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Games Workshop Warhammer 40k - Ork Rukkatrukk Squigbuggy

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The rest of the lads here still mostly do their old things, and still don’t appear to be anything particularly outrageous. We’re well past the point where Named Character datasheets come out actively bad, but these aren’t creating new strategies either. Troops

at the end of the battle round if you melee-d more units to death than you had melee-d to death, with a bonus 1VP if you doubled-up on their count. No, Gretchin don’t count. We fired them all, because they kept getting stomped. All three flavours of Big Mek return in this book, all sporting a fancy new base 4+ BS to compensate for the loss of the old version of Dakka Dakka Dakka!. The Big Mek in Mega Armour is probably the biggest loser of the bunch, as the main way they were used was combining Da Cleverest Boss with some traits and relics to basically build yourself a better warboss. With Waaagh moving to an army-level effect requiring a Warboss that’s basically off the table, so the mega armour build exclusively focuses on making a tougher and nastier fighter/KFF bearer. If you’ve got the points then sure, but it’s not mandatory. Orks have access to two Psychic Disciplines in the new codex: The returning Powers of the Waaagh and the new Beasthead discipline, which is exclusive to Beast Snaggas. Patch notes: Powers of the Waaagh! Overall this is an interesting and potentially potent part of the book. Trukk Boyz actively switches on some nasty stuff, and the rest go some way towards mitigating one of the challenges you often get in list design, which is taking units that don’t fit the main theme of your chosen faction. Quite a few of these let you amp up shooting units in a melee build or melee units in a shooting or vehicle-focused list, and that’s a neat mechanic that we really like. Warlord Traits

For those playing along at home, that means you get 6 T5 3+ save wounds when scout deploying these in terrain, which is a stonking bargain, and you can make them either nastier with Goffs or Ob-seccier with Deathskulls to your heart’s content. These are crazy good, you want some units to field as utility MSUs.

Each team can only use each codex once. Given there are eight players in each team, this ensures that a pretty healthy spread of books get used. GT Talavera was diverging very slightly from the WTC here by allowing two players on each team to bring Marines as long as they used different supplements. Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn. And there are two Smite-like powers: Squiggly Curse is WC7, and targets a single unit within 12”. Roll one dice per model (up to 6), and for every 4+ do a MW. If it kills a model, all enemies within 6” take an extra MW. Seems like a lot of work for something not as easy to cast, or as good against Marines, as Smite, but going into a clump of large units of single-wound models, there’s an upside. Arguably not as good as Frazzle, though. That one is WC6, and for each unit within 9”, roll a d6, dealing d3 MWs for each a 4+. This is a nice AoE to splash around a few MWs if you have a cluster of enemy units to punish with it, though it won’t reliably target damage on any one unit. The 9” radius goes a long way to making up for it doing absolutely nothing to a particular unit half the time. Don’t forget that you can (and will) be throwing this from a Kill Rig base a lot of the time too! Secondary Objectives

Julio Piñero – Drukhari: Extra shooty Drukhari, with some Ravagers joining Cronos. That creates something that will utterly dominate slower builds, and maybe has a better shot into some of the lists people will throw out to try and beat Drukhari (extra lances are very welcome into Redemptors, for example). Eduardo Cortell – Adeptus Mechanicus: You knew it was going to be in here somewhere. Lucius/Mars with lots of Skitarii in the Lucius half and lots of Ironstriders in the other, though only Fusilaves rather than Stratoraptors. From the choice to put the Fusilaves in the Mars detachment (letting them double up on durability buffs) my best read on why no Stratos is that it makes it harder to spike the list with a heavy alpha strike build, as more of its threats can be hidden.

Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons: Anyway, that’s enough griping out of the way – onto some exciting new stuff. There’s some extremely strong support for Beast Snaggas in here, with a bunch of stratagems that really stand out. Monster Hunterz got previewed, boosting the wound rolls of three of your units against enemy vehicles, and even after the probable FAQ to actually have an end clause it’s still incredibly good if you want to gank a high value target. On the defence, Beast Snagga INFANTRY, CAVALRY and MONSTERS get access to Tough as Squig-Hide, which is the standard Transhuman Physiology “can only be wounded on an unmodified 4+” effect. Beast Snaggas have some exceptional stuff, so this is amazing, and will see a ton of use. At pretty much every point since the release of the 8th Edition Codex throwing down 90+ Boyz and trying to steamroll your opponent has been at worst a fringe strategy and hey, they’re T5 AP-1 now! They do jump to 9pts each, and lose their +1 A for moving in large numbers, but don’t forget that they’ll be at +1A for two turns of the game thanks to Waaagh in lists built around them. The Nob is a little less outrageously pushed, costing you nearly as much as a minimum squad of the cavalry by himself, so while the mortals on charge are cool you’ll probably see less of these on tournament tables. They seem like great fun to use though, so a real boon for casual play. Warbikes The other shiny new assets are the scout deploy from Kommandos and mobile melee punch from Squighog Boyz. The Kommandos give you a tool to prevent early blowouts from opposing redeploys, plus pressure any scouts they bring to the table, while Squighogs give you something that the opponent has to be properly scared of as long as they’re on the board.Army special rules for fielding an Orks list, with rules for seven Clan Kulturs, the Ork subfactions As we’ve done before for team events, rather than looking at each list in isolation I’m going to run through the compositions of the top two teams and talk about what role they’re likely intended to play, and to highlight choices that differ from what you’d expect in singles play.

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