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Krule Tyrant

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  1. I love the 2 on each end with a string of boys in the middle. Sometimes it bites in the morale phase but the board control you get out of it is sweet. Also one advantage foot troops have over boars is their exploding sixes is harder to get rid of
  2. While true on the damage and mobility they do bring more bodies for holding objectives and for screening. Something i am at least looking for in the dps check/swamp army
  3. Do you think that a more wound heavy foot troop list can work in a similar fashion? I have had great success (4-2 currently) against my buddies just by the sheer amount of ****** i can put on the board but I worry against more serious lists.
  4. Had my first game and win of bonesplitterz against a monster heavy kruelboyz list and I was pleasantly suprised by how much fun the army is to play. The amount of wounds on the table is brutal and intimidating. Tireless tracker allows us to get so much board control early on and The waaagh turn allows us to take those brutal counter attacks. Also the additional bring it down with our unique battle tactic is great as well allowing me to max out points consistently throughout the game. Kruleboyz may have to go on the back burner and just let my Savage side take over!
  5. yeah the mortal wounds output has always made my opponent say "how many mortal wounds!?" so its a bit up in the air with the ballista currently until we get the FAQ. some say it does a flat 12 damage while others say you roll the dice to see how many wounds but its definitley more than 2.
  6. So I know everybody is on the hype train for big yellers but I have exclusively played grinning blades and it has done wonders for me every game. Anybody else have any luck with them? Also quick question if gobsprakk denies a sentinel unit and he blows up there head does it stops them from casting or using the lantern to see past the grinning blades special rule?
  7. Fully agree with you on the sludgeraker, he is the key that keeps the whole army kicking out insane damage. I tend to use my vulture right behind my front line to give them his buff until I use fast un to get him where he needs to be, usually after my front line takes its first charge. I definitely can see the merit of the foot slogger and gnash. Those 3+ save are so good!
  8. Thanks for the tournament report its always good to get those on the field reports to see how the new book is doing. from my experience with the army so far (3 games) Gutrippaz REALLY need those sludgeraker beast buffs to do decent damage turning those 4-5 mortal wounds into 8-10 is a big deal. they can hold the line for a turn or two but they are really there just to buy time for the rest of the army to do its thing. Also the vulcha for 240 points adds a ton of mobility especially with fast un plus two command abilities to double unleash or redeploy is super clutch. also what clan did you go? big yellers?
  9. Yeah it is obviously going to be fixed in the faq Its even mentioned in the lore how it is a kruleboys unit
  10. He pretty much has the same output offensively. give him finest hour and mystic shield and he can take a hit as well but you definitely don't want him to get hit without buffs. What I love about him though is his dispell messes with my opponents so bad. they have to think if casting is worth the potential damage and using heroic willpower to give him 3 denies is very tasty. Unfortunately my tzeentch opponent couldn't stop rolling 6s on his 2 lords of change so never got a chance to shine but his smaller casters were shaking in there boots which stopped his summoning for two turns of the game.
  11. Basically its a list that tries to make the 3 big monsters as tough as possible, all 3 of them have at least some kinda ward save. I use the Gutrippaz to hold the line while trolls punch through to give me an opening. then using the fastun trait and the monster move spell I can fly to gang up on one side of the map for a sweet waaagh. also having the sludgeraker near the birds makes them ridiculous when you start rolling 6's. I figure while our monsters are nice they cant stay in prolonged conflicts so they have to chill back picking on targets of opportunity until they can gang up on the big threats. Murknob and Marshcrawla are there to make sure spells dont tear up the big guys and to make sure all the monsters are operating as efficient as possible.
  12. So everyone has been talking about the ranged output of the kruelboyz but I have played three games now with melee only kruelboyz and I have had great success with this list. So far I have won against a knight of the empty throne list and a dominion stormcast list and I only lost against a tzeentch list due to messing up my battle tactics. Army Name: Grinning blades Army Faction: Orruk Warclans Army Type: Kruleboyz Battlepack: Pitched Battles Points Limit: 2000 pts General: Snatchaboss on Sludgeraker Beast Grand Strategy: Beast Master Triumph: Indomitable Battle Trait Bonus: Dirty Tricks, Noisy Racket Units Breaka-boss on Mirebrute Troggoth Battlefield Role: Leader Points Cost: 180 pts Breaka-boss on Mirebrute Troggoth Battlefield Role: Leader Points Cost: 180 pts Gobsprakk Battlefield Role: Behemoth, Leader Points Cost: 300 pts Killaboss on Corpse-rippa Vulcha Battlefield Role: Behemoth, Leader Artefacts of Power: Amulet of Destiny Mount Traits: Fast ’Un Points Cost: 240 pts Snatchaboss on Sludgeraker Beast (General) Battlefield Role: Behemoth, Leader Command Traits: Egomaniak Points Cost: 315 pts Murknob with Belcha-banna Battlefield Role: Leader Points Cost: 95 pts Marshcrawla sloggoth 150 Core Battalions Hunters of the Heartlands Gutrippaz Battalion Slot Filled: Troops Battlefield Role: Battleline Points Cost: 180 pts Gutrippaz Battalion Slot Filled: Troops Battlefield Role: Battleline Points Cost: 180 pts Gutrippaz Battalion Slot Filled: Troops Battlefield Role: Battleline Points Cost: 180 pts Total Points: 2000pts Anybody else have any success with melee build kruelboyz?
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