Aeronautica Imperialis Rumour Orcs Eavy Bommers sighted
Hello everyone !!!
The aeronautica imperialis rumour was a kit with 2 variants is missing, i expected it was the Heavy Bommer.
Yesterday, GW showed by mistake the Heavy Bommer illustration on the Pre-orders Page, for now we just know it's a 2 planes box.
If you check the Rynn Campaign book you'll see the book have rules for : Thunderbolt Fighter, Thunderbolt Fury Fighter, Marauder Bomber, Marauder Destroyer, Dakkajet, Fighta Bommer, Eavy Bommer, and Grot Bommer. So i guess we are still missing the Grot Bommer ! (hype !)
The rumour was a dual kit for both of them but it's off the table now ^^unless it's a variant of a Fighta Bommer or Eavy Bommer
Yea we entered in a referral program (shaaameee) if you buy through here by clicking on the image we get coupon (i think). The shop have good price, good review and free shipping to (uk). Shipping is steep outside of Uk Better making a group order with your local friends. As always it's better you support your local game store ^^
Aeronautica Imperialis navigation :
Aeronautica Imperialis Gencon reveal video
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Aeronautica Imperialis Wings of Vengeance starter set
Aeronautica Imperialis Open the box
Aeronautica Imperialis Models details
Aeronautica Imperialis How to play & website
Aeronautica Imperialis Eldar and chaos teased
Aeronautica Imperialis Pre orders
Aeronautica Imperialis Eavy Bommer
Aeronautica Imperialis : How to magnetize a Thunderbolt Tutorial !! (Like an Ace)
FaK & Ork-Rata
Hello there !!
Faq and errata for Codex Orks are now live !!
Index Xenos Errata and FAQ updated for orcs.
Hello again !!
Your Forge World Orks just got better, thanks to a free update to your datasheets giving them Dakka! Dakka! Dakka! Download it today:
Ork Codex Review !
Hello everyone !!!
Sorry for the delay on this review but at last here ours
The Book is hard cover, 136 pages. Lot of Contents.
There are 64 pages of Fluff that's the biggest orcs ever had.
-Lot of info on Ghazghkull Thraka that connect him to the Great rift event.
-The Thraka Quest. He's looking for something different than Armageddon,
-Big section on orcs physiology and whay of life.
-Some info on their origins. They have stuff encoded in their DNA. This allow them to retain a weird high level of technologies
- 1 page for every clan,
- 1 for each entries of the codex
- + fluff on gods, grots, snots, timeline, rumor ..
Very good stuff
All orcs army get some special rules :
-Keyword : Some units have don't have the Keyword ''clan'' like freebooters and Named Characters.
- Dakka Dakka Dakka : On an unmodified 6 you get an extra shot and it always hit.
-Ere we go : Reroll any or all of the dice on a charge roll. This is incredebly powerfull as you can reach very far if you can keep one of the dice. Most of the units have access to this rule.
Mob rules : Replace LD with number of your unit or by one unit within 6”. Really help if you have 2 big units close they are nearly immune to morale test.
Speed mob : Buggies only they get an extra 6” mov.
That's already a lot of rules helping the orcs.
All Kultur were already spoiled by GW so I just share the page for reference.
19 stratagems + 6 for Kulturs
Few of my favorites
-Green tide : Allow to respawn a boys unit that was under half strength( 3cp)
-The Bad moon stratagem, allow to shoot a second time (infantry only)
-Grot shield, it's a 2+fnp but you have to sac a gretchin if it works. (1cp and super strong)
-Telyporta : Deep strike one unit with a Power of 20 or lesss . Work with a transport + unit.
-Fight a second time with a unit (3cp)
-Orcs is never beaten : fight before dying. (2cp)
If you had to keep 1 psy power it would be :
Da Jump : teleport infantry within 12” unit 9'' from the enemy, count as moved for heavy weapon.
That mean you can teleport a Tankbusta unit and take out an enemy vehicle (ever more guaranteed if you are a bad moon !)
But if you had to keep another one it would be fist of Gork (+2A +2S)
Again !! Bad moon warlord are the Best !! with a 4++ trait !
Still there is a generic trait granting : +1S +1A ^^
This is the relic you must take !
So that mean that your warlord could be hitting 7 times 2+ 2+ Ap3 D3 (with trait and psychic power) charge something super big (move + run + charge with charge reroll) destroy it, Fight a second time if you get chance (3cp) and if you die you can fight a third time (2cp)^^ Funny ^^
Now that the general stuff is behind us let's take a quick look at the different units of the codex.
I follow the Codex layout : QG, troop, Elite , Fast attack, Heavy support, flyer, LOW
The Waagh HR is well staffed !! let's look at our options :
The prophet ! A bit less than 250 pts. Very survivable with T6 8w with 2+/4+ and can hide behind his boys. In melee it's 6 attacks on charge 2+ 12s -3 3 ^^.
GT have the same waaaagh rule as other boss (allow orcs infantry units within 6” to run and charge) but he grant one extra attacks to charging units within 6” of him (when they are chose to fight.).
He also have an aura that grant auto pass morale within 6” vs 1d3 mw on the units.
Only problem is that he's Goff clan and kind of expensive .
Its a weaker GT with lower stats, lower range on Morale aura and no extra attacks on charge aura.
But costing no more than 5 marines and 2 more marines for the equipment.
Even if you have Ghazghkull Thraka you can still use a boss as a relay for Waaaaaaagh rules.
Big mek With Shokk Attack Gun
-Can repair stuff, shoot with an AP 5 gun and have a small chance to generate MW.
-He's kind of expensive (a bit less than 90pt) for a BS 5+
Big mek in mega armor
More expensive but with a 5++ againt shooting for units wholly within 9” or can grant it to a vehicle if embarked. (I am not sure you can embark and still grant the 9” bubble)
Psyker , start with smite + 1 , not too bad in melee, cheap, and still have waaagh energy (getting +1 to rolls for every 10 orcs within 10”. suffer peril if you roll more than 12”
Infiltrate, Melee beast against soft target, get a bonus to wound inside cover and a 3+ from cover save. Nothing crazy.
Boss Zag struck
Very good with goff stormboys as he grant them auto pass morale, melee beast, can deep strike.
Very good model. Got the Character trait to stay protected from shooting. Grant the Waaaaagh rules for Biker and Vehicules for obscene turn 1 charge ^^
BS 4+ , 1 reroll each turn with plasma gun with 1 , have reroll 1 aura for Flash gitz.
Have freebooters Keywords instead of Clan but can still be added to any clan or freebooters army.
Only 2 choice here ^^ Boys or Gretchin.
7 points a piece feel expensive but they are WS3+ S4 A2
They get +1 attack if more than 20.
1 Tankbusta bomb every 10 (D3 / s8 -2 D1d6)
1 Rokkit/Biig slugga every 10
Same options as usual.
Same as before ! They have a +1 to hit if more than 20 (melee and ranged).
Grot blasta is still range 12 pistol S3. But hit on 3+ if you take a large pack.
Still super usefull with the grot shield stratagem.
Super crowded slot !
Mad Dok GrotSnik
Good melée, grant 6+ FNP, can Heal on a 2+, Must charge.
Downgraded version of Mad Dok but still grant the 6+ Fnp.
Repair and come equiped with a custom pistol (S8 AP-3 D6)
Handle Gretchins nothing more.
Burna in melee is AP-2
They are ok, You can run shoot and then charge.
You can include 1 spanner every 5 Burna the come equiped with a Kustom Mega Blasta.
They reroll miss against Vehicle.
Every 5 you get 2 squig suicide bomber (range 18”, 2+, s8, Ap 2 , D6) 10points.
I Really like them, you can pack them in a Battlewagon with a Power Shield Mek and once in 18” you unleash the Squig !
Note : With a stratagem allowing you to shoot twice it's serious dakka
Still Big, mean, with a lots of weapons options.
Nob with Waaagh banner
Waaagh banner grant +1 to hit in fight phase for unit.
Lots of Dakka, lots of attacks 3 W per guys.
Perfect with the Deep strike stratagem and the Charge reroll from Ere we go.
Nobs on warbike
Scary nobs on Scary threat range.
Having The Boss on the Trike allowing them to run and charge is a must ^^
Infiltrate, gain bonus in cover (+1w +2 save)
Now that speed Freeks is out, there are geat choice here !
-Only 23 points and you can move , run, shoot and charge with the Trike Boss. That's a lot of value.
I love them and want to use them. (still 6 shots per bike)
Kustom Boosta Blastas
-Get the 6” free move at the start the game.
-4d3 flamer shot + 6 rivet kannon shot that's a lot of dakka.
Shokk Jump Dragstas
My favourite, Anti tank weapons hitting on 3+ in orcs team, teleport for a bit less than 110.
And look so damn good.
Not a big fan of this one but against horde army they are fun ^^.
Less than 100 points.
-Lot of Dakka : 2d3 missiles, 12 big shoota, 1 4+ missile.
-It's the slowest of the Wagons (only 10”) and it's a bit sad.
The Model is awesome.
Dakka is not that great but hit on 4+
The mines are good.
Move 12 can run auto 6 and charge 2d6 (with waaagh) with rerolls !!! (from Ere we go)
Cost less than 10 points !!!
Expensive, Medium amout of Dakka, Very fast, infiltrate.
I knew I should have counted the number of unit before doing a review unit by unit ^^
up to 6 per slot, bs 4+, T5, W6.
Traktor Kannon AUTO HIT (48”, s8, ap2 D6)
The Kustom Mega Canon is good too (36”, HeavyD6, S8, AP3, D6)
Cost is 15pt base + 30 to 45 for the weapons.
Ps : Once deployed they all act as independent model
16 wounds can carry 20 models and open topped to be used as a mobile weapon platform by an tankbusta unit ^^. Even Better with a forcefield.
It's a battle wagon with an Ard case and Kannon. The only difference is the Periscope rule that grant a second shot with the main weapon of move under half speed.
A battle wagon with a Deff Rolla ! So that's 1d6+6 attacks, hit on 2+, S9, Ap2, D2
Note Bone Break is the only one gaining +1d6 attacks on deff rolla charge.
Bs 4+ on a sturdy chassis (t5 w5 3+) is expensive but having rokkit launcha is always good ^^
Beastly in melee, Benefit from the Mechanised whaag for a run + charge. (And they have the Ere we go rule as well.)
Morkanaut and Gorkanaut
Both are similar, but
Morkanaut can buy the forcefield and Gorkanaut need to transport a Big Mek to get the 5+
Gorkanaut have 6 Attacks.
Again with Ere we go they get Good threat range even more if the Trike can make them run and charge. Because a Gorkanaut hit hard ^^
Deffgun are still Heavy D3 S7 Ap1 D2.
Nothing much changed but you roll once for all the phase, in a turn you roll max number of shot you can use a stratagem to shoot a second time for up to 90 Deffgun shot^^
They are good fire support considering they don't cost much more than a SM
Still BS 4+, each snazzgun shot 3 time with S6 Ap2 D2, range is only 24” and the weapon is heavy.
They also cost twice the price of a space marines.
Note : The don't benefit from Orc Kultur unless you are playing a FreeBooters army.
ransport 12 models, open topped, 10W.
Have chance to reduce incoming damage.
Still a good weapon platform for Embarked Tankhunter ^^
At the price of 5 space marines it's a bit expensive.
Orcs have 4 flyers let see how the codex treat them :
T6 W12 4+ and hard to hit.
This one is interesting for sure !
+1 to hit if you shoot the same target.
Up to 18 shot S6 Ap1 D1 shot for a bit less than 10 marines in cost
Less dakka than the Dakkajet but same stats
The burna Bommer have 2 bombs per battle. He can drop a unit, roll a dice for each model (up to 10) in the unit. 1 mortal wound on a 5+ (4+ vs Inf) .
Harlequin killer !
Less dakka than the Burna Bommer but same stats
The Bomb is better roll up to 12 dice MW on 4+ and roll 3 dice on monster and vehicule.
The Same stats as all other flyers.
Multiple Bling Weapons (Smasha gun, Wazboom Mega kanon).
Not a big fan of the smasha gun (48”, Ap4, D1d6, roll 2d6 to wound add them and must roll equal or greater) but I am sure it could have his use.
Only one choice here but what a choice !!!
You know sometime an image is better than a thousand words :
Ok that's it for the re unit review. but let's not forget about the Mek Workshop !
This is a rich codex ! There are so many options and so many playstyles.
You can go full shooting, full melee, full speed or mix any of them. Most of the choice are good.
The new Trike warboss fill the boss biker shoes even if he's not as strong in close combat.
This is surely the best Orc codex ever !!!
Sorry, I wanted to do something more concise but the numbers of options and entries were so important that I couldn't keep it from growing.
Looted Wagon in the 2018 Chapter Approved
In this month WD they are spoiling that Looted Wagons will be in the Chapter Approved.
Clan Fokus: Evil Sunz
Hello everyone !!
Welcome to Clan Fokus – a new series on Warhammer Community where we’ll be taking a closer look at all the new Clan Kulturs in the new Codex: Orks. These powerful special rules let you tailor your play-style and offer huge benefits to nearly every unit in your army. We’ll be previewing a new Clan Kultur every day this week – today, focusing on the Evil Sunz…
Not the best of the kultur but being able to Move 12bikes with +2move speed, run +1 shoot without malus and charge because of the Speed Freeks boss with + and reroll charge range.
So 12 bikers would move 14" run 1d6+1, shoot 72 times (or 96 with the moar dakka stratagem) then charge for 2d6 + 1 for a shit tons of attacks again ^^
Strong and 16% to be games breaking !
Warbikers, Deffkoptas and the new buggies are all Speed Freeks – a new Ork keyword that applies to the fastest-moving ground (or near-to-ground) units, and which offers a range of powerful new synergies. Consider, for example, the Speedwaagh! ability of the Deffkilla Wartrike when combined with a bonus 2″ Move on all of your Evil Sunz Speed Freek units and their potential to re-roll charge rolls:
The new trike boss have this aura.
Clan Fokus: Bad Moons
Hello there !!
Bad moon Spoiler by GW
Very good kultur considering they have access to double shot stratagem !
Yea 40 wounds is a lot, embark a mek with a KFF for a 5++ and starting to be fun.
Use a mek worshop for auto max roll on random shot and a 1/6 chance to add +1D on a weapon.
Good you can get auto 3 each turn with some choice.
Super Gatler can try to shoot 4 times for 3d6 each time or 18 if you used Mek workshop with 1/6 to get +1D DAKKAAAAAAA
Mega Zappa is solid for the price.
Hit on 3+ ! extra shot on 6+ (5+ with a stratagem)
Can teleport on 4+
Solid anti armor solution.
Clan Fokus: Goffs
Hello everyone !!
Welcome to Clan Fokus – a new series on Warhammer Community where we’ll be taking a closer look at all the new Clan Kulturs in the new Codex: Orks. These powerful special rules let you tailor your play style and offer huge benefits to nearly every unit in your army. We’ll be previewing a new Clan Kultur every day this week, starting today with the Goffs…
This simple but effective Clan Kultur makes your army that little bit better when it’s getting stuck in with brutal melee combat, and complements Dakka! Dakka! Dakka! superbly – whether you’re shootin’ or choppin’ up your enemies, you’ll be generating free attacks on hit rolls of 6.
There are few units with the close-combat punch of a pack of killsaw-armed Meganobz, and they’d be a great choice for an army of Goffs even without the generous points reduction they’ve received. However, there’s one Stratagem that makes them invaluable – Tellyporta:
You can combine this Stratagem with any Orks unit you wish, as long it has a Power Rating of 20 or under, but that’s potentially a full unit of 10 Meganobz! With their ’Ere We Go ability enabling you to re-roll either one or both of the dice when making your charge roll, you stand a great chance of getting this deadly unit stuck in as soon as they arrive.
Boyz! Can an Ork army ever have enough of them? Goff Boyz (especially ones equipped with choppas for an extra attack) are some of the best close-combat units in the entirety of Codex: Orks, laying down a ferocious amount of attacks in melee. They also have access to a nifty Stratagem of their own representing the biggest and toughest Goffs Boyz, known as Skarboyz:
Boys Strength 5 ! that's going to hurt :D
On pre order this week end
Next Week on pre-order !
Hello there !!
Next week on pre order :
Every mechanised Ork army will want a Mekboy Workshop. This new terrain piece allows Orks to enhance the abilities of their Meks and keep anything from Trukks to Deff Dreads in fighting shape:
That’s right – Codex: Orks is launching alongside no fewer than FOUR new Ork Vehicles! Each of these is a radical reimagining of the classic Ork Warbuggy, representing different facets of Ork “Kultur” and giving you all manner of new tactical options when building your army. Need some fast-moving anti-armour capabilities? Grab yourself a Megatrakk Scrapjet! What about some extra dakka? Look no further than the Boomdakka Snazzwagon! Can’t choose? Bombard your enemies with a variety of exploding squigs fired from the Rukkatrukk Squigbuggy.
In fact, thanks to the Deffkilla Wartrike, you can field an army consisting of ONLY Ork vehicles – a convoy of destruction led by a mighty (and mobile) Speedboss.
hat’s not all! If you missed Sly Marbo the last time around, next week, he’ll be available to pre-order once more. The so-called One-man Army is an ideal addition to any Catachan collection and comes packaged with his datasheet, meaning plugging him into your Imperium army is simple.
Speed Freeks Rules Review
Hello there :
After checking the sprues in this post let's take a look at the Speed Freeks rules here !
Let's start with the presentation of the game and what's inside the box.
Speed Freeks is a game for 2 or more players. Each player commands a Speedmob of Ork wagons and warbikes in high-speed adrenaline-fuelled combat. You’ll need to kustomise your vehicles and pull off daring manoeuvres to win, but that isn’t easy when your team consists of velocity-addicted greenskin maniacs. Players take turns picking models to move, shoot and attack up close, aiming to destroy their rival racers and become the greatest Speedmob in the galaxy!
The box sold 120€/90€ contains all you need to play a 2 players game. You can also play a 4 players race but you would a second box.
The rules for non released buggies are included in the box too.
-24-page core rules manual
- 12 datacards, providing the rules and stats for vehicles;
- 48 damage cards, drawn when a vehicle is smashed about in combat;
- 24 Kustom Job cards, describing upgrades models can gain;
- 4 folded card double-sided gameboards, which can be set up in a variety of configurations;
- 2 Speed Freeks dashboards and screens, used to keep your dice allocation secret from your opponent;
- 2 sheets of tokens, fire arc markers and movement templates;
- A plastic range ruler;
- 20 special 6-sided Speed Freeks dice (10 red, 10 yellow);
- 1 8-sided dice – this is used to (hopefully) pass your drivin’ test, amongst other things...
To be honest that's a lot of stuff and I think that partly explain why it's so expensive.
I'd love they make a boxed set with just the models.
But as a standalone game is it any good ?
In a nutshell, the game is super simple and with a moderate amount of strategy depth.
Maybe it's not the strategic game of the year but it's a fun one !
There is 4 missions in the book, named Rukks. Part race part destruction derby but with an subtil Ork touch !
The race are funnier to play I think, because of the racing component. In one of them the map is infinite !(the models too slow get destroyed ^^)
It's worth noting that models don't have a movement value as you use dice and template to move around.
Armour : is the number of dice you roll when you are attacked
Hits : Number of hit point
Melee : Number of dice you roll when attacking in melee
Driving skill : You must roll '
Speed Freeks use a special D6 dice that you use to program action and to roll attacks.
On this image you can see all the results possible.
2 attacks success, 2 defense success, 1 lightning (crit), 1 flash (usually bad)
One turn of speed freeks is divided in 4 phases ( surprise !). It's interesting to note that all phases are in alternate activation (meaning that you activate 1 model then the opponent do the same)
A turn is made of 4 phases so let's look at them :
At the start of the turn in the kunnin phase you are required to secretly split your 10 dices in 3 separates zone : Kunning (to get first turn) ,Moving (go faster) , Shooting (moar Dakka)
Once done, you roll the dices ing the Kunnin zone to see who' go first.
It's the most important phase of the game when you play a race missions. In all case it's a very long phase.
The rules on the other hand are quite simple
Then you roll the number of dice allocated to the vehicles (1-5). each success grant you 1 gubbinz (move templates)
Notice how longer are the reds gubbinz ?
Then you move the model like shown on the image.
(notice it's front to back)
If for example you rolled 4 success you could use more than 1 gubbinz and connect them to build a trail la this one (3 gubbinz)
Not all gubbinz are created equal and some are stronger but can be used only once per turn or game (for each model)
Of course to spice things up, you can also RAM other, Drift and crash (if you fail a driving test.)
In a nutshell each dice you have allocated to the shooting phase allow you to make a shot with one weapon.
-Player alternate activating a shooter
-The game use fire arcs template to check if the weapon can attack
-You have to evenly spread your dices between different vehicles.
-You have to evenly spread your dices between different weapons when a vehicle activate.
Not a big fan of these limits but I guess play test showed that it was a Game Balance necessity ^^
To attack, you rolls shot value dices and your adversary roll a number of dice equal to the vehicle armor.
Damage : (Attack success – Defense Success) X Damage.
Then you draw as my damage cards and apply them to the target.
If you are within 2” of an enemy, roll melee dice against defense and apply damage.
And voilà that's it for the main rules.
IF you play with the this rule you can select a specific orK Klan for a bonus.
There are the usual 6.
Kustom jobz are upgrades for vehicles that you can use to spice thing up.
You can use them as custom job before a race in a non campaign game or as a reward post game.
The book offer some ideas on how to run a League or a Campaign but nothing really structured.
Very good box if you plan to play this boardgame maybe a bit expensive if you don't need the rest of the stuff.
But as a mission require 2 box to play it maybe you can resell everything but the models.
I could stop here but i think this game have a real problem, it's not something you are going to feel in the first few games. But as soon the players become more experienced, the move phase is going to take too much time. It's already super slow to check all the different gubbinz , the fire arcs, the los ...
This game need a clock like in Chess, Go, Warmachine or Guildball. Maybe not for all the phase of the game but : Move phase, shooting phase, melee phase should be timed ! It's a missed opportunity that they didn't included a sand timer in the box like in the good old Space Hulk !
Ok that's it for the Speed Freeks review.
I'll try to do a post on the models assembling tomorow.