Age of Sigmar: How to Play Kruleboyz
Today we talk about how to play Kruleboyz in Age of Sigmar. Careful walking through the swamps of Ghur; you might not be as alone as you think…
In the wake of Kragnos’s ascension, a new breed of Orruk that had been hidden away in the deep swamps of the Realms emerged, seeing his rise as their call to tear down the forces of the other Alliances. These crafty Orruks, called the Kruleboyz, are surprisingly intelligent, and unlike their more brutish kin like to ambush their foes or outmaneuver them with sneaky tactics and underhanded poisons. Here’s a quick overview of how to best utilize these swampy ninjas on the battlefield, and a few units you’ll never want to leave in the bog.
Who are the Kruleboyz?
Lankier and smaller than the other Orruks, the Kruleboyz prefer kunnin’ and tactics to take down their foes, rather than brute strength. They even carry surprisingly sophisticated (for an Orruk anyway) crossbows, and their archers are able to match accuracy with some of the best sharpshooters in the Realms. They rise from the swamps on the backs of loathesome beasts, some even more vile and venomous than the Orruks themselves, and their primary leader, Gobsprakk, is said to have the ear of Kragnos himself. Under his leadership, the Kruleboyz have become a legitimate threat to the Realms, and more than a few hapless travelers have vanished into the swamps, never to be seen again.
Why Play Kruleboyz?
The Kruleboyz have a lot of fun tactical flexibility, they are good from range or up close, and they have some of the coolest looking models in the Orruk range. Plus, it’s really fun to mess with your opponent’s plans, and the Kruleboyz give you a suite of tricks to do just that.
Strengths
- Awesome centerpiece models that look great on the battlefield.
- Since theyused to be a starter kit army, the basic models are easy to build and cheap to acquire.
- Poisoned weapons are exceptionally powerful with a bit of luck.
Weaknesses
- They aren’t as durable as standard Orruks, lacking the armor of Ironjawz
- You rely on hero support a lot more than you might think.
- You can be overwhelmed surprisingly easily.
Signature Rules
Battle Traits
- Dirty Tricks– These special abilities can be done every turn. You can do multiples, but they get harder the more you have already done.
- Lethal Surprise/Venom-Encrusted Weapons/Sneaky Sneakin’/Noisy Racket– these really run the gamut. From teleportation to easier Crits to inflicting Strike-last, they are all extremely good.
Battle Formations
- Kruleboyz Klaw– units near terrain are not visible from over 12″ away.
- Middul Finga– three ranged units get extra range.
- Light Finga– lets you use the teleportation Dirty Trick twice.
- Trophy Finga– give Crit (2 Hits) to Companion attacks.
Heroic Traits
- Egomaniak– a 4+ Ward to pass wounds onto a friendly unit within combat range.
- Backstabba– deal sneaky Mortal Wounds to Heroes.
- Slippery Skumbag– chance to Retreat in any Combat phase, rather than in your own movement.
Artefacts
- Eye-biter Ash– once per game combat phase debuff.
- Mork’s Eye Pebble– once per game 5+ Ward bubble.
- Swamp Staff– Let’s a non-Wizard Unbind or add 1 to a wizards power level.
Key Kruleboyz Units
The Kruleboyz don’t have a lot of options, but even in the small roster these stand out.
Killaboss on Corpse-Rippa Vulcha
Your big boss on the back of a dragon-sized vulture with a stinger in its tail; what’s not to love? His massive base size gives you more board presence. Plus, he has an aura that gives a minimum 4″ Redeploy and can do a bucket of mortal wounds on a good charge roll..
Snatchaboss on Sludgeraker Beast
Another stompy monster lord that also buffs your poisoned weapons with its Sludgeraker Venom. Also has a powerful debuff Rampage.
Breaka-Boss on Mirebrute Troggoth
Only a depraved Kruleboy would think to utitlize a Troggoth as a mount, but that is where the Breaka-boss is at! A utilitarian, beat-stick of a hero, this dude makes a great missile, blasting something apart without worrying about the return attacks.
Swampcalla Shaman
The Swampcalla is a steady Wizard with a casting bonus from its Pot-grot. In addition, the Shaman can give a bonus to the armour saves of an infantry unit with Foul Elixers.
Gutrippaz
The basic Kruleboy offers much more than one might guess at first glance. With two wounds, a decent number of attacks with potential mortal wounds, and a dirt-cheap cost, a core of Gutrippaz still forms the backbone of a competent Kruleboyz army.
Man-skewer Boltboyz
A solid ranged option with two shooting modes, one for close range shots and another for sniping. Each one does 2 damage, which means that a unit of 6 can decimate a smaller unit with ease.
Monsta-killaz
These anti-monster specialists shut down enemy Rampages with their Klutcha-grot. Also- look at those baboons!
Hobgrot Slittaz
Slittaz are the grot companions of the Kruleboyz. In battle, they make good screens and will occasionally surprise with their crude explosives.
Beast-skewer Killbow
The Killbow is a nice Warmachine which, funny enough, specializes in skewering monsters. Against monsters their two ranged shots have flat 6 Damage thanks to its Skewering Bolts.
Sample Kruleboyz Army
Allegiance: Kruleboyz
– Battle Formation: Light Finga
Regiment 1
Snatchaboss on Sludgeraker Beast
– General
– Command Trait: Egomaniak
20 x Gutrippaz
20 x Gutrippaz
20 x Gutrippaz
20 x Gutrippaz
Regiment 2
Swampcalla Shaman
3 Bolt Boyz
7 Monsta-Killaz
Kruleboyz Tipz
Outmaneuver your enemy at every turn and be sure to fight dirty, taking out vulnerable units while staying as far away as possible. Time your Tricks right! When the time is right, sweep in with your monsters and leave your enemy buried in the muck.
~Get outta ma Swamp!