This is an article in a series where we do an overview of all Warcry Warbands for a Grand Alliance and exactly what fighter can be taken in each warband. This article is the warcry warbands for Death & Destruction.
If you are interested in the Bladeborn warbands, you can find our guide here.
|Warband Name||Warband Box||StG Box||Guide for Warband|
|Flesh-eater Courts||Go to Guide|
|Nighthaunt||Go to Guide|
|Ossiarch Bonereapers||Go to Guide|
|Soulblight Gravelords||Go to Guide|
Flesh-Eater Courts is one of the legacy warbands from the Death Grand Alliance. You can play almost all miniatures from that range.
They are a cannibalistic race of ghouls and vampires living in the deluge that they are instead noble knights and peasants from ancient kingdoms fighting the evil around the Mortal Realms. This is the consequence of the curse that Nagash imposed to Ushoran, the first of the Flesh-Eater.
They have 12 fighters of which 9 are leaders.
The Abhorrant Archregent has access to a record 5 abilities, of which Unnatural Vitality and Stir of the Black Hunger are specific to him (and the Ghoul King). The first allows some healing, the second one instead provides a buff to attacks of friendly fighters in range. As a melee combatant, he is slightly more fragile than the Infernal or the Haunter with 25 wounds instead of 32 and Toughness 4, but he can heal himself easier. He is also much cheaper and has a stronger attack profile (4 attacks at Strength 4 with damage 3/5).
The Abhorrant Ghoul King shares the same abilities as the Archregent and as such is the ideal meter of comparison. He is cheaper than the Archregent, good attacks but less damage (2/4) and less Wounds (20). For the rest he is identical, so if you need a support fighter less melee focussed then you can save some points switching to the Ghoul King.
The Varghulf Courtier is now the most expensive leader, with same damage as the Archregent but less attacks (3) with greater Strength (5) and the highly coveted 2″ range. Statistically does not fare much better than an Archregent and trails behind the Courtiers but it can now attack without immediate retaliation. Apart from that, he can fly with a Movement of 8″ that gives him great flexibility.
The Crypt Flayers are your winged option since they can all fly with Movement 10″. One of their ability, Death Scream, allows to increase Strength by 1 and “skewer” your enemy (preventing him from moving if you score at least a critical hit). With the other instead they can “scream” at all visible units in range for some bonus damage. The leader options are veritable killing machines, indeed the 2 most expensive fighters of the entire warband: 36 wounds, Toughness 4 and 4 attacks at strength 4 for damage 2/5 the Crypt Infernal, while the Crypt Infernal Courtier has more wounds and Strength 5.
The Crypt Horrors are the elite fighters of the warband. They share the same statistics as the Crypt Flayers regarding Attack and Wound characteristics so the main difference is in the special ability that allows them to add 2 to their attacks as long as they are in range of an Abhorrant Archregent or Ghoul King. Their leader options, the Crypt Haunter and the Crypt Haunter Courtier are identical to their Flayer counterpart except the 6″ movement against the 10″ flying movement.
The Crypt Ghouls are your basic fighters: cheap and no special abilities. Toughness 3 and 8 wounds makes them really squishy but you can field so many of them that they compensate with the numbers. The same is valid for their Leader versions, the Crypt Ghast Courtier and Crypt Ghast, making them unremarkable leaders.
Abilities for the Flesh-Eater Courts Warband
- Feeding Frenzy (Double, Everyone): After taking out an enemy you can heal yourself up to 6 Wounds.
- Skewering Strike: (Double, Crypt Infernal Courtier, Infernal and Flayer) +1 Strength for the next attack. In case of a critical, the opponent cannot move or disengage.
- Chosen of the King: (Double, Crypt Haunter Courtier, Haunter and Horror) +2 to the melee Attack characteristic if they are nearby an Abhorrant Ghoul King or Archregent.
- Unnatural Vitality (Double, Abhorrant Archregent and Ghoul King): Heal up to 6 Wounds.
- Bringer of Death: (Triple, all Leaders) Add up to 6″ to the Movement of all friendly fighters within range of the leader.
- Death Scream: (Triple, Crypt Infernal Courtier, Infernal and Flayer): Damage enemies within 8″ range depending on the dice roll (5+ for each enemy).
- Terrifying Frenzy (Triple, Varghulf Courtier): Add up to 3 to the Attack characteristic for the next melee action.
- Stir of Black Hunger (Quad, Abhorrant Archregent and Ghoul King): Add 1 to the melee Attacks of all friendly fighters within 9″.
- The Royal Hunt (Quad, Everyone): Perform a bonus move and a bonus action. Add 1 to the bonus attack if close to a friendly fighter.
Reaction for the Flesh-Eater Courts Warband
Baffling Parlay (Everyone)
- When: During an enemy melee attack action but before hit rolls.
- What: Subtract 1 from the enemy attack characteristic to a minimum of 1.
Pros and Cons of the Flesh-Eater Courts
+ Access to high movement and flying
+ Hard-hitting fighters and cheap disposable bodies
+ One of the easier/cheaper legacy warbands to build
– Not a lot of different model types
– No ranged attacks
– You could get tired of the naming of your models (they really like that crypt…)
Legions of Nagash
Legions of Nagash was one of the legacy warbands from the Death Grand Alliance. Since the publication of Tome of Champions 2021, it has been completely replaced by Soulblight Gravelords.
You can still see our original guide for Legions of Nagash.
Nighthaunt is one of the legacy warbands from the Death Grand Alliance. You can play almost all miniatures from that range.
In his twisted sense of justice, Nagash, the Supreme Lord of Undeath, created the ghostly hordes comprising the Nighthaunt from the souls of deceased beings leaving them enough memory of their past lives to torment them for eternity and increase their hatred for the living.
They have 25 fighters of which 15 are leaders.
There are two types of Knights of Shrouds: cavalry and infantry. Both have the same weapon profile and Runemarks so what differentiates them is the movement 10″ for the one on Ethereal Steed. Their attack is good (4 attacks at Strength 4) and sits at the high end compared to the other leader options. Their special ability (Stolen Hours) allows them to heal for how much damage they inflicted making them highly survivable.
Dreadblade Harrow is another cavalry option with average attacks, movement 10″ and a special ability that allows them to tele-transport anywhere on the battlefield. While it is a powerful ability that allows you to chase runaways or secure an objective last minute, it does have some limitations.
The Guardian of Souls introduces ranged attack to an otherwise melee focussed warband. With damage 3/6 and range 3-7″ you probably want to make most use of it and keep him far from the centre of the fight. His special ability, Unholy Light, can heal all nearby fighters in a warband traditionally low on Wounds.
The Spirit Torment is the second heaviest leader in the warband with Strength 5 and damage 3/5. He is also one the most expensive and his ability, Captured Soul-energy, allows to heal friendly fighters in range as long as he kills an enemy.
Between the Leaders, the Lord Executioner is the heaviest hitter with 2 attacks at Strength 5 for 3/6 damage. But he doesn’t have anything else to add, meaning there are better and more useful leaders out there.
The Hexwraiths add extra flying movement (10″) to an already fast warband with just average attacks (4 at Strength 3 but with 2″ range) but some more than welcome high Wounds characteristic (20). The Hellwraith is the Leader of this unit increasing the critical damage by 1 point (4 total).
The Extoller of Shyish is one of the cheapest leaders. At a decent price for 15 wounds and a Toughness of 4, there are much better options considering he has no special ability apart from resurrecting fallen comrades. He is the Leader version of the Grimghast Reapers who share the same base stats with less wounds, the same 2” range and add to the fray a really useful ability, Reaped Like Corn, that allows them to hit every surrounding enemy.
The Cairn Wraith is the rightful leader of a Grimghast Reaper army, with better attacks (3 at Strength 4 for 2/4 damage and the precious 2″ range) and same abilities: Soul-marked Prey and Reaped Like Corn.
The Tomb Banshee has a ranged attack that is her strongest (2/5 damage) and can reach 10″ with no minimum value, meaning she could use it also on melee. However, her special ability Frightful Touch, that allows to treat all hits as critical hits, works only on her melee profile (4 attacks with 4 damage on critical hit) that is still a good profile is you have the Triple to use.
The Dreadscythe Harridans are terrifying melee fighters able to pin in place an enemy (Harrowing Shriek). The high number of attacks (5 at Strength 3) justifies the average cost of these ladies. The Slasher Crone is their Leader that adds extra damage to her arsenal (2/4 instead of 1/3) for a price in line with the rest of the warband.
The Chainrasp, despite being the cheapest unit available in the warband is costed higher than equivalent units in the other warbands thanks to his ability to fly and a relatively high Toughness (4). With damage 1/2 and Strength 3 will be a long process to put down the tougher opponents, so they are probably best suited to grab objectives or slow down the enemy. Their Leader version, the Dreadwarden, is the cheapest option as a leader and is treated as a minion benefitting from the same ability, Chilling Horde, where every Chainrasp next to another can get an extra attack per activation. On the other hand, it is not extremely survivable with only 12 wounds and a Toughness of 4.
The Spirit Hosts are the most expensive non-fighter unit available to the Nighthaunt and for a good reason. With 28 wounds and toughness 4 it’s going to take time to pull them down. Normally they wouldn’t hit too hard, but their ability, Frightful Touch, allows every hit to be treated like a critical.
The best characteristic of the Chainghast is to be the ranged unit with the longest range in this warband with 12″ range at Strength 4. He is more elite than other fighters with 15 Wounds but pays a hefty price for this despite the lack of special abilities.
The Bladegheists Revenants compete with the Grimghast Reapers and at a similar cost they have Strength 4 instead of 3 but no extra abilities and only 1″ range.
The Glavewraith Stalker has now a similar cost as the Chainrasp but 2″ range weapon and extra damage on critical hit (1/3). While, they don’t have any special ability, it can still be used to swarm the enemy the same way as Chainrasps with their 6″ movement.
The Myrmourn Banshee is slightly more expensive than a Grimghast but adds considerable weight to the table with +1 strength (4) and more damage on a normal hit (2/4). They do not have any special ability, however, and, despite Toughness 4, with 10 wounds they are extremely vulnerable to critical hits.
Abilities for the Nighthaunt Warband
- Aura of Dread (Double, Everyone): subtract 1 to the Strength characteristic (to a minimum of 1) of an enemy fighter.
- Soul-marked Prey (Double, Grimghast Reaper and Cairn Wraith): -1 Strength to a wounded enemy fighter.
- Chilling Horde (Double, Dreadwarden and Chainrasp): +1 Attack and +1 Strength if close to another fighter with same runemark.
- Beheading Strike (Double, Lord Executioner): add up to 3 to critical hits damage for one attack action.
- Stolen Hours (Double, both Knight of Shrods): heal this fighter for how much damage he delivered this activation.
- Frightful Touch (Triple, Spirit Hosts and Hexwraiths): each hit scores critical damage.
- Harrowing Shriek (Triple, all Dreadscythe Harridans): prevents movement or disengage from an enemy within range on a 3+.
- Phantasmal Discorporation (Triple, Dreadblade Harrow): transport the unit anywhere on the battlefield.
- Unholy Light (Triple, Guardian of Souls): heal 1 Wound to all nearby friendly fighters.
- Spectral Summon (Triple, all Leaders): set up again any fighter taken down.
- Reaped Like Corn (Quad, Grimghast Reaper and Cairn Wraith): damages all visible enemy fighters within range.
- Captured Soul-energy (Quad, Spirit Torment): heal all nearby friendly fighters when taking down an enemy.
Pros and Cons of the Nighthaunt
+ Versatile and quite forgiving
+ Fly is, in general, an amazing ability
+ Summoning back models is a powerful ability, tactically satisfying and thematically fitting
– Low damage (unless you can get off some abilities)
– Can struggle on some missions
Ossiarch Bonereapers is one of the legacy warbands from the Death Grand Alliance. You can play almost all miniatures from that range.
They are a pet project that Nagash, Supreme Lord of Undeath, initiated long before the Stormcast Eternals were reforged. He combined the best souls he could get his skeletal hands on to create a super efficient army of skeleton automatons and then release it in the Mortal Realms to collect the tithe, a tribute of bones used to create more soldiers.
They have 18 fighters of which 6 are leaders.
The Liege-Kavalos is a majestic model that rightfully should lead any cavalry based Ossiarch warband. He is the most expensive leader but also the one with most hit points (32) and damage output (4 attacks at strength 4 for 2/5 damage). He compares with the Kavalos Hekatos but with 1 damage on critical and 2 wounds more.
The Mortisans are the commanders and bone-mages of the army and they come in different shapes. For the Demi-cohorts they add the only ranged options in the army: 2 attacks at Strength 3 for damage 3-6 and range 3-7″. The main differentiation comes from their special abilities:
- The Boneshaper is the healer, able to remove 1 damage to all fighters in range.
- The Soulreaper is the damage dealer, with damage to all fighters within range.
- The Soulmason is the support guy, able to add Attacks to fighters within range. For some reason he is also Mounted, preventing him from going through doors and archways.
The Morghast are the elite fighters of this warband, distinguished by their main role: Archai are effective protectors while the Harbingers are messengers of destruction. They are further differentiated by the weapon load-out:
- Spirit Halberds provide higher damage concentrated in less attacks (2 at Strength 5 for 3/5 damage)
- Spirit Swords provide more balanced attacks (4 at Strength 4 for 2/4 damage).
- The Harbingers have a free move ability and Toughness 4
- The Archai cost slightly more and have Toughness 5.
The Kavalos Deathriders are the cavalry of the Ossiarch Bonereapers. All Kavalos have Movement 8” and Toughness 5 making them extremely flexible and tough. The Hekatos has 30 wounds, the normal Deathriders 20. They have different versions:
- The Blade drops 1 attack and 1 in Strength but it’s also cheaper.
- The Spear loses one attack (only 2) but increasing the range (2”) and the damage on critical (5).
- Their Leader version, the Kavalos Deathrider Hekatos, has access to the Unstoppable Advance ability to increase the Movement within its battle group (hammer, shield or dagger). He is also armed with a blade (damage 2/4 for 4 attacks at strength 4.
The Mortek Guard is the basic infantry of the Ossiarch but do not under-estimate them: they can be extremely lethal especially in groups. Their main ability, Form Shield Wall, allows to increase their Toughness from 5 to 6.
- The only one unable to use this ability is the one armed with the Soulcleaver Greatblade. He is also the only one with Toughness 4 (instead of 5) but compensates by doing more damage (2/5) on his 3 attacks at Strength 4.
- The Spear increases its weapon range to 2” at the cost of one attack (only 2) and increased damage on critical hit (4).
- The Blade provides a more balanced profile with 3 attacks at strength 3, 1/3 damage but only 1” range.
- Their Leader version, the Mortek Guard Hekatos is a valid melee fighter with 4 attacks at Strength 4 and same damage as the Kavalos (2/4). He is also the cheapest leader (other than the slowest).
Necropolis Stalkers are an interesting model attack-oriented considering they have the lowest Toughness in the warband (4). However, they compensate with 30 wounds and a movement of 5″ half-way between the Mortek and the Kavalos. There are 2 different weapon loadouts for the Necropolis Stalkers:
- The Dread Falchion reduces the number of attacks (3) for maximum damage (3-6 at Strength 5, the highest on this warband).
- The Spirit Blades are a more conservative weapon with 5 attacks at Strength 4 (2-5 damage).
The Immortis Guard has a similar profile to the Necropolis Stalker with Falchions with 1 attack less (2), less damage on critical (3/5) and Toughness 5 that can be further increased with Form Shieldwall.
Abilities for the Ossiarch Bonereapers Warband
- Nadirite Weapon (Double, Everyone): Add 1 to the damage characteristic (for both hit and critical hit).
- Form Shield Wall (Double, all Mortek Guard except with Greatblade and Immortis Guard): Add 1 to the Toughness of this fighter (and anyone with same runemark nearby) until the end of the battle round.
- Hunt and Kill (Double, Necropolis Stalkers): If the fighter is within 6” of an enemy model, can do a bonus move towards the nearest enemy.
- Endless Duty (Double, Liege-Kavalos): Allows extra bonus move or action when killing an enemy.
- Deathrider Charge (Triple, all Kavalos Deathriders): The next time this fighter moves next to an enemy fighter, pick one within 1” of this fighter and allocate as much damage as the value of this ability.
- Unbridled Ferocity (Triple, all Morghast Harbingers): Allows a bonus move.
- Unstoppable Advance (Triple, all Leaders): Add up to 3″ to the Movement of all fighters in the same battle group as the leader.
- Soul-guide (Triple, Mortisan Soulmason): Add 1 to the Attack of friendly fighters within range.
- The Boneshaper’s Art (Triple, Mortisan Boneshaper): Heal 1 to all friendly fighters in range.
- Blade-strike Aspect (Quad, Necropolis Stalker): Add the value of this ability to the Attack characteristic.
- Soulreaper Scythe (Quad, Mortisan Soulreaper): Do up to 6 damage to all enemies within range.
Pros and Cons of the Ossiarch Bonereapers
+ Good toughness
+ Extreme versatility
– Does not excel in anything
– Few ranged options
Soulblight Gravelords is one of the legacy warbands from the Death Grand Alliance. You can play almost all miniatures from that range.
They represent the vampire elite commanding all sorts of undead and they replace Legions of Nagash army and warband. However, you are not forced to use a vampire to lead your warband, skeletons are equally valuable fighters or a Necromancer could muster your horde of zombies.
They have 21 fighters of which 6 are leaders.
The Vampire Lord is the strongest melee leader in this warband with an average damage second only to the Vargskyr (4 attacks at Strength 4 for 2/6 damage). If you are used to the vampires from Legions of Nagash, this is quite an upgrade. He is now more resistant (Toughness 5 with 25 wounds), faster (5″ still flying) and access to many interesting abilities.
The Necromancer is an important piece in the army able to activate your other fighters within his round, but now it’s probably better suited as a hero rather than a leader. Also, with Toughness 3 and 20 wounds is really fragile and needs to be well protected. His ranged attack (3-7” with good 3/6 damage) represents the only ranged option in the warband.
The Wight Kings are the commanders of the skeleton hordes with Toughness 5 and high wounds. They come in two forms:
- The Wight King on Skeletal Steed has a spear providing 2″ range, 3 attacks at Strength 5 for 2/5 damage.
- The standard Wight King has a more balanced weapon profile with 4 attacks at Strength 4 and same damage.
The Vargheists are the flying unit of this warband with a Movement of 8″. High Wounds and average Toughness (4) guarantees them some survivability. The Vargoyle is the leader of a Vargheist unit, with a good melee profile (4 Attacks at Strength 4 for 2/5 damage). The standard version has the same profile but less damage (1/4). Both have access to Blood-maddened Frenzy, that allows a bonus attack or move after taking down an enemy.
Blood Knights are the heavy cavalry of the warband. They come in different versions but they are all mounted and have 8″ Movement:
- The Templar Blade provides 3 Attacks at Strength 4 for 2/4 damage.
- The Templar Lance with 2″ range loses 1 attack but increases Strength to 5.
- A Kastellan is basically a Vampire Lord on horse without the Flying runemark. Being mounted he has access to Deathly Charge (as all Blood Knights) for some damage at the end of the movement.
Vyrkos Blood-born‘s main sin is from their only and extremely situational ability that allows to climb for free. Outside of that, Vyrkos have decent attacks (4 at Strength 4 for 1/5 damage) but low survivability with Toughness 3 and 15 wounds.
The Vargskyr is an impressive model with a barely useful ability (Vampiric Agility), gifted with an impressive damage output (2 Attacks at Strength 5 for 3/6 damage) but also the highest point cost between non-leaders. 35 Wounds and Toughness 4 makes him tough but costs more than a Vargheist for little more benefit.
The Kosargi Nightguard is another model coming from Cursed City board game, no ability to his name, but a decent profile as a heavy damager: strength 5 and 2/5 damage at 2″ range. Toughness 4 and 30 wounds make him a tough opponent. It costs less than a Vargheist, but in this case the difference in cost can be justified.
The Black Knights are the lighter cavalry of this warband, compared to the Blood Knights, but they have the same movement of 8″. They do have less wounds and less Toughness (4) but they become an interesting option in a thematic skeletons-only warband. The 2″ range spear attack is similar to the foot version (2 attacks at Strength 3 for 1/4 damage). Their Champion version, the Hell Knight, reduces the range to 1″, increasing the attacks to 3 and damage to 2/4. He is not a Leader, but as a Champion can perform a bonus attack action and increase his attacks for that action.
The Grave Guard are the elite undead infantry. They come with different loadouts and are essential in many warbands:
- The Great Wight Blade hits at Strength 5 with +1 on normal damage (2/4).
- The Wight Blade and Crypt Shield increases Toughness by 1 (4).
- The Champion is the Seneschal, that doesn’t count as a Leader but can perform a bonus attack action and increase his attacks for that action.
The Skeletons are basic fighters with low wounds and Toughness 4. They have different weapon loadouts:
- The Ancient Spear has 2” weapon range and +1 damage on critical really improving the longevity of this unit
- The Ancient Blade has 1 attack more.
- The Skeleton Champion does not count as a leader but can perform a bonus attack action and increase his attacks for that action.
The Zombies have the same identical profile and cost as a Skeleton Warrior with Spear, but 2 Wounds more to compensate the 1″ range of the weapon. Probably the worst trade-off in history.
Abilities for the Soulblight Gravelords Warband
- Shambling Horde (Double, all Grave Guards, Skeletons and Zombies): up to 6″ bonus move when starting in range of a visible leader.
- Vampiric Agility (Double, Vyrkos and Vargskyr): do not count vertical distance when climbing.
- Blood-maddened Feeding Frenzy (Double, Vargoyle and Vargheist): perform a bonus move or attack after killing an enemy.
- Beheading Strike (Double, all Wight Kings): add up to 3 to the damage on critical hits for the next melee attack.
- Necrotic Siphon (Double, Necromancer): steal wounds from a friendly Minion fighter to heal back the double to the Necromancer.
- Deathly Charge (Triple, all Blood Knights and Black Knights): deal up to 6 damage to an engaged enemy at the end of the next movement.
- Thirst for Blood (Triple, Vampire Lord and all Blood Knights): heal up to 12 wounds after taking down an enemy.
- Summon Undead Minion (Triple, all Leaders): return a slain Minion model (Grave Guard, Skeleton or Zombie) to the table fully healed.
- Call the Crimson Feast (Triple, Vampire Lord and all Blood Knights): add 1 to the melee Attacks to all friendly fighters within 6″ of the leader.
- Chosen Champion (Quad, Seneschal, Hell Knight and Skeleton Champion): while within 6″ of a Leader, perform a bonus attack and add up to 3 to the Attack characteristic.
- Vanhel’s Danse Macabre (Quad, Necromancer): perform a bonus move or attack with up to 6 fighters in range.
Pros and cons of Soulblight Gravelords
+ Horde army but with elite options
+ Versatile with many options
+ Ability to bring back dead comrades
– No ranged options except one leader
|Warband Name||Warband Box||StG Box||Guide for Warband|
|Bonesplitterz||Go to Guide|
|Kruleboyz||Go to Guide|
|Gloomspite Gitz||Go to Guide|
|Ironjawz||Go to Guide|
|Ogor Mawtribes||Go to Guide|
Bonesplitterz is one of the legacy warbands from the Orruk Warclans range belonging to the Destruction Grand Alliance. You can play almost all miniatures with that keyword.
They are wild frenzied Orruks armed with little more than bone weapons, primitive bows and the protection (or at the very least confidence on) of their warpaint.
They have 19 fighters of which 9 are leaders.
The Maniak Weirdnob is the most expensive leader of the Rangin’ Rukks with an excellent movement of 10″ but being Mounted he cannot climb, pass through doors, etc. He can resist quite few punches with Toughness 4 and 35 Wounds and can throw some back with his 3/6 damage ranged attack (up to 7″). His ranged attacks can be increased from 2 to 3 (Weird-Squig).
The Savage Big Boss leads Bonesplitterz in the midst of the fray. With 3 Attacks at Strength 5 for 3/6 damage he hits as hard as a Big Stabba, but is smaller, more resistant (Toughness 4) and has access to some interesting Leader abilities.
The Wurrgog Prophet is another supporting wizard, decently priced. He has the same attacks as the Weirdnob but a little bit less Wounds (28) maintaining same Toughness (4). Of all area of effect available to the Rangin’ Rukks the Beast-mask Dance is one of the most interesting providing -1 Attack to all enemy fighters in range.
The Wardokk has instead the least useful ability: heals 1 damage within a short range. The rest of his profile would be identical to a Weirdnob or a Wurrgog but he loses 1 damage on critical hit on melee (1/3) and goes down to 25 Wounds.
The Savage Boarboys are in reality a family of two distinct mad cavalry on top of War Boars. They all share the same ability, Tusker Charge, that allows impact damage and have 10″ Movement, high wounds and Toughness 4.
- The Maniak hits harder and costs more, with 3 Attacks at Strength 4 for 2/4 damage.
- Their Leader version, the Savage Boss Maniak, is even stronger with 1 more attack and 3/6 damage.
- The Savage Boarboy Boss is the other Leader and does only 2/5 damage with the same weapon profile.
- The Boarboy Totem Bearer increases Strength (5) and introduces the ability Beast Spirit Ju-ju, that increases by 1 the Toughness of all nearby fighters.
- The other two weapon loadouts have same Strength 3 for 1/3 damage but the Chompa has 3 Attacks.
- The Stikka instead has only 2 Attacks but with 2″ range.
The Savage Orruk Morboys are the closest thing to elite infantry the Bonesplitterz have and come in different shapes:
- The Morboy has Strength 4 and a 2/4 damage spread in 3 attacks.
- The Morboy Totem Bearer has the same weapon profile of the base Morboy but 3” range. Where he truly excels, however, is his ability Beast Spirit Ju-Ju, the same as the Boarboy Totem Bearer.
- Their Leader version, the Morboy Boss, is one of the top choices for a Leader. While his Strength and Toughness of 4 may seem somewhat underwhelming for his points, where he truly shines is his damage output: 4 Attacks for 3/6 damage.
The Savage Big Stabba has the same damage output of a Savage Big Boss, costing less but having also no special ability. Despite that they have 30 Wounds (but Toughness 3) and Strength 5 for 3/6 damage being a bit of a glass cannon.
The Savage Orruks are the basic infantry and some of the cheapest models.
- The Orruk Boss with Chompa and Bone Shield is the cheapest melee leader but not a good candidate.
- The Chompa has 3 Attacks at 1″ range.
- The Stikka instead has only 2 Attacks but with 2″ range.
The Savage Orruk Arrowboys are the only purely ranged option available for the Bonesplitterz (and one of the few in Destruction) with a range of up to 15″. They can also increase their attacks thanks to Loadsa Arrow. Despite so they have only Strength 3 and 1/3 for damage making fishing for critical hits essential, but they are cheap, including the Savage Arrow Boss. Indeed he is the cheapest Leader in the warband with a slightly better melee profile.
Abilities for Bonesplitterz Warband
- Charge! (Double, Everyone): Perform a bonus move towards the closest enemy in range.
- Toof Shiv (Double, Savage Boarboy Maniak, Savage Orruk Morboy): Allocate up to 6 damage to an engaged enemy.
- Beast Spirit Ju-ju (Double, Savage Boarboy and Morboy Bone Totem Bearers): Increase of 1 the Toughness of nearby friendly fighters.
- Weird Squig (Double, Maniak Weirdnob): Add 1 to the Attack characteristic of ranged attacks.
- Waaagh! (Triple, all Leaders): Add up to 6″ to the Move characteristic of nearby friendly fighters.
- Tusker Charge (Triple, all Boarboys and Maniak Weirdnob): Allocate up to 6 damage to an enemy at the end of a Move action.
- Loadsa Arrows (Triple, all Arrowboys): Add up to +3 to the Attack characteristic of the next ranged attack.
- Ritual Dance (Triple, Wardokk): Heal 1 damage to all nearby friendly fighters.
- Beast-mask Dance (Triple, Wurrgog Prophet): Reduce of 1 the number of Attacks of nearby enemy fighters.
- Rampaging Destroyer (Quad, Everyone): Add 1 to the Attacks and every time you take down a fighter perform a bonus Move action.
- Mighty Waaagh! (Quad, Savage Big Boss): Add up to 6″ to the Move characteristic of nearby friendly fighters (9″).
Pros and Cons of the Bonesplitterz in Warcry
+ Adaptable and easy to play
+ Good Selection of Models
+ Auras and Buffs
+ Ranged Attacks
– Average powered models that don’t excel in any one area
– Losing your Bone totems or Leaders can be utterly devastating
Kruleboyz is one of the legacy warbands from the Orruk Warclans range belonging to the Destruction Grand Alliance. You can play almost all miniatures with that keyword.
They are a swamp-dwelling extremely cruel and cunning breed of Orruks. Instead of brute force they favour traps and poisons, deception and ambushes. They have been rallied out of their hideouts by the awakening of Kragnos, the End of Empires.
They have 14 fighters of which 7 are leaders.
The Killabosses are the melee leaders of the warband and come in two variants with the exact same, and pretty good, weapon profile with 4 Attacks and a critical damage of 5:
- The Killaboss on Gnashtoof has 10 more Wounds and a better Move statistic but he is Mounted. His ability, Bone-Crushing Bite, damages a nearby enemy.
- The regular Killaboss does most of what the mounted version does well, while his ability, You Hold ‘Em Off , grants a bonus move or attack action to a nearby Stab-Grot.
The Murknob with Belcha-Banna has a slightly worse weapon profile than the Killabosses, as well as lower Wounds and Toughness, but it does have a unique ability does some area damage.
The Swampcalla Shaman has the same defensive statistics as the Murknob, but it has two weapon profiles: a short-range ranged attack with the highest critical damage in the warband (with a value of 6), and a 2″ range melee attack with low normal damage but otherwise decent statistics. His ability decreases the Attack characteristic of nearby enemy fighters but requires him to be close to the melee.
The Gutrippas are one of two categories of melee infantry fighter types for the Kruleboyz warband, and they come in two variants, each with their own Leader:
- The Wicked Stikka is probably the best one of the 2 because of his 2″ range weapon (for 1/3 damage at Strength 3)
- Their Leader version, the Boss with Wicked Stikka has the same 2″ range but with Toughness 5 and only 3 attacks is definitely a more defensive Leader.
- The Wicked Hakka instead increases the attacks to 3 for the same damage but at a higher cost.
- Their Leader version, the Boss with Mace and Sword, is similar to the other Boss but trades 1 more Attack for 1 less Toughness.
The Man-Skewer Boltboy is an elite ranged fighter type with a pretty good ranged weapon profile, and the same melee profile as a Gutrippa with Wicked Hakka on top. Having a long range option for the warband is pretty great (especially for a Destruction warband), and their ability, Aimed Shot, allows to score critical hits on a 5+. Their Leader version, the Boltboy Boss is a significantly buffed-up version of the standard Boltboy, with better weapon profiles in both melee and ranged, but you do have better options as leaders.
The Hobgrots work in synergy outside of your warband with the Hobgrot Boss, that is not a Leader, but is able to increases the melee Attack characteristic of all Hobgrots around him. The standard Hobgrot Slitta is pretty weak in combat without the use of this ability but both have also a ranged attack at 3-7″ range that can help compensate the overall fragility (Toughness 3 and low wounds).
The Stab-Grot is a tiny grot cosplaying as a Killaboss, and neither his offensive or defensive statistics are impressive. He can perform bonus actions using a Killaboss ability.
The Pot-Grot is really, really useful for its points cost as his unique Triple ability called Brewed Elixir can heal a friendly fighter nearby. For his point cost there’s no reason not to take it.
Abilities for the Kruleboyz Warband
- Venom-Encrusted Weapons (Double, everyone but the Potgrot) Increase the damage of critical hits for one fighter in an activation
- Aimed Shot (Double, Boltboys) A fighter who has not moved in their activation gets an increased chance at scoring critical hits
- Stab ‘Em Good (Triple, Hobgrot Boss) Improve the Attacks characteristic of Dagger weapons used by Minions around this fighter for one battle round.
- Brewed Elixir (Triple, Pot-Grot) Heal a nearby fighter based on a dice roll.
- Bone-Crushing Bite (Double, Killaboss on Great Gnashtoof) Do damage based on a dice roll to a nearby enemy fighter.
- You Hold ‘Em Off (Double, Killaboss) Give a bonus move or attack action to a nearby Stab-Grot.
- Summon Boggy Mist (Triple, Swampcalla Shaman) Decrease the Attacks characteristic of enemy fighters in a bubble around the Shaman for one batte round.
- Breath of the Mire-Drake (Triple, Murknob with Belcha-Banna) Do damage to all enemy fighters around the Murknob based on a dice roll
- Kunnin’ Attack (Quad, all Leaders) If there are more friendly fighters with the Warrior runemark close to the fighter using this ability than enemy fighters, those friendly fighters all make a bonus move or attack action.
Pros and Cons of the Kruleboyz Warband
+ A strong Leader ability
+ Good access to ranged and Range 2″ weapons
+ Good synergies
+ Clearly communicated playstyle that’s good for beginners
– Lacks cheap “chaff” fighters
– Strong melee Leaders lack synergies with the rest of the army
– Some fighter types are a bit too expensive points-wise
Gloomspite Gitz is one of the legacy warbands from the Destruction Grand Alliance. You can play almost all miniatures from that range.
They represent the Grots and their allies, from the cave-dwelling Moonclan and their funny but unpredictable pet Squigs to the spider riders of the Spiderfang tribes. Notably their massive friends, the Troggoths, can only be used as Thralls.
They have 24 fighters of which 9 are leaders.
The Loonboss is the military commander of the Moonclan Grots and as such he is a valid leader even of a Sneaky Skrap. Decent Toughness, low Wounds as all Grots (18) and decent melee attacks (4 attacks at Strength 4 for 2/4 damage make him a just average leader. But considering his cost and the warband average cost, his main strength is in the cost.
The spiritual leaders of the Grots are the Shamans and the Fungoid Cave-Shaman is the most representative. With Toughness 3 he is fragile, so better use his 7″ attack for 3/6 damage. His ability to do area damage is also a trap as the range is really short.
The bulk of a Grot army is made by the Moonclan Grots, of which there are various versions:
- The Moonclan Boss is the only Leader from this set. He is identical to a Loonboss with 2 Wounds less (16) and no special ability.
- The Stabba with Stabba and Moon Shield (sword wielding version) provides 3 attacks at strength 3 for 3 damage on a critical hit making it a good stat line.
- The Stabba with Pokin’ Spear and Moon Shield sacrifices 1 attack for more critical damage and 2″ range, particularly useful when you activate a leader ability to increase the number of attacks.
- The Stabba with Barbed Net, apart being one of the cheapest fighters in the warband, is useful to prevent the movement of an enemy with his ability.
- The Shoota is the ranged version of the basic grot and one of the two ranged options in this warband barring a couple of leaders. He is unable to use most sneaky abilities on his ranged attacks as they require a melee weapon. This means that the 2 attacks at strength 3 and range 12” cannot be improved in any way.
The Sneaky Snuffler is an improved and slightly more expensive grot with 4” movement, Toughness 3 and 15 wounds. His snufflesquig attack has 3 attacks, Strength 3 and damage 2/4 making him an ideal candidate for the Backstabbing Mob ability to raise the chances of attacks going through.
The Loonboss on Giant Cave Squig is the most expensive fighter of the Sneaky Skraps with a profile similar to the Bounder Boss (Flying Movement of 8″ and Toughness 5) but 2 Wounds more (26) and more expensive. But his damage is on par with fighters of that cost: 4 Attacks, Strength 5 and damage 2/5.
The Squig Hoppers are the light cavalry of the Squig Riders, with Flying movement of 10″, Toughness (4) and decent Wounds. As all squig riders, they have access to the Boing! Boing! Boing! ability to damage enemies on a charge. Their Leader version, the Squig Hopper Boss has 1 attack more (5) and same Strength 5 and damage 2/4 than the basic version.
The Boingrot Bounderz are the heavy cavalry of the Squig Riders, with Toughness 5 and 18 wounds combined with 3 attacks at range 2” at Strength 5 for an all-round good profile. Their Leader version, the Bounder Boss, has the same profile and abilities of the Loonboss on Giant Cave Squig except 2 Wounds less.
The Cave Squig is probably the great winner in this warband: toughness 4 and 15 wounds will allow them to resist for a bit while dishing out 4 attacks at Strength 5 with damage 2/4. Using Sneaky Stab ability with it can really improve its damage output. The Squig Herder has the same attacks as the Barbed Net (3 attacks at strength 3), same toughness (3) and same wounds (8) and his main use is to provide a free move to a Cave Squig.
The Scuttleboss is their leader of the Spiderfang tribes, with a 10″ Movement and a decent survivability (Toughness 4 and 26 Wounds) as all Spider Riders he has access to Spider Bite that can randomly damage a nearby enemy. His attacks are melee only, with 2″ range that allows to keep the distance on his 3 attacks at Strength 4 for 2/4 damage.
The Webspinner Shaman is the religious leader of the Spiderfang but since he does not ride a spider his Movement is limited to 4″. He does have a 7″ ranged attack for decent damage (3/6 at Strength 3) but is still less than the 12″ of a Spider Rider. His special ability however allows all Spider Riders nearby to increase their Move characteristic.
Spider Riders are an interesting cavalry as they have 12″ ranged attack for a bit of damage (1/3 at Strength 3) but also good melee attacks for 2/4 damage at range 2″. They are on the expensive side, but 10″ Movement is really good and they do not have the Mounted trait. Their Leader version, the Spider Rider Boss is similar to the Scuttleboss but adds the ranged damage to the fray.
The Gobbapalooza are a particular set of miniatures that can be used individually as a fighter within a Gloomspite Skrap, or as an Ally in any Destruction warband. Each has its own special ability but all have a similar profile: with Movement 4″, Toughness 3, 12 Wounds, Strength 3 and 1/4 damage.
- Boggleye can use Mesmerise, preventing an enemy to move or disengage.
- Brewgit can use Loonshrine Potion, increasing the attacks to a nearby friendly fighter. He has 1 more Strength.
- Spiker can use Poison Brew, increasing the Strength of a friendly fighter.
- Scaremonger can use Bogeyman Dance, adding Movement to a nearby friendly fighter. He has 1 more Strength and 4 more Wounds.
- Shroomancer can use Fungoid Cloud, reducing the Attack characteristic of an enemy fighter.
Abilities for the Gloomspite Gitz Warband
- Backstabbing Mob (Double, Everyone): add +1 Attack and Strength in melee when next to a friendly fighter.
- Barbed Net (Double, Stabba with Barbed Net): chance to prevent move or disengage to an enemy fighter.
- Speed of the Spider God (Double, Webspinner Shaman): increase Move for Spider Riders and Scuttleboss.
- Boing! Boing! Boing! (Triple, Loonboss on Giant Cave Squig, all Squig Hoppers and Boingrots): damage an enemy when finishing a move next to him.
- Spider Bite (Triple, all Spider Riders and Scuttleboss): chance to damage an enemy nearby up to 18 damage.
- Stab ‘Em Good (Triple, all Leaders): add +1 attack to all friendly fighters within range of the leader.
- Go Dat Way! (Triple, Squig Herder): pick a friendly Beast model (Cave Squig) for a bonus move.
- Magic Spire Maws (Triple, Fungoid Cave-Shaman): area damage to every nearby enemy.
- Sneaky Stab (Quad, Everyone): perform a bonus move and a bonus attack. If finishing next to a friendly fighter, increase the damage.
- I’m Da Boss, Now Stab ‘Em Good! (Quad, Loonboss): increases Attack characteristic of all melee fighters in range.
- Gobbapalooza specific abilities are described in their own section.
Pros and cons of the Gloomspite Gitz Warband
+ Decent toughness on basic infantry
+ Really cheap and really elite options
+ Strength in numbers by surrounding enemies
– Average stats
– Reliant on special abilities
– Need to attack in group to be efficient
Ironjawz is one of the legacy warbands from the Orruk Warclans range belonging to the Destruction Grand Alliance. You can play almost all miniatures with that keyword.
Of all Orruks, they are the strongest and bulkiest. Their crude armours is made of reclaimed metal scraps literally hammered in their skin. They never sit idle, always pointing towards the next bigger fight.
They have 16 fighters of which 8 are leaders.
The Orruk Megaboss is the baddest leader of the Ironjawz. He hits like a train, comparable to Ogors: 3 Attacks at Strength 6 for 4/8 damage. Toughness 5 and 38 Wounds also means it will be hard to take down. On the other side, Movement 3″ could mean it’s hard to reach where it counts. To compensate this, the Megaboss has an upgraded Waaagh!: the Mighty Waaagh! that adds to the movement of nearby fighters in a bigger radius.
The Orruk Warchanter is a veritable totem for the Ironjawz. His ability allows to add +1 Attack to all friendly fighters while they stay within 6″. He would be the perfect support Hero if it was not for the incredible cost of most Ironjawz that don’t allow for many fighters in each Krushamob.
Where the Warchanter is the buffer, the Orruk Weirdnob Shaman is the offensive wizard. His special ability, Foot of Gork, allows a complete random damage at a medium range. His best attack is also ranged, up to 7″ for Strength 3, 3/6 damage.
Gore-gruntas are the Orruk heavy cavalry, even stronger than the Bonesplitterz Boarboys. They introduce the fastest unit of the Krushamobz with 8″ Movement although they count as Mounted. They have different weapon loadouts, each with their own Boss option:
- The Orruk Gore-grunta with Jagged Gore-hacka has 2 Attacks at Strength 5 but with a 2″ range.
- The cheaper Orruk Gore-grunta with Pig-iron Choppa has more attacks (3) but with Strength 4 and only 1″ range.
- The same ratio is reflected on their Leader versions: while the Boss with Jagged Gore-hacka has less attacks but with 2″ range, the Boss with Pig-iron Choppa has more attacks (4) and is cheaper.
The Orruk Brutes are the heavy infantry, the elite fighters. They have high Toughness (5), poor Movement (3″) and good Wounds and come in different shapes of which 2 are Leaders:
- The Gore-choppa is a strong profile with 3 Attacks at Strength 5 for 3/6 damage.
- The pair of Brute Choppas have damage 2/4 but more Attacks (4) at Strength (4).
- While the Jagged Gore-hacka has same damage as the pair of Choppas but higher Strength (5) for less attacks (3).
- Their Leader version, Brute Boss with Boss Klaw and Brute Smasha brings 4 attacks at Strength 5 for 2/5 damage on the table.
- While the other Leader, the Brute Boss with Boss Choppa has 3 Attacks at Strength 6 for 3/6 damage.
The Orruk Ardboys are the light infantry, and while you would expect cheap fighters at this stage, these are still Orruks with Toughness 4, decent wounds and good attacks:
- The Ardboy Big Choppa is a weaker version of a Brute with Gore-Hacka who is a lot more point efficient.
- The Ardboy Choppas gain an additional attack but loses out on damage going from 2/4 to 1/4.
- The Ardboy Choppa and Orruk-forged Shield loses an attack (3) but goes to Toughness 5 (compared to 4 of all others, Boss included). His problem would be the 15 Wounds that leave him extremely exposed to critical hits.
- The Ardboy Boss with Ardboy Choppa is the weakest leader of the Krushamob, and probably not worth his cost.
Abilities for the Ironjawz Warband
- Charge! (Double, Everyone): Perform a bonus move towards the closest enemy in range.
- Shield Bash (Double, Ardboy with Choppa and Shield): Damage an enemy at the end of a Move action.
- Duff Up Da Big Thing (Double, all Orruk Brutes): Add 2 to Attack and Strength if the targeted enemy has a Wound characteristic of 15 or more.
- Warchanter’s Beat (Double, Orruk Warchanter): Add 1 to the melee attacks of nearby friendly fighters (6″).
- Waaagh! (Triple, all Leaders): Add up to 6″ to the Move characteristic of nearby friendly fighters.
- Gore-grunta Charge (Triple, all Orruk Gore-Grunta): Allocate up to 6 damage to an enemy at the end of a Move action.
- Da Grab an’ Bash (Triple, Brute Boss with Klaw and Smasha): Target an engaged enemy, on a 3+ he cannot move or disengage and on a 6 perform a bonus attack.
- Foot of Gork (Triple, Weidnob Shaman): Allocate damage to an enemy within range.
- Rampaging Destroyer (Quad, Everyone): Add 1 to the Attacks and every time you take down a fighter perform a bonus Move action.
- Mighty Waaagh! (Quad, Orruk Megaboss): Add up to 6″ to the Move characteristic of nearby friendly fighters (9″).
Pros and Cons of the Ironjawz Warband
+ High Toughness
+ High Strength
+ High Wounds (lowest is 15)
+ Good damage Spread
+ Very deadly
– Slow movement
– Difficult climbing even the smallest of obstacles
– Very difficult to win objective based missions, as the slow movement makes it hard to get where you need to be.
– Clever opponents will use your slow movement and no ranged abilities against you
Ogor Mawtribes is one of the legacy warbands from the Destruction Grand Alliance. You can play almost all miniatures from that range.
The Ogors are enormous humanoids with an insatiable hunger for which only one thing is better than eating: searching for the next meal! Some of them have been afflicted by a curse whose origin is lost in time: the Everwinter, and as such they scour the Mortal Realms followed by an eternal winter that freezes everything.
They have 19 fighters of which 8 are leaders.
The Tyrant is the most expensive unit in this already costly warband. For a third of your total Wanderglutt (on a standard 1000-point game) you will get this massive leader armed with a 2″ Strength 6 damage 4/8 melee weapon, Toughness 5 and a respectful 42 Wounds. If the enemies are too far (he has Movement 4″) he has also an 8″ ranged attack for 1/4 damage at Strength 4. He also has access to various abilities.
As all Ogor leaders, the Icebrow Hunter is extremely expensive because of the amount of damage he can dish out (3 attacks at Strength 5 for 4/8 damage). The 2″ range would allow him to avoid immediate retaliation. To that you can add a decent ranged attack 8″ far and you have an all-round combatant. His special ability allows a Frost Sabre to perform a free attack.
The Firebelly is the wizard of the warband, able to shoot fireballs up to 7″ far for 3/6 damage (Strength 3) or smash with his stave in close combat (4/8 damage on Strength 5). Apart the generic abilities, he has access also to Fire Breath that can damage everyone nearby.
The Butcher is the second cheapest leader of this warband but can still throw a punch with 3 attacks and damage 3/6. He also have a ranged attack equally dangerous (but Strength is reduced from 5 to 3, although can be increased with his special ability) at a decent 7″ range.
Mournfang Packs are the “light cavalry” of the Beastclaw Raiders. If you can define rhino-like beasts charging full speed (8″) towards you light… They have high wounds and good Movement (8″) but they count as Mounted. They have different versions available:
- Their Leader version, the Skalg, has a forgettable ranged attack (compared to other leaders, “only” damage 1/4 on 8″ range) and a melee attack between the two troops options (3 attacks at Strength 5 for 4/8 damage).
- The Culling Club and Ironfist option drops the damage (3/6) and adds the Ironfist ability that for a Double allows a chance of free damage.
- The Gargant Hacker deals much more damage (4/8) but only 2 attacks means that statistically you have better chances with the Club.
The Ironguts are the more armoured Ogors. They have 4″ Movement and an impressive weapon profile (3 attacks at Strength 6 for 4/8 damage). Their unit leader, the Gutlord, has been the most expensive Leader of Warcry for a while, and this is shown in the same weapons as the Ironguts but with 5/10 as damage…
The basic Ogors are called Ogor Gluttons and they form the bulk of the Wanderglutts. They have less Toughness than Ironguts (4) and different loadouts:
- The Clubs are slightly more expensive but with 4 attacks and damage output of 3/6, they are a real threat.
- The Ironfist loses 1 attack (3 instead of 4 at Strength 5) but costs also less by adding a forgettable ability.
- Their leader, the Crusher, is one of the heaviest hitters in the game. Compared to the Gutlord, the Crusher has less Strength (5 instead of 6) and less damage (4/8) but 1 attack more (4 in total) allowing him to do a potential higher minimum and maximum damage.
- While technically not an Ogor, the Gnoblar is available from the same set. By far the cheapest unit in the warband and one of the lowest in the game, the Gnoblar is unimpressive with 8 wounds and Toughness and Strength 3. But you need bodies…
The Leadbelchers are your ranged unit and decently good at it as you would expect from someone carrying literally a cannon.. With a range of 10” they can do 3 attacks at Strength 5 for 3/6 damage that may seem little compared to the brute strength of their cousins, but considering it’s a ranged attack it is quite powerful. Their Leader, the Thunderfist, has 1 more attack and has access to the same ability as his brethren, Thunderous Blast of Hot Metal that can further increase Attack and Strength characteristic of their ranged attacks.
The Maneaters are not leaders, don’t have any special ability, have an average ranged attack at 8″ range and a good melee attack (3/6 damage at Strength 5). They suffer from being in the middle between a Glutton and a Leadbelcher without specialising but there’s plenty of model variety in the range.
The Icefall Yhetee guarantees that mobility (8″ Movement) Ogors lack. He can also leap towards their closest enemy, guaranteeing all actions can be used for attacking. They are decent melee fighters with 4 attacks at Strength 4 with damage 2/5.
The Gorger is an interesting fighter: slightly higher Movement (5″), lower Toughness (3) and same Wounds (30) as most Ogors, they even share the same abilities. His melee damage (3/6) on 4 attacks it’s also on average for this warband at a much lower cost.
The Frost Sabre is a Beast and as such works well combined with the Icebrow Hunter that allows it to perform a bonus attack. Apart this, it is the second cheapest fighter in this warband with decent attacks (4 at Strength 4 for 2/5 damage) and good Wound/Toughness ratio (20 and 4 respectively).
Abilities for the Ogor Mawtribes Warcry Warband
- On the Mawpath (Double, Everyone except Gnoblar, Yhetee and Frost Sabre): Add up to 3″ to the next Move action.
- Bounding Leaps (Double, Icefall Yhetee and Gorger): The fighter makes a bonus move towards the closest enemy.
- Might Makes Right (Double, Leaders): Perform a bonus move or attack after taking down an enemy.
- Ironfist (Double, Crusher, Mournfang Pack with Culling Club and Ironfist, Ogor Glutton with Ironfist): Damage a nearby fighter from 0 to 12 damage (on a double 6).
- Lead the Skal (Double, Icebrow Hunter): allow a Beast nearby to perform a bonus attack.
- Bloodgruel (Double, Butcher): add up to 3 to the Strength to next ranged attack.
- Bullcharge (Triple, Everyone except Gnoblar, Yhetee and Frost Sabre): Damage up to 6 Wounds to an enemy after finishing a move next to him.
- Sneaky Traps (Triple, Gnoblar): Damage any enemy getting close to this fighter.
- Bully of the First Degree (Triple, Tyrant): Damage up to 3 a close friendly fighter but allow them to perform a bonus move or action.
- Thunderous Blast of Hot Metal (Quad, all Leadbelchers): For the next ranged attack add up to 3 to Attack and Strength characteristics.
- Fire Breath (Quad, Firebelly): damage up to 6 to all enemy fighters within range.
Pros and Cons of the Ogor Mawtribes Warband
+ Massive damage
+ Strongest ranged options in Destruction
– One of the lowest model count warbands
– Average Toughness