Big Guys Part 2 of 4 – The Stupid Ones

Alright picking up right where I left off.   I know I said this article was going to be out last week, but I do my best writing while I’m bored at work and work was a little hectic before the Thanksgiving Holidays, here in the States.  So I make my return with Part 2 of my Big Guy article series, and we will move onto the stupid ones: Really Stupid and Bone Head.
Bone Head is easily the best of the negative traits, in my opinion. Oh yeah, I agree, it’s annoying as heck when you need one of these behemoths to knock the block off one of your opponent’s models and even more so when you call your blitz and the guy ends up picking his nose for a turn. But it’s the one that easily most controlled because of the two Big Guys they come on: the Kroxigor and the Ogre


Traits: Bone Head, Loner, Prehensile Tail, Mighty Blow Thick Skull
Teams: Lizardman, Slann
This guy is really dependent on the team you take him on. In most Lizardman teams, I could argue that you don’t need him, ever. That’s a pretty harsh statement, but with the 6 Saurus Warriors you already have access to, Lizardman can easily dominate the bashing game. Throw in the skinks and you can have a dynamic running game. The Kroxigor doesn’t necessarily add to that. He just turns up the bash and the control aspect up a slight bit.  For your Lizardman starting builds, the addition of a Kroxigor can mean the difference between two and three rerolls. These rerolls are crucial for Lizardman. Saurus do not start with any skills (but they do have 6 Mv) and the skinks are (only) Ag 3. Meaning you may need to hold the rerolls to pick up the ball or when you throw the Skull and Both Down that WILL happen.  What the Kroxigor will do is hold your opponent in place. The lack of the Block starting off means you will be pushing your opponent more often than not with those Saurus. So you can push them in Base to Base of your Kroxigor, making dodging out of his Tackle Zone all that much harder. You are essentially building a cage around HIM and he doesn’t go anywhere.
For Slann, take my advice with a grain of salt, as I have never and (probably) will never play Slann. They just don’t appeal to me and appear confusing at first glance. For Slann, I could see the argument FOR him rather than against him. With most of your dudes being so expensive, they will need some help with control and some power.  Controlling the line and or having a stand-alone guy that doesn’t really need the help as you use your mobility to spread the field, the Kroxigor is a welcome addition.  To be honest, if there are any better opinions for the Kroxigor on the Slann team, contact me at and I’ll add your advice in!
Normal: Guard, Grab, Break Tackle
Doubles: Tackle, Block, Pro



Traits: Bone Head, Loner, Mighty Blow, Thick Skull, Throw Team-mate
Teams: Ogres (duh!), Humans, Chaos Pact
Ogres are arguably the “best, all-around” Big Guy. Much like the Humans they are usually seen on, (compared to other Big Guys) Ogres excel at nothing but are not bad at anything either. They can do it all and are decent at most tasks you give them.  In fact at Ag 2, they could make a pretty good ball carrier (I’m not kidding here). But being a ball carrier is NOT what you take them for. You take them because they signify a threat that your opponent has to deal with, freeing up some your guys as your opponent has to double-team or even triple-team him.  With Humans, activate this guy first. See if he would rather pick his nose or actually help his team mates. This helps you determine, if the rest of your team needs to go take care of what he is leaving open or if you can deal with it. The versatility of humans allows this to happen. With Ogres, activate the “most important” ones first so you can determine if you need the snotlings to sacrifice themselves for their overlords. Ogre teams are pretty much required to take them, so for humans and Chaos pact I have to suggest always including one in your starting builds.  With humans, he is easily one of the most valuable pieces on your roster and with all those innate rerolls, you may be able to chance a loner re-roll on some block dice without too much trouble. With Chaos Pact, I like him acts a lot like the Troll but doesn’t think the goblin you want to throw looks good enough to eat (ie. He doesn’t have Always Hungry).
Normal: Guard, Break Tackle, Grab, Strong Arm
Doubles: Block, Pro, Sure Hands,

Now we move onto the two with the Really Stupid Negative Trait. I really hate this one. Really Stupid acts a lot like Bone Head, only they require a babysitter. What I mean is, when you choose to activate a model with this trait, if you don’t have somebody in a square next to them, they fail on a 3 or less, but if you do have a guy next to them, it’s practically identical to Bone Head.  And I’ll be perfectly honest with you, my experience has shown having somebody poke him with a stick doesn’t help. What is the trade-off? These guys are cheap!

Beast of Nurgle


Traits: Loner, Disturbing Presence, Foul Appearance, Mighty Blow, Nurgle’s Rot, Really Stupid, Regeneration, Tentacles
Team: Nurgle

Yes, I said cheap. I realize he is 140k. Did you see that laundry list of skills? He is a really good value for his cost. The caveat? Nurgle teams are pretty expensive to begin with and you may not have the cash to spend on it stating out. But that being said he is really good at locking down the line and staying safe with Foul Appearance (much like the rest of the Nurgle team). My argument as well is he doesn’t necessarily offer more than that. And the Nurgle warriors can play on the line just fine and their Mv means they don’t like to run. Hey, as a fat guy, I can agree with them there. The Beast of Nurgle is not dynamic in anyway. He is far on one spectrum, that it is really hard to ask him to do anything else than what he excels at, so don’t ask him to do anything else, he wouldn’t understand anyway.
Normal: Guard, Stand Firm, Grab
Double: Block, Prehensile Tail, Tackle, Pro



Traits: Loner, Always Hungry, Might Blow, Really Stupid, Regeneration, Throw Team-mate
Teams: Choas Pact, Goblins, Orcs, Underworld,

When you see a Big Guy on a team, it’s probably this guy. And for 110k, why not? Every team he comes on, he comes with a goblin that comes with Right Stuff. Yep these guys like being the spoon that stirs the drink of any flying-goblin team. And that is primarily what he is used for either to make that one-turn score with the goblin or as a projectile to dislodge that Block-Dodge ball carrier from his cage. Trolls are almost essential to any Goblin or Underworld team. They provide a sturdy rock to hold the line can help keep the numbers advantage those teams might need. They are pretty reliable as they usually have the “required” babysitter for the role they play in these teams.  So you can expect a few casualties and some MVPs right off the bat, and at least one skill in the first few games. Regeneration and Ar 9 means they will probably stay alive too with almost no injuries. That is the definition of reliable. Or you could be named “Stirippuh” (my troll), who goes stupid 8 out of 16 turns and is a 110k liabllity.
On an Orc or Pact team, this guy isn’t really needed, unless you want options.  Four Black Orcs already dominate the Orc line, and so the troll doesn’t really help in that regard. But Orcs are fairly slow and a troll along with his goblin buddies can get you that one-turn score or aerial assault. For Pact, the same can be said as his role is filled by something better, the Ogre. The marauders on the line do just filling in for a troll once they start getting the right skills. Pact teams are known for bringing three Big Guys, and some Pact players would say, “You’re doing it wrong,” if you don’t take all three. But I say leave the Troll at home.
Normal: Guard, Stand Firm, Grab
Doubles: PRO, Block
Mutations: Claw, Tentacles, Foul Appearance

And that’s it for this week. Come back next week for Part three as talk about the other guys with no negative traits (kind of). Also don’t forget to check out the monthly podcast! Until then!