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

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Lumbering Behemoth – Changes the Hell Pit’s move from 2d6” to 7”, and also means they always charge 7” instead of rolling. Unless you’ve cooked your dice, this works out to be a nice reliability boost. You can know that you’re guaranteed into any enemy you’re 14” away from, but equally you’re guaranteed to not be able to get into combat with anything any further away than that and redeploy can be awful for you here. Depending on how you kit it out, this will come to about 2,000 points. It uses everything you get in Start Collecting: Orks plus everything from Grukk’s Boss Mob, and gives you a wide variety of units to play with so you don’t go crazy painting 60 boyz. The Weirdboy jumps the boyz into combat while the Painboy helps keep him alive. The Buggies harass your enemy’s flank and the meganobz teleport in and hit like a sledgehammer. Depending on your budget Skorpekh are going to be easier to come into, but Wraiths are a great kit and a strong independent unit so we’ll leave it to your personal preference. Lychguard are also no slouches in combat, though they are slower, so if you want a good midfield threat that can shield your characters that’s not a bad option. Once you have a few large melee threats established you’re going to want to fill out your list with some sturdy troops and fast objective-grabbers/harassers, which Warriors and Scarab Swarms fill quite nicely. A lot of players also really enjoy bringing along a C’tan Shard of the Nightbringer, who is a HUGE threat to anything nearby and provides solid offense and/or distraction (note it does not benefit from the Dynasty traits). Like the Deceiver, the Warbringer gets a +1 to hit and wound command ability, this time for Clans Verminus. On top of this, the Warbringer can also get the lesser spotted reroll buff for its wound rolls by being within 13” of 3 Skaven units. It gets a boosted version of the death frenzy spell, letting you target d3 friendly units. Death frenzy is one of the better spells for a melee Skaven build, and chances are that if you’re taking this unit it will be walking up the board surrounded by friends who also want to be in melee – so it’s a good combination. Bear in mind that the above ideas are just two of a multitude of choices you can make and if you have settled you want to use X unit because you think they’re awesome then by all means go your own way. Competitively at the moment you’ll often see Sautekh and Novokh on top, though just about every dynasty (and custom dynasty) has neat options that you can play to and give your opponent a tough challenge.

Nephrekh: Models have a small invulnerable save and can translocate (teleport) long distances through objects and terrain (this gives up shooting)This list uses pretty much exclusively what comes in the Starter sets, with the exception of the Skorpekh Destroyer Lord, Chronomancer, and Cryptothralls. The Lord and the thralls come in the Indomitus set and arguably so does the Chronomancer if you proxy the Plasmancer–the Chronomancer model has not been released as of this article. This list hosts some very nasty melee threats, some good midrange shooting, troops to sit on objectives, and the option to jump your Reaper Warriors into position to give someone a really bad day. Coming in with a full CP count, you can even spare one to put some infantry in reserve for nefarious secondary schemes. So I Started Blasting… Ridden with Poxes – Roll a dice at the end of the combat phase, on a 4+ then every enemy unit within 3” takes d3 mortal wounds. Unusual in that it’s one dice roll to trigger on everything. Looks to be of marginal utility but you really can start to build a Plague Furnace (or Corruptor) that pumps out a steady stream of chip mortal wounds, and we’ve seen the value in that from the Nurgle and Ogor books. Probably still not as good as getting those great plagues out. Forge World nonsense, the Warpgnaw is a Verminlord that hasn’t been properly updated for the new tome. It’s got the previous edition’s 12 wounds and the previous edition’s approach to Verminlord points. Contents: 1 Terminator Captain (HQ), 10 Tactical Marines (Troops), 1 Venerable Dreadnought (Elites) Pretty bad! They’re all pretty bad and not particularly interesting. In fact, it’s not worth going through them one-by-one here. Every one requires you to have three Masterclan or Clans Moulder/Eshin/Verminus/Skryre/Pestilens heroes from your starting army still on the battlefield. It requires skew, it’s win-more, it’s a shame. Units

You get to set up three Gnawholes. Gnawholes are pretty big and have pretty tight deployment restrictions: more than 3” from objectives and terrain features, more than 18” from another Gnawhole and wholly within 8” of a board edge (given the size of Gnawholes, this basically means touching a board edge). The other big advantage of going this way is that many of the strong board control lists running as custom dynasties make use of many of the same tools, so buying in this direction gives you quite a bit of flexibility. The Battlewagon. The big lumbering behemoth tank for the orks and also a very useful transport with its transport capacity of 20. It is pretty though and has a load of guns and weapons. While overall its shooting in Gunwagon configuration leaves a bit to be desired, Battlewagons work great as mobile open-topped firing platforms or as melee push threats in their Bonebreaka configuration. All three versions can be built from the same box.Besides the wonky unit sizes, the biggest downfall of this box are the Saurus Knights, who are a wet dinofart of a unit. However, since you’re virtually getting them for free they can make a nice display piece of you’re so inclined. In either hero phase you can spend a spark on a hero to reroll casting, dispelling and unbinding for them until the end of the phase. Skaven don’t have quite as many static casting bonuses as they used to, so this can be vital for pushing through spells like More-more-more Warp Power. Turns friendly Skaven units into bodyguards for your non-Monster Masterclan. This is a little fiddly, the friendly unit has to be within 3” and you bounce the wound to them on a 3+. If the targeted Masterclan unit has a ward, you can opt to use this instead of the ward. Given the current competitive viability of the Screaming Bell, this is effectively extra protection for the foot Grey Seer. It’s a fine ability for keeping that one specific model alive. If the Screaming Bell gets better in the future, so does this. Always Three Clawsteps Ahead

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