Warcry/Tactics/Bonesplitters
Faction Overview
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 Fanaticismum, numbers, ranged weapon over heavy Armour and strength.
Pros
- 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
- need to keep your Bone Totem and Leader alive.
Abilities Overview
- [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.(All)
- 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: Pick a visible enemy fighter within 1" of this fighter and roll a dice. On a 3-4, allocate 1 damage point to that fighter. On a 5-6, allocate a number of damage points to that fighter equal to the value of this ability. (Morkboy)
- Fighter Commentary 2/3 chance of some damage, and a 1/3 chance of BIG damage is hit or miss. In most situations, you're better off spending the double on Onslaught and letting the Morboys do what Morboys do. It can be useful for objective grabbing and target shifting if your opponent has a nearly dead model and you REALLY need to get your Morboy elsewhere.
- [Double] Beast Spirit Ju-Ju: Until the end of the battle round, add 1 to the Toughness characteristic of friendly fighters while they are within 6" of this fighter. (Bone Totem)
- 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 Sheild 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] 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. (Leader)
- Fighter CommentaryA 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] Loadsa Arrows: 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. (All Arrowboys)
- Fighter Commentary Take Onslaught. But instead of adding 1 attack, add 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 8, 16 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.
Fighter's Overview
Leader
Savage Boss with Choppa and Bone Shield
- Stats: Movement 4"; Toughness 4; Wounds 25; 185 Pts.
- Runemarks: Leader
- Weapons:
- Sword-Range 1"; Attacks 4; Strength 4; Damage 2/5
- Fighter Commentary
Savage Morboy Boss
- Stats: Movement 4"; Toughness 4; Wounds 25; 205 Pts.
- Runemarks: Leader
- Weapons:
- Sword-Range 1"; Attacks 4; Strength 4; Damage 3/6
- Fighter Commentary
Savage Orruk Arrowboy Boss
- 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
Fighter
Savage Orruk with Champa and Bone Shield
- Stats: Movement 4"; Toughness 4; Wounds 15; 90 Pts.
- Runemarks: Leader
- Weapons:
- Sword-Range 1"; Attacks 3; Strength 3; Damage 1/3
- Fighter Commentary
Savage Orruk with Savage Stikka and Bone Shield
- Stats: Movement 4"; Toughness 4; Wounds 15; 85 Pts.
- Runemarks: Leader
- Weapons:
- Spear-Range 2"; Attacks 2; Strength 3; Damage 1/3
- Fighter Commentary
Savage Morboy
- Stats: Movement 4"; Toughness 3; Wounds 15; 110 Pts.
- Runemarks: Elite
- Weapons:
- Sword-Range 1"; Attacks 3; Strength 4; Damage 2/4
- Fighter Commentary
Savage Morboy with Bone Totem
- Stats: Movement 4"; Toughness 3; Wounds 15; 110 Pts.
- Runemarks: Mystic
- Weapons:
- Spear-Range 3"; Attacks 3; Strength 4; Damage 2/4
- Fighter Commentary
Savage Orruk Arrowboy
- 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 Commentary
Savage Big Stabba
- Stats: Movement 4"; Toughness 3; Wounds 30; 175 Pts.
- Weapons:
- Spear-Range 1"; Attacks 3; Strength 5; Damage 3/6
- Fighter Commentary
- Weapons:
Minions, Thralls, and Allies
General Tactics
Other Helpful Tips
Example Builds
Warcry Tactics | |
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Grand Alliance: Chaos | |
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Grand Alliance: Death | |
Grand Alliance: Destruction | |
Grand Alliance: Order | |
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Monsters & Mercenaries |