Tag Archives: Warscroll Review

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

Warscroll Review – Killaboss with Stab-grot

Before I begin, I wanted to clarify that when I discuss anything that involves a dice roll then I will refer to the average dice roll. For example, an average run roll being 3-4″ (average of 3.5 on one die).

This does mean that depending on how lucky your dice rolls are you can achieve more or less than the amount specified. But to keep it simple and for comparison purposes we will always refer to the average.

Basic Info

Image taken from Warhammer Community
Grand AllianceDestruction
BattletomeOrruk Warclans
SubfactionKruleboyz
Cost110 Points

Army Role

This is your cheapest Leader option which can still benefit from the Kruleboyz command traits. This option rarely sees play time over the bigger monsters you have available in the list such as Snatchaboss on Sludgeraker Beast or Breaka-Boss on Mirebrute Troggoth.

Though he could still have a role to play. As he’s cheap at 110 points but has a fairly decent damage output he can be used to weaken or remove smaller units by himself or combined with another unit such as Gutrippaz to destroy units. He can also use his All Part of Da Plan to stop them fleeing in battleshock.

in fact having him equipped with a hacks and shield accompanied by a large group of Gutrippaz (20+) is probably what he’s best used for. He can accompany the Gutrippaz ensuring any battleshock tests are passed at the loss of a single model of needed. While in combat he can add a little extra kick to your offensive capabilities.

But, he’d be a last choice on your army list to fill out points and if you have that many points left you’re probably better off getting a Swampcalla or even a unit of Hobgrots!

Combinations

Grinin’ Blades’ Out of Da Mists applies to the this unit, meaning shooting attacks cannot affect this unit on the first turn as long as it remains beyond 12″ of an enemy unit.

Crawly Swarm the Skullbugz allegiance ability will mean that potentially the unit can have units attacking it at -1 to hit. This only applies if an enemy is within 3″.

The Supa Sneaky command trait can also be used on this unit to move them up the battlefield at the beginning of the battle to claim objectives or place them almost within charge range of a juicy target.

As this is a Kruleboyz Orruk unit they’ll benefit from Venom-encrusted Weapons meaning that to hit rolls of 6 are treated as mortal wounds.

This can be further enhanced when near either the Snatchaboss on Sludgeraker Beast or Swampboss Skumdrekk who can add 1 to the number of mortal wounds caused on a 6 via their ability Sludgeraker Venom.

Speaking of their Venom-encrusted Weapons, these can be buffed by the Swampcalla Shaman with Pot-Grot who can grant them Poison, this would mean they cause mortal wounds on 5 or 6. Bear in mind that the previously mentioned Sludgeraker Venom doesn’t work on rolls of 5 in this case and still only applies to the hit rolls of 6.

The Swampcalla Shaman and Pot-Grot can also grant an Elixir which will add +1 to its save.

This unit can benefit from the Kruleboyz Waaagh meaning they get to fight immediately after your General in the combat phase.

Another option is to have them near a Marshcrawla Sloggoth to take advantage of its Krew Drummer ability giving them +1 to hit in melee.

This unit can use Dirty Tricks: Covered in Mud at the start of the game. Though you’d probably be better off using this on your shooting units that you don’t want picked off at range.

Summon Boggy Mist spell can add 1 to this units charge rolls.

You can also use the Murknob with Belcha-banna‘s ability Power of Kragnos to give this unit a 5+ ward save against the effects of spells or Endless Spells.

The Rogue Idol will add 1 to this units Bravery.

Missile Attacks

This unit has no missile attacks.

Melee Attacks

This model has two options for its load out, you can either equip it with a Boss-hacka and Rusting Flail or, Boss-hacka and Skareshield. This either makes them fairly jolly or very tanky depending on what you want.

AttackAv Threat Range# of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Boss-hacka 12″42.0 +1mw1.3 +1mw2.6 +1mw
Rusting Flail 12″21.30.90.9
Prized Shiv12″31.50.80.8
Based on average dice rolls

Looking at the damage after saves:

SaveBoss-hacka Unsaved DamageRusting Flail Unsaved DamagePrized Shiv Unsaved Damage
2.6 +1mw0.90.8
6+2.6 +1mw0.90.7
5+2.2 +1mw0.80.5
4+1.7 +1mw0.60.4
3+1.3 +1mw0.50.3
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

This fella is fairly tough even before swapping his flail for a shield. With six wounds and a 4+ save, your opponent will need on average 12 damage with zero rend weapons to be delivered BEFORE and saves are made to have a chance of dropping him. When you swap the flail to a Skareshield this increases to 1 damage before saves.

Final Results

CategoryAmount (Two Weapons)Amount (Weapon & Shield)
Movement5″ 5″
Missile Damage Output
Melee Damage Output4.3 +1mw (13″ Threat)3.4 +1mw (13″ Threat)
Combinations1313
Total Wounds6 (18.3pts per wound)6 (18.3pts per wound)
Resilience12 Hits (Pre-Save)18 Hits (Pre-Save)
Cost110 Points (110pts per Model)110 Points (110pts per Model)
Killaboss with Stab-grot

Warscroll Review – Swampcalla Shaman with Pot-Grot

Before I begin, I wanted to clarify that when I discuss anything that involves a dice roll then I will refer to the average dice roll. For example, an average run roll being 3-4″ (average of 3.5 on one die).

This does mean that depending on how lucky your dice rolls are you can achieve more or less than the amount specified. But to keep it simple and for comparison purposes we will always refer to the average.

Basic Info

Shaman and Pot-Grot painted by myself
Grand AllianceDestruction
BattletomeOrruk Warclans
SubfactionKruleboyz
Cost105 Points

Army Role

Swampcalla Shamans appear in almost all Kruleboyz tournament armies due to their abilities to buff nearby units with either Poison (Mortals on 5 and 6’s to hit instead of just 6’s) or Elixir (+1 to save rolls). One option is to park them near your missile units constantly giving them Poison while.

Using Poison or Elixir does mean that you won’t be able to cast however, so bear that in mind.

The Spells aren’t too bad either, Choking Mist can be cast up to 24″ and any units within 6″ (friend of foe) have their attacks characteristics reduced by 1 (to a minimum of 1) and they cannot run. Or Nasty Hex which remove a target units ability to use ward save.

Sneaky Miasma is great for getting your monsters into combat quicker (especially your Sludgeraker Beasts which are surprisingly good in combat) as it allows them to make a normal move in the hero phase. Keep in mind however that Sneaky Miasma does not work on the Breaka-Boss on Mirebrute Troggoth as it is not classed as a Monster.

Da Black Pit will see you rolling a dice for each enemy model in a unit and for each 6 or roll that is greater than that units armour save characteristic they’ll suffer 1 mortal wound.

But, keep these guys out of combat and constantly giving units Poison.

Combinations

Grinin’ Blades’ Out of Da Mists applies to this unit as well, meaning shooting attacks cannot affect this unit on the first turn as long as it remains beyond 12″ of an enemy unit.

Crawly Swarm the Skullbugz allegiance ability will mean that potentially the unit can have units attacking it at -1 to hit. This only applies if an enemy is within 3″.

Generals with the Egomaniak command trait can offload their wounds on a 4+ to this unit.

The Supa Sneaky command trait can also be used to move them up the battlefield at the beginning of the battle to claim objectives or within range of a unit to cast a spell.

As this is a Kruleboyz Orruk unit they’ll benefit from Venom-encrusted Weapons meaning that to hit rolls of 6 are treated as mortal wounds.

This can be further enhanced when near either the Snatchaboss on Sludgeraker Beast or Swampboss Skumdrekk who can add 1 to the number of mortal wounds caused on a 6 via their ability Sludgeraker Venom.

Speaking of their Venom-encrusted Weapons, these can be buffed by the use of its own Poison, this would mean they cause mortal wounds on 5 or 6. Bear in mind that the previously mentioned Sludgeraker Venom doesn’t work on rolls of 5 in this case and still only applies to the hit rolls of 6.

The Swampcalla Shaman and Pot-Grot can also take advantage of its Elixir which will add +1 to its save. .

This unit can benefit from the Kruleboyz Waaagh meaning they get to fight immediately after you General in the combat phase.

Another option is to have them near a Marshcrawla Sloggoth to take advantage of its Krew Drummer ability giving them +1 to hit in melee. Though with its low damage output, this probably isn’t wise.

Can use Dirty Tricks: Covered in Mud at the start of the game. Though you’d probably be better off using this on your shooting units that you don’t want picked off at range.

Summon Boggy Mist spell can add 1 to their charge rolls.

You can also use the Murknob with Belcha-banna‘s ability Power of Kragnos to give this unit a 5+ ward save against the effects of spells or Endless Spells.

The Rogue Idol will add 1 to this units Bravery.

The Rogue Idol will also give the Swampcalla Shaman +1 to their casting rolls while within 6″.

Missile Attacks

This unit has no missile attacks.

Melee Attacks

Rend -1 attacks with a fairly standard threat range of 12″ (movement + charge). The Shaman also benefits from the Pot-Grot’s Back-up Stabba. But let’s be honest, his damage output isn’t something to write home about.

AttackThreat Range# of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Bogbark Staff 12″21.30.91.8
Back-up Stabba12″21.00.50.5
Based on average dice rolls

Looking at the damage after saves:

SaveBogbark StaffBack-up Stabba
1.80.5
6+1.80.4
5+1.50.3
4+1.20.3
3+0.90.2
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.

Final Results

CategoryAmount
Movement5″
Missile Damage Output
Melee Damage Output2.3 (12″ Threat)
Combinations13
Total Wounds6 (17.5pts per wound)
Resilience9 Hits (Pre-Save)
Cost105 Points (105pts per Model)
Swampcalla Shaman with Pot-Grot

Warscroll Review – Gutrippaz

Before I begin, I wanted to clarify that when I discuss anything that involves a dice roll then I will refer to the average dice roll. For example, an average run roll being 3-4″ (average of 3.5 on one die).

This does mean that depending on how lucky your dice rolls are you can achieve more or less than the amount specified. But to keep it simple and for comparison purposes we will always refer to the average.

Basic Info

Gutrippaz painted by myself
Grand AllianceDestruction
BattletomeOrruk Warclans
SubfactionKruleboyz
Cost180 Points

Army Role

Gutrippaz are the main battleline of the Kruleboyz faction. In the current meta many players opt to play as Big Yellers and so Man-Skewers are used in place of these usually, with possibly only a single Gutrippaz unit appearing in the army.

They can kick out quite a few mortal wounds especially when buffed by Sludgeraker Venom and Poison from the Swampcalla Shaman. Buffed with these they can cause on average 7 mortal wounds totalling 7 damage as well as another 3-4 standard hits also causing a further 3-4 damage on average before saves.

Unit of Gutrippaz can be used as screens if necessary, they do have more survivability than Hobgrot Slittaz. They may be a little pricey for this role however.

You could use Supa Sneaky and have them move up the battlefield early doors to either claim objectives or get them in combat quicker. Being 9″ away from an enemy on turn 1 with an average 8″ charge (thanks to the musician) means that they have a 91.6% chance of making their charge.

Their main role is to claim objectives however, near or far. They can dish out some hurt but not as much as you may expect for 180 points. To dish out more pain they would need buffs from other units to do so.

Combinations

Grinin’ Blades’ Out of Da Mists applies to the Gutrippaz, meaning shooting attacks cannot affect this unit on the first turn as long as it remains beyond 12″ of an enemy unit.

Crawly Swarm the Skullbugz allegiance ability will mean that potentially the unit can have units attacking it at -1 to hit. This only applies if an enemy is within 3″.

Killaboss units are able to use their skill All part of da plan with Gutrippaz, allowing them to only lose 1 model to battleshock if they’re within 3″. As this unit is very expensive, this can be a wise strategy to keep them around.

Generals with the Egomaniak command trait can use Gutrippaz to offload their wounds on a 4+ to. But when this unit is so expensive do you really want to do that? Situational perhaps.

The Supa Sneaky command trait can also be used on Gutrippaz to move them up the battlefield at the beginning of the battle to claim objectives or place them almost within charge range of a juicy target.

As this is a Kruleboyz Orruk unit they’ll benefit from Venom-encrusted Weapons meaning that to hit rolls of 6 are treated as mortal wounds. This can be further enhanced when near either the Snatchaboss on Sludgeraker Beast or Swampboss Skumdrekk who can add 1 to the number of mortal wounds caused on a 6 via their ability Sludgeraker Venom.

Speaking of their Venom-encrusted Weapons, these can be buffed by the Swampcalla Shaman with Pot-Grot who can grant them Poison, this would mean they cause mortal wounds on 5 or 6. Bear in mind that the previously mentioned Sludgeraker Venom doesn’t work on rolls of 5 in this case and still only applies to the hit rolls of 6.

The Swampcalla Shaman and Pot-Grot can also grant the Gutrippaz an Elixir which will add +1 to its save. Though if you can you’re much better attempting the Covered in Mud Dirty Trick.

This unit can benefit from the Kruleboyz Waaagh meaning they get to fight immediately after you General in the combat phase.

Another option is to have them near a Marshcrawla Sloggoth to take advantage of its Krew Drummer ability giving them +1 to hit in melee.

The Gutrippaz can use Dirty Tricks: Covered in Mud at the start of the game. Though you’d probably be better off using this on your shooting units that you don’t want picked off at range.

Summon Boggy Mist spell can add 1 to the Gutrippaz charge rolls.

You can also use the Murknob with Belcha-banna‘s ability Power of Kragnos to give this unit a 5+ ward save against the effects of spells or Endless Spells.

The Rogue Idol will add 1 to this units Bravery.

Missile Attacks

This unit has no missile attacks.

Melee Attacks

No rend attacks with a fairly standard threat range of 13″ (movement + charge + 1″ extra if this unit contains a musician).

AttackThreat Range# of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Wicked Stikka 13″217.0 +3.5mw3.5 +3.5mw3.5 +3.5mw
Wicked Hakka13″217.0 +3.5mw4.6 +3.5mw4.6 +3.5mw
Based on average dice rolls

Looking at the damage after saves:

SaveStikka Unsaved DamageHakka Unsaved Damage
2.9 +3.5mw4.6 +3.5mw
6+2.3 +3.5mw3.8 +3.5mw
5+1.8 +3.5mw3.1 +3.5mw
4+1.2 +3.5mw2.3 +3.5mw
3+0.6 +3.5mw1.5 +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.

Final Results

CategoryAmount
Movement5″
Missile Damage Output
Melee Damage Output2.9 / 4.6 +3.5mw (13″ Threat)
Combinations15
Total Wounds20 (9pts per wound)
Resilience21 Hits (Pre-Save)
Cost180 Points (18pts per Model)
Gutrippaz

Warscroll Review – Man-Skewer Boltboyz

Before I begin, I wanted to clarify that when I discuss anything that involves a dice roll then I will refer to the average dice roll. For example, an average run roll being 3-4″ (average of 3.5 on one die).

This does mean that depending on how lucky your dice rolls are you can achieve more or less than the amount specified. But to keep it simple and for comparison purposes we will always refer to the average.

Basic Info

Man-Skewer Boltboyz painted by myself
Grand AllianceDestruction
BattletomeOrruk Warclans
SubfactionKruleboyz
Cost120 Points

Army Role

Man-skewers are the mainstay of many Kruleboyz armies in the current meta, being a battleline option under the Big Yellers subfaction.

They can kick out quite a few mortal wounds especially when buffed by Sludgeraker Venom and Poison from the Swampcalla Shaman. Buffed with these they can cause on average 6 mortal wounds totalling 9 damage as well as another 3-4 standard hits also causing a further 9 damage on average before saves. Ignore that output at your peril.

Units of Man-skewers are great for shooting anything you feel is a threat, and they can do this from turn 1 with a 24″ range (27″ if taking Big Yellers).

Combinations

Firstly there’s the allegiance abilities. The one that suits the Man-Skewer Boltboyz the most is the Big Yellers, Only Da Best. This gives missile units with the Kruleboyz Orruks keywords an extra 3″ range as well as the ability to re-roll a single failed to hit dice per unit in the first turn of the game.

Grinin’ Blades’ Out of Da Mists also applies to the Man-Skewer Boltboyz, meaning shooting attacks cannot affect this unit on the first turn as long as it remains beyond 12″ of an enemy unit.

Crawly Swarm the Skullbugz allegiance ability will mean that potentially the unit can have units attacking it at -1 to hit. This only applies if an enemy is within 3″, if an enemy gets that close then it wouldn’t really matter about the -1 to hit rolls.

Killaboss units are able to use their skill All part of da plan with Man-Skewer Boltboyz, allowing them to only lose 1 model to battleshock if they’re within 3″. As there is so few models in this unit, this can be particularly handy to keep them around.

Generals with the Egomaniak command trait can use Man-Skewer Boltboyz to offload their wounds on a 4+ to. But with only a few models and one of the few Kruleboyz Orruk units able to pack a punch, why would you?

The Supa Sneaky command trait can also be used on Man-Skewer Boltboyz to move them up the battlefield at the beginning of the battle to claim objectives or place them within shooting distance of the enemy to harass and pick off wounds.

As this is a Kruleboyz Orruk unit they’ll benefit from Venom-encrusted Weapons meaning that to hit rolls of 6 are treated as mortal wounds. This can be further enhanced when near either the Snatchaboss on Sludgeraker Beast or Swampboss Skumdrekk who can add 1 to the number of mortal wounds caused on a 6 via their ability Sludgeraker Venom.

Speaking of their Venom-encrusted Weapons, these can be buffed by the Swampcalla Shaman with Pot-Grot who can grant them Poison, this would mean they cause mortal wounds on 5 or 6. Bear in mind that the previously mentioned Sludgeraker Venom doesn’t work on rolls of 5 in this case and still only applies to the hit rolls of 6.

The Swampcalla Shaman and Pot-Grot can also grant the Man-Skewer Boltboyz an Elixir which will add +1 to outs save. Though if you can you’re much better attempting the Covered in Mud Dirty Trick.

Although this unit can benefit from the Kruleboyz Waaagh, with low damage in melee and being extremely vulnerable to melee attacks why would you?

Another dubious option is to have them near a Marshcrawla Sloggoth to take advantage of its Krew Drummer ability giving them +1 to hit in melee.

One of the better combinations for the Man-Skewer Boltboyz is using Dirty Tricks: Covered in Mud at the start of the game. If successful you can hide up to three units in terrain and they’re unable to be targeted by range attacks but can still shoot. This coupled with the Big Yellers allegiance ability of Only Da Best means you can park them inside terrain in your own deployment zone and use the 27″ range to attack from afar while not being shot at yourself.

Summon Boggy Mist spell can add 1 to the Man-Skewer Boltboyz charge rolls…. Again, why would you?

You can also use the Murknob with Belcha-banna‘s ability Power of Kragnos to give this unit a 5+ ward save against the effects of spells or Endless Spells.

The Rogue Idol will add 1 to this units Bravery.

Missile Attacks

The threat range of their missile attacks is a fairly decent 17″ if they move or, 24″ (20″ and 27″ respectively for Big Yellers) for the aimed shot.

AttackThreat Range# of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Hasty Shot17″72.5 +1 Mortal1.3 +1 Mortal4.6
Hasty Shot (Big Yellers)20″72.5 +1 Mortal1.3 +1 Mortal4.6
Aimed Shot 24″43.32.24.4
Aimed Shot (Big Yellers)27″43.32.24.4
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:

SaveUnsaved 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.

AttackThreat Range# of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Jaggedy Blades 12″63.01.51.5
Based on average dice rolls

Again, looking at the damage after saves:

SaveUnsaved 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.

Final Results

CategoryAmount
Movement5″
Missile Damage Output4.4 (24-27″ Threat)
Melee Damage Output1.5 (12″ Threat)
Total Wounds6 (20pts per wound)
Combinations16
Resilience8 Hits (Pre-Save)
Cost120 Points (40pts per Model)
Man-Skewer Boltboyz

Warscroll Review – Beast-Skewer Killbow

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

Beast-Skewer Killbow painted by myself
Grand AllianceDestruction
BattletomeOrruk Warclans
SubfactionKruleboyz
Cost130 Points

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.

AttackThreat Range# of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Hasty Shot17″10.50.3See Damage Table
Hasty Shot (Big Yellers)20″10.50.3See Damage Table
Aimed Shot 24″10.80.5See Damage Table
Aimed Shot (Big Yellers)27″10.80.5See 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 TypeDamage Dice RolledAverage Damage Caused
Single Wound Models12.3
Two Wound Models22.6
Five Wound Models53.7
14 Wound Monsters 146.6
35 Wound Mega-gargant 3512
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.

AttackThreat Range# of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Hasty Shot17″62 +1 Mortal1.3 +1 Mortal4.6
Hasty Shot (Big Yellers)20″62 +1 Mortal1.3 +1 Mortal4.6
Aimed Shot 24″32.51.63.2
Aimed Shot (Big Yellers)27″32.51.63.2
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.

AttackThreat Range# of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Jaggedy Blades12″31.50.750.75
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: Covered in 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:

RendHits Required (Before Saves)
8
-16
-25
-35
Based on average dice rolls

Final Results

CategoryAmount
Movement5″
Missile Damage OutputVaries (24-27″ Threat)
Melee Damage Output1.0 (12″ Threat)
Combinations15
Total Wounds5 (26pts per wound)
Resilience8 Hits (Pre-saves)
Cost130 Points (130pts per Model)
Beast-Skewer Killbow

Warscroll Review – Hobgrot Slittaz

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

Hobgrot Slittas painted by myself
Grand AllianceDestruction
BattletomeOrruk Warclans
SubfactionKruleboyz
Cost80 Points

I start my Warscroll Reviews with possibly the greatest unit inside Age of Sigmar, the Hobgrot Slittaz.

These are the cheapest unit available to a Kruleboyz only army, without including allies. At 80 points, they work out as 8 points per model with a single wound each.

For that 80 points you get a surprising amount of attacks which include short range missile attacks and melee.

Army Role

As they’re so cheap, they make great throwaway units that can be used as with Supa Sneaky to move them on to battlefield objectives further up the table or within shooting range of the enemy to harass and pick away wounds.

They can be used as screens, but with their low bravery and save they won’t last long to any determined attacker and you may need to use All Part of Da Plan if you’re able to, to stop them running.

As a chaff unit they’re the cheapest unit you can buy for your army that includes the Kruleboyz keyword. However there are other alternatives if you’re willing to spend a few more points. For example, Gloomspite Gitz Shootas, who have more resilience with twenty models but less damage output at four wounds per turn as opposed to eight from the Hobgrots. They also cost more at 140 points for a unit and you’re having to use some of your allies points that you may want to use elsewhere.

Combinations

Killaboss units are able to use their skill All part of da plan with Hobgrot Slittas, allowing them to only lose 1 model to battleshock if they’re within 3″. This is useful if they’re being used as a tarpit against a model you want locked in combat, otherwise you’re likely to use this skill on your other Kruleboyz Orruk units.

Kruleboyz Waaagh can also be used on Hobgrot Slittas if they’re near the general when this is declared. Though bear in mind their damage output when considering using the Waaagh.

Swampboss Skumdrekk has the skill Bet-master that links with Hobgrot Slittas. It require two units of Hobgrot Slittas to be included in the army list. One allocated to be the Kountin’ Krew and another to be the ‘bet’. If the bet is the first friendly unit to be killed on the battle then your army gains an additional triumph which can be used by either Swampboss Skumdrekk or the Kountin’ Krew.

Placing them near a Marshcrawla Sloggoth means that they can take advantage of its Krew Drummer ability, giving them +1 to hit in melee.

Swampboss Skumdrekk painted by myself

Generals with the Egomaniak command trait can use Hobgrot Slittas to offload their wounds on a 4+ to.

The Supa Sneaky command trait can also be used on Hobgrot Slittas 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.

Missile Attacks

The threat range of their missile attacks is a fairly decent 16-17″ as they are able to move, run and then shoot in the same turn (as long as a noise-maker is present in the unit).

AttackThreat Range# of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Sulphuric Scrap-Grenade16-17″1053.33.3
Based on average dice rolls

These are all at rend -1, which isn’t too shabby for an 8 point model. How does this stack up against various armour values?

SaveUnsaved Damage
3.3
6+3.3
5+2.7
4+1.7
3+1.1
Amount of damage after saves based on average dice.rolls

Melee Attacks

Rend – attacks with a fairly standard threat range of 12″ (movement + charge) plus a 1″ reach once in combat. However taking into account their Champion who gets an additional attack then a unit of ten can put out 21 attacks, and then their rule Stab ’em Good which should generate an additional 3-4 hits on average.

AttackThreat Range# of AttacksAv # of HitsAv # of WoundsDamage Output (Pre-save)
Slitta-knives12″21144.74.7
Based on average dice rolls
SaveUnsaved Damage
4.7
6+3.9
5+3.1
4+2.4
3+1.6
Amount of damage after saves based on average dice rolls

Resilience

With one wound each, bravery 4 and a save of 6+, a stiff wind will knock these fellas over. The only way this unit could be any worse was to have no save at all.

Needing only four wounds to be suffered before they’re guaranteed to lose models in battleshock.

They do have the ability to re-roll their battleshock if there is a musician in the unit, but that pretty ineffective at this level unless you’ve only suffered 1 or 2 wounds.

The amount of damage needed at each rend level to destroy this unit in melee and the remaining fleeing in battleshock is shown below.

RendHits Required Before Saves
8
-16
-26
-36
Hits needed before saves to destroy unit (based on average dice rolls)

Final Results

CategoryAmount
Movement5″ (Can run and shoot)
Missile Damage Output3.3 (16-17″ Threat)
Melee Damage Output4.7 (12″ Threat)
Combinations6
Total Wounds10 (8pts per wound)
Resilience8 Hits (Pre-saves)
Cost80 Points (8pts per Model)
Hobgrot Slittas

*There are four tiers of attacks in my view, tier 1 being those with -3 rend, tier 2 at -2 rend, tier 3 at -1 rend and tier 4 with no rend. A tier 3 attack is 16.7% more likely to wound an enemy than tier 4, tier 2 is 16.7% more likely to wound an enemy than tier 3, and so on.

Warscroll Review – Dankhold Troggoth

The AOS points changes are in, and the Dankhold Troggoth went down in points – again. So why not include them in another Warscroll Wednesday!

This points reduction would be more impactful if they hadn’t gone up in the first place… but the question today is: Are Dankholds not taken because of the scroll or because of the points – lets find out!

The first thing to note is that there are two similar scrolls – Dankhold Troggboss, and Dankhold Troggoth. The first is a Leader who makes most Troggoth’s battleline and let’s you run a Trogg only army (what’s not to like!!), the second is a unit in that army – unfortunately not battleline but they are big monstrous fiends… so surely they’ll work.

I was also gifted one through #hohohobbyvices secret santa and wanted to remind myself what he could do:

What a model.. isn’t he pretty?!

The Scroll

For the scroll you can either check out the book or the Age of Sigmar app… as a Warhammer+ subscriber I have this so on with the review:

170 points for 10 wounds on a 4+ save isn’t bad especially when we look at the regeneration below. He can go in units of 2 because of reinforcement points, but you’re probably going to want to run them in units of 1… just so you can use the Rockgut Troggoths in units of 9. At 170 points they are slight more expensive than 3 Rockguts (12 wounds, save 5+, 145 points), but are not battleline so are more disposable – as they won’t give up Broken Ranks. However, don’t be confused by their size being significantly above a Mindstealer Sphiranx… these are not monsters!

His move of 6″ is definitely a problem though. In a world of Dragons moving 12″, with a 12″ shooting attack this is a problem… but it’s a problem shared by Nurgle now… and they say a problem shared is a problem halved…

The Boulderclub is potentially great. It has a 2″ reach so can reach over some screens, and can occasionally hit a Windspirit, and 3+/3+/-2/D6 is a good damage profile. Games Workshop seem to be suggesting that 3+/3+ is the statline for elite combat troops and it’s good to see it on the Troggoths. The rend 2 can help as well, although you’ll want to be attacking multiple units with the army to reduce the impact of all out defense. My problem is with the D6 and only 3 attacks. Potentially of course he can do 18 wounds in combat but with my rolling that is never happening and I know I’ll roll a one. In Warhammer 40k they use D3+? a lot and would be great to see these guys at D3+2. If you’re unlucky enough to be hit by a boulderclub wielded by a Troggoth of this size it should hurt!

The crushing grip is a good ability and can split up units out of coherency if you strike after them (and survive!) It can even take out Fulminators with a little luck – great!

Magical resistance is a great ability to stop damage – I used Weird Un a lot in AoS2 on my Maw Krushas which was a similar ability and it either stops an opponent casting at the model, or means they risk a lot. Also remember it’s optional so if an Emerald Lifeswarm gets near the Troggoth he can choose to use it!

Regeneration is a small bonus, but only triggering in your hero phase and only on a 4+ is weak. In the world of AoS3 its difficult to justify this not happening automatically – It would also be great to have it triggered each battleshock phase (or similar) to make it happen more often.

A fun little bonus that can get the odd mortal wound through on single characters, but it’s a little disappointing it doesn’t trigger for each Troggoth, rather than once unit.

What’s not on the scroll

Unfortunately, that’s about it. You can make the regeneration work on a 3+ with Glogg’s Megamob, but that’s just making a weak ability very slightly less weak. He can also perform a similar task as the Mirebrute Troggoth from the Orruk Warclans / Kruleboyz books… but the Mirebrute can increase his attacks.

So I’m not sure I’d take him, although at a one-dayer he’d be fun to try again… and I have lots of them now so really do need to get painting them. Let me know if you’ve spotted any secret tech here to encourage me to catch up with them in 2022!

— Declan

Warscroll Review – Khainite Shadowstalkers

Having written a few warscroll reviews for Destruction I thought I would branch out and talk about other Warscrolls – particularly those that you may not have seen or missed from the books; or those Warscrolls you may see at tournaments.

The only limit I’m setting myself at the moment is that I have to have seen the unit in action at least once, either playing or playing against!

The first of these are from Order, and Daughters of Khaine… but you may have missed them because they are from Warcry.

9 models, but 12 wounds… confused – all explained below

The Khainite Shadowstalkers are from the Warcry game and they are lovely models. They are 9 individual sculpts with great movement and a leader.

The Scroll

As before, all screenshots from the AOS App:

As with the Underworld Warband Rippa Snarlfangs, it is not immeditely obvious why anyone would take this scroll. Movement 6″, 1 wound each (so 9 wounds for 120 points) and 5+ save is hardly setting the world alight.

So this is a little better because it’s now 12 wounds for 120 points which in AOS isn’t bad. But range 6″ weapons and 2 attacks 4+/3+/-/1 is not going to set the world alight. Sure it’s okay but it’s not beating anything other than trash. Is there anything else on the warscroll, or have I gone crazy!?

Cursed Missiles gives the unit mortal wounds on a six – not bad for an Unleash Hell (but, see below), so it’s in keeping with the rest of the army. We’ll temporarily ignore that Spider Riders don’t have this on their poisoned arrows, but this article isn’t about Destuction.

Harness Shadow – is a great benefit giving them Grot nets for anyone who wants to fight them in combat. Ouch!

And finally, the ability that takes them out of mediocre and into great. Shadow Leap gives the unit a free teleport 5 times a game in each of your movement phases! So ignore the 6″ movement this is almost an infinite movement. In a game that is all about mobility for objective capture and for delaying and limiting your opponent this is a superb ability.

What’s not on the scroll

This would be great in almost any army – I’d certainly love a version of it in Gitz to give control of the board – but in Daughters of Khaine it just makes the army much better.

The AOS meta is changing with the arrival of the Ironjawz list as they have a very strong Alpha-Strike capability meaning that if you come to a tournament without screens you need units who can take charges from Maw Krushas and Gore Gruntas – which is very difficult – or put out screens. And these are great screens for the Bow Snakes.

They can be within 9″ of 15 Bow Snakes – 2 attacks, mortal wounds on 6+, shoot in the hero phase. So your opponent has to charge these units, you can unleash hell with the Bow Snakes, then when this unit is dead you can shoot in your next hero phase as well.

And because they teleport you can teleport them away their move almost anywhere, and then teleport the Bow Snakes behind them meaning they are always protected.

Added to that they are not Battleline, so there is no Battle Tactic available for killing them.

If you play Daughters of Khaine and don’t use this unit I urge you to give it a go – they are great.

— Declan

(Special thanks to my opponent at Warfare for showing me the unit and what a difference it makes to the DoK army… even if I did lose 1-19 to get this information to you!)