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Games Workshop Warhammer 40k - Ork Rukkatrukk Squigbuggy

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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. 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. 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) 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. The wheels are surprisingly un-orkish, so no work on them necessary. The anti-roll bar is added to the cage over the driver.

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 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 Warbike • Deffkilla Wartrike • Warbuggy • Wartrakk • Wartrakk Skorcha • Boomdakka Snazzwagon • Shokkjump Dragsta • Kustom Boosta-blasta • Megatrakk Scrapjet • Rukkatrukk Squigbuggy • Trukk • Big Trakk • Cutta • Big Lugga • TrakbikeAt the start of each round, players from the two teams get matched up via a pairings process that both sides have some control over. This gives them a chance to try and put their kerb stomp lists into favourable matchups, and to put obstacles in the way of the opposing team doing the same. As well as rewarding judicious use of defender lists, this also means that having a stash of lists that counters specific matchups can be very valuable. GT Talavera was using the standard WTC pairings method with 8 player teams (you can find details here). Jabbin’ Fingerz: New power: WC6, one visible enemy unit within 18” subtracts 1 from their hit rolls for the turn. 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! 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

As well as matching up players from the teams, the pairings process includes selecting tables for each game, and there tends to be a variety of terrain density. This can mean it’s more viable to run list that perform particularly well on some kinds of terrain. 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 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

Fortifications

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. Though some Snakebite crews have been known to fire everything from Buzzer Squig pots and bellow-lunged Screech Squigs to the truly revolting -- and panic-inducing -- Bowel-torrent Squigs, three types of living ammunition are particular common: Bitey Squigs, Bile Squigs and Boom Squigs. 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 kit comes with a single plastic sprue in a large, flat box, along with a coloured assembly instruction, but unfortunately without decals. With the snakebite symbol and the painted teeth on the box art you could get the impression, that those were included. Interestingly enough, the orc vehicles come with a large oval base, eventhough they wouldn't be needed to put them on the table. 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.

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