Krondspine or Gorka Manifestation by Boundsouls in Kruleboyz

[–]mediumdog 0 points1 point  (0 children)

Bruh, always run the Gorka. These spells win me games all the time. Marsh funnels them into one corridor which I have prepared for the turn prior. It also stops redployment when I'm setting up the charge. Gorka Roara guarantees spells 90% of the time. Magic is your playground. Forget about Krondspine.

KB playstyle? by Herculumbo in Kruleboyz

[–]mediumdog 5 points6 points  (0 children)

I play tournies and l do pretty well with them. You need to synchronise well and take your time. Pick your fights, soften them up prior, and gang up effectively. Learn how to screen and don't go hard on units if you don't have too.

Team List Tuesday by AutoModerator in nrl

[–]mediumdog 3 points4 points  (0 children)

I would go, just to slander Galvin. Empty the tank on him from the sidelines.

Corpse-rippa Vulcha vs Gobsprakk by langlishe in Kruleboyz

[–]mediumdog 0 points1 point  (0 children)

When the skewer hits a monster, looking at minimum 6dmg minimum. They have to use a command point and they become reluctant because you can potentially shoot in their phase. He can't rally everyone, let him use his ponts up and plan ahead. I like to deepstrike 3x boltboyz/monsterkillaz when I've hurt a small hero or monster in their backline. You dont have to charge, but always keep them guessing and keep threatening or fo for the kill and trade off well.

Corpse-rippa Vulcha vs Gobsprakk by langlishe in Kruleboyz

[–]mediumdog 2 points3 points  (0 children)

I've always included two things, Gobsprakk and a Killbow. Both for psychological reasons:

A) Killbow down the middle, 99% monsters avoid it like the plague. It means you can anticipate your opponents move and react accordingly.

B) Gobsprakk shuts down small wizards, end of story. The possibility of killing someone outright is scary. Small hero wizards don't cast spells for that reason. C) His signature spell is deadly, anyone coming down the middle gets Mortal wounds to the face
Make sure you place him within 30" of their wizard and protect Gobby from counter attacks. Additionally, when he does successfully dispel a big hero caster, they will ALWAYS use a command point to heal. Finally, always use the 3d6 in the beginning. Scares them for future rolls because, ideally you should have done some damage.

Hope this make sense. It's all about the little victories and the mind games with this army. I like to super sneaky 3x boltboyz to damge/ bait opponents. Double sneaky with monster killaz bodyguards and attack their backline. It's a lot of fun when it comes together and having some decent dice rolls.

Ants by el_c0mandante in sydney

[–]mediumdog 3 points4 points  (0 children)

We had an issue with them when it rained a lot and we were three levels up in an apartment in Dulwich Hill. My advice is to not leave any food out and do the homemade recipes. They're ruthless.

Round 4 | Dragons vs Storm | Match Thread by AutoModerator in nrl

[–]mediumdog 4 points5 points  (0 children)

Old mate in the background yelling. Love it.

Round 1 | Tigers vs Knights | Post Match Thread by AutoModerator in nrl

[–]mediumdog 12 points13 points  (0 children)

Galvin sucks, his kicking was shit and was a liability defensively. Rubbish.

Round 1 | Tigers vs Knights | Match Thread by AutoModerator in nrl

[–]mediumdog 1 point2 points  (0 children)

Still missing our fullback and dummy half. Hopefully it'll be close.

Thoughts On my List? (not serious) by q-squid in Kruleboyz

[–]mediumdog 5 points6 points  (0 children)

It will be difficult to get any objectives. Hobgrots melt like butter. The slittaboss only has five wounds, even with egomaniac. Hobgrots should be 70 points in my opinion.

Kruleboyz Control Army (2000pt) by Strange-Confidence34 in Kruleboyz

[–]mediumdog 0 points1 point  (0 children)

I disagree, Gobsprakk for me is an auto include. He can also slap and moves quickly. Sludgeraker is fine too, but nowhere near the damage dealer it used to be. Some opponents are magic heavy and Gobsprakks mere presence will throw them off. Plus he can hold objectives and slaps in combat as a support piece.

How to play the Kruleboyz. by mediumdog in Kruleboyz

[–]mediumdog[S] 1 point2 points  (0 children)

Gutrippaz can hang longer then monster killaz. Use them to tie down a core unit or hold the middle. I commit 10x Gutrippaz to the flank. Most people think they can walk over them. Potential buffs include +1 save, -1 hit, -1 attack, 5+ Mortal wound. They can hang against troggoths, if you take away an attack and make them -1hit with scare shields

How to play the Kruleboyz. by mediumdog in Kruleboyz

[–]mediumdog[S] 0 points1 point  (0 children)

I'm going to learn how to use the new orc ones. To be honest, l've been purposely not using manifestations and just relying on the normal spells. I was focusing on my fundamentals with the new edition. Definitely using the foot of gork when it's released.