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Games Workshop - Warhammer 40,000 - Orks: Beast Snagga Boyz

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For positional Secondaries, Stormboyz are your main tool, as they’re cheap, fast and Deep Strike. A notable weakness of Orks is that they have no “true” Lone Operatives, so you need to invest in a few extra “glue” units like Stormboyz and Grots to cover your bases. How Does This Faction Handle Enemy Hordes?

Cheap Transports are Great: Trukks cost 50pts 60pts. You’d be mad not to take some. Big Trakks are also priced to move. 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. 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 Let’s not kid ourselves, though. As amazing as all of those models are, there’s one reason that stands out above all the others as to why this box is so awesome. It’s this little guy. Plus, with Kill Team on the way, you’ll soon be able to give him a little buddy. In their wake come the mobs of Beast Snagga Boyz , charging across the battlefield with sluggas and choppas in hand. Accompanied by the renegade Runtherd Zodgrod Wortsnagga , the boyz are just as capable of hunting their prey without a squig to ride on, and use their sheer brute strength to overpower lesser foes.Mek Gunz were a constant nightmare from the old book, being far too annoying to take off the board, far too powerful for the cost (in the case of Smashas at least) and very abusive with While We Stand (less with To the Last, but still annoying). They’ve had a bit of a shakeup here – like all the other vehicles they no longer split, and their unit size is capped at three, so a maximum of nine on the table in any given game. Their leadership is also an atrocious four, so if you take a multi-model unit and one dies you lose another on a 4+, and have a one in six chance of losing the entire unit of three. Orks are on the rise – it’s not pure upside for them, but overall the dataslate has moved them in a very healthy direction, and we’re starting to see them take some big trophies as a consequence. A large number of new units, including the new Beastsnaggas who specialize in taking down large prey like monsters and vehicles Power them up with the Monster Hunterz Stratagem, and for 2 Command points, these lumbering symbiotes can take down far larger prey. Orks have a reasonable variety of units seeing play, and there’s a few different ways you can take them, but there are a few things you’re seeing in most lists. First up, Beast Snaggas or Nobz in Trukks. Beast Snaggas are your bread and butter Battleline unit, capable of hitting pretty hard in combat and soaking up at least some counterpunch thanks to T5 and a 6+ Feel No Pain. Trukks help them get where they need to be, and once they’ve been dropped off, can go be annoying and score Secondaries. You can also optionally add a Beastboss to this unit to add some extra heft. Because he gets Devastating Wounds on the charge, the Anti-Monster/Vehicle 4+ on his 6A Beastchoppa means that he’ll take a real chunk out of a large target, especially in a Waaaagh turn, but you do now pay heavily for the privilege.

With the third edition of Warhammer 40,000, Orks’ propensity for close combat really blossomed – they gained a point of WS and lost a point of BS – and the now-classic slugga and choppa combo became their bread and butter. Wings Note: Strategically, things are mostly unchanged. You’re still going to want Da Jump and Warpath in a list running lots of Boyz, and probably still have better ways to invest in damage than a Weirdboy tuned to throwing mortals (possibly including a Wurrboy). However, Fists of Gork goes up in value quite a bit, because the things you can do with characters in this book are deeply, deeply unpleasant. Beasthead Powers This is also a place you can dip into Forge World – Grot Tanks are surprisingly great, throwing out plenty of Rokkit shots and being hard to pin down thanks to their Scatter! Ability, while the Kill Tank gets to enjoy another edition of being fairly aggressively priced, and the bursta’ cannon here is decent into enemy armour. What Combos Should You Build Around?

The juicy part here is the effect for SQUIG units, giving them +1 to wound when they charge or heroically intervene. This only covers a few datasheets in the book, but they’re good units just on base rate and this makes them incredibly fearsome. This is where the big power for this Clan too, as the rest of what’s here is merely fine, making it ripe for potential souping – an Outrider of a bunch of the Squighog Boyz led by Mozrog feels like it’s begging to be tried. Freebooterz Right here on Warhammer Community, we’ll be gearing up for the release of the Beast Snagga Boyz box with daily Ork news – the best kind of news. As well as showing off the new sprues in detail, we’ll be sharing some of our favourite rules from the codex so that you’re ready to Waaagh! when it drops. These are all Progressive. Orks don’t plan five turns ahead, because they aren’t nerds. Stomp ‘em Good (No Mercy, No Respite) Beast Snaggas Gretchin are affectionately dubbed 'saddlegitz', and are a smidge braver than most members of their species. [2] Within Beast Snagga society, one is not considered a proper lad until they sport a scar or some sort of injury sustained at the jaws of their Squigs. This exemplifies the close attachment that Beast Snaggas have to Squigs. Besides mounts, they use Squigs for oil, messages, targeting, and more. [7] Beast Snagga Types

First up this week we have the meanest, greenest Orks codex in history, which sees the greenskins roar into the latest edition of Warhammer 40,000 in fearsome fettle. This huge volume contains 61 new and revamped datasheets, and includes new rules for Crusade campaigns, Relics, Stratagems, Psychic Disciplines, and seven clans, including the piratical Freebooterz. With upgrades including new Dakka weapons and that all-important boost to Toughness 5 across the board, Orks are a terrifying prospect on the tabletop – as they should be. 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 Crusade rules which tell the story of your army, including your Warboss’ quest to keep his boyz in line and stay on top of his Waaagh 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) 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. Krom Bignooz and Squigglesworth: Goff Ork Big Mek in Mega Armour with Grot Oiler. Credit: Charlie Brassley

The codex has enough options for you to run a pure Beast Snagga Boyz army, or mix and match with your existing Orks to create the Waaagh! of your dreams. This will be the first place for you to get the new Ork codex but don’t worry, it will be available separately soon. Because you want to go fast and krump things. Orks encourage a very aggressive playstyle in 10th Edition, combining fast units, cheap transports and some serious melee power to bowl opponents over. Herohammer also forms a big part of this, so if you want your bosses to run rampant Orks have got you covered, and there’s a decent suite of dakka tools to play support, particularly Flash Gitz. You’re definitely relying on your big Waaagh turn landing to get over the line against tougher armies, but in an edition where melee is mostly mediocre, you’re well set to absolutely dominate almost anyone that isn’t Custodes if you can make it to combat intact. Five Things You Need to Know

Stratagems

Army special rules for fielding an Orks list, with rules for seven Clan Kulturs, the Ork subfactions 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 Next up, Grots. Gotta have ‘em. You can’t argue with 45pts for 10 OC2 models (and bonus Runtherd), and the fact that they sometimes give you bonus CP just for existing on an objective is a superb additional upside, and on your Waaagh turn opponents can end up underestimating their durability when the 5+ invulnerable save is up. Get several units. You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:

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