Games Workshop Warhammer 40k - Ork Rukkatrukk Squigbuggy

£19.15
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Games Workshop Warhammer 40k - Ork Rukkatrukk Squigbuggy

Games Workshop Warhammer 40k - Ork Rukkatrukk Squigbuggy

RRP: £38.30
Price: £19.15
£19.15 FREE Shipping

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Description

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. Let’s start with the most improved and best, the Rukkatrukk Squigbuggy. This was the runt of the litter before but has received some classic overcorrection and is now completely bonkers. The main squig launcher is a 36” range no-LoS Heavy 2d6 Blast S5 AP-2 D2 weapon, and the smaller launcher is another d6 shots if you can get within 18” range. In addition, the saw blades strapped to it now hit at S7 AP-2 D2. All this for a mere 90pts each is completely wild, and 4-5 of these in lists is a very real prospect. 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 is no longer active, and has no further effect.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.

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. 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 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.If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase. 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.

Teams events usually score their games differentially on a 20-0 system, and which team triumphs in a match is determined by the total score on each side. That means that two things become more important – winning games you’re at an advantage in overwhelmingly to get maximum points, and grinding games you’re at a disadvantage in to a narrow defeat to salvage some points. This tends to reward lists that can kerb stomp their opponents straight out of the game at one end, and lists that have very reliable plans to achieve a middling score in tough matchups at the other (“Defender” lists). Nowadays, Rukkatrukk Squigbuggies are often seen muscling their way through their fellow Speed Freeks as they roar towards the front lines. Easily identified by their rugged construction, the throaty roar of their engines, and the anarchic masses of Squigs and Orks riding aboard them, these vehicles employ their close-range living artillery to wreak havoc amongst the enemy ranks. 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. Beast Snaggas! The new Beast Snagga range is largely pretty awesome on the tabletop. Maybe a little too awesome in places, but that’s a problem for da ‘umies to worry about.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. 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). 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. 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 number of new units, including the new Beastsnaggas who specialize in taking down large prey like monsters and vehicles 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. 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. 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 Bitey squigs, which latch on to the first thing they hit and don’t stop chewing until they are bludgeoned to death

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 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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