Editing
Age of Sigmar/Tactics/Destruction/Orruk Warclans
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Tactics== '''Ironjawz Army Tactics''' *'''Mawkrusha Nuclear Option''' One combo you can run to trigger your Smashin' and Bashin' with your Mawkrusha would be the Destroyer Artefact, as you will most likely wipe out the unit you're fighting. If for some reason you feel you might not be able to go ahead and use your Ironjawz Waaagh! and watch your opponents Giants and God characters cry when you use Titanic Duel and Best Day Ever Mawkrusha hitting on 2s/2s yes please. You can also torpedo your Mawkrusha across the map with Fast Un' mount trait and move 24" during the Hero Phase with Mighty Destroyers + Fast Un' then you get to move another 12" in the move phase. 36" move Mawkrusha with Destroyer Artefact will make your opponent hate giving you the first turn, if they are not setup properly it can also catch a lot of people off guard. Best way to accompany this is with a fellow Mawkrusha or Great Green Hand of Gork on some key units (get your -3 Rend Brute Boyz in there with Waaagh!) or why not both? '''Kruleboyz Army Tactics''' The Kruleboyz faction tends to generate [[Rage|passionate]] discussion over [[Skub|how they ought to be played]], with the core debate being over whether or not the army wants to be a [[Shooty|ranged]] or [[Choppy|close combat-oriented]] force overall. Articles can be found throughout the internet claiming Bolt Boyz in Big Yellers clan armies are a default go-to and anything else is a waste, while other Finkin' Ladz argue that approach is a trap and can result in potentially disastrous results and that the real power of the lineup is in their diversity. One thing we can all agree on, however, is this army is very fun to play. Here are a few army ideas for your Kruleboyz: *'''Da Magik Troggoth''' Per the GW summertime AOS FAQ released mid-2021, mount weapons qualify when the rider casts Flaming Weapons. Consider the humble Mirebrute Troggoth: 180 points, 4 club swings, 5 bident stabs. But, the rider may yank his chain and inflict D3 mortal wounds on the troggoth. Each MW suffered thusly generates 2 more club swings each as the trog gets angrier. This could potentially yield 10 club swings. At 3 damage each, this thing has a pretty spectacular amount of potential for the point cost, and sporting the typical troggoth ability to regenerate D3 wounds on a 4+ roll during your hero phase means he has some sustain. In essence, he is a good template to work from. This approach will turn your smoothbrain, tire-eating Mirebrute into a archmage capable of ignoring enemy spells on a 4+. As your army general, give him the Arcane Tome with Flaming Weapons (which improves the club peak damage potential from 30 wounds to 40, a 33% increase in damage!), assign the troggoth the Weird 'Un mount trait (ignores enemy spells on a 4+), and give his rider the general trait of Master of Magic to reroll those sweet, sweet casting/dispell rolls each hero phase. You're pretty guaranteed to roll a 4+ for Flaming Weapons at this rate, and if you dislike the low roll and are fighting a wizard-heavy enemy then the free re-roll can be used to gamble a higher casting roll and make it that much harder to dispell. Overall, this makes the Mirebrute's total damage potential (if mount + rider) at 50 wounds per combat phase. Put him next to a Sludgeraker and he can spit out 60 wounds per combat phase as each VEC weapon (the rider's bident) is empowered to do an additional MW on top of the usual. Now that's a lot of damage. *'''Kruise Kontrol with Bolt Boyz''' This list capitalizes off of the Bolt Boyz output potential, the increased range from the Big Yellers clan trait and that this faction allows Bolt Boyz to be taken as battleline, and the potential to shoot out-of-phase through Unleash Hell. It's pretty simple: three units of 9 Bolt Boyz for a total of 27, a Sludgeraker, at least one Beast-Skewer Killbow and at least one Swampcalla. Fill out the remaining points as you wish, but the core principle of the army is to maximize the potential ranged mortal wound output of the faction by leaning heavily on your Bolt Boyz and Killbow(s). With a sludgeraker nearby and assuming perfect rolls, the Bolt Boyz max out at 152 mortal wounds per shooting phase (NOT including Unleash Hell) and the Killbows can help instagib bigger targets. Simply point and click and keep CP nearby for Unleash Hell. *'''Buggy Soup''' Best introduced as the collector's army, this list approaches the faction from the perspective of a tool for every situation and aims to bring the full arsenal of Kruleboyz abilities onto the table rather than specialize in one given strategy a la Bolt Boy spam. First, the army is a Skullbugz list with the idea of increasing survivability on your side. You will need the following: - Gobsprakk - Sludgeraker - Beast-breaka - Swampcalla - Murknob - Killaboss on Gnashtoof - 3x Gutrippaz - Marshcrawla Sloggoth - Beast-Skewer Killbow As this list has two MONSTER-keyworded units (Gob and Sludgeraker) which gives the Skullbugz trait a +2 on the roll, you should see results. Anyway, get a Sludgeraker general with an Amulet of Destiny and Loud 'Un for his mount trait, and take Supa Sneaky as a command trait. Gobsprakk is your dedicated wizard and extra punch/objective snapper with his fly and being a double caster - the key thing here is Gobsprakk is to be seen as a support model, not a determining factor in your army. Remember to organize these units into a Battle Regiment and Command Entourage with Magnificent, because you may as well since it's free and you have the units. Now comes the fun part: all of your units enhance each other - the Sludgeraker increases mortal wound damage around him, while the Marshcrawla should always sit around your Gutrippaz to help them win fights for objectives with his drummer. The Murknob's totem helps nearby units ignore every third spell or so on them. The Breaka-Boss on Mirebrute Troggoth is your suicide bomber/Distraction Carnifex: use the Sludgeraker general's Supa Sneaky trait and redploy him somewhere threatening. If you get lucky with your opening Dirty Tricks play you'll remove some important screening units from the enemy army, thereby creating an opportunity for some round 1 knockouts in their backline. Make your command entourage battalion Magnificent and give the Breakaboss Fast 'Un as a second mount trait alongside the Sludgeraker's Loud 'Un to get the Breaka into even more of a lethal position in your hero phase, then fine-tune in the subsequent movement phase after. Your Killaboss fights alongside the 30 gutrippaz to keep them from withering as they hold down the enemy battlelines and defend/secure objective due to their abysmal bravery, while the Swampcalla spends the whole game dipping the Killbow's bolts into his pot-grot's cauldron, which should help you bring down big beasts on the field. *'''Gutrippaz Zerg Rush''' Some would argue a single unit of 10 Gutrippaz is unimpressive; a 5+ save, 2 wounds, but sporting a 2" range with spears and benefiting from the Venom Encrusted Weapons rule while also possibly giving a single enemy unit -1 to hit in a subsequent combat phase thanks to their Skare Shields makes these basic boyz an interesting battle line unit. However, be it a Big Yellers, Skullbugz, or Grinnin' army, the idea of 20 Gutrippaz backed up with a Sludgeraker and Killaboss (on foot or gnashtoof) is a scary thing: a 60-wound blob who can fight in two ranks, with potential to deal 40 mortal wounds if in perfect fighting trim and positioned well who can only lose one model from battleshock so long as the Killaboss is well-placed. This 785-point cohort can be a serious problem with 60 total wounds all summed. An extra 95 points for a grand total of 880 points will get you a Murknob who can possibly deflect a third of the spells which target this raiding party.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information