Age of Sigmar/Tactics/Destruction/Orruk Warclans
Grand Alliance Destruction
The greenest, most successful and most violent race of Mortal Realms got an additional new army: Villainous Kruleboyz are going to stab you with a poisonous dagger, pierce you with a crossbow bolt from a far or drown you in a swamp instead of....you know.. just kill you like other
orcs orruks would. The Ironjawz, Bonesplitterz and Kruleboyz are together for a big WAAAAAAGH! soup party.
- 1 Why Play Orruk Warclans
- 2 Rulebooks
- 3 Ironjawz Allegiance Abilities
- 4 Bonesplitterz Allegiance Abilities
- 5 Kruleboyz Allegiance Abilities
- 6 Big WAAAGH Allegiance Abilities
- 7 Universal Enchancements
- 8 Warscrolls
- 9 Battalions
- 10 Tactics
- 11 Allied Armies
Why Play Orruk Warclans
Savage Bonesplitterz and Brutal Ironjawz with the new Kruleboyz together under one battletome. You can play them as three different armies or combine them together in Big Waaagh. You can also take Gloomspite Gitz as allies.
- Mix-and-match Army Building with three factions and the Big Waaagh. Warclans are basically three armies in one.
- Each Warclan specializes in their own thing: Ironjawz is a fast and strong melee army that tries to get into combat they want, then smash everyone there thanks to their killyness, and then fight again with their other units. Bonesplitterz are horde army with good wizards that can support giant blobs of troops and deal damage with spells and abilities. Kruleboyz are your combined force army with insane mortal wounds output, strong shooting and one use tricks.
- Models for two factions have been produced in AoS times and look great, Bonesplitterz don't look bad either.
- Warclans are simple to learn: Many units while having solid base stats don't have complex special or command abilities. They don't have too much in the way of complicated strategies, just slap a command ability, buff them with a shaman and go to town with great base stats.
- The All-In faction: Orruks hate holding back and playing safe (but you can do this if you want), most of their abilities are designed to help them push forward and be as aggressive as possible. You'll rarely have a situation that can't be solved by just drowning it in angry green morons.
- Ironjawz and Bonesplitterz are fast armies: it's not hard to run across the table and start clapping cheeks on turn 1. Kruleboyz are pretty slow army but they don't mind when enemy is coming to them.
- All Clans have access to stong buffs that your enemy can't dispel/unbind. Bonesplitterz and Kruleboyz have additional +1 to save buff.
- Penalties to Hit aren't shit to Ironjawz, who mostly hit on 3's as it is (even goddamn boars). With how easy it is to get to a 2+ to hit you'll be unconcerned about what is normally a pretty crippling debuff. Kruleboyz usually don't care about to hit debuffs at all, most of their damage is coming from Mortal Wounds from unmodified 6(5+) to hit anyway.
- If a Clan doesn't have access to strong mortal wounds output it has access to -2(3) Rend (Ironjawz). If a Clan doesn't have access to rend it has armywide access to Mortal Wounds. (Kruleboyz, Bonesplitterz Icebone).
- Megabosses issue commands to three units for 1 CP, Bonesplitters has a subfaction which attacks ignore any wards armywide, Kruleboyz can drown their opponent in mortal wounds, Wurgogs Mask can explode Archaon in one phase, Foot of Gork can trample Archaon in one phase, what not to like?
- Tough as old boots. Your enemies will struggle to take your tough orruks off the board, even Bonesplitterz have plenty of ways to avoid death. Almost all models have 2 or more wounds, your army is rather tough and hard to kill.
- Everything in your arsenal is ready to be anvil, hammer, Can opener or whatever the hell you want.
- DATZ A LOT OF GREEN PAINTS YA GOT DERE BOSS (though made a lot easier with Ork Flesh and other green contrast paints)
- The generic Greenskinz from Fantasy Battles are now effectively snuffed with the new battletome.
- Bravery across every faction is pretty low, you have means to deal with it though.
- If you are playing Ironjawz you are likely to have a low model count. It's an elite army and you are prone to being outnumbered, making it hard to secure objectives. This is made doubly worse by Reinforcement Points, as you can't get bigger than 15-strong squads of Ardboyz and you're stuck with 5-man squads most of the time.
- Ironjaws may have troubles fighting against god magic users (Teclis, Nagash)
- While having pretty good spell lores, Kruleboyz and Ironjawz don't have access to strong wizards with + casting. Dedicated magic users with many + casting bonuses have a pretty good chance to unbind their spells. Ironjaws can partially solve this problem but it requires sacrificing their command trait and artefact. Bonesplitterz will often use their Mask Ability instead of casting spells.
- In 3rd edition Bonesplitters lost thier anti monster specialities and a lot of their warscroll abilities have been purged. They also have no monsters in a monster related edition. (you still can take Rogue Idol though)
- If you are playing Kruleboyz, your forces focus more on being subversive and ganging up on the enemy. They lack the typical boosts to fight up-front. Your only unconditional battleline is a little squishy and a little overpriced for what they do, and if you're Big Yellers, your other battleline option is impossibly squishier. Play like a bastard and sneak out victories, because as soon as you're fighting on a level playing field, you're donezo.
- If you're playing BIG WAAAGH!, the three chunks of the army don't really play too nice. While all three factions can carry some abilities over, they lose out on quite a bit just by being mashed together. Not to mention, your allegiance has absolutely no effect whatsoever until you start getting some Waaagh points. Mixed warclans army can ONLY be played in Big Waaagh! allegiance.
- Not having dedicated hammer and anvil can make this faction challenging for experienced players, as not even your cavalry hits harder than your normal dudes, its just faster and hurts a little on the charge.
- LOTSA DICEZ! Playing as a bonesplitterz only army means that you have something on the line of 3 attacks for model in horde units, with always the possibility to generate some more. Expect to play with almost the double amount of dices than your adversary.
- While the new reinforcements rule limits just how many you roll, it also means that you're going to have to live with a lot of units only being at the minimal size.
- Warclans don't have any coalitions with other factions and can only ally with 200/400 points of Gloomspite Gitz in 1000/2000 points games (1 in 4 units in your army can be allies) or take a named mercenary gargant.
Faction rules and abilities: Battletome Orruk Warclans (2021)
Latest Matched play points: Battletome Orruk Warclans (2021)
Core rules: here
Matched play rules, battleplans and expansions: General's Handbook 2021, plus the battleplans from the Core Book.
Supplement all the above with any Errata and Designers' Commentary from the FAQs.
Ironjawz Allegiance Abilities
Ironjawz Allegiance Abilities tailored to help your big armored boyz to get into the fight and then absolutely destroy everyone there. They are focused on movement and improving your ability to fight and win in combat phase.
- Ironjawz Warclans
- Warclan counts as a battle trait, you are getting only one ability for picking a warclan. You pick one and that's it. (Yes, only one ability. You no longer have to pick a warlord trait or an artefact from that subfaction first - there are none). All Ironjawz units in your army are getting a keyword for that subfaction (warclan) and can use allegiance abilities (in our case one ability) of that subfaction except for if unit already has a subfaction. You still can pick that unit for your army(this unit can't use his subfaction abilities). Warclans are Ironsunz, Bloodtoofs and Da Choppas.
- Smashing and Bashing
- If Ironjawz unit completely destroys an enemy unit in the combat phase then choose another Ironjawz unit that has not fought yet in this combat phase, that friendly Ironjawz unit can pile in and fight immediately instead of waiting till later in the phase. This adds a lot of finesse to an Ironjawz army as the order of activation of each unit becomes extremely important. Smashing and Bashing allows your units to fight one after another instead of players alternate picking units with which to fight.
- Ability that represents Ironjaws domination in combat phase, and simultaneously pushes you into picking several strong units that capable of destroying enemy unit in one go and allow your other strong units to fight first.
- Having this ability means it's you should be the one picking fights to win them. Try not to fight something you can't kill unless there is a reason for that.
- Mighty Destroyers - Command Ability
- For 1 command point, in your hero phase pick a friendly Ironjawz unit wholly within 12" of your Ironjawz hero, or 18" of your general. If there are no enemy models within 12" then you must make a normal move. If they are between 3" and 12" away from any enemies then you can make a charge. If they are within 3" then you must make a pile-in move. A unit cannot benefit from this command ability more than once per hero phase.
- Very important change from 2nd to 3rd edition: you can no longer fight in hero phase with Mighty Destroyers, it's still a very important movement ability that can help you reach your opponents units and prevents him from using Redeploy (in your movement phase) or Unleash Hell (in your charge phase).
- It worth noting that while this command ability has range of 12' all Megabosses have a Totem keyword which allows them to issue any command abilities including this one to units wholly within 18" of them.
- Ironjawz Waaagh!
- No longer a command ability which means it's no longer cost any command points. Once per battle at the start of your charge phase if your army has Ironjawz general until the end of that turn add 1 to all charge rolls for friendly Ironjawz units and improve rend for all melee weapons of Ironjawz units by 1. Improving Rend by 1 boardwide makes Ironjawz Waaagh an extremly important ability.
Since 3rd Edition GW made an attempt to sort all kind of enhancements for Armies and Heroes in Age of Sigmar. These enhancements are now called ENHANCEMENTS. They are divided and contain command traits, artefacts of power, spell lores, prayer scriptures, mount traits, triumphs and one or more sets of unique enhancements. Enhancements are picked after you have chosen the battalions for your army. You can always take 1 enhancement of each type for your army, and the battalions or battlepack you are using may allow you to take additional enhancements for your army. Enhancements cannot be given to Unique units or allied units, unless noted otherwise.
Your general gets to choose ONE (and only one) of:
- Hulking Brute: After your general made a charge move, pick an enemy unit within 1" and on a 2+ that unit takes D3 MW's. When you really don't want to fight that 2+ Mystic Shielded guy just kill him with Mortal Wounds from a charge! In combination with Mawcrushas Destructive Bulk and Stomp Monster Rampage ability with Mean Un mount trait your general can potentially inflict up to 12 mortal wounds on a charge (7-8 MW average). If you pick this trait you better make sure your general will charge multiple times. Wording of this trait is "after your general makes a charge move" so you can potentially deal mortal wounds with Mighty Destroyers charge in your hero phase and with help of Ironsunz command ability in your opponents charge phase.
- Mega Bossy: You can issue Mighty Destroyers Command Ability one more time even if it has already been issued by another friendly model. Very good for moving your slow boyz! With this trait you can issue up to 4-6 Mighty Destroyers Commands per hero phase for 2 command points which is absolute bonkers and greatly helps with turn 1 alpha strike/capturing objectives/movement and getting into combat. Make sure you do have command points to spend before picking it.
- Mighty Waaagh! Leader: If you use Ironjawz Waaagh! you can reroll charges for friendly Ironjawz units wholly within 12". Simple and effective trait when you have to get the charge.
IRONJAWZ WIZARD only
- Master of the Weird: Pick 1 extra spell from Lore of the Weird. Not Great in comparison to other one
- Touched by the Waaagh!: before casting pick a unit in 6' it takes D3 Mortal Wounds (it can be the caster too), add number of inflicted MWs to casting. Actually really good if you want to more or less reliably cast Foot of Gork (10) or Bash 'Em Lads(8). The only source of + casting in Ironjawz allegiance. (Aside from +1 for being in 6' from Rogue Idol)
- Currently there is no strict order in which you can pick enhancements in Core Rules. That means you can pick Arcane Tome for a MEGABOSS and become a WIZARD, after that this model will be eligible for picking Touched by the Waaagh! Command Trait. Congratulation, your cabbage now does an additional d3 MW in Hero phase, in addition to always having a Mystic Shield you can also pick a +1 damage for one melee weapon (including mount) from Flaming Weapon from Universal Spell lore or pick a spell from lore of the Weird. You can even cast and control Endless spells (yes, like emerald lifeswarm)
You can pick Command Trait from Core Rules but they aren't that great in comparison to these ones. (Reroling charge and run rolls for a general and getting CP on 5+ at the start of your hero phase are worth mentioning)
Artefacts Of Power
A hero can get one, in addition other heroes can get more for certain battalions:
Da Boss's Hoard
- Armour of Gork: 6+ ward save, add +1 to hit for bearers melee weapons, lose 2" to your move and you can't run.
Likely it won't be taken over Amulet of Destiny.After December 2021 FAQ nerfed amulet of destiny ward save from 5+ to 6+ Armour of Gork might actually be in a pretty good place as a better alternative on fast heroes (mawkrusha will still fly 10' with it). Might be good on having on a 2nd Mawkrusha in your army.
- Destroyer: Pick a melee weapon, once per battle at the start of combat phase, add +3 to the damage of that weapon until the end of that phase. When you absolutely need to kill an important enemy unit or trigger smashing and bashing or take an objective. Works best with Their Finest Hour, Ironjawz Waaagh and Inspired Triumph. Obviously pick a melee weapon with the best stats (attacks). In combination with Fast Un mount trait and Mighty Destroyers can create a Maw-Krusha Missile that can fly 36' and then charge 2d6 and absolutely destroy anyone! Forces your opponent into playing defensively, Yes let them fear you!
- The Boss Skewer: Add 1 to bravery for friendly Ironjawz units wholly within 18" of the bearer, subtract 1 from enemy units within 12". Probably not a bad option for a second artefact against bravery reducing armies (Legion of Blood etc.) Instead of taking a pole just keep one CP for 3x Inspiring Presence from MegaBoss.
- Artefacts of power and command traits that affect attacks made by friendly models do not affect attacks made by their mounts, unless noted otherwise.
- While Artefacts from battletome aren't bad they lack of what our heroes really need - more protection, thankfully Core Rules allow us to pick Amulet of Destiny for 6+ ward save which is important for keeping our Megaboss alive. (since amulet of destiny has been nerfed from 5+ ward save to 6+ in December 2021 FAQ it's not as important as it used to be)
- Arcane Tome from Core Rules can be helpful as a secondary artefact as well:
- Since our Weirdnob shaman doesn't have any + casting you can give this artefact to basically any hero to save points on a dedicated Mystic shield caster.
- Give it to your Megaboss on foot and he will for sure make a good use of Flaming weapon with his 8+ attacks (even if someone will kill him). Give it to your Megaboss on Maw-Krusha and you can protect yourself with Mystic Shield or improve your Maw-Krushas Fists damage to 4! (or 5 if buffed by Violent Fury from a warchanter).
- Ironjawz general Weirdnob Shaman hero with Arcane tome and Touched by the Waaagh! can cast 2 spells with average +2 to cast roll also inflicting 2x d3 MW to any unit in 6'. In addition to spells he casted Weirdnob Shaman can also cast 2d6 range d3 mortal wounds Green Puke spell in the end of the hero phase if 10 or more Ironjawz MODELS are in 12' from him, you have to roll 6+ to cast it, that is d3 more mortal wounds in 6' from Touched by the Waaagh!. Not to mention you can actually cast spells that deal mortal wounds. Weirdnob is a very fragile hero though, especially in 6' from enemy.
There are no priests in Ironjawz army, but there are warchanters. Every Warchanter in your army knows a warbeat. Pick one from the table below, you can only use this ability once per turn. (i.e. no point of picking same warbeat with different warchanters, unless you want a back up for a specific chant) Note that this DOESN'T count as an Enhancement, since all warbeats are available on the Warchanter's battlescroll. Since 3rd edition you can cast warbeats on +3 instead of 4+.
- Get 'Em Beat: At the start of charge phase, roll a dice, on a 3+ pick a friendly Ironjawz unit wholly within 12", that unit can charge with 3D6 dice and can attempt a charge from 18". You CAN'T use this with Mighty Destroyers since it only works in charge phase.
- Fixin' Beat: In the hero phase, pick a friendly MODEL within 12" and on a 3+ you heal it for D3 wounds. A warbeat to heal your boss on a cabbage. No keyword so it works on allies/big waagh.
- Killa Beat: At the start of the combat phase, pick 1 enemy unit within 12", on a 3+ your units get +1 to hit when attacking that target in that phase. Most of IRONJAWZ army hits on 3+ anyway but:
- Can be pretty useful when you need to debuff a tough target before mawcrusha or a unit of brutes is about to fight it.
- Use it on enemy units you're not sure you will kill to start Smashing and Bashing
- Ardboyz, Gutrippas, many Bonesplitters Units have 4+ to hit and a lot of attacks and models. This warbeat can help them immensely.
When you pick an Enhancement Spell lore for your army Each wizard in your army can pick one spell from ANY lore he knows in addition to spells he already knows (i.e. arcane bolt, mystic shield and a warscroll spell). Ironjawz wizards can pick a spell from Lore of the Weird or Universal Spell Lore. If you are picking additional Enhancement Spell lore (battalion or battlepack may allow you to do this), you can pick one additional spell for each of your your wizards again (and so on).
Only Ironjawz wizard can cast this. Expensive and impactful spells that only a wizard with Touched by the Waaagh! Command Trait can reliably cast (usual weirdnob doesn't have any + cast bonuses)
- Foot of Gork: On a 10+, pick 1 Enemy unit within 18" that unit suffers D6 MWs, then roll a dice on a 4+ they suffer another D6 MWs. Keep rolling until you roll a 1-3. Crazy potential but gimmicky and very hard to cast on a 10+. Doable with Touched by the Waaagh! Command Trait with Weirdnob as your General.
- Mighty 'Eadbutt: On a 5+, pick 1 enemy hero within 18" and visible, it suffers 1 MW, if it's a Wizard then it suffers D3 MW's instead. A cheap spell to trigger Green Puke for additional mortal wounds. You'll probably never pick this spell.
- Da Great Big Green Hand of Gork: On a 7+, pick a friendly Orruk wholly within 12"(nerfed from 24' from previous edition) and more than 3" from enemy units, pick it up and set it up more then 9" away from enemy models, it can't move in the movement phase. (But it can charge in charge phase later) (Ironjawz units can move or charge in Hero phase thanks to Mighty Destroyers) Since this spell no longer has IRONJAWZ keyword it can teleport literally ANY friendly Orruk unit.
- Bash 'Em Lads: On a 8+, add 1 to wound rolls for friendly Ironjawz units wholly within 16" of the caster. Expensive spell with a huge radius that turns your army 3+ to wound into 2+. Great if you can cast it in Waaagh turn.
Spell lore that can be used by any army.
- Flaming Weapon: Casts on 4+. Pick one melee weapon of the caster adds +1 to damage until your next hero phase, which matters more for a wizard meant to be up-close and personal. Works on a mount melee weapon too (FAQ 2021).
- Alternate Take: Combine this with the Arcane Tome which makes any hero unit a Wizard, give it to a hero with a lot of attacks. Stacks with Violent Fury +1 damage buff from warchanter.
- Levitate: Casts on 8+. One friendly unit within 18" can fly until your next hero phase.
- Ghost Mist: Casts on 5+. Pick a terrain feature within 6" of the caster. Until your next hero phase, visibility between 2 models is blocked if a straight line 1mm wide drawn between the closest points of the 2 models passes across more than 3" of that terrain feature. This effect does not block visibility to or from models with a Wounds characteristic of 10 or more.
Like in most recent battletomes, when you pick the Ironjawz allegiance you may say they are from a certain clan and get their bonus. This will probably define how are you going to play with your Ironjawz.
Ironsunz The posterboy choice. Not only Ironsunz are kunning but they are also fast and can get to you when you aren't expecting. (and kill you after that, yes)
- Command Ability - Alright, Get 'Em!
- For 1CP at the end of the enemy charge phase If a friendly unit in 12' from enemy unit and out of 3' from other from enemy units that friendly unit can make an attempt to charge.
- yes, this is charge in the end of enemy charge phase in his turn. Your unit charges when your opponent done with his actions.
- you can issue this command for up to 3 units by megaboss on MK if they meet conditions described in this ability.
- opponent that is aware of this ability will be very careful about his charges into your units and his movements (because in return you can countercharge with some nasty melee unit, simultaneously do this to his other units, kill his unit in subsequent combat phase and start a series of Smashing and Bashing and if your units are strong enough your opponent may never have a chance to actually fight.)
- If you have a CP your opponent will stay the fuck away from your units that are not in combat. This can be problematic for him, he has to capture objectives and use his tactics.
- you can charge units that just reached objectives and don't want to charge you. (charge punny 1 wound umies with brutes and literally deny them from even contesting it)
- You can even ambush enemy unit on objective(or anywhere) when he approaches you in his movement phase: Position units near objective. Enemy unit finishes its move in 9' - use 3x Redeploy to move closer to him, in the end of his charge phase charge him with your three units! You need two CP for that.
- another charge in a charge phase means another Stomp from your mawcrusha (if you are out of combat), don't forget about Hulking brute command trait that deals mortal wounds at the end of the charge move by general.
- IF you were unable to reach your opponent units in your turn, you probably can do that in his turn.
- Keep in mind that playing Ironsunz can be very CP intensive. Think about getting an ally GSG HQ Fungoid Shaman for 95 points(1CP at the start of YOUR hero phase on 4+ roll) or/and second Warlord battalion(1 free cp once per game). Core Rules CT that provides 1CP on 5+ on at the start of your hero phase might not be the best idea. Don't forget you can also use once per EACH hero phase Heroic Leadership action that provides CP on 4+ (no finest hour or heroic recovery after that though)
Bloodtoofs They wear red armor, so you should know by now what their playstyle is about. Alpha strike Gore Grunta oriented clan. Picking this warclan turn Gore Gruntas into Battleline (you can take them instead of ardboys and brutes to fill your battleline slot in batallions)
- Trait - Hunt and Crush
- At the end of the combat phase, your Gore-Gruntas that fought in that phase can pile in while within 3" of an enemy unit. Otherwise, they can move or charge.
- It's like a Mighty Destroyers but for Gruntas and better, and it's free and you don't have to charge! You can move and block your opponent from charging your mawcrusha with your giant bases or get yourself to objective.
- Fast Gore Gruntas are getting even more movement. They can go and charge your opponents units and keep them from getting objectives or shooting your mawcrushas.
- You can use Mighty Destroyers to move in hero phase, then move in movement phase and then charge, kill enemy unit and at the end of combat phase charge again to tie down backline/shooter or move anywhere. That's just nuts.
- You have to kill first unit you've charged before that combat phase will be finished in order to go further. Buff your gruntas with warchanter or/and charge enemy with multiple GG units, charge weak units with smaller GG units, that should be enough to get through screens.
- Now armed with rend -2 Gore Hackas Gruntas can go through small armored elite unit if buffed with Violent Fury, keep in mind they do have plenty of attacks but their Rend only works on half of their attacks.
- You need a Mawcrusha(or two) to charge with gruntas and multiple warchanters to support them.
Da Choppas Buffed battleline that smashes faces. Warclan that focuses on smashing everything to pieces.
- Trait - Rabble Rouserss
- Your Warchanter's Violent Fury can target up to three Brutes or Ardboyz. This makes Warchanters even more useful in buffing your forces and greatly increases damage of your battleline.
- Both battlelines are pretty strong in their own right, with their large numbers of attacks and damage being buffed by 1, with 4+ armor and respectable amount of wounds (more than 1) they are a force to be reckoned with, however their roles in the battlefield are different (since 3rd edition).
- Relatively cheap ardboyz with their partial 6+ ward, getting models back on 4+ Rally from a champion and 4+ to hit are better suited for tanking damage, and holding objectives. Big (15 max) unit of ardboys with 4+ rally will never fucking die. (you have to be in 3' away from enemy unit to rally though). They still can kill 1w models with ease, especially if buffed with violent fury. In 2022 season they can now realibaly attack in two lines again thanks to the Bonds of Battle rule of Galletian Veterans (which they are since they are an unmounted battleline with 4 or less wounds).
- Since brutes weapons recieved a buff in 3rd edition they became what they are always supposed to be: Elite Killer murder machines and probably one of the few battlelines in game with rend -2. Buffed by a warchanters violent fury a unit of 10 brutes with 2' range 3а +3(2) +3 -3 2 and Special weapons on waaagh turn will obliterate anything and will start smashing and bashing for another unit of brutes.
- Downside of this clan is that it buffs units that are both slow and have low bravery (6), likely you would have to make up for that with Inspiring Presence, Mighty Destroyers (maybe even Redeploy) which makes it rather CP intensive clan. Don't forget about Get Em beat, Great Green Hand of Gork maybe even Soulscream Bridge to get your boyz in combat.
- Your warchanter still can buff your other units with Violent Fury, but only one unit at a time. This should not be a problem since you'll probably have way more than one warchanter anyway.
- New 2022 Season brought new battalion (Bounty Hunters) that will provide +1 damage against Galletian Veterans (i.e. unmounted battletine with 4 or less wounds) for YOUR troops (i.e. not behemoths/artillery/leader units) in that battalion. Which stacks nicely with Mass Violent Fury. With damage 3 and that many attacks your ardboys and brutes will decimate your opponents battleline. Keep in mind you are vulnerable against this battalion as well.
Bonesplitterz Allegiance Abilities
Bonesplitters drew a short
straw bone in this edition. Most of their interesting stuff has been purged from the battletome, their magic has been nerfed and doubles no longer doing anything, some iconic spells have been removed (Breath of Gorkamorka), they have been stripped off their monster hunting abilities, there are almost no alternatives in artefacts and command traits, clans only provide one ability and their interesting stuff has been removed as well, most units lost their special abilities as well. What did they get in return? Exploding hits, Icebone Mortal wounds on 6 to wound, Wurgog Mask ability and 4+ Ward in Waaagh combat phase.
Bonesplitterz Warclans: Warclans in 3rd edition are represented by only one ability per clan. No longer you are forced to pick an artefact and Command Trait for choosing a warclan subfaction. All units in your army are getting that subfaction keyword and can benefit from warclan ability. If unit already has other subfaction keyword, it can't recieve a new keyword and cant benefit from it. You can still pick this unit (it can't use it's subfaction ability). Warclans are Bonegrinz, Icebone and Drakkfoot.
Tireless Trackers: After armies are set up, but before the first battle round begins, half the Bonesplitterz units in a Bonesplitterz army (rounding up) can move up to 5". If both players can move units before the first battle round begins, they must roll-off, and the winner chooses who moves their units first.
- One of the reasons why Bonesplitterz is considered as a fast army. Can be improved to 8' with a Command Trait. You are moving big blobs of your units forward while small and cheap units are staying.
Warpaint: Your Bonesplitterz gain a Ward of 6+. Your army wide ward save for your poorly armored boyz.
Spirit of Gorkamorka: If the unmodified hit roll for an attack made with a melee weapon by Bonesplitterz unit is a 6 the attack inflicts 2 hits instead of 1. Now a named army wide buff for exploding hits. Good for your giant melee blobs of boyz.
- Per 2022 Battlescroll errata this was changed from the unit to be numbered 5 or more. Now everything just gets the ability regarless of unit size (so great for big stabbas and Rough Idols).
Bonesplitterz Waagh!: Once per battle at the start of the combat phase, you can pick one friendly Bonesplitterz general to call a waaagh. All Bonesplitterz on the table get a 4+ ward save until the end of the phase. No longer a Command ability, new 4+ ward allows your army to survive when your opponent pops everyhting to delete your green dudes. Keep in mind it won't save you from shooting it only works in combat phase.
Your general gets to choose one of these:
Savage Big Boss only
- Killa Instinkt: Savage Big Boss attacks with an unmodified 6 wound roll do 1 MW in addition to normal damage. When you miss your Monster Hunters ability from previous edition on one model. (don't ever take this)
- Great Hunter: When using the Tireless Trackers trait, move up to 8" instead of 5. Trait you are taking in 100% of times for your Savage Big Boss. Allows your army to move even closer to your enemy or objectives before battle even started.
- Monster Killa: If the general has fought for the first time in the combat phase and is within 3" of an enemy Monster, it can attack for a second time. Sounds great until you realise this is your Savage Big Boss general gonna do the fighting. His weapon profile is not bad, but he is pretty fragile for a general and if he dies he no longer generates command points and he cant call a Waaagh. Not only that but choosing this trait means not choosing Great Hunter.
Bonesplitterz Wizards only
- Voice of Da Great Green God': when this general issues a command it can be recieved wholly within 24'. Not bad for issuing commands all over the board.
- One Wiv da Beast: Pick 1 extra spell from the spell lore of the Savage Beasts. When you REALLY need that second LotSB spell for your ONLY one 2 casts wizard and you don't want to pick additional enhancement spell Lore. Very situational. (Not only that but choosing this trait means not choosing Great Hunter.)
Core Book Traits.
- Battle-lust: You can re-roll run rolls and charge rolls for this general. Not Bad but you general is Savage Big Boss.
- Skilled Leader: If this general is on the battlefield at the start of your hero phase, roll a dice. On a 5+, you receive 1 extra command point. If you really need CPs for some reason. Keep in mind you may faill all rolls for that.
- High Priest: You can re-roll chanting rolls for this general. No point of taking this, Wardok dances aren't chants and he is no longer a priest.
- Heroic Stature: Add 1 to this general’s Wounds characteristic. Meh.
- Master of Magic:: Once per hero phase, you can re-roll 1 casting roll, dispelling roll or unbinding roll for this general. Might be good
Command traits are pretty bad, in short it comes down to Savage Big Boss with Great Hunter, if for some reason you don't want Great Hunter, you can pick Wurgog and buff his spellcasting. Make sure you survive long enough to call Waaagh.
Artefacts Of Power
One hero, plus one per battalion with Magnificent icon (allows to pick additional enhancement), gets to pick one of:
Bonesplitterz hero only
- Dokk Juice: Heal D6 wounds in your hero phase once per battle. Not great not terrible.
- Lucky Bone: Once per phase, re-roll ONE hit, wound or save roll for the bearer. Rerolling saves is great, but your armor save is pretty bad and it's only one reroll once per phase.
- Glowin' Tattooz: Hero gets a +2 to ward rolls. (your 6+ ward is now 4+) Your best artefact and the most important thing for Wurgogs Mask ability.
Bonesplitterz wizard only
- Mork's Boney Bitz: +1 to casting, dispelling and unbinding for each enemy monsters within 24". Potentially great on Wurgog Prophet against monster armies/casters. Almost every time it's going to be +1 to casting.
- Beast-Lure Glyphs: Once per battle at the start of your hero phase that hero can pick one additional spell from lore of the Savage Beasts that he doesn't know and attempt to cast it in addition to his other spells. Very situational even if you don't want to pick second Lore Enhancement.
Any hero can take this.
- Amulet of Destiny:
5+ ward from everything. You know it, you love it. Give it to your second Wurgog and ZAP your opponents units with your second Mask.Since Amulet of Destiny has been nerfed to 6+ ward it's no longer better than default bonesplitterz 6+ ward. No reason to take it anymome.
- Vial of Manticore Venom: Pick one of the bearer’s melee weapons. Add 1 to wound rolls for attacks made with that weapon. Even if you pick three artefacts there are better alternatives than this one.
- Seed of Rebirth: You can re-roll heroic recovery rolls for the bearer. Heroic Recovery like all Heroic actions happens at the start of the hero phase just like Wurgogs Mask. If your Wurgog is damaged, you can Heroic Recovery and then you can use your Mask. Might not be the best artefact for Bonesplitterz but it's not useless.
- Arcane Tome: The bearer becomes a Wizard that knows the Arcane Bolt and Mystic Shield spells. They can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. If the bearer is already a Wizard, they can attempt to cast 1 additional spell instead.
- Wurgog that is actually going to cast spells instead of zapping people with his mask can take this for additional spellcasting. (3 spells/unbids per hero phase)
- Fast Maniak Weirdnob is a wizard with 12' move, with a book he can cast his +1 to wound spell and Gorkamorka’s War Cry that forces a unit in 12' to fight last. (this can be a bit random since both spells have CV7)
When you pick an Enhancement Spell lore for your army Each wizard in your army can pick one spell from ANY lore he knows in addition to spells he already knows (i.e. arcane bolt, mystic shield and a warscroll spell). Bonesplitterz wizards can pick a spell from Lore of the Savage Beast or Universal Spell Lore. If you are picking additional Enhancement Spell lore (battalion or battlepack may allow you to do this), you can pick one additional spell for each of your your wizards again (and so on).
Bonesplitterz wizard only
- Squiggly Curse: On a 6+ pick an enemy hero within 3" of the caster and it suffers D3 MW's, If the enemy hero died from this spell you get +1 to cast for the rest of the game. Nerfed and no longer deals d6 on doubles.
- Glowy Green Tusks: On a 5+ pick 1 friendly BONESPLITTERZ unit wholly within 18" that has a mount, that unit improves the rend characteristic for all mount attacks by 2.
- Gorkamorka's War cry: On a 7+ pick 1 enemy unit wholly within 12" and visible to caster, that unit has to fight last in the following combat phase. No longer deals d3 MW. Range nerfed from 24' to 12' now you have to be pretty close to a fight in order to use it.
- Power of the were-bore: On a 6+ pick 1 BONESPLITTERZ unit within 24", until your next hero phase, add 1 to run rolls and charge rolls, and add 1 to hit rolls made by that unit. However the unit can no longer shoot. Renamed and nerfed from previous edition, no longer can be used on 2 units on a double, it forces unit in melee, so archers are no go. Still it's a good spell with a very long range to increase volume of hits of your melee blobs even more.
Spell lore that can be used by any army.
- Flaming Weapon: Casts on 4+. Pick one melee weapon of the caster adds +1 to damage until your next hero phase, Works on a mount melee weapon too (FAQ 2021). Combine this with the Arcane Tome which makes any hero unit a Wizard, give it to a hero with a lot of attacks.
- Levitate: Casts on 8+. One friendly unit within 18" can fly until your next hero phase.
- Ghost Mist: Casts on 5+. Pick a terrain feature within 6" of the caster. Until your next hero phase, visibility between 2 models is blocked if a straight line 1mm wide drawn between the closest points of the 2 models passes across more than 3" of that terrain feature. This effect does not block visibility to or from models with a Wounds characteristic of 10 or more.
Just like all the latest battletomes, when you pick the Bonesplitterz faction you may say that they hail from a certain clan.
Bonegrinz These guys are now Arrowboyz focused clan that gives them an additional attack they used to have by default
- Trait - Barrage of Arrows
- Savage Orruk Arrowboys add 1 to the attacks characteristic of their missle weapons. Arrowboys are battleline in this warclan.
Icebone Your best clan in this edition, boarboyz related clan that provides strong mortal wounds output
- Trait - Freezing Strike
- Unmodified wound rolls of 6 from melee weapons cause mortal wounds equal to their damage characteristic of that weapon. Savage Boarboyz are battleline in this warclan.
Drakkfoot Clan that wage war against spooky things like ghost and demons, their attacks ignore wards.
- Trait - Strength of Purpose
- Ward saves cannot not be made for wounds and mortal wounds caused by attacks made by Drakkfoot units. Morboys are battleline in this warclan.
Kruleboyz Allegiance Abilities
- Venom-Encrusted Weapons - If the unmodified hit roll for an attack made by a Kruleboyz Orruk model is 6, that attack causes a number of mortal wounds to the target equal to the weapon's Damage characteristic and the attack sequence ends (do not make a wound or save roll). This ability has no effect on attacks made by a mount.
- Kruleboyz Waaagh! - The Kruleboyz are unique in that their Waaagh! has a direct effect on their general and isn't army-wide. Instead, the general has to pick two friendly units of Kruleboyz within 18" and these three units can act one after the other. The issue here is that this requires the three units to actually be able to do something, so it might result in getting hamstrung by circumstances. If you just plan on charging one thing though, that's fine.
- Dirty Tricks: Because these are the Morkier of the orruks, these guys can pick a special turn 1 condition that only works when you're in a pure Kruleboyz army.
- Noisy Racket: The enemy takes a -1 penalty to wound for the first turn - a pretty potent issue since it's universally effective.
- Lethal Surprise: Roll 3d6. For each 4+, you can mark one piece of terrain or objective outside of the enemy's territory and rig it with a trap. When they walk next to this spot, they'll suffer d6 mortal wounds on a 2+.
- Disappearin' Act: Roll 3d6. For each 4+, you can pick one enemy unit - if this roll exceeds the Wounds characteristic in the unit's battlescroll, you can throw this unit into reserves.
- "But why would you do this? Doesn't this give the enemy an advantage?" You ask. Well, when this unit shows up next turn, they need to arrive inside their end of the table and over 9" away from your guys, meaning you can seriously cripple a frontline by making those slow-ass Annihilators start even slower to arrive or force chaff units to only show up after you're hitting the real meat of the enemy's forces.
- Covered in Mud: Roll 3d6 (noticing a pattern?). For each 4+ select one of your non-Hero and non-Monster units, and for the rest of the game, if they're in cover, the enemy cannot see them. Now you truly can have camouflaged snipers by simply placing your biggest unit of Man-Skewer Boltboyz in a forest, and the enemy can't pick them for spells or ranged attacks. They can still be charged and attacked in melee, however!
Killaboss, Snatchaboss or Breaka-boss only
- Slippery Skumbag: Your general can fall back and charge at the same turn.
- Supa Sneaky: If your general's on the field before the first turn, you can re-deploy one of your Kruleboyz units.
- Egomaniak: Whenever your general's attacked, you can use a nearby friendly unit to be a meatshield on a 4+.
Artefacts of Power
KRuleboyz Hero only
- Eye-Biter Ash: Pocket Sand as a relic. Once per battle during the fight phase, you can toss this in an enemy unit's eyes. On a 3+, the enemy suffers a -1 to hit for the turn, but a lucky 5+ makes that penalty PERMANENT.
- Mork's Eye Pebble: Triggered during the enemy shooting phase for a 12" bubble of 5+ wards for the phase. Kharadron, Lumineth Realm Lords, other Kruleboyz, Cities of Sigmar, and so on absolutely hate this. Once per battle.
- Beastkilla Slop: Target one enemy Monster the bearer fights during the fight phase. Roll a d6 - on a 2+, the monster takes d6 mortal wounds, but a lucky 6 makes that 2d6 mortal wounds. Once per battle.
- Spiker Seeds: Triggered once per game when an enemy charges within 6" of the bearer. Roll a d6 for each model in that unit; every 5+ deals a mortal wound. Charged by a big ass horde of zombies/skeletons/moonclan grots/clanrats? Reduce their numbers by roughly a third. Once per battle.
Lore of the Swamp
- Da Black Pit: CV 7+. Pick one enemy unit within 12" of the wizard and roll a d6 for each model in this unit. For each 6/roll equal or greater than the enemy's save, the unit takes a mortal wound. Truth be told, this is a big confusing, as most of the mobs have trash saves but the high-save models like Stormcasts tend to have enough wounds that you'll be only removing a model at best.
- Choking Mist: CV 7+. Pick a spot within 24" of the wizard. All units within 6" of that spot can't run and take -1 to attacks with any weapons. As this can affect your guys as well, this is going to be the spot where you throw boltboys and killbows.
- Sneaky Miasma: CV 6+. One friendly Kruleboyz monster within 18" can move out of turn - Which can be vital to set them up for the big charge.
- Nasty Hex: CV 7+. An enemy unit within 12" loses their ward saves for the turn. Plenty nasty, and worse for some units.
- Trait - Out of the Mists
- Your units aren't considered visible unless they're within 12" of the enemy. Don't forget this later, as a well-timed retreat can spare you a face full of arrows.
- Trait - Only Da Best
- Your Orruks add +3" to the range of your missile weapons, a decent perk to your bows. On the first turn, your units also get to re-roll one hit roll per unit. You can also take Boltboyz as battleline, and have a unit of nine models too.
- Trait - Crawly Swarm
- When an enemy unit fights and is nearby one of your units, roll a d6 (+2 if near a monster). On a 6+, the enemy suffers a -1 to hit for the phase.
Big WAAAGH Allegiance Abilities
The Power of the WAAAGH
Now this is where it gets funky. The Big Waagh! allows you to take any Orruk unit in the army. Build your dream Orruk army with Ardboy frontlines, Boarboy cavalry on the flanks, Beast-skewer artillery, and everything else in between. This is the only way to ally one faction with another, they can not ally in any other way because they are from the same Orruk Warclans Army book.
If you choose to take the Big Waaaagh! allegiance you get access to the Waaaagh ability table as displayed below. All these effects are cumulative and will strengthen the Waaagh the longer a battle goes on. You can never have more than 30 Waaaagh! points and any waagh points that go over this limit are lost.
Waagh ability table
- 8 Points - Zog 'Em - Passive ability - Your Orruk units add +1 to run moves.
- 10 Points - Get 'Em - Passive Ability - Add 1 to charge rolls for any Orruk units.
- 12 Points - Zap 'Em - Passive ability - Your Orruk wizards add +1 to casting, dispelling and unbinding rolls.
- 16 Points - Smash 'Em - Passive Ability - Add 1 to hit rolls for melee attacks made by orruk units.
- 20 Points - Bash 'Em - Passive Ability - Add 1 to wound rolls for melee attacks made by orruk units.
- 24 Points - Waaaagh! - Active ability - General can use Da Big Waaaagh! ability at the start of combat phase. You can add 1 to the attack characteristics to all Orruk units in the army, but you'll lose all your accumulated points at the end of the phase.
Waagh Points table
- D6 points if your general is alive at the start of your hero phase.
- 2 points if any Warchanters are on the battlefield at the start of your hero phase.
- 1 point if any Bonesplittaz Wizards are on the battlefield the start of your hero phase.
- 1 point in your charge phase for each orruk unit that made a charge move.
- 1 point at the start of your combat phase for each orruk hero within 3" of an enemy unit.
- Gordrakk no longer provides flat 6 points but he's a general now, so if your general is dead you are still getting d6 points for a general on the the battlefield from Gordrakk.
- Kragnos can be included in any Destruction army if there are no Mercenaries there, if general of this army has Destruction keyword Kragnos also becomes a general.
- Stacking warchanters and wizards no longer get you points, so you are getting abilities at slower rate.
- Using Waaagh only provides 1 attack and then at the end of the phase you are losing everything, make sure it worth it. It should be a killing blow to your enemy or at least it should cripple him to a point where losing bonuses won't matter that much.
- You are free to not use Da Big Waaagh! at all and keep all bonuses.
'Ere We Go, 'Ere We Go, 'Ere We Go!
A unique heroic action available to your heroes. Roll a d6; if the roll exceeds the current turn number, you gain a number of Waaagh points equal to what turn it is. A pretty nifty pick when you want to amp up the big table of powers early to mid-game.
Kunnin', Brutal and Savage
Your army cannot use any of the factions' Battle Traits except for Venom-Encrusted Weapons, Mighty Destroyers, and Warpaint. You can't pick any Clans. You are exchanging factions battle traits and clan bonuses for bonuses from Big Waaagh! table.
Big Waaagh Enchancements
Command Traits, Artefacts Of Power or Spell Lore can be chosen from the Ironjawz, Kruleboyz and Bonesplitterz allegiance abilities accordingly. (means Ironjawz aren't getting Bonesplitterz artefacts)
Other non Warclan Specific Enhancements, available to every clan:
A new development, Triumphs are once per game buffs you can trigger for a turn when the points total for your army is less than that of your opponent. You can pick one. You can pick the same triumph more than once if you wish when you pick your additional ENCHANTMENT.
- Bloodthirsty: Once per game you can re-roll one charge roll for a unit. Mostly for when you seriously need that one unit stuck in.
- Inspired: Once per game when a unit is chosen to shoot or fight, you can use this to add +1 to their wound rolls. Turns your 3+ to 2+ to wound. Very good.
- Indomitable: Once per game you can outright declare that one unit automatically passes battleshock and loses no models.
Orruk Warclans Mount Traits
Mount Traits are Enchancements that Hero of every clan can take, it doesn't matter if it's a Mawcrusha, Gnashtooth, Mirebrute Troggoth, Maniak Weirnob's Boar or other Mount (not a keyword). You can take one for free for your Orruk Warclans Hero and more for picking additional enhancements for battalions.(Core Rules FAQ 2021) Named characters can't take mount traits because they can't take enhancements. Some mount traits are only available to Monsters.
Tough 'Un: Monster only. This hero's stats won't degrade until they lose over half their wounds, which is a mighty promising buff.
- Not worth it on Mawcrusha. Mawcrusha is starting to lose an attack, 1 destructive bulk and 2 move at 11 wounds when half of it's wounds is going to be 9+ (since number of MK wounds increases when enemy models killed by it).
Fast 'Un: Once per battle your hero can move in the hero phase.
- Trait that provides a very strong tactical advantage, an ability to position your powerful (and usually fast) unit before he moves and charges.
- A mawcrusha with this trait can move 12" in hero phase with Mighty Destroyers and then move 12" with Fast Un' trait and then move 12" in movement phase and then it can charge 2d6. Now your opponent has a cabbage in his backline eating his expesive units turn 1.
- Same can be done with Kruleboyz Monsterss, you can cast 6+ Sneaky Misasma on them for additional movement in hero phase. This trait puts Snatch in a Snatcha boss! Go get this expensive on-foot character!
- Ironjawz can Move in hero phase with this trait and then charge with Mighty Destroyers, preventing your opponent from using Unleash hell or Redeploy.
Mean 'Un': Monster only. Whenever this hero uses the Stomp monstrous rampage, the target suffers d6 MWs on a 2+ rather than d3.
- Good trait that stacks really well with other impact MW hits like Megaboss Hulking Brute trait and Mawcrusha's Destructive Bulk ability (Stomp)
- Keep in mind Monstrous Rampage only works the in end of the charge phase. While Megaboss Hulking Brute trait works after general makes a charge move!
- Good against heavy armored units because they can't roll armor saves against this.
- Can you declare Stomp in the end of your enemy charge phase if you charged? Because Ironsunz command ability allows you to charge in the end of enemy charge phase? Only Ironsunz bosses know the answer. (probably)
- If your opponent is SCE he may choose Astral Templars subfaction - that wound make his units entirely immune to any monstrous rampages. (but not his NAMED characters, most of them are from Hammers of Sigmar and can't recieve Astral Templars keyword)
Loud 'Un: Monster only. Whenever this hero uses the Roar monstrous rampage, it affects ALL units within 3" rather than just one of them.
- Prevents issuing and recieving command abilities in the following combat phase for three units in 3'. (by roaring at the end of your charge phase)
- Prevents All-out Defence and also prevents heroes from using other command abilities simultaneously if they are together.
- Situational (like Roar) and it's value depends on opponents command abilities and stacked together heroes.
- Be careful of SCE Astral Templars because they are immune to any Monstrous Rampage.
Smelly 'Un: If this hero has not charged on this turn, then all melee attacks against them take a -1 to hit. It's at least a minor perk when dealing with prolonged combats.
- Not bad for a tanky Hero that is going to stuck in and stay there forever. Keep in mind -/+ hit debuffs/buffs don't stack more then -1/+1. But you can prevent +1 to hit buff with one -1 to hit debuff and then apply another -1 debuff from another source. (value of buff/debuff can't be more than +1/-1)
Weird 'Un: This model has ward of 4+ against wounds and mortal wounds caused by spells and endless spells.
- Nerfed from previous edition and now only saves from mortal wounds from spells on 4+ Instead of just negating spells on 4+. Still a pretty good trait against magic armies.
Ironjawz is a melee powerhouse army with even battleline having 4+ armor and 2 plus wounds. Their biggest unit size is only 15 models. Units have a lot of attacks, wounds and a pretty good armor. No ranged units and almost no mortal wounds outside of impact hits. Battleline has access to rend -2, damage output can be high too. Army has strong buffs that your opponent can't prevent, teleport spell and killy, tough and fast HQ Monster that can issue multiple commands simultaneously. It also provides good objective play and allows execution of monster related tactics. Ironjawz is a fast army but mostly thanks to their abilities. Ironjaws want to get in combat but only in combat where they will win. You have to pick your fights and win them in order fight first again and again.
- Megaboss on Maw-krusha: (480pts) Big Murderous Flying Cabbage with a Big and mean Megaboss on top of it. Even cheaper and more powerful than in previous edition.
- Your only Ironjawz Monster in the book which is important in the third edition. Cabbage damage, mobility and ability to issue commands to three ironjawz units for one CP simultaneously makes it an auto include in almost any ironjawz list and also makes it a fire magnet for your opponent.
- Tough with 18 wound and 4+ armor save which can be changed to 3+ (not +1 modifer) at a small cost of having 7 (3+ 3+ -1 2) attacks instead of 9 on a Megaboss (always take this)
- Cabbage itself has ranged 8' Roar with 4 (2+ 3+ -1 1) attacks and 8 (3+ 3+ -2 3) attacks with it's Mighty fists and tail.
- If this model kills any model in combat phase Megaboss weapon gets +1 attack and unit gets +1 to 'Wounds' characteristic at the end of the combat phase for entire battle. (if you had 14 out of 18 wounds now you gonna have 15 out of 19). Stacks after every combat phase.
- Counts as a Behemoth and flies 12' which makes it the fastest unit in ironjawz army.
- When using Stomp Monstrous Rampage if it's succesful you can add up to 3 additional mortal wounds to result thanks to Destructive Bulk ability, if there are no models in 3' after that you can move d6 and use Stomp Monstrous Rampage again. (range of that ability has been nerfed to d6 from previous edition, but wording still allows you to Stomp after Stomp until there is a model in 3' after enemy models have been removed from Stomp damage. ("If you carry out Monstrous Rampage..."))
- Cabbage can take a Mount trait and any other Enhancements
- Gordrakk, Fist of Gork: (540pts, unique): AKA The Big Green Cheek Clapper. Your named MegaBoss on a Cabbage. The biggest meanest Orruk in town riding the biggest monster cabbage around that'll stab you, stomp you, chop you and bite you, Orky style!
- Rather considerable price-tag both in green dough and points. It sure does want to make up for it though, being an unsurprising brute force in melee. This amazing centrepiece is a juicy pick for any Waaagh!
- It is said his two axes, Smasha and Kunnin' once were two parts of Gorkamorkas legendary axe Worldchoppa, an axe, forged of metal ripped from Sigmars throne. Gordrakk said he split it to make the weapon twice as killy. Smart!
- Both Axes have the same profile with 5 (2+ 3+ -1 2) attacks each.
- Smasha deals 2MW on unmodified wound rolls of 4+ to a HERO that is not WIZARD and the attack sequence ends.
- Kunnin' doing the same but only against WIZARDs and the attack sequence ends.
- Attack sequence ends means your opponent won't be able to roll armor save!
- It worth noting since Gordrakk has two weapons he is getting one additional attack, one for each weapon when this model kills other model in combat phase. (in addition to one wound)
- His Maw-krusha (named Bigteef) has two additional Roar attacks, an additional fists and tail attack, and doing one more mortal wound from it's destructive bulk ability. Unfortunately you can't pick mount trait for Gordrakk's mount.
- Gordrakk has 20 wounds but only 4+ armor save and unable to take Rip-Tooth Fist to change this! This in conjunction to him being a unique character (which means he's unable to pick artefacts and amulet of destiny in particular) makes him very vulnerable in comparison to normal Megaboss on Maw-krusha
- While Megaboss on Maw-Krusha can issue up to three commands for 1 CP to Ironjawz units Gordrakk is doing the same but for friendly units. Which means he can issue commands in Big Waaagh to Kruleboyz or Bonesplitterz or to any other friendly allied unit.
- Gordrakk is also a general in Warclans armies, so if your general is dead you are still getting a Command Point for a general on the field and in Big Waaagh you are still getting d6 waaagh points if Gordrakk is on the field.
- Unlike Megaboss on MawKrusha Gordrakk is NOT a Priority Target unit and won't award your opponent with additional victory points if killed.
- Bottomline: With more attacks from his Mawcrusha, additional, more numerous and precise(2+) armor piercing attacks that deal mortal wounds from his axes, Gordrakk is a more offensive character than a stock Megaboss on a cabbage. His ability to issue multiple command abilities at once to other friendly units and him being a general makes him an interesting option for Big Waaagh. On the other hand with his 4+ armor save and inability to take artefacts (for protection), command trait or mount trait makes him very vulnerable and even with 20 wounds he's gonna go down fast from shooting and magic (not to mention he should be in combat to deliver his massive damage). Usual Cabbage on the other hand is still a beast in melee combat and can be way more survivable (thanks to Rip-Tooth Fist, amulet of destiny/armor of gork, smelly 'un trait) or/and faster (fast un) or it can deliver huge damage when you need to kill something important (destroyer, hulking brute CT+Mean un). And it's 60 points cheaper.
- Orruk Megaboss: (140pts) Big boss on foot. Buffed in 3rd edition to be even more killy and bossy and cheaper, he is still slow though.
- Basically Megaboss without Maw-krusha (no tail attack, no charging ability, no flying, not a behemoth or monster)
- He has Choppa and Rip-tooth Fist as his weapon, he has 3+ save 7 wounds and 8(!) attacks with a megaboss profile (3+ 3+ -1 2) which makes him more than a match for many characters and units.
- Also gets the +1 attack and +1 wound after killing.
- Can issue a command to TWO Ironjawz units for 1 cp. Great!
- If he killed in combat phase but never fought in it, he fights and then you can remove the model. Take your enemy with you!
- Good for his points and if you play at 1k points. If you play at more points, go for his monstrous cabbage riding brother.
- Orruk Warchanter: (115pts) Orky Drummer that's missing the drum, so he just slams his sticks together! And it just works! A guy that buffs your army big time! One of the most important units in IJ army.
- He has the most important support Ironjawz ability Violent Fury: In your hero phase you can pick one unit of Ironjawz wholly within 15', until your next hero phase that unit adds +1 to Damage for attacks of all its melee weapons. This does NOT stack with itself...
- Warchanter can pick and attempt to cast only one of the 3 beats. Each turn on a 3+ you can either heal d3 wounds for a friendly MODEL within 12" in hero phase, let a friendly Ironjawz unit charge an enemy within 18" by rolling 3d6 at the start of charge phase, or debuff an enemy unit within 12" to get +1 to hit against it for your units melee attacks.
- Warchanter can't attempt to cast a similar warbeat if other warchanter already attempted to do this (even if he failed)
- Not too shabby in combat either: 6 attacks with d3 damage. Also now hits on 3+. His Melee attacks profile has been buffed in 3rd edition and now he is probably capable of taking on many weakly armored units if he attacks first.
- Orruk Weirdnob Shaman (90pts) Your Ironjawz wizard. You know him, you better love him!
- He can cast/unbind one spell without any bonuses and like all wizards he knows Mystic Shield and Arcane Bolt
- His spell, Green Puke (CV6) draws a line 2D6 long which deals D3 mortals to each units it touches.
- In the end of your hero phase, If he's within 12' of at least 10 other Ironjawz models he can attempt to cast Green Puke in addition to another spell he casted, even if another wizard has already attempted it. He may even cast it if he already casted it himself if he is doing this in addition to casting other spell.
- Picking an Enhancement Spell Lore Allows him to pick one spell from Lore of the Weird or Universal Spell Lore.
- Lore of the Weird has pretty high casting rolls for a wizard without + casting. (7 8 10)
- Making Weirdnob a general and giving him Touched by the Waaagh CT allows him to inflict d3 MW before every casting roll to a unit in 6', after casting all spells you can inflict d3 mw again before rolling for Green Puke. Then deal d3 MW more with Green Puke.
- You can give him Arcane Tome to increase number of spells he may cast to 2 (plus green puke) per hero phase. That is going to improve his mortal wounds output in 6' with Touched by the Waaagh as well.
- If you are giving him Touched by the Waaagh pick Foot of Gork (CV 10) as well and try to cast it on +3 to casting. IF not a 3+ wizard will cast CV 10 spell then who?
- In Big Waaagh all wizards are getting +1 casting at 12 Waaagh points. 4+ to Casting is max limit for TbtW Weirdnob. (you can improve his casting to 5+ if you are in 6' from Rogue Idol)
- Endless spells now move in your and your opponents hero phase. With that much + casting you can at least try that. You can control an endless spell in 30'. Not only that but in 2022 Season Endless spells are now way cheaper and very impactful.
- Weirdnob is a very fragile 6w 5+. Giving him CT and Artefacts and Endless Spells might not be the best idea.
- Crazy builds aside if you don't need to cast Hand of Gork (CV 7) to teleport your Orruk units into battle or Aoe 16' Buff Your Ironjawz units with +1 to wound with Bash Em Ladz' (CV 8). You can skip Weirdnob.
- If you want to pick a Wizard only to be a dedicated Mystic Shield caster for your Mawcrusha better pick an Ally GSG Fungoid Cave Shaman, he's only 95 points HQ, has 6w 5+ 4+ ward, his spell is meh but he gives you 1 CP on 4+ in you hero phase! Glorious!
- Interestingly Weirdnob has 3 base Attacks at damage D3 each, rend -1, making him not completely useless in melee.
Battleline in Ironjawz or Big Waaagh! army
2022 GHB changes to battleline units: All unmounted batteline units with 4 or less wounds are now Galletian Veterans. Galletian Veterans have Bonds of battle special rule that allows them to fight in two lines even with 1' range weapons (i.e. big squads with 1' weapons are back in the game despite of Coherency). Also only Galletian Veterans can score proving grounds (objective that 2nd acting player picks). There are also two new battalions that based on that keyword as well. Ironjaws Galletian Veterans are Brutes and ardboyz.
- Orruk Ardboys: (85pts, min 5, max 15)
The Ironjawz version of ~100 points, 10 wounds infantry, but boy is that description selling them short. Three attacks (Unit boss gets +1 to attacks) at 1' 4+/3+/-/1 is a pretty good attack profile and they make great use of your buffs. They have a 4+ save, two wounds and two out of every five models may carry a shield for a 6+ ward against wounds AND mortal wounds on these models. One in five models can carry a battle standard and one in five can take an instrumet. The banner gives the unit +1 bravery and the musician adds +1 to charge
The ardboyz overall have seen some changes in the update. They lost their rend on their weapons and are a little slower overall along with a worse hit roll and bravery. However they have gained a unique way of reinforcing the unit. If the unit leader attempts a Rally command and they are wholly within 12" of a Warchanter, they can return models on a 4+ instead of a 6+. Allowing a unit to be returned to full health more reliably. Keep in mind that you can only do this further than 3' from enemy units. While obviously good it does force your Ardboys to be even more reliant on being near Warchanters, and the loss of rend unless you are calling a Waaagh really hurt their hitting power (along with now never hitting better than a 3+ in combat due to their hit rolls getting nerfed).
Overall Ardboys are still very good and still make an excellent battleline choice, however they have lost some hitting potential and are now no longer the obvious choice when fielding Ironjawz or Big Waaagh (so that can be a good thing if you were tired of them being the obvious spamming choice). Their role is now more clear as an anvil rather than hammer. With Brutes and Goregruntas both hitting harder than them.
Their problems with coherency were mostly solved in GHB2022. You can now field 15 ardboys in 2 lines with all of them attacking enemy unit. (OLD Positioning pics can stay just in case. Theory. Practice. )
It worth noting that when moving and postioning a large unit of ardboyz make sure your boyz with shields are on the sides of your formation, that way when you resolve your wounds and remove models from a unit your coherency remains intact. Also according to 2021 FAQ when you Rally to return models you can return a model with any wargear on it that previously has been in this unit. Always return Shield bros. (Q: Do any restrictions that applied when I picked a unit for my army still apply when I return a slain model to that unit? A: No. For example, if a weapon can only be taken by 1 in every 5 models, you could return a slain model with that weapon option to a unit that has fewer than 4 models in it.)
- Orruk Brutes: (160pts, min 5, max 15)
Brutes are your Hero, elite infantry and cavalry killers. For 160 points you get 15 wounds worth of angry green muscle that gets +1 to hit if they target a unit with a Wounds characteristic of 4 or more. An entire unit should pick either short ranged Brute Choppa 1' 4a 3+/3+/-1/1. OR Jagged Gore-Hakka 2' 3a 3+/3+ -2 1 which has been buffed. The unit boss gets to pick between two different weapons. Three attacks at 1' 3+/3+/-1/2 or four attacks 1' 4+/3+/-1/2. One in five models can take a massive Gore-choppa that has been buffed for additional rend since previous edition. Which is an impressive 2" 4+/3+/-2/2
Brutes have gotten some excellent new abilites that allow them to be a real nightmare as a frontal hammer, but less so as an anvil. They don't have a banner or a musician, so they're stuck at 6 bravery and no bonus to movement or charge, so their 4" move will mean they risk falling behind your other battleline options. There are ways to mitigate this, with Ironjawz generals being able to use Mighty Destroyes command ability on multiple units of Brutes will help immensely in getting them up the board faster, this combined with a Get 'Em Beat from a Warchanter will go to great lengths in helping your Brutes get into combat. You can also teleport your Brutes with Weirdnobs Great Green Hand of Gork (CV7+) to 9' from your enemy.
Now as for actual combat roles the addition of extra rend on the Jagged Gore Hacka and extra reach give it an amazing boost in the new addition where +1 save and coherency issues is much more rampant. In short Jagged Gore Hackas allow you to fight in two lines with each model which is very important for brutes with their giant bases. If facing something with a halfway decent save always go with that. Short ranged Brute Choppas should be saved for small units of brutes for when light chaff need to be cleared. Always take the Gore-Choppa as it is too good not too. The Boss has a similiar weapon loadout as before with two options of better attacks or better hitting, generally the choice is up to whether the user wants better hitting or more attacks.
However the true biggest change to Brutes comes in the You Messin'? ability that fully NEGATES contesting points to ANY 1 WOUND POINTS units within 3" of a Brutes unit. Making these guys utterly brutal on the objective game to 1-wound horde armies. With their hit bonus against larger targets helping them against elites. This helps in their original intended role as hard-hitting assult troops, that can get in quickly, cause tons of damage and keep your opponent from contesting the objectives. And with the Ardboys changes in profiles and Brutes combat upgrades they very handily take the role of combat units for Ironjawz forces.
Just don't forget, again they lack the Bravery bonus and rally buffs of Ardboys, so cannot play the attrition game as much. Keep one CP for to Inspire them (and other units) in the Battleshock phase or use other units to wear down the enemy, and save your Brutes for the brutal conuterattack and objective steal. With some Warchanter buffs and Ironjawz Waagh to get them to lovely 2+ hitting and even -3 rend 2 damage attacks when you need it.
- Orruk Gore-gruntas: (170pts, min 3, max 6, (Battleline in Bloodtoofs army, max 9)
Heavy cavalry, Ork style. For 170 points you get three piggies with 9" movement and five wounds. Oink oink, motherfucker. The riders can choose between short ranged 1' 4a 3+/3+/-1/1 Pig-Iron Choppas or 3 attacks at 2" range with their Jagged Gore-hacka 3+/3+ -2 1d . The piggies get four attacks at 3+/3+/-/1. If the unit charged the same turn, roll a dice for each enemy unit in 1" for each model in the unit. Adding 1 to the roll if the unit is armed with the 2" spears, for each 3+ the enemy unit takes a mortal wound.
Your fastest battleline unit and a very flexible anvil and hammer! They make for great screens for the Maw-krusha due to their speed. The 1" Choppas are great at dealing with enemy hordes. A MSU of the 2" Spears are a surprisingly great scalpel, good for targeting enemy 6 wound heroes and elite infantry. If you charge an enemy 6 wound support hero with your spear wielding big-riders, they will be utterly annililate them with their 2+ mortal wound spam.
Overall pretty similiar to what they were previously but now can reliably fight elites with their -2 rend Gore-Hackas, overall better damage output with their much better mortal wound spam and mount attacks being greatly improved. Still a fast and reliable heavy calvary and still essential in frontal assualt and late game objective play.
Jagged Gore-hacka vs Choppa: Since October 2021 FAQ changed Gore-Hackas to rend -2 these guys are now literally Brutes that move two times faster (and even faster in Bloodtooth clan) and can do mortals on the charge. These guys now can fight and kill elites, in fact they are now pretty good at it. (especially on a Waaagh turn buffed by VF). Jagged Gore-hacka appeal is also in 2' range which becomes important in a world of coherency and large units of Gruntas because of their huge bases. (it can be hard to postition them properly using choppas) Pig iron Choppas is still a good choice for killing hordes and lightly armored units. Gore Gruntas with 7 (8) attacks each is a perfect target for a Violent Fury from a warchanter, that provides even more damage with each attack (and even more damage against Galletian Veterans if Gruntas are in Bounty Hunters battalion).
- Ironskull's Boyz: (80pts, unique) The quartet of Ardboys from Shadespire. Slightly undermanned but a better unit of Ardboyz because now they are trully Boyz from a better past and by that i mean from a previous second edition with -1 rend and 3+ to hit on most of their weapons!
- Since previous edition these guys lost 1 bravery, no longer hit on 2+ with choppas. Boss lost his headbutt ability but gained 2 more attacks instead! (they never had any musician and standart bearer and they don't have 4+ rally)
- These guys have their weapon profiles changed: three of them have range 1' 3+ 3+ -1 1 weapons. Boss have 5 (five!) attacks and other two guys have 3 each. The last guy has a big choppa 2' 2a 4+ 3+ -1 2.
- All of them have 6+ ward (5+ for the boss Ironskull).
- These guys are slightly tougher and more killy unit of hardboys for 5 points cheaper. With Violent Fury on a Waaagh turn they can deliver 11 (3+ 3+ -2 2) and 2 (4+ 3+ -2 3) attacks for 80 points, not bad.
- These guyz look appealing as an objective holding unit.
- They do have Ironsunz keyword interestingly, which means you can't mass buff them with Da Choppas Warchanter because they can't recieve Da Choppas keyword. (but you can buff them as a single unit).
- Morgok's Krushas: (90 pts, unique). Ironjawz warband from Warhammer Underworlds changed a bit in a new edition Morgok got himself a better weapon with additional damage (usual boss choppa) but no longer has additional attack rule. His brute bro lost rend on his Krushas and got an addition attack.(meh) ,Gore Basha brute still has the same neutured specialist weapon with -1 rend. These guys are brutes without denying objectives rule but with their own special rule. While regular Brutes are 32 PPM, those are at 30 PPM.
- The special knack of this unit is that once they finish a monster for the first time in a battle, they get +1 to wound permanently(thus wounding on 2+) which seriously boosts up they attack power, and these guys have 11 attacks!
- To help them in this endeavour, they still get the Brutes' bonus of +1 to hit against models with 4 wounds or more, meaning they can be efficient minor heroes hunter too, and by that I mean if they can make contact with any ~100 pts hero they will turn him/her into a bloody pulp.
- They are good monsters FINISHERS, as they lack the number to take them down by their own.
- They have 9HP with a 4+ save, which makes them reasonnably tanky for a unit this size, at A LOT more survivable than a lot of other overpriced specialist units with 1W per model.
- These guys are also Ironsunz
Bonespillerz is mostly melee oriented horde army with big blobs of tough(two wounds) but poorly armored orcs with large volume of low quality attacks with exploding hits. This army can be fast and it's also supported by buffs from wizards and shamans. Army lacks strong and tough Hero-Monster (aside from rogue idol) but can field several HQ wizards that can absolutely decimate anything with mortal wounds thanks to their special ability(it's a bit random though). One of the warclans provides access to reliable armywide mortal wounds output in melee. Army has 6+ ward save and has One use 4+ armywide ward save in combat phase.
- Wurrgog Prophet: (150pts) A 7 wound wizard who can cast and unbind 2 spells and is pretty good in a scrap for a caster. His mask has changed. Now he gets the Wurrgog mask standard and instead of casting or unbinding or dispelling he can instead at the start of your hero phase roll a 3+ to do D3 mortal wounds to an enemy within 12". Afterward you can attempt to do it again, if you succeed you do more mortal wounds, however if you roll a 1 or 2 you take d6 mortal wounds (which you can save with the warpaint ward). And you can keep doing that as many times as you like, with good rolls you can wipe out a squad, with bad you'll be dead after a couple rolls so essentially a really high-stakes Russian roulette ability. His Fists of Gork spell has a good 24" range and rolls as many dice as models in the unit, doing mortal wounds on 6's unless you cast on a 10+, in which case it does the damage on 4+! So now the Wurrgog has changed up to now being a pure Mortal wound generator. A couple of Wurrgog Prophets in your army can put out a potential insane amount of mortal wound spam, since the Wurrgog Mask is now an ability not an artefact and can really help with anti-armour. But remember your giving up casting and unbinding to do this, and you might blow up your prophets in the process, so weigh the pros and cons of doing this.
- Glowin' Tattooz can greatly increase your Wurgog chances of Zapping someone with a Mask.
- Mask ability works at the start of hero phase, Heroic Recovery (like all heroic actions) also works at the start of hero phase. You can heal your wounded Wurgog with it and then start Zapping!
- Savage Big Boss: (65pts) A melee force multiplier. Decent melee fighter with an ability allowing another Boneplitterz unit nearby to fight immediately after he does. Now for only 65 points you are getting a 7 wounds in 6+ armor with 6 3+ 3+ -1 2d attacks! Still an effective melee hero and can put out some good damage in combat. He is vulnerable but you are taking one anyway for Great Hunters CT.
- Wardokk: (80pts) Cheap caster with no unique spell but the ability to do buff friendly units with his dances on a 3+ instead of casting/dispeling ES. He can heal friendly Bonesplitterz unit within 12', increase save rolls by 1 for Bonesplitterz unit or give a Bonesplitterz wizard within 12' +1 to cast/unbind/dispel. Although the buffs don't stack, you can heal a unit more than once with a couple of these guys. Never leave home without two. No longer a Priest.
- Maniak Weirdnob: (100pts) A nutter on a piggy, another wizard with surprisingly good melee abilities (if you are lucky) and move 12'. His inbuilt spell allows a unit of Bonesplitterz to add +1 to wound rolls for melee weapons. Nothing terribly fancy but still good and now one of your best way to get that with the rules changes to some other units. Also gets the buff to its mounts attacks on the charge as other Boarboys, meaning if you have too he can also be a potential recipient of the Glowy Green Tusks spell for a little more offense on the charge. Overall still the Bonesplitterz fastest and best non-Big Boss hero in combat. Can be good for keeping up with Boarboys and Boarboy Maniaks lists to give them buffs such as Glowy Green Tusks as he is still our only mounted hero option that can keep up with them realiztically.
All of these units can have banners and musicians that give them +1" charge and +1 Bravery
- Savage Orruks: (Battleline, 165pts, min 10) At two wounds a pop minimum, there are no truly cheap units in the army, but these guys are the closest. Armed with chompas (blades) or stikkas (spears), they each get 2 attacks with the stikkas having one worse to wound roll but a greater range. Other things of note is +1 to wound if the unit charged. In adddition to coming with standard banner and muscian for +1 to charge and bravery. A good improvement their save is now a flat 5+, instead of just in combat, making these the closest thing to cheap anvils (especially if you call a waaagh for that sweet 4+ ward).
In bigger units stikkas are best, 32mm bases will make attacking in two ranks with chompas difficult especially with coherency.GHB2022 fixed this with The Bonds of Battle rule, they can reliably fight with 1' weapon.
- Savage Orruk Arrowboys: (145pts, min 10 conditional Battleline in Bonegrinz) How the mighty 'ave fallen. Lost a third of the shots allowed, from which they lost the special conter-Monster rules. Now they simply improve their rend by 1 when targeting monsters. Even in Bonergrinz they are barely any better (simply regaining their lost attack they used to have for having 15 models), bringing their shooting up to 3. In addition they only get +1 to charge now with their banner instead of 2. However it is not all bad. As they now all gained an extra melee attack means they are now almost as good as Savage Orruks in combat (simply having a worse save and 1' melee range). Meaning they can be more versatile than what you would expect from a shooting unit. However it is highly recommended if you are commiting to them that you bring them in Bonegrinz. That extra shot is essential to help with their poor accuracy, and you can argue the inherent extra attack is better than the +1 at 15 or higher they used to have. Like many things in the book also went up in price, so consider wisely if commiting to them as they are very much a "go big or go home" type of unit.
- Savage Boarboys: (140pts, min 5, max 15 conditional Battleline in Icebone) Basically the Savage Orruk onna pig. Extra wound, 12' move and 3 (4+ 4+ - 1) additional piggy attacks, boyz with sticka(only) and the boars get + 1 to hit and wound on the charge. Overall very fast and very hitty. Not as strong as Gore-Gruntas but still deadly. Synergizes well with Glowy Green Tusks spell to give the boars -2 rend and if taken in Icebone (which incidently makes them battleline) they also get mortal wound output for a surprisingly good anti-armour force. Throw on a Waagh on them and and they won't die. Though make sure you get Glowy Green Tusks off, it makes them so much better on the charge.
- Savage Boarboy Maniaks: (145pts, min 5, max 15) Maniaks lose the shield save and stikka option, but their chompas get another attack. They also get +1 attacks on the charge so less defensive but more damaging. They're also a little braver than the non-maniak boarboys. Overall more offensive than standard boarboyz but may face some coherency problems in large sqauds due to a lack of spears. Like your Maniaks best to pile on the buffs on them and get them into the enemy as quickly as possible as they will die even faster than standard boarboys otherwise. Can be good for getting stuck in when you call a Waaaagh! as well.
- Savage Orruk Morboys: (155pts, min 10, max 30 conditional Battleline in Drakkfoot) In a similar vein to the Maniaks, Morboys are Savage Orruks with one extra attack, no shield, and a bit more bravery and lost the spear option. Lost their old ability to get +1 to hit if a monster died around them. Instead they now add 1 to attacks characteristic if they made a charge in the same turn. Which is I guess you can say arguably better though lost a little of their flavour. Obvious candidate for Power of the Were-boar spell as these guys want to be be doing nothing but chargeing. And since they can put out a metric ton of attacks on the charge they are obvious targets for a Wardokks save buff or a Maniaks Weirnobs Bone Spirit +1 to wound spell. Get these off with a Bonesplitterz Waaagh! and you got a pretty deadly unit. However their lack of rend could be an issue outside of Icebone subfaction if up against heavy armour (especially when coherency rears its ugly head as they lack spears). So be aware of their strengths and weaknesses. Since they are battleline in Drakkfoot clan they are also getting Galletian Veterans keyword that grants them Bonds of battle special rule, that allows them to reliably fight in big units in two lines. (each one of them have 4 attacks on a charge - literally buckets of dice)
- Savage Big Stabbas: (80pts, min 2, max 4) A couple of Orruks lugging around a massive spear, each big stabba hits as hard as some melee heroes (3' 3a 3+ 3+ -2 2d), being one of the armies only access to -2 rend. Lost a lot of their previous abilities and almost no bonues against monsters, except for a +2 to their spear chuck roll when they die to do mortal wounds to monsters. Because of this don't be surprised if the enemy tries to shoot them down early. Lost a lot of their former utility but with their 3" range they can be good for attacks safely into combat with their high rend, high damage attacks. Since you'll normally be lacking ap in full bonesplitterz lists definately considering a few of these guys to help with anti-armour. Just be aware enough to keep them alive long enough to get into combat.
- Hedkrakka’s Madmob: (220 points) Warhammer Underworlds Bonesplitterz warband that consists of Wurgog Prophet Hedkrakka, Gob of Gork, two SavageOrc/Morboy-like orcs and one Arrowboy. Hedkrakka has a Wurgogs statline, no rend and 1 more attack, his squiggy snake Maw bite deals a MW on 6 to hit. He can cast and unbind 2 spells, his warscroll spell is Bone Krusha (i.e. removed spell from 2nd edition battletome) CV6, range 24' deals d6 MW in 6' or d3 MW in 12' or 1 MW in 24 to one enemy unit. He kept "Subtract 1 from hit rolls for attacks made with melee weapons that target this model." rule. His ability allows him to debuff a unit in 18' until your next hero phase, add 1 to hit rolls for attacks made by him and his warband (only) against this unit. His three guys have 2 wounds each, 6+ armor, Arrowboy hits on 4+, but only has one melee attack. Two others have different weapon profiles 4a (3+ 4+ - 1d) and 2a (4+ 3+ - 2d). His retinue has +1 to wound on turn they charged and can also recieve wounds instead of Hedkrakka on 4+. It worth noting that Hedkrakka and his boyz are two separate units (you take them together anyway)
- While Hedkrakkas ability is not bad it only works on his subpar comrades without any rend. His spell with luck can deal substantial amount of mortal wounds in 6', but is it worth 220 points when you can pick a Wurgog Prophet with a Mask for 150 points instead that can microweave someone from 12' with a river of mortal wounds?
- These guys are from Bonegrinz, so they can't recieve any other clan keyword, and Bonegrinz clan ability is useless for them.
- If anything you can use Hedkrakka as a Wurgog proxy. His model is great.
- Gobsprakk, Mouth of Mork: (280 points, unique) Kragnos's personal wrangler. 14 inch flyer with a 14 wound base with a 5+ armor and 6+ ward. Also a 2 spell caster that beats the shit out of wizards he manages to dispell, doubly so if he does it on a 10+. Once per game, he can dispel on 3d6, too, so you can nearly guarantee some free "fuck you" damage on top of your dispel. As a final bonus, he enhances the command abilities he uses, allowing you to reroll the movement from Redeploy, and removing the hit penalty from Unleash Hell. Just a crazy wizard bastard who'll fly around annoying the shit out of opponents until he gets shot down.
- Swampboss Skumdrekk: (320 points, unique) A Grinnin' Bladez tribe hero, basically just a little better version of the Snatchaboss in several ways. Over the Snatchaboss, he gets an extra attack with his Grappling Hook, his Sludgeraker's bite does one extra damage, he's got an extra wound, and his abilities are slightly different. First, he gets Expert Snatch and Grab, instead of regular Snatch and Grab, allowing you to eat your target if you beat OR EQUAL their wounds characteristic on the roll. Second, you get a betting ability if you've also got a unit of Hobgrots in your army. You pick a Hobgrots unit, and another unit in your army. If the second unit you picked is killed off first of your whole army, then you get a free triumph for your Hobgrots. All this for 5 points more than your standard Snatchaboss. The only real downside is that he can't take command traits, mount traits, or artifacts, making him technically less tough. Still a good second sludgeraker choice!
- Killaboss on Corpse-rippa Vulcha: (240 points) A big-based flyer with 14 wounds, a 4+ save, and a 14" move. Has a handful of decent attacks, and the Vulcha benefits from Venom-Encrusted Weapons! Nice! Has a unique ability to re-use command abilities if someone else has already used them previously in the phase, as long as you don't pick the same target.
- Big and vulnerable to shooting, with only alright but not impressive damage. The Vulcha-Boss is best used as your fast moving troubleshooter who can support wherever he needs to. Actually respectably cheap for a 14 wound 4+ save flyer, he doesn't excel in any one area but can be where he needs to to help out. Just don't expect him to solo a big block of Blightkings himself.
- Snatchaboss on Sludgeraker beast: (315 points) Your big buffing beastie boss. This slow idiot only moves 8" but has 14 wounds on a 4+ save. A handful of decent attacks, but most importantly, the Sludgraker mount benefits from Venom-Encrusted Weapons! Nice! Gives off an aura that enhances all Venom-Encrusted Weapons wholly within 12" by boosting the damage of natural 6s by 1 (important note, this explicitly only enhances natural 6s, not shaman-buffed rolls of 5 too). Also has a once-per-game ability called Snatch and Grab, where he targets single model within 3" and with 7 or fewer wounds, and rolls 2d6. If you beat the target's wounds characteristic, that model is removed from the game without saves.
- An incredible force multiplier. Kruleboyz are all about the crits and this guy makes your crits all the crittier. Plonk this greasy beast behind 9 Boltboyz or 20+ Gutrippaz and watch the mortal wound scores soar. This guy can also put on the hurt himself, with the rider alone pumping out 4 mortals per 6 rolled on his hits.
- Breaka-Boss on Mirebrute Troggoth: (180 points) A big stupid idiot and the Troggoth ain't all that bright either. Has no command potential beyond being a hero. Has regeneration like a Gloomspite Troggoth (Roll a die every hero phase, on a 4+ you regain d3 wounds). More interestingly, at the start of the combat phase, the rider can yank on the reins painfully, inflicting d3 wounds to himself, but pissing off the Troggoth. For every mortal wound suffered, add 2 attacks to the Mirebrute's club attacks this phase. Considering the profile is 4 attacks, 3+/3+/-2/3 damage, a potential 10 swings is pretty scary. The Mirebrute doesn't get poisoned weapons, sadly, and is a bit slow at 5". Does have 12 wounds, but is somehow not a monster.
- Between the Breaka-boss and the Gnashtoof Killaboss (who are very similarly priced), the Breaka-boss provides nothing to the army beyond being a hero with the basic command abilities, and having WAAAY higher damage. Slowly clump across the board and swing your hardest, and if you do manage to get in, you'll very likely cause a big ass bruise.
- Killaboss on Great Gnashtoof: (170 points) Now reduced in price 30 points from the Dominion box, the Killaboss on Big Dog remains the same. 10 wounds with a 10" move and a 3+ save. 8 decent attacks, getting +1 to hit on the charge. Sadly, the dog doesn't get poisoned weapons. Has the ability "All Part of Da Plan" that makes only 1 model maximum flee from any unit that fails battleshock within 3" of him (does NOT have to be wholly within).
- Between the Gnashtoof Killaboss and the Breaka-boss (who are very similarly priced), the Gnashtoof Killaboss has mediocre damage for their price, but has fantastic defense even without benefitting from "look out sir," and provides a useful aura. Not to mention, the Gnashtoof Boss is twice as fast as the Snatchaboss.
- Killaboss with Stab-grot: (110 points) Now reduced in price 30 points from the Dominion box, the Killaboss with Mini-Me remains the same. Can choose either a flail or a shield, the flail granting 2 attacks 3+/3+/-1/1 damage, the shield changing the Killaboss's armor save to a 3+. Has the same "All Part of Da Plan" ability as the mounted Killaboss. Can kick his little stab-grot minion in front of a scary attack, rolling a dice: on a 1-5 the poor little bastard dies, and you lose access to his little stab attacks, on a 6 the crazy little bastard survives unscathed.
- Never, ever, ever take the flail. Seriously. The 3+ save is way better, since you want this guy to actually survive for a turn or two. You didn't bring this guy to kill things, and god knows 2 more alright 1 damage swings isn't going to change that. If you want to kill shit you'd take a Snatchaboss on Mirebrute, or even a Killaboss on Great Gnashtoof.
- Despite being your "budget" option, realistically you're going to find better use paying 60 points more for a Killaboss on Great Gnashtoof, who's twice as fast, far tougher, and has a much higher average damage output.
- Murknob with Belcha-banna: (95 points) Now reduced in price 20 points from the Dominion box, the Stinky Burp Flag Boy remains the same. Has 6 wounds on a 4+ save. Has 3 alright attacks. This hero is cheap and shitty and you're not taking him for his combat potential. His banner, however, channels the power of Kragnos in two different ways. First, he provides a belching aura that extends out 12", any friendly unit wholly inside it has a 5+ chance to ignore the effects of enemy spells and endless spells. Second, at the start of the combat phase you roll a die for every enemy unit within 3". On a 1 nothing happens, on a 2-5 they take 1 mortal wound, and on a 6 they take d3 mortal wounds.
- Surprisingly decent anti-magic, combined with a pair of Swamcalla Shamans, a Murknob gives you a stunning amount of magic resistance that would make Duardin jealous. A small, easy-to-miss benefit is that the Murknob's a Totem, meaning that your command abilities have an 18" range rather than a 12" one.
- Swampcalla Shaman and Pot-grot: (105 points) Now reduced in price 20 points from the Dominion box, the Soup Wizard and his Soup Midget Apprentice remain the same. A 1 spell caster, they can also choose to distribute Poisons or Elixers in the hero phase instead of casting a spell. If they dole out poison, pick a friendly Kruleboyz Orruk unit within 3" AND wholly within 12", their Poison-Encrusted Weapons now trigger on either a 5 or 6 until your next hero phase. If they give out elixir, select a friendly unit within 3" AND wholly within 12" and until your next hero phase they get +1 save. All Swampcallas (including Gobsprakk) know the Summon Boggy Mist spell, which casts on a 7 and affects the whole battlefield, granting Kruleboyz +1 to charge and enemies -1 to charge.
- Probably the single most important hero in the Kruleboyz, they can either massively enhance your mortal wound potential, or toughen you up, and you don't even have to worry about being dispelled. On top of this, they provide a dispel attempt each, and are cheap as chips.
- Gutrippaz: (180 points, min 10, max 30) Your only unconditional Battleline. These unethical assholes love to hold the line and deal out some poisoned whacks. 2 wounds, 5+ save, and a 5" move make them rather slow and vulnerable. However, those potential mortal wounds from the Poison-Encrusted Weapons makes them surprisingly scary in melee to heavily armored targets. Can pick from either a stikka (for a 2 inch reach), or a hacka (for wounding on 3s). Either way, they have 2 attacks. They can take a banner that grants +1 bravery, bringing you to bravery 6. They can take musician, which gives them +1 to charge. Lastly, they have an ability called Scare Taktiks: at the start of the charge phase if they are not in melee, they can pick an enemy within 12" of them and roll 2d6, adding +1 to the roll for every full 5 models in your Gutrippa unit. If they match or beat the target's bravery, that target has -1 to hit the Gutrippaz unit until your next hero phase. Since GHB 2022 For each Gutrippaz unit included in your army, you can take 1 Hobgrot Slittaz unit as a Battleline unit.
- Having these guys in Bounty Hunters battalion potentailly doubles their mortal wounds output from VEW against other battleline units.
- Man-skewer Boltboyz: (120 points, min 3, max 6, or 9 as conditional Battleline in Big Yellers) The Kruleboyz answer to the question, "where are all the orc snipers?" These crossbowmen can pick from one of two profiles, an aimed shot 24' (1a 2+ 3+ -1 2d) or hasty shot 12' (2a 4+ 3+ -1 2d). They take aimed shots if they don't move and aren't in melee, with 1 shot hitting on 2s at a 24 inch range (take them in the Big Yellers Warclan for 27 inch range), and wounding on 3s, with a -1 rend and 2 flat damage. If they move or are in melee they get 2 shots, but hit on 4s at a 12 inch range instead. The leader gets an extra shot with either profile. These little snipers can devastate entire armies if protected and buffed by your Swampcalla Shaman or/and Snatchaboss, the enemy will be shitting their pants.
- Hobgrot Slittaz: (80 points, min 10, max 20) Now reduced in price 15 points from the Dominion box, the Chaos Dwarf Refugees remain the same. The hobgoblins are back for all 6 people who missed them! Weirdly enough the Hobgrots aren't Battleline anywhere, and are slow, nearly defenseless, and have mediocre, un-poisoned attacks. They can throw some surprisingly decent grenades at an 8 inch range, but you're not taking them to kill stuff. They're there to provide a buffer between your Boltboyz and your enemies. A banner lets them reroll battleshock tests, and a musician lets them run and still shoot.
- These guys suck hard ass. They are incredibly weak, die in droves, have no real leadership protection (rerolling battleshock tests means nothing when you're bravery 4), and can't kill anything when they're inevitably charged in melee. In an army that already has a very, very hard time filling battleline, these guys don't even do that. They're not fast enough to get on points early or make a late game capture, they're too feeble to defend themselves even from other chaff units, and their ranged attacks, which are surprisingly decent, are so short range that they won't cause any real damage without putting themselves in the "I can graze you with a single Sunmetal Spear and your whole 80 point unit vanishes" range. Just pay for Gutrippaz; they're unconditional battleline, only cost a bit more than 20 Hobgrots, can actually do damage, and have better defenses thanks to both a 5+ save and the Skareshields.
- Beast-Skewer Killbow: (130 points) The king of anti-monster artillery, this beastly ballista hits on 2s at a 24inch range as long as no one's in melee with it and it doesn't move. It skewers its target, rolling a number of dice equal to the
victim'starget's wounds characteristic. For each 5+, increase the damage by 1, plus the base 2 of the bow. The damage caps at 12. Yes, the Killbow can benefit from Poison Encrusted Weapons.
- Marshcrawla Sloggoth: (150 points) A funky wrinkly creep. 12 wounds and Troggoth d3 Regeneration makes this model surprisingly decent survivability. Has a handful of alright attacks (without VEW), and at the end of the combat phase you can pick an enemy model within 2", and roll a die. If you roll at least double that model wounds characteristic it is slain. More relevantly, all FRIENDLY units wholly within 18" gain a +1 to hit in melee. Somehow, not a monster. Finally recognized as a Kruleboyz unit following a hilariously brief errata published October 20, 2021. More importantly can also be taken in any Destruction army that can Ally with Orruk Warclans. Actually nuts for 150 pts.
- Hilariously enough, Kruleboyz don't actually care about the Sloggoth's buff very much. They don't appreciate quality of attacks beyond rolling 6's (and occasionally 5's), and aren't enough of a pure melee faction to care much anyway. The Sloggoth is, however, an absolutely amazing ally, in Big Waaagh, Mawtribes, and Gloomspite Gitz, where a permanent +1 to hit on an extremely forgiving aura range is quite tasty. Doubly nice for Troggoths, where the Sloggoth's aura combines fantastically with the Instinctive Leader command ability of the Troggboss for Troggoth's hitting on 2's, rerolling 1's. Actually makes the Troggoths sound pretty good.
- Da Kunnin' Krew: (170 points) WU Harrowdeep warband of Kruleboyz. Counts as two separate units that you have to pick together. Mannok da Kunnin' is a boss of this band, he has Killaboss statline and can allocate wounds on his Krew in 3' on 2+ roll(on 6 wound is negated). Instead of stab-grot he has a crow companion Morkrow that counts as his ranged weapon (3d6 range, 1 less to wound than stabgrot). His melee weapon is literally a casino, 3' range 4a 3+ 3+ -1 d3 damage, the good part is that with Venom-encrusted Weapons battle trait for this unit mortal wounds are caused on an unmodified hit roll of 5+ instead of 6. Yes you can inflict 4 damage with his weapon OR you can inflict 12 Mortal Wounds! (16 with Slugedraker). But this is not even the best part about him, instead of having Part of Da plan rule he has Kunnin’ Tricks rule: This guy is so kunnin that having him in your Kruleboyz army allows you to pick one additional Dirty Trick from Kruleboyz Battle traits on a 5+ roll (4+ if he's a general (unlikely to happen)). This trait must be different to the first one you picked. This is just great! His Krew counts as a separate unit: One orc, two grots and one hobgrot, all of them have 5+ save 6 bravery and as long as Hobgrot is alive they are immune to batteshock. Grots and Hobgrot have 2 wounds! Ork has three. Orc Torka Tuffskul armed with Mansnappa (killaboss hacka weapon with -1 damage), Hobgrots dagger has 1 more attack and wounds on 4+(instead of 5+), he also has d3 attacks with his grenades instead of one. Grots have two different weapons: Krule Irons 1" 2a 4+ 4+ - 1 and Krude Net 3" 1 4+ 4+ - D3. All of them are Orruk, Kruleboyz and can benefit from normal Venom-encrusted Weapons. They also have improved Marshcrawla Sloggoths rule: At the end of the combat phase, you can pick 1 enemy model within 2" of this unit and roll a dice. Add 1 to the roll if this unit includes Orc with Mansnappa , and add 1 to the roll if this unit includes Grot with a Net. If the roll is at least double that model’s Wounds characteristic, it is slain!
- According to wording of Mannoks VEW it works on bird attacks as well, but it's lore description states otherwise.
- All of them are from Grinnin’ Blades clan which is fine and only prevents them from taking Skullbugz keyword (Skullbugz ability is not great anyway).
- Rogue Idol: (430pts) Your resin FW melee beast. Now with Orruk Warclans, Ironjawz, Bonesplitterz, Kruleboyz, and Greenskinz keywords so that you can field him as you see fit in any pitched battle according to Monstrous Arcanum 2021. Tough (16W 4+ armor 5+ ward) rather Fast (10') and Fighty Monster with two range 3' +3 +2(with degradation) -2 D6 damage attacks and additional 10 (with degradation) 2' 3+ 3+ -2 2d stompin feet attacks. Adds one to hit rolls for it's attacks on a charge turn and also a decent support for any Orruk army. In addition to its combat powers, it also adds one to Orruk and Grot casting rolls (within 6') and Bravery(wholly within 18'). Make sure that your units don't get too close to it, if he dies rocks will fall off it and on a roll of 4+ will harm units in 3' with d3 MW. It laso inflicts 1MW at the end of combat phase on a roll of 4+ to enemy units nearby.
- After recieving keywords of each warclan Rogue Idol can get benefits from the most of Warclans Spells and abilities.
- Can benefit from of any Warclans Waaagh (10 attacks with rend -3 damage 3 that hit on 2+ on a charge? Ironjaws can help you with that) and other Battle traits like Smashing and Bashing, Tireless Trackers or Spirit of Gorkamorka etc and subfaction warclan abilities (Icebone Mortal wounds equal to it's damage on 6 to wound, Drakkfoot Rogue Idol that ignores wards). (it CAN NOT benefit from Venom Encrusted Weapons and Big Waaagh bonuses table because he is not Orruk !) (for same reason he can't be teleported with Great Green Hand of Gork)
- Can be teleported to enemy by Kruleboyz Supa Sneaky CT.
- Can be a target for Alright, Get 'Em!(Ironsunz) and Mighty Destroyers Ironjaws Command ability, Command Abilities can also be issued in 18 from Rogue Idol since it has aTotem keyword.
- Kruleboyz wizard can cast Sneaky Miasma (CV6) on a Rogue idol for additional 10' move in hero phase since it's a Kruleboyz Monster.
- Ironjaws hero can use Mighty Destroyers on Rogue Idol for additional 10' move (or 2d6' charge/3' pile in) in hero phase.
- Combine these two methods in Big Waaagh, move your Rogue idol 20' in hero phase, then move 10' in movement phase and charge 2d6. (you can add Fast Un+MD Mawkrusha with 36' move + 2d6 charge to that and you opponent gonna have two big threats near his expensive and important units turn one)
- For Bonesplitterz Rogue Idol is one of the few Monsters they can take to execute their monster related tactics.
- It can be buffed by many warclans factions spells. So Bonesplitterz can send out a Rogue Idol with a 2+ save! or add +1 for to wound or to hit rolls. Warchanter can buff it's damage or charge range. Bonesplitterz Wardoks(no limits) and Warchanter(one) can heal Rogue idol for d3 wounds on 3+ roll in 12' Can be helpful since it's degradation has serious effects on its performance.
- After recieving keywords of each warclan Rogue Idol can get benefits from the most of Warclans Spells and abilities.
- Kragnos, The End of Empires: (720 pts) Our Big Boy, Avatar of Destruction that nobody asked for, himself. After finally recieving an update in Battlescroll Gods and Heroes Dec 2021 Kragnos may finally see some play, it is still unclear if he is worthy of his enormous point cost but he is for sure much better than he was before. While he doesn't have any Warclan Keywords (or any other destruction faction keywords) he doesn't throw any allegiance perks out the window for the rest of the army thanks to his Warmaster ability, he is also always a general for any destruction army. Kragnos is very much a beatstick leader, his melee weapons are all quite deadly: The Dread Mace (3' 6a 3+ 2+ -3 4), Hoves (1' 6-3a 3+ 2+ -1 2) and a shield named Tuskbreaker (1' 3a 3+ 2+ -2 d3) and if you think that this is not enough to absolutely smash anyone to pieces he still has his Rampaging destruction ability: After his charge every enemy unit in 1' from him recieves d6 MW on a 2+ roll OR you can pick an enemy Monster in 1' and roll 2d6, on a 7,nothing happens. On any other roll, that enemy Monster suffers a number of mortal wounds equal to the score of the dice used for the 2D6 roll multiplied together. For example, a 2D6 roll of 2 and 6 would inflict 12 mortal wounds (2 × 6 = 12). Yes, if you roll 2 sixes enemy monster will recieve 36 MW! Kragnos no longer provides +1 bravery to destruction units and no longer rerolls charge against dragons but he recieved much better abilities instead! Any friendly Destruction unit wholly within 12' of him can charge 18' and roll 3d6 for that (including himself (Kragnos has 10'-7' move)) which is huge for many Desruction units including Kragnos himself (essentially that allows him to more reliably stuck in combat turn 1 where he can deliver his massive damage potential). Kragnos also recieved new Mightiest Makes Rightiest ability and now counts as 30 (degrades to 18) models on objective! Take that Mega Gargants! Kragnos is rather tough with his 18w, 2+ armor save. His shield can ignore spell effects when rolling 3d6 and beating the CV of the spell. (including endless spells), with his update he also recieved 6+ ward and new Avatar of Destruction ability that protects him from oneshot abilities (hand of dust, kingslayer, dagger of jet etc.) instead of dying from them he recieves d6 MW. Also at the end of any phase when wounds were allocated to him he roars for d6 MW to every unit (including friendly units) in 6' on a roll of 5+ AND does it more easily the more he's wounded (up to 2+).
- Kragnos 3d6 charge aura can be very useful in Mawtribes army, where Mawtribes units can inflict more impact MW for longer charge distance.
- While more resistant to mortal wounds after an update Kragnos is still very vulnerable to them. 6+ ward won't protect him form mass mortal wounds spam from ranged units.
- Since Kragnos doesn't have any Warclans related keywords he has almost no interaction with most of Warclans spells and abilities. (only "friendly unit" wording works: Warchanter healing, Mystic Shield, Levitate, Endless spells, Mork's Eye Pebble artefact from a hero nearby, Marshcrawla Sloggoth +1 to hit aura, core command abilities)
- Kragnos is a totem and can issue commands in 18' from him.
Greenskinz are allowed in a Big Waagh faction as the keyword requirement for these units is orruk, which all greenskinz possess. However, they are no longer on sale and have been relegated to Legends as of GHB2020. Feel free to use them if your opponent allows and you really want an uphill challenge. Tactics can be found in the Legends section.
In 3rd edition GW made battalions and their bonuses universal for all factions (they are now called Core Battalions). You are still having some (3 in Warclans case) faction specific battalions and two Ghur related ones (realm for this year) from GHB 2021 Handbook. Battalions are formations of specific units that give you access to additional abilities. There are two types of battalion: warscroll battalions (since 3rd edition this is for your kitchen and narrative play) and core battalions (these ones you are going to use). The battlepack(instructions on how to pick your army, set up the battlefield) you are using will say whether you can use battalions and which types of battalion you can use. Battalions are picked after you have picked the units for your army. (but you pick your units having your battalions in mind). Keep in mind you only have to fill roles for battalions to get bonus after that you can take whatever units you want just don't exceed limits of your point bracket.
Old Battalions from 2nd edition
Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and doodads are going to be likely added to the faction rules as default.
Ardfist (120pts) 1 Orruk Warchanter, 3-5 Orruk Ardboyz
- The Warchanter of this battalion learns the Drawn to the Waaagh! command ability, use this command ability when a unit from this battalion is destroyed. Roll a dice, on a 4+ a new identical Orruk Ardboyz unit appears, set it up wholly within 6" of the table edge and more then 9" from enemy units. Amusingly, this new unit is added to the battalion, so its destruction can trigger another roll, and on and on.
Brutefist (120pts) 3-5 Orruk Brutes
- 1 Orruk Brute boss has 5 wounds instead of 3.
- Whenever a model from this battalion makes a charge move, pick 1 enemy unit within 1" of that model and roll a dice, on a 4+ it takes 1 MW.
Gorefist (130pts) 3-5 Orruk Gore-Gruntas
- 1 Gore-Grunta boss has 7 wounds instead of 5.
- In your first hero phase, each unit wholly within 18" of the battalion boss can make a normal move but cannot run.
Ironfist (160pts) 3-5 Orruk Brutes, Orruk Gore-Gruntas or Orruk Ardboyz
- 1 Brute Boss or Gore-Grunta boss gets +2 to its wounds.
- Once in each of your hero phases you can use the Mighty Destroyers command ability from the Ironjawz Allegiance for free, using the battalion boss as if it were a Megaboss.
Weirdfist (140pts) 1 Orruk Weirdnob Shaman, 3-5 Orruk Brutes or Orruk Ardboyz
- If the Weirdnob Shaman of this battalion is wholly within 18" of 2 or more units from this battalion, it can use it's Brutal Power ability to attempt to cast Green Puke twice, in addition to other spells it can cast.
Brawl (Superbattalion) (140pts) 1 Orruk Megaboss, 1 Orruk Warchanter, 1 Orruk Weirdnob Shaman, 3-5 Brutefist, Gorefist, Ardfist, Weirdfist or Ironfist warscroll battalions
- Once per battle if your general is alive, another Orruk hero from this battalion can use the Ironjawz Waaagh! command ability. This does not stop you from using the regular Ironjawz Waaagh! command ability but you may not use the command ability more than once in the same combat phase.
- Here's a fun thought - an Ironfist costs 160 points apiece, and you need at least a squad of Brutes to make it useful, but can otherwise fill it with Ardboyz. Two min units of Ardboyz and a min unit of Brutes is 320 points, plus the 160 points of the battalion makes 480. Three of these would be 1440 points, plus 110 apiece for Warchanter and Weirdnob, 150 for the Megaboss and 140 for the Brawl itself - 1950 points in total, just enough for an extra command point if you so desire (or swap out one or two of the Brute squads for a min squad of Gore-Gruntas). So, at 1950-2000 points, you can have a Superbattalion.
To take the ones below, you need to be part of the Ironsunz Warclan. You can only at most take one Da Bossfist and one Moggorz's Rekrootin' Krew in an army.
Da Bossfist (220pts) 1 Megaboss on Mawkrusha (Dakkbad Grotkicker), 0-2 Megaboss on Mawkrusha, 2-3 Megabosses on foot, 2-3 Orruk Brutes
- Dakkbad must be the general and have the Right Fist of Dakkbad Command Trait. In addition, at the start of each hero phase, if Dakkbad is on the field, roll a d6. On a 4+, get a CP. Also, all units in this battalion gain +1 to the attack characteristic for all their melee weapons, including mounts.
Moggorz's Rekrootin' Krew (150pts) 1 Orruk Megaboss (Moggorz), 1 Orruk Brutes (Da Rekrootin' Krew), 1-5 Orruk Brutes or Orruk Ardboyz (Aspirants)
- Aspirants don't benefit from Ironsunz Kunnin'. Instead, they ignore Battleshock while wholly within 18" of either Moggorz or Da Rekrootin' Krew.
Dakkbad's Brawl (120pts) 1 Orruk Warchanter, 1 Orruk Weirdnob Shaman, 1 Da Bossfist battalion, 1 Moggorz's Rekrootin' Krew battalion, 1-3 Brutefist, Gorefist, Ardfist, Weirdfist or Ironfist warscroll battalions
- Once per battle if your Dakkbad is alive, another Orruk hero from this battalion can use the Ironjawz Waaagh! command ability. This does not stop Dakkbad from using the regular Ironjawz Waaagh! command ability but you may not use the command ability more than once in the same combat phase.
Brutal Rukk (140pts) 1 Savage Big Boss, 2-5 Savage Orruks or Savage Boarboyz.
- Battalion units that are wholly within 12" of the Big Boss at the start of the charge phase can run and charge.
Kop Rukk (140pts) 2-5 Wardokks, 2-5 Savage Orruk Morboyz
- One of the Wardokks that is wholly within 18" of 2+ units with 10+ models from this battalion can attempt to cast the Fists of Gork spell from the Wurrgog Prophet warscroll in addition to any other spells it can cast.
Kunnin' Rukk (140pts) 1 Savage Big Boss, 2-5 Savage Orruks or Savage Orruk Arrowboys
- In your hero phase, pick 1 unit from this battalion that is wholly within 12" of the Savage Big Boss. That unit can make a normal move or shoot, units in this battalion cannot have more then 20 models.
Snaga Rukk (120pts) 1 Maniak Weirdnob, 2-5 Savage Boarboy Maniaks
- You can re-roll charge rolls for units wholly within 12" of the Maniak Weirdnob.
Teef Rukk (140pts) 1 Savage Big Boss, 2-5 Savage Big Stabbas.
- +1 to the attacks made by units that are wholly within 12" of the Savage Big Boss.
Big Rukk (Superbattalion) (80pts) 1 Wurrgog Prophet, 3-5 Brutal Rukk, Kop Rukk, Kunnin' RUkk, Snaga Rukk or Teef Rukk warscroll battalions.
- You can re-roll the dice to determine if you negate wounds with your warpaint ability.
Ironjawz Army Tactics
- Mawkrusha Nuclear Option
One combo you can run to trigger your Smashin' and Bashin' with your Mawkrusha would be the Destroyer Artefact, as you will most likely wipe out the unit you're fighting. If for some reason you feel you might not be able to go ahead and use your Ironjawz Waaagh! and watch your opponents Giants and God characters cry when you use Titanic Duel and Best Day Ever Mawkrusha hitting on 2s/2s yes please.
You can also torpedo your Mawkrusha across the map with Fast Un' mount trait and move 24" during the Hero Phase with Mighty Destroyers + Fast Un' then you get to move another 12" in the move phase. 36" move Mawkrusha with Destroyer Artefact will make your opponent hate giving you the first turn, if they are not setup properly it can also catch a lot of people off guard. Best way to accompany this is with a fellow Mawkrusha or Great Green Hand of Gork on some key units (get your -3 Rend Brute Boyz in there with Waaagh!) or why not both?
Kruleboyz Army Tactics
The Kruleboyz faction tends to generate passionate discussion over how they ought to be played, with the core debate being over whether or not the army wants to be a ranged or close combat-oriented force overall. Articles can be found throughout the internet claiming Bolt Boyz in Big Yellers clan armies are a default go-to and anything else is a waste, while other Finkin' Ladz argue that approach is a trap and can result in potentially disastrous results and that the real power of the lineup is in their diversity. One thing we can all agree on, however, is this army is very fun to play. Here are a few army ideas for your Kruleboyz:
- Da Magik Troggoth
Per the GW summertime AOS FAQ released mid-2021, mount weapons qualify when the rider casts Flaming Weapons. Consider the humble Mirebrute Troggoth: 180 points, 4 club swings, 5 bident stabs. But, the rider may yank his chain and inflict D3 mortal wounds on the troggoth. Each MW suffered thusly generates 2 more club swings each as the trog gets angrier. This could potentially yield 10 club swings. At 3 damage each, this thing has a pretty spectacular amount of potential for the point cost, and sporting the typical troggoth ability to regenerate D3 wounds on a 4+ roll during your hero phase means he has some sustain. In essence, he is a good template to work from. This approach will turn your smoothbrain, tire-eating Mirebrute into a archmage capable of ignoring enemy spells on a 4+. As your army general, give him the Arcane Tome with Flaming Weapons (which improves the club peak damage potential from 30 wounds to 40, a 33% increase in damage!), assign the troggoth the Weird 'Un mount trait (ignores enemy spells on a 4+), and give his rider the general trait of Master of Magic to reroll those sweet, sweet casting/dispell rolls each hero phase. You're pretty guaranteed to roll a 4+ for Flaming Weapons at this rate, and if you dislike the low roll and are fighting a wizard-heavy enemy then the free re-roll can be used to gamble a higher casting roll and make it that much harder to dispell. Overall, this makes the Mirebrute's total damage potential (if mount + rider) at 50 wounds per combat phase. Put him next to a Sludgeraker and he can spit out 60 wounds per combat phase as each VEC weapon (the rider's bident) is empowered to do an additional MW on top of the usual. Now that's a lot of damage.
- Kruise Kontrol with Bolt Boyz
This list capitalizes off of the Bolt Boyz output potential, the increased range from the Big Yellers clan trait and that this faction allows Bolt Boyz to be taken as battleline, and the potential to shoot out-of-phase through Unleash Hell. It's pretty simple: three units of 9 Bolt Boyz for a total of 27, a Sludgeraker, at least one Beast-Skewer Killbow and at least one Swampcalla. Fill out the remaining points as you wish, but the core principle of the army is to maximize the potential ranged mortal wound output of the faction by leaning heavily on your Bolt Boyz and Killbow(s). With a sludgeraker nearby and assuming perfect rolls, the Bolt Boyz max out at 152 mortal wounds per shooting phase (NOT including Unleash Hell) and the Killbows can help instagib bigger targets. Simply point and click and keep CP nearby for Unleash Hell.
- Buggy Soup
Best introduced as the collector's army, this list approaches the faction from the perspective of a tool for every situation and aims to bring the full arsenal of Kruleboyz abilities onto the table rather than specialize in one given strategy a la Bolt Boy spam. First, the army is a Skullbugz list with the idea of increasing survivability on your side. You will need the following:
- Killaboss on Gnashtoof
- 3x Gutrippaz
- Marshcrawla Sloggoth
- Beast-Skewer Killbow
As this list has two MONSTER-keyworded units (Gob and Sludgeraker) which gives the Skullbugz trait a +2 on the roll, you should see results. Anyway, get a Sludgeraker general with an Amulet of Destiny and Loud 'Un for his mount trait, and take Supa Sneaky as a command trait. Gobsprakk is your dedicated wizard and extra punch/objective snapper with his fly and being a double caster - the key thing here is Gobsprakk is to be seen as a support model, not a determining factor in your army. Remember to organize these units into a Battle Regiment and Command Entourage with Magnificent, because you may as well since it's free and you have the units. Now comes the fun part: all of your units enhance each other - the Sludgeraker increases mortal wound damage around him, while the Marshcrawla should always sit around your Gutrippaz to help them win fights for objectives with his drummer. The Murknob's totem helps nearby units ignore every third spell or so on them. The Breaka-Boss on Mirebrute Troggoth is your suicide bomber/Distraction Carnifex: use the Sludgeraker general's Supa Sneaky trait and redploy him somewhere threatening. If you get lucky with your opening Dirty Tricks play you'll remove some important screening units from the enemy army, thereby creating an opportunity for some round 1 knockouts in their backline. Make your command entourage battalion Magnificent and give the Breakaboss Fast 'Un as a second mount trait alongside the Sludgeraker's Loud 'Un to get the Breaka into even more of a lethal position in your hero phase, then fine-tune in the subsequent movement phase after. Your Killaboss fights alongside the 30 gutrippaz to keep them from withering as they hold down the enemy battlelines and defend/secure objective due to their abysmal bravery, while the Swampcalla spends the whole game dipping the Killbow's bolts into his pot-grot's cauldron, which should help you bring down big beasts on the field.
- Gutrippaz Zerg Rush
Some would argue a single unit of 10 Gutrippaz is unimpressive; a 5+ save, 2 wounds, but sporting a 2" range with spears and benefiting from the Venom Encrusted Weapons rule while also possibly giving a single enemy unit -1 to hit in a subsequent combat phase thanks to their Skare Shields makes these basic boyz an interesting battle line unit. However, be it a Big Yellers, Skullbugz, or Grinnin' army, the idea of 20 Gutrippaz backed up with a Sludgeraker and Killaboss (on foot or gnashtoof) is a scary thing: a 60-wound blob who can fight in two ranks, with potential to deal 40 mortal wounds if in perfect fighting trim and positioned well who can only lose one model from battleshock so long as the Killaboss is well-placed. This 785-point cohort can be a serious problem with 60 total wounds all summed. An extra 95 points for a grand total of 880 points will get you a Murknob who can possibly deflect a third of the spells which target this raiding party.
Since 3rd edition Orukk Warclans can only ally with Gloomspite Gitz, you can't ally with yourself (can't ally Kruleboyz into Ironjaws). Any mixed Orruk armies are only available in a Big Waaagh allegiance.
- Gloomspite Gitz: Reunite the old Orcs and Goblins faction by bringing some grots and troggoths.
- Stabbas or Shootas are an obvious pick to get some hordes onto the table, allowing you to fit 60 of the little guys into your 400 point limit. Sadly you won't have a loonshrine, so no regeneration, which is going to make them a little expensive. Gordrakk's Voice of Gork stacks nicely on them too. If you take a full set of 60 they are just slightly too expensive to fit in a Loonboss which would have made the grots deal mortals on wound rolls of 6, or Sneaky Snufflers to increase the number of attacks the grots give.
- Fungoid Cave Shaman: You want more CPs? Take two of these.
- Squigs might be worth a look if you don't mind their randomness.
- Rippa’s Snarlfangs is a WU warband with 12' move and 6 wounds in 5+ armor for only 70 points! Not bad for slow Kruleboyz army for capturing objectives (preferably away from danger).
- Bring back the good ole Giant with the Aleguzzler Gargant. A bit on the frail side but a decent monster for any list.
- Sons of Behemat: Thanks to their mercenary mechanic, you can recruit one of four named Mega-Gargants with unique abilities.
- Bundo Whalebiter: A Kraken-eater mercenary. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls.
- One-Eyed Grunnok: A Warstomper mercenary. Reroll jump attacks of 1, plus enemies within 6" get -1 to hit if the giant used his jump attacks earlier in the combat phase.
- Big Drogg Fort-Kicka: A Gatebreaker mercenary. He has a breath attack that attacks one unit within 3" at the end of the combat phase; roll a dice for each model in the unit and deal 1MW on a 6+.
- Brawlsmasha: A Bonegrinder mercenary from Forgeworld. Gives friendly Orruk wholly within 12" +1 Bravery. The Bravery buff is not enough to justify its high pts value and lackluster attack profile.
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