes shot off the board. In response he shot at some Ardboyz and moved his Stardrake onto the centre objective.

Second turn, and I took Monstrous Takeover to take the right most objective, whilst my Brutes charged off his Aetherwing screen and a unit of Liberators. They were joined by a unit of Big Stabbas to increase the Waaagh points, whilst my Wurrgog moved up to bring the Stardrake into 12″ for next turn… hidden behind a screen of Ardboyz.

My Brutes were then shot to shreds, whilst the Stardrake charged into the Ardboyz – and so stayed within 12″ of the Wurrgog.

I got the third priority, he destroyed the objective with my MawKrusha on it… so I triggered the Mask on the StarDrake and did 14 wounds before the Wurrgogg died, this was enough for the MawKrusha to come barelling in, killing the Stardrake and getting the objective!

Wurrgog after the staring!

This gave the Longstrikes too much to shoot at and I ended up with a small 12-8 victory.

Game 2 vs Sons of Behemat – Feral Foray

A 3 Mega-Gargant, 3 mini-gargant list which ran at me… quickly! He smashed into the screens and the Gatebreaker hit the Orruk Brutes. I swung back, stared at the Gatebreaker doing 16 wounds before dying, but it was enough for the Brutes to finish him off.

They are big…!

The MawKrusha charged the mini-Gargants and killed them all with the significant help of the second unit of Brutes… they nearly killed the Maw-Krusha in return… but he survivied… just!

This meant I could then fight the Kraken & Stomper killing them all by the top of turn 4… a win and a big one (19-1) in a game that is very difficult for the Gargants because of the number of objectives.

Game 3 v Stormcast – Techtonic Inteference

This was another shooting list, with 3 Longstrikes, 6 Crossbows and 5 of the bow chaps… so I needed to Alpha Strike. I do however tend to follow a rule that the Maw Krusha doesn’t charge turn 1 – this is because he fluffs … a lot! But I had my Triumph and command points and needed to do damage so I broke my rule, and the Gore Gruntas and Maw Krusha went in. I killed 2 Judicators on the stomp, and then swung with the MawKrusha with All Out Attack and Inspired Triumph (+1 to wound)… and did nothing! Only 7 wounds which were all saved on 4+ and 5+… oh very dear!

An embarassing attack!!

I had moved up the entire army though and gained 6 points in turn 1.

My opponent then shot off the Maw Krusha… just – but because it was in combat with most of the shooting there was limited moves towards the objectives.

In Turn 2 I racked up the max 6 point again, and cleared the judicators off the central objective, gaining Waagh points as the Bodyguard stayed alive. In response he failed to shift my army, but did kill 10 Brutes… this was now about survival!

Turn 3 saw the Wurrgog stare off the Bodyguard and rack up 4 points… but I forgot my Furious Advance and cost myself 2 points! I haven’t do that in a while …! His turn 3 killed most of the Ardboyz, and captured one of the objectives.

Turn 4 and I took 2 objectives and tried for Slay the Warlord with my Wurrgog… but this time he failed; rolled a 1; 6 wounds and only save 1 of them. I couldn’t keep going because he was holding an objective. So I couldn’t do much damage so over to him… to kill most of my army.

Priority 5 was still important as it would get me a vital few points if I got it… I rolled a 4; but he finally got the 6 he needed, took it and tabled my army – winning by 1 point!!! Such a close game and I still think the Maw Krusha move was right – no damage was so unlikely! Still it will make me think twice as the last time he charged turn 1 I lost as well (into Paul Scott’s Nurgle at March to War!)

So I finished 2-1 and 4th, only 1 point behind 3rd, and only 2 points behind 2nd (who got a 20-0 in his last game)… so close!

I’ll definitely be back though – great fun.

— Declan

If you want to read more Tournament Reviews we have a page listing them

Tournament Preparation – The Nameless King (One Day – AoS)

Tomorrow (January 29th 2022) I’ll be going to my first 1 dayer event this year. I love one dayer events – I get to try out new stuff have a bit of fun and still have Sunday available to be at home and spend some time with my family.

The Nameless King is and event being run by Boards and Swords which is a gaming store based in Derby. They run regular one day events and are only 75 minutes away from me… so a great local tournament.

I have said previously that I would bring Gloomspite Gitz to a one-dayer, but after my success at March to War with the Big Waaagh I want to see whether I can do well in a 20-0 system with them. At March to War I went 4-1 but took a ‘sit-back’ approach, which doesn’t always work for a 20-0 system. Sure, I can win, but can I win by enough?

Without any further ado, the army:

Allegiance: Big Waaagh!
– Grand Strategy: Hold the Line
– Triumphs: Inspired

Leaders
Megaboss on Maw-Krusha (480)*
 General
 Boss Choppa and Rip-tooth fist
 Command Trait: Touched by the Waaagh!
 Artefact: Arcane Tome (Universal Artefact)
 Mount Trait: Weird ‘Un
 Lore of the Weird: Da Great Big Green Hand of Gork
Orruk Warchanter (115)*
 Warbeat: Fixin’ Beat
Wurrgog Prophet (150)*
 Artefact: Glowin’ Tattooz
 Lore of the Savage Beast: Power of the Were-boar

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
5 x Orruk Ardboys (85)***
 1x Gorkamorka Banner Bearers
5 x Orruk Ardboys (85)***
 1x Gorkamorka Banner Bearers

Units
3 x Orruk Gore-gruntas (170)**
 Pig-iron Choppas
2 x Savage Big Stabbas (80)*
2 x Savage Big Stabbas (80)*

Core Battalions
*Warlord
**Hunters of the Heartlands
***Ironjawz Fist

Additional Enhancements
Artefact

Total: 1970 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 152
Drops: 11

This is almost the same army as I took to March to War so to get an idea of how it works look here!

All Change…

… or not! The only change here is dropping the Marshcrawler Sloggoth for 2 x 2 Big Stabbas.

2 x 2 Big Stabbas… with a couple of conversions in there!

I raided my Gargants Bitz Box to find two big weapons for my second set of Big Stabbas and I think they work a treat. But… why Big Stabbas? During March to War I found that I reached the +1 to hit threshold a lot earlier than I had anticipated (by turn 2 most of the time). And so I have decided to replace him. I still have only a few Kruleboyz painted and I haven’t settled on a scheme so it was either 2 x 5 Ardboyz, or 2 x 2 Big Stabbas… as it gave me an excuse to get painting I’ve picked the Big Stabbas.

8 wounds for 80 points, 6+/6++ save means that an opponent will need to dedicate resources to killing them, and they can be teleported by Hand of Gork if required. At bravery six, they are unlikely to die to battleshock – they’ll either die or be alive!

During March to War I found my lack of rend a bit of an issue, so 3 attacks, 3+/3+/-2/2 is not a bad damage profile. With a 3″ range they can also hide behind units and still attack if the front unit is charged. Da Final Fling is also a great bonus few damage especially if I have to play a Seraphon monster list or the Sons of Behemat.

My only two other changes were switching out Smelly Un for Weird Un (4+ mortal wound save vs spells) and giving the Wurgogg a spell to slightly boost the movement and charge of the Big Stabbas.

As always I’ll let you know how I get on –

— Declan

One to Watch: PSU March to War

As a professional (*) and competitive (**) AoS player I like to look at lists before a tournament and spot the eventual winners. Sure, anyone can select the Dragon list or Morathi and Bow Snakes but in this occasional series I’ll be picking an army that should win…! However like Radio 4 picking a horse (***)… this may not be the best omen.

For the first article in this series I’ve gone through the lists attending Purple Sparkly Unicorns – March to War – and picked out my favourite list (and it’s not mine!!).

Aidan Clieve

Allegiance: Maggotkin of Nurgle
– Subfaction: Befouling Host
– Grand Strategy: Hold the Line
– Triumphs: Indomitable
Great Unclean One (495)*
– General
– Plague Flail & Massive Bilesword
– Command Trait: Nurgling Infestation
– Artefact: The Witherstave
– Lore of Virulence: Fleshy Abundance
Bloab Rotspawned (300)
– Lore of Malignance: Rancid Visitations
Festus the Leechlord (150)*
– Lore of Malignance: Gift of Disease
Spoilpox Scrivener, Herald of Nurgle (120)*
20 x Plaguebearers (300)*
– Reinforced x 1
20 x Plaguebearers (300)*
– Reinforced x 1
1 x Beasts of Nurgle (110)*
1 x Beasts of Nurgle (110)*
1 x Beasts of Nurgle (110)*
*Battle Regiment

Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 146
Drops: 2

Stirring a pot of disease

As the newest army book on the block I’m looking forward to seeing them in the flesh, so I was always going to pick one of the three Nurgle lists for this preview.

Aiden has gone for a 2-drop so has a great chance of going when they want. It’ll still struggle against the few 1-drops in the tournament but I’m sure Nurgle can take a punch.

I’ve selected this army because its got a good mix from the Daemon side of the book as well as scratching the horde itch (40 Plaguebearers) in a meta that doesn’t see many hordes and so opponents may struggle against it. It also has 3 Beasts of Nurgle which at 110 points seem to be reasonable value for their versatility. All of these are battleline as well, so Hold the Line should be easy — or at least difficult to prevent.

There are also 2 Monsters – a Great Unclean One which will allow Battle Tactics including Monstrous Takeover, whilst making it difficult to get a +1 point for killing it… they are tough big buggers. And the second Monster is Bloab Rotspawned which is my favourite Maggoth Lord. The Miasma of Pestilence is a great spell and on a 6+ its got a chance to be cast – especially with his +1 casting from Windspeaker Bells.

I hope to catch a few pictures of this at the tournament if my games don’t go the full time!

Which list is your favourite to take out the tournament?

— Declan

(*) – well, I’ve won some best sports and 1 wooden spoon… and a raffle prize!
(**) – I would be… if Gitz were better
(***) A bit of a niche joke here… if it’s galloping over your head that’s fine.

Tournament Preparation – March to War

In January (22nd & 23rd 2022) Purple Sparkly Unicorns are presenting March to War. They are a great fun group who can often be seen at tournaments sporting their unmissable club shirts!

It is a VERY sparkly Unicorn

This is my first tournament of the year, and the first since the FAQ drop and points changes, so I was unsure what to take. Regular readers will know I have a ‘reasonable’ collection consisting of most Destruction models. I was very tempted to use Kragnos to see how his new warscroll would work, or I could use an Ogor army and see why the US scene is running 4 Ironblasters…! Unfortunately I didn’t have them painted, and after Kragnos (v1) embarrassed himself at a THWG event last year, I wasn’t sure I trusted him in a two day tournament.

So next on the option list was Gitz… I am fortunate to have some 1 day tournaments booked in for later in the year and the Gitz are likely to make an appearance there… but in a world with Gargants, Sentinels, Krganos inspired Ogors, and Dragons… loads of Dragons … I don’t really want to play 5 games and lose all of them. I do try to avoid wooden spoons!

So that brought me back – in a very round-about-way – to the Warclans book. I had success with on release including a 4-1 at Leicester and temporarily gaining the ‘Best Ironjawz’ tag on Bad Dice Rankings. But I’d played them a lot in 2021, so perhaps something different? I have very few Bonesplitters and – although I have lots of Kruleboyz – I really want to have Hobgrots be good… so I haven’t painted much yet.

So why not Big Waaagh! Well the answer may be in the stats that The Honest Wargamer has given us!

Not taken very often!
With only 38 games played, Big Waagh is struggling against most opposition

So there was only one option really… let’s see if I can get them working!

Planning

What would the army include? Well as I have experience of the Ironjawz – and had lots painted – I would use these as a basis… what did that mean? Brutes… lots of Brutes!

Brutes and more Brutes!

The List

Allegiance: Big Waaagh!
– Grand Strategy: Hold the Line
– Triumphs: Inspired

Leaders
Megaboss on Maw-Krusha (480)*
 General
 Boss Choppa and Rip-tooth fist
 Command Trait: Touched by the Waaagh!
 Artefact: Arcane Tome (Universal Artefact)
 Mount Trait: Smelly ‘Un
 Lore of the Weird: Da Great Big Green Hand of Gork
Orruk Warchanter (115)*
 Warbeat: Fixin’ Beat
Wurrgog Prophet (150)*
 Artefact: Glowin’ Tattooz
 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
5 x Orruk Ardboys (85)***
 1x Gorkamorka Banner Bearers
5 x Orruk Ardboys (85)***
 1x Gorkamorka Banner Bearers

Units
1 x Marshcrawla Sloggoth (150)*
3 x Orruk Gore-gruntas (170)**
 Jagged Gore-hackas

Core Battalions
*Warlord
**Hunters of the Heartlands
***Ironjawz Fist
Additional Enhancements
Artefact

Total: 1960 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 148
Drops: 10

It’s another 10 drop… so I’m not going to decide who goes first… and with Big Waaagh I need to survive a few turns. Hopefully I won’t play dragons too often. However the Maw Krusha and Gore Gruntas have a reasonable turn 1 threat range to encourage my opponents to deploy more carefully. Will it work? We will see.

Character 1 – Megaboss on Maw-Krusha

The Megaboss on Maw-Krusha is a great unit, and a fun warscroll and is currently an auto-include in every Ironjawz list I have seen to date. His equipment is easy – a Rip Tooth for a 3+ armour save is this only real option.

I then make his mount a ‘Smelly ‘Un’ which is my go-to option at the moment, as it makes opponents -1 to hit in combat if you don’t charge. Perfect if you plan to alpha strike and then survive an opponent’s turn.

With the change in the Amulet of Destiny I have given him a Arcane Tome to allow my to take Touched by the Waaagh – to get up to +3 to cast – and Hand of Gork – so I can get closer to the enemy for those all important early charges.

Character 2Warchanter

I have only taken one this time, and he gives +2 Waaagh points a turn so I’ll need to protect him. If there’s no terrain he’ll hide behind the Maw-Krusha. As he’ll be hiding he’s been given Fixin’ Beat so he can heal anything that the Maw Krusha wounds with Touched by the Waaagh.

Character 3 – Wurrgog Prophet

I fought against 4 of these at Reading and they were great fun to play against. They can cast and dispel 2 spells, give +1 Waaagh Point and have a 4+ ward because of the Glowy Tattoos. But the best thing is his mask – and I hope to be able to stare down the enemy:

I can use this to keep units honest or just blow up the head of a Gargant – sure it requires a bit of luck and I’m rubbish at ‘push your luck’ mechanics but it’ll be fun and the 4+ ward save can be used against these mortal wounds so he has some protection.

Units 1 & 2 – 10 Brutes, 10 Brutes

20 Brutes, 3 wounds at 4+ save and Jagged Gore-Hackas. These guys can push out some serious damage, can stop 1 wound models counting on objectives (looking at Pink Horrors here!) and can be used as a screen if that is what’s needed. Plus they are great models, and who doesn’t love great models. They are definitely significantly better with the Warchanter buff (+1 damage) on them but I also love their movement shenanigans with redeploy and counter charge. They can suddenly be on an objective that your opponent thinks is safe.

They are also both in the War in the Heartlands battalion to stop monsters using their monstrous rampage abilities – this is great to guarantee that they can have the +1 to save (they rarely need the +1 to hit because they get this naturally against 4 wound models and I’ve got a Marshcrawler Troggoth).

If you’re unsure how Brutes work, you’re also in luck, for there’s an article on this very blog on it. Just here.

Units 3,4 & 5 – 5 Ardboys, 5 Ardboys, 5 Ardboys

Screens… lots of screens… and more screens! Also helping with Hold the Line or if I need to leave some objectives with small guards. My intention is to Hand of Gork these units near the enemy and then make a charge against a relatively small unit for the bonus Waaagh points. I’ll get +1 for charging, and an additional 1 if I’m still within 3″ of enemy at the end of the combat phase – so I’ll be wanting to charge weak screens here.

Unit 6 – Marshcrawler Troggoth

My only Kruleboyz unit and one I’ve used before – in my Squig Army at BoBo. He’s not bad, doesn’t count as a Orruk (unfortunately) but gives a huge bubble for +1 to hit. Why would I need him with the Brutes getting a natural +1 often and being able to use All Out Attack? Well he’s super cheap and can reduce the ability of -1 to hit to hurt my army. Plus it’s got Grots of it… and a Troggoth! So it’s like I’m still taking Gitz.

I’ve written further about this in a past article.

Unit 7 – Gore Gruntas

Despite their points increase they are still quick (super quick with Mighty Destroyers) and I’ll use them as a screen or to gain a cheeky +1 Waaagh point if I fail a Hand of Gork on the Ardboyz. Added to this the internet says they are good, so maybe my opponents will spend too much time trying to kill them… please!!

Big Waaagh! Grand Strategy & Triumph

For my Grand Strategy I have gone with Hold the Line – 5 units of tough Orruks are going to be difficult to kill especially as I can Hand of Gork them into corners if need be. There were a few other options, but this is the one I normally use so it is easier to remember!

With 40 points spare I may get a Triumph and so Inspired will allow me to get +1 wound – probably on the Maw Krusha or on a unit of Brutes if I manage to get the Warchanter buff on them.

Finally I have one additional thing to remember on Big Waaagh – there is a Battle Tactic I can do… Wait for it Ladz is successful if you start a turn with 24 Waaagh points and end with at least 30. It means I can’t call the Waaagh (which is +1 attack), but if I get that high it’ll likely be too late to use it effectively anyway. You can also use this when already on 30 so it’s a possible last turn Battle Tactics even if I’ve not got a lot left.

Waaagh Points!

Big Waaagh was very popular in AOS2 under the previous Warclans book, but it’s taken a hit this time with fewer points awarded and fewer rewards for your time… but I think I can make it work. I tend to sit back a little and wait to see what happens (except against those with a lot of range firepower and mobility like Longstrikes, Sentinels & Bow Snakes). So I should be able to accumulate some points.

I’ll get D6+3 each turn all 3 characters are alive, so they’ll be hiding a lot and they trigger at thresholds:

8++1 to Run for Orruks
10++1 to Charge for Orruks
12++1 Cast, Dispel, Unbind
16++1 to hit in Melee for Orruks
20++1 to wound in Melee for Orruks
24+Can call Waaagh. +1 attack, lose all points at end of phase

So I think I can get to 12+ with luck by turn 2 and 20+ by turn 3. The real question is whether I can stay alive long enough to crank up the Waaagh Points and get to the good stuff!

Finally… Bad Dice Rankings

And then as a bit of fun I’m going to see if I can get top Big Waaagh player (UK). Currently this is held on 38 points from a pre-book tournament in 2021… This means with 38 players I’ll need to finish 22nd or higher – it’s possible but I may need some luck. I just need to remember that the units I am using are good – even if the allegiance ability is probably a bit weak.

If you’re at the tournament come along and say hi! I love to speak to fellow gamers.

— Declan

Datasheet Review – Astra Militarum Manticore

In my summary post of 2021 I promised that we would be posting more tactica and army lists in the coming year. What better way to start that than with a kit I received for Christmas?

So the first question is what should you build? As with all tank kits I personally feel they’re way to expensive to build as a single kit with set loadout so like with all my other kits I will be magnetising the kit to make both the Manticore and the Deathstrike – I’ll post a how to once I’ve figured it out myself! 🙂

Manticore

Courtesy of the GW 40k app and Warhammer+

The Manticore is almost a standard go to unit for competition Militarum lists, with board wide range not needing line of sight and 2D6 shots hitting at S10. You only have four rockets per game, but on average a single rocket can deliver 3 hits and will wound T5 targets on 2+. But you’re probably not going to want to expend your ammo on troops, but the enemies much loved tanks however are a different kettle of fish. This will wound most tanks on 3+ meaning out of your seven shots, two to three will wound on average, with one or two of those likely to get through the targets armour after the -2 AP. With D3 damage per hit which can be improved to a flat 3 damage if you give Tank Aces: Full Payload, this will mean you’re taking on average between two to three wounds off your target in the turn (or 6 with Full Payload).

Target Toughness/SaveAv ShotsHitsWoundsUnsaved
T6+ with 3+ Save73.52.31.5
Up to T5 with 3+ Save73.52.91.9

Now that doesn’t sound ground-breaking, but remember that’s average, if you’re rolling well and you have Full Payload equipped the tank will do a further three wounds for each unsaved hit, that’s some serious punch.

The drawback is the Militarum ballistic skill, with 4+ only half your shots may hit your targets. You can improve this, firstly with an additional five points you can purchase an Augur array which will allow you to re-roll a single failed hit roll per battle for that Manticore, well worth the points if successful.

For one CP you can also use the Direct Onslaught stratagem from Psychic Awakening: The Greater Good. This allows the Manticore to add 1 to its hit roll if it can see it’s target.

I would take two Manticores in any list where I’m looking to include them. Keep them out of sight and just use them to bombard enemy high toughness targets. You’re taking two for redundancy options as your opponent will soon destroy them once he realises what they can do.

Make sure you include the 5pt Hunter-Killer missile for the single S10 shot that’s AP-2 and can do D6 damage (or flat 6 if you have Full Payload equipped). Worth the points! I then choose the Heavy Flamer and Stubber for defensive purposes in case anyone decides to charge it.

Manticore (160 points)
Augur array
Heavy Flamer
Heavy Stubber
Hunter-Killer missile

Battle of the Burning Skies

So I’m biting the bullet and diving into my first tournament since 1999….. Yes I’m that old.

I’m attending the Battle of the Burning Skies in Northamptonshire on 26th March. Tickets for which are available here. The tournament has been organised jointly between the fantastic peeps at both Savage Hammer Gaming and Greetings from the Warp.

It’s a 2,000 point the day event of AoS.

I’m a little rusty with AoS having only played one game against my A.I. ruleset in 3rd. One game in 2nd and a few in the first edition. Time to get some practice in.

I own three armies for AoS, Cities of Sigmar, Kharadron Overlords and Kruleboyz. I’m going to go with Kruleboyz as they’re probably the most competitive out of the three and I don’t want to be spanked in every game by taking my pure old school Dispossessed list.

So my list?

Well this is my first draft after some consultation with @rightangle79. And will in all likelihood get changed as the tournament draws closer.

Allegiance : Orruk Warclans
Subfaction : Big Yellers
Army Type : Kruleboyz
Grand Strategy : Hold the Line
Triumphs : Inspired

Leaders
———-
Gobsprakk (General) (300 pts)
– Spell: Choking Mist
Swampcalla Shaman and Pot-grot (105 pts)
– Artefact: Eye-biter Ash
– Spell: Nasty Hex
Snatchaboss on Sludgeraker Beast (315 pts)
Killaboss with Stab-Grot (110 pts)

Battleline
———-
Man-skewer Boltboyz (120 pts)
Man-skewer Boltboyz (360 pts)
– Reinforced: Twice
Gutrippaz (180 pts)
Gutrippaz (180 pts)

Units
———-
Rippa’s Snarlfangs (Ally) (70 pts)

Artillery
———-
Beast-skewer Killbow (130 pts)
Beast-skewer Killbow (130 pts)

Total Points : 2000 pts

We’ll see how the practice games go…..

Tournament Preparation – BoBo 2021

As I prepare for another event the Age of Chumps are attending the November edition of the BoBo event. The last of these was run when I was at Carnage last month, so really happy to be finally going to one of the events. – I’ve not been since Chrimbobo in 2018, which seems like an age ago!

Looking through the event pack, they are using the 20-0 system based on victory point difference:

I like this scoring system for those armies that normally struggle as there is always something to play for. This was especially relevant because of the awards available:

Trophies for all the Battletomes!

So, with a scoring system that rewards you even when losing, and a possibility of my Gitz actually picking up a trophy there was only one option… the Gloomspite Gitz would ride again!

Those who may have read my last article on the Gitz – A Gloomy Outing – will know that I struggled the last time I took the Squigs, but with a change in the FAQ, the main disadvantage of the Hoppers has been corrected.

This resolves a major issue I had with the Squig Hopper units where an enemy would ‘tag’ them in combat and they were neutered. Now we can retreat and still do mortal wounds, I hoped to get good value out of the 20 Squig Hoppers I intended to take. That said, there were still some changes to be made so I’m intending to take this:

General: Loonboss on Mangler Squig

The Loonboss on Mangler Squig is an expensive chap at 310 points, and I never seem to be able to get my worth out of him… he can (technically) hit like a train, but I always miss with him and his 12 wounds makes him very squishy… his random movement with no damage is okay (3D6″) but with a few wounds it can fall dramatically. That said he does have the greatest warscroll damage table in the game (he gets worse, then better!) which is a great use of design space.

He has the Arcane Tome (Flaming Weapon) so that I can give him the command trait Dodgy Character (re-roll successful attacks against him). I hope that this will allow him to charge a unit and ignore unleash hell, or put off Sentinels and Longstrikes from shooting at him. However I fear he will die often!

He’s not a complete loss in a Squig army though, as his command ability is +1 to wound for all friendly squig units wholly within 18″. Making the Squig Herd not too shabby.

Madcap Shaman

This little guy is squishy… like very squishy, but he holds my second artefact – Moonface Mommet. This little doll causes an enemy unit within 12″ to be at -1 armour save… I’ll deploy him with the Squig Herd, and hope he survives longer than a Spinal Tap Drummer… although at 4 wounds I don’t hold out much hope. He has Hand of Gork for the threat, but will likely cast Mystic Shield on the Squig Herd more often.

Fungoid Cave-Shaman

My third character and third wizard has a 4+ ward so effectively twice as many wounds as the Madcap. He can give command points on a 4+ and also comes with Hand of Gork… although he’s likely to try to cast it.

Battleline 1 – 36 Squig Herd

I love these vicious little blighters and at 72 wounds, they are more resilient than a Gargant at the same points (480 points), and can do some damage with 2 attacks at rend 1. They also explode if they flee, and can come back as an 18 Squig Herd if they die…. big, unwieldy, slow, off-meta but such great models with loads of character. They’ll be at the front of the army with the Mangler, Madcap and Mirebrute hiding within 18″, 12″ and 18″ of them!

With all out attack they attack in ranks of 2 (reach 1″) with 2 attacks each (see Snufflers below to increase this), 3+/2+/-1/D1. Sure you need 2 command points, but with the shrine I don’t need it for battleshock.

Battleline 2 – 20 Squig Hoppers

If you look up ‘left-field’ in the dictionary you may well see 20 Hoppers staring back at you. They have random movement (3D6″), are 1″ reach on 32mm bases, and have a bravery of, well, a goblin (4)… so why 20?

To get maximum use out of Boing! Boing! Boing! which does a mortal wound on a 4+ to one unit for each Hopper that moves across. Can you run and retreat – heck yeah; you can now. So charge the herd, get bogged down and then these guys fly over, cause 10 mortal wounds and then either charge in for the kill or wait for the next victim. Great stuff(*)

Battleline 3 – 10 Squig Hoppers

What’s more mobile, versatile and has a small footprint than 20 Hoppers but with all the fun…? 10 Hoppers! This is the unit that really needs to keep my Hold the Line objective so they can’t take the risks of the 20 unit, but they are still fun; are 20 wounds and will take some killing — unless anyone brings the shooting meta… then they’re in trouble.

With a cheaky mortal wound output here, and 4D6″ movement to run onto objectives, they are my secret weapon (not really). Like the 20 Hoppers they are Great Stuff (*)

Other units – 2 x Sneaky Snufflers

Sneaky Snufflers are a great warscroll – except the not moving part, which is odd – but at 75 points they give 12 wounds, and give +1 attack to Squigs & Grotz – just beware of the key word bingo. If disaster strikes, I can even do it twice on one unit, doing 2D6 mortal wounds, but giving +1 attack. Who doesn’t love the idea of Squigs with 4 attacks swarming the unit that’s just attacked… mu-ha-ha!

Other units – Rippa Snarlfangs

I’ve written and spoken about Rippa’s until I’m blue in the face, and it’s starting to get through… the most popular unit in Destruction (**) they are able to complete battle tactics in their sleep… or provide much needed 6″ pile in moves to avoid Unleash Hell. Want to know more… read about them here!

What a Rippa!

Other units – 5 Boingrot Bounders

Are these little armoured knights good in 5s? Sure Varanguard cope in 3s, so these little guys will do just fine – with only 5 models I can afford to give them a more wide ranging role, or save them for a late Hand of Gork. They’ll die a lot and often, but if (when) they do, they can come back through the shrine if there are no other dead yet.

Ally 1 – Marshcrawler Shoggoth

Still not an ally in the app for some reason, this chap is a great addition to the army from the Orruk Warclan book, with the ‘Krew Drummer’ special rule giving all friendly units wholly within 18″ +1 to hit. Also, it’s not a command ability so it can be stacked with All out attack, if you’re playing anyone sneaky enough to use -1 to hit abilities.

Perfect for when you come up against Stabbas and Shootas in the meta-defining mirror that’s almost certain when we play gitz! (***). I’m painting my first one up for this tournament (painting 2 at once for ease), and I imagine he’ll be appearing in a few other armies over the weekend… maybe in a certain Trogg army!

So the final list looks like this:

Allegiance: Gloomspite Gitz
– Option: Gloomspite Gitz
– Grand Strategy: Hold the Line
– Triumphs: Inspired

Leaders
Loonboss on Mangler Squigs (310)*
– General
– Command Trait: Dodgy Character
– Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Flaming Weapon
Madcap Shaman (80)*
– Artefact: Moonface Mommet
– Lore of the Moonclans: The Hand of Gork
Fungoid Cave-Shaman (95)*
– Lore of the Moonclans: The Hand of Gork

Battleline
36 x Squig Herd (480)**
– Reinforced x 2
20 x Squig Hoppers (360)**
– Reinforced x 1
10 x Squig Hoppers (180)**

Units
6 x Sneaky Snufflers (75)*
6 x Sneaky Snufflers (75)*
3 x Rippa’s Snarlfangs (70)
5 x Boingrot Bounderz (105)
1 x Marshcrawla Sloggoth (150)

Core Battalions
*Warlord
**Hunters of the Heartlands

Additional Enhancements
Artefact

Total: 1980 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 201
Drops: 11

I’ll let you know how I get on – hoping for 2 wins… but in reality will be happy with 1 win and 1 draw! as well as some points for close losses! Oh, and top Gloomspite Gitz of course!

So, what do you think of the force… whose going to place higher – me or Stuart (Troggs!) and who will win most friends? Hopefully I’ll have all the answers to these questions at the end of the weekend. Roll on BoBo!

— Declan

(*) – Player’s experience of Hoppers may not reflect the rosy picture painted above.. there’s a reason Gitz aren’t in Tier A!

(**) or most popular unit for me… which is clearly the same thing anyway.

(***) probably more due to going 0-3, than 3-0 but <shrugs>