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Made in us
Tail-spinning Tomb Blade Pilot






Planning on putting either Ghaz or other warboss with Snikrot. I can call the WAAAGH! when Snikrot and his unit come into play. I feel this would increase the threat from any table edge considerably yet might be to complicated to pull off. Any suggestions with pulling this off to maximum affect? I hope to use GHAZ's WAAAGH!

BTW, how many A's are appropriate for writing WAAAGH!

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jspyd3rx wrote:BTW, how many A's are appropriate for writing WAAAGH!


The more the better.

   
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Thames Valley, UK

I believe that for brevities sake, and aesthetics, 3 'A's would seem optimum

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Hollywood

use Ghaz and a normal kommando squad with 2 flammers just as good and cheaper

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Connecticut

Snikrot is a game changer, and I would field him with another warboss.

Snikrot is all about the psylogical game. The fear of having 16 boys come out from behind the player will make them move from the edge of the board -- closer to your boys. I've had this give great effect when fighting IG -- the IG player literally put every model he had at least 13" away from the board edge and that much closer to my horde.

If he does not, then you can use them to tie up/destroy his support fire. Ive had Snikrot and crew kill 3 oblits multiple times. Ive used them to destroy tanks.

As an added bonus, when snikrot and crew engage, they tend to attack far more firepower than they would normally merit. I've had the enemy general turn his entire army and blow the kommados away with concentrated fire. I find this great, as I would much rather have the kommandos shot up than my horde of boys which are congo-lining toward the enemy!
   
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Been Around the Block






When you play with Ghaz you usually are going to use the waaagh to get into combat as soon as possible or when you need his inv save to be a 2plus. (Most times he is a battlewagon too because spending that many points for ghaz you want to do anything you can to make sure he gets to the enemy as soon and often as possible when playing) While it would be great to be able to use it at the same time snikrot comes in, I would say since orks don't have any way to help him come in sooner than later it would be my opinion it wouldn't work out correctly in most games. Not to mention Snikrot doesn't live long after he arrives the majority of the time, so you get the choice to waagh as soon as he arrives or not be able to pull of the combo.

I think increasing his threat range is good in theory but wouldn't pan out in actually play. Ghaz and snikrot together are a ton of points too for something that might not help. Hell though play test a few times and see what kind of results you get. It is just a game after all. lol.

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Downunder

Is this going to be your central strategy, or the 2 of a 1-2 combo?

Ghaz's waaagh! is pretty much game-changing, With Snikrot that could be effective, but as mentioned before that could mean holding off the waaagh! turns till much later. plus Ghaz is a point sink as is, and again as people have said you NEED a battle-wagon as any non-ork player whose even heard of Ghaz will target him with a lot of firepower. I suppose the trade is dependant on how many points you can sacrifice to take Ghaz and beefed up battle-wagon.

e.g.: I wouldn't consider this combo in 1,500 point army, as I would be compelled to run snikrot with 15 Kommandos, deck the battle-wagon as an assault carrier, take Ghaz and still have enough oomph in the rest of the army to avoid that single dice roll (Kommandos coming in late), that breaks this particular idea, from ruining my plan for the game as a whole.

jspyd3rx wrote:BTW, how many A's are appropriate for writing WAAAGH!

The appropriate number of A's is equal to the maximum amount of Dakka....

Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
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