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Games Workshop Warhammer 40k - Start Collecting! Orks, 99120103044

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Verminus Valour – Turns every skaven unit within 3” into a bodyguard. Very similar to the Skilled Manipulators battle trait, but doesn’t require the unit to have 3 or more models. Farskitter Cloak – Probably the weakest option here, once-per-game you get to remove the bearer from the battlefield at the end of your movement phase and set them up again more than 9” from enemy models. There are also a couple of Ork Specialist Detachments in Vigilus Defiant, but you can skip these for now unless you’re going for something specifically themed after those options or you want to run a Dread WAAAGH! detachment in a competitive list. If you’re not a fan of mass swarms of troops for your army, FEAR NOT!!! Orks are an extremely flexible bunch and you can instead grab 3 boxes of Gretchin (totally not goblins), Gretchin are extremely weak but also extremely cheap troops both in points and money so you can make a battalion for your command points and focus mainly on other, bigger Ork toys. This is where you can live out your dreams of an all-vehicle Mad Max-style army. You can build this without the foot-slogging Gretchin, but having at least one Battalion Detachment (2 HQs + 3 Troops, minimum) gives you +5 Command Points to work with and is a huge boost for doing other fun stuff, plus the Getchin will work well as units that can hold objectives while your vehicles zoom around killing things. Other Units

Lootas. Once a scourge in competitive play, Lootas are the best shooting you can get in an Ork army and have been in almost every edition. Most Ork armies want exactly one full-sized squad of these (15), who can use the Even Moar Dakka! Stratagem to make sure they get extra shots when shooting. These come in a dual kit that makes Burna Boyz. Do not use the kit to make Burna Boyz. Buggies. Some of the coolest models in the GW range and wonderful as fast, annoying distractions on the tabletop. The best of these are the Shokkjump Dragsta, which gives you effective anti-tank shooting on the move, and the Megatrakk Scrapjet, which combines decent shooting with being a good melee threat. The other buggies are solid additions if you want to add fast firepower, but if you’re building more with an eye toward power you’ll probably want to double- or triple-up on Shokkjumps and Megatrakks instead. Contents: 1 Terminator Captain (HQ), 10 Tactical Marines (Troops), 1 Venerable Dreadnought (Elites) In truth unless you have one of these two specific plans in mind for them, this is probably one to leave on the shelf. Clans Moulder Giant RatsLike the new Start Collecting: Chaos Space Marines box, it’s a bit hard to evaluate this one effectively because it’s currently the only place to get Suppressors, which are an insanely good unit for Iron Hands and, to a lesser extent, Imperial Fists armies. That said, everything in this box except the Lieutenant is a solid addition to a competitive Space Marines army, and even the Lieutenant is serviceable in a pinch. Even if you could get Suppressors somewhere else, this box would still be an incredibly good value based on what’s in it. Most units are paper – With very few exceptions, the army is very fragile and has a penchant for hurting itself into the mix. If your alpha doesn’t land, you can be losing huge amounts of your army in return. Warbikers and Stormboyz are fast units that can give you other ways to press into combat. Warbikers add a bunch of extra shooting, while Stormboyz can fly and can advance extra far (with some risk involved). Don’t bother with the nob version of warbikers. Not the highest placing Skaven list at the event, but a good example of the ‘classic’ competitive approach to Skaven – Thanquol, Stormfiends, Clanrats, buff pieces and flavour to taste. For spells you get dreaded warpgale, a CV8 spell with an 18” range that does d6 mortal wounds and halves the target unit’s run and charge rolls and switches off fly. That’s amazing, but CV8 with maybe a +1 from arcane terrain is not happening as often as you’d like. Finally, the Warpseer gets +1 to its save from its scry orb, which you can sacrifice to throw at an enemy unit within 13” and do d6 mortal wounds.

The foot Grey Seer is brilliant. They’re bargain basement cost for a two-cast wizard and on top of that the unit gets to copy Thanquol’s warpstone chewing ability for a 3d6-drop-one cast. The warscroll spell is fine, CV7 for a 13” range spell that does d3 mortal wounds and inflicts -1 to hit in melee if you can beat the target unit’s wounds characteristic on 2d6. Grey Seer on Screaming Bell Diabolical Schemer – When a model issues a command within 13” of your general then on a 5+ that command isn’t received, the command point is lost and you gain a command point. It’s a huge effect when it happens, but the model issuing the command having to be so close and the dice roll can make it difficult to use and then unlikely even when the situation occurs.Swingy Shooting: A lot of Ork shooting is extremely high variance, often in multiple ways at once, meaning a complete faceplant turn is always a risk.

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