JanGret Posted September 12, 2021 Share Posted September 12, 2021 30 minutes ago, ArkanautDadmiral said: No spending money on KB for me then haha, I was so pumped on the idea of running Brutes alongside them but I don’t want to run Big Waagh just to use another unit in the same book More to spend on a different project then. Thanks for the clarifications guys. You do know, that you get the main allegiance ability for each of the three warclans though in Big Waaagh!? You just don't get the subfaction stuff. So basicly you will have to decide: Do I take Gutrippaz in my Kruleboyz army and am able to pick Big Yellers (or another subfaction) or do I replace them with an IJ battleline that will survive better but give up the subfaction. And I think that is quite an interesting choice to make... 2 Quote Link to comment Share on other sites More sharing options...
Magnus The Blue Posted September 12, 2021 Share Posted September 12, 2021 I actually think Big Waaagh is the way to go for any Kruelboys army that isn't going for big yellas. You lose the meh Waaagh, the ok Dirty Tricks and the (other than big yellas) situational and not great sub-factions. In return you get universal +1to hit, wound, charge, cast and dispell once you hit mid game. Seems like a bargain. 1 Quote Link to comment Share on other sites More sharing options...
Sivyre Posted September 12, 2021 Share Posted September 12, 2021 (edited) 36 minutes ago, Magnus The Blue said: I actually think Big Waaagh is the way to go for any Kruelboys army that isn't going for big yellas. You lose the meh Waaagh, the ok Dirty Tricks and the (other than big yellas) situational and not great sub-factions. In return you get universal +1to hit, wound, charge, cast and dispell once you hit mid game. Seems like a bargain. I have to agree with this, just gaining access alone to better battle line options is appealing and at 12 waaagh points the +1 to casting is very good for gobsprakk. brutes, ardboyz and maaaaybe gore gruntas (not sure if they’re bl in BW) to replace our singular option of gutrippaz (if not big yellers) is definitely worth consideration but again you get whacky interactions like do you want to take skundrekk who isn’t going to idle near boltboyz but there ability does apply to themselves... or do I drop him for MBoMK or if your more ambitious do I attempt to get gordrakk in the mix. either way kruleboyz being as fragile as they are, going into BW can get you something more bashy and more tanky. Especially those brutes, my they look good and at 160pts that’s far better than our 180gutrippaz. You may lose 5 wounds from the unit but you do gain a 4+ save, still keep the 2” range but you get 3/3-2/1 and don’t care about fishing for 6’s. you can than drop killaboss and shaman if you want to get back even more points. Edited September 12, 2021 by Sivyre Quote Link to comment Share on other sites More sharing options...
Icetea Posted September 12, 2021 Share Posted September 12, 2021 (edited) Does anyone know where to get the images for the pages our battletome? I’ve got snippets of info here and there, but I need to sit down and read all the info to properly digest it. Edited September 12, 2021 by Icetea Quote Link to comment Share on other sites More sharing options...
ArkanautDadmiral Posted September 12, 2021 Share Posted September 12, 2021 51 minutes ago, JanGret said: You do know, that you get the main allegiance ability for each of the three warclans though in Big Waaagh!? You just don't get the subfaction stuff. So basicly you will have to decide: Do I take Gutrippaz in my Kruleboyz army and am able to pick Big Yellers (or another subfaction) or do I replace them with an IJ battleline that will survive better but give up the subfaction. And I think that is quite an interesting choice to make... I didn’t realise that, no! There’s hope yet! Quote Link to comment Share on other sites More sharing options...
Maogrim Posted September 12, 2021 Share Posted September 12, 2021 57 minutes ago, Sivyre said: I have to agree with this, just gaining access alone to better battle line options is appealing and at 12 waaagh points the +1 to casting is very good for gobsprakk. brutes, ardboyz and maaaaybe gore gruntas (not sure if they’re bl in BW) to replace our singular option of gutrippaz (if not big yellers) is definitely worth consideration but again you get whacky interactions like do you want to take skundrekk who isn’t going to idle near boltboyz but there ability does apply to themselves... or do I drop him for MBoMK or if your more ambitious do I attempt to get gordrakk in the mix. either way kruleboyz being as fragile as they are, going into BW can get you something more bashy and more tanky. Especially those brutes, my they look good and at 160pts that’s far better than our 180gutrippaz. You may lose 5 wounds from the unit but you do gain a 4+ save, still keep the 2” range but you get 3/3-2/1 and don’t care about fishing for 6’s. you can than drop killaboss and shaman if you want to get back even more points. To my understanding Goregruntas are only Battleline in the Ironjawz' Bloodtoofs subfaction. Quote Link to comment Share on other sites More sharing options...
Sivyre Posted September 12, 2021 Share Posted September 12, 2021 51 minutes ago, Maogrim said: To my understanding Goregruntas are only Battleline in the Ironjawz' Bloodtoofs subfaction. And I think you’re right, and it’s what I believe as well I am just to lazy to go look 🤣 1 Quote Link to comment Share on other sites More sharing options...
Beliman Posted September 12, 2021 Share Posted September 12, 2021 6 hours ago, JanGret said: You do know, that you get the main allegiance ability for each of the three warclans though in Big Waaagh!? You just don't get the subfaction stuff. So basicly you will have to decide: Do I take Gutrippaz in my Kruleboyz army and am able to pick Big Yellers (or another subfaction) or do I replace them with an IJ battleline that will survive better but give up the subfaction. And I think that is quite an interesting choice to make... Kruleboyz lose Dirty Tricks with Big Waaagh. Something to take in mind (as you said, subfactions too). Quote Link to comment Share on other sites More sharing options...
MiniJunkie Posted September 12, 2021 Share Posted September 12, 2021 Sounds like there's still not much reason to paint Hobgrotz...which is a bummer, I was kinda looking forward to it but don't really want to paint a unit without legs so to speak. Quote Link to comment Share on other sites More sharing options...
Acrozatarim Posted September 12, 2021 Share Posted September 12, 2021 At a reduced 80 points per, they're not terrible - a decent enough mass of cheap bodies for screening, zoning, and objectives. I'd be inclined to bring a unit or two along for those purposes. 5 Quote Link to comment Share on other sites More sharing options...
Jabbuk Posted September 12, 2021 Share Posted September 12, 2021 (edited) I'm an IJ player at heart. They are my first army. When I first saw the Kruleboyz I wasn't sure and was waiting for the battletome. After seeing the content, I think they're amazing. The fact that we can have such drastically different armies within the same battletome is a privilege to me. Kruleboyz are that army full of tricks and shenanigans that good players will be able to exploit and bend the game. The whole army has mortal wounds on 6s (something destruction has never had access to in the past, tbh..) and the tech to buff it up even more is so cool.. I dunno, overall I think they will be my next army and I'll do Big Waaagh build with my IJ as well. It's a tome that's really deep and I feel like people who are not liking the army, are expecting a classic hard hitting melee army like the Ironjawz and that's just not what they are. You have to change your mindset to welcome their differences and embrace them. Count me in for that learning curve. People who want classic durable/hard hitting battlelines, etc. I suggest you go BW and you'll be pleased. Can't wait to get the battletome. Edited September 12, 2021 by Jabbuk 3 Quote Link to comment Share on other sites More sharing options...
Scruf Posted September 12, 2021 Share Posted September 12, 2021 1 hour ago, MiniJunkie said: Sounds like there's still not much reason to paint Hobgrotz...which is a bummer, I was kinda looking forward to it but don't really want to paint a unit without legs so to speak. The best thing I can think of is Swamp Boggler themed Gloomspite Gitz proxies. Quote Link to comment Share on other sites More sharing options...
Scruf Posted September 12, 2021 Share Posted September 12, 2021 On 9/11/2021 at 1:43 PM, Mutton said: Deleting my big rant because it doesn't help anything and maybe I'm just not intuitive enough to see all of the army's angles. I disagree that it doesn’t help anything. It helps me skip the FOMO on this disappointing release. Time to start pondering how many zombies I need again. 1 Quote Link to comment Share on other sites More sharing options...
Boggler Posted September 12, 2021 Share Posted September 12, 2021 I have a lot to catch up reading in this thread. Can I use the Covered in Mud Trick on a unit that I Deepstrike with the command trait? The unit would deepstrike and could not be the target of unleash hell? I am not sure how the interaction goes. Quote Link to comment Share on other sites More sharing options...
Mutton Posted September 12, 2021 Share Posted September 12, 2021 (edited) One fun combo: Make a Breakaboss your general and give him Egomaniac. Surround him with stupid hobgrots and he essentially has a 4+ ward to protect him not only from enemy attacks, but his own self-infliction. Egomaniac is really good since it works on ANY friendly unit within 3". Edited September 12, 2021 by Mutton 1 Quote Link to comment Share on other sites More sharing options...
Arzalyn Posted September 13, 2021 Share Posted September 13, 2021 (edited) 2 hours ago, Mutton said: Make a Breakaboss your general and give him Egomaniac. Surround him with stupid hobgrots and he essentially has a 4+ ward to protect him not only from enemy attacks, but his own self-infliction. Would it work on his self-infliction ability? The ability says he add 2 attacks for each wound he suffers with it but the if the transfer the wounds he would suffer none. Egomaniac looks specially good with any of the Killaboss options, has he battle shock ability secure that we don't loose more models and let us keep a command point for something else other than keeping the "bodyguard" unit. If you give the amulet of destiny to another hero it let's have two heroes with a ward (for the first rounds at least). Edited September 13, 2021 by Arzalyn Quote Link to comment Share on other sites More sharing options...
Scruf Posted September 13, 2021 Share Posted September 13, 2021 52 minutes ago, Arzalyn said: Would it work on his self-infliction ability? The ability says he add 2 attacks for each wound he suffers with it but the if the transfer the wounds he would suffer none. Egomaniac looks specially good with any of the Killaboss options, has he battle shock ability secure that we don't loose more models and let us keep a command point for something else other than keeping the "bodyguard" unit. If you give the amulet of destiny to another hero it let's have two heroes with a ward (for the first rounds at least). Basing it off 14.0 and 14.1 in the core rules, it sounds like a unit suffers wounds and then allocates those wounds to models. So it may actually work. That’s not super concrete but I think RAW that’s how it would go. Quote Link to comment Share on other sites More sharing options...
PlayerJ Posted September 13, 2021 Share Posted September 13, 2021 (edited) Can someone help me with the math on the average mortal wounds for a unit of Boltboyz with both the swampcalla's poison for mortals on 5s, and a snatchaboss' +1 damage on 6s? Edited September 13, 2021 by PlayerJ Quote Link to comment Share on other sites More sharing options...
woolf Posted September 13, 2021 Share Posted September 13, 2021 37 minutes ago, PlayerJ said: Can someone help me with the math on the average mortal wounds for a unit of Boltboyz with both the swampcalla's poison for mortals on 5s, and a snatchaboss' +1 damage on 6s? I think 2.5 for long shot (1attck/model) (3*1/6*2+3*1/6*3) and double that if hasty shot so 5mw. but also it will be quite swingy ofc so u probably want to look at probabilities (eg %chance to deal 5mw), but that I cant do on the fly 😅 Quote Link to comment Share on other sites More sharing options...
Kasper Posted September 13, 2021 Share Posted September 13, 2021 21 hours ago, Magnus The Blue said: I actually think Big Waaagh is the way to go for any Kruelboys army that isn't going for big yellas. You lose the meh Waaagh, the ok Dirty Tricks and the (other than big yellas) situational and not great sub-factions. In return you get universal +1to hit, wound, charge, cast and dispell once you hit mid game. Seems like a bargain. How fast are you getting that +1 hit/wound up and running through? On paper it looks like it will take a long time, like turn 3 the earliest? Quote Link to comment Share on other sites More sharing options...
Rachmani Posted September 13, 2021 Share Posted September 13, 2021 I need to take a good look at the Kruleboys. My gut feeling says there’s something there that will be incredibly satisfying to play. Smart destruction, I love it! 1 Quote Link to comment Share on other sites More sharing options...
zombiepiratexxx Posted September 13, 2021 Share Posted September 13, 2021 Really looking forward to receiving my book and very optimistic about what it can do. I don't play tourney games so I think it'll be a solid game to play with friends and having to lean into your sneakiness and be creative sounds like a great play experience that I am going to love. Plus, the options for Big Waaagh and adding in some IJ, think this is going to be a book that I'll have a lot of fun building a force up for. 3 Quote Link to comment Share on other sites More sharing options...
Rachmani Posted September 13, 2021 Share Posted September 13, 2021 (edited) Yeah, with how Big Waaagh looks I can finally get sone IJ and either mix both or play each one separately. I frankly hope that the rumored Dispossessed book let’s you combine the dwarven factions in a similarly easy manner but still keeps good options for mono-subfaction play. Edited September 13, 2021 by Rachmani Quote Link to comment Share on other sites More sharing options...
5kaven5lave Posted September 13, 2021 Share Posted September 13, 2021 Just to confirm within Big Waaagh!!, can you say that units within it belong to a sub faction within IJ, BS or KB? Didn’t think you could but just wanted to check. Quote Link to comment Share on other sites More sharing options...
JanGret Posted September 13, 2021 Share Posted September 13, 2021 1 hour ago, 5kaven5lave said: Just to confirm within Big Waaagh!!, can you say that units within it belong to a sub faction within IJ, BS or KB? Didn’t think you could but just wanted to check. You are only getting the main bonus of each warclan, not the subfaction stuff. 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.