Import to note on the sludgeracker is that it adds 1 damage to the entire weapon profile. So a block of 20 Gutrippaz doing 41 attacks at damage 2, is pretty nice.
I just wanted to say I really enjoy that you explain each of the mechanics even if they are core rules, as someone who's just getting into the game, I really appreciate it.
Ok, with all emotions settle and some high level math done i came up with my future possible base for the list. Trophy Finga - Breakaboss on troggoth - Skumdrekk - Gobsprakk ? - Shaman - Murknob - Marshcrawler - 20 Hobgrotz - 20 Gutrippaz - 6 Boltboyz - 3 Killbows
Is there some synergy doing skumdrekk with 20 hobs alongside an egomaniac sludgeraker and some gutrippaz? I feel like that would be a very dangerous blob
I am really hyped to see how they preform on the battlefield. There are some clear buffs compared to 3e which they really needed. The dirty tricks seem both fun and strong!
Looking forward to getting ma boyz on the battlefield in my next fight. First couple games have been with my nighthaunt and they seem a bit too strong…barely lost a model 😬
I think they used a lot of time to to rework kruleboyz. Or they had these ideas for 3rd edition but didint have time to finish those. Anyway, luckily I started to paint mine when I bought dominion boxes and can start playing with them as my main faction. Army rules looks so amazing now (models were already one of the coolest in whole aos).
I would like a clarification on crit mortals. I understand the crit happens on a 6. Also I know there are cases where it could be crits on 5+. Maybe not with Kruleboyz but for sure with some other armies. When you score a mortal with a weapon that has 2 dmg do you count 2 mortals or only 1 mortal?
Kruleboyz are looking ALMOST as much fun as Gitz, honestly I'm getting pretty strong Necrons Hypercrypt vibes for a lot of this army, hits hard, lots of movement hijinks, maybe not terribly durable as a general rule, but definitely the kind of thing that's going to induce headaches for a lot of opponents.
Hey Rob, since sneaky sneakin doesn’t specify at beginning or end of movement phase, do this mean you could use it reactively almost like a redeploy. They bring something in towards the u it and then you sneaky sneak out of there?
I'm leaning towards light finga as my formation of choice for now. Swamp shroud is alright, but wholly within 3", shooting being nerfed (generally) and the army being less reliant on boltboyz means its not as weak into shooting as it was. I don't know how useful 3" of extra range will be for middul finga, it was good last edition. Trophy Finga pushes you to run monsters, which are all heroes, which makes you very high drop which turns me off it. I think the army can get by damagewise without using venom encrusted weapons every turn, so using those tricks on the teleport and fights last are really strong in my opinion. If you go second in a battle round you're probably already on 4+ or 5+ for the tricks already too.
For me it's Middul Finga for a few reasons The rest are just too restrictive: Klaw is gonna be so difficult to move around with and for some units it'll be impossible to benefit from it and then with shooting ranges generally going down to 10, 12, 15, 18 for the most part, a lot of the shooting will be in the mid board with a few exception. Light Finga sounds good at a glance, until you realise it's bumping up you dirty trick roll. First one is on a 2+, then you second Sneaky Sneakin' is on a 3+, and that then bumps any other dirty tricks up by one in difficulty. It's making the rest of your battle traits harder to get off and your second Sneaky Sneakin' isn't even guaranteed so if your using it in your game plan there's just gonna be moments where it just doesn't go your way 33% of the time. To me that's just not worth it. Trophy Finga isn't just heroes, it's also Marshcrawlers which I don't think are bad units. With 6 attacks on 4s and exploding 6s your looking at 4 hits without any +/-'s in play. They are also warmachines so dodged a lot of anti-monster tech (I've only see a couple anti warmachine stuff). However an army of them is kinda like a Walmart Trogherd all with Fellwaters (which aren't the best anyway). Then the other issue with Trophy Finga is that only 2 dirty tricks apply to the units in the army that's gonna benefit from the formation. That army is probably gonna be 3 Mirebrutes 7-9 crawlers (depending on if you want some Hobs of Killas for scoring). Meanwhile Middul Finga just does what it says no fuss. Doesn't have to roll for it, doesn't have to hug super tight around terrain, doesn't have to roll 6s to hit (which gets shut off by some armies that turn off criticals) and take a super limited roster of units (Sludgerakers aren't the best in combat, not for their cost anyway, neither is the hound). Everyone is still gonna take 2 units of 6 Boltboyz and with most units dropping 3-6" in shooting range to the 15-18 zone, we get to stay at 21 and they can now move and shoot at the aimed profile. That's a 26" threat range and even with the loss of MWs they are still fierce with rend 2 damage 2. The third unit getting the range increase might be a bit tricky as I don't rate the Killbow not when it costs 160pts. So that's my breakdown and how I'd run them. This is the list I'm doing if your interested: General reg Vulchaboss general with skumbag Killaboss with grot 20 rippas 6 bolts 6 bolts Reg Shaman Monstakillas Monstakillas Marshcrawler Reg 3 Mirebrute with eye biter Morbid conjuration lore.
@@toninoedge1659 thing is you're never guaranteed to get your teleport off, so being able to do it twice gives way better odds of doing it once. If you go second in a turn you can do something like : tp, fights last, then spam tricks on your turn. If you go first in a turn you have at least a 50% shot at a teleport in your opponent's turn.
@@davidcampbell621 a lot of dirty tricks are reactive; lethal surprise, noisy rachet and to a certain extent Sneaky sneakin' meaning you won't always use them. There will be times you'll never use Lethal Surprise (most units in the game don't have Charge (+1 damage) and the ones that do probably still don't care) the same applies to Noisy Rachet. A lot of armies have ways to apply strike first or give us strike last and then there's times where even giving strike last out won't save our unit from getting mulched and it's only really good on Rippas so they can pour out MWs. By no means do you need to go ham on Dirty Tricks. I could see myself using 2 a Battleround in most cases, with Sneaky Sneakin being interchangeable with Noisy Rachet depending on the match up or scenario. Punishing myself by bumping up my other Dirty Tricks by 1 isn't making me wanna jump for Light Finga at all. A 50% chance is pretty rough (we all lived Dirty trucks on a 4+ last edition). For me as with all things, I take things that are guarantees. I don't have to worry about a dice roll when it comes to Middul Finga, it projects a range my opponents have to factor in pushing back their own shooting elements or mounted heroes that don't get the full benefit of guardian. If Light Finga gave the 2nd teleport for free or on the same roll as the 1st sure, sign me up. But being on a 3+ or possible 4+ yea no thanks, I'd rather not have my unit holding their mushrooms in the wind getting bowled over because I couldn't roll a dirty trick then shafting my other attempts at other dirty tricks later in the turn (Sneaky Sneakin comes before 2 other Dirty Tricks unless you are using Noisy Racket in your combat phase)
It's a shame that boltboyz don't have crit mortal again. That lowers their value a little. Only being able to buff 1 unit to 5+ mortals is also a nerf. Otherwise it looks pretty decent.
@thehonestwargamerstreams which is a shame. Kruelboyz don't have a lot of options, and GW picking winners and losers never ends well. I say this as a Bonesplitterz player.
Lets go Swamp Bogglers! These guys are looking hot. Except murknob, mirebrute, and gnashtoof. You're nobody's +1. Also Gobsprakk who is pricing himself into retirement.
They cost almost on the dot the same amount per model. 120 for 7 vs 170 for 10. Except when the unit size matters, the Monsta Killaz seem better to me.
Where can we find these faction packs? If we can get them can start playing right now, I don't know why they are drip feeding them still if they have leaked
@@XTr3m3b4sh fair sure... But nobody was taking six of them before and the DMG profile was arguably better. I'll definitely take one but I don't see anyone putting 480 points into killbows
What's wild is the Kruleboyz Dominion half comes out to over 1000 points in 4th and you can pick it up for pretty cheap
Thats ace
I still actually have all of it on sprue
Though over half of that is characters, so if you've already got plenty of characters, it's not as efficient. (Still pretty efficient, though.)
I've got that entire box painted up already, good news 🎉 Time to buy as many killbows as required to fill out the rest of 2k....
Shhhhhhhhh, lol
Hi mom.
00:00 - Intro
01:16 - Battle Traits
06:20 - Battle Formations
09:07 - Heroic Traits
11:56 - Artefacts of Power
13:27 - Lore of the Swamp
16:28 - Gobsprakk
21:08 - Swampcalla Shaman
23:36 - Murknob
24:46 - Killaboss on Corpse-Rippa Vulcha
27:38 - Swampboss Scumdrekk
30:46 - Snatchaboss on Sludgeraker Beast
33:51 - Killaboss on Great Gnashtoof
35:12 - Killaboss with Stab-Grot
36:58 - Breaka-Boss on Mirebrute Troggoth
40:01 - Marshcrawla Sloggoth
41:34 - Gutrippaz
43:42 - Kruleboyz Monsta-Killaz
45:33 - Hobgrot Slittaz
46:58 - Man-Skewer Boltboyz
48:55 - Beast-Skewer Killbow
51:12 - Kragnos
52:23 - Outro
Mother loves you
Import to note on the sludgeracker is that it adds 1 damage to the entire weapon profile. So a block of 20 Gutrippaz doing 41 attacks at damage 2, is pretty nice.
Wait you’re right. It’s not just the mortal wounds that are enhanced it’s all the attacks.
Yup. Just fought against this in a practice game yesterday and they blasted the living hell outta me
I just wanted to say I really enjoy that you explain each of the mechanics even if they are core rules, as someone who's just getting into the game, I really appreciate it.
My pleasure
I always roll a D8 for my dirty tricks
Ded sneaky dat.
Gud finkin’
Dis un is propa kunnin
Kkeverz
Kleverz
Super excited about KBZ this edition. Glad they are giving the army more of an identity.
They are so good
This video helped me improve my game at battling enemies with the green guys from the swamp. Prepare to get Shrekked.
The murknob with belcha banner is also control 5 on a 40mil base. You can also give him the +3 control from a killaboss, putting him on a 8 control.
That's spicy
Can’t wait to take Kruleboyz klaw and let Sylvaneth and Skaven make me unshootable
I'm not sure how effective in real terms all of this is going to be. But it is definitely promising, and massively better than 3rd edition.
Good luck with it all
Looking very much forward to more Kruleboyz content champ! Thanks for the insights
I won a dominion box at a tournament a couple years ago. Haven't had luck selling it but with the new edition I'm tempted to build the Kruleboyz
Thanks Rob and chat, great review got me pumped for krulboyz, a monster and rippaz army is definitely on my AoS4 shortlist.
Thankyou cutie
Thanks for this Rob! Just made my first two variations on a 2k list! So many fun combos!
Ok, with all emotions settle and some high level math done i came up with my future possible base for the list.
Trophy Finga
- Breakaboss on troggoth
- Skumdrekk
- Gobsprakk ?
- Shaman
- Murknob
- Marshcrawler
- 20 Hobgrotz
- 20 Gutrippaz
- 6 Boltboyz
- 3 Killbows
Nice start for sure
I think a Vulchaboss is better than Gobsprakk personally
@@lionman8295 it depends for what you need it. Gobsprakk is a wizard 2 and good enough anti-wizard abilities.
Is there some synergy doing skumdrekk with 20 hobs alongside an egomaniac sludgeraker and some gutrippaz? I feel like that would be a very dangerous blob
for some reason, the bite of the non named sludgeraker is better at 3+ to hit instead of 4+
I think the lore behind it is Skumdrekk's Sludgeraker is an older one
Thanks Rob, these videos help me through very hard days at my job. Thisbgives me hope for my KB army getting used again.
I'm sorry you are having hard days
Needs must.
Thank you Uncle Rob ❤
That's ok nephew
So glad spamming Gutrippaz and Hobgrots is playable now. It’s all I wanted to do in 3rd
2x20 Gutrippaz was viable in 3rd as well. Running 3 shamans for boltboyz poisen and gutrippaz as well 👍
60 Hobgrots baby
I am really hyped to see how they preform on the battlefield. There are some clear buffs compared to 3e which they really needed. The dirty tricks seem both fun and strong!
They seem amazing
Thanks for doing the best factions (orcs) early ❤
YAAAAAAAAS!!! 🤘💚
Love the faction videos!
Glad you like them!
Looking forward to getting ma boyz on the battlefield in my next fight. First couple games have been with my nighthaunt and they seem a bit too strong…barely lost a model 😬
Could you fight and then use ‘slippery scumbag’ to retreat before the enemy fights back?
No as fights are after abilities
Does the dirty trick roll goes up for each time it successfully goes off or each time I “try to use it.”?
I think they used a lot of time to to rework kruleboyz. Or they had these ideas for 3rd edition but didint have time to finish those. Anyway, luckily I started to paint mine when I bought dominion boxes and can start playing with them as my main faction. Army rules looks so amazing now (models were already one of the coolest in whole aos).
I would like a clarification on crit mortals. I understand the crit happens on a 6. Also I know there are cases where it could be crits on 5+. Maybe not with Kruleboyz but for sure with some other armies. When you score a mortal with a weapon that has 2 dmg do you count 2 mortals or only 1 mortal?
2 mortals
Count as 2
Love the fact that hob goblins have been buffed. They felt a bit useless in AoS 3. Except as using them as chaff & a cheap battle line option.
The killbow is good, but I'm not sure that it is "take 3" good.
Kruleboyz are looking ALMOST as much fun as Gitz, honestly I'm getting pretty strong Necrons Hypercrypt vibes for a lot of this army, hits hard, lots of movement hijinks, maybe not terribly durable as a general rule, but definitely the kind of thing that's going to induce headaches for a lot of opponents.
Hey Rob, since sneaky sneakin doesn’t specify at beginning or end of movement phase, do this mean you could use it reactively almost like a redeploy. They bring something in towards the u it and then you sneaky sneak out of there?
It's an ability so it's used when you use abilities. Either in the first half of a turn or second half. Depending on who is the active player
i cant seem to find the spearhead? Only the old vanguard, not even on their own website? Rob please help
They're the same thing.
@@randymanmachosavage Yes, but i still want the newer box. All the ither factions have them, why not kruelboyz?
It's the same thing and the new ones don't have any spearhead stuff in
@@thehonestwargamerstreams oh ok, thanks for replying, looking forward to more aos (GITZZZ) soon! Love your content
It's ya Boyz!
I'm leaning towards light finga as my formation of choice for now.
Swamp shroud is alright, but wholly within 3", shooting being nerfed (generally) and the army being less reliant on boltboyz means its not as weak into shooting as it was.
I don't know how useful 3" of extra range will be for middul finga, it was good last edition.
Trophy Finga pushes you to run monsters, which are all heroes, which makes you very high drop which turns me off it.
I think the army can get by damagewise without using venom encrusted weapons every turn, so using those tricks on the teleport and fights last are really strong in my opinion. If you go second in a battle round you're probably already on 4+ or 5+ for the tricks already too.
For me it's Middul Finga for a few reasons The rest are just too restrictive:
Klaw is gonna be so difficult to move around with and for some units it'll be impossible to benefit from it and then with shooting ranges generally going down to 10, 12, 15, 18 for the most part, a lot of the shooting will be in the mid board with a few exception.
Light Finga sounds good at a glance, until you realise it's bumping up you dirty trick roll. First one is on a 2+, then you second Sneaky Sneakin' is on a 3+, and that then bumps any other dirty tricks up by one in difficulty. It's making the rest of your battle traits harder to get off and your second Sneaky Sneakin' isn't even guaranteed so if your using it in your game plan there's just gonna be moments where it just doesn't go your way 33% of the time. To me that's just not worth it.
Trophy Finga isn't just heroes, it's also Marshcrawlers which I don't think are bad units. With 6 attacks on 4s and exploding 6s your looking at 4 hits without any +/-'s in play. They are also warmachines so dodged a lot of anti-monster tech (I've only see a couple anti warmachine stuff). However an army of them is kinda like a Walmart Trogherd all with Fellwaters (which aren't the best anyway). Then the other issue with Trophy Finga is that only 2 dirty tricks apply to the units in the army that's gonna benefit from the formation. That army is probably gonna be 3 Mirebrutes 7-9 crawlers (depending on if you want some Hobs of Killas for scoring).
Meanwhile Middul Finga just does what it says no fuss. Doesn't have to roll for it, doesn't have to hug super tight around terrain, doesn't have to roll 6s to hit (which gets shut off by some armies that turn off criticals) and take a super limited roster of units (Sludgerakers aren't the best in combat, not for their cost anyway, neither is the hound).
Everyone is still gonna take 2 units of 6 Boltboyz and with most units dropping 3-6" in shooting range to the 15-18 zone, we get to stay at 21 and they can now move and shoot at the aimed profile. That's a 26" threat range and even with the loss of MWs they are still fierce with rend 2 damage 2. The third unit getting the range increase might be a bit tricky as I don't rate the Killbow not when it costs 160pts. So that's my breakdown and how I'd run them.
This is the list I'm doing if your interested:
General reg
Vulchaboss general with skumbag
Killaboss with grot
20 rippas
6 bolts
6 bolts
Reg
Shaman
Monstakillas
Monstakillas
Marshcrawler
Reg 3
Mirebrute with eye biter
Morbid conjuration lore.
@@toninoedge1659 thing is you're never guaranteed to get your teleport off, so being able to do it twice gives way better odds of doing it once.
If you go second in a turn you can do something like : tp, fights last, then spam tricks on your turn.
If you go first in a turn you have at least a 50% shot at a teleport in your opponent's turn.
@@davidcampbell621 a lot of dirty tricks are reactive; lethal surprise, noisy rachet and to a certain extent Sneaky sneakin' meaning you won't always use them. There will be times you'll never use Lethal Surprise (most units in the game don't have Charge (+1 damage) and the ones that do probably still don't care) the same applies to Noisy Rachet. A lot of armies have ways to apply strike first or give us strike last and then there's times where even giving strike last out won't save our unit from getting mulched and it's only really good on Rippas so they can pour out MWs. By no means do you need to go ham on Dirty Tricks. I could see myself using 2 a Battleround in most cases, with Sneaky Sneakin being interchangeable with Noisy Rachet depending on the match up or scenario. Punishing myself by bumping up my other Dirty Tricks by 1 isn't making me wanna jump for Light Finga at all. A 50% chance is pretty rough (we all lived Dirty trucks on a 4+ last edition).
For me as with all things, I take things that are guarantees. I don't have to worry about a dice roll when it comes to Middul Finga, it projects a range my opponents have to factor in pushing back their own shooting elements or mounted heroes that don't get the full benefit of guardian.
If Light Finga gave the 2nd teleport for free or on the same roll as the 1st sure, sign me up. But being on a 3+ or possible 4+ yea no thanks, I'd rather not have my unit holding their mushrooms in the wind getting bowled over because I couldn't roll a dirty trick then shafting my other attempts at other dirty tricks later in the turn (Sneaky Sneakin comes before 2 other Dirty Tricks unless you are using Noisy Racket in your combat phase)
Feels like improvements from 3rd
Some great all round rules excellent
Just because of the name I would play Middul Finga. Pew Pew
It's a shame that boltboyz don't have crit mortal again. That lowers their value a little. Only being able to buff 1 unit to 5+ mortals is also a nerf. Otherwise it looks pretty decent.
I think bolt Boyz are over
@thehonestwargamerstreams which is a shame. Kruelboyz don't have a lot of options, and GW picking winners and losers never ends well. I say this as a Bonesplitterz player.
This is one army I was thinking of using at 4th.
What is the second ability of the killaboss on vulture?
I read it out
@thehonestwargamer think it got cut because you just go to a different scroll
How did you get this early?
Sneaky like a kruleboy
Can choking mist reduce the attack characteristic down to 0?
Nope, that's in the core rules. No characteristics can be lowered to 0 (except rend).
Pretty depressing seeing every other faction beeing better at teleportation than Sylvaneth.
You didnt talk about the other vital ability of the Vulcha boss.....
I apologise. I can't be perfect so thanks for spotting it
Mmm milkshake
I hate you
Lets go Swamp Bogglers! These guys are looking hot.
Except murknob, mirebrute, and gnashtoof. You're nobody's +1.
Also Gobsprakk who is pricing himself into retirement.
Spicey!
Hot!
Since Monsta Killaz are 50 points cheaper then Gutrippaz I imagine 2-3 units will be the norm.
You can double reinforce the rippers though
@@thehonestwargamerstreams but then you can’t teleport them. I do imagine lists will use both.
They cost almost on the dot the same amount per model. 120 for 7 vs 170 for 10.
Except when the unit size matters, the Monsta Killaz seem better to me.
@@thehonestwargamerstreams Is double reinforcing a thing this edition?
@@christopherclayton5500 no unfortunately
Will you review Blades of Khorne? :)
In full yes
OGORS
Today
So does the dirty trick count as having been used if you roll a one and it doesn't happen?
Yes
Where can we find these faction packs? If we can get them can start playing right now, I don't know why they are drip feeding them still if they have leaked
They are on Warhammer community
how do the Hobgrots get crit mortals - their knives don't have it. Did i miss something?
Yes. I cover it in the video
Lmfao poor gargaunts and ogres got worse versions of their own abilities than every other faction 😂
Rob is a boggler confirmed
Since day 1
This video sums up why I was so hyped for the army... until the points dropped. 3x killbows yes please... for 160pts a pop? No thanks
They have 2 shots now for double the points. I think thats fair.
@@XTr3m3b4sh fair sure... But nobody was taking six of them before and the DMG profile was arguably better. I'll definitely take one but I don't see anyone putting 480 points into killbows
@@XTr3m3b4sh Gobsprakk at 380 points is perhaps a better example... Went from hyped to buy a second Vulcha to not considering taking him
I literally will
@@thehonestwargamerstreams well will at least be a good counter to Kragnos and two vulchas just for 3D6 charge DMG bantz 😂