DangerClose Posted August 10, 2016 Share Posted August 10, 2016 1 hour ago, Die Gruenhaut said: Hello, can someone explain me the "Wardokk: Big Wurrgog Mask bomb." Thank you The Wurrgog Mask is a one use item that makes a ranged attack and causes D3 mortal wounds. Then you can continue dealing D3 mortal wounds for every time you pass a 3+ roll but if you roll a 1 or 2 his head explodes!... Never overdose on Waaaargh, kids Link to comment Share on other sites More sharing options...
thediceabide Posted August 10, 2016 Share Posted August 10, 2016 I'm looking into making a list that maximizes on the mechanic of attacking in the Hero phase: Drakkfoot Warclan (60) Wurrgog Prophet (Dokk Juice, 140) Kop Rukk (100) Wardokk (Mork's Boney Bits, 80) Wardokk (Mystic Waaagh! Paint, 80) Wardokk (80) 10 Morboys (120) 10 Morboys (120) 10 Morboys (120) Kunnin Rukk (60) Savage Big Boss (100) 20 Arrowboys (200) 20 Savage Orruks (200) 20 Savage Orruks (200) Maniak Weirdnob (Big Wurrgog Mask, 100) 10 Savage Boarboys (240) Total: 2000 Drakkfoot Warclan grants all my casters the Blood Waaagh! spell (casting value 8, 6" range, target unit can pile in and attack). The Kunnin Rukk can either give me a free round of melee attacks with a unit of Savage Orruks, or a free round of shooting for the Arrowboys, and the Wurrgog Prophet's command ability grants a free round of Melee attacks. Debating between Prophet of da Waaagh! and Waaagh!-monger for the Command Trait, both are passive, one just helps get in combat a little faster, while the other helps with Battleshock (might be better since I wont be using Inspiring Presence as much). I do kind of wish I had less guys on foot and more Boarboys, but you really want >20 Morboys for the Kop Rukk, and I need those Savage Orruks to fill Battleline (plus units of 20 make good use of attacking in the hero phase). Any thoughts? Link to comment Share on other sites More sharing options...
CharnelChimera Posted August 11, 2016 Share Posted August 11, 2016 There really is no reason not to drop 20 Boys and split the other squad into 10 and 10 for 20 more archers. You get +1 more attacks per model and the Kunnin' Rukk ability is much more useful on the Archers. Link to comment Share on other sites More sharing options...
thediceabide Posted August 11, 2016 Share Posted August 11, 2016 On 8/10/2016 at 7:14 PM, CharnelChimera said: There really is no reason not to drop 20 Boys and split the other squad into 10 and 10 for 20 more archers. You get +1 more attacks per model and the Kunnin' Rukk ability is much more useful on the Archers. Hmmm... so you think 2x10 Savage Orruks and 2x20 Arrowboys or 1x40 arrow boys? I could also do 3x10 Savage Orruks and 1x30 Arrowboys, so that they have to take 22 wounds before losing the +1 shot bonus, and still have plenty of Savage Orruks to run around and grab objectives. Alternatively running 30 Savage Orruks in a unit and 30 Arrowboys in a unit is an option. The Savage Orruks would then be able to re-roll failed wounds, which is quite nice with all the extra rounds of combat (most of which are melee) that I can get. Doing this would mean splitting the boar boys into 2x5 though to get my Battleline requirement. The reason originally for 2x20 Savage Orruks was so that between the two of them, the 10 Boar Boys and the 20 archers, I have a few options for my abilities for extra attacks. MATH EDIT: Just crunching some numbers for the Kunnin Rukk. 20 Savage Orruks fighting in melee, vs a free round of shooting with 20 Arrowboys: Savage Orruks cause 7.777 wounds with Chompas (6.333 after losing 1 model), 6.111 with Savage Stikkas (4.75 after dropping down to 1) Arrowboys cause 10 wounds at range (6.333 after losing 1 model), or 3.333 in melee (3.167 after losing one model). If you're counting a unit of 30, you get: Savage Orruks cause 13.333 wounds with Chompas, 11.25 with Savage Stikkas Arrowboys cause 15 wounds at range, or 5 in melee. So yeah, that math pretty much shows it, and that favors combat, since it's assuming the all make it into melee range... 2x10 Savage Orruks to fill battleline, and 30-40 Arrowboyz, because it's going to do more damage with the Kunnin' Rukk ability. Link to comment Share on other sites More sharing options...
thediceabide Posted August 12, 2016 Share Posted August 12, 2016 Here's the revised list: Drakkfoot Warclan (100): Wurgogg Prophet (Ju-ju Wotnotz, 140) Kopp Rukk (100) Wardokk (Mork's Boney Bits, 80) Wardokk (Mystic Waaagh! Paint, 80) Wardokk (Big Wurgogg Mask, 80) Wardokk (80) 20 Morboys (240) 20 Morboys (240) Kunnin Rukk (60) Savage Big Boss (100) 10 Savage Orruks (100) 10 Savage Orruks (100) 30 Arrowboyz (300) 10 Savage Boarboys (240) Total: 2000 The Arrowboys are naturally the prime target for the Kunnin' Rukk's ability, while the Wurrgog Prophet and Blood Waaagh! spell will be used on the Morboys, which are pretty ugly in combat, especially after a monster is slain, then they'll be attacking on 3+/2+ & 3+/3+... Sadly dropping a Wardokk for Maniak Weirdnob would be idea, but there isn't a way to scrap up the extra 20 points. The next question is who will get what spell, I'll get 5 of the 6 to distribute around the army. Link to comment Share on other sites More sharing options...
Byro Posted August 12, 2016 Share Posted August 12, 2016 Drakkfoot Warclan - 60 x 1 Wurrgog Prophet - 140 Kap Rukk - 40x 4 Wardokks - 320x 10 Morboys - with full command - 120x 10 Morboys - with full command - 120 Kunnin Rukk - 60 x 1 Savage Big Boss - 100x 20 Savage Arrowboys - with full command - 200x 20 Savage Orruks - chompas and bone shields, with full comand - 200x 20 Savage Orruks - chompas and bone shields, with full comand - 200 Snaga Rukk - 40x 2 Maniak Weirdnobs - 200x 10 Savage Boarboy Maniaks - with full command - 320X 10 Savage Boarboy Maniaks - with full command - 320 Total - 2440 pts Link to comment Share on other sites More sharing options...
thediceabide Posted August 13, 2016 Share Posted August 13, 2016 Not bad, but with only 20 Morboys, you lose the casting bonus after one model dies. Same issue with units of 20 Arrowboys and 20 Savage Orruks. Pretty close to my 2500 point list actually. Link to comment Share on other sites More sharing options...
Byro Posted August 13, 2016 Share Posted August 13, 2016 Fack. The lack of "Battleline" on the Morboys sucks. It's not excessive, but I hate dumping almost 500 points into them, especially with their lack of rend. I'll have to tweak the list a bit more it looks like. Link to comment Share on other sites More sharing options...
Byro Posted August 13, 2016 Share Posted August 13, 2016 Updated the list to reflect the need for more "Morboys". Only worry is on the minimum cav units - although my experience in games so far has been that it isn't as much of an issue as it might seem. Drakkfoot Warclan - 60 Wurrgog Prophet – 140 Savage Big Stabba - 100 Kop Rukk – 100 Wardokk – 80 Wardokk – 80 Wardokk – 80 Morboys – 240 Morboys – 240 Kunnin Rukk – 60 Big Boss – 100 Arrowboys – 300 Savage Orruks – 100 Savage Orruks – 100 Snaga Rukk – 40 Maniak Weirdnob – 100 Maniak Weirdnob – 100 Boarboy Maniaks – 160 Boarboy Maniaks – 160 Boarboy Maniaks - 160 Wounds – 274 Models – 124 Heroes – 7 Units - 9 Total Points - 2500 Link to comment Share on other sites More sharing options...
DangerClose Posted August 13, 2016 Share Posted August 13, 2016 @Byro You could go 40 Arrowboys since you'll possibly be spending some buffs on them. 40 Arrowboys averages 92 wounds a turn when fully buffed and 30 Arrowboys only averages 70 wounds. Link to comment Share on other sites More sharing options...
thediceabide Posted August 13, 2016 Share Posted August 13, 2016 5 hours ago, DangerClose said: @Byro You could go 40 Arrowboys since you'll possibly be spending some buffs on them. 40 Arrowboys averages 92 wounds a turn when fully buffed and 30 Arrowboys only averages 70 wounds. 33% more boys doing 33% more damage you say? Personally I think 30 is fine though, it does plenty of damage and 2 of the 3 methods to get attacks in the hero phase don't work for ranged attacks, so you'll want some points to spend on Morboys! Link to comment Share on other sites More sharing options...
DangerClose Posted August 13, 2016 Share Posted August 13, 2016 3 hours ago, thediceabide said: 33% more boys doing 33% more damage you say? Was just making the point of bunching the unit up if you're going to be spending buffs on them but hey... You can't beat the math Link to comment Share on other sites More sharing options...
Byro Posted August 17, 2016 Share Posted August 17, 2016 Haven't had much activity here - how's everyone been doing with the Savage fellas? Any thoughts on their overall competitiveness? Link to comment Share on other sites More sharing options...
Spiney Norman Posted August 17, 2016 Share Posted August 17, 2016 Hi guys, I've just picked up the Bonesplitterz tome and dusted down my wfb savage orc army, I've bought a few boxes and here is the list I'm aiming for Kunnin Rukk Savage Big Boss (General) 30 Savage Arrowboyz 20 Savage Orruks Snaga Rukk Maniak Wierdnob Maniak Wierdnob 5 Boarboy Maniaks 5 Boarboy Maniaks 5 Boarboy Maniaks Wurrgog Prophet 20 Morboyz 10 Savage Boar Boyz 2000pts Link to comment Share on other sites More sharing options...
rasmarog Posted August 18, 2016 Share Posted August 18, 2016 Hello, I'm not a bonnesplita player, not even a destruction player. I'm starting building my 1st Destruction Army after yeas of lizarmen. After reading Bonesplitterz Battletome I've found the following a bit interesting: Kunnin Rukk: Savage Big Boss 2x 10 Savage Orruks 1x 40 Arrowboys (kunnin bonus goes here :] ) Icebone clan -> Snagga Rukk: 2x Maniac Weirdnob 1x Wardlok 4x 5 Savage Boarboys Maniacs 1960pt Alternatively, I'm am considering play a mix of Bonnesplita/Beastclaws (lets put some mass on this guys). As the following: Jorlbad: (Attack even if Run and charge, plus d6 of destruction trait its awesome) Huskard on Stonehorn 2x 2 Mournfang Packs 1x Stonehorn Beastriders Kunnin Rukk: Savage Big Boss 3x 10 Savage Orruks 1x 30 Arrowboys (again, kunnin bonus) + Wardlokk (buff green guys and bind 1 spell) 2000pt Link to comment Share on other sites More sharing options...
Byro Posted August 18, 2016 Share Posted August 18, 2016 @Thanatos Ares Both lists look good. I really like the idea of mixing Bonesplitterz for battleline and shooting support with Beastclaw, although I ended up going pure Bonesplitterz due to my obsession with their allegiance abilities and spells. Link to comment Share on other sites More sharing options...
kaaras Posted August 19, 2016 Share Posted August 19, 2016 Doesn't one of the old warscrolls give +1 to warpaint? Link to comment Share on other sites More sharing options...
rasmarog Posted August 19, 2016 Share Posted August 19, 2016 @Thanatos Ares Both lists look good. I really like the idea of mixing Bonesplitterz for battleline and shooting support with Beastclaw, although I ended up going pure Bonesplitterz due to my obsession with their allegiance abilities and spells. For sure the bonesplitterz are awesome. The visual of green guys are amazing. I'm too, really considering the pure bonesplitterz just for the funny play style and faction bonuses. Maybe getting mine next week Sent from my iPhone using Tapatalk Link to comment Share on other sites More sharing options...
rasmarog Posted August 20, 2016 Share Posted August 20, 2016 For anyone that's already playing with bonesplitterz, how the things are going? Weaknesses, nice combos, worst scenarios, etc. any comment will be welcomed. Thanks Sent from my iPhone using Tapatalk Link to comment Share on other sites More sharing options...
rasmarog Posted August 22, 2016 Share Posted August 22, 2016 Updated the list to reflect the need for more "Morboys". Only worry is on the minimum cav units - although my experience in games so far has been that it isn't as much of an issue as it might seem. Drakkfoot Warclan - 60 Wurrgog Prophet – 140 Savage Big Stabba - 100 Kop Rukk – 100 Wardokk – 80 Wardokk – 80 Wardokk – 80 Morboys – 240 Morboys – 240 Kunnin Rukk – 60 Big Boss – 100 Arrowboys – 300 Savage Orruks – 100 Savage Orruks – 100 Snaga Rukk – 40 Maniak Weirdnob – 100 Maniak Weirdnob – 100 Boarboy Maniaks – 160 Boarboy Maniaks – 160 Boarboy Maniaks - 160 Wounds – 274 Models – 124 Heroes – 7 Units - 9 Total Points - 2500 Kop and kunnin rukks are pretty nice, but for drakkfoot you need 1 more Wardokk. 2 Wardokks of kop, 1 Wardokk of drakkfoot which need kop with +1 Wardokk Sent from my iPhone using Tapatalk Link to comment Share on other sites More sharing options...
rasmarog Posted August 22, 2016 Share Posted August 22, 2016 After reading this thread and battle tome I just ordered my bonesplitterz. Leaders Wurrgog Prophet (140) Savage Big Boss (100) Wardokk (80) Wardokk (80) Wardokk (80) Wardokk (80) Units Savage Orruks x 10 (200) <1 battletine> Savage Orruk Arrowboys x 40 (300) Savage Orruk Morboys x 40 (480) Savage Boarboyz x 10 (240) <2 battlelines> Behemoths War Machines Batallions Drakkfoot Warclan (60) Kop Rukk (100) Kunnin' Rukk (60) Total: 2000/2000 Just want some opinions before assemble: 40 arrowboys + 10 savage orruks or 30/20 (for better defending the arrowboys)? I was between kop rukk or snagga, but really enjoyed the spells for bonesplitterz and opted for +1 wizzard Link to comment Share on other sites More sharing options...
Malakithe Posted August 28, 2016 Share Posted August 28, 2016 I have some questions. Is there a point to bringing a Kop to matched play since you can only attempt one of each spell or is it more for the random dance thing they get? Other question. Kunnin with Big Boss as general. Do the extra attacks buff work on the arrowboys? Use the command ability and the spell to add +1 to hits to generate a ****** ton more shots...does that work? Link to comment Share on other sites More sharing options...
rasmarog Posted August 28, 2016 Share Posted August 28, 2016 I have some questions. Is there a point to bringing a Kop to matched play since you can only attempt one of each spell or is it more for the random dance thing they get? Other question. Kunnin with Big Boss as general. Do the extra attacks buff work on the arrowboys? Use the command ability and the spell to add +1 to hits to generate a ****** ton more shots...does that work? About kop rukk: dance bonus is really nice.", but not only, bonesplitterz have a lot of allegiance spells, you can use all of them without repeating. Big boss command only works on combat. Not useful for arrow boys insane kunnin rukk bonus Sent from my iPhone using Tapatalk Link to comment Share on other sites More sharing options...
Malakithe Posted August 28, 2016 Share Posted August 28, 2016 5 minutes ago, rasmarog said: About kop rukk: dance bonus is really nice.", but not only, bonesplitterz have a lot of allegiance spells, you can use all of them without repeating. Big boss command only works on combat. Not useful for arrow boys insane kunnin rukk bonus Sent from my iPhone using Tapatalk Are you sure? I don't see the word combat in the description. I'll read it again. Maybe I'm being dumb lol Link to comment Share on other sites More sharing options...
rasmarog Posted August 28, 2016 Share Posted August 28, 2016 More Choppin!: If a Savage Orruk Warboss uses this ability, you can select a Bonesplitterz unit within 14". Until your next hero phase, whenever you roll a 6 to hit for a model in that unit in the combat phase, it can immediately make one extra attack using the same weapon. Sent from my iPhone using Tapatalk Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.