276°
Posted 20 hours ago

Games Workshop Warhammer 40k - Ork Rukkatrukk Squigbuggy

£19.15£38.30Clearance
ZTS2023's avatar
Shared by
ZTS2023
Joined in 2023
82
63

About this deal

Elsewhere, several of the Orktober Buggies get their own options, letting you add some extra shots to a Boomdakka Snazzwagon or protect a Shokkjump Dragsta from the consequences of going through its Shokk Tunnel. The most exciting of these is probably Nitro Squigs, giving +1 to wound on the Squig Launchers of a Rukkatrukk Squigbuggy. It isn’t cheap at 25pts, but because these weapons work from out of line of sight you can protect your investment, and that makes it worth testing. 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. 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. Two Ork Psychic Disciplines – Powers of the Waaagh! And Beasthead – with 6 powers each for your Weirdboyz and Wurrboyz to cast

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! Focus on the Orks riding the Squigbuggy. Use something like Warboss Green or Warpstone Glow for their green skin. Highlight with Moot Green for a vibrant effect and use a wash like Biel-Tan Green for shading. Boyz! T5 and AP-1 on choppas across the board means your basic Boyz, plus everything that shares their profile, are properly scary again. Dragolex Alex – Thousand Sons: More Cult of Duplicity as the mainstay, but here splashing in a Cult of Magic sorceror for overwhelming firepower.Another change previewed on WarCom in the last couple of weeks, the old Warboss’ Waaagh! Ability has been replaced by two new ones – Waaagh! And Speedwaaagh! – which have similar effects but instead of being an aura are now army-wide, once-per-game abilities with effects that last for two turns. These are fine, with the Mega Armour flavour more likely to see play – the price premium isn’t massive, he swings at a spicy S9 base, and a 2+ save and extra wound are good times. Remember, however, that you’re limited to one WARBOSS per detachment, so these are competing with your Beastbosses. Beastboss 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 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.

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. Any list on the old-school Boyz plan absolutely wants a Weirdboy 100% of the time – Da Jump and Warpath are still super spicy things you want in every list. The Wurrboy is a bit more of a question mark – some builds might want one, but there’s another extremely strong way to get access to Beasthead powers that we’ll cover later on. Painboss These are all Progressive. Orks don’t plan five turns ahead, because they aren’t nerds. Stomp ‘em Good (No Mercy, No Respite) Bile Squigs comprise any breed the crew can get hold of that squirt, spray or vomit harmful fluids. Typically launched by the handful, these disgusting creatures squeal and thrash while madly jetting acids, lubricants, poisons and flammable bio-slop in every direction. The foe are drenched in disgusting -- and often harmful -- slime, leading to much hilarity amongst the Rukkatrukk crew as their victims slip, skid, scream in pain, burst into flames, dissolve or worse.It is amazing, that the whole kit fits into a single frame, especially with the colourful crew of Orks and Grotz included. Casting is crisp, properly moulded details and little work on the mould lines needed. 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. Editor’s Note: After publishing this article we have received multiple comments to the effect that a player wearing clearly identifiable neo-nazi iconography participated in the Talavera event, and was not removed despite complaints from other players. We would like to unequivocally state that turning up to an event wearing such iconography should be grounds for immediate disqualification, and the TOs should have taken action in this case. This does not affect any of the players covered in this article, but we would not have covered this event had we known about this ahead of time.

Finally, for your slightly fancier class of plane you have the Wazbomb Blastajet. An important change on these is that they no longer have a KFF, instead being able to buy a Wazbomb Force Field that provides a 5++ aura for Aircraft only. If you find yourself taking several planes it might be worth considering, but it’s fairly pricy for a single one – especially as the planes can still benefit from a KFF on the ground, meaning that if you’re going vehicle heavy and relying on a Boostaed field for turn one protection, these can just tag in on that. Part of the reason they’re going to be squeezed for places in premium builds is, of course… Kill RigOverall 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 Oscar Sorak – Drukhari: Pretty standard Drukhari goodstuff with a light Cronos contingent (2×2). Drukhari are good enough all-rounders that they don’t need to skew that much in teams, but the 2×2 Cronos does happen to be a particularly good number as it means they can be put into Strategic Reserves for 2CP, helpful both in matchups where the opponent has the reach to take them off the table at range, and as an offensive tools against armies reliant on 2W models like Grey knights. 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.

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. 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. These are, bluntly, outrageous powerhouses that should form a part of many successful lists. They’re all substantially better on both the offence and defence, mostly got cheaper, and some were already seriously playable units! Good stuff. Squighog Cavalry 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.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. 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.

Asda Great Deal

Free UK shipping. 15 day free returns.
Community Updates
*So you can easily identify outgoing links on our site, we've marked them with an "*" symbol. Links on our site are monetised, but this never affects which deals get posted. Find more info in our FAQs and About Us page.
New Comment