Games Workshop - Warhammer 40,000 - Orks: Squighog Boyz

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Games Workshop - Warhammer 40,000 - Orks: Squighog Boyz

Games Workshop - Warhammer 40,000 - Orks: Squighog Boyz

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Price: £9.9
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For Customer Support with Orks, please go outside and scream into the sky, shaking your fist if possible. Gork, or possibly Mork, should respond within 24 hours.

A full unit of Squighog Boyz with a Smasha Nob wielding Headwoppa’s Killchoppa is an incredible engine of destruction, and very challenging to deal with. Because they’re T7, popping ‘Ard as Nails on them means that a bunch of the weapons that used to mow them down in 9th Edition are suddenly wounding on 6s, and having a 5+ Feel No Pain means that flat damage 3 weaponry (another bane last time around) is fairly mediocre into them – each unsaved wound now only kills one from full health just under a third of the time. This is a premium alpha bully unit, and it doesn’t really need any external support to do its thing. Crunchy Meganobz This is feeling a bit like a 7th edition AdMech-style split codex, with the psychic disciplines applying to different units, and their buffs divided cleanly into Weirdboy powers that work on all CORE units, and Wurrboy powers that only work on Beastsnaggas (in a few cases, units have the keywords to benefit from both). Straight damage-dealing powers and enemy debuffs are available in both, but it seems to be incentivizing running the majority of a list as either Beastsnaggas or Orks Classic, without a lot of cross-pollination. Hot on the heels of the two most powerful codexes we’ve seen in 9th edition, Codex Orks releases this weekend. Well, kind of. Similar to what they did for the Adepta Sororitas in 8th edition, Games Workshop have released Codex: Orks as part of a limited edition boxed set with a collection of the new Beast Snagga models, with plans to release the Codex to the wider public in a number of weeks. So it’s out, but not quite out – to the point that Games Workshop’s own Warhammer Open 40k tournament in Orlando isn’t allowing the new Ork rules. It’s a bit weird, but a book’s a book and that means more C O N T E N T for you, dear reader. 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.

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A strong candidate for top-tier is Bitin’ Jaws, basically a good version of Jaws of the World Wolf. A mere 6 Warp Charge to draw a line and deal 1 Mortal Wound to every enemy under it. Add highlights to the metallic components by dry brushing with a lighter metallic color like Ironbreaker. This will bring out the details and create a worn, weathered appearance. Orks are on the rise – it’s not pure upside for them, but overall the dataslate has moved them in a very healthy direction, and we’re starting to see them take some big trophies as a consequence.

A large number of new units, including the new Beastsnaggas who specialize in taking down large prey like monsters and vehicles Orks look poised to steal the herohammer crown from Drukhari, so prepare to see these on tables a whole bunch. There are even several more generic traits that would be totally fine in other books, they’re just eclipsed by the peak nonsense on show here. Relics For all your casting needs you can take either a Weirdboy or a Wurrboy (depending on which discipline you want powers from). There’s been a bit of a shakeup to how Weirdboys work – they no longer get boosts to casting from having nearby Orks, but the tradeoff is that now if you have 20+ Ork models (excluding Gretchin) nearby you get to cast an additional power each turn, and they know two base. Essentially, as long as you’re bringing the model count you now get the old Warphead upgrade for free, at the cost of some reliability on the actual casts. If your WARLORD is a WARBOSS, then once per battle, in your Command phase, you can call a Waaagh!. To do so, that WARBOSS must be on the battlefield or embarked on a TRANSPORT that is on the battlefield. If your WARLORD is a SPEEDBOSS, then once per battle, in your Command phase, you can instead call a Speedwaaagh!. To do so, that SPEEDBOSS must be on the battlefield. If your WARLORD is GHAZGHKULL THRAKA, you can instead call a Great Waaagh!. To do so, GHAZGHKULL THRAKA must be on the battlefield or embarked on a TRANSPORT that is on the battlefield.

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Beast Snagga leadership may be a violent and transient experience for most, but Zodgrod Wortsnagga has stood the test of time. The legendary Runtherd is more than just a force multiplier for his Super Runts – although he certainly is that too. Exiled from Ork society for being too nice to his Gretchin charges , there’s a reason he eventually found a home with the Beast Snaggas. 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 Ork dice set comes in a snazzy green, while there are 52 datacards in total, encompassing general and clan-specific Stratagems, 13 psychic powers, and all the core Stratagems for good measure. All in all, it’s an even better time to be green. What Are the Must-Have Units to Start This Faction?

People who really like to convert vehicles by either lovingly crafting spectacular amalgams of 10 different kits, or by covering some other faction’s model in glue and rolling it around in their bitz box like a katamari. Jabbin’ Fingerz: New power: WC6, one visible enemy unit within 18” subtracts 1 from their hit rolls for the turn.As expected, anything with the WARBOSS keyword, which comprises Warbosses, Deffkilla Wartrikes, Beastbosses (foot and mounted), and some of the Named Characters are now one per detachment – this is in line with every other codex. Orks are now Toughness 5 Probably a fine way to score points, most of the time, if you were planning to bully the other army in melee anyway, or if they have no significant punching threats. Really, really good when you’re on the hero-hammer plan too, as your opponent frankly isn’t going to take out multiple Squigosaurs in a fight in one turn. Ever. Really just no. Get Da Good Bitz (Shadow Operations)

At the heart of any squig-heavy Beast Snaggas army, you’re sure to find a solid core of Squighog Boyz. There are many good reasons to take them in your army, but before we examine the rules, let’s appreciate how great they look charging into some Ultramarines. Speaking of. The Beastboss is the Beast Snagga version of the Warboss, getting the generic Beast Snagga ability and a tasty Beastchoppa as their weapon. The trade-off is that they only apply their Aura to Beast Snagga CORE and CHARACTER units. Realistically, outside of smaller games this guy will be a rare sight because… Beastboss on Squigosaur At the heart of every great Waaagh! are the Boyz. Beast Snaggas are some of the strongest and toughest Orks around, and you get a whopping 20 of them in the box. Read more about the new Beast Snagga Boyz here.Mekboyz • Painboyz • Weirdboyz ( Wurrboyz) • Runtherds • Spanna Boyz • Bikerboyz • Flyboyz • Madboyz 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 Because you want to go fast and krump things. Orks encourage a very aggressive playstyle in 10th Edition, combining fast units, cheap transports and some serious melee power to bowl opponents over. Herohammer also forms a big part of this, so if you want your bosses to run rampant Orks have got you covered, and there’s a decent suite of dakka tools to play support, particularly Flash Gitz. You’re definitely relying on your big Waaagh turn landing to get over the line against tougher armies, but in an edition where melee is mostly mediocre, you’re well set to absolutely dominate almost anyone that isn’t Custodes if you can make it to combat intact. Five Things You Need to Know



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