Games Workshop Warhammer 40k - Ork Lootas (2018)

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Games Workshop Warhammer 40k - Ork Lootas (2018)

Games Workshop Warhammer 40k - Ork Lootas (2018)

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While many of these wild suggestions are patently ridiculous, it is certainly the case that where one Ork is encountered, more will never be far away. While Ork tribes are constantly changing groups of Greenskins, breaking apart and reforming, klan ties are more stable and enduring. Ork klanz are the philosophical delineations representing the various aspects of Orkish character. Each klan has its own colours, markings, defining characteristics and ways of waging war. 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. M41 The RiftWAAAGH! - A new Warp anomaly blooms like a rancid flower in the Kantarak Sector. Though the rift itself is small, the powerful emanations agitate indigenous Greenskin populations throughout the sector. Driven wild, they launch WAAAGH! after WAAAGH! until Kantarak is reduced to war-torn ruins. The poster boyz of the new Ork boxed set, the Beast Snagga boyz are basically bigger, stronger boyz – they come in units of up to 20 models, and like boyz have a slugga and a choppa, but come with Strength 5 instead of 4, making them a bit better at melee combat. The units’ nob comes with a power snappa, a S+2, AP-2, 2 damage melee weapon and one model in 10 can swap their slugga for a thump gun. Overall they’re less versatile than boyz but better at melee, with the downside being +2 points per model added cost. They’re fine but their utility will depend heavily on how many T4 and T5 targets you’re going up against, and while Death Guard are pretty common right now, S5 isn’t particularly helpful against the T5 targets that Drukhari and Admech armies present. That said, with Orks moving to T5, Beast Snaggas are the smarter mirror play. The other big reasons to take these are access to the Snagga Grapple strat, and the ability to ride on a Kill Rig – if you’re taking one or more or those, filling it with ObSec bodies seems like a very strong play. Gretchin

While it has been stated in many sources that there are a great many different Ork klanz, there are only six that are truly widespread and found in almost every Ork tribe in the galaxy: the Bad Moons, the Blood Axes, the Deathskulls, the Evil Sunz, the Goffs, and the Snakebites. Most warbands or tribes will contain representatives of at least one of these klanz, each of which has distinct cultural preferences, traits and strengths. This list does appalling amounts of damage and looks like a complete nightmare to contemplate taking off the board for anyone that isn’t the Adeptus Mechanicus. I expect to see builds like this experimented with heavily, and I’m sure there are optimisations you can make, but as a starting point it looks brutal. Wrap Up The War of the Beast, also known as WAAAGH! The Beast, was a massive Ork WAAAGH! of extraordinary size that threatened Terra itself in the mid-32nd Millennium and brought an end to the prosperous period of Imperial history remembered as the " Time of Rebirth." It was led by the mysterious warlord known only as "The Beast." The Kill Rig is a truly outrageous creation that could comfortably cost 40pts+ more than it does. Expect to see lots of them just as soon as players manage to paint the thing. Hunta Rig

Army-wide Rules

Of all the races I have battled throughout the galaxy, the Ork is the hardest to comprehend. They wage war with machines that should not work, care little for strategic gains, and are just as likely to slaughter each other as the enemy. How does one battle an enemy that defies all logic?" 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. less than the Kill Rig and higher transport capacity, but no Wurrtower, no Psychic might and no CHARACTER keyword. The price differential to upgrade to the Kill Rig is small enough that it seems very unlikely you want to take this version. It’s certainly not a terrible unit, it’s just that the Kill Rig is outrageously, meta-bustingly good. Deff Dreads In addition to Skragbad, all the Named Characters you’d expect return, and they’re joined by another new Snakebite special in the form of Zodgrod Wortsnagga. He’s essentially an extremely pumped up Runtherd, and is one of the units that can be taken in any detachment, so is another decent way to fill a battalion alongside a Warboss. Overall, I think this book succeeds on the metric of ensuring that Orks feel right, plus on giving players lots of fun ways to use their favourite kits, but I am skeptical that it has managed to dodge the recent curse of unleashing meta-smashing monstrosities on the tournament world. I suspect the lag time on them appearing is going to be longer than it was for Drukhari or AdMech, because the builds that appear to be the most potent require substantial numbers of complex new kits, and also lots of fiddly to paint units like buggies. I will, as ever, be casting an eye across the tournament scene as things develop. Army Lists

From pirate enclaves to system-spanning Ork Empires, Ork holdings are as varied as they are steeped in violence. When they invade a planet or a star system, Greenskins bring with them a belligerent ecosystem that overwhelms each conquered world as surely as the Orks themselves crush its defenders. 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 Finally, Characters get the biggest glowup. Most get far spicier on base rate, and all benefit from a hugely improved list of Warlord traits and some decent relics that should give them the tools they need to stomp on the ‘umies or whoever else is annoying you. At the higher end, the Beastboss on Squigosaur is probably the most powerful non-Named Character in the entire game, and that’s a neat way to segue into the things about this book that scare the hell out of me. A Waaagh! and Speedwaaagh! each have two stages. The first stage is active from when the Waaagh! or Speedwaaagh! is called, and lasts until the start of your next Command phase. When the first stage ends, the second stage starts, and lasts until the start of your subsequent Command phase. After this point, the Waaagh! or Speedwaaagh! is no longer active, and has no further effect. Calling a Great Waaagh! is treated as calling both a Waaagh! and a Speedwaaagh! at the same time. Both are active from when a Great Waaagh! is called, and each stage starts and finishes as described above. This is where Roar of Mork ended up – it still inflicts -1Ld to all enemies in range, but also tags one unit for -2 to Advance and Charge rolls. Pretty good!A nice extra here – if you want to fill an HQ slot the Beast Snaggas now bring the Painboss to the table. He’s an HQ Painboy with the Beast Snagga ability and a nastier statline for some extra points. Handily, unlike a lot of the Beast Snagga stuff his 6+ feel no pain aura still works on non-Beast Snagga units, so if you’ve got an HQ slot to fill this guy is great. Also, his Aura does work on CAVALRY where the regular Painboy does not, so if you’re bringing Squighog Boyz, you want this guy. Named Characters 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 Similar to the Death Guard’s change with Disgustingly Resilient, this is going to be useless sometimes but more reliable and more useful overall. This shuts out a large number of “smaller” heavy weapons, including Heavy Bolters, Assault Plasma Incinerators, Autocannons, Fleshmowers, Executor Bolt Rifles, Plague Belchers, Belleros Energy Cannons, and Volkite Culverins, as well as a lot of 2-damage melee weapons. It’s a big boost on the faction’s deff dreads and killa kans. 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

Though some Warbosses rise to prominence through low cunning, most seize power through the application of brute force. A Warboss will hold dominion over all he surveys, and beat the living daylights out of anyone who says different. His decisions are enforced by a ruling caste of Orks known as Nobz, who are larger, richer and more aggressive than normal Orks, and never miss an opportunity to remind them of it. Because a Warlord cannot be everywhere at once, the tribes are split into warbands that in turn are led by factional leaders called Warbosses. Each Warboss leads a warband of a hundred or so Orks, forming a rough and ready army that is capable of taking on almost any foe. Most warbands have a hard core of Ork Boy infantry at their heart, but beyond this they vary enormously from one to the next. 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. As the creature's grasp closed to throttle the Master of Mankind, Horus stormed through the press of battle and cut the Ork's arms from its body with a single blow. Together father and son led their forces deeper into the vast sphere of scrap until they reached the centre of Gorro. The Emperor worked to collapse the self-sustaining plasma sphere that powered much of the world's scavenged Ork technology and that contained a Warp-fold envelope, so that Gorro would implode into the Warp.M41 Green Tide over Ultima - The Ultima Segmentum is punished by wave after wave of Greenskin uprisings and invasions. Numerous outlying worlds are overrun, and only the tireless efforts of Chapter Master Marneus Calgar and his Ultramarines prevent far greater destruction from occurring.

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 SquigosaurThe Orks are an incredibly anarchic race. Their armies and settlements seem utterly disorganised to outside eyes. Yet in truth Ork society is governed by a rugged set of tried and tested traditions that no Greenskin would ever consider changing. Bosses! Do you like herohammer? Did you feel that Orks were unreasonably disappointing on that front in 8th? Well good news – Orks can now build some of the nastiest killas out there, as it should be! Instead they simply act, instinct and ability driving them on in a never-ending cycle of violence and conquest. Orks have their own distinct culture (or "kultur" as the Orks call it), the origins of which are lost in the dim and distant past. 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. 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

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