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==== [[Snake Bites]] ==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Snake Bites Icon updated.png|Border|75px|left]] | We'z da best cuz wez follow da old ways! <br> The Snakebites are the closest thing in 40k that greenskins can get to their AoS counterparts. They're dumb, even for orks, and shun fancy technology for practicality - even though there's no stipulation against taking any mekaniaks. <br> On the tabletop, the Snakebites received a nice power boost. Pretty convenient that those new Beast Snaggas just so happen to synergize with Snakebites, huh... Their abilities have been retooled to make them tankier and killier, while still being thematic as hell, so enjoy playing out scenarios of greenskins hunting down Imperial Knights like animals. Their clan kultur can be very powerful, but most of its punch comes from squigs (which is why you're taking it anyway). Warlord trait is very good letting your character stay on the table one more turn. Gubbinz is quite meh and stratagem, while situational, can be very useful in a pinch. Note that currently the most OP character in the book belongs to this clan. Overall 6/10. <br> |} <div class="mw-collapsible-content"> *'''Clan Kulturs β Da Old Ways''': 9E's overhauled this to a considerable degree, making it less laughable than previously. Now any attacks below S8 will never wound on a 1-3, making them quite tanky against anything short of plasma and power mauls. In addition, all {{W40kKeyword|Squig}} models that charged or made a heroic intervention add +1 to wound. ** This one is kind of situational. First part resembling limited transhuman (transorky?) physiology means it works exclusively on weapons of S6 and S7 (only S7 in case of T6 models and largely inconsequential for T7+ models. The second bit benefits only a select few models, but considering they're all either solid picks or phenomenal ones, a detachment of squig cavalry is well worth considering. **This makes squigs on the charge capable of wounding nearly everything in the game on no worse than a 4+ ** It moved from not being used ever to situational. So low to mid tier. *'''Warlord Trait - Surly as a Squiggoth''': The first time your warlord dies, they can get back up instead with d3 wounds and outside of engagement range. If your warlord is acting as your central beatstick, then this will at the very least give them another turn to fight on. Mozrog grabs this. ** Pretty decent stuff if enemy have tools to one shot your boss. *'''Shiny Gubbin - Brog's Buzzbomb''': Once per game you can toss a 6" Grenade 3D6 S5 Ap-1 D1 '''Blast''' that hits on a 2+. After you resolve the attack, all units within 6" of this target suffer a mortal wound. ** It is nice but one shot only makes it questionable and the splash damage is token. ** It is fluffy as hell but pretty meh otherwise. *'''Stratagem - Mystic Chanting (1 CP)''': One unit can deny a psychic power as if they were a psyker. You've seen it with the Templars, you've seen it with the World Eaters, it's always welcome. ** Decent especially if you don't have weirdboy or he is out of range for that one crucial power. '''Special Characters:''' *'''Mozrog Skragbad:''' The tamer of the White Squig, a legendary squigosaur with a 4++ Invuln on top of the damage reduction native to such beasts. Aside from buying a thumpgun, this boss also carries a special S+1 AP-2 D3 claw, providing a decent enough answer to heroes. ** Frankly this guy is INSANE for measly 170 points. He will be extremely hard to kill, and than he can get back up. And he will positively murdefy anything he targets in CC (partly due to his great white squig being able to dish scary numbers of mortal wounds). *'''Zodgrod Wortsnagga:''' A strange nutter who values grots as test subjects, this weirdo can take one mob of {{W40kKeyword|Core Gretchin}} and make them add +1 to hit for the entire game as well as be able to shoot on top of any objective actions. That first part there is actually quite powerful since you can make those grots a nasty surprise when grouped up. Also helping things is that he makes enemy monsters within 6" fight last, allowing him and his tiny terrors to wear down the beast - and as a {{W40kKeyword|Beast Snagga}}, that's what he does best. ** He is pretty situational. Grots have maybe only two uses, both of which involve dying, and his modest price isn't quite modest enough for the boost. His ability against monsters is okay, but he's not killy enough compared to other HQ options to go after this rule specifically. ** Furthermore, though he boosts grots' effectiveness, he himself does little for them in the middle of the game. Beyond saving them from their in-built morale flaw, taking a second runtherd and having Zodgrod run ahead with the lads (where his weapon and other ability will be more useful) might be more beneficial. </div> </div>
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