Squiggoth

My Ork Squiggoth moves forward.

Squiggoth

This is the Forge World model and you can see how I painted it in my workbench feature on the model.

Of course the rules for this model are not in the standard rules or the Ork Codex.

I use to use the Forge World supplements, but more recently I have been using the rules from Apocalypse.

The Squiggoth has a Zzap gun mounted, and with the recent change in the rules has meant that it is less effective than in the original rules. In the original Ork Codex, the Zzap gun would automatically hit and you would roll 2D6 for the strength. With the new version of the rules, you still roll 2D6 for the strength, but now you need to roll to hit!

We are considering a house rule that uses the old rule.

Ork Heavy Support

From a recent game, here you can see my Forge World Squiggoth and Gunwagon moving forward.

Ork Gunwagon with Kannon alongside a Squiggoth

Of course the rules for these are not in the standard rules or the Ork Codex.

I use to use the Forge World supplements, but more recently I have been using the rules from Apocalypse.

The Squiggoth has a Zzap gun mounted, and with the recent change in the rules has meant that I am considering retiring it.

In the original Ork Codex, the Zzap gun would automatically hit and you would roll 2D6 for the strength. With the new version of the rules, you still roll 2D6 for the strength, but now you need to roll to hit!

We are considering a house rule that uses the old rule.

Grot Big Gunz

This is my battery of Grot Big Gunz Kannons from a recent game (hiding behind some cover).

In the new Ork Codex, these Big Gunz are now much better at hitting things.
Grotz in the new Codex now have a BS of 3 making their base to hit roll a 4+ which is one better than their bigger Ork cousins.

The only downside to the new Big Gunz rules is that Zzap Guns no longer automatically hit (according to the letter of the rules) and as they cost more points and have an average strength lower than Kannons, are not longer a real option anymore.

I am hoping the imminent Ork Codex FAQ will clarify the Zzap Gun rules.

Zzap Gun

Today I had my first game using the new Ork Codex and my Ork Gunwagon was armed with a Zzap Gun. Now in the old Codex the Zzap Gun automatically hit its target and you rolled 2D6 for the strength of the attack.

Now in the new Codex, the range has been extended to 36″ however no mention is made of automatically hitting anymore.

So what does this mean, do I now have to roll to hit as well as rolling strength?

If so what is the point of the Zzap Gun, might as well get a Kannon which always has a strength 8 shell shot which is (on average) higher than the strength of the Zzap Gun.

I may have missed the bit in the rules which talks about automatic hits, but in the old Codex it was quite explicit.

Of course playing revised rules means you miss some new rules which benefit your side (Furious Charge) and some which benefit the opposition (there may have been a Stormboyz rule I missed).

Overall my Orks  did not do so well, but the Squiggoth and the Fighter Bomma performed above expectations.

Big Gunz – Zapp Gun

I do like the Big Gunz models that have been produced for the Orks, I don’t like the lists that all the Big Gunz have to be the same (though tactically I know that is better). I already have a Kannon so was pleasantly surprised when my mother in law for my birthday gave me a Zapp Gun.

It was easy to put together, though no instructions where to put the extra bitz, so they could be in the right place, more likely they are in the wrong place…

Big Gunz - Zapp Gun

It comes with two krew, but in reality you need more than two as they die very easily at which point the gun becomes useless.

I have already three extra krew which I got sometime ago, but never finished painting.

Big Gunz - Zapp Gun Grew

Two are gun krew whilst the model on the left is from the Skorcha model.

They are undercoated white, painted Goblin Green so far and equipment has been painted black ready for a drybrush of Boltgun Metal.