Here it is in all its glory! The one and ONLY Destruction list at the 2018 New Zealand Masters tournament, co-written by myself and the eventual winner of the tournament, Mr. @AoSTubs. This list was written with Destruction Jesus Donal Taylor’s “You can’t touch this” Mixed Destruction list in mind, so there are some similarities. However, we decided to go for a little more damage output and a little less debuffing.
The list really hinges around the Frostlord on Stonehord and his ability to cover great distances on turn 1 in order to tie up and harass your opponent’s crucial units while allowing the massive amount of wounds you have in orruks and grots to maneuver on to objectives or into position to lay massive amounts of suppressive fire down with the arrowboys.
The only real option for your general in this list is the Fungoid Cave Shaman. His command ability can only be used if he is the general, therefore he should be. The real reason he is included, however, is for his once per game ability to cast two spells with the ability to reroll failed casts. But we’ll get into all the deets a little later on.
The list is 5 drops and 1940 points, which in the NZ meta means that you’d more than likely get choice of turn and start the game with 3 command points if you choose to go first.
The Destruction allegience ability is Rampaging Destroyers, it allows you to make a 6″ move, pile in, or charge in the hero phase (depending on your distance from enemy units) on a 6+ (a 4+ for your general).
Artefacts, Command Traits & Abilities
I chose Ravager as the command trait because the extra movement in the hero phase is crucial to me. Having the Funguy’s Rampaging Destroyer go off on a 3+ instead of a 4+ is really nice.
I’ve given the Frostlord on Stonehorn the Thermalrider Cloak because what’s more scary than a movement 16″ fatboi on a flying cow that can run and charge? This gives him the ability to fly 22″ with an auto 6 on the run, then charge 2d6…that is an absolute MASSIVE threat range. If you don’t make your turn one charge, reroll it because you started with 3 CP and he’s a hero.
The most important artefact in the list belongs to the Savage Big Boss. He is the crux of the Kunnin Rukk and therefore must be as survivable as possible. Giving him Ignax’s Scales allows him to ignore mortal wounds from spell sniping on a 4+. It is absolutely imperative that he live as long as possible.
There are two command abilities that you need to concern yourself with in this list; the Fungoid Cave Shaman’s (Mouthpiece of Mork) allows orruk or grot units wholly within 18″ to run and charge or retreat and charge. It’s really handy. There’s a reason a lot of the top destruction lists have this guy as their general, and this is it. The second command ability, and the one that will get the most use, comes from your Savage Big Boss (Savage Attack) and allows hit rolls of 6+ to generate an extra attack, AND CAN BE STACKED. This is absolutely massive when you are rolling 180 shots per turn with your Arrowboys and every 6 to hit is generating up to 3 extra attacks. Go ahead and do the math on it…its a metric fuckton of attacks.
The list only has 3 heroes, which I will admit is a weak point as they are all vital to its performance and none of them are expendable.
–Frostlord on Stonehorn: Does fatboi things. He is the ultimate alpha/harrassment tool. Use him wisely as he can clog up massive amounts of your opponent’s force.
–Savage Big Boss: Pivotal to your Kunnin Rukk. If he dies, 50% of your damage output dies.
-Fungoid Cave Shaman: Magicboi. You need this fulla for Mystic Shield and Geminids. Both spells are super important.
The units in the list are pretty straight forward:
30 Savage Orruks to camp objectives
30 Savage Arrowboys to shoot the shit out of things
2×20 Moonclan Grots to be fairly quick movers to ancillary objectives. These guys are surprisingly resilient because of the netters. Do not underestimate their staying power. Keep the Fungoid nearby to help keep them around a little longer with Inspiring Presence.
Kunnin Rukk: The Kunnin’ Rukk is the quintessential destruction battalion. It consists of a Savage Big Boss and 2-4 units of Savage Orruks or Savage Orruk Arrowboys. It allows one unit within 10″ of the Savage Big Boss to shoot, pile in and attack, or move (and can be a run) in the hero phase. Most of the time you’ll be using this to either move your Arrowboys into position or to shade out the sun with 90 shots from 30 boys.
Magic, Endless & Realm Spells
Geminids are taken in this list because of the synergy they have with the grot netters. Making a unit -2 to hit or multiple units -1 to hit is amazing. Always.
The Fungoid Cave Shaman also has an ability that allows him to cast two spells once per game and reroll failed casts. This is crucial because you don’t want to send your Frostlord off into the abyss without a Mystic Shield to help protect him.
The in game guide is pretty simple for this list, as there aren’t too many tricks to it. If everything goes to plan, this is how it’ll look.
-Take turn 1, Rampaging Destroyer move your Frostlord OR your Arrowboys up. Choose the Frostlord if your Arrowboys can shoot twice without moving, or the Arrowboys if they cannot.
-With your Arrowboys in range of a juicy target, spend a CP or two on Savage Attack and watch them blow shit up.
-Mystic Shield the Frosty, pop the Fungoid’s once per game if you can get good debuffs out with the geminids. If not, hold on to them for next hero phase.
-Fling the Frostlord into your opponent’s line in a position where he can tie up and harrass the most units without being too vulnerable. His job isn’t necessarily to one shot stuff, but to tie it up and survive long enough for the second wave to annihilate it.
-Move the savage orruks onto what you think would be the most hotly contested objective as they have 60 wounds and people usually don’t enjoy fucking with them.
-Use the grots to skirmish for objectives and don’t forget to use the fanatics wisely.
This list performs well against most well balanced lists, and can struggle against Hagg Nar and Sylvaneth. Just about everyone struggles against Hagg Nar, and Sylvaneth Wyldwoods really give the Rukk a hard time.
Scenarios like 3 Places of Power and Duality of Death could be problematic because of the lack of resilient heroes. Battleplans with static objectives that aren’t reliant on heroes are good for this list.
I used this list to decent effect at the 2018 NZ Masters Tournament. I ended the tournament with 2 wins and 3 losses, but had the joint highest strength of schedule with my 3 losses being to the eventual winner (who helped write the list), the third place finisher, and the lad who won best Chaos. As New Zealand’s 26th ranked player, one of my wins was against the fourth ranked player in the country (Nurgle). The other was against the 20th ranked player (Seraphon).
Even though I turned in a 2 win performance for the weekend, I was a literal hair’s breadth from going 4-1 with the only loss to the 5-0 winner of the tournament.
With favourable matchups, I truly believe this list could easily win 4 to 5 games at a tournament.