With the book out for review and all the previews, we have a ton of Orruk Warclans Kruleboyz rules and points- check it out!
Check out everything for the new Orruks including all the Kruleboyz rules, models, and even how to build your own army lists.
There were a ton of new kits and all but one of them can be picked up right now. If you aren’t sure if you want to collect them, we’ll also cover some of the rules, Rob sees how hard they are to build, and what sample army lists look like, that way you can make an informed decision if these are worth your hard-earned hobby dollars!
We’ll start with all the kits, then check out the rules, and lastly, a few army lists! Let’s get into it.
Breaka-boss on Mirebrute Troggoth

Other than looking very menacing, these giant leaders are bound to keep their boyz in line without too much dissonance.
Beast-skewer Killbow
Is the armour plating of Stormcast Eternals and thick hides of monsters frustrating your boyz? Pierce right through them with the Beast-skewer Killbow, a vicious war machine capable of threatening even the largest foes with its razor-sharp bolts.
Destruction has had a lack of ranged options, but luckily this new armor-piercing option might help turn the tide against those shiny golden boys.
Both of these kits are Easy To Build or (ETB) as they say.
All the Kruleboyz Rules, Models & AoS Army Lists

Swampboss Skumdrekk

This is a new monster/mount model which is always exciting, but the fact that a box is on top means he will also probably be a decent support and combat piece.

Snatchaboss on Sludgeraker Beast

While this is technically the same model, it is a new character in the form of a generic one, hopefully meaning he’ll be a little cheaper but still have much of the essence of what the model wants to accomplish.
Marshcrawla Sloggoth


From the sounds of the GW description, it sounds like this will be a tanky unit that can potentially punish units and heal. Depending on how it works in-game, this could be a serious pain for your opponents!
Gutrippaz
Forming the core of the Kruleboyz battlelines, the Gutrippaz have a new weapon option to go with their vicious stikkas.
These sadistic greenskins are well known to be spiteful and kunnin’, and they can overwhelm unsuspecting enemies through sheer weight of numbers
As the first of two Kruleboyz Dominion kits to be confirmed for separate box releases, these will get extra poses, bringing way more diversity in your army than wouldn’t be possible if you just spammed the Dominion box versions.
Man-skewer Boltboyz
Alongside them are the Man-skewer Boltboyz with a new Boltboy Boss option.

Kruleboyz Gobsprakk, the Mouth of Mork

If he can beat a Lord of Change, we expect his arcane prowess to be insane! Plus the mini is just pretty awesome all around that looks like it will be quite giant and tower over the tabletop.

When you get close to the details, this is really cool. While some people don’t like the new aesthetic, this one is pretty cool.
Alternate Version of the Kit

It’s always cool to get two versions from one kit. So if you don’t want the named character, you can just make a character on top of the mount instead.
Time to Build Kruleboyz Gobsprakk: Unboxing & Build
We are going to show you everything including the sprues, bits, and of course, the size. That way you can decide if this is worth your hard-earned hobby dollars.
Get yours for less on Amazon, Dicehead Games, or eBay
Kruleboyz Rules




New AoS Kruleboyz Rules

This is honestly kind of insane that every model in the army has this! It just gives big units the ability to dish out serious damage no matter what they’re fighting. On top of that, the Shaman can brew a potion to make a unit do this on a 5+.
New Command Abilities

If you have some giant units, this could really bring back a decent number of minis. If you are somehow left with one guy, this has the possibility to bring the unit back to strength.

With only getting -1 on your hit roll, this is a pretty cool ability! It will help when your opponent gets the double turn and you can really do nothing about getting charged.

Both sides of this are very helpful and can just buff up a unit to either hit harder or stay a little safer. If you combine this with the potion from the Swampcall Shaman, the unit would receive +2 to their saves.
New AoS Kruleboyz Gobsprakk Rules Revealed by GW

This isn’t the craziest thing ever, but if you really need to unbind a spell, this makes it super easy. Just be sure to use it at the right tim1

This is really dangerous for enemy spellcasters! If you cast a spell when he’s on the table, be careful or you might explode.
New Spells


This can be really strong and get your monsters into position faster than the enemy suspects. plus, with only a 6 to cast, you should be able to get it off most of the time.

This is honestly pretty insane, they suffer a mortal wound for every time you roll equal to or greater than their save. Against a big infantry block with good armor saves, you could easily cause a mortal for 66% of the minis in the unit… so beware armies with good armor saves and high mini count.
All the New Orruk Warclans Kruleboyz Rules & Points


See All the Points Here!
How To Play Age of Sigmar Kruleboyz: 2,000 Point Armies
Starting with the Kruleboyz let’s look at their rules and how we might go about building a force for them. These rules affect models with the Kruleboyz keyword only.
- Pick Grinning Blades (first-round not visible to enemy units more than 12” away), Big Yellers (add 3” to the range of shooting attacks and the first battleround can re-roll 1 for hit rolls for 1 attack), or Skulbugz (when enemy attacks and is within 3” of friendly unit roll a dice adding 2 if the friendly unit is monster, on a 6+ subtract 1 from hit rolls for that unit) sub-faction.
- Unmodified hit rolls of 6 deal mortal wounds equal to the wounds characteristic of the weapon and the attack sequence ends
- Once per battle in the combat phase when the general attacks, you can choose two friendly units wholly within 18” that have not attacked yet and attack with them one after the other in the order you choose.
- Dirty Tricks: Choose one after players receive command points but before the first battle round begins:
- Subtract 1 from wound rolls from enemy units for the first battle round
- Roll 3 dice for each 4+ pick a terrain feature and secretly write it down, then the first time an enemy finishes a move within 1” of it roll a dice. On a 2+ that units suffers D6 mortal wounds
- Roll 3 dice and for each 4+ pick 1 enemy unit on the battlefield. Then roll a dice for each unit, if it is greater than their wounds characteristic they are removed from play and must be set up in your opponent’s territory as a reinforcement.
- Roll 3 dice and for each 4+ pick 1 friendly unit that is not a hero or monster. Those units cannot be seen while in cover.
- Unique Command traits, spells, mount traits, and artifacts.
These guys are versatile, and they have some very strong spells (I love the anti-ward save one) and the dirty tricks let you adapt to the army your opponent is running and give you a boon turn one. Let’s build out three different armies based on the sub-faction you choose.
Grinning Blades:
These guys are great if your opponent is using a missile or magic-heavy army as it basically makes them lose their first turn unless they get in close to you, which they don’t want to do.
- Gobsprakk, the Mouth of Mork: Leader 1 of 6, Behemoth 1 of 4: 300 Points
- Swampcalla Shaman with Pot- grot: Leader 2 of 6: 105 Points
- Breaka-Boss on Mirebrute Troggoth: Leader 3 of 6: 180 Points
- Murknob with Belcha-banna: Leader 4 of 6: 95 Points
- Killaboss with Stab-grot: Leader 5 of 6: 110 Points
- 20 Hobgrot Slittaz: 160 Points
- 20 Gutrippaz: Battleline 1 of 3: 360 Points
- 20 Gutrippaz: Battleline 2 if 3: 360 Points
- 10 Gutrippaz: Battleline 3 of 3: 180 Points
- Marshcrawla Sloggoth: 150 Points *Writers note, I had not realized this did not have the keyword Kruleboyz (guessing errors by GW) I would swap this out for a beast-skewer Killbow or you could drop the Killaboss with Stab Grot for Killaboss on Corpse-Rippa Vulcha. Sorry for the confusion! Hopefully, GW will fix this in the errata/faq*
- Total 2000 Points
These guys are going to take advantage of the no-sight first turn to get their slower-moving troops into position to either claim the middle objectives or get that turn two charge (or both). There are some glass cannon troops in here as well, but with the first turn cover, you should be able to get them into range to do some damage before they are blasted apart. You will want to hope to go first in the second round to really maximize this ability.
Big Yellers:
- Gobsprakk, the Mouth of Mork: Leader 1 of 6, Behemoth 1 of 4: 300 Points
- Swampcalla Shaman with Pot- grot: Leader 2 of 6: 105 Points
- Breaka-Boss on Mirebrute Troggoth: Leader 3 of 6: 180 Points
- Breaka-Boss on Mirebrute Troggoth: Leader 4 of 6: 180 Points
- 6 Man-skewer Boltboyz: Battleline 1 of 3: 240 Points
- 6 Man-skewer Boltboyz: Battleline 2 of 3: 240 Points
- 20 Gutrippaz: Battleline 3 of 3: 360 Points
- Beast-skewer Killbow: Artillery 1 of 4: 130 Points
- Beast-skewer Killbow: Artillery 2 of 4: 130 Points
- Beast-skewer Killbow: Artillery 3 of 4: 130 Points
- Total 1995
There isn’t much hiding in this list, you are using your ranged units to decimate your opponent and force them to close with your army which has some beefy Mirebrute Troggoth’s. Then you use the unit of 20 Gutrippaz to either claim the center objectives or finish off any remaining forces that get too close to your ranged units.
Skullbugz:
- Gobsprakk, the Mouth of Mork: Leader 1 of 6, Behemoth 1 of 4: 300 Points
- Killaboss on Corpse-Rippa Vulcha: Leader 2 of 6, Behemoth 2 of 4: 240 Points
- Swampboss Skumdrekk: Leader 3 of 6, Behemoth 3 of 4: 320 Points
- Snatchaboss on Sludgeraker Beast: Leader 4 of 6, Behemoth 4 of 4, 315 Points
- Swampcalla Shaman with Pot-grot: Leader 5 of 6: 105 Points
- 20 Gutrippaz: Battleline 1 of 3: 360 Points
- 10 Gutrippaz: Battleline 2 of 3: 180 Points
- 10 Gutrippaz: Battleline 3 of 3: 180 Points
- Total 2000 Points
This army takes advantage of your monsters working with your sub-factions special rule, they are going to be your hammer and anvil for your army. Your Gutrippaz can clean up or work as a screen for your heavy hitters if needed.
There you have it three different takes building AoS Kruleboyz armies, I think the Big Yellers are probably your most competitive list with the ability to pick off your opponent’s troops from afar. The Grinning Blades and Skullbugz though could be interesting if played right but your will need to be cunning.
Have you built up an army yet? What unit has been performing the best for you?
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