More ork codex leaks: buggies!
Posted Jul 19, 2021, 5:35 AM UTC
Posted Jul 19, 2021, 5:35 AM UTC
Overall I can see buggies doing pretty good! -1 damage against big guns is always nice, and their guns going almost all to damage 2 or more, and with better melee saw attacks, I can see these guys seeing play. Just a shame its so CP intensive to take one of each like I'd like to do.
I also prefer running 1 of each (which is very CP intensive) because of how it looks on the field. i wish there was some rule that allowed you to run them all for 2 fast attack slots but could take a max of 1/army. worked better with old speed mob rules.
You could always take an Outrider detachment, 6 Fast Attack slots.
Yeah it's just that it's way less CP to run 3x of 1 type vs 1x of 3 types in most lists.
Just remember only 1 can get the kustom job
Wait buggies are going DOWN in points cost??
All 80-90 points now, and in general look better than before! Dragsta now might take D3 MW for using the Shokk Tunnel ability, but the kustom job fixes that, and the Scrapjet’s wing missiles keep the +1 to hit vehicles while also losing the -1 to hit everything else. And then there’s ramshackle on everything! It’s a good time to be a Speed Freek
I wonder what kultur would be best for a buggy list now
I'll probably stick with Evil Sunz. They ignore the assault weapon penalty, which a lot of the buggies have still. The +2" move is always nice but especially if you don't advance in order to use the Dakka weapons. And of course Drive By Krumpin', (now called Drive By Dakka, unfortunately).
I say freebootaz as you can remove objective secured with the relic and +1 to hit in both melee and shooting is great and should be easy enough to trigger
I might consider running a blob of flash gitz and ghaz anyways, so I’ll definitely try this out when I can get my hands on a codex.
I suspect Deathskulls is still really good.
Yeap, even with them being combined into units of 3 it is still going to be really good to have a hit/wound reroll in the Shooting and Fight phase.
A couple of them have play now, IMO.
Evil Sunz is as good as it has been for mobility, which is more relevant now with Dakka weapons as others have said.
Bad Moons is also nice now if you're running the buggies with Dakka weapons. With buggies running in units now, the shootier ones put out enough shots that Showin' Off could be pretty strong on them. If the strat isn't limited to infantry, that is.
Freebooters is Freebooters, making the +1 to hit army wide is nice for letting your buggies make the most of their movement without losing out on the bonus.
Snakebites is okay, but it's probably least relevant on buggies. The only thing that it protects against is S7 specifically, or S6 with +1 to wound.
The big loser is Deathskulls, IMO. Losing the 6++ sucks and the nerf to the reroll was obviously coming, but the big loss for them is that buggies don't split into single model units anymore. It still synergizes like it used to if you're splashing a couple single Scrapjets or Dragstas into an army with other stuff, but I don't think Deathskulls have much of a reason to spam buggies anymore.
Edit: The Deathskulls trait can also protect Dragstas against the MW's they take when teleporting, so that's something.
Teleport as well as the shokk rifle shots
These are some good things to keep in mind. But note that the Kustom job on Shokkjump Dragstas has changed to D3 MW on a 4+ if attacked in combat. And Kustom Jobs in general have changed. Edit: As below I'm a dummy that reads too fast. Kustom Job still exists
According to the leaked images, the Shokkjump Dragsta still has Gyroscopic Whirrlygig (+10 points) which allows the model to ignore all mortal wounds from the shokk tunnel ability, though it doesn’t seem to guarantee the jump on every advance now. You’re thinking of Shokka Hull, which can go on any vehicle and isn’t limited to the Dragsta
Yeah ok. I see it hidden at the bottom there.
I haven't run across images of the kustom jobs yet; link?
My only worry with the Scrapjet is I won't be able to shoot the rokkits in melee any more since they're blast, and I'd often charge it in, get stuck in, and then finish clearing out the unit on the next turn with shooting before charging something else.
Granted this is all in a theoretical vacuum at this point so there's a very good chance the point drop and increase in shots will more than make up for it!
The rokkit cannon was already a blast weapon since they've been at thing.
Oh man never mind, huge brain fart moment apparently. This all looks amazing then haha
Dragsta now might take D3 MW for using the Shokk Tunnel ability, but the kustom job fixes that
Haven't seen the Dragsta KJ yet; details?
yeah, I'm pretty stoked about the Squigbuggy gaining the ability to shoot stuff it can't see. We've needed options for that for a while now, IMO. Apparently its KJ is also +1 to Wound with the squigs, so that's potentially 3D6 shots (per buggy) that don't require line of sight and are at AP-2, D2 that will wound most infantry on a 2+.
Oh sweet! I haven't seen anything on the jobs yet! Love to hear a source if you can scratch it together.
Love the OoLoS, could be huge in 9th. Bonus points for semi-accrate ork (grot) shooting.
But maybe the bet thing is point drops for them. What a time! Bikes and buggies at last!
There was another thread on r/Orks about the Squigbuggy that covered it. Not sure what their source was either, though.
my DG terminator list is very much looking forward to ignoring the heck out of this threat :)
Yeah against the DW terminator we’ll just have to aim for the fancy bikes or speed up to get a shot at some stranded characters
Ap-3 in speedwagh too.
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Can’t see anything in the video.
What’s the improvements to the Kustom Booster Blasta?
Burna Exhausts went to d6 shots, the Rivet Kannon is now Dakka 9/6, and they're down to 80 points.
Dakka big shoota, ramshackle and d6 shot on all 4 exhausts.
Drawback is no more Burnin' Highway stratagem boosting them to heavy flamers
All those buggies with -1 damage is going to be quite obnoxious. Ugh
Don't forget: It's only for weapons with S7 or less. So it won't do much versus quite a lot of weapons.
It does a lot vs a lot of weapons though
It does a lot against weapons not meant to be effective versus them.
It's basically there to hurt taking them down with S4 weapons and a +1S stratagem.
It's using the existing system to proxy an armour penetration threshold, which is what a lot of people think the game needs to make vehicles (somewhat) viable.
I like it. Elegant, efficient, not a core mechanic change to the edition, fits with the lore.
Specially melee.
Repentia, Sanginary guard, death guard flails, the entire white scar chapter, Bladeguard veterans, a ton of D2 weapons for characters...
Autocannons, most Volkite, some plasmas, nade launchers, some of the heavier flamers, and a lot of melee stuff all fall under that s7 or less slot, and a good number of those weapons are the weapons you want against the boyz you might run into.
Don’t forget about most of the Tau Arsenal as well. Pretty much all of the pulse and missile weapons in the codex fall in the str 6-7 range.
Even if tau plasma goes up to 2 damage at this rate everything gonna be -1 damage.
I think at this rate Tau are resigning themselves to just chip damaging everything with D1 weapons, or just resigning.
Add in -1to hit w shooting on the snazzwaggon and a klan trait on top. Harrasment per excellene.