Bonereapers (Rumble Pack)

Dagger:

2x Dire Wolf

Mortek Guard with Soulcleaver Greatblade

Nekropolis Stalker with Spirit Blades

Shield:

3x Mortek Guard with Nadirite Blade

Hammer:

Mortek Hekatos

2x Mortek Guard with Nadirite Blade

Nekropolis Stalker with Spirit Blades

Tips, Tricks & Tactics

Supremacy: Usually it’s recommended to activate Dire Wolfs last but as there are 4 positions (if terrain isn’t blocking them) on the map where oval bases can stand on 2 objectives at once make sure your opponent isn’t body blocking this positions and if he starts moving his fighters into such positions it may be a good idea to activate your wolfs early to secure this positions to get an early lead in VP. If your opponent isn’t experienced enough and won’t block areas between objectives then ideal turn will look similar to waiting early with your slower guys, moving them to both closer objectives and in last 2 activations placing your wolfs directly between furthest and middle objective on both sides of the board. If you don’t expect your opponent to block this positions and he already moved someone to one of his closest objectives you can risk waiting with the wolf to then use double for bonus move(enemy positioning can screw this plan). This setup will give you 1 fighter on each objective which should grant you early advantage. Of course secondary objective or opponent warband can change this plan, but its a solid base.

Ability usage: Outside of situations when you will use ability dice on inspiring presence, Dire Wolf/Hekatos movement ability or +1 Toughness for Mortek (very strong versus bigger groups of Grave Guards or when you need to deny scoring secondary objective like early grave or predator and prey) all of your dice will be spent as a force multiplayer of your Stalkers. Usually you want access to 2 doubles to supercharge both of your stalkers with one of the 2 doubles they can use:

If your stalker is already in combat (ideally with 2 chaff models/1 elite) you want to activate him early and in most cases use double for extra point of damage on hits and crits, if your stalker isn’t in combat then you will most likely want to use the second ability to move him into combat with a bonus move. As OBR strongest abilities are doubles you shouldn’t worry about storing your Wild Dice(outside Tides of Battles where Wild Dice should be used to fight over Primary Objectives) and in most cases it’s a good idea to starting round two spend all of your wild dice on improving triples to quads (rampage on stalkers is devastating), fighting for initiative if needed and making additional doubles.

general gameplan in later turns: after initiative decide if you want to activate your stalkers first (to potentially kill fighters that could escape/harm them later) or to leave their activations for later. Another great idea for early activation is “hugging” (moving into 1” range of) big threat that could mess up your stalkers with mortek guard. In the middle of the turn you want to burn activations on moving to objectives, attacking with your mortek with greatblade, running away from danger with dire wolf and waiting with mortek that are already in good positions. Near the end of turn (ideally you already out-activated your opponent) you want to start capitalizing on mobility of your dire wolfs and stalkers (it isn’t uncommon to still have all ability dice unused until now) to win objectives by moving there with wolves or killing chaff with stalkers. It may be better idea to disengage, move and then use double for bonus move with your stalker o reach some distant objective than to simply attack twice if it will grant you some points at the end. OBR is very good at playing objectives rather than playing for board position as due to low Strength on Stalkers and high Toughness of your chaff there is usually less deaths and damage is less predictable for both sides.

Dire Wolf trap: if you need to intercept moving enemy fighter (as he is running away with treasure, moving to kill your leader, its a big fighter moving into position to rampage or any other situation you need to stop someone) always keep in mind how far from your leader his movement ends (you may need to ask your opponent to do move actions one by one) as even if your leader no longer has any actions if enemy fighter finish a move action 3” from your leader you can react with Dire Wolf and instantly move your Dire Wolf into engage. It can save your leader, mess up opponent plan for rampage or prevent someone from reaching objective. It may not be the flashiest of moves but it already helped me win a lot of games so it’s great to always keep this option in mind when someone is moving near your hero.


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