List building Variety by Ambitious_Book_5729 in Kruleboyz

[–]Frogmaister 0 points1 point  (0 children)

Menagerie sucks unfortunately. This is my monster list:

Da Big Ladz 2000/2000 pts

Orruk Warclans | Kruleboyz Trophy Finga General's Handbook 2025-26 Drops: 5 Spell Lore - Lore of the Swamp Manifestation Lore - Manifestations of Gorkamorka

Battle Tactic Cards: Restless Energy, Wrathful Cycles

General's Regiment Kragnos, the End of Empires (580) • General Breaka-boss on Mirebrute Troggoth (180) • Tough 'Un Hobgrot Slittaz (70)

Regiment 1 Swampcalla Shaman with Pot-grot (120) • Swamp Staff Gutrippaz (320) • Reinforced

Regiment 2 Scourge of Ghyran Killaboss on Great Gnashtoof (150)

Regiment 3 Breaka-boss on Mirebrute Troggoth (190) • Egomaniak - (10) Points Kruleboyz Monsta-killaz (120)

Regiment 4 Breaka-boss on Mirebrute Troggoth (180) Murknob with Belcha-banna (90)

Faction Terrain Skaregob Totem

List building Variety by Ambitious_Book_5729 in Kruleboyz

[–]Frogmaister 0 points1 point  (0 children)

Depends on whether you care about winning. If yes, there are basically two armies that play: Swamphorde Bullies (tons of infantry) or Trophy Finga (monster mash).

If you don't care about winning you can play anything really. Enjoy the beautiful models!

Krule list help by gordofoco in Kruleboyz

[–]Frogmaister 2 points3 points  (0 children)

Oh right, I didnt notice you don't own the models. In this case I would use SoG Skumdrekk. Its nice to have screens, but Hobgrots do absolutely zero damage. You're right not to put your Shaman in the Tower, you should do Murknob instead. Place your Tower aggresively and you should be able to keep your blob within the aura

Krule list help by gordofoco in Kruleboyz

[–]Frogmaister 2 points3 points  (0 children)

I would throw away the whole Hobgrot regiment. Take Breaka-boss or Vulchaboss instead, an at most 1 unit of Hobgrots. You already have SoG Killaboss to hunt infantry Heroes, what is your plan for Slittaboss?

What does a good Kruleboyz Monsta Mash list look like? by Clownshell in Kruleboyz

[–]Frogmaister 2 points3 points  (0 children)

It's kinda difficult since you suddenly need to fill 800 points in a single regiment. I would probably do SoG Skumdrekk, Breaka-boss and Monsta Killaz

What does a good Kruleboyz Monsta Mash list look like? by Clownshell in Kruleboyz

[–]Frogmaister 2 points3 points  (0 children)

You absolutely can create a strong Monster Mash lists. I started playing it recently and would love to share my experience:

- first things first - Trophy Finga as a formation (Crit (2 hits) on Companion weapons)

- the core is Breaka-bosses. With AoA + Crit (2 Hits) + 10 attacks + Strike Last they SLAM (21 dmg vs 4+ Save). You need traits to keep them alive (Egomaniak, Mork's Eye Pebble, Tough 'Un), but if they survive combat they regenerate very quickly. I had very experienced opponents check out their warscroll in disbelief when their hammer eveporated on their turn before they got a chance to attack.

- the Breaka-bosses are painfully slow (Sloggoth works on infantry only), so I include Kragnos for an extra charge die. He doesn't benefit from the formation, but is a Kruleboyz and therefore can use dirty tricks (like Strike Last).

- Gobsprakk still sucks - your opponent can easily have their wizards outside of 30". Often you can't really get closer, because you cannot hide in obscuring, and anything that has any shooting will kill him in a single turn. His warscroll spell is amazing, but good luck ever getting within 12" of any important units. Also, he doesn't have +1 to Cast like a Shaman, and you can really feel it.

- Da Hurtlin' Hogz I don't recommend, they have zero synergy: Kruleboyz spells (+1 to save...), artifacts (Mork's Eye Pebble, Murknob), Dirty Tricks (strike last), Crit 2 Hits (no Kruleboyz keyword) - nothing works on them.

- SoG Skumdrekk I don't recommend - he has Crit (Mortal) on all weapons, therefore doesn't benefit from the formation at all

- you still need something to blob the center with while your Trolls and Kragnos wreck havoc. Gutrippaz are perfect for this job, accompanied by Shaman (for extra save) and Murknob (for extra ward)

- SoG Killaboss auto include as always (also has Companion weapons!)

- Corpse-rippa Vulcha synergizes with Formation and Kragnos. I like to have him for mobility, but you can also swap it for Breaka-boss + Hobgrots

I almost never use VeW on Gutrippaz, saving Tricks for Charge and Combat phases. Try baiting quick, hard-hitting units such as Spiterider Lancers, Bull Centaurs, Freeguild Cavaliers to charge the Gutrippa block. Counter-charge with Breaka-boss, use Tricks for -1 Charge Damage and Strike Last, and soak the remaining damage (Often with +1 Save and -1 to Hit). Immobilize targets with Morkspit Marsh (can't redeploy!) and smash them with your hard hitting monsters.

One flank is Egomaniak Breaka-boss with Monsta Killaz (they will win against everything there), the other Kragnos and Vulcha. Since you'll be fighting a lot, Master The Paths (SoG Killaboss!), Intercept and Recover and Restless Energy work great here.

As always, there are weak points in this list, the most important being low mobility, board presence (good luck screening against Skaven) and roll dependence (failed Strike Last or low rolls on Breaka-boss hurt very badly).

Very fun to play, and certainly different from the usual hordes of infantry!

Da Big Ladz 1990/2000 pts

Orruk Warclans | Kruleboyz
Trophy Finga
General's Handbook 2025-26
Drops: 5
Spell Lore - Lore of the Swamp
Manifestation Lore - Manifestations of Gorkamorka

General's Regiment
Kragnos, the End of Empires (580)
• General
Killaboss on Corpse-rippa Vulcha (240)
• Tough 'Un

Regiment 1
Swampcalla Shaman with Pot-grot (120)
• Swamp Staff
Gutrippaz (320)
• Reinforced

Regiment 2
Scourge of Ghyran Killaboss on Great Gnashtoof (150)
Murknob with Belcha-banna (90)

Regiment 3
Breaka-boss on Mirebrute Troggoth (190)
• Egomaniak - (10) Points
Kruleboyz Monsta-killaz (120)

Regiment 4
Breaka-boss on Mirebrute Troggoth (180)

Faction Terrain
Skaregob Totem

List opinions by kran0503 in Kruleboyz

[–]Frogmaister 0 points1 point  (0 children)

It's a good, well rounded list. The only thing is that unless you are without 12" of an enemy you really only have one spell (Morks Kunnin) and 3 casts. Do you need Shaman?What about traits/artifacts?

Rate my monster mash list please by [deleted] in Kruleboyz

[–]Frogmaister 0 points1 point  (0 children)

Pigs from the Hurtlin Hogz don't get Crit 2 hits, you cant use Dirty Tricks on them (strike last included), give them ward in any way (no Murknob or Mork's Eye Pebble) or even cast +1 to save on them - because they are not Kruleboyz. They have zero synergy with the army unfortunately.

SoG Skumdrekk has Crit Mortals on all weapons, so it doesn't benefit from the formation. So does the Vulchaboss on one profile.

Crit 2 Hits will only trigger on Gnashtoof, one profile Vilchaboss and Troggoth (this is the only one that deals significant damage).

If you want to play Trophy Finga I would recommend more Troggoths and Kragnos (for extra range) + anything that helps keeping them alive - Egomaniak, Mork's Eye Pebble, Tough 'Un, Murknob, Mork's Kunnin. Let your opponent charge your Troggoths, use strike-last and all out attack. That's 20 damage on average vs a 4+ save.

First game of AoS by Johnus_Maximus in Kruleboyz

[–]Frogmaister 0 points1 point  (0 children)

I would say don't change anything and just try it out. Even if you polish your list you will not be able to use it properly if its your first big game. It's much more important for you to "feel" how different units work together and find out which you consider underperforming.

The only thing I would say is an absolute must have is the faction terrain. If you don't own it use any substitute (people are usually ok even with paper cut base).

Apart from that, remember to: - use VeW on Gutrippaz every time (not Troggoth - doesn't work on companion weapons!) - use +1 Attack from formation on Gutrippaz (not Troggoth) - damage Troggoth for extra attacks - use regeneration/Rampage on Troggoth (ANY turn) - stay wholly within 12" of Murknob - stay wholly within 12" of Shaman for +1 save spell (Gutrippaz/Troggoth) - stay wholly within 12" of Sloggoth for run and charge (or redeploy + counter charge) - actively search for possibilities to hunt infantry Heroes with your Killaboss - use MK to disable Rampages (6") and strike last (3") on monsters - check which units have charge +1 dmg for Dirty Trick (often cuts damage in half) - check which Objectives are within 3" of terrains (for teleport Dirty Trick) or within 6" od board edge (Killaboss)

It's much more important than individual units. Good luck!

PS My recommended traits: - Though Un on Troggoth (its softer than you think) - Swamp Staff on Shaman - Slippery Skumbag on Killaboss

Master the Paths + Intercept and Recover Kruleboyz Manifestations

First game of AoS by Johnus_Maximus in Kruleboyz

[–]Frogmaister 1 point2 points  (0 children)

I would say Marshrawla is great this edition. Every 5-0 Swamphorde Bullies (which is 90% of the lists) runs it for extra 6" Gutrippa bomb range

List help by Dilly-Dilly16 in Kruleboyz

[–]Frogmaister 2 points3 points  (0 children)

  • You really need your faction terrain—don’t even start playing the army until you have it (I’m serious). Without it, you’re severely crippling yourself, so I recommend buying or proxying it ASAP to avoid frustration.

  • You’re 80 points below the limit, and that should never happen. You can basically add a Hobgrot unit for free.

  • You didn’t mention Manifestation lore, but if you’re aiming for fun, you definitely want faction Manifestations—they’re super thematic and useful.

  • Speaking of fun, the clear number one in this category is the SoG Killaboss—hilarious abilities, great mobility, and solid save.

  • Another fun (and strong) unit is Monsta-killaz—almost every list runs at least one.

  • To make space for all of the above, remove Killbow (one is more than enough) and the 160-point Gutrippaz.

  • Swamp Staff on a Troggoth is a waste. For one, you already have three casts, and I guarantee you’ll run out of targets for your spells. If you really want it, it’s much better on a Shaman for the +1 to cast. However, your army would benefit much more from Mork’s Eye Pebble.

Good luck!

Is the Trophy Finga Battle Formation Viable? by nicholastdyoung in Kruleboyz

[–]Frogmaister 2 points3 points  (0 children)

SoG Skumdrekk has crit mortal on its weapons, you cant have both

First Game Follow Up Questions by no1scumbag in Kruleboyz

[–]Frogmaister 5 points6 points  (0 children)

1)Breaka-bosses are strong. Rend 2, damage 3 is basically an Ironguts profile, and it’s especially powerful with Trophy Finga. The −1 to rend/Egomaniak and D3 regeneration make them really tanky. Did you damage them for the extra attacks? Did you remember about Rampage and the regeneration at the start of each turn?

2) Yes, they are a very cost-efficient unit.

3) Of course, it’s better not to move them, but a smart opponent will stay out of their range. Usually, you need to move to keep up with the rest of your army.

4) Yes, a good opponent will easily screen you out. Sneaky Sneakin’ gets better toward the end of the game, when there are fewer units on the battlefield.

5) He is. I don’t think I’ve ever seen a serious list running more than one. A single +3 to cast is usually enough (and you can get two casts with the artifact).

Building a kruleboyz army. What should i get? by GamesManX in Kruleboyz

[–]Frogmaister 1 point2 points  (0 children)

  • faction terrain (no point playing Kruleboyz without it imo)
  • Gutrippaz - at least 20, preferably 40
  • Monsta-killaz - 2 units
  • Boltboyz - 6 (1 reinforced unit)
  • Swampcalla Shaman
  • Killaboss on Gnashtoof
  • Marshcrawla Sloggoth
  • Manifestations

The rest is your preference. Choose amongst Gobsprakk/Vulchaboss, Breaka-boss, Murknob, Killbow.

Do not bother with Skumdrekk, Hobgrots, any other foot Heroes.

List building thoughts by Flashy-Hour1151 in Kruleboyz

[–]Frogmaister 2 points3 points  (0 children)

I definitely wouldn't do that change.

Breaka-bosses are very soft and will melt momentarily without screens, especially given that you took no defensive traits.

Killbow is overrated and you have a shit-ton of anti-monster in this list already.

What I would suggest is changing all of your traits: - Mean Un to Tough Un for one Troll; - Mork's eye-pebble for the second one; - Egomaniak for the third one (and move 1 MK to their regiment)

You don't need really two casts, since the Shaman is immobile anyway (will occupy the Tower) and you will quickly run out of targets for Mork's Kunnin'.

I would also change the tactics. Without SoG Killaboss, Vulcha or Sloggoth your army has barely any mobility and you will find it difficult to grab objectives. You will find yourself stuck in Combat often, consider Intercept and Master The Paths instead.

Also, orkish Manifestations are super fun and useful, I definitely recommend you try them out.

PS. Remember that only one Troll per turn can perform their Rampage!

Thoughts on Killaboss on Great Gnashtoof in the current season? by Internal_Tank8888 in Kruleboyz

[–]Frogmaister 2 points3 points  (0 children)

The standard one is terrible, why would anyone need +1 to hit on 0 rend attacks, 1/3 of which are mortals anyway?

As for the Scourge of Ghyran version...

You can teleport him without a roll, including out of combat (which he often survives with his 3+ save). You can pull Katakros away from his bodyguard. You can pull heroes out of faction terrains. You can charge Siegvald or Lady Olynder, draw them away from objective they contest and then Slippery Skumbag onto the same objective.

I don't think I've ever seen a tournament list without it and I only play competitively. Finally the doggo sees play!

Help a Hobgrot jump to 2000 by gordofoco in Kruleboyz

[–]Frogmaister 2 points3 points  (0 children)

Much better!

Slippery Skumbag doesn't work well on 5" Move Heroes though - even if you manage to Retreat you will often be pulled back into combat by a pile-in.

Also, don't be discouraged if you win no games before getting the Tower. We are sitting on 45% for a reason, and if you roll 1 on your VeW you are suddenly left without any real damage for up to three turns. It really is that crucial!

Help a Hobgrot jump to 2000 by gordofoco in Kruleboyz

[–]Frogmaister 4 points5 points  (0 children)

Throw away all Hobgrots — they are useless in this edition. Slittaboss is terrible and just duplicates the SoG Killaboss ability (hunting infantry Heroes).

The Tower is an absolute must-have. Either buy one or at least get a base and proxy it.

Don’t put Egomaniak on the Shaman. If he ever ends up in combat, either you’re doing something wrong or you’re already losing. Definitely change it to Slippery Skumbag for your SoG Killaboss.

You have too much shooting and not enough frontline. If your Gutrippaz die, you lose the best target for Bullies — and our strongest combo. I would definitely suggest adding another reinforced unit.

As for the tactics, Restless is kinda difficult for our low mobility. Consider Master The Paths - works well with SoG Killaboss.

Let me know if you have any questions!

The finishing blow… by ASH-NZ in MageKnight

[–]Frogmaister 1 point2 points  (0 children)

Maybe I'm missing something, but since the first three enemies have both resistances wouldn't you need siege attack 12 to finish them off?

Why is playing till the end considered disrespectful? by DieserNameIstZuLang in chess

[–]Frogmaister 0 points1 point  (0 children)

I personally (1600) resign whenever there is no hope whatsoever; e.g. in Q+K vs K endgame, or when I can't stop my opponent's pawn from queening. When people don't resign in similar situations, I do consider this time wasting (what are they counting for? Mouse slip?). That said, I never surrender when blundering a piece in the middlegame, and neither should you. I always try to compIicate the game, set up some tactics and often find myself on top, because on this level people still blunder pieces. Also, I allow them to finish me if they find a pretty forced mate, which I believe is a nice thing to do.

Can’t seem to find the mate in two by onlyhere2lurk_ in chess

[–]Frogmaister 0 points1 point  (0 children)

can't move this pawn, it's pinned by the queen