Showing posts with label Bonesplitterz. Show all posts
Showing posts with label Bonesplitterz. Show all posts

Thursday, June 17, 2021

AoS 3.0 GHB2021 Orruk Warclans First Impressions

 Written by Benjamin Lolmaugh



OVERVIEW:

This quick blog post is based on preview copy of the GHB2021 that was found on Facehammer's Youtube channel. The video can be found here: https://www.youtube.com/watch?v=VoGwGjNBBwk . This does not discuss the information actually in the book, only the points will be discussed. If you would like me to right a more bird's eye view of the state of Orruk Warclans as of GHB2021, let me know and I'll see if I am able to muster up the motivation. ADHD is a bitch.  

First, we expected increases, so that will be mentioned in passing and if it can be justified. Second, minimum unit sizes and reinforcement points are a thing now. This is a HUGE problem for Orruk Warclans players who usually play a horde army. You basically pay 2 prices for your large units, once in points and again in reinforcement points. It doesn't feel good. Hopefully there will be some ways to increase the reinforcement limits for horde armies in the future. As of this writing I was unable to find anything to increase the reinforcement limits using the universal battalions. 


THE GOOD:

As a rule, I try to be optimistic It just doesn't feel good to be negative or be around people who are negative, so let's see if we can see some good in this. First, we expected increases, so that will be mentioned in passing.  

ARDBOYS down from 100 to 95. So Ardboys are a mixed bag but generally in Good shape. The minimum unit size stayed at 5. Which will eat up a lot of reinforcement points to get to the horde levels we had before. Running 60+ Ardboys was easy and actually really fun to do. 40 Ardboys are still gonna run you 760 pts and use all of your reinforcement points, but HEY, who cares?! The Ardboys also lost the conditional size requirement to be considered a BATTLELINE unit in Ironjawz and Big Waaagh armies. This makes Ardboys the cheapest way to fill out the BATTLELINE require for lists running only 285 pts. 

WARDOKK up from 80 to 85. This naked dancing orruk is still a great buff piece and an auto-including in all of my Bonesplitterz lists, usually 1 per block of Savage Orruks. Wardokks got off light here. They are easily worth 120 pts being both a PRIEST and a WIZARD. With Mystic Shield back to AoS 1.0 levels, this means Wardokks might make it into Big Waaagh lists for that easy cast. The lost of stacking save buffs is a little lame but it was gamey and a little weird to have a 3+ Save naked Savage Orruk running around. Being able to Banish endless spells or Invocations will be hella usefully for any list coming up against Khorne, Disciples of Tzeentch or Fyreslayers. 

KRAGNOS down from 760 to 695. Well that was quick! An almost 10% decrease is great. He is considered your general so he has extended range on command abilities and can keep getting those sweet sweet Command Points each turn. Will this make him more competitive? Probably not but compared to a Megaboss on Mawkrusha (495 vs 695) it definitely makes Kraggy more appealing, especially in Bonesplitterz lists where they generally lack mortal wounds and high Rend. His average damage output against a 4+ Save is 20.6! That's discounting any mortal wounds from Rampaging Destruction. Remember that Kragnos has access to both Their Finest Hour, Heroic Recovery (at Bravery 11), Titanic Duel and Stomp


THE EXPECTED:

WARCHANTER up from 110 to 120. With TOTEM able to extra the range of command abilities namely Mighty Destroyers this was expected. The Warchanter is probably the greatest buffer for any army for the points. Violent Frenzy IS JUST THAT GOOD! I'm sure this increase will not diminish out many Ironjawz or Big Waaagh players field. I'm still going to field 2 in a Ironjawz Da Choppaz list or 3 in my normal Big Waaagh list.

SAVAGE BOARBOY MANIAKS up from 140 to 150. 70 attacks. We had 70 attacks at 140 pts. Only 10 points feels like a light touch, but I'll take it. 


THE BAD:

SAVAGE ORRUKS up from 120 to 130 and no Horde Discount. This is TERRIBLE news for Bonesplitterz players like me who relied on our large sturdy block of Savage Orruks with stikkas to hold the objectives all game. No more stacking the +1 to Hit buffs mean that if Big Waaagh isn't changed, you won't be seeing Savage Orruks there either. Casting Kunnin' Bone Spirits or Brutal Beast Spirits now feel wasted in a Big Waaagh list. At least there are is one drop that loads of 20 orruk strong blocks of Savage Orruks can fit in and still be a one drop.

SAVAGE BOARBOYS up from 130 to 140. Well this came out of nowhere. Who is running Savage Boarboys so well that they need an increase? They honestly need to be 120-110 to work or getting the bonus for having 5 in the unit like Maniaks do. No clue why Boarboys got this slight nerf... this affects 0 people since everyone just runs Savage Boarboy Maniaks instead. CARRY ON!

ORRUK BRUTES up from 130 to 150. Ouch. That hurt! Why!? Were they a great buy at 130? Well yes they were. They were still struggling to get into lists for the more maneuverable Ardboys. This increase definitely won't help. They are still the most points efficient Orruk Warclans BATTLELINE unit we have. Brutes are going to be most effected by the unit coherency rule. If you run 10 Brutes they are definitely going to be armed with Jagged Gore-Hackas and walking in a phalanx formationn, no more lines of Brute Choppas. Just expect more of them on the table if you are building a Da Choppas list. 

AoS 3.0 has brought us Orruk Warclans players a lot of emotions, a lot of mixed emotions. But one really stands out and that's da feelin' of DA WAAAAAAGGGGHHH!




Friday, July 24, 2020

Orruk Warclans: Wardokk GHB2019

Written by Benjamin Lolmaugh

The fledgling shaman of the warring clans of savage greenskins. The Wardokks help goad the furious horde into battle while casting terrible spells at the enemy or enhancing their fellow orruks with their fell magics. Superb, NAY! GIFTED dancers. The wardokks shake shake shake what their mommas gave 'em to entice the horde into heightened levels of frenzy. 





OVERVIEW:

As of General's Handbook 2020, the Wardokk will run you a lean 80 points. One of the cheapest Leader/Hero units in all of Age of Sigmar but probably way more useful than similarly priced models. The Wardokk is also one of the cheapest casters in all of Age of Sigmar too, tied with the Madcap Shaman of the Gloomspite Gitz, who we will get to eventually. The model itself will run you about $15 USD from Games Workshop themselves. A strange little PRIEST WIZARD but Priest doesn't do anything in the Orruk Warclans book. 


THE WARSCROLL:



Well, the Stat Wheel is terrible but you're expecting it by now with Bonesplitterz units. 5" Move is average for a foot Hero. He's not going anywhere  Of course if he's in Big Waaagh! he can use Zog 'Em. This may be more useful to get the Wardokk further embedded into your own lines rather than run after whatever unit hurt him that phase. D6" could get him out of range of further fire or lengthen a charge move. Wardokks in Bonesplitterz armies can pick him for the Tireless Trackers allegiance ability which allows them to move 5" before the game actually starts. Unless you missed placed him in the first place, he shouldn't be moved. Just make sure he is properly bubble-wrapped and is wholly within 12" of his power-pair Bonesplitterz unit.  5 wounds is about average for human sized, low tier heroes. Just above weedy little grots. The 6+ for the Save is super bad but at least you'll have a Warpaint after-save of a 6+ if you're going Bonesplitterz or a 6+ after-save Laugh At 'Em if you're going for Big Waaagh! I know, you're not impressed just yet. We haven't got to the dance moves yet. 


If I told you that the Wardokk was a combat monster that you're opponent should fear, I would be lying to you. And while that is a lot of fun, I'll give it to you straight this one time. With only 1 attack at Range of 1" hitting on 4+ and wounding on 3+ with No Rend is absolutely terrible. Epic levels of terrible. Gorkamorka weeps about the amount of suck in combat this guy does. At least you can do D3 if you jump through all the hoops. Oh, and don't worry about Monster Hunters Bonesplitterz faction ability, this little dancer is facing up against a Keeper or Terrorgheist or frankly anything with the MONSTER keyword, its D-E-D dead.  


The true POWER of the Wardokk lies in these paragraphs. The paragraphs on the warscroll, not my paragraphs. These paragraphs are garbage. Chances are that I'm writing these words while listening to Lo-Fi on my headphones in the dark with no pants on. Yeah, a great image. Ritual Dance basically tells you how you can dance to give buffs, just like a priest but with your tough green sweaty body. At the start of your hero phase, you can say that this model is performing one of the dances. The problem in here is the timing with other "start of the hero phase" shit. But most people don't care while you're going through your Hero phase, checking that you cast all your abilities and such. On a 3+, the dance is "successful" I guess we'll call it. The dance was a good 'un? The 3 current dances are: Grimdokk Dance. Glyphdokk Dance or Weirddokk Dance

Grimdokk Dance - Heal D3 wounds allocated to a friendly BONESPLITTERZ model within range. Not a Mawkrusha unfortunately. But you can heal a Rogue Idol and you should. Note that this says model not unit, so just the model has to be within range, not the whole unit, if you're healing Boarboys or Savage Orruks or a Big Boss. 

Glyphdokk Dance - The best one! Pick a friendly BONESPLITTERZ unit wholly within range. +1 to  save rolls for attacks that target that unit UNTIL YOUR NEXT HERO PHASE. Fan-fucking-tastic! This works against normal combat attack BUT also against shooting attacks, hero phase fighting of Ironjawz AND charge phase fighting from Nighthaunt. This is part 1 of 2 to make your Savage Orruks secretly tanky. Part 2 will surprise you.

Weirddokk Dance - Pick a friendly BONESPLITTERZ WIZARD wholly within range get +1 to casting, unbinding and dispelling rolls. Great for when all your Savage Orruks are out of range and you want to get some casting going. This gives the army an easy way to get +1 to cast. Note that this bonus is not stackable with itself but is stackable with Arcane terrain, Master of the Weird command trait, Mork's Boney Bitz artifact, Squiggly Curse's 1/100 odds or The one and only ROGUE IDOL. So if you play for it, you can get a +6 or +7 to cast.   


SPELLS:
What spells to take with your Wardokk? He's a single caster after all but doesn't come with a Warscroll spell.

Brutal Beast Spirits - Casting Value of 6. The casting value is super low considering how many sources of +1 we have. Pick 1 friendly BONESPLITTERZ unit wholly with 24". +1 to hit, charge and run rolls until your next hero phase. If you roll doubles, pick 2 units. Its great. Easy to cast. Wide range. A needed buff all around. Any unit can benefit from this including Arrowboys.   

Gorkamorka's Warcry - Casting Value of 7. It's relatively reliable to cast as long as you have some bonuses. Pick 1 enemy unit within 18", deal D3 mortals and that unit fights at the end of the combat phase. Excellent. This gives Bonesplitterz a chance to play in the Activation Wars. Also a great spell to have in a Big Waaagh! army as another combat trick to screw your opponent.

Kunnin' Beast Spirits - Casting Value of 6. Friendly BONESPLITTERZ  unit wholly within 24" gets +1 to save for attacks that target that unit until your next Hero phase. Part 2 of 2 to make your Savage Orruks into 3+ Save, 6+ after-save anvil monsters, so what if they're naked orruks. Yes you're right, you could always throw this and Glyphdokk Dance on a Rogue Idol for his 2+ Save, 5+ after-save. No, you're not a bad person for doing that. 


FACTIONS:
The Wardokk really fits in any army that has Bonesplitterz units in it but one sticks in my mind as extra useful.

Drakkfoot - The command ability substitutes all your WIZARDs  Arcane Bolt with Fireball. Which has a Casting Value of 5. Super reliable. You pick 1 enemy unit within 18", it suffers 1 MW if it has 1 model, D3 mortals if it has 2-9 models or D6!!!!! if it has 10+ models in the unit. This is great for weakening those units before the tidal wave of Savage Orruks comes crashing down. It's a Nice-to-Have for a WIZARD with no warscroll spell. 


BATTALIONS:

Kop Rukk - 140 pts. Minimum unit 540 pts. Actually usable at 780 pts. 2-5 Wardokks, 2-5 Morboyz. One of the battalion Wardokks wholly within  18" of 2 or more units of 10+ from the battalion can attempt to cast Fist of Gork from the Wurrgog Prophet warscroll card for FREE. It's the horde killer spell. For reference that is a Casting Value of 5. Super reliable. Pick an enemy unit within 24". Roll a dice for each model in that unit. (Not within range like most horde killer spells). On a roll of a 6, that unit suffers 1 mortal wound. If you cast it on a 10+ (doable) inflict a mortal wound on a 4+ instead. Well that's a great spell right there. If you want to spew out mortal wounds, which is doable in a Drakkfoot Bonesplitterz army, then this is a good option. MORBOYZ are really good, you can find an article about them in this blog. You have to jump through some hoops but when you do and hit that 10+, I'm sure it would be worth it.    





COMMAND TRAITS:

Master of the Weird - +1 to casting, unbinding and dispelling. Super solid and very useful. 

Fueled by the Spirits - +1 spell and you can cast an additional spell. Note that this does not mean you can dispel or unbind an additional spell though. This is usally my go-to Command Trait when I'm not taking Drakkfoot. Getting out an extra spell is worth the price of a command trait.


ARTIFACTS:

Mork's Boney Bitz - +1 to cast. +2 instead if there are 2+ MONSTERS within 24". Always great to have +1 to cast. +2 on very rare occasions and I'm sure you'll forget every time anyways. 

Big Wurrgog Mask - In your Hero phase, pick an enemy unit with 12" and roll 3 dice. Each 2+ deals D3 mortals. Each 1 deals D3 mortals back to the bearer. I absolutely love taking this artifact, I just never get a chance to use. Either the enemy is too far way in my Hero phase or my Wardokk is dead. Its orruk gambling at its best!

Mystic Waaagh! Paint - Start of your Hero phase, roll a d6 and the WIZARD can attempt to cast that spell from the Lore of the Savage Beast for free. This is the artifact for the person who always wants to have their book handy. 2/6 of the time this item will be useless. Most other times you'll find a use for it. Fun, but make sure you take it in a friendly game, you don't want to be called out for slow-playing by checking your spell book every Hero phase. 


PROS & CONS:
+ Great Dance Moves/Prayer
+ Cheap
+ Caster
- Fragile 



WRAP UP:

With all the drawbacks of being fragile. The Wardokk truly brings a tremendous amount of buffs to Bonesplitterz units. Whether its through sexy sweaty dancing or more mundane castings, the Wardokk always has a job to do and does it well. Your opponents will surely be GREEN(!) when they find out how much he can really do. For only 80 pts, I always take 2, every time. Cheap buffs, a Hero to walk around with my blocks of Savage Orruks. Ready to dance for defense, cast for offense, dispel when I can and using Inspiring Presence when needed.   


GRADE: A+

Monday, July 20, 2020

Orruk Warclans: Savage Orruk Arrowboys 2020

Written by Benjamin Lolmaugh

The Savage hunters of the Bonesplitterz marauding tribes of orruks. They use a special type of Kunnin' to bring down larger prey. They stab 'em.... from afar.





OVERVIEW:

As of General's Handbook 2020 these kunnin' boys come in at 120 pts  for 10, with no horde discount. I'd imagine most players will be fielding them in groups of 20. Savage Orruk Arrowboys are considered a Battleline unit for Bonesplitterz or Big Waaagh! armies. The box contains enough bits and bobs to make 20 Arrowboys. It is one of the great boxes created by Games Workshop that can also great Savage Orruks with Stikkas or with Chompas or Morboyz or Big Stabbas. It's a great kit!



THE WARSCROLL:



Well, the Stat Wheel is looks pretty bad. But who doesn't like a naked crazed orruk. 5" Move is average for non-aelf infantry Battleline. Remember that if you are going Big Waaagh! you will be getting Zog 'Em as the first Waaagh Power, this ability allows you to move D6" every phase in which that unit took damage. Alternatively, in Bonesplitterz you can pick a unit of Arrowboys for the Tireless Trackers allegiance abilty which allows them to move 5" at the start of the game. This is great for position for triggering Kunnin' Rukk in your first Hero phase! Just make sure you bring your Savage Orruks screen with you. The Skull Thumper, the musician of the unit, adds 2 to this unit's charge roll, but you shouldn't be charge unless you need to get in range of an objective and can take the hit back from the enemy you're tying up. 5 Bravery is absolutely terrible but the Bone Totem Bearer gives +1. If you get a large unit of 20 you'll end up at Bravery 8. And Bravery 9 if you take a Rogue Idol... or two. 6+ for the Save is terrible too but who cares, you don't want them taking damage in the first place, but at least you get an after-save from Warpaint if you're going Bonesplitterz or Laugh At 'Em if you're going for Big Waaagh!. At least you have 2 wounds for 12 points a model.


The true power of the Arrowboys lies surprisingly in the shooting phase. The base Stinga Bow is 2 attacks that are hitting on 5+s and wounding on 4+ with no rend. With Loadsa Arrows, this gives a unit of 15 or more +1 attack with their Stinga Bows so now a unit of 20-30 boys is spitting out 60-90 shots! You're only hitting on 5+ though but you can cast Brutal Beasts Spirits on them and take it to 4+. If you have a Maniak Weirdnob you can cast Bone Spirit on them to have exploding 6s to Hit to score 2 hits instead of 1. Let's skip the melee, you have plenty of other options for that and the Arrowboys are sub-par but not completely ineffective as other ranged units might be. Aim Fer Its Eyes is great! Improve the Rend characteristic with Stinga Bow by 1 if the target is a MONSTER. for taking out those general-monsters like Ghoul King on Terrorgheist or Keeper of Secrets, taking their 4+ Save to a 5+ Save or 6+ Save if you're going Icebone warclan and with a little luck. Much more useful on every monster/hero hybrid now that Ethereal Amulet is gone. 


That's about it for mechanics. The book mostly provides buffs to melee weapons and the reason you take the Arrowboys is for the ranged weapon. Good thing though that the writers added a few easy ways to buff the missile weapons. 

FACTIONS:

The Arrowboys really only get a buff in two warclans in Bonesplitterz Warclan and almost no useful buffs in Big Waaagh army. 

Icebone  - This warclan is a pretty damn good for an Arrowboys heavy armies. The command ability is useless on them, sooooo SKIP. The clan artefact, Kattanak Pelt is pretty useful for the +1 Bravery within 18". Wound rolls, INCLUDING with missile weapons of 6, are at -1 Rend. Which is good for how many shots you can put out in a unit of 20 Arrowboys.... or 2 Kunnin' Rukks. 

Drakkfoot Strength of Purpose works on the Stinga Bows of the Arrowboys so its a great way to soften up Heathguard Berserkers or some Daughters of Khaine Witch Aelves. Additionally when facing magic heavy armies, you can Shout Down Da Magic by using this command ability. Since you'll have at least 20 Arrowboys you'll get rolling to dispel enemy spells at a +1. 


BATTALIONS:

Kunnin Rukk - 140 pts. Kunnin' Rukk got a nerf, yes. But it's still worth taking. You get both a decent screen and anvil in the Savage Orruks and the ranged power of 120 shots over a Hero phase and a Shooting phase. Like always, you need to keep your Savage Big Boss alive, but hey its worth it. Doubling your output for almost half the cost, an extra CP and an extra artifact is worth the 140. Now I can hear you, Chaos Spawn, well I should just take 2. And this is where I say...


Yep. Take 2 Kunnin' Rukks. With all the changes from GHB2020 and the FAQs that followed, why not. Facing Petrifex Elite Mortek Guard? Shot em, shot em twice. They can't reroll the 1s from shooting and they are only 4+ Save now. Relive that scene from 300 when the Persians blot out the sun with arrow fire. 


WRAP UP:

The humble Arrowboy. A simple orruk with inhuman strength and agression but sub-human intelligence and emotional awareness. The Bonesplitterz only have a few ways to reach out and touch support characters that love to sit behind chaff-walls and buff. They live and breath the Stalin quote of "Quantity has a quality all its own". Throw enough dice at a 5 wound hero and they'll die just like the Spartans did in 300... like pin-cushions. Add a few layers on top them like a Kunnin' Rukk and Icebone's Rend, and your orruks will start projecting power far across the board.

PROS & CONS:
+ Lots of wounds
+ Lots of attacks
+ Access to Rend
- Fragile 
- Needs Kunnin Rukk to be good

GRADE: A

Monday, July 6, 2020

Orruk Warclan: Savage Big Boss GHB2019

Written by Benjamin Lolmaugh




OVERVIEW:

As of General's Handbook 2019 these bad boys come in at 100 pts and a Leader selection for Bonesplitterz and Big Waaagh. One of the cheapest Heroes and Leaders for Bonesplitterz or Big Waaagh. Also one of the cheapest in terms of purchasing at your FLGS, coming in at $15. The tip of the foot is fused with the rock on the square base, but with some careful trimming and a little GreenStuff you can fix it no problem. No only do you need this guy for several useful battalions, once he starts getting into the thick of the enemy, he won't feel like the tax he was before.


THE WARSCROLL:



The Stat Wheel is pretty bad of a combat foot hero to be honest. 5" is standard for non-aleves. He can be moved before the game starts with Tireless Tracker which may have to happen if you aren't careful setting up within range for Kunnin Rukk or Brutal Rukk. So lets call that a plus. Of course you could cast Spirit of Gorkamorka on him, but unless you have a specific plan, like battle plans that require Heroes on objectives, you will probably have something better to cast it on. 6 Wounds is pretty good for a non-mounted Hero on a 32mm. Opponents will have a hard time one-shoting him with D6 Damage weapons considering you also get your Warpaint after-save. 6+ Save is absolutely terrible, but that comes with the territory of being a muscle-bound, naked Orruk Chad. You could use the Wardokk's Glyphdokk Dance, but it would be a waste. The Bravery characteristic of 7 doesn't really matter too much except when facing those Bravery-Bomb armies such as Legion of Grief. The only modifier you can get is being near a Rogue Idol to get a Bravery of 8.

The Savage Big Boss is armed with a Boss Chompa. Range 1" is fine, he just needs to squeeze into a gap. 6 Attacks hitting on 3+ wounding on a 3+ at -1 Rend for 2 Damage. Is fantastic at 100 pts. Its the same profile as the Ironjawz Megaboss, who is 150 pts. This model is begging to wield the Sword of Judgement! Having so many attacks, and an in-built +1 to Hit from Monster Hunters Stab! Stab! Stab! ability means you can average 7 mortal wounds onto a Monster or Hero Monster. If you decide to cast Brutal Beast Spirits, you'll average 10.5 mortal wounds! That's before normal damage from the other attacks. You'll find out soon enough that a Savage Big Boss can put a Terrorgheist, a Stegadon or a Spirit of Durthu down no problem. Just don't rub it in when it happens...




Let Me At 'Em is a terrific ability and often overlooked. After this model has attacked, a Bonesplitterz unit (NOT IRONJAWZ or ORRUK) that hasn't fought yet, immediately fights. NEVER forget to use this ability when you can. This will catch a lot of people off guard. Not only that, the Savage Big Boss has a useful command ability in Savage Attack. This can only be put on a Bonesplitterz unit (NOT IRONJAWZ or ORRUK). This allows any 6s to Hit in the following combat phase deal 2 hits instead of just 1. There is a little designer's note in the Orruk Warclans book by the Bonegrinz warclan entry that states that abilities like this CAN stack.

So all that for only 100 pts. Not too shabby. 


FACTIONS:

The Savage Orruks work great in any Bonesplitterz Warclan and is often mandatory is many lists. Big Waaagh armies with Kunnin Rukks will need one too.

Bonegrinz  has another stackable ability in the command ability, Feel Da Spirit, which gives causes a 6 to hit to deal 2 hits instead of 1. You could give the Savage Big Boss the warclan artifact, Maw-Krusha Beast Totem for a shitty shooting attack but if you give him any artifact, Sword of Judgement is the way to go. 

Icebone clan is okay for the Savage Big Boss. Allowing him to do -2 Rend on wound rolls of 6. This can be useful for those high Save armies such as Petrifex Bonereapers or Stormcast Eternals but can't be relied upon. The clan artifact, Kattanak Pelt can find a place with the Savage Big Boss as he will most likely be travelling the middle of the horde giving out that +1 Bravery bottle. A good runner up for warclan selection.

Drakkfoot clan is great for the Savage Big Boss. With his Rend the clan trait, Strength of Purpose, is always useful. Since it now can reduce the Save of Ethereal units. The second part of Strength of Purpose that allows you to negate any after-saves is especially useful on a Savage Big Boss with Sword of Judgement. Many Heroes and Heroes riding Monsters have after-saves or will be buffed to have an after-save or several after-saves. Looking at you Ghoul King on Terrorgheist and Frostlord on Stonehorn. Well they don't get ANY of that. All that protect is just gone against a Drakkfoot Savage Big Boss. Even if you only put a 8-10 wounds on a monster like that, Let Me At 'Em kicks in and your Savage Orruks can kill whats left.

Big Waaagh armies might use a Savage Big Boss and it's because they are taking a Kunnin' Rukk. That's completely reasonable. In this case your Big Boss will have to stay between the two units in the battalion. I'd pass on any artifacts unless you can't find anyone better like a Mawkrusha to carry one.


PROS & CONS:

+ Cheap in points
+ Only $15 USD 
+ Lost of 2 Damage attacks
+ Great abilities
- Fragile
- Will be targeted 


BATTALIONS:

Brutal Rukk - 140 pts. 840 pts at optimal size. Battalion units wholly within 12" of the Savage Big Boss can run and charge. This can be fantastic! Let Me At 'Em will definitely get its uses in when your units smash into the enemy lines. Please note that there is no unit cap on the units in this battalion so this battalion is a great opportunity to grab 2 units of 30 Savage Orruks. 840 pts and 124 wounds, thundering towards the enemy lines with wild abandon.

Kunnin Rukk - 140 pts. 720 pts at optimal size. Absolutely in 99% of my Bonesplitterz and Big Waaagh! lists. This battalion is too useful not to use and the Savage Big Boss is crucial. The Savage Big Boss will have to play to father to each unit and its a bit of a juggling game. Staying wholly within 18" of the Arrowboys to let your Arrowboys sling 60 arrows in the Hero phase and wholly within 12" of the Savage Orruks in the combat phase for the Savage Attack command ability.  

Teef Rukk - 140 pts.  640 pts at optimal size. Give +1 Attack to anything is great. Giving +1 Attack to attacks with -2 Rend and D3 Damage weapons, its amazing. If you're fielding 2 or more units of 4 Big Stabbas you need to be taking this battalion. 140 points, that's an extra artifact, an extra Command Point and 8 extra attacks at 3+/3+/-2 Rend D3 Damage. That's another 6 Damage on a 4+ unit or 10.5 on a Monster. DO NOT FORGET that the wording on the battalion ability gives the Savage Big Boss an extra attack, bring him to 7 attacks at 3+/3+/-1 Rend 2 Damage. A great opportunity to use that extra artifact for Sword of Judgement


WRAP UP:

Just As Deadly as a Ironjawz Megaboss, as cheap as a Freeguild General and as characterful as a Squig and ONLY 100 points. The Savage Big Boss can fight if given the right artifact, can buff any Bonesplitterz unit and has a fantastic ability to jump activation in combat. I'd say he's an always include but if you're taking a Brutal Rukk or a Kunnin' Ruff or a Teef Rukk you have to take him anyways. He just is not longer the tax he was before.


GRADE: A

Friday, July 3, 2020

Orruk Warclans: Savage Orruk Morboys GHB2019

Written by Benjamin Lolmaugh


OVERVIEW:

As of General's Handbook 2019 these "elite" Savage Orruks come in 120 pts for 10 dudes with no Horde discount available to them. That's okay, you aren't going to take them in units of 30 anyways. The Morboys were a staple unit in the previous book and make a fantastic warrior in Warcy but with the re-balance that came with the Orruk Warclans book, its time to revisit this maniac menace.


THE WARSCROLL:



The Stat Wheel is actually okay for the amount that we are paying. 6 Bravery is pretty great for an orruk to be completely honest. This goes up to 7 with the Bone Totem Bearer which is quite respectable. This can obviously be augmented by the rank bonus but I wouldn't go up to 30. If you're taking a Rogue Idol, and you always should in a Bonesplitterz army, the Rogue Idol's ability Livin' Idol will also give +1 Bravery if the unit is wholly within 18". So all in all, in a unit of 20, you're looking at 10 Bravery and that's excellent.  The movement on the Savage Orruk Morboys is bog standard for a non-aelf at 5". This can be augmented by doubling or tripling the Movement value and adding the ability to FLY  with Breath of Gorkamorka. The Bonesplitterz ability Tireless Trackers would let this unit move 5" before the start of the game. Fantastic! If you're in Big Waaagh, in which Morboys are not Battleline, you can use Zog 'Em in any phase in which the unit took damage, and move D6". The Skull Thumper, the musician of the unit, adds 2 to the charge rolls. When combined with Brutal Beast Spirits, you can get up to +3 in Bonesplitterz or +4 with the Big Waaagh! Get 'Em trait.  6+ Save is absolutely terrible and the true drawback of the Morboys; but you're Bonesplitterz, you're used to the heaving masses of naked sweaty Savage Orruk booty running headlong into the enemy lines.  This can be augmented in two way if you're into that kind of thing, you might not be that kind of orruk. The Wardokk's Glyphdokk Dance will give the Morboys +1 to Saves on a 3+. Great, but better on a Rogue Idol or a 30 Savage Orruk blob. The second, is Kunnin'  Beast Spirits, which is cast on a 6+. This also give another +1 to Saves. So all of this will get you into the 4+ save with a 6+ Warpaint save, not too bad for a naked orruk.  Combined with 2 wounds each, for the points that's pretty efficient.

The Chompa and Toof Shiv, no longer the two profiles which were tedious to always look back at your book before rolling the dice to make sure you weren't cheating. It's all been moved to one profile. A great change. The range of 1" on a 32mm guy is bad, but they have enough attacks to make it worth it. The Chompa and Toof Shiv have 3 attacks if you have less 14 or less orruks left in the unit. If you have 15 or more (buy the units in 20s) you will have 4  due to the Spirit of Gorkamorka ability. 4! attacks from one orruk with no outside buffs. That's amazing! Hitting on 4+, which can be augmented a few ways. The first way we can improve this is by killing a enemy Monster and triggering Power of the Beast Spirit; this will give the unit a permanent +1 to Hit for the rest of the battle. Useful in the late game against some armies. A few armies you might be able to trigger this on first on second turn. Off the top of my head, I'm thinking Seraphon, Beasts of Chaos and Beastclaw Raiders heavy Ogor Mawtribes armies. Brutal Beast Spirits is a Bonesplitterz spell that is cast on a 6+. This is give the Morboys +1 to Hit and if you cast it on a double you can pick 2 units instead of 1. If you're running a Big Waaagh army with Morboys and get to 16 points, you'll unlock the Smash 'Em trait, giving a +1 to Hit. Lastly, if you're fighting a Monster, you can choose to use STAB!STAB!STAB! to get another +1 to Hit. Lots of ways. There is only one way to get a +1 to wound that I could find in the book. That being in a Big Waaagh! army and getting to 20 Waaagh! points for Bash 'Em. Turning your 12 point model into an absolute blender!




The Savage Orruk Morboys have lots of attacks, that's indisputable. That means that the exploding attack abilities and spells that we have access to do more for us. This includes Bonegrinz Warclan command ability, Feel Da Spirit!, the Maniak Weirdnob's warscroll spell, Bone Spirit and the Savage Big Boss's command ability Savage Attack. Please not that Savage Attack and Feel Da Spirit! only last that one combat phase and that the Bone Spirit spell lasts until your NEXT hero phase. 


MORBOYS VERSUS ARDBOYZ

After all that, Mathhammer is something I use to validate my choices for army composition. If you need pointers for Mathhammer, Paul Conti does a great job on his channel on Youtube at Radio Free Hammerfall. Saying that, Morboys are actually more points effecient in wounds and attacks that our mighty Ardboyz in the Ironjawz half of the Orruk Warclans book. One Morboy will deal approximately 0.67 wounds to a 4+ Save enemy while the Ardboy deals 0.60. You might say that that might just be a small margin, but it's not, its more than 10%.. Even buffed by Smash 'Em and Bash 'Em in a Big Waaagh army, the Morboy deals 1.13 wounds at 12 points per model; while the Ardboy deals 0.95 wounds for 18 points per model. 


SUB-FACTIONS:

Bonegrinz - We've already discussed that Feel Da Spirit! command ability can be very useful on a unit of Morboys. The Bring It On! warclan ability is very useful in disrupting those complex battle lines. The Morboys will have trouble taking the punch from a true offensive powerhouse unit, but for how cheap a unit of 20 is, it may be worth it.  Bring It On! also prevents those same units from retreating from your maniac beast slayers once they get to grips. 

Icebone - With the large amount of attacks that the Morboys throw out, you will definitely see some return for Freezing Strike. Adding 1 Rend to attacks with a Wound roll of a 6, can be useful in a faction mostly without it.  In reality, you're looking at about an 8% increase in damage across the board. Kattanak Pelt will also help the Morboys with the age old Greenskinz problem of leadership and Bravery. Adding 1 to friendly Icebone units wholly within 18" of the bearer. Not as good as Checked Out in Da Choppas but a base Bravery of 8 is fantastic!

Drakkfoot - My favorite clan. Strength of Purpose's first sentence doesn't help with our Rend "-" Morboys.What does help is the second sentence that allows these green nutters to negate any after-saves. Shout Down da Magic! can also be useful against the current magic heavy meta. For 1 CP you can attempt to dispel an enemy spell with a unit of 10 or more Morboys. Since your Morboys should run 20 orruks-strong, you'll even get +1 to the dispel.

Big Waaagh - Not a Battleline unit in Big Waaagh but can certainly make a mark among the big boys. After Smash 'Em and Bash 'Em are in effect you will be rolling tons and tons of dice looking for 3+s to Hit and 2+!s to Wound.  


PROS & CONS:

+ Cheap in points
+ Comes in a great multipurpose box
+ Loads of Attacks
+ Good Bravery
- Fragile without buffs
- 1" Range
- No good battalions


BATTALIONS:

Kop Rukk - 140 pts. 780 pts at optimal size. At the start of your Hero phase, you pick 1 Wardokk (you need at least 2 in the battalion) that is wholly within 18" of 2 or more units from the battalion with 10 or more models (so the two units need to have 10 within 18"). That Wardokk can attempt to cast the Fist of Gork spell from the Wurrgog Prophet warscroll in that phase in ADDITION to any other spells it can cast. That's pretty good. The Fist of Gork spell is cast on a 5! You pick an enemy unit with 24" and roll a D6 for each model in that unit. On a 6 that unit suffers 1 mortal wound. If you cast that on a 10+, you inflict the mortal wound on a 4+. Absolutely fantastic. Easy to cast, with casting modifiers everywhere in the army. It can be an absolute horde killer and a real source of mortal wounds, that you get to cast FOR FREE. But come on, Kunnin' Rukk is where it's at. 

WRAP UP:

Although I love the Ardboyz and have for a long time, I feel like my love for Morboys is slowly overtaking them. In a Bonesplitterz army, they are fast, can have tons of buff potential from Wardokks and Savage Big Bosses and can shred anything it touches including those signature rock-hard units like Hearthguard Berserkers and Witch Aleves due to Drakkfoot (you're always taking Drakkfoot ,right?!). Even if you love to play Big Waaagh with a Mawkrusha and all the Goregruntas and such, the Smash 'Em and Bash 'Em will take the Morboys' damage output into the stratosphere. I know, I hear you,  Ardboyz lovers, I was once one of you but its time to let Gorkamorka into your heart and accept your home within the Morboys Mob.


GRADE: B



Monday, June 29, 2020

Orruk Warclans: Savage Boarboy Maniaks GHB2019

Written by Benjamin Lolmaugh

The crazed Ridaz of Da Waaagh! The Savage Boarboy Maniaks embody the impetuous nature of all the orruks. Barely contained fury that gives them the strength to hunt down prey. 


OVERVIEW:

As of General's Handbook 2019 these bad boys come in at 140 pts  for 5 and Battleline only in Bonesplitterz The package comes with the ability to create 10 Savage Boarboy Maniaks or 10 Savage Boarboys equipped either with Chompas and Bone Shields or Stikkas and Shields. Once again, Games Workshop created a box that you could buy and buy and buy and still be satisfied with your purchased. 


THE WARSCROLL:



At first glance the Stat Wheel and weapon profile is actually pretty decent. Very fast, 3" faster than they were in the last book. This movement can be modified several ways. 1st is Tireless Trackers for the free 5" movement before the game starts. The unit's musician, the Boar Thumper adds 2 to the charge rolls. Which frankly is needed on a unit that is extremely fragile. Breath of Gorkamorka would be a good choice to cast on the Savage Boarboy Maniaks. On 6+ you will double their movement to 24" and give them FLY. On a successful cast that is doubles, you will triple their movement to 36". Fantastic! No longer do you have to worry about terrain or chaff screens before hitting those lone heroes or fragile missile units. 3 wounds is good on a mounted unit. 3 Wounds is good for a mounted unit on a 60x35mm base. The wound count makes it tempting to heal with a Wardokk's Grimdokk Dance. A 6+ save is as terrible as it gets. If you use them in a Bonesplitterz army, you do get your Warpaint save for another 6+ save but don't expect them to stick around. The only way to modify this is to a Wardokk's Glyphdokk Dance or by being in cover. Bravery of a 6 is pretty poor and you won't be fielding this unit in large enough numbers to really benefit from those Bravery bonuses. The Bone Totem Bearer does add 1 to your Bravery, bringing your the unit's Bravery to 7. Defense isn't where Savage Boarboy Maniaks shine, its offense. So let's take a look. 

Savage Boarboy Maniaks are all armed with a Pair of Chompas and their boars are armed with Tusks and Hooves. A whopping 4 attacks each! Each hitting on 4+ and then 3+. But combined with Maniak Fury, in units of 5 or more, they get an additional attack on their Pair of Chompas. 5! Combined with the boars attacks that's 7 without any other buffs. 



The boar mounts are no slouches either. Hitting and wounding on 4+ with 2 attacks. And on the charge they get a bonus +1 to Hit and +1 to Wound due to the Tusker Charge rule. Brutal Beast Spirits would be great when cast on a unit of 10 Savage Boarboy Maniaks, on the charge they would be dealing 51 attacks 3+ 3+ No Rend 1 damage and THEN 20 more attacks at 2+ 3+ No Rend, that's averaging 34 saves that your opponent has to make.


FACTIONS:

The Savage Boarboy Maniaks work great in any Bonesplitterz Warclan. They can be absolute missiles.

Icebone clan is the boar clan. -1 Rend for Wound rolls of a 6 is pretty useful, especially considering how many attacks these Savage Boarboy Maniaks throw out in one turn. The Icebone command ability Freeze and Run would let your Maniaks retreat at the end of the combat phase if their are wholly within 18" of an Icebone hero. This could be used to absolutely devastate a chaff screen, anvil unit in the enemies' deployment zone and then activate to steal an objective 12" or more away. Extremely useful in those battle plans. The clan artefact, Kattanak Pelt is useful for armies fielding many units of Savage Boarboy Maniaks. This will bring the units Bravery to 8 or even 9 if within 18" of a Rogue Idol. That's a serious improvement and will certainly mean that the Maniaks will be sticking around to wreck enough havoc, 

Drakkfoot clan is great. Strength of Purpose allowing you to ignore the effects of Ethereal but without rend on the Savage Boarboy Maniaks it doesn't matter much but the second part is much more useful. No save-after-saves can be taken against attacks from Drakkfoot units. There are several armies that you will face in tournament that will give you a hard time even if you play right. Many of these "scary" armies depend on the ability to shrug off wounds and keep killing. That won't happen against Drakkfoot units. Blocks of Hearthguard, Witch Aelves, any Death unit, Phoenix Guard, all lose those save-after-saves. Additionally when facing magic heavy armies,The command ability, Shout Down Da Magic can be useful to prevent any debuffs about to be cast on your precious boarbois by allowing you attempt a dispel. You won't be getting a +1 for 20 or more models, that would cost at least 560 pts.

Big Waaagh armies will most likely avoid Savage Boarboy Maniaks as they lose their Battleline status. You could create a characterful and fun force of just pigs. Using 3 units of Goregruntas as your Battleline, but now you have a problem generating Waaagh points and out-pacing your Warchanters and general to generate those points. 


PROS & CONS:

+ Fun to Paint
+ Fast 
+ Lost of attacks
- Fragile
- Low Bravery
- 1" Range


BATTALIONS:

Snaga Rukk - 120 pts. Battalion units wholly within 12" of the Maniak Weirdnob can re-roll charge rolls. I'd pass unless I was taking 4 units of Savage Boarboy Maniaks. The Maniaks move fast enough, can be buffed in the Hero phase with additional movement, can move an extra 5" before the game starts, and get a bonus on the charge rolls that this really isn't necessary. You can still re-roll for a command point but save 120 pts. 


WRAP UP:

If you're looking for a fast kickass unit that will cause chaos before exploding, you'll find nothing better than Savage Boarboy Maniaks. Sure they have low Bravery and a terrible Save, but they can chop up anything with 5+ save in one combat phase.  Two units of 10 work great as a hammer to the anvil of 2 blocks of 30 Savage Orruks. 

GRADE: B

Friday, June 26, 2020

Orruk Warclans: Rogue Idol GHB2019

Written by Benjamin Lolmaugh

OVERVIEW:

As of General's Handbook 2019 this big boi comes in at 400 points of pure awesome and counts as a Behemoth. This big beautiful bastard has all of the keywords that we care about when it comes to buffing; ORRUK, BONESPLITTERZ, IRONJAWZ and GREENSKINZ.



THE WARSCROLL:



The Stat Wheel is good for how expensive he is. 10" Movement is great. With Breath of Gorkamorka this earth and dung elemental can be flying 20" to 30" in a turn. If included in a Bonesplitterz army, he can also use the Tireless Trackers ability to move 5" before the game starts. If included in an Ironjawz list he can benefit from Mad As Hell, allowing him to move D6" each phase in which he took any wounds or mortal wounds. If included into a Big Waaagh! army, the first Waaagh! ability unlocked is Zog 'Em, which allows the same thing, D6" movement if you took wounds or mortal wounds in a phase. He can even be selected for Da Great Big Green Hand of Gork from the Ironjawz spell lore.

16 wounds and a 4+ save is fantastic. He also comes with Da Big 'Un special rule, which allows you to shrug off wounds on a 5+. Of course this can be buffed further in this book since we have so many ways to layer our defenses. If you take the Rogue Idol in a Bonesplitterz army, it gets another 6+ after-save. The Wardokk can use either Glyphdokk Dance to give the Rogue Idol a 3+ Save or use Grimdokk Dance to heal the Idol D3 Wounds. You can even get to a 2+ Save if you also cast Kunnin' Beast Spirits on the idol. Combined this makes the Rogue Idol extremely hard to remove, even against mortal wounds, which he would have a 5+ then 6+ to save against them.  

Bravery 10 doesn't matter much on a single model but it's actually Bravery 11 due to the Livin' Idol affecting itself.



The Rogue Idols has 2 attacks with its Boulder Fists has a Range of 3"! hitting on 3+ wound on 2+ (degrading) -2 Rend and D6 Damage. This is comparable to any dragon's bite. The Boulder Fists stay reliable until the Rogue Idol has suffered 14 wounds and by that time, the game is over or your line has moved up to support the big guy. The Stompin' Feet has a range of 2" with 10 attacks (degrading) hitting on 3+ wounding on 3+ -2 Rend and 2 Damage each. That's a lot of damage!  That's about 10.8 Damage against a 4+ Save unit. 

Since the Rogue Idol has both the Ironjawz keyword and Bonesplitterz keyword lets see what kind of nasty shit we can come up with. Any ability to allow exploding 6s to Hit will work well with the 12 attacks the Idol can throw out.  That includes the Savage Big Boss's command ability Savage Attack, the Maniak Weirdnob's warscoll spell Bone Spirit and the Bonegrinz warclan command ability Feel Da Spirit! The Damage on the Boulder Fists can be increased to D6+1 and Stompin' Feet can be increased to 3 Damage by the Warchanter's Violent Fury ability. The Rogue Idol has the Spirit of the Waaagh! ability on his warscroll that allows him to reroll Hit rolls of 1 if he made a charge that turn. With the movement of this thing, you usually won't be on the receiving end of charges. 

There are several ways to give this guy +1 to Hit. Smash 'Em from the Big Waaagh!'s 16 Waaagh! point ability. For Ironjawz armies, the Megaboss on Mawkrusha or Megaboss on foot can use a command point for Go on Ladz, Get Stuck In!. Or you can use Killa Beat from the Warchanter to tack this on the enemy unit that is about to be beat into the ground.  Bonesplitterz player can cast Brutal Beast Spirits for the +1 to run, charge and Hit rolls. '

To get +1 to Wound. You will need to get 20 Waaagh points in a Big Waaagh! army. Ironjawz casters can cast Bash 'Em Ladz! to get a bubble of +1 to Wound around the caster. The Orruk Warboss with Great Waaagh! Banner which allows reroll of 1s to Wound if the idol is within 16" of the Warboss in the combat phase.

Livin' Idol is probably one of the most needed buffs in any Orruk army. The ability states that Orruk (and Grot) Wizards within 6" add 1 to their casting rolls. This is extremely useful for Bonesplitterz casters and for those lone Ironjawz casters. The Livin' Idol ability ALSO gives Orruk (and Grot) units that are wholly within 18" +1 to Bravery. This is incredible! This shores up two deficiencies in most Ironjawz and Bonesplitterz lists. 
 
FACTIONS:

Rogue Idols can fit in any army, Ironjawz, Bonesplitterz or Big Waaagh! but some better than others.

Bonesplitterz - If you choose a certain warclan or not you'll get a few things that could be useful for the Rogue Idol. Tireless Tracker, that allows him to move 5" before the game starts. Great for setting up the Rogue Idol for a first turn charge or to protect him from receiving the charge. Monster Hunters is a great rule for the Rogue Idol if you remember that he also gets it. +1 to Hit other Monsters (2+) is absolutely fantastic. As far as the math breaks down, you gain about a 50% increase in damage dealt if you charge a Monster and choose Stab! Stab! Stab!. And of course we've already spoke about Warpaint,  another chance albeit a 6+, to ignore mortal wounds or normal wounds is always helpful.

Bonegrinz-  The warclan trait, Bring It On can get your enemy's units in a bad match up against the Rogue Idol, but he'd be taking the charge. Being unable to retreat once in combat, is great if you're fighting armies that like to flee and charge later like Skaven. The command ability, Feel Da Spirit! will net you an average of 2 extra hits, which can make a big difference.

Icebone -  The warclan trait, Freezing Strike can be good against those Ossiarch Bonereapers, Seraphon or Stormcast Eternals players that love their high Saves; -3 Rend will do work. The command ability doesn't affect the Rogue Idol. The warclan artifact, Kattanak Pelt likewise doesn't really matter to the Rogue Idol. Pass. 

Drakkfoot -  The warclan trait, Freezing Strike really comes into play with a Rogue Idol... or two. -2 Rend vs Ethereal models means that they only get a 6+ Save and no Deathless Minions 6+ Save. Goodbye Hearthguard Berserkers, Witch Aelves, Phoenix Guard! The warclan command ability to Shout Down Da Magic doesn't really help a whole lot since the Rogue Idol won't be getting the +1 to dispel. 

Ironjawz- If you choose to pick a major Ironjawz warclan or not, there are a few benefits for big daddy rock elemental. Mad As Hell, as discussed before can be used to move the Rogue Idol in any phase in which he suffered any wounds or mortal wounds. It's great for closing the distance or making enemy charges harder. Eager for Battle, gives your big guy +1 to charge, which is always useful. Mighty Destroyer being used on Rogue Idol can be a true nightmare for your opponent. Fighting in the Hero phase is a great way to take care of those units with a few stragglers so you can move onto stomping other units or setting yourself up to trigger Smashin' and Bashin' in the combat phase. Smashin' and Bashin'! One of the best abilities in the entire game and our thiccboi gets it. Kill a unit and fight somewhere else immediately. With the amount of attacks and the damage coming from the Rogue Idol natively, you can easily start a Smashin' and Bashin' train to victory.  

Ironsunz - If you Mighty Destroyers your Rogue Idol on turn 1, then absolutely yes. You'll be able to take advantage of the warclan trait of -1 to Hit for as long as possible and be able to punch your enemy in the face. Good thing you get an extra command point for the mandatory general trait. The warclan ability to counter charge can be useful but I always find it better as a deterrent on my opponent's turn and using Mighty Destroyers on my turn.

Bloodtoofs - MOAR SPEEED! YES. The warclan trait combined with Eager for Battle means this big guy gets +2 to charge. The warclan artifact, the Quickduff Amulet is more useful on a large unit of Ardboyz or a unit of 10 Brutes. Get to Da Realmgate! could be useful to get more movement, onto an objective since not much will survive long against a creature with chariot sized fists.

Da Choppas -  The warclan command ability doesn't effect you. The rerolling charges when near a terrain feature in enemy territory does. Which can be very useful. The warclan artifact doesn't really apply those this single model unit already with bravery 11.

Big Waaagh -  Imagine all the buffs in the book. Now back to me. Now imagine all those buffs on the Rogue Idol. Now back to me. I'm happy. Look at you. You're happy. Big Waaagh allows the Rogue Idol to truly have it all. Another after save, moving after being damaged,  +1 to Hit and +1 to Wound.  You also have the opportunity to mix those faction specific buffs such as the Wardokk and Warchanter. The only problem is that you lose a lot of boyz. 400 pts is a lot boyz. And that is the fuel that Big Waaagh needs to burn the realms down.

PROS & CONS:

+ Killy
+ Resilent w/After Save
+ Fast for a foot monster
+ Lost of attacks
+ Can take ALL the buffs
- A huge target
- Difficult to put together
- $112 USD


BATTALIONS:

NONE! But who cares!


WRAP UP:

In Bonesplitterz armies, the Rogue Idol is definitely a MUST INCLUDE item. With a major source of Rend on a thicc boi with 16 wounds and saves out the ass, its hard to argue. But then he gives +1 to cast on all your needed spells and gives you +1 Bravery to all those Savage Orruks and Arrowboys you're taking. In Ironjawz, I can see instead taking a Megaboss on Mawkrusha

GRADE: A

First Look: Kruleboyz Warscrolls

  Written by Benjamin Lolmaugh OVERVIEW: I wanted to give my First Look thoughts on the newest greenskins  to enter the Mortal Realms, the K...