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Made in us
Savage Minotaur




Baltimore, Maryland

There's a part of me that wants to build up from the Killaboss on Corpse-rippa Vulcha that I painted in the lead up to 4th Edition and just try to eke out some wins. The underdog armies do always appeal to me for some reason and Kruleboyz have some of the most characterful mini's.

Though the Gobbo wolf riders are on the horizon...

This message was edited 2 times. Last update was at 2025/01/13 21:28:55


"Sometimes the only victory possible is to keep your opponent from winning." - The Emperor, from The Outcast Dead.
"Tell your gods we are coming for them, and that their realms will burn as ours did." -Thostos Bladestorm
 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

I've wondered if taking Gobsprakk and then a second monster (like the Breaka-boss on Mirebrute Troggoth) in his regiment might be the move now that Prized Beast is a thing. Permanent +1 to hit on all attacks with a nasty brute like the Troggoth? Yes please! Not sure it makes up for all the other shortcomings, but it sounds fun.

My armies (re-counted and updated on 11/7/24, including modeled wargear options):
Dark Angels: ~16000 Astra Militarum: ~1200 | Imperial Knights: ~2300 | Leagues of Votann: ~1300 | Tyranids: ~3400 | Stormcast Eternals: ~5000 | Kruleboyz: ~3500 | Lumineth Realm-Lords: ~700
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2024: 40 | Total models painted in 2025: 21 | Current main painting project: Warhammer 40k Leviathan set
 Mad Doc Grotsnik wrote:
You need your bumps felt. With a patented, Grotsnik Corp Bump Feelerer 9,000.
The Grotsnik Corp Bump Feelerer 9,000. It only looks like several bricks crudely gaffer taped to a cricket bat.
Grotsnik Corp. Sorry, No Refunds.
 
   
Made in ca
Secretive Dark Angels Veteran



Canada

Points are out today. Most of the support characters came down, with the Sludgeraker tumbling 80 points now that its buff has changed. At least the Devs seem aware of the nerf they did to the Sludgeraker! Still overcosted.

Gutrippers are down to 150 points, so Monsterhunters are not as much of an auto-take in comparison now.

I think I can now fit a Field Sergeant in my list.


Automatically Appended Next Post:
So the Hobgrot Slittaboss costs 80 points. They seem to want us to buy him, because they gave some intriguing if not very useful Regiment options for him. He can take 0-1 Infantry, any Hobgrotz Slittaz, 0-1 War Machines and 0-1 Monster.

The Monster part sounds cool, but there are no Kruleboyz Monsters that are also not Heroes. So I can't see how this works? Gobsprak can take a Swamp Beast and several of the Hero Monsters are identified as Swamp Beasts. The Slittaboss cannot take a Swamp Beast, only a Monster. What am I missing? The Marshcrawla Sloggoth looks like a Monster, but it is a War Machine again after a brief time as a Monster. The new points list released today changed the Marshcrawla back into a War Machine from its brief time as a Monster in the December Battle Profiles. Maybe they meant to leave it as a Monster? I imagine that Version Control and Track Changes can be a problem with products like this.

Whatever the answer, I can't see the Slittaboss seeing much table time.

My list for the upcoming RTT will likely be:

Breaka-boss on Mirebrute Troggoth
Murknob (likely to be Field Sergeant)
Beast-skewer Killbow
Boltboyz (6)
Boltboyz (6)

Swampcalla Shaman with Staff
Gutrippaz (10)
Gutrippaz (10)
Boltboyz (3)

Killaboss on Great Gnashtoof
Gutrippaz
Monsta-Killaz
Boltboyz (3)

2000 points on the nose.

Avoid confrontation using Manifestations, focus on achieving and denying Battle Tactics and use shooting as my hammer. Accept that I will likely be going first and use my shooting to make my opponent regret it, plus achieve some early board control.

Debating between Light Finga and Middul Finga. Sneaky Sneaking is much less powerful now being in Your Hero Phase, but the terrain piece means that it is more likely to pull off. All the infantry in my list are 10 models or less, and those small Boltboyz are quite easy to fit into the 3" Wholly Within Terrain restriction. So having two Teleports means that if we doing it we might as well mean it. Will likely go with Middul Finga, though, to give my shooting the extra range. This can be critical on Turn 1.



This message was edited 1 time. Last update was at 2025/01/15 23:26:56


All you have to do is fire three rounds a minute, and stand 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

Interesting to note that Kragnos can now bring a Swamp Beast in his regiment now, for whatever that's worth. Gutrippaz coming down to 150 was exactly what they needed, especially now that they can't be buffed to put out the same kind of obscene numbers of mortal wounds. I'd still rather have Monsta-Killaz for 30 points less and the same offensive output (better, in fact, as they have Rend), but maybe having more bodies in the unit helps to make up the difference? Hobgrots needed another cut and didn't get it, and the Slittaboss just isn't going to save them. And yes, while it's nice that the Sludgeraker came way down in points after having the living daylights nerfed out of it, it's probably not good enough to run on its own merits at 240, and its new buff is just not that useful.

My armies (re-counted and updated on 11/7/24, including modeled wargear options):
Dark Angels: ~16000 Astra Militarum: ~1200 | Imperial Knights: ~2300 | Leagues of Votann: ~1300 | Tyranids: ~3400 | Stormcast Eternals: ~5000 | Kruleboyz: ~3500 | Lumineth Realm-Lords: ~700
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2024: 40 | Total models painted in 2025: 21 | Current main painting project: Warhammer 40k Leviathan set
 Mad Doc Grotsnik wrote:
You need your bumps felt. With a patented, Grotsnik Corp Bump Feelerer 9,000.
The Grotsnik Corp Bump Feelerer 9,000. It only looks like several bricks crudely gaffer taped to a cricket bat.
Grotsnik Corp. Sorry, No Refunds.
 
   
Made in ca
Secretive Dark Angels Veteran



Canada

If the new Sludgeraker had any Rend 2 it might see the table. It was only taken for the damage buff. It is not very surviveable and doesn’t hit very hard in the world of All Out Defence.

Your point on Kragnos is good. I hadn’t really looked at him, but I think he deserves a look now. At least one successful competitive player used him very well with the Index, and Kragnos probably still has power.

This message was edited 1 time. Last update was at 2025/02/01 10:28:01


All you have to do is fire three rounds a minute, and stand 
   
Made in ca
Secretive Dark Angels Veteran



Canada

So I have some game experience with the new Battletome...

Good News. The Orruk manifestations are actually pretty good and very thematic. If they got rid of Morbid Conjuration and made all Faction manifestations like these then we'd be in a good place. But they wont', so we aren't...The terrain piece as a fun paint and it is actually useful. It also looks good on the tabletop. Yay GW!

Bad News. We suck on the tabletop now. I don't have Kragnos, and maybe with him we'd have a hammer? I've been going heavy into Boltboyz and I can sorta make a game of it, but its not really competitive. The scary part is that since the last balance update (and before this book), we tumbled to second last in player representation and win rate. I think we will race to the bottom now that the book is on the street. Boltboyz might see play in Big Waagh.

I have a couple of RTT in the near future and I will try to find a path...

Hopium - they put Sneaky Sneaking back to the Movement Phase.

All you have to do is fire three rounds a minute, and stand 
   
Made in de
Dakka Veteran






Thoughts and Prayers!
Thanks for the impressions. In this case I will wait before finishing my Kruleboyz army.
   
Made in ca
Secretive Dark Angels Veteran



Canada

 Astmeister wrote:
Thoughts and Prayers!
Thanks for the impressions. In this case I will wait before finishing my Kruleboyz army.


Heading to an RTT today. Actually won a league game against Slaves to Darkness this week. My opponent had some very bad dice rolls. He failed five 4++ saves with Belakor against my Mirebrute’s clubs and our shooting is still very good.

I am slowly adjusting to the new Sneaky Sneaking. I can’t just leave units of Boltboyz out in harm’s way like I used to!

The foot spell is fun.

All you have to do is fire three rounds a minute, and stand 
   
Made in ca
Secretive Dark Angels Veteran



Canada

Went to a three-round RTT today. Took a three-drop list:

Killaboss on Great Gnashtoof (Slippery Skumbag)
Murknob
Beast-skewer Killbow
20 Gutrippaz
6 Boltboyz

Swampcalla Shaman (Swampstaff)
Monstakillers
6 Boltboys
10 Gutrippaz

Breakboss on Mirebrute
3 Boltboyz
3 Boltboyz

Game 1 - Border War vs Slaves to Darkness

He had Belakor, 10 Chosen, 10 Chaos Warrios, 5 Chaos Nights, Chaos Lord, Slaughterbrute, Mindstealer Cat thing, Chariot

He took the first turn, and suddenly I had 10 Chosen (3d6 charge), the Slaughterbrute and 5 Knights crashing into my lines. My Reinforced Gutrippaz died to the Fights' Twice Chosen while a Boltboyz unit died to the Knights and Slaughterbrute. My Gutrippaz did take several Chosen with them and my Covering Fire had wounded the Knights, but things looked bleak. Bonnie Tyler's I Need a Hero played across the swamp from Shrek's hut and the Breakboss on Mirebrute answered the call. My Killbow took down the Mindstealer Cat (for Slay the Entourage) while the Mirebrute and surviving Boltboyz took down the Chosen. My left flank Gutrippaz did take down the Chariot, leaving me with the left. The Killaboss on Great Gnashtoof heard me insult his abilities and killed two Knights. Still, I was well down on points.

He kept priority. Belakor came in and killed my Monstakillers (sad face) while the Slaugterbrute picked up a Boltboyz unit. The Killaboss on Great Gnashtoof finished-off the Chaos Knights. I was well and truly penned in in the centre and right, but my opponent was running out of units and Belakor was facing down a Killbow and a Mirebrute. The Killbow connected against Belakor, inflicting five wounds. The surviving Boltboyz in my center softened up the Slaughterbrute. The Mirebrute switched to Freebird and took down Belakor while the Gnashtoof killed the Slaughterbrute. Suddenly my opponent had the Warriors and Lord holding his home objective and that was that. I held the centre and danced around to get the win.

Phew!

Game 2 - Shifting Objectives vs Gitz

He had Trugg, six Rockgutz, some Fellwaters, a bunch of Squigs, some Squig-rider dudes and two Squig Monsters. As a two-drop he choose to go first. At the end of his Charge Phase he had his Squigs on my backline in combat with my Ghashtoof and a Reinforced Boltboyz, his Squigriders and two Monster Squigs in combat with my Reinforced Gutrippaz. Those Squigs can move...My Covering Fire did thin-out the Squigs and I got a Fights-Last against them. The Reinforced Gutrippaz and Monsterhunters died (gulp), but I did some damage to the two Monsters. The Gnashtoof and Boltboyz took the Squigs down to four models in combat.

I was well and truly pinned and he offered to buy me lunch, but the Mirebrute put on Freebird again while my surviving un-engaged Boltboyz fired away. The Squigs and two Monster Squigs were killed. I was able to get a small unit of Gutrippaz on the left-flank objective and by killing the Squigs with the Murknob achieved Kunning Approach. Eat that for lunch.

I won priority and took a double, starring-down Trug and six Rockgutz plus the surviving Squig Rider dudes. My thought was to deal damage with my Boltboyz before I got swept away. My shooting took down the Squig-riders while the Mirebrute killed two Rockgutz. They had their attacks reduced by my Swampcalla Shaman's spell, so the Mirebrute lived. Meanwhile, the Gutrippers on the left with a small Boltboyz squad wore down the Fellwater fellows.

Trug and the Rockgutz waded into most of my surviving army in my backfield, taking down the Mirebrute, Shaman, two Boltoyz units and the Murknob over two turns. And the Tower. Ouch. Still, the Ghashtoof slipped away and was able to Take the Flanks in conjunction with a small Boltboyz unit on my left. It was now about nibbling the edges and hoping to get objectives. He brought back the Squigriders who were able to put me in check. I took all the objectives in my last turn, but the return charges and accumulated damage meant that it was a lop-sided victory for the Gitz. I was never really in this one from a points perspective (27-43 loss), although I was able to do a lot of damage. My Gnashtoof and I ate my bagel and left-over cold pizza for lunch and licked our wounds.

Game 3 - The Vice vs Nurgle


He had Rottigus and a GUO, two units of Drones, two units of Plaguebearers and some "shooty" dudes. At least this game I would not face a Turn 1 Alpha Strike!

He moved up to Seize the Centre. I sent the Reinforced Gutrippaz into the GUO while most of my shooting softened him up. I didn't kill him, but I did cripple him. The crackback in his turn with Rottigus and the GUO wiped the Gutrippaz, but my shooting, Monsterkillaz and Mirebrute killed both of them in my turn. The rest of the game saw my shooting and Gnashtoof take out his Drones and then surviving Plaguebearers. This was actually a near-run thing as his guys were understandably resilient in the centre. Still, ended the RTT with a second win.

The Mirebrute did a ton of heavy lifting in combat (playing Freebird in your head helps), while the Gnashtoof actually did some killing and also scored lots of Battle Tactics and objectives. My Manifestations didn't do very much in the first two games as he was on me in the top of Turn 1. They did some good work in the third game. The tower was useful with Dirty Tricks, especially in the first two games when I was pinned in my deployment zone.

Getting used to the new style. Pick around the edges while the Mirebrute sets up for a thumping. Looking at reworking the list into a two-drop with Kragnos. Drop the Gnashtoof, the Killbow, a Boltboyz squad and the Murknob.







This message was edited 1 time. Last update was at 2025/02/02 04:24:56


All you have to do is fire three rounds a minute, and stand 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

So there is some hope, at least for game victories. That's good. Maybe with some points drops we'll be able to hit a critical mass of stuff on the table to be able to grind out events. Not sure that would be a good thing though; I want better rules, not cheaper units!

My armies (re-counted and updated on 11/7/24, including modeled wargear options):
Dark Angels: ~16000 Astra Militarum: ~1200 | Imperial Knights: ~2300 | Leagues of Votann: ~1300 | Tyranids: ~3400 | Stormcast Eternals: ~5000 | Kruleboyz: ~3500 | Lumineth Realm-Lords: ~700
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2024: 40 | Total models painted in 2025: 21 | Current main painting project: Warhammer 40k Leviathan set
 Mad Doc Grotsnik wrote:
You need your bumps felt. With a patented, Grotsnik Corp Bump Feelerer 9,000.
The Grotsnik Corp Bump Feelerer 9,000. It only looks like several bricks crudely gaffer taped to a cricket bat.
Grotsnik Corp. Sorry, No Refunds.
 
   
Made in ca
Secretive Dark Angels Veteran



Canada

February update has some relief for Kruleboyz. Sneaky Sneaking is now Your Movement Phase. Not as great as the Index, but much better than the Battletome!

The Sludgeraker got interesting. Still the chip Mortal Wounds and Wound roll rebuff, but ranged attacks can use it now. Not sure he is worth the points, but the ranged debuff could be cool.

So some hope!

All you have to do is fire three rounds a minute, and stand 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

At least we don't have to choose between Sneaky Sneakin' and Venom-Encrusted Weapons anymore. That really was hamstringing us. The Sludgeraker will require further testing, but I expect he won't get picked over the Breaka-boss.

I had to dig around to find the rules updates. Strange that GW would "stealth release" something like this and not do a community article on it. Unless I somehow missed it.

My armies (re-counted and updated on 11/7/24, including modeled wargear options):
Dark Angels: ~16000 Astra Militarum: ~1200 | Imperial Knights: ~2300 | Leagues of Votann: ~1300 | Tyranids: ~3400 | Stormcast Eternals: ~5000 | Kruleboyz: ~3500 | Lumineth Realm-Lords: ~700
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2024: 40 | Total models painted in 2025: 21 | Current main painting project: Warhammer 40k Leviathan set
 Mad Doc Grotsnik wrote:
You need your bumps felt. With a patented, Grotsnik Corp Bump Feelerer 9,000.
The Grotsnik Corp Bump Feelerer 9,000. It only looks like several bricks crudely gaffer taped to a cricket bat.
Grotsnik Corp. Sorry, No Refunds.
 
   
Made in ca
Secretive Dark Angels Veteran



Canada

I have been trying the Murkvast Menagerie Army of Renown while we wait for the new battlescroll update. Its been fun!

You lose Dirty Tricks, the book artefacts and traits, which is a lot. You also have some real list restrictions: Skumdrekk has to be your General, and you can only take one infantry unit for each Hero Monster that you have (and cannot take Gobsprakk). So you are going to have a lot of drops...

You gain a faction ability of -1 to hit for enemy units that are within 12" of one of your Monsters that did not charge. You have one artefact that grants a 5+ Ward (nice), have one spell that gives an infantry unit a 5+ Ward (also nice), a Rampage that lets you roll one dice for every Health characteristic getting a Mortal Wound on a 6. The special sauce, though, is a once-per-turn ability for a monster to move 3" in the movement phase and be able to enter combat. This is huge.

This means that a monster can move, auto-advance 6 for a CP, and then move 3" into combat. An impressive threat range with no dice rolled for a Vulcha! The opponent cannot Redeploy since you do your Movement Phase abilities first. The -1 to hit aura would still apply since the monster did not charge. Its important to explain this to your opponent before the game to avoid "gotchas!"

Since you will usually be four or five drops you can generally count on two Honour Guard abilities. Something I tried was a brick of 20 Gutrippaz in the same Regiment as a Sludgeraker, giving them Bodyguard as the second Honour Guard. This meant that they could move up the board with the Sludgeraker, taking objectives or the centre and being a bit of a porcupine. Something charging them would have -1 attacks from Bodyguard and -1 to hit from the Monster, plus a potential -1 to hit from the Gutrippaz negating even All Out Attack. Put the 5+ Ward on the Sludgeraker for extra survivability plus the 5+ Ward spell on the Gutrippaz. Then have a unit of Boltboyz use the Sludgeraker venom to wound the enemy's threat unit, possibly giving them -1 to Wound in the next turn. Its a lot of work, but it can pay off.

This evening I fought Slaves to Darkness with Chosen, Belakor, Chaos Knights, Lord on Mount, a Megagargant Regiment of Renown and a Sphinx. We played The Vice. I had:

Skumdrekk
Boltboyz x 6

Shaman

Snatchaboss on Sludgeraker
Gutrippaz x 20
Marshcrawla

Mirebrute
Monstahuntaz

Killaboss on Vulcha
Monstahuntaz

Eeked out a narrow win. I shoved the Gutrippaz and Sludgeraker up to the centre and laid on the debuffs, and they weathered the Knights, Ravenaks Jaws and the Sphinx. The Mirebrute and Vulchaboss cleaned up the Knights and Sphinx, but then the Chosen came in and took out two of my big monsters. The Gutrippaz survived for a while, tying up the Chosen while the Monstahuntaz, Marshcrawla and Skumdrekk took the giant down to one wound (the Skumdrekk Rampage against a wounded monster did 9 x MWs). The game ended with my surviving Sludgeraker, Shaman and Boltboyz holding the centre while my second unit of Monstahuntaz tied up Belakor.

Its a "techy" army, but its been a fun change. I have a GT in early May, so I plan to take this list unless the update next week is truly seismic!


All you have to do is fire three rounds a minute, and stand 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

Looks like Kruleboyz basically didn't change with the new battlescroll. A slight drop on the Killaboss on Great Gnashtoof (echoes of 3rd edition with this model getting repeated points cuts?), and some tweaks to the regiments of Skumdrekk and the Swampcalla Shaman.

My armies (re-counted and updated on 11/7/24, including modeled wargear options):
Dark Angels: ~16000 Astra Militarum: ~1200 | Imperial Knights: ~2300 | Leagues of Votann: ~1300 | Tyranids: ~3400 | Stormcast Eternals: ~5000 | Kruleboyz: ~3500 | Lumineth Realm-Lords: ~700
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2024: 40 | Total models painted in 2025: 21 | Current main painting project: Warhammer 40k Leviathan set
 Mad Doc Grotsnik wrote:
You need your bumps felt. With a patented, Grotsnik Corp Bump Feelerer 9,000.
The Grotsnik Corp Bump Feelerer 9,000. It only looks like several bricks crudely gaffer taped to a cricket bat.
Grotsnik Corp. Sorry, No Refunds.
 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

Kruleboyz took down a 30-player event in Mexico last weekend! Here's the Goonhammer article:

https://www.goonhammer.com/competitive-innovations-in-the-mortal-realms-2025-05-01/

Basically the player made his own version of Big Waaagh! by running Kragnos, some Kruleboyz monsters, and the Ironjawz big pigs RoR. Add some Monsta-Killaz and a Swampcalla for flavor and you've got his list. I love seeing Kruleboyz defy the odds and win an event, but this just doesn't feel like a Kruleboyz list. It kind of shows how bad the mainline Kruleboyz stuff is when you have to take all that extra jank to win with them.

My armies (re-counted and updated on 11/7/24, including modeled wargear options):
Dark Angels: ~16000 Astra Militarum: ~1200 | Imperial Knights: ~2300 | Leagues of Votann: ~1300 | Tyranids: ~3400 | Stormcast Eternals: ~5000 | Kruleboyz: ~3500 | Lumineth Realm-Lords: ~700
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2024: 40 | Total models painted in 2025: 21 | Current main painting project: Warhammer 40k Leviathan set
 Mad Doc Grotsnik wrote:
You need your bumps felt. With a patented, Grotsnik Corp Bump Feelerer 9,000.
The Grotsnik Corp Bump Feelerer 9,000. It only looks like several bricks crudely gaffer taped to a cricket bat.
Grotsnik Corp. Sorry, No Refunds.
 
   
Made in gb
Longtime Dakkanaut






Nice to hear them take a tournament, but can't really blame someone for making whole use of the book. If they want the to stand truly on their own, they need to be split into their own book.
   
Made in ca
Secretive Dark Angels Veteran



Canada

Played in a 20 player five-round GT in Kingston this past weekend. I went with a Murkvast Menagerie (Army of Renown) consisting of:

Swampboss Skumdrek
Breaka-boss on Mireburte (Prized Beast)

Snatchaboss on Sludgeraker with Grim Diet (5++)
20 x Gutrippaz
Marshcrawla Sloggoth

Killaboss on Corpserippa Vulcha
Monsta-killaz

Swampcalla Shaman
6 x Boltboyz
3 x Boltboyz

Round 1 - Border War vs Soulblight

This was with the Index Soulblight. He had the Vampire on Zombie Dragon, 2 x 5 Bloodknights, Radukar, Belladamma, 10 x Graveguard, a Wight King and Lady Annika. We had the same number of drops and I won the roll-off. I had him go first, keeping my troops well back. He also deployed conservatively with one unit of Blood Knights moving up on my left while everything else hung back. I was able to get into his Bloodknights with the Vulcha while Boltboyz whittled them down. His counterpunch was hampered by the terrain. I was then able to get the Mirebrute into his Dragon while the Gutrippaz and Sludgeraker tackled the rest of his army. He was tabled at Turn 4. My once-per-turn mobility with a monster was very handy. I think he could have gone "full send", but since he knew I would choose who had the first turn he was concerned about my getting a monster into his front line Turn 1.

Round 2 - Jaws of Gallet vs Sylvaneth

He had Alarielle, Belthanos, two units of Kurnoth Hunters and some Dryads. I sent my Vulcha onto my right flank into some Wyldwoods to get Take the Flanks (Sloggoth on other flank) and take out some Dryads. I underestimated Alarielle's mobility, though, and found myself being charged in his Turn 1 (run and charge from Belthanos). My Monsterhuntaz counter-charged and did get a Strikes Last off, but the Vulcha and Monsterhuntas were only able to cripple Alarielle without killing her. She dispatched the Vulcha and left combat, healing up along the way. I was able to kill Belthanos twice along with all the Hunters, but Alarielle was too tough and she ended up taking the centre at the end of the game. A hard-fought loss.

Round 3 - The Vice vs Gitz

He had Squig Boingers(?), wolves, chariots, spiders, Manger Squigs and the Hurtling Hogs Regiment of Renown. My plan was to keep him busy on the flanks and set-up my big brick of Gutrippaz and Sludgeraker to take the centre in Turn 4 and 5. He went first, pushing up on both flanks. I saw an opportunity to get my Mirebrute into his Hogs. I got into combat, but only succeeded in crippling one and lost the Mirebrute. I was now on the backfoot, although my shooting and Gutrippaz cleaned out his light cavalry. My Vulcha and Monsterhuntaz dueled with Manglers on the right flank, taking one down but losing both of my units. The hogs had healed up (mostly) with rallies, but I was able to shoot one to death and get two of my monsters into combat with the other in Turn 4. I barely held the centre, scoring Seize the Centre and the full 6 to come from behind in Turn 5 for a narrow win. A tough match!

Round 4 - Scorched Earth vs Kruleboyz

He had Kragnos, a Vulcha, a Breakaboss on Mirebrute, 10 x Gutrippaz, 20 x Gutrippas, 3 x Boltboys, 10 x Hobgrotz and a Shaman. I knew that the Kragnos 3d6 charge with the Vulcha rampage was powerful, combined with Slippery Skumbag. My rough plan was to try to get Kragnos to commit early to a flank, maybe in his backfield and then tie him up with successive units in the gaps in terrain.

I went first, using an autorun to get Take Their Lands. I usually try to save this for later, but seizing the centre would work against my plan and I also deployed a little conservatively due to his threatrange. He moved up his Gutrippaz to the centre while Kragnos hung back. The Vulcha swooped into my Gutrippaz, but my wards held up (spell). His Mirebrute looked lonely on my right flank in his backfield. I went for it (Slay the Entourage) with the Vulcha and Monsterhuntaz. I misjudged the space for the Vulcha's base, however, and I could only try for a 12 inch charge with him. The Monsterhuntaz made it into combat, but the Vulcha had to settle for the Hobgrots. I knew I would now fail my battle tactic, but at least I could Power Through with the Vulcha to seize oen of his objectives.Unfortunately, the Vulcha wiped the Hobgrots so he was just left sitting there...The Monsterhunters wounded the Mirebrute and were then wiped out.

This all got Kragnos' attention, and he came galloping over, My Vulcha desperately backpeddled with a good redeploy. His Gutrippaz also slammed into mine. I was then able to shoot the Mirebrute to death and my Vulcha even killed his after two turns until Kragos showed up and killed my bird. Kragnos was exposed though, and a flurry of Boltboy shots wounded him before my Sludgeraker actually killed him. Woohoo! My own Gutrippers ground through his, helped by the 5++ ward spell and some good hits from Skumdrek. Turn 5 and I was able to catch his Shaman and Boltboyz, tabling him and pulling out the win.

Game 5 - Better Part of Valour vs Sons of Behemat.

He had four of the big boyz. I had no real plan except to try and pick on one a turn relying on Fights Last from the monster huntaz, my debuff to hit rolls, ganging up with my own monsters and some shooting. My Vulcha played distraction carnifex on the right flank. I used the terrain to canalize his remaining three Megagarants after Turn 2, but he used rampages and pile-ins very well to maximize his combat. My wards, to-hit debuff and Strikes Last kept my forces in the fight long enough for my Marshcrawla to seize the opponent's objectives and the game ended with me seizing the centre while a lone Monster-hunta and the Sludgeraker kept the last wounded Megagarant pinned in combat.

A tough come-from-behind win. I really missed being able to have a Killbow in this match!

I went 4-1 and came second. More importantly, I won a Kragnos that GW had sent for prize support in a draw.

The Murkvast Menagerie was fun. It has very limited army composition and I missed Dirty Tricks, but the debuffs and movement tricks were very good. I was lucky to avoid facing Stormcast or Slaves to Darkness with their 3+ Saves. I faced mostly 4+ and 5+ where the 1 Rend on my monsters was just fine. I tried to use Bodyguard as a second Honour Guard with the Sludgeraker and Gutrippaz, but it only came into play once. We will see what the next season brings, but if I was going to another event I would likely take out the Sludgeraker to add another MIrebrute.

Thanks for reading!


All you have to do is fire three rounds a minute, and stand 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

Kruleboyz got their Scourge of Ghyran rules today; here is the Goonhammer breakdown:

https://www.goonhammer.com/age-of-sigmar-scourge-of-ghyran-kruleboyz-review/

There's definitely some interesting tech there, particularly the Gnashtoof Boss rework and the mount traits (I like the idea of Mean 'Un on a Breakaboss). Not sure the new formations are better than the existing ones, but maybe?

My armies (re-counted and updated on 11/7/24, including modeled wargear options):
Dark Angels: ~16000 Astra Militarum: ~1200 | Imperial Knights: ~2300 | Leagues of Votann: ~1300 | Tyranids: ~3400 | Stormcast Eternals: ~5000 | Kruleboyz: ~3500 | Lumineth Realm-Lords: ~700
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2024: 40 | Total models painted in 2025: 21 | Current main painting project: Warhammer 40k Leviathan set
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The Grotsnik Corp Bump Feelerer 9,000. It only looks like several bricks crudely gaffer taped to a cricket bat.
Grotsnik Corp. Sorry, No Refunds.
 
   
Made in ca
Secretive Dark Angels Veteran



Canada

 ZergSmasher wrote:
Kruleboyz got their Scourge of Ghyran rules today; here is the Goonhammer breakdown:

https://www.goonhammer.com/age-of-sigmar-scourge-of-ghyran-kruleboyz-review/

There's definitely some interesting tech there, particularly the Gnashtoof Boss rework and the mount traits (I like the idea of Mean 'Un on a Breakaboss). Not sure the new formations are better than the existing ones, but maybe?


I do like the look of the new formation that gives +1 Attack for a unit when another friendly unit is within combat range. This makes a big brick Gutrippers with Venom Encrusted Weapons hit harder. Not quite as hard as they did with the Index Sludgeraker, but it should still get a scary MW output.

I like the new Skumdrek, both for his ability to increase Dirty Trick rolls and his new rampage/damage profile. He can now chew through elite infantry.

When the new GHB drops I will try-out the new formation with the additional attacks. I have a small RTT in a couple of weeks which will likely be under the current 24/25 GHB. I will try Kragnos.

All you have to do is fire three rounds a minute, and stand 
   
Made in us
Thinking of Joining a Davinite Loge




What are your thoughts on this list? I got disheartened when the book came out. I feel like all of the new books have minimal changes from the initial index cards. Are there any redeeming qualities with the Hobgrots? I absolutely enjoyed painting those suckers but they look terrible on paper.


Middul Finga
3 Drops
Spell Lore - Lore of the Swamp
Manifestation Lore - Krondspine Incarnate

General's Regiment:
Breaka-Boss on Troggoth (220)
-General
-Egomaniak
Monster Killaz (120)

Regiment 1:
Snatchaboss on Sludgeraker Beast (240)
Beast Skewer Killbow (160)
Gutrippaz (300)
-Reinforced
Murknob w/ Belcha Banna (100)
-Mork's Eye Pebble

Regiment 2:
Swampcalla Shaman w/ Pot Grot (120)
Gutrippaz (300)
-Reinforced
Man Skewer Boltboyz (220)
-Reinforced
Man Skewer Boltboyz (220)
-Reinforced

[/sarcasm] 
   
Made in ca
Secretive Dark Angels Veteran



Canada

boyd wrote:
What are your thoughts on this list? I got disheartened when the book came out. I feel like all of the new books have minimal changes from the initial index cards. Are there any redeeming qualities with the Hobgrots? I absolutely enjoyed painting those suckers but they look terrible on paper.


Middul Finga
3 Drops
Spell Lore - Lore of the Swamp
Manifestation Lore - Krondspine Incarnate

General's Regiment:
Breaka-Boss on Troggoth (220)
-General
-Egomaniak
Monster Killaz (120)

Regiment 1:
Snatchaboss on Sludgeraker Beast (240)
Beast Skewer Killbow (160)
Gutrippaz (300)
-Reinforced
Murknob w/ Belcha Banna (100)
-Mork's Eye Pebble

Regiment 2:
Swampcalla Shaman w/ Pot Grot (120)
Gutrippaz (300)
-Reinforced
Man Skewer Boltboyz (220)
-Reinforced
Man Skewer Boltboyz (220)
-Reinforced


Hobgrots are in a very tough place. I have tried to use them, but they are just not a workable data sheet.

I think your list is good, although we have to wait and see all the points and seasonal rules in the upcoming GHB. You have good shooting and two brawling units plus the unit of Monstahunters.

I might swap the Sludgeraker for Skumdrekk? The models are close enough! In the current season he is not amazing, but he can take the Mirebrute as a Prized Beast. This improves the Mirebrute’s attack rolls.

You could then have the Murknob take your third regiment.

Skumdrekk looks really good the the upcoming season. We will see if Prized Beast stays, but Kruleboyz will have access to a Monstrous trait for your Mirebrute that will help its Companion attacks (+1 on hit rolls).

All you have to do is fire three rounds a minute, and stand 
   
 
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