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Games Workshop Warhammer 40k - Ork Rukkatrukk Squigbuggy

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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

Paint the metallic parts of the Squigbuggy, such as the engine and weaponry, with paints like Leadbelcher or Runefang Steel. Apply a wash of Nuln Oil to add depth and weathering to these areas. The flatbed has a supporting structure with a some bars as a railing to the left and right, along with the dashboard. I had to do some refitting on the steering wheel, as it has a gap for the drivers hand. At 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).Da Krunch: reduced WC to 6, from 8. Remove extra 2d6 test to proc a second round of MW rolls, but add 1 to MW rolls if the psychic test was 9 or higher. 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. Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons: While there’s quite a lot of overlap in the factions used (not surprising), this team’s choices are a little more out there compared to the singles metagame – nothing totally unrecognisable, but more lists that you’d maybe hesitate to take to a singles GT unchanged. Deathskulls end up as not quite the all-star premium Clan they were before, but still one that’s got a lot of potential, especially supporting some of the Vehicle heavy lists. There though, they undeniably have contention from… Evil Sunz

Just before we close for this event, I thought a final interesting thing would be to run down the total army usage across the top eight teams, trying to get some indication of whether there’s any sneaky trends beyond the obvious “good armies still good”, and whether there is more diversity than normal. The answer? Kinda, yeah! Across the 64 total lists in scope, there were: You know what isn’t a tough sell? Kommandos. These only go up a pt per model each and the power claw on the Boss Nob is now no longer mandatory, meaning that you now get these at a better point per wound price than before despite the jump to T5 (the claw is also only 5pts extra). In addition, in line with scout units from other factions these now scout deploy rather than deep strike, providing you with an absolutely dirt cheap source of screening. They’re also even more enhanced in durability if you set them up in terrain, as their Sneaky Gitz ability now adds an additional +2 to their armour save instead of +1. 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. 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 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. RelicsOscar 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. 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. 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. 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. Anyway, that’s enough griping out of the way – onto some exciting new stuff. There’s some extremely strong support for Beast Snaggas in here, with a bunch of stratagems that really stand out. Monster Hunterz got previewed, boosting the wound rolls of three of your units against enemy vehicles, and even after the probable FAQ to actually have an end clause it’s still incredibly good if you want to gank a high value target. On the defence, Beast Snagga INFANTRY, CAVALRY and MONSTERS get access to Tough as Squig-Hide, which is the standard Transhuman Physiology “can only be wounded on an unmodified 4+” effect. Beast Snaggas have some exceptional stuff, so this is amazing, and will see a ton of use.

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. Fighta-Bommer • Wazbom Blastajet • Heavy Bommer • Mega Bommer • Grot Bommer • Minelayer • Landa • Grot Bomm • Drilla-Killa • Other Now let's assembly the prepared parts. So far we have quite a good impression of the size of the buggy.

Often seen muscling their way through their fellow Speed Freeks as they hurl toward the front lines, Rukkatrukk Squigbuggies employ living close-range artillery to wreak havoc amongst the enemy. They launch a variety of squig beasts at the hapless foe such as: So how do the Orks fare in this brave new world of insanely powerful codexes and incredibly killy units? Do the Orks stand on the precipice of ascension to the glorious ranks of 70%+ win rate armies, ready to dominate GTs or are they the first stumble we’ve had in a while? Let’s take a look. Strong performances abounded in this team, honestly, with most lists only dropping a single game and only the Be’lakor army having a rough time of it. For that one, while Be’lakor is extremely tough his defences are different to the rest of the list, and slotting him into a Death Guard army does add a vulnerability to D2 weaponry that isn’t otherwise there. Given that durable armies often get shuffled into a Defender position, I’d guess that while on paper Be’lakor and the Furies add some all-rounder capabilities to the Death Guard setup, for the role it ended up playing they were a hinderance.

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. Detail the squigs launched by the Squigbuggy with Wazdakka Red. Add highlights with Wild Rider Red and apply a wash of Carroburg Crimson to enhance the depth and bring out their menacing nature. 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 Squigbuggy is a medium sized vehicle, very close to the outline of the Kustom Boost-blasta and Shokkjump Dragsta.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! 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. 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! 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. 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

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