Games Workshop - Warhammer - Age of Sigmar - BATTLEFORCE - Orruk Warclans Kruleboyz Swamp-Lurkers

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Games Workshop - Warhammer - Age of Sigmar - BATTLEFORCE - Orruk Warclans Kruleboyz Swamp-Lurkers

Games Workshop - Warhammer - Age of Sigmar - BATTLEFORCE - Orruk Warclans Kruleboyz Swamp-Lurkers

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The Prince of Decay has reaped a heavy toll on the Galaspar system, his brutality astounding even the Imperium. French readers can soon discover how two of his brothers attempt to hold him accountable for his excessive actions in Mortarion: The Pale King . There’s a nice synergy with the Kruleboyz’ monster units, too – adding +2 to the roll if a monster is also within three inches. We’ll have to wait and see if there’s another warclan with even more affinity for the big beasties, however. This lot are clearly going to field an awful lot of Man-skewer Boltboyz for a devastating first-round barrage – which will be easy, since, as the article obligingly tells us: “Big Yellers can take Boltboyz as Battleline units”. Take cover, all ye Stormcast Eternals.

In second place is Skulbugz…not really, they’re hopeless. Before Grinnin’ Blades, Big Yellers was the Big Dog due to two main features: Boltboyz can be battleline, removing the Troops tax of 540 points that Kruleboyz generals had to pay and, therefore, allowing Boltboyz to be taken in units of 9 so as to maximise the effectiveness of, for example, Unleash Hell. If there’s no shooting in your meta, then maybe Big Yellers is still the way to go, but with Daughters of Khaine Bowsnakes, Idoneth Turtles and Sharks and with Lumineth and Tzeentch coming shortly as of writing, my vote still goes with Grinnin’ Blades. Command Traits Verdict: A welcome piece of utility in the army. Should feel fair to play against with their limited range and fragility – and seems priced fairly to reflect those limitations. Sigmarines are the poster boys of the Mortal Realms. This is a great box because it has dragons. and can you ever have enough dragons? You know the answer. Smashing and Bashing is the other returning trait, and has not changed. If you kill a unit in combat you get to immediately activate another unit. It does what it does and helps you get around activations with multiple units in combat. With certain unit setups being encouraged with weapons changes and some very aggressive point costs (looking at you brutes) you’re going to be making more of than than you ever did before with the previous ‘Ard Boyz spam lists which used to be prevalent on tables. Clans

Morks Eye Pebble –100% the strongest Kruleboy specific artifact. Once per game, in the shooting phase, all friendly units gain a 5+ ward until the next phase. This is a relative banger and works well on a model with a larger base. This is an average to good artifact and the only one that should be considered in competitive play. It’s consistent, fulfills a role in the army, and makes up for a potential weakness. The idea of your character becoming unbearably stinky the moment they stand still for two seconds may be revolting – but it’ll help give Kruleboyz characters an edge in protracted, close-up scraps. The already impressive range and reliability of the Killbow pairs well with the Big Yellers Warclan ability, netting you a tasty extra 3” range, as well as a reroll should you fail to hit. If two of the dice show the same value, they can be used to activate a Double ability. If three show the same value, they can be used for a Triple ability, and so on. Still switches off Wards, and it now specifies both wounds and mortal wounds. Gotrek hates it, the Amulet hates it, and that makes it pretty nice in my eyes. Icebone

Even a short charge is no sure thing with this one – it will write you stories, and it will win you games.

‘Ere We Go, ‘Ere We Go, ‘Ere We Go!

Nasty Hex– Cast on a 7 with a range of 12 inches – this spell removes ward saves from a unit until the end of the round. Great spell with obvious use cases i.e. Death, Nurgle etc.. Note: if you haven’t read the basic rules for Warcry before reading this article, it might be helpful to know that the game’s abilities are activated by using 6 dice that you roll at the start of your turn. Gikkit and Shank have the same identical profile of a Stab-grot (as they are grots) but for some reason they are also minions, meaning they can be bossed around by Krookgrin and Gikkit is a Warrior, giving him access to the Orruk abilities, while Shank has the runemark that allows the use of Sneaky Snares, the same as Torka, to prevent an enemy move or disengage. Abilities for the Kruleboyz Warband



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