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Sivyre

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Posts posted by Sivyre

  1. 29 minutes ago, Erdemo86 said:

    Guys quick question, why is everyone using Rogue Idols? I See them in Kruleboyz and ironjaws lists.

    Mostly for fun, it’s a good model but far from a must take. Personally it’s over costed just like the rest of those forge world models but unlike the others it’s actually good.

    Up to you if you want to play with it or not but you should never feel like you need one.

  2. 6 hours ago, Rotbinger said:

    Has anyone had experience building the Gutrippaz multi-part kit as spearman? I'm  curious how you got around the fact that the standard bearer doesn't have a spear option. Going by the RAW on the their warscroll, all models must be armed with the same weapon. I was thinking about just fixing a scare shield and classing the banner as a spear... after all, it does look pretty 'stikky'. 🤔

    Anyone got any thoughts on this? 

     

    I cut the axe away from the shaft and on a spare bit cut the spear away from the gripping hand and boom my banner holds a spear in their left hand now.

    dominion box I don’t believe has spare bits but the regular box has 2 or 3 if my memory serves me well so you could very well do the same

  3. 32 minutes ago, Arzalyn said:

    Finally the mysterious model has been officially released and it is a Anniversary gutrippaz boss...

    https://www.warhammer-community.com/2022/01/03/celebrate-this-years-store-anniversaries-with-a-brand-new-inquisitor-and-gutrippa-boss/

    Really cool model, but I wish it was something else than unit champion. We definitely could use another shaman model for example...

    eWNPPIlVQgsWQlla.jpg

    I know we all wanted that thing to be something other then an anniversary model but the fool that I am will still buy it

  4. 2 hours ago, JCar09 said:

     

    I would like to see a list that has won an important tournament. I am new to this army and the truth is that I have not seen any good position yet :(

    Some cat went 5-0 no more than a month ago. Would have to find the video rob (Honest Wargamer) did with the guy on the interview and the winner discusses the winning list.

  5. 27 minutes ago, wolyhammer said:

    With the update to Amulet of Destiny (tough for our Boyz but was something that needed to change), what is everyone's go to Enhancements now and what extra ones to you also take from the Warlord battalion?

    I've started to wonder if a second mount trait is the way to go now.

    Morks eye pebble and arcane tome with smelly’un are the enhancements/trait I use.

    Before the change the arcane tome was substituted for the amulet.

  6. 1 hour ago, umpac said:

    Maybe lacking is the wrong word but they arent  working at full capacity. The shaman doubles the MW output without a sludgeraker and almost doubles it with one. I prefer units of 9, so thats an additional 6 extra MWs which is significant. If you get to UH its 12 extra MWs total (less likely with the recent changes but not irrelevant).

    For 6 boltboyz it adds 4 MWs (12 shots means two 5s on avarage at dmg 2). If you add the normal dmg you probably come out ahead though.The main problem with multiple 3s is however not the damage but, as I mentioned, the weakness to AoE damage.

    Agreed shamans average to dmg jumps when poison is applied to units of 9 to an average of 5 MW. This is when they are most efficient in terms of their points. 105 points adds more MW output than 120 points (3 boltboyz)

    I think the issue with an army of nothing but bolt boyz is the staying power, I believe it would quite challenging to hold objectives and can only screen for so long before you’re in melee combat.

  7. 2 hours ago, umpac said:

    Can be good but they are a bit lacking without shaman buff and proper screening. Their biggest issue is AoE damage since they want to bunch up around the sludgeraker. A single comets call can kill 1 boltboy in up to 6 units and force a bunch of BS tests that make the rest of the unit run. 

    I wouldn’t say they are lacking without the shaman. Shaman on average only adds 3MW to a unit of 6 boltboyz. and adding 3 bolt boyz to a group adds 3MW on average so your virtually not hurting yourself in terms of MW output. Shaman just makes it easier to spike your damage. 
     

    I have played several games without the shaman and nothing is really lost or feels out of place. Probably would if the shaman could cast a spell and give out its poison. So at the end of the day the only thing you lose is the unbind and maybe that once in every 25 games spell cast, but gain 105 points to put else where.

  8. 2 hours ago, Mutton said:

    Kruleboyz only got nerfed in this FAQ. The amulet we needed to keep our squishy heroes alive is much worse now, and our faction artifacts are trash, so there's no good replacement. Shooting gets nerfed with unleash hell, so boltboyz are inherently worse as support. I'm not even disagreeing with these changes in principle, they needed to be done, but Kruleboyz really needed points drops to make up for these losses.

    Gutrippas not dropping is a travesty that means we'll see another 6 months of boltboyz gunlines. 

    Gobsprak dropping 20 means nothing because he still does nothing.

    Kragnos is cool, for sure...but if you don't have him or don't want him, you're out of luck.

    That amulet of destiny needed to change, and it’s for the best. Arcanes tome has always been a good choice and still remains so. Morks eye pebble is still a good choice but was always over shadowed by amulet of destiny’s existence.

    unleash hell was honestly a good nerf, it was grossly too powerful and wildly unhealthy for many armies. This change however now does have this odd dynamic to it because to be in range may put your boltboyz in range to other shooting but, the same applies for your opponent. Im sure this was by design because it feels some thought was behind the change and we may not see much use of unleashed hell going forward from many armies.

     

    • Like 1
  9. FAQ is out and guttrippaz are still guttrippaz for now:( 

    Our favourite amulet of destiny is t what it used to be, probably for the best and definitely not auto pick now.

    Unleash hell is another big change and I’m not sure how I feel about this. Other armies are for sure feeling this change but KB given the castle play style can still make it work.

    Another yucky change is heroic recovery


    More interestingly gobsprakk is now 280 points :/ probably still not worth the inclusion. At least it’s easier to fit into a list of you so wish too.
     

    Kragnos got a warscroll change and is more interesting with his new abilities and ward save.

     

    https://www.warhammer-community.com/faqs/

    points PDF
    https://www.warhammer-community.com/wp-content/uploads/2021/12/XTPR7PzBSVcNAAOd.pdf

     

    • Thanks 1
  10. 14 hours ago, Aztok said:

    Oh man, I hadn't considered that. The shamans are sweet but you make a very good point. Losing the one shammy is way less impactful than losing the whole squad of archers. What about running one Killaboss and one Mirebrute? One for offense, one for utility and defense? Or is it better in your opinion to skip the Killaboss entirely for more mirebrutes?

    My list doesn’t play a KB, the army isn’t heavy on command abilities so you can just use CP to prevent battle shock, so saving those points helps me to play 2 mirebrutes and mannok da kunnin on a 4 drop.

    Mannok, since this 15 wound block has every single buff your army can be givin is self sustainable with missile attacks play the side obj with a mirebrute along with bolt boyz positioned to support them or the castle. In my experience it’s difficult for opponents to chew through mannok and a mirebrute with boltboyz support when you consider it’s only 350 point on the side.

    model count in 3.0 is low so I tend to find only my groups SGBL player will challenge this given that they can summon back what’s lost later on. But he finds he has to commit to much and still has difficulty taking it back. They have yet to beat me but they continue to try new tactics as right now I am their kryptonite.

    2nd mirebrute is deployed where I think I will need him along with the grotts. Screen/area denial/ with the castle/ etc. mire brute doesn’t ever take buffs from the army except from a sludgeraker on a limited scale so I don’t care if I miss this buff and grotts are just fodder and they go where I need them to go die.

    If I could fit a 2nd group of grotts I would, I used to play 2 x 10 and it felt good to have 2 screens. At times it’s not necessary but the points arnt lost, and I don’t think I would ever go more than that. 10 can spread across a good bit of tabletop using the dumbbell method which is why losing my second screen isn’t terrible.

     

    sorry for big post, just trying to share some of my experiences and tendencies I’ve come across.

    • Like 1
  11. 21 minutes ago, Aztok said:

    I've considered that as well, perhaps a list with 20 GR, 40 HG, 2 squads of 6 MSBB, and then heroes to fill in around them? My meta is extremely deep-strike heavy, every other player either deep strikes, summons, or is so fast it's equivalent, so my number one fear is being charged by deep strikers because I didn't block off all angles with chumps perfectly. Have you guys had any experience with heavy deepstrike lists?

    Sometimes I do but it’s not very frequently. If you know your opponent has deep strike you need to kind of bait it, our points are quite high so it’s difficult to prevent it by fanning our units and stop it from happening, so what I have done is used the grotts to limit their preferred deployment site and positioned the shamans in a way that they would be the targets. Shaman on average only adds 3 MW with their buff on 6 bolt boyz so to have to sac one to save your boltboyz is almost always the play. You can than just remove them from play in subsequent turns. This is one benefit to playing a 2nd mirebrute is this one goofball can usually single handedly remove the threat  while the 2nd one is still doing what you need from it.

    • Like 1
  12. 45 minutes ago, Aztok said:

    Sorry for the double post, but I had a couple great games over the last two weeks. Lost both of them, but they were super important learning experiences.

     

    I used the same list both times, taken from Plastic Craic, as I wanted to try it out before making tweaks to it:

     

    ++ **Pitched Battle GHB 2021** 2,000 (Destruction - Orruk Warclans) [1,995pts] ++

    + Core Battalion +

    Core Battalion: Battle Regiment

    + Leader +

    Breaka-boss on Mirebrute Troggoth [180pts]: Fast 'Un

    Snatchaboss on Sludgeraker Beast [315pts]: Battle Regiment - 1 Commander, Egomaniak, General, Mork's Eye Pebble

    Swampcalla Shaman and Pot-grot [105pts]: Battle Regiment - 0-2 Sub-Commander

    Swampcalla Shaman and Pot-grot [105pts]: Battle Regiment - 0-2 Sub-Commander

    + Battleline +

    Gutrippaz [360pts]: 20 Gutrippaz, Battle Regiment - 2-5 Troops, Musician, Reinforced, Standard Bearer, Wicked Stikka

    Gutrippaz [360pts]: 20 Gutrippaz, Battle Regiment - 2-5 Troops, Musician, Reinforced, Standard Bearer, Wicked Stikka

    Man-skewer Boltboyz [360pts]: 3 Man-skewer Boltboyz, Battle Regiment - 2-5 Troops, 2x Reinforced

    + Other +

    Rippa's Snarlfangs [70pts]: Battle Regiment - 2-5 Troops

    Shootas [140pts]: 20 Shootas, Bad Moon Icon, Battle Regiment - 2-5 Troops, Gong Basher, x3 Barbed Net

    + Allegiance +

    Allegiance

    Allegiance: Orruk Warclans

    Kruleboyz: Big Yellers

    + Game Options +

    Game Type: 2000 Points - Battlehost

    Grand Strategy: Hold the Line

    My first game was against Soulblight Gravelords, he was running vyrkos with 2 20blocks of Graveguard 2handers, a block of 60 zombies and a block of 20, a pair of Vampire Lords, a Necromancer, and Mannfred. The mission was Tectonic Interference. The Alpha objective varied between Objective 3 (which was directly under a huge pile of zombies) and Objective 1 (which was under a huge pile of Gutrippaz). I spent the entire game killing and killing and killing, but at the end of every turn any unit I killed just came back at half size, and even 10 Grave Guard were chopping me to pieces. I just got ground down over the course of 3 turns, was a washout at the end of turn 4. Mannfred played super defensively, so I couldn't shoot him, but at the same time he couldn't bring his power to bear. Overall, super fun and I wish I spent more time targeting heroes, killing his necromancer would have been huge but he kept him far away from my power units.

     

    Game 2 was against the best player I know, a Kharadron Overlords list with an Endrinmaster in balloon suit, a khemist as general, a navigator, a couple blocks of 10 company and a 20block of company, a frigate, gunhauler, and ironclad, and an allied Lord Celestant. The mission was Survival of the Fittest. That game was a complete failure from the word go, even with the most careful defensive play he picked me apart from the edges while dancing out of reach of my bows, then the lord celestant charged a flat 12 over my blockers into my archers to kill half of them and keep me completely occupied for the game. While frustrating to lose, it was an interesting game from a perspective that I basically couldn't reach anything he had unless I rolled perfectly, or he made a positioning mistake, and he didn't make a single one.

     

    My final thoughts having played basically this exact list for about 6 games now is that I love the power the bows give but hot dang they're easy to bully. You have to defend them with everything you've got because the enemy is coming for them. I've absolutely adored the Troggoth Boss, but his damage isn't being as successfully utilized as I want, because everyone and their grandma sees a big dumb troll and wants to shoot him to death instantly. In fairness, three games ago he did oneshot Krondys on the charge, which was hilarious for both players. That all being said... I keep thinking about benching him in exchange for a Killaboss on Great Gnashtoof. The speed and protection from Battleshock might be the deciding factor, even if he is a little more vulnerable to mortals. I have a second list I'd like to try with the Breakaboss replaced by the Killaboss, the 9man bows split into 2 6man squads, dropping the Shootas but keeping the Snarlfangs as super-mobile blockers. Gotta say, those little wolf goblins are fast becoming one of my favorite little units just from how mobile they are. Lastly, I've been thinking of splitting one of the 20blocks of Gutrippaz into 2 10man squads, for better board presence, but the damage gets way, way worse. Any thoughts from you ladz?

    I'd love to hear how you guys have been doing in games lately, I've been trying to get 2 games a week but everyone's busy for the holidays. What are your experiences with the Break-Boss vs. The Dogboss?

    Guttripaz is what drags down the KB, far to much points with too little output without all the synergies needed to make them great. When you have all the buffs there fantastic but the fact they have a goofy scare tactic rule drives me mad. Also how I wish shamans would get the same treatment as hag queens.
    I would much rather have to roll for the buff than have a restriction because of range. It’s this restriction that makes guttrippaz horrible to use and makes you want to lean into boltboyz because it’s just a given for them. 

    I’ve had success, lots of success in fact with my lists. I run a single block of 20 guttrippaz and lean into 12-15 boltboyz, but I’ve been using 2 mirebrute because they are just so good at 180pts. It took a lot of rejigging my lists before I found one I was happy with and my early lists ran more guttripaz, that is until the unsettling realization that they just are not want the army needs/wants.

    For now I pray the winter faq drops there points, I would be content with them being how they are if they were properly costed because as it is now, they feel like a tax. There real viability is just in the fact they are a block of wounds, but zombies are too for a heck of a lot less and can reanimate or be summoned back :/
     

     

    • Like 1
  13. On 12/14/2021 at 4:37 AM, wolyhammer said:

    Any thoughts on running a Hero heavy list?

    My only concern is not having enough bodies to sit on objectives, but then again Gutrippas tend not to live that long.


    - Warclan: Big Yellers
    - Triumphs: Indomitable

    Snatchaboss on Sludgeraker Beast
    - General
    - Command Trait: Supa Sneaky
    - Artefact: Amulet of Destiny (Universal Artefact)
    Swampcalla Shaman with Pot-grot
    - Lore of the Swamp: Da Black Pit
    Swampcalla Shaman with Pot-grot
    - Lore of the Swamp: Sneaky Miasma
    Killaboss with Stab-grot
    - Artefact: Mork's Eye Pebble
    Breaka-Boss on Mirebrute Troggoth
    - Mount Trait: Fast 'Un
    Breaka-Boss on Mirebrute Troggoth


    20 x Gutrippaz
    6 x Man-skewer Boltboyz
    6 x Man-skewer Boltboyz
    10 x Hobgrot Slittaz
    10 x Hobgrot Slittaz

    Total: 1995 / 2000

     

    One idea is to drop a Breaka-Boss, Killaboss and Hobgrotz for a Gnashtoof which gives me enough points to add a unit of Gutrippaz. I've also had good success with Rippa's Snarlfangs in the past so they are always an option to swap for a unit of Hobgrotz.

    Game plan wise the Break-Bosses move up the flanks whilst the unit of Gutrippas move up the centre supported by the Sluderaker and Killaboss. Boltboyz obviously lay down poisoned bolts on anything in target. One plan I've not yet had a chance to try (I've always been lucky enough to go second), is to Supa Sneaky the Breakaboss with Fast 'Un up front to get an early strike or diversion when the rest of my army moves up.

    Anyone had any good results with Supa Sneaky?

    This is my exact list. Except I use mannok da kunnin instead of a killaboss and a unit of grotts. Before I got my harrows deep I used your very list but because of the ranges of mannok and the dirty boys, it makes it easy to support the mirebrute whilst putting out a fair bit of damage and staying behind the brute plus the little missiles attacks can soften up stuff a bit and better help hold the side obj.

    it’s plenty of bodies seeing KB play a castle style game.

    in my case mannok and a mirebrute play the side objective and I screen with a unit of grotts for the castle and support the side group/obj with boltboyz if need be. Supa sneaky is great, but I use it to disrupt charges or protect boltboyz.

    im sure some love to do it (sneaky, fast’un a mirebrute) but it feels like a wasted investment to only throw away a hero. Fast’un is great but I prefer the smelly’un on the sludgraker to add survivability to our key piece. 
     

    I’ve played maybe 1 game with the sneaky and fast’un on a mirebrute and was far from impressed with that sort of investment. For me it’s better to either sneaky grotts for a cheeky screen or sneaky boltboyz to save em from some sort of cheeky strat usually in the case of moving them closer to my edge of the board to put them out of harms way from something or other. Now with that said you can be cheeky yourself because by having fast’un on a mirebrute doesn’t mean you have to go all in with it. What I mean is by having this option, it may cause your table mate to deploy differently (screening or fanning out deployment) to prevent such an instance and you can merely use your fast’un later when needed in the game and having the option to quickly move one somewhere else on the table is quite good in itself given their slow nature.

    • Thanks 1
  14. 15 minutes ago, Predien said:

    If you're running 2-3 Mirebrutes I could see the Sloggoth coming in handy but otherwise I don't see any pure KBz lists with him in it. Outside of the Mirebrute, most of the damage from this army is MW output and ranged, which the sloggoth does nothing to buff. It's a great model and it has it's play in Big Waaghs or if you wanted to ally in a Gargant or some Troggoths from Gitz but in pure KBz I think you'd want to spend your points elsewhere.

    I agree, but even than it’s probably better to simply exclude the sloggoth and spend those points on fellwater troggoths as an ally for 155 or rockgut troggoths for 145. Dobby seems to be a better support for big waagh or gitz than dobby is in KB. Armies that don’t go fishing want the hit modifier bonus.

  15. 1 hour ago, zombiepiratexxx said:

    The only glaring thing to me is that those 2 big block of Gutrippas and the Boltboyz are horrifically exposed to Bravery losses without a Killaboss around. With such poor bravery you'll be spending a CP on either the Boltboyz or the Gutrippas and it doesn't take a ton of wounds to either unit to drop enough of them for Bravery to make it a risk of losing large parts of either. 

    The strat is to have a single big turn with the waaagh, I’ve tried it and have seen it’s success but I’ve also have had the displeasure of people knowing the gimmick and strategically avoid it. And of course as you said you spend a cp on one unit and take the losses on another.

  16. 3 hours ago, Dejnar said:

    What do go guys think of this list for a tournament in a couple of weeks. Want lots of bodies, low drop and slitta screens and objectives grabbers. 

    Allegiance: Kruleboyz
    - Warclan: Big Yellers
    - Grand Strategy: Hold the Line
    - Triumphs: Inspired

    Leaders
    Snatchaboss on Sludgeraker Beast (315)*
    - General
    - Command Trait: Egomaniak
    Swampcalla Shaman with Pot-grot (105)*
    - Artefact: Mork's Eye Pebble
    - Lore of the Swamp: Nasty Hex
    Swampcalla Shaman with Pot-grot (105)*
    - Lore of the Swamp: Choking Mist
    Murknob with Belcha-banna (95)

    Battleline
    20 x Gutrippaz (360)*
    - Reinforced x 1
    20 x Gutrippaz (360)*
    - Reinforced x 1
    9 x Man-skewer Boltboyz (360)*
    - Reinforced x 2

    Units
    10 x Hobgrot Slittaz (80)*
    10 x Hobgrot Slittaz (80)*

    Artillery
    Beast-skewer Killbow (130)*

    Core Battalions
    *Battle Regiment

    Total: 1990 / 2000
    Reinforced Units: 4 / 4
    Allies: 0 / 400
    Wounds: 155
    Drops: 2
     

    Don’t forget your mount trait!

  17. 1 hour ago, zombiepiratexxx said:

    I'll be splitting Harrowdeep with my SCE playing friend. I think Mannok does have a place, but like has already been mentioned finding a spot for him will be tough with how much other stuff we want to include. Having Gutrippas as the only Battleline really does hamstring us unless you're going Big Yellerz. 

    Eh it’s not that difficult at all, 

    My new list for example I have 20 gutrippaz 15 boltboyz still included all the other junk from the range and still had the space to fit mannok in for an even 2k 5drop list. This list gives me the freedom to either play 2 x 20 guttrippaz and 6 bolt or 1 x 20 guttrippaz and 1 x 9 and 1 x 6 bolt. And this is still with 2 x 10 grotts for screens.
     

    I am thankful mannok is 170 because I already have a KB, his inclusion allows it so I don’t need to take a 2nd one just to fill the points.

    the overall issue is the fact the single battleline choice so we’re ‘kinda’ forced into big yellers, this is what I find most upsetting about our kruleboyz.

  18. On 10/26/2021 at 10:32 AM, Horizons said:

    Personally I find Kruleboyz pts to be very tight. When trying to see if a Warscroll will fit the army I'd ask myself what does he bring to my list, what am I cutting to make him fit.

    If your thinking oooh, Double Dirty tricks, Remember that it's only a 33% chance to go off. If you spend a whole day and play 3 games you'll on average only get it once. And to make it worse alot of our dirty also require another dice roll.

    Can increase to 50% by foregoing a Command trait But I think our 3 Command traits are too good to pass up.

    At 175 he compares to Breakaboss, 10 Gutrippaz.

    I think Breakaboss is a great solo piece that can threaten a flank. I'd really only take him instead of 10 Rippaz If you already had the battlelines. I think Rippaz in 10's are pretty meh, in 20/30's they're amazing. But Then you're paying 175 pts for a 33% chance at an extra Trick and 15 wounds to sit on an objective.

    You play that 170 pts unit on a side obj with a troggoth and now your opponent has to devote so much points to remove it from you.

    troggoth averages 12.11 Wounds and mannok averages 9.01 MW before taking into account its missile attacks. It’s a lot of threat for only 350 combined points. it’s this tiny 2 unit block that your opponent can’t remove with an MSU and they gotta do something about it. But for you it’s just these 2 units that are self reliant and require no other support that have 27 wounds combined. Give that troggoth amulet of destiny and you have this beef stick working his regen, 4+ save with 5++. 
     

    And silly mannok can bounce wounds to a 2 wound grot.

    As well as mannok’s ability to snatch at the end of each combat phase, twice a turn you can disrupt coherency. 

    It’s likely your opponent will need to invest more points into this obj than you.

  19. 26 minutes ago, Zorki said:

    Hello,

    Do you think Mannok Da Kunnin' is worth it to include in a standard big Yellers army ? (Something like 2 shaman / 1 sludgeraker / 2x6 or 1x9 boltboyz / 1 breaka boss..) + if he's the army leader we have 1 + 1(if roll right) Dirty trick ok but we loose 1 command trait like Supa Sneaky etc.. 

    Personnaly including Mannok looks good but not in army leader.

     

    What do you think ?

    I plan to buy harrowdeep just to add mannok in.

    where I was playing 30 guttripaz I will soon only play 20 with mannok replacing the other unit of 10. However mannok will never be the general because I dont think it’s worth the risk to only add +1 (50%) to  get the 2nd dirty trick.


    I still much prefer my general to be the sludgraker for the command trait, higher wound count, and can take an artefact.

  20. 5 hours ago, Rachmani said:

    Pretty expensive, but also pretty good, these fellas. 

    In the back of my mind there was also an army list that was like 10 points beyond 2k, so these guys might do the trick =D

    Also, question my fellow git-slavers.

    One big unit of 20 Gutrippaz & 2 units of 6 Boltboyz each

    or

    Two big units of 20 Gutrippaz & 1 bit unit of 9 Bolzboyz? 

    Have we made progress on this important topic?

    As much as I am in love with the idea of 2 x 20 guttrippaz with 9 boltboyz, while it can be done it might have you alter the list as a whole to make it fit. This accounts for 1080 points of the army, sauce in a sludgeraker you’re now at 1385 and sauce in a minimum of 1 shaman you’re at 1500.
     

    This is an uncomfortable spot depending how you want to fill the last 500 points. 

    Reason i say it’s uncomfortable is because things like KB, screens of grotts, beast-skewer, belcha banna, 2nd shaman, vulcha’s, and mirebrute which point for point is than 10 guttrippaz are still omitted from the list.

    It’s not to say it cannot be done it just depends on what you want and what you are willing to forego.

     

  21. 36 minutes ago, Xs_0013 said:

    Nope, I smell intern. 

    Mannock doesn't have the Kruleboyz Orruk keyword, so venom encrusted weapons does nothing for him. So his ability to give him mortals on 5+ is pointless

    Edit: the warscroll does look cool though, I like his bodyguards rule. Plus the model is badass!

     

    Edit 2: I might be wrong! Has the ruling for the venom weapons changed?

     

    you may have overlooked it but he does have the kruleboyz keyword.

    in his warscroll he has 5+ To VEW Built in so that’s also a nice addition. 
     

    For 170 points he’s quite decent

    • Thanks 1
  22. 5 hours ago, Beliman said:

    Dobbie has gained Kruleboyz keyword and the Kunnin'Crew is in the App:
     

      Reveal hidden contents

    Kunnin_Krew_leader.jpg.dace24c8fdec90e65ad03fd04f55a039.jpgKunnin_Krew.jpg.7d9332f990965d4b495269e5e7fbc0b7.jpg

     

    his rules actually look rather good and his melee profile is actually not that bad. Points are reasonable aswell. 
     

    GW def didn’t put the intern on this one.

    • Like 1
    • Haha 1
  23. 1 hour ago, Stux said:

    Had my first game with the Boyz against Seraphon. Several stegadons plus Kroak.

    Did not go very well! He was able to shoot/spell blast my Sludgeraker and Swampcalla off the board before they could do anything. Kroak is nasty!

    Think I'll need the second Swampcalla next time...

    Egomaniak might be worth consideration if you can also fit in the fodder.
     

    But this heavy magic scenario is why I drag along belcha banna, anything to help stave off those spells.

    I use both those methods because sludgraker is just so important I also might take it too far in also giving mine arcane tome for access to mystic shield.

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