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==== [[Evil Sunz]] ==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Evil Sunz Icon updated.png|Border|75px|left]] | We'z da best cuz wez da fastest and da reddest!<br> The Evil Sunz are the fastest orks in all the galaxy. They're mean, green, and ready for some speed. <br> On the tabletop, they're fast... No, that's it. If you want to play a mobile ork army, then the Evil Sunz are for you, with basic boyz that move faster than marines, vehicles that move faster than eldar, and stratagems that make them go even faster than before! All with the sweet cherry of ignoring the Assault rule (that is rather inconsequential now). Evil sunz got hit hard in new edition. Their Clan Kultur is really bad now, however both relic and warlord trait are AMAZING. Stratagem is nothing to scoff at as well. Overall 5/10 <br> |} <div class="mw-collapsible-content"> *'''Clan Kultur β Red Ones Go Fasta''': Gain +1" of Movement (+2" for {{W40kKeyword|Speed Freeks}} instead), as well as +1 to advance rolls. All units ignore penalties to hit with Assault weapons after advancing. ** Gone is their main selling point of +1 to charge as well as most assault weapons so second part of their trait is almost totally inconsequential. ** They were hit the most by a nerf bat overall and dropped from top tier alongside Defskullz to low tier their only saving grace is their gubbinz. *'''Warlord Trait - Fasta Than Yooz!''': During the command phase one {{W40kKeyword|Evil Sunz Core}} unit within 6" of the warlord can charge even if they advanced or fell back this turn. **Synergizes with Kustom Boosta Blastas, Megatrakks, Deffkilla Wartrike's and any vehicle using Ramming Speed to reap some extra Mortal Wounds. Bonebreaka Battlewagons also want to always be charging, and fighting first is just great. ** Mediocre in comparison to other stuff but not useless. Note that during WAAAAGH!!! turn this is totally inconsequential for advancing units but can still allow stuff to fall back and charge. ** Relatively useful in combination with SPEEEDWAAAAGH!!! as it allows for mini WAAAAGH!!!like effect on top of shooty boost without taking Ghazghull. *'''Shiny Gubbin - Rezmekka's Redder Paint''': {{W40kKeyword|CHARACTER}}, it includes vehicles and bikes too. Add +2" to the bearer's Movement characteristic. In addition, if the bearer is engaged with enemy units, they now have to fight last, allowing you to get some retinue to fight first or at the very least munch another model or two before the enemy strikes back. It CAN be taken on vehicle but doesnβt have to. Slap it on squig rider, or even boss in mega armour to make him run faster than Eldar. And obviously to freeze enemy units till he rips them apart. Fun stuff. ** This is hands down one of most powerful relics for close combat warboss and if you put it on that kill rig you can tag A LOT of units with this. **Also decent on Wartrike due to its significant footprint. *'''Stratagem - Drive-By Dakka (1 CP)''': Choose a {{W40kKeyword|Speed Freeks}} unit at the end of your shooting phase. It can move again, but it will be unable to charge this turn. ** Very good for objective grabbing or denial. Boosta Blastas can advance to get their flamers in position, then dash away; Wartrikes can do the same, but they do want to get in melee. Meanwhile, Shokkjump Dragstas can pull silly stunts like teleporting into a firing position from the other side of the table, shooting and teleporting back to wherever you want them on the field. Too bad its dakka is just so-so. ** For one CP it is Not bad. With things like deffkoptas or warbikes this lets them go almost anywhere on the table, which might be a game changer especially in later turns when you just have to grasp that objective to win. IF you take a full squad of 6 Deffkoptas, this can be really powerful just hopping forward to shoot rokkits, then hop back behind obscuring terrain all game long. That's 12d3 rokkitz every turn popping in and out. '''Special Character''' *'''[[Zhadsnark|Zhadsnark Da Ripper]] (Forge World, Legends)''': Clan {{W40kKeyword|Evil Sunz}}. As all things Forgeworld he needs an update before being usable in any semblance of coherent way. Now more of a sidegraded Warboss on a bike in the Forge World Compendium, with an almost identical statline to a generic biker boss but with 1 LESS Toughness; his unique PK 'Da Pain Klaw' hits on 2+ unlike a regular Warboss' 3+, is AP -4 instead of -3, and deals a Mortal Wound to {{W40kKeyword|Infantry}} and {{W40kKeyword|Monster}} targets on a 6 to hit, in addition to any other damage; and his Warbike (Da Beast) is equipped with Big Shootas instead of Dakkaguns giving him double range over a Warboss on Warbike. Additionally, he always Advances 6" rather than having to roll for distance when Advancing, which gives him an impressive 21" move. He has no wargear options of course, so no Attack Squig, though he does get Stikkbombs which a regular biker boss doesn't. But still, all that with near-Warboss-level abilities for only 5 more points than a regular biker boss with Killsaw. **The guy isn't quite as much of a deal as he once was. A Combination of Da Killa Klaw Shiny Gubbin and either the '''Brutal But Kunnin''' or '''Best Armour Teeth Can Buy''' Warlord Traits can make a Warboss on Warbike vastly superior. **On the down side; in 7th this guy was an awesome boost for Warbikers, giving them Skilled Rider and making them Troops. All of this's gone. The only way he helps Warbikers now's through his '''Speedwaaagh!''' Special Rule. ** Until he is updated skip him. Even his model from FW was just renamed Warboss on Warbike. </div> </div>
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