Warcry/Tactics/Bonesplitters

From 2d4chan
(Redirected from Warcry/Tactics/Bonespitters)
Jump to navigation Jump to search

Faction Overview[edit]

These guys are so nuts, or their shamans are, that some of them eventually make their way to the Eightpoints and start smashing heads. That's it, really. One of the cheapest to do, as it revolves only on the Savage Orruks, including the Big Stabbas. They move quickly into fights like Ironjaws but rely on Fanaticism, numbers, ranged weapon over heavy Armour and strength.

Pros[edit]

  • Adaptable: Plenty of ways to get close with your melee fighters, ways to make your guys tougher, adequate shooting (hey, they're insane orruks, what do you want?), and reasonable cost means you're generally bringing an all comers warband that's actually going to do well against ALL COMERS.
  • Wounds: Orruks are beefy. Orruks that are insane and hopped up on Waaagh! energy are also beefy. The average to below average toughness is made up for by the fact that your basic dudes are 15 wounds, and your REAL heavy hitters are 25-30 wounds each.
  • Easy to play: The combination of the above two, and no really outright complex/shenanigan-arry rules means Bonesplitters are a pretty forgiving warband to play. Your guys aren't likely to be steamrolled, and good playing is rewarded just as much as poor playing isn't hurt.
  • Cheap: Ok, let's talk about this. Bonesplitters are a small faction in AoS. Basically 2 boxes, and some heroes. Thanks to this though, you can get EVERYTHING you need for a motley crew of naked insane Orruks from a single box. All the pieces are there! Make yourself 5 of each type of boy, a banner dude and 2 big stabbas from the one 20-man box, and you have a fully kitted out warband with more options than you can shake a bone at!
  • Arrows boys: Who doesn't love orky shooting? Joking aside about the lackluster power of these guys, what should never be overlooked in Warcry is the power of ranged combat. Spears, arrows, anything where you can have a guy outside of combat range and still plinking off wounds from your opponent? Invaluable. They're also relatively cheap points-wise.

Cons[edit]

  • High Value Targets: Because of a few aura-type abilities, you really need to keep your Bone Totem and Leader alive. your Big Stabbas, despite being 30 wounds, are likely to get focused as well.
  • Low Toughness: Despite ways to boost it, your guys are mostly going to be T3. Which in Warcry translates to taking a lot of damage from average to heavy hitting attacks. Keep in mind your opponent when playing, and you'll be fine.
  • Low Base Damage: Shield Boys and Arrowboys, your cheapest and often primary units, both have a 1/3 damage spread, with not a lot of attacks. Meaning you have to either use them to clean up already damaged foes, or tie high value targets in place for your Morboys to mop up.

Abilities Overview[edit]

<tabs> <tab name="Hero Abilities">

  • [Double] Weird Squig (Maniak Weirdnob): Add 1 to the Attack characteristic of ranged attacks until the end of the fighter's activation.
  • [Triple] Waaagh!: Add the value of this ability to the Move characteristic of friendly fighters within 6" of this fighter when this fighter uses this ability, until the end of the battle round.
    • Fighter Commentary A shared ability with your more heavily armored, bigger cousins the Ironjawz (Almost like GW likes recycling rules...). Smart use of a triple takes Bonesplitters from a pretty average movement 4 to anywhere between 5 and an astounding 10 inch movement. If your opponent goes first, that means there's a SOLID possibility that a single move action has one of your boys in combat with an activation to spare on your first move. Also great for making sure your boys can grab those turn 3 objectives out of nowhere. Do keep in mind that this MUST have your boss alive and near other boys to be most effective.
  • [Triple] Ritual Dance (Wardokk): Remove up to D3 damage points allocated to each friendly fighter within 6" of this fighter (roll for each).
    • Fighter Commentary With how poorly armored your boyz are, you're going to need all the healing you can get. The update just makes this a bit more viable by letting you potentially heal more than just a wound on your forces.
  • [Triple] Beast-mask Dance (Wurrgog Prophet): Until the end of the battle round, subtract 1 from the Attacks characteristic (to a minimum of 1) of attack actions made by enemy fighters while they are within 6" of this fighter.
  • [Quad] Mighty Waaagh! (Savage Big Boss): Until the end of the battle round, add 3 to the Move characteristic of friendly fighters while they make a move action that starts within 9" of this fighter.

</tab> <tab name="Fighter Abilities">

  • [Double] Charge!: A fighter can use this ability only if there is a visible enemy fighter within 6" of them. This fighter makes a bonus move action and must finish closer to the closest visible enemy fighter than they were at the start of the move action.
    • Fighter Commentary Extremely useful as a warband-wide ability. Helps close the gap, particularly for the Morboys, Bosses, and Big Stabbas so you can bring their full compliment of attacks on some unsuspecting fool. Bear in mind though, it is only a move action, so you are limited by movement reducing twists, but ALSO benefit if Waaagh! has been activated.
  • [Double] Toof Shiv (Big Boss, Morboy, Boarboy Maniak): Pick a visible enemy fighter within 1" of this fighter and roll a die. On a 3+, the enemy takes 3 damage.
    • Fighter Commentary The update makes this ability deal a good bit more damage reliably, though the damage rate is locked.
  • [Double] Beast Spirit Ju-Ju (Morboy Bone Totem Bearer, Boarboy Bone Totem Bearer): Until the end of the battle round, add 1 to the Toughness characteristic of friendly fighters while they are within 6" of this fighter.
    • Fighter Commentary Tired of your Savage Orruks being too hopped up on Waaagh! energy to bother with armor? Don't want to sacrifice Morboy damage to take Boneshield boys? This is the ability for you. That +1 toughness makes your Morboys, and Arrowboys T4, and your Shield boys a nice and tanky T5. Positioning the big Ju-Ju stick is a key part of this warband, and makes an already pretty beefy line of dudes even beefier. Laugh as plainsrunners and other chaff have their piddly attacks bounce off your insane naked orruks.
  • [Triple] Tusker Charge (Maniak Weirdnob, Boarboys, Boarboy Bone Totem Bearer, Boarboy Maniak): Until the end of this fighter’s activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within 1" of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability.
    • Fighter Commentary Lets you pile on some extra damage on a boarboy-heavy warband, as each boarboy can ram the enemy for extra damage.
  • [Triple] Loadsa Arrows (Arrow Boss, Arrowboy): Add half the value of this ability (rounding up) to the Attack characteristic of attack actions made by this fighter that target an enemy fighter more than 3" away.
    • Fighter Commentary Take Onslaught. But instead of adding 1 attack, add half the value of the triple. Then make it so you can do it for ranged attacks. Got FAQ to be better if your confused from the card, so now those additional attacks? They're for each attack ACTION. Meaning a triple 6 takes your lowly Arrowboys from 2 attacks to 5, 10 if you use both activations. Orruk shooting has never been about accuracy, its ALWAYS been about DAKKA! Do keep in mind that the damage profile on Arrowboys is just 1/3 ad S3, so its not likely to pop one of Siggy-Pop's Golden Boys, but still hilarious.
  • [Quad] Rampaging Destroyer: Until the end of this fighter's activation, add 1 to the Attacks characteristic of attack actions made by this fighter. In addition, each time an enemy fighter is taken down by an attack action made by this fighter this activation, this fighter can make a bonus move action. (All)
    • Fighter Commentary Destruction rules being Destruction rules. Pop this on a boss or Big Stabba, heck, even the Totem Boy, and start toppling bodies. Most useful in situations where a fighter has a target close to death, and either another, healthier target in range, or needs to close a gap to another. Great when used right, but not always necessary.
  • [Reaction] Get Stuck In: A fighter can make this reaction after an enemy fighter finishes a move action visible to this fighter and within 3" of this fighter. Pick another friendly fighter within 3" of this fighter. That fighter makes a bonus move action. After that move action that fighter must be within 1" of the enemy fighter that made the move action.
    • Fighter Commentary: With the number of boyz you can field, this can turn your forces into a bit of a minefield as you can have your Morboys become slingshots for your bigger forces or even each other.

</tab> </tabs>

Fighter's Overview[edit]

Leader[edit]

Savage Boss with Chompa and Bone Shield[edit]

  • Stats: Movement 4"; Toughness 4; Wounds 25; 185 Pts.
    • Runemarks: Leader
    • Weapons:
      • Sword-Range 1"; Attacks 4; Strength 4; Damage 2/5
    • Fighter Commentary Basic Combat Boss. -20 points for 1 less attack with a lower damage profile than the Morboy. Solid option, particularly when you need to save a few points. Shame that his shield doesn't give him the +1 toughness relative to the other bosses.

Savage Morboy Boss[edit]

  • Stats: Movement 4"; Toughness 4; Wounds 25; 205 Pts.
    • Runemarks: Leader
    • Weapons:
      • Sword-Range 1"; Attacks 4; Strength 4; Damage 3/6
    • Fighter Commentary Big Daddy Beatstick. 4 attacks at that 3/6 profile is a lot of hurt from one guy. He does suffer by being the most expensive model in the Warband. He's even more expensive than the Big Boss ally for some unknown reason.

Savage Big Boss[edit]

  • Stats: Movement 4"; Toughness 4; Wounds 30; 225 Pts.
    • Runemarks: Leader, Champion
    • Weapons:
      • Sword-Range 1"; Attacks 3; Strength 5; Damage 3/6
    • Fighter Commentary

Savage Orruk Arrowboy Boss[edit]

  • Stats: Movement 4"; Toughness 4; Wounds 25; 125 Pts.
    • Runemarks: Leader, Destroyer
    • Weapons:
      • Ranged-Range 3-15"; Attacks 3; Strength 3; Damage 1/3
      • Sword-Range 1"; Attacks 3; Strength 3; Damage 2/4
    • Fighter Commentary The ranged boss. Also the cheapest by far. Same bow attack as the Arrow boys, with an extra shot, and a 2/4 damage profile in combat. This guy, is your cheapest option, and most versatile. He's also the only one with access to more than just the Waaagh! and charge abilities, so you can pump out even more shots using Loadsa Arrows on him. Definitely the most economical, just don't expect him to be the melee truck that the other two are.

Savage Boarboy Boss/Savage Boss Maniak[edit]

  • Stats: Movement 10"; Toughness 4; Wounds 35; 250(265) Pts.
    • Runemarks: Leader, Mount
    • Weapons:
      • Sword-Range 1"; Attacks 4; Strength 4; Damage 2/5 (3/6)
    • Fighter Commentary

Wardokk[edit]

  • Stats: Movement 4"; Toughness 4; Wounds 25; 205 Pts.
    • Runemarks: Leader, Berserker
    • Weapons:
      • Arcane Bolt-Range 3-7"; Attacks 2; Strength 3; Damage 3/6
      • Staff-Range 1"; Attacks 3; Strength 3; Damage 1/3
    • Fighter Commentary

Wurrgog Prophet[edit]

  • Stats: Movement 4"; Toughness 4; Wounds 28; 225 Pts.
    • Runemarks: Leader, Frenzied
    • Weapons:
      • Arcane Bolt-Range 3-7"; Attacks 2; Strength 3; Damage 3/6
      • Staff-Range 2"; Attacks 3; Strength 4; Damage 1/4
    • Fighter Commentary

Maniak Weirdnob[edit]

  • Stats: Movement 10"; Toughness 4; Wounds 35; 285 Pts.
    • Runemarks: Leader, Mount, Ferocious
    • Weapons:
      • Arcane Bolt-Range 3-7"; Attacks 2; Strength 3; Damage 3/6
      • Staff-Range 2"; Attacks 3; Strength 4; Damage 1/4
    • Fighter Commentary

Fighter[edit]

Savage Orruk with Chompa and Bone Shield[edit]

  • Stats: Movement 4"; Toughness 4; Wounds 15; 90 Pts.
    • Runemarks: None
    • Weapons:
      • Sword-Range 1"; Attacks 3; Strength 3; Damage 1/3
    • Fighter Commentary Your basic dude. Shield makes him tougher at T4 (Like your bosses), so hes a solid choice. Somewhat let down by his 1/3 damage profile, but being relatively cheap means you can cram a few more in. Run comparison to Morboys and then season to taste.

Savage Orruk with Savage Stikka and Bone Shield[edit]

  • Stats: Movement 4"; Toughness 4; Wounds 15; 85 Pts.
    • Runemarks: None
    • Weapons:
      • Spear-Range 2"; Attacks 2; Strength 3; Damage 1/3
    • Fighter Commentary Same as above, just trades 1 attack for 1"range at a -5 points cost. The cheapest guys you have access to. Situational as 2 attacks at 1/3 isnt going to be dropping anyone in most situations, but useful enough for poking extra wounds off from outside engagement range. Also good for if you want another body, but cant quite squeeze in that last arrowboy or sheild boy

Savage Morboy[edit]

  • Stats: Movement 4"; Toughness 3; Wounds 15; 110 Pts.
    • Runemarks: Elite
    • Weapons:
      • Sword-Range 1"; Attacks 3; Strength 4; Damage 2/4
    • Fighter Commentary 20/25 points morr expensive than the shield variants, BUT you get an 3 attacks at a 2/4 damage profile, and access to the Bone Shiv, potentially dealing some extra damage out of activation. These guys are your elites, and in most cases your workhorses. Look out for that T3 though, as whatever they don't kill is likely to put the hurt right back on them.

Savage Morboy with Bone Totem[edit]

  • Stats: Movement 4"; Toughness 3; Wounds 15; 110 Pts.
    • Runemarks: Mystic
    • Weapons:
      • Spear-Range 3"; Attacks 3; Strength 4; Damage 2/4
    • Fighter Commentary Don't. Leave. Home. Without. This. Guy. Seriously, this is probably the most important model in a Bonesplitters warband. First off, his Ju-Ju Spirit ability is a 6" bubble of +1 Toughness, meaning your dudes just got a ton tankier. He also hits like a Morboy (3 attacks, S4, 2/4) but from 3" away. All for the same cost as a Morboy. Take one, let all the other boys feel the power of the Waaagh! and then whack your opponent with the Ju-Ju Stick!

Savage Orruk Arrowboy[edit]

  • Stats: Movement 4"; Toughness 4; Wounds 15; 90 Pts.
    • Runemarks: Destroyer
    • Weapons:
      • Ranged-Range 3-15"; Attacks 2; Strength 3; Damage 1/3
      • Sword-Range 1"; Attacks 3; Strength 3; Damage 1/2
    • Fighter CommentarySame price as a sheild boy, but trades toughness and an extra crit damage in close range for the ability to shoot people up to 15" away. In Warcry, that's big. However, that ranged damage is still only a 1/3 profile, meaning on his own, arrow boys aren't dropping people. Loadsa Arrows makes up for it, making a single arrow boy into a Gork-Damned hillarious arrow spewing turret. Also great for standing on objectives without being made useless by being away from the fight. Very useful, but make make sure they're not all you're relying on.

Savage Big Stabba[edit]

  • Stats: Movement 4"; Toughness 3; Wounds 30; 175 Pts.
    • Runemarks: None
    • Weapons:
      • Spear-Range 1"; Attacks 3; Strength 5; Damage 3/6
    • Fighter Commentary Ever look at a spear and think "That's far too small. I could never impale someone with that." Well, grab your nearest green buddy and channel your innermost Orky Crocodile Dundee, because that's not a spear, THIS IS A SPEAR! Two equally crazy Morboys picked up the biggest tree they could, put a sharp end on it and started stabbing people, making this not only your tankiest unit (30 wounds) but also one of your biggest damage dealers. 3 Attacks per activation at S5 with a 3/6 profile means this WILL kill something. Also a prime target for Rampaging Destroyers to watch the hope drain from your opponent's eyes as one base mulches 3 guys per turn. Also, cheaper than two thirds of your bosses, so even consider taking 2 if you want to run a dead-killy elite warband. Keep in mind though, they're only T3, so make sure your Ju-Ju Stick is close by.

Savage Boarboy with Savage Stikka[edit]

  • Stats: Movement 10"; Toughness 4; Wounds 25; 145 Pts.
    • Runemarks: Mount
    • Weapons:
      • Spear-Range 2"; Attacks 2; Strength 3; Damage 1/3
    • Fighter Commentary

Savage Boarboy with Champa[edit]

  • Stats: Movement 10"; Toughness 4; Wounds 25; 150 Pts.
    • Runemarks: Mount
    • Weapons:
      • Champa-Range 1"; Attacks 3; Strength 3; Damage 1/3
    • Fighter Commentary

Savage Boarboy Maniak[edit]

  • Stats: Movement 10"; Toughness 3; Wounds 25; 170 Pts.
    • Runemarks: Mount, Elite
    • Weapons:
      • Champa-Range 1"; Attacks 3; Strength 4; Damage 2/4
    • Fighter Commentary

Savage Boarboy with Bone Totem[edit]

  • Stats: Movement 10"; Toughness 4; Wounds 25; 205 Pts.
    • Runemarks: Mount, Mystic
    • Weapons:
      • Spear-Range 3"; Attacks 3; Strength 5; Damage 2/4
    • Fighter Commentary

Minions, Thralls, and Allies[edit]

Gobbapalooza[edit]

Boggleye

  • Stats: Movement 4"; Toughness 3; Wounds 12; 85 Pts.
    • Runemarks: Ally, Berserker
    • Weapons:
      • Club - Range 2"; Attacks 3; Strength 3; Damage 1/4
    • [Double] Mesmerize: Stop an enemy from making a move or disengage action on a 3+.
  • Fighter Commentary -

Scaremonger

  • Stats: Movement 4"; Toughness 3; Wounds 20; 85 Pts.
    • Runemarks: Ally, Terrifying
    • Weapons:
      • Fangs - Range 1"; Attacks 4; Strength 3; Damage 1/4
    • [Triple] Bogeyman Dance: Roll a D3 and add up to 3″ of Movement to a nearby friendly fighter.
  • Fighter Commentary -

Shroomancer

  • Stats: Movement 4"; Toughness 3; Wounds 12; 85 Pts.
    • Runemarks: Frenzied, Ally
    • Weapons:
      • Club - Range 2"; Attacks 3; Strength 3; Damage 1/4
    • [Triple] Fungoid Cloud: Roll a dice and reduce up to 6 (to a minimum of 1) from the Attack characteristic of an enemy fighter.
  • Fighter Commentary -

Brewgit

  • Stats: Movement 4"; Toughness 3; Wounds 12; 85 Pts.
    • Runemarks: Ally, Bulwark
    • Weapons:
      • Dagger - Range 1"; Attacks 4; Strength 3; Damage 1/3
    • [Double] Loonshrine Potion: Roll a D3 and add up to 3 to the attacks to a nearby friendly fighter. This is stackable with other abilities.
  • Fighter Commentary -

Spiker

  • Stats: Movement 4"; Toughness 3; Wounds 12; 85 Pts.
    • Runemarks: Ally, ---
    • Weapons:
      • Club - Range 2"; Attacks 3; Strength 3; Damage /14
    • [Double] Poison Brew: Roll a D3 and add up to 3 to the Strength of a friendly fighter.
  • Fighter Commentary -

General Tactics[edit]

Other Helpful Tips[edit]

Example Builds[edit]

Here is a matched play list (1000 points) that, while dumb, is rather effective (note that this is before the Heart of Ghur update):

Totemz build:

-Savage Orruk Morboy Boss -Savage Big Stabbas -Savage Orruk Morboy Bone Totem Bearer x4 -Savage Orruk with Chompa and Bone Shield x2

Shield: Savage Orruk Morboy Boss, Savage Big Stabbas, Savage Orruk Morboy Bone Totem Bearer x2; Dagger: Savage Orruk Morboy Bone Totem Bearer, Savage Orruk with Chompa and Bone Shield; Hammer: Savage Orruk Morboy Bone Totem Bearer, Savage Orruk with Chompa and Bone Shield.

Total: 1000

An additional variation on this would be to drop the two basic Savage Orruks and replace them with another Savage Big Stabbas, as they're pretty good, but you'd get less activations and slightly less board control.




Warcry Tactics
Grand Alliance: Chaos
Grand Alliance: Death
Grand Alliance: Destruction
Grand Alliance: Order
Monsters & Mercenaries