Here’s a list I took to a 3 round competitive tourney and won 2 of 3, lost the third because I made a tactical mistake that cost me the game by 1 point in the last round.
Bloodtoof tribe
megaboss - quick duff amulet.
megaboss on maw krusha - boss hacka and choppa - ethereal amulet - brutish cunning
warcaster
warcaster
3x gore gruntas - jagged gore hacka
6x gore gruntas - jagged gore hacka
9x gore gruntas - jagged gore hacka
Gore fist
reroll
1970
This list hits everything in the first turn no matter where your opponent is on the table.
Warcasters give drums to the two larger gore units at the start of the hero phase for extra damage. You teleport the big unit of gruntas anywhere you want and then it moves 9 in the hero phase due to gore fist. The other two units move 9 in the hero phase. You use command ability to push the maw Krusha forward, then 2 units of gruntas. and the boss declares waaagh. Use get em or kill a beat to either get the longest charge off right or make the pigs wound on 2’s.
watch your opponent complain about losing the game before they take the first turn.
now mind you I have just started playing Sigmar so I ran the combo past the TO before starting the tourney to make sure I wasn’t making a rules mistake.
I had 3 games under my belt before the tourney. My first opponent was a teleporting slaan who summoned Dino’s. He castles up in one corner and generated summoning points with a thick front line of battalions that rerolled 3+ armor saves and his slaan behind. In turn 1 I had the Krusha and all the gore gruntas in a 3 inch ring around his entire army from the long edge corner to short edge. People came over and took photos. Boom, all he is left with is 2 units of skinks I had walked around, a slaan, a saurus with banner and a triceratops engine of the gods. He teleported out and the Star fall objectives dropped so he started summoning skinks to get objectives. I kill the engine and move my army back to mid table and charge to wreck 7 units of skinks. He teleports nearer the objectives to drop skinks (out numbering me in them) and gobbles up more victory points. I kill all but 1 unit of skinks and the slaan, I get a double turn and slam 6 gore gruntas and the boss into his slaan and this is where I lost. Instead of wrecking the skinks near the objective I needed to win I tried to kill the slaan with boars and failed, skinks step out of combat within range of objective and wins by 1, I still kill slaan.
second game was against a weird empire gun line teleporting around in a bridge, I pin him in corner and he loses to objectives.
last round was slaanesh who I watched a few videos of and my opponent goes text book, moves his entire army up and can’t charge as I deploy on the table edge, then I smash in and teleport 9 gores behind, hammer meets anvil. He locks everything down with locus except for one unit that destroys what it is facing and then breaks the rest of my army out of go last jail as each destroys a unit. My opponent conceded at the start of turn 2 as he had 48 depravity and no where to summon as his last two characters were swamped.
the key here is that with gore fist, a push from general and normal move you get a 27” move. Also the teleport says you can not move in the following movement phase but gore fist lets you move in the hero phase. Now you can’t fail that charge. The boss with his free command strat to move also gets a 24” move. Waaagh, enjoy your meal. You could even opt to save the teleport until later if you need.