Allegiance: Bonesplitterz

Mortal Realm: Ghur


Wurrgog Prophet (140)

- Artefact: Da Great Zappa Squiq 

Savage Big Boss (120)

- General
- Trait: Squirmy Warpaint 
- Artefact: Gryph-feather Charm 

Maniak Weirdnob (120)

Maniak Weirdnob (120)


30 x Savage Orruk Arrowboys (420)

10 x Savage Orruks (120)

- Chompas

10 x Savage Boarboy Maniaks (280)

10 x Savage Boarboy Maniaks (280)


4 x Savage Big Stabbas (200)


Kunnin' Rukk (200)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 180


Ever wanted to taste the salty tears of your enemies?

Ever wanted to watch the pure disappointment in your opponent’s eyes as they take their favourite toys off of the table?

Then go play another net list because this is for the true players of the game.

Ladies and gentlemen, nothing brings me more joy than playing these naked orruks that love nothing more than blocking out the sun with their arrows and bouncing off of rerollable armour saves…wait, scratch that last part… if you love the game of Sigmar and want a challenge, this is the army for you. Get your dice rolling arm/s ready, it’s a wild ride. I have only ever read one battle tome/army book/codex from cover to cover and this is the one. The stories are excellent and the depth in the warscrolls is far greater than every one thinks. This is easily my favourite army of all time.

Allegience Ability

War Paint – 6+ save all of the time? Yes please. This will not help you. It’s amazing when you make that one 6+ save to keep a dude around or save a hero for a turn, but it really isn’t reliable. It’s a nice touch, but Hagg Narr makes me a sad panda in comparison.

Beast table – Wicked rule. Comes in handy. 

Bone Power – Becoming immune to battleshock after killing a monster for a turn? Cool.

Artefacts, Command Traits & Abilities


Da Great Zappa Squig – Yeah. It’s a squig that generates a random spell at the beginning of the game from the Lore of the Savage Waaagh! that is taken as a second spell from the Lore. Very handy for the Prophet who can cast two spells a turn. Depends on the Player’s Pack of a tournament. Some TO’s expect the spells to be written on the Army List, if that’s the case, take the Big Wurrgog Mask on one of the Maniak Weirdnobs instead for a cool MW bomb.

Gryph-Feather Charm – keeps that Big Boss around. He’s kind of important. -2 in shooting, have him combat and he does stay around with the -1.

Command Trait:

Squirmy Warpaint – 4+ against MW – more defence. Love it.

Command Abilities:

Big Boss, Savage Attack: 6+ to hit generates extra attacks. Can stack. Yeah, you heard that right, 6+ to hit getting 2-3 extra attacks on a unit. Damn! When this does get FAQ‘d in the future, it’s an amazing ability to spread on to multiple units now. AoS 2.5 made me very happy with this ability.

Wurrgog Prophet, Prophet of the Waaagh!: Pick a unit within 15″ and pile in and attack in the hero phase. One of the other reasons why I genuinely love this hero. Big Stabbas and Maniaks become more damage-y (yeah that’s a word). Another reason why I love AoS 2.5


Big Boss (General):

Big part of the army and its Kunnin. The formation needs him to do their thang, the command ability makes the army more fighty, the damage that he does is okay, but not amazing when you roll it out. Keep him alive and watch him do his thing. A super important guy.

Wurrgog Prophet:

Spells. He buffs the army. Whatever his random spell is, you always want him to have Brutal Beast Spirits. +1 to hit on the arrow boyz, maniaks, big stabbas, etc. is detrimental to this army working. He has a great spell on his warscroll as well for hordes. 

Maniak Weirdnobs:

The twins. They have a great ability with their squigs to recast a failed result once per game. Awesome ability. If the prophet doesn’t have Hand of Gork as one of his spells, put it on one of the twins. Their warscroll spell is excellent for the combo of the army. Re-roll 1’s to hit within 10″. On a double to cast, reroll all failed hits! A fast model as well, great for capturing objectives.

Other Units

Arrow Boyz:

*Every Opponent*: ‘They do how many shots? Well I guess I will just take my unit off of the board.’

‘Wait, they do this twice a turn?!’ 

*Me*: Bathing in the salt of my enemy’s tears.

These guys are great. Bonesplitterz have 3 sources of rend in the entire army, so they need to bring opponents down with weight of attacks. That’s what the arrow boyz do. They have a bad reputation from previous GHBs, but they really are a big threat in the army for your opponent. Get used to rolling dice effectively and communicating with your opponent.


My favourite unit in the whole book. Buffed with the spells and command abilities these guys do work. Pile in twice in your turn and the damage output is next level. They have built in re-rolls in their scrolls. They have speed and they have consistency. I use them for board control, character sniping, chaff clearing, or chaff. They are a great unit. If they could get better saves they would be the perfect unit. 

Savage Orruks: Chaff. Objective holders. Basic B*tches. Lovers, not fighters.

Big Stabbas: No imagination needed. They are two dudes holding a giant spear made for monster hunting. 2 attacks, -2, 3 damage an extra d3 on top of that against monsters. When they hit, it’s like freight train, when they miss, it’s like watching your last chip that you were saving for eaten by your partner – disappointing and unsatisfying. When they die they can throw their spears at an enemy within 3″, it doesn’t even have to be what killed them. They’re great.


Kunnin Rukk:

I can hear people rolling their eyes when they see the Kunnin Rukk on the army list. It’s because it is an excellent battalion and I feel that people have a stigma around it that is no longer warranted. Kunnin Rukk used to be awful to play with, and against, because my green boyz were ahead of the game. Now that every one has ridiculous re-rolls all around, every one needs to allow their hate for the Kunnin Rukk to fuel my wargaming and realise that it isn’t as bad as you think.

Granted, having a shooting or movement phase in the hero phase is excellent. I love the sheer output from the arrow boyz when buffed up for a turn. Again, get good at dice rolling. Don’t be afraid to use the movement to position yourself better as well. Hand of Gork is nice on the arrow boyz as well. 28-38″ threat range is amazing for this unit.


No allies in this list, but a Greenskinz Warboss is great for adding extra attacks, but impacts on Command Point management, which is big in the army.

Magic, Endless & Realm Spells

I’ve mentioned the spells throughout the rundown. Every spell in the Lore of the Savage Waaagh! has its place. There are some clear picks though:

Brutal Beast Spirits: +1 to hit, pick two units for the buff on a double to cast.

Hand of Gork: Double the move in the next movement phase and fly. Triple the movement if it’s a double to cast.

Squiggly Curse: Hero and Monster Sniper – it’s nice.

Kunnin Beast Spirits: Opponent re-roll 6s to hit the target unit. Way better now that everyone is changing to unmodified 6s proc abilities.

I realised I was listing all of the spells. Check them out, they’re great.

In-Game Guide

Play the scenario. 

Practice the s*#t out of the list to understand its strengths and weaknesses.

The army has the intimidation factor, but not the staying power. It’s like a glass cannon made of paper when it’s raining. It can cut you to ribbons or turn in to mush. 

Board control is key. If you’re playing against a combat army, clog the board with the boars and boyz and shoot them to death. If it’s a shooting army, use the boars to hit what you need and get the arrow boyz to do work.

Secondary Objectives

Be a top guy when playing the army and rack up those Best Sports votes!

Honest Goblin