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AoS3- Big Waaagh!


Dahawi
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1 hour ago, Dahawi said:

Hi everyone,

I couldn't see a thread for the big Waaagh allegiance so thought I'd start one!

Anyone got any advice on where to start with a 1000pt list? Me and my mates are starting a path to glory campaign and I can't settle on a list at this size!

Unfortunatly i'm not sure there is really a point of a 1000pts big waaagh. You want to generate waaagh point, so you have to include a Warchanter. You also want to include a at least 1 bs wizard (ideally wurgog cause mask is insance right now). And i would include a Swampcalla + 6 bolt boys in big waaagh (the point of mixing is to get some shooting otherwise just play ironjawz). My starting point would be something like this:

Spoiler
Warchanter 115
wardock 80
Swampcalla 105
   
5 ardboys 85
5 ardboys 85
5 ardboys 85
   
6 boltboyz 240
3 gore gruntas 150
  945

Problem is that you can't really fit the wurgog. Also the fact that you have less heros/unit mean you'll build waaagh point slower and it is'nt great.

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Just a heads up, in path to glory all the warclans have ways to add the other clans as 'rival clans' even when not in big waaagh (gathering the big waagh).  And you can spens glory points to get their allegiance abilities:) 

But for a big waagh list, as mentioned over, you'll need a warchanter and wurrgog prophet. Then I would focus on ironjawz and recomend a big boss to get a decent army going. 

Then i would fill in with krul boyz, as these guys will not help you get any waagh points, but fill your shooting gap. 

As for smaller combos i myself are going for. I am picking up arcane tome on my big boss, that will let him get the command trait 'touched by the waagh'. This trait can do dmg to enemy units as well to get casting, with foot of gork you might have some fun games :D.

Then I am getting healing chant on the WC as it can hit all types og units, and will synergize with wurrgog prophets mask, and the touched by the waagh in earlier turns where you can't hit enemies. 

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Do you think the BS wizard is definitely required at 1000pts? will 1pt make that big a deal?

I agree that a warchanter is too good to pass up, between his Waagh point generation, his ability to improve ardboy rally and the versatility of his beats makes him a must have.

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24 minutes ago, Dahawi said:

Do you think the BS wizard is definitely required at 1000pts? will 1pt make that big a deal?

I agree that a warchanter is too good to pass up, between his Waagh point generation, his ability to improve ardboy rally and the versatility of his beats makes him a must have.

I have not played big waaagh yet in 3.0. So i'm not 100% sure, but given that waaagh generation has been nerfed the first rounds, and the threshold for getting effects are higher, i definitely recommend it. But you don't have to start out with him, maybe build your start army without any BS Shaman and test if you need the waagh points or not. I'm pretty sure you will have enough glory points to add him to your roster after the first match.

If you realy struggle with points, maybe it is fine with a Wardokk, but i think he lost to much in the new tome to be worth it. And the Wurrgog seems pretty strong with his mask, I think he can solo kill big threats :)

 

Edited by Smash
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Personally i think the big waagh waagh bonnuses take to long to get annyway. So i would focus on getting an effective army out of the whole range  over including units that will boost waagh points.  Useing the buff troghoth to get+1 to hit on ironjaws is way more effective then trying to get the waagh bonus for instance.

For me the big advantage of the big waagh is getting the most out of the diffrent  factions.

Ironjaws are good combat units. (well brutes and mawcrushers aanyway)  Bonesplitters make good screens and kruel boys have good shooting. 

So a big waagh army for me is a few boarrider units a core of ironjaw threats backed up by some kruleboys shooting.  And maybe the maw of mork as a anti casting unit. 

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19 minutes ago, Zappgrot said:

Personally i think the big waagh waagh bonnuses take to long to get annyway. So i would focus on getting an effective army out of the whole range  over including units that will boost waagh points.  Useing the buff troghoth to get+1 to hit on ironjaws is way more effective then trying to get the waagh bonus for instance.

For me the big advantage of the big waagh is getting the most out of the diffrent  factions.

Ironjaws are good combat units. (well brutes and mawcrushers aanyway)  Bonesplitters make good screens and kruel boys have good shooting. 

So a big waagh army for me is a few boarrider units a core of ironjaw threats backed up by some kruleboys shooting.  And maybe the maw of mork as a anti casting unit. 

Well in path to glory you can add in units from other clans anyway. So if you don't care about WP I would think going 1 clan and adding in the extra units you want is better. 

16329945909076657493497474887519.jpg

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32 minutes ago, Smash said:

Well in path to glory you can add in units from other clans anyway. So if you don't care about WP I would think going 1 clan and adding in the extra units you want is better. 

16329945909076657493497474887519.jpg

I know but sadly the ppl i play whit and the events I go to don't give two hoots for what and what can't be done in path to clory.  I also do not understand why orrucks can't ally or confederate whit each other. Seems to me gw wants to make out orrucks as verry stricktly orginised . Kind of wierd for a destruction army. 

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The thresholds for the biggest bonuses are the same as before, its just points are generated differently.

 

The way Waaagh points generate favour multiple units charging and staying in combat. I'm fairly confident by end of turn 2 I'll have 20 points consistently. The Waaagh gets used sparingly

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What do you think something like this ? (just a draft)

Allegiance: Big Waaagh!
- Grand Strategy:
- Triumphs:
Wurrgog Prophet (150)*
- General
- Artefact: Glowin' Tattooz
- Lore of the Savage Beast: Power of the Were-boar
Wardokk (80)*
- Lore of the Savage Beast: Glowy Green Tusks
Orruk Warchanter (115)*
- Warbeat: Get 'Em Beat
Orruk Warchanter (115)*
- Warbeat: Fixin' Beat
5 x Orruk Ardboys (85)*
5 x Orruk Ardboys (85)*
10 x Orruk Brutes (320)*
- Jagged Gore-hackas
- Reinforced x 1
6 x Orruk Gore-gruntas (300)*
- Jagged Gore-hackas
- Reinforced x 1
10 x Savage Boarboys (280)*
- Stikkas
- Reinforced x 1
10 x Savage Boarboys (280)*
- Stikkas
- Reinforced x 1
2 x Savage Big Stabbas (80)*
2 x Savage Big Stabbas (80)*
*Battle Regiment

Total: 1970 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 180
Drops: 1
 

 

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@cyrus probably not bad but I don't think boar boys have the best synergy in big waaag (they already get a +1/+1 when charging). You would get more value from Gore-Gruntas (especially with 2 warchanter)

Already mentionned it but for me the plus value of big waaagh is open shooting option from Kruleboyz. Otherwise Ironjawz and Bonesplitterz just seem better. Looking at your list the big added value i would see over a pure ironjawz is mostly Wurgog prophet with the mask (give you ranged mortal wound output that Ironjawz doesnt really have access).

(also i think army can't be 1 drop either 2 drop with 2 BR or 5 drop with extra artefact/CP)

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So I have now played 2 games with big Waaagh at 2000pts with the following list:

Army Name: Garotta's horde
Army Notes: Path to glory
Army Faction: Orruk Warclans
Army Type: Big Waaagh!
Battlepack: Pitched Battles
Points Limit: 2000 pts


General: Orruk Megaboss
Grand Strategy: Waaagh!
Triumph: Indomitable


Units
    Beast-skewer Killbow
        Battlefield Role: Artillery
        Points Cost: 130 pts


Core Battalions
    Warlord
    Magnificent Bonus: Artefacts of Power
        Swampcalla Shaman and Pot-grot
            Battalion Slot Filled: Sub-commander
            Battlefield Role: Leader
            Spells: Choking Mist
            Points Cost: 105 pts
        Hobgrot Slittaz
            Battalion Slot Filled: Troops
            Battlefield Role: Other
            Points Cost: 80 pts
        Killaboss with Stab-Grot
            Battalion Slot Filled: Sub-commander
            Battlefield Role: Leader
            Artefacts of Power: Arcane Tome
            Spells: Flaming Weapon
            Points Cost: 110 pts
        Killaboss on Great Gnashtoof
            Battalion Slot Filled: Commander
            Battlefield Role: Leader
            Artefacts of Power: Beastkilla Slop
            Mount Traits: Weird ’Un
            Points Cost: 170 pts


    Warlord
    Magnificent Bonus: Artefacts of Power
        Orruk Warchanter
            Battalion Slot Filled: Sub-commander
            Battlefield Role: Leader
            Points Cost: 115 pts
        Hobgrot Slittaz
            Battalion Slot Filled: Troops
            Battlefield Role: Other
            Points Cost: 80 pts
        Orruk Megaboss (General)
            Battalion Slot Filled: Commander
            Battlefield Role: Leader
            Command Traits: Battle-lust
            Artefacts of Power: Amulet of Destiny
            Points Cost: 140 pts
        Orruk Weirdnob Shaman
            Battalion Slot Filled: Sub-commander
            Battlefield Role: Leader
            Spells: Da Great Big Green Hand of Gork
            Points Cost: 90 pts


    Hunters of the Heartlands
        Man-skewer Boltboyz
            Battalion Slot Filled: Troops
            Battlefield Role: Other
            Points Cost: 120 pts
        Orruk Gore-gruntas
            Battalion Slot Filled: Troops
            Battlefield Role: Other
            Points Cost: 150 pts
        Gutrippaz
            Battalion Slot Filled: Troops
            Battlefield Role: Battleline
            Points Cost: 180 pts


    Hunters of the Heartlands
        Orruk Ardboys
            Battalion Slot Filled: Troops
            Battlefield Role: Battleline
            Reinforced: Twice
            Points Cost: 255 pts
        Orruk Gore-gruntas
            Battalion Slot Filled: Troops
            Battlefield Role: Other
            Points Cost: 150 pts
        Orruk Ardboys
            Battalion Slot Filled: Troops
            Battlefield Role: Battleline
            Points Cost: 85 pts
Total Points: 1960 pts
 

Game 1 Vs Hedonites of Slaanesh.

Game 2 Vs shooty stormcast (stormhold)

Rather than go into a blow by blow report I thought I'd offer thoughts on what worked and what didn't:

Both games my opponent elected to go first. Slaanesh was dreadfully unlikely to fail a 5" charge with a reroll and turn 1 with his chariot, whereas stormcast held back so I started my turn fairly unmolested.

In both game I managed to roll a 5 for Waaagh points in both turns 1 and 2, and I used "ere we go" as my heroic actions in both mine and my opponents turn 1 and 2. I was successful 3 times out of 4. While I was lucky with my general's roll on each game I was consistently at 20pts turn 2 by the time I had charged.

Gore gruntas are much better as multiple small units, more charges = more waagh points.

Also means your less likely to destroy the opponent's unit, which is actually good as you gain 1 WP for each unit within 3 of an enemy in either combat phase! Using this and the heroic action in your opponents turn really speeds up generation of points.

The bow and bolt boys pair really well with Ard boys and gor gruntas, allowing you to threaten at range and up close.

Gutripperz only got into combat once across both games,  not enough experience yet to offer thoughts on their use.

Ardboys rocked against slaanesh but bounced off stormcast. However, rallying near the warchanter = epic!

I actually found I didn't need waagh points after turn 2. Spending your points for Waaagh doesn't feel worth giving up all the buffs.

That said, got stuck on 27pts turn 3 against stormcast, after general and chanter died, and was hoping to complete the 30 wp battle tactic.

Found I had command points to spare v slaanesh, but was a bit too liberal against SC and ran out. I think we're not too hungry for CP, but I had to use a lot of AOD against SC.

Every game I lost 1 grunta from each unit, and each time rolled a 6 for BS and lost another.

Gaining +1 to hit, wound and charge by 20pts frees you up in army building, less need for marshcrawler or using AOA command 

Dead shouty letting you issue might destroyer or all out attack and defense to multiple units rocks! The vulcha killboss would also be great for this.

How is it possible to so consistently roll 4 and 5 on 2 dice to cast a spell but 8 or more on heroic recovery!?

Overall, really enjoyed it! For non narrative this is a great way of getting the best of all worlds. Even in PTG, I think I'm going to stick with it!

 

Now if only I could make a 1k list...

Edited by Dahawi
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Hello, I have come to present my two lists, one with more units and the other with Rogue Idol. I love big waaagh! I want to give it a try while reinforcing my bonnespliterz. What do you see? 

List 1

Spoiler

Army Name: Big waaagh
Army Faction: Orruk Warclans
Army Type: Big Waaagh!
Battlepack: Pitched Battles
Points Limit: 2000 pts
General: Breaka-boss on Mirebrute Troggoth
Grand Strategy: Dominating Presence
Core Battalions
    Warlord
    Magnificent Bonus: Mount Traits
        Breaka-boss on Mirebrute Troggoth (General)
            Battalion Slot Filled: Commander
            Battlefield Role: Leader
            Command Traits: Egomaniak
            Mount Traits: Fast ’Un
            Points Cost: 180 pts
        Wurrgog Prophet
            Battalion Slot Filled: Sub-commander
            Battlefield Role: Leader
            Artefacts of Power: Glowin’ Tattooz
            Spells: Glowy Green Tusks
            Points Cost: 150 pts
        Wardokk
            Battalion Slot Filled: Sub-commander
            Battlefield Role: Leader
            Spells: Glowy Green Tusks
            Points Cost: 80 pts
        Man-skewer Boltboyz
            Battalion Slot Filled: Troops
            Battlefield Role: Other
            Points Cost: 120 pts
    Warlord
    Magnificent Bonus: Artefacts of Power
        Megaboss on Maw-krusha
            Battalion Slot Filled: Commander
            Battlefield Role: Behemoth, Leader
            Artefacts of Power: Arcane Tome
            Mount Traits: Loud ’Un
            Spells: Flaming Weapon
            Points Cost: 480 pts
        Orruk Warchanter
            Battalion Slot Filled: Sub-commander
            Battlefield Role: Leader
            Points Cost: 115 pts
        Orruk Weirdnob Shaman
            Battalion Slot Filled: Sub-commander
            Battlefield Role: Leader
            Spells: Da Great Big Green Hand of Gork
            Points Cost: 90 pts
        Orruk Ardboys
            Battalion Slot Filled: Troops
            Battlefield Role: Battleline
            Points Cost: 85 pts
    Hunters of the Heartlands
        Orruk Ardboys
            Battalion Slot Filled: Troops
            Battlefield Role: Battleline
            Reinforced: Once
            Points Cost: 170 pts
        Savage Boarboys
            Battalion Slot Filled: Troops
            Battlefield Role: Other
            Reinforced: Once
            Points Cost: 280 pts
        Orruk Ardboys
            Battalion Slot Filled: Troops
            Battlefield Role: Battleline
            Reinforced: Once
            Points Cost: 170 pts
Endless Spells/Invocations
    Emerald Lifeswarm
        Points Cost: 60 pts
Total Points: 1980 pts

List 2 

Spoiler

Army Name: Rogue idol
Army Faction: Orruk Warclans
Army Type: Big Waaagh!
Battlepack: Pitched Battles
Points Limit: 2000 pts
General: Breaka-boss on Mirebrute Troggoth
Grand Strategy: Hold the Line
Units
    Rogue Idol
        Battlefield Role: Behemoth
        Points Cost: 430 pts
    Orruk Ardboys
        Battlefield Role: Battleline
        Points Cost: 85 pts
Core Battalions
    Warlord
    Magnificent Bonus: Artefacts of Power
        Breaka-boss on Mirebrute Troggoth (General)
            Battalion Slot Filled: Commander
            Battlefield Role: Leader
            Command Traits: Egomaniak
            Mount Traits: Fast ’Un
            Points Cost: 180 pts
        Wardokk
            Battalion Slot Filled: Sub-commander
            Battlefield Role: Leader
            Points Cost: 80 pts
        Wurrgog Prophet
            Battalion Slot Filled: Sub-commander
            Battlefield Role: Leader
            Artefacts of Power: Glowin’ Tattooz
            Points Cost: 150 pts
        Orruk Ardboys
            Battalion Slot Filled: Troops
            Battlefield Role: Battleline
            Reinforced: Once
            Points Cost: 170 pts
    Warlord
    Magnificent Bonus: Mount Traits
        Megaboss on Maw-krusha
            Battalion Slot Filled: Commander
            Battlefield Role: Behemoth, Leader
            Artefacts of Power: Arcane Tome
            Mount Traits: Loud ’Un
            Spells: Flaming Weapon
            Points Cost: 480 pts
        Orruk Warchanter
            Battalion Slot Filled: Sub-commander
            Battlefield Role: Leader
            Points Cost: 115 pts
        Orruk Weirdnob Shaman
            Battalion Slot Filled: Sub-commander
            Battlefield Role: Leader
            Spells: Da Great Big Green Hand of Gork
            Points Cost: 90 pts
        Orruk Ardboys
            Battalion Slot Filled: Troops
            Battlefield Role: Battleline
            Reinforced: Once
            Points Cost: 170 pts
Total Points: 1950 pts

As you can see in list 1 I have a healing mnton to take care of my troggoth, my Maw and my Shaman so that they do a lot of damage and suffer a lot.

 

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Big Waaaagh got 5th at the New Orleans Open:

Army Faction: Orruk Warclans
Army Type: Big Waaagh!
Grand Strategy: Hold the Line
Triumph: Bloodthirsty

Battle Regiment
Megaboss on Maw-krusha
Artefacts of Power: Amulet of Destiny
Mount Traits: Fast ’Un
Points Cost: 480 pts
Rogue Idol
Battalion Slot Filled: Monster
Points Cost: 430 pts
Orruk Brutes
Points Cost: 160 pts
Orruk Brutes
Points Cost: 160 pts
Orruk Ardboys
Points Cost: 85 pts
Wurrgog Prophet (General)
Command Traits: Master of Magic
Artefacts of Power: Glowin’ Tattooz
Spells: Gorkamorka’s War Cry
Points Cost: 150 pts


Command Entourage
Magnificent Bonus: Artefacts of Power
Gobsprakk
Points Cost: 300 pts
Orruk Warchanter
Points Cost: 115 pts
Orruk Warchanter
Points Cost: 115 pts
Total Points: 1995 pts

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  • 2 weeks later...
On 10/4/2021 at 2:01 AM, Shirtripper said:

Big Waaaagh got 5th at the New Orleans Open:

Army Faction: Orruk Warclans
Army Type: Big Waaagh!
Grand Strategy: Hold the Line
Triumph: Bloodthirsty

Battle Regiment
Megaboss on Maw-krusha
Artefacts of Power: Amulet of Destiny
Mount Traits: Fast ’Un
Points Cost: 480 pts
Rogue Idol
Battalion Slot Filled: Monster
Points Cost: 430 pts
Orruk Brutes
Points Cost: 160 pts
Orruk Brutes
Points Cost: 160 pts
Orruk Ardboys
Points Cost: 85 pts
Wurrgog Prophet (General)
Command Traits: Master of Magic
Artefacts of Power: Glowin’ Tattooz
Spells: Gorkamorka’s War Cry
Points Cost: 150 pts


Command Entourage
Magnificent Bonus: Artefacts of Power
Gobsprakk
Points Cost: 300 pts
Orruk Warchanter
Points Cost: 115 pts
Orruk Warchanter
Points Cost: 115 pts
Total Points: 1995 pts

The list is very interesting, with 3 big bad boys... anyone have an idea on how it is supposed to be played? I honestly struggel to see a proper role for gobsprakk.

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Hi, am currently painting up some Kruelboyz and already have an Ironjawz army.  I've been wondering whether two Killabosses on Vulcha would be better than one Mawcrusha in a Big Waaagh army and would appreciate your opinions. I feel that Big Waaagh is less Alpha and more a slow-build to victory and therefore having two lesser monsters would provide more utility, but that will mean having no really big hitter and loss of 3 Mighty Destroyers. I'm aiming for a roughly equal mix of Ironjawz and Kruelboyz, mainly shooting, with a Megaboss on foot for the 2 Mighty Destroyers. One Prophet for the Waaagh points and mask. One Warchanter and one Swampcalla Shaman and that is a full roster of Heroes for 990.  The rest will be some mix of Brutes, Aardboyz and Boltboyz (prob 6).

Thanks.

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Personally I view big Waaagh as the magic orientated faction which benefits from cross buffing abilities.

Something like this would be my starting point.

Allegiance: Big Waaagh!
- Grand Strategy:
- Triumphs:

Leaders
Gobsprakk, The Mouth of Mork (300)
Orruk Warchanter (115)
Orruk Weirdnob Shaman (90)
Wardokk (80)
Wurrgog Prophet (150)

Battleline
30 x Savage Orruks (495)
- Chompas
- Reinforced x 2
10 x Orruk Brutes (320)
- Pair of Brute Choppas
- Reinforced x 1
10 x Orruk Brutes (320)
- Pair of Brute Choppas
- Reinforced x 1

Artillery
Beast-skewer Killbow (130)

Total: 2000 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 163
Drops: 9
 

It gives you actual magical might when you get the +1cast. Two big units of brutes which love +1/+1 and hand of gork on 30 savage orruks is as hilarious as it is rude.

Between the various different clans the magical prowess really isn't to be underestimated. 

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What ho chaps. Have a game tomorrow with the latest iteration on my list. Any advice on how finish the last 165?

Options seem to be:

1. Wurrgog for mo’ magic and double Warlord (second artefact?)

2. Gruntas for mo’ smashin’

3. option 1 but also swap the Wardokk for 5 more Ardboys

Any other advice also welcome. Ta!!

Allegiance: Big Waaagh!
- Grand Strategy: 
- Triumphs: 
Megaboss on Maw-Krusha (480)
- General
- Boss Gore-hacka and Choppa
- Command Trait: Hulking Brute  
- Artefact: Amulet of Destiny (Universal Artefact)
- Mount Trait: Fast 'Un
Gobsprakk, The Mouth of Mork (300)
Orruk Warchanter (115)
- Warbeat: Fixin' Beat
Orruk Weirdnob Shaman (90)
- Lore of the Weird: Foot of Gork
- Lore of the Weird: Da Great Big Green Hand of Gork
Wardokk (80)
- Lore of the Savage Beast: Gorkamorka's War Cry
- Universal Spell Lore: Levitate
10 x Orruk Brutes (320)
- Jagged Gore-hackas
- Reinforced x 1
5 x Orruk Ardboys (85)
5 x Orruk Ardboys (85)
3 x Orruk Gore-gruntas (150)
- Jagged Gore-hackas
Beast-skewer Killbow (130)
*Warlord
**Hunters of the Heartlands
Spell

Total: 1835 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 119
Drops: 10
 

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1 hour ago, Malakree said:

@5kaven5lave You're light on bodies. Maybe another 5 ardboys to get a unit of 10?  Then another Wardokk for 80, get an arcane tome on the warchanter with it?

Oooooh. This is nice, massive thanks. Any particular spells on the second Wardokk and the Warchanter? Maybe Bash ‘Em Ladz and Foot on the Chanter?

Edited by 5kaven5lave
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Had my game with the list above vs. Stormcast dragon-y list, they had:

Stardrake with AoD, Tauralon, Castellant

2x2 Dracoths, 2x2 new Stormdrakes (proxies)

Lost by 1 point on the battle plan with one in each territory and 2 in the middle (the 1-2-4 point one).

Basically made the error of overextending with the MBoMK turn one and ended up half-killing 2 units rather than crushing one, losing points and tempo.

Was a bloody battle, very little alive at the end. Killbow is a high priority target and didn’t survive turn 1.

Love the Wizard coven but they achieved very little, only got a handful of spells off and didn’t manage any unbinds with Gobsprakk. He also died before he could swing so a disappointing game from him after failing to get off a single spell in 4 rounds.

Proper funny game all in all but more testing required. Really want the magic build to work so will keep trying, feel like it’s a lot to commit when everything casts on such high numbers. 

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Might try this one over the weekend, MSU target saturation teleport shooting with a MBoMK pushed into your face…? Probably won’t work but wanna try out some Boltboyz and a second Killbow. Forgot about not being able to have 9s in BW as they aren’t battleline which is a bit sad face. Trying to reduce drops a little bit to try to get in first vs. at least a couple of lists.

Allegiance: Big Waaagh!
- Grand Strategy: Hold the Line
- Triumphs: 
Megaboss on Maw-Krusha (480)**
- General
- Boss Gore-hacka and Choppa
- Command Trait: Hulking Brute  
- Artefact: Amulet of Destiny (Universal Artefact)
- Mount Trait: Fast 'Un
Orruk Warchanter (115)*
- Artefact: Arcane Tome (Universal Artefact)
- Warbeat: Fixin' Beat
- Lore of the Weird: Da Great Big Green Hand of Gork
Swampcalla Shaman with Pot-grot (105)*
- Lore of the Swamp: Choking Mist
Wardokk (80)*
- Lore of the Savage Beast: Gorkamorka's War Cry
20 x Savage Orruks (330)**
- Chompas
- Reinforced x 1
5 x Orruk Ardboys (85)*
5 x Orruk Ardboys (85)**
5 x Orruk Ardboys (85)**
6 x Man-skewer Boltboyz (240)**
- Reinforced x 1
3 x Man-skewer Boltboyz (120)**
Beast-skewer Killbow (130)**
Beast-skewer Killbow (130)
*Warlord
**Battle Regiment
Artefact

Total: 1985 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 133
Drops: 6
 

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