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==Warscrolls== ===<span style="color:#cc9900;">Ironjawz=== Ironjawz is a melee powerhouse army with even battleline having 4+ armor and 2 plus wounds. Their biggest unit size is only 15 models. Units have a lot of attacks, wounds and a pretty good armor. No ranged units and almost no mortal wounds outside of impact hits. Battleline has access to rend -2, damage output can be high too. Army has strong buffs that your opponent can't prevent, teleport spell and killy, tough and fast HQ Monster that can issue multiple commands simultaneously. It also provides good objective play and allows execution of monster related tactics. Ironjawz is a fast army but mostly thanks to their abilities. Ironjaws want to get in combat but only in combat where they will win. You '''have to pick your fights''' and win them in order fight first again and again. ===={{color|#cc9900|Leaders}}==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_mawcrusha_megaboss_eng.pdf Megaboss on Maw-krusha]''': (480pts) Big Murderous Flying Cabbage with a Big and mean Megaboss on top of it. Even cheaper and more powerful than in previous edition. **Your only {{AOSKeyword|Ironjawz Monster}} in the book which is important in the third edition. Cabbage damage, mobility and ability to issue commands to three {{AOSKeyword|ironjawz}} units for one CP simultaneously makes it an auto include in almost any {{AOSKeyword|ironjawz}} list and also makes it a fire magnet for your opponent. **Tough with 18 wound and 4+ armor save which can be '''changed to 3+''' (''not +1 modifer'') at a small cost of having 7 (3+ 3+ -1 2) attacks instead of 9 on a Megaboss (always take this) **Cabbage itself has ranged 8' Roar with 4 (2+ 3+ -1 1) attacks and 8 (3+ 3+ -2 3) attacks with it's Mighty fists and tail. **If this model kills ''any model'' in combat phase '''Megaboss weapon''' gets +1 attack and unit gets +1 to 'Wounds' '''characteristic''' at the end of the combat phase for entire battle. (if you had 14 out of 18 wounds now you gonna have 14 out of 19). Stacks after every combat phase. **Counts as a Behemoth and flies 12' which makes it the fastest unit in {{AOSKeyword|ironjawz}} army. **When using Stomp Monstrous Rampage if it's succesful you can add up to 3 additional mortal wounds to result thanks to Destructive Bulk ability, if there are no models in 3' after that you can move d6 and use Stomp Monstrous Rampage '''again'''. (range of that ability has been nerfed to d6 from previous edition, but wording still allows you to Stomp after Stomp until there is a model in 3' after enemy models have been removed from Stomp damage. ("If you carry out Monstrous Rampage...")) **Cabbage can take a Mount trait and any other Enhancements *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_gordrakk_eng.pdf Gordrakk, Fist of Gork]''': (500pts, unique): AKA The Big Green Cheek Clapper. Your named MegaBoss on a Cabbage. The biggest meanest Orruk in town riding the biggest monster cabbage around that'll stab you, stomp you, chop you and bite you, Orky style! **Rather considerable price-tag both in green dough and points. It sure does want to make up for it though, being an unsurprising brute force in melee. This amazing centrepiece is a juicy pick for any Waaagh! **It is said his two axes, Smasha and Kunnin' once were two parts of Gorkamorkas legendary axe Worldchoppa, an axe, forged of metal ripped from Sigmars throne. Gordrakk said he split it to make the weapon twice as killy. Smart! **Both Axes have the same profile with 5 (2+ 3+ -1 2) attacks each. ***Smasha deals 2MW on '''unmodified wound rolls of 4+''' to a {{AOSKeyword|HERO}} that is '''not {{AOSKeyword|WIZARD}}''' and the attack sequence ends. ***Kunnin' doing the same but only against {{AOSKeyword|WIZARD}}s and the attack sequence ends. ***Attack sequence ends means your opponent won't be able to roll armor save! <s>Nice!</s> BRUTAL! **It worth noting since Gordrakk has two weapons he is getting one additional attack, one for each weapon when this model kills other model in combat phase. (in addition to one wound) **His Maw-krusha (named Bigteef) has two additional Roar attacks, an additional fists and tail attack, and doing one more mortal wound from it's destructive bulk ability. Unfortunately you can't pick mount trait for Gordrakk's mount. **Gordrakk has 20 wounds but only 4+ armor save and unable to take Rip-Tooth Fist to change this! This in conjunction to him being a unique character (which means he's unable to pick artefacts and amulet of destiny in particular) makes him very vulnerable in comparison to normal Megaboss on Maw-krusha **While Megaboss on Maw-Krusha can issue up to three commands for 1 CP to {{AOSKeyword|Ironjawz}} units Gordrakk is doing the same but for '''friendly units'''. Which means he can issue commands in Big Waaagh to {{AOSKeyword|Kruleboyz}} or {{AOSKeyword|Bonesplitterz}} or to any other friendly allied unit. **Gordrakk is also a general in Warclans armies, so '''if your general is dead''' you are still getting a Command Point for a general on the field and in Big Waaagh you are still getting d6 waaagh points if Gordrakk is on the field. **Bottomline: With more attacks from his Mawcrusha, additional, more numerous and precise(2+) armor piercing attacks that deal mortal wounds from his axes, Gordrakk is a more offensive character than a stock Megaboss on a cabbage. His ability to issue multiple command abilities at once to other friendly units and him being a general makes him an interesting option for Big Waaagh. On the other hand with his 4+ armor save and inability to take artefacts (for protection), command trait or mount trait makes him very vulnerable and even with 20 wounds he's gonna go down fast from shooting and magic (not to mention he should be in combat to deliver his massive damage). Usual Cabbage on the other hand is still a beast in melee combat and can be way more survivable (thanks to Rip-Tooth Fist, amulet of destiny/armor of gork, smelly 'un trait) or/and faster (fast un) or it can deliver huge damage when you need to kill something important (destroyer, hulking brute CT+Mean un). And it's 20 points cheaper. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_megaboss_eng.pdf Orruk Megaboss]''': (140pts) Big boss on foot. Buffed in 3rd edition to be even more killy and bossy and cheaper, he is still slow though. **Basically Megaboss without Maw-krusha (no tail attack, no charging ability, no flying, not a behemoth or monster) **He has Choppa and Rip-tooth Fist as his weapon, he has 3+ save 7 wounds and 8(!) attacks with a megaboss profile (3+ 3+ -1 2) which makes him more than a match for many characters and units. **Also gets the +1 attack and +1 wound after killing. **Can issue a command to TWO Ironjawz units for 1 cp. Great! **If he killed in combat phase but never fought in it, he fights and then you can remove the model. Take your enemy with you! **Good for his points and if you play at 1k points. If you play at more points, go for his monstrous cabbage riding brother. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_warchanter_eng.pdf Orruk Warchanter]''': (115pts) Orky Drummer that's missing the drum, so he just slams his sticks together! And it just works! A guy that buffs your army big time! One of the most important units in IJ army. **He has the most important support {{AOSKeyword|Ironjawz}} ability Violent Fury: In your hero phase you can pick one unit of {{AOSKeyword|Ironjawz}} wholly within 15', until your next hero phase that unit adds +1 to Damage for attacks of all its melee weapons. This does NOT stack with itself... **Warchanter can pick and attempt to cast '''only one''' of the 3 beats. Each turn on a 3+ you can either heal d3 wounds for a '''friendly MODEL''' within 12" in hero phase, let a friendly {{AOSKeyword|Ironjawz}} unit charge an enemy within 18" by rolling 3d6 at the start of charge phase, or debuff an enemy unit within 12" to get +1 to hit against it for your units melee attacks. **Warchanter can't attempt to cast a similar warbeat if other warchanter already attempted to do this (even if he failed) **Not too shabby in combat either: 6 attacks with d3 damage. Also now hits on 3+. His Melee attacks profile has been buffed in 3rd edition and now he is probably capable of taking on many weakly armored units if he attacks first. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_weirdnob_shaman_eng.pdf Orruk Weirdnob Shaman]''' (90pts) Your {{AOSKeyword|Ironjawz}} wizard. You know him, you better love him! **He can cast/unbind one spell without any bonuses and like all wizards he knows Mystic Shield and Arcane Bolt **His spell, Green Puke (CV6) draws a line 2D6 long which deals D3 mortals to each units it touches. **'''In the end of your hero phase''', If he's within 12' of at least 10 other {{AOSKeyword|Ironjawz}} models he can attempt to cast Green Puke in addition to another spell he casted, even if another wizard has already attempted it. He may even cast it if he already casted it himself if he is doing this in addition to casting other spell. **Picking an Enhancement Spell Lore Allows him to pick one spell from Lore of the Weird or Universal Spell Lore. **Lore of the Weird has pretty high casting rolls for a wizard without + casting. (7 8 10) **Making Weirdnob a general and giving him Touched by the Waaagh CT allows him to inflict d3 MW before every casting roll to a unit in 6', after casting all spells you can inflict d3 mw again before rolling for Green Puke. Then deal d3 MW more with Green Puke. **You can give him Arcane Tome to increase number of spells he may cast to 2 (plus green puke) per hero phase. That is going to improve his mortal wounds output in 6' with Touched by the Waaagh as well. **If you are giving him Touched by the Waaagh pick Foot of Gork (CV 10) as well and try to cast it on +3 to casting. IF not a 3+ wizard will cast CV 10 spell then who? ** In Big Waaagh all wizards are getting +1 casting at 12 Waaagh points. 4+ to Casting is max limit for TbtW Weirdnob. (you can improve his casting to 5+ if you are in 6' from Rogue Idol) **Endless spells now move in your and your opponents hero phase. With that much + casting you can at least try that. You can control an endless spell in 30'. Not only that but in 2022 Season Endless spells are now way cheaper and very impactful. **Weirdnob is a very fragile 6w 5+. Giving him CT and Artefacts and Endless Spells might not be the best idea. **Crazy builds aside if you don't need to cast Hand of Gork (CV 7) to teleport your {{AOSKeyword|Orruk}} units into battle or Aoe 16' Buff Your {{AOSKeyword|Ironjawz}} units with +1 to wound with Bash Em Ladz' (CV 8). You can skip Weirdnob. **If you want to pick a Wizard only to be a dedicated Mystic Shield caster for your Mawcrusha better pick an Ally GSG Fungoid Cave Shaman, he's only 95 points HQ, has 6w 5+ 4+ ward, his spell is meh but he gives you 1 CP on 4+ in you hero phase! Glorious! **Interestingly Weirdnob has 3 base Attacks at damage D3 each, rend -1, making him not completely useless in melee. ===={{color|#cc9900|Battleline}}==== ''Battleline in {{AOSKeyword|Ironjawz}} or {{AOSKeyword|Big Waaagh!}} army'' 2022 GHB changes to battleline units: All unmounted batteline units with 4 or less wounds are now {{AOSKeyword|Galletian Veterans}}. {{AOSKeyword|Galletian Veterans}} have Bonds of battle special rule that allows them to fight in two lines even with 1' range weapons (i.e. big squads with 1' weapons are back in the game despite of Coherency). Also only {{AOSKeyword|Galletian Veterans}} can score proving grounds (objective that 2nd acting player picks). There are also two new battalions that based on that keyword as well. Ironjaws {{AOSKeyword|Galletian Veterans}} are Brutes and ardboyz. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_ardboys_eng.pdf Orruk Ardboys]''': (85pts, min 5, max 15) The Ironjawz version of ~100 points, 10 wounds infantry, but boy is that description selling them short. Three attacks (Unit boss gets +1 to attacks) at 1' 4+/3+/-/1 is a pretty good attack profile and they make great use of your buffs. They have a 4+ save, two wounds and two out of every five models may carry a shield for a 6+ ward against wounds AND mortal wounds on these models. One in five models can carry a battle standard and one in five can take an instrumet. The banner gives the unit +1 bravery and the musician adds +1 to charge The ardboyz overall have seen some changes in the update. They lost their rend on their weapons and are a little slower overall along with a worse hit roll and bravery. However they have gained a unique way of reinforcing the unit. If the '''unit leader''' attempts a Rally command and they are wholly within 12" of a Warchanter, they can return models on a 4+ instead of a 6+. Allowing a unit to be returned to full health more reliably. Keep in mind that you can only do this further than 3' from enemy units. While obviously good it does force your Ardboys to be even more reliant on being near Warchanters, and the loss of rend unless you are calling a Waaagh really hurt their hitting power (along with now never hitting better than a 3+ in combat due to their hit rolls getting nerfed). Overall Ardboys are still very good and still make an excellent battleline choice, however they have lost some hitting potential and are now no longer the obvious choice when fielding Ironjawz or Big Waaagh (so that can be a good thing if you were tired of them being the obvious spamming choice). Their role is now more clear as an anvil rather than hammer. With Brutes and Goregruntas both hitting harder than them. Their problems with coherency were mostly solved in GHB2022. You can now field 15 ardboys in 2 lines with all of them attacking enemy unit. (OLD Positioning pics can stay just in case. [https://i.imgur.com/H7zecBd.jpg Theory.] [https://i.imgur.com/uEV8x6s.jpg Practice.] ) It worth noting that when moving and postioning a large unit of ardboyz make sure your boyz with shields are on the sides of your formation, that way when you resolve your wounds and remove models from a unit your coherency remains intact. Also according to 2021 FAQ when you Rally to return models you can return a model with any wargear on it that previously has been in this unit. Always return Shield bros. (Q: Do any restrictions that applied when I picked a unit for my army still apply when I return a slain model to that unit? A: ''No. For example, if a weapon can only be taken by 1 in every 5 models, you could return a slain model with that weapon option to a unit that has fewer than 4 models in it.'') *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_brutes_eng.pdf Orruk Brutes]''': (160pts, min 5, max 15) Brutes are your Hero, elite infantry and cavalry killers. For 160 points you get 15 wounds worth of angry green muscle that gets +1 to hit if they target a unit with a Wounds characteristic of 4 or more. An entire unit should pick either short ranged Brute Choppa 1' 4a 3+/3+/-1/1. '''OR''' Jagged Gore-Hakka 2' 3a 3+/3+ '''-2''' 1 which has been buffed. The unit boss gets to pick between two different weapons. Three attacks at 1' 3+/3+/-1/2 or four attacks 1' 4+/3+/-1/2. One in five models can take a massive Gore-choppa that has been buffed for additional rend since previous edition. Which is an impressive 2" 4+/3+/-2/2 Brutes have gotten some excellent new abilites that allow them to be a real nightmare as a frontal hammer, but less so as an anvil. They don't have a banner or a musician, so they're stuck at 6 bravery and no bonus to movement or charge, so their 4" move will mean they risk falling behind your other battleline options. There are ways to mitigate this, with Ironjawz generals being able to use Mighty Destroyes command ability on multiple units of Brutes will help immensely in getting them up the board faster, this combined with a Get 'Em Beat from a Warchanter will go to great lengths in helping your Brutes get into combat. You can also teleport your Brutes with Weirdnobs Great Green Hand of Gork (CV7+) to 9' from your enemy. Now as for actual combat roles the addition of extra rend on the Jagged Gore Hacka and extra reach give it an amazing boost in the new addition where +1 save and coherency issues is much more rampant. In short Jagged Gore Hackas allow you to fight in two lines with each model which is very important for brutes with their giant bases. If facing something with a halfway decent save always go with that. Short ranged Brute Choppas should be saved for small units of brutes for when light chaff need to be cleared. Always take the Gore-Choppa as it is too good not too. The Boss has a similiar weapon loadout as before with two options of better attacks or better hitting, generally the choice is up to whether the user wants better hitting or more attacks. However the true biggest change to Brutes comes in the You Messin'? ability that fully NEGATES contesting points to ANY 1 WOUND POINTS units within 3" of a Brutes unit. Making these guys utterly brutal on the objective game to 1-wound horde armies. With their hit bonus against larger targets helping them against elites. This helps in their original intended role as hard-hitting assult troops, that can get in quickly, cause tons of damage and keep your opponent from contesting the objectives. And with the Ardboys changes in profiles and Brutes combat upgrades they very handily take the role of combat units for Ironjawz forces. Just don't forget, again they lack the Bravery bonus and rally buffs of Ardboys, so cannot play the attrition game as much. Keep one CP for to Inspire them (and other units) in the Battleshock phase or use other units to wear down the enemy, and save your Brutes for the brutal conuterattack and objective steal. With some Warchanter buffs and Ironjawz Waagh to get them to lovely 2+ hitting and even -3 rend 2 damage attacks when you need it. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_goregruntas_eng.pdf Orruk Gore-gruntas]''': (170pts, min 3, max 6, (Battleline in Bloodtoofs army, max 9) Heavy cavalry, Ork style. For 170 points you get three piggies with 9" movement and five wounds. Oink oink, motherfucker. The riders can choose between short ranged 1' 4a 3+/3+/-1/1 Pig-Iron Choppas '''or''' 3 attacks at 2" range with their Jagged Gore-hacka 3+/3+ '''-2''' 1d . The piggies get four attacks at 3+/3+/-/1. If the unit charged the same turn, roll a dice for '''each''' enemy unit in 1" for each model in the unit. Adding 1 to the roll if the unit is armed with the 2" spears, for each 3+ the enemy unit takes a mortal wound. Your fastest battleline unit and a very flexible anvil and hammer! They make for great screens for the Maw-krusha due to their speed. The 1" Choppas are great at dealing with enemy hordes. A MSU of the 2" Spears are a surprisingly great scalpel, good for targeting enemy 6 wound heroes and elite infantry. If you charge an enemy 6 wound support hero with your spear wielding big-riders, they will be utterly annililate them with their 2+ mortal wound spam. Overall pretty similiar to what they were previously but now can reliably fight elites with their -2 rend Gore-Hackas, overall better damage output with their much better mortal wound spam and mount attacks being greatly improved. Still a fast and reliable heavy calvary and still essential in frontal assualt and late game objective play. Jagged Gore-hacka vs Choppa: Since October 2021 FAQ changed Gore-Hackas to rend -2 these guys are now literally Brutes that move two times faster (and even faster in Bloodtooth clan) and can do mortals on the charge. These guys now can fight and kill elites, in fact they are now pretty good at it. (especially on a Waaagh turn buffed by VF). Jagged Gore-hacka appeal is also in 2' range which becomes important in a world of coherency and large units of Gruntas because of their huge bases. (it can be hard to [https://i.imgur.com/BPNesoo.jpg postition them properly] using choppas) Pig iron Choppas is still a good choice for killing hordes and lightly armored units. Gore Gruntas with 7 (8) attacks each is a perfect target for a Violent Fury from a warchanter, that provides even more damage with each attack (and even more damage against {{AOSKeyword|Galletian Veterans}} if Gruntas are in Bounty Hunters battalion). ===={{color|#cc9900|Other Units}}==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_ironskulls_boyz_eng.pdf Ironskull's Boyz]''': (80pts, unique) The quartet of Ardboys from Shadespire. Slightly undermanned but a better unit of Ardboyz because now they are trully Boyz from a better past and by that i mean from a previous second edition with -1 rend and 3+ to hit on most of their weapons! **Since previous edition these guys lost 1 bravery, no longer hit on 2+ with choppas. Boss lost his headbutt ability but gained 2 more attacks instead! (they never had any musician and standart bearer and they don't have 4+ rally) **These guys have their weapon profiles changed: three of them have range 1' 3+ 3+ -1 1 weapons. Boss have 5 (five!) attacks and other two guys have 3 each. The last guy has a big choppa 2' 2a 4+ 3+ -1 2. **All of them have 6+ ward (5+ for the boss Ironskull). **These guys are slightly tougher and more killy unit of hardboys for 5 points cheaper. With Violent Fury on a Waaagh turn they can deliver 11 (3+ 3+ -2 2) and 2 (4+ 3+ -2 3) attacks for 80 points, not bad. **These guyz look appealing as an objective holding unit. **They do have Ironsunz keyword interestingly, which means you can't mass buff them with Da Choppas Warchanter because they can't recieve Da Choppas keyword. (but you can buff them as a single unit). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos_morgoks_krushas_en.pdf Morgok's Krushas]''': (90 pts, unique). Ironjawz warband from Warhammer Underworlds changed a bit in a new edition Morgok got himself a better weapon with additional damage (usual boss choppa) but no longer has additional attack rule. His brute bro lost rend on his Krushas and got an addition attack.(meh) ,Gore Basha brute still has the same neutured specialist weapon with -1 rend. These guys are brutes without denying objectives rule but with their own special rule. While regular Brutes are 32 PPM, those are at 30 PPM. **The special knack of this unit is that once they finish a monster for the first time in a battle, they get +1 to wound permanently(thus wounding on 2+) which seriously boosts up they attack power, and these guys have 11 attacks! **To help them in this endeavour, they still get the Brutes' bonus of +1 to hit against models with 4 wounds or more, meaning they can be efficient minor heroes hunter too, and by that I mean if they can make contact with any ~100 pts hero they will turn him/her into a bloody pulp. **They are good monsters FINISHERS, as they lack the number to take them down by their own. **They have 9HP with a 4+ save, which makes them reasonnably tanky for a unit this size, at A LOT more survivable than a lot of other overpriced specialist units with 1W per model. **These guys are also Ironsunz ==={{color|#009933|Bonesplitterz}}=== Bonespillerz is mostly melee oriented horde army with big blobs of tough(two wounds) but poorly armored orcs with large volume of low quality attacks with exploding hits. This army can be fast and it's also supported by buffs from wizards and shamans. Army lacks strong and tough Hero-Monster (aside from rogue idol) but can field several HQ wizards that can absolutely decimate anything with mortal wounds thanks to their special ability(it's a bit random though). One of the warclans provides access to reliable armywide mortal wounds output in melee. Army has 6+ ward save and has One use 4+ armywide ward save in combat phase. ===={{color|#009933|Leaders}}==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_wurrgog_prophet_eng.pdf Wurrgog Prophet]''': (170pts) A 7 wound wizard who can cast and unbind 2 spells and is pretty good in a scrap for a caster. His mask has changed. Now he gets the Wurrgog mask standard and instead of casting or unbinding or dispelling he can instead at the start of your hero phase roll a 3+ to do D3 mortal wounds to an enemy within 12". Afterward you can attempt to do it again, if you succeed you do more mortal wounds, however if you roll a 1 or 2 you take d6 mortal wounds (which you can save with the warpaint ward). And you can keep doing that as many times as you like, with good rolls you can wipe out a squad, with bad you'll be dead after a couple rolls so essentially a really high-stakes Russian roulette ability. His Fists of Gork spell has a good 24" range and rolls as many dice as models in the unit, doing mortal wounds on 6's <i>unless</i> you cast on a 10+, in which case it does the damage on 4+! So now the Wurrgog has changed up to now being a pure Mortal wound generator. A couple of Wurrgog Prophets in your army can put out a potential insane amount of mortal wound spam, since the Wurrgog Mask is now an ability not an artefact and can really help with anti-armour. But remember your giving up casting and unbinding to do this, and you might blow up your prophets in the process, so weigh the pros and cons of doing this. **Glowin' Tattooz can greatly increase your Wurgog chances of Zapping someone with a Mask. **Mask ability works at the start of hero phase, Heroic Recovery (like all heroic actions) also works at the start of hero phase. You can heal your wounded Wurgog with it and then start Zapping! *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_big_boss_eng.pdf Savage Big Boss]''': (65pts) A melee force multiplier. Decent melee fighter with an ability allowing another Boneplitterz unit nearby to fight immediately after he does. Now for only 65 points you are getting a 7 wounds in 6+ armor with 6 3+ 3+ -1 2d attacks! Still an effective melee hero and can put out some good damage in combat. He is vulnerable but you are taking one anyway for Great Hunters CT. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_wardokk_eng.pdf Wardokk]''': (80pts) Cheap caster with no unique spell but the ability to do buff friendly units with his dances on a 3+ instead of casting/dispeling ES. He can heal friendly {{AOSKeyword|Bonesplitterz}} unit within 12', increase save rolls by 1 for {{AOSKeyword|Bonesplitterz}} unit or give a {{AOSKeyword|Bonesplitterz}} wizard within 12' +1 to cast/unbind/dispel. Although the buffs don't stack, you can heal a unit more than once with a couple of these guys. Never leave home without two. No longer a Priest. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_maniak_weirdnob_eng.pdf Maniak Weirdnob]''': (100pts) A nutter on a piggy, another wizard with surprisingly good melee abilities (if you are lucky) and move 12'. His inbuilt spell allows a unit of Bonesplitterz to add +1 to wound rolls for melee weapons. Nothing terribly fancy but still good and now one of your best way to get that with the rules changes to some other units. Also gets the buff to its mounts attacks on the charge as other Boarboys, meaning if you have too he can also be a potential recipient of the Glowy Green Tusks spell for a little more offense on the charge. Overall still the Bonesplitterz fastest and best non-Big Boss hero in combat. Can be good for keeping up with Boarboys and Boarboy Maniaks lists to give them buffs such as Glowy Green Tusks as he is still our only mounted hero option that can keep up with them realiztically. ===={{color|#009933|Battleline}}==== All of these units can have banners and musicians that give them +1" charge and +1 Bravery *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_savage_eng.pdf Savage Orruks]''': (Battleline, 165pts, min 10) At two wounds a pop minimum, there are no truly cheap units in the army, but these guys are the closest. Armed with chompas (blades) or stikkas (spears), they each get 2 attacks with the stikkas having one worse to wound roll but a greater range. Other things of note is +1 to wound if the unit charged. In adddition to coming with standard banner and muscian for +1 to charge and bravery. A good improvement their save is now a flat 5+, instead of just in combat, making these the closest thing to cheap anvils (especially if you call a waaagh for that sweet 4+ ward). <s>In bigger units stikkas are best, 32mm bases will make attacking in two ranks with chompas difficult especially with coherency.</s> GHB2022 fixed this with The Bonds of Battle rule, they can reliably fight with 1' weapon. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_arrowboys_eng.pdf Savage Orruk Arrowboys]''': (145pts, min 10 conditional Battleline in Bonegrinz) How the mighty 'ave fallen. Lost a third of the shots allowed, from which they lost the special conter-Monster rules. Now they simply improve their rend by 1 when targeting monsters. Even in Bonergrinz they are barely any better (simply regaining their lost attack they used to have for having 15 models), bringing their shooting up to 3. In addition they only get +1 to charge now with their banner instead of 2. However it is not all bad. As they now all gained an extra melee attack means they are now almost as good as Savage Orruks in combat (simply having a worse save and 1' melee range). Meaning they can be more versatile than what you would expect from a shooting unit. However it is highly recommended if you are commiting to them that you bring them in Bonegrinz. That extra shot is essential to help with their poor accuracy, and you can argue the inherent extra attack is better than the +1 at 15 or higher they used to have. Like many things in the book also went up in price, so consider wisely if commiting to them as they are very much a "go big or go home" type of unit. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_boarboys_eng.pdf Savage Boarboys]''': (140pts, min 5, max 15 conditional Battleline in Icebone) Basically the Savage Orruk onna pig. Extra wound, 12' move and 3 (4+ 4+ - 1) additional piggy attacks, boyz with sticka(only) and the boars get + 1 to hit <i>and</i> wound on the charge. Overall very fast and very hitty. Not as strong as Gore-Gruntas but still deadly. Synergizes well with Glowy Green Tusks spell to give the boars -2 rend and if taken in Icebone (which incidently makes them battleline) they also get mortal wound output for a surprisingly good anti-armour force. Throw on a Waagh on them and and they won't die. Though make sure you get Glowy Green Tusks off, it makes them so much better on the charge. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_boarboy_maniaks_eng.pdf Savage Boarboy Maniaks]''': (155pts, min 5, max 15) Maniaks lose the shield save and stikka option, but their chompas get another attack. They also get +1 attacks on the charge so less defensive but more damaging. They're also a little braver than the non-maniak boarboys. Overall more offensive than standard boarboyz but may face some coherency problems in large sqauds due to a lack of spears. Like your Maniaks best to pile on the buffs on them and get them into the enemy as quickly as possible as they will die even faster than standard boarboys otherwise. Can be good for getting stuck in when you call a Waaaagh! as well. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_morboys_eng.pdf Savage Orruk Morboys]''': (155pts, min 10, max 30 conditional Battleline in Drakkfoot) In a similar vein to the Maniaks, Morboys are Savage Orruks with one extra attack, no shield, and a bit more bravery and lost the spear option. Lost their old ability to get +1 to hit if a monster died around them. Instead they now add 1 to attacks characteristic if they made a charge in the same turn. Which is I guess you can say arguably better though lost a little of their flavour. Obvious candidate for Power of the Were-boar spell as these guys want to be be doing nothing but chargeing. And since they can put out a metric ton of attacks on the charge they are obvious targets for a Wardokks save buff or a Maniaks Weirnobs Bone Spirit +1 to wound spell. Get these off with a Bonesplitterz Waaagh! and you got a pretty deadly unit. However their lack of rend could be an issue outside of Icebone subfaction if up against heavy armour (especially when coherency rears its ugly head as they lack spears). So be aware of their strengths and weaknesses. Since they are battleline in Drakkfoot clan they are also getting {{AOSKeyword|Galletian Veterans}} keyword that grants them Bonds of battle special rule, that allows them to reliably fight in big units in two lines. (each one of them have 4 attacks on a charge - literally buckets of dice) ===={{color|#009933|Other Units}}==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_big_stabbas_eng.pdf Savage Big Stabbas]''': (100pts, min 2, max 4) A couple of Orruks lugging around a massive spear, each big stabba hits as hard as some melee heroes (3' 3a 3+ 3+ -2 2d), being one of the armies only access to -2 rend. Lost a lot of their previous abilities and almost no bonues against monsters, except for a +2 to their spear chuck roll when they die to do mortal wounds to monsters. Because of this don't be surprised if the enemy tries to shoot them down early. Lost a lot of their former utility but with their 3" range they can be good for attacks safely into combat with their high rend, high damage attacks. Since you'll normally be lacking ap in full bonesplitterz lists definately considering a few of these guys to help with anti-armour. Just be aware enough to keep them alive long enough to get into combat. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/ENG_Hedkrakka_s_Madmob_Combined.pdf Hedkrakka’s Madmob]''': (220 points) Warhammer Underworlds Bonesplitterz warband that consists of Wurgog Prophet Hedkrakka, Gob of Gork, two SavageOrc/Morboy-like orcs and one Arrowboy. Hedkrakka has a Wurgogs statline, no rend and 1 more attack, his squiggy snake Maw bite deals a MW on 6 to hit. He can cast and unbind 2 spells, his warscroll spell is Bone Krusha (i.e. removed spell from 2nd edition battletome) CV6, range 24' deals d6 MW in 6' or d3 MW in 12' or 1 MW in 24 to one enemy unit. He kept "Subtract 1 from hit rolls for attacks made with melee weapons that target this model." rule. His ability allows him to debuff a unit in 18' until your next hero phase, add 1 to hit rolls for attacks made by him and his warband (only) against this unit. His three guys have 2 wounds each, 6+ armor, Arrowboy hits on 4+, but only has one melee attack. Two others have different weapon profiles 4a (3+ 4+ - 1d) and 2a (4+ 3+ - 2d). His retinue has +1 to wound on turn they charged and can also recieve wounds instead of Hedkrakka on 4+. It worth noting that Hedkrakka and his boyz are two separate units (you take them together anyway) ** While Hedkrakkas ability is not bad it only works on his subpar comrades without any rend. His spell with luck can deal substantial amount of mortal wounds in 6', but is it worth 220 points when you can pick a Wurgog Prophet with a Mask for 170 points instead that can microweave someone from 12' with a river of mortal wounds? ** These guys are from Bonegrinz, so they can't recieve any other clan keyword, and Bonegrinz clan ability is useless for them. ** If anything you can use Hedkrakka as a Wurgog proxy. His model is great. ==={{color|darkred|Kruleboyz}}=== ===={{color|darkred|Leaders}}==== *'''Gobsprakk, Mouth of Mork''': (260 points, unique) Kragnos's personal wrangler. 14 inch flyer with a 14 wound base with a 5+ armor and 6+ ward. Also a 2 spell caster that beats the shit out of wizards he manages to dispell with d3 mortal wounds, doubly so if he does it on a 10+. Once per game, he can dispel on 3d6, too, so you can nearly guarantee some free "fuck you" damage on top of your dispel. As a final bonus, he enhances the command abilities he uses, allowing you to reroll the movement from Redeploy, and removing the hit penalty from Unleash Hell. Just a crazy wizard bastard who'll fly around annoying the shit out of opponents until he gets shot down. *'''Swampboss Skumdrekk''': (290 points, unique) A Grinnin' Bladez tribe hero, basically just a little better version of the Snatchaboss in several ways. Over the Snatchaboss, he gets an extra attack with his Grappling Hook but with lower damage, his Sludgeraker's bite does one extra damage, he's got an extra wound, and his abilities are slightly different. First, he gets Expert Snatch and Grab, instead of regular Snatch and Grab, allowing you to eat your target if you beat OR EQUAL their wounds characteristic on the roll. Second, you get a betting ability if you've also got a unit of Hobgrots in your army. You pick a Hobgrots unit, and another unit in your army. If the second unit you picked is killed off first of your whole army, then you get a free triumph for your Hobgrots or Skumdrekk. All this for the same price as standard Snatchaboss! The only real downside is that he can't take command traits, mount traits, or artifacts, making him technically less tough. Still a good second sludgeraker choice! He is from Grinning Blades clan and has it's keyword. *'''Killaboss on Corpse-rippa Vulcha''': (220 points) A big-based flyer with 14 wounds, a 4+ save, and a 14" move. He has a handful of decent attacks, and the Vulcha benefits from Venom-Encrusted Weapons! Nice! He has a unique ability to re-use command abilities if someone else has already used them previously in the phase, as long as you don't pick the same target. ** Big and vulnerable to shooting, with only alright but not impressive damage. The Vulcha-Boss is best used as your fast moving troubleshooter who can support wherever he needs to. Actually respectably cheap for a 14 wound 4+ save flyer, he doesn't excel in any one area but can be where he needs to to help out. Like other Killabosses he can keep your units in line in battleshock phase thanks to his ability. He is a pretty good and mobile hero just don't expect him to solo a big block of Blightkings himself. *'''Snatchaboss on Sludgeraker beast''': (290 points) Your big buffing beastie boss. This slow idiot only moves 8" but has 14 wounds on a 4+ save. A handful of dangerous attacks, but most importantly, the Sludgraker mount benefits from Venom-Encrusted Weapons! Nice! He gives off an aura that enhances all Venom-Encrusted Weapons wholly within 12" by boosting the damage of natural 6s by 1 (important note, this explicitly only enhances natural 6s, not shaman-buffed rolls of 5 too). Also he has a once-per-game ability called Snatch and Grab, where he targets single model within 3" and with 7 or fewer wounds, and rolls 2d6. If you beat the target's wounds characteristic, that model is removed from the game without saves. ** An incredible force multiplier. Kruleboyz are all about mortal wounds and this guy makes your mortal wounds deadlier. Plonk this greasy beast behind 9 Boltboyz or 20+ Gutrippaz and watch the mortal wound scores soar. This guy can also put on the hurt himself, with the rider alone pumping out 4 mortals per 6 rolled on his hits. *'''Breaka-Boss on Mirebrute Troggoth''': (180 points) A big stupid idiot and the Troggoth ain't all that bright either. Has no command potential beyond being a hero. Has regeneration like a Gloomspite Troggoth (Roll a die every hero phase, on a 4+ you regain d3 wounds). More interestingly, at the start of the combat phase, the rider can yank on the reins painfully, inflicting d3 wounds to himself, but pissing off the Troggoth. For every mortal wound suffered, add 2 attacks to the Mirebrute's club attacks this phase. Considering the profile is 4 attacks, 3+/3+/-2/3 damage, a potential 10 swings is pretty scary. The Mirebrute doesn't get poisoned weapons, sadly, and is a bit slow at 5". Does have 12 wounds, but is somehow not a monster. ** Between the Breaka-boss and the Gnashtoof Killaboss (who are very similarly priced), the Breaka-boss provides nothing to the army beyond being a hero with the basic command abilities, and having WAAAY higher damage. Slowly clump across the board and swing your hardest, and if you do manage to get in, you'll very likely cause a big ass bruise. *'''Killaboss on Great Gnashtoof''': (150 points) The Killaboss on Big Dog remains your mobile hero. 10 wounds with a 10" move and a 3+ save. 4+4 decent attacks that hit and wound on 3+ while also getting +1 to hit on the charge. Sadly, the dog doesn't get poisoned weapons, but its attacks have Rend 2. Nevertheless this guy is surprisingly point effecient. He has a Killaboss ability "All Part of Da Plan" that makes only 1 model maximum flee from any unit that fails battleshock within 3" of him (does NOT have to be wholly within) and taking into account his giant base it can affect large part of your army. ** Between the Gnashtoof Killaboss and the Breaka-boss (who is 30 point more expensive), the Gnashtoof Killaboss is a faster boss with battleshock denial ability and less damage, he also has better armor and can survive even without relying on "look out sir,". *'''Killaboss with Stab-grot''': (110 points) Killaboss with Mini-Me remains the same. Can choose either a flail or a shield, the flail granting 2 attacks 3+/3+/-1/1 damage, the shield changing the Killaboss's armor save to a 3+. Has the same "All Part of Da Plan" ability as the mounted Killaboss. Can kick his little stab-grot minion in front of a scary attack, rolling a dice: on a 1-5 [[Blam|the poor little bastard dies]], and you lose access to his little stab attacks, on a 6 [[Awesome|the crazy little bastard survives unscathed]]. **Never, ever, ''ever'' take the flail. Seriously. The 3+ save is way better, since you want this guy to actually survive for a turn or two. You didn't bring this guy to kill things, and god knows 2 more alright 1 damage swings isn't going to change that. If you want to kill shit you'd take a Snatchaboss on Mirebrute, or even a Killaboss on Great Gnashtoof. ** Despite being your "budget" option, realistically you're going to find better use paying 60 points more for a Killaboss on Great Gnashtoof, who's twice as fast, far tougher, and has a much higher average damage output. *'''Murknob with Belcha-banna''': (95 points) Now reduced in price 20 points from the Dominion box, the Stinky Burp Flag Boy remains the same. Has 6 wounds on a 4+ save. Has 3 alright attacks. This hero is cheap and shitty and you're not taking him for his combat potential. His banner, however, channels the power of Kragnos in two different ways. First, he provides a belching aura that extends out 12", any friendly unit wholly inside it has a 5+ chance to ignore the effects of enemy spells and endless spells. Second, at the start of the combat phase you roll a die for every enemy unit within 3". On a 1 nothing happens, on a 2-5 they take 1 mortal wound, and on a 6 they take d3 mortal wounds. ** Surprisingly decent anti-magic, combined with a pair of Swamcalla Shamans, a Murknob gives you a stunning amount of magic resistance that would make Duardin jealous. A small, easy-to-miss benefit is that the Murknob's a '''Totem''', meaning that your command abilities have an 18" range rather than a 12" one. *'''Swampcalla Shaman and Pot-grot''': (105 points) Now reduced in price 20 points from the Dominion box, the Soup Wizard and his Soup Midget Apprentice remain the same. A 1 spell caster, that can also choose to distribute Poisons or Elixers in the hero phase. If they dole out poison, pick a friendly Kruleboyz Orruk unit within 3" AND wholly within 12", their Poison-Encrusted Weapons now trigger on either a 5 or 6 until your next hero phase. If they give out elixir, select a friendly unit within 3" AND wholly within 12" and until your next hero phase they get +1 save. All Swampcallas (including Gobsprakk) know the Summon Boggy Mist spell, which casts on a 7 and affects the whole battlefield, granting Kruleboyz +1 to charge and enemies -1 to charge. ** Probably the single most important hero in the Kruleboyz, they can either massively enhance your mortal wound potential, or toughen you up, and you don't even have to worry about being dispelled. On top of this, they provide a dispel attempt each, and are cheap as chips. ** Finally buffed by a Battlescroll Oct 27 2022 and can now simultaneously cast spells while still being able to provide enchanced Venom Encrusted weapons or +1 to Save elixirs for Kruleboyz army. ===={{color|darkred|Battleline}}==== *'''Gutrippaz''': (160 points, min 10, max 30) Your only unconditional Battleline. These unethical assholes love to hold the line and deal out some poisoned whacks. 2 wounds, 5+ save, and a 5" move make them rather slow and vulnerable. However, those potential mortal wounds from the Poison-Encrusted Weapons makes them surprisingly scary in melee to heavily armored targets. Can pick from either a stikka (for a 2 inch reach), or a hacka (for wounding on 3s). Either way, they have 2 attacks. They can take a banner that grants +1 bravery, bringing you to bravery 6. They can take musician, which gives them +1 to charge. Lastly, they have an ability called Scare Taktiks: at the start of the charge phase if they are not in melee, they can pick an enemy within 12" of them and roll 2d6, adding +1 to the roll for every full 5 models in your Gutrippa unit. If they match or beat the target's bravery, that target has -1 to hit the Gutrippaz unit until your next hero phase. Since GHB 2022 For each Gutrippaz unit included in your army, you can take 1 Hobgrot Slittaz unit as a Battleline unit. **Having these guys in Bounty Hunters battalion potentailly doubles their mortal wounds output from VEW against other battleline units. Keep in mind these guys are battleline too and can suffer from Bounty Hunters as well. ===={{color|darkred|Other Units}}==== *'''Man-skewer Boltboyz''': (120 points, min 3, max 6, or 9 as conditional Battleline in Big Yellers) The Kruleboyz answer to the question, "where are all the orc snipers?" These crossbowmen can pick from one of two profiles, an aimed shot 24' (1a 2+ 3+ -1 2d) or hasty shot 12' (2a 4+ 3+ -1 2d). They take aimed shots if they don't move and aren't in melee, with 1 shot [[Awesome|hitting on 2s at a 24 inch range]] (take them in the Big Yellers Warclan for 27 inch range), and wounding on 3s, with a -1 rend and 2 flat damage. If they move or are in melee they get 2 shots, but hit on 4s at a 12 inch range instead. The leader gets an extra shot with either profile. These little snipers can devastate entire armies if protected and buffed by your Swampcalla Shaman or/and Snatchaboss, the enemy will be shitting their pants. *'''Hobgrot Slittaz''': (80 points, min 10, max 20) Now reduced in price 15 points from the Dominion box, the Chaos Dwarf Refugees remain the same. The hobgoblins are back for all 6 people who missed them! Weirdly enough the Hobgrots aren't Battleline anywhere, and are slow, nearly defenseless, and have mediocre, un-poisoned attacks. They can throw some surprisingly decent grenades at an 8 inch range, but you're not taking them to kill stuff. They're there to provide a buffer between your Boltboyz and your enemies. A banner lets them reroll battleshock tests, and a musician lets them run and still shoot. ** These guys suck hard ass. They are incredibly weak, die in droves, have no real leadership protection (rerolling battleshock tests means nothing when you're bravery '''4'''), and can't kill anything when they're inevitably charged in melee. In an army that already has a very, very hard time filling battleline, these guys don't even do that. They're not fast enough to get on points early or make a late game capture, they're too feeble to defend themselves even from other chaff units, and their ranged attacks, which are surprisingly decent, are so short range that they won't cause any real damage without putting themselves in the "I can graze you with a single Sunmetal Spear and your whole 80 point unit vanishes" range. Just pay for Gutrippaz; they're unconditional battleline, only cost a bit more than 20 Hobgrots, can actually do damage, and have better defenses thanks to both a 5+ save and the Skareshields. *'''Beast-Skewer Killbow''': (110 points) The king of anti-monster artillery, this beastly ballista hits on 2s at a 24inch range as long as no one's in melee with it and it doesn't move. It skewers its target, rolling a number of dice equal to the <s>victim's</s> target's wounds characteristic. For each 5+, increase the damage by 1, plus the base 2 of the bow. The damage caps at 12. [[Awesome|Yes, the Killbow can benefit from Poison Encrusted Weapons]]. *'''Marshcrawla Sloggoth''': (150 points) A funky wrinkly creep. 12 wounds and Troggoth d3 Regeneration makes this model surprisingly decent survivability. Has a handful of alright attacks (without VEW), and at the end of the combat phase you can pick an enemy model within 2", and roll a die. If you roll at least double that model wounds characteristic it is slain. More relevantly, all '''FRIENDLY''' units wholly within 18" gain a +1 to hit in melee. Somehow, not a monster. Finally recognized as a {{AOSKeyword|Kruleboyz}} unit following a hilariously brief errata published October 20, 2021. More importantly can also be taken in any Destruction army that can Ally with Orruk Warclans. Actually nuts for 150 pts. ** Hilariously enough, Kruleboyz don't actually care about the Sloggoth's buff very much. They don't appreciate quality of attacks beyond rolling 6's (and occasionally 5's), and aren't enough of a pure melee faction to care much anyway. The Sloggoth is, however, an absolutely amazing ally, in Big Waaagh, Mawtribes, and Gloomspite Gitz, where a permanent +1 to hit on an extremely forgiving aura range is quite tasty. Doubly nice for Troggoths, where the Sloggoth's aura combines fantastically with the Instinctive Leader command ability of the Troggboss for Troggoth's hitting on 2's, rerolling 1's. Actually makes the Troggoths sound pretty good. *'''[https://www.warhammer-community.com/wp-content/uploads/2021/10/m9kzThkVE509e4Nq.pdf Da Kunnin' Krew]''': (170 points) WU Harrowdeep warband of Kruleboyz. Counts as two separate units that you have to pick together. Mannok da Kunnin' is a boss of this band, he has Killaboss statline and can allocate wounds on his Krew in 3' on 2+ roll(on 6 wound is negated). Instead of stab-grot he has a crow companion Morkrow that counts as his ranged weapon (3d6 range, 1 less to wound than stabgrot). His melee weapon is literally a casino, '''3'''' range 4a 3+ 3+ -1 d3 damage, the good part is that with Venom-encrusted Weapons battle trait for this unit mortal wounds are caused on an unmodified hit roll of 5+ instead of 6. Yes you can inflict 4 damage with his weapon OR you can inflict 12 Mortal Wounds! (16 with Slugedraker). But this is not even the best part about him, instead of having Part of Da plan rule he has Kunnin’ Tricks rule: This guy is so kunnin that having him in your '''Kruleboyz''' army allows you to pick one additional Dirty Trick from Kruleboyz Battle traits on a 5+ roll (4+ if he's a general (unlikely to happen)). This trait must be different to the first one you picked. This is just great! His Krew counts as a separate unit: One orc, two grots and one hobgrot, all of them have 5+ save 6 bravery and as long as Hobgrot is alive they are immune to batteshock. Grots and Hobgrot have 2 wounds! Ork has three. Orc Torka Tuffskul armed with Mansnappa (killaboss hacka weapon with -1 damage), Hobgrots dagger has 1 more attack and wounds on 4+(instead of 5+), he also has d3 attacks with his grenades instead of one. Grots have two different weapons: Krule Irons 1" 2a 4+ 4+ - 1 and Krude Net 3" 1 4+ 4+ - D3. All of them are {{AOSKeyword|Orruk, Kruleboyz}} and can benefit from normal Venom-encrusted Weapons. They also have improved Marshcrawla Sloggoths rule: At the end of the combat phase, you can pick 1 enemy model within 2" of this unit and roll a dice. Add 1 to the roll if this unit includes Orc with Mansnappa , and add 1 to the roll if this unit includes Grot with a Net. If the roll is at least double that model’s Wounds characteristic, it is slain! **According to wording of Mannoks VEW it works on bird attacks as well, but it's lore description states otherwise. **All of them are from Grinnin’ Blades clan which is fine and only prevents them from taking Skullbugz keyword (Skullbugz ability is not great anyway). ==={{color|#999900|Others}}=== {{anchor|FWRogue}} *'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS//aos-warscroll-rogue-idol-2019.pdf Rogue Idol]:''' (430pts) Your resin FW melee beast. Now with {{AOSKeyword|Orruk Warclans}}, {{AOSKeyword|Ironjawz}}, {{AOSKeyword|Bonesplitterz}}, {{AOSKeyword|Kruleboyz}}, and {{AOSKeyword|Greenskinz}} keywords so that you can field him as you see fit in any pitched battle according to Monstrous Arcanum 2021. Tough (16W 4+ armor 5+ ward) rather Fast (10') and Fighty Monster with two range 3' +3 +2(with degradation) -2 D6 damage attacks and additional 10 (with degradation) 2' 3+ 3+ -2 2d stompin feet attacks. Adds one to hit rolls for it's attacks on a charge turn and also a decent support for any Orruk army. In addition to its combat powers, it also adds one to Orruk and Grot casting rolls (within 6') and Bravery(wholly within 18'). Make sure that your units don't get too close to it, if he dies rocks will fall off it and on a roll of 4+ will harm units in 3' with d3 MW. It laso inflicts 1MW at the end of combat phase on a roll of 4+ to enemy units nearby. **After recieving keywords of each warclan Rogue Idol can get benefits from the most of Warclans Spells and abilities. *** Can benefit from of any Warclans Waaagh (10 attacks with rend -3 damage 3 that hit on 2+ on a charge? Ironjaws can help you with that) and other Battle traits like Smashing and Bashing, Tireless Trackers or Spirit of Gorkamorka etc and subfaction warclan abilities (Icebone Mortal wounds equal to it's damage on 6 to wound, Drakkfoot Rogue Idol that ignores wards). (it '''CAN NOT''' benefit from Venom Encrusted Weapons and Big Waaagh bonuses table because he is not {{AOSKeyword|Orruk}} !) (for same reason he can't be teleported with Great Green Hand of Gork) *** Can be teleported to enemy by Kruleboyz Supa Sneaky CT. *** Can be a target for Alright, Get 'Em!(Ironsunz) and Mighty Destroyers Ironjaws Command ability, Command Abilities can also be issued in 18 from Rogue Idol since it has a{{AOSKeyword|Totem}} keyword. *** Kruleboyz wizard can cast Sneaky Miasma (CV6) on a Rogue idol for additional 10' move in hero phase since it's a {{AOSKeyword|Kruleboyz Monster}}. *** Ironjaws hero can use Mighty Destroyers on Rogue Idol for additional 10' move (or 2d6' charge/3' pile in) in hero phase. *** Combine these two methods in Big Waaagh, move your Rogue idol 20' in hero phase, then move 10' in movement phase and charge 2d6. (you can add Fast Un+MD Mawkrusha with 36' move + 2d6 charge to that and you opponent gonna have two big threats near his expensive and important units turn one) *** For Bonesplitterz Rogue Idol is one of the few {{AOSKeyword|Monster}}s they can take to execute their monster related tactics. ***It can be buffed by many warclans factions spells. So Bonesplitterz can send out a Rogue Idol with a 2+ save! or add +1 for to wound or to hit rolls. Warchanter can buff it's damage or charge range. Bonesplitterz Wardoks(no limits) and Warchanter(one) can heal Rogue idol for d3 wounds on 3+ roll in 12' Can be helpful since it's degradation has serious effects on its performance. *'''Kragnos, The End of Empires:''' (720 pts) Our Big Boy, Avatar of Destruction that nobody asked for, himself. After finally recieving an update in Battlescroll Gods and Heroes Dec 2021 Kragnos may finally see some play, it is still unclear if he is worthy of his enormous point cost but he is for sure much better than he was before. While he doesn't have any Warclan Keywords (or any other destruction faction keywords) he doesn't throw any allegiance perks out the window for the rest of the army thanks to his Warmaster ability, he is also always a general for any destruction army. Kragnos is very much a beatstick leader, his melee weapons are all quite deadly: The Dread Mace (3' 6a 3+ 2+ -3 4), Hoves (1' 6-3a 3+ 2+ -1 2) and a shield named Tuskbreaker (1' 3a 3+ 2+ -2 d3) and if you think that this is not enough to absolutely smash anyone to pieces he still has his Rampaging destruction ability: After his charge every enemy unit in 1' from him recieves d6 MW on a 2+ roll '''OR''' you can pick an enemy {{AOSKeyword|Monster}} in 1' and roll 2d6, on a 7,nothing happens. On any other roll, that enemy Monster suffers a number of mortal wounds equal to the score of the dice used for the 2D6 roll '''multiplied together'''. For example, a 2D6 roll of 2 and 6 would inflict 12 mortal wounds (2 × 6 = 12). Yes, if you roll 2 sixes enemy monster will recieve 36 MW! Kragnos no longer provides +1 bravery to destruction units and no longer rerolls charge against dragons but he recieved much better abilities instead! Any friendly {{AOSKeyword|Destruction}} unit wholly within 12' of him can charge 18' and roll 3d6 for that (including himself (Kragnos has 10'-7' move)) which is huge for many Desruction units including Kragnos himself (essentially that allows him to more reliably stuck in combat turn 1 where he can deliver his massive damage potential). Kragnos also recieved new Mightiest Makes Rightiest ability and now counts as 30 (degrades to 18) models on objective! Take that Mega Gargants! Kragnos is rather tough with his 18w, 2+ armor save. His shield can ignore spell effects when rolling 3d6 and beating the CV of the spell. (including endless spells), with his update he also recieved 6+ ward and new Avatar of Destruction ability that protects him from oneshot abilities (hand of dust, kingslayer, dagger of jet etc.) instead of dying from them he recieves d6 MW. Also at the end of any phase when wounds were allocated to him he roars for d6 MW to every unit (including friendly units) in 6' on a roll of 5+ AND does it more easily the more he's wounded (up to 2+). **Kragnos 3d6 charge aura can be very useful in Mawtribes army, where Mawtribes units can inflict more impact MW for longer charge distance. **While more resistant to mortal wounds after an update Kragnos is still very vulnerable to them. 6+ ward won't protect him form mass mortal wounds spam from ranged units. **Since Kragnos doesn't have any Warclans related keywords he has almost no interaction with most of Warclans spells and abilities. (only "friendly unit" wording works: Warchanter healing, Mystic Shield, Levitate, Endless spells, Mork's Eye Pebble artefact from a hero nearby, Marshcrawla Sloggoth +1 to hit aura, core command abilities) **Kragnos is a totem and can issue commands in 18' from him. ==={{color|mediumspringgreen|Greenskinz}}=== Greenskinz are allowed in a Big Waagh faction as the keyword requirement for these units is {{AOSKeyword|orruk}}, which all greenskinz possess. However, they are no longer on sale and have been relegated to [[Age of Sigmar/Tactics/Legends|Legends]] as of GHB2020. Feel free to use them if your opponent allows and you really want an uphill challenge. [[Age of Sigmar/Tactics/Legends/Greenskinz|Tactics can be found in the Legends section]].
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