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==Battalions== ===From Battletome Bonesplitterz=== ; Brutal Rukk (500pt. min.): ''One Savage Big Boss, 2-5 units of Savage Orruks/Savage Boarboys.'' : A simple Battalion that lets the units within re-roll the dice when Running, or automatically moves an extra 6" if within 10" of the Big Boss. If you were going to take the units within anyway (and due to Battleline restrictions you likely were), there's very little reason not to invest in it if you can spare the points, since nothing in it is capable of shooting anyway. Leads to truly hilarious results of the naked-orruks-practically-in-your face on the first round variety when combined with the Waaagh-Monger traits. ; Kop Rukk (640pt. min.): ''2-5 Wardokks, 2-5 units of Savage Orruk Morboys.'' : A battalion for the less loved of bonesplitterz units... and doesn't do much to make them more desirable. Firstly the wardokks get +1 to casting if within 12" of 20 or more morboys, or +2 if within 12" of 30. If the casting roll is a double however, you must remove d3 MODELS from the nearest unit of Orruk morboys. Also if a unit of Morboyws is within 12" of at least TWO wardokks from this battalion, it gets +1 to wound. Interestingly enough, it doesn't SEEM like any of the morboys for either ability actually have to be part of the battalion. However, the battalion is pretty bad small casting bonuses from being near a ton of morboys and a bad result on what you hope for as a bonesplitterz wizard? Seems weird. Its a pretty expensive battalion too so give this one a miss unless your running a ton of morboys. ; Kunnin' Rukk (520pt. min.): ''One Savage Big Boss, 2-5 units of Savage Orruks/Savage Orruk Arrowboyz.'' : THE bonesplitterz Battalion. In the Hero phase one unit within 10" of the Big Boss may immediately take an extra action, whether that be moving provided its more than 3" away from an enemy, shooting, or Piling In and attacking as normal. And they can still act as normal later in the turn! The general strategy here is toss a ton of Arrowboyz in with your battle-line savage orruks and your general big-boss and watch as everyone ragequits against far too much dakka. However, if you want to run this in a purely melee setup combined with a Wurrgog prophet you can potentially attack up to 3 times a turn with a single unit of savage orruks or just zoom across the battlefield with 2 movement phases and 1d6 movement from rampaging destroyers. However keep in mind if you run in a movement phase from this ability you can't charge or shoot later, but you can run again later. ; Teef Rukk (290pt. min.): ''2-5 units of Savage Big Stabbas'' : A very simple battalion, in each hero phase pick an enemy monster, each unit within this battalion can pile in 6" and attack that monster. This makes the big stabbas utterly amazing at killing monsters. However you do need to start within 6" of a monster which can be a bit tricky as the monster is likely to either run away from any big stabbas or wipe them out before they can attack him. When it works, it really works though, and can often kill the monster freeing up your stabbas to attack something else. Additionally, you would rather just run one unit of these guys not the 2 required for this battalion. ; Snaga Rukk (700pt. min.) : ''2 Maniak Weirdnobs, 2-10 units of Savage Boarboy Maniaks'' : A charge oriented battalion that doesn't actually benefit the maniak weirdnobs at all. In the hero phase one savage boarboy maniak unit can charge an enemy unit, you can re-roll charges if they are within 10" of a maniak weirdnob from this battalion. If the charge is successful roll a dice for each charging model that ends within 1" of an enemy. On a 4 the enemy unit suffers 1 mortal wound, but on a 1 the charging unit suffers a mortal wound. This has the problem most 'charge in hero phase' battalions have, you either; aren't in a position to charge, got charged last turn, could charge last turn and there is no reason delaying it specifically for this ability. However its quite cheep and if your running these units anyway no reason not to throw them in this battalion, just don't play around it and use it if it comes up. It also becomes slightly better with the rampaging destroyers allegiance ability since you can move 1d6 before attempting to charge.
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