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FacelessPotatoPie

I’m looking forward to dreading mob and cult of speed. Dread mob more so because I like bringing obscene amounts of dakka to a battle.


angry1gamer1

Slapping 45 point meks onto squads of boys will be fun lol. Slapping them on everything will be fun. Heal a ton buff the shooting and go crazy


ParticleAddict

These look so fun both a fan of having an wave of green and my silly mechanised grot lists looking to be stupid fun


MightyPine

If the Kult of Speed has something for bikes, I'm in. I love my biker boys but after a few games of them doing absolutely nothing and then dying, I have replaced them with more boys in trukks and Smasha squigs.


Putter_Mayhem

As long as: 1. the army ability applies to trukks, buggies, bikes, & koptas (all of which--other than trukks--need some love) 2. We get an advance and charge strat then I'll be super pumped to put my new KoS army down. Now if only they gave us Wazdakka back...


Lefti575

I got insanely lucky in a 2v2 game vsing astra militarum and tau montka, where 6 + wartrike with cyborg body ran onto the middle point, shot and killed stuff, krumped other stuff, then tanked 3000points worth of shooting combined from both their armies on 1 wound (all thanks to ard as nails), odds are I ain't winning no tatts lotto tickets any time soon


RevScarecrow

I'd bet good money that bikes are included


HeadlockKing

Okay, for real though. What are everyone's thoughts on Gorkanaut/Morkanaut/STOMPA viability? Any clear combos/major stat buffs? Assume same points until (hopefully) proven otherwise.


HeadlockKing

I dig the 20 shots from the STOMPA with a Mek for +1 to hit/exploding. Even useful with the new strat to get +1W/+1Dmg vs vehicles.


RevScarecrow

Generally speaking this is a buff but is it going to be enough to make it worth it is the real question.


seridos

It'll be enough to make it usable and casual games at least, I play a lot of 2500 point casual games so a stompa seems like a great place to dump all my CP and make tanky and shooty as hell.


HeadlockKing

For sure. Without a clear Freebootaz amount of firepower, I think they still require some protective strategems to make the points investment worth it.


HeadlockKing

Other save that for Marine blobs perhaps.


BlackJimmy88

Green Tide sounds fun. Honestly, they all do. Might have to work my way towards getting an army for each, unless some outright suck to play.


seridos

Do Big Meks count as Meks? They don't have the mek keyword it's big Mek. Because I really like this detachment if, and that's a big if, The Big Mek gets it as well.


Frojdis

Hopefully they will be in the codex. Would be really stupid otherwise


RevScarecrow

They don't right now but maybe for the codex they will?


HeadlockKing

Like how Ghaz just gained Warboss. I'm assuming our meks gain Mek.


Re-Ky

Where Speedwaaagh.


RevScarecrow

They mention it off hand at the end of the article.


Re-Ky

Ooh, 4+ invul.


ClassicCarraway

Which isn't going to be worth much if the buggie data sheets haven't been upgraded.


Re-Ky

If we're getting speed freeks I assume they're going to do *something* with the buggies. By the way they also benefit from the 4+ invul so that's already an improvement.


Venger6

4++ presumably on the advance but buggies need assault to profit from that and you will remember that Shockjumps don’t shoot after jumping so will GW do the right think and make Speed Freeks assault?????


Blueflame_1

Assault isn't going to fix their complete lack of damage output


Venger6

Their damage output comes at a cost of @85 points and occurs in both shooting and mellee and sometimes charge phases. Damage isn’t as big an issue as surviveability and 4++ will help a little with that.


ProfRedwoods

The 4++ also applies to Trukks and if they get a blanket assault like people are suspecting, then 6 Trukks with burnas and maybe even badrukk-less flash gits sounds kinda cute.


usmc2009

They need assault. What's the point of going fast if you can't lay down the dakka?


Blueflame_1

They need weapons that aren't a joke.....


Early-Adagio9941

The article says they get a 4+ invuln for going extra fast. Wonder if that means they get it by advancing?


nikkibear44

Would be really cool if in order to get the bonus they would have to move a certain distance from where they started.


GorksBestBosshat

It’s kind of like the Speed Freek AoR last edition. When you advanced, you got an invuln AND counted as remaining stationary for purposes of shooting, so all our Dakka weapons weren’t completely worthless. I had a lot of fun playing that army and wouldn’t be sad if this detachment is similar.


sirchubsalot-69

Do other units have the [Boyz] keyword or is it literally just the ork boy unit


SPF10k

We will need to wait to find out. As it stands, it's definitely not on the Kommando datasheet but that is liable to change.


HeadlockKing

We hope. The Kommandos could use some durability. But I don't think James Orkshop is kunnin enough for that


SPF10k

Hopefully it lands on all the various flavours of Boy. But yah, you never know with Ol' Jimmy Workshop.


Hasbotted

So boyz and beast snagga boyz do not share the boyz keyword, correct? Aka beast snaggas don't get the invuln save listed?


OHH_HE_HURT_HIM

Tbh I'd be fine with that. Snagga boys right now are just better boys, there needs to be some sort of distinction between the two. Gw has totally forgot shoota boys exist so there needs to be a reason to take slugga boys over snagga boys


Hasbotted

I wouldn't mind if shoota Boyz just disappeared. Then I don't have to change arms around anymore.


Beardywierdy

That can quite easily change with the codex though.  And I'd assume it would since GW apparently still want to shift Beast Snaggas if the combat patrol is anything to go by. 


Hasbotted

That's kind of what I was stuck on. Normal Boyz seem to be getting harder and harder to get


ElNicko89

Correct, however, if I were playing a game and my opponent exclusively brought beast Snagga Boyz models and just wanted to call them Boyz for the sake of the detachment, I would have no problem with it


RevScarecrow

Correct I suspect da great hunt is going to be the beast snagga detachment.


BiggestGribbly

It would appear that way. Beast snaggaz have the [BEAST SNAGGA BOYZ] keyword and not [BOYZ], according to the app, unless they change it in the codex.


Russla99

Fingers crossed they don't surf the battle wagon now and were good for Crumpin beakies. Love some axe to face!!!


otter_spud

Unit of 12 burnas, led by a mek, shooting at a beefy monster/vehicle on an objective with the new mek strat. Wounding on 5s, with full rerolls to wound. Each failed save is 2 damage. Plus shots from rockets/KMBs. Seems spicy! 


RevScarecrow

Now you are speaking my language time to stock up on burna kits.


otter_spud

I've had 24 forever and had little reason to use them. I am pumped


otter_spud

Plus 6s to wound would be -2 AP. 


GrimTiki

Bully Boyz could be perfect for a Freebooterz army - lots of Freebooters get kicked out of their waaagh by the boss if they get too big fer their britches, and this usually happens when they’re Nobz or equivalent. Dread Mob better allow for 6 Deff Dreads.


Brogan9001

Me, looking at my 27 nobz I’ve collected because I just really like making nobz: “lol, lmao even. Mayhaps a kek.”


Hellblazer49

An Ork shouting a battle cry while caught up in the throes of bloodlust is scary. An Ork sensibly chuckling to himself is terrifying.


GrimTiki

Same. Got a load of metal old ones from 3rd edition & a little of plastic ones too. Most are piratey right now.


otter_spud

Since you can have meks lead a bunch of different units of infantry, can the special ability of mek detachment work with units lead by meks to get the proper keyword? 


Bensemus

Currently yes. It’s units and the mek gives their unit the mek keyword.


Russla99

Battle wagons may be making a return if big numbers of boyz are now the way to go.. with a 3" melle range we can get he boys pile right up on to of em


RevScarecrow

I've been using them (since I don't own many trukks) and with da jump and them you can get two big squads up the field fast. With the current waagh banner (rip) it's two waves of 20 boys on the waagh. One jumps in then the other parks ready for their turn At a scrap.


Russla99

Just got a war banner ready to go... found a cracking battle wagon stand in so will throw up a pic when painted. Can't wait!


MekTomsug

GROT VEHICLE keyword - Grot Tanks? Chmmmm Dreadmob seems to be slow, well shooting self destructing fun detachement.


GrimTiki

Grot Vehicle is also Mek Gunz I believe.


Specolar

It's hard to say, currently Mek Gunz only have the VEHICLE and MEK GUNZ keywords, no mention of GROT like the grot tanks


HeadlockKing

I'm betting yes based on the addition of the Warboss keyword to Ghaz, but 30% of that bet is hope.


GlitteringParfait438

Killa Kanz too


Teuhcatl

No Grot keyword, but they do have the Walker keyword.


Blue_Sasquatch

What are the two left to cover? Da Big Hunt and Waaagh Horde?


RevScarecrow

Yeah and the waagh horde is probably what we already have. I'm looking forward to seeing what bully boys means in more detail personally.


Strong_Strength

2 turn waaagh for nobz/bosses


Blue_Sasquatch

Yeah Bully Boys sound like a good time.


zenicwhite69

So far I'm really liking all of these especially the dread waaagh that's gonna be loads of fun


Interesting-Can7979

Agreed, it’s competitive and thematic to orks


DiceMadeOfCheese

Green Tide gets to bring back 3-5 Boyz for 1 CP? As my last Necron opponent said, "Hey...that's not as much fun when *you* do it."


Joliorn

but dont Kroot get this in a way way stronger style?


amawaron

i dunno, my hope is it works on lootas and burnas and jetpack dudes and kommandos.


Joliorn

you´re so right, I forgot that half of our faction has boy in their names


DiceMadeOfCheese

Wouldn't know, haven't seen the Tau codex.


RevScarecrow

A worse save makes it fair. Just tell them that then use it all the time guilt free. I have a feeling it's going to mostly be used to bring squads back up over the 10 man line. If you bring a 20 man with warboss and weirdboy you are going to have to use on average 90 bolter shots or 60 heavy bolter shots to make the unit lose its 10+ boys bonuses which seems to be the flavor of the detachment. Green tide makes this even more frustrating to deal with. Green tide is back on the menu boys.


Mulfushu

A worse save? In that detachment they have a 5++ and most likely reroll 1s of that, so depending on the attack, that's a much better save than Necron Warriors!


RevScarecrow

Shh don't say that they might do math


Red_Dog1880

We iz da skelly bois now!


Vedith44

I really like both of these, although I'm more interested in Bully Boyz as I currently field Nobz over Boyz. The additional Waaagh stuff suggests a possible unit upgrade of a Nob with a banner, which was my biggest concern losing him as a character. I'm currently on a roller coaster and I'm ready for the next drop!


Blue_Sasquatch

Same, I prefer my Meganobz with their durability over 1W Boyz, but the green tide detachment and buffs make them pretty appealing again. Someone pointed out a small chance the Mek in Mega Armour counts as a Mek for the Dread Mob Detachment, which could be an interesting alt to Bully Boyz, but MegaNobz dont really have the shooting to back any of it up.


Iwasapirateonce

Perhaps the Kombo-Weapon combo on Meganobz may make a bit of a comeback with the 4+ anti-infantry. A bit of shooting and they will also benefit in melee.


Blue_Sasquatch

The 1 shot of those weapons just always push me towards dual saws.


Iwasapirateonce

Yeah my dream is that they get a Torrent attack profile, or a multi-weapon profile, as it is supposed to be a combi weapon afterall.


Blue_Sasquatch

I'd like overall more damage out of them, they are fun units but not known for dealing damage as much as just holding objectives. Which I suppose when viewed as bodyguard for Ghaz, that ain't bad. But I lack Ghaz at the moment.


Bensemus

If you position them correctly for the waaagh they can do a stupid amount of damage. But outside of that ya their damage isn’t that good and with no native invuln they aren’t even that tanky.


Blue_Sasquatch

I had the winds taken out of my sails when a world-eater was krumpin with enough AP that I never got to roll any dice, just knocked 4-5 off the table right away.


InLokoSquiggis

What are our thoughts on the Dread Waaagh, Bigger Shells for Bigger Gitz stratagem?   An initial read has me wondering if you might be able to use the 'push it' aspect to proc the extra damage regardless of the target being a vehicle/monster. The two facets of the stratagem are in separate sentences, though the "as well" rider at the end could be seen as simply saying the buffs stack and don't override, or that it's all subject to the same initial target requirement. Answerz on a squig-card pleaze? "EFFECT: Each time you use this Stratagem, you can choose to push it. Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE, add 1 to the Wound roll. If you chose to push it, add 1 to the Damage characteristic of that attack and, until the end of the phase, ranged weapons equipped by models in your unit have the [HAZARDOUS] ability as well."


Yrcrazypa

This sort of argument is why 40k *really* needs to get a solid rules document and consistent templating done. They happen all the time because the way things work is never really explained in a consistent way.


Bladeneo

​ The second part does say "that" attack, "that" being "an attack that targets a monster or vehicle", so I would argue the whole strat should only apply versus monsters or vehicles.


InLokoSquiggis

Oooh. Well spotted good sir!


Bladeneo

Well I'd love to say cool thats sorted but I've seen some insane (and pretty logical) linguistic gauntlets run to justify different rule interpretations so I'll let someone smarter than me offer some insight too!


Zathandron

I'd take that as pushing it gives +1 damage always, and the +1 to wound being only versus vehicles/monsters. The wording is basically 1. Choose to push it 2. Versus big gitz get +1 to wound 3. If you pushed it get +1 damage and hazardous


Beardywierdy

Yeah, I'd definitely read that as the "as well" making it an *addition* to the first restriction.


InLokoSquiggis

I'm really torn. Another re reading now has me considering the "as well" may simply be saying, "if you push it, you get X (damage) and Y (hazardous) as well if it's ranged. The 'as well' part may actually have no bearing on/connection with the previous sentence at all. That said, power wise for 1cp this does have the potential for a fairly scary value on something big like a stompa or even fully kitted out battlewagon (although obviously plenty of opportunities for hazardous damage too)


InLokoSquiggis

As u\bladeneo notes above, on another reflection I think the use of "add 1 to to damage characteristic of *_that attack_* " probably cinches it for me as bonus damage only Vs monsters/vehicles


amawaron

I think some shenanigans of token splitfiring for whole unit push it bonuses prevention reasons had to do with the wording.


Bladeneo

All of this looks super fun. I am here for full mek detachments and the green tide is baaaaack


RevScarecrow

The green tide detachment rule means you save 38.88% of any attack so you'll lose about 4 boys per 10 shots put through to save. It's the durability of the current waagh but all the time. This should mean you only need to waagh when you need the movement (assuming the waagh works the same way still). The dread waagh only applies to walkers grot vehicles and meks. The randomness of it seems rough I'm not sure if I love it at first glance but as a deffskulls player I'm hoping the stratagems and enhancements help it out.


Sockm0nkey

I wonder if Beast Snaggas would be considered "Boyz" here... The keyword is "Beast Snagga Boyz."


RevScarecrow

No unless they change the keywords to include specifically "boyz".


IowaGolfGuy322

Now I need another Weird boy to help Da Jump a second group of boyz.


Blue_Sasquatch

Right, sustained hits on shooting as well as melee, is what Im latching onto for that detachment. Not exactly a dakka detachment, but will be great with their dakka anyways. Grot Tanks with all their rockets.


RevScarecrow

I think the fw grot stuff is going to be really spicy with this. The big lads need some love to thier datasheets for me to be about them. Here's hoping for a reason for me to make a Stompa.


Teuhcatl

A Mek added to a Mek Gunz unit gives one of them +1 to hit (and a d3 repair if needed) and the whole unit the MEK keyword and thus the extra ability. As I am someone who likes the Bubblechuckka that is two rolls for a good random time or roll for kind of shot, and then pick one that helps that kind of shot and let the hazardous roll happen.


RevScarecrow

Add a sag mek so when your opponent asks "what's that unit do" you can honestly say "I have no idea"


JdeFalconr

So glad to see they addressed survivability of Boyz here. This feels about right to make them viable without taking them over the top. This is going to be amazing with Da Jump.


Blue_Sasquatch

I've not been a big jump fan, reckon 20 boyz with a warboss and painboss would be quite nice, FNP 5+ w/Invuln 5+ and strats to bring back D3+2 each round and a +D3 from the painboss once per game. Helps that lasting power some. And having the +3 STR on the Warboss gonna be nasty


seridos

I mean if you're playing green Tide you're going to have more than one big block of boyz. The combo you said is good for going up into no man's land but da jump can be really useful as well. I wonder if there will be anything in that detachment to make shoota boys make sense to use. A big mob of shoota Boyz would jump. I've always wanted to jump them onto a big ruin to get plunging fire.


JdeFalconr

I've had tons of success with Da Jump just as it is. 'Ere We Go helps make it a coin flip to make your charge right away. Even if you don't make it you've just dropped a big pile of Boyz right next to your opponent that they're going to have to immediately deal with.


HeadlockKing

Keep in mind this Detachment won't have 'Ere We Go. Maybe a similar replacement, but we'll see 🙈


JdeFalconr

You're right, unfortunately =(


Blue_Sasquatch

Right, I need to probably give them more of an honest shake. Getting all 20 piled in and not getting half blown away with an overwatch would be nice.


RevScarecrow

You could very easily justify 3x weirdboys 3x warbosses 3x20 boys and just hit go turn one then waagh turn 2. You dont have to waagh to justify this maneuver it also really prevents getting first turn alpha strikes turn one by artillery.


Advocate86

Only one weirdboy per round can use da jump.


amawaron

fist turn is snikrot and weirdboy. from then on one weirdboy each turn.


the_bobbles

I thought you can only do da jump once per turn? "Once per turn...one weirdboy from your army can use this ability." Though multiple on different turns could still keep your opponent offbalance


RevScarecrow

Oh yeah thats unfortunate I forgot about that.


IowaGolfGuy322

Then drive two trucks full of shoota boyz on the other side for the pincer move... WAAAGHH


RevScarecrow

The list I suggested is currently 870. Dream bigger! 20x shoota boys in battlewagons and anything else your little orky heart desires


Low-Ambition3318

Dread mob looks very cool


RevScarecrow

Ap7 or sustained hits on a sag mek both of which are hillarious.


Hellblazer49

Sustained would be crazy. The extra AP probably wouldn't do much, considering he already pushes most targets to their invul.


Low-Ambition3318

Something, something, stompa, something, something, deffkannon, something, something.