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Games Workshop 99120103029 Ork Mek Gun Action Figure

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M41 WAAAGH! Gazbag - Gazbag, a Speed Freek Warlord noted for his dogged determination if not his navigational skills, guides his WAAAGH! toward a group of largely unprotected Aeldari paradise worlds. The vengeful Asuryani of Craftworld Biel-Tan descend upon the invaders with destructive fury, yet find the Orks a numerous and deadly foe. Eventually the Aeldari are forced to withdraw, the flames of battle having reduced the paradise worlds' once verdant plains and jungles to smouldering ruins, providing Warboss Gazbag with a new empire to rule over. The Orks have been a threat to Humanity and the other intelligent species of the galaxy since before the earliest days of the Imperium, but the 41st Millennium marks an unprecedented surge in Greenskin activity. The galaxy trembles as a Great WAAAGH! echoes through the stars and beyond:

Big Gob- +3” to Auras, to a max of 9”. Most Ork Characters have either no Auras, no good or applicable Auras, or aren’t too worried about their Auras being longer range. Can be useful on a Painboss/Boy for a 6” aura on their 6+++, but not really worth the investment. Zagstruk has this, being so shouty. Those who have studied Ork settlements (and survived) have observed that Ork civilisation is hierarchical in the extreme. The life of a Greenskin is determined not by rank or birth, but by size and savagery.

Stratagems

Saying a unit is hot is all well and good, but let’s take a look at how players are using it. Mek Gunz have been a staple of competitive Ork lists for a while, and continue to be featured in most lists that do well. One list that highlights them is the list that Likas Troller ran to take 2nd place at the recent Weekend at Horus GT ( via 40kstats.com) Though the bigger, meaner Ork Boyz will lord it over the smaller, ganglier ones, even a subservient Ork is of limited use when it comes to practical tasks that do not involve fighting. The truth of the Orks is a little more complicated. Their innate genetic knowledge of technology, incredible resilience, and utter love of war, are actually the result of careful genetic engineering performed at the dawn of time. The ‘Krork’ were created by the Old Ones as weapons for their war against the Necrons. The Old Ones were destroyed, and since then the Ork species has become ever more slapdash and bestial. Mercifully most are short-lived, soon destroying themselves in a maelstrom of violence and internecine conflict, but should the Orks ever truly unify, they would crush all opposition.

M41 WAAAGH! Hruk - The noted Snakebites klan Warboss Hruk Teefsplinta enslaves the entire population of his old stomping grounds, the binary system Corva. Forcing his captives to build him spacecraft with holds cavernous enough to accommodate his beloved mega-menagerie, Hruk sets off for the core worlds of the Imperium. He conquers the nine Shrine Worlds of Marlisanct and uses the Basilica Imperator Majoris as a breeding pen for his famously incontinent Squiggoths. One of the most remarkable things about Ork Meks is their boundless creativity. They are constantly coming up with new ideas and inventions, each more bizarre and outlandish than the last. None of these barring the Gitbonez can be taken by a VEHICLE , meaning your Wartrike will be limited to his base wargear or any Kultur specific Relics.Headwoppa’s Killchoppa- A Big, Beast or ‘Uge Choppa becomes Power Klaw without the -1 that does an additional Mortal Wound on 6s to Wound. A good allround offensive relic, albeit not the most exciting.

In the ever-shifting meta of 40K, armies rise and fall. We’ve spent a lot of time talking about armies that are hot or not, but a lot less time looking at units that are running the show. Today let’s start by taking a look at one of the hottest units currently running around the tabletop. The UnitThe most important and skilled Mekboyz are known as "Big Meks," who lead groups of lesser Mekboyz armed with a wide variety of Greenskin kustom equipment and Kombi-weapons, sometimes including even full warbands or whole WAAAGHs! armed with a large amount of less-than-conventional Ork weaponry. A Big Mek's mastery of technology is unsurpassed amongst the Orkoid races and a Big Mek is often seen generating a "Kustom Force Field" around himself that protects his person and his creations. A Big Mek who becomes the leader of a Greenskin WAAAGH! will be known as a "Mek-Boss." Burn ‘Em All!- Use when a BURNA-BOMMER fires it’s Skorcha Missiles, doing an automatic Mortal Wound to all other units within 3”. Doesn’t affect the main target, does affect friendlies, and with a short range won’t generally be affecting much unless it’s a large screen or something surrounded by Characters. Can be useful to finish something off, or get another wound through on something particularly tough, but all told fairly niche.

Deep Strike’ essentially means the unit can be placed into Reinforcements and arrive more than 9” away from enemy units. A stomping Deff Dread, which you can arm with lethal Dread Klaws, or load out with plenty of dakka. The Deffkopta can also be commonly seen leading a Kult of Speed into battle, with the main Ork mobs following the aircraft's exhaust trails to the enemy's frontlines. The main advantage that the Deffkopta has over its ground-hugging cousin the Warbike is that it is capable of traversing absolutely any type of ground, and while Warbikes can attain great speeds over rolling terrain, the only limit to the Deffkopta's theoretical velocity is the nerve of the aircraft's pilot. If you don’t fancy that much dinner without any pudding, use Trukks and Battlewagons to protect your Boyz with steel instead of more bodies. If you love painting green flesh but fancy a different flavor, a mob of Beast Snagga Boyz will provide both melee prowess and an excuse to acquire an awesome Kill Rig for them to ride in.

Orks lore

Orks also hold numerous related and seemingly bizarre beliefs regarding the importance of colour and how it affects their wargear. Perhaps the most well-known is the widespread belief, especially among the Evil Sunz klan and members of the Kult of Speed, that "red onez go fasta." The fact that this actually seems to have any bearing on reality continues to confound the Adeptus Mechanicus. The beliefs and superstitions of the Orks, and the gestalt psychic phenomena that accompanies them, added to each Ork's ability to carry out basic construction and maintenance of his wargear, is one of the factors that makes the Greenskins so potent and successful as a species, despite their predisposition toward shortsighted violence. Tide of Muscle- A non- GRETCHIN CORE unit ignores all charge modifiers for a phase. Useful to bypass Difficult Ground or as a counter or preempt to any enemy abilities. Used when you select the unit, so depending on the opponent’s rule, they may either end up wasting CP, or have the option to not use it at all, so consider this. If it helps ensure the charge however, it’s CP well spent. The Gretchin are happy enough in their role. They bear little resentment towards their superiors, for to them Orks are just a fact of life. Questioning this usually leads to a clip round the ear, and not much else.

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