Editing
Age of Sigmar/Tactics/Destruction/Orruk Warclans
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==={{color|#009933|Bonesplitterz}}=== 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. ===={{color|#009933|Leaders}}==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_wurrgog_prophet_eng.pdf Wurrgog Prophet]''': (170pts) 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 <i>unless</i> 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! *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_big_boss_eng.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_wardokk_eng.pdf 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 {{AOSKeyword|Bonesplitterz}} unit within 12', increase save rolls by 1 for {{AOSKeyword|Bonesplitterz}} unit or give a {{AOSKeyword|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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_maniak_weirdnob_eng.pdf 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. ===={{color|#009933|Battleline}}==== All of these units can have banners and musicians that give them +1" charge and +1 Bravery *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_savage_eng.pdf 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). <s>In bigger units stikkas are best, 32mm bases will make attacking in two ranks with chompas difficult especially with coherency.</s> GHB2022 fixed this with The Bonds of Battle rule, they can reliably fight with 1' weapon. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_arrowboys_eng.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_boarboys_eng.pdf 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 <i>and</i> 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_boarboy_maniaks_eng.pdf Savage Boarboy Maniaks]''': (155pts, 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_morboys_eng.pdf 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 {{AOSKeyword|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) ===={{color|#009933|Other Units}}==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_orruk_big_stabbas_eng.pdf Savage Big Stabbas]''': (100pts, 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/ENG_Hedkrakka_s_Madmob_Combined.pdf 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 170 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.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information