Showing posts with label 'Ard Boys. Show all posts
Showing posts with label 'Ard Boys. Show all posts

Thursday, 22 June 2017

Da Boyz are back in town - WAAAAAAGH!

This blog started as a Waaaaagh so this brings us full circle.

It had to happen, the 8th edition has been published and I have been to get my copy. So what does it mean for the green skins? It's all change in the 40k world but is it a good thing? 7th edition was a disaster for Orks. They were pretty unplayable. These are my first thoughts on the new rules.

My beloved 'Ard Boyz are gone. They have been a mainstay for years and, if I am reading the codex right, they the are gone. RIP. They were the first thing I went looking for. Downhearted, I flicked on through the pages. Things got better, much better.....

Da Boyz
STATS
First up, Da Boyz are now S4 and I like it.

FEARLESS
The Mob Rule ability means that the units can use the number of models in the unit instead Leadership for morale. The allowable unit size is up to 30 so this is encouraging the Green Tide. We can be Fearless again. Superb!

Note all template weapons are gone from the game so no need for all that spacing out Da Boyz to maximise the 2" allowable gap. Much better for the green skins and for playing generally.

MOVEMENT
Move is reduced to 5", boo hiss. There is now an Advance option where the unit can move forward a further D6". Charge is a 2D6 test and the 'Ere We Go ability allows this to be re-rolled. There is a 3" Piling In allowance and a Heroic Intervention allowance of 3" for Characters.

So basically move 5", Advance D6 say 3" (8" total), Charge 2D6, with re-rolls, should be 8" (16" total), to Move within 1" of the enemy (17" total) then everything else comes Piling In and uses Heroic Intervention for characters. Yip - that is potentially a good long way!

Disembarking vehicles has to be done before the vehicle moves. So no more racing Da Boyz forward in Trukks and jumping out for some choppa fun. Alternatives need to be found.

Wierdboyz can now choose their Power of Waaagh discipline. Da Jump is a real possibility as a unit can be moved to within 9" of the enemy.

Stormboyz are interesting too. They have a 12" move. They can Advance and Charge the same turn (with some downside but ...). They also have 'Ere we Go and Mob Rule. Upto 30 in a unit. Gosh. So using 12" instead of 5" above thats 24" total. Potential to be in combat during the first turn.

Kommandos can sneak in behind the enemy. He, he. I have used this to my advantage before.

When it is all done units can Consolidate a further 3" towards the enemy.

FIGHTING
I have been having a look through the latest fight rules the first thing that strikes is that Initiative is gone so Da Boyz can hit first when they charge. A proper first for Orks. Yipee!

Waaagh
Overwatch is still a pain, but such is life.

And so to dice......Da Boyz get 2 attacks, plus an attack for using a Choppa (3A's), plus an attack for Green Tide (being more than 20 models in the unit) (4A's), A Wierdboy with Warpath plus another attack (5A's), add Ghazghkull Thraka with his Great Waagh so Da Boyz can Advance and Charge in the same turn and you also get plus one attack for every model in the unit (6A's). I am making that 180 attacks plus the extra ones for Nobs and Boss's etc. Throw in a Waagh Banner and you get plus one to the hit rolls. I mean seriously! (not sure how this will work out points wise but even the thought of it.....)

I think I am going need some more dice and a bloody big bucket to throw them :-)

I am also going to need more models and I just never thought that would be the case with all the Orks currently in my possession.

SUMMARY
Da Boys are back in town - Waaaaaagh!!


Friday, 20 June 2014

The Gathering is a pace - The Boyz

In preparation for the 7th Edition Codex I have been getting the boyz out and enjoying the experience. So here is a quick fly through whats available.

Just by way of a quick history lesson (and I only learned this today) - it turns out that Orks are a genetically engineered race. They were created by the a long vanished race called the Brain Boyz to deal with the Necron menace. Apparently the snotling are the last degenerate remnant of the Brain Boys. Now isn't that just very funny.

I have three standard mobs of Boyz. The first are the the 'Grrrrz' so named for the stripes on their jackets (Tigers ... ). These are my first unit and always fielded in every battle. My plan is to increase this unit in size to approximately 30 models so that I have real choice in terms of the models I field. This is my current project so the painting table is very busy.


The second are the 'Ilanders'. They take their inspiration from the various furs that adorn their kit. Over time this has been added to and after some clashes with Space Wolves they acquired shoulder pads as trophies. All carry axes and they stand out on the battlefield. Its important that the different units have identity as they are often fighting close together and you need to be able to tell which unit they are from.


The third mob are the 'Dakka Dakka' boyz. They can really lay down a field of fire. I don't play them as much as I should.


I have always played with a force that has some 'Ard Boyz. I love them and the increased armour means that they are great for holding objectives and the like. There was a time when you could take 3 burns with them - lovely, but alas no more.


My 'Ard Boyz are just the standard boyz but all wearing helmets and plenty of shoulder pads. For effect I have given them all back poles. It just increases the size of the models and makes them really outstanding on the battle field.

Their colour scheme was inspired by the painting of George Dellapina who did some fantastic paint jobs in the White Dwarf many years ago. He had a unique style and loved to clash bright colours. Painting these guys was my first time to really get into washes and highlights. There was no going back after that.

The Tank Bustas are a really fun mob to play. I just love the idea of loading up a squig with 'busta bomz' and letting him charge off to take out a vehicle. Its a little bit like playing fetch except of course the squiq doesn't come back ;-)


They can be a real threat and get lots of attention on the battlefield. If they can get in amongst the armour they will have a field day.

In the last few games I really enjoyed fielding a unit of Storm Boyz.


Having them appear in the middle of the battle can be great fun and the models are really excellent. Lots of facial expression. I love them a lot. Their colour scheme very much follows that of the 'Ard Boyz.

Another great addition was a squad of Kommandos. Having them skulking around the back of the enemy is a god send. They do like the rear armour of vehicles so this can give the opponent some real challenges.


I have come across a Kommando conversion kit on Forge World. I may find myself purchasing one of these soon ;-)

I also took to fielding a unit of Flash Gitz which can be very humorous. Their first couple of outings were an amazing success but there after not so much. They can be a bit 'squishy' and placement is everything.


Again the models are fabulous although the shoulder mounted gun looks really odd. The new models that are just out do look the business!! The nob even has a pirate hat - a nice nod to an older model!

I have various models with Rockets, Big Shoots and Burnas and therefore I can reorganise the Boyz to form other units to suit my needs.

You just gotta love the green skins!

Tuesday, 17 June 2014

Ork Walkers

I have paid a visit to the garage and started to unpack some of my Orks. Always a pleasure, never a chore. The beauty is that you forget some of the wonderful models that are in storage, you find unfinished projects and it gets the juices flowing.

I wanted to dig out the walkers and have a look at them. They were a joy to assemble and are packed with blades and spikes and all kinds of Orky goodness. I also needed to make sure that the paint scheme for the new Gorkanaut was tying in to the overall theme.


First out were the Killa Kans and Deff Dread. I spent quite a bit of time on them previously going with the Yellow jaw, red shoulder pads and then touches of blue. They were inspired by some fantastic painting in one of the old White Dwarf magazines. The first unit that I really spent time on was my 'Ard Boyz. The colour scheme started with them and has spread. It is loud, it is gaudy and that what makes it Ork'ish.

My Gorkanaut has been coming along nicely and was fitting in well. More red washes I think.


He has a bit more blue to him and I need to work on getting the yellow more 'dirty' and then add more defined horizontal stripes to the should pads but he is looking the part.


The Ork Stompa is still the biz though. I think I need to get some of the Goff black and white squares onto the Gorkanaut somewhere as well and maybe even a yellow panel or two.

They will look great on the battle field though. I have always been somewhat lucky with the walkers. My Deff Dread, 'Da Basha' to his friends has survived some 'hairy' situations and pulled off some amazing feats. This is his third incarnation. I still have the other two somewhere. I must see if I can drag them out and dust them down for old times sake. At the end of a battle it is good to have some bragging rights and 'Da Basha' has been the source of much 'Dark Templar' baiting over the years ;-) Long may this continue!!