Burna boyz are not terrible. Flamer and power weapons, and you can turn 3 of them into Meks, which makes fixing the Gork/Morkanaught that they are inside much easier. Then they pop out and flame the shit out of something before dying a spectacular death, unless the 'Naught can somehow save them.
Tank bustas are even better. All equipped with rokkits and tank hunter, with a little luck these guys will bring down a flier a turn. Get them a truck and there is a good chance they get you an extra point when they blow up that rhino turn one. I've seen that handsome fellow Reece from Frontline Gaming run 3 units all in trukks to great effect. And Tankhammers... Tankhammers.
Nobs have lost a lot of clout in the world of warhammer. They used to be the be-all and end-all of the ultimate deathstar at one point. Nowadays I don't see them. I still think they got some potential, if you throw in the same HQs that you need to make boys better, a KFF Big Mek and a Pain Boy. I think they can be pretty good as a counter attack unit if kept in small numbers. A unit of 5 of them with big Choppas and a Waagh banner will put a hurting on anything. Then a 4+ save and FNP and 2 wounds makes them pretty durable, throw in a power klaw and smile as your opponent desperately tries to shoot them out of cover before closing in on the rest of your army.
Alternately, you can take a massive unit all tooled up with all the characters and put them in a battlewagon and slam that beast right down you enemies throat. And as long as they don't have something that can stomp or D-blast weapons you're gonna give you opponent a bad day.
Meganobs are like Nobs, but...mega. They are good. 2+ save, power klaw, 3 attacks, 2 wounds. all good things. Add Grotsnik and make them fearless and give them Rampage and FNP. Their biggest downfall is T4 and no Invul save. Otherwise they are monsters.
Kommandos are pretty good for a cheap infiltrator. They can also take 2 special weapons and go to ground for a 2+ cover save(in ruins). Then if you take Snikrot they can outflank on from ANY table edge.
So, that was strange, so far, for a lower tiered codex, is seems to have far more good units than bad ones. Lets move onto Fast Attack and see if we can't fix that...
First up, the Trukk. Well, it's pretty good with a big downside. It's fast, open-topped, carries 12 bodies and it's cheap, but it when it explodes it kills almost half the guys riding it (unless they have armour). It probably comes out on top because it's more likely to get wrecked than explode, and if it does explode there is a slim chance that Ramshackle can downgrade that to wrecked. It's also a dedicated transport, so all in all, it's a winner
The Storm boys have had their ups and downs over the years, this year being not as good as others, but I see potential, especially in the Fast attack slot which isn't in high demand. For a measly 60 points you get 4 boys and a Nob with a big choppa. That's S7 on the charge, which can be used as a pretty reliable suicide squad to open up some transports, yet it's not a big enough threat to draw a lot of attention.
On the flip side of the toof, you could take Da Vulchas Skwad and take 3 units of them plus Zagstruk and then mob them all together. That's 3 Nobs and Zag in a unit of 12-87 boys with rokkit packs and they are only 3 points more than a regular boy. Realistically, having 90 storm boys is a little extreme, but 20-30 fast moving dudes with 3 power fists and Zaggy in it is a force to fear, plus their Hammer of Wrath hits have Shred. Now, there is an issue, they HAVE to deep strike, but they will only scatter 1D6, but with a 2D6 run move, you can at least move them far enough to avoid getting blasted to death. Be warned though, that 2D6 run causes dangerous terrain checks.
Deffkoptas, are good. NEXT!!
Dakka jet, it's not what it once was, but still good as one of the cheapest fliers in the game.
The Burnabomma and the Blitzabomma are not as good as their Fighter jet brother, and are significantly less useful since orks never really had a problem with taking out ground targets. However, having a flier or 2 can give you a boost in the game whether it's putting pressure on your enemies fliers or dominating the sky if he doesn't have any.
The Burnabomma comes with 2 burna bombs, which are S5 AP4 large blast bombs, and can take up to 6 skorcha rokkits that are the same but small blast. The rokkits are 10 points each, so not worth it for a small blast, but the 2 bombs are promising easily capable of taking out tons of light armoured infantry models, and it ignores cover.
The Blitzabomma is the most expensive of the 3, and by far the most random but also the most dangerous. This bad boy carries around 2 S7 AP2 large blast armour bane bombs. Awesome right? Well they come with a caveat, which is a 2D6 roll on a chart. A 2 means you crash and don't drop a bomb, a 3 means you don't drop a bomb, but both you and the target suffer a S9 AP2 hit, 4-9 everything is AOK, and on a 10-12 you get to shoot your guns at the target before dropping the bomb. This does not stop you from shooting your guns again in the shooting phase at a completely different target. Sure, there is a chance that you might be targeting a unit that is essentially invincible against your rather weak shooting weapons, or it might be that they are just strong enough to wreck the transport so the bomb hits the unit that gets out. The roll happens after the template is placed, so you won't be able to target the disembarking unit specifically, but it could scatter, or clip some guys anyway.
Bikes are good. A boost to T, a 4+ save, a boost to jink if you go flat out, and there's a Forge World dude that makes them troops which is a popular build that I have seen many times.
Did I mention conversions? Cause Orks IS da best at that. |
Last on the fast attack list, and the last entry for this post, is the Warbuggies. When this codex first released I heard many people rave about this unit and how taking at least 2 full squads was going to be a common sight. Well, I have not seen a unit of these guys on a table, and only a very few lists with them even in it. Which boggles my mind really as I think they are fantastic. Listen to what I have to say.
First, they are 25 points. For that you get a AV10 vehicle with 2HP and a T-L big shoota that can outflank and come in units up to 5. Their upgrades are cheap, swapping to a T-L rokkit for free and getting re-rolls on difficult terrain for 5 pts.
The biggest deterrent from taking these guys is that they aren't Deffkoptas, but I think these guys might be better. They don't have a save, but they are immune to S3 attacks, and poison, and anything that causes Ld checks like Psychic scream. Not to mention they never take morale checks for losing a model or 2. And since they are vehicles their foot print can be huge. Finally, if one of them happens to get immobilised you can just leave him behind and let him shoot at something else.
They are 5 points cheaper and have the option to get a heavy flamer and re-roll failed dangerous terrain checks for 10 points. I don't know about you, but 5 outflanking heavy flamers mounted on fast vehicles is scary as shit to my cultists.
That concludes this episode of The 40K Misfit. Next time I will complete the triforce and finish off with the Heavy support and wargear.
Until next time, keep them dice rollin.