Kruleboyz Army List (2026): 1000 & 2000 Point Lists for AoS 4th Edition

Kruleboyz army list

The Kruleboyz are the orruks who fight dirty. Where their Ironjawz cousins charge straight in, these swamp-dwelling greenskins snipe with crossbows, lure enemies into traps and only commit to a brawl when the odds are stacked in their favour. They suit players who like a bit of everything: solid infantry, long-range shooting, monster-riding bosses and plenty of sneaky tricks.

This page gives you two ready-to-play lists. List 1 is a 1,000-point army built on the Kruleboyz Spearhead box, and List 2 is a full 2,000-point army for Pitched Battles. For the background on the warclans, see our Orruk Warclans army guide.

A quick note on rules and points

The Kruleboyz use the Orruk Warclans battletome (the 4th Edition book they share with the Ironjawz), plus Games Workshop’s free updates. Points come from Games Workshop’s Battle Profiles, October 2026 document, published on 28 October 2026. The big points changes arrived in the quarterly Battlescroll of 23 September 2026, and the October update didn’t change any Kruleboyz points.

The last Battlescroll raised the cost of Kruleboyz Monsta-killaz and made them reinforceable. Some enhancements now cost points too. In the Kruleboyz’ case, the Egomaniak heroic trait costs 10 points, while the other heroic traits, artefacts and lores are free. Both lists below use free options.

Points as of Battle Profiles, October 2026 (published 28 October 2026). Check the Warhammer Age of Sigmar app before you play.

How army building works at 1,000 and 2,000 points

Age of Sigmar 4th Edition armies are built from regiments. Our Age of Sigmar points explained guide covers this in full, but here’s the short version:

  • Battle size. The General’s Handbook 2026-27 battleplans are designed for 1,000- or 2,000-point games. 2,000 is the standard for tournaments, while 1,000 is a great size for learning, and many players use a smaller 30″ x 44″ board for it.
  • Regiments. Each regiment is one Hero plus up to three non-Hero units. You need at least one and can take up to five. Your general’s regiment can take up to four units.
  • Heroes joining heroes. Some heroes can join another hero’s regiment in a set role. Kruleboyz infantry bosses such as the Murknob and Swampcalla Shaman join as a Mob Wrangler, and big monster bosses can take 0–1 of them.
  • Auxiliary units sit outside any regiment. They’re legal, but the player with fewer auxiliaries gets an extra command point each battle round, so our lists don’t use any.
  • Extras. Pick one battle formation, one enhancement from each enhancement table (a heroic trait and an artefact), plus a spell lore and a manifestation lore. Reinforcing a unit doubles its size and its points.

List 1: Swampskulka Gang (1,000 points)

This list starts with the Kruleboyz Spearhead box: the Killaboss on Great Gnashtoof, the Murknob with Belcha-banna, three Man-skewer Boltboyz, ten Gutrippaz and a Beast-skewer Killbow. In full Age of Sigmar the ten Gutrippaz form one unit. A second regiment adds a wizard, more Gutrippaz and two cheap units of Hobgrot Slittaz.

RegimentUnitPoints
General’s regimentKillaboss on Great Gnashtoof (general; heroic trait: Backstabba)130
General’s regimentMurknob with Belcha-banna (Mob Wrangler; artefact: Mork’s Eye Pebble)80
General’s regiment10 Gutrippaz150
General’s regiment3 Man-skewer Boltboyz100
General’s regimentBeast-skewer Killbow130
Regiment 2Swampcalla Shaman with Pot-grot120
Regiment 210 Gutrippaz150
Regiment 210 Hobgrot Slittaz70
Regiment 210 Hobgrot Slittaz70
Total1,000 / 1,000

Battle formation: Middul Finga, which extends the range of up to three units of Boltboyz or Killbows for a turn.
Spell lore: Lore of the Swamp. Manifestation lore: Manifestations of Gorkamorka.

How it plays. The Gutrippaz and the Murknob hold the middle while the Boltboyz and Killbow shoot from behind them. Both shooting units get +1 to hit if they didn’t move, so find them a good firing spot early and leave them there. The Killbow’s bolts hit very hard against monsters. The Killaboss is your counter-punch: wait until an enemy unit is tied up with the Gutrippaz, then charge in. Backstabba rewards exactly that by hurting enemy heroes he’s fighting alongside another Kruleboyz unit.

The Swampcalla Shaman gives you magic. Mork’s Kunnin’ makes a unit harder to hurt, and Choking Mist blunts an enemy unit’s attacks. The Hobgrot Slittaz are cheap and expendable. Use them to grab far objectives, screen your shooters and get in the way of enemy charges.

What to buy: the Kruleboyz Spearhead, then a Swampcalla Shaman, a box of Gutrippaz and a box of Hobgrot Slittaz.

List 2: Murkvast Ambush (2,000 points)

This 2,000-point list adds two monster-riding bosses, a reinforced block of Gutrippaz and Monsta-killaz to deal with enemy monsters. It keeps the shooting core from List 1 and adds plenty more to fight with.

RegimentUnitPoints
General’s regimentKillaboss on Corpse-rippa Vulcha (general; heroic trait: Backstabba)240
General’s regimentSwampcalla Shaman with Pot-grot (Mob Wrangler)120
General’s regiment20 Gutrippaz (reinforced)300
General’s regiment3 Man-skewer Boltboyz100
General’s regimentBeast-skewer Killbow130
Regiment 2Snatchaboss on Sludgeraker Beast180
Regiment 2Murknob with Belcha-banna (Mob Wrangler; artefact: Mork’s Eye Pebble)80
Regiment 210 Gutrippaz150
Regiment 27 Kruleboyz Monsta-killaz140
Regiment 3Killaboss on Great Gnashtoof130
Regiment 310 Gutrippaz150
Regiment 33 Man-skewer Boltboyz100
Regiment 3Marshcrawla Sloggoth130
Total1,950 / 2,000

Battle formation: Kruleboyz Klaw, which stops enemies more than 12″ away from seeing Kruleboyz units near terrain. That makes your shooters hard to pick off from range.
Spell lore: Lore of the Swamp. Manifestation lore: Manifestations of Gorkamorka.

How it plays. Three regiments means three solid blocks. The general’s regiment, with the reinforced Gutrippaz, the Shaman and the shooters, holds your main objective. The Snatchaboss’s regiment goes for a second objective. The Murknob gives nearby Kruleboyz a 6+ ward, and the Monsta-killaz are there to trap and kill whatever big monster your opponent sends at them. The third regiment sits on the other flank. The Marshcrawla Sloggoth lets nearby Kruleboyz infantry charge even after they’ve run, which is a handy trick for snatching objectives late in the game.

The Vulcha is your fastest hitter. It deals damage when it charges, so use it to finish off weakened units or to land on an objective your opponent left lightly guarded. The 50 spare points are deliberate. You could spend 10 of them on Egomaniak, a heroic trait that lets a boss pass damage on to a nearby unit of Kruleboyz infantry.

What to buy (on top of List 1): a Killaboss on Corpse-rippa Vulcha and a Snatchaboss on Sludgeraker Beast, plus more Gutrippaz, a second box of Boltboyz, Monsta-killaz and a Marshcrawla Sloggoth.

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General tactics

Let them come to you. Several Kruleboyz dirty tricks punish enemies who charge you. Lethal Surprise damages a unit that has just charged, and Noisy Racket can make an enemy unit strike last. Your army is often stronger when it’s being attacked than when it’s attacking.

Use your dirty tricks carefully. Your faction tricks get harder to pull off each time you use one in the same battle round. The first is very likely to work, but the fourth often won’t. Save them for the moments that matter.

Shoot from a standing start. Boltboyz and Killbows hit more often when they haven’t moved, so deploy them where they can see the middle of the board.

Sneak around the edges. Sneaky Sneakin’ lets a small infantry unit vanish and reappear near terrain away from the enemy. It’s perfect for Hobgrot Slittaz grabbing an undefended objective.

Keep a boss near the Gutrippaz. Your heroes buff the units around them, and the Gutrippaz need that help to hold an objective against elite enemies.

What to buy first

  1. Spearhead: Orruk Warclans (Kruleboyz). It’s the core of both lists, and you can play Spearhead with it straight away.
  2. Swampcalla Shaman with Pot-grot. Your wizard, and he fits in every regiment.
  3. Gutrippaz. You’ll want 30 to 40 for 2,000 points.
  4. A monster boss. The Killaboss on Corpse-rippa Vulcha is fast and hits hard, which makes it a great centrepiece.
  5. Monsta-killaz. Your answer to big monsters.

If you’re torn between the two orruk armies, our Kruleboyz vs Ironjawz Spearhead comparison explains the difference. When you’re ready to paint, our Orruk Warclans painting guide covers the swampy greens and rusted metal.

Common mistakes

  • Charging first with everything. The Kruleboyz are built to punish enemy charges, so throwing every unit forward on turn one wastes that.
  • Moving your shooters every turn. You lose the +1 to hit, and the Killbow does far less damage.
  • Forgetting the Mob Wrangler rule. A Murknob or Shaman joining a boss’s regiment takes up one of that regiment’s unit slots.
  • Sending Monsta-killaz after infantry. They’re specialists. Keep them back until an enemy monster commits.
  • Leaving objectives empty. Hobgrot Slittaz are cheap, so use them to score rather than to fight.

Frequently asked questions

Is the Kruleboyz Spearhead enough for 1,000 points?

No. The box comes to 590 points in full Age of Sigmar. You need a second regiment, such as the Swampcalla Shaman, more Gutrippaz and some Hobgrot Slittaz, to reach 1,000.

Are Kruleboyz good for beginners?

Yes, if you’re happy to think a turn ahead. The units are straightforward, but the army rewards patience and good positioning more than raw aggression.

Do Kruleboyz have their own battletome?

They share the Orruk Warclans battletome with the Ironjawz. Kruleboyz and Ironjawz are separate factions, though, so you build a Kruleboyz army from Kruleboyz units.

What’s the best Kruleboyz battle formation for beginners?

Kruleboyz Klaw is the easiest to use, because it protects your army from long-range shooting without you having to remember anything. Middul Finga suits a list that shoots a lot.

Can I use Kragnos in a Kruleboyz army?

Kragnos, the End of Empires is listed as a Kruleboyz unit, but he costs 580 points, so he only fits in a 2,000-point list. Read more in who is Kragnos.

Are Kruleboyz orruks or goblins?

Kruleboyz are orruks. They’re the same species as the Ironjawz, just a sneakier, swamp-dwelling branch that favours traps, poison and crossbows over brute force. The smaller Hobgrot Slittaz in the army are hobgrots, a separate kind of greenskin that tags along with the Kruleboyz.

Do Kruleboyz follow Gork or Mork?

Kruleboyz favour Mork, the ‘kunnin’ but brutal’ half of the orruk god Gorkamorka. That’s why they prefer dirty tricks, ambushes and fighting only when the odds are stacked in their favour. The Ironjawz lean towards Gork, the brutal side of the god, which is why the two armies play so differently.

Who is the most famous Kruleboyz character?

Gobsprakk, the Mouth of Mork, is the best-known named Kruleboyz hero: a wizard who rides a Sludgeraker Beast and claims to speak with Mork’s voice. He isn’t in either list here, but he’s a natural centrepiece if you want to grow towards 2,000 points with a named character.

Related guides

Browse every faction in our Age of Sigmar army lists hub. New to the game? Start with how to play Age of Sigmar and our Age of Sigmar Spearhead guide. For other Destruction armies, see the Ironjawz Spearhead.