Unit review with the new season - these are my impressions from some gameplay along with some theory-hammer on some units that I have not used.
A traditional tier-list is a struggle with Kruleboyz as we have so few units. So instead, I will offer some units that I think should always be considered for inclusion in list, another group of units that could be considered and then some units that I stay away from. This does not consider Murkvast Menagerie - I might do a post on them when I play them in this season.
In terms of sub-factions, I think that the seasonal Swamphorde Bullies is the standout. The extra attacks translates into more damage when you throw in Dirty Tricks. It is not automatic, but there is not dice-roll and its not too hard to set up. I am not excited about the other ones. The extra range on shooting is quite niche now, so while not useless I don't think it is worth the opportunity cost of not having Swamphorde Bullies. The extra teleport one that was king for the Index can be useful if you are going for Scouts, so maybe we will see that one. The Kruleboy Claw is fairly redundant with the seasonal rules.
Our Monstrous Traits in the Ghyran pack are good. I started with Mean'Un on a Mirebrute, but now I am trying Tough'Un on a Vulcha. Subtracting 1 from Rend of attacks all the time is quite a survivability boost.
Units that Should be in your List
Gutrippaz. They can really benefit from Swamphorde Bullies and the improvements to Dirty Tricks to amp-up their Mortal Wound production. A reinforced unit that has unit granting them Ganging Up with Venom Encrusted Weapons can expect to produce 20 MWs. I think every list would benefit from at least one Reinforced Unit as a hammer that can also soak up damage on an objective.
Monsta-Killaz. Cheap unit that can trade-up. They can grant extra sources of Strikes Last against Monsters. They lack the staying-power of a reinforced Gutrippaz unit, but they can teleport and have some Rend. I think every list benefits from at least two of these guys.
Killbow. I spoke about this up-thread, but a single Killbow can be an intimidation piece while also crippling enemy Monsters. Fairly cheap as well.
Marshcrawla Sloggoth. Granting Run and Charge to Gutrippaz and Monsta-Killaz is great. Just remember that you usually want two units in combat to benefit from Swamphorde Bullies. The Sloggoth can also fight enemy chaff and can move-block. A nice utility piece that can hide near terrain as a Warmachine, mitigating its previous vulnerability to shooting by canny opponents who knew how important this tech-piece was.
Swampcalla Shaman. A fantastic spell-caster with access to fun and useful faction Manifestations. Give him the Staff to make his a two-caster and stick him in the Tower.
Killaboss on Vulcha. A fast unit that can hit hard and get out of trouble with Slippery Skumbag. Can work well with a Gutrippaz unit that has spent a CP to Run 6" and charge due to the Marshcrawla.
Swampboss Skumdrekk Ghyran Version. The Ghyran Skumdrekk hits hard, dealing MWs to elite infantry/cavalry that might otherwise be a problem for your list. He also helps tilt the scales with Dirty Tricks.
Units that Could be in your List
Breakaboss on Mirebrute. He is still a hard-hitter, but he competes with the Vulcha and Skumdrekk. I have used him, but he is not hard to kill with shooting which still exists. If you are in Swamphorde Bullies with reinforced Gutrippaz and Skumdrekk then he can be a little redundant.
Boltboyz. For a while after the Battletome dropped I was running 18 of these guys. Now, I run a single unit of 3. I think that they can still be useful to teleport around and be a nuisance. There may be a Scouting Force list that leans a little more into them.
Killaboss on Great Gnashtoof Scourge of Ghyran version. The ability to teleport is great in this game. His character dragging tricks could help you achieve some battle tactics. I think he could fit in a list.
Murknob. A Ward aura is still good, and he can also go in the tower.
Units that should stay on the shelf.
Gobsprakk. I think he is too vulnerable. Maybe he makes a fun two-drop with Kragnos, but otherwise take a Swampcalla Shaman for your magic needs.
Killaboss with Stabgrot. Nope.
Killaboss on Great Gnashtoof Battletome Version. Nope.
Hobgrot Slittaz. I think they are too easy to kill and don't get to use their abilities. Having said that, a fellow recently when 5-0 with a unit of these in his list. So maybe I have this wrong.
Hobgrot Slittaboss. He is someone cheap to go in the Tower, but I have found better options.
Snatchaboss on Sludgeraker Beast. Sadly, he stays on the shelf. Buff is too hard to pull-off and he can be shot off the board. His damage potential is high, but is let down by his low rend.
Endnotes.
I haven't run Kragnos this season, although I intend to shortly. He is a commitment in terms of points and changes the complexion of the list and he works well with a Vulcha.
|