Games Workshop Warhammer 40k - Ork Rukkatrukk Squigbuggy

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Games Workshop Warhammer 40k - Ork Rukkatrukk Squigbuggy

Games Workshop Warhammer 40k - Ork Rukkatrukk Squigbuggy

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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! Paint the Orks’ clothing and accessories in various colors. Use paints like Evil Sunz Scarlet for the squig-launching Ork’s attire and mix different colors for other parts of their clothing. Be creative and let the Orks showcase their individuality! A large number of new units, including the new Beastsnaggas who specialize in taking down large prey like monsters and vehicles A large Ork balances precariously by the pen, stuffing a squig into the heavy squig launcher he’s wrestling into position. Below the flatbed are 2 fuel tanks – not especially well protected from impact – and a set of saw blades either side, perfect for shredding tyres and enemies.

Bitey Squigs include any squiggly beast with sufficient jaws, claws and stingers to savage the target and anything standing close by. Launched gnashing and snarling into the enemy, they latch onto the first thing they hit and do not stop chewing until they are bludgeoned, stomped or shot to death. This really helps your plan of overwhelming the enemy, because amongst whatever units you’re pressuring the opponent with you’re now going to have some nightmare combat monsters seeded, protected by Look Out Sir until the time is right. This lets you either plug gaps in your lines or strike hard at a point where the opponent is weak, smashing their forces asunder and dominating the board. The other units that are just wildly improved across the board are the buggies, all now pretty tremendous at their jobs and strong in both lists built around them and included alongside other units. Orks get a sort of army within an army here, with pretty much all of their new options released alongside the codex having the Beast Snaggas rule and Keyword. At baseline this gives them a 6+ invulnerable save and +1 to hit against enemy VEHICLES and MONSTERS (notably not just in melee, which is a big deal for a few of their units), and there’s also a whole bunch of stuff that works off the Keyword that we’ll talk about when we get to it. At base though – yeah, this slaps, a 6++ doesn’t sound like much but those random saves where you wouldn’t have otherwise got one will add up, and the hit boost turns some of these units (Beastbosses in particular) into incredible killing machines against their favoured targets. Dakka Weapons Two Ork Psychic Disciplines – Powers of the Waaagh! And Beasthead – with 6 powers each for your Weirdboyz and Wurrboyz to cast The final important thing that’s concealed elsewhere in the book is that Ghaz’s Goff aura has improved – he now grants full hit re-rolls, and that sums up with all the other spice here to make Goffs the natural place to start if putting hordes of Boyz on the table is your jam – just as it should be. Bad Moonz

Stratagems

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.

Wings Note: Strategically, things are mostly unchanged. You’re still going to want Da Jump and Warpath in a list running lots of Boyz, and probably still have better ways to invest in damage than a Weirdboy tuned to throwing mortals (possibly including a Wurrboy). However, Fists of Gork goes up in value quite a bit, because the things you can do with characters in this book are deeply, deeply unpleasant. Beasthead Powers Big! There’s a ton of content here, with a huge collection of datasheets plus lots of customisation options on multiple angles. Ork players now have a dizzying array of choices when building their army. On top of being annoying, the Rukkatrukk puts out a lot of firepower, with just a ton of shots. While some of its shots are pretty unimportant the Squig and Heavy Squig Launchers are excellent anti-MEQ weapons. With S5 Ap -2 and D (and the option of getting extra AP at times) they are a perfect weapon for dealing with MEQ and lighter infantry. D2 also allows it to double as an anti-light vehicle weapon AND helps it get past some defensive rules that make D1 weapons worse.A relatively short list of generic relics for Orks, but still some goodies among them. You’ve got a couple of different spins on fancy defences from Super Cybork Body and Da Krushin’ Armour, and some deadly weapons in the form of Da Killa Klaw (still good, but sadly trading its re-rolls for a point of AP) and Headwoppa’s Killchoppa. The latter lets you get a Beastboss up to S12, and you absolutely want that, so it should see plenty of use. If you prefer to take things out at range, Da Ded Shiny Shoota is an massive upgrade over a regular Kustom Shoota, and while Orks should probably be using their relic slots for melee-focused fare, it’s cool in a themed force. This has three things your Warlord can do every turn, each good for 3VP, with a cap of 5. The math makes almost no sense, but think of it as 3VP if you accomplish one of these, and 5VP if you get two. The TODO list is: The flatbed itself contains a squig pen overflowing with all manner of bitey, bile and boom squigs, overseen by a grot (who, honestly, is having a pretty hard time keeping the squigs under control). 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

However unlike earlier GW models there is less room for variations on the model, so you are quite constrained on how the model is put together. Finally, as a Transport this can ship around 10 Beast Snagga INFANTRY. Realistically that means Beast Snagga Boyz, but just because you’re limited in scope doesn’t make it bad – filling this with some extra ObSec wounds that will fall out when it dies is just gravy. Hello there, gamers. Patch 9.Ork has been released, and is now live! It includes fixes for some common issues with the Powers of the Waaagh. Grot Tank • Grot Mega Tank • Looted Wagon • Mekboy Junka • Battlewagon • Gunwagon • Bonebreaka • Braincrusha • Bonecruncha • Gutrippa • Spleenrippa • Gobsmasha • Lungbursta • Bowelburna • Speedsta • Hunta Rig • Kill Rig All of these problems are fixed in the new book. Shifting the basic Ork statline to T5 and adding AP to the choppa means that every Boy (plus all the units that share their statline) now feels more like a brutal brawlin’ killa. That’s good, and what’s more this is somewhere where I think other sliders have been moved to stop this being oppressive. Your Boyz are better on their base rate, but the removal of Unstoppable Green Tide means that your starting complement is your lot, and the difference between victory isn’t going to turn on a last few dice rolls that determine whether a unit clings on to be completely refreshed. I was a bit worried when T5 Boyz was announced that they’d be oppressive, but I think here the tuning is good – they’re playable (with maybe a slight asterisk of “once Enriched Rounds gets nerfed”) and scary, but not broken.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. Lootas are who you come to if you want a lot of Dakka shots, with their deffguns becoming Dakka 3/2. That’s pretty much a straight upgrade, as it allows them to move and shoot without issue, and they’ll often get the top profile. The downsides are that they don’t have access to either the old version of More Dakka or a shoot twice effect any more, and now have to take a Spanner per 5 models. 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.

I didn’t glue in the driver, as I will paint him separately, as I will also do with the grots and other Ork crew. Keep all that in mind as we go through the choices made by each team (though I will still be referring to quite a few armies based on the list of archetypes). The wheels are surprisingly un-orkish, so no work on them necessary. The anti-roll bar is added to the cage over the driver. T5, AP-1 Stormboyz? Yes please! That’s kind of all that needs saying – these sure are useful, and now that Kommandos scout deploy, this is your source of cheapo units with deep strike for Actions. Fantastic in Deathskulls in particular for ObSec, but just a generically useful utility unit that fills a role you need. Deffkoptas Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.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. Begin by painting the body of the Rukkatrukk Squigbuggy using Citadel paints. Apply a mix of colors like Mournfang Brown, Iyanden Yellow, and Macragge Blue to create a patchwork effect that reflects the scrap construction. Leave some areas unpainted to show exposed metal. One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase if they are within 1" of a Hatchway. This action can be performed by any unit that is not within Engagement Range of any enemy models, even if that unit is being affected by a rule that would normally prevent it from performing actions. The action is completed at the end of your Movement phase if no enemy models are within 1" of that Hatchway. If there are any enemy models within 1" of that Hatchway, your opponent can attempt to prevent the action from being completed. If they do so, roll off with your opponent; each player adds the Strength characteristic of one of their models that is within 1" of that Hatchway to their respective scores. If you win, the action is completed; otherwise, the action fails. If completed, that Hatchway opens (if it was closed) or closes (if it was open).



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