Age of Sigmar/Tactics/Old/Destruction/Bonesplitterz: Difference between revisions

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====Others====
====Others====


*'''Savage Big Stabbas:'''
*'''Savage Big Stabbas:''' A rather beefy unit of pairs of orruks carting around large spears dubbed "Gork's Teef." They have the same to-hit and to-wound as a Savage Orruk's Chompa but at two attacks per model and a sweet rend of -2: your opponent might just be feeling that 3 damage. If the targeted enemy unit so happens to be a monster you get to add an additional d3 to the damage. If Big Stabba pair dies, they toss their Gork Toof at an enemy unit for a spiteful d3 mortal wounds.


*'''Savage Orruk Arrowboys:''' Easily one of the most devastating archery units in the game. 18" range with 2 attacks, gaining a third if the unit is over 20. Combine with a Maniak Weirdboy and/or Kunnin' Rukk to waste any and all units that attempt to get close to you. If an opponent sends a Monster your way when this unit is at full strength, it will be gone by the end of the shooting phase. Give a 40 boy unit's boss the ''Bellowing Tyrant'' command trait, throw them in a Kunnin' Battalion and watch Archaon wither away in a single battle phase.  
*'''Savage Orruk Arrowboys:''' Easily one of the most devastating archery units in the game. 18" range with 2 attacks, gaining a third if the unit is over 20. Combine with a Maniak Weirdboy and/or Kunnin' Rukk to waste any and all units that attempt to get close to you. If an opponent sends a Monster your way when this unit is at full strength, it will be gone by the end of the shooting phase. Give a 40 boy unit's boss the ''Bellowing Tyrant'' command trait, throw them in a Kunnin' Battalion and watch Archaon wither away in a single battle phase.  


*'''Savage Orruk Morboys:'''
*'''Savage Orruk Morboys:''' Essentially orcoid versions of the Warboyz of Mad Max: Fury Road. Can take the same Skull Thumpers as your average band of Savage Orruks. The group is armed with two decent but not great melee weapons. While your regular mob of Savage Oruks are good as an all around combat unit, Morboyz want to fight Monsters. They get +1 to their to-hit rolls whenever a Monster is killed in the battle. So the more dead Monsters, the better they become. They have a nifty rule called Deff Ride. You have a half a chance of dealing 1d3 mortal wounds to a monster in exchange for a Morboy. Watch your boy glorious bellow " Witness me!" as he takes down your enemy's monster.


==Normal Battalions==
==Normal Battalions==

Revision as of 23:06, 6 September 2016

Allegiance Abilities

Battle Traits

If your army has the BONESPLITTERZ allegiance, it has the following rules:

- Save rolls automatically pass on the result of a 6 regardless of enemy Rend. In essence this means that Bonesplitterz always have a chance to save their green hides, though as usual only if they have a save to begin with. Additionally, a special save against Mortal Wounds can be made for all models with this allegiance, passing on the roll of a 6.

- If any BONESPLITTERZ unit kills a monster, they don't have to take a Battleshock test until YOUR next hero phase. Particularly handy if the enemy gets lucky with their turn priority roll. Furthermore, when a BONESPLITTERZ unit makes its close combat attacks and is within 3" of any Monster, it rolls an additional D6 before Piling In; on a 1-2 it can Pile In 6" rather than 3", on a 3-4 you can re-roll any failed wounds the unit directs at a Monster, while on a 5-6 any wound roll of a 6 or more the unit makes against a Monster causes an additional Mortal Wound!

Command Traits

A general of an army with the BONESPLITTERZ allegiance can choose one of the following Command Traits:

  1. Squirmy Warpaint: The General's warpaint lets him avoid Mortal Wounds of a 4+, rather than a 6. Useful in scenarios where you're looking to keep him alive, but there are better Traits that do more to support the whole army.
  2. Prophet of da Waaagh!: While the General is alive, you can re-roll the first failed Battleshock test by an BONESPLITTERZ unit each turn. Since most of da boyz have a so-so Bravery of 5-6 this can be a handy one to pick up, and will practically pay for itself against units such as Spite-Revanants.
  3. Great Hunter: If your General kills a Monster in the combat phase, they can immediately Pile In and attack again. Situationally useful, but can be handy for encouraging an opponent to send his Monsters forward without support.
  4. Killa Instincts: Any Wound roll of a 6 or more made by your General has its Rend value increased to -3. While this sounds great, the only Hero really built for combat (the Savage Big Boss) can already be given a weapon with -2 Rend. Worth considering against Stormcast, Slaves to Darkness and the like, but ultimately too unreliable to be a first choice.
  5. Waaagh-Monger: All friendly BONESPLITTERZ units add 1 to Charge rolls when within 10" of the General. Even with 2 wounds a pop and Warpaint your orruks still want to be stuck in as quickly as possible, and so this Trait always has a useful place. Becomes particularly hilarious/terrifying when combined with the Icebone Warclan.
  6. Monster Killa: Your General can choose the dice result when rolling on the Monster Hunters table. Handy against some armies such as Beastclaw and Sylvaneth, but there are better all-comers options.

Artefacts of Power

One HERO in an army with the BONESPLITTERZ allegiance, plus one HERO for every battalion selected, can choose one of the following Magical Artefacts:

  1. Glowin Tattooz: Add one to any Save rolls.
  2. Dragon Toof: One of your melee weapons inflicts double damage against MONSTERS with wound rolls of 5+. Best on Savage Big Boss with his 5 attacks, his Damage increases to 4 against MONSTERS.
  3. Weepwood Big Shiv: One of your melee weapons adds 1 to Attacks. Add another 1 each time the Weepwood Big Shiv kills a MONSTER. Can add a bunch of attacks, but the Shiv has to get the killing blow, so could be hard to pull off.
  4. Dokk Juice: Can use in Hero phase. Roll a dice in a 1 bearer suffers 1 a mortal wound, on a 2-5 heals D3 wounds, on a 6 heals D6 wound.
  5. Savage Trophy: +1 Bravery for all friendly BONESPLITTERZ models within 10" in the battleshock phase.
  6. Lucky Bone: Re-roll all run, hits, wound save and damage rolls of 1.


Arcane Treasures

A WIZARD with the BONESPLITTERZ allegiance can pick an item from Arcane Treasures instead of Magical Artefacts:

  1. Ju-ju Wotnotz: If the wearer successfully casts a spell AND the casting role was doubles, can attempt to cast another spell.
  2. Big Spirit Stikk: One of the WIZARD melee weapons gains +1 attack, or +2 attacks if all are directed at a MONSTER
  3. Mork's Boney Bitz: +1 to the Wizard's casting roll for every enemy MONSTER within 24".
  4. Da Great Zappa Squiq: Knows one additional spell chosen randomly from the Lore of the Savage Waaagh!
  5. Big Wurrgog Mask: Once per game in your hero phase, pick a unit within 12", unit suffers D3 mortal wounds. Can continue if so roll a dice on a 3+ that unit suffers D3 mortal wounds. On a 1 or 2 the wearer is slain. Continue until the wearer decides to stop, or is slain, or the targeted unit is wiped out.
  6. Mystic Waaagh! Paint: +1 to unbinding attempts, and increase the range of unbind attempts to 24".

Lore of the Savage Waaagh

Every WIZARD in an army with the BONESPLITTERZ allegiance can choose one of the following Spells: Most spells have an additional effect if the casting roll is a double (and was successfully cast). Only the unmodified results of the dice are used to determine this.

  1. Squiggly Curse: Casting value of 6. Select a HERO or MONSTER within 20" roll a D6 on a 1 the model suffers 1 mortal wound, on a 2-5 it suffers D3 mortal wounds, on a 6 it suffers D6 mortal wounds. If casting roll was a double the target suffers additional D3 mortal wounds.
  2. Hand of Gork (or) Mork: Casting value of 6. Chosen BONESPLITTERZ unit doubles it movement and can fly. If casting roll was a double, triple the unit's movement.
  3. Brutal Beast Spirits: Casting value of 6. BONESPLITTERZ unit within 18" can add 1 all run, charge and hit rolls until next hero phase. If casting value was a double can select a different BONESPLITTERZ unit within 18" and add 1 to all run, charge and hit rolls.
  4. Bone Krusha: Casting value of 6. Enemy unit within 6" suffers D6 mortal wounds; if between 6" and 12" suffers D3 mortal wounds; and if between 12" and 24" suffers 1 mortal wound. If casting roll is a double, double the number of mortal wounds, but caster suffers D3 mortal wounds.
  5. Kunnin' Beast Spirits: Casting value of 6. Pick a unit within 18", until next hero phase opponent re-rolls all hit rolls of 6 or more against that unit.
  6. Gorkamorka's War Cry: Casting value of 7.

Warscrolls

Common keywords in these warscrolls are DESTRUCTION, ORRUK and BONESPLITTERZ.

Common rule

  • Warpaint: Every model in this faction have this rule, which amounts to a 6+ save to roll before the model's own save, which can be used even to negate mortal wounds.

Leaders

  • Savage Big Boss: Multiple weapon options, as usual. Can get a single Granite Choppa with a Bone Shield (which allows him to reroll his failed saves), a pair of Granite Choppas (rerolls failed hit rolls or a Stonecleava (like a Granite Choppa with 3 less attacks, Rend -2, D3 damage and an extra inch of range). Can get the boar. His command ability allows a BONESPLITTERZ unit within 14" to get an extra attack during that turn for each 6 to hit they rolled.
  • Maniak Weirdnob: Like the other Orruk Shamans, gets +1 to casting and dispel if there are at least 20 ORRUK models within 8". His own spell is Fist of Mork, which is like the Foot of Gork found on the Ironjawz Weirdnob Shaman except it deals only D3 mortal wounds. Can get the boar.
  • Wardokk:
  • Wurrgog Prophet:

Troops

Battlelines

  • Savage Orruks: Your main crazy boyz. All are equipped with shields that give you a 5+ save when in combat while they have a natural 6+. You can either equip them with chompas for a simple 4+ to hit, 3+ to wound. Otherwise, you can equip them with Savage stikkas that gain an extra inch of range in exchange for a slightly worse to-wound roll. Giving them a Skull Thumper adds a sweet two inches to their charge rolls and having Bone Totems makes your orruks braver when within sneezing distance of the enemy. The more orruks in the unit, the better the chance they wound. In summary: get them stuck in quick.
  • Savage Orruk Boarboys: It's Savage Orruks on boars. Same options as above, except there are no bows or Big Stabbas, and the Bone Shiv is replaced with the second Choppa (which allows them to reroll every 1 to hit). Stendard Bearer and Music have the exact same abilities as above and the boars can reroll wound rolls in the turn they charged.
  • Savage Boarboys Maniacs:

Others

  • Savage Big Stabbas: A rather beefy unit of pairs of orruks carting around large spears dubbed "Gork's Teef." They have the same to-hit and to-wound as a Savage Orruk's Chompa but at two attacks per model and a sweet rend of -2: your opponent might just be feeling that 3 damage. If the targeted enemy unit so happens to be a monster you get to add an additional d3 to the damage. If Big Stabba pair dies, they toss their Gork Toof at an enemy unit for a spiteful d3 mortal wounds.
  • Savage Orruk Arrowboys: Easily one of the most devastating archery units in the game. 18" range with 2 attacks, gaining a third if the unit is over 20. Combine with a Maniak Weirdboy and/or Kunnin' Rukk to waste any and all units that attempt to get close to you. If an opponent sends a Monster your way when this unit is at full strength, it will be gone by the end of the shooting phase. Give a 40 boy unit's boss the Bellowing Tyrant command trait, throw them in a Kunnin' Battalion and watch Archaon wither away in a single battle phase.
  • Savage Orruk Morboys: Essentially orcoid versions of the Warboyz of Mad Max: Fury Road. Can take the same Skull Thumpers as your average band of Savage Orruks. The group is armed with two decent but not great melee weapons. While your regular mob of Savage Oruks are good as an all around combat unit, Morboyz want to fight Monsters. They get +1 to their to-hit rolls whenever a Monster is killed in the battle. So the more dead Monsters, the better they become. They have a nifty rule called Deff Ride. You have a half a chance of dealing 1d3 mortal wounds to a monster in exchange for a Morboy. Watch your boy glorious bellow " Witness me!" as he takes down your enemy's monster.

Normal Battalions

Brutal Rukk

Found in the Bonesplitterz Battletome.

One Savage Big Boss, 2-5 units of Savage Orruks/Savage Boarboys

A simple Battalion that lets the units within re-roll the dice when Running, or automatically move an extra 6" if within 10" of the Big Boss. If you were going to take the units within anyway (and due to Battleline restrictions you likely were) there's very little reason not to invest in it if you can spare the points, since nothing in it is capable of shooting anyway. Also a necessary component of the Icebone Warclan, and leads to truly hilarious results of the naked-orruks-practically-in-your face on the first round variety when combined with the Waaagh-Monger traits.

Kap Rukk

Found in the Bonesplitterz Battletome.

Kunnin' Rukk

Found in the Bonesplitterz Battletome.

One Savage Big Boss, 2-5 units of Savage Orruks/Savage Orruk Arrowboyz

Another simple, but potentially very nasty indeed, Battalion. In the Hero phase one unit within 10" of the Big Boss may immediately take an extra action, whether that be moving provided its more than 3" away from an enemy, shooting, or Piling In and attacking as normal. And they can still act as normal later in the turn! This can be an incredible boost to your army if you get lucky with the Monster Hunter chart and potentially Pile In up to 9" a turn, or just need another round of shooting to thin out an approaching enemy blob. Whatever the intended purpose, there's very little reason not to include at least one of these Rukks in your force unless you're building towards a specific Warclan, even at 1000pts.

Teef Rukk

Found in the Bonesplitterz Battletome.

Snaga Rukk

Found in the Bonesplitterz Battletome.

Warclan Battalions

Savage Warclan

Found in the Bonesplitterz Battletome.

Bonegrinz Warclan

Found in the Bonesplitterz Battletome.

Drakkfoot Warclan

Found in the Bonesplitterz Battletome.

Needs one Wurrgog Prophet and 1 Kap Rukk to start out, though said Rukk must include 3-6 Wardokks rather than 2-5. May then take 0-1 Snaga Rukk, Teef Rukk, Brutal Rukk or Kunnin Rukk, all of which (except the Teef Rukk) may include an additional Wardokk. Any other BONESPLITTERZ unit may be taken.

An Orruk Warclan that focuses, somewhat unusually, on Magic. As if the proliferation of Warrdokks wasn't enough a Drakkfoot army passes any Casting roll on a Double, even if it's less than the Casting Value, as well as providing all its wizards a new spell with a CV of 6 that lets a BONESPLITTERZ unit within 6" immediately Pile In and attack. It also offers magical defense as well as attack, allowing any unit to neutralize an enemy spell cast against it on the roll of a 6. Taking at least one Kunnin Rukk and possibly the Waaagh-Monger trait is advised, to make the most of the additional spell and have manic Orruks Piling In all over the place!

Icebone Warclan

Found in the Bonesplitterz Battletome.

Needs one Snaga Rukk to start out, comprised of 4-15 Savage Boarboy Maniaks rather than 2-10. May then take 0-1 Wurrgog Prophet, Teef Rukk, or Brutal Rukk (which can have up to 2 additional Savage Boarboy units). Any other BONESPLITTERZ unit may be taken.

If you like to go fast, this is the Warclan for you. Anything mounted on a Boar (i.e. Maniak Weirdnobz/Boarboys Maniaks/Boarboys) moves 11" rather than 9"; this might not sound like much, but with all the options for additional movement and Pile In a Bonesplitterz army can muster you'll likely be determining where and when engagements happen. Supplementing this is another anti-Monster rule; if a Monster is wounded in combat by any unit from this Warclan, it can only attack after all other eligible units have done so. The ability to decide when combats happen on your turn thanks to your mobility is what really brings this rule into its own, and while at first glance it might seem underwhelming it means units working in tandem from this Clan can bring down almost any Monster with relative ease, with a little forethought. Finally, one Hero from this Warclan can get their grubby green mitts on a special Artefact of Power, the Icebone Skull. This handy tool halves any damage the Hero takes (rounding up), as well as restoring a wound to him in each of your Hero phases. Considering how proficient your army is at dealing with Monsters anyway this does lose some of its value, however against any enemy with plenty of War Machines, Jezzails or the like, it's certainly worth considering to keep Magic or Battalion bonuses flowing.

Army Building

External links