So you say you want to play big waaagh but then only take little sissy boys. You’re playing puny waaagh. So i thought is it possible to do a proper waaagh. Looking at the rules for it you need numbers which means grunta’s are generally out but can i get there with Brutes. Well 50 brutes later the answer is yes. So read on for the fun.
Big Waaagh is all about the points which in this list are made from Warchanters, Megabosses and numbers. Now other people think that means they need to run lots of runty excuses for an orruk.
Now the important steps for big waagh are 12 and 20pts. At 12 you gain a 6+ save and at 20 you have +1 to hit and wound.
With the D6 from the Megaboss, 4 from the warchanters and 4-5 from “ere we go” on the first turn you should be hitting the 6+save by the end of turn 1 and up to the 20 by turn 2 (factoring in the odd charge/in combat bonus as well).
Artefacts, Command Traits & Abilities
The Claw given the megaboss a job as the scalpel.
The brooch is what makes the magic happen as after the 2-3 ere we goes you can start using them for other things such as rerolls or even building back up once you use da big waagh.
Megaboss – with a -3 Rend weapon the big lad himself is the scalpel of the list. also due to only being a single base (although quite large) you can effectively wrap him with the brutes to limit return attacks. With gaining wounds/additional save and fixem beat you should be able to keep him relatively healthy initially until he becomes a crazy wrecking ball able to venture out on his own. Also for the Mawkrusha enthusiasts its important to note he isnt a monster keyword so can benefit from cover giving him that 2+ save.
Warchanter 1 – Get’em beat helps with the relatively slower list but this will be your central warchanter using the command points for building up the waagh points so should be in the middle of everyone. The brooch should mean you can use the cp to build points in the first few turns and then if needed still have some left to let the boss give +1 to hit against armies with negative hit buffs (like netters) maintaining the all important 2’s and 2’s. Or if you want to call a big waagh you still have enough to build up the points again. or even just use them on rerolls.
Warchanter 2 – Mainly to buff the 10 man units or the gigaboss as required, also stays near the boss for fixem beat although can be used on a brute with missing wounds as well.
its all about the brutes. The objective claimers/screens are the 5 man units with choppas. The idea behind this is that its actually inefficient to put the warchanter buff on them (as you are better just buying more brutes) so choppas work well as the “Throw away” or “leave behind units.
The big block of 20 is the most efficient with the buff and also has the free mighty destroyer each turn. the 2″ melee also allow them to get as many possible models into combat to roll all the dice and even engage multiple units.
the 2 10’s again are flexible units who can engage behind the screens, take the buffs/additionals combats quite well.
Ironfist is great bringing the list to 4 drops, additional CP for ere we go and mighty destroyers on a +1 damage reach unit will make everyones day (except your opponents).
Nah More boyz
Magic, Endless & Realm Spells
you are likely not to get first turn so the basic results is the large unit around the chanter/boss to build up the points, 2 5 man units up front and 2 10’s behind them.
Build up the points as quickly as possible and grind out your opponent. Use mighty destroyers to give the list some speed but again it depends on the match up and map.
The most important thing is dont be a pansy and be tempted to take those silly little orruks.