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Age of Sigmar: Orruk Warclans New Battletome Has New Ways To WAAAGH!!!

5 Minute Read
Aug 13 2021
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WAAAGH!!! or Win? You decide. It’s a previews from the upcoming Orruk Warclan Battletome!

The Orruk Battletome is on the way and it’s going to be packed with lots of new units and rules to play around with. Not only will it contain all the new Kruleboyz, it’s also got updates for the Ironjaws and the Bonesplittaz. Let’s take a look at few of the new ways you’ll be able to rampage with a WAAAGH!!! of your own!

via Warhammer Community

“We’ve come up with three such armies from the new battletome that mix and match the warclans’ talents to produce fighting forces that don’t always involve rushing headlong into the enemy.”

Monster Hunting 101

If you’ve been wondering how to deal with the sudden increase in monsters on the tabletop in your AoS games, fear not! The Orruks have some new ways to deal with the big beasties. Savage Orruk armed with chompas are a good start. Not only are they battleline, but 10 Bonesplittaz per unit brings 20 attack to the tabletop with a 2+ to wound on the charge. That’s a great way to “fill” those battleline requirements and go monster hunting at the same time.

Savage Big Stabbas are also a great option. Those Gorktoof spears are no joke! Plus, when they die, they get to make a final attack with the spear that can dish out D3 mortal wounds on a 2+ to monsters.

And then there’s the Kruleboyz. These Beast-Skewer Killbows are just a TAD bonkers.

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It caps out at 12 damage. But still…that’s pretty impressive! I DO appreciate that it also has a minimum of 2 damage. I also appreciate that it’s pretty random – but you get a die for each wound the target has on their wounds characteristic. If the target is a monster that could be 12 dice or more easy. Shooting a Gargant or Mega-Gargant? Even better. It won’t one shot those Gargants, but it’s certainly going to drop them a peg or two.

WAAAGH!!! Time

By now, you’re probably familiar with the WAAAGH! system the Orruks have. As the battle rages, the Orruks will generate WAAAGH! points which allow you to unlock different abilities once you hit thresholds. But eventually, you’ll want to call the WAAAGH! and that’s when things get crazy.

It’s a flat +1 attack to all melee weapons for your Orruks. Keep in mind, these extra attacks stack with any Waaagh! Powers you’ve gain up until that point. You’ll lose them all at the end of the phase, but what a phase it will be!

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Keep Shooting

The Orruks are getting some big boosts to their shooting ability with the new Warclans book. While they aren’t the best shots, they have an appreciation for volume over accuracy. But the new Kruleboyz are a lot better shots than most folks will be expecting:

“Man-skewer Boltboyz and Beast-skewer Killbows both have a range of 24”, and they hit on a 2+ if you don’t move. If you choose the Big Yellers warclan, you get to add 3” to that range. Not bad at all, especially when you consider that Boltboyz are Battleline units in a Big Yellers army.”

That is actually pretty good shooting. a 27″ shot that hits on a 2+ isn’t bad at all! Furthermore, Hobgrots can also get in on the ranged attacks with their sulphuric scrap-grenades. And, if their Noise-maker is still on the board, they can run AND throw those grenades. Talk about a surprise attack.

The Bonesplittaz are also down for some ranged attacks. The Bonegrinz are particularly fond of shooting.

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That puts those Arrowboyz at 3 shots each. It’s not the most accurate shooting, but again, VOLUME.

Mix Some Swamp Magic

And finally, we get a look at some of the new spells the Warclans will have. First up, some swamp magic for the Kruleboyz:

This is a pretty debilitating spell for an enemy unit. -1 attack and they can’t run either. Slap that on that annoying blender unit and it should soften the blow.

 

Ironjaws might be known more for their might and not their magic, but their wizards have a few tricks up their sleeves. Bash’em, Ladz! is a good old fashioned buff that adds +1 to wound rolls for Ironjawz. Get in there and swing away!

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And last but not least we have a look at the Bonesplitterz wizards spell Power of the Were-Boar. The target unit can’t shoot, but in exchange they get +1 to run and charge rolls AND they get to add +1 to hit rolls as well. I feel like there is going to be a nice combo with a WAAAGH! turn in there…

There are lots of new options coming in the new Battletome – what are you most excited about?

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Author: Adam Harrison
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